Psionics

d66
11 Astral Projection: Enter a trance for up to 10 minutes, projecting your conscious mind to a location you’ve been to before.
12 Attract: Two objects are strongly magnetically attracted to each other if they come within 10 feet.
13 Augury: Ask the GM a simple yes or no question to gain (sometimes fuzzy) knowledge of the future.
14 Befuddle: A creature of your choice is unable to form new short-term memories for the duration of the spell.
15 Commune With Spirits: The spirit of a nearby corpse manifests and will answer 1 question.
16 Cryokinesis: Manifest a storm of ice and snow in a 20ft area for 1D6 cryo blast damage.
21 Displace: An object appears to be up to 15ft from its actual position.
22 Echoing Voice: You can mentally project your voice a great distance away.
23 Filch: A visible item teleports to your hands.
24 Force Field: A 20 foot dome or 60 foot wide, 10 foot tall high wall is protected from all mundane attacks for one minute.
25 Force Shell: A creature you touch is protected from mundane attacks for one minute.
26 Hatred: A creature develops a deep hatred of another creature or group and wishes to destroy them.
31 Hypnotize: A creature enters a trance and will truthfully answer one yes or no question you ask it.
32 Knock: A nearby mundane or technological lock unlocks.
33 Leap: You can make a single jump up to 20 ft high.
34 Levitate Object: An object hovers, frictionless, 2ft above the ground. It can hold up to one humanoid.
35 Magnetic Reversal: Two objects are strongly magnetically repelled from each other within 10 feet.
36 Mind Scream: Deal 1D10 mental damage at up to 4 enemies within 60 feet.
41 Memory Manipulation: Alter a target’s memory of an event, person, place, etc. If the target fails a WIL save, the change is permanent, otherwise the manipulation lasts 10 minutes.
42 Possession: Target’s spirit is caged within their body and replaced with the caster’s. If the body is slain the original soul departs, but the caster must pass a WIL save to return to their body.
43 Pyrokinesis: Manifest fire from your own body heat in a 20ft area for 1D6 thermal blast damage.
44 Scry: You can see through the eyes of a creature you touched earlier today.
45 Shimmering Wall: A straight wall of shimmering, 50ft long and 10ft high, appears at a location you can see.
46 Shroud: A creature you touch is invisible until they move.
51 Shuffle: Two creatures you can see instantly switch places.
52 Sleep: Target falls asleep for 1D4 hours.
53 Spectacle: A clearly false but impressive illusion of your choice appears, under your control. It may be up to the size of a palace and has full motion and sound.
54 Sympathetic Sense: Choose one kind of object (keycard, cred-stick, weapon, computer, etc). You can sense the nearest example.
55 Telekinesis: You may mentally 1 move item under 60lbs.
56 Telepathy: Two creatures can hear each other’s thoughts, no matter how far apart.
61 Trace: An object you touch communicates to you the name of the previous owner along with a vague visual clue and general location.
62 Ward: An ally becomes immune to mundane attacks for 1D4 rounds.
63 Warp Reality: Time in a 50ft bubble slows down or increases by 50% for 10 seconds.
64 Whispers: You can hear faint sounds clearly.
65 X-Ray Vision: You can see through walls, dirt, clothing, etc.
66 Zero Sum: Invade an enemy mind. Target must pass a WIL Save or their attacks become impaired