by belile, Sep 30,2009
Guides: [[Dnd:CharOp/Index_of_Class_Guides|Index]] | [[Dnd:CharOp/Defenders|Defenders]] | [[Dnd:CharOp/Leaders|Leaders]] | [[Dnd:CharOp/Strikers|Strikers]] | [[Dnd:CharOp/Controllers|Controllers]] | [[Dnd:CharOp/Hybrids|Hybrids]] | [[Dnd:CharOp/Race_Guides|Races]]
Controllers: [[Dnd:CharOp/Controllers/Druid|Druid]] | [[Dnd:CharOp/Controllers/Invoker|Invoker]] | [[Dnd:CharOp/Controllers/Psion|Psion]] | [[Dnd:CharOp/Controllers/Seeker|Seeker]] | [[Dnd:CharOp/Controllers/Wizard|Wizard]]
Handbook: [[Dnd:CharOp/Controllers/Psion/Handbook|Intro]] | [[Dnd:CharOp/Controllers/Psion/Handbook/Basics|Basics]] | [[Dnd:CharOp/Controllers/Psion/Handbook/Races|Races]] | [[Dnd:CharOp/Controllers/Psion/Handbook/Abilities|Abilities]] | [[Dnd:CharOp/Controllers/Psion/Handbook/Skills|Skills]] | Powers | [[Dnd:CharOp/Controllers/Psion/Handbook/Feats|Feats]] | [[Dnd:CharOp/Controllers/Psion/Handbook/Paragon_Paths|Paragon Paths]] | [[Dnd:CharOp/Controllers/Psion/Handbook/Epic_Destinies|Epic Destinies]] | [[Dnd:CharOp/Controllers/Psion/Handbook/Items|Items]]
Powers: Heroic Tier | [[Dnd:CharOp/Controllers/Psion/Handbook/Powers/Paragon|Paragon Tier]] | [[Dnd:CharOp/Controllers/Psion/Handbook/Powers/Epic|Epic Tier]]

Heroic Tier Powers: Apprentice Disciplines
There are no riders on any of the disciplines based on which discipline focus you've chosen. So the choice of which discipline focus you choose depends solely on which discipline focus class feature powers you prefer and the feats that require them as a prerequisite.

Telekinetic Focus:
  • Forceful Push (PHB3) – Sliding a target as a free action without having to roll an attack is very nice.
  • Far Hand (PHB3) – The psion version of mage hand, except it's an encounter power. The orbiting object feat allows you to sustain it with a free action, but it's probably not worth it.

Telepathy Focus:
  • Distract (PHB3) – Can be useful if you have a rogue in the party or as a setup for one of your daily powers. Combine with mind thrust for a serious action point nova round.
  • Send Thoughts (PHB3) – Pretty meh ability. Might become better with the exchange power feat.

Shaper Focus:
  • Shaped Consciousness (PSP) – A handy conjuration extending the range of your disciplines and attacking creatures you may otherwise not have line of sight on. It can also be used for close or melee disciplines when you'd rather not put yourself in harms way.
  • Minor Creation (PSP) – Creating a non-magical object is of limited utility, but I guess there is always the chance that you'll go out adventuring without your 50' rope. Of limited combat utility since it takes a standard action to conjure the object.

Level 1, At-Will:

Note that, unlike non-psionic at-will attack powers, none of the psion at-will attack powers get a damage boost at 21st level.
  • Dimensional Scramble (PSP) – An area attack that does untyped damage and teleports the targets outside the burst. If you teleport them into the air, they get a save. But, if they fail the save they'll take an additional 1d10 damage (2d10 damage for large or larger creatures) and fall prone (assuming they are not trained in acrobatics). The augment 1 option allows you to target only enemies. The augment 2 option increases the damage slightly, also only targets enemies and allows you to teleport the target to a square within the burst.
  • Dishearten (PHB3) (CHA) – The psion's illusory ambush, but it's an area burst instead of a single target. The augment 1 option is situationally useful, but the augment 2 option can be a serious debuff.
  • Force Punch (PHB3) (WIS) – The downside of this discipline is that you'll need to be in melee with an enemy to use it. And you won't get the discipline's full effect unless you're in melee with multiple enemies. However, since it's a melee attack that pushes it does benefit from rushing cleats. The augment 1 option increases the distance you push the primary target, which could be useful for pushing an enemy over a precipice. The augment 2 option does slightly more damage and also knocks the primary target prone, useful for making sure a melee combatant can't attack you next round. All in all, a pretty defensive discipline for possibly getting enemies off of you so you can disengage them, but as a fairly fragile controller you probably won't want to be using it offensively, thus relegating it to a secondary option.
  • Force Shard (PSP) (CHA) – This discipline is a much weaker version of the wizard's storm pillar. Unlike storm pillar, force shard only does damage to creatures that enter the conjuration's space. However, you can make a minor action attack with it. But, that expends the shard, making attacking with it on the turn you conjured it of limited utility. The augment 1 option allows you to move the conjuration, which could be helpful if enemies move out of its short range after it was conjured. The augment 2 option increases the damage slightly of an attack using the shard.
  • Kinetic Trawl (PHB3) (WIS) – The psion's thorn whip but its effect is slightly weaker and it targets reflex instead of fortitude. The augment 1 option does more damage and increases the distance of the pull, and the augment 2 option does even more damage while also increasing the distance of the pull. While it's the most damage first level discipline you have it's also the most situational. Rarely will a ranged character want to pull enemies. However, it can be used unaugmented as a ranged basic attack.
  • Memory Hole (PHB3) – The psion's eyebite. The augment 1 option makes you invisible longer and the augment 2 option makes it an area burst (but you lose the longevity of the invisibility). A great pick at early levels for some added defense.
  • Mind Lock (PSP) – The psion's ray of frost except that it targets will and does psychic damage. The augment 1 option prevents the target from shifting and the augment 2 option makes it an area burst.
  • Mind Thrust (PHB3) (CHA) – The psion's eldritch blast (anyone else see a pattern here) but it targets will instead of reflex. The augment 1 option is meh, but the augment 2 option is a great setup for a party nova round. It can also be used unaugmented as a ranged basic attack.
  • Static Mote (PSP) – The better of the two 1st level at-will conjuration disciplines. This one can auto slow enemies that start their turn adjacent to it. Also, if they don't double move away, they'll be subject to the close burst attack (that targets reflex) on your following turn. The augment 1 option adds a 1 square pull to a single target in the burst. The augment 2 option increases the damage slightly. The follow up attack does lightning damage which synergizes well with the mark of storm feat, especially with the augment 1 option.

Level 1, Daily:
  • Hand of Caution (PHB3) – A single target ranged discipline that does force damage and is the only level 1 daily that offers a form of hard control. A pair of gauntlets of the ram increases the push effect. Not a bad power if you have a melee enemy that constantly wants to harass you. Also, the effect can be used to set up flanks for your allies. You will, however, have to get within 5 squares of your target to use the ability.
  • Living Missile (PSP) – A slow or immobilize plus a slide 10 is as good as a stun versus an enemy that only has melee attacks. Throw in the fact that you can then use that enemy to make a minor action attack once a round that deals damage and knocks both enemies prone and you have a real incentive to start optimizing save ends penalties at level one.
  • Mental Trauma (PHB3) – Single target pure damage ranged discipline. The effect is decent since a lot of your powers are going to be psychic, but it probably won't last long and doesn't help the rest of your party much. Does have some situational use in setting up a mini-nova round for yourself though.
  • Psychic Dissolution (PSP) – A party friendly discipline that gives allies engaged with the enemy an added defensive boost. Not bad, but it's not exactly going to change the tide of a battle either.
  • Ravening Thought (PHB3) – Another pure damage ranged discipline. This one has the ability to target additional enemies if they're adjacent to the primary target, thus making it sort of a pseudo area attack that's party friendly. The ongoing damage isn't likely to last very long though.
  • Summon Thought Servant (PSP) – Nothing overly exciting about this summoned creature. However, for those wanting to emphasize their secondary role of leader, the augment 1 option provides a nice boost.
  • Telekinetic Anchor (PHB3) – The first area attack daily discipline and the best of the level 1 daily disciplines so far. The discipline's initial hit does only damage, but the effect is more interesting. It essentially punishes enemies for moving, making it a form of soft control.
  • Telepathic Projection (PSP) – A high damage single target discipline that targets an ideal defense. The problem is that, in order to maximize its potential, the target will need to be (and remain) close to another enemy. It's possible that the enemy could save versus the telepathic projection before it even comes into effect. Using this power also has the potential to backfire if you miss. While not ideal, you can also have the enemy target itself with a melee attack. And forcing an enemy to attack also has the possibility of triggering the defender in your party's special mark punishing ability.

Level 2, Utility:
  • Borrow Training (PSP) – This discipline may be helpful if you find yourself needing training in a skill you don't have. Since it's a ranged discipline though, it's probably not a great idea to use this for escape checks.
  • Buoyancy of Thought (PSP) – You might find this useful if you find yourself falling or being knocked prone a lot. It's hard to justify this discipline over the other good options at this level though.
  • Dimensional Stowaway (PSP) – Taking a creature with you when you teleport doesn't seem that useful unless you already have the ability to teleport.
  • Intellect Fortress (PHB3) (CHA) – The psion's shield, but better since it scales through the roof with your charisma.
  • Mind Shroud (PSP) – This discipline will usually be worse than intellect fortress for those psions with a secondary ability of charisma. However, it's nice option for those with wisdom as a secondary that want a little bit of defense.
  • Skill Empowerment (PHB3) – A daily that seems pretty situational. If you're a telepath, you're better off with intellect fortress. Probably has some specific theoretical optimization uses.
  • Telekinetic Lift (PHB3) – An interesting power, but seems to lack good combat uses (aside from possibly dropping 400 pound rocks on your enemies). It's also a little disappointing that the range is 10 squares instead of 20. However, if becoming a psionic elevator for your party interests you, you may consider this power.
  • Transport Self (PHB3) (WIS) – Being able to teleport is almost always very handy. This discipline also scales up with wisdom. A great pick for telekinetics.

Skill Powers:
  • Arcane Mutterings (PHB3) (Arcana) – This power essentially allows you to have training in bluff, diplomacy and intimidate if you're trained in arcana.
  • Arcane Senses (PHB3) (Arcana) – Learning the number of elemental, fey and shadow creatures around you doesn't seem all that helpful.
  • Battle Feint (PHB3) (Bluff) – Requires you to be adjacent to the target and an ally to be adjacent to you. Also duplicates the telepath's distract discipline.
  • False Bravado (PHB3) (Bluff) – Most enemy marks aren't that powerful, however it's nice to be able to remove a condition you normally can't.
  • Serpent's Tongue (D389) (Bluff) – This power grants a +5 power bonus to bluff, diplomacy or intimidate, which is great. Unfortunately, you'll need to fail a bluff check against the creature first.
  • Soothing Words (PHB3) (Diplomacy) – Like the bard's song of rest feature except it doesn't affect you and it's only usable once a day. Not too exciting.
  • Deep Shadows (PHB3) (Dungeoneering) – An power that allows you to make a stealth check with dungeoneering while underground isn't bad. Too bad it's an encounter power.
  • Otherworldly Lore (PHB3) (Dungeoneering) – The only way I could see you getting much mileage out of this power is if you're playing in a themed campaign with lots of aberrations.
  • Legend Lore (PHB3) (History) – This power essentially allows you to have training in arcana, dungeoneering, nature and religion if you're trained in history.
  • Perfect Recall (PHB3) (History) – Highly DM dependent, but intelligence checks seem to be pretty rare.
  • Strategist's Epiphany (PHB3) (History) – This power will probably allow you and your allies to go first once a day. Pretty good considering that essentially gives them all an extra turn if they would have otherwise gone after your enemies.
  • Anticipate Maneuver (PHB3) (Insight) – Another power to grant combat advantage. You can at least use this one to give yourself combat advantage, but you need to be in melee range.
  • Damning Secret (D389) (Insight) – Substitute insight for intimidate once an encounter. Great for telekinetics, especially if you're not trained in intimidate.
  • Ominous Threat (PHB3) (Intimidate) – You're probably not going to have any melee attacks in order to make use of this power. Not that you'd want to. Enemy marking is extremely rare and you should leave marking to the defenders in your group.
  • Far Sight (PHB3) (Perception) – You're probably not going to have any ranged weapon attacks in order to make use of this power.

Level 3, At-Will:
  • Betrayal (PHB3) (CHA) – A bit situational unless you use the augment 2 option, then it becomes great. It suffers from the double roll issue. That is, two attack rolls are required in order to do damage (one by you and one by the target). It can be used to trigger one of the many defender marking effects (e.g. combat challenge) that might otherwise not have been triggered. If you place yourself correctly in the initiative order, triggering the effect won't sacrifice the control aspect of your defender's mark. The downside is that the target's attack will be at a -2 to hit.
  • Burning Flux (PHB3) (WIS) – The base discipline is a single target ranged power that does fire damage and also creates a zone. The zone acts as a form of soft control by doing fire damage to creatures that enter the zone or start their turn in or adjacent to it. The augment 1 option makes the zone totally obscured. The augment 2 option increases the damage and changes it to an area attack. It also increases the size of the zone (also making it totally obscured), but does not increase it's damaging effect. Totally obscured squares grant your target total concealment essentially giving them a +5 to defenses against melee and ranged attacks. This power is so wonky, I have a hard time imagining how it could be used effectively except to harass ranged artillery. It becomes a little better if your party has resistance to fire.
  • Crushing Turmoil (PSP) – I have a real hard time recommending an at-will discipline that's only really good for giving enemies penalties to saving throws. There are some theoretical uses and you may be interested in picking this up as your 3rd at-will if you really want to maximize that one time a day you use living missile. Consider waiting until you can get the more versatile ego whip at 7th level instead.
  • Force Hammer (PHB3) – An area attack that does force damage and slows creatures is nice. The augment 1 option prevents targets from shifting and the augment 2 option does slightly more damage and knocks them prone. Even though the discipline does force damage, it isn't dependent on wisdom, so it's a potential pick for any build. The versatility of this discipline makes it a solid pick.
  • Fuse Form (PSP) – The base discipline is a single target soft control power that does untyped damage and targets fortitude. The augment 1 option adds a pseudo fear aura that gives enemies a penalty to attack. The augment 2 option is some serious lockdown. The augment 1 and augment 2 options also combo up pretty well with each other if you're spending an action point.
  • Kinetic Trip (PSP) – This discipline seems like it would be great for locking down skirmishers, except it targets reflex. You're probably better off going with the force hammer unless you're planning on using it on soldiers and brutes (and in that case consider mind lock instead).
  • Id Insinuation (PHB3) (CHA) – This discipline is useful for telepaths that have taken a few disciplines that target fortitude (e.g. force hammer). The unaugmented version is a minor debuff, but the augment 1 option is a cheap debuff that scales with your charisma. The augment 2 option is a setup for a fortitude targeting nova round, but is otherwise probably not worth it over the economy of the augment 1 option.
  • Psychic Anomaly (PSP) – The unaugmented version of this discipline is good for rearranging the battlefield, sliding enemies adjacent to your defender. The augment 1 option even provides a flank for your allies. The augment 2 option is great. Remember you can place the conjuration in mid-air to maximize the number of adjacent enemies. You'll also want to place yourself in initiative directly before the enemies for maximum effect.

Level 5, Daily:
  • Crisis of Identity (PHB3) (CHA) – Damages a single target and forces it to make a melee basic attack against a creature of your choice with a bonus to attack and damage. No forced movement means this discipline is more situational than betrayal, but that's probably alright since it's a daily. See the commentary on betrayal for tips on how to set this discipline up for full effect.
  • Force Spheres (PSP) – As a standard action, you create 4 spheres of force which you can then use to attack with (range 20) as a minor action once a round. On a hit, they do force damage and knock enemies prone. Knocking an enemy prone can be a very powerful effect, resulting in action denial, if timed correctly. And, unlike slow, is still usually useful later in an encounter. As an added benefit, until you expend the 4th sphere, you'll get a nice +2 untyped bonus to all your defenses.
  • Hypnotic Pulse (PHB3) – Area attack that does psychic damage, dazes and only targets enemies. Dazes even on a miss. Works well with both the psychic lock and dominating mind feats.
  • Inflicted Mindscape (PSP) – Very similar to hypnotic pulse except it immobilizes on a hit (slowing on a miss) instead of dazing. It also creates a zone that slows enemies. Assuming the effect of the zone gets errata'd so that it actually has a meaningful duration, it'll probably be a pretty solid pick.
  • Shredding Ribbons (PHB3) (WIS) – This area attack discipline does force damage and creates a zone which you can sustain. Unfortunately the zone only does additional wisdom modifier force damage so it's just a method of soft control. But, since enemies take damage for entering or starting their turn in the zone, it's nice for hurling enemies into (making them take double damage).
  • Summon Ebony Stinger (PSP) – A durable (+4 untyped bonus to AC, a +2 untyped bonus to reflex) summon that can grab and make opportunity attacks that do ongoing posion damage. You'll almost always want to augment it though since your fortitude defense is likely your lowest defense.
  • Telekinetic Maul (PHB3) (WIS) – This single target ranged attack discipline is strange because it targets AC. It does some impressive damage but only pushes the target a number of squares equal to your wisdom modifier, which can prone if you push the target into difficult terrain. It would be much more appealing if it targeted fortitude and also slowed, immobilized or knocked the enemy prone by default.
  • Thunderous Exit (PSP) – A nice big burst that can get you out of trouble. Combine with mark of storm and resounding thunder and you'll get some good battlefield rearrangement.

Level 6, Utility:
  • Explosive Force (PSP) – Add a decent little effect to an unaugmented at-will force attack power once an encounter. Not a bad pick for a telekinetic, especially if you have rogue in the party.
  • Intellect Prism (PSP) – Nice daily utility power that acts as a damage sink and allows you greater flexibility in where your powers originate from. Use it to extend the range of your area and ranged attacks or use close and melee attacks from a safe distance.
  • Mental Void (PSP) – Your Will defense is likely one of your highest defenses, but still a +4 untyped bonus as an immediate interrupt is nice. If you cause the enemy to miss, you'll also get combat advantage. Best used if the enemy goes directly after you in initiative.
  • Mind Shadow (PHB3) – Invisibility to your enemies as long as you're not their nearest enemy. Strictly a defensive daily since attacking breaks the invisibility. Would be so much cooler if only it said "until you deal damage to any creature" instead of "until you hit any creature with an attack".
  • Shared Recovery (PSP) – Temporary hit points are always welcome to a controller class and these should easily come into play every encounter.
  • Steadfast Stanchion (PHB3) – Immunity to forced movement is pretty situational. The main downside to this power is that moving ends the effect. This discipline becomes better if you have a way to teleport at will (e.g. boots of teleportation).
  • Telekinetic Screen (PHB3) – Damage reduction as an immediate interrupt that scales up with your wisdom is nice, but the trigger means it won't come into effect as often as you'd like. At least it'll be used when it really counts. Not a bad pick for a telekinetic, but I can't help but notice how it pales in comparison to the wizard's escape power.

Skill Powers:
  • Experienced Arcana (PHB3) (Arcana) – This power can save you quite a bit of cash if you use lower level rituals often enough. The reroll makes sure you're competent as well.
  • Insightful Warding (PHB3) (Arcana) – A nice little boost for you and your allies when you get caught in a close or area attack.
  • Confusing Blather (PHB3) (Bluff) – A great tool for disengaging enemies and being able to avoid attacks of opportunity.
  • Dirty Tricks (PHB3) (Bluff) – Similar to confusing blather, only works on one adjacent enemy, but allows you to shift as part of the minor action.
  • Fast Talk (PHB3) (Bluff) – Another power that allows you to be trained in multiple skills for the price of one. This one comes with a reroll too.
  • Faulty Memory (D389) (Bluff) – A power that makes a creature doubt its memory and instead believe your version of events. It may not see much in combat use, but it's out of combat potential is amazing.
  • Prescient Maneuver (PHB3) (Insight) – A nice little escape button to put some distance between you and an advancing foe.
  • Demoralize Foe (PHB3) (Intimidate) – You're probably not going to have any melee attacks in order to make use of this power.
  • Stirring Speech (PHB3) (Diplomacy) – The effect of this power is awesome. The only think keeping it from being sky blue is the timing issues.
  • Eyes of the Deep Delver (PHB3) (Dungeoneering) – Blindsight seems like it could come in handy in certain situations. Probably better at higher levels though.
  • Stonecunning (PHB3) (Dungeoneering) – Perception is the more useful skill, so you're more likely to have that trained than dungeoneering.
  • Guided Shot (PHB3) (Perception) – Not a bad power for helping an ally land an attack.
  • Haggle (PHB3) (Diplomacy) – Reroll a diplomacy check and take either result. Might be a good pickup if you're the party's negotiator.
  • Historical Revelation (PHB3) (History) – Allow an ally to reroll a knowledge check. Not a bad ability for those monster knowledge checks.
  • Emphatic Read (PHB3) (Insight) – Not a bad power for a telekinetic, who may have allies making the charisma based checks.
  • Insightful Counter (PHB3) (Insight) – The timing issues make using the power pretty situational.
  • Everybody Move (PHB3) (Intimidate) – Forced movement without an attack roll is very handy. This power can be used to group enemies together for a nice area attack power.
  • Try the Stick (PHB3) (Intimidate) – Most DMs will probably allow you to roll an intimidate in place of a diplomacy check anyway, making this power a bit situational.
  • Trapfinding (PHB3) (Perception) – If you're a telekinetic, you'll probably have found the trap, but you shouldn't be the one disabling it.
  • Warning of Peril (PHB3) (Perception) – Telekinetics who face a lot of invisible enemies that also take advantage of stealth may want to look a this power. Pretty situational though.

Level 7, At-Will:
  • Cranial Disturbance (PHB3) (WIS) – The unaugmented version is a ranged attack that does force damage and knocks the target prone which is helpful for allies engaged in melee with your target. The augment 1 option allows you to also damage force damage to adjacent creatures. The augment 2 option does the same base force damage and dazes, but does increased force damage to adjacent creatures. I like how the augment options are more useful at the beginning of a combat and the unaugmented version is still helpful in later rounds.
  • Dread Spiral (PHB3) (WIS) – This discipline is very similar to kinetic trawl. The unaugmented version allows you to slide your target 1 instead of pulling, however it can't be used as a ranged basic attack. The augment 1 option is exactly the same as kinetic trawl which is to say, not that good since pulling is of limited utility. But, the augment 2 option allows you a big slide instead of pulling the target, giving you great control over where you want your enemy. The augment 2 option also has some nice synergy with the level 5 daily discipline, shredding ribbons, allowing you to possibly slide your target into and out of the zone multiple times for substantial damage.
  • Ectoplasmic Servant (PSP) (CHA) – Another conjuration discipline that does damage to enemies that enter or start their turn conjuration's space. This one does acid damage. The unaugmented version has a minor action attack that targets only enemies, does damage and slows. The augment 1 option slows enemies that start adjacent to it, making this discipline a more party friendly static mote (and possible retraining candidate). The augment 2 option simply does more damage.
  • Ego Whip (PSP) – Normally disciplines that only do intelligence modifier damage aren't that great, but this one gives a penalty to attack and defense. The augment 1 option adds a penalty to saving throws (making it a good retraining candidate for crushing turmoil). The augment 2 option adds a damage roll and gives a penalty to attacks, defenses and saving throws. Since it does psychic damage it also works well with the psychic lock feat.
  • Force Grasp (PHB3) – Slowing doesn't seem that great at 7th level, but between the augment 1 option which allows you to target an additional creature and the augment 2 option which immobilizes, you'll likely be able to create some action denial against targets with only melee attacks. Unfortunately it does target fortitude, which tends to be a higher defense for those types of enemies.
  • Kinetic Buffer (PSP) (WIS) – This close burst discipline does force damage, pushes targets 1 square (two squares with gauntlets of the ram) and gives you a +2 power bonus to all defenses. The augment 1 option makes it enemies only. The augment 2 option increases the damage and the area to a close burst 2, still only targeting enemies and increases the push to your wisdom modifier in damage. A good retraining candidate if you took force punch at level 1.
  • Matter Dissipation (PSP) (CHA) – This discipline does untyped damage in area burst and creates a zone that does damage to creatures that end their turn in it. The augment 1 option makes the zone more party-friendly, applying to enemies only. The augment 2 option simply increases the damage of the initial attack. Not a very versatile discipline and only offers soft control.
  • Mind Break (PHB3) (CHA) – Pure damage discipline. The augment 1 option makes a target lose psychic resistance. Seems pretty situational, but since a lot of psion disciplines do psychic damage, it might be worth it.

Level 9, Daily:
  • Clear the Slate (PHB3) (WIS) – Nice big area attack discipline that does force damage and allows you to slide targets a long way. Very nice open move to push some targets away while pulling others closer. Also works very well in conjunction with some sort of damaging zone discipline (e.g. shredding ribbons).
  • Echoing Boom (PSP) – If you're wondering what to do with your minor and immediate actions, this daily discipline is for you. An area burst that does thunder damage with an effect that allows you to follow up an ally's hit once around with some extra thunder damage and a slide. You'll want the mark of storm and resounding thunder feats for maximum effect.
  • Inflict Pain (PSP) – A big, party-friendly area burst that slows enemies, does psychic damage and deals ongoing psychic damage. A good opening move for keeping enemies at bay, but not that impressive since an augmented mind lock is almost as good.
  • Malicious Lightning (PSP) – An area burst that does lightning damage and conjures four lightning motes. The initial attack is party-friendly, but the motes are not. Expending the motes is an option, but if you have some sort of forced movement ability, it's probably better to leave them. Remember you can always summon the motes into mid-air, maximizing their coverage.
  • Mind Blast (PHB3) – Your first stun discipline and it's a close blast. Nice! No damage though (and no psychic keyword).
  • Mind Cannon (PHB3) (WIS) – Despite its cool name, this discipline is pretty lackluster. A small push combined with the deafened condition just isn't all that impressive. The only thing really curious about this discipline is that it does force and thunder damage.
  • Sensory Onslaught (PHB3) – Good damage, decent debuff and allows an ally to get out of a sticky situation, but only being able to target one creature is kind of a bummer.
  • Summon Phantasmal Killer (PSP) – This would have been the perfect summoned creature to have an instinctive action. Alas, it's only really good at following it's prey and not getting killed by other enemies. If you chose a prey that has flying, it'll totally hose this daily discipline, unless you are level 16 and have taken the master summoner paragon path. And even then you'll need to know that before you summon the killer. The augment 1 option allows you to select a second enemy as its prey when you summon it, which will make it last a little longer. That still doesn't save what is a rather lackluster summoned creature.

Level 10, Utility:
  • Dimensional Shortcut (PSP) – Teleport 20 for you and your party once a day. Not bad, but not great either. This may see some use if you find your party facing lots of inconvenient terrain features.
  • Energy Mitigation (PSP) – Out of turn, reactive damage mitigation is the best kind. If you were thinking about taking force bubble this discipline will probably be of more use.
  • Force Barricade (PSP) – A wall of force is good for blocking creatures with phasing, not so much for creatures with teleportation. This wall has some decent hit points for its level, but at higher levels it'll probably only represent a minor inconvenience. Still, it's bound to waste at least one of your enemies actions if you're in a position to use it properly. The only real downside is that when the wall drops to 0 hit points, the effect isn't party-friendly.
  • Force Bubble (PHB3) – Some nice resistance for you and allies close to you, but since it takes a minor action to activate it's hard to use effectively.
  • Intellect Leech (PHB3) (CHA) – A huge boost of temporary hit points once a day and until the creature dies when it takes psychic damage. You become an infernal warlock on steroids. Be sure to use it on the enemy with the most hit points. However, being contingent on doing psychic damage and scaling based on charisma make this discipline purple for telekinetics. The character builder and compendium currently list it as a standard action, but that's a typo and the PHB3 text is correct.
  • Mind over Flesh (PHB3) – This is an excellent discipline since you can end effects that a save can't normally end.
  • Sky Hook (PHB3) – Gaining a fly speed with hover for an encounter a day is pretty sweet. Even if you only have an altitude limit of 2. Remember that you only crash if you end your turn flying higher than the limit. If you take this and mind over earth at 22nd level, you may forgo those zephyr boots.
  • Trace Teleport (PSP) – I can't really recommend a discipline that is both reactionary and highly situational. If it was an at-will power instead of an encounter power, it might be more useful, but as is, you should avoid picking this discipline.

Skill Powers:
  • Improvisational Arcana (PHB3) (Bluff) – For those who cast rituals often, this power can end up saving you a lot of money.
  • Stall Tactics (PHB3) (Bluff) – You can essentially give the whole party a +10 to initiative for one encounter a day. Awesome ability since you can decide to use it after you see the initiative order.
  • Befriend (PHB3) (Diplomacy) – Not a bad pick telepaths who want to optimize bluff and diplomacy for skill challenges.
  • Cry for Mercy (PHB3) (Diplomacy) – Could be very useful for extracting yourself (or an ally) from a sticky situation.
  • Noble Sacrifice (PHB3) (Diplomacy) – This power can possibly be used to negate a melee attack against an ally. That makes it at least worth looking at. However, in general, you like to remain as far away from the action as possible.
  • Trap Sense (PHB3) (Dungeoneering) – If have not seen enough traps to convince me that this power is worth taking.
  • Tactician's Measure (PHB3) (History) – You really don't like to be in melee with enemies so this power definitely has value.
  • Insightful Comment (PHB3) (Insight) – Gives int/wis psions a sizable boost to three charisma based skills checks. Not bad for characters that want to focus on skills.
  • Prescient Defense (PHB3) (Insight) – A lot like the excellent githzerai racial feat, iron mind, except it only applies to one attack.
  • Snap Out of It (PHB3) (Intimidate) – Similar to mind over flesh except that it's used on an ally. The downside is that it has a range of melee touch and only works if it's an effect a save can end.
  • Focused Sight (PHB3) (Perception) – This skill power is a much better option than taking the seeking power feat if you specialize in ranged attacks.
  • Perfect Sight (PHB3) (Perception) – Not nearly as good as the eyes of the deep delver skill power. However, perception is generally a better skill to be trained in.
  • Spot Weakness (PHB3) (Perception) – A +4 power bonus to a single damage roll once an encounter is pretty underwhelming. And if you miss on the next couple attacks, the bonus is wasted.
  • Uncanny Instincts (PHB3) (Perception) – Substitute your passive perception for initiative once a day for you and an ally. Nice, but not spectacular.