In today's
Player's Handbook 3 preview, we look at the psion and show off some of the psion's powers -- including ways to anchor, lift, and dominate opponents.
The Psion
Psions are the quintessential manipulators of psionic power. Psions unleash the potential locked within every conscious mind, move objects with just a thought, and assume command of even the least desire of their foes. Psions make manifest their secret wishes when others can only dream.
You know the mental pathways that lead to amazing edifices of altered reality. You could be a brash human youth flush with your mental ability’s first flowering, a tattooed cenobite enrolled in a secret psionic academy, a fey enchanter using ancient techniques to beguile your foes, or perhaps a specially trained inquisitor who has learned one secret too many.
A flare of mental energy warms you, the thoughts of friends and foes glitter like stars all about you, and your thoughts themselves are weapons half sheathed. If a god can reshape the world and you can enthrall a god, what does that make you?
Class Features
Each psion has two encounter powers granted by the Discipline Focus class feature. A telepathic psion has distract and send thoughts. A telekinetic psion has far hand and forceful push.
Send Thoughts
Psion Feature
You communicate telepathically with a creature.
Encounter 

Psionic
Free Action Ranged 20
Target: One creature that shares a language with you
Effect: You send a mental message of 25 words or fewer to the target. The target can respond in kind as a free action.
Telekinetic Anchor
Psion Attack 1
You drive an unseen spike of force into space itself, anchoring creatures in place and causing them harm if they struggle.
Daily 

Force, Implement, Psionic
Standard Action Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Intelligence vs. Fortitude
Hit: 3d6 + Intelligence modifier force damage.
Miss: Half damage.
Effect: Each target takes 5 force damage the first time it moves on its next turn.
Telekinetic Lift
Psion Utility 2
You lift a creature or an object into the air with the power of your mind and can hold it there or move it as you wish.
Daily 

Psionic
Standard Action Ranged 10
Target: One ally, helpless enemy, or object that weighs 400 pounds or less and isn’t carried by another creature
Effect: You slide the target 3 squares in any direction, even into the air. The target remains aloft and is immobilized until the end of your next turn. You can end this effect as a free action, and it ends if you end your turn out of range of the target. If the target is a creature, it can end the effect as a minor action.
Sustain Minor: The target remains aloft and is immobilized until the end of your next turn, and you can slide the target 3 squares in any direction. Alternatively, you can drop the target and then use the power on a new target.
A silvery ray of psychic compulsion lances into your foe’s innermost thoughts, dazing the creature long enough for you to assume control of its actions.
Daily 

Charm, Implement, Psionic, Psychic
Standard Action Ranged 20
Target: One creature
Attack: Intelligence vs. Will
Hit: The target is dominated (save ends).
Aftereffect: The target takes ongoing 10 psychic damage (save ends).
Miss: The target takes ongoing 10 psychic damage (save ends).
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