Ardents and divine minds create their list of potential powers by choosing specific mantles. Once a mantle is selected, the character can choose from the powers of that mantle when selecting a new known power. Each mantle also has an associated granted ability that is available to the divine mind or ardent once the domain is chosen.
Click the ⬆️ wherever you see it to return to the Mantles Index bar.
Chaos Mantle ⬆️
Granted Ability: You can expend your psionic focus to deal additional damage to nonchaotic creatures. You deal an additional 1d6 points of damage with a melee or ranged attack or a spell that deals damage.
4Personality Parasite: Subject’s mind calves self-antagonistic splinter personality for 1 round/level.
5Catapsi: Psychic static inhibits power manifestation.
8Chaos Fissure: Wild surge and wild magic apply to psionic powers and spells.
Communication Mantle ⬆️
Granted Ability: While psionically focused, you gain a +2 competence bonus on Diplomacy checks and can use the Diplomacy skill more quickly and skillfully than others. When making a rushed Diplomacy check as a full-round action, you take only −5 penalty on the check.
1AttractionA: Subject has an attraction you specify.
1MissiveA: Send one-way telepathic message to subject.
2Missive, MassA: You send a one-way telepathic message to an area.
4Correspond: Hold mental conversation with another creature at any distance.
5MetaconcertA: Mental concert of two or more increases the total power of the participants.
9MetafacultyX: You learn details about any one creature.
Conflict Mantle ⬆️
Granted Ability: You are more in tune with martial concepts and gain the Weapon Focus feat as a bonus feat with a weapon of your choice.
5Psychic CrushA: Brutally crush subject’s mental essence, reducing subject to −1 hit points.
5Graft Weapon: Your hand is replaced seamlessly by your weapon.
8Spirit of War: Confer +4 on attack rolls and damage rolls, +10 to one save, and confirm one critical threat.
Consumption Mantle ⬆️
Granted Ability: You can expend your focus as an immediate action to gain 5 temporary hit points when someone within 10 feet is wounded. These temporary hit points last for up to 1 minute.
2Feat LeechA: Borrow another’s psionic or metapsionic feats.
4Power Leech: Drain 1d6 power points/round while you maintain concentration; you gain 1/round.
7Power ThiefA: Steal and quickly use one power from a target.
9ApopsiX: You delete target’s psionic powers.
Corruption and Madness Mantle ⬆️
Granted Ability: Your insights into corruption and madness have touched you with insanity and terrible clarity. While you are psionically focused, you cannot be confused.
1Daze, PsionicA: Humanoid creature of 4 HD or lower loses next action.
2Brain LockA: Subject cannot move or take any mental actions.
3Mental TurmoilA: Prevent target from using abilities that require mental calm.
4MindwipeA: Subject’s recent experiences are wiped away, bestowing negative levels.
9MicrocosmA: Creature or creatures live forevermore in a world of their own imaginations.
Creation Mantle ⬆️
Granted Ability: You gain the Ectopic Form feat (page 50) as a bonus feat and learn the form of your choice. You must meet all the feat’s prerequisites for the form of your choice.
Death Mantle ⬆️
Deception Mantle ⬆️
Granted Ability: As an immediate action, you can expend your psionic focus to displace yourself until your next action. While you are displaced, any attacks that target you have a 50% chance to miss you entirely.
2Cloud Mind: You erase knowledge of your presence from target’s mind.
6Cloud Mind, Mass: Erase knowledge of your presence from the minds of one creature/level.
Destruction Mantle ⬆️
Granted Ability: You have the Improved Sunder feat as long as you are psionically focused. If you expend your focus as part of a sunder attempt, the hardness of the object you are sundering is treated as 4 less.
Elements Mantle ⬆️
Granted Ability: When you become psionically focused, choose one of the four primary elements with which to align yourself (air, earth, fire, or water). As long as you remain focused, you gain an associated benefit, as given below.
Air: You treat any fall as if the distance were 20 feet less.
Earth: You gain a +4 bonus on Balance checks and checks to resist bull rush attempts.
Fire: Your melee attacks deal an extra 1 point of fire damage.
Water: You gain a swim speed equal to your base land speed.
2Control AirA: You have control over wind speed and direction.
2Earth WalkA: Move easily in all directions while on earthen surfaces.
5Adapt Body: You body automatically adapts to hostile environments.
9Tornado BlastA: Vortex of air subjects your foes to 17d6 damage and moves them.
Energy Mantle ⬆️
Granted Ability: You can expend your psionic focus to gain resistance 5 against one energy type for a number of rounds equal to 3 + your Wis modifier. At 10th level, you gain resistance to energy 10 instead.
1Energy RayA: Deal 1d6 energy (cold, electricity, fire, or sonic) damage.
7Energy WaveA: Deal 13d4 damage of your chosen energy type in 120-ft. cone.
Evil Mantle ⬆️
Granted Ability: You can expend your psionic focus to deal additional damage to a non-evil creature. You deal an additional 1d6 points of damage with a melee or ranged attack or a spell that deals damage and targets a single creature.
5Fiendish ConduitA: Launch a bolt of ectoplasm-mediated negative energy from your fingertips.
6Planar Embrace: Temporarily become a half-celestial or half-fiend (half-fiend only).
8Dark Despair: You gain a dark aura that harms good creatures.
Fate Mantle ⬆️
Granted Ability: Once per day, you can expend your psionic focus to add a bonus on one d20 roll equal to your level in the class that allowed you to access this ability.
4Remote ViewingX: See, hear, and potentially interact with subjects at a distance.
7Fate of OneA: Reroll any roll you just failed. You also gain an augmentation option unavailable to other manifesters of this power.
Augment: If you spend 3 additional power points, you can reroll a third time. You need not decide to spend the power points for this augmentation until after you decide to roll the third time, but you must spend the power points before you know the result of your roll.
9MetafacultyX: You learn details about any one creature.
Force Mantle ⬆️
Granted Ability: While psionically focused, you gain a +1 deflection bonus to your Armor Class.
1Force ScreenA: Invisible disc provides +4 shield bonus to AC.
Freedom Mantle ⬆️
Granted Ability: While psionically focused, you gain a +10-foot bonus to your speed. You can expend your focus to add your manifester level to a roll made to resist being grappled or to escape from a grapple.
2Hustle: Instantly gain a move action.
6Evade BurstA: You take no damage from a burst on a successful Reflex save.
Good Mantle ⬆️
Granted Ability: You can expend your psionic focus to deal additional damage to a non-good creature. You deal an extra 1d6 points of damage with a melee or ranged attack, or a spell that deals damage and targets a single creature.
5Celestial ConduitA: Launch a line of ectoplasm-mediated positive energy from your fingertips.
6Planar Embrace: Temporarily become a half-celestial or half-fiend (half-celestial only).
Guardian Mantle ⬆️
Granted Ability: You can expend your psionic focus as an immediate action to take the damage dealt to an adjacent ally by a single melee attack. You must declare the use of this ability after you know the result of the attack roll against your ally, but before damage is rolled.
1Deaden BlowA: A weapon deals nonlethal damage rather than lethal.
1Thicken SkinA: Gain +1 enhancement bonus to your AC for 10 minute/level.
2Damp PowerA: Variable numeric effects of enemy powers are minimized against you.
Justice Mantle ⬆️
Granted Ability: You can expend your psionic focus as an immediate action to make an attack of opportunity against a foe that attacks one of your allies.
2Call ArmorA: Transfer chosen type of armor to your hand.
2Incite BraveryA: You and allies near you become immune to fear effects for 1 round/level.
4Aura Sight: Reveals creatures, objects, powers, or spells of selected alignment axis.
7Reddopsi: Powers targeting you rebound on the manifester.
Knowledge Mantle ⬆️
Granted Ability: While psionically focused, you can make Knowledge checks as if trained. You can expend your psionic focus to gain a +5 bonus on one Knowledge check.
3TouchsightA: Your telekinetic field tells you where everything is.
6PsychometryA: Read psychic impressions from a given location.
Law Mantle ⬆️
Granted Ability: You can expend your psionic focus to deal additional damage to nonlawful creatures. You deal an additional 1d6 points of damage with a melee or ranged attack, or a spell that deals damage.
1HammerA: Melee touch deals 1d8/round.
5Tower of Iron WillA: Grant PR 19 against mindaffecting powers to all creatures within 10 ft. until your next turn.
9Timeless Body: Ignore all harmful, and helpful, effects for 1 round.
Life Mantle ⬆️
Granted Ability: If you expend your psionic focus as a swift action as you manifest a power from this mantle, your manifester level for that power is considered 1 higher (thus increasing the number of power points you can spend on manifesting the power, among other benefits).
1Touch of HealthA: Channel positive energy to cure damage or deal damage to undead.
4Stygian Ward: Grant immunity to death spells and negative energy effects.
5Psionic RevivifyAX: Return the dead to life before the psyche leaves the corpse.
6Mend WoundsA: Cure nonundead of 55 damage, or deal 55 damage to undead.
8True MetabolismA: You regenerate 10 hit points/round. Unlike other manifesters of this power, you gain a new augmentation option.
Augment: If you spend 5 additional power points, you can affect one additional willing creature touched with this power.
Light and Darkness Mantle ⬆️
Granted Ability: When you gain this mantle, choose whether you gain low-light vision or darkvision out to 60 feet. If you already have both, you can double the range of your low-light vision or add 30 feet to the range of your darkvision.
1Control LightA: Adjust ambient light levels. You also gain an augmentation option unavailable to other manifesters of this power.
Augment: If you spend 4 additional power points, you can create the effect of a daylight or darkness spell.
1Elfsight: Gain low-light vision, +2 bonus on Search and Spot checks, and notice secret doors.
1My LightA: Your eyes emit 20-ft. cone of light.
8Light BurstA: Blinds all within 10 ft., deals 6d6 damage.
Magic Mantle ⬆️
Granted Ability: You gain Use Magic Device as a class skill. If you purchased ranks in Use Magic Device or Use Psionic Device at the cross-class rate, you get additional ranks in Use Magic Device or Use Psionic Device as if it had always been a class skill for you.
In addition, you always treat magic and psionics as identical. Therefore, powers such as dispel psionics work for both magic and psionics. Most campaigns already treat them in this manner, so this mantle is most useful in campaigns where they are considered different systems.
6Analyze Dweomer, PsionicA: Reveals magical aspects of subject. You also gain an augmentation option unavailable to other manifesters of this power.
Augment: For every additional power point you spend, you can analyze an additional object or creature, requiring an additional round per target.
Mental Power Mantle ⬆️
Granted Ability: For the purpose of determining bonus power points for the class that gives you this mantle, treat your Wisdom score as 2 points higher than its actual value.
2Id InsinuationA: Swift tendrils of thought disrupt and confuse your target.
3Mind TrapA: Drain 1d6 power points from anyone who attacks you with a telepathy power.
4Intellect FortressA: Those inside fortress rake only half damage from all power and psi-like abilities until your next action.
5Psychic CrushA: Brutally crush target’s mental essence, reducing subject to −1 hit points.
6Cranial DelugeA: Massive physical damage can cause your opponent’s head to explode.
Natural World Mantle ⬆️
Granted Ability: You gain the wild empathy class feature, except the result is determined by 1d20 + manifester level + your Cha modifier.
1Chameleon: Gain +10 enhancement bonus on Hide checks.
5Oak BodyA: Your body becomes as hard as oak.
Pain and Suffering Mantle ⬆️
Granted Ability: As an immediate action, you can expend your psionic focus to share the pain of the next melee attack that deals damage to you. The attacker takes damage equal to half the damage it deals you.
1DisableA: Subjects incorrectly believe they are disabled.
2Inflict PainA: Telepathic stab gives your foe −4 on attack rolls, or −2 if he makes the save.
3Mental TurmoilA: Prevent target from using abilities that require mental calm.
6Fuse FleshA: Fuse subject’s flesh, creating a helpless mass.
Physical Power Mantle ⬆️
Granted Ability: As a free action, you can expend your psionic focus to gain a +2 bonus to Str, Dex, or Con for 1 round.
1VigorA: Gain 5 temporary hit points.
3Graft Weapon: Your hand is replaced seamlessly by your weapon.
5Psychofeedback: Boost Str, Dex. or Con at the expense of one or more other scores.
7Oak BodyA: Your body becomes as hard as oak.
The Planes Mantle ⬆️
Granted Ability: You can expend your focus to gain a +4 bonus on manifester level checks made to overcome an outsider’s power resistance. You can use this ability in conjunction with the Power Penetration or Greater Power Penetration feat, and the effects stack.
Repose Mantle ⬆️
Granted Ability: While psionically focused, you gain a +2 bonus on Concentration checks. You can expend your focus as a free action to gain a +5 bonus on a single Concentration check.
1Empty MindA: You gain +2 on Will saves until your next action.
2SerenityA: Pacify a creature and stop it from fighting.
6Suspend Life: Put yourself into a state akin to suspended animation.
Time Mantle ⬆️
Granted Ability: You gain a +2 bonus on initiative checks. In addition, once per day, you can expend your psionic focus as an immediate action to delay the onset of one damaging attack or effect. Instead of taking the damage immediately, as normal, you take it 1 round later. If, in the intervening turn, you gain some immunity that would have protected you from the damage, it does not protect you from the delayed damage. You are subject to the damage as if you had taken it when the blow or effect was struck.
2Sustenance: Go without food and water for one day.
3Time HopA: Subject hops forward in time 1 round/level.