Instead of ‘spell levels’, psionic powers are ranked by ‘grade’ – from minor to medium to major.

Minor Psi-Powers (1 ISP)
| 1. Danger Sense | Ignore surprise. |
|---|---|
| 2. Daze | Humanoid with 4 HD or less loses next action. |
| 3. Detect Psionics | As Detect Magic, but detects psionics. |
| 4. Empathy | You know the subject’s surface emotions. |
| 5. Far Hand | Move small objects at a limited distance. |
| 6. Precognition | Gain +2 bonus to one attack or saving throw (decided after roll). |
| 7. Telempathic Projection | Alter the subject’s mood; shift one category. Not usable in combat. |
| 8. Vigour | Gain 5 temporary hit points (disappear after 1 turn). |

Medium Psi-Powers (3 ISP)
| 1. Clairvoyant Sense | Clairvoyance (as spell). |
|---|---|
| 2. Empathic Transfer | Transfer another’s wounds to yourself (up to 2d6 hp, manifester suffers half damage). |
| 3. Inflict Pain | Telepathic stab gives your foe -4 on d20 rolls, or -2 if he makes the save. |
| 4. Kinetic Blast | Deal 2d6 force damage to target on successful ranged attack. |
| 5. Object Reading | Learn details about an object’s previous owner. |
| 6. Psi-Charm | Charm Person (as spell). |
| 7. Read Thoughts | ESP (as spell). |
| 8. Telepathy | Two-way communication with intelligent creatures. |

Major Psi-Powers (5 ISP)
| 1. Biofeedback | You heal 2d6 hit points damage, or 1d4 ability points. |
|---|---|
| 2. Brain Lock | Hold Person (as spell). Note that subject(s) can still take mental-only actions. |
| 3. False Sensory Input | Subject sees what isn’t there. |
| 4. Fate Link | You link the fates of two targets (split all damage equally). |
| 5. Kinetic Shield | Psychokinetic shield grants +4 AC (against physical attacks only). |
| 6. Negate Psionics | Dispel Magic (as spell), but cancels psionic powers and effects. |
| 7. Psionic Blast | Targets within 30-ft. cone are knocked unconscious, or stunned on save. |
| 8. Telekinesis | Telekinesis (as spell). |
