[PC5] Psionicist Classes Group


Arch-Mutant

Level KXP Psi9/18
mMG SU
1 0 1-- --
2 6 2-- --
3 12 31- --
4 24 42- --
5 48 531 --
6 96 631 --
7 192 742 --
8 384 852 --
9 750 963 1-
10 1500 A63 1-
11 2250 B74 1-
12 3000 C74 1-
13 3750 D95 2-
14 4500 E95 2-
15 5250 FA6 2-
16 6000 GB6 2-
17 6750 HC7 3-
18 7500 IC7 3-
19 8250 JD8 3-
20 9000 KE8 3-
21 9750 LF9 4-
22 10500 MF9 4-
23 11250 NGA 4-
24 12000 OHA 4-
25 12750 PIB 5-
26 13500 QIB 5-
27 14250 RJC 51
28 15000 SKC 51
29 15750 TLD 61
30 16500 ULD 61
31 17250 VME 61
32 18000 WNE 61
33 18750 XOF 71
34 19500 YOF 71
35 20250 ZPG 71
36 21000 [QG 72
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 (total = 30, max = 10)
+1 (total = 36, max = 12)
+2 (total = 42, max = 14)
+3 (total = 48, max = 16)
+4 (total = 54, max = 18)
+5 (total = 60, max = 20)
+6 (total = 66, max = 22)
+7 (total = 72, max = 24)
+8 (total = 78, max = 26)
+9 (total = 84, max = 28)
+10 (total = 90, max = 30)
+11 (total = 96, max = 32)
+12 (total = 102, max = 34)
+13 (total = 108, max = 36)
+14 (total = 114, max = 38)
+15 (total = 120, max = 40)
+16 (total = 126, max = 42)
+17 (total = 132, max = 44)
Requisites: Str 18, (Dex or Con) 18, Wis 9, Chr 9
Alignment: any
HD/level: 2d3+3
Weapon Prof.: 0+level/5
To Hit Table: War
Save Table: 2xCust
Reference: RKR
Groups: Psionicist, PCDesigned
 
See [Q9], [Q18], [Q27], [Q(-9)], and [Q72] for rules and powers.
Gets +LVL to each track (per Psi9) and recovers LVL track points/rd (per Psi 18)
Can buy Super Str or Con for 1 slot each
Level 1: has Freq 9 and 18
Level 1: 1V, lose 1 to a track: gain 1 to a track
Level 1: pick a minor power: track cost to use is 1/2 normal (change at reset)
Level 1: pick a minor power: takes 1/2 M to use (change at reset)
Level 4: pick a major power: track cost to use is 1/2 normal (change at reset)
Level 4: pick a major power: takes 1/2 M to use (change at reset)
Level 9: add a frequency; pick from -9, 6E, 12C, 27, 72
Level 9: pick a grand power: track cost to use is 1/2 normal (change at reset)
Level 9: pick a grand power: takes 1/2 M to use (change at reset)
Level 16: pick a super power: track cost to use is 1/2 normal (change at reset)
Level 16: pick a super power: takes 1/2 M to use (change at reset)
Level 18: pick another frequency from the L9 list
Level 27: pick another frequency from the L9 list

[PC5] Psionicist Classes Group


Basic Psi-9 Information

This is psionic frequency -9 (negative 9). To see frequency 9, go to section [Q9].
 
An area's anti-radiation is given as a number called ARS, for Anti-Radiation Severity. If a character is subjected to radiation for longer than (Chr-ARS) turns, the effective ARS for that character goes up by one each turn until the area's ARS is reached. The character rolls Anti-Radiation Resistance (aRR), adjusted by the table below under "System Shock" each turn. If it fails, the character is Infected and makes no further aRR rolls. He suffers the permanent loss of Chr and Cml as shown below, degenerates at a rate equal to RS/h, and has a chance of developing an Sanity. He also "glows" at a radius (1st #) with his own RS (2nd #). The degeneration and glowing can be stopped with Remove Curse. If the character degenerates below 0 hp and then is cured, he will develop Mutate powers:
 
When you gain a wild talent in Psi-9, choose "Random" or "Choice". Random means your powers are randomly determined (you can drop some or all powers and reroll once per reset). Choice means you can choose your powers. Random gets more powers than Choice. Choice never gets Supers.
Regardless of the progression shown, you cannot use Majors until level 4, Grands until level 9, and Supers until level 16.
 
The check rating (CH) is equal to ½ of the character's highest level. The mutant has 6 tracks, one for each stat and equal to double the stat's normal value. A power's relevant stat track is reduced by it's check mod when it is used. A track is also reduced each time the main stat is reduced (1 for 1), even if the loss is temporary. If a track falls below it's stat, the stat is also reduced to the track's number until the track goes up again (1/h).
 
The Charisma loss is enforced and cannot be healed by any means. Classed Psi(-9) characters have no Chr loss.
 
anti-Rad
Severity
Chance
Sanity
System
Shock
Glow
Field
Chr
Loss
Cml
Loss
Random Wild
mMG S
Choice Wild
mMG S
1/4 0% +40% ½' / 0 0 -1 --- - --- -
1/2 5% +20% 1' / ¼ 0 -2 --- - --- -
1 10% 0% 1' / ½ -1 -3 1-- - 1-- -
2 15% -10% 2' / ½ -2 -4 11- - 2-- -
3 25% -20% 3' / 1 -2 -5 21- - 21- -
4 35% -30% 4' / 1 -3 -6 211 - 31- -
5 45% -40% 5' / 2 -3 -7 221 - 321 -
6 55% -50% 6' / 2 -4 -8 322 - 321 -
7 65% -60% 7' / 3 -6 -9 333 - 331 -
8 75% -70% 8' / 4 -8 -10 244 - 242 -
9 85% -80% 9' / 5 -10 -11 135 - 132 -
10 95% -90% 10' / 6 -12 -12 -26 1 -23 -

[PC5] Psionicist Classes Group


Psi-9 Minor Powers

# Name Check Description [perm. effects in brackets]
5 Blister-healer Chr/m [+1 TH, -1 dmg/att]
6 Damage Vulnerability Int/m Target gets -CH AC, +½CH dmg/att (save)
9 Gianted Wis/t [Mutate is x2 Height, -1 AC, -1 saves]
10 Electricity Suppressor Chr/r Resist Lightning
14 Reverse Epilepsy Chr/r -1P action, +1QP action
16 You'll Shoot Your Eye Out! Wis/r Target loses 1 eye (no save)
17 Loss of Limbs Wis/h Target is sharped (save)
22 Visibility Str/m Detect Invisibility
27 Lesser Anti-Psionics Power Dex/r [roll 1 Psi(-1)N minor] Uses it
33 No Poison For Me Wis/r Resist Poison ("death" becomes ½ max hp)
35 Resistance to Anti-Magic Chr/m CH*5% aMR (adjust @ 12th casting level)
37 Resistance to Anti-Psionics Dex/m CH*5% aPR (adj.@12th)
39 Nonsense Str/r Detect AntiMagic/AntiPsi/Undead/AL
43 Specific Reduction Int/m takes -1d4 dmg/m on contact w/ substance
46 Shorter Int/t [Mutant ½xHeight,-CH move rate] +CH Int
51 Steady Wis/r [+1 TH,+15% FRT/OL/PP]
53 Regenerate Limb Chr/m Regenerate a lost limb

Psi-9 Major Powers

# Name Check Description [perm. effects in brackets]
4 Become Brain-independent Dex/m Can use 2M /s, immune ment.attack
5 AntiBio Force: No Flight Chr/h Target cannot Fly/Levitate (no save)
6 AntiBio Force: Force Beam Chr/r Target in cocoon (save), no M actions
7 AntiBio Force:Vulnerability Chr/m -CH AC,+½CH dmg per attack (incl.spells) (no save)
9 AntiBio Force: Super Slow Chr/r -½CH Dex, -1P action, ÷CH move rate
14 Reintegration Beam Dex/r Cure Disintegration
23 AntiMagnetic Field Wis/m Int-CH check or metal move away CH*10'
26 Molecular Maintainer Wis/r Resist Disruption; Immune Disintegration
29 AntiParalysis Bolt Int/r Remove Paralyzation; Free Action
31 AntiPsionics Power Dex/r [roll 1 Psi(-1)N major] Uses it
33 Degenerator Chr/d Remove all regeneration sources on target (no save)
36 Stone Eyes Wis/r Gaze: Petrification (save)
42 Self-Transformer Str/r Polymorph Self
43 Trirestoration Dex/r Fix 1 effect that was dispelled within last r
44 Ultraweakness Int/r -CH Str, -CH more Str for Max.Press (no save)

[PC5] Psionicist Classes Group


Psi-9 Grand Powers

# Name Check Description [perm. effects in brackets]
1 Control Air: Armor Int/m +CH Saves, Armor has 10*CH hp
6 Energy Kinetic: Amplify Wis/r Add 3*CH dice to your next energy attack
15 Environ.: Create Clear Con/t Removes fog/smoke/darkness/etc.
16 Environ.: Remove Rainstorm Con/m Remove a rainstorm/snowstorm CH mi.rad
23 AntiGravity Kin.: Sword Chr/m Add 4*CH dmg per physical attack you do
27 Greater Psionics Power Wis/r [roll 1 Psi(-1)N grand] Uses it
28 Hyperkinetic:Hyper Inaction Wis/m -CH V actions, -CH AC (no save)
29 Hyperkinetic: Decr.Attacks Wis/r -CH P actions (yuck!) (no save)
30 Nightmare: Awaken Bolt Con/r Remove Sleep,Stun,Paralysis
32 Null AntiVoid: Magic Dex/r Caster severe allergic to & x1½ effect from magic
37 AntiPhoton Kin.: Shield Dex/r Reflects Darkness-based attacks
38 Exorcise Dex/m Remove Magic Jar, Possession
41 AntiTemporal: Start Time Str/r Removes Time Stop (can be done while time stopped!)
42 AntiTemporal: AntiTime Bolt Str/r De-ages target 10*(CHd4) years (save:½)
44 Transfixer Int/m Lend one power to target (save)

Psi-9 Super Powers

# Name Check Description [perm. effects in brackets]
1 DeAmplification Con/r (can borrow 1M) ÷CH effect on any effect
3 AntiBio Force: Lose Health Con/t -CH Con, degen all hit points each r (no save)
4 AntiBio Force: Inaccuracy Con/t People need a 20+CH to Autohit you
5 Reverse Contingency Con/d Dispel a Contingency and everything in it
6 Control Air: Less Damage Int/t x10 hp
10 Hyperkinetic: Decr.Actions Dex/r -CH/2 Swing actions (no save)
11 Hyperkinetic: Decr.Mentals Dex/r -CH Mental actions (no save)
12 Hyperkinetic:UnVersatility Dex/r -CH/4 Opposing actions (no save)
13 Polyrestoration Dex/r Trirestoration CH targets
14 Nightmare: Physical Blast Dex/r CHxCH'r,lose CHd4 physical stats (save:½)
15 Nightmare: Improver Beam Dex/r +CH/6 to being's multiplier (will be Set in 1r)
16 Null AntiVoid: Innates Dex/r Caster severe allergic to & x1½ effect from innates
21 DeShielder: DeShield Con/t 1000 dmg
24 Super Psionics Power Wis/r [pick 1 Psi(-1)N Super] Uses it
33 True Vulnerability Dex/m -CH*2% irreducible RR,MR,PsiR,InnateR,aPsiR (no ER)

[PC5] Psionicist Classes Group


Basic Psi9 Information

An area's radiation is given as a number called RS, for Radiation Severity. If a character is subjected to radiation for longer than (Con-RS) turns, the effective RS for that character goes up by one each turn until the area's RS is reached. The character rolls Radiation Resistance (RR), adjusted by the table below under "System Shock" each turn. If it fails, the character is Infected and makes no further RR rolls. He suffers the permanent loss of Con and Cml as shown below, degenerates at a rate equal to RS/h, and has a chance of developing an Insanity. He also "glows" at a radius (1st #) with his own RS (2nd #). The degeneration and glowing can be stopped with Cure Disease. If the character degenerates below 0 hp and then is cured, he will develop Mutant powers:
 
Radiation
Severity
Chance
Insanity
System
Shock
Glow
Field
Con
Loss
Cml
Loss
Minor Major Grand
1/4 0 0.4 ½'/0 0 -1 0 0 0
1/2 0.05 0.2 1'/¼ 0 -2 0 0 0
1 0.1 0 1'/½ -1 -3 1 0 0
2 0.15 -0.1 2'/½ -2 -4 1 1 0
3 0.25 -0.2 3'/1 -2 -5 2 1 0
4 0.35 -0.3 4'/1 -3 -6 2 1 1
5 0.45 -0.4 5'/2 -3 -7 2 2 1
6 0.55 -0.5 6'/2 -4 -8 3 2 2
7 0.65 -0.6 7'/3 -6 -9 3 3 3
8 0.75 -0.7 8'/4 -8 -10 2 4 4
9 0.85 -0.8 9'/5 -10 -11 1 3 5
10 0.95 -0.9 10'/6 -12 -12 0 2 6
 
Each power is selected RANDOMLY (with no adjustments whatsoever). The check rating (CH) is equal to ½ of the character's highest level. The mutant has 6 tracks, one for each stat and equal to double the stat's normal value. A power's relevant stat track is reduced by it's check mod when it is used. A track is also reduced each time the main stat is reduced (1 for 1), even if the loss is temporary. If a track falls below it's stat, the stat is also reduced to the track's number until the track goes up again (1/h).
 
The Constitution loss is enforced and cannot be healed by any means. Classed Psi9 characters have no Con loss. (0.5)
If you use the chart provided in the original system, the powers are rolled randomly. The original chart has a "1" in Supers at RS 10. (0.5)
Wild Talents may use this alternate chart and choose the powers. There are always 0 Supers.
 
Radiation
Severity
Minor Major Grand
1/4 0 0 0
1/2 0 0 0
1 1 0 0
2 2 0 0
3 2 1 0
4 3 1 0
5 3 2 1
6 3 2 1
7 3 3 1
8 2 4 2
9 1 3 2
10 0 2 3
 
CH = ½ level for Wild Talents, CH = level for classed Psi9 characters.
 
May use psionic enchantments. The psionic part of the cost is N+1 from each of the 6 tracks, where N+1 is the level of spell upgraded.
 
Optional: The Psi9/Psi18 stat adders use the system mentioned in 0.91: +1 for Minor, +2 for Major, +3 for Grand, +4 for Super.

[PC5] Psionicist Classes Group


Psi9 Minor Powers

# Power Check Description [Permanent powers in brackets]
1 Altered Appearance Chr/h Change Self (as spell)
2 Analyzer Int/r Identify mech. machine & its operation
3 Baldness Chr/d [Hair falls out] Starts growing new hair
4 Blind Wis/d [Mutant is Blind] Enhanced Hearing
5 Blisters Con/m [-1 TH, +1 dmg/att] Removes penalty
6 Damage Protection Str/m +CH AC, -½CH dmg per attack
7 Deaf Wis/d [Mutant is Deaf] Enhanced Vision
8 Decreased Attribute Stat/m [-2d4 to one stat] Gain points back
9 Dwarfed Dex/t [Mutant is ½ Height] +½CH AC, +¼CH saves
10 Electricity Generator Con/r 4d10'long, CHd6 dmg (save:½)
11 Enhanced Hearing Wis/m Can hear CH times normal distance
12 Enhanced Smell Wis/m Can smell CH times normal distance
13 Enhanced Vision Wis/m Can see CH times normal distance
14 Epilepsy Con/r [In stress, check or lose all actions]
15 Eternal Sustenance Con/w Need to eat,sleep only 1/CH normal
16 Extra Eye Dex/r [+1 eye] Can move eye around in body
17 Extra Limbs Dex/h [+1d4 limbs] Can use them normally
18 Force Field Int/r Moveable Wall of Force (solid version)
19 Gills Str/d [has gills] Can breathe underwater
20 Hypnosis Chr/h One creature hypnotized (save)
21 Increased Attribute Stat/r +½CH to any stat
22 Invisibility Int/m (non-Improved) Invisibility
23 Jumper Dex/r Can jump CH*10', kick @ +CH Str
24 Laser Vision Int/r [see in dark] Laser Beam CHd8 dmg (save)
25 Lesser Elemental Power Str/r [roll 1 1st-3rd Ele.spell] Casts it
26 Lesser Evocation Power Str/r [roll 1 1st-3rd Inv.spell] Casts it
27 Lesser Psionics Power Wis/r [roll 1 Psi1N minor/Psi2P dev.] Uses it
28 Levitation Int/m Levitate (as spell)
29 Metal Corrosion Con/r Touch:Metal items save (no mod.) vs.acid
30 Minormorph Chr/m Polymorph Self (as spell)
31 Mute Str/m [Mutant cannot speak] Mutant can speak
32 Photographic Memory Int/r Instantly remembers anything ever seen
33 Poison Claws Dex/r CHd4 damage poison in fingernails (save)
34 Poison Fangs Dex/r CHd6 damage poison in mouth (save)
35 Resistance to Magic Con/m CH*5% MR (adjust @ 12th casting level)
36 Resistance to Poison Con/h CH*5% Poison Resistance (non-adj.)
37 Resistance to Psionics Wis/m CH*5% Psionic Resistance (adj.@12th)
38 Resistance to Radiation Con/t CH*5% RR
39 Sense Int/r Detect Magic/Psi/Life/AL 3*CH' range
40 Scattershot Str/r CH Energy Pellets, 1d4 dmg ea. (no save)
41 Skin Coloration Chr/h [Skin random color] Skin another color
42 Speak with Plants Chr/m Speak with Plants (as spell)
43 Specific Allergy Str/m [takes 1d4 dmg/m in contact] No damage
44 Surface Adherence Str/m Spider Climb (as spell), any surface
45 Tail with Poison Stinger Dex/h [+1 tail] Can use tail (as Poison Fangs)
46 Taller Str/t [Mutant 2xHeight,+CH move rate] +CH Str
47 Telekinesis Int/r CH*200 lb. weight limit
48 Tentacles (no arms) Dex/d [Arms become CH' long tentacles] Can use
49 Tesseract Int/r Teleport (sight=no error)
50 Translator Int/t Can understand any language spoken
51 Twitchy Dex/r [-1 TH,-15% FRT/OL/PP] Removes penalty
52 Wings Dex/d [Gain 2 or 4 wings] Fly at 3*CH" rate
53 Withered Limb Con/m [Limb withers/useless] Can use limb
54 X-ray Vision Wis/r Can see CH" in metal, CH' in stone

[PC5] Psionicist Classes Group


Psi9 Major Powers

# Power Check Description [Permanent powers in brackets]
1 Absorber Con/r T:Drain ½CH Str,½CH Con to mutant temp.
2 Alter Density Int/m Pass through objects, Fly at CH" rate
3 Amphibian Con/r [Water Breathing] Sonic Blast:CH*10 dmg
4 Become Energy Wis/m Move at light speed, immune phys.attack
5 Bio Force: Bio Flight Con/h Fly at 10*CH" rate
6 Bio Force: Force Beam Con/r Target in cocoon (save), no P/V actions
7 Bio Force: Invulnerability Con/m +CH AC,-½CH dmg per attack (incl.spells)
8 Bio Force: Penetra Vision Con/r Can see 5*CH' through any material
9 Bio Force: Super Speed Con/r +½CH Dex, +1 P action, xCH move rate
10 Bio Force: Super Strength Con/r +CH Str
11 Bio Syntha Steel Str/r +CH AC,-CH dmg/att,+CH/+CH nat. weapons
12 Control Body Molecules Str/m Shapechange (as spell), even to objects
13 Control Size Dex/m Size incr/decr by x+/-CH, +/-½CH Str
14 Disintegration Beam Wis/r Disintegrate up to 100*CH lbs. (save)
15 Elemental Power Str/r [roll 1 4th-6th Ele.spell] Casts it
16 Energy Cocoon Int/h Field CH'diam.,fly:7*CH" rate,7*CH% PsiR
17 Evocation Power Str/r [roll 1 4th-6th Inv.spell] Casts it
18 Heal/Cause Pain Wis/r Target healed or harmed CH*10 hp (save)
19 Hyperflight Dex/m +CH AC, Fly at 100*CH" rate, Pro.Vacuum
20 Impact Beam Str/r Str-CH check or move CH*10' (& fall dmg)
21 Incendiary Blast Int/r Con-CH check or CHd12 damage
22 Invulnerability Wis/m +CH AC, +CH saves, 3*CH% MR,RR,PsiR
23 Magnetic Field Dex/m Str-CH check or metal move toward CH*10'
24 Matter Transformer Con/r Polymorph any Object, 500+CH*100 lbs.
25 Metamorph Con/m Shapechange Other (save)
26 Molecular Disrupter Dex/r CHd10 Disruption damage (save:½)
27 Night Lightning Dex/m Mutant->storm, CHd6 lightning/r(save:½)
28 Nova Bolt Dex/r CHd12 Fire damage, Heats Metal (save:½)
29 Paralysis Bolt Str/r Paralyzation CH t (save)
30 Plane Phaze Chr/t Turn into Ghost incl. Aging touch
31 Psionics Power Wis/r [roll 1 Psi1N major/Psi2P sci.] Uses it
32 Radar Int/r Detect Movement CH Miles (in line-sight)
33 Regenerator Con/d [Regeneration CH hp/r, Restores Memory]
34 Sensor Int/r Detect Magic/Psi/Life/AL 30*CH' range
35 Sonic Wail Dex/r 3*CH' radius: Unc. CH m (save)
36 Stone Eyes Wis/r Gaze: Petrification (save)
37 Super Speed Dex/r +CH Dex, +1 V action, x3*CH move rate
38 Suspension Int/r Temporal Stasis (save)
39 Telekinesis (master) Int/r CH*1000 lb. weight limit
40 Telepathy Int/d Link with another person
41 Teleporter Int/r Teleport without Error (same plane)
42 Transformer Int/r Polymorph Other (save), perm.
43 Tricancellation Wis/r Dispel Magic,Psionics,Energy (1 target)
44 Ultrastrength Str/r +CH Str, +CH more Str for Max.Press

[PC5] Psionicist Classes Group


Psi9 Grand Powers

# Power Check Description [Permanent powers in brackets]
1 Control Earth: Armor Str/m +CH AC, Armor has 10*CH hp
2 Control Earth: Lift+Throw Str/r TK Throw 1000*CH lbs.,roll TH,40*CH dmg
3 Control Earth: Mold Shape Str/r Passwall/Move Earth (5*CH)^3 cu.'
4 Control Earth: See Through Str/m See through stone(limit of normal sight)
5 Energy Kinetic: Blast Dex/r 4*CH' rad, 2*(CHd10) Energy dmg (save:½)
6 Energy Kinetic: Drain Dex/r Absorb 3*CH dice as per Energy Control
7 Energy Kinetic: Flight Dex/h Fly at 30*CH" move rate, +1 P action
8 Energy Kinetic: L.Blast Dex/r 8*CH' rad, CHd10 Energy dmg (save:½)
9 Energy Kinetic: Manipulate Dex/m +-CH dice to existing energy effect
10 Energy Kinetic: Shield Dex/m Stops CH dice per Energy attack
11 Energy Kinetic: Tr.Other Dex/m Become Energy (major) on other (save)
12 Energy Kinetic: Tr.Self Dex/t Same as Become Energy (major)
13 Environ.: Control Wind Chr/r +/-10*CH mph wind change
14 Environ.: Create Atmos. Chr/d Creates an atmosphere CH mi.rad
15 Environ.: Create Fog Chr/t Solid Fog (as spell)
16 Environ.: Create Rainstorm Chr/m Makes a rainstorm/snowstorm CH mi.rad
17 Environ.: Create Vacuum Chr/r Thins the atmosphere CH mi.rad,-1 Con
18 Environ.: Wind Flight Chr/h Fly at 20*CH" rate, +CH Max.Press Str
19 Gravity Kin.: Control Grav Con/r x+/-CH weight (all in area)
20 Gravity Kin.: Decr.Weight Con/m Target's weight becomes 0
21 Gravity Kin.: Incr.Weight Con/m Target weight x100*CH (save or crushed)
22 Gravity Kin.: Grav Flight Con/h Fly at 10*CH" rate, +10*CH Max.Press Str
23 Gravity Kin.: Shield Con/m Stops 4*CH hp per physical attack
24 Gravity Kin.: Grav Warp Con/r Teleport without Error (same planet)
25 Greater Elemental Power Str/r [roll 1 7th-9th Ele.spell] Casts it
26 Greater Evocation Power Str/r [roll 1 7th-9th Inv.spell] Casts it
27 Greater Psionics Power Wis/r [roll 1 Psi1N grand] Uses it
28 Hyperkinetic: Hyper Action Dex/m +CH V actions (max=10), +CH AC
29 Hyperkinetic: Incr.Attacks Dex/r +CH P actions (max=10) (yuck!)
30 Nightmare: Dream Bolt Chr/r Sleep for CH h (save)
31 Nightmare: Dream Wave Chr/m CH*3'rad:all go to dream plane (save)
32 Null Void: Null Field Wis/r Caster immune to and cannot use magic
33 Photon Kin.: Control Light Wis/r Can change Light,Dark,Invis. all obj.
34 Photon Kin.: Create Image Wis/m Phantasmal Force (as spell)
35 Photon Kin.: Laser Beam Wis/r 10*(CHd8) Light damage (save)
36 Photon Kin.: Photon Blast Wis/r 10*CH' radius Blindness (save)
37 Photon Kin.: Photon Shield Wis/r Reflects Light-based attacks
38 Possession Wis/m Magic Jar (as spell)
39 Temporal: Slow Time Int/r CH*10'rad(exc.caster):-1P,-1V actions
40 Temporal: Speed Up Time Int/r T:Target has +1P,+1V actions
41 Temporal: Stop Time Int/r CH*3' radius Time Stop
42 Temporal: Time Bolt Int/r Ages target 10*(CHd4) years (save:½)
43 Temporal: Time Warp Int/h Move rate x10*CH
44 Transferer Str/m Steal one power from target (save)

[PC5] Psionicist Classes Group


Psi9 Super Powers

# Power Check Description [Permanent powers in brackets]
1 Amplification Chr/r xCH on next Psi9 power's effect
2 Any (SemiPermanency) Any/y Duplicates any Psi9 Minor,Major,Grand
3 Bio Force: Maintain Health Chr/t +CH Con, regen all hit points each r
4 Bio Force: Super Accuracy Chr/t Roll 1d4+16 instead of 1d20 for to hit
5 Contingency Chr/d Contingency for one Psi9 power
6 Control Earth: Mass Damage Str/t Your physicals do Hp instead of hp
7 Energy Kin.: Super Blast Dex/r 100*CH'r, CHxCHxCH Energy dmg (no save)
8 Environ.: Familiar Locale Chr/y CH mile r, atmosphere same as home
9 Gravity Kin.: Super Warp Con/r Transport to any location in Multiverse
10 Hyperkinetic: Incr.Actions Wis/r +CH/2 Swing actions (max=30)
11 Hyperkinetic: Incr.Mentals Wis/r +CH Mental actions (max=10)
12 Hyperkinetic: Versatility Wis/r +CH/4 Opposing actions (max=10)
13 Polycancellation Wis/r Tricancellation CH targets
14 Nightmare: Mental Blast Wis/r CHxCH'r,lose CHd4 mental stats (save:½)
15 Nightmare: Removal Beam Wis/r -CH/6 to being's multiplier (save:½)
16 Null Void: Null Innates Wis/r Caster immune to and cannot use innates
17 Photon Kin.: Phaser Beam Wis/r 100*(CHd20) Light damage (no save/PsiR)
18 Reflector Int/t As Spell Turning, also Innates and Psi
19 Shielder: Bolt Chr/r CHxCHd8 Force damage, ignores defenses
20 Shielder: Shapes Chr/y Reform x1 object's shape, it becomes x2
21 Shielder: Shield Chr/t Non-ablative 1000 hp, up to 40'sq.
22 Super Elemental Power Int/r [pick 1 10th-11th Ele.spell] Casts it
23 Super Evocation Power Int/r [pick 1 10th-11th Inv.spell] Casts it
24 Super Psionics Power Wis/r [pick 1 Psi1N Super] Uses it
25 Superflight Dex/r AC doubles, 1V: Teleport without Error
26 Temporal: Time Travel Int/r Time travel ±CHxCH years
27 Thermal Kin.: Plasma Beam Con/r ±CHx100°, save at -CHxCH or dead
28 Thought: Bubble Int/t Replace 1M/1P/1V per segment with 3M
29 Thought: Incr.Charisma Chr/t +CH Chr, considered X2 in highest class
30 Thought: Incr.Intelligence Int/t +CH Int, extra +CH*3 non-weapon prof.
31 Thought: Incr.Wisdom Wis/t +CH Wis, all rolls are 2 dice (choose)
32 Thought: No Body Int/y You no longer have/need a physical body
33 True Invulnerability Wis/m CH*2% irreducible RR,MR,PsiR,InnateR

[PC5] Psionicist Classes Group


Basic Psi18 Information

May use psionic enchantments as per Psi9.
 
Optional: Reduce all "+level to Stat" to "+1 to Stat".
Optional: Reduce all powers that duplicate or let you pick from another frequency's power list.
 
In the world of Synnibarr, Mutant Psionics (frequency 9) is gained by the underdeveloped and undisciplined races. It modifies the physical body so certain improvements can be made. Eventually these modifications include the brain so these lesser races can actually compete with the more advanced ones.
True Psionics use the same system as Psi9 (in terms of tracks and such), but it counts as a seperate frequency.
If you have both Psi9 and Psi18, you get the "basic track length" equal to stat for each class.
Drain off relevant track: Minor=1, Major=3, Grand=6, Super=10.
In Synnibarr, you must first be subjected to the radiation of technentium in order to learn this frequency. This restriction is ignored, as the radiation in question has no side effects (unlike the radiation used for Psi9).
 
Psi18 wild talents: Level of Mastery is ½ of highest level.
Number of Proficiency slots needed: Minor=1, Major=3, Grand=6, Super=10.
"Knowledge" Nonweapon Proficiencies can be used for this.
 
Wild Talent Progression:
 
Wis+Chr Minor Major Grand Super
0-9 0 0 0 0
10-19 1 0 0 0
20-29 2 0 0 0
30-39 2 1 0 0
40-49 3 2 0 0
50-59 3 2 1 0
60-69 4 3 2 0
70-79 4 3 2 1
80-89 5 4 3 2

[PC5] Psionicist Classes Group


Psi18 Minor Powers

# Power Check Description
1 Cancel Magic and Earthpower Wis/r -LVL CL to all Magic/Ele-E affecting you
2 Clairvoyance Int/t 100+LVL/2 mi.radius Clairvoyance
3 Demi-Shadow Magic Dex Duplicate a 0th-3rd level Wizard spell, it is 50% real
4 Detect Danger Wis/m As Clr Find Traps; cannot be surprised
5 Ego Shield Int/h Immune to Mental Attacks; Undetect. Lie
6 Element Control Dex Poly. LVL lbs. Ele,Para,Quasi into other
7 Eternal Sustenance Con/h Can survive in any environment; +1 LVL Con: Fitness
8 Happy Day Any/d Any power that uses the stat used for Happy Day can use any track
9 Heal and Regrowth Wis 1 target: Regenerate; heal LVL*LVL hp
10 Hypnosis Chr 1 target: Hypnosis 1m (save)
11 Illusion Int/h 200cu.' visual illusion (can disbelieve)
12 Innate Shield Con/t 20*CL hp shield vs. Innate abilities
13 Intellect: Annihilation Int 1 target: -3d6 Int (save)& insane (save)
14 Intellect: Enforcement Int +20 PSPs any freq.; (Q11) has conversion
15 Invisibility Dex/m Invisibility; immune to Light/Radiance
16 Minor Levitation Int/t Fly at LVL*3"; +LVL Str:Muscle
17 Paralysis Bolt Wis 1 target: Paralysis 1h (save)
18 Postcognition Wis/r Look back up to LVL*10 y in this loc.
19 Psi: Bolt Chr 1 target: LVLd10 telekinetic dmg(save:½)
20 Psi: Cage Chr/h 20'x40'x40'cage; need combined Str 70+
21 Psi: Shield Chr/t Pick Phys,Magic,Psi: 10*LVL hp shield
22 Psi: Spray Chr LVL targets:1d10 telekinetic dmg(save:½)
23 Sense: Aura Wis 1 target: surface thoughts; AL; levels
24 Sense: Life Force Wis/t Detect Life (type) 100'r
25 Sense: Magic Wis/t Detect Magic (type & level) 100'r
26 Sense: Psionics Wis/t Detect Psionics (type & level) 100'r
27 Sense: Truth/Falsehood Wis/m Know truth & lies if spoken to you
28 Speak w/Inanimate Objects Int/t Object only knows of owners/surroundings
29 Telekinesis: Lift & Move Int/r 100*LVL lbs.; object moves at 10*LVL"
30 Telekinesis: Shield Int/t 10*LVL hp shield vs. physical,energy,TK
31 Telekineses: Tactile Int/t Can touch up to LVL*100'; incl. T spells
32 Telespeak Int/d Can speak with Telepathy;+100 Lang.prof.
33 Tesseract Str Teleport anywhere within sight

[PC5] Psionicist Classes Group


Psi18 Major Powers

# Power Check Description
1 Alter Density Int/m Pass throught objects, fly at LVL" rate
2 Apportation Wis Teleport or Teleport Other
3 Binding Chr Forcecage (as spell)
4 Create Solid Illusion Wis/h Illusion with Visual &Tactile components
5 Death Stare Wis/r Gaze: Death (save)
6 Disintegration Beam Int Disintegrate 1 target (save)
7 Empathic Control Chr Sense Emotions 100', alter them (save)
8 Levitation Int/h Fly at LVL*5"; +LVL Str:Efficiency
9 Location From Objects Wis/m Locate Object or Person (same plane)
10 Magnetic Ctrl: Disruption Int Blast: Unconscious (save),no electronics
11 Magnetic Ctrl: Flight Int/h Fly at LVL*30", +LVL Dex:Coordination
12 Magnetic Ctrl: Force Bolt Int 1 target: LVLd100 dmg (save:0)
13 Magnetic Ctrl: Lift&Manip Int/r Pick up and mold shape up to 50*LVL lbs.
14 Magnetic Ctrl: Shield Int/t Shield vs. Energy/Physical, 100*LVL hp
15 Metamorph Chr/h Shapechange (as spell), +LVL Dex:Balance
16 Psi: Amplification Chr x2 effect on next Psi (any freq.) power
17 Psi: Disruption Chr/t 30'r, no Psi works in area
18 Pyrokinetic: Heat Field Wis/h Fire Shield (as spell), +LVL Con:Health
19 Pyrokinetic: Melt& Aflame Wis 30'r, LVLd20 fire damage (save:½)
20 Pyrokinetic: Spont.Comb. Wis Spontaneously Combusts 1 target (save)
21 Scan Mind and Willforce Int/r 1 target: ESP, can Command 1/r (save)
22 Scroll Spell Int Write next Psi18 power on a psi scroll
23 Scty: Delocator Dex You and your objects cannot be located with Locate Person/Object
24 Telepathic: Control Chr LVL/3 targets: Domination (save)
25 Telepathic: Ventriloquism Chr Force 1 person to say something(no save)
26 Telepathy: Alter Memories Int Can scan and alter memories (save)
27 Telepathy: Communication Int/h Communicate with 1 person (same plane)
28 Telepathy: Create Illusion Int/m Mirage Arcana in 1 person's mind
29 Telepathy: Hypnosis Int/m LVL/2 targets: Hypnosis (save)
30 Telepathy: Psi Link Int/d Creates a Psi18 psi link
31 Telepathy: Psi Scream Int 1 target: unc. (save), no psi (save)
32 Telepathy: Psi Teaching Int/h Teach in 1/LVL time, +LVL Wis:Intuition
33 Telepathy: Psych. Lockpick Int/h -LVL*10% reducible PsiR, +LVL Chr:Presence
34 Telepathy: Psych. Shield Int/h -LVL CL,+LVL saves on Psi effects vs.you; +LVL Wis: Willpower
35 Telepathy: Scan Mind Int Scan memories & knowledge (no save)
36 Telepathy: Translation Int [permanent] 1 target learns 1 language
37 Teleport Str Teleport without Error (as spell)

[PC5] Psionicist Classes Group


Psi18 Grand Powers

# Power Check Description
1 Ego Beast Con 1 target loses LVLd20 Psi tracks (save)
2 Fate Wish Con Duplicate any Psi27 Major or 4 random Psi27 Minors
3 Inter Dimensional Space Chr/d Rope Trick, +LVL Int:Knowledge
4 Kinetics Any Use 1 Psi9 Energy,Gravity,Photon Kinetic
5 Limited Wish Chr Limited Wish (as spell)
6 Mass Heal Wis LVL targets: Heal
7 Mass Solid Illusion Int/h Illusion, all senses,no Wis/Int immunity
8 Mass Telekinesis Int/s LVL tons, each lb. can do 1 dmg
9 Mass Teleport Int Teleport without Error LVL mi.cu. area
10 Planeport Int Transport to any location in Multiverse
11 Porthole Wis/t Can look& use mentals into desired plane; +LVL Int: Reason
12 Psi: Enhanced Spray Chr Casts LVL Psi: Bolts (no save)
13 Psi: Invulnerability Chr/d +LVL*3 AC, +LVL TH&dmg, +LVL Chr:Leadership
14 Psi: Restoration Chr Recharges & Rebuilds 1 Magic/Psionic item
15 Psi: Slayer Chr/r Sword: 1V to swing: LVLd100 dmg, always hits
16 Psi: Transformation Chr 1 target: -1d6 each stat, add to your tracks
17 Psi: Web Chr/w 100'r, any flying creature is Imprisoned
18 Scty: Alarm Wis [permanent] Alarm (as spell), LVL locations
19 Scty: Astral Blockade Wis [permanent] No Astral Proj., lock out Astral
20 Scty: Clair Blockade Wis [permanent] Cannot clair-anything into area
21 Scty: Commun Blockade Wis [permanent] No communication in area
22 Scty: Confined Defender Wis/r Shield vs. magic/psionics 1000*LVL hp
23 Scty: Dimensional Blockade Wis [permanent] No dimension effects in area
24 Scty: Flight Blockade Wis [permanent] No flying in area
25 Scty: Illusion Wis [permanent] Mirage Arcana (as spell)
26 Scty: Invisibile Defender Wis/r Shield vs. physical/energy 1000*LVL hp
27 Scty: MagnificientDefender Wis/r No magic & psi of SL 7 or lower in area
28 Scty: Metamorph Blockade Wis [permanent] Force Shapechange, no polymorph
29 Scty: Peripheral Defender Wis/r -7*LVL dmg on all physical & energy attacks
30 Scty: Sensing Blockade Wis [permanent] None of the 5 senses work
31 Scty: Spell Trap Wis/y Contingency for any 1 power (Magic/Psi/Innate)
32 Scty: Teleport Grab Wis [permanent] Grabs Teleports to desired loc
33 Scty: Transanimation Wis/t Animate Object, it has LVL*4 Str
34 Worm Chr 1 target: Mental & Physical Domination (save)

[PC5] Psionicist Classes Group


Psi18 Super Powers

# Power Check Description
1 Alter Probabilities Chr/t ±20% all die rolls
2 Caprenium Silence Int/y 100'r, 100% irreducible InnateR,PsiR,or MR
3 Impart Psionics Wis [permanent] +1 Max.Psi.Freq., Psi18 wild
4 Mass Mind Control Wis 250'r, all are Hypnotised (no save)
5 Null Void: Null Bolt Wis Targets gets 5*LVL% offensive MR,PsiR,InnateR
6 Null Void: Null Dome Wis/r 3*LVL% irreducible PsiR
7 Null Void: Null Field Wis/r 3*LVL% irreducible MR
8 Possession Chr Magic Jar (no save) (no PsiR) (no immunity)
9 Power Transfer Con Drain all spells & psi points (no save)
10 Precognition Int Ask the Fates 3 questions
11 Psi: Acceleration Dex/m +LVL/3 Mentals /r, only for Psi powers
12 Psi: Bank Str [permanent, only 1] +LVL on max tracks
13 Psi: Trap Wis/y Chain Contingency, up to LVL powers any type
14 Quick Zeroes Wis/r +LVL/4 QZ actions
15 Resurrection Con [0 action, even when dead]: Resurrection
16 Sphere/Power Transform. Int/r Can transfer Psi and Spells freely, see Psi11
17 Starport Int As Planeport but no summoning sickness
18 Timeport Int Transport ±100*CH years in time, minimum=500
19 Wish Chr Wish (as spell)

[PC5] Psionicist Classes Group


Basic Psi27 Information

Another Synnibarr psionic frequency, based on Raven c.s. McCracken's Ultimate Adventurer's Guide (The Book of Fate).
The class has Comeliness as a prerequisite. It is also based on the Immortal Luck score (which is generally equal to your Immortal level), and your highest non-Concordant Level (hereafter called HNCL).
Psi27 Wild Talents use half their true CL for the CL in these rules.
You gain Comeliness, Luck, and HNCL tracks which function similarly to Psi9/Psi18 tracks.
You also gain tracks for the 6 standard ability scores if you don't have them already (they don't stack with Psi9/Psi18).
Psi27 regains points in the following way: Each turn, CL/4 (round up) of your tracks get restored to full.
 
Psi27 Wild Talents:
Calculate Combined Score = Comeliness + Luck + HNCL.
# Minors = (Combined Score) / 9, round down.
# Majors = (Combined Score) / 18, round down.
# Grands = (Combined Score) / 27, round down.
# Supers = (Combined Score) / 36, round down.

Psi27 Minor Powers

# Power Check Description
1 Cloak of Oblivion Cml/t Pick any one specific spell or psionic power. You are immune to it.
2 Dark Triangle Int/r Name 2 Wizard/Priest schools: One has double effect, the other half (30' radius)
3 Death Ritual HNCL Sacrifice a dead body: Party will gain double XP from that creature (max LVL/d)
4 Grace Cml Target stops fighting and will not attack again unless attacked (save)
5 Graver Company Luck/t Negative Plane Protection; Immune to Str/Dex/Con loss; vulnerable to Holy
6 Innocents Cml/s You cannot physically attack this segment. You are healed LVL^2 hp.
7 Lawson Company HNCL/t Haste (self only); +LVL on #Att table; +4/-4 TH/dmg; vulnerable to Magic
8 Lord Cml Command (as spell) using LVL words, up to LVL creatures within LVL*10' range
9 Metaphysical Power Str/t You may convert M ® P actions.
10 Night Company Cml/t Improved Invis.; +LVL% Rogue abilities; +4/-4 pro.; vulnerable to Light and Fire
11 Pain HNCL Target takes LVLd10 dmg and is at -LVL to hit (save for half effect)
12 People's Bless Wis One die roll within 1 round is adjusted as you wish (max of ±LVL%).
13 Pregnancy Luck Target becomes pregnant (save) [!]
14 Ritual of Aging Luck Target ages LVL years (save), if save missed you get healed LVL hp.
15 Synncon HNCL/r Fly (as spell). 1M: make an item of up to LVL gp value, it lasts for 1 segment.
16 Synnlight Cml/r Light (as spell). 1M: one target takes LVL light dmg (save:0).
17 Synnslaver Luck/r Creatures with HD < LVL must save to attack you. 1M: Sleep LVL HD (save).
18 Trader HNCL Sacrifice an object: Split either it's gp value (in gp) or XP value (in XP) for party
19 Winery Luck Create a random potion (roll 1 Artificer effect) (use within LVL r or wasted)
20 Wipeout Dex Assassination 10*LVL% (as Rogue ability), lasts for 1 attack

[PC5] Psionicist Classes Group


Psi27 Major Powers

# Power Check Description
1 Aridius Cml Cure Disease and Restore Con in LVL*10' radius
2 Armor Ceremony Cml/t Pick Physical, Magical, Psionic, or Innate. You take 1/10 dmg from that source.
3 Bi'reel Str/r All (friendly or not) within LVL*10' radius lose LVL Str points for duration
4 Drake Cml/r You can breathe an Inner Element once this round equal to your hp in dmg.
5 Experience Level HNCL/r Your *lowest* non-Concordant level is raised by one for the duration.
6 Knight HNCL/t +LVL bonus to to hit, damage, AC, or saves (pick one)
7 Liturgy of Despair HNCL 30’ radius: Insanity (save) and all must make Morale rolls (even if save made)
8 People's Item Con/d Item can reroll the next item saving throw next time it fails.
9 Priests of Any God Wis/d You have an enslaved Priest: You gain his Priest memorization for the day.
10 Sight Int/t Detect spirits, astral forms, invisibility, alignment, magic, emotion, lies, illusions
11 Smite Wis Target is Paralyzed and cannot use any M actions next round (save)
12 The Skull HNCL Name a class or alignment. Find the Path to closest NPC with that class/AL.
13 The Walk Dex/t Teleport, Shadow Walk, or Dimension Walk
14 Time Trooper Luck Time travel: X=10^(2d4). Roll 1dX - X/2, you travel that distance in years.
15 Worshipers of Any God Chr/d You have an enslaved creature: You gain his hp in permanent hp for the day.

Psi27 Grand Powers

# Power Check Description
1 Baron Chr/t +LVL to any stat (you *can* raise your effective Cml, HNCL, or Luck with this)
2 Dark Light Cml/r 30' radius: Emotion, Darkness, Weird (as spells)
3 Death Luck Target is slain (save)
4 Diversify Luck Your next Psi27 power that has one target has LVL targets instead
5 Hydra Dex/r Choose a body part: Gain +LVL P actions with that body part this round.
6 Imprisonment/Freedom HNCL Imprisonment (as spell) or its reverse
7 People's Area Cml/d Forbiddance, Guards and Wards, Proof vs. Teleportation/Scrying LVL*10' radius
8 Ritual of Assimilation Luck Touch: Target loses all of his current hp’s, you are healed that amount (no save)
9 The Call Cml Choose a creature type: summons (LVL-DL)^2 of them. (DL is creature’s DL).
10 The Sorting HNCL Shapechange, but can merge and assume qualities of LVL creature types.

Psi27 Super Powers

# Power Check Description
1 Eternal HNCL/y You stop aging and are Immune to aging. You cannot die from having a 0 stat.
2 Liturgy of Armageddon Luck/r All creatures within 1 mile radius are slain (no save) or Slain (save) [choose]
3 Master Ritual of Summ. Cml Summons any one unique creature in the Multiverse to you (no resistance)
4 People's Army Cml Mass Charm Person up to LVL^3 people (no save)
5 Prince Luck Your "caster level" (CL) for all purposes (even non-Psi27) is raised by LVL

[PC5] Psionicist Classes Group


Psi36 Minor Powers

# Power Check Description [Permanent powers in brackets]
1 Alchemy: Alchemist Armor Con/t Armor spell of 10*CL hp; +2 Str
2 Alchemy: Ball Lightning Con Group takes CLd4 lightning dmg (no save)
3 Alchemy: Elemental Bolt Str One target takes CLd6 dmg of a normal element (no save)
4 Alchemy: Control Size Str/t Target person or object's size changes by 1 categrory (non-living is permanent)
5 Alchemy: Create Potion varies *10 Spend 10 times PSP cost of another Psi (divisible by 9) power: Make a potion of it
6 Alchemy: Ether Bolt Str Target takes CL dmg, PP save or knocked unconscious for 1dCL segments
7 Alchemy: Eye of Alchemy Int/r Wizard Eye; Detect Magic, Aura, Psionics, Radiation, Anti-Radiation
8 Alchemy: Elemental Summ. Chr Summon a DL II Elemental
9 Alchemy: Mist of Force Str/h Wall of Telekinesis (no damage, cannot pass unless make Str-20 check)
10 Alchemy: Shield Int/r Resist Spells, Magic Items, Psionics, Radiation, a Weapon class (e.g. swords), or Innates
11 Alchemy: Matter to Mist Chr/r Gaseous Form, can be used on another (PP save)
12 Alchemy: Self to Air Dex/h Turn into an air elemental; Fly 24" (A); Immune Air; Vulnerable Vaccum/Earth
13 Alchemy: Enforcement Winds Str/t Psionics in the room are at double effect (x1 Special)
14 Earthpower: Catch Con 1bM to use: Feather Fall
15 Earthpower: Circle of Pro. Con/t All in group are protected by 100*CL hp shield from those outside, this doesn't move
16 Earthpower: Cold Resist. Con/t Double Resist Cold
17 Earthpower: Conc. Break Chr Target loses CL to max number of maintains (no save)
18 Earthpower: Earth Shock Str Group is paralyzed for 1dCL segments (PP save)
19 Earthpower: Earth Shout Str Group is deaf and has 50% spell failure (no save)
20 Earthpower: Earth Sphere Con/t All in group are protected by 40*CL hp shield from those outside, moves (centered on you)
21 Earthpower: Entangle Anim. Dex Group is entangled (PP save), do not need plants for this effect
22 Earthpower: Heal Wis Target is Healed but does not get actions (except non-offensive 0 and V actions) for 1 turn
23 Earthpower: Fire Resist. Con/t Double Resist Fire
24 Earthpower: Invisibility Dex One group is invisible (individual people come out of invisibility as they attack)
25 Earthpower: Earth Resist. Con/t Double Resist Earth
26 Earthpower: Magic Resist. Con/t MR CL*15% or iMR CL*5%
27 Earthpower: Reveal Traps Dex/r Find Traps, Mechanical only
28 Earthpower: Sense Life Wis/t Know number of life forms and sizes in next room; 1M while running this: Know summon type
29 Earthpower: Sense Psi. Chr/t Detect Psionics incl. frequency numbers, Sensitivity to Psychic Impressions
30 Earthpower: Sneak Dex/s Avoid Traps (self only) CL*20%
31 Earthpower: Tunnel Str Dig
32 Earthpower: Unlock Door Dex Open Locks CL*10% (can try again if fail)
33 Earthpower: Ward of Hiding Dex Hide in Shadows 40+CL*10%

[PC5] Psionicist Classes Group


Psi36 Major Powers

# Power Check Description [Permanent powers in brackets]
1 Alchemy: Binding Dex Contingency for a Psi36 power
2 Alchemy: Ambrosia Wis Create a Potion of Heal (still need 1V to drink it), only 1 potion at a time per slot on this power
3 Alchemy: Cloud Carry Wis/h Cloud that can carry CL people, moves at 60" (B)
4 Alchemy: Create Creature Chr Monster Summoning IV, you can pick the summon type
5 Alchemy: Reflect and Amplify Wis 1bM to use: Reflect a power/spell that required 1M to use; add your CL to it's CL
6 Alchemy: Werewind Wis 1 group; Roll 1d4: 1=Banish, 2=Disintegrate, 3=Dispel an effect, 4=CL*6 Sand dmg (all have PP save)
7 Earthpower: Create Matter Con Create CL*2 gp of normal items; once per day these can be permanent
8 Earthpower: Ego Refreshment Chr Restore all Int, Wis, Chr, Log, San, Cml dmg; Throw off an Ego Domination (drop item)
9 Earthpower: Heal Insanity Chr Cures Insanity, Feeblemind, or one Psi1 Psionic Blast "letter" result (incl. K=Killed if within CL r)
10 Earthpower: Orb of Location Int/m Locate Person or Object
11 Earthpower: Poison Resist. Con/t Double Resist Poison
12 Earthpower: Innate Resist. Con/t InnR CL*12% or iInnR CL*4%
13 Earthpower: Telekinesis Str TK 1 target; CL*20' falling damage (assuming size M)
14 Earthpower: Vision Through Int X-ray Vision; Detect Illusion
15 Earthpower: Ward of Warning Dex You are alerted (if on same plane) if anyone enters area (x1 Psionic Trap)

Psi36 Grand Powers

# Power Check Description [Permanent powers in brackets]
1 Alchemy: Ele. Swarm Summ. Chr Summon CL/2 DL VII Elementals
2 Alchemy: Transmutation Chr Polymorph any Object (or) Shapechange Other
3 Earthpower: Argium Pit Str/s All in group take CL Str and Con dmg per segment (no save)
4 Earthpower: Enforcement Int/r Psi36 powers can be used in area, even in Anti-Radiation Shell, DRZ, low PsiF, etc. (x1 Special)
5 Earthpower: Remove Ench. Wis Remove Curse, *Curse*, Geas, Quest; CL% chance to remove Ancient Foul Curse (**Curse**) or Pawned
6 Earthpower: Tremor Con Two groups get their hp halved or CL*10 earth dmg (no save); may target same group twice

[PC5] Psionicist Classes Group


Basic Psi45 Information

This is a port of Marvel comics powers to the D&D Collective. This list of powers is not accurate to the Marvel game. If you're looking for Marvel game material, look elsewhere!
 
There is only one list of Psi45 powers, but these powers exist at each category (minor, major, grand, etc.). The powers have "SL" (Spell Level) built into their descriptions, so higher level powers are more effective. For purposes of SL, minor=2, major=5, grand=8, super=11, ultra=14.
Whenever SL is divided by something, you round down (so a Major of "+SL/2 Str" would give +2 Str, not +2½). If the fractional part is actually meaningful to the Collective (e.g. +2½M actions is better than +2M actions), you can retain the fraction.
 
All powers require 1M to use unless noted.
All powers cost it's SL in PSPs to use. If it's a maintained effect, the cost permanently lowers the max PSP pool until the effect is lowered.
1 Psi45 PSP = 10 Psi1 PSPs.
 
Some powers list "(SL saves)". This requires the target to make the SL saves against the effect, failing any is failure. You may instead affect SL different targets in the same group with 1 save each (other combinations of splittling the power up is not possible).
For effects that list "(SL/3 saves)" or "(SL/4 saves)", this effect does nothing as a Minor.

Psi45 Powers

# Power School Notes
1 Abnormal Sensitivity Detection Pick SL/2: See infrared, ultraviolet, radio waves, radiation, high sound pitches, low sound pitches
2 Absorption Power Energy Control bM: Absorb energy, gain 100/(12-SL)% of it in temporary hp
3 Age-Shift Self-Alteration Adjust apparent age by +/- SL*10 years
4 Alter Ego Self-Alteration Have an alter ego; people don't know the "two of you" are the same person
5 Anatomical Separation Self-Alteration Your separated body parts still function; can reattach severed body parts; Grand: Immune Vorpal
6 Animal Mimicry Self-Alteration Duplicate the abilities of a DL=SL-1 Animal (DM rolls randomly, like the Uncommoner3 class)
7 Animal Transformation Self-Alteration Polymorph Self into a DL=SL-1 Animal (you do get to choose)
8 Animate Image Illusory Minor: Phantasmal Force; Major: Advanced Illusion; Grand: Mirage Arcana
9 Armor Skin Physical Enhancement AT +SL*3
10 Artifact Creation Matter Creation 1/reset: +(SL^2)*10 item XP
11 Astral Body Travel Minor: Astral Projection (but you can't attack); Major: Astral Spell
12 Berserker Fighting +SL Str, +SL TH, +SL dmg, -SL Int, -SL Wis, cannot use M actions until dropped
13 Biophysical Control Lifeform Control Cure SL hp; Major: Cure Disease or Poison; Grand: Cure Aging
14 Bio-Vampirism Lifeform Control 1P, consume a dead body, SL/t: +1 to Str, Con, Wis, or +1 SL to another power for 1 turn
15 Blending Self-Alteration Meld into Surroundings
16 Body Adaptation Self-Alteration SL/2 instances of Resist Hostile Environments
17 Body Armor Defensive AT +SL^2
18 Body Coating Self-Alteration 5*SL hp Armor spell, self only, stacks with the (Wizard) Armor spell
19 Body Resistance Physical Enhancement Physical attacks that do less than SL*2 dmg to you do nothing
20 Body Transformation Self-Alteration Change your body to be of an E=SL/2 element
21 Body Transformation—Others Lifeform Control Polymorph Other (SL/2 saves)
22 Bonding Matter Control (12-SL)M: Merge two objects
23 Bouncing Ball Self-Alteration You can bounce.
24 Carrier Wave Travel Fly at SL*12"
25 Catalytic Control Energy Control xSL or /SL rate at which Chemical reactions occur (x1 Special)
26 Chemical Mimicry Self-Alteration Change your body to be of an TechL=SL chemical
27 Chemical Touch Physical Enhancement Chemical effect of TechL=SL*2 or less (range touch)
28 Circular Vision Detection All around sight; Immune to backstab/backstrike/etc.; -(11-SL) Chr
29 Clairaudience Mental Enhancement Clairaudience
30 Clairvoyance Mental Enhancement Clairvoyance
31 Cold Generation Energy Emission SL*CL Cold damage (1 group, no save)
32 Coldshaping Energy Control +/- SL*10 degrees temperature (x1 Special)
33 Collection Matter Control (12-SL)M, SL/d: Teleport up to SL gp value of objects (of specified type) to yourself
34 Coloration Matter Conversion Color an object/person or +/- SL/2 to the Chemical factor of a chemical (see Chemist)
35 Combustion Matter Conversion An object explodes (item save), the person carrying it takes CL*SL/2 damage (save)
36 Communicate with Animals Mental Enhancement Speak with Animals
37 Communicate with Cybernetics Mental Enhancement Speak with Golems / Technological Monsters+Devices
38 Communicate with Non-Living Mental Enhancement Speak with anything not alive or animated; Stone Tell
39 Communicate with Plants Mental Enhancement Speak with Plants
40 Control Power Control 1bM: Redirect an effect (caster makes SL/4 saves)
41 Cosmic Awareness Mental Enhancement Grand: Cosmic Awareness
42 Creation Power Control Wish for a spell level = 0 to (SL-3)/2 spell (Warrior, Wizard, Priest, or Rogue)
43 Crystallization Matter Control Object is indestructible for SL rounds
44 Danger Sense Mental Enhancement Danger Sense
45 Darkforce Manipulation Energy Control +SL dmg per unarmed attack; Darkness SL*10' r; Fly SL*3"; (12-SL)M: Dimension Door
46 Digestive Adaptation Physical Enhancement Can digest anything; +SL*2 saves vs. poison
47 Dimension Travel Travel Plane Shift up to SL/2 planes removed
48 Diminution Matter Control /SL size to a person or object (save)
49 Disintegration Matter Conversion Major: Disintegrate (save)
50 Disruption Matter Control Minor: Target takes CL*SL disruption damage (no save); Grand: The damage given plus a Disintegrate effect (save)
51 Domination Power Control Dominate all actions (SL/5 saves)
52 Dreamtravel Mental Enhancement Dream Travel
53 Duplication Power Control 1bM: Fork an effect (caster makes SL/3 saves)
54 Electrical Control Energy Control SL/2 (round down) instances of Resist lightning; +SL*10% damage with lightning effects
55 Electrical Generation Energy Emission SL*CL Lightning damage (1 group, no save)
56 Elemental Conversion Matter Conversion Alter a periodic table element effect to another (within SL elements on periodic table)
57 Elemental Creation Matter Creation Create SL^2 lbs. of an element (max E=SL/2)
58 Elongation Self-Alteration Elasticity (length only); Can do SL melee attacks on someone without actually joining their group
59 Emotion Control Lifeform Control Emotion (SL saves)
60 Empathy Mental Enhancement Empathy
61 Enchantment Magical Make a stone that holds SL^2 PSPs in Psi45
62 Energy Body Self-Alteration Major: You are made of energy; cannot use P actions; resist physical damage
63 Energy Conversion Energy Control 0, SL/t: Convert an element in an effect to another element (max E factor = SL/2, round down)
64 Energy Detection Detection Detect and identify energy
65 Energy Doppelganger Energy Emission Mirror Image (1 image), it has SL^3 hp; it flies at SL*3"; you can cast Psi45 effects through it
66 Energy Path Travel Fly at (CL*SL)^2"; you are incorporeal and cannot use P actions
67 Energy Sheath Self-Alteration SL^2 hp Armor spell, self only, stacks with the (Wizard) Armor spell
68 Energy Solidification Energy Control Minor: Web; Major: Iron Bands of Bilarro; Grand: Solid Wall of Force; Super: Forcecage
69 Energy Source Power Control +SL^2 max PSPs in Psi45 as long as you are within SL planes of the Astral plane
70 Energy Source Creation Power Control +SL*5 max PSPs in Psi45
71 Energy Sponge Energy Control bM: SL*10% chance to absorb an entire energy attack
72 Energy Vampirism Energy Control 1M: Target takes SL Str, Con, or Wis damage and you gain that amount for 1 round (save)
73 Enlargement Matter Control xSL size to a person or object (save)
74 Environmental Awareness Detection Increased sensitivity to disturbances/influences on environment
75 Evolution Self-Alteration Add the "Greater" Racial Adjective to yourself for free. Super: Add "Chosen One" for free.
76 Exorcism Lifeform Control Minor: Detect Possession; Major: Exorcism (SL/2 saves)
77 Extradimensional Detection See things existing in other dimensions nearby (Border Astral, etc.)
78 Fire Control Energy Control SL/2 (round down) instances of Resist fire; +SL*10% damage with fire effects
79 Fire Generation Energy Emission SL*CL Fire damage (1 group, no save)
80 Floating Disc Travel Floating Disc; Major: Frisky Chest
81 Focus Power Control Do SL instances of another Psi45 power you know; you are Spent and Harmed at the end of effect
82 Force Field Defensive Immune to spell level 0 to SL-2 effects; -(SL-1) per physical attack; ER 5*SL%
83 Force Field vs. Emotion Defensive Immune to spell level 0 to SL-1 enchantment/charm effects
84 Force Field vs. Energy Defensive Immune to spell level 0 to SL-1 energy attacks
85 Force Field vs. Hostiles Lifeform Control Enemies must make SL/2 saves to attack you
86 Force Field vs. Magic Defensive Immune to spell level 0 to SL-1 magic
87 Force Field vs. Mental Defensive Immune to spell level 0 to SL-1 mental attacks
88 Force Field vs. Physical Defensive -SL per physical attack
89 Force Field vs. Power Manipulation Defensive ER 10*SL%
90 Force Field vs. Vampirism Defensive aNR 10*SL% (including energy and stat drains)
91 Forced Reincarnation Lifeform Control 1M, SL/d: Reincarnation (target must have died within the last 2^SL segments)
92 Free Spirit Mental Enhancement Minor: Astral Perception; Major: Astral Projection
93 Gateway Travel Major: Dimension Door; Grand: Gate
94 Geoforce Matter Control 1bM: Stop or Create an Earthquake, Landslide, etc. Damage would be CL*SL Earth to a group (save for 0)
95 Gestalt Power Control Major: 1M: Do 2 Minor powers that you know; Grand: 1M: Do 2 Major powers that you know; etc.
96 Gliding Travel Fly at whatever the wind speed is
97 Grafting Lifeform Control 1M: Graft Weapon/Armor or Surgery (at TechL=SL*2)
98 Gravity Manipulation Energy Control SL/2 (round down) instances of Resist gravity/falling damage; +SL*10% damage with gravity/falling effects
99 Growth Self-Alteration xSL size; +SL Str
100 Hallucinations Mental Enhancement Hallucinations (SL saves)
101 Hard Radiation Energy Emission SL*CL/2 Radiation damage and SL Con damage (1 group, no save)
102 Hard Radiation Control Energy Control SL/2 (round down) instances of Resist radiation damage; +SL*10% damage with radiation (specific, not all of Psi9/18/27) effects
103 Heat Energy Emission Target takes SL*CL Fire damage per segment for 1 round (no save)
104 Hyper-Digging Travel Tunneling
105 Hyper-Hearing Detection xSL range with hearing; Hear Noise 10*SL%
106 Hyper-Intelligence Mental Enhancement +SL Int
107 Hyper-Invention Mental Enhancement (12-SL)M: Create a TechL=SL*2-3 object (see [Q8], can have at most LVL of these objects)
108 Hyper-Leaping Travel Jump SL*10'
109 Hyper-Olfactory Detection xSL range with smell; Clairnasience
110 Hyper-Running Travel +SL/2 V actions only for actual movement
111 Hyper-Speed Physical Enhancement xSL movement rate
112 Hyper-Swimming Travel Swim at full movement rate
113 Hyper-Touch Detection Detect extremely fine surface details; Fine manipulation
114 Hypnotic Control Lifeform Control Hypnosis (SL/2 saves)
115 Hypnotic Voice Physical Enhancement Hypnosis (SL/2 groups, save, must be able to hear you)
116 Illusion-Casting Illusory 1M: Demi-Shadow Magic for a spell level = SL-2 effect in Psi45
117 Illusory Duplication Illusory Mirror Image (SL images)
118 Illusory Invisibility Illusory Minor: Invis.; Major: Improved Invis.; Grand: Dust of Disappearance
119 Imitation-Face Changer Self-Alteration Alter Appearance; Disguise (face only) SL*20%
120 Imitation-Human Changeling Self-Alteration Alter Appearance; Disguise SL*15%
121 Incarnation Awareness Mental Enhancement Remember your last SL/5 previous incarnations of your life
122 Internal Limbo Magical Minor: Rope Trick; Grand: I'm Gone (to own Pocket Dimension)
123 Invisibility Self-Alteration Improved Invis.
124 Ionization Matter Conversion Lightning shield (xSL/10 damage back)
125 Iron Will Mental Enhancement 1bM: One effect that's hitting you is delayed for SL segments (it will still resolve even if the caster is dropped)
126 Kinetic Bolt Energy Emission SL*CL/2 Telekinesis dmg and knock back SL*10' (1 target, no save, Str-SL*2 check to avoid knock back)
127 Kinetic Control Energy Control SL/2 (round down) instances of Resist telekinesis; +SL*10% damage with telekinesis effects
128 Levitation Travel Levitate
129 Life Detection Detection Detect Life SL*10' (even through walls); 1M: Identify Life
130 Lifeform Creation Matter Creation Summon a DL=SL-1 monster
131 Light Control Energy Control SL/2 (round down) instances of Resist light; +SL*10% damage with light effects
132 Light Emission Energy Emission SL*CL/2 Light damage (no save) and SL/2 instances of blindness (save)
133 Linguistics Mental Enhancement +SL^2 language slots
134 Lung Adaptability Physical Enhancement Need not breathe; Water Breathing
135 Machine Animation Matter Control Control P Actions of a Psi8 object (SL saves)
136 Magic Control Magical +SL/2 (round down) to SL of next Psi45 power
137 Magic Creation Magical Wish for a spell level = 0 to SL-2 Wizard spell
138 Magic Detection Detection Detect Magic SL*10' (even through walls); 1M: Identify Magic
139 Magic Domination Magical Control M Actions (SL/2 saves)
140 Magic Transferral Magical Spend any amount of Psi45 PSPs. The target gets that PSPs in his pool.
141 Magic Vampirism Magical 1M, SL/t: Target loses SL spell levels in magic memorization (save), if fails you get +1 to Str, Con, Wis, or +1 SL to another power for 1 turn
142 Magnetic Manipulation Energy Control SL/2 (round down) instances of Resist magnetism; +SL*10% damage with magnetism effects
143 Magnetism Energy Emission Magnetism; Metal items weigh xSL normal
144 Martial Supremacy Fighting +SL Martial Arts or Professional Wrestling maneuvers (you don't need a style)
145 Mass Decrease Self-Alteration /SL weight on an object
146 Mass Increase Self-Alteration xSL weight on an object
147 Matter Animation Matter Control Animate Object up to SL^2 lbs.
148 Mechanical Creation Matter Creation Summon a DL=SL-2 Golem or Technological monster
149 Mental Duplication Mental Enhancement Capital E Extract (SL/3 saves)
150 Mental Invisibility Mental Enhancement Improved Invis.: it's +SL AC instead of +4
151 Mental Probe Mental Enhancement Probe (SL saves)
152 Micro-Environment Matter Control Create a bubble of friendly environment for up to SL people (must stay in same group)
153 Microscopic Vision Detection x10^SL Microsopic Vision
154 Mind Blast Mental Enhancement SL*CL Mental damage (1 group, no save)
155 Mind Control Lifeform Control Minor: Command (save); Major: Domination (SL/3 saves)
156 Mind Drain Mental Enhancement Forget (SL saves)
157 Mind Transferral Lifeform Control Minor: Empathy (save); Major: Magic Jar (SL/3 saves)
158 Missile Creation Matter Creation Do SL missile attacks, must roll to hit, each hit does 10 dmg (no save) and a stun (save)
159 Molding Matter Control (12-SL)M: Shape Alter Any Object (the resultant item must be of the same type of material)
160 Molecular Conversion Matter Conversion Alter a periodic table compound effect to another
161 Molecular Creation Matter Creation Create SL lbs. of an element (max E=SL)
162 Natural Weaponry Fighting +SL TH and dmg with natural attacks
163 Nemesis Power Control Wish for a spell level 0 to SL-2 effect that will most affect the target (DM will determine)
164 Neural Manipulation Lifeform Control Minor: Seizure (-2 all rolls, save); Major: Paralysis (SL/3 saves)
165 Penetration Vision Detection X-ray vision SL*2'
166 Phasing Self-Alteration Minor: Phase out (like a Blink dog); Major: Pass Wall
167 Pheromones Physical Enhancement Command (SL words, save)
168 Physical Gestalt Self-Alteration Grand: Merge bodies with someone else (must be willing), combine AC, hp, and effects
169 Plague Carrier Lifeform Control Disease (SL saves)
170 Plant Control Lifeform Control Charm Plant (SL saves)
171 Plant Growth Lifeform Control Plant Growth xSL
172 Plant Mimicry Self-Alteration Tree
173 Plasma Control Energy Control SL/2 (round down) instances of Resist plasma; +SL*10% damage with plasma effects
174 Plasma Generation Energy Emission SL*CL Plasma damage (1 group, no save)
175 Plasticity Self-Alteration Elasticity (full); Can do SL/2 melee attacks on someone without actually joining their group
176 Postcognition Mental Enhancement Postcognition
177 Power Detection Detection Detect Radiation SL*10' (even through walls); 1M: Identify Radiation
178 Power Simulation Magical The next Psi45 power you use will be resisted using MR instead of PR
179 Power Transferral Power Control Lend a Minor to someone's progression (you lose a Psi45 minor, they gain a Psi45 minor)
180 Power Vampirism Power Control 1M, SL/t: Target loses an innate ability (save), if fails you get +1 to Str, Con, Wis, or +1 SL to another power for 1 turn
181 Precognition Mental Enhancement Precognition
182 Prehensile Hair Self-Alteration Your hair has controlled movement; can do a "Hair attack" (using your hair's P action) for 1dSL dmg
183 Psionic Detection Detection Detect Psionics SL*10' (even through walls); 1M: Identify Psionics
184 Psionic Vampirism Mental Enhancement 1M, SL/t: Target loses (SL^2)*10 PSPs (Psi1 scale, save), if fails you get +1 to Str, Con, Wis, or +1 SL to another power for 1 turn
185 Radarsense Detection Emit and sense Radar waves
186 Radiowave Control Energy Control Emit and Sense Radio waves
187 Radiowave Generation Energy Emission SL*CL/2 Radiowave damage (1 group, no save, the effect can go through a SL' wall)
188 Reality Alteration Magical + or - SL to your next die roll
189 Reflection Defensive MPIWReflection 5*SL%
190 Regeneration Physical Enhancement Regenerate SL hp/s
191 Remote Sensing Mental Enhancement Increase all senses by x(1+SL/4)
192 Residual Absorption Power Control Whenever a Psi45 power is used against you, gain it's SL/2 PSPs.
193 Resist: Emotion Defensive SL/2 (round down) instances of Resist enchantment/charm
194 Resist: Energy Defensive SL/3 (round down) instances of Resist energy attacks
195 Resist: Magic Defensive SL/4 (round down) instances of Resist magic
196 Resist: Mental Defensive SL/2 (round down) instances of Resist mental attacks
197 Resist: Physical Defensive SL/4 (round down) instances of Resist physical attacks
198 Resist: Power Manipulation Defensive SL/3 (round down) instances of Resist disenchantment
199 Resist: Vampirism Defensive SL/3 (round down) instances of Resist necromancy, energy and stat drains
200 Rocket Travel Fly at SL*30" but you can turn only once per segment
201 Selection Power Control Major: You know all Psi45 Minors but can run only 1 Minor at a time; Grand: Know all Majors, etc.
202 Self-Duplication Self-Alteration Make SL/5 duplicates of yourself
203 Self-Revival Physical Enhancement 0, (SL-1)/d: Heal self
204 Self-Sustenance Physical Enhancement Need not drink or eat
205 Self-Vegetation Self-Alteration Polymorph Self into a DL=SL-1 Plant (you do get to choose)
206 Sense Alteration Lifeform Control Negate or restore 1 sense (save)
207 Sensory Link Mental Enhancement Link SL/2 senses to another person
208 Serial Immortality Mental Enhancement 0, 1/d: Resurrection, self only, there is a delay of (11-SL) rounds
209 Shadowcasting Energy Emission Darkness, reduce radiation in room by RS=SL
210 Shadowshaping Energy Control See through shadows 10*SL' (even through walls); Meld into Shadows; 1M: Summon Shadow (DL=SL)
211 Shapechange-Others Lifeform Control Minor: Alter Appearance (save); Major: Disguise (save); Grand: Shapechange Other (save)
212 Shapeshifting Self-Alteration Polymorph Self into a DL=SL-4 monster (you do get to choose)
213 Shrinking Self-Alteration /SL size; +SL Dex
214 Skywalk Travel You walk on the air as if it was the ground (i.e. Fly at your ground movement rate)
215 Sleep-Induced Lifeform Control Sleep (SL/2 saves)
216 Sonar Detection Emit and sense Sonar waves
217 Sonic Generation Energy Emission SL*CL/2 Sound damage (no save) and SL/2 instances of deafness (save)
218 Sound Manipulation Energy Control xSL or /SL amount of sound in room (x1 Special)
219 Speechthrowing Mental Enhancement Ventriloquism
220 Spiderclimb Travel Spider Climb; Climb Walls SL*20%
221 Spirit Gestalt Self-Alteration Grand: Join minds with another person (must be willing), can use each other's mental abilities
222 Spirit Storage Lifeform Control Can hold SL spirits within self as a receptacle
223 Spirit Vampirism Magical 1M, SL/t: Target loses SL Int and Wis dmg (save), if fails you get +1 to Str, Con, Wis, or +1 SL to another power for 1 turn
224 Spray Matter Creation SL choking dmg to a group per segment (can leave the area)
225 Stealth Physical Enhancement Move Silently 10*SL%
226 Summoning Lifeform Control Summon a DL=SL Outer
227 Suspended Animation Physical Enhancement Feign Death (need to make a Int-SL check to attack you, you cannot attack until this is dropped)
228 Sympathetic Magic Magical 1 Reset: Create a voodoo doll of someone (must have a real object from him); 1M, SL/h: Center an effect on that person, if on same plane
229 Telekinesis Mental Enhancement Telekinesis 10*SL^2 lbs.
230 Telelocation Mental Enhancement Locate Person (within (SL-2)/2 planes)
231 Telepathy Mental Enhancement Telepathy; Psi45 psionic link
232 Teleport Others Travel Teleport SL-2 Others
233 Teleport Self Travel Teleport Self; at Minor there is a M% chance of failure, where M is the number of miles travelled
234 Telereformation Travel Teleport Self; at Minor all your effects drop as you do this
235 Telescopic Vision Detection x2^SL Eagle Eye Vision
236 Thermal Control Energy Control SL/2 (round down) instances of Resist temperature change; +SL*10% effect with temperature change effects
237 Thermal Vision Detection Infravision; Immune Darkness
238 Time Travel Travel Time Travel 10^SL seconds; 15-SL% chance of bizarre failure (very far time travel, a loop travel, etc.)
239 Total Memory Mental Enhancement Eidetic Memory
240 Tracking Detection SL slots in Tracking
241 Troubleseeker Travel Sense Danger (to innocents, not yourself)
242 True Flight Travel Fly at (SL^2)*3"
243 True Invulnerability Physical Enhancement SL instances of Resist distributed as you like (medium categories: a school, an element, etc.)
244 True Sight Detection Minor: Detect Illusion/Invis.; Major: True Sight; Grand: Immune Dust/Disapp.; Super: Cosmic Awareness
245 Two-dimensionality Self-Alteration You are 2-dimensional.
246 Undead Control Lifeform Control Turn Undead at CL=(SL-2)*2
247 UV Vision Detection Ultravision
248 Vibration Energy Emission SL*CL Vibration damage (1 group, no save)
249 Vibration Control Energy Control SL/2 (round down) instances of Resist vibration; +SL*10% damage with vibration effects
250 Vocal Control Physical Enhancement Mimic Voices; xSL sound with voice
251 Warding Magical Create a Trap (x1 Psionic) for SL/2 Psi45 powers
252 Water Freedom Physical Enhancement Free Action in Water
253 Water Walking Travel Water Walking
254 Waterbreathing Physical Enhancement Water Breathing
255 Weakness Creation Power Control Add SL/2 instances of a Vulnerability to something (medium scale: a school, an element, etc.) on the target (no save)
256 Weakness Detection Detection Know a weakness/vulnerability of target (increase next effect by x(SL+2)/2, round down)
257 Weapons Creation Fighting 1M: Create a gp=SL^2 weapon (lasts for 1 turn; 1 weapon per day may be permanent instead)
258 Weapons Tinkering Fighting (12-SL)M: Polymorph Any Object (the resultant item must be a weapon)
259 Weather Matter Control Control Weather within SL miles
260 Webcasting Matter Creation Web (SL saves)
261 Whirlwind Travel Major: Air Walk 30" (area); Grand: Wind Walk 60" (area)
262 Zombie Animation Matter Control Animate a dead body as a Zombie with DL=SL

[PC5] Psionicist Classes Group


Basic Psi54 Information

This is a port of DC comics powers to the D&D Collective. This list of powers is not accurate to the DC game. If you're looking for DC game material, look elsewhere!
 
There is only one list of Psi54 powers, but these powers exist at each category (minor, major, grand, etc.). The powers have "SL" (Spell Level) built into their descriptions, so higher level powers are more effective. For purposes of SL, minor=2, major=5, grand=8, super=11, ultra=14.
Whenever SL is divided by something, you round down (so a Major of "+SL/2 Str" would give +2 Str, not +2½). If the fractional part is actually meaningful to the Collective (e.g. +2½M actions is better than +2M actions), you can retain the fraction.
 
All powers require 1M to use unless noted.
All powers cost it's SL in PSPs to use. If it's a maintained effect, the cost permanently lowers the max PSP pool until the effect is lowered.
1 Psi54 PSP = 10 Psi1 PSPs.
 
Some powers list "(SL saves)". This requires the target to make the SL saves against the effect, failing any is failure. You may instead affect SL different targets in the same group with 1 save each (other combinations of splittling the power up is not possible).
For effects that list "(SL/3 saves)" or "(SL/4 saves)", this effect does nothing as a Minor.

Psi54 Powers

# Power School Notes
1 Absorption Field Physical Stops SL/2 mental attacks or mental-affecting powers on you
2 Acid Physical CL*(SL+2) acid dmg to one target (no save)
3 Acrobatics Skill-like Any Acrobat SL-1 pick; 5*CL Rogue points in it
4 Active Sonar Mental Sonar; can see in darkness
5 Air Animation Mental Summon a DL=SL Air Elemental
6 Air Control Mental Gust of Wind / Wall of Air
7 Air Walking Mental Can walk in air as if on ground
8 Analytical Smell Mental Identify things by smell; Tracking
9 Animal Control Mystical Charm Animal (SL saves)
10 Animal Handling Skill-like Minor: Animal Friendship; Major: +1 Animal Companion
11 Animal Mimicry Mental Polymorph Self (to Animal only)
12 Animal Summoning Mystical Summon a DL=SL-1 Animal
13 Animal Transformation Physical Polymorph Other (from Animal to Animal only) (SL saves)
14 Animate Image Mystical Summon a DL=SL creature based on an picture/painting you have (the image is consumed)
15 Animate Objects Mystical Animate Objects as if they were a DL=SL Golem summon
16 Artist Skill-like Free proficiencies in (pick SL-1 of these): Actor, Musician, Painter, Photographer, Sculptor, Writer
17 Attraction/Repulsion Mental Telekinesis all objects of one type towards you or away from you
18 Aura of Fear Mental Fear by sight (SL saves)
19 Bio-Energy Blast Physical CL*(SL+2) force dmg to one target (no save)
20 Bomb Physical CL*SL explosion dmg to your group (no save, hole in the middle)
21 Broadcast Empath Mental Empathy
22 Cell Rot Mental Cell Adjustment (reversed) CL*SL*2 dmg (no save)
23 Charisma Skill-like +SL Chr; Hold Chr
24 Cling Physical Climb Walls 20*SL%; Resist first CL*SL/2 dice of Telekinesis or Gravity damage; Grand: Immovability
25 Comprehend Languages Mental Comprehend Languages; Tongues
26 Control Mental Domination one target (SL/2 saves)
27 Damage Transference Mental Cell Adjustment CL*SL*2 hp
28 Danger Sense Mental Danger Sense
29 Darkness Physical Darkness (can blind a person, make SL saves)
30 Density Increase Mental xSL weight; +SL Str; -SL Dex
31 Detective Skill-like Tracking; ID Fake/Counterfeit items; Legal Lore
32 Digging Physical Dig
33 Directional Hearing Mental Know which direction sounds are coming from
34 Dispersal Mental Insubstantial (can move through objects, can't attack)
35 Earth Animation Mental Summon a DL=SL Earth Elemental
36 Earth Control Mental Move Earth / Wall of Earth
37 Empathy Mental Empathy
38 Energy Absorption Physical CL*SL*3 hp ablative Force Field (vs. energy attacks)
39 Extended Hearing Mental Hear Noise SL*10%
40 Eye of the Cat Mystical Can see through an animal's eyes (must be willing)
41 Flame Animation Mental Summon a DL=SL Fire Elemental
42 Flame Being Physical Fire Shield (SL*10% damage back to attacker); Deal +SL fire dmg with melee attacks
43 Flame Control Mental Pyrotechnics / Produce Fire / Quench / Wall of Fire
44 Flame Immunity Physical SL/2 instances of Resist Fire
45 Flame Project Physical CL*(SL+2) fire dmg to one target (no save)
46 Flash Physical Light (can blind a person, make SL saves)
47 Flight Physical Fly at 2^SL"
48 Fog Physical Wall of Fog, blocks X-ray vision, ultravision, infravision, sonar
49 Force Field Physical CL*SL*2 hp ablative Force Field (vs. physical or energy attacks)
50 Force Manipulation Mental Minor: Minor Creation; Major: Major Creation
51 Force Shield Mental CL*SL*3 hp ablative Force Field (vs. physical or energy attacks, only one enemy /s)
52 Full Vision Mental All-Around Sight; Grand: Immune to Backstab
53 Gadgetry Skill-like 1M, 1/d: Build a TechL=SL Psi8 item
54 Gliding Physical Fly at 3*SL"
55 Gravity Decrease Mental Increase gravity in room or object/person by SL G's (x1 Special)
56 Gravity Increase Mental Decrease gravity in room or object/person by SL G's (x1 Special)
57 Growth Physical +SL/2 Size classes
58 Heat Vision Mental 1M to start: Every segment for 1 round, as a 0 action, deal SL heat dmg to one target (no save)
59 Hypersensitive Touch Physical Fine touch; Fine manipulation
60 Hypnotism Mental Hypnosis (SL saves)
61 Ice Animation Mental Summon a DL=SL Ice Elemental
62 Ice Control Mental Wall of Ice
63 Ice Production Physical CL*(SL+2) ice dmg to one target (no save)
64 Icing Physical SL/2 instances of Resist Cold/Ice
65 Illusion Mental Illusion (SL Int checks)3
66 Invisibility Physical Minor: Invisibility; Major: Improved Invisibility; Grand: Dust of Disappearance
67 Invulnerability Physical -CL*SL/2 dmg per attack
68 Iron Will Mental SL/2 instances of Resist Hypnotism/Charm/Domination
69 Joined Mystical Immovability
70 Jumping Physical Jump
71 Life Sense Mental Detect Life
72 Lightning Mystical CL*SL lightning dmg to one group (no save)
73 Locate Animal Mystical Locate Animals
74 Magic Blast Mystical CL*SL force dmg to one group (no save)
75 Magic Shield Mystical Stops SL/2 magical attacks on you
76 Magical Sense Mystical Detect/Identify Magic
77 Magnetic Control Mental Telekinesis all metal objects towards you or away from you
78 Martial Artist Skill-like SL Martial Arts maneuvers (no style is included tho)
79 Matter Manipulation Mental CL*(SL+2) explosion dmg to one target (no save)
80 Medicine Skill-like Binding wounds is 4+SL hp
81 Mental Blast Mental Do a P action of attacks, using Int instead of Str and Wis instead of Dex
82 Microscopic Vision Mental Microscopic Vision
83 Military Science Skill-like Free proficiencies in (pick SL-1 of these): Camouflage, Cartography, Demolition, ECM, Tracking
84 Mimic Physical 1bM: Fork a spell level 0 to SL effect
85 Mind Blank Mental Immune detection, ESP
86 Mind Blast Mental SL Int dmg to one target (no save)
87 Mind Drain Mental Target loses CL*SL*10 PSPs (using Psi1 scale), you gain half of what he lost
88 Mind Over Matter Mental Stay conscious (and offensive) for up to SL segments after being reduced below -10 hp
89 Mind Probe Mental ESP
90 Molecular Chameleon Mental Polymorph your body into an unusual material that you're touching (max S factor = SL)
91 Mystic Link Mystical Major: 1M: Duplicate a Psi54 Minor; Grand: 1M: Duplicate a Psi54 Major; etc.
92 Mystic Shield Mental SR SL*CL
93 Object Awareness Mental Minor: Locate Object; Major: Clairvoyance there
94 Occultist Skill-like Any Occultist5 Level SL pick
95 Omni-Arm Physical +0d+SL*2 to open-hand attacks (e.g. as a Major your base punch goes from 1d2 to 1d12)
96 Passive Sonar Mental Sonar; can see in darkness
97 Personality Transfer Mental Magic Jar (SL/2 saves)
98 Phobia Mental Fear (SL saves)
99 Plant Control Mystical Charm Plant (SL saves) or Summon a DL=SL-1 Plant
100 Plant Growth Mystical Plant Growth
101 Poison Touch Physical Your next attack is poisonous (Death or (SL-1)*10 dmg if they make the save)
102 Postcognition Mental Object Reading
103 Power Drain Mental Target loses random powers (SL saves, each missed save is 1 lost power)
104 Precognition Mental Precognition
105 Psychic Will Mental Wall of Force
106 Radar Sense Mental Radar detection
107 Recall Mental Eidetic Memory
108 Regeneration Mental Regenerate SL/2 stat points of damage per segment
109 Running Physical +3*(SL-1)" move rate
110 Scholar Skill-like +SL Nonweapon (Knowledge) proficiencies
111 Scientist Skill-like Scientific Analysis SL*10%
112 Sealed Systems Physical Immune hostile environment; Need not breathe
113 Sensory Block Mental Target loses some senses (SL/2 saves, each missed save is 1 lost sense)
114 Shape Change Mental Minor: Polymorph Self to a particular animal type; Grand: Shapechange to a particular animal type
115 Shrinking Physical -SL/2 Size classes
116 Skin Armor Physical AT +SL*CL/2
117 Solar Sustenance Physical Need not eat or drink
118 Sonic Beam Physical CL*(SL+2) sound dmg to one target (no save)
119 Speak with Animals Mental Speak with Animals
120 Spirit Travel Mystical Minor: Astral Perception; Major: Astral Projection; Grand: Astral Spell
121 Spiritual Drain Mystical Target loses CL*SL hp (necromantic, no save), you gain CL*SL hp (not above max)
122 Split Physical You are two beings (two places at once); it costs 3 actions to have each body do 1 action
123 Spy Skill-like Any Secret Agent SL-1 pick; 5*CL Rogue points in it
124 Starbolt Physical CL*(SL+2) plasma dmg to one target (no save)
125 Stretching Physical Can melee up to SL people per round that aren't in your group
126 Super Breath Physical CL*SL air dmg to one group (no save)
127 Super Hearing Mental Can hear frequencies outside of normal human range
128 Super Ventriloquism Mental Ventriloquism
129 Superspeed Physical xSL movement rate; you can turn only once per segment
130 Suspension Mental Feign Death
131 Swimming Physical Swim at full movement rate; No combat penalties in water
132 Systematic Antidote Physical SL/2 instances of Resist Poison/Drugs
133 Telekinesis Mental Telekinesis CL*SL*10 lbs.
134 Telepathy Mental Telepathy
135 Teleportation Mental Teleport up to 2^SL miles
136 Telescopic Vision Mental Eagle Eye Vision
137 Thermal (IR) Vision Mental Infravision
138 Thief Skill-like Any Thief SL-1 pick; 5*CL Rogue points in it
139 Transfer Mystical Major: Target gains a Psi54 Minor power (this slot is spent until he doesn't have the power anymore)
140 Transmutation Mystical Major: Polymorph Any Object
141 Truesight Mental Minor: Detect Invis./Illusion; Major: True Seeing; Grand: Cosmic Awareness
142 Two-Dimensional Physical You are 2-dimensional; +SL AC
143 Ultra Vision Mental Ultravision
144 Vampirism Mystical Target gets SL/2 negative levels (energy drain, no save), you gain CL*SL hp (not above max)
145 Vehicles Skill-like Can drive vehicles
146 Voodoo Mystical 1M, SL/d: Do a Psi54 power centered on a person on your plane
147 Warp Mental Gate up to SL/3 planes removed
148 Water Animation Mental Summon a DL=SL Water Elemental
149 Water Control Mental Wall of Water / Part Water / Lower Water
150 Water Freedom Physical Free Action in water
151 Weaponry Skill-like +SL distributed among TH and dmg with one weapon type (narrow)
152 Weather Control Mystical Control Weather
153 X-Ray Vision Mental X-Ray Vision

[PC5] Psionicist Classes Group


This is not meant to be a faithful representation of the Mutants and Masterminds d20 system. I've made numerous changes for my individual D&D rules. If you're looking for an accurate Mutants and Masterminds reference, look elsewhere!
Power Points:
Wild Talents: 10 PP per level.
Psi72 classed: 15 PP per level.
Choosing powers:
When you choose a power, it's PL (Power Level) is 1.
Each additional time you pick a power, you can either increase it's PL by 1, or it's Frequency (how often you can use it) by 1.
Your real level or CL (Caster Level) usually does not factor into power's effects, use PL instead.
There are no "PSPs", each power may be used as often as you like (up to the Freq. limit).
 
Power PP Cost Action Freq. Description
Absorption - Energy 3 (none) (cont.) -PL dmg per energy attack
Absorption - Physical 3 (none) (cont.) -PL dmg per physical attack
Alternate Form - Energy 5 1F 1/t Nonsolid (still take damage normally); Cannot attack; Fly PL"; Immune to one form of energy
Alternate Form - Explosive 5 1F 1/t Everyone in your group takes PL dmg per round
Alternate Form - Gaseous 5 1F 1/t Nonsolid (still take damage normally); Attack at half damage; Fly PL"; 1P: Suffocate someone (BW save)
Alternate Form - Liquid 5 1F 1/t Underwater breathing; Swim PL"; Attack at half damage
Alternate Form - Semisolid 5 1F 1/t Elasticity; Resist piercing weapons; Attack at half damage
Alternate Form - Shadow 5 1F 1/t Two-dimensional; Climb walls/ceilings; Attack at half damage
Alternate Form - Solid 5 1F 1/t +PL Str; +PL AC
Amazing Save 1 (none) (cont.) +PL saves in one category
Animation 2 1M 1/t Animate Object (hp=PL*4, #Att=1, TH +PL, dmg PLd2)
Armor 1 (none) (cont.) AT +PL
Astral Projection 5 1M 1/h Astral Projection for 1 turn
Blending 1 1V 1/r Hide in Shadows PL*10%
Boost 2 1M 1/h +PL to one ability score for 1 turn
Clinging 1 1V 1/r Climb Walls PL*10%
Combat Sense 1 (none) (cont.) +PL Initiative; +PL Unaware AC (cannot exceed real AC)
Comprehend 2 (none) (cont.) +PL languages
Corrosion 1 (none) (cont.) Your touch does +PL dmg to objects
Cosmic Power 8 (omitted) (omitted) (omitted)
Create Object 2 1F 1/h Minor creation, max weight = PL^2 lbs., max E factor = PL/4
Datalink 2 1M 1/s Can mentally interface with computers, golems, etc.
Dazzle 2 1M 1/r Blind one sense to everyone in one group (RSW save)
Deflection 2 0 1/r Take -PL^2 dmg on one physical attack
Density Control 5 1M 1/h +PL Str; +PL AC; -PL" move rate; x2^PL weight
Dimensional Travel 2 1F 1/h Plane Shift; make a check: DC 10 = Familiar, DC 15 = Known, DC 20 = Not known
Disintegration 2 1M 1/t Disintegrate one nonliving object
Drain 2 1M 1/r Target takes PL ability score dmg (save)
Duplication 2 1M 1/s Create 1 Mirror Image (max = PL)
Elasticity 4 1V 1/r Elasticity 5*PL'
Element Control 2 1M 1/t Telekinesis on one element
Energy Blast - Personal 2 1M 1/r One target takes PL energy dmg (no save)
Energy Blast - Explosive 4 1M 1/r One group takes PL energy dmg (no save)
Energy Control 2 1M 1/r -10% dmg to Cold, Darkness, Electricity, Fire, Gravity, Kinetic, Light, Magnetic, Radiation, Sonic, or Vibration
Energy Field 2 1M 1/t Damaging shield, PL energy dmg for 1 turn
ESP 2 1M 1/t ESP 5^PL'
Fatigue 2 1M 1/r Target exhausted (PPD save)
Flight 2 (none) (cont.) Fly PL"
Force Field 1 1M 1/t +PL current hp
Gadgets 1 1F 1/h Create a temporary Psi8 item with TechL=sqr(PL)
Growth 6 1P 1/h +PL half size classes for 1 turn
Healing 3 1M 1/r Cure PL hp; Can use 5 to cure Nausea, 10 to cure Stun
Illusion 2 1M 1/t Create illusions
Immovability 1 (none) (cont.) You weigh normally, but considered x2^PL weight for TK, etc.
Incorporeal 1 1M 1/h Cannot harm or be harmed by physical objects for 1 turn
Invisibility 2 1M 1/t Invisibility
Leaping 2 1V 1/r Jump PL*5'
Luck 2 0 1/h +/- PL to one die roll
Mental Blast 5 1M 1/r Stun one target (Will save)
Mental Protection 3 (none) (cont.) +PL Will saves, Mental saves, Int checks, Wis checks
Microscopic Vision 2 1M 1/t Can see really small stuff
Mimic 1 1M 1/h Copy (can use) a target's ability score (max=PL*2 pts) or power (max SL=sqr(PL))
Mind Control 2 1M 1/t Control V actions (Will save), P actions (Will save at +5), or M actions (Will save at +10)
Natural Weapon 2 (none) (cont.) +PL dmg w/ natural attacks
Neutralize 2 1M 1/r An effect loses PL-1 SL's, if it is reduced below 0 SL, it is dispelled
Obscure 2 1M 1/t Obscuring wall (non-solid)
Paralysis 2 1M 1/t Paralyze one target (PPD save)
Plant Control 2 1M 1/t Entangle
Postcognition 3 1F 1/h Can see back in time at place or object
Precognition 3 1F 1/h Can see ahead in time at place or object
Protection 3 (none) (cont.) AC +PL
Regeneration 2 (none) (cont.) Regenerate PL hp/r
Reincarnate 2 1D 1/d You Reincarnate upon death, inactive and Feign Death for the rest of this combat
Running 4 (none) (cont.) +PL*3" move rate; Can use 5 PL for +1V instead
Sensory Protection 2 (none) (cont.) One sense is immune to be blinded/flashed/dazzled/dazed/fascinated
Shape Matter 1 1M 1/t Polymorph any Object, max weight = PL lbs.
Shapeshift 2 1M 1/h Polymorph Self, max difference in weight = PL^2 lbs.
Shrinking 2 1P 1/h -PL half size classes for 1 turn
Slick 2 1M 1/t Grease
Slow 2 1M 1/r Target slowed (PPD save)
Snare 2 1M 1/t Target can't move (Reflex save)
Sorcery 7 1M 1/h Pick a spell of SL=PL/2 when you pick this power. You can cast it as if a mage with CL=PL.
Space-Flight 2 (none) (cont.) Move at 2^(PL-1) c in space
Spinning 2 (omitted) (omitted) (omitted)
Strike 2 (none) (cont.) +PL TH w/ natural attacks
Stun 2 1M 1/t Stun one target (Fort save)
Suffocate 3 1M 1/t Suffocate one target (no save, takes 1 cumulative dmg per segment)
Super-Charisma 4 (none) (cont.) +PL Chr
Super-Constitution 4 (none) (cont.) +PL Con
Super-Dexterity 4 (none) (cont.) +PL Dex
Super-Intelligence 4 (none) (cont.) +PL Int
Super-Senses 2 (none) (cont.) Heightened sense
Super-Skill 1 (none) (cont.) +PL checks with a skill or proficiency
Super-Speed 6 1M 1/h +PL*3" move rate; Can use 5 PL for +1V instead; AC +PL; +PL Reflex saves
Super-Strength 4 (none) (cont.) +PL Str
Super-Wisdom 4 (none) (cont.) +PL Wis
Swimming 2 (none) (cont.) You can swim at PL*3" move rate
Swinging 1 (omitted) (omitted) (omitted)
Telekinesis 2 1M 1/t TK 100*PL lbs.
Telepathy 2 1M 1/t Telepathy
Teleportation 2 1F (or 0) 1/h Teleport 2^(PL-1) miles, or PL*5' as a Blink (no summ. sick.)
Telescopic Sense 1 (none) (cont.) Eagle-eye vision
Time Control 9 1M 1/h +PL B actions for 1t
Time Travel 2 1F 1/d Time travel 2^(PL-1) years
Transfer 3 1M 1/h Transfer PL levels of Psi72 powers to someone else for 1t
Transformation 3 1M 1/t Polymorph Other (PP save)
Transmutation 3 (omitted) (omitted) (omitted)
Tunneling 2 1M 1/t Passwall / Dig
Weapon - Damage 1 1M 1/h +PL dmg with one individual weapon for 1t
Weapon - To Hit 2 1M 1/h +PL TH with one individual weapon for 1t
Weather Control 2 1M 1/d Controls the weather

[PC5] Psionicist Classes Group


Arch-Psi1

Level KXP Psi1/2/3
mMG SU
1 0 3-- --
2 10 4-- --
3 20 51- --
4 40 62- --
5 60 631 --
6 100 752 --
7 200 873 --
8 300 984 --
9 400 A95 1-
10 500 BA5 1-
11 600 CB6 2-
12 1200 DC7 2-
13 1800 ED7 3-
14 3000 FE8 3-
15 4000 GF9 4-
16 5000 HG9 4-
17 6000 IHA 5-
18 7000 JIB 5-
19 8000 KJB 6-
20 9000 LKC 6-
21 10000 MLD 7-
22 11000 NMD 7-
23 12000 ONE 8-
24 13000 POF 8-
25 14000 QPF 9-
26 15000 RQG 9-
27 16000 SRH A1
28 17000 TSH A1
29 18000 UTI B1
30 19000 VUJ B2
31 20000 WVJ C2
32 21000 XWK C3
33 22000 YXL D3
34 23000 ZYL D3
35 24000 [ZM E4
36 25000 \[N E4
TH Saves
PD RS PP BW Sp Fo Re Wi
-1  5  4  8  2  3  1  0  2
+0  6  5  8  3  4  2  1  3
+0  6  6  9  4  5  3  1  4
+0  7  7  9  4  5  4  2  5
+0  7  8 10  5  6  4  3  6
+0  8  9 10  6  7  5  3  7
+0  8 10 11  6  7  6  4  8
+1  9 11 11  7  8  7  5  9
+1  9 12 12  8  9  8  5 10
+1 10 13 12  8 10  8  6 11
+1 11 14 13  9 11  9  7 12
+1 11 14 13 10 12 10  7 13
+1 13 15 14 12 13 11  8 14
+2 15 15 15 14 14 12  9 15
+2 15 16 16 15 15 12  9 16
+2 16 16 16 15 16 13 10 17
+2 16 16 16 16 16 14 11 18
+2 16 16 16 16 16 15 11 19
Requisites: Int 11 (one 18), Wis 11 (one 18), Chr 11 (one 18)
Alignment: any
HD/level: d12,d12,d12,d10,d10,d10,d8,d8,d8,d8,d6,…
Weapon Prof.: 1+level/9
To Hit Table: ½xWiz
Save Table: 2xPsi
Reference: DM
Groups: Psionicist
 
See [Q1], [Q2], and [Q3] for rules and powers.
Psionic Strength = (lowest of Int,Wis,Chr)*(level+19)
Gets Psi1, Psi2, and Psi3 powers.
For Psi3: "m" is 0th-2nd, "M" is 3rd-5th, "G" is 6th-8th, "S" is 9th-11th, "U" is 12th-14th.
Level 1: Can convert Physical to Mental actions. This can be done only if the Arch-Psionicist class is the highest (or tied for highest) level class the character possesses. At level 9, this restriction is removed.
Level 1: Material Componenting for Minor powers, just like Wizard spells (spend 1V action to get double effect). Only one instance of Material Componenting per power used.
Level 9: Material Componenting for Majors.
Level 9: Can write psionic scrolls, which others may read (as 1M action) to have the psionic effect go off. The reader takes the lowest of Int,Wis,Chr, and if that stat is below the limits listed, he "blows his head off": Minor=9, Major=18, Grand=27, Super=36. A Read Psionics spell or effect would remove this restriction.
Level 18: Material Componenting for Grands.
Level 18: Can convert Movement to Mental actions, under the same restriction as the Level 1 ability until level 27.
Level 18: All of your psionic powers which are Range 0 become Range touch.
Level 27: Material Componenting for Attacks & Defenses (a doubled Defense protects either 2 people or halves damage taken).
Level 27: All of your psionic powers are Range sight.
Level 27: You can effect creatures immune to psionics due to their status; i.e. you can effect golems, Int+Wis=0 creatures, undead, and anything else that doesn't specifically have a power to be immune to psionics.
Level 36: Material Componenting for Supers
Level 36: All of your psionic powers are Range same plane (sight not necessary).

[PC5] Psionicist Classes Group


Basic Psi1 Information

PSI1 CLASS: Psionic Strength = (Int+Wis+Chr) / 3 * (Level+9)
WILD TALENTS: Psionic Strength = 64 + level + (Int+Wis+Chr-36) * (exceptional+1)
where "exceptional" is the number of mental stats(Int,Wis,Chr) of 16 or above.
Wild Talent Power Progression:
  Potential Number of:
Int+Wis+Chr Minor Major Grand Att+Def
0-7 1 0 0 1
8-15 2 0 0 2
16-23 2 1 0 3
24-31 3 1 0 4
32-39 4 1 0 5
40-47 4 2 0 6
48-55 4 2 1 7
56-63 5 2 1 8
64-71 6 3 1 9
72-79 7 3 1 10
80+ 8 4 2 11
 
It takes 1 nonweapon proficiency slot for a Minor, 3 slots for a Major, and 6 slots for a Grand to obtain 1st level of mastery.
Thereafter, 1/2 a slot will increase a power's level of mastery by 1.
Attacks and Defenses cost: A=1, B=0, C=½, D=1½, E=2, U=2½, F=0, G=½ , H=1, I=1½, J=2, X=2½ (in slots).
Psionicists get the number of powers seen in their progression at no proficiency cost, and their level of mastery is equal to their experience level. They could purchase higher levels of mastery (adding to their level).
 
 
PSIONIC ENCHANTMENTS (spend 1 spell of each level below to get new spell level)
 
Spell Level, Wizard: 0 1 2 3 4-8 9 10 11 12 13
Spell Level, Priest: 0 1 2 3 4-6 7 8 9 10 11
Upgrade Cost: 400 800 200 150 100 150 200 800 1800 3200

[PC5] Psionicist Classes Group


Psionic Blast / Ultra Blast

PSIONIC BLAST ATTACK UPON NON-NATURAL-PSIONIC CREATURE (20 attack pts)
Save for Range
Int+Wis 10yd 20yd 30yd
0-5 20 19 18
6-10 18 17 16
11-13 16 15 14
14-17 14 13 12
18-21 12 11 10
22-25 10 9 8
26-29 8 7 6
30-33 6 5 4
34-35 4 3 2
36-37 2 1 0
38+ 0 -1 -2
Save Modifiers
Additions Subtractions
wizard +1 panicked -1
priest +2 enraged -1
elf +2 confused -2
Intell. Fort. +2 hopeless -3
mind blank +2 stunned -3
psionicist +3 using psi power -4
dwarf +4 using ESP -5
halfling +4 asleep -6
helm/telepathy +4 unconscious -6
Tower/Iron Will +6 feebleminded (Int=0-5)
mind bar +6 insane NA
Int+Wis Death Coma Sleep Stun Confuse Enrage Panic Feeble 2Insanity 1Insanity 1Insanity
0-5 01-77 78-91 92 93 94 95 96 97 98 99 00
6-9 01-10 11-83 84-92 93 94 95 96 97 98 99 00
10-13 01 02-15 16-84 85-93 94 95 96 97 98 99 00
14-17 01 02 03-11 12-85 86-94 95 96 97 98 99 00
18-21 01 02 03 04-17 18-86 87-95 96 97 98 99 00
22-25 01 02 03 04 05-18 19-87 88-96 97 98 99 00
26-29 01 02 03 04 05 06-19 20-88 89-97 98 99 00
30-33 01 02 03 04 05 06 07-20 21-89 90-98 99 00
34-35 01 02 03 04 05 06 07 08-26 27-85 86-99 00
36-37 01 02 03 04 05 06 07 08 09-22 23-90 91-00
38+ 01 02 03 04 05 06 07 08 09 10-23 24-00
Duration - 2d6 d 5d4 t 2d4 t 1d4 t 2d4 r 2d4 r perm. perm. 2d6 w 1d4 w
 
ULTRABLAST ATTACK UPON NON-NATURAL-PSIONIC CREATURE (75 or 100 attack pts)
Int+Wis Save Death Coma Stun Confuse Feeblemind 1Insanity 2Insanity 3Insanity 4Insanity 5Insanity
0 NA - - - - - - - - - -
1-5 20 01-19 20-36 37-51 52-64 65-75 76-84 85-91 92-96 97-99 00
6-10 19 01-16 17-34 35-50 51-63 64-74 75-83 84-90 91-95 96-98 99-00
11-15 18 01-12 13-26 27-43 44-57 58-69 70-79 80-87 88-93 94-97 98-00
16-20 17 01-09 10-20 21-34 35-50 51-64 65-75 76-84 85-91 92-96 97-00
21-25 16 01-07 08-16 17-27 28-40 41-55 56-68 69-79 80-88 89-95 96-00
26-30 15 01-05 06-12 13-21 22-32 33-45 46-60 61-73 74-84 85-93 94-00
31-35 14 01-04 05-09 10-16 17-25 26-36 37-50 51-66 67-80 81-91 92-00
36-40 13 01-03 04-07 08-13 14-21 22-31 32-43 44-57 58-74 75-88 89-00
41-45 12 01-02 03-05 06-10 11-17 18-26 27-37 38-50 51-66 67-84 85-00
46+ 11 01 02-04 05-09 10-16 17-25 26-36 37-49 50-64 65-81 82-00
Dur. - - 2d4 d 10d6r 6d6 r Perm. Perm. Perm. Perm. Perm. Perm.

[PC5] Psionicist Classes Group


Psi1 Minor Powers

MINOR POWERS Cost Notes
Animal Telepathy 1/r 1=mamm,5=bird,6=rept,8=fish,10=spider,14=plant
Antipathy-Sympathy 35/h Antipathy-Sympathy (as spell)
Automaton 10/r Animate Object (as spell)
Body Equilibrium 1/r Water Walking, Feather Fall, Lessen Weight
Body Weaponry 1/r +level AC, +level unarmed damage
Cell Adjustment 1/hp Max.# hp = level*5, Cure Disease=20/70
Clairaudience 5/r 30'range per level
Clairvoyance 5/r 20'range per level
Command 5 Command (as spell)
Detect Danger 1/r 10+10*level% direction, 5+5*level% distance
Detection of Good/Evil 2/r 20+10*level% exact alignment, 10*level% objects
Detection of Life 4/r Gives dir.,dist.,size class (30'range per level)
Detection of Magic 3/r Gives type, school/sphere, and approx. level
Domination 5+HD/r Save; Psionic gets control of all actions
Empathic Control 1/HD Save-3; Emotion (as spell); no limit to HD
Empathy 3 Gives basic emotions of all in 10'wide path
ESP 2/r ESP (as spell)
Expansion 5/r Max.Press=Str of level+12, +level dmg, +level'
Hypnosis 1/HD Level>10 or Int16=save; Max.HD=ä(level)
Invisibility 3/t Mental Invisibility, affects ä(level) in HD
Levitation 3/t Levitate (as spell)
Lights 1/t Faerie Fire, Dancing Lights, Light
Locate 5/t Locate object, person, or type of creature
Memory Protection 1/d Immune to Forget,Feeblemind,Incantatrix effects
Microkinesis 1/s Telekinesis on a small object (max wt = level lbs.)
Mind Over Body 5/d No need for food,water,sleep for 2*level days
Molecular Agitation 1/r 1 dmg 1st r, 2 dmg 2nd r, etc. (max.dmg=level)
Movement Acceleration 10/r +1V Action
Object Reading 1/r Detects psychic impressions left on an object
Postcognition 1/fact Can see into past, double chances of Precog.
Precognition 1/fact Int+Wis+level*level-factor% chance correct
Psionic Trigger 10/d Contingency for 1 psi power (still need points)
Rapport 5/r 1=Share Memories, 3=Detect Lie, 4=Mind Scan
Reduction 2/t -level' until 1', then halve size each time
Sense 5/t See in darkness/fog, Hear in silenced/loud room
Spirit Speak 10/r Speak with Dead (as spell)
Suspend Animation 6 Ceases life functions for max of (level) weeks
Sens. to Psychic Imp. 1/r Gives freq., type, and field of all psi in area
Tap Psionic Link 7/r Can listen into Psi Link if within 30*level'
Telekinetic Barrier 5N /t Take -N dmg per physical attack (max N = level)
Telekinetic Blade 5/r Base damage CLdCL, considered +CL/3 weapon, mental weapon
Telep. Ventriloquism 1/' Save-3; Target actually says desired phrase
Tongues 20+6/r Tongues (as spell); 1 language/level

[PC5] Psionicist Classes Group


Psi1 Major Powers

MAJOR POWERS Cost Notes
Astral Projection 10 Astral Spell (as spell)
Aura Alteration 10/F/h F=#AL places moved, Remove Curse,Geas,Quest=8*SL
Aura Reading 3 Detect alignment, classes, skills, exact hp
Body Control 2/t Water Breathing, Resist environment 1 HD/level
Cellular Restoration 8 Reattaches severed limb, fixes damaged organ
Controlled Blinking 5/r Blink 10'/level each round (no action after 1st)
Deflection 1/% /h Energy (non-Physical) Reflection, max=level*10%
Dimension Door 10 Dimension Door (as spell); 90'/level
Dimension Walk 1/t Cover 30 miles in (40-level) minutes
Dispel Exhaustion 14 Mental Surgery (1) but all in psi link affected
Energy Control 1/HD Max.=level in HD damage, must be energy attack
Energy Dissipation 20 Take half damage from an energy attack
Etherealness 6/t Caster+50*level lbs. in Ethereal Plane
Flying 9/t Fly (as spell)
Foresight 18 Foresight (as spell)
Geas 40 Geas (as spell)
Improved Cell Adj. 1/hp Cell Adj. but range=10'*level, Max.hp=10*level/r
Improved Invisibility 9/t Invisibility but can attack and remain Invis.
Magic Jar 20 Magic Jar (as spell), save penalty -1/level
Mass Domination 10+HD Save-4; Max.=5 creatures of level HD
Mental Surgery 10*lvl 1=Dispel Exhaustion,5=Feeblemind,6=Cure Insanity
Mind Bar 5/d Immune to Ench/Cha,Magic Jar,Domination,Invis.
Molecular Manipulation 50 Makes object weak: 1=cord,5=chain,7=wood,9=metal
Molecular Rearrangement 10/lb. 1=soft,4=brass,7=bronze,10=steel,13=Mithril
Pass-Way 20/' Can pass through any material or Wall spell (no harm)
Paralysis Bolt 15+HD Save-6; 1 creature, Max.HD=2*level
Physical Acceleration 20/r +1P Action
Probability Travel 10/P P=#planes removed, fail=21-level%
Psionic Cage 50 Reverse Wards (no one can leave)
Shape Alteration 3+W W=weight/1000, Polymorph Self (as spell)
Standing Concentration 5/d Can convert 1P+1V Action to 1M if desired each r
Submit Illusion 12/t Submit a Spectral Force to subject's mind
Telekinesis 3/r Max.Weight=3*sum(level), accel. 2"/r move rate
Telempathic Projection 6 Empathy, but can send an emotion
Telepathy 1/r Operates up to 186,000 miles away on same plane
Telepathic Projection 1/r+HD Suggestion, Possession=2*Int+Wis+Chr points
Teleportation 20+1/% Teleport (as spell), can adjust roll by 1%/point
Transmutation 10 One effect in next turn can be changed to another element
True Sensory Input 4/r True Seeing (as spell), but all 5 senses
Wards 50 Pro.Evil&Scrying, no one can enter, break=150pts
X-ray Vision 15/r As per ring of X-ray vision

[PC5] Psionicist Classes Group


Psi1 Grand Powers

GRAND POWERS Cost Notes
Amplification 10*#cr Save; Sleep d6+3 hr, Gain (Int+Wis+Chr)*2 points
Amplify Power 10N +N to CL (or) +N*10% effect to next Psi1 power (max N=CL)
Death Stare 75 Save-6; Death; Stun 2d4r if over 2*level HD
Energy Cancel 3/HD As Energy Control but removes entire area effect
Energy Jar 15/HD As Energy Control, can throw affect yourself once for 1M
Endowment 100 Gain psionics, one row lower on table above
God Voice Ventrilo. 25/r Loud "god voice", deafness (save), suggestion (save)
Grand Domination 3*HD/r Save at penalty equal to level; no HD limit
Interdimensional Space 40+1/h Rope Trick (as spell); duration limit=1h/level
Limited Wish 320 Limited Wish (as spell)
Mental Acceleration 30/r +1M Action (can be used for anything)
Power Transfer 100*T T:Minor=1,Major=2,Grand=3, Object=½*Caster Psi
Preservation 50 1=Preserve,2=Trap Soul,5=Permanency,7=Stasis
Psionic Acceleration 20/r +1M Action (must be used on natural psionics)
Psionic Amplification 8*Mult Multiplies a power; Max.=level/4+1
Psionic Disruption 40/r No psi powers (any freq.) can be used in 50'r
Restoration 60 Restoration, Restores Items, Stops dual-nature
Severance 20*SL Save; stops use of any 1 ability in creature
Shade 100 Creates a ghost/shade of person who died here, half powers
Suppression 3/r Cannot use or be affected by psionics, all psi effects drop

[PC5] Psionicist Classes Group


Psi1 Super Powers

SUPER POWERS Cost Notes
Cellular Heal/Harm X up to X targets: Heal or Harm X% of max hp
Counterspell 40*SL [0 action to use] Counters a Magic/Psi/Innate
Energy Dampen 1/HD/d Permanent Energy Cancel on self or 100'cu area
Full Acceleration 50/r +1 Full Action /r
Hero Element 700 Casts any one 1st level Hero spell
Legend Element 400 Casts any one 1st level Legend spell
Mental Deceleration 100*N Target loses next N mental actions (no save)
No Resistance 400 1 target: Lowers Class VI,PsiR,Defense X for 1t
Opposing Acceleration 60/r +1 Opposing Action /r
Physical Deceleration 50*N Target loses next N physical actions (no save)
Quick Mental Accel. 60/r +1 QM Action /r
Rapid Fire 80/r x2 number of Psi1 attacks/r, stacks with itself
Shotokan Spirit 60/r Know and can use all Psi0 minor/major/grand powers
Sinanju Spirit 60/r Know and can use all Martial Arts powers
Super Domination 10*HD Dominate one target (no save, no PsiR, no Wis)
Telekinetic Crush X 1 target: X*X*X telekinetic damage (no save)
Versatility 1000 Permanent: +1 max. # of classes or # psi.freq.
Wish 480 Wish (as spell), or any Psi2 Dev/Sci/High Sci

[PC5] Psionicist Classes Group


Psionic vs. Psionic in Mental Combat

Attack
Strength
Attack
#.Mode
F.Mind
Blank=1
G.Thought
Shield=2
H.Mental
Barrier=3
I.Intellect
Fortress=8
J.Tower of
Iron Will=10
1- 25 A.Psionic Blast=20 3 7 4 1 0
B.Mind Thrust=4 12 4 0 0 1
C.Ego Whip=7 8 3 0 0 0
D.Id Insinuation=10 1 6 8 1 1
E.Psychic Crush=14 2% 0% 0% 0% 0%
U.Ultrablast=75/100 6 10 8 4 2
26- 50 A.Psionic Blast=20 6 9 6 2 0
B.Mind Thrust=4 15 6 1 0 2
C.Ego Whip=7 12 4 0 0 0
D.Id Insinuation=10 2 8 10 3 3
E.Psychic Crush=14 5% 2% 1% 0% 0%
U.Ultrablast=75/100 12 19 15 8 3
51- 75 A.Psionic Blast=20 10 12 9 4 1
B.Mind Thrust=4 18 9 2 2 3
C.Ego Whip=7 17 6 1 1 1
D.Id Insinuation=10 4 11 13 7 6
E.Psychic Crush=14 9% 4% 2% 1% 0%
U.Ultrablast=75/100 18 27 21 12 5
76-100 A.Psionic Blast=20 15 16 13 7 2
B.Mind Thrust=4 22 13 5 4 5
C.Ego Whip=7 23 9 3 2 3
D.Id Insinuation=10 7 15 17 12 10
E.Psychic Crush=14 14% 7% 5% 3% 2%
U.Ultrablast=75/100 24 34 26 16 8
101-125 A.Psionic Blast=20 21 21 18 11 4
B.Mind Thrust=4 26 18 9 7 8
C.Ego Whip=7 30 13 6 4 6
D.Id Insinuation=10 11 20 22 18 15
E.Psychic Crush=14 20% 11% 9% 6% 4%
U.Ultrablast=75/100 30 40 30 20 12
126-150 A.Psionic Blast=20 28 27 18 16 7
B.Mind Thrust=4 30 24 9 11 12
C.Ego Whip=7 38 18 6 7 10
D.Id Insinuation=10 16 26 22 25 21
E.Psychic Crush=14 27% 16% 9% 10% 7%
U.Ultrablast=75/100 36 45 33 24 18
151-175 A.Psionic Blast=20 36 34 31 22 11
B.Mind Thrust=4 34 31 25 15 17
C.Ego Whip=7 47 24 15 11 15
D.Id Insinuation=10 22 33 35 33 28
E.Psychic Crush=14 35% 22% 20% 15% 11%
U.Ultrablast=75/100 42 50 36 28 24
 
OTHER ATTACK & DEFENSE MODES
 
Attack Mode T (Psionic Touch): As per attack mode A, but range touch, affects only one target, and there is no saving throw.
Attack Mode V (SuperBlast): This attack theoretically should exist based on its existence in Psi2. It would cost 250 attack points and have the same effect that it has in Psi2.
Defense Mode X (UltraShield): Costs 20 defense points per round to use; you cannot attack or be attacked psionically in any frequency.

[PC5] Psionicist Classes Group


Psionic Attack Upon Defenseless Psionic

Attack
Strength
Attack
#.Mode
Defender's Original Psionic Strength
10-59 60-109 110-159 160-209 210-259 260-309 310+
1- 25 A.Psionic Blast=20 D C C 15 10 5 5
B.Mind Thrust=4 W W 40 35 30 25 20
C.Ego Whip=7 30 25 20 15 10 5 5
D.Id Insinuation=10 40 35 30 25 20 15 10
E.Psychic Crush=14 72% 60% 50% 40% 30% 20% 10%
U.Ultrablast=75/100 S P W 40 30 20 10
26- 50 A.Psionic Blast=20 S D C C 15 10 5
B.Mind Thrust=4 W W W 40 35 30 25
C.Ego Whip=7 35 30 25 20 15 10 5
D.Id Insinuation=10 R 40 35 30 25 20 15
E.Psychic Crush=14 75% 62% 52% 42% 32% 22% 12%
U.Ultrablast=75/100 I S P W 40 30 20
51- 75 A.Psionic Blast=20 W S D C C 15 10
B.Mind Thrust=4 P W W W 40 35 30
C.Ego Whip=7 40 35 30 25 20 15 10
D.Id Insinuation=10 R R 40 35 30 25 20
E.Psychic Crush=14 79% 65% 55% 45% 35% 25% 15%
U.Ultrablast=75/100 K I S P W 40 30
76-100 A.Psionic Blast=20 P W S D C C 15
B.Mind Thrust=4 P P W W W 40 35
C.Ego Whip=7 P 40 35 30 25 20 15
D.Id Insinuation=10 R R R 40 35 30 25
E.Psychic Crush=14 84% 69% 59% 49% 39% 29% 19%
U.Ultrablast=75/100 K K I S P W 40
101-125 A.Psionic Blast=20 K P W S D C C
B.Mind Thrust=4 P P P W W W 40
C.Ego Whip=7 I P 40 35 30 25 20
D.Id Insinuation=10 R R R R 40 35 30
E.Psychic Crush=14 90% 74% 64% 54% 44% 34% 24%
U.Ultrablast=75/100 K K K I S P W
126-150 A.Psionic Blast=20 K K P W S D C
B.Mind Thrust=4 P P P P W W W
C.Ego Whip=7 I I P 40 35 30 25
D.Id Insinuation=10 R R R R R 40 35
E.Psychic Crush=14 97% 80% 70% 60% 50% 40% 30%
U.Ultrablast=75/100 K K K K I S P
151-175 A.Psionic Blast=20 K K K P W S D
B.Mind Thrust=4 K P P P P W W
C.Ego Whip=7 I I I P 40 35 30
D.Id Insinuation=10 R R R R R R 40
E.Psychic Crush=14 99% 87% 77% 67% 57% 47% 37%
U.Ultrablast=75/100 K K K K K I S
Code Effect
# Psionic attack points lost, beyond 0 attack pts = hp dmg
C Confused for 2d4 rounds
D Dazed for 1d4 turns, no psionic or other mental activity
I Idiocy, Int = 1d4, psionic ability lost, curable with Heal spell
K Killed
P Permanent loss of one random Psi1 power, and Dazed as above
R Robot, mind under control of attacker, save can be made every 2d4 weeks
S Sleeping in coma for 1d4 weeks
W Wounded, One random Psi1 power lost for 2d4 weeks
 
If the subject is immune to the effect (or the effect is redundant/meaningless), treat letters as a "40" instead

[PC5] Psionicist Classes Group


Arch-Psi10

Level KXP Psi10
123 456 789 AB
1 0 21- --- --- --
2 10 431 --- --- --
3 19 653 1-- --- --
4 38 986 41- --- --
5 85 AAA 851 --- --
6 150 AAA AA6 1-- --
7 222 AAA AAA 71- --
8 327 AAA AAA A81 --
9 483 AAA AAA A92 1-
10 880 AAA AAA A92 2-
11 1297 AAA AAA A93 2-
12 2550 AAA AAA A93 3-
13 5010 AAA AAA A94 3-
14 6232 AAA AAA A94 4-
15 7728 AAA AAA A95 4-
16 8848 AAA AAA A95 5-
17 9920 AAA AAA A96 5-
18 10944 AAA AAA A96 6-
19 11920 AAA AAA A97 6-
20 12848 AAA AAA A97 7-
21 13728 AAA AAA A98 7-
22 14560 AAA AAA A98 8-
23 15344 AAA AAA A99 8-
24 16080 AAA AAA A99 9-
25 16768 AAA AAA AA9 9-
26 17408 AAA AAA AAA 9-
27 18000 AAA AAA AAA A1
28 18544 AAA AAA AAA A2
29 19040 AAA AAA AAA A3
30 19488 AAA AAA AAA A4
31 19888 AAA AAA AAA A5
32 20240 AAA AAA AAA A6
33 20544 AAA AAA AAA A7
34 20800 AAA AAA AAA A8
35 21008 AAA AAA AAA A9
36 21168 AAA AAA AAA AA
TH Saves
PD RS PP BW Sp Fo Re Wi
-2  5  4  8  2  3  1  0  2
-2  6  5  8  3  4  2  1  3
-2  6  6  9  4  5  3  1  4
-2  7  7  9  4  5  4  2  5
-1  7  8 10  5  6  4  3  6
-1  8  9 10  6  7  5  3  7
-1  8 10 11  6  7  6  4  8
-1  9 11 11  7  8  7  5  9
+0  9 12 12  8  9  8  5 10
+0 10 13 12  8 10  8  6 11
+0 11 14 13  9 11  9  7 12
+0 11 14 13 10 12 10  7 13
+1 13 15 14 12 13 11  8 14
+1 15 15 15 14 14 12  9 15
+1 15 16 16 15 15 12  9 16
+1 16 16 16 15 16 13 10 17
+2 16 16 16 16 16 14 11 18
+2 16 16 16 16 16 15 11 19
Requisites: Int 15, Wis 15, Chr 15
Alignment: any
HD/level: d2
Weapon Prof.: 5+level/5
To Hit Table: Psi -4 levels
Save Table: 2xPsi
Reference: DM
Groups: Psionicist
 
See [Q10] for rules and powers.
Psi10 (class) PSPs = (LVL+Int+Wis-20)*10.
1 Psi10 PSP = 2 Psi1 PSPs. Points are regained at (Int+Wis) per hour, or (total multipliers of beings within 150') per hour
Disciplines: Empa = Empathy, Pyro = Pyromancy, Somn = Somniomancy, Telep = Telepathy, TK = Telekinetics
Powers marked with a asterisk ( * ) can be used as a 0 action.
Level 1: Can "material component" Psi10 powers, by using 1V action.
Level 1: May "specialize" in a discipline, this works in the same way as a Wizard specializing in a school. Choose an opposite discipline.
Level 9: If specialized in a discipline, SL 1 to (LVL-8) powers in that discipline cost only ½M to use. SL=11 powers always cost 1M to use, however.

[PC5] Psionicist Classes Group


Basic Psi10 Information

Psi10 (class) PSPs = (LVL+Int+Wis-20)*5
Psi10 (wild) PSPs = (LVL+Int+Wis-13)*2
 
1 Psi10 PSP = 2 Psi1 PSPs. Points are regained at (Int+Wis)/2 per hour, or (total multipliers of beings within 100') per hour
 
Disciplines: Empa = Empathy, Pyro = Pyromancy, Somn = Somniomancy, Telep = Telepathy, TK = Telekinetics
 
Powers marked with an asterisk ( * ) can be used as a 0 action.
 
Level requirement for SL's for Wild Talents:
SL1=1, SL2=4, SL3=8, SL4=12, SL5=17, SL6=22
 
Wild Talent Progression:
 
Int+Wis+level Psi10
123 456
14-18 2-- ---
19-21 4-- ---
22-24 6-- ---
25-30 71- ---
31-35 82- ---
36-40 93- ---
41-45 A31 ---
46-50 A42 ---
51-55 A53 ---
56-60 A63 1--
61-65 A64 2--
66-70 A74 3--
71-75 A84 31-
76-80 A85 32-
81-85 A85 43-
86-90 A95 431
91-95 A96 432

[PC5] Psionicist Classes Group


Psi10 First Level Powers (minors)

# Name Disc. PSPs Effect Source
1 Affect Normal Fires Pyro 1/r Affect Normal Fires RAPsi
2 Awaken Somn 2 Wakes someone up (removes a sleep effect) RAPsi
3 Detect Evil Empa 3 Detect Evil 3r RAPsi
4 Detect Lie * Telep 2/r Detect Lie RAPsi
5 Detect Lie II * Empa 3 Detect Lie 1r, Undetectable Lie doesn't work, instead gives save (at +5 bonus) RAPsi
6 Dispel Exhaustion Telep 5 Target heals 25% of damage taken RAPsi
7 Distract Telep 5/r Target cannot cast spells (save vs. spell) RAPsi
8 Dream Interpretation Somn 2 Interprets a dream; gives some insight RAPsi
9 Extrasensory Scan Telep 2/r Detect Life, Detect Psionics RAPsi
10 Feather Fall * TK 2/r Feather Fall RAPsi
11 Heat I Pyro 1/r Target takes 1d4 dmg /r RAPsi
12 Hide Emotion * Telep 3/r Undetectable emotion; immune ESP; +3 saves vs. emotion-changing effects RAPsi
13 Ignite Pyro 4 Burns an object (item save vs. fire) RAPsi
14 Instant Sleep Somn 1 Caster goes to sleep; gets x1.5 benefit per unit time RAPsi
15 Lift TK w*S/r TK up/down only; w = ln(weight in lbs.); S = ln(speed in ") RAPsi
16 Light Pyro 3/r Light RAPsi
17 Manipulate TK D/r Fine-control TK; max weight = CL lbs.; D = Dex score desired (max = Wis) RAPsi
18 Melt Pyro 5/r Melts an object (item save vs. fire), metal armors get -2 AT RAPsi
19 Resistance to Sleep Somn 2/h Immune Sleep RAPsi
20 Sleeping Awareness Somn 1/h Aware of surroundings while sleeping RAPsi
21 Sleeping Levitation Somn 1/h Levitate while sleeping (do not need to sleep on ground) RAPsi
22 Slide TK ½*w*S/r TK horizontal across floor only (max incline = CL*5°); same w and S as Lift RAPsi
23 Spook Telep 5 Fear (save vs. spell at -CL/3) RAPsi
24 Suggest Telep 8 Suggestion (save) RAPsi
25 Tongues * Telep 3/r Tongues RAPsi
26 Wakefulness Somn 1/d Need not sleep; doesn't gain natural resets while not sleeping RAPsi

[PC5] Psionicist Classes Group


Psi10 Second Level Powers (minors)

# Name Disc. PSPs Effect Source
1 Active Telepathy Telep 5/r Telepathy RAPsi
2 Beam of Light Pyro 5/r Line of Blindness (all in area save vs. spell or blinded) RAPsi
3 Bend TK ½*S/r Bend an object; S = Str score desired (max = Int) RAPsi
4 Break TK S/r Break an object (item save); S = Str score desired (max = Int) RAPsi
5 Chameleon * Telep 7/r +4 set Chr RAPsi
6 Confuse Telep 14 Confusion (save) RAPsi
7 Contingency Awaken Somn 3 Set a contingency for conditions to wake up RAPsi
8 Cool * Pyro 8/r Keeps object at a normal temperature; Imm. to increase temperature change RAPsi
9 Darkness Pyro 7/r Darkness (can target someone to blind them, they get a save) RAPsi
10 Detect Charm * Empa 8 Detect Charm,Suggestion,Domination,Control Actions,Magic Jar,Geas,Quest RAPsi
11 Detect Motive * Telep 10 Gives motive for why someone is asking the way he is RAPsi
12 Dream Somn 3 Sleeping target has a dream (caster has no control) RAPsi
13 Emotion Read Telep 10 Read emotional state RAPsi
14 Empathy Empa 10 Sense needs, drives, emotions of target RAPsi
15 Enforced Sleep Somn 2/target Sleep 3*CL r (save vs. spell); max HD affected /target = CL RAPsi
16 Extinguish Pyro 10 Puts out a fire, or dispel a fire-based spell (Wall of Fire, Fire Shield, etc.) RAPsi
17 False Emotion * Telep 7/r Give off a false emotional state, true emotion is undetectable RAPsi
18 Fear Telep 17 Fear (save vs. spell at -CL/3); Fumble (save vs. spell) RAPsi
19 Feeblemind Telep 10 Feeblemind (save) RAPsi
20 Fire Protection * Pyro 8/r Resist Fire RAPsi
21 Floating Disc TK w/r Floating Disc; w = log(weight in lbs.) RAPsi
22 Healing Empa 15 Take X dmg, which regen at 1 hp/r: Target is cured X hp (max X = 24) RAPsi
23 Homeostasis * Pyro 1/r Resist non-magical Heat and Cold RAPsi
24 Intensify Fire * Pyro 10/r Doubles the damage of an existing fire effect RAPsi
25 Jump * TK J Jump J" (max J = CL*4) RAPsi
26 Know Alignment * Telep 12 Know Alignment RAPsi
27 Levitate TK 5/r Levitation RAPsi
28 Message Somn 4 Sends a message; same plane RAPsi
29 Mind Read * Telep 20/r Read surface thoughts of target RAPsi
30 Pain Erase Telep 8/r Target heals 25% of damage taken; Take only 75% of damage received RAPsi
31 Pillar of Fire Pyro 10/r Makes a column of fire (10' wide by 10*CL' high), 1d10 dmg RAPsi
32 Prolonged Wakefulness Somn 2/d Need not sleep; only 1 natural reset per 2 days while not sleeping RAPsi
33 Push TK ½*S/r Push an object; S = Str score desired (max = Int) RAPsi
34 Remove Fear Telep 8 Remove Fear RAPsi
35 Shield * TK A/r AT +10+A source (max A = CL) RAPsi
36 Talk in Sleep Somn 4 Sleeping target talks in his sleep (presumably about his dream) RAPsi
37 Troubled Sleep Somn 4/h Fear (save vs. spell); if sleeping, target has nightmares RAPsi
38 Untroubled Sleep Somn 2/h Cannot be targetted by Somniomancy effects while sleeping RAPsi
39 Warmth * Pyro 8/r Keeps object at a normal temperature; Imm. to decrease temperature change RAPsi
40 Wind TK 3/r Gust of Wind RAPsi

[PC5] Psionicist Classes Group


Psi10 Third Level Powers (majors)

# Name Disc. PSPs Effect Source
1 Accelerated Sleep Somn 4/h While sleeping/resting, get x(CL+4)/5 benefit per unit time RAPsi
2 Alertness Somn 3/h Target has half chances of surprise RAPsi
3 Animal Communication * Telep 12/r Speak with Animals RAPsi
4 Automaton Telep 21/r Control target's V actions (save) RAPsi
5 Burn Pyro 13 Target takes (4+CL/3)d6 fire dmg (save:½) RAPsi
6 Chill Metal Pyro 11 Chill Metal RAPsi
7 Clairvoyant Dreaming Somn 10 Clairvoyance (caster is sleeping while doing this) RAPsi
8 Comprehend Languages Empa 7/r Comprehend Languages RAPsi
9 Confound * Telep 15/r Telepathy/ESP/etc. on you give false set of thoughts RAPsi
10 Control Telep 30/r Control target's P actions (save); Caster cannot use M actions RAPsi
11 Crush TK 10 Crush an item (item save vs. crushing blow) RAPsi
12 Detect Invisible Creatures Telep 15/r Detect Life; Detect Invisibility; Detect Dust of Disappearance RAPsi
13 Dream Protection Somn 5/h Immune to Somniomancy effects while sleeping RAPsi
14 Emotion Write Telep 9/r Change target's emotional state (save) RAPsi
15 Enforced Wakefulness Somn 1/3t Target cannot sleep (and does not get natural resets) RAPsi
16 Fire Curtain Pyro 9/r Circular wall of fire around caster, 3d6 dmg RAPsi
17 Fire Missiles Pyro 10 Shoot (CL-2)/2 fire missiles, each does 1d4+1 fire dmg RAPsi
18 Freeze Pyro 13 Target takes (4+CL/3)d6 cold dmg (save:½) RAPsi
19 Ground * Pyro 8/r Immune Lightning, must be touching the ground RAPsi
20 Heat Metal Pyro 11 Heat Metal RAPsi
21 Heat Ray Pyro 12 Line, all in area CLd6 heat dmg (save:½), immunity to non-magical heat works RAPsi
22 Hold Telep 5/r Hold Monster (save) RAPsi
23 Identification Somn 15 Identify any x1 item (magic, psi, techonology, etc.) RAPsi
24 Impact TK 12 (CL+3)d8 telekinetic dmg; one target; no save RAPsi
25 Insanity Telep 16/r Target gets Int set to 3; Insanity (save for each) RAPsi
26 Know Alignment II * Empa 17 Know Alignment, Unknowable Alignment doesn't work, instead gives a save RAPsi
27 Locale Somn 12 Gives Local Area Knowledge (as per proficiency) in unknown area RAPsi
28 Masks * Telep 20/r Immune Telepathy/ESP/etc. RAPsi
29 Pain Block Telep 15/r Target heals 50% of damage taken; Take only 50% of damage received RAPsi
30 Rapport Telep 10/r Telepathy, can read target's memories RAPsi
31 Remote Sensing Telep 17/r Have access to all senses of the target RAPsi
32 Remove Fear II Empa 8 Remove Fear, target is immune to fear for 1 turn RAPsi
33 Shatter TK 6 Crush an item (item save vs. crushing blow); only vs. size S or smaller items RAPsi
34 Sleeping Automaton Somn 15 Control P and V actions on a sleeping target RAPsi
35 Static Charge Pyro 10 Target takes (2+CL/3)d4 lightning dmg, this effect can be Delayed Blasted RAPsi
36 Throw TK 8 Throw a small object to deal (CL+4)d6 dmg to a target (don't need to roll to hit) RAPsi
37 Ventriloquism * Telep 18/r Ventriloquism RAPsi
38 Wall of Fire Pyro 13 Wall of Fire, 3d6 dmg RAPsi

[PC5] Psionicist Classes Group


Psi10 Fourth Level Powers (majors)

# Name Disc. PSPs Effect Source
1 Agony Telep 10/r -3 Int, -4 Wis, -3 saves, -3 TH, -3 dmg, can't use magic/psi, slow (save each) RAPsi
2 Chill TK w*T/r Lower temperature in object; w = ln(weight in lbs.); T = ln(change °F) RAPsi
3 Dream Projection Somn 10 Can control details of a sleeping target's dream RAPsi
4 Dream Reading Somn 6/r Can view the dreams of sleeping target RAPsi
5 Dream Suggestion Somn 18 Suggestion (CL/2 saves vs.spell) RAPsi
6 Energy Armor * Pyro 7/r AT +10 source, destroy any weapon that strikes you (save vs. lightning) RAPsi
7 Fire Stream Pyro 18/r Choose 1 target within 120' per segment, it takes 6d6 fire dmg (save:½) RAPsi
8 Forerunners Somn 16 Precognition (caster is sleeping this segment) RAPsi
9 Friends * Empa 15 Set Chr 19 for CL/3 turns RAPsi
10 Heat II TK w*T/r Raise temperature in object; w = ln(weight in lbs.); T = ln(change °F) RAPsi
11 Kinetic Wall TK 8/r Immobile wall that blocks missile and melee weapons; must spend 1V to pass RAPsi
12 Masquerade Empa 1/h Caster has the mind-set and thought patterns of another RAPsi
13 Memory Read Telep 8/r Read memories of target RAPsi
14 Memory Protection * Telep 5/r Immune to Memory stealing, mind reading, Capital E Extract RAPsi
15 Mental Erasure Telep 30 Forget (save at -5-CL/3) RAPsi
16 Mental Guard Somn 12/h Imm. Charm,Confusion,Fear,Feeblemind,Possession,Soul Trap,Suggestion RAPsi
17 Nightmare Somn 18 Target does not gain next natural reset, takes 1d10 dmg (save vs. spell) RAPsi
18 Power Shift * Telep 1/d Your psionic powers appear to be a different form of energy (magic, innate, etc.) to Detection effects DM
19 Scare Empa 15 Fear 1d3+CL/2 r, target must save every round (even if made previous saves) RAPsi
20 Sensitivity to Psychic Imp. Empa 20 Sensitivity to Psychic Impressions RAPsi
21 Sleep of Healing Somn 21 Target sleeps this segment, cure CL/2 hp, disease, blind, feeblemind, insanity RAPsi
22 Slow TK 3/r Slow; -1P action (save for each) RAPsi
23 Stasis * Somn 18 Feign Death (can be used on willing others) RAPsi
24 Static Discharge Pyro 35 All in caster's group (except caster) take (10+CL/3)d6 lightning dmg (save:½) RAPsi
25 Waking Nightmare * Somn 5/r Target is immune to emotion changes and hallucinations RAPsi
26 Walking Sleep Somn 10/h Target is fully aware and can use Z and V actions while asleep RAPsi

[PC5] Psionicist Classes Group


Psi10 Fifth Level Powers (grands)

# Name Disc. PSPs Effect Source
1 Charm Person Empa 15 Charm Person (make CL saves) RAPsi
2 Cleave * TK N/r Mental weapon: Use 1M to get #Att=2, dmg=1dN, considered +N/5 wpn RAPsi
3 Dream of Communion Somn 30 Contact other Plane (caster is sleeping this segment) RAPsi
4 Dream Quest Somn 30 Quest/Geas (save vs. spell) RAPsi
5 Dream Travel Somn 50 Teleport (same plane) (caster is sleeping this segment) RAPsi
6 Fire Blast Pyro 26 One group takes (8+CL/5)d6 fire dmg (save:½) RAPsi
7 Fire Strands Pyro 22 Web spell, everyone within takes Xd6 dmg /r, X is # sizes larger than size T RAPsi
8 Fly * TK S/r Fly at S*3" RAPsi
9 Hypnotism Empa 20 Hypnosis (make CL saves) RAPsi
10 Kinetic Dome TK 10/r Kinetic Wall (see above) but is a hemisphere RAPsi
11 Lightning Bolt Pyro 24 Lightning Bolt, CLd6 dmg (save:½) RAPsi
12 Madness Somn 35 Nightmare (see above); Target gains 1 insanity (save vs. spell) RAPsi
13 Memory Write Telep 65 Change a memory in a target (save) RAPsi
14 Mind Block Telep 17/h Can't be mentally targetted; auto make Will/Mental saves; can't be scryed RAPsi
15 Mindreave Telep 70 Target gets Int set to 3; Insanity; lose all spells; lose all PSPs (save for each) RAPsi
16 Object Reading Empa 35 Object Reading RAPsi
17 Plane Shift Somn 55 Plane Shift (caster is sleeping this segment) RAPsi
18 Prescient Dream Somn 62 Precognition about a person or item, more exact information than Forerunners RAPsi
19 Resistance Shift * Empa 1/d Your psionic powers are resisted using a different resistance (MR, IR, etc., but not anti's or GR/XR) DM
20 Sleep Guard Somn 15 Contigency Awaken, wake up and do a Psi10 power (chosen ahead of time) RAPsi
21 Suggestion Empa 17 Suggestion (make CL saves) RAPsi
22 Transportation Somn 50+15P Teleport (same plane) (P=# of people) (all in the effect are sleeping this seg.) RAPsi

[PC5] Psionicist Classes Group


Psi10 Sixth Level Powers (grands)

# Name Disc. PSPs Effect Source
1 Animate Fire Pyro 15/r Turn fire into 2^(X+1) HD fire elemental, where X is the # sizes beyond size T RAPsi
2 Astral Dreaming Somn 55+15P Astral spell (P=# of people) (all in the effect are sleeping this segment) RAPsi
3 Compress TK 10/r Target gets -1 size (max weight affected = 2^CL pounds) RAPsi
4 Disintegrate TK 15 Disintegrate (save) RAPsi
5 Dream of Death Somn 55 Death Spell 5d20 HD (save vs. Death Magic), sleeping targets get no save RAPsi
6 Energy Quench Pyro 40 Death Spell 4d20 HD (save vs. Death Magic), works on undead and golems RAPsi
7 Enlarge TK 10/r Target gets +1 size (max weight affected = 2^CL pounds) RAPsi
8 Group Mind * Telep 15/r Group has each other's proficiencies, feats, kits, memories, thoughts RAPsi
9 Mind Quench Telep 51 Death Spell 3d20 HD (save vs. Death Magic), creatures w/ Int 1-8 get no save RAPsi
10 Mindwipe Telep 65 Wipe all memories in target (save) RAPsi
11 Sleeping Wish Somn 60 Duplicate a SL 1-5 Psi10 power (caster is sleeping this segment) RAPsi
12 Summon Fire Elemental Pyro 40+5/r Summons a 12 HD Fire Elemental, or gain control of someone's Fire Ele. RAPsi
13 Telempathic Projection Empa 21 All others around you can sense your thoughts, feelings, emotions RAPsi
14 Telepathy Empa 10/r Telepathy (across planes) RAPsi
15 Trigger Telep 70 Delayed Blast Mind Quench, only 1 target, will go off on a set condition RAPsi

[PC5] Psionicist Classes Group


Psi10 Seventh Level Powers (grands)

# Name Disc. PSPs Effect Source
1 Chain Contingency Somn 70 Chain Contingency for Psi10 powers DM
2 Improved Sleep Somn 70 Sleep a group (no save, CR to resist) DM
3 Magnify Fire * Pyro 35 xCL dmg to a fire effect being cast DM
4 Remove Charm Empa 35 Remove Charm,Suggestion,Domination,Control Actions,Magic Jar,Geas,Quest DM
5 Spirit Chameleon Telep 70 +1 permanent Int, Wis, or Chr (max=LVL*2) DM
6 Super Push TK 35 Target takes CL*20' falling damage DM

Psi10 Eighth Level Powers (supers)

# Name Disc. PSPs Effect Source
1 Automaton II Telep 40 Control all actions (save) DM
2 Falsename * Telep 80 You give off a false Truename (it's someone else's) DM
3 Fire Protection * Pyro 80 Immune any element with a fire component DM
4 Improved Rest Somn 80 Get 2 resets per reset DM
5 Mass Impact TK 40 (CL+4)d10 TK dmg to a group (no save) DM
6 Predict and Counter * Empa 40 Predict what someone is about to do, can counter it DM

Psi10 Ninth Level Powers (supers)

# Name Disc. PSPs Effect Source
1 Fire Armor * Pyro 90 AT +CL*5 source; Disintegration shield (100% dmg back) DM
2 Mass Agony Telep 45 Group takes CL Int and Wis dmg (no save) DM
3 Mass Suggestion Somn 45 Group is Suggested (CL saves to avoid) DM
4 Megaslow * TK 45 Target loses next CL P actions (save for each) DM
5 Static Blast Pyro 90 (11+CL)d8 Electricity dmg to a group (no save) DM
6 True Friends * Empa 90 Mirage Arcana that you are the monster's friends DM

Psi10 Tenth Level Powers (supers)

# Name Disc. PSPs Effect Source
1 Annihilate TK 100 Target is Annihilated (save) DM
2 Between Somn 100 Between (teleport across planes ignoring defenses) DM
3 Cleaver * TK 50 Mental weapon; #Att=CL; dmg=1dCL DM
4 Fire Prison Pyro 50 Imprisonment; Takes 1 vile dmg /s (no resistance) DM
5 Irresistable Charm Empa 100 Charm (no save, CR to resist) DM
6 Mindrape Telep 50 Capital E Extract; Set Int 2 (no save) DM

[PC5] Psionicist Classes Group


Artificer24

Level KXP Wizard/Psi24
123 456 789 AB
1 0 1-- --- --- --
2 10 2-- --- --- --
3 15 21- --- --- --
4 22 12- --- --- --
5 33 021 --- --- --
6 49 012 --- --- --
7 73 102 1-- --- --
8 109 201 2-- --- --
9 163 310 21- --- --
10 244 410 12- --- --
11 366 521 021 --- --
12 549 621 012 --- --
13 823 731 102 1-- --
14 1234 832 101 2-- --
15 1851 942 110 21- --
16 2776 A42 110 12- --
17 4164 B53 211 021 --
18 6400 C53 211 012 --
19 6800 D63 211 102 1-
20 7200 E64 221 101 2-
21 7600 F74 321 110 21
22 8000 G74 321 110 32
23 8400 H85 322 111 32
24 8800 I85 322 111 33
25 9200 J95 432 111 43
26 9600 K96 432 211 43
27 10000 LA6 432 211 44
28 10400 NA6 432 211 44
29 10800 OB7 533 221 54
30 11200 PB7 543 221 54
31 11600 QC7 543 221 55
32 12000 RC8 543 222 55
33 12400 SD8 643 322 55
34 12800 TD8 643 322 65
35 13200 UE9 653 322 65
36 13600 VE9 653 322 66
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  8  2  3  1  1  1
+0  5  4  8  2  3  1  1  2
+1  6  4  8  3  4  2  2  2
+1  6  5  8  4  4  2  2  3
+2  7  5  9  5  4  3  2  3
+2  8  6  9  6  5  3  3  4
+3  8  6  9  7  5  4  3  4
+3  9  7  9  8  6  4  4  5
+4 10  8 10  9  7  5  4  5
+4 11  8 10 10  7  5  4  6
+5 11  9 10 11  8  6  5  6
+5 12 10 11 12  9  6  5  7
+6 13 11 12 13 10  7  6  7
+6 14 11 13 14 10  7  6  8
+7 14 12 13 14 11  8  6  8
+7 14 12 14 14 11  8  7  9
+8 14 13 14 14 12  9  7  9
+8 15 13 14 14 12  9  8 10
Requisites: Str 8, Con 10, Int 25, Chr 8
Alignment: any
HD/level: d6
Weapon Prof.: 4+level/3
To Hit Table: Rog
Save Table: Wiz/Psi
Reference: DM
Groups: Wizard, Psionicist, Technology
 
Specialized in Enchantment; pick an opposite.
See [Q24] for rules and powers. DM Note: This is not the same as the previous Psi24 (Class-based psionics), this was moved to [X24].
For this class only, Psi24 minors are SL=1, majors are SL=3, grands are SL=5, supers are SL=8, and ultras are SL=11.
Can convert S -> E actions. You can use E actions as a person; if you do, it takes the place of your M or P action for the segment.
Psi24 powers cost 1E action to use.
Level 1: All your items are considered x2 items.
Level 1: Identify Artifacts by sight.
Level 1: Allowed to use 1st edition illusionist spells (in PH1, UA1, etc.) as if they were normal wizard spells; you don't have to be an illusionist to use them.
Level 1: 1F, (max of level times per day): Create a temporary artifact which lasts for level rounds (see table).
Level 1 ¶: You can use E actions on items that you wield for your own Psi24 powers (essentially turning every intelligent item you possess into a "Beanie of +1E Action" for you).
Level 1 ¶: 1E: Lend an E action to a magic item. At level 4, you do not need to be touching the item; it can be elsewhere in the party. At level 9, you can lend another Psi24 character an E action with this ability.
Level 1 ¶: xLVL Personality score.
Level 9: Know How to Destroy Artifacts by sight.
Caster Level
d12 1-6 7-13 14-20 21-27 28+
1 Wiz SL 1-3 Wiz SL 4-6 Wiz 7-9 Wiz 10-12 Wiz 13-15
2 Pri SL 1-2 Pri SL 3-5 Pri SL 6-7 Pri SL 8-10 Pri SL 11-12
3 Conc SL 1 Conc SL 2 Conc SL 3 Conc SL 4 Conc SL 5
4 Psi Minor * Psi Major * Psi Grand * Psi Super * Psi Ultra *
5 Psi Minor * Psi Major * Psi Grand * Psi Super * Psi Ultra *
6 Familiar Normal Familiar Super Familiar Super Familiar Ultra Familiar Ultra
7 Ioun Normal Ioun Don Ioun Don Ioun Super Ioun Super
8 DMG1 Art Minor DMG1 Art Major DMG1 Art Prime DMG1 Art Prime DMG1 Art Prime
9 DL 1-2 item DL 3-4 item DL 5-6 item DL 7-8 item DL 9-10 item
10 DL 1-2 item DL 3-4 item DL 5-6 item DL 7-8 item DL 9-10 item
11 Rog Abil 1-8 Rog Abil 9-17 Rog Abil 18-26 Rog Abil 27-35 Rog Abil 36
12 MD&D 0-25 PP MD&D 30-50 PP MD&D 55-75 PP MD&D 80-95 PP MD&D 100 PP
* For Psionics, roll 1d50 for frequency number:
[1-10:] --2, -40, -17, -15, -12, -9, -6, -5, -3, -2,
[11-20:] -1, 0, 0.01, 1, 2, 3, 3.5, 5, 6, 7,
[21-30:] 8, 9, 10, 12, 14, 15, 16, 17, 18, 19,
[31-40:] 23, 27, 29, 30, 36, 45, 48, 54, 60, 72,
[41-50:] 81, 100, ∞, X-7, X4, X7, X14, X21, X24, roll 1d100-30

[PC5] Psionicist Classes Group


[Q24.4] Intelligent Item Psionics - Minor

Effect gp cost (3E) Source d77
10 ranks in Bluff 5000 DMG3.5? 1
10 ranks in Decipher Script 5000 DMG3.5? 2
10 ranks in Diplomacy 5000 DMG3.5? 3
10 ranks in Intimidate 5000 DMG3.5? 4
10 ranks in Knowledge (choose category) 5000 DMG3.5? 5
10 ranks in Listen 5000 DMG3.5? 6
10 ranks in Search 5000 DMG3.5? 7
10 ranks in Sense Motive 5000 DMG3.5? 8
10 ranks in Spellcraft 5000 DMG3.5? 9
10 ranks in Spot 5000 DMG3.5? 10
1E: activate zone of truth 3/day 6500 DMG3.5? 11
1E: bless its allies 3/day 1000 DMG3.5? 12
1E: cure moderate wounds (2d8+3) on wielder 3/day 6500 DMG3.5? 13
1E: darkness 3/day 6500 DMG3.5? 14
1E: daze monster 3/day 6500 DMG3.5? 15
1E: detect magic at will 3600 DMG3.5? 16
1E: faerie fire 3/day 1100 DMG3.5? 17
1E: hold person on an enemy 3/day 6500 DMG3.5? 18
1E: locate object 3/day 6500 DMG3.5? 19
1E: major image 1/day 5400 DMG3.5? 20
1E: minor image 1/day 2200 DMG3.5? 21
Anti-Magic 10% (DR 6T) 0D&D-Master 22
Bless(R60',DR6T,EF20'sq, + 1ML/Hit/Dmg; X5) 0D&D-Master 23
Blight' (R 60', DR 6T, EF 20'sq, -1 ML/Hit/Dmg; X5) 0D&D-Master 24
Bouyancy, to 10,000 cn (DR 6T) 0D&D-Master 25
Cause Fear* (R 120', DR 2T; X5) 0D&D-Master 26
Cause Wounds, Light* (EF 7 hp; X5) 0D&D-Master 27
Change Odors (EF 30' cube) 0D&D-Master 28
Change Tastes (EF 40 meals or 20 cu.ft.) 0D&D-Master 29
Climb Walls, 70% (DR 12T) 0D&D-Master 30
ConfuseAlignment*(R Touch, DR 40T; 0D&D-Master 31
Container, to 5,000 cn (DR 6 hours) 0D&D-Master 32
Cure Wounds (EF 7 hp; B26) 0D&D-Master 33
Darkness*(R 120', DR46T, EF30' dia; X11) 0D&D-Master 34
deathwatch continually active 2700 DMG3.5? 35
detect elevator/shifting rooms/walls in a 10' radius DMG1 36
Detect Evil (DR 6T, EF R 60'; B41) 0D&D-Master 37
detect evil/good in a 10' radius DMG1 38
detect gems, kind, and number in a 10' radius DMG1 39
detect invisible objects in a 10' radius DMG1 40
Detect Magic (DR 6T, EF R 60'; B39) 0D&D-Master 41
detect magic in a 10' radius DMG1 42
Detect New Construction (R 60', DR 36T) 0D&D-Master 43
detect precious metals, kind, and amount in a 20' radius DMG1 44
detect secret doors in a 5' radius DMG1 45
Detect Slopes (R 30', DR 36T) 0D&D-Master 46
detect sloping passages in a 10' radius DMG1 47
detect traps of large size in a 10' radius DMG1 48
Find Traps, 50% (DR 6T) 0D&D-Master 49
FloatingDisc(DR 6T, EF 5,000 cn; B39) 0D&D-Master 50
HoldAnimal(R 180', DR 40T, EF one type, 4 cr; C15) 0D&D-Master 51
Levitate (DR 46T; B41) 0D&D-Master 52
locate object in a 120' radius DMG1 53
Magic Missile (EF 5 missiles, ld6 + 1D each; B40) 0D&D-Master 54
Memorize + 1 bonus spell level 0D&D-Master 55
Mindmask (R Touch, DR 12T; X11) 0D&D-Master 56
Open Locks, 60% (DR 6T) 0D&D-Master 57
Predict Weather(DR 12 hours, EF 40 miles; C 15) 0D&D-Master 58
Produce Fire (DR 2T; C15) 0D&D-Master 59
Protection from Evil (DR 6T; B40) 0D&D-Master 60
Purify Food and Water (R lo', EF 6 waterskins or 12 food; B27) 0D&D-Master 61
Read Languages (DR 6T; B40) 0D&D-Master 62
Read Magic (DR 3T; B40) 0D&D-Master 63
Remove Fear (DR 3T, EF +6 SAve; B27) 0D&D-Master 64
Repair normal objects (EF up to 1,000 0D&D-Master 65
Resist Cold (DR 12T, EF + 2ST, -l/die D, 30'; B27) 0D&D-Master 66
Resist Fire (DR 6T, EF + 2ST, -1ldie D; 0D&D-Master 67
Shield (DR 6T; B40) 0D&D-Master 68
Sleep (R 240', DR 20 T, EF up to 20 HD, 40' sq; B40) 0D&D-Master 69
Speak with Animals (R 30', DR 6T; X6) 0D&D-Master 70
Timekeeping (DR to 24 hours from 1 mark) 0D&D-Master 71
Tree movement (DR 12T) 0D&D-Master 72
Ventriloquism (R go', DR 3T; B40) 0D&D-Master 73
Warp Wood(R240', EF40 arrows; C15) 0D&D-Master 74
Water Breathing (R30', DR 1 day; X12) 0D&D-Master 75
Weapon damage bonus + 2 (DR 1T) 0D&D-Master 76
Web (R lo'cu, DR 48T; B42) 0D&D-Master 77

[PC5] Psionicist Classes Group


[Q24.5] Intelligent Item Psionics - Major

Effect gp cost (3E) Source d259
10 ranks in Sense Motive ELH3? 1
10 ranks in Survival ELH3? 2
1E: arcane eye 1/day 10000 DMG3.5? 3
1E: cause fear in an enemy at will 7200 DMG3.5? 4
1E: clairvoyance 3/day 16000 DMG3.5? 5
1E: create daylight 3/day 16000 DMG3.5? 6
1E: create deeper darkness 3/day 16000 DMG3.5? 7
1E: create magic circle against (opposing alignment) at will 16000 DMG3.5? 8
1E: detect (opposing alignment) at will 7200 DMG3.5? 9
1E: detect thoughts at will 44000 DMG3.5? 10
1E: detect undead at will 7200 DMG3.5? 11
1E: dimensional anchor on a foe 1/day 10000 DMG3.5? 12
1E: dismissal on a foe 1/day 10000 DMG3.5? 13
1E: fear against foes 3/day 30000 DMG3.5? 14
1E: gust of wind 3/day 11000 DMG3.5? 15
1E: haste on its owner 3/day 16000 DMG3.5? 16
1E: invisibility purge (30 ft. range) 3/day 16000 DMG3.5? 17
1E: lesser globe of invulnerability 1/day 10000 DMG3.5? 18
1E: locate creature 3/day 30000 DMG3.5? 19
1E: quench on fires 3/day 16000 DMG3.5? 20
1E: slow on its enemies 3/day 16000 DMG3.5? 21
Ability Score bonus (DR 6T, EF 1 random score) 0D&D-Master 22
Ability Score bonus (DR 6T, EF 2 random scores) 0D&D-Master 23
AC bonus -2 (DR 6T) 0D&D-Master 24
AC bonus -4 (DR 6T) 0D&D-Master 25
Adds 1 point to possessor’s maior attribute DMG1 26
Animate dead (1 figure) (by touch) - 7 times/week DMG1 27
Anti-Animal Shell (DR 40T C16) 0D&D-Master 28
Anti-Magic 20% (DR 6T) 0D&D-Master 29
Anti-Plant Shell (DR 6T; Cl6) 0D&D-Master 30
Audible glamer upon command - 3 times/day DMG1 31
Bearhug (DR 1T) 0D&D-Master 32
Bless (by touch) DMG1 33
Bug Repellant (DR 40T, + 4 ST) 0D&D-Master 34
Buoyancy, to 20,000 cn (DR 12T) 0D&D-Master 35
Buoyancy, to 40,000 cn (DR 18T) 0D&D-Master 36
Calm Others (R 120', EF up to 40 HD) 0D&D-Master 37
Cause Disease*(R 30'; X6) 0D&D-Master 38
Cause Wounds, Critical* (EF 21 hp; 0D&D-Master 39
Cause Wounds, Serious* (EF 14 hp; 0D&D-Master 40
Charm Monster(R 120', EF 18 at 3 HD or 1 at 3 + HD; X13) 0D&D-Master 41
Charm Person (R 120'; B39) 0D&D-Master 42
charm person on contact - 3 times/day DMG1 43
Charm Plant (R 120', DR 3 mon, EF 1/6/12/24 plants; C21) 0D&D-Master 44
Choose Best Option (R lT, EF 1 choice) 0D&D-Master 45
Clairaudience (when touched to the ear) DMG1 46
clairoudience, 30' range-3 times/day 1 round per use DMG1 47
Clairvoyance (when touched to the eyes) DMG1 48
Clairvoyance(R 60', DR 12T; X11) 0D&D-Master 49
clairvoyance, 30' range - 3 times/day, 1 round per use DMG1 50
Climb Walls, 100% (DR 12T) 0D&D-Master 51
Climb Walls, 80% (DR 12T) 0D&D-Master 52
Climb Walls, 90% (DR 12T) 0D&D-Master 53
Cloudkill (R l', DR 6T, EF 1 pth, 5HD or less Save vs. Poison, 30' x 20'; X14) 0D&D-Master 54
Color spray - 3 times/day DMG1 55
Communication (DR 6T) 0D&D-Master 56
Comprehend languages when held DMG1 57
Confusion (R 120', DR 12r, EF up to 18 cr in 30' rad; X13) 0D&D-Master 58
Container, to 10,000 cn (DR 6 hours) 0D&D-Master 59
Container, to 20,000 cn (DR 6 hours) 0D&D-Master 60
Container. to 15,000 cn (DR 6 hours) 0D&D-Master 61
Continual Darkness* (R 120', EF 30' rad; X6) 0D&D-Master 62
continuous detect scrying effect 10000 DMG3.5? 63
Control Plants (R all in 30' x 30', DR 20T; X61) 0D&D-Master 64
Control Temperature 10' radius (DR 40T, EF 50 degrees; C 15) 0D&D-Master 65
Create Food (R lo', EF 400 men 30 Control Winds (DR 40T, EF 400'; C16) 0D&D-Master 66
Create food and water - 1 time/day DMG1 67
Create magic aura (R 120', DR 3T, EF 40' cube) 0D&D-Master 68
Create Normal Animals (R 30', DR lOT, EF 1-6 cr; C12) 0D&D-Master 69
Create Normal Monsters (R 30', DR 2T, EF 40 HD total; C22) 0D&D-Master 70
Create Poison * (R Touch; X8) 0D&D-Master 71
Create Water (RDR 6T, EF 50 gallons; X7) 0D&D-Master 72
Cure Blindness (R Touch; X6) 0D&D-Master 73
Cure Disease (R 30 ' ; X6) 0D&D-Master 74
Cure light wounds (1d8+5) on wielder 1/day ELH3? 75
Cure light wounds- 7 times/week DMG1 76
Cure Wounds, Critical(EF 21 hp; C12) 0D&D-Master 77
Cure Wounds, Serious (EF 14 hp; X7) 0D&D-Master 78
Curse* (R Touch; EF limited, see X14) 0D&D-Master 79
Darkness (5', 10', or 15‘ radius) - 3 times/day DMG1 80
Detect [opposing alignment] at will ELH3? 81
Detect charm - 3 times/day DMG1 82
Detect Danger (R 200 ' , DR 6T; M4) 0D&D-Master 83
Detect evil/good when held or ordered DMG1 84
Detect invisibility when held and ordered DMG1 85
Detect Invisible (R 400', DR 6T; B41) 0D&D-Master 86
Detect magic - 3 times/day DMG1 87
Detect magic at will ELH3? 88
Detect secret doors at will ELH3? 89
determine directions and depth - 2 times/day DMG1 90
Dimension Door (R lo', DR lr, EF 360'; X13) 0D&D-Master 91
Disarm Attack (DR 6T) 0D&D-Master 92
Dispel Evil (R 30', DR 1T; X8) 0D&D-Master 93
Dissolve (R 120', DR 3-18 days, EF 3,000 sq.ft. x 10'; C20) 0D&D-Master 94
Dodge normal missiles (DR lT, EF Save vs. wands) 0D&D-Master 95
Elasticity (DR 12T, EF 1/2 Dmg blunt weapons) 0D&D-Master 96
ESP (30’-60' range) - 3 times/day DMG1 97
ESP(R 60', DR 12T; B41) 0D&D-Master 98
ESP, 30' range - 3 times/day 1 round per use DMG1 99
Feather fall on wielder 1/day ELH3? 100
Feather fall when grasped and ordered DMG1 101
Feeblemind (R 240', EF -4S?, INT 2; 0D&D-Master 102
Find Secret Doors (R lo', DR 6T) 0D&D-Master 103
Find traps - 3 times/day DMG1 104
Find Traps (DR 2T, EF 30' ; X5) 0D&D-Master 105
Find traps at will ELH3? 106
Find Traps, 60% (DR 6T) 0D&D-Master 107
Find Traps, 70% (DR 6T) 0D&D-Master 108
Find Traps, 80% (DR 6T) 0D&D-Master 109
Fly (DR 40 + ld6T, MV 360'; X12) 0D&D-Master 110
Fly when held and ordered - 1 time/day DMG1 111
flying, 12" - 1 hour/day DMG1 112
fnfravision when held or worn DMG1 113
Free Monster* (R 120', EF up to 4 cr; X15) 0D&D-Master 114
Free Person* (R 120', EF up to 4 cr; 0D&D-Master 115
Gaseous Form (DR 3T) 0D&D-Master 116
Growth of Animal (R 120', DR 12T, EF 0D&D-Master 117
Growth of Plants (R 120', EF 3,000 0D&D-Master 118
Hallucinatory Terrain (R 240'; X13) 0D&D-Master 119
Harden* (R 120', EF 3,000 sq.ft. X 0D&D-Master 120
Haste (R 240', DR 3T, EF 24 cr in 60'; 0D&D-Master 121
heal - 1 time/day DMG1 122
Hear Noise, 50% (DR 12T) 0D&D-Master 123
Heat Metal (R 30', DR 7r; M4) 0D&D-Master 124
Hide in Shadows, 30% (DR 6T) 0D&D-Master 125
Hide in Shadows, 50% (DR 6T) 0D&D-Master 126
Hit points bonus + 1 per Hit Die (DR 0D&D-Master 127
Hit rolls bonus + 2 (DR 1T) 0D&D-Master 128
Hit rolls bonus + 3 (DR 1T) 0D&D-Master 129
Hit rolls bonus + 4 (DR 1T) 0D&D-Master 130
Hold Monster (R 120', DR 46T, EF up to 4 cr; X15) 0D&D-Master 131
Hold Person (R 120 I , DR 40T, EF up to 4 cr; X12) 0D&D-Master 132
Hold Portal (DR 12T; B39) 0D&D-Master 133
Hypnotic pattern (when moved) - 3 times/day DMG1 134
Ice, Storm (R 120', EF 20d6 D, 20' cube; X13) 0D&D-Master 135
Ice, Wall (R 120', DR 12T, EF 1200 sq.ft.; X13) 0D&D-Master 136
illusion, 120' range - 2 times/day, as the wand DMG1 137
Immune to Disease (R Touch, DR 18T) 0D&D-Master 138
Immune to Paralysis (R Touch, DR 6T) 0D&D-Master 139
Immune to Poison (DR 18T, EF self 0D&D-Master 140
Infravision (R Touch, DR 1 day, EF see 60'; X12) 0D&D-Master 141
Invisibility (B41) 0D&D-Master 142
Invisibility (improved) - 3 times/day DMG1 143
Invisibility lO'radius(R 120'; X12) 0D&D-Master 144
Item creates wall of fire in a ring with the wielder at the center 1/day 10000 DMG3.5? 145
Jump for 20 minutes on wielder 1/day ELH3? 146
Knock (R 60'; B41) 0D&D-Master 147
Know Alignment (DR lr, EF R 30; X5) 0D&D-Master 148
Know alignment when held and ordered - 1 time/day DMG1 149
Leap to 30', + 2 Hit roll bonus (DR 1T) 0D&D-Master 150
Levitate when held and ordered - 3 times/day DMG1 151
levitation, 1 turn duration - 3 times/day ot 6th level of magic DMG1 152
Light (R 120', DR 46T, EF 30' dia; B40) 0D&D-Master 153
Light-7 time/week DMG1 154
Locate object in a 120-ft. radius ELH3? 155
Locate Object(DR 6T, EF 120'; X6) 0D&D-Master 156
Lower Water (R 240', DR lOT, EF 1/2 height; X16) 0D&D-Master 157
Magic Door (R lo', DR 7 uses; C22) 0D&D-Master 158
Massmorph (R 240', EF 100 mansize; X13) 0D&D-Master 159
Memorize + 2 bonus spell levels 0D&D-Master 160
Memorize + 3 bonus spell levels 0D&D-Master 161
Memorize + 4 bonus spell levels 0D&D-Master 162
Merging (DR 18T, EF 7 cr) 0D&D-Master 163
Mind blank - 3 times/day DMG1 164
MirrorImage(DR 6T, EF 5 false images; B42) 0D&D-Master 165
Move Silently, 50% (DR 6T) 0D&D-Master 166
Neutralize Poison (R Touch; X8) 0D&D-Master 167
Obscure (DR 40T, EF 400fsq/40'high; C15) 0D&D-Master 168
Obscurement- 1 time/day DMG1 169
Open Locks, 70% (DR 6T) 0D&D-Master 170
Open Locks, 80% (DR 6T) 0D&D-Master 171
Parry (DR 6T) 0D&D-Master 172
Pass Plant (EF 300-600 yards; C16) 0D&D-Master 173
Pass without trace - 1 time/day DMG1 174
Pass-Wall(R 60', DR 6T, EF 5' X 10'; C22) 0D&D-Master 175
Pick Pockets, 50% (DR 6T) 0D&D-Master 176
Plant Door(DR 40T; C15) 0D&D-Master 177
Polymorph Other(R 60', up to 2x HD; X13) 0D&D-Master 178
Possessor immune to disease DMG1 179
Possessor immune to fear DMG1 180
Possessor immune to gas of any type DMG1 181
Possessor need neither eat nor drink for up to 1 week DMG1 182
Protection +2 when held or worn DMG1 183
Protection from Evil IO' Radius (DR 12T, EF + 1 ST; X8) 0D&D-Master 184
Protection from Lightning (R Touch, DR 40T, EF 40 dice D; C 15) 0D&D-Master 185
Protection from many creatures (DR 6T, EF up to 15HD) 0D&D-Master 186
Protection from Normal Missiles (R 30', DR 12T X12) 0D&D-Master 187
Protection from Poison (R Touch, DR 40T, EF + 4 vs. breath; M5) 0D&D-Master 188
Protection from some creatures (DR 6T, EF up to 5 HD) 0D&D-Master 189
Remove fear by touch DMG1 190
Remove Geas* (R 30'; X16) 0D&D-Master 191
Remove Traps, 50% (DR 6T) 0D&D-Master 192
Repair temporary magical object (1 obj) 0D&D-Master 193
Sanctuary when held or worn - 1 time/day DMG1 194
Saving Throws bonus + 2 (DR 6T) 0D&D-Master 195
Security (EF Trap 5 items, alarm only) 0D&D-Master 196
Set normal Trap, 50% (DR 6T) 0D&D-Master 197
Set normal Trap, 70% (DR 6T) 0D&D-Master 198
Shelter 0D&D-Master 199
Shield, when held or worn, upon command - 3 times/day DMG1 200
Shrink Plants* (R 120', EF 3,000 sq.ft.; 0D&D-Master 201
Silence15'radius(R 180', DR 12T; X6) 0D&D-Master 202
Size Control (DR 6T, 3' to 18') 0D&D-Master 203
Slow* (R 240', DR 3T, EF up to 24 cr, 30' radius; X12) 0D&D-Master 204
Speak with animals- 3 timedday DMG1 205
Speak with dead- 1 timelday DMG1 206
Speak with plants - 7 times/week DMG1 207
Speak with Plants(R 30', DR 3T; X8) 0D&D-Master 208
Speak with the Dead (R 30', EF 3 questions; X7) 0D&D-Master 209
Spell damage bonus, + l/die (DR 1 spell) 0D&D-Master 210
Spider climb for 20 minutes on wielder 1/day ELH3? 211
status effect, usable at will 11000 DMG3.5? 212
strength - 1 time/day (upon wielder only) DMG1 213
Striking (R 30', DR lT, EF + ld6 D; 0D&D-Master 214
Summon Animals (R 360', DR 3T; M5) 0D&D-Master 215
Telekinesis (R 120', DR 6r, EF 8000 cn, MV 20'/r; C20) 0D&D-Master 216
telekinesis, 2,500 g.p. wt. maximum - 2 times/day, 1 round each DMG1 217
telepathy, 60' range - 2 times/day DMG1 218
teleportation - 1 time/day 6,000 g.p. wt. maximum, 2 segments DMG1 219
Tongues when held or worn and commanded DMG1 220
Tracking (DR 6 hours, EF 90% outdoor, 50% indoor) 0D&D-Master 221
Transport Through Plants (EF +2 cr;C16) 0D&D-Master 222
Turn Undead as Cleric L12 (DR 2T) 0D&D-Master 223
Turn Undead as Cleric L6 (DR 1T) 0D&D-Master 224
Turn undead bonus + 2 to roll, + 1d6 HD (DR 1T) 0D&D-Master 225
Turn undead bonus + 4 to roll, + 2d6 HD (DR 1T) 0D&D-Master 226
Turn Wood(R 30', DR 40T, EF 120' X 60'; M5) 0D&D-Master 227
Ultravision when held or worn DMG1 228
Ventriloquism upon command - 3 times/day DMG1 229
Wall of Stone (R 60', EF 1,000 cu.ft.; X15) 0D&D-Master 230
Wall ofFire(R 60', DRConc., EF 1200 sq.ft.; X14) 0D&D-Master 231
Water breathing upon command DMG1 232
Water walking ability DMG1 233
Weapon damage bonus + 3 (DR 1T) 0D&D-Master 234
Weapon damage bonus + 4 (DR 1T) 0D&D-Master 235
Weapon damage bonus + 5 (DR 1T) 0D&D-Master 236
Weapon strength bonus + 1 (DR 1T) 0D&D-Master 237
Weapon strength bonus + 2 (DR 1T) 0D&D-Master 238
Wearer immune ta charm or hold spells DMG1 239
Wearer immune to magic missiles DMG1 240
Web- 1 time/day DMG1 241
Web movement (DR 12T) 0D&D-Master 242
Wielder can use see invisibility at will ELH3? 243
Wielder does not need to breathe ELH3? 244
Wielder does not need to sleep ELH3? 245
Wielder has free use of Blind-Fight ELH3? 246
Wielder has free use of Combat Expertise ELH3? 247
Wielder has free use of Combat Reflexes ELH3? 248
Wielder has free use of evasion ELH3? 249
Wielder has free use of Improved Initiative ELH3? 250
Wielder has free use of Improved Sunder ELH3? 251
Wielder has free use of Mobility ELH3? 252
Wielder has free use of uncanny dodge (as a 5th-level barbarian) ELH3? 253
Wizard lock - 7 time/week DMG1 254
Wizard Lock (R 10'; B42) 0D&D-Master 255
WizardEye (R 240', DR 6I', MV 120'; X14) 0D&D-Master 256
Write - 1 time/day DMG1 257
X-ray vision, 40' range - 2 times/day 1 turn per use DMG1 258
Zombie animation - 1 time/week DMG1 259

[PC5] Psionicist Classes Group


[Q24.6] Intelligent Item Psionics - Grand

Effect gp cost (3E) Source d209
+2 to armor class of possessor or AC 20, whichever is better DMG1 1
1E: 10d6 fireball 60000 DMG3.5? 2
1E: 10d6 lightning bolt 60000 DMG3.5? 3
1E: 15d6 greater shout 3/day 130000 DMG3.5? 4
1E: Clairaudience/clairvoyance (100-ft. range, 1 minute per use) ELH3? 5
1E: confusion 50000 DMG3.5? 6
1E: contagion (heightened to 4th level) as touch attack 56000 DMG3.5? 7
1E: crushing despair 50000 DMG3.5? 8
1E: dimension door on itself and wielder 50000 DMG3.5? 9
1E: Finger of death (100 ft. range, DC 171) ELH3? 10
1E: Globe of invulnerability ELH3? 11
1E: Heal ELH3? 12
1E: ice storm 50000 DMG3.5? 13
1E: Lightning bolt (8d6 points of damage, 200-ft. range, DC 131) ELH3? 14
1E: Magic missile (200-ft. range, 3 missiles) ELH3? 15
1E: mass inflict light wounds 81000 DMG3.5? 16
1E: phantasmal killer 50000 DMG3.5? 17
1E: poison (heightened to 4th level) as touch attack 56000 DMG3.5? 18
1E: prying eyes 81000 DMG3.5? 19
1E: rusting grasp as touch attack 56000 DMG3.5? 20
1E: song of discord 81000 DMG3.5? 21
1E: Stoneskin (wielder only, 10 minutes per use) ELH3? 22
1E: Summon monster III ELH3? 23
1E: Summon monster VI ELH3? 24
1E: Telekinesis (250 lb. maximum, 1 minute each use) ELH3? 25
1E: Teleport, 600 lb. maximum ELH3? 26
1E: true resurrection on wielder, once per month 200000 DMG3.5? 27
1E: Wall of force ELH3? 28
1E: waves of exhaustion 164000 DMG3.5? 29
Ability Score bonus (DR 6T, EF 3 random scores) 0D&D-Master 30
AC bonus -6 (DR 6T) 0D&D-Master 31
Acid Breath (EF 30' X 5') 0D&D-Master 32
Animal summoning (II or III)-2 times/day DMG1 33
Animate object upon command- 1 time/day DMG1 34
Animate Objects (R 60', DR 6T, EF 4,000 cn; X9) 0D&D-Master 35
AnimateDead(R60', EF40 HD; X14) 0D&D-Master 36
Anti-Magic 30% (DR 6T) 0D&D-Master 37
Anti-Magic 40% (DR 6T) 0D&D-Master 38
Anti-Magic Shell (DR 12T; X15) 0D&D-Master 39
Appear+ (R 240', DR lT, EF 20'cube; 0D&D-Master 40
Babble* (R 60', DR 40T; X9) 0D&D-Master 41
Barrier (R 60', DR 12T, EF 7-70 D; 0D&D-Master 42
blindness brand (2-12 rounds) DMG1 43
Bull’s strength (wielder only) ELH3? 44
Buoyancy, any weight (DR 36T) 0D&D-Master 45
Buoyancy, to 80,000 cn (DR 24T) 0D&D-Master 46
Burrowing (DR 6T, MV lo', 30', or60 ' ) 0D&D-Master 47
Cat’s grace (wielder only) ELH3? 48
Cause serious wounds by touch DMG1 49
Charm monster-2 time/day DMG1 50
Charm person (DC 111) on contact ELH3? 51
Charm person -7 times/week DMG1 52
Climb Walls, 110% (DR 12T) 0D&D-Master 53
Climb Walls, 120% (DR 12T) 0D&D-Master 54
Cone of cold (9-12 dice) -2 times/day DMG1 55
Confusion - 1 time/day DMG1 56
confusion brand (2-12 rounds) DMG1 57
Container, to 25,000 cn (DR 6 hours) 0D&D-Master 58
Container, to 30,000 cn (DR 6 hours) + mounts; X8) 0D&D-Master 59
Container, to 35,000 cn (DR 6 hours) 0D&D-Master 60
Control Animals (DR 20T, EF up to 40HD, 20 cr) 0D&D-Master 61
Control Lesser Undead (DR 20T, EF up to 7 HD, 20 HD, 10 cr) 0D&D-Master 62
Create normal objects (EF up to 1,000 0D&D-Master 63
Cure blindness by touch DMG1 64
Cure disease by touch DMG1 65
Dance (R Touch, DR 8r, EF -4STIAC; C24) 0D&D-Master 66
Death Spell (R 240', EF 32 HD in 60' cube, to HD 7 + ; X16) 0D&D-Master 67
Defeat/slay a particular creature type (see the bane special ability for choices) DMG3.5? 68
Defeat/slay a particular race or kind of creature DMG3.5? 69
Defeat/slay all (other than the item and the wielder) DMG3.5? 70
Defeat/slay arcane spellcasters (including spellcasting monsters and those that use spell-like abilities) DMG3.5? 71
Defeat/slay diametrically opposed alignment DMG3.5? 72
Defeat/slay divine spellcasters (including divine entities and servitors) DMG3.5? 73
Defeat/slay nonspellcasters DMG3.5? 74
Defeat/slay the servants of a specific deity DMG3.5? 75
Defend a particular race or kind of creature DMG3.5? 76
Defend the servants and interests of a specific deity DMG3.5? 77
Delayed Blast Fire Ball (R 240 ' , DR 0-60r, EF 20d6 D; C22) 0D&D-Master 78
Detect thoughts (100-ft. range, 1 minute per use) ELH3? 79
Dimension door- 2 times/day DMG1 80
Disintegrate - 1 time/day DMG1 81
disintegrate brand DMG1 82
Dispel illusion upon command - 2 times/day DMG1 83
Dispel magic upon command- 2 timeslday DMG1 84
DispelMagic(R 120', EF 20'cube; X8) 0D&D-Master 85
Dodge any missiles (DR lT, EF Save vs. Wands) 0D&D-Master 86
Dodge directional attacks (DR lT, EF Save vs. Wands) 0D&D-Master 87
Double movement speed (on foot) DMG1 88
Double weapon damage (DR 1T) 0D&D-Master 89
Emotion - 2 times/day DMG1 90
Exorcise - 1 timelmonth DMG1 91
Explosive Cloud (R l', DR 6T, EF 20' x 30' x 30', 20hplr; C24) 0D&D-Master 92
fear brand (1-4 rounds) DMG1 93
Fear by touch or gaze DMG1 94
Feeblemind by touch ELH3? 95
Find Traps, 100 % (DR 6T) 0D&D-Master 96
Find Traps, 110% (DR 6T) 0D&D-Master 97
Find Traps, 90% (DR 6T) 0D&D-Master 98
Finger ofDeath*(R 60'; X9, C12) 0D&D-Master 99
Fire Ball (R 240', EF 20d6 D; X11) 0D&D-Master 100
Fire Breath (EF 30' x 10' D = hp) 0D&D-Master 101
Fire shield- 2 times/day DMG1 102
Fireball (9-12 dice) - 2 times/day DMG1 103
Flesh to Stone* (R 120', EF 1 cr or 10' cube; X16) 0D&D-Master 104
Fly (30 minutes per use) ELH3? 105
Geas Another (R 30'; X16) 0D&D-Master 106
Giant strength (determine type) for 2 turns DMG1 107
Haste - 1 time/day DMG1 108
Haste (wielder only, 10 rounds) ELH3? 109
Heal - 1 time/day DMG1 110
Hear Noise, 140% (DR 36T) 0D&D-Master 111
Hear Noise, 90% (DR 24T) 0D&D-Master 112
Hide in Shadows, 70% (DR 6T) 0D&D-Master 113
Hit points bonus + 2 per Hit Die (DR 0D&D-Master 114
Hit rolls bonus + 5 (DR 1T) 0D&D-Master 115
Hit rolls bonus + 6 (DR 1T) 0D&D-Master 116
Hold animal - 1 time/day DMG1 117
Hold monster- 1 time/day DMG1 118
Hold person - 1 time/day DMG1 119
Ice Breath (EF 30' x 10' D = hp) 0D&D-Master 120
Immune to Aging attacks (R Touch, DR 0D&D-Master 121
insanity brand (1-4 rounds) DMG1 122
Invisibility (wielder only, up to 30 minutes per use) ELH3? 123
Leap to 60', + 4 Hit roll bonus (DR 1T) 0D&D-Master 124
Leap to go', + 6 Hit roll bonus (DR 1T) 0D&D-Master 125
Levitation (wielder only, 10 minute duration) ELH3? 126
Lie Detection (R 120', DR 3T) 0D&D-Master 127
Life Drain' (R Touch; EF Drains 1 level; C13) 0D&D-Master 128
Lightning bolt (9-12 dice) -2 times/day DMG1 129
Lightning Bolt (R 180', EF 20d6 D, 0D&D-Master 130
Lore (DR 1T or 1 day; C22) 0D&D-Master 131
Magic Lock*(R lo', DR 7 uses, EF 10' 0D&D-Master 132
Mapmaking (DR lT, EF Sense 60' range) 0D&D-Master 133
Mass Charm (R 120', EF 30HD, -2 Save; C24) 0D&D-Master 134
MassInvisibility(R 240', EF 60'sq, 300 man-size; C22) 0D&D-Master 135
Memorize + 5 bonus spell levels 0D&D-Master 136
Memorize + 6 spell bonus levels 0D&D-Master 137
Memorize + 7 bonus spell levels 0D&D-Master 138
Minor globe of invulnerability - 1 time/day DMG1 139
Move Earth (R 240', DR 6T C21) 0D&D-Master 140
Move Silently, 70% (DR 6T) 0D&D-Master 141
Move Silently, 90% (DR 6T) 0D&D-Master 142
Open Locks, 100% (DR 6T) 0D&D-Master 143
Open Locks, 90% (DR 6T) 0D&D-Master 144
paralysis brand (1-4 rounds) DMG1 145
Paralyzation by touch DMG1 146
Passwall ELH3? 147
Passwall-2 times/day DMG1 148
Phantasmal killer- 1 time/day DMG1 149
PhantasmalForce(R 240', EF 40'cube; B42) 0D&D-Master 150
Pick Pockets, 75% (DR 6T) 0D&D-Master 151
Plane Travel (self only, 1 shift) 0D&D-Master 152
Poison gas breath (DR 3r, EF 20') 0D&D-Master 153
Polymorph Any Object (R 240', DR 40-240T, EF l0'cube; C25) 0D&D-Master 154
Polymorph Self (DR 46T; X14) 0D&D-Master 155
Polymorph self-7 timeslweek DMG1 156
Power Word Stun (R 120', DR up to 35hp = 12r, up to 70hp = 6r; C22) 0D&D-Master 157
Projected Image (R 240', DR 6T; X16) 0D&D-Master 158
Protection from most creatures (DR 6T, EF up to 15 HD) 0D&D-Master 159
Raise Dead (R 120', EF 132 days dead; 0D&D-Master 160
Regenerate 2 h.p./turn (but not if killed) DMG1 161
Remove Barrier*(R 60'; C12) 0D&D-Master 162
Remove Charm* (R 120', EF up to X12) 0D&D-Master 163
Remove curse by touch - 7 times/week DMG1 164
Remove Traps, 75% (DR 6T) 0D&D-Master 165
Repair permanent magical object (1 obj) 0D&D-Master 166
Reverse Gravity (R go', EF 30'cube; 0D&D-Master 167
Rulership (EF + 10 to + 50 Confidence) 0D&D-Master 168
Saving Throws bonus + 4 (DR 6T) 0D&D-Master 169
Saving Throws bonus + 6 (DR 6T) 0D&D-Master 170
Set normal Trap, 90% (DR 6T) 0D&D-Master 171
Shield on wielder ELH3? 172
Slow- 1 time/day DMG1 173
Speak with monster- 2 times/day DMG1 174
Speak with Monsters (DR 6T; X9) 0D&D-Master 175
Spell damage bonus, + 2/die (DR 1 spell) 0D&D-Master 176
Statue (DR 80T, EF + 2 Init; C23) 0D&D-Master 177
Stone to flesh - 1 time/day DMG1 178
Stone to Flesh (R 120', EF l0'cube; X16) 0D&D-Master 179
Suggestion - 2 times/day DMG1 180
Summon Weather (DR 240T, EF 30 miles; C 16) 0D&D-Master 181
Survival (DR 48 hours; M3) 0D&D-Master 182
Sword(R 30', DR 40r, EF as 2-Handed, 2 atWr; C24) 0D&D-Master 183
Telekinesis (1,000-6,000 g.p. weight) -- 2 times/day DMG1 184
Telepathy (100 ft. range) ELH3? 185
Teleport (no error) - 2 times/day DMG1 186
Teleport (R 10'; X15) 0D&D-Master 187
Tracking (DR 6 hours, EF 90% anywhere) 0D&D-Master 188
Transmute rock to mud - 2 times/day DMG1 189
Treasure Finding (DR 6T, EF 400') 0D&D-Master 190
True seeing ELH3? 191
True seeing - 1 time/day DMG1 192
Truesight (DR 5T, EF 120'; '212) 0D&D-Master 193
Turn Undead as Cleric L24 (DR 3T) 0D&D-Master 194
Turn Undead bonus +6 to roll, +3d6 HD (DR 1T) 0D&D-Master 195
Turn wood- 1 time/day DMG1 196
Victory (EF +25 CR Roll, on CRT worst 91-100) 0D&D-Master 197
Wall of fire - 2 time/day DMG1 198
Wall of ice - 2 times/day DMG1 199
Wall of Iron (R120', EF500sq. ft.;C21) 0D&D-Master 200
Wall of thorns - 2 times/day DMG1 201
Weapon damage is +2 hit points DMG1 202
Weapon strength bonus + 3 (DR 1T) 0D&D-Master 203
Weapon strength bonus + 4 (DR 1T) 0D&D-Master 204
Wielder gets +2 luck bonus on attacks, saves, and checks 80000 DMG3.5? 205
Wind walk - 1 time/day DMG1 206
Wizard eye - 2 times/day DMG1 207
Word of recall - 1 time/day DMG1 208
X-ray vision - 2 times/day DMG1 209

[PC5] Psionicist Classes Group


[Q24.7] Intelligent Item Psionics - Super

Effect gp cost (3E) Source d170
1E: Chain lightning (enhanced; 20d6 damage; DC 161) ELH3? 1
1E: Finger of death (heightened to 9th level; DC 191) ELH3? 2
1E: Gate ELH3? 3
1E: Greater teleport ELH3? 4
1E: Mass heal ELH3? 5
1E: Meteor Swarm (DC 191) ELH3? 6
1E: Phase Door ELH3? 7
1E: Prismatic Sphere (DC 191) ELH3? 8
1E: Summon monster IX ELH3? 9
1E: Sunburst (heightened to 9th level; DC 191) ELH3? 10
Ability Scores bonus (DR 6T, EF 4 random scores) 0D&D-Master 11
Ability Scores bonus (DR 6T, EF all scores) 0D&D-Master 12
AC bonus -10 (DR 6T) 0D&D-Master 13
AC bonus -8 (DR 6T) 0D&D-Master 14
All of possessor's ability totals permanently raised 2 points each upon pronouncement of a command word (18 maximum) DMG1 15
All of possessor's ability totals raised to 18 each upon pronouncement of a command word DMG1 16
Anti-Magic 50% (DR 6T) 0D&D-Master 17
Anti-Magic Ray (DR lT, EF 100%) 0D&D-Master 18
Astral projection ELH3? 19
Bear’s endurance (wielder only; intensified; +10 enhancement bonus to Constitution) ELH3? 20
Blasting (EF 60' x 20', 2d6 + deafen) 0D&D-Master 21
Blend with surroundings (DR 6T) 0D&D-Master 22
Bones/exoskeleton/cartilage of opponent turned to jelly - 1 time/day DMG1 23
Bull’s strength (wielder only; intensified; +10 enhancement bonus to Strength) ELH3? 24
Cacodemon-like power summons a demon lord, arch-devil, or nycadaemon - 1 time/month DMG1 25
Cat’s grace (wielder only; intensified; +10 enhancement bonus to Dexterity) ELH3? 26
Clone (R 10'; M6) 0D&D-Master 27
Close Gate*(R 30'; C26) 0D&D-Master 28
Container, to 40,000 cn (DR 6 hours) 0D&D-Master 29
Container, to 50,000 cn (DR 6 hours) 0D&D-Master 30
Control Dragons (DR ZOT, EF one type, 3 Small or 1 Large) 0D&D-Master 31
Control Giants (DR 20T, EF one type, 4 0D&D-Master 32
Control Greater Undead (DR ZOT, EF any, 40 HD, 20 cr) 0D&D-Master 33
Control Humans (DR 20T, EF up to 7 HD, 40 HD total, 20 cr) 0D&D-Master 34
Create Magical Monsters (R 60', DR 3T, EF 40 HD total; M7) 0D&D-Master 35
CreateAnyMonster(R go', DR 4T, EF 40 HD; M8) 0D&D-Master 36
Creeping doom callable- 1 time/day DMG1 37
Death spell power of 110%-200% effectiveness with respect to number of levels affected - 1 time/day DMG1 38
Deoth ray equal to a finger of death with no saving throw - 1 time/day DMG1 39
Disintegrate (R 60', EF 1 cr; X16) 0D&D-Master 40
Dominate monster (DC 191) on contact ELH3? 41
Earthquake (R 120 yards, DR lT, EF 175'sq; C13) 0D&D-Master 42
Energy drain (DC 191) on contact ELH3? 43
Find the Path (DR 46T; XU) 0D&D-Master 44
Force Field (R 120', DR 6T, EF 5000 sq.ft.; M8) 0D&D-Master 45
Foresight (wielder only) ELH3? 46
Gate (R 30', DR 1T or d%T; C26) 0D&D-Master 47
Gate spell power, 100% effective - 1 time/day DMG1 48
Greater invisibility (wielder only; extended; 40-minute duration) ELH3? 49
Haste (wielder only; extended; 40-round duration) ELH3? 50
Heal (R Touch; M9) 0D&D-Master 51
Hit points bonus +3 per Hit Die (DR 0D&D-Master 52
Immune to Breath Weapons (R Touch, DR 1T) 0D&D-Master 53
Immune to Energy Drain (R Touch, DR 0D&D-Master 54
Immunity (DR 40T, EF blocks L1 -3 spells and half effect of magic weapons + L4,L5; M9) 0D&D-Master 55
Imprisonment spell power - 1 time/week DMG1 56
Inertia control (DR 4 hours, 1 obj) 0D&D-Master 57
Legend lore, commune, or contact higher plane (7th-10th) - 1 time/week DMG1 58
Life Trapping 0D&D-Master 59
Luck (DR lT, EF Choose result of 1 roll) 0D&D-Master 60
Magical resistance of 50%-75% for possessor upon command word- 1 time/day DMG1 61
Major attribute permanently raised to 19 upon command word DMG1 62
Maze (R 60', DR 6T to 4r; C26) 0D&D-Master 63
Memorize + 10 bonus spell levels 0D&D-Master 64
Memorize + 8 bonus spell levels 0D&D-Master 65
Memorize + 9 bonus spell levels 0D&D-Master 66
Metal to Wood (R 120', EF 2,000 cn; C16) 0D&D-Master 67
Meteor Swarm (R 240', EF 4 for 8d6 + 8d6 or 8 for 4d6 + 4d6; C26) 0D&D-Master 68
Meteorswarm - 1 time/day DMG1 69
Mind Barrier (R lo', DR 48 hours, EF + 8 ST; C24) 0D&D-Master 70
Monster summoning VIII- 2 times/day DMG1 71
Obliterate* (R 60', EF kill 7 HD; to 12 HD ST at -4, 12 + HD 6d10; C13) 0D&D-Master 72
Open Locks, 110% (DR 6T) 0D&D-Master 73
Open Locks, 120% (DR 6T) 0D&D-Master 74
Open Mind' (R Touch, EF -8ST; C24) 0D&D-Master 75
Permanence (R 10'; C25) 0D&D-Master 76
Pick Pockets, 100% (DR 6T) 0D&D-Master 77
Plane shift- 1 time/day DMG1 78
Polymorph any object- 1 time/day DMG1 79
Power word blind/kill/stun - 1 time/day DMG1 80
Power Word Kill (R 120', EF kill 60 hp, stun 61-100 hp, DR 4T; C26) 0D&D-Master 81
Power WordBlind(R 120', DR up to 40 hp = 4 days, up to 80 hp = 2d4 hrs; C25) 0D&D-Master 82
Premonition of death or serious harm to possessor DMG1 83
Prismatic spray- 1 time/day DMG1 84
Prismatic Wall (R 60', DR 6T, EF 10'radius or 500 sq.ft.; M9) 0D&D-Master 85
Protection from all creatures (DR 6T) 0D&D-Master 86
Protection from Magical Detection (DR 6T, EF self + items) 0D&D-Master 87
Raise Dead Fully (R 60', EF up to 8 years dead; C 13) 0D&D-Master 88
Random Avangion2 spell, CSL=1, CCL=9 (see [PC7]) DM 89
Random Avangion2 spell, CSL=2, CCL=8 (see [PC7]) DM 90
Random Avangion2 spell, CSL=3, CCL=7 (see [PC7]) DM 91
Random Bug spell, CSL=3, CCL=7 (see [PC7]) DM 92
Random Bug spell, CSL=6, CCL=4 (see [PC7]) DM 93
Random Bug spell, CSL=9, CCL=1 (see [PC7]) DM 94
Random Clerical Elemental2 spell, CSL=1, CCL=9 (see [PC7]) DM 95
Random Clerical Elemental2 spell, CSL=2, CCL=8 (see [PC7]) DM 96
Random Clerical Elemental2 spell, CSL=3, CCL=7 (see [PC7]) DM 97
Random Hero spell, CSL=1, CCL=9 (see [PC7]) DM 98
Random Hero spell, CSL=2, CCL=8 (see [PC7]) DM 99
Random Hero spell, CSL=3, CCL=7 (see [PC7]) DM 100
Random Hero spell, CSL=4, CCL=6 (see [PC7]) DM 101
Random Hero spell, CSL=5, CCL=5 (see [PC7]) DM 102
Random Immortal0 spell, CSL=9, CCL=1 (see [PC7]) DM 103
Random Legend spell, CSL=1, CCL=9 (see [PC7]) DM 104
Random Legend spell, CSL=2, CCL=8 (see [PC7]) DM 105
Random Legend spell, CSL=3, CCL=7 (see [PC7]) DM 106
Random Legend spell, CSL=4, CCL=6 (see [PC7]) DM 107
Random Legend spell, CSL=5, CCL=5 (see [PC7]) DM 108
Random Legend spell, CSL=6, CCL=4 (see [PC7]) DM 109
Random Legend spell, CSL=7, CCL=3 (see [PC7]) DM 110
Random Legend spell, CSL=8, CCL=2 (see [PC7]) DM 111
Random Lich spell, CSL=0, CCL=10 (see [PC7]) DM 112
Random Lich spell, CSL=1, CCL=9 (see [PC7]) DM 113
Random Lich spell, CSL=2, CCL=8 (see [PC7]) DM 114
Random Lich spell, CSL=3, CCL=7 (see [PC7]) DM 115
Random Lich spell, CSL=4, CCL=6 (see [PC7]) DM 116
Random Lich spell, CSL=5, CCL=5 (see [PC7]) DM 117
Random Lich spell, CSL=6, CCL=4 (see [PC7]) DM 118
Random Lich spell, CSL=7, CCL=3 (see [PC7]) DM 119
Random Lich spell, CSL=8, CCL=2 (see [PC7]) DM 120
Random Psi14 super, CCL=9 (see [PC7]) DM 121
Random Psi14 ultra, CCL=6 (see [PC7]) DM 122
Random Psi14 ultra+1, CCL=3 (see [PC7]) DM 123
Random Psi7 super, CCL=9 (see [PC7]) DM 124
Random Psi7 ultra, CCL=6 (see [PC7]) DM 125
Random Psi7 ultra+1, CCL=3 (see [PC7]) DM 126
Random Villain spell, CSL=1, CCL=9 (see [PC7]) DM 127
Random Villain spell, CSL=2, CCL=8 (see [PC7]) DM 128
Random Villain spell, CSL=3, CCL=7 (see [PC7]) DM 129
Random Villain spell, CSL=4, CCL=6 (see [PC7]) DM 130
Random Villain spell, CSL=5, CCL=5 (see [PC7]) DM 131
Random Villain spell, CSL=6, CCL=4 (see [PC7]) DM 132
Random Warlord spell, CSL=4, CCL=6 (see [PC7]) DM 133
Random Warlord spell, CSL=8, CCL=2 (see [PC7]) DM 134
Regeneration (EF 3hP'r for IT) 0D&D-Master 135
Remove Traps, 100% (DR 6T) 0D&D-Master 136
Restoration - 1 time/day DMG1 137
Resurrection - 7 times/week DMG1 138
Shades - 2 times/day DMG1 139
Shape change - 2 times/day DMG1 140
Shapechange (DR 40T, EF any cr or obj 40'/4000cn; M9) 0D&D-Master 141
Smash attack (DR 1T) 0D&D-Master 142
Spell absorption, 19-24 levels- 1 time/week DMG1 143
Spell damage bonus, + 3/die (DR 1 spell) 0D&D-Master 144
Spell damage bonus,-+ 4/die (DR 1 spell) 0D&D-Master 145
Stoneskin (wielder only; extended; 400-minute duration) ELH3? 146
Summon 1 of each type of elemental, 16 hit dice each, no need for control - 1 time/week DMG1 147
Summon diinn or efreet lord (8 h.p./die, f 2 "to hit" and +4 damage) for 1 day of service- 1 time/week DMG1 148
Super sleep spell affects double the number of creatures plus up to 2 5th or 6th and 1 7th or 8th level creature DMG1 149
Teleport any Object (EF 1 cr/obj/lO' cube or seif safe, -2 save other; C24) 0D&D-Master 150
Temporal stasis, no saving throw, upon touch - 1 time/month DMG1 151
Time stop of twice normal duration - 1 time/week DMG1 152
Timestop (DR 1 + ld4r; M10) 0D&D-Master 153
Total fire/heat resistance for all creatures within 20' of the item DMG1 154
Total immunity from all forms of cold DMG1 155
Total immunity from all forms of mental and psionic attacks DMG1 156
Trap the soul with 90% effectiveness- 1 time/month DMG1 157
Travel(DR 40T, MV 360'/720'gaseous; 0D&D-Master 158
Triple weapon damage (DR 1T) 0D&D-Master 159
Turn Undead as Cleric L36 (DR 3T) 0D&D-Master 160
User can cast combination spells (if a spell caster) as follows (d4): DMG1 161
Vanish -2 timeslday DMG1 162
Vision - 1 time/day DMG1 163
Weapon strength bonus + 5 (DR 1T) 0D&D-Master 164
Weather Control (DR Conc., EF 240 yards; C16) 0D&D-Master 165
Wish - 1 time/day DMG1 166
Wish (M10) 0D&D-Master 167
Word of Recall (X9) 0D&D-Master 168
X-Ray Vision (R 30', DR 1T) 0D&D-Master 169
Youth restored to creature touched - 1 time/month DMG1 170

[PC5] Psionicist Classes Group


Astral Construct3

Level KXP Psi3
123 456 789
1 1 (owe) c-- --- ---
2 8 0-- --- ---
3 27 1-- --- ---
4 64 2c- --- ---
5 125 30- --- ---
6 216 31- --- ---
7 343 33c --- ---
8 512 330 --- ---
9 729 331 --- ---
10 1000 332 c-- ---
11 1300 333 0-- ---
12 1600 333 1-- ---
13 1900 333 2c- ---
14 2200 333 30- ---
15 2500 333 31- ---
16 2800 333 32c ---
17 3100 333 330 ---
18 3400 333 331 ---
19 3700 333 332 c--
20 4000 333 333 0--
21 4300 333 333 1--
22 4600 333 333 2c-
23 4900 333 333 30-
24 5200 333 333 31-
25 5500 333 333 32-
26 5800 333 333 32c
27 6100 333 333 330
28 6400 333 333 331
29 6700 333 333 332
30 7000 333 333 333
31 7300 333 333 333
32 7600 333 333 333
33 7900 333 333 333
34 8200 333 333 333
35 8500 333 333 333
36 8800 333 333 333
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  3  8  2  3  1  0  1
+2  5  4  8  2  3  1  0  2
+3  6  4  8  3  4  2  0  2
+4  6  5  8  3  4  2  1  3
+5  6  5  9  3  4  2  1  3
+6  6  6  9  4  5  3  1  4
+7  7  6  9  4  5  3  2  4
+8  7  7  9  4  5  4  2  5
+9  7  7 10  5  6  4  2  5
+10  7  8 10  5  6  4  3  6
+11  8  8 10  5  6  5  3  6
+12  8  9 10  6  7  5  3  7
+13  8  9 11  6  7  6  4  7
+14  8 10 11  6  7  6  4  8
+15  9 10 11  7  8  6  4  8
+16  9 11 11  7  8  7  5  9
+17  9 11 12  7  9  7  5  9
+18  9 12 12  8  9  8  5 10
Requisites: Str 6+level, Dex 4+level, Con 5+level, Int 2+level, Wis 3+level, Chr 1+level
Alignment: any
HD/level: & 1d0+level
Weapon Prof.: & 1+level/3
To Hit Table: Mon
Save Table: Psi
Reference: DM / PsiHB3
Groups: Psionicist, Monster
 
This class can be considered Psionicist group in addition to Monster group if you have ArchPsi1, Psi3 or PsychicWarrior3 class.
Gets Psi3 powers (at a rather slow rate). Gets a stat bonus of your choice to the progression.
Psi3 PSPs = (LVL*LVL+LVL*10+Stat-14)/4. Example: Level 1 character with a Stat=18 has (1*1+1*10+18-14)/4 = 3 PSPs.
Also gets 1 ACP (Astral Construct Point) per level. These ACPs return at a rate of LVL/4+1 per turn, round down.
Level 1: Enemies need a +2 weapon to hit you.
Level 1: You may use Astral Projection; but in this case, you cannot use P actions or physically attack at all.
Level 1: Pick an ability below. Even though these mechanics are "5th edition"-like, these are not "5th edition" picks for Custom5.
   I. ½M, 1 ACP: Twist an effect on a target (use ER to resist)
   II. 1M, 1 ACP: Combine two groups of enemies into one group (no save).
   III. 1M, 1 ACP: Lock a door; it requires an Open Locks roll at -25*LVL, a combined Str (using the MR calculation) check at -10*LVL, or LVL Knock spells to open the door. If using "?" (Question Marks) in the dungeon for wandering encounters, you can alternatively simply erase a "?".
Level 3: Pick another ability from I-III above. If you pick an ability more than once, M action costs go to V, V costs go to 0 (zero action).
Level 5: Pick another ability from I-III above. If you pick an ability more than once, M action costs go to V, V costs go to 0 (zero action).
Level 9: Pick an ability below:
   IV. ½M, 2 ACP: Remove a BlahR from 1 target, Halve the irrBlahR from 1 target, or Halve the BlahR from a group (no ER)
   V. 1M, 3 ACP: Become Insubstantial for 1 turn; you can pass through objects/walls (including Wall spells, but not Wards)
   VI. 1M, 3 ACP: One group Stopped (cannot move or use V actions) (InnR to resist). If used against 1 target, gets no InnR.
Level 11: Pick another ability from I-VI above. If you pick an ability more than once, M action costs go to V, V costs go to 0 (zero action).
Level 13: Pick another ability from I-VI above. If you pick an ability more than once, M action costs go to V, V costs go to 0 (zero action).
Level 18: Pick an ability below:
   VII. ½M, 4 ACP: Remove a racial ability or immunity from a group (ER to resist). If used against 1 target, gets no ER.
   VIII. 1M, 5 ACP: Time Stop (as spell, use InnR to resist). If used against 1 target, gets no InnR.
   IX. 1M, 6 ACP: Restore the MF/PF/TF/PsiF/TechF in area, Tempus Lawfulness, repair other forms of discontinuities/tears
Level 20: Pick another ability from I-IX above. If you pick an ability more than once, M action costs go to V, V costs go to 0 (zero action).
Level 22: Pick another ability from I-IX above. If you pick an ability more than once, M action costs go to V, V costs go to 0 (zero action).
Level 27: Pick an ability below (you will get only one pick from this chart):
   X. ½M, 8 ACP:
   XI. 1M, 9 ACP: Become Immaterial for 1 turn: Insubstantial (see V above), immune to matter & energy, can't be targetted.
   XII. 1M, 10 ACP:

[PC5] Psionicist Classes Group


Basic Psi3 Information

Psi3 Wild Talents
 
There are two methods for "Wild Talents" in Psi3. Neither require you to pick a discipline. Your Caster Level (CL) is half of your highest level. You may switch between methods during a reset.
 
Wild Talent Method 1
 
This method does not require feats.
 
Wild Talent Psi3 Calculation = Stat+HNCL-12
where "Stat" is any ability score you choose, and "HNCL" is "Highest Non-Concordant Level" (e.g. the highest level among your classes).
 
Use the progression below for powers gained (no stat bonus). Can trade one 1st for four 0th level powers.
You can never access powers greater than SL=7 with this wild talent.
 
HNCL Psi3 Wild
123 456 7
0-2 1-- --- -
3-5 2-- --- -
6-8 21- --- -
9-11 32- --- -
12-14 321 --- -
15-17 432 --- -
18-20 432 1-- -
21-23 543 2-- -
24-26 543 21- -
27-29 654 32- -
30-32 654 321 -
33-34 765 432 -
36+ 765 432 1
 
Wild Talent Method 2
 
This method requires feats, but you are not limited by how many powers you have, and you can get higher level powers faster.
 
Wild Talent Psi3 Calculation = (Str+Dex+Con+Int+Wis+Chr-60) / 6 + HNCL*3
 
You get no powers for "free", you need to spend feats.
Each feat spent gives your highest level in Psi3 power levels. A 0 level Psi3 power costs ¼ of a power level.
You need to be at least level equal to double the power level to use a power (e.g. you need to be 2nd level to use a 1st level power).
You can never access powers greater than SL=9 with this wild talent.

[PC5] Psionicist Classes Group


[Q3.0] Level 0 Psi3 Powers

## Level 0 Powers Discip. Short Description Source
1 Bolt Metcre You create a short-lived bolt, arrow or bullet. PsiHB3
2 Burst Psyport Target speed improves by 5 ft. for one round. PsiHB3
3 Catfall Psyport You recover well from a fall. PsiHB3
4 Control Shadow Psykin You control a normal shadow like a puppet. PsiHB3
5 Daze Telep Creature loses next action. PsiHB3
6 Detect Psionics Clasen You detect the presence of psionic activity. PsiHB3
7 Distract Telep Subject's mind wanders, imparting -1 penalty on some actions. PsiHB3
8 Elfsight Psymet You have lowlight vision. PsiHB3
9 Far Hand Psykin Minor telekinesis PsiHB3
10 Far Punch Psykin Telekinetic punch deals 1 damage. PsiHB3
11 Finger of Fire Metcre You deal 1d3 fire damage to one foe. PsiHB3
12 Float Psyport You buoy a target in water or other liquid. PsiHB3
13 Inkling Clasen You are 50% likely to know whether an intended action is good or bad. PsiHB3
14 Know Direction Clasen You know which way is north. PsiHB3
15 Lesser Natural Armor Psymet You gain +1 natural armor bonus. PsiHB3
16 Missive Telep You send a one-way telepathic message to subject. PsiHB3
17 My Light Psykin Your eyes emit 20-ft. cone of light. PsiHB3
18 Talons Psymet Your unarmed attacks do +1 damage. PsiHB3
19 Telempathic Projection Telep You modify subject's emotions. PsiHB3
20 Trinket Metcre You create a short-lived trinket. PsiHB3
21 Verve Psymet You gain 1 temporary hit point. PsiHB3

[PC5] Psionicist Classes Group


[Q3.1] Level 1 Psi3 Powers

## Level 1 Powers Discip. Short Description Source
1 Astral Construct I Metcre Creates astral construct to fight for you. PsiHB3
2 Attraction Telep Subject has mild attraction you specify. PsiHB3
3 Biocurrent Psykin Continuous bioelectrical current deals 1d4 electrical dmg/r to up to 2 cr. PsiHB3
4 Biofeedback Psymet Self control allows you to take some damage as subdual damage. PsiHB3
5 Bite of the Wolf Psymet Your base bite attack does 1d8 damage. PsiHB3
6 Call Weaponry Psyport Never lack for a weapon. PsiHB3
7 Charm Person Telep Makes one person your friend. PsiHB3
8 Combat Precognition Clasen You gain a +1 insight bonus to AC. PsiHB3
9 Compression Psymet You shrink 10%/level (max -50%). PsiHB3
10 Conceal Thoughts Telep You conceal your motives. PsiHB3
11 Control Light Psykin Control light levels up or down 20%/level. PsiHB3
12 Control Object Psykin You telekinetically animate a small object. PsiHB3
13 Create Sound Psykin You create the sound you desire. PsiHB3
14 Demoralize Telep Foes suffer -1 penalty on some actions. PsiHB3
15 Destiny Dissonance Clasen Your touch hurts your opponent's mind, dealing 1d8 subdual damage. PsiHB3
16 Disable Telep Subjects incorrectly believe they are disabled. PsiHB3
17 Dissipating Touch Psyport Touch deals 1d8 damage. PsiHB3
18 Empathic Transfer Psymet You absorb others' hurts. PsiHB3
19 Empathy Telep You know the subject's surface emotions. PsiHB3
20 Expanded Vision Clasen Wider vision allows you to see more. PsiHB3
21 Feather Fall Psyport Objects or creatures fall slowly. PsiHB3
22 Feel Light Psymet You use tactile sensation to see. PsiHB3
23 Feel Sound Psymet You use tactile sensation to hear. PsiHB3
24 Firefall Metcre Fiery sparks deal 1d4 fire damage in 10 ft. radius. PsiHB3
25 Grease Metcre Makes 10 ft. square or one object slippery. PsiHB3
26 Hammer Psymet Touch deals 1d8 bludgeoning damage. PsiHB3
27 Hear Light Psymet You use auditory sensation to see. PsiHB3
28 Hustle Psymet You gain one extra partial action. PsiHB3
29 Identify Clasen Identify single feature of psionic item. PsiHB3
30 Know Location Clasen You know, generally, where you are. PsiHB3
31 Lesser Cell Adjustment Psymet You heal 1d8 hp, +1 to next poison/disease save, or heal 1 ability point. PsiHB3
32 Lesser Concussion Psykin Pummel foe for 1d6 damage. PsiHB3
33 Lesser Metaphysical Wpn Clasen Weapon gains +1 bonus. PsiHB3
34 Lesser Mind Link Telep You forge a limited mental bond with another creature. PsiHB3
35 Minor Creation Metcre Creates one cloth or wood object. PsiHB3
36 Molecular Agitation Psykin You heat a creature or object. PsiHB3
37 Object Reading Clasen You know about an object's past. PsiHB3
38 Psycholuminesence Clasen Object sheds 20-ft. radius light. PsiHB3
39 See Sound Psymet You use visual sensation to hear. PsiHB3
40 Sense Link Telep You sense what the subject senses (one sense) PsiHB3
41 Skate Psyport Target slides (skillfully) along the ground as if ice. PsiHB3
42 Spider Climb Psyport Target can walk on walls and ceilings. PsiHB3
43 Steadfast Gaze Clasen Gaze attacks hold no terror for you. PsiHB3
44 Stomp Psykin Shock waves in the ground knock your foes prone. PsiHB3
45 Vigor Psymet You gain 3 temporary hit points. PsiHB3

[PC5] Psionicist Classes Group


[Q3.2] Level 2 Psi3 Powers

## Level 2 Powers Discip. Short Description Source
1 Animal Affinity Psymet You possess one ability score or the natural armor of a chosen animal. PsiHB3
2 Astral Construct II Metcre Create astral construct to fight for you. PsiHB3
3 Augury Clasen You find out if intended actions will be good or bad. PsiHB3
4 Aversion Telep Subject has aversion you specify. PsiHB3
5 Body Equilibrium Psymet You can walk on nonsolid surfaces. PsiHB3
6 Brain Lock Telep Subject cannot move or take any mental actions. PsiHB3
7 Burning Ray Metcre Fiery ray deals 3d6 damage to foe. PsiHB3
8 Cell Adjustment Psymet You heal 3d6 dmg, bonus to next poison/disease save, or heal 2 ability pts. PsiHB3
9 Chameleon Psymet Gain a +10 enhancement bonus to Hide checks. PsiHB3
10 Clairaudience/Clairvoy. Clasen Hear or see at a distance. PsiHB3
11 Claws of the Bear Psymet You gain a claw attack that inflicts 1d12 damage. PsiHB3
12 Combat Prescience Clasen +2 insight bonus to your attack roll. PsiHB3
13 Concussion Psykin Pummel foe for 3d6 damage. PsiHB3
14 Control Body Psykin You take rudimentary control of foe's limbs. PsiHB3
15 Control Flames Psykin You control heat and movement of a fire. PsiHB3
16 Control Wind Psykin Wind increased/decreased by up to 10 mph + 5 mph/level. PsiHB3
17 Darkvision Clasen You can see in the dark. PsiHB3
18 Detect Thoughts Telep You detect subject's surface thoughts. PsiHB3
19 Ecto Puppet Metcre You directly control an astral construct. PsiHB3
20 Ectoplasmic Cocoon Metcre You encapsulate a foe so it can't move. PsiHB3
21 Expansion Psymet You grow +10%/level (max +100%). PsiHB3
22 Glide Psyport Subject glides at speed of 20. PsiHB3
23 Inflict Pain Telep Your mental attack deals 3d6 damage. PsiHB3
24 Intrusive Sense Link Telep Subject senses what you sense. PsiHB3
25 Invisibility Psykin Subject is invisible for 10 min./level or until it attacks. PsiHB3
26 Knock Psyport Opens locked or psionically locked doors. PsiHB3
27 Levitate Psyport Subject moves up and down at your direction. PsiHB3
28 Painful Touch Psymet Your unarmed attacks deal extra 1d6 subdual damage. PsiHB3
29 Psionic Lock Psyport Psionically locks a portal or chest. PsiHB3
30 Recall Pain Clasen Foe takes damage from painful memory. PsiHB3
31 See Invisibility Clasen Reveals invisible creatures or objects. PsiHB3
32 Sense Psychoportation Psyport Know when others use this discipline. PsiHB3
33 Sensitivity to Psychic Imp. Clasen You can find out about an area's past. PsiHB3
34 Sever the Tie Psykin You deal 3d8 damage to undead in 10 ft. radius. PsiHB3
35 Sudden Minor Creation Metcre Quickly create cloth or wood object. PsiHB3
36 Suggestion Telep Compels subject to follow suggested action. PsiHB3
37 Sustenance Psymet You can go without food and water. PsiHB3

[PC5] Psionicist Classes Group


[Q3.3] Level 3 Psi3 Powers

## Level 3 Powers Discip. Short Description Source
1 Astral Construct III Metcre Astral construct fights for you. PsiHB3
2 Astral Steed Psyport Astral steed appears for one hour/level. PsiHB3
3 Bite of the Tiger Psymet Your base bite attack does 2d8 damage. PsiHB3
4 Charm Monster Telep Makes monster believe it is your ally. PsiHB3
5 Claws of the Vampire Psymet Your base unarmed attack does 1d8 damage. You heal the same amount. PsiHB3
6 Cone of Sound Psykin Sonic energy inflicts 5d4 sonic damage. PsiHB3
7 Control Sound Psykin You can create very specific sounds. PsiHB3
8 Create Food and Water Metcre Feeds three humans or one horse/level. PsiHB3
9 Crisis of Breath Telep You disrupt the target's breathing. PsiHB3
10 Danger Sense Clasen +2 bonus vs. trap. PsiHB3
11 Dimension Slide Psyport Instantly move to any spot you can see in Close range. PsiHB3
12 Displacement Psymet Attacks miss subject 50% of the time. PsiHB3
13 Duodimensional Hand Psymet Your unarmed attacks do slashing damage with an increased crit range. PsiHB3
14 Ectoplasmic Form Psymet Your amorphous form is hard to hurt. PsiHB3
15 False Sensory Input Telep You falsify one of the target's senses. PsiHB3
16 Fate Link Telep You link the fates of two targets. PsiHB3
17 Fly Psyport Subject flies at speed of 90. PsiHB3
18 Greater Concussion Psykin Pummel foe for 5d6 damage. PsiHB3
19 Improved Biofeedback Psymet You take charge of your body's damage. PsiHB3
20 Invisibility Purge Clasen Dispels invisibility within 5 ft./level. PsiHB3
21 Lesser Domination Telep Forces subject to obey your will. PsiHB3
22 Metaphysical Weapon Metcre Weapon gains +3 enhancement bonus. PsiHB3
23 Mind Link Telep You have a mental bond with others. PsiHB3
24 Negate Psionics Psykin Cancels psionic powers and effects. PsiHB3
25 Nondetection Clasen Hides subject from Clairsentient powers, and remote viewing. PsiHB3
26 Poison Sense Clasen Sense poison in 30-ft. radius. PsiHB3
27 Rejuvenation Psymet You heal 1 point temp. ability damage/hour. PsiHB3
28 Remote View Clasen You see subject from a distance. PsiHB3
29 Schism Telep Splits your mind into two independently functional parts. PsiHB3
30 Time Hop Psyport Subject hops forward in time 3d6 rounds. PsiHB3
31 Ubiquitous Vision Clasen You have all-around vision. PsiHB3
32 Undead Sense Clasen You sense the presence of undead. PsiHB3
33 Whitefire Metcre Deals 5d4 fire damage in 20 ft. radius. PsiHB3

[PC5] Psionicist Classes Group


[Q3.4] Level 4 Psi3 Powers

## Level 4 Powers Discip. Short Description Source
1 Amplified Invisibility Psykin Attack once and stay unseen. PsiHB3
2 Anchored Navigation Clasen You navigate from a fixed reference point that you mentally sense. PsiHB3
3 Astral Construct IV Metcre Astral construct fights for you. PsiHB3
4 Aura Sight Clasen You can read things in other's auras. PsiHB3
5 Detect Remote Viewing Clasen You know when others spy on you remotely. PsiHB3
6 Dimension Door Psyport Teleports you and 500 lb., 90 ft./level. PsiHB3
7 Dimensional Anchor Psyport Bars extradimensional movement. PsiHB3
8 Dismiss Ectoplasm Metcre Dissipates ectoplasmic targets. PsiHB3
9 Dismissal Psyport Forces a creature to return to a native plane. PsiHB3
10 Dissolving Touch Psymet Your acid touch deals 7d6 acid damage. PsiHB3
11 Divination Clasen Gain specific advice for proposed actions. PsiHB3
12 Domination Telep Subject obeys your will. PsiHB3
13 Fabricate Metcre Transforms raw goods to finished items. PsiHB3
14 Fatal Attraction Telep Implants death urge in target. PsiHB3
15 Fate of One Clasen You can reroll a bad roll. PsiHB3
16 Forced Mind Link Telep Creates mental bond with unwilling target. PsiHB3
17 Freedom of Movement Psyport Move normally despite impediments. PsiHB3
18 Immovability Psymet You are almost impossible to move. PsiHB3
19 Inertial Barrier Psykin Subject gains damage reduction (10/+5). PsiHB3
20 Mass Concussion Psykin Foes take 7d4 damage in 20 ft. radius. PsiHB3
21 Mindwipe Telep Target's recent experiences wiped away. PsiHB3
22 Polymorph Self Psymet You assume a new form. PsiHB3
23 Psychofeedback Psymet You can use power points to boost your Str, Con, and/or Dex ability mods. PsiHB3
24 Quintessence Metcre You collapse a bit of time into a physical substance. PsiHB3
25 Tailor Memory Telep False memory implanted in target. PsiHB3
26 Telekinesis Psykin Lift or move 25 lb./level at long range. PsiHB3
27 Wall of Ectoplasm Metcre You create a protective barrier. PsiHB3

[PC5] Psionicist Classes Group


[Q3.5] Level 5 Psi3 Powers

## Level 5 Powers Discip. Short Description Source
1 Adapt Body Psymet You adapt your body to hostile environments. PsiHB3
2 Astral Construct V Metcre Astral construct fights for you. PsiHB3
3 Baleful Teleport Psyport Destructive teleport deals 9d6 damage. PsiHB3
4 Brilliant Blast Psykin Light blast inflicts 9d4 damage in 20' radius. PsiHB3
5 Catapsi Telep Psychic static is a drag on power manifestation. PsiHB3
6 Clairtangency Psykin You can use Far Hand at any distance. PsiHB3
7 Ectoplasmic Armor Metcre You gain a +10 armor bonus. PsiHB3
8 Ectoplasmic Shambler Metcre Fog-like predator engulfs foes, dealing 2 dmg/r to foes while surrounded. PsiHB3
9 Energy Barrier Psymet You convert energy attacks to harmless light. PsiHB3
10 Graft Weapon Psymet A weapon becomes a natural part of you. PsiHB3
11 Greater Domination Telep Subject obeys your will. PsiHB3
12 Incarnate Metcre You make some psionic effects permanent. PsiHB3
13 Major Creation Metcre As Minor Creation, plus stone and metal. PsiHB3
14 Metaconcert Telep Mental concert of 2+ psions increases the total power of the participants. PsiHB3
15 Metamorphosis Psymet You take the form of creatures and objects. PsiHB3
16 Mind Probe Telep You discover the target's secret thoughts. PsiHB3
17 Molecular Rearrangement Psykin You transmute one metal to another. PsiHB3
18 Natural Armor Psymet You gain +4 natural armor bonus. PsiHB3
19 Power Resistance Clasen You gain power resistance. PsiHB3
20 Psychic Vampire Psykin Your touch attacks drains 2 power points/level from foe, which you gain. PsiHB3
21 Recall Agony Clasen Foe takes more damage from painful memory. PsiHB3
22 Sending Psyport Delivers short message anywhere instantly. PsiHB3
23 Sense Psionics Clasen You sense psionic powers and effects. PsiHB3
24 Teleport Psyport Instantly transports you anywhere. PsiHB3
25 Teleport Trigger Psyport Predetermined event triggers teleport. PsiHB3
26 True Seeing Clasen See all things as they really are. PsiHB3

[PC5] Psionicist Classes Group


[Q3.6] Level 6 Psi3 Powers

## Level 6 Powers Discip. Short Description Source
1 Ablating Psykin You are buffered from one Negate Psionics effect. PsiHB3
2 Astral Construct VI Metcre Astral construct fights for you. PsiHB3
3 Aura Alteration Telep Targets seems something it is not. PsiHB3
4 Banishment Psyport Banishes extraplanar creatures. PsiHB3
5 Breath of the Dragon Psymet Breath fire for 11d4 damage. PsiHB3
6 Disintegrate Psykin One creature or object vanishes. PsiHB3
7 Ethereal Jaunt Psyport You become ethereal for one round/level. PsiHB3
8 Flaming Shroud Metcre Encased foe takes 11d6 fire damage. PsiHB3
9 Greater Biocurrent Psykin Continuous bioelectrical current, 4d6 electrical dmg/r to up to 4 creatures. PsiHB3
10 Improved Fabricate Metcre As Fabricate, but ten times as much. PsiHB3
11 Improved Fly Psyport Subject flies at speed of 180. PsiHB3
12 Improved Vigor Psymet You gain 13 temporary hit points. PsiHB3
13 Mass Suggestion Telep Many targets follow suggested action. PsiHB3
14 Mind Switch Telep You switch minds with another. PsiHB3
15 Null Psionics Field Psykin Negates psionics within 10 ft. PsiHB3
16 Precognition Clasen More in-depth than Divination. PsiHB3
17 Remote View Trap Clasen Enemy remote viewers take 4d4 damage. PsiHB3
18 Retrieve Psykin You teleport to your hand an item you can see. PsiHB3
19 Shield of Prudence Clasen +6 insight bonus to AC. PsiHB3
20 Suspend Life Psymet Your life functions slow to imperceptibility. PsiHB3
21 Trace Teleport Psyport Learn origin or goal of subject's Teleport. PsiHB3

[PC5] Psionicist Classes Group


[Q3.7] Level 7 Psi3 Powers

## Level 7 Powers Discip. Short Description Source
1 Astral Construct VII Metcre Astral construct fights for you. PsiHB3
2 Contingency Metcre Sets trigger condition for another power. PsiHB3
3 Divert Teleport Psyport Choose destination for another's Teleport. PsiHB3
4 Emulate Power Clasen Manifest any psion power 6th-level and less. PsiHB3
5 Energy Conversion Psymet You convert energy attacks to one ray energy attack of your own. PsiHB3
6 Etherealness Psyport Travel to the Ethereal Plane with companions. PsiHB3
7 Fission Psymet You briefly duplicate yourself. PsiHB3
8 Imp. Anchored Navigation Clasen You can navigate from a fixed point even across planar boundaries. PsiHB3
9 Improved Telekinesis Psykin Lift or move 50 lb./level at long range. PsiHB3
10 Insanity Telep Subject is permanently wacky. PsiHB3
11 Mass Cocoon Metcre Ectoplasmic Cocoon, but bigger. PsiHB3
12 Mass Domination Telep Many targets subject to your will. PsiHB3
13 Oak Body Psymet You body becomes living wood. PsiHB3
14 Phase Door Psyport Invisible passage through wood or stone. PsiHB3
15 Plane Shift Psyport Up to eight subjects travel to another plane. PsiHB3
16 Reddopsi Psykin Foe's power rebounds on her. PsiHB3
17 Sequester Clasen Subject invisible to sight and remote viewing. PsiHB3
18 Teleport Without Error Psyport As Teleport with no off-targets. PsiHB3
19 True Concussion Psykin Pummels foe for 13d6 damage. PsiHB3
20 Ultrablast Telep Your mental scream deals 13d4 damage. PsiHB3

[PC5] Psionicist Classes Group


[Q3.8] Level 8 Psi3 Powers

## Level 8 Powers Discip. Short Description Source
1 Astral Construct VIII Metcre Astral construct fights for you. PsiHB3
2 Dream Travel Psyport You travel to other places through dreams. PsiHB3
3 Foresight Clasen Psionic senses warn you of impending danger. PsiHB3
4 Hypercognition Clasen You can deduce almost anything. PsiHB3
5 Improved Clairtangency Psykin You use Telekinesis at any distance. PsiHB3
6 Improved Etherealness Psyport Stay ethereal longer. PsiHB3
7 Iron Body Psymet Your body becomes living iron. PsiHB3
8 Mind Blank Telep Subject immune to mental/emotional effects, scrying, and remote viewing. PsiHB3
9 Mind Seed Telep Target slowly becomes you. PsiHB3
10 Mind Store Metcre Store your personality against future need. PsiHB3
11 Molecular Manipulation Psykin You increase or decrease an object's base hardness by 5. PsiHB3
12 Recall Death Clasen Foe vividly recalls its future death, and dies. PsiHB3
13 Shadow Body Psymet You become a living shadow (not the creature). PsiHB3
14 Telekinetic Sphere Psykin Mobile force globe protects one subject. PsiHB3
15 Teleportation Circle Psyport Circle teleports any creature inside to designated spot. PsiHB3
16 Temporal Acceleration Psyport Your time frame accelerates for two rounds. PsiHB3
17 True Creation Metcre As Major Creation but items are permanent. PsiHB3
18 True Domination Telep Dominated subjects less likely to defy your will. PsiHB3

[PC5] Psionicist Classes Group


[Q3.9] Level 9 Psi3 Powers

## Level 9 Powers Discip. Short Description Source
1 Affinity Field Psymet Effects that affect you also affect others. PsiHB3
2 Apopsi Telep You delete the psionic power of another. PsiHB3
3 Astral Construct IX Metcre Astral construct fights for you. PsiHB3
4 Astral Projection Psyport Projects you and friends into Astral Plane. PsiHB3
5 Confidante Telep You and another are permanently mentally bonded. PsiHB3
6 Detonation Psykin Pummels foe for 17d6 damage. PsiHB3
7 Dissolution Psykin You Disintegrate really large objects or creatures. PsiHB3
8 Genesis Metcre You instigate a new demiplane in the Astral Plane. PsiHB3
9 Greater Emulation Metcre Manifest any power 8th-level or less. PsiHB3
10 Metafaculty Clasen Subject cannot hide name or location from you. PsiHB3
11 Microcosm Telep Target explores imaginary world at the expense of the real one. PsiHB3
12 Monster Domination Telep Dominates any creature for less time. PsiHB3
13 Probability Travel Psyport You and friends physically enter Astral. PsiHB3
14 Psychic Surgery Telep Repair psychic dmg, impart knowledge of new powers, and similar things. PsiHB3
15 Shapechange Psymet You become any creature, change one/round. PsiHB3
16 Temporal Velocity Psyport Your time frame accelerates for 3d4 rounds. PsiHB3
17 Thrall Telep Target is your slave forever. PsiHB3
18 Time Regression Psyport Relive the last four rounds. PsiHB3
19 True Metabolism Psymet Regenerate 10 points/round for one minute. PsiHB3
20 True Telekinesis Psykin Lift or move 500 lb./level at long range. PsiHB3

[PC5] Psionicist Classes Group


Astral Destruct-3

Level KXP Psi-3
123 456 789
1 1 (owe) c-- --- ---
2 8 0-- --- ---
3 27 1-- --- ---
4 64 2c- --- ---
5 125 30- --- ---
6 216 31- --- ---
7 343 33c --- ---
8 512 330 --- ---
9 729 331 --- ---
10 1000 332 c-- ---
11 1300 333 0-- ---
12 1600 333 1-- ---
13 1900 333 2c- ---
14 2200 333 30- ---
15 2500 333 31- ---
16 2800 333 32c ---
17 3100 333 330 ---
18 3400 333 331 ---
19 3700 333 332 c--
20 4000 333 333 0--
21 4300 333 333 1--
22 4600 333 333 2c-
23 4900 333 333 30-
24 5200 333 333 31-
25 5500 333 333 32-
26 5800 333 333 32c
27 6100 333 333 330
28 6400 333 333 331
29 6700 333 333 332
30 7000 333 333 333
31 7300 333 333 333
32 7600 333 333 333
33 7900 333 333 333
34 8200 333 333 333
35 8500 333 333 333
36 8800 333 333 333
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  3  8  2  3  1  0  1
+2  5  4  8  2  3  1  0  2
+3  6  4  8  3  4  2  0  2
+4  6  5  8  3  4  2  1  3
+5  6  5  9  3  4  2  1  3
+6  6  6  9  4  5  3  1  4
+7  7  6  9  4  5  3  2  4
+8  7  7  9  4  5  4  2  5
+9  7  7 10  5  6  4  2  5
+10  7  8 10  5  6  4  3  6
+11  8  8 10  5  6  5  3  6
+12  8  9 10  6  7  5  3  7
+13  8  9 11  6  7  6  4  7
+14  8 10 11  6  7  6  4  8
+15  9 10 11  7  8  6  4  8
+16  9 11 11  7  8  7  5  9
+17  9 11 12  7  9  7  5  9
+18  9 12 12  8  9  8  5 10
Requisites: Str 6+level, Dex 5+level, Con 4+level,
Int 3+level, Wis 2+level, Chr 1+level
Alignment: any
HD/level: & d10
Weapon Prof.: & 3+level
To Hit Table: Mon
Save Table: Psi
Reference: DM {Planeshifted Astral Construct3}
Groups: Psionicist, Monster, Alternate
 
Gets Psi-3 powers, see [Q-3]. Gets a stat bonus of your choice to the progression.
Psi-3 PSPs = (LVL*LVL+LVL*10+Stat-14)/4. Example: Level 1 character with a Stat=18 has (1*1+1*10+18-14)/4 = 3 PSPs.
Also gets 1 ACP (Astral Construct Point) per level. These ACPs return at a rate of LVL/4+1 per turn, round down.
Level 1: You count as an additional +2 weapon to hit others.
Level 1: You may use Anti-Astral Projection; but in this case, you cannot use M actions.
Level 1: Pick an ability below. Even though these mechanics are "5th edition"-like, these are not "5th edition" picks for Custom5.
   I. ½P, 1 ACP: Deal 50*LVL Anti-Astral dmg to one target (no save, IR to resist)
   II. 1P, 1 ACP: Destroy a x0 or x1 magic item.
   III. 1P, 1 ACP: Unsummon a summon.
Level 2: Pick another ability from I-III above. If you pick an ability more than once, P action costs go to V, V costs go to 0 (zero action).
Level 3: Pick another ability from I-III above. If you pick an ability more than once, P action costs go to V, V costs go to 0 (zero action).
Level 5: Pick an ability below:
   IV. ½P, 2 ACP: Deal 25*LVL Anti-Astral dmg to a group (no save, IR to resist)
   V. 1P, 2 ACP: Destroy a Wall or Ward (e.g. Forbiddance zone) effect, or cast Passwall.
   VI. 1P, 2 ACP: Target gains +1QP action this segment
Level 6: Pick another ability from I-VI above. If you pick an ability more than once, P action costs go to V, V costs go to 0 (zero action).
Level 7: Pick another ability from I-VI above. If you pick an ability more than once, P action costs go to V, V costs go to 0 (zero action).
Level 9: Pick an ability below:
   VII. ½P, 3 ACP: Remove a class ability or immunity from an element (affects 1 group). If used against 1 target, gets no ER.
   VIII. 1P, may borrow, 3 ACP: Fork
   IX. 1P, 3 ACP: Defile the MF/PF/TF/PsiF/TechF in area, Tempus Chaos, cause other forms of discontinuities/tears
Level 10: Pick another ability from I-IX above. If you pick an ability more than once, P action costs go to V, V costs go to 0 (zero action).
Level 11: Pick another ability from I-IX above. If you pick an ability more than once, P action costs go to V, V costs go to 0 (zero action).
Level 13: Pick an ability below:
   X. ½M, 4 ACP: Halve the hp on up to (LVL-7)/3 targets (no save, IR to resist)
   XI. 1M, 4 ACP: Whenever someone targets a spell or psi effect in the room, it is redirected to you (treat as a x1 Special).
   XII. 1M, 4 ACP: Cause all triggers on target to trigger prematurely, and target cannot use his next Clone (no save, ER to resist)
Level 14: Pick another ability from I-XII above. If you pick an ability more than once, P action costs go to V, V costs go to 0 (zero action).
Level 15: Pick another ability from I-XII above. If you pick an ability more than once, P action costs go to V, V costs go to 0 (zero action).

[PC5] Psionicist Classes Group


Basic Psi-3 Information

Psi-3 Wild Talents
 
There are two methods for "Wild Talents" in Psi-3. Neither require you to pick a discipline. Your Caster Level (CL) is half of your highest level. You may switch between methods during a reset.
 
Wild Talent Method 1
 
This method does not require feats.
 
Wild Talent Psi-3 Calculation = Stat+HNCL-12
where "Stat" is any ability score you choose, and "HNCL" is "Highest Non-Concordant Level" (e.g. the highest level among your classes).
 
Use the progression below for powers gained (no stat bonus). Can trade one 1st for four 0th level powers.
You can never access powers greater than SL=7 with this wild talent.
 
HNCL Psi-3 Wild
123 456 7
0-2 1-- --- -
3-5 2-- --- -
6-8 21- --- -
9-11 32- --- -
12-14 321 --- -
15-17 432 --- -
18-20 432 1-- -
21-23 543 2-- -
24-26 543 21- -
27-29 654 32- -
30-32 654 321 -
33-34 765 432 -
36+ 765 432 1
 
Wild Talent Method 2
 
This method requires feats, but you are not limited by how many powers you have, and you can get higher level powers faster.
 
Wild Talent Psi-3 Calculation = (Str+Dex+Con+Int+Wis+Chr-60) / 6 + HNCL*3
 
You get no powers for "free", you need to spend feats.
Each feat spent gives your highest level in Psi-3 power levels. A 0 level Psi3 power costs ¼ of a power level.
You need to be at least level equal to double the power level to use a power (e.g. you need to be 2nd level to use a 1st level power).
You can never access powers greater than SL=9 with this wild talent.

[PC5] Psionicist Classes Group


[Q-3.0] Level 0 Psi-3 Powers

## Level 0 Powers Discip. Short Description Source
1 Blob Psyport Target's speed slows by 3" for one round. DM
2 Boulder Metcre You create a short-lived boulder (1d12) DM
3 Clear Telep Creature can ignore daze/fascinate/confusion for 1 segment. DM
4 Concentrate Telep Subject's mind focuses, gets +1 bonus on actions for 1 round. DM
5 Control Shadow Psykin You control a normal shadow like a puppet. DM
6 Detect Anti-Psionics Clasen You detect the presence of anti-psionic activity. DM
7 Finger of Water Metcre You deal 1d3 water damage to one foe. DM
8 Lesser Natural Weapon Psymet You gain +1 TH. DM
9 My Darkness Psykin Your eyes emit 20-ft. cone of darkness. DM
10 Near Hand Psykin Telekinesis (CL/4)*10' falling dmg, can only affect someone in your group DM
11 Near Punch Psykin Telekinetic punch deals 2 damage to someone in your group. DM
12 Nerve Psymet Target loses 1 max hp for 1 turn. DM
13 Owlsight Psymet You have ultravision. DM
14 Rockdrop Psyport Target takes +50% falling damage. DM
15 Sink Psyport Target sinks (or loses Water Walking) DM

[Q-3.1] Level 1 Psi-3 Powers

## Level 1 Powers Discip. Short Description Source
1 Astral Destruct I Metcre Creates astral destruct to fight for you. DM
2 Biodust Psykin 1d4 dust dmg/r to up to 2 cr. DM
3 Combat Reflex Clasen You gain +1 TH. DM
4 Expansion Psymet You grow 5%/level DM
5 Fork Gaze Clasen Gaze attacks (against you) affect both you and the person gazing at you. DM
6 Lesser Metaphys. Armor Clasen Enemies need a +1 weapon to hit you. DM
7 Lesser Spirit Adjustment Psymet You heal 1d8 hp, +1 to next PP save, or restore 1 negative level. DM
8 Moralize Telep Friends gain +1 on die rolls for 1 segment. DM
9 Mortis Psymet Target loses 3 max hp for 1 turn. DM
10 Remove Sound Psykin Remove sounds in area DM
11 Reveal Thoughts Telep Target's thoughts become known to everyone in area. DM
12 Tail of the Rat Psymet Gain a tail; your base tail attack does 1d4 damage. DM
13 Turn Object Psykin Turn a golem (RSW save) DM
14 UnCharm Person Telep Remove Charm, Domination DM

[PC5] Psionicist Classes Group


[Q-3.2] Level 2 Psi-3 Powers

## Level 2 Powers Discip. Short Description Source
1 Astral Destruct II Metcre Create astral destruct to fight for you. DM
2 Chilling Ray Metcre Cold ray deals 3d6 damage to foe. DM
3 Clairnasience Clasen Clairnasience DM
4 Combat Presence Clasen +2 AC. DM
5 Control Earth Psykin Dig or Wall of Stone DM
6 Control Water Psykin Raise Water, Lower Water, or Part Water DM
7 Inaudibility Psykin Subject is inaudible for 10 min./level or until it attacks. DM
8 Inflict Uneasiness Telep Your mental attack deals 3d6 stat damage (random) DM
9 Muscle Lock Telep Subject cannot move or take any physical actions. DM
10 Painful Strike Psymet Your armed attacks deal extra 1d6 damage. DM
11 Psionic Trap Psyport Create a psionic trap (a minor High Frequency Sample effect) DM
12 Remove Psionic Trap Psyport Remove a psionic trap. DM
13 Spirit Adjustment Psymet You heal 3d6 hp, +3 to next PP save, or restore 2 negative levels. DM

[Q-3.3] Level 3 Psi-3 Powers

## Level 3 Powers Discip. Short Description Source
1 Astral Destruct III Metcre Astral destruct fights for you. DM
2 Blackice Metcre Deals 5d4 black ice damage in 20 ft. radius. DM
3 Cone of Earthquake Psykin Earthquake inflicts 5d4 sonic damage (group) DM
4 Curse Sense Clasen Sense curses in 30-ft. radius. DM
5 Dimension Trade Psyport Switch places with anyone you see (unwilling gets save) DM
6 Drop Psyport Target cannot fly (no save) DM
7 Duodimensional Blade Psymet +3 distributed among crit range and multiplier to all your weapons DM
8 Metaphysical Armor Metcre Enemies need a +3 weapon to hit you. DM
9 Physm Telep +1 P action per round. DM
10 Plasmic Form Psymet Plasma damaging shield (50% damage back) DM
11 Replacement Psymet Dispel displacement effect, or you ignore displacement for 1 turn DM
12 Summon Monster II Telep Summons a DL II monster, can be in addition to astral destruct DM

[PC5] Psionicist Classes Group


[Q-3.4] Level 4 Psi-3 Powers

## Level 4 Powers Discip. Short Description Source
1 Astral Destruct IV Metcre Astral destruct fights for you. DM
2 Dimensional Enhancer Psyport Can teleport or dim door away during combat (x1 Special) DM
3 Dismiss Elemental Metcre Dismiss an elemental (no save) DM
4 Fate of None Clasen Force an enemy to reroll a die roll (chooses worst) DM
5 Hold Monster Psyport Hold Monster DM
6 Midas Touch Metcre Transforms magic items into XP or gems (1/2 value) DM
7 Polymorph Other Psymet Polymorph Other DM
8 Psychotakeback Psymet You can use power points to boost your Int, Wis, and/or Chr ability mods. DM
9 Shards Touch Psymet Your shards touch deals 7d6 acid damage. DM
10 Spell Barrier Psykin SR 10+2*CL DM
11 Wall of Element Metcre Pick an element, it's a wall of it. Damage = CLd4 if you pass through. DM

[Q-3.5] Level 5 Psi-3 Powers

## Level 5 Powers Discip. Short Description Source
1 Astral Destruct V Metcre Astral destruct fights for you. DM
2 Darkness Blast Psykin Darkness blast inflicts 9d4 damage in 20' radius. DM
3 Ectoplasmic Weapon Metcre +10 TH DM
4 Graft Nonweapon Psymet A natural attack form of yours is considered a weapon (can spec., etc.) DM
5 Material Rearrangement Psykin Replace an object's material with another (same E factor or less) DM
6 Metamorphics Psymet Polymorph Any Object DM
7 Natural Shield Psymet +4 saves DM
8 Outcarnate Metcre One anti-psionic effect is permanent. DM
9 Physical Barrier Psymet -CL dmg per physical attack DM
10 Telemport Psyport Teleport someone you know to you (RSW save, attempt only 1/hour) DM

[Q-3.6] Level 6 Psi-3 Powers

## Level 6 Powers Discip. Short Description Source
1 Armor of Prudence Clasen +6 TH or saves. DM
2 Astral Destruct VI Metcre Astral destruct fights for you. DM
3 Breath of the Drake Psymet Breath water for 11d4 damage. DM
4 Improved Mortis Psymet Target loses 13 max hp. DM
5 Mass Confusion Telep Confusion a group (Will save) DM
6 Phlogiston Jaunt Psyport You enter the plane of Phlogiston. DM
7 Reintegrate Psykin Repair a broken item or reverse a disintegration effect DM
8 Replace Psykin Put an object into someone's inventory (Reflex save) DM
9 Suspend Death Psymet It takes CL rounds for you to die due to being at negative hp DM

[PC5] Psionicist Classes Group


[Q-3.7] Level 7 Psi-3 Powers

## Level 7 Powers Discip. Short Description Source
1 Astral Destruct VII Metcre Astral destruct fights for you. DM
2 Contingency Metcre Sets trigger condition for another power. DM
3 Emulate Effect Clasen Manifest any Psi-3 power 6th-level and less. DM
4 Metal Body Psymet AC +CL, saves +CL, unarmed dmg +CL, DR CL/- DM
5 Plane Shift Psyport Up to eight subjects travel to another plane. DM
6 Rebound Psykin MPaPReflection CL*15% DM
7 Sanity Telep Target is cured of insanity, confusion, feeblemind, mental effects DM
8 Teleport Without Error Psyport As Teleport with no off-targets. DM

[Q-3.8] Level 8 Psi-3 Powers

## Level 8 Powers Discip. Short Description Source
1 Astral Destruct VIII Metcre Astral destruct fights for you. DM
2 Clone Metcre Clone DM
3 Mind Write Telep Subject immune to mental/emotional effects, scrying, and remote viewing. DM
4 Recall Birth Clasen Foe vividly recalls its birth, and gains CL negative levels (no save) DM
5 Spiritual Body Psymet Planar Displaced, Immune Matter, you can't physically attack DM
6 Telepathic Sphere Psykin Mobile force globe protects group from mental attacks DM
7 Temporal Accelerate Psyport Can use 2S+1V per segment. DM

[Q-3.9] Level 9 Psi-3 Powers

## Level 9 Powers Discip. Short Description Source
1 Anti-Astral Projection Psyport Projects you and friends into Anti-Astral Plane. DM
2 Armageddon Metcre Destroy a demiplane (will probably get Objected to unless it's empty) DM
3 Astral Destruct IX Metcre Astral destruct fights for you. DM
4 Greater Emulation Metcre Manifest any Psi-3 power 8th-level or less. DM
5 Pawn Telep Pawn someone (gets a Will and a Spell save, making either is a make) DM
6 Shapechange Other Psymet Shapechange Other DM

[PC5] Psionicist Classes Group


Astral PhysAdept

Level KXP Psi30 SL's
123 456 789 A
1 0 3-- --- --- -
2 10 6-- --- --- -
3 20 61- --- --- -
4 30 62- --- --- -
5 40 63- --- --- -
6 50 631 --- --- -
7 100 932 --- --- -
8 200 963 --- --- -
9 300 963 1-- --- -
10 400 993 2-- --- -
11 500 996 3-- --- -
12 1000 996 31- --- -
13 1500 999 32- --- -
14 2000 999 63- --- -
15 2500 999 631 --- -
16 3000 999 932 --- -
17 3500 999 963 --- -
18 4000 999 963 1-- -
19 4500 999 993 2-- -
20 5000 999 996 3-- -
21 5500 999 996 31- -
22 6000 999 999 32- -
23 6500 999 999 63- -
24 7000 999 999 631 -
25 7500 999 999 632 -
26 8000 999 999 963 -
27 8500 999 999 964 -
28 9000 999 999 965 -
29 9500 999 999 966 -
30 10000 999 999 976 -
31 10500 999 999 977 -
32 11000 999 999 987 -
33 11500 999 999 988 -
34 12000 999 999 998 -
35 12500 999 999 999 -
36 13000 999 999 999 1
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  8  2  3  1  0  1
+0  5  4  8  2  3  1  0  2
+0  6  4  8  3  4  2  0  2
+1  6  5  8  3  4  2  1  3
+1  6  5  9  3  4  2  1  3
+1  6  6  9  4  5  3  1  4
+2  7  6  9  4  5  3  2  4
+2  7  7  9  4  5  4  2  5
+2  7  7 10  5  6  4  2  5
+3  7  8 10  5  6  4  3  6
+3  8  8 10  5  6  5  3  6
+3  8  9 10  6  7  5  3  7
+4  8  9 11  6  7  6  4  7
+4  8 10 11  6  7  6  4  8
+4  9 10 11  7  8  6  4  8
+5  9 11 11  7  8  7  5  9
+5  9 11 12  7  9  7  5  9
+5  9 12 12  8  9  8  5 10
Requisites: Int 12, Wis 12, Chr 12
Alignment: any
HD/level: d4
Weapon Prof.: 1+level/5
To Hit Table: Wiz
Save Table: Psi
Reference: Shadowrun
Groups: Wizard, Psionicist
 
This is a mage which casts Shadowrun powers as if they were spells. AstralPA cannot cast normal Wizard spells.
Take the Drain Code of the power, and convert it to a spell level, as follows:
Letter of Drain Code   (so an S5 is spell level 6)
L M S D X Spell Level AstralPA cannot use Material Componenting at all, instead, you may burn extra spells from your memorization to get that number of times effect (e.g. if you burn five 1st level spells for one spell, you get x5 effect). This costs no extra actions.
1 - - - - 0 (1/4 of a 1st level spell) Your number of "successes" equals your level (unless you multiply the effect, of course).
2-3 1 - - - 1 Level 1: May use astral perception.
4-6 2 1 - - 2 Level 9: May use astral projection.
7-10 3 2 1 - 3
11-15 4 3 2 1 4
16-21 5 4 3 - 5
22-28 6-7 5 4 2 6
29+ 8-9 6 3 - 7
- 10+ 7 6 3 8
- - 8+ 7 - 9
- - - 8+ 4 10
- - - - 5+ 11 (you can't normally get this because it's not on the spell progression)

[PC5] Psionicist Classes Group


Psi30 Simplified Minor Powers

# Name Field Drain PSPs Notes
1 Armor Manip L3 30 +CL/2 AC; -CL dmg per physical attack
2 Combat Sense (personal) Detect L2 20 +CL initiative; +CL saves
3 Detect Psionics Detect L2 20 Gives freq. & field of psi
4 Enhanced Hearing Detect L1 10 10*CL% Detect Noise
5 Entertainment Illus L1 10 Two D'lusion (as spell)
6 Invisibility Illus L2 20 Invisibility (+2 AC)
7 Levitate Item Manip L2 20 Caster controls up+down
8 Spectacle Illus L2 20 Entertainment power with sound
9 Stun Touch Combat L1 10 Touch: Target is at -CL all actions
10 Treat Light Wounds Health L1 10 Heals 10% max hp (material componenting gives 20%)
11 Treat Mental Drain Health L34 340 Regain 10*CL PSPs in one pool
12 X-ray Gem Detect L2 20 Gem of X-ray vision (CL feet)
13 (new) Combine Construct L6 60 Combine two groups of enemies into one group (no save).
14 (new) Erase Question Mark Construct L6 60 Lock a door [or] Erase a "?".
15 (new) Twist Construct L3 30 Twist an effect on a target (use ER to resist)

Psi30 Simplified Major Powers

# Name Field Drain PSPs Notes
1 Air Bridge Manip M2 40 Beam of Air than can walk on
2 Animate Manip M2 40 Animate Object (as spell), can be used as a DL=CL/2 Golem summon
3 Antidote Toxin Health M3 60 Neutralize Poison (as spell)
4 Astral Psi Fingers Manip M2 40 Telekinesis; Str=CL, Dex=CL with it
5 Blackout Illus M2 40 Blast:Cause Blindness(as spell)
6 Clairaudience Detect M1 20 Clairaudience,can move
7 Clairvoyance Detect M1 20 Clairvoyance,can move
8 Death Touch Combat M3 60 Touch: 10*CL necromantic dmg
9 Detect Life Detect M1 20 Detect Life
10 Dimension Door Manip M4 80 Dimension Door
11 Flight Manip M1 20 Fly at 3*CL"
12 Improved Invisibility Illus M2 40 Improved Invisibility (+2 AC)
13 Know Exit Detect M2 40 Know dir./dist. to nearest exit
14 Lock/Unlock Manip M1 20 Locks/Unlocks (nonmagical lock)
15 Mana Touch Combat M2 40 Touch: 10*CL astral dmg
16 Mind Link Detect M1 20 Psionic Link
17 Petrify/Reverse Petrify Manip M6 120 Flesh to Stone, Fort save
18 Physical Mask Illus M1 20 Changes appearance physically
19 Ram Touch Combat M2 40 CL hull damage (physical) to one target
20 Stun Bolt Combat M1 20 One target: -CL all actions (max -10); (CL-10)*10 astral dmg
21 Treat Moderate Wounds Health M1 20 Heals 30% max hp (material componenting gives 60%)
22 Tri-D Spectacle Illus M3 60 Tri-D Enter. power with sound
23 (new) Become Insubstantial Construct M6 120 Become Insubstantial; pass through objects/walls (including Wall spells, but not Wards)
24 (new) Remove BlahR Construct M3 60 Remove a BlahR [or] Halve the irrBlahR from 1 target
25 (new) Stop Construct M6 120 One group Stopped (cannot move or use V actions) (InnR to resist)

[PC5] Psionicist Classes Group


Psi30 Simplified Grand Powers

# Name Field Drain PSPs Notes
1 Acid Bolt Manip S4 120 1 target: CL*10 acid dmg
2 Air Bolt Manip S3 90 1 target: CL*10 air dmg
3 Analyze Device Detect S2 60 How to use object & its use
4 Analyze Truth Detect S2 60 Detect Lie
5 Bind Manip S2 60 1 target: Stopped and CL/2 Str dmg
6 Confusion Illus S1 30 Confusion (as spell)
7 Control Actions Manip S4 120 Caster controls next CL/3 P actions (Str check at -CL)
8 Control Movement Manip S2 60 Caster controls next CL/2 V actions (Str check at -CL)
9 Cure Disease Health S3 90 Cure Disease (as spell)
10 Death Bolt Combat S3 90 1 target: CL*5 vile necromantic dmg
11 Detect Enemies Detect S1 30 Detect Enemies
12 Detect Planar Energy Detect S1 30 Gives color of planar cord
13 Dimension Walk Manip S3 90 Dimension Walk
14 Earth Bolt Manip S3 90 1 target: CL*10 earth dmg
15 Fire Bolt Manip S3 90 1 target: CL*10 fire dmg
16 Flame Shield Manip S2 60 Protection from Fire
17 Grease Blast Manip S3 90 Grease & area Fumble (as spell)
18 Healthy Glow Health S2 60 +CL Cml; Clean cantrip
19 Ice Bolt Manip S4 120 1 target: CL*10 ice dmg
20 Incr./Decr. Movements Health S7 210 ±CL/2 V actions (save is Dex check at -CL)
21 Lightning Bolt Manip S4 120 1 target: CL*10 lightning dmg
22 Luck Detect S2 60 Gains +CL (+5*CL%) on 1 action (once)
23 Mana Bolt Combat S2 60 1 target: CL*10 astral dmg
24 Mind Probe Detect S1 30 Ps2P "Probe", 1 question/succ
25 Movement Manip S3 90 Gives +1V action
26 Nightvision Detect S1 30 Can see in magical/psi darkness
27 Prophylaxis Health S3 90 Double Resist Poison and Drugs
28 Psi Sword Combat S2 60 Considered +CL weapon; base dmg=10*CL; cannot critical
29 Resist Allergy Health S3 90 For 1 turn, remove a Vulnerability or reduce Severe Allergy -> Vulnerability
30 Shapechange (Personal) Manip S3 90 Shapechange (self; can material component to hit someone else)
31 Spherical Vision Detect S2 60 All-Around Sight
32 Stabilize Health S1 30 Death's Door (target at negative hp goes to 1 hp)
33 Sterilize Combat S1 30 Removes bacteria, bugs, etc. (will destroy a Creeping Doom)
34 Stun Blast Combat S1 30 1 group: -CL all actions (max -10); (CL-10)*10 astral dmg
35 Treat Serious Wounds Health S1 30 Heals 60% max hp (material componenting gives 120%)
36 Turn to Goo Manip S6 180 Polymorphs target to sludge (PPD save)
37 Warpsense Detect S3 90 Infravision; Ultravision
38 Water Bolt Manip S3 90 1 target: CL*10 water dmg
39 Weather Guard Manip S3 90 Protection from Weather
40 (new) Remove Racial Ability/Immunity Construct S3 90 Remove a racial ability or immunity from a group (ER to resist).
41 (new) Restore BlahF Construct S6 180 Restore the MF/PF/TF/PsiF/TechF in area, Repair other forms of discontinuities/tears
42 (new) Time Stop Construct S6 180 Time Stop (as spell, use InnR to resist)

[PC5] Psionicist Classes Group


Psi30 Simplified Super Powers

# Name Field Drain PSPs Notes
1 Acid Blast /Toxic Wave Manip D4 160 1 group: CL*10 acid dmg
2 Air Blast Manip D3 120 1 group: CL*10 air dmg
3 Barrier Manip D2 80 Solid Wall of Force (as spell)
4 Control Thoughts Manip D4 160 Caster controls next CL/4 M actions (Int check at -CL)
5 Death Blast Combat D3 120 1 group: CL*5 vile necromantic dmg
6 Decrease Charisma Health D2 80 CL Chr dmg (no save)
7 Decrease Constitution Health D2 80 CL Con dmg (no save)
8 Decrease Dexterity Health D2 80 CL Dex dmg (no save)
9 Decrease Intelligence Health D2 80 CL Int dmg (no save)
10 Decrease Strength Health D2 80 CL Str dmg (no save)
11 Decrease Wisdom Health D2 80 CL Wis dmg (no save)
12 Earth Blast Manip D3 120 1 group: CL*10 earth dmg
13 Fire Blast /Hellblast Manip D3 120 1 group: CL*10 unholy fire dmg
14 Ice Blast Manip D4 160 1 group: CL*10 ice dmg
15 Ice Sheet Manip D4 160 Wall of Ice (CL*10 ice dmg)
16 Incr./Decr. Physicals Health D7 280 ±CL/3 P actions (save is Str check at -CL)
17 Increase Charisma Health D2 80 +CL Chr
18 Increase Constitution Health D2 80 +CL Con
19 Increase Dexterity Health D2 80 +CL Dex
20 Increase Intelligence Health D2 80 +CL Int
21 Increase Strength Health D2 80 +CL Str
22 Increase Wisdom Health D2 80 +CL Wis
23 Influence Manip D2 80 Command (no save); Suggestion (Will save); Demand (Will save)
24 Lightning Blast Manip D4 160 1 group: CL*10 lightning dmg
25 Mana Barrier Manip D3 120 Wall: Psionics (all freq.) cannot pass through
26 Mana Blast Combat D2 80 1 group: CL*10 astral dmg
27 Mirage Arcana Illus D5 200 (no PsiR) Even vs. those immune
28 Omniscience Detect D2 80 Divination 1 question/succ
29 Probability Travel Manip D4 160 Probability Travel
30 Ram Blast /Urban Renewal Combat D2 80 1 group of objects (or 30'x30' area): CL*10 hull dmg (inanimate objects only)
31 Resist Stun Health D1 40 Resist Stun (including Capital S Stun)
32 Slay Combat D3 120 1 target: CL*10 vile necromantic dmg
33 Spell Barrier Manip D5 200 Wall: Magic (all types) cannot pass through
34 Teleportation Manip D3 120 Teleport, no error, up to 1 plane
35 Temporary Insanity Manip D2 80 CL targets (may multi-target): Insanity (Will save for each)
36 Thunderclap Manip D5 200 1 group: CL*10 sound dmg
37 Treat Deadly Wounds Health D1 40 Heals 100% max hp (material componenting gives 200%)
38 Unhealthy Glow Health D2 80 CL Cml dmg (no save); Dirty cantrip
39 Water Blast Manip D3 120 1 group: CL*10 water dmg
40 (new) Fork Construct D6 240 1bM: Fork (can be used on up to a x8 multiplier effect)
41 (new) Defile BlahF Construct D6 240 Defile the MF/PF/TF/PsiF/TechF in area; Tempus Chaos
42 (new) Remove Class Ability/Immunity Construct D3 120 Remove a class ability or immunity from an element (affects 1 group).

[PC5] Psionicist Classes Group


Psi30 Simplified Ultra Powers

# Name Field Drain PSPs Notes
1 Annihilation Bolt Combat X10 500 1 group: CL*100 annihilation dmg [or] 1 idmg; Annihilated (PsiR; no save)
2 HyperGate Manip X2 100 Gate, no summoning sickness, up to CL planes removed
3 Incr./Decr. Mentals Health X7 350 ±CL/4 M actions (save is Int check at -CL)
4 Solid Stun Blast Combat X1 50 1 group: -CL*10 all actions; (CL-10)*100 astral dmg
5 Super Luck Detect X3 150 Choose result on next die roll
6 (new) Become Immaterial Construct X6 300 Insubstantial (see Major power); Immune to matter & energy; Can't be targetted.
7 (new) Halving Construct X3 150 Halve the hp on up to (CL-7)/3 targets (no save, IR to resist, may multi-target one target)
8 (new) Lock Down Construct X3 150 Lock down one action type in the room.
9 (new) Power Magnet Construct X6 300 Whenever someone targets a spell or psi effect in the room, it is redirected to you (treat as a x1 Special).
10 (new) Remove Terrain Feature Construct X6 300 Remove a Terrain Feature (-275+25*LVL%) (-100% per multiplier beyond x1).
11 (new) Set Off Triggers Construct X6 300 Cause all triggers on target to trigger prematurely, and target cannot use his next Clone (no save, ER to resist)
12 (new) Temporary Artifact Construct X9 450 Create a temporary artifact as if an Artificer of equal level, or create a Casting Cost LVL/3 or less MTG Artifact that lasts for 1 turn (see Planeswalker Artificer).

[PC5] Psionicist Classes Group


Basic Psi30 Information

P30Ps = Int + Wis + Chr - 36 +level*6.
Treat Wild Talents as level 0 for this calculation, elsewhere (for CL and ML) use level/2 (round up).
1 P30P = 10 PSPs (Psi1 or Psi2) for conversion purposes.
 
Drain Code: L M S D X
Type of Power: Minor Major Grand Super Ultra
P30P multiplier: x1 x2 x3 x4 x5
 
Multiply the P30P multiplier by the Drain Staging to get P30P cost.
For example, "Air Bolt" is an S3, so it's a Grand that costs 9 P30Ps.
(DM Note: The modern version of the power tables includes P30P costs for you.)
 
# Successes = Your level (or level/2 if wild talent).
 
Powers that do damage do 10% of max hp per success, with a save for half damage.
 
In the power progression, you may "three for one trade" upwards (3 Minors can be replaced with 1 Major, even at level 1).

[PC5] Psionicist Classes Group


Psi30 Minor Powers

Name Field Targ Type Drain P30Ps Notes
Armor Manip 3 Phys L3 3 Melee:+½ AC,-1dmg per hit/succ
Combat Sense (personal) Detect 2 Phys L2 2 +1 initiative,+1 saves/succ
Control Emotion Manip Chr Ment L4 4 Emotion:-1/succ on actions
Detect Psionics Detect R-1 Ment L2 2 Gives freq. & field of psi
Enhanced Hearing Detect 4 Ment L1 1 10%/succ Detect Noise
Entertainment Illus 2 Ment L1 1 Two D'lusion (as spell)
Hibernate Manip Con Phys L2 2 Feign Death & Suspend Animation
Invisibility Illus Int Ment L2 2 As spell, each creature resists
Levitate Item Manip W Phys L2 2 Caster controls up+down
Mask Illus Cml Ment L1 1 Alters appearance, Chr resists
Mental Armor Manip 9 Ment L6 6 -½ hit/succ per mental attack
Mob Mood Manip Int Ment L8 8 Control Emotions Blast
Object Mask Illus Cml Ment L2 2 Alters appearance, Chr resists
Spectacle Illus 3 Ment L2 2 Entertainment power with sound
Stun Touch Combat Wis Ment L1 1 Astral stunning
Treat Light Wounds Health Con Phys L1 1 Heals 10% max hp (1 succ)
Treat Mental Drain Health 7 Ment L34 34 regain 10*succ% Psi (all freq)
X-ray Gem Detect 3 Phys L2 2 Gem of X-ray vision (1'/succ)

[PC5] Psionicist Classes Group


Psi30 Major Powers

Name Field Targ Type Drain P30Ps Notes
[creature type] Form Manip W Phys M3 6 Polymorph Self (as spell)
Air Bridge Manip 4 Phys M2 4 Beam of Air than can walk on
Animate Manip W Phys M2 4 Animate Object (as spell)
Antidote Toxin Health Con Phys M3 6 Neutralize Poison (as spell)
Anti-Missile Barrier Manip 4 Phys M2 4 Ranged:+½ AC,-1dmg per hit/succ
Astral Psi Fingers Manip 4 Phys M2 4 1 Str,1 Dex/succ
Blackout Illus Int Ment M2 4 Blast:Cause Blindness(as spell)
Clairaudience Detect R+1 Ment M1 2 Clairaudience,can move
Clairvoyance Detect R+2 Ment M1 2 Clairvoyance,can move
Clout Manip 3 Phys M2 4 TK punch:roll TH, dmg=½*ä(succ)
Combat Sense Detect 3 Phys M2 4 +1 initiative,+1 saves/succ
Control Animal Manip Str Ment M4 8 Caster controls ½P action/succ
Death Touch Combat Wis Phys M3 6 Necromantic damage
Detect [creature type] Detect R Ment M2 4 Int resists,mult.targets
Detect [Object] Detect R Ment M2 4 Locates Object (dir./dist.)
Detect Life Detect R+2 Ment M1 2 Chr resists,mult.targets
Detect Psionics (ext.) Detect R-3 Ment M3 6 Gives freq. & field of psi
Dimension Door Manip R-2 Phys M4 8 Ps1N "Dimension Door"
Enlarge/Reduce Manip Str Phys M3 6 ñ10%/succ size
Existential Blues Manip Chr Ment M1 2 Depresses target (-½/succ)
Fashion Manip 3 Phys M1 2 Makes clothes look better
Flight Manip 3 Ment M1 2 Fly at 3"/succ
Ignite Manip W+4 Phys M4 8 Item save:magical fire+4-1/succ
Improved Invisibility Illus Int Ment M2 4 As spell, each creature resists
Know Exit Detect R+1 Ment M2 4 Know dir./dist. to nearest exit
Levitate Person Manip W+2 Phys M2 4 Caster controls, Str resists
Light/Darkness Manip 3 Phys M1 2 Modifies light in area
Lock/Unlock Manip 4 Phys M1 2 Locks/Unlocks (nonmagical lock)
Makeover Manip Cml Phys M1 2 Fixes hair,makeup,fingernails
Mana Touch Combat Int Phys M2 4 Astral damage
Mind Link Detect Int Ment M1 2 Ps2P "Mindlink", 1 target
Nausea Blast Health Con Phys M2 4 Area effect Nausea (-½TH/succ)
Object Physical Mask Illus Cml Phys M2 4 Changes appearance physically
Oxygenate Health Con Phys M3 6 +½ Con/succ vs. suffocation
Pathfinder Manip Dex Phys M3 6 Ps1N "Body Equilibrium"
Petrify/Reverse Petrify Manip Str Phys M6 12 Flesh to Stone, Con resists
Physical Mask Illus Cml Phys M1 2 Changes appearance physically
Power Touch Combat Con Phys M1 2 Astral damage
Ram Touch Combat Con Phys M2 4 1 hull point damage/succ
Seal Manip 5 Phys M2 4 Hold Portal (as spell)
Stimulation Illus Wis Ment M1 2 Euphoria:+½ (mental)hit/succ
Stun Beam Combat Wis Ment M2 4 Astral stunning
Stun Bolt Combat Wis Ment M1 2 Astral stunning
Treat Moderate Wounds Health Con Phys M1 2 Heals 30% max hp (2 succ)
Tri-D Entertainment Illus 4 Phys M2 4 Phantasmal Force with touch
Tri-D Spectacle Illus 5 Phys M3 6 Tri-D Enter. power with sound
Use [Prof.] Fingers Manip 5 Phys M4 8 Can use prof. over Psi Fingers
Warplight Manip 8 Phys M3 6 Object seen with Infra/Ultra

[PC5] Psionicist Classes Group


Psi30 Grand Powers

Name Field Targ Type Drain P30Ps Notes
Acid Bolt Manip 4 Phys S4 12 Acid damage, Con resists
Air Bolt Manip 3 Phys S3 9 Ele.Air damage, Dex resists
Analyze Device Detect C Ment S2 6 How to use object & its use
Analyze Psionic Item Detect C Ment S1 3 How to use item & its use
Analyze Truth Detect Wis Ment S2 6 Detects Lies,1 target
Bind Manip Dex Phys S2 6 Stopped & -½ Str/succ
Chaos Illus Int Ment S2 6 Distract:-1 TH/succ,1target
Clairaudience (ext.) Detect R-2 Ment S2 6 Clairaudience,can move
Clairvoyance (ext.) Detect R Ment S2 6 Clairvoyance,can move
Confusion Illus Int Phys S1 3 Confusion (as spell)
Control Actions Manip Str Ment S4 12 Caster controls ½P action/succ
Control Movement Manip Str Ment S2 6 Caster controls ½V action/succ
Cure Disease Health Con Phys S3 9 Cure Disease (as spell)
Death Beam Combat Wis Phys S4 12 Necromantic damage
Death Bolt Combat Wis Phys S3 9 Necromantic damage
Detect [cr. type] (ext.) Detect R-2 Ment S3 9 Int resists,mult.targets
Detect [Object] (ext.) Detect R-2 Ment S3 9 Locates Object (dir./dist.)
Detect Enemies Detect R+1 Ment S1 3 Wis resists,mult.targets
Detect Life (ext.) Detect R Ment S2 6 Chr resists,mult.targets
Detect Planar Energy Detect Chr Ment S1 3 Gives color of planar cord
Dimension Walk Manip 6 Phys S3 9 Ps1N "Dimension Walk"
Earth Bolt Manip 3 Phys S3 9 Ele.Earth damage,Con resist
Eyes of the Pack Detect Int Ment S1 3 Blast:can see through eyes
Fire Bolt Manip 3 Phys S3 9 Ele.Fire damage,Con resist
Flame Shield Manip 4 Phys S2 6 Protection from Fire
Grease Blast Manip 4 Phys S3 9 Grease & area Fumble (as spell)
Healthy Glow Health Cml Phys S2 6 +1 Cml/succ, Clean cantrip
Ice Bolt Manip 4 Phys S4 12 Ice damage, Con resists
Incr./Decr. Movements Health 8 Phys S7 21 ±1 V action /r per 2 successes
Lightning Bolt Manip 4 Phys S4 12 Lightning damage, Dex resists
Luck Detect 4 Ment S2 6 Gains +1(+5%)/succ on 1 action
Mana Beam Combat Int Phys S3 9 Astral damage
Mana Bolt Combat Int Phys S2 6 Astral damage
Mind Probe Detect Int Ment S1 3 Ps2P "Probe", 1 question/succ
Mob Rush Manip Str Ment S6 18 Control Movement Blast
Mob Scene Manip Str Ment S8 24 Control Actions Blast
Movement Manip Dex Phys S3 9 Gives +1V action
Nightvision Detect 4 Ment S1 3 Can see in magical/psi darkness
Overstimulation Illus Wis Ment S1 3 Massive Euphoria:+1 hit/succ
Poltergeist Manip 4 Phys S2 6 Objects fly around, 1 dmg/succ
Power Beam Combat Con Phys S2 6 Astral damage
Power Bolt Combat Con Phys S1 3 Astral damage
Prophylaxis Health Con Phys S3 9 +½ Con/succ vs. poison,drugs
Psi Sword Combat 5 Ment S2 6 Roll TH (+succ), dmg=ä(succ)
Psi Sword II Combat 6 Ment S3 9 As Psi Sword, can hit nonliving
Ram Beam /Wrecker Combat Con Phys S3 9 1 hull point damage/succ
Ram Bolt Combat Con Phys S2 6 1 hull point damage/succ
Resist Allergy Health * Phys S3 9 Remove -1 penalty/succ
Resist Pain Health Con Phys S1 3 Resists physical pain
Shadow (Personal) Manip Chr Phys S1 3 Polymorph & go to Shadow plane
Shapechange (Personal) Manip W Phys S3 9 Polymorph to any monster
Spark Manip W+5 Phys S4 12 Item save:lightning+2-1/succ
Spherical Vision Detect 4 Ment S2 6 All-Around Sight
Stabilize Health -hp Phys S1 3 Target at 1 hp (Target#=-hp/3)
Sterilize Combat 3 Phys S1 3 Removes bacteria,bugs,etc.
Stink Illus Con Phys S2 6 Stinking Cloud effect
Stun Blast /Sleep Combat Wis Ment S1 3 Astral stunning
Treat Serious Wounds Health Con Phys S1 3 Heals 60% max hp (3 succ)
Turn to Goo Manip Con Phys S6 18 Polymorphs target to sludge
Warpsense Detect R+1 Phys S3 9 Can see with Infra/Ultra
Water Bolt Manip 3 Phys S3 9 Ele.Water damage,Str resist
Weather Guard Manip C Phys S3 9 Protection from Weather

[PC5] Psionicist Classes Group


Psi30 Super Powers

Name Field Targ Type Drain P30Ps Notes
Acid Blast /Toxic Wave Manip 4 Phys D4 16 Acid damage, Con resists
Air Blast Manip 3 Phys D3 12 Ele.Air damage, Dex resists
Astral Hearing Detect 9 Ment D1 4 Clairaudience to Astral Plane
Astral Static/Fog Manip 6 Ment D3 12 +1 target#/succ penalty in area
Barrier Manip 5 Phys D2 8 Solid Wall of Force (as spell)
Chaotic World Illus Int Ment D2 8 Chaos Blast
Control Thoughts Manip Int Ment D4 16 Caster controls ½M action/succ
Death Blast Combat Wis Phys D3 12 Necromantic damage
Decrease Charisma Health Chr Ment D2 8 -1 Chr/succ
Decrease Constitution Health Con Phys D2 8 -1 Con/succ
Decrease Dexterity Health Dex Phys D2 8 -1 Dex/succ
Decrease Intelligence Health Int Ment D2 8 -1 Int/succ
Decrease Strength Health Str Phys D2 8 -1 Str/succ
Decrease Wisdom Health Wis Ment D2 8 -1 Wis/succ
Detect Enemies (ext.) Detect R-1 Ment D2 8 Wis resists,mult.targets
Earth Blast Manip 3 Phys D3 12 Ele.Earth damage,Con resist
Fire Blast /Hellblast Manip 3 Phys D3 12 Ele.Fire damage,Con resist
Foresight Detect 4 Ment D2 8 Augury of next 1r/succ
Heal Health Con Phys D2 8 Cures 1=10%,2=30%,3=60%,4=100%
Ice Blast Manip 4 Phys D4 16 Ice damage, Con resists
Ice Sheet Manip 4 Phys D4 16 Wall:Ice damage, Con resists
Incr./Decr. Physicals Health 12 Phys D7 28 ±1 P action /r per 3 successes
Increase Charisma Health Chr Ment D2 8 +1 Chr/succ
Increase Constitution Health Con Phys D2 8 +1 Con/succ
Increase Dexterity Health Dex Phys D2 8 +1 Dex/succ
Increase Intelligence Health Int Ment D2 8 +1 Int/succ
Increase Strength Health Str Phys D2 8 +1 Str/succ
Increase Wisdom Health Wis Ment D2 8 +1 Wis/succ
Influence Manip Chr Ment D2 8 1=Command,2=Suggestion,4=Demand
Lightning Blast Manip 4 Phys D4 16 Lightning damage, Dex resists
Mana Barrier Manip 6 Ment D3 12 Wall:Dead Psionics (all freq.)
Mana Blast Combat Int Phys D2 8 Astral damage
Mirage Arcana Illus 5 Ment D5 20 (no PsiR) Even vs. those immune
Mob Mind Manip Int Ment D8 32 Control Thoughts Blast (yuck!)
Omniscience Detect 4 Ment D2 8 Divination 1 question/succ
Power Blast Combat Con Phys D1 4 Astral damage
Preserve Health 5 Phys D5 20 Ps1N "Preservation", ½ lvl/succ
Probability Travel Manip 6+# Phys D4 16 Ps1N "Probability Travel"
Ram Blast /Urban Renewal Combat Con Phys D2 8 1 hull point damage/succ
Resist Stun Health Wis Ment D1 4 Resist -1TH/succ from hits
Slay [creature type] Combat R Phys D3 12 Necro. damage,1 target,Wis
Spell Barrier Manip 7 Ment D5 20 Wall:Dead Magic (all types)
Teleportation Manip 4+# Phys D3 12 No error,up to 1plane,#=#people
Temporary Insanity Manip Wis Ment D2 8 1 insanity [DMG1]/succ
Thunderclap Manip 5 Phys D5 20 Blast:Sound damage, Con resists
Transform Manip W+W Phys D3 12 Polymorph Other, Str resists
Treat Deadly Wounds Health Con Phys D1 4 Heals 100% max hp (4 succ)
Unhealthy Glow Health Cml Phys D2 8 -1 Cml/succ, Dirty cantrip
Water Blast Manip 3 Phys D3 12 Ele.Water damage,Str resist

[PC5] Psionicist Classes Group


Psi30 Ultra Powers

Name Field Targ Type Drain P30Ps Notes
Annihilation Bolt Combat 20 Phys X10 50 (Str+Int) resists, Annihilation
HyperGate Manip N*3 Phys X2 10 Gate, no stun, N = # of planes
Incr./Decr. Mentals Health 16 Ment X7 35 ±1 M action /r per 4 successes
Solid Stun Blast Combat Wis Ment X1 5 Astral stunning, x2 normal succ
Super Luck Detect 5 Ment X3 15 Choose result on next die roll

[PC5] Psionicist Classes Group


Astral Physical Initiate30


Level

KXP
Psi30simple
mMG SU

TH
1 0 1-- -- +0
2 10 2-- -- +1
3 20 3-- -- +2
4 30 31- -- +3
5 40 32- -- +4
6 50 33- -- +5
7 100 331 -- +6
8 200 332 -- +7
9 300 432 -- +8
10 400 433 -- +9
11 500 443 -- +10
12 1000 443 1- +11
13 1300 443 2- +12
14 1600 443 3- +13
15 1900 444 3- +14
16 2200 444 4- +15
17 2500 544 4- +16
18 2800 554 41 +17
19 3100 554 42 +18
20 3400 555 43 +19
21 3700 555 44 +20
22 4000 555 54 +21
23 4300 555 54 +22
24 4600 555 55 +23
25 4900 665 55 +24
26 5200 666 55 +25
27 5500 666 65 +26
28 5800 666 66 +27
29 6100 776 66 +28
30 6400 777 66 +29
31 6700 777 76 +30
32 7000 777 77 +31
33 7300 887 77 +32
34 7600 888 77 +33
35 7900 888 87 +34
36 8200 888 881 +35
37 16400 888 882 +36
38 24600 888 883 +37
39 32800 888 884 +38
45 82000 998 888 +44
54 155800 AAA AA9 +53
63 229600 CCB BBB +62
72 303400 DDD DCC 1 +71
Requisites: Int 13, Wis 13, Chr 13
Alignment: any
HD/level: 2d4
Weapon Prof.: 3+level
To Hit Table: War
Reference: Shadowrun
Groups: Warrior, Psionicist, Planar
Complexity: CF=2
   
Saving Throws:  
PPD:  
RSW:  
PP:  
BW:  
Spell:  
Fort:  
Reflex:  
Will:  
   
Can use Astral Perception.
Can use Astral Projection (Int->Str, Wis->Dex, Chr->Con), and can attack normally while projected.
 
Gets Exceptional Str, Dex, or Con (pick one).
 
PSPs = (Int+Wis+Chr-36)*10 + LVL*60.
This (and the powers given below) are in the normal Psi1 PSP scale. Older printings of Psi30 used an older (10 to 1) scale.
 
May "material component" Psi30 powers by using 1V action. Note there are powers that are "Touch" for 1 target, if you material component these, you can hit your group (yourself excluded), or hit 1 target at range.
 
Level 9: Gets another Exceptional stat among Str, Dex, or Con.
Level 18: Gets the last Exceptional stat among Str, Dex, or Con.
 
In the powers list, "Field" is the same as "Discipline" in Psi3. If you generate a Psi Discipline Robe, use this column. Otherwise it is ignored.
"Drain" codes are no longer used but are being maintained for reference.
The old "Target" and "Type" columns from the old Psi30 are no longer being maintained.
 
CF=3:
Replace "Exceptional" with "Barbarian" above. Or you can alternatively have all three Exceptional stats at level 1 (and don't get any more at levels 9 and 18).
 
CF=4:
Gets Barbarian Str, Dex, and Con at level 1.

[PC5] Psionicist Classes Group


Psi30 Simplified Minor Powers

# Name Field Drain PSPs Notes
1 Armor Manip L3 30 +CL/2 AC; -CL dmg per physical attack
2 Combat Sense (personal) Detect L2 20 +CL initiative; +CL saves
3 Detect Psionics Detect L2 20 Gives freq. & field of psi
4 Enhanced Hearing Detect L1 10 10*CL% Detect Noise
5 Entertainment Illus L1 10 Two D'lusion (as spell)
6 Invisibility Illus L2 20 Invisibility (+2 AC)
7 Levitate Item Manip L2 20 Caster controls up+down
8 Spectacle Illus L2 20 Entertainment power with sound
9 Stun Touch Combat L1 10 Touch: Target is at -CL all actions
10 Treat Light Wounds Health L1 10 Heals 10% max hp (material componenting gives 20%)
11 Treat Mental Drain Health L34 340 Regain 10*CL PSPs in one pool
12 X-ray Gem Detect L2 20 Gem of X-ray vision (CL feet)
13 (new) Combine Construct L6 60 Combine two groups of enemies into one group (no save).
14 (new) Erase Question Mark Construct L6 60 Lock a door [or] Erase a "?".
15 (new) Twist Construct L3 30 Twist an effect on a target (use ER to resist)

Psi30 Simplified Major Powers

# Name Field Drain PSPs Notes
1 Air Bridge Manip M2 40 Beam of Air than can walk on
2 Animate Manip M2 40 Animate Object (as spell), can be used as a DL=CL/2 Golem summon
3 Antidote Toxin Health M3 60 Neutralize Poison (as spell)
4 Astral Psi Fingers Manip M2 40 Telekinesis; Str=CL, Dex=CL with it
5 Blackout Illus M2 40 Blast:Cause Blindness(as spell)
6 Clairaudience Detect M1 20 Clairaudience,can move
7 Clairvoyance Detect M1 20 Clairvoyance,can move
8 Death Touch Combat M3 60 Touch: 10*CL necromantic dmg
9 Detect Life Detect M1 20 Detect Life
10 Dimension Door Manip M4 80 Dimension Door
11 Flight Manip M1 20 Fly at 3*CL"
12 Improved Invisibility Illus M2 40 Improved Invisibility (+2 AC)
13 Know Exit Detect M2 40 Know dir./dist. to nearest exit
14 Lock/Unlock Manip M1 20 Locks/Unlocks (nonmagical lock)
15 Mana Touch Combat M2 40 Touch: 10*CL astral dmg
16 Mind Link Detect M1 20 Psionic Link
17 Petrify/Reverse Petrify Manip M6 120 Flesh to Stone, Fort save
18 Physical Mask Illus M1 20 Changes appearance physically
19 Ram Touch Combat M2 40 CL hull damage (physical) to one target
20 Stun Bolt Combat M1 20 One target: -CL all actions (max -10); (CL-10)*10 astral dmg
21 Treat Moderate Wounds Health M1 20 Heals 30% max hp (material componenting gives 60%)
22 Tri-D Spectacle Illus M3 60 Tri-D Enter. power with sound
23 (new) Become Insubstantial Construct M6 120 Become Insubstantial; pass through objects/walls (including Wall spells, but not Wards)
24 (new) Remove BlahR Construct M3 60 Remove a BlahR [or] Halve the irrBlahR from 1 target
25 (new) Stop Construct M6 120 One group Stopped (cannot move or use V actions) (InnR to resist)

[PC5] Psionicist Classes Group


Psi30 Simplified Grand Powers

# Name Field Drain PSPs Notes
1 Acid Bolt Manip S4 120 1 target: CL*10 acid dmg
2 Air Bolt Manip S3 90 1 target: CL*10 air dmg
3 Analyze Device Detect S2 60 How to use object & its use
4 Analyze Truth Detect S2 60 Detect Lie
5 Bind Manip S2 60 1 target: Stopped and CL/2 Str dmg
6 Confusion Illus S1 30 Confusion (as spell)
7 Control Actions Manip S4 120 Caster controls next CL/3 P actions (Str check at -CL)
8 Control Movement Manip S2 60 Caster controls next CL/2 V actions (Str check at -CL)
9 Cure Disease Health S3 90 Cure Disease (as spell)
10 Death Bolt Combat S3 90 1 target: CL*5 vile necromantic dmg
11 Detect Enemies Detect S1 30 Detect Enemies
12 Detect Planar Energy Detect S1 30 Gives color of planar cord
13 Dimension Walk Manip S3 90 Dimension Walk
14 Earth Bolt Manip S3 90 1 target: CL*10 earth dmg
15 Fire Bolt Manip S3 90 1 target: CL*10 fire dmg
16 Flame Shield Manip S2 60 Protection from Fire
17 Grease Blast Manip S3 90 Grease & area Fumble (as spell)
18 Healthy Glow Health S2 60 +CL Cml; Clean cantrip
19 Ice Bolt Manip S4 120 1 target: CL*10 ice dmg
20 Incr./Decr. Movements Health S7 210 ±CL/2 V actions (save is Dex check at -CL)
21 Lightning Bolt Manip S4 120 1 target: CL*10 lightning dmg
22 Luck Detect S2 60 Gains +CL (+5*CL%) on 1 action (once)
23 Mana Bolt Combat S2 60 1 target: CL*10 astral dmg
24 Mind Probe Detect S1 30 Ps2P "Probe", 1 question/succ
25 Movement Manip S3 90 Gives +1V action
26 Nightvision Detect S1 30 Can see in magical/psi darkness
27 Prophylaxis Health S3 90 Double Resist Poison and Drugs
28 Psi Sword Combat S2 60 Considered +CL weapon; base dmg=10*CL; cannot critical
29 Resist Allergy Health S3 90 For 1 turn, remove a Vulnerability or reduce Severe Allergy -> Vulnerability
30 Shapechange (Personal) Manip S3 90 Shapechange (self; can material component to hit someone else)
31 Spherical Vision Detect S2 60 All-Around Sight
32 Stabilize Health S1 30 Death's Door (target at negative hp goes to 1 hp)
33 Sterilize Combat S1 30 Removes bacteria, bugs, etc. (will destroy a Creeping Doom)
34 Stun Blast Combat S1 30 1 group: -CL all actions (max -10); (CL-10)*10 astral dmg
35 Treat Serious Wounds Health S1 30 Heals 60% max hp (material componenting gives 120%)
36 Turn to Goo Manip S6 180 Polymorphs target to sludge (PPD save)
37 Warpsense Detect S3 90 Infravision; Ultravision
38 Water Bolt Manip S3 90 1 target: CL*10 water dmg
39 Weather Guard Manip S3 90 Protection from Weather
40 (new) Remove Racial Ability/Immunity Construct S3 90 Remove a racial ability or immunity from a group (ER to resist).
41 (new) Restore BlahF Construct S6 180 Restore the MF/PF/TF/PsiF/TechF in area, Repair other forms of discontinuities/tears
42 (new) Time Stop Construct S6 180 Time Stop (as spell, use InnR to resist)

[PC5] Psionicist Classes Group


Psi30 Simplified Super Powers

# Name Field Drain PSPs Notes
1 Acid Blast /Toxic Wave Manip D4 160 1 group: CL*10 acid dmg
2 Air Blast Manip D3 120 1 group: CL*10 air dmg
3 Barrier Manip D2 80 Solid Wall of Force (as spell)
4 Control Thoughts Manip D4 160 Caster controls next CL/4 M actions (Int check at -CL)
5 Death Blast Combat D3 120 1 group: CL*5 vile necromantic dmg
6 Decrease Charisma Health D2 80 CL Chr dmg (no save)
7 Decrease Constitution Health D2 80 CL Con dmg (no save)
8 Decrease Dexterity Health D2 80 CL Dex dmg (no save)
9 Decrease Intelligence Health D2 80 CL Int dmg (no save)
10 Decrease Strength Health D2 80 CL Str dmg (no save)
11 Decrease Wisdom Health D2 80 CL Wis dmg (no save)
12 Earth Blast Manip D3 120 1 group: CL*10 earth dmg
13 Fire Blast /Hellblast Manip D3 120 1 group: CL*10 unholy fire dmg
14 Ice Blast Manip D4 160 1 group: CL*10 ice dmg
15 Ice Sheet Manip D4 160 Wall of Ice (CL*10 ice dmg)
16 Incr./Decr. Physicals Health D7 280 ±CL/3 P actions (save is Str check at -CL)
17 Increase Charisma Health D2 80 +CL Chr
18 Increase Constitution Health D2 80 +CL Con
19 Increase Dexterity Health D2 80 +CL Dex
20 Increase Intelligence Health D2 80 +CL Int
21 Increase Strength Health D2 80 +CL Str
22 Increase Wisdom Health D2 80 +CL Wis
23 Influence Manip D2 80 Command (no save); Suggestion (Will save); Demand (Will save)
24 Lightning Blast Manip D4 160 1 group: CL*10 lightning dmg
25 Mana Barrier Manip D3 120 Wall: Psionics (all freq.) cannot pass through
26 Mana Blast Combat D2 80 1 group: CL*10 astral dmg
27 Mirage Arcana Illus D5 200 (no PsiR) Even vs. those immune
28 Omniscience Detect D2 80 Divination 1 question/succ
29 Probability Travel Manip D4 160 Probability Travel
30 Ram Blast /Urban Renewal Combat D2 80 1 group of objects (or 30'x30' area): CL*10 hull dmg (inanimate objects only)
31 Resist Stun Health D1 40 Resist Stun (including Capital S Stun)
32 Slay Combat D3 120 1 target: CL*10 vile necromantic dmg
33 Spell Barrier Manip D5 200 Wall: Magic (all types) cannot pass through
34 Teleportation Manip D3 120 Teleport, no error, up to 1 plane
35 Temporary Insanity Manip D2 80 CL targets (may multi-target): Insanity (Will save for each)
36 Thunderclap Manip D5 200 1 group: CL*10 sound dmg
37 Treat Deadly Wounds Health D1 40 Heals 100% max hp (material componenting gives 200%)
38 Unhealthy Glow Health D2 80 CL Cml dmg (no save); Dirty cantrip
39 Water Blast Manip D3 120 1 group: CL*10 water dmg
40 (new) Fork Construct D6 240 1bM: Fork (can be used on up to a x8 multiplier effect)
41 (new) Defile BlahF Construct D6 240 Defile the MF/PF/TF/PsiF/TechF in area; Tempus Chaos
42 (new) Remove Class Ability/Immunity Construct D3 120 Remove a class ability or immunity from an element (affects 1 group).

[PC5] Psionicist Classes Group


Psi30 Simplified Ultra Powers

# Name Field Drain PSPs Notes
1 Annihilation Bolt Combat X10 500 1 group: CL*100 annihilation dmg [or] 1 idmg; Annihilated (PsiR; no save)
2 HyperGate Manip X2 100 Gate, no summoning sickness, up to CL planes removed
3 Incr./Decr. Mentals Health X7 350 ±CL/4 M actions (save is Int check at -CL)
4 Solid Stun Blast Combat X1 50 1 group: -CL*10 all actions; (CL-10)*100 astral dmg
5 Super Luck Detect X3 150 Choose result on next die roll
6 (new) Become Immaterial Construct X6 300 Insubstantial (see Major power); Immune to matter & energy; Can't be targetted.
7 (new) Halving Construct X3 150 Halve the hp on up to (CL-7)/3 targets (no save, IR to resist, may multi-target one target)
8 (new) Lock Down Construct X3 150 Lock down one action type in the room.
9 (new) Power Magnet Construct X6 300 Whenever someone targets a spell or psi effect in the room, it is redirected to you (treat as a x1 Special).
10 (new) Remove Terrain Feature Construct X6 300 Remove a Terrain Feature (-275+25*LVL%) (-100% per multiplier beyond x1).
11 (new) Set Off Triggers Construct X6 300 Cause all triggers on target to trigger prematurely, and target cannot use his next Clone (no save, ER to resist)
12 (new) Temporary Artifact Construct X9 450 Create a temporary artifact as if an Artificer of equal level, or create a Casting Cost LVL/3 or less MTG Artifact that lasts for 1 turn (see Planeswalker Artificer).

[PC5] Psionicist Classes Group


Basic Psi30 Information

P30Ps = Int + Wis + Chr - 36 +level*6.
Treat Wild Talents as level 0 for this calculation, elsewhere (for CL and ML) use level/2 (round up).
1 P30P = 10 PSPs (Psi1 or Psi2) for conversion purposes.
 
Drain Code: L M S D X
Type of Power: Minor Major Grand Super Ultra
P30P multiplier: x1 x2 x3 x4 x5
 
Multiply the P30P multiplier by the Drain Staging to get P30P cost.
For example, "Air Bolt" is an S3, so it's a Grand that costs 9 P30Ps.
(DM Note: The modern version of the power tables includes P30P costs for you.)
 
# Successes = Your level (or level/2 if wild talent).
 
Powers that do damage do 10% of max hp per success, with a save for half damage.
 
In the power progression, you may "three for one trade" upwards (3 Minors can be replaced with 1 Major, even at level 1).

[PC5] Psionicist Classes Group


Psi30 Minor Powers

Name Field Targ Type Drain P30Ps Notes
Armor Manip 3 Phys L3 3 Melee:+½ AC,-1dmg per hit/succ
Combat Sense (personal) Detect 2 Phys L2 2 +1 initiative,+1 saves/succ
Control Emotion Manip Chr Ment L4 4 Emotion:-1/succ on actions
Detect Psionics Detect R-1 Ment L2 2 Gives freq. & field of psi
Enhanced Hearing Detect 4 Ment L1 1 10%/succ Detect Noise
Entertainment Illus 2 Ment L1 1 Two D'lusion (as spell)
Hibernate Manip Con Phys L2 2 Feign Death & Suspend Animation
Invisibility Illus Int Ment L2 2 As spell, each creature resists
Levitate Item Manip W Phys L2 2 Caster controls up+down
Mask Illus Cml Ment L1 1 Alters appearance, Chr resists
Mental Armor Manip 9 Ment L6 6 -½ hit/succ per mental attack
Mob Mood Manip Int Ment L8 8 Control Emotions Blast
Object Mask Illus Cml Ment L2 2 Alters appearance, Chr resists
Spectacle Illus 3 Ment L2 2 Entertainment power with sound
Stun Touch Combat Wis Ment L1 1 Astral stunning
Treat Light Wounds Health Con Phys L1 1 Heals 10% max hp (1 succ)
Treat Mental Drain Health 7 Ment L34 34 regain 10*succ% Psi (all freq)
X-ray Gem Detect 3 Phys L2 2 Gem of X-ray vision (1'/succ)

[PC5] Psionicist Classes Group


Psi30 Major Powers

Name Field Targ Type Drain P30Ps Notes
[creature type] Form Manip W Phys M3 6 Polymorph Self (as spell)
Air Bridge Manip 4 Phys M2 4 Beam of Air than can walk on
Animate Manip W Phys M2 4 Animate Object (as spell)
Antidote Toxin Health Con Phys M3 6 Neutralize Poison (as spell)
Anti-Missile Barrier Manip 4 Phys M2 4 Ranged:+½ AC,-1dmg per hit/succ
Astral Psi Fingers Manip 4 Phys M2 4 1 Str,1 Dex/succ
Blackout Illus Int Ment M2 4 Blast:Cause Blindness(as spell)
Clairaudience Detect R+1 Ment M1 2 Clairaudience,can move
Clairvoyance Detect R+2 Ment M1 2 Clairvoyance,can move
Clout Manip 3 Phys M2 4 TK punch:roll TH, dmg=½*ä(succ)
Combat Sense Detect 3 Phys M2 4 +1 initiative,+1 saves/succ
Control Animal Manip Str Ment M4 8 Caster controls ½P action/succ
Death Touch Combat Wis Phys M3 6 Necromantic damage
Detect [creature type] Detect R Ment M2 4 Int resists,mult.targets
Detect [Object] Detect R Ment M2 4 Locates Object (dir./dist.)
Detect Life Detect R+2 Ment M1 2 Chr resists,mult.targets
Detect Psionics (ext.) Detect R-3 Ment M3 6 Gives freq. & field of psi
Dimension Door Manip R-2 Phys M4 8 Ps1N "Dimension Door"
Enlarge/Reduce Manip Str Phys M3 6 ñ10%/succ size
Existential Blues Manip Chr Ment M1 2 Depresses target (-½/succ)
Fashion Manip 3 Phys M1 2 Makes clothes look better
Flight Manip 3 Ment M1 2 Fly at 3"/succ
Ignite Manip W+4 Phys M4 8 Item save:magical fire+4-1/succ
Improved Invisibility Illus Int Ment M2 4 As spell, each creature resists
Know Exit Detect R+1 Ment M2 4 Know dir./dist. to nearest exit
Levitate Person Manip W+2 Phys M2 4 Caster controls, Str resists
Light/Darkness Manip 3 Phys M1 2 Modifies light in area
Lock/Unlock Manip 4 Phys M1 2 Locks/Unlocks (nonmagical lock)
Makeover Manip Cml Phys M1 2 Fixes hair,makeup,fingernails
Mana Touch Combat Int Phys M2 4 Astral damage
Mind Link Detect Int Ment M1 2 Ps2P "Mindlink", 1 target
Nausea Blast Health Con Phys M2 4 Area effect Nausea (-½TH/succ)
Object Physical Mask Illus Cml Phys M2 4 Changes appearance physically
Oxygenate Health Con Phys M3 6 +½ Con/succ vs. suffocation
Pathfinder Manip Dex Phys M3 6 Ps1N "Body Equilibrium"
Petrify/Reverse Petrify Manip Str Phys M6 12 Flesh to Stone, Con resists
Physical Mask Illus Cml Phys M1 2 Changes appearance physically
Power Touch Combat Con Phys M1 2 Astral damage
Ram Touch Combat Con Phys M2 4 1 hull point damage/succ
Seal Manip 5 Phys M2 4 Hold Portal (as spell)
Stimulation Illus Wis Ment M1 2 Euphoria:+½ (mental)hit/succ
Stun Beam Combat Wis Ment M2 4 Astral stunning
Stun Bolt Combat Wis Ment M1 2 Astral stunning
Treat Moderate Wounds Health Con Phys M1 2 Heals 30% max hp (2 succ)
Tri-D Entertainment Illus 4 Phys M2 4 Phantasmal Force with touch
Tri-D Spectacle Illus 5 Phys M3 6 Tri-D Enter. power with sound
Use [Prof.] Fingers Manip 5 Phys M4 8 Can use prof. over Psi Fingers
Warplight Manip 8 Phys M3 6 Object seen with Infra/Ultra

[PC5] Psionicist Classes Group


Psi30 Grand Powers

Name Field Targ Type Drain P30Ps Notes
Acid Bolt Manip 4 Phys S4 12 Acid damage, Con resists
Air Bolt Manip 3 Phys S3 9 Ele.Air damage, Dex resists
Analyze Device Detect C Ment S2 6 How to use object & its use
Analyze Psionic Item Detect C Ment S1 3 How to use item & its use
Analyze Truth Detect Wis Ment S2 6 Detects Lies,1 target
Bind Manip Dex Phys S2 6 Stopped & -½ Str/succ
Chaos Illus Int Ment S2 6 Distract:-1 TH/succ,1target
Clairaudience (ext.) Detect R-2 Ment S2 6 Clairaudience,can move
Clairvoyance (ext.) Detect R Ment S2 6 Clairvoyance,can move
Confusion Illus Int Phys S1 3 Confusion (as spell)
Control Actions Manip Str Ment S4 12 Caster controls ½P action/succ
Control Movement Manip Str Ment S2 6 Caster controls ½V action/succ
Cure Disease Health Con Phys S3 9 Cure Disease (as spell)
Death Beam Combat Wis Phys S4 12 Necromantic damage
Death Bolt Combat Wis Phys S3 9 Necromantic damage
Detect [cr. type] (ext.) Detect R-2 Ment S3 9 Int resists,mult.targets
Detect [Object] (ext.) Detect R-2 Ment S3 9 Locates Object (dir./dist.)
Detect Enemies Detect R+1 Ment S1 3 Wis resists,mult.targets
Detect Life (ext.) Detect R Ment S2 6 Chr resists,mult.targets
Detect Planar Energy Detect Chr Ment S1 3 Gives color of planar cord
Dimension Walk Manip 6 Phys S3 9 Ps1N "Dimension Walk"
Earth Bolt Manip 3 Phys S3 9 Ele.Earth damage,Con resist
Eyes of the Pack Detect Int Ment S1 3 Blast:can see through eyes
Fire Bolt Manip 3 Phys S3 9 Ele.Fire damage,Con resist
Flame Shield Manip 4 Phys S2 6 Protection from Fire
Grease Blast Manip 4 Phys S3 9 Grease & area Fumble (as spell)
Healthy Glow Health Cml Phys S2 6 +1 Cml/succ, Clean cantrip
Ice Bolt Manip 4 Phys S4 12 Ice damage, Con resists
Incr./Decr. Movements Health 8 Phys S7 21 ±1 V action /r per 2 successes
Lightning Bolt Manip 4 Phys S4 12 Lightning damage, Dex resists
Luck Detect 4 Ment S2 6 Gains +1(+5%)/succ on 1 action
Mana Beam Combat Int Phys S3 9 Astral damage
Mana Bolt Combat Int Phys S2 6 Astral damage
Mind Probe Detect Int Ment S1 3 Ps2P "Probe", 1 question/succ
Mob Rush Manip Str Ment S6 18 Control Movement Blast
Mob Scene Manip Str Ment S8 24 Control Actions Blast
Movement Manip Dex Phys S3 9 Gives +1V action
Nightvision Detect 4 Ment S1 3 Can see in magical/psi darkness
Overstimulation Illus Wis Ment S1 3 Massive Euphoria:+1 hit/succ
Poltergeist Manip 4 Phys S2 6 Objects fly around, 1 dmg/succ
Power Beam Combat Con Phys S2 6 Astral damage
Power Bolt Combat Con Phys S1 3 Astral damage
Prophylaxis Health Con Phys S3 9 +½ Con/succ vs. poison,drugs
Psi Sword Combat 5 Ment S2 6 Roll TH (+succ), dmg=ä(succ)
Psi Sword II Combat 6 Ment S3 9 As Psi Sword, can hit nonliving
Ram Beam /Wrecker Combat Con Phys S3 9 1 hull point damage/succ
Ram Bolt Combat Con Phys S2 6 1 hull point damage/succ
Resist Allergy Health * Phys S3 9 Remove -1 penalty/succ
Resist Pain Health Con Phys S1 3 Resists physical pain
Shadow (Personal) Manip Chr Phys S1 3 Polymorph & go to Shadow plane
Shapechange (Personal) Manip W Phys S3 9 Polymorph to any monster
Spark Manip W+5 Phys S4 12 Item save:lightning+2-1/succ
Spherical Vision Detect 4 Ment S2 6 All-Around Sight
Stabilize Health -hp Phys S1 3 Target at 1 hp (Target#=-hp/3)
Sterilize Combat 3 Phys S1 3 Removes bacteria,bugs,etc.
Stink Illus Con Phys S2 6 Stinking Cloud effect
Stun Blast /Sleep Combat Wis Ment S1 3 Astral stunning
Treat Serious Wounds Health Con Phys S1 3 Heals 60% max hp (3 succ)
Turn to Goo Manip Con Phys S6 18 Polymorphs target to sludge
Warpsense Detect R+1 Phys S3 9 Can see with Infra/Ultra
Water Bolt Manip 3 Phys S3 9 Ele.Water damage,Str resist
Weather Guard Manip C Phys S3 9 Protection from Weather

[PC5] Psionicist Classes Group


Psi30 Super Powers

Name Field Targ Type Drain P30Ps Notes
Acid Blast /Toxic Wave Manip 4 Phys D4 16 Acid damage, Con resists
Air Blast Manip 3 Phys D3 12 Ele.Air damage, Dex resists
Astral Hearing Detect 9 Ment D1 4 Clairaudience to Astral Plane
Astral Static/Fog Manip 6 Ment D3 12 +1 target#/succ penalty in area
Barrier Manip 5 Phys D2 8 Solid Wall of Force (as spell)
Chaotic World Illus Int Ment D2 8 Chaos Blast
Control Thoughts Manip Int Ment D4 16 Caster controls ½M action/succ
Death Blast Combat Wis Phys D3 12 Necromantic damage
Decrease Charisma Health Chr Ment D2 8 -1 Chr/succ
Decrease Constitution Health Con Phys D2 8 -1 Con/succ
Decrease Dexterity Health Dex Phys D2 8 -1 Dex/succ
Decrease Intelligence Health Int Ment D2 8 -1 Int/succ
Decrease Strength Health Str Phys D2 8 -1 Str/succ
Decrease Wisdom Health Wis Ment D2 8 -1 Wis/succ
Detect Enemies (ext.) Detect R-1 Ment D2 8 Wis resists,mult.targets
Earth Blast Manip 3 Phys D3 12 Ele.Earth damage,Con resist
Fire Blast /Hellblast Manip 3 Phys D3 12 Ele.Fire damage,Con resist
Foresight Detect 4 Ment D2 8 Augury of next 1r/succ
Heal Health Con Phys D2 8 Cures 1=10%,2=30%,3=60%,4=100%
Ice Blast Manip 4 Phys D4 16 Ice damage, Con resists
Ice Sheet Manip 4 Phys D4 16 Wall:Ice damage, Con resists
Incr./Decr. Physicals Health 12 Phys D7 28 ±1 P action /r per 3 successes
Increase Charisma Health Chr Ment D2 8 +1 Chr/succ
Increase Constitution Health Con Phys D2 8 +1 Con/succ
Increase Dexterity Health Dex Phys D2 8 +1 Dex/succ
Increase Intelligence Health Int Ment D2 8 +1 Int/succ
Increase Strength Health Str Phys D2 8 +1 Str/succ
Increase Wisdom Health Wis Ment D2 8 +1 Wis/succ
Influence Manip Chr Ment D2 8 1=Command,2=Suggestion,4=Demand
Lightning Blast Manip 4 Phys D4 16 Lightning damage, Dex resists
Mana Barrier Manip 6 Ment D3 12 Wall:Dead Psionics (all freq.)
Mana Blast Combat Int Phys D2 8 Astral damage
Mirage Arcana Illus 5 Ment D5 20 (no PsiR) Even vs. those immune
Mob Mind Manip Int Ment D8 32 Control Thoughts Blast (yuck!)
Omniscience Detect 4 Ment D2 8 Divination 1 question/succ
Power Blast Combat Con Phys D1 4 Astral damage
Preserve Health 5 Phys D5 20 Ps1N "Preservation", ½ lvl/succ
Probability Travel Manip 6+# Phys D4 16 Ps1N "Probability Travel"
Ram Blast /Urban Renewal Combat Con Phys D2 8 1 hull point damage/succ
Resist Stun Health Wis Ment D1 4 Resist -1TH/succ from hits
Slay [creature type] Combat R Phys D3 12 Necro. damage,1 target,Wis
Spell Barrier Manip 7 Ment D5 20 Wall:Dead Magic (all types)
Teleportation Manip 4+# Phys D3 12 No error,up to 1plane,#=#people
Temporary Insanity Manip Wis Ment D2 8 1 insanity [DMG1]/succ
Thunderclap Manip 5 Phys D5 20 Blast:Sound damage, Con resists
Transform Manip W+W Phys D3 12 Polymorph Other, Str resists
Treat Deadly Wounds Health Con Phys D1 4 Heals 100% max hp (4 succ)
Unhealthy Glow Health Cml Phys D2 8 -1 Cml/succ, Dirty cantrip
Water Blast Manip 3 Phys D3 12 Ele.Water damage,Str resist

[PC5] Psionicist Classes Group


Psi30 Ultra Powers

Name Field Targ Type Drain P30Ps Notes
Annihilation Bolt Combat 20 Phys X10 50 (Str+Int) resists, Annihilation
HyperGate Manip N*3 Phys X2 10 Gate, no stun, N = # of planes
Incr./Decr. Mentals Health 16 Ment X7 35 ±1 M action /r per 4 successes
Solid Stun Blast Combat Wis Ment X1 5 Astral stunning, x2 normal succ
Super Luck Detect 5 Ment X3 15 Choose result on next die roll

[PC5] Psionicist Classes Group


Astral Shaman

Level KXP Psi30 SL's
123 456 789
1 0 1-- --- ---
2 10 2-- --- ---
3 20 21- --- ---
4 30 22- --- ---
5 40 221 --- ---
6 50 222 --- ---
7 60 222 1-- ---
8 100 222 2-- ---
9 200 222 21- ---
10 300 222 22- ---
11 400 322 22- ---
12 500 332 221 ---
13 600 333 222 ---
14 1000 333 322 ---
15 1600 333 332 ---
16 2200 433 333 1--
17 2800 443 333 2--
18 3400 444 333 3--
19 4000 444 433 3--
20 4600 444 443 3--
21 5200 444 444 31-
22 5800 444 444 42-
23 6400 444 444 43-
24 7000 444 444 44-
25 7600 544 444 44-
26 8200 554 444 44-
27 8800 555 444 441
28 9400 555 544 442
29 10000 555 554 443
30 10600 555 555 444
31 11200 555 555 544
32 11800 555 555 554
33 12400 555 555 555
34 13000 666 555 555
35 13600 666 666 555
36 14200 666 666 666
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  8  2  3  1  0  1
+1  5  4  8  2  3  1  0  2
+1  6  4  8  3  4  2  0  2
+2  6  5  8  3  4  2  1  3
+3  6  5  9  3  4  2  1  3
+3  6  6  9  4  5  3  1  4
+4  7  6  9  4  5  3  2  4
+5  7  7  9  4  5  4  2  5
+5  7  7 10  5  6  4  2  5
+6  7  8 10  5  6  4  3  6
+7  8  8 10  5  6  5  3  6
+7  8  9 10  6  7  5  3  7
+8  8  9 11  6  7  6  4  7
+9  8 10 11  6  7  6  4  8
+9  9 10 11  7  8  6  4  8
+10  9 11 11  7  8  7  5  9
+11  9 11 12  7  9  7  5  9
+11  9 12 12  8  9  8  5 10
Requisites: Int 9, Wis 9, Chr 9
Alignment: any
HD/level: d6
Weapon Prof.: 2+level/4
To Hit Table: Pri
Save Table: Psi
Reference: Shadowrun
Groups: Wizard, Psionicist
 
This is an Astral PA, with the following modifications:
Spell progression (for Shadowrun powers) uses the Witch Doctor table.
Cannot multiply effects by burning extra spells.
Level 1: 1M, level/d: Summon a (normal element) elemental of 4*level HD.
Level 1: 1V, sacrifice an elemental you control: Add (the elemental's HD)/4 spell levels to your memorization, or add (the elemental's HD)/2 to the caster level of your next spell.
Level 7: You may summon para elementals using the summon ability (Level 1).
Level 13: You may summon quasi elementals using the summon ability (Level 1).
Level 19: You may summon semi elementals using the summon ability (Level 1).
Level 25: You may summon chemical elementals using the summon ability (Level 1).

[PC5] Psionicist Classes Group


Psi30 Simplified Minor Powers

# Name Field Drain PSPs Notes
1 Armor Manip L3 30 +CL/2 AC; -CL dmg per physical attack
2 Combat Sense (personal) Detect L2 20 +CL initiative; +CL saves
3 Detect Psionics Detect L2 20 Gives freq. & field of psi
4 Enhanced Hearing Detect L1 10 10*CL% Detect Noise
5 Entertainment Illus L1 10 Two D'lusion (as spell)
6 Invisibility Illus L2 20 Invisibility (+2 AC)
7 Levitate Item Manip L2 20 Caster controls up+down
8 Spectacle Illus L2 20 Entertainment power with sound
9 Stun Touch Combat L1 10 Touch: Target is at -CL all actions
10 Treat Light Wounds Health L1 10 Heals 10% max hp (material componenting gives 20%)
11 Treat Mental Drain Health L34 340 Regain 10*CL PSPs in one pool
12 X-ray Gem Detect L2 20 Gem of X-ray vision (CL feet)
13 (new) Combine Construct L6 60 Combine two groups of enemies into one group (no save).
14 (new) Erase Question Mark Construct L6 60 Lock a door [or] Erase a "?".
15 (new) Twist Construct L3 30 Twist an effect on a target (use ER to resist)

Psi30 Simplified Major Powers

# Name Field Drain PSPs Notes
1 Air Bridge Manip M2 40 Beam of Air than can walk on
2 Animate Manip M2 40 Animate Object (as spell), can be used as a DL=CL/2 Golem summon
3 Antidote Toxin Health M3 60 Neutralize Poison (as spell)
4 Astral Psi Fingers Manip M2 40 Telekinesis; Str=CL, Dex=CL with it
5 Blackout Illus M2 40 Blast:Cause Blindness(as spell)
6 Clairaudience Detect M1 20 Clairaudience,can move
7 Clairvoyance Detect M1 20 Clairvoyance,can move
8 Death Touch Combat M3 60 Touch: 10*CL necromantic dmg
9 Detect Life Detect M1 20 Detect Life
10 Dimension Door Manip M4 80 Dimension Door
11 Flight Manip M1 20 Fly at 3*CL"
12 Improved Invisibility Illus M2 40 Improved Invisibility (+2 AC)
13 Know Exit Detect M2 40 Know dir./dist. to nearest exit
14 Lock/Unlock Manip M1 20 Locks/Unlocks (nonmagical lock)
15 Mana Touch Combat M2 40 Touch: 10*CL astral dmg
16 Mind Link Detect M1 20 Psionic Link
17 Petrify/Reverse Petrify Manip M6 120 Flesh to Stone, Fort save
18 Physical Mask Illus M1 20 Changes appearance physically
19 Ram Touch Combat M2 40 CL hull damage (physical) to one target
20 Stun Bolt Combat M1 20 One target: -CL all actions (max -10); (CL-10)*10 astral dmg
21 Treat Moderate Wounds Health M1 20 Heals 30% max hp (material componenting gives 60%)
22 Tri-D Spectacle Illus M3 60 Tri-D Enter. power with sound
23 (new) Become Insubstantial Construct M6 120 Become Insubstantial; pass through objects/walls (including Wall spells, but not Wards)
24 (new) Remove BlahR Construct M3 60 Remove a BlahR [or] Halve the irrBlahR from 1 target
25 (new) Stop Construct M6 120 One group Stopped (cannot move or use V actions) (InnR to resist)

[PC5] Psionicist Classes Group


Psi30 Simplified Grand Powers

# Name Field Drain PSPs Notes
1 Acid Bolt Manip S4 120 1 target: CL*10 acid dmg
2 Air Bolt Manip S3 90 1 target: CL*10 air dmg
3 Analyze Device Detect S2 60 How to use object & its use
4 Analyze Truth Detect S2 60 Detect Lie
5 Bind Manip S2 60 1 target: Stopped and CL/2 Str dmg
6 Confusion Illus S1 30 Confusion (as spell)
7 Control Actions Manip S4 120 Caster controls next CL/3 P actions (Str check at -CL)
8 Control Movement Manip S2 60 Caster controls next CL/2 V actions (Str check at -CL)
9 Cure Disease Health S3 90 Cure Disease (as spell)
10 Death Bolt Combat S3 90 1 target: CL*5 vile necromantic dmg
11 Detect Enemies Detect S1 30 Detect Enemies
12 Detect Planar Energy Detect S1 30 Gives color of planar cord
13 Dimension Walk Manip S3 90 Dimension Walk
14 Earth Bolt Manip S3 90 1 target: CL*10 earth dmg
15 Fire Bolt Manip S3 90 1 target: CL*10 fire dmg
16 Flame Shield Manip S2 60 Protection from Fire
17 Grease Blast Manip S3 90 Grease & area Fumble (as spell)
18 Healthy Glow Health S2 60 +CL Cml; Clean cantrip
19 Ice Bolt Manip S4 120 1 target: CL*10 ice dmg
20 Incr./Decr. Movements Health S7 210 ±CL/2 V actions (save is Dex check at -CL)
21 Lightning Bolt Manip S4 120 1 target: CL*10 lightning dmg
22 Luck Detect S2 60 Gains +CL (+5*CL%) on 1 action (once)
23 Mana Bolt Combat S2 60 1 target: CL*10 astral dmg
24 Mind Probe Detect S1 30 Ps2P "Probe", 1 question/succ
25 Movement Manip S3 90 Gives +1V action
26 Nightvision Detect S1 30 Can see in magical/psi darkness
27 Prophylaxis Health S3 90 Double Resist Poison and Drugs
28 Psi Sword Combat S2 60 Considered +CL weapon; base dmg=10*CL; cannot critical
29 Resist Allergy Health S3 90 For 1 turn, remove a Vulnerability or reduce Severe Allergy -> Vulnerability
30 Shapechange (Personal) Manip S3 90 Shapechange (self; can material component to hit someone else)
31 Spherical Vision Detect S2 60 All-Around Sight
32 Stabilize Health S1 30 Death's Door (target at negative hp goes to 1 hp)
33 Sterilize Combat S1 30 Removes bacteria, bugs, etc. (will destroy a Creeping Doom)
34 Stun Blast Combat S1 30 1 group: -CL all actions (max -10); (CL-10)*10 astral dmg
35 Treat Serious Wounds Health S1 30 Heals 60% max hp (material componenting gives 120%)
36 Turn to Goo Manip S6 180 Polymorphs target to sludge (PPD save)
37 Warpsense Detect S3 90 Infravision; Ultravision
38 Water Bolt Manip S3 90 1 target: CL*10 water dmg
39 Weather Guard Manip S3 90 Protection from Weather
40 (new) Remove Racial Ability/Immunity Construct S3 90 Remove a racial ability or immunity from a group (ER to resist).
41 (new) Restore BlahF Construct S6 180 Restore the MF/PF/TF/PsiF/TechF in area, Repair other forms of discontinuities/tears
42 (new) Time Stop Construct S6 180 Time Stop (as spell, use InnR to resist)

[PC5] Psionicist Classes Group


Psi30 Simplified Super Powers

# Name Field Drain PSPs Notes
1 Acid Blast /Toxic Wave Manip D4 160 1 group: CL*10 acid dmg
2 Air Blast Manip D3 120 1 group: CL*10 air dmg
3 Barrier Manip D2 80 Solid Wall of Force (as spell)
4 Control Thoughts Manip D4 160 Caster controls next CL/4 M actions (Int check at -CL)
5 Death Blast Combat D3 120 1 group: CL*5 vile necromantic dmg
6 Decrease Charisma Health D2 80 CL Chr dmg (no save)
7 Decrease Constitution Health D2 80 CL Con dmg (no save)
8 Decrease Dexterity Health D2 80 CL Dex dmg (no save)
9 Decrease Intelligence Health D2 80 CL Int dmg (no save)
10 Decrease Strength Health D2 80 CL Str dmg (no save)
11 Decrease Wisdom Health D2 80 CL Wis dmg (no save)
12 Earth Blast Manip D3 120 1 group: CL*10 earth dmg
13 Fire Blast /Hellblast Manip D3 120 1 group: CL*10 unholy fire dmg
14 Ice Blast Manip D4 160 1 group: CL*10 ice dmg
15 Ice Sheet Manip D4 160 Wall of Ice (CL*10 ice dmg)
16 Incr./Decr. Physicals Health D7 280 ±CL/3 P actions (save is Str check at -CL)
17 Increase Charisma Health D2 80 +CL Chr
18 Increase Constitution Health D2 80 +CL Con
19 Increase Dexterity Health D2 80 +CL Dex
20 Increase Intelligence Health D2 80 +CL Int
21 Increase Strength Health D2 80 +CL Str
22 Increase Wisdom Health D2 80 +CL Wis
23 Influence Manip D2 80 Command (no save); Suggestion (Will save); Demand (Will save)
24 Lightning Blast Manip D4 160 1 group: CL*10 lightning dmg
25 Mana Barrier Manip D3 120 Wall: Psionics (all freq.) cannot pass through
26 Mana Blast Combat D2 80 1 group: CL*10 astral dmg
27 Mirage Arcana Illus D5 200 (no PsiR) Even vs. those immune
28 Omniscience Detect D2 80 Divination 1 question/succ
29 Probability Travel Manip D4 160 Probability Travel
30 Ram Blast /Urban Renewal Combat D2 80 1 group of objects (or 30'x30' area): CL*10 hull dmg (inanimate objects only)
31 Resist Stun Health D1 40 Resist Stun (including Capital S Stun)
32 Slay Combat D3 120 1 target: CL*10 vile necromantic dmg
33 Spell Barrier Manip D5 200 Wall: Magic (all types) cannot pass through
34 Teleportation Manip D3 120 Teleport, no error, up to 1 plane
35 Temporary Insanity Manip D2 80 CL targets (may multi-target): Insanity (Will save for each)
36 Thunderclap Manip D5 200 1 group: CL*10 sound dmg
37 Treat Deadly Wounds Health D1 40 Heals 100% max hp (material componenting gives 200%)
38 Unhealthy Glow Health D2 80 CL Cml dmg (no save); Dirty cantrip
39 Water Blast Manip D3 120 1 group: CL*10 water dmg
40 (new) Fork Construct D6 240 1bM: Fork (can be used on up to a x8 multiplier effect)
41 (new) Defile BlahF Construct D6 240 Defile the MF/PF/TF/PsiF/TechF in area; Tempus Chaos
42 (new) Remove Class Ability/Immunity Construct D3 120 Remove a class ability or immunity from an element (affects 1 group).

[PC5] Psionicist Classes Group


Psi30 Simplified Ultra Powers

# Name Field Drain PSPs Notes
1 Annihilation Bolt Combat X10 500 1 group: CL*100 annihilation dmg [or] 1 idmg; Annihilated (PsiR; no save)
2 HyperGate Manip X2 100 Gate, no summoning sickness, up to CL planes removed
3 Incr./Decr. Mentals Health X7 350 ±CL/4 M actions (save is Int check at -CL)
4 Solid Stun Blast Combat X1 50 1 group: -CL*10 all actions; (CL-10)*100 astral dmg
5 Super Luck Detect X3 150 Choose result on next die roll
6 (new) Become Immaterial Construct X6 300 Insubstantial (see Major power); Immune to matter & energy; Can't be targetted.
7 (new) Halving Construct X3 150 Halve the hp on up to (CL-7)/3 targets (no save, IR to resist, may multi-target one target)
8 (new) Lock Down Construct X3 150 Lock down one action type in the room.
9 (new) Power Magnet Construct X6 300 Whenever someone targets a spell or psi effect in the room, it is redirected to you (treat as a x1 Special).
10 (new) Remove Terrain Feature Construct X6 300 Remove a Terrain Feature (-275+25*LVL%) (-100% per multiplier beyond x1).
11 (new) Set Off Triggers Construct X6 300 Cause all triggers on target to trigger prematurely, and target cannot use his next Clone (no save, ER to resist)
12 (new) Temporary Artifact Construct X9 450 Create a temporary artifact as if an Artificer of equal level, or create a Casting Cost LVL/3 or less MTG Artifact that lasts for 1 turn (see Planeswalker Artificer).

[PC5] Psionicist Classes Group


Basic Psi30 Information

P30Ps = Int + Wis + Chr - 36 +level*6.
Treat Wild Talents as level 0 for this calculation, elsewhere (for CL and ML) use level/2 (round up).
1 P30P = 10 PSPs (Psi1 or Psi2) for conversion purposes.
 
Drain Code: L M S D X
Type of Power: Minor Major Grand Super Ultra
P30P multiplier: x1 x2 x3 x4 x5
 
Multiply the P30P multiplier by the Drain Staging to get P30P cost.
For example, "Air Bolt" is an S3, so it's a Grand that costs 9 P30Ps.
(DM Note: The modern version of the power tables includes P30P costs for you.)
 
# Successes = Your level (or level/2 if wild talent).
 
Powers that do damage do 10% of max hp per success, with a save for half damage.
 
In the power progression, you may "three for one trade" upwards (3 Minors can be replaced with 1 Major, even at level 1).

[PC5] Psionicist Classes Group


Psi30 Minor Powers

Name Field Targ Type Drain P30Ps Notes
Armor Manip 3 Phys L3 3 Melee:+½ AC,-1dmg per hit/succ
Combat Sense (personal) Detect 2 Phys L2 2 +1 initiative,+1 saves/succ
Control Emotion Manip Chr Ment L4 4 Emotion:-1/succ on actions
Detect Psionics Detect R-1 Ment L2 2 Gives freq. & field of psi
Enhanced Hearing Detect 4 Ment L1 1 10%/succ Detect Noise
Entertainment Illus 2 Ment L1 1 Two D'lusion (as spell)
Hibernate Manip Con Phys L2 2 Feign Death & Suspend Animation
Invisibility Illus Int Ment L2 2 As spell, each creature resists
Levitate Item Manip W Phys L2 2 Caster controls up+down
Mask Illus Cml Ment L1 1 Alters appearance, Chr resists
Mental Armor Manip 9 Ment L6 6 -½ hit/succ per mental attack
Mob Mood Manip Int Ment L8 8 Control Emotions Blast
Object Mask Illus Cml Ment L2 2 Alters appearance, Chr resists
Spectacle Illus 3 Ment L2 2 Entertainment power with sound
Stun Touch Combat Wis Ment L1 1 Astral stunning
Treat Light Wounds Health Con Phys L1 1 Heals 10% max hp (1 succ)
Treat Mental Drain Health 7 Ment L34 34 regain 10*succ% Psi (all freq)
X-ray Gem Detect 3 Phys L2 2 Gem of X-ray vision (1'/succ)

[PC5] Psionicist Classes Group


Psi30 Major Powers

Name Field Targ Type Drain P30Ps Notes
[creature type] Form Manip W Phys M3 6 Polymorph Self (as spell)
Air Bridge Manip 4 Phys M2 4 Beam of Air than can walk on
Animate Manip W Phys M2 4 Animate Object (as spell)
Antidote Toxin Health Con Phys M3 6 Neutralize Poison (as spell)
Anti-Missile Barrier Manip 4 Phys M2 4 Ranged:+½ AC,-1dmg per hit/succ
Astral Psi Fingers Manip 4 Phys M2 4 1 Str,1 Dex/succ
Blackout Illus Int Ment M2 4 Blast:Cause Blindness(as spell)
Clairaudience Detect R+1 Ment M1 2 Clairaudience,can move
Clairvoyance Detect R+2 Ment M1 2 Clairvoyance,can move
Clout Manip 3 Phys M2 4 TK punch:roll TH, dmg=½*ä(succ)
Combat Sense Detect 3 Phys M2 4 +1 initiative,+1 saves/succ
Control Animal Manip Str Ment M4 8 Caster controls ½P action/succ
Death Touch Combat Wis Phys M3 6 Necromantic damage
Detect [creature type] Detect R Ment M2 4 Int resists,mult.targets
Detect [Object] Detect R Ment M2 4 Locates Object (dir./dist.)
Detect Life Detect R+2 Ment M1 2 Chr resists,mult.targets
Detect Psionics (ext.) Detect R-3 Ment M3 6 Gives freq. & field of psi
Dimension Door Manip R-2 Phys M4 8 Ps1N "Dimension Door"
Enlarge/Reduce Manip Str Phys M3 6 ñ10%/succ size
Existential Blues Manip Chr Ment M1 2 Depresses target (-½/succ)
Fashion Manip 3 Phys M1 2 Makes clothes look better
Flight Manip 3 Ment M1 2 Fly at 3"/succ
Ignite Manip W+4 Phys M4 8 Item save:magical fire+4-1/succ
Improved Invisibility Illus Int Ment M2 4 As spell, each creature resists
Know Exit Detect R+1 Ment M2 4 Know dir./dist. to nearest exit
Levitate Person Manip W+2 Phys M2 4 Caster controls, Str resists
Light/Darkness Manip 3 Phys M1 2 Modifies light in area
Lock/Unlock Manip 4 Phys M1 2 Locks/Unlocks (nonmagical lock)
Makeover Manip Cml Phys M1 2 Fixes hair,makeup,fingernails
Mana Touch Combat Int Phys M2 4 Astral damage
Mind Link Detect Int Ment M1 2 Ps2P "Mindlink", 1 target
Nausea Blast Health Con Phys M2 4 Area effect Nausea (-½TH/succ)
Object Physical Mask Illus Cml Phys M2 4 Changes appearance physically
Oxygenate Health Con Phys M3 6 +½ Con/succ vs. suffocation
Pathfinder Manip Dex Phys M3 6 Ps1N "Body Equilibrium"
Petrify/Reverse Petrify Manip Str Phys M6 12 Flesh to Stone, Con resists
Physical Mask Illus Cml Phys M1 2 Changes appearance physically
Power Touch Combat Con Phys M1 2 Astral damage
Ram Touch Combat Con Phys M2 4 1 hull point damage/succ
Seal Manip 5 Phys M2 4 Hold Portal (as spell)
Stimulation Illus Wis Ment M1 2 Euphoria:+½ (mental)hit/succ
Stun Beam Combat Wis Ment M2 4 Astral stunning
Stun Bolt Combat Wis Ment M1 2 Astral stunning
Treat Moderate Wounds Health Con Phys M1 2 Heals 30% max hp (2 succ)
Tri-D Entertainment Illus 4 Phys M2 4 Phantasmal Force with touch
Tri-D Spectacle Illus 5 Phys M3 6 Tri-D Enter. power with sound
Use [Prof.] Fingers Manip 5 Phys M4 8 Can use prof. over Psi Fingers
Warplight Manip 8 Phys M3 6 Object seen with Infra/Ultra

[PC5] Psionicist Classes Group


Psi30 Grand Powers

Name Field Targ Type Drain P30Ps Notes
Acid Bolt Manip 4 Phys S4 12 Acid damage, Con resists
Air Bolt Manip 3 Phys S3 9 Ele.Air damage, Dex resists
Analyze Device Detect C Ment S2 6 How to use object & its use
Analyze Psionic Item Detect C Ment S1 3 How to use item & its use
Analyze Truth Detect Wis Ment S2 6 Detects Lies,1 target
Bind Manip Dex Phys S2 6 Stopped & -½ Str/succ
Chaos Illus Int Ment S2 6 Distract:-1 TH/succ,1target
Clairaudience (ext.) Detect R-2 Ment S2 6 Clairaudience,can move
Clairvoyance (ext.) Detect R Ment S2 6 Clairvoyance,can move
Confusion Illus Int Phys S1 3 Confusion (as spell)
Control Actions Manip Str Ment S4 12 Caster controls ½P action/succ
Control Movement Manip Str Ment S2 6 Caster controls ½V action/succ
Cure Disease Health Con Phys S3 9 Cure Disease (as spell)
Death Beam Combat Wis Phys S4 12 Necromantic damage
Death Bolt Combat Wis Phys S3 9 Necromantic damage
Detect [cr. type] (ext.) Detect R-2 Ment S3 9 Int resists,mult.targets
Detect [Object] (ext.) Detect R-2 Ment S3 9 Locates Object (dir./dist.)
Detect Enemies Detect R+1 Ment S1 3 Wis resists,mult.targets
Detect Life (ext.) Detect R Ment S2 6 Chr resists,mult.targets
Detect Planar Energy Detect Chr Ment S1 3 Gives color of planar cord
Dimension Walk Manip 6 Phys S3 9 Ps1N "Dimension Walk"
Earth Bolt Manip 3 Phys S3 9 Ele.Earth damage,Con resist
Eyes of the Pack Detect Int Ment S1 3 Blast:can see through eyes
Fire Bolt Manip 3 Phys S3 9 Ele.Fire damage,Con resist
Flame Shield Manip 4 Phys S2 6 Protection from Fire
Grease Blast Manip 4 Phys S3 9 Grease & area Fumble (as spell)
Healthy Glow Health Cml Phys S2 6 +1 Cml/succ, Clean cantrip
Ice Bolt Manip 4 Phys S4 12 Ice damage, Con resists
Incr./Decr. Movements Health 8 Phys S7 21 ±1 V action /r per 2 successes
Lightning Bolt Manip 4 Phys S4 12 Lightning damage, Dex resists
Luck Detect 4 Ment S2 6 Gains +1(+5%)/succ on 1 action
Mana Beam Combat Int Phys S3 9 Astral damage
Mana Bolt Combat Int Phys S2 6 Astral damage
Mind Probe Detect Int Ment S1 3 Ps2P "Probe", 1 question/succ
Mob Rush Manip Str Ment S6 18 Control Movement Blast
Mob Scene Manip Str Ment S8 24 Control Actions Blast
Movement Manip Dex Phys S3 9 Gives +1V action
Nightvision Detect 4 Ment S1 3 Can see in magical/psi darkness
Overstimulation Illus Wis Ment S1 3 Massive Euphoria:+1 hit/succ
Poltergeist Manip 4 Phys S2 6 Objects fly around, 1 dmg/succ
Power Beam Combat Con Phys S2 6 Astral damage
Power Bolt Combat Con Phys S1 3 Astral damage
Prophylaxis Health Con Phys S3 9 +½ Con/succ vs. poison,drugs
Psi Sword Combat 5 Ment S2 6 Roll TH (+succ), dmg=ä(succ)
Psi Sword II Combat 6 Ment S3 9 As Psi Sword, can hit nonliving
Ram Beam /Wrecker Combat Con Phys S3 9 1 hull point damage/succ
Ram Bolt Combat Con Phys S2 6 1 hull point damage/succ
Resist Allergy Health * Phys S3 9 Remove -1 penalty/succ
Resist Pain Health Con Phys S1 3 Resists physical pain
Shadow (Personal) Manip Chr Phys S1 3 Polymorph & go to Shadow plane
Shapechange (Personal) Manip W Phys S3 9 Polymorph to any monster
Spark Manip W+5 Phys S4 12 Item save:lightning+2-1/succ
Spherical Vision Detect 4 Ment S2 6 All-Around Sight
Stabilize Health -hp Phys S1 3 Target at 1 hp (Target#=-hp/3)
Sterilize Combat 3 Phys S1 3 Removes bacteria,bugs,etc.
Stink Illus Con Phys S2 6 Stinking Cloud effect
Stun Blast /Sleep Combat Wis Ment S1 3 Astral stunning
Treat Serious Wounds Health Con Phys S1 3 Heals 60% max hp (3 succ)
Turn to Goo Manip Con Phys S6 18 Polymorphs target to sludge
Warpsense Detect R+1 Phys S3 9 Can see with Infra/Ultra
Water Bolt Manip 3 Phys S3 9 Ele.Water damage,Str resist
Weather Guard Manip C Phys S3 9 Protection from Weather

[PC5] Psionicist Classes Group


Psi30 Super Powers

Name Field Targ Type Drain P30Ps Notes
Acid Blast /Toxic Wave Manip 4 Phys D4 16 Acid damage, Con resists
Air Blast Manip 3 Phys D3 12 Ele.Air damage, Dex resists
Astral Hearing Detect 9 Ment D1 4 Clairaudience to Astral Plane
Astral Static/Fog Manip 6 Ment D3 12 +1 target#/succ penalty in area
Barrier Manip 5 Phys D2 8 Solid Wall of Force (as spell)
Chaotic World Illus Int Ment D2 8 Chaos Blast
Control Thoughts Manip Int Ment D4 16 Caster controls ½M action/succ
Death Blast Combat Wis Phys D3 12 Necromantic damage
Decrease Charisma Health Chr Ment D2 8 -1 Chr/succ
Decrease Constitution Health Con Phys D2 8 -1 Con/succ
Decrease Dexterity Health Dex Phys D2 8 -1 Dex/succ
Decrease Intelligence Health Int Ment D2 8 -1 Int/succ
Decrease Strength Health Str Phys D2 8 -1 Str/succ
Decrease Wisdom Health Wis Ment D2 8 -1 Wis/succ
Detect Enemies (ext.) Detect R-1 Ment D2 8 Wis resists,mult.targets
Earth Blast Manip 3 Phys D3 12 Ele.Earth damage,Con resist
Fire Blast /Hellblast Manip 3 Phys D3 12 Ele.Fire damage,Con resist
Foresight Detect 4 Ment D2 8 Augury of next 1r/succ
Heal Health Con Phys D2 8 Cures 1=10%,2=30%,3=60%,4=100%
Ice Blast Manip 4 Phys D4 16 Ice damage, Con resists
Ice Sheet Manip 4 Phys D4 16 Wall:Ice damage, Con resists
Incr./Decr. Physicals Health 12 Phys D7 28 ±1 P action /r per 3 successes
Increase Charisma Health Chr Ment D2 8 +1 Chr/succ
Increase Constitution Health Con Phys D2 8 +1 Con/succ
Increase Dexterity Health Dex Phys D2 8 +1 Dex/succ
Increase Intelligence Health Int Ment D2 8 +1 Int/succ
Increase Strength Health Str Phys D2 8 +1 Str/succ
Increase Wisdom Health Wis Ment D2 8 +1 Wis/succ
Influence Manip Chr Ment D2 8 1=Command,2=Suggestion,4=Demand
Lightning Blast Manip 4 Phys D4 16 Lightning damage, Dex resists
Mana Barrier Manip 6 Ment D3 12 Wall:Dead Psionics (all freq.)
Mana Blast Combat Int Phys D2 8 Astral damage
Mirage Arcana Illus 5 Ment D5 20 (no PsiR) Even vs. those immune
Mob Mind Manip Int Ment D8 32 Control Thoughts Blast (yuck!)
Omniscience Detect 4 Ment D2 8 Divination 1 question/succ
Power Blast Combat Con Phys D1 4 Astral damage
Preserve Health 5 Phys D5 20 Ps1N "Preservation", ½ lvl/succ
Probability Travel Manip 6+# Phys D4 16 Ps1N "Probability Travel"
Ram Blast /Urban Renewal Combat Con Phys D2 8 1 hull point damage/succ
Resist Stun Health Wis Ment D1 4 Resist -1TH/succ from hits
Slay [creature type] Combat R Phys D3 12 Necro. damage,1 target,Wis
Spell Barrier Manip 7 Ment D5 20 Wall:Dead Magic (all types)
Teleportation Manip 4+# Phys D3 12 No error,up to 1plane,#=#people
Temporary Insanity Manip Wis Ment D2 8 1 insanity [DMG1]/succ
Thunderclap Manip 5 Phys D5 20 Blast:Sound damage, Con resists
Transform Manip W+W Phys D3 12 Polymorph Other, Str resists
Treat Deadly Wounds Health Con Phys D1 4 Heals 100% max hp (4 succ)
Unhealthy Glow Health Cml Phys D2 8 -1 Cml/succ, Dirty cantrip
Water Blast Manip 3 Phys D3 12 Ele.Water damage,Str resist

[PC5] Psionicist Classes Group


Psi30 Ultra Powers

Name Field Targ Type Drain P30Ps Notes
Annihilation Bolt Combat 20 Phys X10 50 (Str+Int) resists, Annihilation
HyperGate Manip N*3 Phys X2 10 Gate, no stun, N = # of planes
Incr./Decr. Mentals Health 16 Ment X7 35 ±1 M action /r per 4 successes
Solid Stun Blast Combat Wis Ment X1 5 Astral stunning, x2 normal succ
Super Luck Detect 5 Ment X3 15 Choose result on next die roll

[PC5] Psionicist Classes Group


Astraler3

Level KXP Psi3/-3/30/60
123 456 789 AB
1 4 (owe) 11- --- --- --
2 10.4 12- --- --- --
3 35.1 131 --- --- --
4 83.2 131 1-- --- --
5 162.5 131 11- --- --
6 280.8 132 12- --- --
7 445.9 132 121 --- --
8 665.6 132 221 1-- --
9 947.7 232 221 11- --
10 1300 233 222 12- --
11 1690 233 222 121 --
12 2080 233 222 121 1-
13 2470 233 222 121 11
14 2860 233 222 122 12
15 3250 233 333 222 12
16 3640 233 333 332 22
17 4030 333 333 333 33
18 4420 343 343 333 33
19 4810 343 343 343 33
20 5200 343 343 343 34
21 5590 444 444 444 44
22 5980 454 454 454 44
23 6370 454 454 454 45
24 6760 555 555 555 55
25 7150 565 565 565 55
26 7540 565 565 565 56
27 7930 666 666 666 66
28 8320 676 676 676 66
29 8710 676 676 676 67
30 9100 777 777 777 77
31 9490 787 787 787 77
32 9880 787 787 787 78
33 10270 888 888 888 88
34 10660 898 898 898 88
35 11050 898 898 898 89
36 11440 999 999 999 99
TH Saves
PD RS PP BW Sp Fo Re Wi
+2  5  4  8  2  3  1  1  2
+4  6  5  8  3  4  2  2  3
+6  6  6  9  4  5  3  3  4
+8  7  7  9  4  5  4  4  5
+10  7  8 10  5  6  5  5  6
+12  8  9 10  6  7  6  6  7
+14  8 10 11  7  7  7  7  8
+16  9 11 11  8  8  8  8  9
+18  9 12 12  9  9  9  9 10
+20 10 13 12 10 10 10 10 11
+22 11 14 13 11 11 11 11 12
+24 12 14 13 12 12 12 12 13
+26 13 15 14 13 13 13 13 14
+28 15 15 15 14 14 14 14 15
+30 15 16 16 15 15 15 15 16
+32 16 16 16 16 16 16 16 17
+34 17 17 17 17 17 17 17 18
+36 18 18 18 18 18 18 18 19
Requisites: Int 2*level, Wis 2*level,
Chr 2*level, Class Slots 2
Alignment: any
HD/level: & 2d4 (Exc. Chr bonus)
Weapon Prof.: 3+level
To Hit Table: 2xMon
Save Table: (2xPsi)/(2xMon)
Reference: DM
Groups: Psionicist, Monster, Futureshifted
 
Gets Chr bonus to HD/level. Gets Exceptional Int, Wis, and Chr (which applies to the HD as well).
Has access to Psi3, Psi(-3), Psi30, and Psi60. Gets Int or Wis bonus (your choice) to psionic progression. For Psi30 and Psi60, minors are SL=2, majors are SL=5, grands are SL=8, and supers are SL=11.
Does not use PSPs for psionic powers. They are free as long as you have the action to use them. If something asks for a variable amount of PSPs, you have LVL*3 PSPs in it (using Psi3 scale here).
Does not use ACP (Astral Construct Points) to use Astral Construct powers (and their variants). They are free as long as you have the action to use them.
   
Level 1: Enemies need a +LVL weapon to hit you.
Level 1: You count as an additional +LVL weapon to hit others.
Level 1: You may use Astral Projection; but in this case, you cannot use P actions or physically attack at all. [ Int->Str, Wis->Dex, Chr->Con ]
 
Levels 1-4: Pick two abilities below per level. If you pick an ability more than once, M (or P) action costs go to V, V costs go to 0 (zero action). Even though these mechanics are "5th edition"-like, these are not "5th edition" picks for Custom5.
Construct I. ½M: Twist an effect on a target (use ER to resist)
Construct II. 1M: Combine two groups of enemies into one group (no save).
Construct III. 1M: Lock a door; it requires an Open Locks roll at -25*LVL, a combined Str (using the MR calculation) check at -10*LVL, or LVL Knock spells to open the door. If using "?" (Question Marks) in the dungeon for wandering encounters, you can alternatively simply erase a "?".
Destruct I. ½P: Deal 50*LVL Anti-Astral dmg to one target (no save, IR to resist)
Destruct II. 1P: Destroy a x0 or x1 magic item.
Destruct III. 1P: Unsummon a summon.
Fabricator I. ½P: Cast a Wall spell of any E=LVL or less element.
Fabricator II. 1P: Create one dose/charge of a potion/oil, dust, or scroll of XPV=LVL*100 or less. This item fades in 1 turn. You can build 1 item of this type per reset that is permanent, however.
Repair I. ½M: Cure 10*LVL hp to one target.
Repair II. 1M: Repair a x0 or x1 magic item.
Repair III. 1M: Remove a Trap (100+25*LVL%) (-100% per multiplier beyond x1).
 
Level 3: You may use Anti-Astral Projection; but in this case, you cannot use M actions. [ Str->Int, Dex->Wis, Con->Chr ]
 
Levels 5-8: Pick two abilities below per level:
Construct IV. ½M: Remove a BlahR from 1 target, Halve the irrBlahR from 1 target, or Halve the BlahR from a group (no ER)
Construct V. 1M: Become Insubstantial for 1 turn; you can pass through objects/walls (including Wall spells, but not Wards)
Construct VI. 1M: One group Stopped (cannot move or use V actions) (InnR to resist). If used against 1 target, gets no InnR.
Destruct IV. ½P: Deal 25*LVL Anti-Astral dmg to a group (no save, IR to resist)
Destruct V. 1P: Destroy a Wall or Ward (e.g. Forbiddance zone) effect, or cast Passwall.
Destruct VI. 1P: Target gains +1QP action this segment
Fabricator V. 1P: Create a ring, ioun stone, or weapon/armor flag of XPV=(LVL-4)*300 or less. This item fades in 1 turn. You can build 1 item of this type per reset that is permanent, however.
Repair IV. ½M: Cure 10*LVL hp to one group.
Repair V. 1M: Add a charge to an item.
Repair VI. 1M: Remove a Trick (25*LVL%) (-100% per multiplier beyond x1).
 
Level 6: You may use Ethereal or Anti-Ethereal Projection. [ Str->Dex, Int->Con, Wis->Chr, or the reverse ]
 
Levels 9-12: Pick two abilities below per level:
Construct VII. ½M: Remove a racial ability or immunity from a group (ER to resist). If used against 1 target, gets no ER.
Construct VIII. 1M: Time Stop (as spell, use InnR to resist). If used against 1 target, gets no InnR.
Construct IX. 1M: Restore the MF/PF/TF/PsiF/TechF in area, Tempus Lawfulness, repair other forms of discontinuities/tears
Destruct VII. ½P: Remove a class ability or immunity from an element (affects 1 group). If used against 1 target, gets no ER.
Destruct VIII. 1P, may borrow: Fork
Destruct IX. 1P: Defile the MF/PF/TF/PsiF/TechF in area, Tempus Chaos, cause other forms of discontinuities/tears
Fabricator VIII. 1P: Create any magic item of XPV=(LVL-8)*900 or less. This item fades in 1 turn. You can build 1 item of this type per reset that is permanent, however.
Repair VII. ½M: Restore an effect that was dispelled within the last round.
Repair VIII. 1M or 1bM: Heal a summon or animal companion
Repair IX. 1M: Remove a Special (-100+25*LVL%) (-100% per multiplier beyond x1).
 
Level 12: You may use Phlogiston Projection. [ Str->Con, Int->Chr, Wis->Dex ]
 
Level 13-16: Pick two abilities below per level:
Construct X. ½M or 1bM: Lock down one action type in the room.
Construct XI. 1M: Become Immaterial for 1 turn: Insubstantial (see V above), immune to matter & energy, can't be targetted.
Destruct X. ½M: Halve the hp on up to (LVL-7)/3 targets (no save, IR to resist)
Destruct XI. 1M: Whenever someone targets a spell or psi effect in the room, it is redirected to you (treat as a x1 Special).
Destruct XII. 1M: Cause all triggers on target to trigger prematurely, and target cannot use his next Clone (no save, ER to resist)
Fabricator XI. 1P: Create a temporary artifact as if an Artificer of equal level, or create a Casting Cost LVL/3 or less MTG Artifact that lasts for 1 turn (see Planeswalker Artificer).
Repair XII. 1M: 1M: Remove a Terrain Feature (-275+25*LVL%) (-100% per multiplier beyond x1).

[PC5] Psionicist Classes Group


Basic Psi3 Information

Psi3 Wild Talents
 
There are two methods for "Wild Talents" in Psi3. Neither require you to pick a discipline. Your Caster Level (CL) is half of your highest level. You may switch between methods during a reset.
 
Wild Talent Method 1
 
This method does not require feats.
 
Wild Talent Psi3 Calculation = Stat+HNCL-12
where "Stat" is any ability score you choose, and "HNCL" is "Highest Non-Concordant Level" (e.g. the highest level among your classes).
 
Use the progression below for powers gained (no stat bonus). Can trade one 1st for four 0th level powers.
You can never access powers greater than SL=7 with this wild talent.
 
HNCL Psi3 Wild
123 456 7
0-2 1-- --- -
3-5 2-- --- -
6-8 21- --- -
9-11 32- --- -
12-14 321 --- -
15-17 432 --- -
18-20 432 1-- -
21-23 543 2-- -
24-26 543 21- -
27-29 654 32- -
30-32 654 321 -
33-34 765 432 -
36+ 765 432 1
 
Wild Talent Method 2
 
This method requires feats, but you are not limited by how many powers you have, and you can get higher level powers faster.
 
Wild Talent Psi3 Calculation = (Str+Dex+Con+Int+Wis+Chr-60) / 6 + HNCL*3
 
You get no powers for "free", you need to spend feats.
Each feat spent gives your highest level in Psi3 power levels. A 0 level Psi3 power costs ¼ of a power level.
You need to be at least level equal to double the power level to use a power (e.g. you need to be 2nd level to use a 1st level power).
You can never access powers greater than SL=9 with this wild talent.

[PC5] Psionicist Classes Group


[Q3.0] Level 0 Psi3 Powers

## Level 0 Powers Discip. Short Description Source
1 Bolt Metcre You create a short-lived bolt, arrow or bullet. PsiHB3
2 Burst Psyport Target speed improves by 5 ft. for one round. PsiHB3
3 Catfall Psyport You recover well from a fall. PsiHB3
4 Control Shadow Psykin You control a normal shadow like a puppet. PsiHB3
5 Daze Telep Creature loses next action. PsiHB3
6 Detect Psionics Clasen You detect the presence of psionic activity. PsiHB3
7 Distract Telep Subject's mind wanders, imparting -1 penalty on some actions. PsiHB3
8 Elfsight Psymet You have lowlight vision. PsiHB3
9 Far Hand Psykin Minor telekinesis PsiHB3
10 Far Punch Psykin Telekinetic punch deals 1 damage. PsiHB3
11 Finger of Fire Metcre You deal 1d3 fire damage to one foe. PsiHB3
12 Float Psyport You buoy a target in water or other liquid. PsiHB3
13 Inkling Clasen You are 50% likely to know whether an intended action is good or bad. PsiHB3
14 Know Direction Clasen You know which way is north. PsiHB3
15 Lesser Natural Armor Psymet You gain +1 natural armor bonus. PsiHB3
16 Missive Telep You send a one-way telepathic message to subject. PsiHB3
17 My Light Psykin Your eyes emit 20-ft. cone of light. PsiHB3
18 Talons Psymet Your unarmed attacks do +1 damage. PsiHB3
19 Telempathic Projection Telep You modify subject's emotions. PsiHB3
20 Trinket Metcre You create a short-lived trinket. PsiHB3
21 Verve Psymet You gain 1 temporary hit point. PsiHB3

[PC5] Psionicist Classes Group


[Q3.1] Level 1 Psi3 Powers

## Level 1 Powers Discip. Short Description Source
1 Astral Construct I Metcre Creates astral construct to fight for you. PsiHB3
2 Attraction Telep Subject has mild attraction you specify. PsiHB3
3 Biocurrent Psykin Continuous bioelectrical current deals 1d4 electrical dmg/r to up to 2 cr. PsiHB3
4 Biofeedback Psymet Self control allows you to take some damage as subdual damage. PsiHB3
5 Bite of the Wolf Psymet Your base bite attack does 1d8 damage. PsiHB3
6 Call Weaponry Psyport Never lack for a weapon. PsiHB3
7 Charm Person Telep Makes one person your friend. PsiHB3
8 Combat Precognition Clasen You gain a +1 insight bonus to AC. PsiHB3
9 Compression Psymet You shrink 10%/level (max -50%). PsiHB3
10 Conceal Thoughts Telep You conceal your motives. PsiHB3
11 Control Light Psykin Control light levels up or down 20%/level. PsiHB3
12 Control Object Psykin You telekinetically animate a small object. PsiHB3
13 Create Sound Psykin You create the sound you desire. PsiHB3
14 Demoralize Telep Foes suffer -1 penalty on some actions. PsiHB3
15 Destiny Dissonance Clasen Your touch hurts your opponent's mind, dealing 1d8 subdual damage. PsiHB3
16 Disable Telep Subjects incorrectly believe they are disabled. PsiHB3
17 Dissipating Touch Psyport Touch deals 1d8 damage. PsiHB3
18 Empathic Transfer Psymet You absorb others' hurts. PsiHB3
19 Empathy Telep You know the subject's surface emotions. PsiHB3
20 Expanded Vision Clasen Wider vision allows you to see more. PsiHB3
21 Feather Fall Psyport Objects or creatures fall slowly. PsiHB3
22 Feel Light Psymet You use tactile sensation to see. PsiHB3
23 Feel Sound Psymet You use tactile sensation to hear. PsiHB3
24 Firefall Metcre Fiery sparks deal 1d4 fire damage in 10 ft. radius. PsiHB3
25 Grease Metcre Makes 10 ft. square or one object slippery. PsiHB3
26 Hammer Psymet Touch deals 1d8 bludgeoning damage. PsiHB3
27 Hear Light Psymet You use auditory sensation to see. PsiHB3
28 Hustle Psymet You gain one extra partial action. PsiHB3
29 Identify Clasen Identify single feature of psionic item. PsiHB3
30 Know Location Clasen You know, generally, where you are. PsiHB3
31 Lesser Cell Adjustment Psymet You heal 1d8 hp, +1 to next poison/disease save, or heal 1 ability point. PsiHB3
32 Lesser Concussion Psykin Pummel foe for 1d6 damage. PsiHB3
33 Lesser Metaphysical Wpn Clasen Weapon gains +1 bonus. PsiHB3
34 Lesser Mind Link Telep You forge a limited mental bond with another creature. PsiHB3
35 Minor Creation Metcre Creates one cloth or wood object. PsiHB3
36 Molecular Agitation Psykin You heat a creature or object. PsiHB3
37 Object Reading Clasen You know about an object's past. PsiHB3
38 Psycholuminesence Clasen Object sheds 20-ft. radius light. PsiHB3
39 See Sound Psymet You use visual sensation to hear. PsiHB3
40 Sense Link Telep You sense what the subject senses (one sense) PsiHB3
41 Skate Psyport Target slides (skillfully) along the ground as if ice. PsiHB3
42 Spider Climb Psyport Target can walk on walls and ceilings. PsiHB3
43 Steadfast Gaze Clasen Gaze attacks hold no terror for you. PsiHB3
44 Stomp Psykin Shock waves in the ground knock your foes prone. PsiHB3
45 Vigor Psymet You gain 3 temporary hit points. PsiHB3

[PC5] Psionicist Classes Group


[Q3.2] Level 2 Psi3 Powers

## Level 2 Powers Discip. Short Description Source
1 Animal Affinity Psymet You possess one ability score or the natural armor of a chosen animal. PsiHB3
2 Astral Construct II Metcre Create astral construct to fight for you. PsiHB3
3 Augury Clasen You find out if intended actions will be good or bad. PsiHB3
4 Aversion Telep Subject has aversion you specify. PsiHB3
5 Body Equilibrium Psymet You can walk on nonsolid surfaces. PsiHB3
6 Brain Lock Telep Subject cannot move or take any mental actions. PsiHB3
7 Burning Ray Metcre Fiery ray deals 3d6 damage to foe. PsiHB3
8 Cell Adjustment Psymet You heal 3d6 dmg, bonus to next poison/disease save, or heal 2 ability pts. PsiHB3
9 Chameleon Psymet Gain a +10 enhancement bonus to Hide checks. PsiHB3
10 Clairaudience/Clairvoy. Clasen Hear or see at a distance. PsiHB3
11 Claws of the Bear Psymet You gain a claw attack that inflicts 1d12 damage. PsiHB3
12 Combat Prescience Clasen +2 insight bonus to your attack roll. PsiHB3
13 Concussion Psykin Pummel foe for 3d6 damage. PsiHB3
14 Control Body Psykin You take rudimentary control of foe's limbs. PsiHB3
15 Control Flames Psykin You control heat and movement of a fire. PsiHB3
16 Control Wind Psykin Wind increased/decreased by up to 10 mph + 5 mph/level. PsiHB3
17 Darkvision Clasen You can see in the dark. PsiHB3
18 Detect Thoughts Telep You detect subject's surface thoughts. PsiHB3
19 Ecto Puppet Metcre You directly control an astral construct. PsiHB3
20 Ectoplasmic Cocoon Metcre You encapsulate a foe so it can't move. PsiHB3
21 Expansion Psymet You grow +10%/level (max +100%). PsiHB3
22 Glide Psyport Subject glides at speed of 20. PsiHB3
23 Inflict Pain Telep Your mental attack deals 3d6 damage. PsiHB3
24 Intrusive Sense Link Telep Subject senses what you sense. PsiHB3
25 Invisibility Psykin Subject is invisible for 10 min./level or until it attacks. PsiHB3
26 Knock Psyport Opens locked or psionically locked doors. PsiHB3
27 Levitate Psyport Subject moves up and down at your direction. PsiHB3
28 Painful Touch Psymet Your unarmed attacks deal extra 1d6 subdual damage. PsiHB3
29 Psionic Lock Psyport Psionically locks a portal or chest. PsiHB3
30 Recall Pain Clasen Foe takes damage from painful memory. PsiHB3
31 See Invisibility Clasen Reveals invisible creatures or objects. PsiHB3
32 Sense Psychoportation Psyport Know when others use this discipline. PsiHB3
33 Sensitivity to Psychic Imp. Clasen You can find out about an area's past. PsiHB3
34 Sever the Tie Psykin You deal 3d8 damage to undead in 10 ft. radius. PsiHB3
35 Sudden Minor Creation Metcre Quickly create cloth or wood object. PsiHB3
36 Suggestion Telep Compels subject to follow suggested action. PsiHB3
37 Sustenance Psymet You can go without food and water. PsiHB3

[PC5] Psionicist Classes Group


[Q3.3] Level 3 Psi3 Powers

## Level 3 Powers Discip. Short Description Source
1 Astral Construct III Metcre Astral construct fights for you. PsiHB3
2 Astral Steed Psyport Astral steed appears for one hour/level. PsiHB3
3 Bite of the Tiger Psymet Your base bite attack does 2d8 damage. PsiHB3
4 Charm Monster Telep Makes monster believe it is your ally. PsiHB3
5 Claws of the Vampire Psymet Your base unarmed attack does 1d8 damage. You heal the same amount. PsiHB3
6 Cone of Sound Psykin Sonic energy inflicts 5d4 sonic damage. PsiHB3
7 Control Sound Psykin You can create very specific sounds. PsiHB3
8 Create Food and Water Metcre Feeds three humans or one horse/level. PsiHB3
9 Crisis of Breath Telep You disrupt the target's breathing. PsiHB3
10 Danger Sense Clasen +2 bonus vs. trap. PsiHB3
11 Dimension Slide Psyport Instantly move to any spot you can see in Close range. PsiHB3
12 Displacement Psymet Attacks miss subject 50% of the time. PsiHB3
13 Duodimensional Hand Psymet Your unarmed attacks do slashing damage with an increased crit range. PsiHB3
14 Ectoplasmic Form Psymet Your amorphous form is hard to hurt. PsiHB3
15 False Sensory Input Telep You falsify one of the target's senses. PsiHB3
16 Fate Link Telep You link the fates of two targets. PsiHB3
17 Fly Psyport Subject flies at speed of 90. PsiHB3
18 Greater Concussion Psykin Pummel foe for 5d6 damage. PsiHB3
19 Improved Biofeedback Psymet You take charge of your body's damage. PsiHB3
20 Invisibility Purge Clasen Dispels invisibility within 5 ft./level. PsiHB3
21 Lesser Domination Telep Forces subject to obey your will. PsiHB3
22 Metaphysical Weapon Metcre Weapon gains +3 enhancement bonus. PsiHB3
23 Mind Link Telep You have a mental bond with others. PsiHB3
24 Negate Psionics Psykin Cancels psionic powers and effects. PsiHB3
25 Nondetection Clasen Hides subject from Clairsentient powers, and remote viewing. PsiHB3
26 Poison Sense Clasen Sense poison in 30-ft. radius. PsiHB3
27 Rejuvenation Psymet You heal 1 point temp. ability damage/hour. PsiHB3
28 Remote View Clasen You see subject from a distance. PsiHB3
29 Schism Telep Splits your mind into two independently functional parts. PsiHB3
30 Time Hop Psyport Subject hops forward in time 3d6 rounds. PsiHB3
31 Ubiquitous Vision Clasen You have all-around vision. PsiHB3
32 Undead Sense Clasen You sense the presence of undead. PsiHB3
33 Whitefire Metcre Deals 5d4 fire damage in 20 ft. radius. PsiHB3

[PC5] Psionicist Classes Group


[Q3.4] Level 4 Psi3 Powers

## Level 4 Powers Discip. Short Description Source
1 Amplified Invisibility Psykin Attack once and stay unseen. PsiHB3
2 Anchored Navigation Clasen You navigate from a fixed reference point that you mentally sense. PsiHB3
3 Astral Construct IV Metcre Astral construct fights for you. PsiHB3
4 Aura Sight Clasen You can read things in other's auras. PsiHB3
5 Detect Remote Viewing Clasen You know when others spy on you remotely. PsiHB3
6 Dimension Door Psyport Teleports you and 500 lb., 90 ft./level. PsiHB3
7 Dimensional Anchor Psyport Bars extradimensional movement. PsiHB3
8 Dismiss Ectoplasm Metcre Dissipates ectoplasmic targets. PsiHB3
9 Dismissal Psyport Forces a creature to return to a native plane. PsiHB3
10 Dissolving Touch Psymet Your acid touch deals 7d6 acid damage. PsiHB3
11 Divination Clasen Gain specific advice for proposed actions. PsiHB3
12 Domination Telep Subject obeys your will. PsiHB3
13 Fabricate Metcre Transforms raw goods to finished items. PsiHB3
14 Fatal Attraction Telep Implants death urge in target. PsiHB3
15 Fate of One Clasen You can reroll a bad roll. PsiHB3
16 Forced Mind Link Telep Creates mental bond with unwilling target. PsiHB3
17 Freedom of Movement Psyport Move normally despite impediments. PsiHB3
18 Immovability Psymet You are almost impossible to move. PsiHB3
19 Inertial Barrier Psykin Subject gains damage reduction (10/+5). PsiHB3
20 Mass Concussion Psykin Foes take 7d4 damage in 20 ft. radius. PsiHB3
21 Mindwipe Telep Target's recent experiences wiped away. PsiHB3
22 Polymorph Self Psymet You assume a new form. PsiHB3
23 Psychofeedback Psymet You can use power points to boost your Str, Con, and/or Dex ability mods. PsiHB3
24 Quintessence Metcre You collapse a bit of time into a physical substance. PsiHB3
25 Tailor Memory Telep False memory implanted in target. PsiHB3
26 Telekinesis Psykin Lift or move 25 lb./level at long range. PsiHB3
27 Wall of Ectoplasm Metcre You create a protective barrier. PsiHB3

[PC5] Psionicist Classes Group


[Q3.5] Level 5 Psi3 Powers

## Level 5 Powers Discip. Short Description Source
1 Adapt Body Psymet You adapt your body to hostile environments. PsiHB3
2 Astral Construct V Metcre Astral construct fights for you. PsiHB3
3 Baleful Teleport Psyport Destructive teleport deals 9d6 damage. PsiHB3
4 Brilliant Blast Psykin Light blast inflicts 9d4 damage in 20' radius. PsiHB3
5 Catapsi Telep Psychic static is a drag on power manifestation. PsiHB3
6 Clairtangency Psykin You can use Far Hand at any distance. PsiHB3
7 Ectoplasmic Armor Metcre You gain a +10 armor bonus. PsiHB3
8 Ectoplasmic Shambler Metcre Fog-like predator engulfs foes, dealing 2 dmg/r to foes while surrounded. PsiHB3
9 Energy Barrier Psymet You convert energy attacks to harmless light. PsiHB3
10 Graft Weapon Psymet A weapon becomes a natural part of you. PsiHB3
11 Greater Domination Telep Subject obeys your will. PsiHB3
12 Incarnate Metcre You make some psionic effects permanent. PsiHB3
13 Major Creation Metcre As Minor Creation, plus stone and metal. PsiHB3
14 Metaconcert Telep Mental concert of 2+ psions increases the total power of the participants. PsiHB3
15 Metamorphosis Psymet You take the form of creatures and objects. PsiHB3
16 Mind Probe Telep You discover the target's secret thoughts. PsiHB3
17 Molecular Rearrangement Psykin You transmute one metal to another. PsiHB3
18 Natural Armor Psymet You gain +4 natural armor bonus. PsiHB3
19 Power Resistance Clasen You gain power resistance. PsiHB3
20 Psychic Vampire Psykin Your touch attacks drains 2 power points/level from foe, which you gain. PsiHB3
21 Recall Agony Clasen Foe takes more damage from painful memory. PsiHB3
22 Sending Psyport Delivers short message anywhere instantly. PsiHB3
23 Sense Psionics Clasen You sense psionic powers and effects. PsiHB3
24 Teleport Psyport Instantly transports you anywhere. PsiHB3
25 Teleport Trigger Psyport Predetermined event triggers teleport. PsiHB3
26 True Seeing Clasen See all things as they really are. PsiHB3

[PC5] Psionicist Classes Group


[Q3.6] Level 6 Psi3 Powers

## Level 6 Powers Discip. Short Description Source
1 Ablating Psykin You are buffered from one Negate Psionics effect. PsiHB3
2 Astral Construct VI Metcre Astral construct fights for you. PsiHB3
3 Aura Alteration Telep Targets seems something it is not. PsiHB3
4 Banishment Psyport Banishes extraplanar creatures. PsiHB3
5 Breath of the Dragon Psymet Breath fire for 11d4 damage. PsiHB3
6 Disintegrate Psykin One creature or object vanishes. PsiHB3
7 Ethereal Jaunt Psyport You become ethereal for one round/level. PsiHB3
8 Flaming Shroud Metcre Encased foe takes 11d6 fire damage. PsiHB3
9 Greater Biocurrent Psykin Continuous bioelectrical current, 4d6 electrical dmg/r to up to 4 creatures. PsiHB3
10 Improved Fabricate Metcre As Fabricate, but ten times as much. PsiHB3
11 Improved Fly Psyport Subject flies at speed of 180. PsiHB3
12 Improved Vigor Psymet You gain 13 temporary hit points. PsiHB3
13 Mass Suggestion Telep Many targets follow suggested action. PsiHB3
14 Mind Switch Telep You switch minds with another. PsiHB3
15 Null Psionics Field Psykin Negates psionics within 10 ft. PsiHB3
16 Precognition Clasen More in-depth than Divination. PsiHB3
17 Remote View Trap Clasen Enemy remote viewers take 4d4 damage. PsiHB3
18 Retrieve Psykin You teleport to your hand an item you can see. PsiHB3
19 Shield of Prudence Clasen +6 insight bonus to AC. PsiHB3
20 Suspend Life Psymet Your life functions slow to imperceptibility. PsiHB3
21 Trace Teleport Psyport Learn origin or goal of subject's Teleport. PsiHB3

[PC5] Psionicist Classes Group


[Q3.7] Level 7 Psi3 Powers

## Level 7 Powers Discip. Short Description Source
1 Astral Construct VII Metcre Astral construct fights for you. PsiHB3
2 Contingency Metcre Sets trigger condition for another power. PsiHB3
3 Divert Teleport Psyport Choose destination for another's Teleport. PsiHB3
4 Emulate Power Clasen Manifest any psion power 6th-level and less. PsiHB3
5 Energy Conversion Psymet You convert energy attacks to one ray energy attack of your own. PsiHB3
6 Etherealness Psyport Travel to the Ethereal Plane with companions. PsiHB3
7 Fission Psymet You briefly duplicate yourself. PsiHB3
8 Imp. Anchored Navigation Clasen You can navigate from a fixed point even across planar boundaries. PsiHB3
9 Improved Telekinesis Psykin Lift or move 50 lb./level at long range. PsiHB3
10 Insanity Telep Subject is permanently wacky. PsiHB3
11 Mass Cocoon Metcre Ectoplasmic Cocoon, but bigger. PsiHB3
12 Mass Domination Telep Many targets subject to your will. PsiHB3
13 Oak Body Psymet You body becomes living wood. PsiHB3
14 Phase Door Psyport Invisible passage through wood or stone. PsiHB3
15 Plane Shift Psyport Up to eight subjects travel to another plane. PsiHB3
16 Reddopsi Psykin Foe's power rebounds on her. PsiHB3
17 Sequester Clasen Subject invisible to sight and remote viewing. PsiHB3
18 Teleport Without Error Psyport As Teleport with no off-targets. PsiHB3
19 True Concussion Psykin Pummels foe for 13d6 damage. PsiHB3
20 Ultrablast Telep Your mental scream deals 13d4 damage. PsiHB3

[PC5] Psionicist Classes Group


[Q3.8] Level 8 Psi3 Powers

## Level 8 Powers Discip. Short Description Source
1 Astral Construct VIII Metcre Astral construct fights for you. PsiHB3
2 Dream Travel Psyport You travel to other places through dreams. PsiHB3
3 Foresight Clasen Psionic senses warn you of impending danger. PsiHB3
4 Hypercognition Clasen You can deduce almost anything. PsiHB3
5 Improved Clairtangency Psykin You use Telekinesis at any distance. PsiHB3
6 Improved Etherealness Psyport Stay ethereal longer. PsiHB3
7 Iron Body Psymet Your body becomes living iron. PsiHB3
8 Mind Blank Telep Subject immune to mental/emotional effects, scrying, and remote viewing. PsiHB3
9 Mind Seed Telep Target slowly becomes you. PsiHB3
10 Mind Store Metcre Store your personality against future need. PsiHB3
11 Molecular Manipulation Psykin You increase or decrease an object's base hardness by 5. PsiHB3
12 Recall Death Clasen Foe vividly recalls its future death, and dies. PsiHB3
13 Shadow Body Psymet You become a living shadow (not the creature). PsiHB3
14 Telekinetic Sphere Psykin Mobile force globe protects one subject. PsiHB3
15 Teleportation Circle Psyport Circle teleports any creature inside to designated spot. PsiHB3
16 Temporal Acceleration Psyport Your time frame accelerates for two rounds. PsiHB3
17 True Creation Metcre As Major Creation but items are permanent. PsiHB3
18 True Domination Telep Dominated subjects less likely to defy your will. PsiHB3

[PC5] Psionicist Classes Group


[Q3.9] Level 9 Psi3 Powers

## Level 9 Powers Discip. Short Description Source
1 Affinity Field Psymet Effects that affect you also affect others. PsiHB3
2 Apopsi Telep You delete the psionic power of another. PsiHB3
3 Astral Construct IX Metcre Astral construct fights for you. PsiHB3
4 Astral Projection Psyport Projects you and friends into Astral Plane. PsiHB3
5 Confidante Telep You and another are permanently mentally bonded. PsiHB3
6 Detonation Psykin Pummels foe for 17d6 damage. PsiHB3
7 Dissolution Psykin You Disintegrate really large objects or creatures. PsiHB3
8 Genesis Metcre You instigate a new demiplane in the Astral Plane. PsiHB3
9 Greater Emulation Metcre Manifest any power 8th-level or less. PsiHB3
10 Metafaculty Clasen Subject cannot hide name or location from you. PsiHB3
11 Microcosm Telep Target explores imaginary world at the expense of the real one. PsiHB3
12 Monster Domination Telep Dominates any creature for less time. PsiHB3
13 Probability Travel Psyport You and friends physically enter Astral. PsiHB3
14 Psychic Surgery Telep Repair psychic dmg, impart knowledge of new powers, and similar things. PsiHB3
15 Shapechange Psymet You become any creature, change one/round. PsiHB3
16 Temporal Velocity Psyport Your time frame accelerates for 3d4 rounds. PsiHB3
17 Thrall Telep Target is your slave forever. PsiHB3
18 Time Regression Psyport Relive the last four rounds. PsiHB3
19 True Metabolism Psymet Regenerate 10 points/round for one minute. PsiHB3
20 True Telekinesis Psykin Lift or move 500 lb./level at long range. PsiHB3

[PC5] Psionicist Classes Group


Azorius Healer (MTG U/W)

Level KXP Psi
mMGS
1 0 2---
2 4.375 3---
3 8.75 40--
4 17.5 41--
5 35 42--
6 70 43--
7 140 53a-
8 280 540-
9 560 541-
10 1120 542-
11 1680 543-
12 2240 544-
13 2800 554-
14 3360 555-
15 3920 655b
16 4480 665a
17 5040 6660
18 5600 6661
19 6160 6662
20 6720 6663
21 7280 6664
22 7840 6665
23 8400 6666
24 8960 7666
25 9520 7766
26 10080 7776
27 10640 7777
28 11200 8777
29 11760 8877
30 12320 8887
31 12880 8888
32 13440 9888
33 14000 9988
34 14560 9998
35 15120 9999
36 15680 A999
TH Saves
PD RS PP BW Sp Fo Re Wi
-1  8  4  8  2  3  1  0  2
-1  8  4  8  3  4  1  0  3
-1  9  5  8  3  4  2  1  3
-1  9  5  8  4  4  2  1  4
+0 10  6  9  4  5  2  1  4
+0 10  6  9  5  5  3  2  5
+0 11  7  9  5  6  3  2  5
+0 11  7  9  6  6  4  2  6
+1 12  7 10  6  7  4  3  6
+1 12  8 10  6  7  4  3  7
+1 13  8 10  7  8  5  3  7
+1 13  9 10  7  8  5  4  8
+2 13  9 11  7  8  6  4  8
+2 14 10 11  8  9  6  4  9
+2 14 10 11  8  9  6  5  9
+2 14 11 11  9  9  7  5 10
+3 15 11 12  9 10  7  5 10
+3 15 12 12 10 11  8  6 11
Requisites: Int 14, Chr 20
Alignment: LG, LN, NG, or NE
HD/level: & 1½m0 {Chr}  (see note)
Weapon Prof.: 1+level/3
To Hit Table: Psi
Save Table: Psi/Pri
Reference: DM
Groups: Psionicist
 
Hit Dice: "& 1½m0 {Chr}" means you take your Chr bonus to the 3/2 power per level. (+1=1, +2=2, +3=5, +4=8, +5=11, +6=14, +7=18, +8=22, +9=27, +10=31, etc.) This class does not get Con bonus to HD.
Barbarian Chr bonus (except for hit points, which uses Normal Chr bonus).
Has access to any 2 frequencies.
PSPs = (Chr*2+Int)*LVL
Gets Chr bonus to psionic progression, with their SLs shifted down by 1 (m=1, M=4, G=7, S=10).
Any psionic power that cures hp or removes baneful effects costs only ½M to use, costs ½ the number of PSPs, and is only ½ a memorization slot.
Level 3: 1M: Target loses LVL worth of C actions from his remaining number of actions. (e.g. if he has 2P+1V+1M remaining, and you're level 3, he can choose to lose 1P+1V or 1M.)
Level 3: 1M: Counter an effect from an item.
Level 4: Has access to another psionic frequency (pick one).
Level 9: NM: Counter an effect from a xN item. This is a xN effect.

[PC5] Psionicist Classes Group


[Q11U/W] Psi11U/W Powers

Level # Power Effect
2 (minor) 1 Angelic Shield All your summons get +1 rhp. You get 10 current hp. 0, sacrifice this effect: Unsummon (no save).
2 (minor) 2 Azorius First-Wing Summon a DL II Griffin, it flies, and can remove bad effects on people.
2 (minor) 3 Azorius Guildmage Summon a DL II Vedalken Wizard, it can Stop someone, and can dispel Contingency effects.
2 (minor) 4 Crystalline Sliver Summon a DL II Sliver, it can't be targetted.
2 (minor) 5 Energy Arc 1bM: In your group, weapon damage does not occur this half-segment and your next half-segment.
2 (minor) 6 Galina's Knight Summon a DL II Merfolk Knight, it is immune to area effect damaging spells/psi.
2 (minor) 7 Meddling Mage Summon a DL II Human Wizard, he Banhammers one spell or psi effect of SL 0-3 in the room [x1 Special]
2 (minor) 8 Overrule 1bM, spend N additional SL's: Counterspell, unless they spend 10*N SL's, and you are cured 10*N hp.
2 (minor) 9 Pride of the Clouds Summon a DL II Elemental Cat, he flies, he has rhp = number of flying summons you control.
2 (minor) 10 Prismatic Boon Choose a school, sphere, or psionic frequency. A group is immune to that for 1s.
2 (minor) 11 Sygg, River Guide Summon a DL II Merfolk Wizard, he can give someone Water Breathing, and can counter one effect.
2 (minor) 12 Wings of Aesthir Target gets +CL TH/dmg and flying 12" for 1t.
2 (minor) 13 Wings of Hope Target gets +1 TH/dmg, +3 AC/saves, and flying 12" for 1t.
3 (major) 1 Absorb 1bM: Counterspell, and be cured 30 hp.
3 (major) 2 Azorius AEthermage Summon a DL III Human Wizard, it can refresh some of your spell/psi progressions.
3 (major) 3 Chromatic Armor Choose a school, sphere, or psionic frequency. Target is immune to that for 1t.
3 (major) 4 Daring Leap One creature flies and gets +10 TH/dmg/AC/saves this segment.
3 (major) 5 Demand (Supply/Demand) Wishoid for a SL 2 Psi11U/W spell
3 (major) 6 Guiding Spirit Summon a DL III Angel, it flies, and makes your Summon Psi11U/W powers cost only ½M each.
3 (major) 7 Hanna, Ship's Navigator Summon a DL III Human Artificer, he can rebuild dispelled effects or magic items.
3 (major) 8 Leering Gargoyle Summon a DL III Gargoyle, it flies, and it can become very tough (+20 rhp) but then cannot physically attack.
3 (major) 9 Minister of Impediments Summon a DL III Human Advisor, he can lockdown one enemy's actions (Bosses and the like get a Will save).
3 (major) 10 Opaline Sliver Summon a DL III Sliver, if this Sliver dies due to enemy combat, you get one SL=2 spell added to your progression for 1t.
3 (major) 11 Phantatog Summon a DL III Atog, it dispels spell/psi effects, you can spend spell slots to increase it's DL.
3 (major) 12 Plumes of Peace Target creature is Slowed (Reflex save) and prevent his next P action (Will save)
3 (major) 13 Reparations Whenever an enemy targets you, gain 2 SL's back in Psi11U/W progression.
3 (major) 14 Riptide Crab Summon a DL III Crab, when he dies, you get ½M you can use before the end of the round.
3 (major) 15 Samite Archer Summon a DL III Human Cleric Archer, he cures 30 hp to one target and causes 30 hp to another target per action.
3 (major) 16 Silver Drake When casting, sacrifice a summon: Summon a DL IV Drake, it flies.
3 (major) 17 Sky Spirit Summon a DL III Spirit, it flies.
3 (major) 18 Spectral Shield Target gets a 20 hp Armor spell (stacks with other Armor spells), and he can't be targetted.
3 (major) 19 Tempest Drake Summon a DL III Drake, he flies and can Interpose to protect someone from being attacked.
4 (major) 1 AEthermage's Touch Get a temporary extra Summon slot this segment, summon a DL=1d4 creature, it disappears at end of segment.
4 (major) 2 Ayesha Tanaka Summon a DL IV Human Artificer, it can group monsters together, and counter magic item abilities.
4 (major) 3 Azorius Ploy One creature deals no damage on his next P action; and one creature has all melee damage prevented to him for 1s.
4 (major) 4 Cloud Cover Whenever someone dispels one of your spell/psi effects, you can recast that effect for ½M within the next round.
4 (major) 5 Glaciers x1 Special on room: Wacky balls cure instead of damage people. Spend a SL=2 spell slot each round to upkeep this.
4 (major) 6 Grand Arbiter Augustin IV Summon a DL IV Human Advisor, he spell robes for you one Psi11U/W power for -1 SL, he also casts Psi11U/W powers.
4 (major) 7 Harbor Guardian Summon a DL IV Gargoyle, he has near-infinite reach upwards.
4 (major) 8 Hazerider Drake Summon a DL IV Drake, it is immune to area effect damaging spells/psi.
4 (major) 9 Kangee, Aerie Keeper Summon a DL IV Bird Soldier, he flies, and makes your other Bird summons +3 DL's higher.
4 (major) 10 Meddling Kids Summon a DL IV Human Child, he Banhammers one spell or psi effect of SL 4-5 (not lower) in the room [x1 Special]
4 (major) 11 Reviving Vapors Up to 3 targets are cured (1d10+CL)*10 hp
4 (major) 12 Sawtooth Loon When summoning, sacrifice a summon: Summon a DL V Bird, he isn't sick and can cast Psi11U/W powers.
4 (major) 13 Stand // Deliver Unsummon a summon or dispel one effect, and cure one target 80 hp.
4 (major) 14 Trial (Trial/Error) Unsummon all creatures in a group, at least one of your summons must be in that group.
4 (major) 15 Vanish into Memory Unsummon a creature. You gain 2*N-R SL's in your Psi11U/W progression, where N is it's DL and R is it's remaining rhp's.
5 (major) 1 Armored Guardian Summon a DL V Cat Warrior, it can make people untargetable, and prevent damage.
5 (major) 2 Hunding Gjornersen Summon a DL V Human Warrior, he is good at attacking single groups with lots of monsters in it.
5 (major) 3 Isperia the Inscrutable Summon a DL V Sphinx, it flies and it gives you an extra summon slot for itself (max=1 of these at a time).
5 (major) 4 Ordered Migration Summon CL/6 DL I Birds
5 (major) 5 Palliation Accord Whenever one of your summons physically attacks, you are cured N hp, where N is their DL.
5 (major) 6 Sky Hussar Summon a DL V Human Knight, he hastes you and all your summons by +1S action.
5 (major) 7 Swift Silence The entire "stack" of spells is countered. You get +1sM action (Slow Mental, you can use it on segment 10)
5 (major) 8 Teferi's Moat Specify a summon type. Creature of that type can't attack you unless they fly. You can't fly while running this.
5 (major) 9 Tobias Andrion Summon a DL V Human, he beats things.
5 (major) 10 Windreaver Summon a DL V Elemental, it flies, can interpose, if it doesn't attack it gets +10 rhp, and it can blink.
6 (grand) 1 Dovescape x1 Special on room: Everyone has +1 summon slot for Birds; All spells and psi are countered, get N DL I Bird summons instead, where N=SL.
6 (grand) 2 Kasimir the Lone Wolf Summon a DL VI Human Warrior, he beats things down.
6 (grand) 3 Rasputin Dreamweaver Summon a DL VI Human Wizard, he can restore up to 6 SL's of your Psi11U/W progression, he also casts Psi11U/W powers.
7 (grand) 1 Gosta Dirk Summon a DL VII Human Warrior, he is not sick, and can Part/Lower Water.
7 (grand) 2 Iridescent Angel Summon a DL VII Angel, it is immune to magic, psi, innates, and radiation.
7 (grand) 3 Ith, High Arcanist Summon a DL VII Human Wizard, he can save/rescue a creature from being in a nasty group of monsters.
7 (grand) 4 Jedit Ojanen Summon a DL VII Cat Warrior, he really beats things down.

[PC5] Psionicist Classes Group


Beast Psionicist

Level KXP Psi
mMG SU
1 0 0-- --
2 3.75 1e- --
3 7.5 10- --
4 15 21h --
5 30 210 --
6 60 321 l-
7 120 432 k-
8 240 432 0-
9 480 543 1v
10 800 654 2u
11 1600 765 3t
12 2400 876 4s
13 3200 987 5r
14 4000 A98 6q
15 4800 BA9 7p
16 5600 CBA 8o
17 6400 DCB 9n
18 7200 DCB 90
19 8000 DCB 91
20 8800 DCB 92
21 9600 DCB 93
22 10400 DCB 94
23 11200 DCB 95
24 12000 DCB 96
25 12800 DCB 97
26 13600 DCB 98
27 14400 DCB 99
28 15200 DCB A9
29 16000 DCB AA
30 16800 DCB BA
31 17600 DCB BB
32 18400 DCC BB
33 19200 DCC CB
34 20000 DCC CC
35 20800 DDC CC
36 21600 DDD CC
TH Saves
PD RS PP BW Sp Fo Re Wi
-1  5  4  8  2  3  1  0  2
-1  6  5  8  3  4  2  1  3
-1  6  6  9  4  5  3  1  4
-1  7  7  9  4  5  4  2  5
+0  7  8 10  5  6  4  3  6
+0  8  9 10  6  7  5  3  7
+0  8 10 11  6  7  6  4  8
+0  9 11 11  7  8  7  5  9
+1  9 12 12  8  9  8  5 10
+1 10 13 12  8 10  8  6 11
+1 11 14 13  9 11  9  7 12
+1 11 14 13 10 12 10  7 13
+2 13 15 14 12 13 11  8 14
+2 15 15 15 14 14 12  9 15
+2 15 16 16 15 15 12  9 16
+2 16 16 16 15 16 13 10 17
+3 16 16 16 16 16 14 11 18
+3 16 16 16 16 16 15 11 19
Requisites: Int 20, Wis 20, Chr 38; Class slots 2
Alignment: any
HD/level: d10
Weapon Prof.: 2+level/4
To Hit Table: Psi
Save Table: 2xPsi
Reference: DM
Groups: Psionicist
 
Gets Chr bonus to psionic progression.
Gets access to 1 psionic frequency per level.
Psionic Strength = (Int+Wis+Chr)/3*(Level+9)*2 (in Psi1 points)
Can "material component" Psi powers by spending 1V action. The doubled power does not cost extra PSPs.
Level 6: That's an "l" (lower case "L") in Supers's, i.e. -12 (before bonus).
Level 9: That's a "v" (lower case "V") in Ultra's, i.e. -22 (before bonus).

[PC5] Psionicist Classes Group


Blue Psionicist

Level KXP Psi1/Blue
12 345 678 9
1 0 1- --- --- -
2 1.1 2- --- --- -
3 2.2 21 --- --- -
4 4.4 22 --- --- -
5 8.8 32 --- --- -
6 17.6 32 1-- --- -
7 35.2 32 2-- --- -
8 70.4 33 2-- --- -
9 140.8 33 21- --- -
10 281.6 33 22- --- -
11 500 33 32- --- -
12 720 33 33- --- -
13 940 33 331 --- -
14 1160 33 332 --- -
15 1380 33 333 --- -
16 1600 43 333 --- -
17 1820 43 333 1-- -
18 2040 43 333 2-- -
19 2260 43 333 3-- -
20 2480 44 333 3-- -
21 2700 44 433 3-- -
22 2920 44 433 31- -
23 3140 44 433 32- -
24 3360 44 433 33- -
25 3580 44 443 33- -
26 3800 44 444 33- -
27 4020 44 444 43- -
28 4240 44 444 431 -
29 4460 44 444 432 -
30 4680 44 444 433 -
31 4900 44 444 443 -
32 5120 44 444 444 -
33 5340 54 444 444 -
34 5560 55 444 444 -
35 5780 55 444 444 1
36 6000 55 444 444 2
TH Saves
PD RS PP BW Sp Fo Re Wi
-1  5  3  8  2  3  1  0  1
-1  5  4  8  2  3  1  0  2
-1  6  4  8  3  4  2  0  2
-1  6  5  8  3  4  2  1  3
+0  6  5  9  3  4  2  1  3
+0  6  6  9  4  5  3  1  4
+0  7  6  9  4  5  3  2  4
+0  7  7  9  4  5  4  2  5
+1  7  7 10  5  6  4  2  5
+1  7  8 10  5  6  4  3  6
+1  8  8 10  5  6  5  3  6
+1  8  9 10  6  7  5  3  7
+2  8  9 11  6  7  6  4  7
+2  8 10 11  6  7  6  4  8
+2  9 10 11  7  8  6  4  8
+2  9 11 11  7  8  7  5  9
+3  9 11 12  7  9  7  5  9
+3  9 12 12  8  9  8  5 10
Requisites: Int 10, Wis 10, Chr 10
Alignment: any
HD/level: d8,d8,d6,d6,d4,d4,d4,d2,…
Weapon Prof.: 5+level/5
To Hit Table: Psi
Save Table: Psi
Reference: DM, MTG
Groups: Psionicist
 
Normally this class gets Psi1; see [Q1] for rules and powers. For this class only (this is not the normal rule): Minors are SL=1, Majors are SL=3, Grands are SL=6, and Supers are SL=9. (DM Note: I grouped the SL's funky on the progression to show this trend better). You can alternatively use Psi2, Psi3, Psi3.5, Psi5, or Psi10 for this class if you prefer.
Psionic Strength = (highest of Int,Wis,Chr)*2/3*(level+9)
Gets 1 Attack or Defense every level.
Can use Psionic powers or MTG Blue spells.
New MTG Blue spells for Blue Psionicist class:
Ancestral Recall (SL=1): This spell can be cast only once per turn. Target regains 3 SL's in memorization.
Flight (SL=1): Target flies at 12" (C).
Invisibility (SL=2): Improved Invisibility.
Time Walk (SL=2): This spell can be cast only once per turn. You get an extra segment this round (segment 11 at end).
Psionic Blast (SL=3): Target takes 40 psionic dmg, you take 20 psionic dmg (no save) (PR to resist)
Control Magic (SL=4): Charm Monster (Will save)
Old MTG Blue spells from Wizard of the Coast class (you can use these):
Mind Games (SL=1): Target loses his next action (Spell save)
Aura of Dominion (SL=2): Target can use 2M this segment.
Charisma (SL=3): Your attacks are charm branded (Will save)
Coastal Piracy (SL=4): Whenever you kill a creature, restore 1 SL in memorization
Evacuation (SL=5): A group of summons is unsummoned
Mind's Desire (SL=6): You can cast 1d6 spells of SL=1d6 next segment as 1M
Blatant Thievery (SL=7): Pick Pockets LVL*10% on each target in a group
Beacon of Tomorrows (SL=8): You get an extra segment this round (segment 11 at end)

[PC5] Psionicist Classes Group


Brain in a Box

Level KXP Psi (x1)
UVW X
1 3 1-- -
2 141 2-- -
3 592 3-- -
4 653 4-- -
5 5897 5-- -
6 9324 6-- -
7 12751 61- -
8 16178 62- -
9 19605 63- -
10 23032 64- -
11 26459 65- -
12 29886 66- -
13 33313 661 -
14 36740 662 -
15 40167 663 -
16 43594 664 -
17 47021 665 -
18 50448 666 -
19 53875 666 1
20 57302 666 2
21 60729 666 3
22 64156 666 4
23 67583 666 5
24 71010 666 6
25 74437 766 6
26 77864 776 6
27 81291 777 6
28 84718 777 7
29 88145 877 7
30 91572 887 7
31 94999 888 7
32 98426 888 8
33 101853 988 8
34 105280 998 8
35 108707 999 8
36 112134 999 9
TH Saves
PD RS PP BW Sp Fo Re Wi
& +1 19 19 19 19 19 19 19 19
& +2 21 21 21 21 21 21 21 21
& +3 22 22 22 22 22 22 22 22
& +4 24 24 24 24 24 24 24 24
& +5 25 25 25 25 25 25 25 25
& +6 27 27 27 27 27 27 27 27
& +7 28 28 28 28 28 28 28 28
& +8 30 30 30 30 30 30 30 30
& +9 31 31 31 31 31 31 31 31
& +10 33 33 33 33 33 33 33 33
& +11 34 34 34 34 34 34 34 34
& +12 36 36 36 36 36 36 36 36
& +13 37 37 37 37 37 37 37 37
& +14 39 39 39 39 39 39 39 39
& +15 40 40 40 40 40 40 40 40
& +16 42 42 42 42 42 42 42 42
& +17 43 43 43 43 43 43 43 43
& +18 45 45 45 45 45 45 45 45
Requisites: Psionicist 23 or HNCL 32,
Con 33, Int 36, Wis 39, Chr 33
Alignment: L any
HD/level: & d5
Weapon Prof.: & level
To Hit Table: & Mon
Save Table: 1½xConc
Reference: DM
Groups: Concordant (x2), Psioncist
 
[X] Section stats
ihp +2
iTH +0
P Save +1
M Save +1
War -2
Rog -2
PPsi +2
Wiz +0
Pri +0
MPsi +3
   
Gets 1H action per round. Treat 1H as 1F, except what you do is at x4 effect (sort of like "material componenting"), and is considered x4 multiplier. This affects (amongst other things) your movement rate (if moving), CL, CCL, and save DC's. Alternatively, you can convert 1H to 1X.
Gets Barb Con, Extra Barb Int, Extra Barb Wis, Extra Barb Chr.
Brain a Box PSP pool = LVL iPSPs (where an iPSP is an infinite number of normal PSPs, but no more than 100*LVL PSPs at a time can be spent on powers with variable costs).
Brain in a Box psionic effects are resisted using PsiR, but the sampling power (below) is resisted using XR.
You are completely disembodied; your real body is elsewhere (presumably on your home plane). Attacks against what appears to be your "physical body" are usually quite useless. You may pass through objects at will, since you aren't really here. You may still pick up items, but cannot wear them unless you teleport them back to your real body. You cannot physically attack.
You may "material component" psionic powers from any of your x1 or x2 classes, by spending 1V action. You get free material componenting when using powers from the Brain in a Box class, and if you spend 1V, you get double material componenting.
Level N (every level): +1 psionic frequency this class can pick from.
Level N (every level): +1M action. You may convert 2M to 1QM; 2 QM to 1 QQM; 2 QQM to 1 QQQM; and so on.
Level 1: 1H or 1X, 1/r: High X Frequency Sample, see table on following page. You may "remember" powers, and put them in "Ultra" (U) slots.
DM Note: This table is just suggestions. Results are struck (removed) from the table as they are used. If a duplicate is rolled, the DM will add a new result.

[PC5] Psionicist Classes Group


High X Frequency Sample Table

# Effect
1 Choose any number of summons and their masters. Their roles reverse (the summon is now the master, and the previous master is now his summon).
2 Up to CCL protection effects on one target reverse their effect (becoming penalties, or an immunity becomes a vulnerability, effects within contingencies are reversed, etc.)
3 All the PCs have Familiar Immunity until end of segment, even if they attack. Enemy familiars lose their Immunity this segment.
4 A Special Generator appears. It has CCL*10 ihp, and generates one random x1d6 Special per segment. The Specials do not affect the party (unless people want to be affected.)
5 For 1 round, speaking actions and N actions are locked down in the room. Also, Picks and Open Slots can't be allocated anymore. Roll two d10's; those segment numbers will not occur the next time they come up.
6 One target becomes x17 on offense and x0 on defense (or vice versa, your choice). His truename is "Fred" until next round and can't be changed until then.
7 The DM leaves the room (entering the "DM Stasis Bubble"). The players may change one number or word on the chalkboard to any other word or number. The DM comes back in, and if he can't figure out what changed within 10 seconds, the change stands. DM Hint: Changing the KXP total (or making it "MXP") would probably be a little too obvious.
8 Up to CCL groups in the room gets Estate Transferenced to random planes. Whatever was there in those spaces comes back here though, so watch out! (We'll probably end up with a CCL+2 -way fight)
9 One target gains or loses (your choice) 1d4000 KXP in one class or mini-class for one segment. If he finds and kills a randomly chosen DL I Weird monster (the DM will roll it using the summon charts), he gets to keep the XP. The monster can't be summoned or created to accomplish this.
10 Each goodberry in the goodberry pool becomes a DL=9+2d4 Plant under your control and comprehension for 1 segment.
11 Everyone in the room can transfer 0 to X actions, and V to G actions. Psionic powers add their PSP costs to PSP pools instead of subtracting.
12 Any number of beings of your choice switch equipment and/or switch places. Astral Constructs in the room gain the Ultraplanar Cow ability to Moo for 1 round.
13 All charges on all items in the room are released immediately. The targets for up to CCL of the items of them are chosen by you; the rest are randomly targetted.
14 One target (can be yourself) gains one instance of the "Uncommoner" ability, using a DL=10+1d100 monster from the "Super High DL" chart.
15 One target gains or loses 1d20 multipliers for one segment. If his multiplier becomes negative, he generates a "negative multiplier zone" in his group. If his multiplier exceeds x22, he is Pixelated.
16 Up to CCL groups have their AC and hp ratings switched; or their hp and number appearing ratings switched; so a group like this: hp 50 (x6) would become: hp 6 (x50)
17 All Beholder eyestalks in the room become attached to your body (and you can use them) for 1 round. They are also Lernaean for 1 segment. All Beholders in the room must roll N System Shock rolls (where N=number of eyestalks lost), or suffer 1 level of Beast of Xvim-ing per failure.
18 The DM rolls one SL=10+1d10 Wizard or Priest spell. This spell can be cast as if it was a cantrip for 1 round. Actual cantrip spells (such as firefinger) do 1i times their normal effect (they are automatically Stepped Out Of without a Crapping at the end).
19 Mirrorweave (as per the MTG spell). Does not affect unwilling PCs, but everyone else is fair game.
20 Roll on this table 1e4 times.

[PC5] Psionicist Classes Group


Brain in a Jar / Living Brain


Level

KXP
Psi
mMG SU

TH
1 0.3 6-- -- --1
2 14.1 7-- -- --1
3 59.2 83- -- --1
4 65.3 94- -- --1
5 589.7 A5- -- --1
6 932.4 B62 -- --1
7 1275.1 C73 -- --1
8 1617.8 D84 -- --1
9 1960.5 E95 -- --1
10 2303.2 FA6 1- --1
11 2645.9 GB7 2- --1
12 2988.6 HC8 3- --1
13 3331.3 ID9 4- --1
14 3674 JEA 5- --1
15 4016.7 KFB 61 --1
16 4359.4 LGC 72 --1
17 4702.1 MHD 83 --1
18 5044.8 NIE 94 --1
19 5387.5 OJF A5 --1
20 5730.2 PKG B6 --1
21 6072.9 QLH C7 --1
22 6415.6 RMI D8 --1
23 6758.3 SNJ E9 --1
24 7101 TOK FA --1
25 7443.7 UPL GB --1
26 7786.4 VQM HC --1
27 8129.1 WRN ID --1
28 8471.8 XSO JE --1
29 8814.5 YTP KF --1
30 9157.2 ZUQ LG --1
31 9499.9 [VR MH --1
32 9842.6 \WS NI --1
33 10185.3 ]XT OJ --1
34 10528 ^YU PK --1
35 10870.7 _ZV QL --1
36 11213.4 `[W RM1 --1
37 22426.8 `[W RM2 --1
38 33640.2 `[W RM3 --1
39 44853.6 `[W RM4 --1
45 112134 `[W RMA --1
54 213054.6 `[W RMJ 1 --1
63 313975.2 `[W RMJ A --1
72 414895.8 `[W RMJ J1 --1
Requisites: Con 19, Int 22, Wis 25, Chr 19
Alignment: L any
HD/level: ½d1
Weapon Prof.: 0
To Hit Table: --1
Reference: DM {Reduced Brain ina a Box}
Groups: Psionicist, Concordant (x1)
Complexity: CF=4
   
Saving Throws:  
PPD: level-2
RSW: level+6
PP: level-2
BW: level-2
Spell: level+6
Fort: level+7
Reflex: level-2
Will: level+9
   
Gets +1M action. You cannot use P actions at all. You have no limbs. You Fly at LVL*3" (D).
Gets Exc Con, Barb Int, Barb Wis, Barb Chr.
Brain a Jar PSPs = LVL*100
Enemies require a +LVL*2 or better weapon to hit you.
You may "material component" psionic powers, by spending 1V action.
Level N (every level): +1 psionic frequency this class can pick from. You do not need to spend research points to learn a frequency.
Level 1 ¶: Can use High Frequency Sampling, treat this as one category higher (if you use a minor, you get a major ability.)
Level 1 ¶: Can use High SL Sampling, treat this as one category higher (if you use a minor, you get a major ability.)

[PC5] Psionicist Classes Group


Changecat

Level KXP Psi(any)
mMG SUV W
TH
1 0 3-- - +5
2 2.2 5-- - +6
3 4.4 7-- - +7
4 8.8 91- - +8
5 16.5 A1- - +9
6 30 B2- - +10
7 55 C2- - +11
8 100 D3- - +12
9 200 E31 - +13
10 400 F41 - +14
11 600 G41 - +15
12 800 H52 - +16
13 1000 I52 - +17
14 1400 J62 - +18
15 1800 K63 - +19
16 2200 L73 1 +20
17 2600 M73 1 +21
18 3000 N84 1 +22
19 3400 O84 1 +23
20 3800 P94 2 +24
21 4200 Q95 2 +25
22 4600 RA5 2 +26
23 5000 SA5 2 +27
24 5400 TB6 3 +28
25 5800 UB6 3 +29
26 6200 VC6 3 +30
27 6600 WC7 3 +31
28 7000 XD7 4 +32
29 7400 YD7 4 +33
30 7800 ZE8 4 +34
31 8200 ZE8 4 +35
32 8600 ZF8 5 +36
33 9000 ZF9 5 +37
34 9400 ZG9 5 +38
35 9800 ZG9 5 +39
36 10200 ZHA 61 +40
37 20400 ZHA 62 +41
38 30600 ZHA 63 +42
39 40800 ZHA 64 +43
45 102000 ZHA A9 +49
54 193800 ZHD CC1 +58
63 285600 ZHD CCA +67
72 377400 ZHE EED 1 +76
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
+0 +2 +0 +3 +4 +1 +2 +4 +0 +0 ÷1
 
Requisites: Int 13, Wis 16, Chr 13,
  Race Slots 1, Class Slots 2
Alignment: any
HD/level: d6
Weapon Prof.: 5+level/5
To Hit Table: Mon+4
Save Table: 4xMon
Reference: DM
Groups: Psionicist, Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: level*2+0
RSW: level*2+0
PP: level*2+0
BW: level*2+0
Spell: level*2+0
Fort: level*2+0
Reflex: level*2+0
Will: level*2+0
   
Considered a "Cat" race.
PSPs = (Int+Wis+Chr)*Level.
Level N (every level): Gain access to a frequency from -N to N+10 (e.g. at level 1 you can pick from -1 to 11). You automatically get +1 Research Point to research the frequency in question.
Level N (every level): Get an attack or defense mode in any of your chosen frequencies. Note you are considered non-psionic to a frequency unless you have access to it. You may save these picks until you choose a frequency that uses them.
Level 1: Always land on feet. Immune to falling damage.
Level 1: Immune Poison; Resist Cold/Charm/Darkness/Light
Level 1: Detect Invis/Hidden; Farsight; Infravision
Level 1: Base claw attacks are LVLd2.
Level 1 ¶: 1F: Shapechange self into a cat or feline with DL=(LVL+2)/3 or less.
Level 1: 0, 1/d: Reroll a die roll you just made
Level 1: Psionic items cost only ½M to use
Level 5: Night Vision; Superior Hearing; Detect Noise 100%
Level 9: 8/lifetime, even when dead: Resurrect Self
Level 9: +1QV (Quick Movement) action
Level 9: 1/r: May convert 1M -> 2M only for psionics
Level 9: 1/reset: Add LVL charges to any charged item
Level 18: Resist Nether
Level 18: +1QP (Quick Physical) action
Level 18: 1/d: Replace an item's CL with your CL
Level 18: Your Int items may lend their E action to you (as 1QS)
Level 18: Ignore resistances due to dual-nature

[PC5] Psionicist Classes Group


Clairvoyant5


Level

KXP
Psi-5,5
mMG SU

TH
1 0 1-- -- -1
2 2.3 2-- -- -1
3 4.6 31- -- -1
4 9.2 41- -- -1
5 17.5 42- -- +0
6 32 531 -- +0
7 58 541 -- +0
8 105 642 -- +0
9 210 653 -- +1
10 420 753 1- +1
11 630 863 1- +1
12 840 864 1- +1
13 1050 864 2- +2
14 1470 974 2- +2
15 1890 975 2- +2
16 2310 975 3- +2
17 2730 A85 3- +3
18 3150 A86 3- +3
19 3570 A86 4- +3
20 3990 B96 41 +3
21 4410 B97 41 +4
22 4830 B97 51 +4
23 5250 CA7 51 +4
24 5670 CA8 51 +4
25 6090 CA8 61 +5
26 6510 DB8 62 +5
27 6930 DB9 62 +5
28 7350 DB9 72 +5
29 7770 EC9 72 +6
30 8190 ECA 72 +6
31 8610 ECA 82 +6
32 9030 FDA 83 +6
33 9450 FDB 83 +7
34 9870 FDB 93 +7
35 10290 GEB 93 +7
36 10710 GEC 931 +7
37 21420 GEC 932 +8
38 32130 GEC 933 +8
39 42840 GEC 943 +8
45 107100 GEC 976 +10
54 203490 GEC BAA +12
63 299880 GED DDD +14
72 396270 GFF FFE 1 +16
Requisites: Int 10+2*LVL, Chr 10+2*LVL
Alignment: any
HD/level: d5
Weapon Prof.: 2-level/3
Reference: DM
Groups: Psionicist
Complexity: CF=3
 
Saving Throws:
PPD: level+4 Fort: level+1
RSW: level+2 Reflex: level+0
PP: level+7 Will: level*2+1
BW: level+1
Spell: level+2
 
Levels Pick Description
Level 1-3: A May material component minor psionic powers
B 1M: Summon a DL=(LVL+1)/2 Psionic monster (note you may spam this to get an Astral Construct)
C 1M: High-Frequency Sample a power one category higher ("kept in memory" like High-Frequency Sampler class)
D Can pick one power from another frequency (must research it) (this may be taken multiple times)
E 1F: Dispel Psionics
Level 4: Pick two from: Mastermind5, Watcher5, or Quintessential Psion6 Level 1-3
Level 5-7: F May material component major psionic powers
G +LVL divided among Int, Chr, or level for purposes of how many maintains you can have.
H Immune to Ego of xLVL/4 or less; Immune Charm, Domination
I Psionic Regenerate 1 PSP/s, may use 1r of regeneration to restore an Int, Wis, or Chr point
J Immune Insanity; Hold M actions; Your M actions cannot be locked down
Level 8: Pick two from: Mastermind5, Watcher5, or Quintessential Psion6 Level 4-6
Level 9-12: K May material component grand psionic powers
L Astral, Ethereal, or Phlogiston projection; if you take this twice you can physically attack
M Immune to detection / divination effects
N Resist Psionics
O 1V: A slain/down foe is Capital S Slain; restore (his DL^2) of your PSPs
Level 13: Pick two from: Mastermind5, Watcher5, or Quintessential Psion6 Level 7-9
Level 14-18: P May material component super psionic powers
Q +4 HNCL for a x2 Concordant class that is Psionicist group or has a Chr requirement
R Your psionic powers function in Anti-Psionic Shell; 1F: Restore the PsiF by 1
S Insubstantial (Meta-Physical): Immune ghosts, Rainbow Silver, Wrench, Teleport Blockade
T +1QM action per round, only for psionics
Level 18: Pick two from: Mastermind5, Watcher5, or Quintessential Psion6 Level 10-14
Level 20-26: U May material component ultra psionic powers
V Ignore Class VI / Esper-Blind; Can psionically affect creatures with Int of 0
W 1F: Remove a "colorful" [C] section flag from someone (may be extremely exotic or difficult to remove)
X Your psionic powers have no maintenance costs
Y 250F,1/d: Create any psionic item of <= LVL*400 XP value
Z Pick 1 Level 14-18 (or lower) pick from any "5th Edition" class (this may be picked multiple times)

Class Level Pick Effect
Mastermind5 1-3 A +LVL nonweapon proficiencies
Mastermind5 1-3 B +LVL AC
Mastermind5 1-3 C +LVL*2 stat points for purposes of qualifying for classes
Mastermind5 1-3 D Can trade nonweapon <-> weapon proficiencies 1 per 1
Mastermind5 1-3 E +1 specialty school
Watcher5 1-3 A Nerd/Knowledge: +LVL non-weapon proficiencies; languages cost half a slot each.
Watcher5 1-3 B Legend Lore & Identify 30+LVL*10%. This is doubled when dealing with Necromany, Undead, or the Occult.
Watcher5 1-3 C Occult Library: Each reset, gain LVL in SL's of spell scrolls. You can leave these as "open scrolls" until needed.
Watcher5 1-3 D Photographic Memory: You remember everything you see.
Watcher5 1-3 E Mr. Fix-It: 1M, 1/d: Mend.
Quint. Psion6 1-3 A 1N, take 1 dmg: Gain 1 PSP {Living Power}
Quint. Psion6 1-3 B Access to all frequencies, lose LVL powers per type (minor, major, etc.)
Quint. Psion6 1-3 C +LVL Chr, -LVL Wis {Imbalanced}
Quint. Psion6 1-3 D Ethereal Perception; Can cast psi effects into Ethereal {Ectoplasmic}
Quint. Psion6 1-3 E Gain +LVL SL's in a psionic progression {Fragmount}
Quint. Psion6 1-3 F Have access to Psi0 Quintessential Psion6 class {Hand of Thought}
Quint. Psion6 1-3 G Have access to Psi3 or Psi3.5 with Quintessential Psion6 class.
Quint. Psion6 1-3 H Immune disease, mental damage; Sustain Int, Wis, Chr {Healthy Mind}
Quint. Psion6 1-3 I -LVL dmg / energy effect {Traumatised}
Quint. Psion6 1-3 J Regain PSPs like the Psi10 class (people around you) {Infector}
Quint. Psion6 1-3 K Replace Chr bonus with Int bonus to progression {Touched}
Quint. Psion6 1-3 L +LVL Will saves; cannot generate Psionic links {Introvert}
Mastermind5 4-6 F +LVL-4 kits
Mastermind5 4-6 G Can have 2 groups of the same summon
Mastermind5 4-6 H Can have 2 of the same familiar using only 1 familiar slot
Mastermind5 4-6 I +LVL saves
Mastermind5 4-6 J Can convert 3M -> 1 OppM
Watcher5 4-6 F Gain a "0" or ("½" if using DM version of specialization) in next SL.
Watcher5 4-6 G Artistry: +LVL divided among Int, Wis, Chr, or CL.
Watcher5 4-6 H Contacts: Always have access to LVL*100 XP and less magic items, even when the current store is "limited".
Watcher5 4-6 I Resist demonic powers: This includes Psi6, Psi(-6), and innate abilities of evil outer-planar creatures.
Watcher5 4-6 J Influence: 1M, 1/d: Suggestion (save vs. Will)
Mastermind5 7-9 L Can have 3 groups of the same summon
Mastermind5 7-9 M Can have 3 of the same familiar using only 1 familiar slot
Mastermind5 7-9 N 0, 1/d: Immune to one [C] section effect for this day
Watcher5 7-9 K Immune to Blow Your Head Off, Twilight, Curse, bad effects of reading magical books/scrolls
Watcher5 7-9 L Strengthen Magic: +(LVL-6)/3 MF 30' r
Watcher5 7-9 M Fast-Write Scrolls: 1F, lose N SL=N spells in memorization: Write a SL=N permanent spell scroll
Watcher5 7-9 N Scale Down: Can cast a SL=M spell emulating a SL=N spell for xM/N the effect (where M<N)
Watcher5 7-9 O iaNR (Irreducible Necromancy Resistance) (LVL-8)*10%; Turn Undead with turning level = LVL*2-10
Quint. Psion6 7-9 M Can psionically affect Undead as if they weren't Undead {Necropath}
Quint. Psion6 7-9 N 1bM: Can use +1P action this segment {Invisible Friends}
Quint. Psion6 7-9 O Gain PSPs back at x2 rate; Mummy Racial Adj. {Psychic Mummy}
Quint. Psion6 7-9 P "High Frequency Sample" is a legal frequency to pick {Psi. Investigator}
Quint. Psion6 7-9 Q +1M action for psi; +LVL Nonweapon proficiencies {Personality Shard}
Quint. Psion6 7-9 R One psi frequency has half PSP costs, others double {Specialized Mind}
Quint. Psion6 7-9 S 1M: Summon a DL=LVL/2 Psionic monster.
Quint. Psion6 7-9 T When using a psi power, can spend an extra 1M: x2 effect {Obsessive}
Quint. Psion6 7-9 U You will not die at any negative hp total, still can't act {Left for Dead}
Watcher5 10-14 P 1M, 1V (can borrow): Cast the reverse of an effect (do N times to reverse a xN effect) (can use as counterspell)
Watcher5 10-14 Q Fast-Create Potions: 1F, lose N SL=N spells in memorization: Make a potion of a SL=N effect
Watcher5 10-14 R Scale Up: Can cast a SL=M spell emulating a SL=N spell for xM/N the effect (where M>N)
Watcher5 10-14 S Indirect casting: 1M, 1V, use N of a spell, where (2^N)*10' is distance to target: Can cast without seeing target
Watcher5 10-14 T Train Slayer5: N resets of actions: A Slayer5 of LVL=N is raised by one level permanently.
Quint. Psion6 10-14 V Can material component psionic powers (spend 1V)
Quint. Psion6 10-14 W Gain a Rogue chart at half your LVL, 30*LVL Rogue pts {Pspy)
Quint. Psion6 10-14 X +1QM action for psi
Quint. Psion6 10-14 Y +1 summon slot; 1M: Summon a DL=LVL/2 Golem. {Puppet Master}
Quint. Psion6 10-14 Z X7 is a legal "frequency" to pick, each power costs 4 slots
Quint. Psion6 10-14 AA X-7 is a legal "frequency" to pick, each power costs 5 slots

Basic Psi-5 Information

This is psionic frequency -5 (negative 5). To see frequency 5, go to section [Q5].
 
PSPs (classed) = Str + Con - 24 + 2*Level
PSPs (wild talent) = (Str+Con)/2 - 12 + Level
Wild talents use HNCL/2 (half of highest level) for CL.
Psi-5 PSPs are regained at (Str+Con)/10 per hour.
 
Psi-5 is resisted using antiPsiR.

Psi-5 Minor Powers

Name PSPs Effect
Aging 1 Target is aged CL*CL years (no save)
Bolt of Nothing 1 CL dmg to one target (no save); that targets loses next M action (save)
Forget 1 Target forgets last minute (or) Target loses CL spells in memorization
Immobilize 1 -3xCL" move rate (no save); loses Dex bonus to saves & AC (save)
Immune to Charm 1+1/h Target is immune to charm & hypnosis
Immune to Fear 1+1/h Target is immune to fear & beguiling
Immune to Hold 1+1/h Target is immune to hold & stop
Immune to Sleep 1+1/h Target is immune to sleep & exhaustion
Nullcancel 1 Dispel one x1 effect (no save, gets ER)
Unspirit 1 Target gets -CL each to Cml, Luck, and CL (save for each point)

Psi-5 Major Powers

Name PSPs Effect
Beam of Nothing 2 CL*CL dmg in a 30' line (no save); they lose next F action (save)
Energy Drain 2 Target is energy drained CL levels in every class (1 save for each level)
Fade Away 2 30' radius area is teleported (unwilling get save), selective, 1r delay
Immune to Poison 2+2/h Target is immune to poison & disease
Zombify 2 Target gets -CL each to Int, Wis, and Chr (save for each point)

Psi-5 Grand Powers

Name PSPs Effect
Cone of Nothing 3 CL*CL*CL dmg in a 30' cone (no save); they lose next Opp action (save)
Spectrify 3 Target gets -CL each to Str, Dex, and Con (save for each point)

[PC5] Psionicist Classes Group


Basic Psi5 Information

PSPs (classed) = Int + Chr - 24 + 2*Level
PSPs (wild talent) = (Int+Chr)/2 - 12 + Level
Wild talents use HNCL/2 (half of highest level) for CL.
Psi5 PSPs are regained at (Int+Chr)/10 per hour.
 

Psi5 Minor Powers

Name PSPs Effect
Awareness of Area 3/t Gives mental map of area's terrain
Contact Other Plane 6 Contact Other Plane (as spell)
Danger Sense 3/t Alerts if danger coming
Disbelieve Other Imaginator 2 Lose 4d4 IPs; beyond 0 is Perm.Stat.pts.
Disbelieve Object/Person 1/r Disbelief (as priest spell:TOM pg.99)
Disbelieve Superstition Effect 2 Freq.4 effect loses 1d4 to Power Mult.
Genius 3 Genius (as priest spell:TOM pg.80)
Heal Self 1 Cure up to 100 hp, Regenerate (as spell)
Invisibility Realm 3/r Improved Invis., can see other Invis.
Legend Lore 6 Legend Lore (as spell)
Locate 3 Locate Object/Person (r=3*level+1 miles)
Magical Protection 1 (Z action) Spell must make Casting Level check on d20
Modify Reality (least) SL^2 Duplicate 1st-3rd level Alteration spell
Natural Protection 1 (Z action) Natural Effect damage resistance 75% for 1s
Physical Protection 1/r Caster's hit points triple for duration
Psionic Protection 1 (Z action) Power must make Casting Level check on d20
Reroll 6 (Z action) Reroll any die roll (yourself or other)
Sense Powers 3/t Detect Magic & Detect Psionics
Vision 6 Vision (as spell, always succeeds)
Withdraw 1/r Withdraw, can use non-offensive Mentals

Psi5 Major Powers

Name PSPs Effect
Alter Reality (lesser) SL^2 Duplicate 1st-5th level Alt,Ele,Hea
Concentration Break 10*M Target loses M Mentals (maintenance=+M/r)
Create Matter (lesser) 6 Minor Creation (as spell, perm. duration)
Disbelieve Death 13 (absolute 0 action, can do mult.) CL% chance: Not dead
Disjoin Magic 12 Mordenkainen's Disjunction (as spell)
Dispel Psionics 10 Destroy maintained psionics (all freq.)
Irrestible Charm 10 Charm Monster, no save
Magic Jar 10 Magic Jar (as spell), save at -level
Manipulate Matter 6 Polymorph any Object (as spell, perm.)
No Target 6/t Cannot be directly targetted with effects
Psionic Surgery 10 Mental Surgery (Psi1N):takes 1r, R=120'
Relocate Dream Frame 6 Teleport without Error (as spell)
Telekinesis 6 Telekinesis (weight limit=level+1 tons)

[PC5] Psionicist Classes Group


Psi5 Grand Powers

Name PSPs Effect
Aura of Great Concentration 21*M Target/self gains M Mentals (maint=+2M/r)
Alter Reality (greater) 30 Alter Reality (as spell)
Change Reality (lesser) SL^2 1st-7th level Alt,Cnj,Cre,Ele,Hea,Sum
Construction 15 Builds 1 machine up to level+1 complexity
Create Matter (greater) 15 Major Creation (as spell, perm. duration)
Destroy Matter 15 Disintegrate (save), if save made takes half max hp
Fast Forward Time 21/r All you wish to effect can use an extra action /segment
Imbue with Psionic Ability 21 Imbue target with imagination psionics
Produce 15 Brings person/object here (same plane)
Psionic Link 1/d Link with other Imaginators only
Rewind Time 21/r Rewind events of last round(s)
Time Stop 15 Time Stop (as spell, maintained 3/r)

Psi5 Super Powers

Name PSPs Effect
Change Reality (greater) 42 As the 10th level spell, non-phys.things
Enhance Attribute +1 28/56 (Phys/Ment) Need new stat or higher on d30
Godly Protection 28 (Z action) iGR = CL% for 1s, works on up to xCL beings
Psionic Permanency 28/56 (freq.5/other)Perm.psi power,no maint.cost
Shapechange 28 Shapechange (as spell,phys.innates gained)
Understand 42 Ask the DM a question

Psi5 Ultra Powers

Name PSPs Effect
Physical Independence 36/d You do not die as a result of being at negative hp
Unchangeable Reality 54 As the 12th level spell

[PC5] Psionicist Classes Group


Com1

Level KXP Psi1
mMG S
1 0 1-- -
2 3.75 2-- -
3 7.5 3-- -
4 15 31- -
5 30 32- -
6 60 33- -
7 120 43- -
8 240 44- -
9 480 441 -
10 800 442 -
11 1600 443 -
12 2400 544 -
13 3200 554 -
14 4000 555 -
15 4800 655 -
16 5600 665 -
17 6400 666 -
18 7200 666 1
19 8000 666 2
20 8800 666 3
21 9600 666 4
22 10400 666 5
23 11200 666 6
24 12000 766 6
25 12800 776 6
26 13600 777 6
27 14400 777 7
28 15200 877 7
29 16000 887 7
30 16800 888 7
31 17600 888 8
32 18400 988 8
33 19200 998 8
34 20000 999 8
35 20800 999 9
36 21600 999 9
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+0  8  4  6  3  4  0  0  3
+0  9  5  6  3  4  0  1  3
+1  9  5  6  4  4  1  1  4
+1 10  6  7  4  5  1  1  4
+1 10  6  7  5  5  2  2  5
+2 11  7  8  5  6  2  2  5
+2 11  7  9  6  6  2  2  6
+2 12  7  9  6  7  3  3  6
+3 12  8  9  6  7  3  3  7
+3 13  8 10  7  8  4  3  7
+3 13  9 10  7  8  4  4  8
+4 13  9 10  7  8  4  4  8
+4 14  9 11  8  9  5  4  9
+4 14 10 11  8  9  5  5  9
+5 14 10 11  9  9  6  5 10
+5 15 11 12  9 10  6  5 10
+5 15 11 12 10 11  6  6 11
Requisites: Con 14, Int 15, Wis 15, Chr 24
Alignment: L any (or) T any
HD/level: d10
Weapon Prof.: 2+level/4
To Hit Table: Wiz
Save Table: Pri
Reference: DM
Groups: Psionicist
 
See [Q1] for rules and powers. This is a variant Psi1 class.
Psionic Strength = (Int+Wis+Chr)/3*(Level+9)*2 (This is double the PSPs of Psi1 class)
Can "material component" Psi1 powers by spending 1V action. The doubled power does not cost extra PSPs.

[PC5] Psionicist Classes Group


Basic Psi1 Information

PSI1 CLASS: Psionic Strength = (Int+Wis+Chr) / 3 * (Level+9)
WILD TALENTS: Psionic Strength = 64 + level + (Int+Wis+Chr-36) * (exceptional+1)
where "exceptional" is the number of mental stats(Int,Wis,Chr) of 16 or above.
Wild Talent Power Progression:
  Potential Number of:
Int+Wis+Chr Minor Major Grand Att+Def
0-7 1 0 0 1
8-15 2 0 0 2
16-23 2 1 0 3
24-31 3 1 0 4
32-39 4 1 0 5
40-47 4 2 0 6
48-55 4 2 1 7
56-63 5 2 1 8
64-71 6 3 1 9
72-79 7 3 1 10
80+ 8 4 2 11
 
It takes 1 nonweapon proficiency slot for a Minor, 3 slots for a Major, and 6 slots for a Grand to obtain 1st level of mastery.
Thereafter, 1/2 a slot will increase a power's level of mastery by 1.
Attacks and Defenses cost: A=1, B=0, C=½, D=1½, E=2, U=2½, F=0, G=½ , H=1, I=1½, J=2, X=2½ (in slots).
Psionicists get the number of powers seen in their progression at no proficiency cost, and their level of mastery is equal to their experience level. They could purchase higher levels of mastery (adding to their level).
 
 
PSIONIC ENCHANTMENTS (spend 1 spell of each level below to get new spell level)
 
Spell Level, Wizard: 0 1 2 3 4-8 9 10 11 12 13
Spell Level, Priest: 0 1 2 3 4-6 7 8 9 10 11
Upgrade Cost: 400 800 200 150 100 150 200 800 1800 3200

[PC5] Psionicist Classes Group


Psionic Blast / Ultra Blast

PSIONIC BLAST ATTACK UPON NON-NATURAL-PSIONIC CREATURE (20 attack pts)
Save for Range
Int+Wis 10yd 20yd 30yd
0-5 20 19 18
6-10 18 17 16
11-13 16 15 14
14-17 14 13 12
18-21 12 11 10
22-25 10 9 8
26-29 8 7 6
30-33 6 5 4
34-35 4 3 2
36-37 2 1 0
38+ 0 -1 -2
Save Modifiers
Additions Subtractions
wizard +1 panicked -1
priest +2 enraged -1
elf +2 confused -2
Intell. Fort. +2 hopeless -3
mind blank +2 stunned -3
psionicist +3 using psi power -4
dwarf +4 using ESP -5
halfling +4 asleep -6
helm/telepathy +4 unconscious -6
Tower/Iron Will +6 feebleminded (Int=0-5)
mind bar +6 insane NA
Int+Wis Death Coma Sleep Stun Confuse Enrage Panic Feeble 2Insanity 1Insanity 1Insanity
0-5 01-77 78-91 92 93 94 95 96 97 98 99 00
6-9 01-10 11-83 84-92 93 94 95 96 97 98 99 00
10-13 01 02-15 16-84 85-93 94 95 96 97 98 99 00
14-17 01 02 03-11 12-85 86-94 95 96 97 98 99 00
18-21 01 02 03 04-17 18-86 87-95 96 97 98 99 00
22-25 01 02 03 04 05-18 19-87 88-96 97 98 99 00
26-29 01 02 03 04 05 06-19 20-88 89-97 98 99 00
30-33 01 02 03 04 05 06 07-20 21-89 90-98 99 00
34-35 01 02 03 04 05 06 07 08-26 27-85 86-99 00
36-37 01 02 03 04 05 06 07 08 09-22 23-90 91-00
38+ 01 02 03 04 05 06 07 08 09 10-23 24-00
Duration - 2d6 d 5d4 t 2d4 t 1d4 t 2d4 r 2d4 r perm. perm. 2d6 w 1d4 w
 
ULTRABLAST ATTACK UPON NON-NATURAL-PSIONIC CREATURE (75 or 100 attack pts)
Int+Wis Save Death Coma Stun Confuse Feeblemind 1Insanity 2Insanity 3Insanity 4Insanity 5Insanity
0 NA - - - - - - - - - -
1-5 20 01-19 20-36 37-51 52-64 65-75 76-84 85-91 92-96 97-99 00
6-10 19 01-16 17-34 35-50 51-63 64-74 75-83 84-90 91-95 96-98 99-00
11-15 18 01-12 13-26 27-43 44-57 58-69 70-79 80-87 88-93 94-97 98-00
16-20 17 01-09 10-20 21-34 35-50 51-64 65-75 76-84 85-91 92-96 97-00
21-25 16 01-07 08-16 17-27 28-40 41-55 56-68 69-79 80-88 89-95 96-00
26-30 15 01-05 06-12 13-21 22-32 33-45 46-60 61-73 74-84 85-93 94-00
31-35 14 01-04 05-09 10-16 17-25 26-36 37-50 51-66 67-80 81-91 92-00
36-40 13 01-03 04-07 08-13 14-21 22-31 32-43 44-57 58-74 75-88 89-00
41-45 12 01-02 03-05 06-10 11-17 18-26 27-37 38-50 51-66 67-84 85-00
46+ 11 01 02-04 05-09 10-16 17-25 26-36 37-49 50-64 65-81 82-00
Dur. - - 2d4 d 10d6r 6d6 r Perm. Perm. Perm. Perm. Perm. Perm.

[PC5] Psionicist Classes Group


Psi1 Minor Powers

MINOR POWERS Cost Notes
Animal Telepathy 1/r 1=mamm,5=bird,6=rept,8=fish,10=spider,14=plant
Antipathy-Sympathy 35/h Antipathy-Sympathy (as spell)
Automaton 10/r Animate Object (as spell)
Body Equilibrium 1/r Water Walking, Feather Fall, Lessen Weight
Body Weaponry 1/r +level AC, +level unarmed damage
Cell Adjustment 1/hp Max.# hp = level*5, Cure Disease=20/70
Clairaudience 5/r 30'range per level
Clairvoyance 5/r 20'range per level
Command 5 Command (as spell)
Detect Danger 1/r 10+10*level% direction, 5+5*level% distance
Detection of Good/Evil 2/r 20+10*level% exact alignment, 10*level% objects
Detection of Life 4/r Gives dir.,dist.,size class (30'range per level)
Detection of Magic 3/r Gives type, school/sphere, and approx. level
Domination 5+HD/r Save; Psionic gets control of all actions
Empathic Control 1/HD Save-3; Emotion (as spell); no limit to HD
Empathy 3 Gives basic emotions of all in 10'wide path
ESP 2/r ESP (as spell)
Expansion 5/r Max.Press=Str of level+12, +level dmg, +level'
Hypnosis 1/HD Level>10 or Int16=save; Max.HD=ä(level)
Invisibility 3/t Mental Invisibility, affects ä(level) in HD
Levitation 3/t Levitate (as spell)
Lights 1/t Faerie Fire, Dancing Lights, Light
Locate 5/t Locate object, person, or type of creature
Memory Protection 1/d Immune to Forget,Feeblemind,Incantatrix effects
Microkinesis 1/s Telekinesis on a small object (max wt = level lbs.)
Mind Over Body 5/d No need for food,water,sleep for 2*level days
Molecular Agitation 1/r 1 dmg 1st r, 2 dmg 2nd r, etc. (max.dmg=level)
Movement Acceleration 10/r +1V Action
Object Reading 1/r Detects psychic impressions left on an object
Postcognition 1/fact Can see into past, double chances of Precog.
Precognition 1/fact Int+Wis+level*level-factor% chance correct
Psionic Trigger 10/d Contingency for 1 psi power (still need points)
Rapport 5/r 1=Share Memories, 3=Detect Lie, 4=Mind Scan
Reduction 2/t -level' until 1', then halve size each time
Sense 5/t See in darkness/fog, Hear in silenced/loud room
Spirit Speak 10/r Speak with Dead (as spell)
Suspend Animation 6 Ceases life functions for max of (level) weeks
Sens. to Psychic Imp. 1/r Gives freq., type, and field of all psi in area
Tap Psionic Link 7/r Can listen into Psi Link if within 30*level'
Telekinetic Barrier 5N /t Take -N dmg per physical attack (max N = level)
Telekinetic Blade 5/r Base damage CLdCL, considered +CL/3 weapon, mental weapon
Telep. Ventriloquism 1/' Save-3; Target actually says desired phrase
Tongues 20+6/r Tongues (as spell); 1 language/level

[PC5] Psionicist Classes Group


Psi1 Major Powers

MAJOR POWERS Cost Notes
Astral Projection 10 Astral Spell (as spell)
Aura Alteration 10/F/h F=#AL places moved, Remove Curse,Geas,Quest=8*SL
Aura Reading 3 Detect alignment, classes, skills, exact hp
Body Control 2/t Water Breathing, Resist environment 1 HD/level
Cellular Restoration 8 Reattaches severed limb, fixes damaged organ
Controlled Blinking 5/r Blink 10'/level each round (no action after 1st)
Deflection 1/% /h Energy (non-Physical) Reflection, max=level*10%
Dimension Door 10 Dimension Door (as spell); 90'/level
Dimension Walk 1/t Cover 30 miles in (40-level) minutes
Dispel Exhaustion 14 Mental Surgery (1) but all in psi link affected
Energy Control 1/HD Max.=level in HD damage, must be energy attack
Energy Dissipation 20 Take half damage from an energy attack
Etherealness 6/t Caster+50*level lbs. in Ethereal Plane
Flying 9/t Fly (as spell)
Foresight 18 Foresight (as spell)
Geas 40 Geas (as spell)
Improved Cell Adj. 1/hp Cell Adj. but range=10'*level, Max.hp=10*level/r
Improved Invisibility 9/t Invisibility but can attack and remain Invis.
Magic Jar 20 Magic Jar (as spell), save penalty -1/level
Mass Domination 10+HD Save-4; Max.=5 creatures of level HD
Mental Surgery 10*lvl 1=Dispel Exhaustion,5=Feeblemind,6=Cure Insanity
Mind Bar 5/d Immune to Ench/Cha,Magic Jar,Domination,Invis.
Molecular Manipulation 50 Makes object weak: 1=cord,5=chain,7=wood,9=metal
Molecular Rearrangement 10/lb. 1=soft,4=brass,7=bronze,10=steel,13=Mithril
Pass-Way 20/' Can pass through any material or Wall spell (no harm)
Paralysis Bolt 15+HD Save-6; 1 creature, Max.HD=2*level
Physical Acceleration 20/r +1P Action
Probability Travel 10/P P=#planes removed, fail=21-level%
Psionic Cage 50 Reverse Wards (no one can leave)
Shape Alteration 3+W W=weight/1000, Polymorph Self (as spell)
Standing Concentration 5/d Can convert 1P+1V Action to 1M if desired each r
Submit Illusion 12/t Submit a Spectral Force to subject's mind
Telekinesis 3/r Max.Weight=3*sum(level), accel. 2"/r move rate
Telempathic Projection 6 Empathy, but can send an emotion
Telepathy 1/r Operates up to 186,000 miles away on same plane
Telepathic Projection 1/r+HD Suggestion, Possession=2*Int+Wis+Chr points
Teleportation 20+1/% Teleport (as spell), can adjust roll by 1%/point
Transmutation 10 One effect in next turn can be changed to another element
True Sensory Input 4/r True Seeing (as spell), but all 5 senses
Wards 50 Pro.Evil&Scrying, no one can enter, break=150pts
X-ray Vision 15/r As per ring of X-ray vision

[PC5] Psionicist Classes Group


Psi1 Grand Powers

GRAND POWERS Cost Notes
Amplification 10*#cr Save; Sleep d6+3 hr, Gain (Int+Wis+Chr)*2 points
Amplify Power 10N +N to CL (or) +N*10% effect to next Psi1 power (max N=CL)
Death Stare 75 Save-6; Death; Stun 2d4r if over 2*level HD
Energy Cancel 3/HD As Energy Control but removes entire area effect
Energy Jar 15/HD As Energy Control, can throw affect yourself once for 1M
Endowment 100 Gain psionics, one row lower on table above
God Voice Ventrilo. 25/r Loud "god voice", deafness (save), suggestion (save)
Grand Domination 3*HD/r Save at penalty equal to level; no HD limit
Interdimensional Space 40+1/h Rope Trick (as spell); duration limit=1h/level
Limited Wish 320 Limited Wish (as spell)
Mental Acceleration 30/r +1M Action (can be used for anything)
Power Transfer 100*T T:Minor=1,Major=2,Grand=3, Object=½*Caster Psi
Preservation 50 1=Preserve,2=Trap Soul,5=Permanency,7=Stasis
Psionic Acceleration 20/r +1M Action (must be used on natural psionics)
Psionic Amplification 8*Mult Multiplies a power; Max.=level/4+1
Psionic Disruption 40/r No psi powers (any freq.) can be used in 50'r
Restoration 60 Restoration, Restores Items, Stops dual-nature
Severance 20*SL Save; stops use of any 1 ability in creature
Shade 100 Creates a ghost/shade of person who died here, half powers
Suppression 3/r Cannot use or be affected by psionics, all psi effects drop

[PC5] Psionicist Classes Group


Psi1 Super Powers

SUPER POWERS Cost Notes
Cellular Heal/Harm X up to X targets: Heal or Harm X% of max hp
Counterspell 40*SL [0 action to use] Counters a Magic/Psi/Innate
Energy Dampen 1/HD/d Permanent Energy Cancel on self or 100'cu area
Full Acceleration 50/r +1 Full Action /r
Hero Element 700 Casts any one 1st level Hero spell
Legend Element 400 Casts any one 1st level Legend spell
Mental Deceleration 100*N Target loses next N mental actions (no save)
No Resistance 400 1 target: Lowers Class VI,PsiR,Defense X for 1t
Opposing Acceleration 60/r +1 Opposing Action /r
Physical Deceleration 50*N Target loses next N physical actions (no save)
Quick Mental Accel. 60/r +1 QM Action /r
Rapid Fire 80/r x2 number of Psi1 attacks/r, stacks with itself
Shotokan Spirit 60/r Know and can use all Psi0 minor/major/grand powers
Sinanju Spirit 60/r Know and can use all Martial Arts powers
Super Domination 10*HD Dominate one target (no save, no PsiR, no Wis)
Telekinetic Crush X 1 target: X*X*X telekinetic damage (no save)
Versatility 1000 Permanent: +1 max. # of classes or # psi.freq.
Wish 480 Wish (as spell), or any Psi2 Dev/Sci/High Sci

[PC5] Psionicist Classes Group


Psionic vs. Psionic in Mental Combat

Attack
Strength
Attack
#.Mode
F.Mind
Blank=1
G.Thought
Shield=2
H.Mental
Barrier=3
I.Intellect
Fortress=8
J.Tower of
Iron Will=10
1- 25 A.Psionic Blast=20 3 7 4 1 0
B.Mind Thrust=4 12 4 0 0 1
C.Ego Whip=7 8 3 0 0 0
D.Id Insinuation=10 1 6 8 1 1
E.Psychic Crush=14 2% 0% 0% 0% 0%
U.Ultrablast=75/100 6 10 8 4 2
26- 50 A.Psionic Blast=20 6 9 6 2 0
B.Mind Thrust=4 15 6 1 0 2
C.Ego Whip=7 12 4 0 0 0
D.Id Insinuation=10 2 8 10 3 3
E.Psychic Crush=14 5% 2% 1% 0% 0%
U.Ultrablast=75/100 12 19 15 8 3
51- 75 A.Psionic Blast=20 10 12 9 4 1
B.Mind Thrust=4 18 9 2 2 3
C.Ego Whip=7 17 6 1 1 1
D.Id Insinuation=10 4 11 13 7 6
E.Psychic Crush=14 9% 4% 2% 1% 0%
U.Ultrablast=75/100 18 27 21 12 5
76-100 A.Psionic Blast=20 15 16 13 7 2
B.Mind Thrust=4 22 13 5 4 5
C.Ego Whip=7 23 9 3 2 3
D.Id Insinuation=10 7 15 17 12 10
E.Psychic Crush=14 14% 7% 5% 3% 2%
U.Ultrablast=75/100 24 34 26 16 8
101-125 A.Psionic Blast=20 21 21 18 11 4
B.Mind Thrust=4 26 18 9 7 8
C.Ego Whip=7 30 13 6 4 6
D.Id Insinuation=10 11 20 22 18 15
E.Psychic Crush=14 20% 11% 9% 6% 4%
U.Ultrablast=75/100 30 40 30 20 12
126-150 A.Psionic Blast=20 28 27 18 16 7
B.Mind Thrust=4 30 24 9 11 12
C.Ego Whip=7 38 18 6 7 10
D.Id Insinuation=10 16 26 22 25 21
E.Psychic Crush=14 27% 16% 9% 10% 7%
U.Ultrablast=75/100 36 45 33 24 18
151-175 A.Psionic Blast=20 36 34 31 22 11
B.Mind Thrust=4 34 31 25 15 17
C.Ego Whip=7 47 24 15 11 15
D.Id Insinuation=10 22 33 35 33 28
E.Psychic Crush=14 35% 22% 20% 15% 11%
U.Ultrablast=75/100 42 50 36 28 24
 
OTHER ATTACK & DEFENSE MODES
 
Attack Mode T (Psionic Touch): As per attack mode A, but range touch, affects only one target, and there is no saving throw.
Attack Mode V (SuperBlast): This attack theoretically should exist based on its existence in Psi2. It would cost 250 attack points and have the same effect that it has in Psi2.
Defense Mode X (UltraShield): Costs 20 defense points per round to use; you cannot attack or be attacked psionically in any frequency.

[PC5] Psionicist Classes Group


Psionic Attack Upon Defenseless Psionic

Attack
Strength
Attack
#.Mode
Defender's Original Psionic Strength
10-59 60-109 110-159 160-209 210-259 260-309 310+
1- 25 A.Psionic Blast=20 D C C 15 10 5 5
B.Mind Thrust=4 W W 40 35 30 25 20
C.Ego Whip=7 30 25 20 15 10 5 5
D.Id Insinuation=10 40 35 30 25 20 15 10
E.Psychic Crush=14 72% 60% 50% 40% 30% 20% 10%
U.Ultrablast=75/100 S P W 40 30 20 10
26- 50 A.Psionic Blast=20 S D C C 15 10 5
B.Mind Thrust=4 W W W 40 35 30 25
C.Ego Whip=7 35 30 25 20 15 10 5
D.Id Insinuation=10 R 40 35 30 25 20 15
E.Psychic Crush=14 75% 62% 52% 42% 32% 22% 12%
U.Ultrablast=75/100 I S P W 40 30 20
51- 75 A.Psionic Blast=20 W S D C C 15 10
B.Mind Thrust=4 P W W W 40 35 30
C.Ego Whip=7 40 35 30 25 20 15 10
D.Id Insinuation=10 R R 40 35 30 25 20
E.Psychic Crush=14 79% 65% 55% 45% 35% 25% 15%
U.Ultrablast=75/100 K I S P W 40 30
76-100 A.Psionic Blast=20 P W S D C C 15
B.Mind Thrust=4 P P W W W 40 35
C.Ego Whip=7 P 40 35 30 25 20 15
D.Id Insinuation=10 R R R 40 35 30 25
E.Psychic Crush=14 84% 69% 59% 49% 39% 29% 19%
U.Ultrablast=75/100 K K I S P W 40
101-125 A.Psionic Blast=20 K P W S D C C
B.Mind Thrust=4 P P P W W W 40
C.Ego Whip=7 I P 40 35 30 25 20
D.Id Insinuation=10 R R R R 40 35 30
E.Psychic Crush=14 90% 74% 64% 54% 44% 34% 24%
U.Ultrablast=75/100 K K K I S P W
126-150 A.Psionic Blast=20 K K P W S D C
B.Mind Thrust=4 P P P P W W W
C.Ego Whip=7 I I P 40 35 30 25
D.Id Insinuation=10 R R R R R 40 35
E.Psychic Crush=14 97% 80% 70% 60% 50% 40% 30%
U.Ultrablast=75/100 K K K K I S P
151-175 A.Psionic Blast=20 K K K P W S D
B.Mind Thrust=4 K P P P P W W
C.Ego Whip=7 I I I P 40 35 30
D.Id Insinuation=10 R R R R R R 40
E.Psychic Crush=14 99% 87% 77% 67% 57% 47% 37%
U.Ultrablast=75/100 K K K K K I S
Code Effect
# Psionic attack points lost, beyond 0 attack pts = hp dmg
C Confused for 2d4 rounds
D Dazed for 1d4 turns, no psionic or other mental activity
I Idiocy, Int = 1d4, psionic ability lost, curable with Heal spell
K Killed
P Permanent loss of one random Psi1 power, and Dazed as above
R Robot, mind under control of attacker, save can be made every 2d4 weeks
S Sleeping in coma for 1d4 weeks
W Wounded, One random Psi1 power lost for 2d4 weeks
 
If the subject is immune to the effect (or the effect is redundant/meaningless), treat letters as a "40" instead

[PC5] Psionicist Classes Group


Com3


Level

KXP
Psi3
123 456 789 AB

TH
1 0 20- --- --- -- +0
2 3 310 --- --- -- +1
3 6 421 --- --- -- +1
4 12 532 0-- --- -- +2
5 24 643 10- --- -- +2
6 48 754 21- --- -- +3
7 96 865 320 --- -- +3
8 192 976 430 --- -- +4
9 384 A87 541 0-- -- +4
10 675 A98 652 1-- -- +5
11 825 AA9 763 20- -- +5
12 990 AAA 874 30- -- +6
13 1170 AAA 985 40- -- +6
14 1365 AAA A96 510 -- +7
15 1575 AAA AA7 621 -- +7
16 1800 AAA AA8 732 -- +8
17 2040 AAA AA9 843 -- +8
18 2295 AAA AAA 954 0- +9
19 2565 AAA AAA A65 0- +9
20 2850 AAA AAA A76 1- +10
21 3150 AAA AAA A87 1- +10
22 3465 AAA AAA A98 2- +11
23 3795 AAA AAA AA9 2- +11
24 4140 AAA AAA AAA 3- +12
25 4500 BBB BBB BBB 3- +12
26 4875 BBB BBB BBB 4- +13
27 5265 CCC CCC CCC 40 +13
28 5670 CCC CCC CCC 50 +14
29 6090 DDD DDD DDD 50 +14
30 6525 DDD DDD DDD 51 +15
31 6975 DDD DDD DDD 61 +15
32 7440 EEE EEE EEE 61 +16
33 7920 EEE EEE EEE 71 +16
34 8415 FFF FFF FFF 71 +17
35 8925 FFF FFF FFF 81 +17
36 9450 FFF FFF FFF 821 +18
37 18900 FFF FFF FFF 822 +18
38 28350 FFF FFF FFF 832 +19
39 37800 FFF FFF FFF 833 +19
45 94500 FFF FFF FFF 866 +22
54 179550 FFF FFF FFF A99 1 +27
63 264600 FFF FFF FFF AA9 9 +31
72 349650 FFF FFF FFF CCB B1 +36
Requisites: Str 10, Dex 10, Con 10, Int 10, Wis 10, Chr 10
Alignment: any
HD/level: d8
Weapon Prof.: 3+level/10
To Hit Table: Psi
Reference: DM
Groups: Psionicist
Complexity: CF=2
   
Saving Throws:  
PPD: level+4
RSW: level+2
PP: level+7
BW: level+1
Spell: level+2
Fort: level+3
Reflex: level+3
Will: level+3
   
Has access to Psi3 and Psi3.5.
PSPs = (2*LVL*LVL-LVL)*4+Stat*4
This (and the powers given below) are in the normal Psi1 PSP scale. Older printings of Psi3 and Psi3.5 used an older (10 to 1) scale.
 
Psi3 and Psi3.5 powers cost SL*20+10 PSPs each.
 
Gets a stat bonus of your choice to progression.
Can "material component" Psi3 and Psi3.5 powers by spending 1V action. The doubled power does not cost extra PSPs.
 
Level 4 (and every level divisible by 4): +1 feat.

[PC5] Psionicist Classes Group


Basic Psi3 Information

Psi3 Wild Talents
 
There are two methods for "Wild Talents" in Psi3. Neither require you to pick a discipline. Your Caster Level (CL) is half of your highest level. You may switch between methods during a reset.
 
Wild Talent Method 1
 
This method does not require feats.
 
Wild Talent Psi3 Calculation = Stat+HNCL-12
where "Stat" is any ability score you choose, and "HNCL" is "Highest Non-Concordant Level" (e.g. the highest level among your classes).
 
Use the progression below for powers gained (no stat bonus). Can trade one 1st for four 0th level powers.
You can never access powers greater than SL=7 with this wild talent.
 
HNCL Psi3 Wild
123 456 7
0-2 1-- --- -
3-5 2-- --- -
6-8 21- --- -
9-11 32- --- -
12-14 321 --- -
15-17 432 --- -
18-20 432 1-- -
21-23 543 2-- -
24-26 543 21- -
27-29 654 32- -
30-32 654 321 -
33-34 765 432 -
36+ 765 432 1
 
Wild Talent Method 2
 
This method requires feats, but you are not limited by how many powers you have, and you can get higher level powers faster.
 
Wild Talent Psi3 Calculation = (Str+Dex+Con+Int+Wis+Chr-60) / 6 + HNCL*3
 
You get no powers for "free", you need to spend feats.
Each feat spent gives your highest level in Psi3 power levels. A 0 level Psi3 power costs ¼ of a power level.
You need to be at least level equal to double the power level to use a power (e.g. you need to be 2nd level to use a 1st level power).
You can never access powers greater than SL=9 with this wild talent.

[PC5] Psionicist Classes Group


[Q3.0] Level 0 Psi3 Powers

## Level 0 Powers Discip. Short Description Source
1 Bolt Metcre You create a short-lived bolt, arrow or bullet. PsiHB3
2 Burst Psyport Target speed improves by 5 ft. for one round. PsiHB3
3 Catfall Psyport You recover well from a fall. PsiHB3
4 Control Shadow Psykin You control a normal shadow like a puppet. PsiHB3
5 Daze Telep Creature loses next action. PsiHB3
6 Detect Psionics Clasen You detect the presence of psionic activity. PsiHB3
7 Distract Telep Subject's mind wanders, imparting -1 penalty on some actions. PsiHB3
8 Elfsight Psymet You have lowlight vision. PsiHB3
9 Far Hand Psykin Minor telekinesis PsiHB3
10 Far Punch Psykin Telekinetic punch deals 1 damage. PsiHB3
11 Finger of Fire Metcre You deal 1d3 fire damage to one foe. PsiHB3
12 Float Psyport You buoy a target in water or other liquid. PsiHB3
13 Inkling Clasen You are 50% likely to know whether an intended action is good or bad. PsiHB3
14 Know Direction Clasen You know which way is north. PsiHB3
15 Lesser Natural Armor Psymet You gain +1 natural armor bonus. PsiHB3
16 Missive Telep You send a one-way telepathic message to subject. PsiHB3
17 My Light Psykin Your eyes emit 20-ft. cone of light. PsiHB3
18 Talons Psymet Your unarmed attacks do +1 damage. PsiHB3
19 Telempathic Projection Telep You modify subject's emotions. PsiHB3
20 Trinket Metcre You create a short-lived trinket. PsiHB3
21 Verve Psymet You gain 1 temporary hit point. PsiHB3

[PC5] Psionicist Classes Group


[Q3.1] Level 1 Psi3 Powers

## Level 1 Powers Discip. Short Description Source
1 Astral Construct I Metcre Creates astral construct to fight for you. PsiHB3
2 Attraction Telep Subject has mild attraction you specify. PsiHB3
3 Biocurrent Psykin Continuous bioelectrical current deals 1d4 electrical dmg/r to up to 2 cr. PsiHB3
4 Biofeedback Psymet Self control allows you to take some damage as subdual damage. PsiHB3
5 Bite of the Wolf Psymet Your base bite attack does 1d8 damage. PsiHB3
6 Call Weaponry Psyport Never lack for a weapon. PsiHB3
7 Charm Person Telep Makes one person your friend. PsiHB3
8 Combat Precognition Clasen You gain a +1 insight bonus to AC. PsiHB3
9 Compression Psymet You shrink 10%/level (max -50%). PsiHB3
10 Conceal Thoughts Telep You conceal your motives. PsiHB3
11 Control Light Psykin Control light levels up or down 20%/level. PsiHB3
12 Control Object Psykin You telekinetically animate a small object. PsiHB3
13 Create Sound Psykin You create the sound you desire. PsiHB3
14 Demoralize Telep Foes suffer -1 penalty on some actions. PsiHB3
15 Destiny Dissonance Clasen Your touch hurts your opponent's mind, dealing 1d8 subdual damage. PsiHB3
16 Disable Telep Subjects incorrectly believe they are disabled. PsiHB3
17 Dissipating Touch Psyport Touch deals 1d8 damage. PsiHB3
18 Empathic Transfer Psymet You absorb others' hurts. PsiHB3
19 Empathy Telep You know the subject's surface emotions. PsiHB3
20 Expanded Vision Clasen Wider vision allows you to see more. PsiHB3
21 Feather Fall Psyport Objects or creatures fall slowly. PsiHB3
22 Feel Light Psymet You use tactile sensation to see. PsiHB3
23 Feel Sound Psymet You use tactile sensation to hear. PsiHB3
24 Firefall Metcre Fiery sparks deal 1d4 fire damage in 10 ft. radius. PsiHB3
25 Grease Metcre Makes 10 ft. square or one object slippery. PsiHB3
26 Hammer Psymet Touch deals 1d8 bludgeoning damage. PsiHB3
27 Hear Light Psymet You use auditory sensation to see. PsiHB3
28 Hustle Psymet You gain one extra partial action. PsiHB3
29 Identify Clasen Identify single feature of psionic item. PsiHB3
30 Know Location Clasen You know, generally, where you are. PsiHB3
31 Lesser Cell Adjustment Psymet You heal 1d8 hp, +1 to next poison/disease save, or heal 1 ability point. PsiHB3
32 Lesser Concussion Psykin Pummel foe for 1d6 damage. PsiHB3
33 Lesser Metaphysical Wpn Clasen Weapon gains +1 bonus. PsiHB3
34 Lesser Mind Link Telep You forge a limited mental bond with another creature. PsiHB3
35 Minor Creation Metcre Creates one cloth or wood object. PsiHB3
36 Molecular Agitation Psykin You heat a creature or object. PsiHB3
37 Object Reading Clasen You know about an object's past. PsiHB3
38 Psycholuminesence Clasen Object sheds 20-ft. radius light. PsiHB3
39 See Sound Psymet You use visual sensation to hear. PsiHB3
40 Sense Link Telep You sense what the subject senses (one sense) PsiHB3
41 Skate Psyport Target slides (skillfully) along the ground as if ice. PsiHB3
42 Spider Climb Psyport Target can walk on walls and ceilings. PsiHB3
43 Steadfast Gaze Clasen Gaze attacks hold no terror for you. PsiHB3
44 Stomp Psykin Shock waves in the ground knock your foes prone. PsiHB3
45 Vigor Psymet You gain 3 temporary hit points. PsiHB3

[PC5] Psionicist Classes Group


[Q3.2] Level 2 Psi3 Powers

## Level 2 Powers Discip. Short Description Source
1 Animal Affinity Psymet You possess one ability score or the natural armor of a chosen animal. PsiHB3
2 Astral Construct II Metcre Create astral construct to fight for you. PsiHB3
3 Augury Clasen You find out if intended actions will be good or bad. PsiHB3
4 Aversion Telep Subject has aversion you specify. PsiHB3
5 Body Equilibrium Psymet You can walk on nonsolid surfaces. PsiHB3
6 Brain Lock Telep Subject cannot move or take any mental actions. PsiHB3
7 Burning Ray Metcre Fiery ray deals 3d6 damage to foe. PsiHB3
8 Cell Adjustment Psymet You heal 3d6 dmg, bonus to next poison/disease save, or heal 2 ability pts. PsiHB3
9 Chameleon Psymet Gain a +10 enhancement bonus to Hide checks. PsiHB3
10 Clairaudience/Clairvoy. Clasen Hear or see at a distance. PsiHB3
11 Claws of the Bear Psymet You gain a claw attack that inflicts 1d12 damage. PsiHB3
12 Combat Prescience Clasen +2 insight bonus to your attack roll. PsiHB3
13 Concussion Psykin Pummel foe for 3d6 damage. PsiHB3
14 Control Body Psykin You take rudimentary control of foe's limbs. PsiHB3
15 Control Flames Psykin You control heat and movement of a fire. PsiHB3
16 Control Wind Psykin Wind increased/decreased by up to 10 mph + 5 mph/level. PsiHB3
17 Darkvision Clasen You can see in the dark. PsiHB3
18 Detect Thoughts Telep You detect subject's surface thoughts. PsiHB3
19 Ecto Puppet Metcre You directly control an astral construct. PsiHB3
20 Ectoplasmic Cocoon Metcre You encapsulate a foe so it can't move. PsiHB3
21 Expansion Psymet You grow +10%/level (max +100%). PsiHB3
22 Glide Psyport Subject glides at speed of 20. PsiHB3
23 Inflict Pain Telep Your mental attack deals 3d6 damage. PsiHB3
24 Intrusive Sense Link Telep Subject senses what you sense. PsiHB3
25 Invisibility Psykin Subject is invisible for 10 min./level or until it attacks. PsiHB3
26 Knock Psyport Opens locked or psionically locked doors. PsiHB3
27 Levitate Psyport Subject moves up and down at your direction. PsiHB3
28 Painful Touch Psymet Your unarmed attacks deal extra 1d6 subdual damage. PsiHB3
29 Psionic Lock Psyport Psionically locks a portal or chest. PsiHB3
30 Recall Pain Clasen Foe takes damage from painful memory. PsiHB3
31 See Invisibility Clasen Reveals invisible creatures or objects. PsiHB3
32 Sense Psychoportation Psyport Know when others use this discipline. PsiHB3
33 Sensitivity to Psychic Imp. Clasen You can find out about an area's past. PsiHB3
34 Sever the Tie Psykin You deal 3d8 damage to undead in 10 ft. radius. PsiHB3
35 Sudden Minor Creation Metcre Quickly create cloth or wood object. PsiHB3
36 Suggestion Telep Compels subject to follow suggested action. PsiHB3
37 Sustenance Psymet You can go without food and water. PsiHB3

[PC5] Psionicist Classes Group


[Q3.3] Level 3 Psi3 Powers

## Level 3 Powers Discip. Short Description Source
1 Astral Construct III Metcre Astral construct fights for you. PsiHB3
2 Astral Steed Psyport Astral steed appears for one hour/level. PsiHB3
3 Bite of the Tiger Psymet Your base bite attack does 2d8 damage. PsiHB3
4 Charm Monster Telep Makes monster believe it is your ally. PsiHB3
5 Claws of the Vampire Psymet Your base unarmed attack does 1d8 damage. You heal the same amount. PsiHB3
6 Cone of Sound Psykin Sonic energy inflicts 5d4 sonic damage. PsiHB3
7 Control Sound Psykin You can create very specific sounds. PsiHB3
8 Create Food and Water Metcre Feeds three humans or one horse/level. PsiHB3
9 Crisis of Breath Telep You disrupt the target's breathing. PsiHB3
10 Danger Sense Clasen +2 bonus vs. trap. PsiHB3
11 Dimension Slide Psyport Instantly move to any spot you can see in Close range. PsiHB3
12 Displacement Psymet Attacks miss subject 50% of the time. PsiHB3
13 Duodimensional Hand Psymet Your unarmed attacks do slashing damage with an increased crit range. PsiHB3
14 Ectoplasmic Form Psymet Your amorphous form is hard to hurt. PsiHB3
15 False Sensory Input Telep You falsify one of the target's senses. PsiHB3
16 Fate Link Telep You link the fates of two targets. PsiHB3
17 Fly Psyport Subject flies at speed of 90. PsiHB3
18 Greater Concussion Psykin Pummel foe for 5d6 damage. PsiHB3
19 Improved Biofeedback Psymet You take charge of your body's damage. PsiHB3
20 Invisibility Purge Clasen Dispels invisibility within 5 ft./level. PsiHB3
21 Lesser Domination Telep Forces subject to obey your will. PsiHB3
22 Metaphysical Weapon Metcre Weapon gains +3 enhancement bonus. PsiHB3
23 Mind Link Telep You have a mental bond with others. PsiHB3
24 Negate Psionics Psykin Cancels psionic powers and effects. PsiHB3
25 Nondetection Clasen Hides subject from Clairsentient powers, and remote viewing. PsiHB3
26 Poison Sense Clasen Sense poison in 30-ft. radius. PsiHB3
27 Rejuvenation Psymet You heal 1 point temp. ability damage/hour. PsiHB3
28 Remote View Clasen You see subject from a distance. PsiHB3
29 Schism Telep Splits your mind into two independently functional parts. PsiHB3
30 Time Hop Psyport Subject hops forward in time 3d6 rounds. PsiHB3
31 Ubiquitous Vision Clasen You have all-around vision. PsiHB3
32 Undead Sense Clasen You sense the presence of undead. PsiHB3
33 Whitefire Metcre Deals 5d4 fire damage in 20 ft. radius. PsiHB3

[PC5] Psionicist Classes Group


[Q3.4] Level 4 Psi3 Powers

## Level 4 Powers Discip. Short Description Source
1 Amplified Invisibility Psykin Attack once and stay unseen. PsiHB3
2 Anchored Navigation Clasen You navigate from a fixed reference point that you mentally sense. PsiHB3
3 Astral Construct IV Metcre Astral construct fights for you. PsiHB3
4 Aura Sight Clasen You can read things in other's auras. PsiHB3
5 Detect Remote Viewing Clasen You know when others spy on you remotely. PsiHB3
6 Dimension Door Psyport Teleports you and 500 lb., 90 ft./level. PsiHB3
7 Dimensional Anchor Psyport Bars extradimensional movement. PsiHB3
8 Dismiss Ectoplasm Metcre Dissipates ectoplasmic targets. PsiHB3
9 Dismissal Psyport Forces a creature to return to a native plane. PsiHB3
10 Dissolving Touch Psymet Your acid touch deals 7d6 acid damage. PsiHB3
11 Divination Clasen Gain specific advice for proposed actions. PsiHB3
12 Domination Telep Subject obeys your will. PsiHB3
13 Fabricate Metcre Transforms raw goods to finished items. PsiHB3
14 Fatal Attraction Telep Implants death urge in target. PsiHB3
15 Fate of One Clasen You can reroll a bad roll. PsiHB3
16 Forced Mind Link Telep Creates mental bond with unwilling target. PsiHB3
17 Freedom of Movement Psyport Move normally despite impediments. PsiHB3
18 Immovability Psymet You are almost impossible to move. PsiHB3
19 Inertial Barrier Psykin Subject gains damage reduction (10/+5). PsiHB3
20 Mass Concussion Psykin Foes take 7d4 damage in 20 ft. radius. PsiHB3
21 Mindwipe Telep Target's recent experiences wiped away. PsiHB3
22 Polymorph Self Psymet You assume a new form. PsiHB3
23 Psychofeedback Psymet You can use power points to boost your Str, Con, and/or Dex ability mods. PsiHB3
24 Quintessence Metcre You collapse a bit of time into a physical substance. PsiHB3
25 Tailor Memory Telep False memory implanted in target. PsiHB3
26 Telekinesis Psykin Lift or move 25 lb./level at long range. PsiHB3
27 Wall of Ectoplasm Metcre You create a protective barrier. PsiHB3

[PC5] Psionicist Classes Group


[Q3.5] Level 5 Psi3 Powers

## Level 5 Powers Discip. Short Description Source
1 Adapt Body Psymet You adapt your body to hostile environments. PsiHB3
2 Astral Construct V Metcre Astral construct fights for you. PsiHB3
3 Baleful Teleport Psyport Destructive teleport deals 9d6 damage. PsiHB3
4 Brilliant Blast Psykin Light blast inflicts 9d4 damage in 20' radius. PsiHB3
5 Catapsi Telep Psychic static is a drag on power manifestation. PsiHB3
6 Clairtangency Psykin You can use Far Hand at any distance. PsiHB3
7 Ectoplasmic Armor Metcre You gain a +10 armor bonus. PsiHB3
8 Ectoplasmic Shambler Metcre Fog-like predator engulfs foes, dealing 2 dmg/r to foes while surrounded. PsiHB3
9 Energy Barrier Psymet You convert energy attacks to harmless light. PsiHB3
10 Graft Weapon Psymet A weapon becomes a natural part of you. PsiHB3
11 Greater Domination Telep Subject obeys your will. PsiHB3
12 Incarnate Metcre You make some psionic effects permanent. PsiHB3
13 Major Creation Metcre As Minor Creation, plus stone and metal. PsiHB3
14 Metaconcert Telep Mental concert of 2+ psions increases the total power of the participants. PsiHB3
15 Metamorphosis Psymet You take the form of creatures and objects. PsiHB3
16 Mind Probe Telep You discover the target's secret thoughts. PsiHB3
17 Molecular Rearrangement Psykin You transmute one metal to another. PsiHB3
18 Natural Armor Psymet You gain +4 natural armor bonus. PsiHB3
19 Power Resistance Clasen You gain power resistance. PsiHB3
20 Psychic Vampire Psykin Your touch attacks drains 2 power points/level from foe, which you gain. PsiHB3
21 Recall Agony Clasen Foe takes more damage from painful memory. PsiHB3
22 Sending Psyport Delivers short message anywhere instantly. PsiHB3
23 Sense Psionics Clasen You sense psionic powers and effects. PsiHB3
24 Teleport Psyport Instantly transports you anywhere. PsiHB3
25 Teleport Trigger Psyport Predetermined event triggers teleport. PsiHB3
26 True Seeing Clasen See all things as they really are. PsiHB3

[PC5] Psionicist Classes Group


[Q3.6] Level 6 Psi3 Powers

## Level 6 Powers Discip. Short Description Source
1 Ablating Psykin You are buffered from one Negate Psionics effect. PsiHB3
2 Astral Construct VI Metcre Astral construct fights for you. PsiHB3
3 Aura Alteration Telep Targets seems something it is not. PsiHB3
4 Banishment Psyport Banishes extraplanar creatures. PsiHB3
5 Breath of the Dragon Psymet Breath fire for 11d4 damage. PsiHB3
6 Disintegrate Psykin One creature or object vanishes. PsiHB3
7 Ethereal Jaunt Psyport You become ethereal for one round/level. PsiHB3
8 Flaming Shroud Metcre Encased foe takes 11d6 fire damage. PsiHB3
9 Greater Biocurrent Psykin Continuous bioelectrical current, 4d6 electrical dmg/r to up to 4 creatures. PsiHB3
10 Improved Fabricate Metcre As Fabricate, but ten times as much. PsiHB3
11 Improved Fly Psyport Subject flies at speed of 180. PsiHB3
12 Improved Vigor Psymet You gain 13 temporary hit points. PsiHB3
13 Mass Suggestion Telep Many targets follow suggested action. PsiHB3
14 Mind Switch Telep You switch minds with another. PsiHB3
15 Null Psionics Field Psykin Negates psionics within 10 ft. PsiHB3
16 Precognition Clasen More in-depth than Divination. PsiHB3
17 Remote View Trap Clasen Enemy remote viewers take 4d4 damage. PsiHB3
18 Retrieve Psykin You teleport to your hand an item you can see. PsiHB3
19 Shield of Prudence Clasen +6 insight bonus to AC. PsiHB3
20 Suspend Life Psymet Your life functions slow to imperceptibility. PsiHB3
21 Trace Teleport Psyport Learn origin or goal of subject's Teleport. PsiHB3

[PC5] Psionicist Classes Group


[Q3.7] Level 7 Psi3 Powers

## Level 7 Powers Discip. Short Description Source
1 Astral Construct VII Metcre Astral construct fights for you. PsiHB3
2 Contingency Metcre Sets trigger condition for another power. PsiHB3
3 Divert Teleport Psyport Choose destination for another's Teleport. PsiHB3
4 Emulate Power Clasen Manifest any psion power 6th-level and less. PsiHB3
5 Energy Conversion Psymet You convert energy attacks to one ray energy attack of your own. PsiHB3
6 Etherealness Psyport Travel to the Ethereal Plane with companions. PsiHB3
7 Fission Psymet You briefly duplicate yourself. PsiHB3
8 Imp. Anchored Navigation Clasen You can navigate from a fixed point even across planar boundaries. PsiHB3
9 Improved Telekinesis Psykin Lift or move 50 lb./level at long range. PsiHB3
10 Insanity Telep Subject is permanently wacky. PsiHB3
11 Mass Cocoon Metcre Ectoplasmic Cocoon, but bigger. PsiHB3
12 Mass Domination Telep Many targets subject to your will. PsiHB3
13 Oak Body Psymet You body becomes living wood. PsiHB3
14 Phase Door Psyport Invisible passage through wood or stone. PsiHB3
15 Plane Shift Psyport Up to eight subjects travel to another plane. PsiHB3
16 Reddopsi Psykin Foe's power rebounds on her. PsiHB3
17 Sequester Clasen Subject invisible to sight and remote viewing. PsiHB3
18 Teleport Without Error Psyport As Teleport with no off-targets. PsiHB3
19 True Concussion Psykin Pummels foe for 13d6 damage. PsiHB3
20 Ultrablast Telep Your mental scream deals 13d4 damage. PsiHB3

[PC5] Psionicist Classes Group


[Q3.8] Level 8 Psi3 Powers

## Level 8 Powers Discip. Short Description Source
1 Astral Construct VIII Metcre Astral construct fights for you. PsiHB3
2 Dream Travel Psyport You travel to other places through dreams. PsiHB3
3 Foresight Clasen Psionic senses warn you of impending danger. PsiHB3
4 Hypercognition Clasen You can deduce almost anything. PsiHB3
5 Improved Clairtangency Psykin You use Telekinesis at any distance. PsiHB3
6 Improved Etherealness Psyport Stay ethereal longer. PsiHB3
7 Iron Body Psymet Your body becomes living iron. PsiHB3
8 Mind Blank Telep Subject immune to mental/emotional effects, scrying, and remote viewing. PsiHB3
9 Mind Seed Telep Target slowly becomes you. PsiHB3
10 Mind Store Metcre Store your personality against future need. PsiHB3
11 Molecular Manipulation Psykin You increase or decrease an object's base hardness by 5. PsiHB3
12 Recall Death Clasen Foe vividly recalls its future death, and dies. PsiHB3
13 Shadow Body Psymet You become a living shadow (not the creature). PsiHB3
14 Telekinetic Sphere Psykin Mobile force globe protects one subject. PsiHB3
15 Teleportation Circle Psyport Circle teleports any creature inside to designated spot. PsiHB3
16 Temporal Acceleration Psyport Your time frame accelerates for two rounds. PsiHB3
17 True Creation Metcre As Major Creation but items are permanent. PsiHB3
18 True Domination Telep Dominated subjects less likely to defy your will. PsiHB3

[PC5] Psionicist Classes Group


[Q3.9] Level 9 Psi3 Powers

## Level 9 Powers Discip. Short Description Source
1 Affinity Field Psymet Effects that affect you also affect others. PsiHB3
2 Apopsi Telep You delete the psionic power of another. PsiHB3
3 Astral Construct IX Metcre Astral construct fights for you. PsiHB3
4 Astral Projection Psyport Projects you and friends into Astral Plane. PsiHB3
5 Confidante Telep You and another are permanently mentally bonded. PsiHB3
6 Detonation Psykin Pummels foe for 17d6 damage. PsiHB3
7 Dissolution Psykin You Disintegrate really large objects or creatures. PsiHB3
8 Genesis Metcre You instigate a new demiplane in the Astral Plane. PsiHB3
9 Greater Emulation Metcre Manifest any power 8th-level or less. PsiHB3
10 Metafaculty Clasen Subject cannot hide name or location from you. PsiHB3
11 Microcosm Telep Target explores imaginary world at the expense of the real one. PsiHB3
12 Monster Domination Telep Dominates any creature for less time. PsiHB3
13 Probability Travel Psyport You and friends physically enter Astral. PsiHB3
14 Psychic Surgery Telep Repair psychic dmg, impart knowledge of new powers, and similar things. PsiHB3
15 Shapechange Psymet You become any creature, change one/round. PsiHB3
16 Temporal Velocity Psyport Your time frame accelerates for 3d4 rounds. PsiHB3
17 Thrall Telep Target is your slave forever. PsiHB3
18 Time Regression Psyport Relive the last four rounds. PsiHB3
19 True Metabolism Psymet Regenerate 10 points/round for one minute. PsiHB3
20 True Telekinesis Psykin Lift or move 500 lb./level at long range. PsiHB3

[PC5] Psionicist Classes Group


Dancing Potion Bottle1


Level

KXP
Psi24
mMG SU

TH
1 0 1-- --
2 2.8 2-- --
3 5.6 2-- --
4 11.2 3-- --
5 22.4 3-- --
6 44.8 31- --
7 89.6 32- --
8 179.2 32- --
9 350 33- --
10 520 33- --
11 690 331 --
12 860 332 --
13 1030 332 --
14 1200 432 --
15 1370 433 --
16 1540 433 --
17 1710 443 --
18 1880 443 1-
19 2050 443 2-
20 2220 443 3-
21 2390 443 3-
22 2560 444 3-
23 2730 444 3-
24 2900 444 4-
25 3070 444 4-
26 3240 444 4-
27 3410 544 4-
28 3580 544 4-
29 3750 554 41
30 3920 554 42
31 4090 555 43
32 4260 555 44
33 4430 555 54
34 4600 555 54
35 4770 555 55
36 4940 665 551
37 5110 665 552
38 5280 665 553
39 5450 665 554
45 6470 766 666
54 8000 888 877
63 9530 A99 999
72 11060 BBB AAA 1
Requisites: Int 10, Wis 12
Alignment: non-L
HD/level: d6
Weapon Prof.: 2+level/5
To Hit Table: Wiz
Reference: Wiz
Groups: Psionicist, Wizard, Monster, PC Designed
Complexity: CF=5
   
Saving Throws:  
PPD: level+3
RSW: level+6
PP: level+4
BW: level+2
Spell: level+5
Fort: level-1
Reflex: level+0
Will: level+0
   
You count as a potion for effects that refer to potions.
Divide the cost of potions by LVL.
Gets +1E action, can use 1S+1E+1V per segment.
Level 1: Identify potions by sight.
Level 1: For a potion, can increase duration by 100% or effect by 50%. Each potion may be improved only once.
Level 1: 1M: Otto's Irresistable Dance (1 creature, no save)
Level 1: 0, while drinking a potion: Do a "sip" on the potion, which might identify it. Then the rest of the potion resolves. You may reverse the effect of the entire potion of yourself (Harm -> Heal, Poison -> Neutralize Poison or Sweet Water, etc.). This works even if the sip was lethal.
Level 3: 1V, while drinking a potion: "Material Component" a potion's effect, so it does double effect on you.
Level 4: Can create potions in 1/(level-3) the normal time.
Level 5: Brew Potions: 10F, 1/reset: Create 100*LVL XP value in potions.
Level 5: Can "Frugal" potions (+50% to number of uses).
Level 5: 1M: Otto's Irresistable Dance (1 group, no save)
Level 5: 1M+1P: Brew Space-Mead, a potion that when drank does Astral Spell and an Abyssal Water effect.
Level 5: 1M+1P: Cure a Potion effect that occured within the last round.
Level 5: 1M: Potion ball (of a potion you have, the potion is used)
Level 7: 0, 1/r: Recharge one of your magic items by 1 charge (even a potion)
Level 10: 1F, while drinking two potions, 1/reset: The mixing of the potions creates a special effect -- one of the potions chosen at random fails to work, but the other has its effects made permanent on the drinker. The potions's effect becomes a spell-like abilitiy that is always on for the drinker.

[PC5] Psionicist Classes Group


[Q24.4] Intelligent Item Psionics - Minor

Effect gp cost (3E) Source d77
10 ranks in Bluff 5000 DMG3.5? 1
10 ranks in Decipher Script 5000 DMG3.5? 2
10 ranks in Diplomacy 5000 DMG3.5? 3
10 ranks in Intimidate 5000 DMG3.5? 4
10 ranks in Knowledge (choose category) 5000 DMG3.5? 5
10 ranks in Listen 5000 DMG3.5? 6
10 ranks in Search 5000 DMG3.5? 7
10 ranks in Sense Motive 5000 DMG3.5? 8
10 ranks in Spellcraft 5000 DMG3.5? 9
10 ranks in Spot 5000 DMG3.5? 10
1E: activate zone of truth 3/day 6500 DMG3.5? 11
1E: bless its allies 3/day 1000 DMG3.5? 12
1E: cure moderate wounds (2d8+3) on wielder 3/day 6500 DMG3.5? 13
1E: darkness 3/day 6500 DMG3.5? 14
1E: daze monster 3/day 6500 DMG3.5? 15
1E: detect magic at will 3600 DMG3.5? 16
1E: faerie fire 3/day 1100 DMG3.5? 17
1E: hold person on an enemy 3/day 6500 DMG3.5? 18
1E: locate object 3/day 6500 DMG3.5? 19
1E: major image 1/day 5400 DMG3.5? 20
1E: minor image 1/day 2200 DMG3.5? 21
Anti-Magic 10% (DR 6T) 0D&D-Master 22
Bless(R60',DR6T,EF20'sq, + 1ML/Hit/Dmg; X5) 0D&D-Master 23
Blight' (R 60', DR 6T, EF 20'sq, -1 ML/Hit/Dmg; X5) 0D&D-Master 24
Bouyancy, to 10,000 cn (DR 6T) 0D&D-Master 25
Cause Fear* (R 120', DR 2T; X5) 0D&D-Master 26
Cause Wounds, Light* (EF 7 hp; X5) 0D&D-Master 27
Change Odors (EF 30' cube) 0D&D-Master 28
Change Tastes (EF 40 meals or 20 cu.ft.) 0D&D-Master 29
Climb Walls, 70% (DR 12T) 0D&D-Master 30
ConfuseAlignment*(R Touch, DR 40T; 0D&D-Master 31
Container, to 5,000 cn (DR 6 hours) 0D&D-Master 32
Cure Wounds (EF 7 hp; B26) 0D&D-Master 33
Darkness*(R 120', DR46T, EF30' dia; X11) 0D&D-Master 34
deathwatch continually active 2700 DMG3.5? 35
detect elevator/shifting rooms/walls in a 10' radius DMG1 36
Detect Evil (DR 6T, EF R 60'; B41) 0D&D-Master 37
detect evil/good in a 10' radius DMG1 38
detect gems, kind, and number in a 10' radius DMG1 39
detect invisible objects in a 10' radius DMG1 40
Detect Magic (DR 6T, EF R 60'; B39) 0D&D-Master 41
detect magic in a 10' radius DMG1 42
Detect New Construction (R 60', DR 36T) 0D&D-Master 43
detect precious metals, kind, and amount in a 20' radius DMG1 44
detect secret doors in a 5' radius DMG1 45
Detect Slopes (R 30', DR 36T) 0D&D-Master 46
detect sloping passages in a 10' radius DMG1 47
detect traps of large size in a 10' radius DMG1 48
Find Traps, 50% (DR 6T) 0D&D-Master 49
FloatingDisc(DR 6T, EF 5,000 cn; B39) 0D&D-Master 50
HoldAnimal(R 180', DR 40T, EF one type, 4 cr; C15) 0D&D-Master 51
Levitate (DR 46T; B41) 0D&D-Master 52
locate object in a 120' radius DMG1 53
Magic Missile (EF 5 missiles, ld6 + 1D each; B40) 0D&D-Master 54
Memorize + 1 bonus spell level 0D&D-Master 55
Mindmask (R Touch, DR 12T; X11) 0D&D-Master 56
Open Locks, 60% (DR 6T) 0D&D-Master 57
Predict Weather(DR 12 hours, EF 40 miles; C 15) 0D&D-Master 58
Produce Fire (DR 2T; C15) 0D&D-Master 59
Protection from Evil (DR 6T; B40) 0D&D-Master 60
Purify Food and Water (R lo', EF 6 waterskins or 12 food; B27) 0D&D-Master 61
Read Languages (DR 6T; B40) 0D&D-Master 62
Read Magic (DR 3T; B40) 0D&D-Master 63
Remove Fear (DR 3T, EF +6 SAve; B27) 0D&D-Master 64
Repair normal objects (EF up to 1,000 0D&D-Master 65
Resist Cold (DR 12T, EF + 2ST, -l/die D, 30'; B27) 0D&D-Master 66
Resist Fire (DR 6T, EF + 2ST, -1ldie D; 0D&D-Master 67
Shield (DR 6T; B40) 0D&D-Master 68
Sleep (R 240', DR 20 T, EF up to 20 HD, 40' sq; B40) 0D&D-Master 69
Speak with Animals (R 30', DR 6T; X6) 0D&D-Master 70
Timekeeping (DR to 24 hours from 1 mark) 0D&D-Master 71
Tree movement (DR 12T) 0D&D-Master 72
Ventriloquism (R go', DR 3T; B40) 0D&D-Master 73
Warp Wood(R240', EF40 arrows; C15) 0D&D-Master 74
Water Breathing (R30', DR 1 day; X12) 0D&D-Master 75
Weapon damage bonus + 2 (DR 1T) 0D&D-Master 76
Web (R lo'cu, DR 48T; B42) 0D&D-Master 77

[PC5] Psionicist Classes Group


[Q24.5] Intelligent Item Psionics - Major

Effect gp cost (3E) Source d259
10 ranks in Sense Motive ELH3? 1
10 ranks in Survival ELH3? 2
1E: arcane eye 1/day 10000 DMG3.5? 3
1E: cause fear in an enemy at will 7200 DMG3.5? 4
1E: clairvoyance 3/day 16000 DMG3.5? 5
1E: create daylight 3/day 16000 DMG3.5? 6
1E: create deeper darkness 3/day 16000 DMG3.5? 7
1E: create magic circle against (opposing alignment) at will 16000 DMG3.5? 8
1E: detect (opposing alignment) at will 7200 DMG3.5? 9
1E: detect thoughts at will 44000 DMG3.5? 10
1E: detect undead at will 7200 DMG3.5? 11
1E: dimensional anchor on a foe 1/day 10000 DMG3.5? 12
1E: dismissal on a foe 1/day 10000 DMG3.5? 13
1E: fear against foes 3/day 30000 DMG3.5? 14
1E: gust of wind 3/day 11000 DMG3.5? 15
1E: haste on its owner 3/day 16000 DMG3.5? 16
1E: invisibility purge (30 ft. range) 3/day 16000 DMG3.5? 17
1E: lesser globe of invulnerability 1/day 10000 DMG3.5? 18
1E: locate creature 3/day 30000 DMG3.5? 19
1E: quench on fires 3/day 16000 DMG3.5? 20
1E: slow on its enemies 3/day 16000 DMG3.5? 21
Ability Score bonus (DR 6T, EF 1 random score) 0D&D-Master 22
Ability Score bonus (DR 6T, EF 2 random scores) 0D&D-Master 23
AC bonus -2 (DR 6T) 0D&D-Master 24
AC bonus -4 (DR 6T) 0D&D-Master 25
Adds 1 point to possessor’s maior attribute DMG1 26
Animate dead (1 figure) (by touch) - 7 times/week DMG1 27
Anti-Animal Shell (DR 40T C16) 0D&D-Master 28
Anti-Magic 20% (DR 6T) 0D&D-Master 29
Anti-Plant Shell (DR 6T; Cl6) 0D&D-Master 30
Audible glamer upon command - 3 times/day DMG1 31
Bearhug (DR 1T) 0D&D-Master 32
Bless (by touch) DMG1 33
Bug Repellant (DR 40T, + 4 ST) 0D&D-Master 34
Buoyancy, to 20,000 cn (DR 12T) 0D&D-Master 35
Buoyancy, to 40,000 cn (DR 18T) 0D&D-Master 36
Calm Others (R 120', EF up to 40 HD) 0D&D-Master 37
Cause Disease*(R 30'; X6) 0D&D-Master 38
Cause Wounds, Critical* (EF 21 hp; 0D&D-Master 39
Cause Wounds, Serious* (EF 14 hp; 0D&D-Master 40
Charm Monster(R 120', EF 18 at 3 HD or 1 at 3 + HD; X13) 0D&D-Master 41
Charm Person (R 120'; B39) 0D&D-Master 42
charm person on contact - 3 times/day DMG1 43
Charm Plant (R 120', DR 3 mon, EF 1/6/12/24 plants; C21) 0D&D-Master 44
Choose Best Option (R lT, EF 1 choice) 0D&D-Master 45
Clairaudience (when touched to the ear) DMG1 46
clairoudience, 30' range-3 times/day 1 round per use DMG1 47
Clairvoyance (when touched to the eyes) DMG1 48
Clairvoyance(R 60', DR 12T; X11) 0D&D-Master 49
clairvoyance, 30' range - 3 times/day, 1 round per use DMG1 50
Climb Walls, 100% (DR 12T) 0D&D-Master 51
Climb Walls, 80% (DR 12T) 0D&D-Master 52
Climb Walls, 90% (DR 12T) 0D&D-Master 53
Cloudkill (R l', DR 6T, EF 1 pth, 5HD or less Save vs. Poison, 30' x 20'; X14) 0D&D-Master 54
Color spray - 3 times/day DMG1 55
Communication (DR 6T) 0D&D-Master 56
Comprehend languages when held DMG1 57
Confusion (R 120', DR 12r, EF up to 18 cr in 30' rad; X13) 0D&D-Master 58
Container, to 10,000 cn (DR 6 hours) 0D&D-Master 59
Container, to 20,000 cn (DR 6 hours) 0D&D-Master 60
Container. to 15,000 cn (DR 6 hours) 0D&D-Master 61
Continual Darkness* (R 120', EF 30' rad; X6) 0D&D-Master 62
continuous detect scrying effect 10000 DMG3.5? 63
Control Plants (R all in 30' x 30', DR 20T; X61) 0D&D-Master 64
Control Temperature 10' radius (DR 40T, EF 50 degrees; C 15) 0D&D-Master 65
Create Food (R lo', EF 400 men 30 Control Winds (DR 40T, EF 400'; C16) 0D&D-Master 66
Create food and water - 1 time/day DMG1 67
Create magic aura (R 120', DR 3T, EF 40' cube) 0D&D-Master 68
Create Normal Animals (R 30', DR lOT, EF 1-6 cr; C12) 0D&D-Master 69
Create Normal Monsters (R 30', DR 2T, EF 40 HD total; C22) 0D&D-Master 70
Create Poison * (R Touch; X8) 0D&D-Master 71
Create Water (RDR 6T, EF 50 gallons; X7) 0D&D-Master 72
Cure Blindness (R Touch; X6) 0D&D-Master 73
Cure Disease (R 30 ' ; X6) 0D&D-Master 74
Cure light wounds (1d8+5) on wielder 1/day ELH3? 75
Cure light wounds- 7 times/week DMG1 76
Cure Wounds, Critical(EF 21 hp; C12) 0D&D-Master 77
Cure Wounds, Serious (EF 14 hp; X7) 0D&D-Master 78
Curse* (R Touch; EF limited, see X14) 0D&D-Master 79
Darkness (5', 10', or 15‘ radius) - 3 times/day DMG1 80
Detect [opposing alignment] at will ELH3? 81
Detect charm - 3 times/day DMG1 82
Detect Danger (R 200 ' , DR 6T; M4) 0D&D-Master 83
Detect evil/good when held or ordered DMG1 84
Detect invisibility when held and ordered DMG1 85
Detect Invisible (R 400', DR 6T; B41) 0D&D-Master 86
Detect magic - 3 times/day DMG1 87
Detect magic at will ELH3? 88
Detect secret doors at will ELH3? 89
determine directions and depth - 2 times/day DMG1 90
Dimension Door (R lo', DR lr, EF 360'; X13) 0D&D-Master 91
Disarm Attack (DR 6T) 0D&D-Master 92
Dispel Evil (R 30', DR 1T; X8) 0D&D-Master 93
Dissolve (R 120', DR 3-18 days, EF 3,000 sq.ft. x 10'; C20) 0D&D-Master 94
Dodge normal missiles (DR lT, EF Save vs. wands) 0D&D-Master 95
Elasticity (DR 12T, EF 1/2 Dmg blunt weapons) 0D&D-Master 96
ESP (30’-60' range) - 3 times/day DMG1 97
ESP(R 60', DR 12T; B41) 0D&D-Master 98
ESP, 30' range - 3 times/day 1 round per use DMG1 99
Feather fall on wielder 1/day ELH3? 100
Feather fall when grasped and ordered DMG1 101
Feeblemind (R 240', EF -4S?, INT 2; 0D&D-Master 102
Find Secret Doors (R lo', DR 6T) 0D&D-Master 103
Find traps - 3 times/day DMG1 104
Find Traps (DR 2T, EF 30' ; X5) 0D&D-Master 105
Find traps at will ELH3? 106
Find Traps, 60% (DR 6T) 0D&D-Master 107
Find Traps, 70% (DR 6T) 0D&D-Master 108
Find Traps, 80% (DR 6T) 0D&D-Master 109
Fly (DR 40 + ld6T, MV 360'; X12) 0D&D-Master 110
Fly when held and ordered - 1 time/day DMG1 111
flying, 12" - 1 hour/day DMG1 112
fnfravision when held or worn DMG1 113
Free Monster* (R 120', EF up to 4 cr; X15) 0D&D-Master 114
Free Person* (R 120', EF up to 4 cr; 0D&D-Master 115
Gaseous Form (DR 3T) 0D&D-Master 116
Growth of Animal (R 120', DR 12T, EF 0D&D-Master 117
Growth of Plants (R 120', EF 3,000 0D&D-Master 118
Hallucinatory Terrain (R 240'; X13) 0D&D-Master 119
Harden* (R 120', EF 3,000 sq.ft. X 0D&D-Master 120
Haste (R 240', DR 3T, EF 24 cr in 60'; 0D&D-Master 121
heal - 1 time/day DMG1 122
Hear Noise, 50% (DR 12T) 0D&D-Master 123
Heat Metal (R 30', DR 7r; M4) 0D&D-Master 124
Hide in Shadows, 30% (DR 6T) 0D&D-Master 125
Hide in Shadows, 50% (DR 6T) 0D&D-Master 126
Hit points bonus + 1 per Hit Die (DR 0D&D-Master 127
Hit rolls bonus + 2 (DR 1T) 0D&D-Master 128
Hit rolls bonus + 3 (DR 1T) 0D&D-Master 129
Hit rolls bonus + 4 (DR 1T) 0D&D-Master 130
Hold Monster (R 120', DR 46T, EF up to 4 cr; X15) 0D&D-Master 131
Hold Person (R 120 I , DR 40T, EF up to 4 cr; X12) 0D&D-Master 132
Hold Portal (DR 12T; B39) 0D&D-Master 133
Hypnotic pattern (when moved) - 3 times/day DMG1 134
Ice, Storm (R 120', EF 20d6 D, 20' cube; X13) 0D&D-Master 135
Ice, Wall (R 120', DR 12T, EF 1200 sq.ft.; X13) 0D&D-Master 136
illusion, 120' range - 2 times/day, as the wand DMG1 137
Immune to Disease (R Touch, DR 18T) 0D&D-Master 138
Immune to Paralysis (R Touch, DR 6T) 0D&D-Master 139
Immune to Poison (DR 18T, EF self 0D&D-Master 140
Infravision (R Touch, DR 1 day, EF see 60'; X12) 0D&D-Master 141
Invisibility (B41) 0D&D-Master 142
Invisibility (improved) - 3 times/day DMG1 143
Invisibility lO'radius(R 120'; X12) 0D&D-Master 144
Item creates wall of fire in a ring with the wielder at the center 1/day 10000 DMG3.5? 145
Jump for 20 minutes on wielder 1/day ELH3? 146
Knock (R 60'; B41) 0D&D-Master 147
Know Alignment (DR lr, EF R 30; X5) 0D&D-Master 148
Know alignment when held and ordered - 1 time/day DMG1 149
Leap to 30', + 2 Hit roll bonus (DR 1T) 0D&D-Master 150
Levitate when held and ordered - 3 times/day DMG1 151
levitation, 1 turn duration - 3 times/day ot 6th level of magic DMG1 152
Light (R 120', DR 46T, EF 30' dia; B40) 0D&D-Master 153
Light-7 time/week DMG1 154
Locate object in a 120-ft. radius ELH3? 155
Locate Object(DR 6T, EF 120'; X6) 0D&D-Master 156
Lower Water (R 240', DR lOT, EF 1/2 height; X16) 0D&D-Master 157
Magic Door (R lo', DR 7 uses; C22) 0D&D-Master 158
Massmorph (R 240', EF 100 mansize; X13) 0D&D-Master 159
Memorize + 2 bonus spell levels 0D&D-Master 160
Memorize + 3 bonus spell levels 0D&D-Master 161
Memorize + 4 bonus spell levels 0D&D-Master 162
Merging (DR 18T, EF 7 cr) 0D&D-Master 163
Mind blank - 3 times/day DMG1 164
MirrorImage(DR 6T, EF 5 false images; B42) 0D&D-Master 165
Move Silently, 50% (DR 6T) 0D&D-Master 166
Neutralize Poison (R Touch; X8) 0D&D-Master 167
Obscure (DR 40T, EF 400fsq/40'high; C15) 0D&D-Master 168
Obscurement- 1 time/day DMG1 169
Open Locks, 70% (DR 6T) 0D&D-Master 170
Open Locks, 80% (DR 6T) 0D&D-Master 171
Parry (DR 6T) 0D&D-Master 172
Pass Plant (EF 300-600 yards; C16) 0D&D-Master 173
Pass without trace - 1 time/day DMG1 174
Pass-Wall(R 60', DR 6T, EF 5' X 10'; C22) 0D&D-Master 175
Pick Pockets, 50% (DR 6T) 0D&D-Master 176
Plant Door(DR 40T; C15) 0D&D-Master 177
Polymorph Other(R 60', up to 2x HD; X13) 0D&D-Master 178
Possessor immune to disease DMG1 179
Possessor immune to fear DMG1 180
Possessor immune to gas of any type DMG1 181
Possessor need neither eat nor drink for up to 1 week DMG1 182
Protection +2 when held or worn DMG1 183
Protection from Evil IO' Radius (DR 12T, EF + 1 ST; X8) 0D&D-Master 184
Protection from Lightning (R Touch, DR 40T, EF 40 dice D; C 15) 0D&D-Master 185
Protection from many creatures (DR 6T, EF up to 15HD) 0D&D-Master 186
Protection from Normal Missiles (R 30', DR 12T X12) 0D&D-Master 187
Protection from Poison (R Touch, DR 40T, EF + 4 vs. breath; M5) 0D&D-Master 188
Protection from some creatures (DR 6T, EF up to 5 HD) 0D&D-Master 189
Remove fear by touch DMG1 190
Remove Geas* (R 30'; X16) 0D&D-Master 191
Remove Traps, 50% (DR 6T) 0D&D-Master 192
Repair temporary magical object (1 obj) 0D&D-Master 193
Sanctuary when held or worn - 1 time/day DMG1 194
Saving Throws bonus + 2 (DR 6T) 0D&D-Master 195
Security (EF Trap 5 items, alarm only) 0D&D-Master 196
Set normal Trap, 50% (DR 6T) 0D&D-Master 197
Set normal Trap, 70% (DR 6T) 0D&D-Master 198
Shelter 0D&D-Master 199
Shield, when held or worn, upon command - 3 times/day DMG1 200
Shrink Plants* (R 120', EF 3,000 sq.ft.; 0D&D-Master 201
Silence15'radius(R 180', DR 12T; X6) 0D&D-Master 202
Size Control (DR 6T, 3' to 18') 0D&D-Master 203
Slow* (R 240', DR 3T, EF up to 24 cr, 30' radius; X12) 0D&D-Master 204
Speak with animals- 3 timedday DMG1 205
Speak with dead- 1 timelday DMG1 206
Speak with plants - 7 times/week DMG1 207
Speak with Plants(R 30', DR 3T; X8) 0D&D-Master 208
Speak with the Dead (R 30', EF 3 questions; X7) 0D&D-Master 209
Spell damage bonus, + l/die (DR 1 spell) 0D&D-Master 210
Spider climb for 20 minutes on wielder 1/day ELH3? 211
status effect, usable at will 11000 DMG3.5? 212
strength - 1 time/day (upon wielder only) DMG1 213
Striking (R 30', DR lT, EF + ld6 D; 0D&D-Master 214
Summon Animals (R 360', DR 3T; M5) 0D&D-Master 215
Telekinesis (R 120', DR 6r, EF 8000 cn, MV 20'/r; C20) 0D&D-Master 216
telekinesis, 2,500 g.p. wt. maximum - 2 times/day, 1 round each DMG1 217
telepathy, 60' range - 2 times/day DMG1 218
teleportation - 1 time/day 6,000 g.p. wt. maximum, 2 segments DMG1 219
Tongues when held or worn and commanded DMG1 220
Tracking (DR 6 hours, EF 90% outdoor, 50% indoor) 0D&D-Master 221
Transport Through Plants (EF +2 cr;C16) 0D&D-Master 222
Turn Undead as Cleric L12 (DR 2T) 0D&D-Master 223
Turn Undead as Cleric L6 (DR 1T) 0D&D-Master 224
Turn undead bonus + 2 to roll, + 1d6 HD (DR 1T) 0D&D-Master 225
Turn undead bonus + 4 to roll, + 2d6 HD (DR 1T) 0D&D-Master 226
Turn Wood(R 30', DR 40T, EF 120' X 60'; M5) 0D&D-Master 227
Ultravision when held or worn DMG1 228
Ventriloquism upon command - 3 times/day DMG1 229
Wall of Stone (R 60', EF 1,000 cu.ft.; X15) 0D&D-Master 230
Wall ofFire(R 60', DRConc., EF 1200 sq.ft.; X14) 0D&D-Master 231
Water breathing upon command DMG1 232
Water walking ability DMG1 233
Weapon damage bonus + 3 (DR 1T) 0D&D-Master 234
Weapon damage bonus + 4 (DR 1T) 0D&D-Master 235
Weapon damage bonus + 5 (DR 1T) 0D&D-Master 236
Weapon strength bonus + 1 (DR 1T) 0D&D-Master 237
Weapon strength bonus + 2 (DR 1T) 0D&D-Master 238
Wearer immune ta charm or hold spells DMG1 239
Wearer immune to magic missiles DMG1 240
Web- 1 time/day DMG1 241
Web movement (DR 12T) 0D&D-Master 242
Wielder can use see invisibility at will ELH3? 243
Wielder does not need to breathe ELH3? 244
Wielder does not need to sleep ELH3? 245
Wielder has free use of Blind-Fight ELH3? 246
Wielder has free use of Combat Expertise ELH3? 247
Wielder has free use of Combat Reflexes ELH3? 248
Wielder has free use of evasion ELH3? 249
Wielder has free use of Improved Initiative ELH3? 250
Wielder has free use of Improved Sunder ELH3? 251
Wielder has free use of Mobility ELH3? 252
Wielder has free use of uncanny dodge (as a 5th-level barbarian) ELH3? 253
Wizard lock - 7 time/week DMG1 254
Wizard Lock (R 10'; B42) 0D&D-Master 255
WizardEye (R 240', DR 6I', MV 120'; X14) 0D&D-Master 256
Write - 1 time/day DMG1 257
X-ray vision, 40' range - 2 times/day 1 turn per use DMG1 258
Zombie animation - 1 time/week DMG1 259

[PC5] Psionicist Classes Group


[Q24.6] Intelligent Item Psionics - Grand

Effect gp cost (3E) Source d209
+2 to armor class of possessor or AC 20, whichever is better DMG1 1
1E: 10d6 fireball 60000 DMG3.5? 2
1E: 10d6 lightning bolt 60000 DMG3.5? 3
1E: 15d6 greater shout 3/day 130000 DMG3.5? 4
1E: Clairaudience/clairvoyance (100-ft. range, 1 minute per use) ELH3? 5
1E: confusion 50000 DMG3.5? 6
1E: contagion (heightened to 4th level) as touch attack 56000 DMG3.5? 7
1E: crushing despair 50000 DMG3.5? 8
1E: dimension door on itself and wielder 50000 DMG3.5? 9
1E: Finger of death (100 ft. range, DC 171) ELH3? 10
1E: Globe of invulnerability ELH3? 11
1E: Heal ELH3? 12
1E: ice storm 50000 DMG3.5? 13
1E: Lightning bolt (8d6 points of damage, 200-ft. range, DC 131) ELH3? 14
1E: Magic missile (200-ft. range, 3 missiles) ELH3? 15
1E: mass inflict light wounds 81000 DMG3.5? 16
1E: phantasmal killer 50000 DMG3.5? 17
1E: poison (heightened to 4th level) as touch attack 56000 DMG3.5? 18
1E: prying eyes 81000 DMG3.5? 19
1E: rusting grasp as touch attack 56000 DMG3.5? 20
1E: song of discord 81000 DMG3.5? 21
1E: Stoneskin (wielder only, 10 minutes per use) ELH3? 22
1E: Summon monster III ELH3? 23
1E: Summon monster VI ELH3? 24
1E: Telekinesis (250 lb. maximum, 1 minute each use) ELH3? 25
1E: Teleport, 600 lb. maximum ELH3? 26
1E: true resurrection on wielder, once per month 200000 DMG3.5? 27
1E: Wall of force ELH3? 28
1E: waves of exhaustion 164000 DMG3.5? 29
Ability Score bonus (DR 6T, EF 3 random scores) 0D&D-Master 30
AC bonus -6 (DR 6T) 0D&D-Master 31
Acid Breath (EF 30' X 5') 0D&D-Master 32
Animal summoning (II or III)-2 times/day DMG1 33
Animate object upon command- 1 time/day DMG1 34
Animate Objects (R 60', DR 6T, EF 4,000 cn; X9) 0D&D-Master 35
AnimateDead(R60', EF40 HD; X14) 0D&D-Master 36
Anti-Magic 30% (DR 6T) 0D&D-Master 37
Anti-Magic 40% (DR 6T) 0D&D-Master 38
Anti-Magic Shell (DR 12T; X15) 0D&D-Master 39
Appear+ (R 240', DR lT, EF 20'cube; 0D&D-Master 40
Babble* (R 60', DR 40T; X9) 0D&D-Master 41
Barrier (R 60', DR 12T, EF 7-70 D; 0D&D-Master 42
blindness brand (2-12 rounds) DMG1 43
Bull’s strength (wielder only) ELH3? 44
Buoyancy, any weight (DR 36T) 0D&D-Master 45
Buoyancy, to 80,000 cn (DR 24T) 0D&D-Master 46
Burrowing (DR 6T, MV lo', 30', or60 ' ) 0D&D-Master 47
Cat’s grace (wielder only) ELH3? 48
Cause serious wounds by touch DMG1 49
Charm monster-2 time/day DMG1 50
Charm person (DC 111) on contact ELH3? 51
Charm person -7 times/week DMG1 52
Climb Walls, 110% (DR 12T) 0D&D-Master 53
Climb Walls, 120% (DR 12T) 0D&D-Master 54
Cone of cold (9-12 dice) -2 times/day DMG1 55
Confusion - 1 time/day DMG1 56
confusion brand (2-12 rounds) DMG1 57
Container, to 25,000 cn (DR 6 hours) 0D&D-Master 58
Container, to 30,000 cn (DR 6 hours) + mounts; X8) 0D&D-Master 59
Container, to 35,000 cn (DR 6 hours) 0D&D-Master 60
Control Animals (DR 20T, EF up to 40HD, 20 cr) 0D&D-Master 61
Control Lesser Undead (DR 20T, EF up to 7 HD, 20 HD, 10 cr) 0D&D-Master 62
Create normal objects (EF up to 1,000 0D&D-Master 63
Cure blindness by touch DMG1 64
Cure disease by touch DMG1 65
Dance (R Touch, DR 8r, EF -4STIAC; C24) 0D&D-Master 66
Death Spell (R 240', EF 32 HD in 60' cube, to HD 7 + ; X16) 0D&D-Master 67
Defeat/slay a particular creature type (see the bane special ability for choices) DMG3.5? 68
Defeat/slay a particular race or kind of creature DMG3.5? 69
Defeat/slay all (other than the item and the wielder) DMG3.5? 70
Defeat/slay arcane spellcasters (including spellcasting monsters and those that use spell-like abilities) DMG3.5? 71
Defeat/slay diametrically opposed alignment DMG3.5? 72
Defeat/slay divine spellcasters (including divine entities and servitors) DMG3.5? 73
Defeat/slay nonspellcasters DMG3.5? 74
Defeat/slay the servants of a specific deity DMG3.5? 75
Defend a particular race or kind of creature DMG3.5? 76
Defend the servants and interests of a specific deity DMG3.5? 77
Delayed Blast Fire Ball (R 240 ' , DR 0-60r, EF 20d6 D; C22) 0D&D-Master 78
Detect thoughts (100-ft. range, 1 minute per use) ELH3? 79
Dimension door- 2 times/day DMG1 80
Disintegrate - 1 time/day DMG1 81
disintegrate brand DMG1 82
Dispel illusion upon command - 2 times/day DMG1 83
Dispel magic upon command- 2 timeslday DMG1 84
DispelMagic(R 120', EF 20'cube; X8) 0D&D-Master 85
Dodge any missiles (DR lT, EF Save vs. Wands) 0D&D-Master 86
Dodge directional attacks (DR lT, EF Save vs. Wands) 0D&D-Master 87
Double movement speed (on foot) DMG1 88
Double weapon damage (DR 1T) 0D&D-Master 89
Emotion - 2 times/day DMG1 90
Exorcise - 1 timelmonth DMG1 91
Explosive Cloud (R l', DR 6T, EF 20' x 30' x 30', 20hplr; C24) 0D&D-Master 92
fear brand (1-4 rounds) DMG1 93
Fear by touch or gaze DMG1 94
Feeblemind by touch ELH3? 95
Find Traps, 100 % (DR 6T) 0D&D-Master 96
Find Traps, 110% (DR 6T) 0D&D-Master 97
Find Traps, 90% (DR 6T) 0D&D-Master 98
Finger ofDeath*(R 60'; X9, C12) 0D&D-Master 99
Fire Ball (R 240', EF 20d6 D; X11) 0D&D-Master 100
Fire Breath (EF 30' x 10' D = hp) 0D&D-Master 101
Fire shield- 2 times/day DMG1 102
Fireball (9-12 dice) - 2 times/day DMG1 103
Flesh to Stone* (R 120', EF 1 cr or 10' cube; X16) 0D&D-Master 104
Fly (30 minutes per use) ELH3? 105
Geas Another (R 30'; X16) 0D&D-Master 106
Giant strength (determine type) for 2 turns DMG1 107
Haste - 1 time/day DMG1 108
Haste (wielder only, 10 rounds) ELH3? 109
Heal - 1 time/day DMG1 110
Hear Noise, 140% (DR 36T) 0D&D-Master 111
Hear Noise, 90% (DR 24T) 0D&D-Master 112
Hide in Shadows, 70% (DR 6T) 0D&D-Master 113
Hit points bonus + 2 per Hit Die (DR 0D&D-Master 114
Hit rolls bonus + 5 (DR 1T) 0D&D-Master 115
Hit rolls bonus + 6 (DR 1T) 0D&D-Master 116
Hold animal - 1 time/day DMG1 117
Hold monster- 1 time/day DMG1 118
Hold person - 1 time/day DMG1 119
Ice Breath (EF 30' x 10' D = hp) 0D&D-Master 120
Immune to Aging attacks (R Touch, DR 0D&D-Master 121
insanity brand (1-4 rounds) DMG1 122
Invisibility (wielder only, up to 30 minutes per use) ELH3? 123
Leap to 60', + 4 Hit roll bonus (DR 1T) 0D&D-Master 124
Leap to go', + 6 Hit roll bonus (DR 1T) 0D&D-Master 125
Levitation (wielder only, 10 minute duration) ELH3? 126
Lie Detection (R 120', DR 3T) 0D&D-Master 127
Life Drain' (R Touch; EF Drains 1 level; C13) 0D&D-Master 128
Lightning bolt (9-12 dice) -2 times/day DMG1 129
Lightning Bolt (R 180', EF 20d6 D, 0D&D-Master 130
Lore (DR 1T or 1 day; C22) 0D&D-Master 131
Magic Lock*(R lo', DR 7 uses, EF 10' 0D&D-Master 132
Mapmaking (DR lT, EF Sense 60' range) 0D&D-Master 133
Mass Charm (R 120', EF 30HD, -2 Save; C24) 0D&D-Master 134
MassInvisibility(R 240', EF 60'sq, 300 man-size; C22) 0D&D-Master 135
Memorize + 5 bonus spell levels 0D&D-Master 136
Memorize + 6 spell bonus levels 0D&D-Master 137
Memorize + 7 bonus spell levels 0D&D-Master 138
Minor globe of invulnerability - 1 time/day DMG1 139
Move Earth (R 240', DR 6T C21) 0D&D-Master 140
Move Silently, 70% (DR 6T) 0D&D-Master 141
Move Silently, 90% (DR 6T) 0D&D-Master 142
Open Locks, 100% (DR 6T) 0D&D-Master 143
Open Locks, 90% (DR 6T) 0D&D-Master 144
paralysis brand (1-4 rounds) DMG1 145
Paralyzation by touch DMG1 146
Passwall ELH3? 147
Passwall-2 times/day DMG1 148
Phantasmal killer- 1 time/day DMG1 149
PhantasmalForce(R 240', EF 40'cube; B42) 0D&D-Master 150
Pick Pockets, 75% (DR 6T) 0D&D-Master 151
Plane Travel (self only, 1 shift) 0D&D-Master 152
Poison gas breath (DR 3r, EF 20') 0D&D-Master 153
Polymorph Any Object (R 240', DR 40-240T, EF l0'cube; C25) 0D&D-Master 154
Polymorph Self (DR 46T; X14) 0D&D-Master 155
Polymorph self-7 timeslweek DMG1 156
Power Word Stun (R 120', DR up to 35hp = 12r, up to 70hp = 6r; C22) 0D&D-Master 157
Projected Image (R 240', DR 6T; X16) 0D&D-Master 158
Protection from most creatures (DR 6T, EF up to 15 HD) 0D&D-Master 159
Raise Dead (R 120', EF 132 days dead; 0D&D-Master 160
Regenerate 2 h.p./turn (but not if killed) DMG1 161
Remove Barrier*(R 60'; C12) 0D&D-Master 162
Remove Charm* (R 120', EF up to X12) 0D&D-Master 163
Remove curse by touch - 7 times/week DMG1 164
Remove Traps, 75% (DR 6T) 0D&D-Master 165
Repair permanent magical object (1 obj) 0D&D-Master 166
Reverse Gravity (R go', EF 30'cube; 0D&D-Master 167
Rulership (EF + 10 to + 50 Confidence) 0D&D-Master 168
Saving Throws bonus + 4 (DR 6T) 0D&D-Master 169
Saving Throws bonus + 6 (DR 6T) 0D&D-Master 170
Set normal Trap, 90% (DR 6T) 0D&D-Master 171
Shield on wielder ELH3? 172
Slow- 1 time/day DMG1 173
Speak with monster- 2 times/day DMG1 174
Speak with Monsters (DR 6T; X9) 0D&D-Master 175
Spell damage bonus, + 2/die (DR 1 spell) 0D&D-Master 176
Statue (DR 80T, EF + 2 Init; C23) 0D&D-Master 177
Stone to flesh - 1 time/day DMG1 178
Stone to Flesh (R 120', EF l0'cube; X16) 0D&D-Master 179
Suggestion - 2 times/day DMG1 180
Summon Weather (DR 240T, EF 30 miles; C 16) 0D&D-Master 181
Survival (DR 48 hours; M3) 0D&D-Master 182
Sword(R 30', DR 40r, EF as 2-Handed, 2 atWr; C24) 0D&D-Master 183
Telekinesis (1,000-6,000 g.p. weight) -- 2 times/day DMG1 184
Telepathy (100 ft. range) ELH3? 185
Teleport (no error) - 2 times/day DMG1 186
Teleport (R 10'; X15) 0D&D-Master 187
Tracking (DR 6 hours, EF 90% anywhere) 0D&D-Master 188
Transmute rock to mud - 2 times/day DMG1 189
Treasure Finding (DR 6T, EF 400') 0D&D-Master 190
True seeing ELH3? 191
True seeing - 1 time/day DMG1 192
Truesight (DR 5T, EF 120'; '212) 0D&D-Master 193
Turn Undead as Cleric L24 (DR 3T) 0D&D-Master 194
Turn Undead bonus +6 to roll, +3d6 HD (DR 1T) 0D&D-Master 195
Turn wood- 1 time/day DMG1 196
Victory (EF +25 CR Roll, on CRT worst 91-100) 0D&D-Master 197
Wall of fire - 2 time/day DMG1 198
Wall of ice - 2 times/day DMG1 199
Wall of Iron (R120', EF500sq. ft.;C21) 0D&D-Master 200
Wall of thorns - 2 times/day DMG1 201
Weapon damage is +2 hit points DMG1 202
Weapon strength bonus + 3 (DR 1T) 0D&D-Master 203
Weapon strength bonus + 4 (DR 1T) 0D&D-Master 204
Wielder gets +2 luck bonus on attacks, saves, and checks 80000 DMG3.5? 205
Wind walk - 1 time/day DMG1 206
Wizard eye - 2 times/day DMG1 207
Word of recall - 1 time/day DMG1 208
X-ray vision - 2 times/day DMG1 209

[PC5] Psionicist Classes Group


[Q24.7] Intelligent Item Psionics - Super

Effect gp cost (3E) Source d170
1E: Chain lightning (enhanced; 20d6 damage; DC 161) ELH3? 1
1E: Finger of death (heightened to 9th level; DC 191) ELH3? 2
1E: Gate ELH3? 3
1E: Greater teleport ELH3? 4
1E: Mass heal ELH3? 5
1E: Meteor Swarm (DC 191) ELH3? 6
1E: Phase Door ELH3? 7
1E: Prismatic Sphere (DC 191) ELH3? 8
1E: Summon monster IX ELH3? 9
1E: Sunburst (heightened to 9th level; DC 191) ELH3? 10
Ability Scores bonus (DR 6T, EF 4 random scores) 0D&D-Master 11
Ability Scores bonus (DR 6T, EF all scores) 0D&D-Master 12
AC bonus -10 (DR 6T) 0D&D-Master 13
AC bonus -8 (DR 6T) 0D&D-Master 14
All of possessor's ability totals permanently raised 2 points each upon pronouncement of a command word (18 maximum) DMG1 15
All of possessor's ability totals raised to 18 each upon pronouncement of a command word DMG1 16
Anti-Magic 50% (DR 6T) 0D&D-Master 17
Anti-Magic Ray (DR lT, EF 100%) 0D&D-Master 18
Astral projection ELH3? 19
Bear’s endurance (wielder only; intensified; +10 enhancement bonus to Constitution) ELH3? 20
Blasting (EF 60' x 20', 2d6 + deafen) 0D&D-Master 21
Blend with surroundings (DR 6T) 0D&D-Master 22
Bones/exoskeleton/cartilage of opponent turned to jelly - 1 time/day DMG1 23
Bull’s strength (wielder only; intensified; +10 enhancement bonus to Strength) ELH3? 24
Cacodemon-like power summons a demon lord, arch-devil, or nycadaemon - 1 time/month DMG1 25
Cat’s grace (wielder only; intensified; +10 enhancement bonus to Dexterity) ELH3? 26
Clone (R 10'; M6) 0D&D-Master 27
Close Gate*(R 30'; C26) 0D&D-Master 28
Container, to 40,000 cn (DR 6 hours) 0D&D-Master 29
Container, to 50,000 cn (DR 6 hours) 0D&D-Master 30
Control Dragons (DR ZOT, EF one type, 3 Small or 1 Large) 0D&D-Master 31
Control Giants (DR 20T, EF one type, 4 0D&D-Master 32
Control Greater Undead (DR ZOT, EF any, 40 HD, 20 cr) 0D&D-Master 33
Control Humans (DR 20T, EF up to 7 HD, 40 HD total, 20 cr) 0D&D-Master 34
Create Magical Monsters (R 60', DR 3T, EF 40 HD total; M7) 0D&D-Master 35
CreateAnyMonster(R go', DR 4T, EF 40 HD; M8) 0D&D-Master 36
Creeping doom callable- 1 time/day DMG1 37
Death spell power of 110%-200% effectiveness with respect to number of levels affected - 1 time/day DMG1 38
Deoth ray equal to a finger of death with no saving throw - 1 time/day DMG1 39
Disintegrate (R 60', EF 1 cr; X16) 0D&D-Master 40
Dominate monster (DC 191) on contact ELH3? 41
Earthquake (R 120 yards, DR lT, EF 175'sq; C13) 0D&D-Master 42
Energy drain (DC 191) on contact ELH3? 43
Find the Path (DR 46T; XU) 0D&D-Master 44
Force Field (R 120', DR 6T, EF 5000 sq.ft.; M8) 0D&D-Master 45
Foresight (wielder only) ELH3? 46
Gate (R 30', DR 1T or d%T; C26) 0D&D-Master 47
Gate spell power, 100% effective - 1 time/day DMG1 48
Greater invisibility (wielder only; extended; 40-minute duration) ELH3? 49
Haste (wielder only; extended; 40-round duration) ELH3? 50
Heal (R Touch; M9) 0D&D-Master 51
Hit points bonus +3 per Hit Die (DR 0D&D-Master 52
Immune to Breath Weapons (R Touch, DR 1T) 0D&D-Master 53
Immune to Energy Drain (R Touch, DR 0D&D-Master 54
Immunity (DR 40T, EF blocks L1 -3 spells and half effect of magic weapons + L4,L5; M9) 0D&D-Master 55
Imprisonment spell power - 1 time/week DMG1 56
Inertia control (DR 4 hours, 1 obj) 0D&D-Master 57
Legend lore, commune, or contact higher plane (7th-10th) - 1 time/week DMG1 58
Life Trapping 0D&D-Master 59
Luck (DR lT, EF Choose result of 1 roll) 0D&D-Master 60
Magical resistance of 50%-75% for possessor upon command word- 1 time/day DMG1 61
Major attribute permanently raised to 19 upon command word DMG1 62
Maze (R 60', DR 6T to 4r; C26) 0D&D-Master 63
Memorize + 10 bonus spell levels 0D&D-Master 64
Memorize + 8 bonus spell levels 0D&D-Master 65
Memorize + 9 bonus spell levels 0D&D-Master 66
Metal to Wood (R 120', EF 2,000 cn; C16) 0D&D-Master 67
Meteor Swarm (R 240', EF 4 for 8d6 + 8d6 or 8 for 4d6 + 4d6; C26) 0D&D-Master 68
Meteorswarm - 1 time/day DMG1 69
Mind Barrier (R lo', DR 48 hours, EF + 8 ST; C24) 0D&D-Master 70
Monster summoning VIII- 2 times/day DMG1 71
Obliterate* (R 60', EF kill 7 HD; to 12 HD ST at -4, 12 + HD 6d10; C13) 0D&D-Master 72
Open Locks, 110% (DR 6T) 0D&D-Master 73
Open Locks, 120% (DR 6T) 0D&D-Master 74
Open Mind' (R Touch, EF -8ST; C24) 0D&D-Master 75
Permanence (R 10'; C25) 0D&D-Master 76
Pick Pockets, 100% (DR 6T) 0D&D-Master 77
Plane shift- 1 time/day DMG1 78
Polymorph any object- 1 time/day DMG1 79
Power word blind/kill/stun - 1 time/day DMG1 80
Power Word Kill (R 120', EF kill 60 hp, stun 61-100 hp, DR 4T; C26) 0D&D-Master 81
Power WordBlind(R 120', DR up to 40 hp = 4 days, up to 80 hp = 2d4 hrs; C25) 0D&D-Master 82
Premonition of death or serious harm to possessor DMG1 83
Prismatic spray- 1 time/day DMG1 84
Prismatic Wall (R 60', DR 6T, EF 10'radius or 500 sq.ft.; M9) 0D&D-Master 85
Protection from all creatures (DR 6T) 0D&D-Master 86
Protection from Magical Detection (DR 6T, EF self + items) 0D&D-Master 87
Raise Dead Fully (R 60', EF up to 8 years dead; C 13) 0D&D-Master 88
Random Avangion2 spell, CSL=1, CCL=9 (see [PC7]) DM 89
Random Avangion2 spell, CSL=2, CCL=8 (see [PC7]) DM 90
Random Avangion2 spell, CSL=3, CCL=7 (see [PC7]) DM 91
Random Bug spell, CSL=3, CCL=7 (see [PC7]) DM 92
Random Bug spell, CSL=6, CCL=4 (see [PC7]) DM 93
Random Bug spell, CSL=9, CCL=1 (see [PC7]) DM 94
Random Clerical Elemental2 spell, CSL=1, CCL=9 (see [PC7]) DM 95
Random Clerical Elemental2 spell, CSL=2, CCL=8 (see [PC7]) DM 96
Random Clerical Elemental2 spell, CSL=3, CCL=7 (see [PC7]) DM 97
Random Hero spell, CSL=1, CCL=9 (see [PC7]) DM 98
Random Hero spell, CSL=2, CCL=8 (see [PC7]) DM 99
Random Hero spell, CSL=3, CCL=7 (see [PC7]) DM 100
Random Hero spell, CSL=4, CCL=6 (see [PC7]) DM 101
Random Hero spell, CSL=5, CCL=5 (see [PC7]) DM 102
Random Immortal0 spell, CSL=9, CCL=1 (see [PC7]) DM 103
Random Legend spell, CSL=1, CCL=9 (see [PC7]) DM 104
Random Legend spell, CSL=2, CCL=8 (see [PC7]) DM 105
Random Legend spell, CSL=3, CCL=7 (see [PC7]) DM 106
Random Legend spell, CSL=4, CCL=6 (see [PC7]) DM 107
Random Legend spell, CSL=5, CCL=5 (see [PC7]) DM 108
Random Legend spell, CSL=6, CCL=4 (see [PC7]) DM 109
Random Legend spell, CSL=7, CCL=3 (see [PC7]) DM 110
Random Legend spell, CSL=8, CCL=2 (see [PC7]) DM 111
Random Lich spell, CSL=0, CCL=10 (see [PC7]) DM 112
Random Lich spell, CSL=1, CCL=9 (see [PC7]) DM 113
Random Lich spell, CSL=2, CCL=8 (see [PC7]) DM 114
Random Lich spell, CSL=3, CCL=7 (see [PC7]) DM 115
Random Lich spell, CSL=4, CCL=6 (see [PC7]) DM 116
Random Lich spell, CSL=5, CCL=5 (see [PC7]) DM 117
Random Lich spell, CSL=6, CCL=4 (see [PC7]) DM 118
Random Lich spell, CSL=7, CCL=3 (see [PC7]) DM 119
Random Lich spell, CSL=8, CCL=2 (see [PC7]) DM 120
Random Psi14 super, CCL=9 (see [PC7]) DM 121
Random Psi14 ultra, CCL=6 (see [PC7]) DM 122
Random Psi14 ultra+1, CCL=3 (see [PC7]) DM 123
Random Psi7 super, CCL=9 (see [PC7]) DM 124
Random Psi7 ultra, CCL=6 (see [PC7]) DM 125
Random Psi7 ultra+1, CCL=3 (see [PC7]) DM 126
Random Villain spell, CSL=1, CCL=9 (see [PC7]) DM 127
Random Villain spell, CSL=2, CCL=8 (see [PC7]) DM 128
Random Villain spell, CSL=3, CCL=7 (see [PC7]) DM 129
Random Villain spell, CSL=4, CCL=6 (see [PC7]) DM 130
Random Villain spell, CSL=5, CCL=5 (see [PC7]) DM 131
Random Villain spell, CSL=6, CCL=4 (see [PC7]) DM 132
Random Warlord spell, CSL=4, CCL=6 (see [PC7]) DM 133
Random Warlord spell, CSL=8, CCL=2 (see [PC7]) DM 134
Regeneration (EF 3hP'r for IT) 0D&D-Master 135
Remove Traps, 100% (DR 6T) 0D&D-Master 136
Restoration - 1 time/day DMG1 137
Resurrection - 7 times/week DMG1 138
Shades - 2 times/day DMG1 139
Shape change - 2 times/day DMG1 140
Shapechange (DR 40T, EF any cr or obj 40'/4000cn; M9) 0D&D-Master 141
Smash attack (DR 1T) 0D&D-Master 142
Spell absorption, 19-24 levels- 1 time/week DMG1 143
Spell damage bonus, + 3/die (DR 1 spell) 0D&D-Master 144
Spell damage bonus,-+ 4/die (DR 1 spell) 0D&D-Master 145
Stoneskin (wielder only; extended; 400-minute duration) ELH3? 146
Summon 1 of each type of elemental, 16 hit dice each, no need for control - 1 time/week DMG1 147
Summon diinn or efreet lord (8 h.p./die, f 2 "to hit" and +4 damage) for 1 day of service- 1 time/week DMG1 148
Super sleep spell affects double the number of creatures plus up to 2 5th or 6th and 1 7th or 8th level creature DMG1 149
Teleport any Object (EF 1 cr/obj/lO' cube or seif safe, -2 save other; C24) 0D&D-Master 150
Temporal stasis, no saving throw, upon touch - 1 time/month DMG1 151
Time stop of twice normal duration - 1 time/week DMG1 152
Timestop (DR 1 + ld4r; M10) 0D&D-Master 153
Total fire/heat resistance for all creatures within 20' of the item DMG1 154
Total immunity from all forms of cold DMG1 155
Total immunity from all forms of mental and psionic attacks DMG1 156
Trap the soul with 90% effectiveness- 1 time/month DMG1 157
Travel(DR 40T, MV 360'/720'gaseous; 0D&D-Master 158
Triple weapon damage (DR 1T) 0D&D-Master 159
Turn Undead as Cleric L36 (DR 3T) 0D&D-Master 160
User can cast combination spells (if a spell caster) as follows (d4): DMG1 161
Vanish -2 timeslday DMG1 162
Vision - 1 time/day DMG1 163
Weapon strength bonus + 5 (DR 1T) 0D&D-Master 164
Weather Control (DR Conc., EF 240 yards; C16) 0D&D-Master 165
Wish - 1 time/day DMG1 166
Wish (M10) 0D&D-Master 167
Word of Recall (X9) 0D&D-Master 168
X-Ray Vision (R 30', DR 1T) 0D&D-Master 169
Youth restored to creature touched - 1 time/month DMG1 170

[PC5] Psionicist Classes Group


Defender Psionicist

Level KXP Psi(d)
mMG SU
1 0 2-- --
2 4 3-- --
3 8 4-- --
4 16 51- --
5 32 62- --
6 65 73- --
7 131 84- --
8 263 95- --
9 527 A61 --
10 927 B72 --
11 1327 C83 --
12 1727 D94 --
13 2127 EA5 --
14 2527 FB6 --
15 2927 GC7 --
16 3327 HD8 1-
17 3727 IE9 2-
18 4127 JFA 3-
19 4527 KGB 4-
20 4927 LHC 5-
21 5327 MID 6-
22 5727 NJE 7-
23 6127 OKF 8-
24 6527 PLG 9-
25 6927 QMH A1
26 7327 RNI B2
27 7727 SOJ C3
28 8127 TPK D4
29 8527 UQL E5
30 8927 VRM F6
31 9327 WSN G7
32 9727 XTO H8
33 10127 YUP I9
34 10527 ZVQ JA
35 10927 [WR KB
36 11327 \XS LC
TH Saves
PD RS PP BW Sp Fo Re Wi
-1  5  4  8  2  3  1  0  2
-1  6  5  8  3  4  2  1  3
-1  6  6  9  4  5  3  1  4
-1  7  7  9  4  5  4  2  5
+0  7  8 10  5  6  4  3  6
+0  8  9 10  6  7  5  3  7
+0  8 10 11  6  7  6  4  8
+0  9 11 11  7  8  7  5  9
+1  9 12 12  8  9  8  5 10
+1 10 13 12  8 10  8  6 11
+1 11 14 13  9 11  9  7 12
+1 11 14 13 10 12 10  7 13
+2 13 15 14 12 13 11  8 14
+2 15 15 15 14 14 12  9 15
+2 15 16 16 15 15 12  9 16
+2 16 16 16 15 16 13 10 17
+3 16 16 16 16 16 14 11 18
+3 16 16 16 16 16 15 11 19
Requisites: Con 13, Wis 12, Chr 11
Alignment: L any (or) T any
HD/level: & 2d2
Weapon Prof.: 3+level/5
To Hit Table: Psi
Save Table: 2xPsi
Reference: DM
Groups: Psionicist
 
Has access to all "defensive" powers in [MC2] Monster Collective Psionic Powers for every frequency. These are indicated by a "d" in the "Use" column.
PSPs = (Con+Wis+Chr)*level.
These are in Psi1 PSPs, convert using the table at the beginning of [PC5].

[PC5] Psionicist Classes Group


[MC2.--2] Monster Psi--2

Use SL # Power Disip. Check PSPs Effect Power Score Source
d 2 1 Biosaveback Metab Int-7 9+5/r -2 dmg/energy att; +CL/3 saves +CL saves instead DM
d 2 2 Deflection Kinet Con-5 6 [pick R,M,P,I] Deflection CL*5% pick 2, or Reflection on 1 DM
d 2 3 Endurance of the Land Metab Int-7 15+3/r +5 max hp; +3 AC; +3 saves; IR 25% Lasts 5r after maint. DM
d 2 4 Inertial Wall Kinet Int-8 11+8/r Melee: -CL dmg/att; Missile: Delay 1s Another Melee -CL/att DM
d 2 5 Magnify M-Psi Chr-5 25M+M/r Mult. power (Max=level/5+1) M+1, no extra cost DM
d 2 6 Resist Disease Metab Int-8 18/d Resist disease Immune disease DM
c 2 1 Cell Arrangement Metab Int-8 2*N cures 5*N% of max hp (max N=CL*5+35) Half cost in PSPs DM
c 2 2 Double [C] Metab Int-8 11 Doubles a harmful [C] section effect Becomes capital lettered DM
d 5 1 Energy Command Metab Int-7 10 Pick an element, you resist it You double resist it DM
d 5 2 Regen Metab Int-6 24+9/t Troll-like regen CL hp/r 2*CL instead DM
c 5 1 Alter Reality All Any-15 375 Alter Reality (any Psi major) Double CL effect DM
c 5 2 Death Trade Metab Int-12 60 You and target up to 10*CL^3 dmg (necro) You take half DM
c 5 3 Demolish Kinet Int-8 27 CLd6 normal ele. dmg (group, save:½) (2*CL)d6 instead DM
c 5 4 Immediate Healing Metab Int-5 45 Heal, can have no more Heals this day this hour instead DM
c 5 5 Put Out of Misery Kinet Chr-9 60 Put Out of Misery Really Put Out of Misery DM
d 8 1 Eeelemental Composition Metab Int-9 36+5/r Can be any Normal/Para/Quasi Eeele Can be Semi Eeele DM
d 8 2 Endurance of the World Metab Int-11 15/r +9 TH; +9 dmg; IECNR +25% Lasts 5r after maint. DM
d 8 3 UltraArmor [--X] Telep Wis-10 30 iunPaPaaPaaaPR CL*2% CL*4 instead DM
c 8 1 Grand Acidify Kinet Int-5 27 CLd20 acid damage Use d30's DM
d 11 1 Z Acceleration Metab Wis-15 45/r +CL Q0 actions /r (self) Cast Psi using 0 actions DM
d 11 2 Psi Inertial Improver Port Str-23 105/r Psi gives no save in your group -- DM
c 11 1 Change Reality All Any-25 600 Change Reality (any Psi grand) Double CL effect DM
c 11 2 Planetary Demolish Kinet Int-30 5400 1 idmg in any E=CL/6 element 2 idmg; CL/3 instead DM

[PC5] Psionicist Classes Group


[MC2.-17] Monster Psi-17

Use SL # Effect
c 2 1 Chaos Ball your group (incl. yourself) for LVLd6 dmg
c 2 2 Create a LVL*10' Wall of Stone with random orientation in the room
c 2 3 Create a random trap (only enemies trigger it)
c 2 4 Sleep your entire group (incl. yourself) (save)
c 2 5 Wand of Wonder effect
d 5 1 Confusion shield (whoever hits you saves or is Confused)
c 5 1 Chain Lightning: as spell, but jumps randomly (not closest person), can hit someone more than once
c 5 2 Create a random trick (only enemies trigger it)
c 5 3 Fist of Force (LVLd8 force dmg to one target)
c 5 4 Teleport Other Away
c 8 1 Call Chaos: LVL random groups take 75 Chaos dmg (include PC in possibilities)
c 8 2 Create a random special (only enemies trigger it)
c 8 3 Earthquake your group (incl. yourself) for LVLd20 dmg, flying doesn't help
c 11 1 Invoke Logrus: 66*LVL Vile Eldritch Chaos to a group (no save)
c 11 2 Word of Destruction: Room shape is rearranged, everyone in room (incl. PCs) take a slay (save) and a blind (no save), each object in room has 50% chance of shattering

[PC5] Psionicist Classes Group


[MC2.-15] Monster Psi-15

Use SL # Name Effect
d 2 1 Add Breath Weapon [1st] Breath weapon is 3/d. Choose a normal (EE=1) eelement. Breath = 50% of current hp total.
d 2 2 Add Breath Weapon [2nd] Breath weapon is once per 3 rounds. Choose a normal (EE=1) eelement. Breath = (CL+1)d(CL*2+2).
d 2 3 Add Resistance Resist one normal (EE=1) eelement, this can be taken twice for an EE=2, thrice for an EE=3, etc.
d 2 4 Add Tentacle Tentacle does 1d(CL*2) damage
d 2 5 Increase Touch Damage CLdCL dmg with unarmed touch (do not add punch or weapon damage)
c 2 1 Alter Resistances Alter two resistances (or one immunity) to be of different eelement(s) (Pick an EE factor = original)
d 5 1 Add Immunity Immune to one normal (EE=1) eelement, this can be taken twice for an EE=2, thrice for an EE=3, etc.
d 5 2 Dial-a-Breath Eelement (<) You can use any eelement with EE factor less than your normal breath.
d 8 1 Add Global Resistance Resist all EE=1 eelements, this can be taken twice for EE=2 (doesn't include EE=1), thrice for EE=3, etc.
d 8 2 Dial-a-Breath Element (=) You can use any eelement with E factor equal to or less than your normal breath.
d 11 1 Add Global Immunity Immune to all EE=1 eelements, this can be taken twice for EE=2 (doesn't include E=1), thrice for EE=3, etc.

[PC5] Psionicist Classes Group


[MC2.-12L] Monster Psi-12L

Use SL # Name PSPs Effect
d 1 1 Anti-Psionic Resistance 4+3/t +5*CL% AntiPsiR
c 1 1 Blind/Unblind 9 Cure or Cause Blindness (RSW save)
c 1 2 Charm Blast 8 One group is charmed (Will save), doesn't affect undead etc.
c 1 3 Choose Summoning I 12 Monster Summoning using ML I chart, you pick the result
c 1 4 Law Bolt 11 CLxCL mental dmg to 1 target (Reflex:½); C-align x2 dmg
d 2 1 Hold Life 20+6/t Immune to XP/Stat Drain; Immune Aging
c 2 1 Choose Summoning II 24 Monster Summoning using ML II chart, you pick the result
c 2 2 Dispel Anti-Psi 14 Dispels one anti-Psi effect
c 2 3 Force Shape & Wrench 20 Force Shapechange & Wrench (no save, get ER & aNR)
c 2 4 Law Beam 22 CLxCL mental dmg in line (Reflex:½); C-align x2 dmg
c 2 5 Phantasmal Killer 18 Phantasmal Killer
c 2 6 Suggestion Blast 16 One group is suggested (Will save), all use same suggestion
d 3 1 Choose Die Result 30 Choose result of one die roll (not "deep", only affects one die)
d 3 2 Globe of Low Resistance 12+9/r Immune to SL 0-2 (all types), Resist SL 3-4 (all types)
d 3 3 Hold All 30+9/t Immune to XP/Stat/Multiplier/Action Drain, Aging, As You Are
c 3 1 Choose Summoning III 36 Monster Summoning using ML III chart, you pick the result
c 3 2 Domination Blast 24 One group is dominated (Will save), *does* affect undead etc.
c 3 3 Law Double Beam 33 CLxCL mental dmg in 2 lines (Reflex:½); C-align x2 dmg
d 4 1 Duplicate Tech Item 40 Duplicate a x0 or x1 Technology Item
d 4 2 Effect Immunity 16+12/t Pick any spell or power. You are immune to that effect.
d 4 3 See Through 12+12/t See through Dust of Disappearance & Mirage Arcana effects
c 4 1 Chain Question Mark 32 Remotely "wake up" or alert a friendly group on same DL
c 4 2 Choose Summoning IV 48 Monster Summoning using ML IV chart, you pick the result
c 4 3 Law Triple Beam 44 CLxCL mental dmg in 3 lines (Reflex:½); C-align x2 dmg
c 5 1 Choose Summoning V 60 Monster Summoning using ML V chart, you pick the result
c 6 1 Law Quadruple Beam 55 CLxCLx2 mental dmg in 4 lines (no save); C-align x3 dmg
c 7 1 Choose Summoning VI 72 Monster Summoning using ML VI chart, you pick the result
c 8 1 Choose Summoning VII 84 Monster Summoning using ML VII chart, you pick the result
c 9 1 Choose Summoning VIII 96 Monster Summoning using ML VIII chart, you pick the result
c 9 2 Law Quintruple Beam 66 CLxCLx3 mental dmg in 5 lines (no save); C-align x4 dmg
d 10 1 Spirit Resistance 40+30/t +5*CL% XR
c 15 1 Sit Down Already! 300 All within sight (incl. party) are Set (no resistance/immunity). The current half-segment will end after the current stack, as everyone is considered to have spent all of their actions.

[PC5] Psionicist Classes Group


[MC2.-12T] Monster Psi-12T

Use SL # Name PSPs Effect
d 1 1 Effects Preservation 6+2/t +5*CL% AntiMR; +2*CL% ER
d 1 2 Spectral Natural Fighting 12+2/t Spectral Hand; no ill effects from punching/kicking things
c 1 1 Bring Animals I 12 Summon CL Animals using ML I chart, you pick the result
c 1 2 Hold Blast 8 One group is held (Will save)
c 1 3 Ice Aura 10+2/r Anyone who melees with you takes CL ice dmg /s (no save)
d 2 1 Polymoph Self 20 Polymorph Self; lasts CL turns
d 2 2 Stay Conscious 24+4/t You stay conscious up to -10-CLxCL hp (defensive acts only)
d 2 3 Touch Reflection 16+4/t Touch effects are reflected back to opponent
c 2 1 Bring Animals II 24 Summon CL Animals using ML II chart, you pick the result
c 2 2 Dispel Anti-Magic 14 Dispels one anti-Magic effect (or) Halve ER (no ER or save)
c 2 3 Dust Aura 20+4/r Enemies in your group takes CL dust dmg /s (no save)
d 3 1 Globe of Mid Resistance 18+6/r Immune to SL 2-4 (all types), Resist SL 1 & 3 (all types)
d 3 2 Heal Self 39/d 1/d (automatic): If you go below 0 hp, you are Healed
d 3 3 Tenser's Transformation 30 Tenser's Transformation
c 3 1 Bring Animals III 36 Summon CL Animals using ML III chart, you pick the result
c 3 2 Feeblemind Blast 24 One group is feebleminded (Will save)
c 3 3 Wall of Element 33 Wall of a normal/para/quasi element. Dmg is CLxCL.
d 4 1 Duplicate Natural Item 36 Duplicate a x0 or x1 Natural or Anti-Magical Item
d 4 2 Effect Familiarity 20+8/t Pick any spell/power. You resist it; and at +50% when using it.
d 4 3 Improved Inallability 26+8/t Improved Invisibility (sight/sound/smell), can't be touched
d 4 4 Resurrect Self 52/d Teleport Away when killed, Resurrect Self 1 round later
d 4 5 Time Aura 40+8/r Enemies in your group lose 1 action /s (no save)
c 4 1 Bring Animals IV 48 Summon CL Animals using ML IV chart, you pick the result
c 5 1 Bring Animals V 60 Summon CL*2 Animals using ML V chart, you pick the result
c 6 1 Anti-Time Aura 80+16/r Enemies in your room takes CL*2 anti-time dmg /s (no save)
c 7 1 Bring Animals VI 72 Summon CL*3 Animals using ML VI chart, you pick the result
d 8 1 Bring Animals VII 84 Summon CL*4 Animals using ML VII chart, you pick the result
c 9 1 Bring Animals VIII 96 Summon CL*5 Animals using ML VIII chart, you pick the result
c 9 2 Crapulence Aura 160+32/r Enemies in sight takes CL*3 crapulence dmg /s (no resistance)
d 10 1 Spirit Preservation 60+20/t +5*CL% aXR
c 15 1 Ka-boom! 300 All within sight (incl. party) take CL idmg (no resistance/imm.). This damage is considered idmg even when using the [X] section (with a P save for 0), however, it requires a G action to use this power under the [X] section rules. (Outside of [X] section, this power is an M action to use, just like everything else here.)

[PC5] Psionicist Classes Group


[MC2.-12C] Monster Psi-12C

Use SL # Name PSPs Effect
d 1 1 Commotion Resistance 8+1/t +CL*5% RR; Resist own effects; Resist Wild Surges
d 1 2 Cthulhoid Aura 10+1/r You look like a cthulhoid beast, gaze to fear (save vs. Will)
c 1 1 Cthulhoid Swarm I 12 Summon CL Monsters using ML I "Weird" chart (random)
c 1 2 High-Frequency Sample 13 Generate a High-Frequency Sampler minor effect
c 1 3 Taunt Blast 8 One group will attack you on their next action (no save)
c 1 4 Wild Invocation I 11 Random 0th (50%) or 1st (50%) SL Wizard Invocation spell
d 2 1 Anti-Technological Armor 23+1/t +5*CL% TechR (or) Resist Technology
d 2 2 Know Next Dice Rolls 19+1/t 0,1/r: Roll dice ahead of time before action, can choose not to
c 2 1 Chromatic Blast 18 Area effect Chromatic (50%) / Metallic (50%) Orb; CL=1d12
c 2 2 Confusion Blast 16 One group is confused (Will save)
c 2 3 Contagion/Enervation 26 One target is hit by Contagion & Enervation (PPD for each)
c 2 4 Cthulhoid Swarm II 24 Summon CL Monsters using ML II "Weird" chart (random)
c 2 5 Dispel Radiation/Tech 14 Dispels one Radioactive, Wild/Chaos, or Technological effect
c 2 6 Wild Invocation II 22 Random 2nd (60%) or 3rd (40%) SL Wizard Invocation spell
d 3 1 Globe of High Resistance 24+3/r Immune to SL 4-6 (all types), Resist SL 2-3 (all types)
d 3 2 Mirror Mislead 30+3/r Does a Mislead spell, a Mirror Image, and a Displacement
c 3 1 Cthulhoid Swarm III 36 Summon CL Monsters using ML III "Weird" chart (random)
c 3 2 Strip Down (Nude Bomb) 20+1/s Choose 1 target; he removes/drops 1 item /s (no save)
c 3 3 Weird Chaos 24 Two groups: One gets hit by Weird, the other Chaos (as spells)
c 3 4 Wild Invocation III 33 Random 4th (70%) or 5th (30%) SL Wizard Invocation spell
d 4 1 Duplicate Radio. Item 40 Duplicate a x0 or x1 Radioactive Item
d 4 2 Effect Amplification 24+4/t Pick any spell/power. You have double effect with that power.
c 4 1 Cthulhoid Swarm IV 48 Summon CL Monsters using ML IV "Weird" chart (random)
c 4 2 Dancing Chaos 40+4/r Every segment, a random SL=1d10 effect hits a random target
c 4 3 Wild Invocation IV 44 Random 6th (80%) or 7th (20%) SL Wizard Invocation spell
c 5 1 Cthulhoid Swarm V 60 Summon CL*2 Monsters using ML V "Weird" chart (random)
c 6 1 Wild Invocation V 55 Random 8 (90%) or 1d4+8 (10%) SL Wizard Invocation spell
c 7 1 Cthulhoid Swarm VI 72 Summon CL*4 Monsters using ML VI "Weird" chart (random)
c 8 1 Cthulhoid Swarm VII 84 Summon CL*6 Monsters using ML VII "Weird" chart (random)
c 9 1 Cthulhoid Swarm VIII 96 Summon CL*9 Monsters using ML VIII "Weird" chart (random)
c 9 2 Wild Invocation VI 66 Random 10 (95%) or 2m4+10 (5%) SL Wizard Invocation spell
d 10 1 Anti-Commotion Resist. 80+10/t +CL*5% aaAllR (Anti-Anti R vs. everything)
c 15 1 Get it on! 300 All within sight (incl. party) get +1QQQQQOppF this segment. You can use it and a normal Opp action in the same segment. You may ignore the "Opp" part of this if you wish (i.e. use it on your half of the segment).

[PC5] Psionicist Classes Group


[MC2.-9] Monster Psi-9

Use SL # Name Check Description [perm. effects in brackets]
d 2 1 Blister-healer Chr/m [+1 TH, -1 dmg/att]
d 2 2 Electricity Suppressor Chr/r Resist Lightning
d 2 3 No Poison For Me Wis/r Resist Poison ("death" becomes ½ max hp)
d 2 4 Resistance to Anti-Magic Chr/m CH*5% aMR (adjust @ 12th casting level)
d 2 5 Resistance to Anti-Psionics Dex/m CH*5% aPR (adj.@12th)
d 2 6 Specific Reduction Int/m takes -1d4 dmg/m on contact w/ substance
c 2 1 Loss of Limbs Wis/h Target is sharped (save)
c 2 2 You'll Shoot Your Eye Out! Wis/r Target loses 1 eye (no save)
d 5 1 Become Brain-independent Dex/m Can use 2M /s, immune ment.attack
d 5 2 Molecular Maintainer Wis/r Resist Disruption; Immune Disintegration
d 5 3 Self-Transformer Str/r Polymorph Self
d 5 4 Stone Eyes Wis/r Gaze: Petrification (save)
c 5 1 AntiBio Force: Force Beam Chr/r Target in cocoon (save), no M actions
c 5 2 AntiBio Force: No Flight Chr/h Target cannot Fly/Levitate (no save)
c 5 3 AntiBio Force: Super Slow Chr/r -½CH Dex, -1P action, ÷CH move rate
c 5 4 AntiBio Force:Vulnerability Chr/m -CH AC,+½CH dmg per attack (incl.spells) (no save)
c 5 5 Degenerator Chr/d Remove all regeneration sources on target (no save)
c 5 6 Trirestoration Dex/r Fix 1 effect that was dispelled within last r
c 5 7 Ultraweakness Int/r -CH Str, -CH more Str for Max.Press (no save)
d 8 1 Control Air: Armor Int/m +CH Saves, Armor has 10*CH hp
d 8 2 Energy Kinetic: Amplify Wis/r Add 3*CH dice to your next energy attack
c 8 1 Hyperkinetic: Decr.Attacks Wis/r -CH P actions (yuck!) (no save)
c 8 2 Hyperkinetic:Hyper Inaction Wis/m -CH V actions, -CH AC (no save)
d 11 1 AntiBio Force: Inaccuracy Con/t People need a 20+CH to Autohit you
d 11 2 Control Air: Less Damage Int/t x10 hp
c 11 1 AntiBio Force: Lose Health Con/t -CH Con, degen all hit points each r (no save)
c 11 2 DeAmplification Con/r (can borrow 1M) ÷CH effect on any effect
c 11 3 DeShielder: DeShield Con/t 1000 dmg
c 11 4 Hyperkinetic: Decr.Mentals Dex/r -CH Mental actions (no save)
c 11 5 Nightmare: Improver Beam Dex/r +CH/6 to being's multiplier (will be Set in 1r)
c 11 6 Nightmare: Physical Blast Dex/r CHxCH'r,lose CHd4 physical stats (save:½)
c 11 7 Polyrestoration Dex/r Trirestoration CH targets
c 11 8 Reverse Contingency Con/d Dispel a Contingency and everything in it
c 11 9 True Vulnerability Dex/m -CH*2% irreducible RR,MR,PsiR,InnateR,aPsiR (no ER)

[PC5] Psionicist Classes Group


[MC2.-6G] Monster Psi-6G

Use SL # Name PSPs Effect
d 1 1 Angelfire 4+Q Spend Q psi points from non-Psi(-6) pools you have: Your next attack does +Q dmg
d 1 2 Trumpet 3/m Each segment, if an enemy combatant does *not* attack you, he takes CL dmg (no save)
c 1 1 Angelic Heal 2*N Cure N hp to one target (max N = 5+CL^2)
c 1 2 Angelic Heal Other † N 1bM: Cure N total hp to any number of targets, you lose N hp (max N = 10+2*CL^2)
c 1 3 Avenge 13 Choose a target, you deal double weapon damage to that target this combat
c 1 4 Blinding Light 13 Target is blinded (RSW save), halves his AC (Spell save), loses next P action (BW save)
c 1 5 Bloodboil 7/r Target takes CL holy blood dmg (no save) per segment
c 1 6 Exorcise 4 CL dmg & CL^3 lbs. telekinesis in a 70' line (no save); for objects, can force item saves
c 1 7 Glimmer † 13/r 1bM: Target can't be directly targetted; effects on him (including this) can still be targetted
c 1 8 Guardian † N 1bM: Prevent N of the damage being done to one target
c 1 9 Lightning 6 Target takes (CL+2)d6 holy lightning dmg (save: ½)
d 2 1 Angelic Wall 11/m DR 40/+CL
d 2 2 Starlit 23/h Holy Fire Shield (half damage back in melee); +CL*20% RaRR; Ultravision
c 2 1 Brimstone 12 Three 35' radius areas: CL^2 holy fire dmg (no save)
c 2 2 Pentecost 18+N 35' radius: All targets make Will save (extra -CL-N*3 penalty) or Confused CL rounds
c 2 3 Possess 7/s Target dominated (Will save); takes (CL+3)^2 dmg/s; you can't use actions while this runs
c 2 4 Renewal † 11 1bM: One target at negative hp is cured to 0 hp
d 3 1 Deflect N/s iRMaMPaPIWR 3*N%; iXR 2*N%; iGR N%; cannot move while using; max N = 30
c 3 1 Angelic Favor † 14 1bM: Summon a DL IV Angel/Deva, lasts until destroyed
c 3 2 Insist Creature 25 Target creature is dominated (save vs. Will at -CL penalty) for CL rounds
c 3 3 Locusts 25 Creeping doom with CL^3 insects (each having 1 hp and doing 1 dmg)
c 3 4 Mercy 14+N Any number of targets within sight (can include yourself) each gain N hp; max N = 30
c 3 5 Protector † 13/r 1bM: Target gains 30 max hp (he does gain the 30 current hp too when this power is used)
d 4 1 Iridescence † 35/m 1bM: Immune Fire (all variants), Positive, Prismatic, Chromatic, Light, Radiance, Blindness
d 4 2 Warp Time † 28/m 1bM: Double AC vs. missiles; Resist breath weapons and area effects
c 4 1 Desolation 43+AL All psionic pools (including yours and friends) within 70' radius are emptied (use antiPsiR)
c 4 2 Luminescence 34 70' radius: Holy Fireball CLd6, Prismatic Spray effect, Chromatic Orb effect, Blind (save)
c 4 3 To Salt 50 Petrify one target (save vs. petrif at extra -CL), if save take CL^2 holy salt dmg
d 5 1 Fury † 24/m 1bM: Troll regen 1/10 of max hp (round down) /s; Immune to Put Out of Misery / Coup de Grace
d 5 2 Platinum Angel 70/h Immune to slay and Capital S Slay; do not die at any negative hp total (still unconscious)
c 5 1 Apocalypse 60 Pick a 350' radius area, next segment, all in area take CL^3 vile dmg (no resistance)
c 5 2 Chorus 23 Your summoned creatures are dispelled; gain their combined hp (can go above max)
c 5 3 Insist Power † 75 1bM: Counter an effect which counters one of your effects
c 5 4 Resurrect/Destruct 70 Resurrection or Destruction
d 6 1 Worship 60/h Immune Opposition (as in Mirror), Truename Erased, Annihilation
d 6 2 Wrath † 35/r 1bM: Can use an extra 1P each segment this round; Immune to Fire and Negative
c 6 1 Holy Beam 80 Holy Bolt (1 group)
d 7 1 Armageddon † 40/r 1bM: Can use +1M/s this round; Immune Cold; Immune Shadow
c 7 1 Counterspell † 100 1bM: Counter an effect
c 7 2 Summon Angel 80 Summons a DL VIII Angel (good aligned Outer-planar creature)

[PC5] Psionicist Classes Group


[MC2.-6N] Monster Psi-6N

Use SL # Name PSPs Effect
c 1 1 Earth Bolt N Deal Nd10 Eldritch Earth dmg to one target (no save); max N=CL
c 1 2 Force of Nature I 1 Summon a Plant Elemental: AC 20, hp 20, #Att 1/1, TH +10, dmg 10
c 1 3 Natural Healing ~ 8 1P or 1M: Target is cured equal to his Con score in hp
c 1 4 Naturalize 11 Dispel one non-natural effect (or) Turn off one non-natural item for 1 turn
d 2 1 Adaptation ~ 3/h 1P or 1M: NaNR +CL*10%; Immune to Hostile Environment; Need not breathe
c 2 1 Earth Storm 4*N Deal Nd12 Eldritch Earth dmg 40' radius (no save); max N = CL
c 2 2 Force of Nature II 4 Summon a Wood Elemental: AC 40, hp 80, #Att 2/1, TH +30, dmg 30
c 2 3 Gaea’s Blessing 11 Reconstruct up to three effects which were dispelled/twisted within the last turn
d 3 1 Gaea’s Embrace ~ 22/h 1P or 1M: Target gains +3 AC/saves/TH/dmg and Troll-like regen CL hp/r
d 3 2 Gaea’s Herald ~ 11/t 1P or 1M: When your summoned creatures go below -10 hp, they don't disappear (you can cure)
d 3 3 Nature’s Cloak 12/m +CL*10 Rogue points; Any Level=CL/2 (or less) Rogue pick
c 3 1 Call of the Wild 7 Summon any real-world animal (your choice), you get CL/ML of them (round up)
c 3 2 Force of Nature III 9 Summon a Root Elemental: AC 60, hp 180, #Att 3/1, TH +50, dmg 50
c 3 3 Life Essence N If target has less than N*CL current hp, it is cured so it has N*CL hp; minimum N = 1
d 4 1 Dual Nature ~ 24/m 1P or 1M: Whenever you summon or create creatures, you get twice as many of them
d 4 2 Gaea’s Avenger ~ 4*N/s 1P or 1M: Immune to xN and lower artifact effects that you (or your party) do not control; max N=5
c 4 1 Force of Nature IV 16 Summon a Thicket Elemental: AC 80, hp 320, #Att 4/1, TH +70, dmg 70
d 5 1 Everhome 16/d Your home plane is every plane; when this effect ends, your home plane = current plane
d 5 2 Gaea’s Liege ~ 33/h 1P or 1M: Your max hp is CL^3 (and/or) Your TH bonus is +CL^2 (no other adj. can be added)
c 5 1 Child of Gaea 33 Target becomes Int=3, Wis=3, Chr=3, CL=0 (no save) for CL days
c 5 2 Force of Nature V 25 Summon a Fungus Elemental: AC 100, hp 500, #Att 5/1, TH +90, dmg 90
c 6 1 Force of Nature VI 36 Summon a Thorn Elemental: AC 120, hp 720, #Att 6/1, TH +110, dmg 110

[PC5] Psionicist Classes Group


[MC2.-6E] Monster Psi-6E

Use SL # Name PSPs Effect
d 1 1 Ashes 4/r Half of your weapon dmg is vile dmg (perm hp)
d 1 2 Demonfire 3+Q Spend the Q points from non-Psi(-6) frequencies. Your next attack is at +Q to hit.
c 1 1 Chilling Darkness 6 Target gets -1 all #Att (PP save); x½ save bonus (PPD save); lose next M act. (BW save)
c 1 2 Darkbolt N 6 ½M, -1 current hp: Target takes CLd4 darkness dmg (no save) and stun 1 segment (Para save)
c 1 3 Drain Life N 11+N ½M, -1 current hp: Target takes N unholy negative vile grave dmg (no save); gain N hp (can go above max)
c 2 1 Circle of Nausea 13 30' r: -CL TH, saves, prof/stat checks for 1t (no save), lose 1 random action (Petrif save)
c 2 2 Darkbeam N 13 ½M, -4 current hp: 60' line takes CLd6 darkness dmg (no save) and stun 2 segments (Para save at -CL)
c 2 3 Evil Eye 14/cr Target's AC becomes 66-CL^2 (Petrif save at -CL); "/cr" means "per complete round"
c 2 4 Jovial Evil N 12 ½M, -4 current hp: 30' r: CLd6 unholy radiance (no save), good-align have no resist and take x2 dmg
c 2 5 Simulacrum 11 (borrow 1M from future to use) Redirect an effect targetting you to one of your summons
c 3 1 Darkcone N 20 ½M, -9 current hp: 60' cone takes CLd8 darkness dmg (no save) and stun 3 segments (Para save at -CL*2)
c 3 2 Festering Evil 25/r Each segment, all non-E creatures within sight take CL unholy grave dmg (no save)
c 3 3 Lurking Evil N 30 ½M, -9 current hp: Summon CL Horrors: AC 40, hp 400, Att 4, TH+40, dmg 40; sac Horror: 4 dmg (no resist)
c 3 4 Phase 30/cr (between rounds borrow 1M) "phased out" this r, pass through obj, no affecting real things
c 3 5 Spoils of Evil 12 For each recently-dead (within last turn) body around, add 1 Psi(-6)E PSP & cure 1 hp
c 3 6 Stench of Evil N 22 ½M, -9 current hp: 30'r: CL^3 stench dmg (save:½), they can use X PSP (any freq/spells, use Q11) prevent X
c 4 1 Evil Eye 2 28/cr As Evil Eye, but no save
c 4 2 Lurking Evil 2 N 45 ½M, -16 current hp: Summon CL Horrors: AC 60, hp 600, Att 6, TH+60, dmg 60; sac Horror: 6 dmg (no resist)
c 4 3 Multi-Twist N 40 ½M, -16 current hp: Twist (dispel) CL effects
c 5 1 Beacon of Unrest 60 Bring a defeated monster back to life under your control (counts as a "Revive")
c 5 2 Infernal Spawn of Evil 36 Summon a Demon Beast: AC 70, hp 700, #Att 7/1, TH +70, dmg 70, 1M: 10 dmg to target
d 6 1 Bringer 6/d Immune Illusions; Immune Disease; Immune Reverse Healing
c 6 1 Infernal Spawn of Infernal Spawn of Evil 49 Summon a Demon Child: AC 80, hp 800, #Att 8/1, TH +80, dmg 80, 1M: 20 dmg to target

[PC5] Psionicist Classes Group


[MC2.-5] Monster Psi-5

Use SL # Name PSPs Effect
d 2 1 Immune to Charm 1+1/h Target is immune to charm & hypnosis
d 2 2 Immune to Fear 1+1/h Target is immune to fear & beguiling
d 2 3 Immune to Hold 1+1/h Target is immune to hold & stop
d 2 4 Immune to Sleep 1+1/h Target is immune to sleep & exhaustion
c 2 1 Aging 1 Target is aged CL*CL years (no save)
c 2 2 Bolt of Nothing 1 CL dmg to one target (no save); that targets loses next M action (save)
c 2 3 Immobilize 1 -3xCL" move rate (no save); loses Dex bonus to saves & AC (save)
c 2 4 Nullcancel 1 Dispel one x1 effect (no save, gets ER)
d 5 1 Immune to Poison 2+2/h Target is immune to poison & disease
c 5 1 Beam of Nothing 2 CL*CL dmg in a 30' line (no save); they lose next F action (save)
c 5 2 Energy Drain 2 Target is energy drained CL levels in every class (1 save for each level)
c 5 3 Zombify 2 Target gets -CL each to Int, Wis, and Chr (save for each point)
c 8 1 Cone of Nothing 3 CL*CL*CL dmg in a 30' cone (no save); they lose next Opp action (save)
c 8 2 Spectrify 3 Target gets -CL each to Str, Dex, and Con (save for each point)

[PC5] Psionicist Classes Group


[MC2.-3] Monster Psi-3

Use SL ## Name Discip. Short Description Source
d 1 1 Lesser Metaphys. Armor Clasen Enemies need a +1 weapon to hit you. DM
d 1 2 Tail of the Rat Psymet Gain a tail; your base tail attack does 1d4 damage. DM
c 1 1 Astral Destruct I Metcre Creates astral destruct to fight for you. DM
c 1 2 Biodust Psykin 1d4 dust dmg/r to up to 2 cr. DM
c 1 3 Lesser Spirit Adjustment Psymet You heal 1d8 hp, +1 to next PP save, or restore 1 negative level. DM
c 2 1 Astral Destruct II Metcre Create astral destruct to fight for you. DM
c 2 2 Chilling Ray Metcre Cold ray deals 3d6 damage to foe. DM
c 2 3 Muscle Lock Telep Subject cannot move or take any physical actions. DM
c 2 4 Psionic Trap Psyport Create a psionic trap (a minor High Frequency Sample effect) DM
c 2 5 Spirit Adjustment Psymet You heal 3d6 hp, +3 to next PP save, or restore 2 negative levels. DM
d 3 1 Metaphysical Armor Metcre Enemies need a +3 weapon to hit you. DM
d 3 2 Plasmic Form Psymet Plasma damaging shield (50% damage back) DM
d 3 3 Replacement Psymet Dispel displacement effect, or you ignore displacement for 1 turn DM
c 3 1 Astral Destruct III Metcre Astral destruct fights for you. DM
c 3 2 Blackice Metcre Deals 5d4 black ice damage in 20 ft. radius. DM
c 3 3 Cone of Earthquake Psykin Earthquake inflicts 5d4 sonic damage (group) DM
c 3 4 Dimension Trade Psyport Switch places with anyone you see (unwilling gets save) DM
c 3 5 Drop Psyport Target cannot fly (no save) DM
c 3 6 Summon Monster II Telep Summons a DL II monster, can be in addition to astral destruct DM
d 4 1 Dimensional Enhancer Psyport Can teleport or dim door away during combat (x1 Special) DM
d 4 2 Shards Touch Psymet Your shards touch deals 7d6 acid damage. DM
d 4 3 Spell Barrier Psykin SR 10+2*CL DM
c 4 1 Astral Destruct IV Metcre Astral destruct fights for you. DM
c 4 2 Dismiss Elemental Metcre Dismiss an elemental (no save) DM
c 4 3 Hold Monster Psyport Hold Monster DM
c 4 4 Wall of Element Metcre Pick an element, it's a wall of it. Damage = CLd4 if you pass through. DM
d 5 1 Outcarnate Metcre One anti-psionic effect is permanent. DM
d 5 2 Physical Barrier Psymet -CL dmg per physical attack DM
c 5 1 Astral Destruct V Metcre Astral destruct fights for you. DM
c 5 2 Darkness Blast Psykin Darkness blast inflicts 9d4 damage in 20' radius. DM
d 6 1 Breath of the Drake Psymet Breath water for 11d4 damage. DM
d 6 2 Suspend Death Psymet It takes CL rounds for you to die due to being at negative hp DM
c 6 1 Astral Destruct VI Metcre Astral destruct fights for you. DM
c 6 2 Mass Confusion Telep Confusion a group (Will save) DM
c 6 3 Replace Psykin Put an object into someone's inventory (Reflex save) DM
d 7 1 Contingency Metcre Sets trigger condition for another power. DM
d 7 2 Metal Body Psymet AC +CL, saves +CL, unarmed dmg +CL, DR CL/- DM
d 7 3 Rebound Psykin MPaPReflection CL*15% DM
c 7 1 Astral Destruct VII Metcre Astral destruct fights for you. DM
d 8 1 Spiritual Body Psymet Planar Displaced, Immune Matter, you can't physically attack DM
d 8 2 Telepathic Sphere Psykin Mobile force globe protects group from mental attacks DM
c 8 1 Astral Destruct VIII Metcre Astral destruct fights for you. DM
c 8 2 Recall Birth Clasen Foe vividly recalls its birth, and gains CL negative levels (no save) DM
c 9 1 Armageddon Metcre Destroy a demiplane (will probably get Objected to unless it's empty) DM
c 9 2 Astral Destruct IX Metcre Astral destruct fights for you. DM
c 9 3 Pawn Telep Pawn someone (gets a Will and a Spell save, making either is a make) DM

[PC5] Psionicist Classes Group


[MC2.-2] Monster Psi-2

Use SL # Power Disip. Check PSPs Effect Power Score Source
d 2 1 Magnify M-Psi Wis-5 25M+M/r Mult. power (Max=level/5+1) M+1, no extra cost DM
d 2 2 NoBlink Port Int+1 7+3/r Blinking does not function within 100' within 1000' DM
d 2 3 Replacement Metab Con-3 6+3/r Ignore displacement Ignore mirror images DM
c 2 1 Adrenalin Drain Metab Con-3 8+4/r 6 Str,Dex,or Con dmg 6 to all three DM
c 2 2 Cause Disease Metab Con-3 12 Cause Disease Cause 2 diseases DM
c 2 3 Cell Adjustment Metab Con-3 1/hp max 20*level hp /r; disease=+5 PSPs Half cost in PSPs DM
c 2 4 Decelerate Metab Con-2 10+10/m Target loses next action (save) next 2 actions DM
c 2 5 Deflect Kinet Int 4 Deflect a melee attack -- DM
c 2 6 Half Pain Metab Con-3 7 Take half damage from one person for 1t -- DM
c 2 7 Reduced Strength Metab Wis-3 2S+S/r Strength dmg, Max=level Max=2*level DM
c 2 8 Sight Less Telep Con-3 C+5/m Blindness (save) Deafness (save) DM
c 2 9 Sound Less Telep Con-2 C+4/t Deafness (save) Blindness (save) DM
c 2 10 Taste Less Telep Con-2 C+4/t Cannot taste, drink potions, eat pills (save) Target cannot smell DM
c 2 11 Time Diminish Port Int-7 54/r -3 M, -3 P, -3 V (save) -1 more each type DM
c 2 12 Time Halve Port Int-1 22/s Lose one instance of "Q" on all action types -4 AC/save; -2 TH DM
c 2 13 Weakness of the Land Metab Con-2 10+2/r 25 dmg, -3 TH, -3 dmg, -25% MR Lasts 5r after maint. DM
d 5 1 Energy Release Metab Con-2 1/die +CL to CL on your next damaging power -- DM
d 5 2 Insens. to Psychic Imp. Clair Wis-4 12+2/m Resist Psionics Resist Anti-Psionics DM
c 5 1 Acidify Kinet Con-3 18 (level)d6 acid dmg (save:½) (2*level)d6 acid damage DM
c 5 2 Degenerate Metab Con-4 18+6/t Degenerate (LVL /s) 2*LVL /s DM
c 5 3 Endorphin Drain Metab Chr-6 16+8/r 6 Int,Wis,or Chr dmg 6 to all three DM
c 5 4 Life Field Metab Con-8 40 All in party all healed for LVL hp 2*LVL hp instead DM
d 8 1 Eelemental Composition Metab Con-4 24+3/r Can be any Normal/Para/Quasi Eele Can be Semi Eele DM
d 8 2 Ultrasword [-X] Telep Chr-5 20 Ignore non-racial immunity to psionics -- DM
c 8 1 Alter Reality All Any-10 250 Alter Reality or Psi-1 major Double CL effect DM
c 8 2 Grand Acidify Kinet Con-5 27 CLd20 acid damage Use d30's DM
c 8 3 Steal Actions M-Psi *Auto* 0 Steal an action (save) -- DM
c 8 4 Weakness of the World Metab Con-6 10/r -9/-9 AC/saves, -25% RR/MR/PsiR Lasts 5r after maint. DM
d 11 1 Magic Inertial Improver Port Dex-18 70/r Spells give no save in your group -- DM
d 11 2 Public Access Lock Clair Int-20 90/r Your truename is unknowable Thoughts unknowable too DM
c 11 1 Change Reality All Any-20 400 Change Reality or Psi-1 grand Double CL effect DM
c 11 2 Planetary Acidify Kinet Con-25 3600 Acidifies 1 planet or moon (!) 2 planets or moons! DM

[PC5] Psionicist Classes Group


[MC2.-1] Monster Psi-1

Use SL ## Name PSPs Short Description
d 2 1 Steadiness 3/t Immune Telekinsesis, Falling Damage, Teleport Away, Gates/DimDoors
d 2 2 Visibility 3/t Everything within 30'r is visible (counters hidden and Disappearance too)
c 2 1 Cell Rearrangement N Heals/Harms N% of max hp; Max N = level*5; Cure/Cause Curse = 20/70
c 2 2 Object Writing 1/r Item must make item saving throw or destroyed
c 2 3 Premature Trigger 10 Set off someone else's trigger prematurely (no save, ER resists)
c 2 4 Resume Animation 6 Remove one instance of Paralysis, Stun, Hold, etc. on yourself
c 2 5 Reverse ESP 2/r 0, 1/r: Target hears your thoughts and must save or insane.
d 5 1 Effects Resistance 10/h +level*5% ER; others you target -level*5% ER; no selective targetting penalties
d 5 2 Hand-to-Hand Resistance 10/h +level*5% aWR; others you target -level*5% aWR; no selective targetting penalties
d 5 3 Inverse Magic Jar 20/r Another being can use your body
c 5 1 Energy Amplification 1/HD Add dice to a damaging effect which is resolving (Max = level) only on 1 target
c 5 2 Imp. Cell Rearrangement N As Cell Rearrangement but range=10*level'; Max N = level*10
c 5 3 Mental Paralysis Bolt 15+HD Save -6; 1 creature cannot use M actions for CL rounds; Max HD = 2*level
c 5 4 Physical Surgery N*10 Pick 1: Halve hp & slow (N=1), Ray/Enfeeblement (N=5), Insanity (N=6); all have save
d 8 1 Anti-Psionic Disruption 40/r No Anti-Psi powers (any freq.) can be used in 50' r
c 8 1 Decay 50 1=Decay (item save), 2=Freedom, 5=Instantaneous, 7=Tempus Lawfulness
c 8 2 Energy Solidity 3/HD As per Energy Amplification but entire effect is amplified
d 11 1 Villain Element 600 Casts any one 1st level Villain spell
c 11 1 Cellular Cure / Cause X Up to X targets: Heal or Harm X hp; You may target someone more than once (!)
c 11 2 Insist 40 [0 action] Counters a counterspell; that same type of counterspell can't be used again
c 11 3 Limitation 1000 1 target: -CL/9 to max # of classes or # psi.freq. (no resistance)
c 11 4 No Resistance (Physical) 400 1 target: Lowers all physical immunites; lowers all WR, aWR; halves iWR, iaWR

[PC5] Psionicist Classes Group


[MC2.0] Monster Psi0

Use SL # Power P0P Action Effect
d 2 1 Catfall 1 1P Land on feet, get a Dex check versus each die of the falling damage
d 2 2 Fast-draw 1 0 1 of your weapon attacks occurs at start of round; can pick up 1 weapon without using 1V
c 2 1 Arrow Cutting 1 1V You get a Dex check (with penalty = enemy's level) for each missile shot at you this round
c 2 2 Choke 1 1P One attack: Each round target makes Con check or unconscious, maintain by using 1V
c 2 3 Disable Limb 1 1P One attack: One limb cannot be used by target for 1t (no save)
c 2 4 Disarm 1 1P One attack: Target is disarmed (no save)
c 2 5 Medicine I 1 1V Choose one: Cure KiL hp; Cure Wounding; Repair disabled limb
c 2 6 Throw 1 1P Make one attack, if successful, throw target level*10' in one direction, he takes falling dmg
d 5 1 Focus: Magic Resistance 3 0 KiL*5% MR for 1r
d 5 2 Focus: Stay Conscious X 0 Stay Conscious at negative hp; X = -(current hp)/2, round up
c 5 1 Death Touch 3 1P One attack: Death (save vs. PPD)
c 5 2 Ear Pop 2 2patt (The 2att from seperate limbs) One attack: Target stunned and deaf (each save vs. PP)
c 5 3 Fire and Stones 2 2att (The 2att from seperate limbs) One attack: Destroys enemy's weapon (item save)
c 5 4 Flash Kick 3 1P,1V One kicking attack at +KiL to hit, ignores stoneskins/ironskins: x10 damage, knockdown
c 5 5 Lightning Stroke 3 1V Each time you miss this round you may reroll (you are actually making new 2nd attacks)
c 5 6 Shockwave 3 1F Earthquake KiL' r (as spell)
d 8 1 Acid Breath 5 MouthP Breathe Acid (as per dragon)
d 8 2 Cobra Charm 4 EyeP Gaze, target must save vs. RSW or he cannot use any actions next segment, maintain 1M
d 8 3 Energy Reflection 5 1V As Arrow Cutting (above), except vs. magical missiles (even vs. Meteor Swarms & such)
d 8 4 Extendable Limbs 0 0 Your limbs can extend an extra KiL'
d 8 5 Regeneration 0 0 Regenerate KiL hp per round (given as KiL/10 hp per segment)
d 8 6 Shock Treatment 0 0 Immune Lightning; 1 P0P, 1V: Deal KiL damage to one target (save: ½)
d 8 7 Yoga Flame 4 MouthP Breathe Fire (as per dragon)
c 8 1 Chi Kung Healing X 1M Cure X*KiL hp to one target
c 8 2 Fireball 4 1M KiLd6 dmg, KiL' radius (fire damage) (save:½, if made save again for 0)
c 8 3 Iceblast 5 1M KiLd4 dmg in a KiL*5' line (ice damage) (save:½)
c 8 4 Improved Fireball 6 1M KiLd8 dmg, KiL' radius (fire damage) (save:½, if made save again for 0)
c 8 5 Musical Accomplishment 4 MouthP Allies can reroll (choose one:) missed to hit, missed saves, missed BlahR rolls (for 1m)
c 8 6 Sonic Boom 4 1M KiLd4 dmg, KiL' radius (sound damage) (save:½, if made save again for 0)
c 8 7 Spinning Foot Sweep 4 1katt One kicking attack on each target within KiL'r: Normal damage, targets are knocked down
c 8 8 Storm Hammer 5 1P,1V One attack: Target takes KiL*10' falling damage
c 8 9 Stunning Shout 6 MouthP Target must save vs. PP or stunned 1d(KiL) segments
d 11 1 Focus: Resist Death X 0 Stay Alive (but probably unconscious) past -10 hp; X = -(current hp)/2, round down
c 11 1 Flying Fireball 8 1M,1V KiLd8 dmg in a KiL' radius (fire damage) (save:½)
c 11 2 Inferno Strike 7 1F KiLd20 dmg, KiL*3' radius (fire damage) (save:½), center at caster (who doesn't take dmg)
c 11 3 Repeating Fireball 3*X 1M Throw X Fireballs (see above)
c 11 4 Thunderclap 8 1M KiLd12 dmg, KiL' radius (sound damage) (save:½, if made save again for 0)

[PC5] Psionicist Classes Group


[MC2.1] Monster Psi1

Use SL ## Name PSPs Short Description
d 2 1 Automaton 10/r Animate Object (as spell)
d 2 2 Psionic Trigger 10/d Contingency for 1 psi power (still need points)
d 2 3 Telekinetic Barrier 5N /t Take -N dmg per physical attack (max N = level)
c 2 1 Cell Adjustment 1/hp Max.# hp = level*5, Cure Disease=20/70
c 2 2 Command 5 Command (as spell)
c 2 3 Domination 5+HD/r Save; Psionic gets control of all actions
c 2 4 Hypnosis 1/HD Level>10 or Int16=save; Max.HD=ä(level)
c 2 5 Invisibility 3/t Mental Invisibility, affects ä(level) in HD
c 2 6 Lights 1/t Faerie Fire, Dancing Lights, Light
c 2 7 Telekinetic Blade 5/r Base damage CLdCL, considered +CL/3 weapon, mental weapon
d 5 1 Body Control 2/t Water Breathing, Resist environment 1 HD/level
d 5 2 Controlled Blinking 5/r Blink 10'/level each round (no action after 1st)
d 5 3 Deflection 1/% /h Energy (non-Physical) Reflection, max=level*10%
d 5 4 Mind Bar 5/d Immune to Ench/Cha,Magic Jar,Domination,Invis.
d 5 5 Pass-Way 20/' Can pass through any material or Wall spell (no harm)
d 5 6 Shape Alteration 3+W W=weight/1000, Polymorph Self (as spell)
d 5 7 Wards 50 Pro.Evil&Scrying, no one can enter, break=150pts
c 5 1 Dispel Exhaustion 14 Mental Surgery (1) but all in psi link affected
c 5 2 Energy Control 1/HD Max.=level in HD damage, must be energy attack
c 5 3 Energy Dissipation 20 Take half damage from an energy attack
c 5 4 Improved Cell Adj. 1/hp Cell Adj. but range=10'*level, Max.hp=10*level/r
c 5 5 Improved Invisibility 9/t Invisibility but can attack and remain Invis.
c 5 6 Magic Jar 20 Magic Jar (as spell), save penalty -1/level
c 5 7 Mass Domination 10+HD Save-4; Max.=5 creatures of level HD
c 5 8 Mental Surgery 10*lvl 1=Dispel Exhaustion,5=Feeblemind,6=Cure Insanity
c 5 9 Paralysis Bolt 15+HD Save-6; 1 creature, Max.HD=2*level
c 5 10 Telekinesis 3/r Max.Weight=3*sum(level), accel. 2"/r move rate
d 8 1 Amplify Power 10N +N to CL (or) +N*10% effect to next Psi1 power (max N=CL)
d 8 2 Psionic Amplification 8*Mult Multiplies a power; Max.=level/4+1
d 8 3 Psionic Disruption 40/r No psi powers (any freq.) can be used in 50'r
d 8 4 Shade 100 Creates a ghost/shade of person who died here, half powers
d 8 5 Suppression 3/r Cannot use or be affected by psionics, all psi effects drop
c 8 1 Death Stare 75 Save-6; Death; Stun 2d4r if over 2*level HD
c 8 2 Energy Cancel 3/HD As Energy Control but removes entire area effect
c 8 3 Energy Jar 15/HD As Energy Control, can throw affect yourself once for 1M
c 8 4 Grand Domination 3*HD/r Save at penalty equal to level; no HD limit
c 8 5 Limited Wish 320 Limited Wish (as spell)
c 8 6 Severance 20*SL Save; stops use of any 1 ability in creature
d 11 1 Energy Dampen 1/HD/d Permanent Energy Cancel on self or 100'cu area
d 11 2 Hero Element 700 Casts any one 1st level Hero spell
d 11 3 Legend Element 400 Casts any one 1st level Legend spell
d 11 4 Shotokan Spirit 60/r Know and can use all Psi0 minor/major/grand powers
d 11 5 Sinanju Spirit 60/r Know and can use all Martial Arts powers
c 11 1 Cellular Heal/Harm X up to X targets: Heal or Harm X% of max hp
c 11 2 Counterspell 40*SL [0 action to use] Counters a Magic/Psi/Innate
c 11 3 Mental Deceleration 100*N Target loses next N mental actions (no save)
c 11 4 No Resistance 400 1 target: Lowers Class VI,PsiR,Defense X for 1t
c 11 5 Physical Deceleration 50*N Target loses next N physical actions (no save)
c 11 6 Super Domination 10*HD Dominate one target (no save, no PsiR, no Wis)
c 11 7 Telekinetic Crush X 1 target: X*X*X telekinetic damage (no save)
c 11 8 Wish 480 Wish (as spell), or any Psi2 Dev/Sci/High Sci

[PC5] Psionicist Classes Group


[MC2.2] Monster Psi2

Use SL # Power Disip. Check PSPs Effect Power Score Source
d 2 1 Awe Telep Chr-2 C+4/r Won't attack caster (save) No save PHBR5
d 2 2 Biofeedback Metab Con-2 6+3/r -2 dmg/att;+level/3 AC bonus +level AC bonus PHBR5
d 2 3 Blink Port Int+1 7+3/r Blink Blink Wounding 1/r WatW2
d 2 4 Displacement Metab Con-3 6+3/r As per Displacer Beast AC bonus is +4 PHBR5
d 2 5 Ectoplasmic Form Metab Con-4 9+9/r Pass through solid objects Maintenance 3/r PHBR5
d 2 6 Gird M-Psi Int-3 2*M/m Maintain powers w/o conc. Maintain in sleep PHBR5
d 2 7 Inertial Barrier Kinet Con-3 7+5/r Melee:delay 1r;Mis.:-dice dmg Mis.:-dice-1 dmg PHBR5
d 2 8 Invisibility Telep Int-5 C+2/r/P Makes someone invisible Superior Invisibility PHBR5
d 2 9 Iron Will M-Psi Wis 8+3/m Can fully act up to -10 hp Can act up to -15 hp WatW2
d 2 10 Magnify M-Psi Wis-5 25M+M/r Mult. power (Max=level/5+1) M+1, no extra cost PHBR5
d 2 11 Mind Bar Telep Int-2 6+4/m 75% vs. Ench/Cha;immune Telep. +5 in contests PHBR5
d 2 12 Phase Port Wis-1 6+6/r Out of phase; cannot attack x2 move rate WatW2
d 2 13 Prolong M-Psi Con-4 5+2/r Range & area of powers +50% Range & area +100% PHBR5
d 2 14 Psychic Blade M-Psi Con-2 7+X+X/r Blade: 1d6/1d6 +2/+X, stun 1d6r (save) 1d10/1d10 WatW2
d 2 15 Strength of the Land Metab Con-2 10+2/r +25 hp,+3 TH,+3 dmg,25% MR Lasts 5r after maint. DSDK2
d 2 16 Time/Space Anchor Port Int 5+1/m Cannot be teleported -- PHBR5
c 2 1 Aging Metab Con-7 15 (level)d4 years aged (level)d10 years PHBR5
c 2 2 Ballistic Attack Kinet Con-2 5 Roll TH; (level)d4 damage (level)d8 damage PHBR5
c 2 3 Cause Decay Metab Con-2 4 Item falls apart(save vs.acid) No save allowed PHBR5
c 2 4 Cause Sleep Metab Wis-2 9+2/r Sleep (save) No memory of sleep WatW2
c 2 5 Cell Adjustment Metab Con-3 1/hp 20*level hp:1r;disease=+5 PSPs Half cost in PSPs PHBR5
c 2 6 Control Body Kinet Con-2 8+8/r Control all P,V actions Auto. win Contest PHBR5
c 2 7 Deflect Kinet Int 4 Deflect a missile -- WatW2
c 2 8 Double Pain Metab Con-3 7 All dmg phantom x2 for 1t SS or unc. each hit PHBR5
c 2 9 Inflict Pain Telep Con-4 C+2/r -4 TH; no spells (save) unc. 1d10r (save) PHBR5
c 2 10 Invincible Foes Telep Wis-3 C+5/r Next hit drops target 1t -- PHBR5
c 2 11 Momentum Theft Kinet Int-2 5+ Stop (200 lbs, each x2 is +5 PSPs) Held for 1r WatW2
c 2 12 Opposite Reaction Kinet Con-1 5 Missile returns at attacker Breaks missile DSDK2
c 2 13 Phase Object Port Wis-3 10+5/r Object out of phase May disintegrate WatW2
c 2 14 Sensory Suppression Telep Int-2 C+4/r Blindness and Deafness Loses all 5 senses WatW2
c 2 15 Splice M-Psi Int-2S 5S+S/r Do combined powers as 1 Mental +2 checks when used PHBR5
c 2 16 Teleport Lock Port Int-1 8+2/r Target cannot teleport (no save) -- WatW2
c 2 17 Time Shift Port Int 16+3/rS Move into future;Max=(level)r Add 1r to Max PHBR5
d 5 1 Kinetic Control Kinet Int-3 15+7/r Take only 2+leak vs. physical attacks Reflect 1d10 dmg WatW2
d 5 2 Nerve Manipulation Metab Con-3 14 Touch: Pain 1d3 r Stun 1d2 r WatW2
d 5 3 Subjective Reality M-Psi Wis-5 35+7/m Immune to 1 specific type of effect Can change /r WatW2
d 5 4 Superior Invisibility Telep Int-5 C+5/r/P No sound,smell; attack breaks Improved Invisibility PHBR5
d 5 5 Suppress Magic M-Psi Con-4 30+X/r Anti-Magic Shell (SL=X) 60' r Dispel-Magic Zone WatW2
c 5 1 Banishment Port Int-1 30+10/r Target in pocket;returns @ end Cannot gate/teleport PHBR5
c 5 2 Death Field Metab Con-8 40 Set amount of dmg(others save) You take ½ amount PHBR5
c 5 3 Detonate Kinet Con-3 18 (level)d6 damage (save:½) (2*level)d6 damage PHBR5
c 5 4 Disintegrate Kinet Wis-4 40 Disintegrate 8 cu.' (save) (save-5);16 cu.' PHBR5
c 5 5 Domination Telep Wis-4 2C+2C/r Get control of all actions Maintenance halved PHBR5
c 5 6 Energy Containment Metab Con-2 1/die Absorb max 1 die/lvl;glow:-2AC 0 dmg from energy PHBR5
c 5 7 Mass Domination Telep Wis-6 C+2L/r Up to 5 creatures Dominated Range 100y PHBR5
c 5 8 Metamorphosis Metab Con-6 21+1/t Polymorph Self(even to object) Max 3*caster's mass PHBR5
c 5 9 Mindflame Telep Wis-6 30 <=8 HD Stun 2d6 r; >8 HD Dazed 1d3 r <=16 HD; >16 HD WatW2
c 5 10 Project Force Kinet Con-2 10 (level)d6 damage (save:½) Knock down M target PHBR5
c 5 11 Summon Planar Creature Port Int-4 45*#PL Choice of plane but not exact Creature not angry PHBR5
c 5 12 Summon Planar Energies Port Int 32 3d12 dmg no resistance 4d12 dmg no resist WatW2
c 5 13 Telekinesis Kinet Wis-3 W+hW/r Object move rate 6 Can move 2nd object PHBR5
c 5 14 Telekinetic Barrier Kinet Con-3 18+10/r Wall of Force Free maintain 3r WatW2
d 8 1 Cosmic Awareness Clair Wis-6 10/r Detect "Everything" CL*30' Range is sight WatW2
d 8 2 Elemental Composition Metab Con-4 24+3/r Can be any Normal/Para/Quasi Ele Can be Semi Ele WatW2
d 8 3 Strength of the World Metab Con-6 10/r +9/+9 AC/saves, +25% RR/MR/PsiR Lasts 5r after maint. DM
d 8 4 Ultrashield [X] Telep Chr-5 20 Cannot attack / be attacked w/ Psi Can still attack DM
c 8 1 Alter Reality All Any-10 250 Alter Reality or Psi1 major Double CL effect DM
c 8 2 Energy Cancel Metab Con-6 1/die Cancels entire energy effect Autocancel all this s DM
c 8 3 Grand Detonate Kinet Con-5 27 CLd20 shards damage Use d30's DM
c 8 4 Megakinesis Kinet Wis-4 X/r TK, X=(lbs.)*(speed in ")/lvl^2 PSP cost halved WatW2
c 8 5 Time Shift Other Port Int-S*3 S*6 Time Shift other S r (no save) -CL*5% to PsiR roll DM
d 11 1 Magic Inertial Barrier Port Dex-18 70/r Spell delayed 1 s if hitting you Delayed 2 s DM
d 11 2 Spirit in the Sky Telep Chr-15 1/week No physical body, can use 2 M /s Can use 3 M /s DM
c 11 1 Cellular Heal/Harm Metab Con-13 X X targets: Heal/Harm X% of max X*2% of max DM
c 11 2 Change Reality All Any-20 400 Change Reality or Psi1 grand Double CL effect DM
c 11 3 Planetary Detonate Kinet Con-25 3600 Detonates 1 planet or moon (!) 2 planets or moons! DM
c 11 4 Public Access Key Clair Int-20 90/r Target's Truename is visual (!) Thoughts visible too DM
c 11 5 Superblast [V] Telep Str-20 250 All in 1 mile insane (no PsiR) 2 mile radius DM

[PC5] Psionicist Classes Group


[MC2.3] Monster Psi3

Use SL ## Power Discip. Short Description Source
d 1 1 Biocurrent Psykin Continuous bioelectrical current deals 1d4 electrical dmg/r to up to 2 cr. PsiHB3
d 1 2 Dissipating Touch Psyport Touch deals 1d8 damage. PsiHB3
d 1 3 Steadfast Gaze Clasen Gaze attacks hold no terror for you. PsiHB3
d 1 4 Vigor Psymet You gain 3 temporary hit points. PsiHB3
c 1 1 Astral Construct I Metcre Creates astral construct to fight for you. PsiHB3
c 1 2 Charm Person Telep Makes one person your friend. PsiHB3
c 1 3 Lesser Cell Adjustment Psymet You heal 1d8 hp, +1 to next poison/disease save, or heal 1 ability point. PsiHB3
d 2 1 Invisibility Psykin Subject is invisible for 10 min./level or until it attacks. PsiHB3
c 2 1 Astral Construct II Metcre Create astral construct to fight for you. PsiHB3
c 2 2 Brain Lock Telep Subject cannot move or take any mental actions. PsiHB3
c 2 3 Cell Adjustment Psymet You heal 3d6 dmg, bonus to next poison/disease save, or heal 2 ability pts. PsiHB3
c 2 4 Ecto Puppet Metcre You directly control an astral construct. PsiHB3
c 2 5 Suggestion Telep Compels subject to follow suggested action. PsiHB3
d 3 1 Claws of the Vampire Psymet Your base unarmed attack does 1d8 damage. You heal the same amount. PsiHB3
d 3 2 Displacement Psymet Attacks miss subject 50% of the time. PsiHB3
c 3 1 Astral Construct III Metcre Astral construct fights for you. PsiHB3
c 3 2 Charm Monster Telep Makes monster believe it is your ally. PsiHB3
c 3 3 Cone of Sound Psykin Sonic energy inflicts 5d4 sonic damage. PsiHB3
c 3 4 Greater Concussion Psykin Pummel foe for 5d6 damage. PsiHB3
c 3 5 Lesser Domination Telep Forces subject to obey your will. PsiHB3
c 3 6 Negate Psionics Psykin Cancels psionic powers and effects. PsiHB3
c 3 7 Time Hop Psyport Subject hops forward in time 3d6 rounds. PsiHB3
d 4 1 Dimensional Anchor Psyport Bars extradimensional movement. PsiHB3
d 4 2 Dissolving Touch Psymet Your acid touch deals 7d6 acid damage. PsiHB3
d 4 3 Freedom of Movement Psyport Move normally despite impediments. PsiHB3
d 4 4 Inertial Barrier Psykin Subject gains damage reduction (10/+5). PsiHB3
d 4 5 Polymorph Self Psymet You assume a new form. PsiHB3
c 4 1 Astral Construct IV Metcre Astral construct fights for you. PsiHB3
c 4 2 Dismissal Psyport Forces a creature to return to a native plane. PsiHB3
c 4 3 Domination Telep Subject obeys your will. PsiHB3
d 5 1 Clairtangency Psykin You can use Far Hand at any distance. PsiHB3
d 5 2 Energy Barrier Psymet You convert energy attacks to harmless light. PsiHB3
d 5 3 Metamorphosis Psymet You take the form of creatures and objects. PsiHB3
d 5 4 Power Resistance Clasen You gain power resistance. PsiHB3
d 5 5 Teleport Trigger Psyport Predetermined event triggers teleport. PsiHB3
c 5 1 Astral Construct V Metcre Astral construct fights for you. PsiHB3
c 5 2 Baleful Teleport Psyport Destructive teleport deals 9d6 damage. PsiHB3
c 5 3 Brilliant Blast Psykin Light blast inflicts 9d4 damage in 20' radius. PsiHB3
c 5 4 Greater Domination Telep Subject obeys your will. PsiHB3
d 6 1 Ablating Psykin You are buffered from one Negate Psionics effect. PsiHB3
d 6 2 Breath of the Dragon Psymet Breath fire for 11d4 damage. PsiHB3
d 6 3 Improved Vigor Psymet You gain 13 temporary hit points. PsiHB3
d 6 4 Null Psionics Field Psykin Negates psionics within 10 ft. PsiHB3
c 6 1 Astral Construct VI Metcre Astral construct fights for you. PsiHB3
c 6 2 Banishment Psyport Banishes extraplanar creatures. PsiHB3
c 6 3 Disintegrate Psykin One creature or object vanishes. PsiHB3
c 6 4 Mass Suggestion Telep Many targets follow suggested action. PsiHB3
c 6 5 Retrieve Psykin You teleport to your hand an item you can see. PsiHB3
d 7 1 Contingency Metcre Sets trigger condition for another power. PsiHB3
c 7 1 Astral Construct VII Metcre Astral construct fights for you. PsiHB3
c 7 2 Divert Teleport Psyport Choose destination for another's Teleport. PsiHB3
c 7 3 Improved Telekinesis Psykin Lift or move 50 lb./level at long range. PsiHB3
c 7 4 Insanity Telep Subject is permanently wacky. PsiHB3
c 7 5 Mass Domination Telep Many targets subject to your will. PsiHB3
c 7 6 Plane Shift Psyport Up to eight subjects travel to another plane. PsiHB3
c 7 7 Reddopsi Psykin Foe's power rebounds on her. PsiHB3
c 8 1 Astral Construct VIII Metcre Astral construct fights for you. PsiHB3
c 8 2 Recall Death Clasen Foe vividly recalls its future death, and dies. PsiHB3
c 8 3 True Domination Telep Dominated subjects less likely to defy your will. PsiHB3
d 9 1 Affinity Field Psymet Effects that affect you also affect others. PsiHB3
d 9 2 Shapechange Psymet You become any creature, change one/round. PsiHB3
c 9 1 Apopsi Telep You delete the psionic power of another. PsiHB3
c 9 2 Astral Construct IX Metcre Astral construct fights for you. PsiHB3
c 9 3 Dissolution Psykin You Disintegrate really large objects or creatures. PsiHB3
c 9 4 Monster Domination Telep Dominates any creature for less time. PsiHB3
c 9 5 Thrall Telep Target is your slave forever. PsiHB3
c 9 6 True Telekinesis Psykin Lift or move 500 lb./level at long range. PsiHB3

[PC5] Psionicist Classes Group


[MC2.3½] Monster Psi3½

Use SL ## Power Discip. Short Description
d 1 1 Biofeedback Psion/PsyWar Gain damage reduction 2/-.
d 1 2 Prevenom PsyWar Your claws gain a poison coating.
d 1 3 Vigor Psion/PsyWar Gain 5 temporary hit points.
c 1 1 Astral Construct Metacre Creates astral construct to fight for you.
c 1 2 Catfall Psion/PsyWar Instantly save yourself from a fall.
c 1 3 Charm, Psionic Telep Makes one person your friend.
c 1 4 Daze, Psionic Psion Humanoid creature of 4 HD or less loses next action.
c 1 5 Déjà Vu Psion Your target repeats his last action.
c 1 6 Mind Thrust Psion Deal 1d10 damage.
d 2 1 Dissolving Touch PsyWar Your touch deals 4d6 acid damage.
d 2 2 Dissolving Weapon PsyWar Your weapon deals 4d6 acid damage.
d 2 3 Energy Adaptation, Specified Psion/PsyWar Gain resistance 10 against one energy type.
d 2 4 Thought Shield Psion/PsyWar Gain PR 13 against mind-affecting powers.
c 2 1 Body Adjustment Psion/PsyWar You heal 1d12 damage.
c 2 2 Brain Lock Telep Subject cannot move or take any mental actions.
c 2 3 Cloud Mind Psion You erase knowledge of your presence from target’s mind.
c 2 4 Dimension Swap Port/PsyWar You and ally or two allies switch positions.
c 2 5 Energy Missile Kines Deal 3d6 energy damage to up to five subjects.
c 2 6 Energy Stun Psion Deal 1d6 damage and stun target if it fails both saves.
c 2 7 Strength of My Enemy PsyWar Siphon away your enemy’s strength and grow stronger.
c 2 8 Suggestion, Psionic Telep Compels subject to follow stated course of action.
d 3 1 Claws of the Vampire PsyWar Heal half of your claw’s base damage.
d 3 2 Empathic Feedback Psion/PsyWar When you are hit in melee, your attacker takes damage.
d 3 3 Evade Burst Psion/PsyWar You take no damage from a burst on a successful Reflex save.
d 3 4 Exhalation of the Black Dragon PsyWar Your acid breath deals 3d6 damage to a close target.
d 3 5 Vampiric Blade PsyWar You heal half of your base weapon damage.
c 3 1 Dismiss Ectoplasm Psion Dissipates ectoplasmic targets and effects.
c 3 2 Dispel Psionics Psion Cancels psionic powers and effects.
c 3 3 Ectoplasmic Cocoon Metacre You encapsulate a foe so it can’t move.
c 3 4 Energy Wall Psion Create wall of your chosen energy type.
c 3 5 Eradicate Invisibility Psion Negate invisibility in 50-ft. burst.
c 3 6 Psionic Blast Psion Stun creatures in 30-ft. cone for 1 round.
c 3 7 Telekinetic Thrust Psion Hurl objects with the force of your mind.
c 3 8 Time Hop Psion Subject hops forward in time 1 round/level.
d 4 1 Dimensional Anchor, Psionic Port Bars extra dimensional movement.
d 4 2 Freedom of Movement, Psionic Psion/PsyWar You cannot be held or otherwise rendered immobile.
d 4 3 Immovability PsyWar You are almost impossible to move and gain DR 15/-.
d 4 4 Inertial Barrier Kines/PsyWar Gain DR 5/-.
d 4 5 Intellect Fortress Psion Those inside fortress take only half damage from all powers and psi-like abilities until your next action.
d 4 6 Metamorphosis Metab Assume shape of creature or object.
d 4 7 Steadfast Perception PsyWar Gain immunity to illusory effects, +6 bonus on Spot and Search checks.
d 4 8 Truevenom PsyWar Your natural weapons are covered in horrible poison.
d 4 9 Truevenom Weapon PsyWar Your weapon is horribly poisonous.
c 4 1 Control Body Kines Take rudimentary control of your foe’s limbs.
c 4 2 Dismissal, Psionic Port Forces a creature to return to its native plane.
c 4 3 Dominate, Psionic Telep Control target telepathically.
c 4 4 Wall of Ectoplasm Psion You create a protective barrier.
d 5 1 Catapsi Psion/PsyWar Psychic static inhibits power manifestation.
d 5 2 Clairtangent Hand Clairsent Emulate far hand at a distance.
d 5 3 Incarnate Psion Make some powers permanent.
d 5 4 Power Resistance Psion Grant PR equal to 12 + level.
d 5 5 Teleport Trigger Port Predetermined event triggers teleport.
d 5 6 Tower of Iron Will Psion Grant PR 19 against mind-affecting powers to all creatures within 10 ft. until your next turn.
c 5 1 Baleful Teleport Port Destructive teleport deals 9d6 damage.
c 5 2 Energy Current Kines Deal 9d6 damage to one foe and half to another foe as long as you concentrate.
c 5 3 Psionic Revivify Metab Return the dead to life before the psyche leaves the corpse.
c 5 4 Psychic Crush Psion Brutally crush subject’s mental essence, reducing subject to -1 hit points.
c 5 5 Second Chance Clairsent Gain a reroll.
d 6 1 Breath of the Black Dragon Psion/PsyWar Breathe acid for 11d6 damage.
d 6 2 Contingency, Psionic Psion Sets trigger condition for another power.
d 6 3 Dispelling Buffer Kines/PsyWar Subject is buffered from one dispel psionics effect.
d 6 4 Form of Doom PsyWar You transform into a frightening tentacled beast.
d 6 5 Mind Blank, Personal Psion/PsyWar You are immune to scrying and mental effects.
d 6 6 Null Psionics Field Kines Create a field where psionic power does not function.
c 6 1 Banishment, Psionic Port Banishes extraplanar creatures.
c 6 2 Co-opt Concentration Psion Take control of foe’s concentration power.
c 6 3 Crystallize Metacre Turn subject permanently to crystal.
c 6 4 Disintegrate, Psionic Psion Turn one creature or object to dust.
c 6 5 Retrieve Psion Teleport to your hand an item you can see.
d 7 1 Reddopsi Kines Powers targeting you rebound on manifester.
c 7 1 Crisis of Life Telep Stop subject’s heart.
c 7 2 Divert Teleport Psion Choose destination for another’s teleport.
c 7 3 Ectoplasmic Cocoon, Mass Metacre You encapsulate all foes in a 20-ft. radius.
c 7 4 Energy Wave Psion Deal 13d4 damage of your chosen energy type in 120-ft. cone.
c 7 5 Fate of One Clairsent Reroll any roll you just failed.
c 7 6 Insanity Psion Subject is permanently confused.
d 8 1 Mind Blank, Psionic Psion Subject immune to mental/emotional effects, scrying, and remote viewing.
d 8 2 True Metabolism Psion You regenerate 10 hit points/round.
c 8 1 Recall Death Psion Subject dies or takes 5d6 damage.
c 8 2 Time Hop, Mass Port Willing subjects hop forward in time.
d 9 1 Affinity Field Psion Effects that affect you also affect others.
d 9 2 Metamorphosis, Greater Metab Assume shape of any nonunique creature or object each round.
c 9 1 Apopsi Psion You delete target’s psionic powers.
c 9 2 Assimilate Psion Incorporate creature into your own body.
c 9 3 Timeless Body Psion Ignore all harmful, and helpful, effects for 1 round.
c 9 4 Tornado Blast Kines Vortex of air subjects your foes to 17d6 damage and moves them.

[PC5] Psionicist Classes Group


[MC2.4] Monster X4

Use SL # Name Effect
d 2 1 Ability Score *1.25 Choose one ability score. New score = (old score - 10) * 1.25 + 10
d 2 2 AC *1.25 Your new AC = (old AC - 10) * 1.25 + 10
d 2 3 Actions *1.25 Pick one action type (M, P, V). Your number of actions of that type is multiplied by 1.25
d 2 4 Damage *1.25 Damage with one physical weapon is multiplied by 1.25
d 2 5 hp *1.25 Multiply hp by 1.25
d 2 6 Item *1.25 How many of an item exists is multiplied by 1.25 (you need a Grand to duplicate a x2 item)
d 2 7 Money *1.25 How much money you get in dungeon is multiplied by 1.25 (only affects you, not whole party)
d 2 8 Move Rate *1.25 Multiply Move Rate by 1.25
d 2 9 Multiplier *1.25 Add 1.25-1 to your multiplier (see [X]). Using a Minor does nothing. Using a Major: +1 mult. in offense or defense (not both).
d 2 10 Saves *1.25 Multiply your save rolls by 1.25, you automake saves on natural 21-1.25 or better (Minor is 19).
d 2 11 Spell *1.25 One spell that you know has it's effect multiplied by 1.25, or costs only 1/(1.25*2-1) of a spell slot
d 2 12 To Hit *1.25 Multiply your to hit rolls by 1.25, you autohit on natural 21-1.25 or better (Minor is 19).
d 5 1 Ability Score *1.5 Choose one ability score. New score = (old score - 10) * 1.5 + 10
d 5 2 AC *1.5 Your new AC = (old AC - 10) * 1.5 + 10
d 5 3 Actions *1.5 Pick one action type (M, P, V). Your number of actions of that type is multiplied by 1.5
d 5 4 Damage *1.5 Damage with one physical weapon is multiplied by 1.5
d 5 5 hp *1.5 Multiply hp by 1.5
d 5 6 Item *1.5 How many of an item exists is multiplied by 1.5 (you need a Grand to duplicate a x2 item)
d 5 7 Money *1.5 How much money you get in dungeon is multiplied by 1.5 (only affects you, not whole party)
d 5 8 Move Rate *1.5 Multiply Move Rate by 1.5
d 5 9 Multiplier *1.5 Add 1.5-1 to your multiplier (see [X]). Using a Minor does nothing. Using a Major: +1 mult. in offense or defense (not both).
d 5 10 Saves *1.5 Multiply your save rolls by 1.5, you automake saves on natural 21-1.5 or better (Minor is 19).
d 5 11 Spell *1.5 One spell that you know has it's effect multiplied by 1.5, or costs only 1/(1.5*2-1) of a spell slot
d 5 12 To Hit *1.5 Multiply your to hit rolls by 1.5, you autohit on natural 21-1.5 or better (Minor is 19).
d 8 1 Ability Score *2 Choose one ability score. New score = (old score - 10) * 2 + 10
d 8 2 AC *2 Your new AC = (old AC - 10) * 2 + 10
d 8 3 Actions *2 Pick one action type (M, P, V). Your number of actions of that type is multiplied by 2
d 8 4 Damage *2 Damage with one physical weapon is multiplied by 2
d 8 5 hp *2 Multiply hp by 2
d 8 6 Item *2 How many of an item exists is multiplied by 2 (you need a Grand to duplicate a x2 item)
d 8 7 Money *2 How much money you get in dungeon is multiplied by 2 (only affects you, not whole party)
d 8 8 Move Rate *2 Multiply Move Rate by 2
d 8 9 Multiplier *2 Add 2-1 to your multiplier (see [X]). Using a Minor does nothing. Using a Major: +1 mult. in offense or defense (not both).
d 8 10 Saves *2 Multiply your save rolls by 2, you automake saves on natural 21-2 or better (Minor is 19).
d 8 11 Spell *2 One spell that you know has it's effect multiplied by 2, or costs only 1/(2*2-1) of a spell slot
d 8 12 To Hit *2 Multiply your to hit rolls by 2, you autohit on natural 21-2 or better (Minor is 19).
d 11 1 Ability Score *2.5 Choose one ability score. New score = (old score - 10) * 2.5 + 10
d 11 2 AC *2.5 Your new AC = (old AC - 10) * 2.5 + 10
d 11 3 Actions *2.5 Pick one action type (M, P, V). Your number of actions of that type is multiplied by 2.5
d 11 4 Damage *2.5 Damage with one physical weapon is multiplied by 2.5
d 11 5 hp *2.5 Multiply hp by 2.5
d 11 6 Item *2.5 How many of an item exists is multiplied by 2.5 (you need a Grand to duplicate a x2 item)
d 11 7 Money *2.5 How much money you get in dungeon is multiplied by 2.5 (only affects you, not whole party)
d 11 8 Move Rate *2.5 Multiply Move Rate by 2.5
d 11 9 Multiplier *2.5 Add 2.5-1 to your multiplier (see [X]). Using a Minor does nothing. Using a Major: +1 mult. in offense or defense (not both).
d 11 10 Saves *2.5 Multiply your save rolls by 2.5, you automake saves on natural 21-2.5 or better (Minor is 19).
d 11 11 Spell *2.5 One spell that you know has it's effect multiplied by 2.5, or costs only 1/(2.5*2-1) of a spell slot
d 11 12 To Hit *2.5 Multiply your to hit rolls by 2.5, you autohit on natural 21-2.5 or better (Minor is 19).
d 14 1 Ability Score *3 Choose one ability score. New score = (old score - 10) * 3 + 10
d 14 2 AC *3 Your new AC = (old AC - 10) * 3 + 10
d 14 3 Actions *3 Pick one action type (M, P, V). Your number of actions of that type is multiplied by 3
d 14 4 Damage *3 Damage with one physical weapon is multiplied by 3
d 14 5 hp *3 Multiply hp by 3
d 14 6 Item *3 How many of an item exists is multiplied by 3 (you need a Grand to duplicate a x2 item)
d 14 7 Money *3 How much money you get in dungeon is multiplied by 3 (only affects you, not whole party)
d 14 8 Move Rate *3 Multiply Move Rate by 3
d 14 9 Multiplier *3 Add 3-1 to your multiplier (see [X]). Using a Minor does nothing. Using a Major: +1 mult. in offense or defense (not both).
d 14 10 Saves *3 Multiply your save rolls by 3, you automake saves on natural 21-3 or better (Minor is 19).
d 14 11 Spell *3 One spell that you know has it's effect multiplied by 3, or costs only 1/(3*2-1) of a spell slot
d 14 12 To Hit *3 Multiply your to hit rolls by 3, you autohit on natural 21-3 or better (Minor is 19).

[PC5] Psionicist Classes Group


[MC2.5] Monster Psi5

Use SL # Name PSPs Effect
d 2 1 Invisibility Realm 3/r Improved Invis., can see other Invis.
d 2 2 Physical Protection 1/r Caster's hit points triple for duration
d 2 3 Withdraw 1/r Withdraw, can use non-offensive Mentals
c 2 1 Heal Self 1 Cure up to 100 hp, Regenerate (as spell)
c 2 2 Magical Protection 1 (Z action) Spell must make Casting Level check on d20
c 2 3 Modify Reality (least) SL^2 Duplicate 1st-3rd level Alteration spell
c 2 4 Natural Protection 1 (Z action) Natural Effect damage resistance 75% for 1s
c 2 5 Psionic Protection 1 (Z action) Power must make Casting Level check on d20
c 2 6 Reroll 6 (Z action) Reroll any die roll (yourself or other)
d 5 1 No Target 6/t Cannot be directly targetted with effects
c 5 1 Alter Reality (lesser) SL^2 Duplicate 1st-5th level Alt,Ele,Hea
c 5 2 Concentration Break 10*M Target loses M Mentals (maintenance=+M/r)
c 5 3 Disbelieve Death 13 (absolute 0 action, can do mult.) CL% chance: Not dead
c 5 4 Disjoin Magic 12 Mordenkainen's Disjunction (as spell)
c 5 5 Dispel Psionics 10 Destroy maintained psionics (all freq.)
c 5 6 Irrestible Charm 10 Charm Monster, no save
c 5 7 Magic Jar 10 Magic Jar (as spell), save at -level
c 5 8 Telekinesis 6 Telekinesis (weight limit=level+1 tons)
d 8 1 Construction 15 Builds 1 machine up to level+1 complexity
c 8 1 Alter Reality (greater) 30 Alter Reality (as spell)
c 8 2 Change Reality (lesser) SL^2 1st-7th level Alt,Cnj,Cre,Ele,Hea,Sum
c 8 3 Destroy Matter 15 Disintegrate (save), if save made takes half max hp
c 8 4 Time Stop 15 Time Stop (as spell, maintained 3/r)
d 11 1 Psionic Permanency 28/56 (freq.5/other)Perm.psi power,no maint.cost
d 11 2 Shapechange 28 Shapechange (as spell,phys.innates gained)
c 11 1 Change Reality (greater) 42 As the 10th level spell, non-phys.things
c 11 2 Godly Protection 28 (Z action) iGR = CL% for 1s, works on up to xCL beings
d 14 1 Physical Independence 36/d You do not die as a result of being at negative hp
c 14 1 Unchangeable Reality 54 As the 12th level spell

[PC5] Psionicist Classes Group


[MC2.6G] Monster Psi6G

Use SL # Name DPPs Effect
d 1 1 Fortitude 20/d Target cannot lose sanity for the day; +7 mental saves for the day
d 1 2 Knight Sword of Crushing 10+2/r Sword of Force; attacks by itself, does 1d10 vs. evil /r
c 1 1 Repair 20 Repairs an object (as per Mend spell); works on devices up to TechL = CL
c 1 2 Self-Preservation 2*N Restores N hp to Deva
c 1 3 Silver Spears 20 Shoot CL missiles, each auto hits and does 1d6+1 dmg holy wood (no save)
d 2 1 Disease Immunity 4/d Immunity to magical/nonmagical disease
d 2 2 Field of Stillness 40+4/r 70' x 70' Stun field (save vs. RSW -level); lasts for 7 rounds
d 2 3 Mage's Staff of Light 40+4/r Dispel Evil 1/r
d 2 4 Poison Immunity 4/d Immunity to magical/nonmagical poison
c 2 1 Dispel Phantasm 40 Phantasms (non-corporeal undead of all types) are destroyed (no save)
c 2 2 Preservation 4*N Restores N hp to target (range touch)
c 2 3 Remove Demon Influence 40 Removes possession, domination, charm, etc.; Does not have to be evil source
c 2 4 Self-Sacrifice 0 All others can Escape but deva is left behind
d 4 1 Aid Mortals 8/r Super bless effect (+8 saves,+40% MR/CR) on target
d 4 2 Assume Ethereal Form 70 Dual existance (Prime / Border Ethereal); +1 more needed to hit you
d 4 3 Barbarian's Club of Might 50+16/r Auto roll 20 to hit and double base damage with one weapon strike per segment
d 4 4 Clear Mind 10/r Can see through any x1 illusion/disappearance/etc.
d 4 5 Field of Disjunction 70+8/r Destroys evil creatures/magic items (save); 1 attempt per round
d 4 6 Forsake Material Form 70/d Deva can use other object as body
d 4 7 Paralysis Immunity 8/d Immunity to paralysis, stun, and hold
d 4 8 Persistence Worm 70/r Does a 1st Dominion power over and over (1 time per segment)
c 4 1 Animate Area 70+8/r Can telekinese any number of objects in sight; Max weight = CL^3 pounds
c 4 2 Disk of Seven Heavens 70 Roll TH: If target hit is sent to Seven Heavens (no save)
c 4 3 Dispel Evil 70 As per Dispel Evil spell but with no saving throw
c 4 4 First Level Priest Spells 7 Cast one 1st level Priest spell at CL = 30
c 4 5 Whispy Stuff 35+8/r White fog 20' r; evil that enters are Blinded (save /s) and Numbed (save /s)
c 4 6 White Tornado 70+8/r Telekinesis 1 evil target away (no save); Move rate = CL*100 / (weight of target)
d 5 1 Champion Lore 40/d Paladin's abilities of level = ½*CL
d 5 2 Contingency 16/d Set up a contingency for Psi6G power
d 5 3 Forbiddance 16 Set up or remove a Forbiddance zone
d 5 4 Physical Manifestation 100 Have a spare body, 0: switch from one to the other
d 5 5 Spare Silver Cord 16/d Have an extra Silver Cord (can raise multiple times)
d 5 6 Warden Lore 40/d Abilites for warnings, advice, prophecy (undefined until a Warden class is written)
c 5 1 Escape 0 Everyone that deva wills (including self) can Escape home
c 5 2 Holy Word 16 Holy Word (as spell), x7 HD effect, CL = 40
c 5 3 Mass Preservation 4*N All good creatures in sight healed N hp
c 5 4 Second Level Priest Spell 10 Cast one 2nd level Priest spell at CL = 40
c 5 5 Zoroaster's Noonsblaze 16 10*CL' cone: Blindness (no save); (2*CL)d6 dmg vs. creatures vulnerable to light
d 7 1 Astral Eyes 13/t Can see through alterations/illusions/possession; Astral Perception
d 7 2 Field of Peace 13/r Everyone within 30' (incl. Deva) can use only V and Z actions
d 7 3 Self-Control 13 Immune to next Ego / Domination / Command-like effect
c 7 1 Limited Wish 130 Limited Wish (as spell), CL = 25
c 7 2 Summon Greater Deva 65 Summons a x2 Angel or Greater Deva
c 7 3 Third Level Priest Spell 13 Cast one 3rd level Priest spell at CL = 50
d 8 1 Aid Deva 16/r You lose 1 multiplier, target gains 1 multiplier
d 8 2 Discontinuity Immunity 32/d Immune to Annihilation, Being Put Down a Hole
d 8 3 Strength of Soul 80+64/r Immune to Misguidance, Alignment or Persona change; Immune to Truename spell
d 8 4 Wand of the Mind 64+32/r All your effects from one class are at double CL (for effect and BlahR adj.)
c 8 1 Disk of White Originator 160 One evil target "Capital S" Slain (no resistance, except he can use GR), x7 effect
c 8 2 Fourth Level Priest Spell 16 Cast one 4th level Priest spell at CL = 60
c 8 3 Psychokinesis N Telekinese N^2 lbs. at movement rate N/10, lasts for concentration (no DPPs)
c 8 4 Suneagle 64 Summons a Phoenix (see Monstrous Compendium)
c 8 5 White Hurricane 80+64/r All Evil in sight Gated to their home (no save)
d 10 1 Reduplication 19 Duplicates one (non-magical, non-psionic) item; max TechL = CL
c 10 1 Destroy Evil Spirit N Evil creature loses N stat points and N^2 permanent hp (no resistance, can use GR)
c 10 2 Fifth Level Priest Spell 19 Cast one 5th level Priest spell at CL = 70
c 10 3 MassTelepathicCommand 22 Suggestion (no save) up to CL targets
c 10 4 Wish 190 Wish (as spell), CL = 35
d 11 1 Angelic Lore 190/d You gain x2 multiplier; Angel's powers of level = (CL-21)/7
d 11 2 Expanded Spectrum 110 You are affected by up to CL Priest or Wizard Divination spells of spell level 1-7
d 11 3 Good Fortune I 220/d +CL Luck (the Concordant ability score)
d 11 4 Hero Lore 190/d You gain x2 multiplier; Hero's powers of level = (CL-21)/7
d 11 5 Inconvenience Immunity 128/d Immune to Set, Truename, Crapped, Slain, As You Are
d 11 6 Sentinel Lore 190/d You gain x2 multiplier; Sentinel's powers of level = (CL-21)/7
c 11 1 Avoid Fate 220 Avoid Fate (as spell)
c 11 2 Empyreal Guards 95 Summons CL Pers or Astral Devas ("Per" is described in Monstrous Compendium)
c 11 3 Reset 190 Resets one target in sight (max = 1 reset per real reset)
c 11 4 Sixth Level Priest Spell 22 Cast one 6th level Priest spell at CL = 80
c 11 5 Stasis 11/s Touch: Target is Temporal Stasised (no save); you control the duration with DPPs
c 11 6 Temporal Distortion 190/s Target gains another half-segment of actions after the current half-segment
c 13 1 Seventh Level Priest Spell 25 Cast one 7th level Priest spell at CL = 90
d 14 1 Celestial Chorus 250/s CL*10' x CL*10' x CL*10' area is considered to be a different plane (your choice)
d 14 2 Ultimate Lore 250/s You gain x3 multiplier but are noticeable to other deities on same plane
c 14 3 Vanish 125 One target disappears from multiverse for CL segments (unwilling may roll vs. GR)

[PC5] Psionicist Classes Group


[MC2.6N] Monster Psi6N

Use SL # Name CPPs Type
d 1 1 True Seeing 1/m Minor
c 1 1 Remove Alteration 10 Minor
c 1 2 Self-Preservation N Minor
d 2 1 Bard or Sage Abilities, LVL 4 16/d varies-L *
d 2 2 Druid Spells, LVL 4 16/d varies-L *
d 2 3 Null Field 10 20/r varies-N *
d 2 4 Thief Abilities, LVL 4 16/d varies-L *
c 2 1 Dismiss Elemental, E=1-2 10*N Minor
c 2 2 Force Shapechange 20 Minor
c 2 3 Mental Ball 2 20 varies-N *
c 2 4 Sleep Bolt 10 Minor
c 2 5 Telekinesis N/m Minor
c 3 1 Dispel Magic 30 Minor
c 3 2 Dispel Non-Balance 30 Minor
c 3 3 Dispel Psionic 30 Minor
c 4 1 Dismiss Elemental, E=3-4 10*N Major
d 5 1 Bard or Sage Abilities, LVL 7 49/d varies-L *
d 5 2 Druid Abilities, LVL 7 49/d varies-L *
d 5 3 Druid Spells, LVL 7 49/d varies-L *
d 5 4 Null Field 7 50/r varies-N *
d 5 5 Thief Abilities, LVL 7 49/d varies-L *
c 5 1 Banish to Home Plane 50 Major
c 5 2 Mental Ball 5 50 varies-N *
c 5 3 Remove Effect 50 Major
c 5 4 Reverse Magic 50 varies-N *
c 5 5 Reverse Psionics 50 varies-N *
c 6 1 Freedom 60 Major
c 7 1 Gate 70 Major
d 8 1 Bard or Sage Abilities, LVL 9 81/d varies-L *
d 8 2 Druid Spells, LVL 9 81/d varies-L *
d 8 3 Null Field 4 80/r varies-N *
d 8 4 Thief Abilities, LVL 9 81/d varies-L *
c 8 1 Mental Ball 8 80 varies-N *
d 10 1 Create/Destroy Conduit 200 Super
d 11 1 Bard or Sage Abilities, LVL 12 144/d varies-L *
d 11 2 Druid Spells, LVL 12 144/d varies-L *
d 11 3 Null Field 1 110/r varies-N *
d 11 4 Thief Abilities, LVL 12 144/d varies-L *
c 11 1 Mental Ball 11 110 varies-N *

[PC5] Psionicist Classes Group


[MC2.6E] Monster Psi6E

Use SL # Name DPPs Effect
d 1 1 Immunity I 13/d Immune to poison, non-silver weapons
c 1 1 Cause Moderate Wounds 13 Does 2d8+1 damage by touch (no save)
c 1 2 Charm Person 13+3/d Similar to wizard spell "Charm Person"
c 1 3 Fear I (Scare) 6 Target saves or loses 1 physical+mental
c 1 4 Hypnotic Pattern 6+3/r As the 2nd level Wizard spell
c 1 5 Produce Fire/Frost 13 Produces fire or frost (6 dmg, save:½)
c 1 6 Self-Preservation 1/hp Restores 1 hp/DPP (limit = Wis*3 /round)
c 1 7 Taunt 6 Similar to wizard spell "Taunt"
c 1 8 Temptation 13 Target saves or is suggested for 1 round
d 2 1 Ability Drain 33 Touch to drain 1d4 from an ability score
d 2 2 Bodily Restoration II 6/r Regeneration 3 hp/round, replace limbs
d 2 3 Immunity II 33/d Immune to fire or cold, +1 weapon to hit
d 2 4 Polymorph Self 33+6/d As the 4th level Wizard spell
c 2 1 Animate Dead 33 Similar to priest spell "Animate Dead"
c 2 2 Cause Critical Wounds 33 Does 5d8+6 damage by touch (no save)
c 2 3 Continual Darkness 33 As the wizard spell "Continual Darkness"
c 2 4 Fear II (Horror) 33 Target saves or loses all P/M actions
c 2 5 Larva Life 0 Consume 1 larva to Cureall (incl. DPPs)
c 2 6 Phantasmal Killer 33 As the 4th level Wizard spell
c 2 7 Sticks to Snakes 16 As the 4th level Priest spell
c 2 8 Suggestion 16 As the 3rd level Wizard spell
d 4 1 Assassin Lore 99/d Assassin's abilities of ½ level
d 4 2 Avenger Lore 99/d Anti-Paladin's abilities of ½ level
d 4 3 Death Master Lore 99/d Death Master's abilities of ½ level
d 4 4 Imbue with Special Damage 99/d Electric Aura, Acid Sting, others?
d 4 5 Sinuous Horrors 49+9/r Transforms arms to poisonous/acid snakes
d 4 6 Spinning Missiles 66+9/r Small horns break off body and attack
c 4 1 Charm or Hold Monster 66 Similar to respective wizard spells
c 4 2 Fear III (Torture) 99 Target saves or death in 6 rounds
c 4 3 Feeblemind 66 Similar to wizard spell "Feeblemind"
c 4 4 Gaseous Discharge 49+9/r Stinking Cloud/Vampiric Mist/others?
c 4 5 Gaze of Ice 99 Save (for damage) or petrified to ice
c 4 6 Possession 99+9/r Similar to wizard spell "Magic Jar"
c 4 7 Quasit/Imp Servant 99/d Transform a larva into an imp or quasit
c 4 8 Telekinesis 1/6lb. Maintenance cost=Initial/10 per round
c 4 9 Wall of Fire 49+9/r As the 4th level Wizard spell
c 4 10 Wall of Ice 66+9/r As the 4th level Wizard spell
c 4 11 Wall of Stone 99 As the 5th level Wizard spell
d 5 1 Bodily Restoration III 13/r Troll-like Regeneration 6 hp/r
d 5 2 Body Double 166 Transform a larva into a clone
d 5 3 Cloak of Darkness 166+13/r Imp.Invis., Immune to Detection/Location
d 5 4 Necromancer Lore 166/d Necromancer's abilities of ½ level
d 5 5 Psi-Trap 166+13/d Holds one power in area for triggering
d 5 6 Symbol or Glyph/Warding 83 Similar to respective priest spells
c 5 1 Blackfire 166 Polymorph Any Object to Ashes (6d10 Hp)
c 5 2 Cause Insanity 83 3 saves: each fail is 1 insanity
c 5 3 Fear IV (Id Insinuation) 166 6 simultaneous Psi.freq.2 mode D attacks
c 5 4 Hex Bolt 1/dmg 1 dmg/DPP (Save:½), Curse/Blight
c 5 5 Howling Thunder 166 Randomly summons 6d20 abyssal spirits
c 5 6 Mass Suggestion 166 As the 6th level Wizard spell
c 5 7 Mass Telekinesis 1/13lb. Maintenance cost=Initial/10 per round
c 5 8 Power Word Blind 166 200 hp of creatures blinded (no save)
c 5 9 Rotting Limb 83+13/m One limb useless, degenerate 1 hp/r
c 5 10 Shadow Bonds 83+13/r Black Bonds that hold up to Str 38
c 5 11 Summon Shapeless Horror 83 As per Demons supplement description
c 5 12 Vapors of Weakness 83+13/r 2 saves:fail 1=Str 1, fail 2=unc.6d4r
c 5 13 Voices 83+13/r 2 saves:fail 1=insan., fail 2=ultrablast
d 8 1 Forbiddance 166/d As the 6th level Priest spell
d 8 2 Immunity III 266/d Immune:lightning/acid, +2 weapon to hit
d 8 3 Shape Change 166+16/r As the 9th level Wizard spell
c 8 1 Dark Thunderbolt 1/dmg 1 dmg/DPP (darkness & sound) (no save)
c 8 2 Fear V (Vision of Weakness) 266 Lose 1d6 levels, -6 Str/Dex/Con (save)
c 8 3 Gate 266+16/r As the 9th level Wizard spell
c 8 4 Improved Phantasmal Killer 166 As the 4th level Wizard spell (no save)
c 8 5 Mass Charm 166+16/d As the 8th level Wizard spell
c 8 6 Steal Item 166 Target saves or demon gets 1 random item
c 8 7 Storm of Vengeance 266+16/r As the Quest level Priest spell
c 8 8 Unholy Word 266 As the 7th level Priest spell (doubled)
d 10 1 Astral Form Blockade Field 183/d Stops Astral Psi./Proj., Dim.Doors
d 10 2 Immunity IV 366/d Globe/Invuln., Immune:1st-2nd Dominions
d 10 3 Lich Lore 366/d Lich powers of ½ level
d 10 4 Permanency 366 Makes a Demon psi power permanent
c 10 1 Bodily Restoration IV 26/r Troll-like Regeneration ¬ of max hp/r
c 10 2 Dark Storm 1/dmg 6 Dark Thunderbolts (pay DPP cost once)
c 10 3 Fear VI (Fear Contagion) 183 As the Quest level Priest spell
c 10 4 Hell Pit 183 2 saves:fail 1=goto hell, fail 2=impris
c 10 5 Know Truename 366 As the 9th level Diviner spell
c 10 6 Steal Soul III 366 Transforms unwilling target to a larva

[PC5] Psionicist Classes Group


[MC2.7] Monster Psi7

Use SL # PSPs Description
d 2 1 2 Doesn't cost an additional action to use, just your eye's P or M action: Gaze to Charm (save)
d 2 2 -10 to max Fear aura (anyone who enters your group) (Will save)
d 2 3 -10 to max Immunity to cold
d 2 4 -10 to max Immunity to disease
d 2 5 -10 to max Immunity to sleep, fatigue, and exhaustion
d 2 6 -10 to max Need not breathe
d 2 7 -10 to max People need a +CL weapon to hit you
d 2 8 -10 to max Pick a stat. Whenever you touch someone, they take (CL+1)/2 ability damage to that stat (PPD save)
d 2 9 -10 to max Whenever you touch someone, they get a disease (PPD save)
c 2 1 2 Curse (Spell save)
c 2 2 2 Moan: One group is feared (Will save)
c 2 3 2 Summon a DL I Undead
d 5 1 -25 to max Immunity to ability drain
d 5 2 -25 to max Immunity to all mind-affecting effects
d 5 3 -25 to max Immunity to critical hits
d 5 4 -25 to max Immunity to paralysis and stun
d 5 5 -25 to max Immunity to poison
d 5 6 -25 to max Regenerate at CL-3 hp /s
d 5 7 -25 to max Vampiric Regen (CL-3)*10% of damage you deal
d 5 8 -25 to max Whenever you touch someone, they are aged CLd4 years (PPD save)
d 5 9 -25 to max Whenever you touch someone, they are energy drained (CL+3)/6 levels (no save)
d 5 10 -25 to max Whenever you touch someone, they are paralyzed (PP save)
d 5 11 -25 to max You emit a stench like a ghast
c 5 1 5 Magic Jar / Possession (Will save)
c 5 2 5 Slay Living (save)
c 5 3 5 Summon a DL IV Undead
c 5 4 5 Wither limbs (like a Sharpness effect) (CL-3 PP saves, each missed save is one lost limb)
c 5 5 5 Wrench
d 8 1 -40 to max Immunity to any effect that requires a Fortitude save (unless the effect also works on objects)
d 8 2 -40 to max Immunity to death or slay effects
d 8 3 -40 to max Immunity to energy drain and negative levels
d 8 4 -40 to max Immunity to Turn Undead
d 8 5 -40 to max Whenever you touch someone, they get Mummy Rot (no save)
c 8 1 8 Death Spell a group (total CL*CL HD, max HD affected = CL)
c 8 2 8 Summon a DL VII Undead
c 8 3 8 Target is energy drained CL/2 levels (no save)
d 11 1 -55 to max When you die, you go to the Negative Energy Plane, and will reform on the Prime the next day
d 11 2 -55 to max You do not go unconscious and stay offensive at any negative hp total (but will still die)
d 11 3 -55 to max Your unarmed attacks are Vile damage and hard to heal (healing effects are divided by CL-16)
c 11 1 11 As You Are
c 11 2 11 Summon a DL X Undead

[PC5] Psionicist Classes Group


[MC2.8] Monster Psi8

Use SL # Name Effect
d 2 1 Construct Control Item 1 Create a "Control" type item (see next page) of TechL=CL, each TechL takes 1S action
d 2 2 Construct Generic Item 1 Create a "Generic" type item (see next page) of TechL=CL, each TechL takes 1S action
d 2 3 Construct Power/Defensive Item 1 Create a "Power" type item (see next page) of TechL=CL, each TechL takes 1S action
d 2 4 Construct Weapon Item 1 Create a "Weapon" type item (see next page) of TechL=CL, each TechL takes 1S action
d 2 5 Create Technological Monster I Create a DL I Technological Monster (AC=4*CL, hp=8*CL, Str=2*CL)
d 2 6 Hard Resistance to Radiation Double resist radiation (1/4, save for 1/10), Ignore gaining Psi9/18/27 powers due to RS
d 2 7 Technological Armor +CL AC, +CL*2 current hp (like an Armor spell), can stack w/ Armor spell
d 2 8 Technological Shield DR (CL*2)/(+CL/2) (or) WR 10*CL% (or) Others need a +CL-1 weapon to hit you
c 2 1 Energy Discharge 80' line, CL^2 technological dmg (RSW save:½), can power tech items drained of power
c 2 2 Hack into Technological Object Hack (gain control) of a technological object with TechL<=CL (monsters get save)
c 2 3 Mend As spell
c 2 4 Repair Light Damage Cures 10 hp (1 Hull point) to a technological item
d 5 1 Construct Control Item 2 Create a "Control" type item (see next page) of TechL=CL, each 2 TechL takes 1S action
d 5 2 Construct Generic Item 2 Create a "Generic" type item (see next page) of TechL=CL, each 2 TechL takes 1S action
d 5 3 Construct Power/Defensive Item 2 Create a "Power" type item (see next page) of TechL=CL, each 2 TechL takes 1S action
d 5 4 Construct Weapon Item 2 Create a "Weapon" type item (see next page) of TechL=CL, each 2 TechL takes 1S action
d 5 5 Create Technological Monster II Create a DL IV Technological Monster (AC=8*CL, hp=8*(CL^2), Str=4*CL)
d 5 6 Hard Resistance to Chemicals Double resist chemical elements (1/4, save for 1/10), Immune to gas & poison
d 5 7 Techskin Get TechL "Techskins", each absorbs one technological attack (can't use with Stoneskin)
d 5 8 Unusual Mix May construct your tech items using "Unusual Materials" chart, this may have odd effects
c 5 1 Dispel Technology Dispels a technological effect
c 5 2 Repair Serious Damage Cures 80 hp (8 Hull points) to a technological item, fixes minor malfunctions
c 5 3 Tech Jar Magic Jar into a technological item
d 8 1 Anti-Technological Shell Reduce all technological objects within 30' by -CL TechL (min TechL=0)
d 8 2 Construct Control Item 4 Create a "Control" type item (see next page) of TechL=CL, each 4 TechL takes 1S action
d 8 3 Construct Generic Item 4 Create a "Generic" type item (see next page) of TechL=CL, each 4 TechL takes 1S action
d 8 4 Construct Power/Defensive Item 4 Create a "Power" type item (see next page) of TechL=CL, each 4 TechL takes 1S action
d 8 5 Construct Weapon Item 4 Create a "Weapon" type item (see next page) of TechL=CL, each 4 TechL takes 1S action
d 8 6 Create Technological Monster III Create a DL VIII Technological Monster (AC=16*CL, hp=8*(CL^3), Str=6*CL)
d 8 7 Cron Job Contingency or Delayed Blast for one Psi8 power
d 8 8 Hard Resistance to Anti-Matter Double resist anti-matter (1/4, save for 1/10), Can survive in anti-matter based prime
c 8 1 Repair Massive Damage Cures 640 hp (64 Hull points) to a technological item, fixes Crashed/Hung status
d 11 1 Construct Control Item 8 Create a "Control" type item (see next page) of TechL=CL, each 8 TechL takes 1S action
d 11 2 Construct Generic Item 8 Create a "Generic" type item (see next page) of TechL=CL, each 8 TechL takes 1S action
d 11 3 Construct Power/Defensive Item 8 Create a "Power" type item (see next page) of TechL=CL, each 8 TechL takes 1S action
d 11 4 Construct Weapon Item 8 Create a "Weapon" type item (see next page) of TechL=CL, each 8 TechL takes 1S action
d 11 5 Create Technological Monster IV Create a DL XII Technological Monster (iAC=CL/8, ihp=CL/8, Str=8*CL)
d 11 6 Hard Resistance to Time Double resist time (1/4, save for 1/10), Immune to Time Stop / Temporal Stasis
c 11 1 Steal Attunement Allow another to have & use one of the technological objects *anyone* made using Psi8

[PC5] Psionicist Classes Group


[MC2.9] Monster Psi9

Use SL # Power Check Description [Permanent powers in brackets]
d 2 1 Damage Protection Str/m +CH AC, -½CH dmg per attack
d 2 2 Extra Limbs Dex/h [+1d4 limbs] Can use them normally
d 2 3 Force Field Int/r Moveable Wall of Force (solid version)
d 2 4 Metal Corrosion Con/r Touch:Metal items save (no mod.) vs.acid
d 2 5 Minormorph Chr/m Polymorph Self (as spell)
d 2 6 Poison Claws Dex/r CHd4 damage poison in fingernails (save)
d 2 7 Poison Fangs Dex/r CHd6 damage poison in mouth (save)
d 2 8 Resistance to Magic Con/m CH*5% MR (adjust @ 12th casting level)
d 2 9 Resistance to Poison Con/h CH*5% Poison Resistance (non-adj.)
d 2 10 Resistance to Psionics Wis/m CH*5% Psionic Resistance (adj.@12th)
d 2 11 Resistance to Radiation Con/t CH*5% RR
d 2 12 Tail with Poison Stinger Dex/h [+1 tail] Can use tail (as Poison Fangs)
c 2 1 Electricity Generator Con/r 4d10'long, CHd6 dmg (save:½)
c 2 2 Hypnosis Chr/h One creature hypnotized (save)
c 2 3 Laser Vision Int/r [see in dark] Laser Beam CHd8 dmg (save)
c 2 4 Scattershot Str/r CH Energy Pellets, 1d4 dmg ea. (no save)
d 5 1 Become Energy Wis/m Move at light speed, immune phys.attack
d 5 2 Bio Force: Invulnerability Con/m +CH AC,-½CH dmg per attack (incl.spells)
d 5 3 Bio Syntha Steel Str/r +CH AC,-CH dmg/att,+CH/+CH nat. weapons
d 5 4 Control Body Molecules Str/m Shapechange (as spell), even to objects
d 5 5 Energy Cocoon Int/h Field CH'diam.,fly:7*CH" rate,7*CH% PsiR
d 5 6 Hyperflight Dex/m +CH AC, Fly at 100*CH" rate, Pro.Vacuum
d 5 7 Invulnerability Wis/m +CH AC, +CH saves, 3*CH% MR,RR,PsiR
d 5 8 Plane Phaze Chr/t Turn into Ghost incl. Aging touch
d 5 9 Regenerator Con/d [Regeneration CH hp/r, Restores Memory]
d 5 10 Stone Eyes Wis/r Gaze: Petrification (save)
c 5 1 Amphibian Con/r [Water Breathing] Sonic Blast:CH*10 dmg
c 5 2 Bio Force: Force Beam Con/r Target in cocoon (save), no P/V actions
c 5 3 Disintegration Beam Wis/r Disintegrate up to 100*CH lbs. (save)
c 5 4 Heal/Cause Pain Wis/r Target healed or harmed CH*10 hp (save)
c 5 5 Impact Beam Str/r Str-CH check or move CH*10' (& fall dmg)
c 5 6 Incendiary Blast Int/r Con-CH check or CHd12 damage
c 5 7 Molecular Disrupter Dex/r CHd10 Disruption damage (save:½)
c 5 8 Nova Bolt Dex/r CHd12 Fire damage, Heats Metal (save:½)
c 5 9 Paralysis Bolt Str/r Paralyzation CH t (save)
c 5 10 Sonic Wail Dex/r 3*CH' radius: Unc. CH m (save)
c 5 11 Suspension Int/r Temporal Stasis (save)
c 5 12 Telekinesis (master) Int/r CH*1000 lb. weight limit
c 5 13 Tricancellation Wis/r Dispel Magic,Psionics,Energy (1 target)
d 8 1 Control Earth: Armor Str/m +CH AC, Armor has 10*CH hp
d 8 2 Energy Kinetic: Shield Dex/m Stops CH dice per Energy attack
d 8 3 Gravity Kin.: Shield Con/m Stops 4*CH hp per physical attack
d 8 4 Null Void: Null Field Wis/r Caster immune to and cannot use magic
c 8 5 Energy Kinetic: Blast Dex/r 4*CH' rad, 2*(CHd10) Energy dmg (save:½)
c 8 6 Energy Kinetic: Drain Dex/r Absorb 3*CH dice as per Energy Control
c 8 7 Energy Kinetic: L.Blast Dex/r 8*CH' rad, CHd10 Energy dmg (save:½)
c 8 8 Energy Kinetic: Manipulate Dex/m +-CH dice to existing energy effect
c 8 9 Gravity Kin.: Incr.Weight Con/m Target weight x100*CH (save or crushed)
c 8 10 Photon Kin.: Laser Beam Wis/r 10*(CHd8) Light damage (save)
c 8 11 Possession Wis/m Magic Jar (as spell)
c 8 12 Temporal: Stop Time Int/r CH*3' radius Time Stop
c 8 13 Temporal: Time Bolt Int/r Ages target 10*(CHd4) years (save:½)
c 8 14 Transferer Str/m Steal one power from target (save)
d 11 1 Amplification Chr/r xCH on next Psi9 power's effect
d 11 2 Bio Force: Maintain Health Chr/t +CH Con, regen all hit points each r
d 11 3 Bio Force: Super Accuracy Chr/t Roll 1d4+16 instead of 1d20 for to hit
d 11 4 Contingency Chr/d Contingency for one Psi9 power
d 11 5 Control Earth: Mass Damage Str/t Your physicals do Hp instead of hp
d 11 6 Environ.: Familiar Locale Chr/y CH mile r, atmosphere same as home
d 11 7 Null Void: Null Innates Wis/r Caster immune to and cannot use innates
d 11 8 Reflector Int/t As Spell Turning, also Innates and Psi
d 11 9 Shielder: Shield Chr/t Non-ablative 1000 hp, up to 40'sq.
d 11 10 Thought: Incr.Charisma Chr/t +CH Chr, considered X2 in highest class
d 11 11 Thought: Incr.Wisdom Wis/t +CH Wis, all rolls are 2 dice (choose)
d 11 12 Thought: No Body Int/y You no longer have/need a physical body
d 11 13 True Invulnerability Wis/m CH*2% irreducible RR,MR,PsiR,InnateR
c 11 1 Energy Kin.: Super Blast Dex/r 100*CH'r, CHxCHxCH Energy dmg (no save)
c 11 2 Nightmare: Mental Blast Wis/r CHxCH'r,lose CHd4 mental stats (save:½)
c 11 3 Nightmare: Removal Beam Wis/r -CH/6 to being's multiplier (save:½)
c 11 4 Photon Kin.: Phaser Beam Wis/r 100*(CHd20) Light damage (no save/PsiR)
c 11 5 Polycancellation Wis/r Tricancellation CH targets
c 11 6 Shielder: Bolt Chr/r CHxCHd8 Force damage, ignores defenses
c 11 7 Thermal Kin.: Plasma Beam Con/r ±CHx100°, save at -CHxCH or dead

[PC5] Psionicist Classes Group


[MC2.10] Monster Psi10

Use SL # Name Disc. PSPs Effect Source
d 1 1 Resistance to Sleep Somn 2/h Immune Sleep RAPsi
c 1 1 Dispel Exhaustion Telep 5 Target heals 25% of damage taken RAPsi
c 1 2 Distract Telep 5/r Target cannot cast spells (save vs. spell) RAPsi
c 1 3 Feather Fall * TK 2/r Feather Fall RAPsi
c 1 4 Lift TK w*S/r TK up/down only; w = ln(weight in lbs.); S = ln(speed in ") RAPsi
c 1 5 Light Pyro 3/r Light RAPsi
c 1 6 Spook Telep 5 Fear (save vs. spell at -CL/3) RAPsi
c 1 7 Suggest Telep 8 Suggestion (save) RAPsi
d 2 1 Fire Protection * Pyro 8/r Resist Fire RAPsi
d 2 2 Pain Erase Telep 8/r Target heals 25% of damage taken; Take only 75% of damage received RAPsi
c 2 1 Beam of Light Pyro 5/r Line of Blindness (all in area save vs. spell or blinded) RAPsi
c 2 2 Break TK S/r Break an object (item save); S = Str score desired (max = Int) RAPsi
c 2 3 Confuse Telep 14 Confusion (save) RAPsi
c 2 4 Enforced Sleep Somn 2/target Sleep 3*CL r (save vs. spell); max HD affected /target = CL RAPsi
c 2 5 Fear Telep 17 Fear (save vs. spell at -CL/3); Fumble (save vs. spell) RAPsi
c 2 6 Feeblemind Telep 10 Feeblemind (save) RAPsi
c 2 7 Intensify Fire * Pyro 10/r Doubles the damage of an existing fire effect RAPsi
c 2 8 Pillar of Fire Pyro 10/r Makes a column of fire (10' wide by 10*CL' high), 1d10 dmg RAPsi
d 3 1 Detect Invisible Creatures Telep 15/r Detect Life; Detect Invisibility; Detect Dust of Disappearance RAPsi
d 3 2 Ground * Pyro 8/r Immune Lightning, must be touching the ground RAPsi
d 3 3 Pain Block Telep 15/r Target heals 50% of damage taken; Take only 50% of damage received RAPsi
c 3 1 Automaton Telep 21/r Control target's V actions (save) RAPsi
c 3 2 Burn Pyro 13 Target takes (4+CL/3)d6 fire dmg (save:½) RAPsi
c 3 3 Control Telep 30/r Control target's P actions (save); Caster cannot use M actions RAPsi
c 3 4 Crush TK 10 Crush an item (item save vs. crushing blow) RAPsi
c 3 5 Fire Curtain Pyro 9/r Circular wall of fire around caster, 3d6 dmg RAPsi
c 3 6 Fire Missiles Pyro 10 Shoot (CL-2)/2 fire missiles, each does 1d4+1 fire dmg RAPsi
c 3 7 Freeze Pyro 13 Target takes (4+CL/3)d6 cold dmg (save:½) RAPsi
c 3 8 Heat Ray Pyro 12 Line, all in area CLd6 heat dmg (save:½), immunity to non-magical heat works RAPsi
c 3 9 Hold Telep 5/r Hold Monster (save) RAPsi
c 3 10 Impact TK 12 (CL+3)d8 telekinetic dmg; one target; no save RAPsi
c 3 11 Insanity Telep 16/r Target gets Int set to 3; Insanity (save for each) RAPsi
c 3 12 Static Charge Pyro 10 Target takes (2+CL/3)d4 lightning dmg, this effect can be Delayed Blasted RAPsi
c 3 13 Throw TK 8 Throw a small object to deal (CL+4)d6 dmg to a target (don't need to roll to hit) RAPsi
c 3 14 Wall of Fire Pyro 13 Wall of Fire, 3d6 dmg RAPsi
d 4 1 Energy Armor * Pyro 7/r AT +10 source, destroy any weapon that strikes you (save vs. lightning) RAPsi
d 4 2 Memory Protection * Telep 5/r Immune to Memory stealing, mind reading, Capital E Extract RAPsi
d 4 3 Mental Guard Somn 12/h Imm. Charm,Confusion,Fear,Feeblemind,Possession,Soul Trap,Suggestion RAPsi
d 4 4 Power Shift * Telep 1/d Your psionic powers appear to be a different form of energy (magic, innate, etc.) to Detection effects DM
c 4 1 Agony Telep 10/r -3 Int, -4 Wis, -3 saves, -3 TH, -3 dmg, can't use magic/psi, slow (save each) RAPsi
c 4 2 Dream Suggestion Somn 18 Suggestion (CL/2 saves vs.spell) RAPsi
c 4 3 Fire Stream Pyro 18/r Choose 1 target within 120' per segment, it takes 6d6 fire dmg (save:½) RAPsi
c 4 4 Kinetic Wall TK 8/r Immobile wall that blocks missile and melee weapons; must spend 1V to pass RAPsi
c 4 5 Scare Empa 15 Fear 1d3+CL/2 r, target must save every round (even if made previous saves) RAPsi
c 4 6 Static Discharge Pyro 35 All in caster's group (except caster) take (10+CL/3)d6 lightning dmg (save:½) RAPsi
d 5 1 Mind Block Telep 17/h Can't be mentally targetted; auto make Will/Mental saves; can't be scryed RAPsi
d 5 2 Resistance Shift * Empa 1/d Your psionic powers are resisted using a different resistance (MR, IR, etc., but not anti's or GR/XR) DM
c 5 1 Charm Person Empa 15 Charm Person (make CL saves) RAPsi
c 5 2 Fire Blast Pyro 26 One group takes (8+CL/5)d6 fire dmg (save:½) RAPsi
c 5 3 Fire Strands Pyro 22 Web spell, everyone within takes Xd6 dmg /r, X is # sizes larger than size T RAPsi
c 5 4 Hypnotism Empa 20 Hypnosis (make CL saves) RAPsi
c 5 5 Kinetic Dome TK 10/r Kinetic Wall (see above) but is a hemisphere RAPsi
c 5 6 Lightning Bolt Pyro 24 Lightning Bolt, CLd6 dmg (save:½) RAPsi
c 5 7 Mindreave Telep 70 Target gets Int set to 3; Insanity; lose all spells; lose all PSPs (save for each) RAPsi
c 5 8 Suggestion Empa 17 Suggestion (make CL saves) RAPsi
c 6 1 Animate Fire Pyro 15/r Turn fire into 2^(X+1) HD fire elemental, where X is the # sizes beyond size T RAPsi
c 6 2 Disintegrate TK 15 Disintegrate (save) RAPsi
c 6 3 Dream of Death Somn 55 Death Spell 5d20 HD (save vs. Death Magic), sleeping targets get no save RAPsi
c 6 4 Energy Quench Pyro 40 Death Spell 4d20 HD (save vs. Death Magic), works on undead and golems RAPsi
c 6 5 Mind Quench Telep 51 Death Spell 3d20 HD (save vs. Death Magic), creatures w/ Int 1-8 get no save RAPsi
c 6 6 Summon Fire Elemental Pyro 40+5/r Summons a 12 HD Fire Elemental, or gain control of someone's Fire Ele. RAPsi

[PC5] Psionicist Classes Group


[MC2.12L] Monster Psi12L

Use SL # Power LPP Type Description
c 1 1 Command 20 Minor Command (as spell), except can use 2 words
c 2 1 Hold Person 35 Minor Hold Person, +45 LPPs gives Hold Monster
c 3 1 Charm Lawful Creature 60 Major Charm (no save) only vs. Lawful creatures
d 4 1 Strength of One 65 Major Strength of One (TM 71)
c 4 1 Discipline 80 Major Creature saves: if made it takes caster's level in damage, if missed AL shifts one towards L
c 6 1 Summon Lawful Creature 120 Grand Gate (as spell) for Lawful creature or for a Water or Air Elemental
c 8 1 Order Reality 160 Grand Alter Reality, but effect must be Lawful intent
d 9 1 Clone/Simulacrum 165 Super Clone (or) Simulacrum (as the MU spells)
c 9 1 Imprisonment 180 Super Imprisonment (as spell)
c 10 1 Enslave 200/r Super Target creature's AL switches to L, all of it's actions under control of caster (no save)

[PC5] Psionicist Classes Group


[MC2.12T] Monster Psi12T

Use SL # Power TPP Type Description
d 1 1 Blink Wounding 20+3/t Minor Whenever you are struck by an attack sequence, you randomly blink away after damage
c 2 1 Mass Blindness 35 Minor Blindness (as spell) but 90'r area
d 3 1 Damage Resistance 45/t Major -1/die damage (from any source)
d 3 2 Favorable Die Rolls 55/t Major All your non-permanent die rolls of NdS instead are rolled as (2*N)dS, choose N best dice
c 3 1 Dispel Illusion 50 Major Dispel Illusion (or) Dispel Invisibility
d 4 1 Magic Resistance 75/t Major Level*5% MR
c 4 1 Charm True Creature 70 Major Charm (no save) only vs. True creatures
c 4 2 Dispel Magic 70 Major Dispel Magic (as spell)
c 4 3 Mass Sleep 75 Major Sleep all creatures (save) in 90'r area
d 5 1 Psionic Resistance 95/t Major Level*5% PsiR
c 5 1 Dispel Psionics 90 Major Dispel Psionic effect (50% adj. by levels)
c 6 1 Magic Jar 110 Grand Magic Jar (as spell)
d 7 1 True Seeing 125+8/r Grand True Seeing (as spell)
c 7 1 Mass Suggestion 135 Grand Suggestion (as spell) in 90'r area, but all commands must be the same
c 7 2 Summon True Creature 130 Grand Gate (as spell) for True creature or for a Time Elemental
d 8 1 Luck 150/t Grand +1 Luck point (as per Luckstone)
d 8 2 Spell Turning 150 Grand Spell Turning (as spell)
d 9 1 Psionic Turning 170 Super Spell Turning but affects Psionic effects
c 9 1 Mass Feeblemind 175 Super Feeblemind (as spell) in 90'r area
c 10 1 Aura of Non-Sentience 200/r Super All creatures within 120' of caster (incl. the caster) lose all levels of experience, have a combined Int+Wis of 0-5, and get no actions of any type as long as Aura is maintained
c 10 2 Mass Energy Drain 195 Super Energy Drain (as spell) in 90'r area

[PC5] Psionicist Classes Group


[MC2.12C] Monster Psi12C

Use SL # Power CPP Type Description
c 1 1 Confusion 20 Minor Confusion (as spell)
c 3 1 Charm Chaotic Creature 60 Major Charm (no save) only vs. Chaotic creatures
c 3 2 Random Telekinetics 55+3/r Major All objects in 60'r area randomly telekinese around, creatures in area take 1d6*1d10 dmg/r
c 4 1 Miscast Magic 65 Major Miscast Magic (TM 69), also works on psionics
c 4 2 Shift Towards Chaos 80 Major Creature saves: if made it takes caster's level in damage, if missed AL shifts one towards C
c 5 1 Destroy Clone 95 Major Kills a Clone, Simulacrum, or Shapechanger
c 5 2 Physical Freedom 95 Major Free Action (and) Remove Paralysis (and) Remove Domination (or) gives a path to escape local authorities
c 6 1 Summon Chaotic Creature 120 Grand Gate (as spell) for Chaotic creature or for an Earth or Fire Elemental
c 8 1 Wild Magic Surge 155 Grand Generate (level) Wild Surges within 60' each round for 1h
c 9 1 Chaos Storm 180+8/r Super All in 120'r area are affected by Weird, Maze, and Chaos (as spells) every round
d 10 1 Grand Chaos 200/r Super All die rolls by all creatures within 240' of caster become either minimum (50%) or maximum (50%), check for each grouping of dice rolled

[PC5] Psionicist Classes Group


[MC2.14] Monster Psi14

Use SL # PSPs Description
d 2 1 2 0, when biting: Cause Lycanthropy (PPD save, if they fail, they are your slave)
d 2 2 2 0, when changing form: Cure (1d6)*10% of damage taken
d 2 3 -10 to max Can turn into one additional form; DM rolls DL=LVL/3 Lycanthrope or Animal
d 2 4 -10 to max Hit only by +LVL or better weapons
d 2 5 -10 to max Regen CL hp/s
c 2 1 2 Summon CL Animals of the type that you are the Lycanthrope of, DL=LVL
c 2 2 2 Target gets a disease (PPD save)
d 5 1 -25 to max Immune disease and poison
d 5 2 -25 to max Pick LVL unusual materials to be immune to.
c 5 1 5 [0 action to use] Change form immediately
c 5 2 5 Force Shapechange or Wrench
c 5 3 5 Group gets a disease (PPD save)
d 8 1 -40 to max Get a Rogue chart (and 20*LVL Rogue points) up to level=LVL/2
d 8 2 -40 to max Remove a vulnerability on yourself (reduce Severe Allergy -> Vulnerable)
d 8 3 -40 to max You have a breath weapon, half hp (pick acid, poison, skunk; pick 3/d or 1/3r)
d 8 4 -40 to max Your gaze causes Charm (no save, IR)
c 8 1 80 Alter your Lycanthrope form, DM rolls on LVL/2 Lycanthrope or Animal table
c 8 2 8 Summon a DL=VII Lycanthrope
d 11 1 -55 to max You do not go unconscious and stay offensive at any hp total (will still die)
d 11 2 -55 to max Your unarmed attacks are Permanent hp of damage
c 11 1 -55 to max 1D: Reincarnate as an animal of your animal form
c 11 2 11 1V, while attacking: Your natural attacks Cascade Rams one group
c 11 3 11 Summon a DL=X Lycanthrope

[PC5] Psionicist Classes Group


[MC2.15] Monster Psi15

Use SL # Power Effect
d 1 1 Flame Walk Flame Walk (self)
d 1 2 Polymorph Self Polymorph Self
c 1 1 Blink Blink
c 1 2 Charm Person Charm Person
c 1 3 Magic Missile Magic Missile
d 2 1 Add Breath Weapon [1st] Breath weapon is 3/d. Choose a normal (E=1) element. Breath = 50% of current hp total.
d 2 2 Add Breath Weapon [2nd] Breath weapon is once per 3 rounds. Choose a normal (E=1) element. Breath = (CL+1)d(CL*2+2).
d 2 3 Add Resistance Resist one normal (E=1) element, this can be taken twice for an E=2, thrice for an E=3, etc.
d 2 4 Add Tail Tail does 1d(CL*2) damage
d 2 5 Alter Resistances Alter two resistances (or one immunity) to be of different element(s) (Pick an E factor = original)
d 2 6 Improve Breath Element Add 1 to the E factor of your breath weapon element. (Choose a new element when you pick this.)
d 2 7 Increase Breath Damage +10% of current hp total to breath dmg [or (+1)d(+2) breath dmg if using set breath dice]
d 2 8 Versatile Breath Element Your can alternatively use a second element, with E factor equal or less than your normal breath.
c 4 1 Color Spray Color Spray
c 4 2 Darkness Darkness CL*10' radius
c 4 3 Hypnotism Hypnotism
d 5 1 Add Immunity Immune to one normal (E=1) element, this can be taken twice for an E=2, thrice for an E=3, etc.
d 5 2 Dial-a-Breath Element (<) You can use any element with E factor less than your normal breath.
c 6 1 Druid Shapechange Druid Shapechange (to Reptile/Fish, Bird, or Mammal)
c 6 2 Melf's Minute Meteors Melf's Minute Meteors
c 6 3 Suggestion Suggestion
c 7 1 Hold Person Hold Person
d 8 1 Add Global Resistance Resist all E=1 elements, this can be taken twice for E=2 (doesn't include E=1), thrice for E=3, etc.
d 8 2 Dial-a-Breath Element (=) You can use any element with E factor equal to or less than your normal breath.
c 8 1 Suggestion Suggestion (up to CL targets)
d 9 1 Luckscale (Must have scales to use) Luckstone effect for 1 day
c 9 1 Hypnotism Hypnotism, up to CL targets
c 10 1 Summon Insects Summon Insects
d 11 1 Add Global Immunity Immune to all E=1 elements, this can be taken twice for E=2 (doesn't include E=1), thrice for E=3, etc.
c 12 1 Charm Reptiles Charm Reptile/Dragon (no save, can use IR)

[PC5] Psionicist Classes Group


[MC2.16] Monster Psi16

Use SL # Name Effect
d 2 1 Construct Psi16 Item 1 Create a Psi16 item (see next page) of TechL=CL, each TechL takes 1S action
d 2 2 Create Golem I Create a DL I Golem (AC=3*CL, hp=10*CL, Str=2*CL)
d 2 3 Golem Form: Caryatid Column +4 saves; Weapons have 25% chance to shatter when hitting you; 1M: Feign Death
d 2 4 Golem Form: Flesh Resist fire and cold; Cured by lightning (1 hp per die of dmg)
d 2 5 Golem Form: Mud Resist blunt weapons; Both punches hit: Hug 2d6+(Str bonus)+paralyzation (PPD save)
d 2 6 Golem Form: Necrophidius 1V: Hypnosis (1 target, Will save); Bite is paralysis branded (PPD save)
d 2 7 Golem Form: S=1,2 Unusual Material of S=1,2 (cannot exceed real S number)
d 2 8 Golem Form: Scarecrow 1M, gaze: Fascinate (1 target, Will save); Punches are Fascinate branded
d 2 9 Golem Form: Skeletal +2 arms (new group of limbs), but all your arms get -10/-10 TH/dmg
d 2 10 Golem Form: Stone Guardian Double Resist edged weapons; Resist cold, fire, lightning; Halve your move rate
d 2 11 Golem Form: Wood Immune Wood; 1M: Transmute Metal to Wood (owner PP saves)
c 2 1 Repair Golem Damage Cures 10*CL hp (CL Hull points) to a Golem
c 2 2 Turn (Command) Golems Turn (Command) Golems (need to make a turning roll as usual)
d 5 1 Construct Psi16 Item 2 Create a Psi16 type item (see next page) of TechL=CL, each 2 TechL takes 1S action
d 5 2 Create Golem II Create a DL IV Golem (AC=6*CL, hp=10*(CL^2), Str=4*CL)
d 5 3 Golem Form: Amber Tracking/Trailing prof.; Clairnasience; Detect Invis. cont.
d 5 4 Golem Form: Clay Unarmed damage you deal can be cured only by a CL=17+ Heal spell (or better)
d 5 5 Golem Form: Glass Improved Invis.; 1M: Prismatic Spray your group (hole in the middle)
d 5 6 Golem Form: Juggernaut +12" move rate; 1V, charging: 10d10 dmg to one target
d 5 7 Golem Form: Maggot Immune insects, edged weapons, piercing weapons; Cannot hold weapons
d 5 8 Golem Form: Metagolem Immune lightning; 1M: Fireball; 1M: Major Missile
d 5 9 Golem Form: Rock Resist earth; Any weapon that hits you saves vs. crushing blow or destroyed
d 5 10 Golem Form: Ruby set Str 20+LVL; Immune Priest magic
d 5 11 Golem Form: S=3,4,5 Unusual Material of S=3,4,5 (cannot exceed real S number)
d 5 12 Golem-mind Class VI/Esper-blind to all frequencies non-divisible by 8
c 5 1 Dispel Golem Dispels a Golem (it is "turned off" for 1 turn) (no save)
c 5 2 Golem Jar Magic Jar into a Golem (Magic Jar contest rules, which the golem will probably lose)
d 8 1 Construct Psi16 Item 4 Create a Psi16 item (see next page) of TechL=CL, each 4 TechL takes 1S action
d 8 2 Create Golem III Create a DL VII Golem (AC=12*CL, hp=10*(CL^3), Str=6*CL)
d 8 3 Golem Form: Doll Resist fire; Mend spell acts as a Heal on you; Bite is Tasha's Laughter branded
d 8 4 Golem Form: Emerald Immune acid; iNR 50%; 1M: Lightning Bolt
d 8 5 Golem Form: Magic MArmoring LVL*10; Disenchant any magical effect you touch; 1M: Wild Surge
d 8 6 Golem Form: Mithral Immune innates; +1Q0 action /r
d 8 7 Golem Form: Phantom Flyer Fly 24" (C); Immune darkness; Darkvision; +2 tentacles (2d8 dmg each)
d 8 8 Golem Form: S=6,7,8 Unusual Material of S=6,7,8 (cannot exceed real S number)
d 8 9 Golem Form: Shaboath Immune water; 1P: Drown a group; 1M: Wall of Ice
d 8 10 Golem Form: Silver +1 to # attacks with each weapon; +LVL" move rate
d 8 11 Golem Form: Spiderstone Resist magic; Mouth's P: Web (1 group); FRT LVL*10%
d 8 12 Golem Form: Stone Immune earth; set Str 22+LVL; 1V: Slow
d 11 1 Construct Psi16 Item 8 Create a Psi16 item (see next page) of TechL=CL, each 8 TechL takes 1S action
d 11 2 Create Golem IV Create a DL X Golem (iAC=CL/12, ihp=CL/5, Str=8*CL)
d 11 3 Golem Form: Adamantite Immune magic; 1V: Trample for 8d10+(Str bonus) dmg
d 11 4 Golem Form: Bone Undead immunities; Can't be Turned; 1M: Paralyze a group
d 11 5 Golem Form: Brain +1QM action; 1M: Psi1 Psionic Blast; iPR +70%
d 11 6 Golem Form: Brass Minotaur Immune Maze (and variants); Slaying +3/+3 +wounding; 1M: Trap the Soul; 1M: Maze
d 11 7 Golem Form: Burning Man Immune fire (and variants); Eldritch Fire Shield (100% dmg back); 1M: Fear (1 group)
d 11 8 Golem Form: Diamond Immune lightning, acid; iNR 75%; 1M: Diamond wacky ball (LVLd8, no save); 1M: Sunray
d 11 9 Golem Form: Drolem [Pick an E=1 to E=3 element] Immune to that element; Mouth's P, 1/3r: Breathe that element
d 11 10 Golem Form: Gargoyle +LVL weapon needed to hit you; You punches are petrification branded
d 11 11 Golem Form: Hammer Immune magic; +4d6 dmg per physical attack
d 11 12 Golem Form: Iron set Str 24+LVL; Cured by fire dmg; Mouth's P: Breathe poison (group, half hp, BW save:1/2)
d 11 13 Golem Form: S=9,10,11 Unusual Material of S=9,10,11 (cannot exceed real S number)
c 11 1 Steal Attunement Allow another to have & use one of the technological objects *anyone* made using Psi16

[PC5] Psionicist Classes Group


[MC2.18] Monster Psi18

Use SL # Power Check Description
d 2 1 Cancel Magic and Earthpower Wis/r -LVL CL to all Magic/Ele-E affecting you
d 2 2 Ego Shield Int/h Immune to Mental Attacks; Undetect. Lie
d 2 3 Innate Shield Con/t 20*CL hp shield vs. Innate abilities
d 2 4 Invisibility Dex/m Invisibility; immune to Light/Radiance
d 2 5 Psi: Shield Chr/t Pick Phys,Magic,Psi: 10*LVL hp shield
d 2 6 Telekineses: Tactile Int/t Can touch up to LVL*100'; incl. T spells
d 2 7 Telekinesis: Shield Int/t 10*LVL hp shield vs. physical,energy,TK
c 2 1 Heal and Regrowth Wis 1 target: Regenerate; heal LVL*LVL hp
c 2 2 Hypnosis Chr 1 target: Hypnosis 1m (save)
c 2 3 Intellect: Annihilation Int 1 target: -3d6 Int (save)& insane (save)
c 2 4 Paralysis Bolt Wis 1 target: Paralysis 1h (save)
c 2 5 Psi: Bolt Chr 1 target: LVLd10 telekinetic dmg(save:½)
c 2 6 Psi: Spray Chr LVL targets:1d10 telekinetic dmg(save:½)
c 2 7 Telekinesis: Lift & Move Int/r 100*LVL lbs.; object moves at 10*LVL"
d 5 1 Death Stare Wis/r Gaze: Death (save)
d 5 2 Magnetic Ctrl: Force Bolt Int 1 target: LVLd100 dmg (save:0)
d 5 3 Magnetic Ctrl: Shield Int/t Shield vs. Energy/Physical, 100*LVL hp
d 5 4 Metamorph Chr/h Shapechange (as spell), +LVL Dex:Balance
d 5 5 Psi: Amplification Chr x2 effect on next Psi (any freq.) power
d 5 6 Pyrokinetic: Heat Field Wis/h Fire Shield (as spell), +LVL Con:Health
d 5 7 Telepathy: Psych. Lockpick Int/h -LVL*10% reducible PsiR, +LVL Chr:Presence
d 5 8 Telepathy: Psych. Shield Int/h -LVL CL,+LVL saves on Psi effects vs.you; +LVL Wis: Willpower
c 5 1 Binding Chr Forcecage (as spell)
c 5 2 Disintegration Beam Int Disintegrate 1 target (save)
c 5 3 Magnetic Ctrl: Disruption Int Blast: Unconscious (save),no electronics
c 5 4 Pyrokinetic: Melt& Aflame Wis 30'r, LVLd20 fire damage (save:½)
c 5 5 Pyrokinetic: Spont.Comb. Wis Spontaneously Combusts 1 target (save)
c 5 6 Telepathic: Control Chr LVL/3 targets: Domination (save)
c 5 7 Telepathy: Hypnosis Int/m LVL/2 targets: Hypnosis (save)
c 5 8 Telepathy: Psi Scream Int 1 target: unc. (save), no psi (save)
d 8 1 Psi: Slayer Chr/r Sword: 1V to swing: LVLd100 dmg, always hits
d 8 2 Psi: Web Chr/w 100'r, any flying creature is Imprisoned
d 8 3 Scty: Confined Defender Wis/r Shield vs. magic/psionics 1000*LVL hp
d 8 4 Scty: Flight Blockade Wis [permanent] No flying in area
d 8 5 Scty: Invisibile Defender Wis/r Shield vs. physical/energy 1000*LVL hp
d 8 6 Scty: MagnificientDefender Wis/r No magic & psi of SL 7 or lower in area
d 8 7 Scty: Peripheral Defender Wis/r -7*LVL dmg on all physical & energy attacks
d 8 8 Scty: Spell Trap Wis/y Contingency for any 1 power (Magic/Psi/Innate)
c 8 1 Limited Wish Chr Limited Wish (as spell)
c 8 2 Mass Heal Wis LVL targets: Heal
c 8 3 Mass Telekinesis Int/s LVL tons, each lb. can do 1 dmg
c 8 4 Psi: Enhanced Spray Chr Casts LVL Psi: Bolts (LVLd10 telekinetic dmg) (no save)
c 8 5 Scty: Metamorph Blockade Wis [permanent] Force Shapechange, no polymorph
c 8 6 Worm Chr 1 target: Mental & Physical Domination (save)
d 11 1 Alter Probabilities Chr/t ±20% all die rolls
d 11 2 Caprenium Silence Int/y 100'r, 100% irreducible InnateR,PsiR,or MR
d 11 3 Null Void: Null Bolt Wis Targets gets 5*LVL% offensive MR,PsiR,InnateR
d 11 4 Null Void: Null Dome Wis/r 3*LVL% irreducible PsiR
d 11 5 Null Void: Null Field Wis/r 3*LVL% irreducible MR
d 11 6 Psi: Trap Wis/y Chain Contingency, up to LVL powers any type
c 11 1 Mass Mind Control Wis 250'r, all are Hypnotised (no save)
c 11 2 Possession Chr Magic Jar (no save) (no PsiR) (no immunity)
c 11 3 Power Transfer Con Drain all spells & psi points (no save)
c 11 4 Resurrection Con [0 action, even when dead]: Resurrection
c 11 5 Wish Chr Wish (as spell)

[PC5] Psionicist Classes Group


[MC2.19] Monster Psi19

Use SL # Power PSP Cost Effect
d 2 1 Accelerate Healing 20/d Double your healing and hp regeneration rates
d 2 2 Control Disease 20/d Immune to disease
c 2 1 Acrobatics ½*P /r 1bV: Emulate a Acrobat ability of level = CL/2; P=your number of Rogue points in it
c 2 2 Control Pain 2+1/r 1bV, can use while stunned: Immune to pain, stun (not capital "S"), torture
c 2 3 Fear 20 Fear (Will save)
c 2 4 Telekinesis W + ½W/r TK, weight W*10 lbs., max W=LVL^2, move rate=W ", throw does W dmg (roll TH)
d 5 1 Cloud Judgment 50/d You cannot be detected/located using psionics, magic, or innates (incl. anti-versions)
d 5 2 Hibernation Trance 25+25/h Resist damage, need not breathe/eat/drink/sleep, cannot use any actions
c 5 1 Blood Boil 60 1M: Target takes CLd6 blood dmg (no save); target must have blood to do this
c 5 2 Bolt of Hatred 50 CLd6 force dmg to one target (no save)
c 5 3 Energy Absorption 10/die 1bM: Absorb up to CL HD of an energy attack, affects everyone in your group
c 5 4 Grip 50+5/s Strangles target at CL dmg per segment
c 5 5 Health 2/hp+20/C 1M, 1V, touch: Heal hp of damage and/or restore Con; C=number of Con restored
c 5 6 Persuasion 50+5/s Target believes what you want him to believe (Will save), 1 item per segment
c 5 7 Waves of Darkness 50 30' radius, make 2 saves vs. Will, one miss = Confusion CL r., two misses = Fear
d 8 1 Assassin Lore 130/d Abilities as per an Assassin of half level (round up)
d 8 2 Greater Force Shield 10/s AT +CL*3 source; -CL/attack (physical or energy)
d 8 3 Paladin Lore 140/d Abilities as per a Paladin of half level (round up); your light-saber is a "holy avenger"
c 8 1 Energy Absorption 10/die 1bM: Absorb up to CL HD of an energy attack, affects everyone in your group
c 8 2 Improved Health 1/hp+10/S 1M, 1V: Heal hp of damage and/or restore stats; C=number of stat pts restored
c 8 3 Lightning 100 1M: Shoots lightning from fingertips, LVLd10 dmg (no save, no PsiR, no immune psi)
c 8 4 Petrify 80+8/s Target is held (no save)
c 11 1 Force Wind 11/s Creates a tornado, CLd12 air dmg per segment (save: ½), moves at CL" rate
d 14 1 Immortality Other 140N/d N targets cannot be killed or slain this day (doesn't work on self)

[PC5] Psionicist Classes Group


[MC2.23] Monster Psi23

Use SL # Name Cloud Points Effect
d 2 1 Acid Cloud 16 + 3/round 1 point acid damage per round in area
d 2 2 Fart Cloud 1 + 1/round Very smelly, sickening cloud
d 2 3 Muffling Cloud 12 + 2/round Muffles sound, 30% spell failure
d 2 4 Obscuring Cloud 14 + 1/round Blocks all forms of vision (inf,ult,x-r)
d 2 5 Storm Cloud 15 + 3/round Rain/thunder, mini 1-pt. lightning bolts
d 5 1 Conjuration Cloud 35 + 1/round Cloud/Radiance elemental to do service
d 5 2 Dust Cloud 21 + 3/round Very dry cloud of degeneration
d 5 3 Sleep Cloud 15 + 1/round Super sleep effect every round
d 5 4 Swirling Cloud 17 + 2/round Damages and confuses those in area
d 5 5 Wight Cloud 27 + 3/round Energy drains unnatural creatures
d 8 1 Chaos Cloud 60 + 3/round Does random effects every round
d 8 2 Breath Weapon Cloud 88 + 1/day Forms into a breath weapon if triggered
d 8 3 Prison Cloud 180 + 1/day Captures one creature and holds there
d 8 4 Shadow Cloud 96 + 9/round Causes weakness, fear, ability loss
d 8 5 Smiley Face Cloud 117 + 7/round All in area drop their weapons and dance
d 8 6 Snow Cloud 48 + 4/round Multicolored snow (can damage/heal)

[PC5] Psionicist Classes Group


[MC2.24] Monster X24

Use SL # Name Description
d 2 1 Caster Level Increase 2 +2 Caster Level (this can be taken multiple times)
d 2 2 CL/ML toggle Pick N (can be negative); get +N ML and -N*2 CL; ML and CL must be at least 0
d 2 3 HD type: Add +0d+2 Add 2 to HD type per level
d 2 4 Level: early 4 Get a "Level:" ability in your class 4 levels early (this can be taken multiple times)
d 2 5 Level: other in group Get a "Level:" ability (your level or less) in another class in same group (can take multiple)
d 2 6 Memorization Level Increase 1 +1 Memorization Level (this is next level of picks for rogues)
d 2 7 Rogue points 10 This class gives an extra +10 Rogue points per level.
d 5 1 HD type: Add +1d+0 Add 1 to number of HD per level
d 5 2 Level: early 9 Get a "Level:" ability in your class 9 levels early (this can be taken multiple times)
d 5 3 Level: other out of group Get a "Level:" ability (your level or less) in class in any group (can take multiple times)
d 5 4 Memorization Level Increase 2 +1 Memorization Level (this is next level of picks for rogues)
d 5 5 Rogue points 20 This class gives an extra +20 Rogue points per level.
d 8 1 HD type: Add +1d+2 Add 1 to number of HD and 2 to the HD type per level
d 8 2 Level: early 16 Get a "Level:" ability in your class 16 levels early (this can be taken multiple times)
d 8 3 Memorization Level Increase 3 +1 Memorization Level (this is next level of picks for rogues)
d 8 4 Rogue points 30 This class gives an extra +30 Rogue points per level.
d 11 1 HD type: Add +2d+2 Add 2 to number of HD and 2 to the HD type per level
d 11 2 Level: early 25 Get a "Level:" ability in your class 25 levels early (this can be taken multiple times)
d 11 3 Memorization Level Increase 4 +1 Memorization Level (this is next level of picks for rogues)
d 11 4 Rogue points 40 This class gives an extra +40 Rogue points per level.

[PC5] Psionicist Classes Group


[MC2.27] Monster Psi27

Use SL # Power Check Description
d 2 1 Cloak of Oblivion Cml/t Pick any one specific spell or psionic power. You are immune to it.
d 2 2 Dark Triangle Int/r Name 2 Wizard/Priest schools: One has double effect, the other half (30' radius)
d 2 3 Graver Company Luck/t Negative Plane Protection; Immune to Str/Dex/Con loss; vulnerable to Holy
d 2 4 Night Company Cml/t Improved Invis.; +LVL% Rogue abilities; +4/-4 pro.; vulnerable to Light and Fire
d 2 5 People's Bless Wis One die roll within 1 round is adjusted as you wish (max of ±LVL%).
d 2 6 Synnslaver Luck/r Creatures with HD < LVL must save to attack you. 1M: Sleep LVL HD (save).
d 2 7 Winery Luck Create a random potion (roll 1 Artificer effect) (use within LVL r or wasted)
c 2 1 Grace Cml Target stops fighting and will not attack again unless attacked (save)
c 2 2 Innocents Cml/s You cannot physically attack this segment. You are healed LVL^2 hp.
c 2 3 Lord Cml Command (as spell) using LVL words, up to LVL creatures within LVL*10' range
c 2 4 Pain HNCL Target takes LVLd10 dmg and is at -LVL to hit (save for half effect)
c 2 5 Wipeout Dex Assassination 10*LVL% (as Rogue ability), lasts for 1 attack
d 5 1 Armor Ceremony Cml/t Pick Physical, Magical, Psionic, or Innate. You take 1/10 dmg from that source.
d 5 2 Priests of Any God Wis/d You have an enslaved Priest: You gain his Priest memorization for the day.
d 5 3 Worshipers of Any God Chr/d You have an enslaved creature: You gain his hp in permanent hp for the day.
c 5 1 Drake Cml/r You can breathe an Inner Element once this round equal to your hp in dmg.
c 5 2 Liturgy of Despair HNCL 30’ radius: Insanity (save) and all must make Morale rolls (even if save made)
c 5 3 Smite Wis Target is Paralyzed and cannot use any M actions next round (save)
d 8 1 Diversify Luck Your next Psi27 power that has one target has LVL targets instead
d 8 2 People's Area Cml/d Forbiddance, Guards and Wards, Proof vs. Teleportation/Scrying LVL*10' radius
d 8 3 The Call Cml Choose a creature type: summons (LVL-DL)^2 of them. (DL is creature’s DL).
d 8 4 The Sorting HNCL Shapechange, but can merge and assume qualities of LVL creature types.
c 8 1 Dark Light Cml/r 30' radius: Emotion, Darkness, Weird (as spells)
c 8 2 Death Luck Target is slain (save)
c 8 3 Imprisonment/Freedom HNCL Imprisonment (as spell) or its reverse
c 8 4 Ritual of Assimilation Luck Touch: Target loses all of his current hp’s, you are healed that amount (no save)
d 11 1 Prince Luck Your "caster level" (CL) for all purposes (even non-Psi27) is raised by LVL
c 11 1 Liturgy of Armageddon Luck/r All creatures within 1 mile radius are slain (no save) or Slain (save) [choose]
c 11 2 Master Ritual of Summ. Cml Summons any one unique creature in the Multiverse to you (no resistance)
c 11 3 People's Army Cml Mass Charm Person up to LVL^3 people (no save)

[PC5] Psionicist Classes Group


[MC2.29] Monster Psi29

Use SL # Power
d 2 1 Animate Dead
d 2 2 Animate Object
d 2 3 Anti-Radiation Ray
d 2 4 Gaze Reflection
d 2 5 Mirror Image
d 2 6 Missile Deflection
c 2 1 Beam (Cone) of Cold
c 2 2 Blindness
c 2 3 Blink
c 2 4 Cause Serious Wounds
c 2 5 Charm Person
c 2 6 Chromatic Orb
c 2 7 Color Beam (Spray)
c 2 8 Confusion
c 2 9 Darkness
c 2 10 Domination
c 2 11 Double Pain (Psi2)
c 2 12 Drain Magic Item Charges
c 2 13 Fear
c 2 14 Hold Person
c 2 15 Lightning Bolt
c 2 16 Magic Missile
c 2 17 Ray of Enfeeblement
c 2 18 Sleep
c 2 19 Telekinesis
c 2 20 Wrench
d 5 1 Anti-Anti-Magic Ray
d 5 2 Anti-Magic Ray
d 5 3 Anti-Psionic Ray
d 5 4 Displacement
d 5 5 Inertial Beam (Barrier)
d 5 6 Protection (random scroll)
d 5 7 Serten's Spell Immunity
c 5 1 Beam (Wall) of Force
c 5 2 Boneshatter (2d6/r + broken limb)
c 5 3 Chaos Ray (Wand of Wonder)
c 5 4 Charm Monster
c 5 5 Cloudkill
c 5 6 Control Body (Psi2)
c 5 7 Control Gravity
c 5 8 Death Ray
c 5 9 Deflection
c 5 10 Disintegrate
c 5 11 Dispel Magic
c 5 12 Drain Magic Items
c 5 13 Enervation
c 5 14 Feeblemind
c 5 15 Flesh to Stone
c 5 16 Fork
c 5 17 Harm
c 5 18 Heal
c 5 19 Hold Monster
c 5 20 Insanity Ray
c 5 21 Megakinesis
c 5 22 Monster Summoning IV
c 5 23 Paralysis
c 5 24 Psionic Beam (Blast)
c 5 25 Rainbow Silver effect
c 5 26 Reverse Magic (cast reverse at effect)
c 5 27 Rust Metal
c 5 28 Slay Living
c 5 29 Stun
c 5 30 Suggestion
d 8 1 Duplicate Magic Item (x1)
d 8 2 Duplicate Mechanism (x1)
d 8 3 Duplicate Monster (Clone) (x1)
d 8 4 Spell Reflection
d 8 5 Symbol
c 8 1 Acid Bolt LVLd10
c 8 2 Air Bolt LVLd12
c 8 3 Anti-Technology Ray
c 8 4 Cureall/Causeall
c 8 5 Death Bolt (save or dead)
c 8 6 Earth Bolt LVLd12
c 8 7 Eridor's Ebony Bolt: 4 perm. hp loss/lvl, no MR, cannot be resisted
c 8 8 Escape
c 8 9 Fire Bolt LVLd12
c 8 10 Grand Detonate (Psi2)
c 8 11 Grease Bolt LVLd8
c 8 12 Ice Bolt LVLd10
c 8 13 Imprisonment
c 8 14 Instantaneous (reverse Permanency)
c 8 15 Internal Fire
c 8 16 Lightning Bolt LVLd10
c 8 17 Mana Bolt LVLd8
c 8 18 Maze
c 8 19 Meteor Swarm
c 8 20 Mordenkainen's Disjunction
c 8 21 Photon Kinetic: Laser Beam (Psi 9): 10*(CHd8) Light damage (save)
c 8 22 Power Bolt LVLd8
c 8 23 Prismatic Beam (Spray)
c 8 24 Raise Dead Fully/Slay Living Fully
c 8 25 Restoration/Energy Drain
c 8 26 Resurrection/Destruction
c 8 27 Sporacle-ize (random [C8] section effect)
c 8 28 Summon Planar Creature
c 8 29 Temporal Stasis
c 8 30 Temporal: Time Bolt (Psi 9): Ages target 10*(CHd4) years (save:½)
c 8 31 Time Shift
c 8 32 Time Stop
c 8 33 Water Bolt LVLd12
c 8 34 Wild Surge
d 11 1 Anti-Godly Ray
d 11 2 Anti-Innate Ray
d 11 3 Symbol of Wizardry
d 11 4 Thermal Kinetic: Plasma Beam (Psi 9): ±CHx100°, save at -CHxCH or dead
c 11 1 Alter Reality (each target max 1/turn)
c 11 2 Annihilation Bolt LVLd20
c 11 3 As You Are
c 11 4 Eye for an Eye (Psi 11W) (fork an eye back on someone)
c 11 5 Holy/Eldritch/Unholy Bolt
c 11 6 In the Eye of Chaos (Psi 11R) (target needs double actions to do things)
c 11 7 Negation Blast
c 11 8 Nightmare: Removal Beam (Psi 9): -CH/6 to being's multiplier (save:½)
c 11 9 Photon Kinetic: Phaser Beam (Psi 9): 100*(CHd20) Light damage (no save/PsiR)
c 11 10 Planet Swarm
c 11 11 Planetary Detonate (Psi2)
c 11 12 Reconstruct
c 11 13 Reset (each target max 1/day)
c 11 14 Set
c 11 15 Shielder: Bolt (Psi 9): CHxCHd8 Force damage, ignores defenses
c 11 16 Solid Stun Bolt (-LVL all actions)

[PC5] Psionicist Classes Group


[MC2.30] Monster Psi30

Use SL # Name Field Targ Type Drain P30Ps Notes
d 2 1 Armor Manip 3 Phys L3 3 Melee:+½ AC,-1dmg per hit/succ
c 2 1 Stun Touch Combat Wis Ment L1 1 Astral stunning
c 2 2 Treat Light Wounds Health Con Phys L1 1 Heals 10% max hp (1 succ)
d 5 1 [creature type] Form Manip W Phys M3 6 Polymorph Self (as spell)
d 5 2 Animate Manip W Phys M2 4 Animate Object (as spell)
d 5 3 Anti-Missile Barrier Manip 4 Phys M2 4 Ranged:+½ AC,-1dmg per hit/succ
c 5 1 Blackout Illus Int Ment M2 4 Blast:Cause Blindness(as spell)
c 5 2 Clout Manip 3 Phys M2 4 TK punch:roll TH, dmg=½*ä(succ)
c 5 3 Death Touch Combat Wis Phys M3 6 Necromantic damage
c 5 4 Mana Touch Combat Int Phys M2 4 Astral damage
c 5 5 Petrify/Reverse Petrify Manip Str Phys M6 12 Flesh to Stone, Con resists
c 5 6 Power Touch Combat Con Phys M1 2 Astral damage
c 5 7 Ram Touch Combat Con Phys M2 4 1 hull point damage/succ
c 5 8 Stun Beam Combat Wis Ment M2 4 Astral stunning
c 5 9 Stun Bolt Combat Wis Ment M1 2 Astral stunning
c 5 10 Treat Moderate Wounds Health Con Phys M1 2 Heals 30% max hp (2 succ)
d 8 1 Flame Shield Manip 4 Phys S2 6 Protection from Fire
d 8 2 Luck Detect 4 Ment S2 6 Gains +1(+5%)/succ on 1 action
d 8 3 Resist Allergy Health * Phys S3 9 Remove -1 penalty/succ
d 8 4 Shapechange (Personal) Manip W Phys S3 9 Polymorph to any monster
c 8 1 Acid Bolt Manip 4 Phys S4 12 Acid damage, Con resists
c 8 2 Air Bolt Manip 3 Phys S3 9 Ele.Air damage, Dex resists
c 8 3 Bind Manip Dex Phys S2 6 Stopped & -½ Str/succ
c 8 4 Confusion Illus Int Phys S1 3 Confusion (as spell)
c 8 5 Control Actions Manip Str Ment S4 12 Caster controls ½P action/succ
c 8 6 Control Movement Manip Str Ment S2 6 Caster controls ½V action/succ
c 8 7 Death Beam Combat Wis Phys S4 12 Necromantic damage
c 8 8 Death Bolt Combat Wis Phys S3 9 Necromantic damage
c 8 9 Earth Bolt Manip 3 Phys S3 9 Ele.Earth damage,Con resist
c 8 10 Fire Bolt Manip 3 Phys S3 9 Ele.Fire damage,Con resist
c 8 11 Ice Bolt Manip 4 Phys S4 12 Ice damage, Con resists
c 8 12 Incr./Decr. Movements Health 8 Phys S7 21 ±1 V action /r per 2 successes
c 8 13 Lightning Bolt Manip 4 Phys S4 12 Lightning damage, Dex resists
c 8 14 Mana Beam Combat Int Phys S3 9 Astral damage
c 8 15 Mana Bolt Combat Int Phys S2 6 Astral damage
c 8 16 Mob Rush Manip Str Ment S6 18 Control Movement Blast
c 8 17 Mob Scene Manip Str Ment S8 24 Control Actions Blast
c 8 18 Power Beam Combat Con Phys S2 6 Astral damage
c 8 19 Power Bolt Combat Con Phys S1 3 Astral damage
c 8 20 Psi Sword Combat 5 Ment S2 6 Roll TH (+succ), dmg=ä(succ)
c 8 21 Psi Sword II Combat 6 Ment S3 9 Roll TH (+succ), dmg=ä(succ), can hit nonliving
c 8 22 Ram Beam /Wrecker Combat Con Phys S3 9 1 hull point damage/succ
c 8 23 Ram Bolt Combat Con Phys S2 6 1 hull point damage/succ
c 8 24 Stun Blast /Sleep Combat Wis Ment S1 3 Astral stunning
c 8 25 Treat Serious Wounds Health Con Phys S1 3 Heals 60% max hp (3 succ)
c 8 26 Turn to Goo Manip Con Phys S6 18 Polymorphs target to sludge
c 8 27 Water Bolt Manip 3 Phys S3 9 Ele.Water damage,Str resist
c 11 1 Acid Blast /Toxic Wave Manip 4 Phys D4 16 Acid damage, Con resists
c 11 2 Air Blast Manip 3 Phys D3 12 Ele.Air damage, Dex resists
c 11 3 Barrier Manip 5 Phys D2 8 Solid Wall of Force (as spell)
c 11 4 Chaotic World Illus Int Ment D2 8 Chaos Blast
c 11 5 Control Thoughts Manip Int Ment D4 16 Caster controls ½M action/succ
c 11 6 Death Blast Combat Wis Phys D3 12 Necromantic damage
c 11 7 Decrease Charisma Health Chr Ment D2 8 -1 Chr/succ
c 11 8 Decrease Constitution Health Con Phys D2 8 -1 Con/succ
c 11 9 Decrease Dexterity Health Dex Phys D2 8 -1 Dex/succ
c 11 10 Decrease Intelligence Health Int Ment D2 8 -1 Int/succ
c 11 11 Decrease Strength Health Str Phys D2 8 -1 Str/succ
c 11 12 Decrease Wisdom Health Wis Ment D2 8 -1 Wis/succ
c 11 13 Earth Blast Manip 3 Phys D3 12 Ele.Earth damage,Con resist
c 11 14 Fire Blast /Hellblast Manip 3 Phys D3 12 Ele.Fire damage,Con resist
c 11 15 Heal Health Con Phys D2 8 Cures 1=10%,2=30%,3=60%,4=100%
c 11 16 Ice Blast Manip 4 Phys D4 16 Ice damage, Con resists
c 11 17 Ice Sheet Manip 4 Phys D4 16 Wall:Ice damage, Con resists
c 11 18 Lightning Blast Manip 4 Phys D4 16 Lightning damage, Dex resists
c 11 19 Mana Blast Combat Int Phys D2 8 Astral damage
c 11 20 Mob Mind Manip Int Ment D8 32 Control Thoughts Blast (yuck!)
c 11 21 Power Blast Combat Con Phys D1 4 Astral damage
c 11 22 Ram Blast /Urban Renewal Combat Con Phys D2 8 1 hull point damage/succ
c 11 23 Spell Barrier Manip 7 Ment D5 20 Wall:Dead Magic (all types)
c 11 24 Temporary Insanity Manip Wis Ment D2 8 1 insanity [DMG1]/succ
c 11 25 Thunderclap Manip 5 Phys D5 20 Blast:Sound damage, Con resists
c 11 26 Treat Deadly Wounds Health Con Phys D1 4 Heals 100% max hp (4 succ)
c 11 27 Water Blast Manip 3 Phys D3 12 Ele.Water damage,Str resist
d 14 1 Super Luck Detect 5 Ment X3 15 Choose result on next die roll
c 14 1 Annihilation Bolt Combat 20 Phys X10 50 (Str+Int) resists, Annihilation
c 14 2 Solid Stun Blast Combat Wis Ment X1 5 Astral stunning, x2 normal succ

[PC5] Psionicist Classes Group


[MC2.45] Monster Psi45

Use SL # Power School Notes
d 2 1 Body Coating Self-Alteration 5*SL hp Armor spell, self only, stacks with the (Wizard) Armor spell
d 2 2 Body Resistance Physical Enhancement Physical attacks that do less than SL*2 dmg to you do nothing
d 2 3 Body Transformation Self-Alteration Change your body to be of an E=SL/2 element
d 2 4 Chemical Mimicry Self-Alteration Change your body to be of an TechL=SL chemical
d 2 5 Cosmic Awareness Mental Enhancement Grand: Cosmic Awareness
d 2 6 Electrical Control Energy Control SL/2 (round down) instances of Resist lightning; +SL*10% damage with lightning effects
d 2 7 Energy Body Self-Alteration Major: You are made of energy; cannot use P actions; resist physical damage
d 2 8 Energy Doppelganger Energy Emission Mirror Image (1 image), it has SL^3 hp; it flies at SL*3"; you can cast Psi45 effects through it
d 2 9 Energy Sheath Self-Alteration SL^2 hp Armor spell, self only, stacks with the (Wizard) Armor spell
d 2 10 Fire Control Energy Control SL/2 (round down) instances of Resist fire; +SL*10% damage with fire effects
d 2 11 Force Field Defensive Immune to spell level 0 to SL-2 effects; -(SL-1) per physical attack; ER 5*SL%
d 2 12 Force Field vs. Emotion Defensive Immune to spell level 0 to SL-1 enchantment/charm effects
d 2 13 Force Field vs. Energy Defensive Immune to spell level 0 to SL-1 energy attacks
d 2 14 Force Field vs. Hostiles Lifeform Control Enemies must make SL/2 saves to attack you
d 2 15 Force Field vs. Magic Defensive Immune to spell level 0 to SL-1 magic
d 2 16 Force Field vs. Mental Defensive Immune to spell level 0 to SL-1 mental attacks
d 2 17 Force Field vs. Physical Defensive -SL per physical attack
d 2 18 Force Field vs. Power Manipulation Defensive ER 10*SL%
d 2 19 Force Field vs. Vampirism Defensive aNR 10*SL% (including energy and stat drains)
d 2 20 Gravity Manipulation Energy Control SL/2 (round down) instances of Resist gravity/falling damage; +SL*10% damage with gravity/falling effects
d 2 21 Hard Radiation Control Energy Control SL/2 (round down) instances of Resist radiation damage; +SL*10% damage with radiation (specific, not all of Psi9/18/27) effects
d 2 22 Hyper-Invention Mental Enhancement (12-SL)M: Create a TechL=SL*2-3 object (see [Q8], can have at most LVL of these objects)
d 2 23 Illusory Duplication Illusory Mirror Image (SL images)
d 2 24 Illusory Invisibility Illusory Minor: Invis.; Major: Improved Invis.; Grand: Dust of Disappearance
d 2 25 Invisibility Self-Alteration Improved Invis.
d 2 26 Ionization Matter Conversion Lightning shield (xSL/10 damage back)
d 2 27 Kinetic Control Energy Control SL/2 (round down) instances of Resist telekinesis; +SL*10% damage with telekinesis effects
d 2 28 Light Control Energy Control SL/2 (round down) instances of Resist light; +SL*10% damage with light effects
d 2 29 Magic Control Magical +SL/2 (round down) to SL of next Psi45 power
d 2 30 Magnetic Manipulation Energy Control SL/2 (round down) instances of Resist magnetism; +SL*10% damage with magnetism effects
d 2 31 Mental Invisibility Mental Enhancement Improved Invis.: it's +SL AC instead of +4
d 2 32 Plasma Control Energy Control SL/2 (round down) instances of Resist plasma; +SL*10% damage with plasma effects
d 2 33 Power Simulation Magical The next Psi45 power you use will be resisted using MR instead of PR
d 2 34 Prehensile Hair Self-Alteration Your hair has controlled movement; can do a "Hair attack" (using your hair's P action) for 1dSL dmg
d 2 35 Reality Alteration Magical + or - SL to your next die roll
d 2 36 Reflection Defensive MPIWReflection 5*SL%
d 2 37 Regeneration Physical Enhancement Regenerate SL hp/s
d 2 38 Resist: Emotion Defensive SL/2 (round down) instances of Resist enchantment/charm
d 2 39 Resist: Energy Defensive SL/3 (round down) instances of Resist energy attacks
d 2 40 Resist: Magic Defensive SL/4 (round down) instances of Resist magic
d 2 41 Resist: Mental Defensive SL/2 (round down) instances of Resist mental attacks
d 2 42 Resist: Physical Defensive SL/4 (round down) instances of Resist physical attacks
d 2 43 Resist: Power Manipulation Defensive SL/3 (round down) instances of Resist disenchantment
d 2 44 Resist: Vampirism Defensive SL/3 (round down) instances of Resist necromancy, energy and stat drains
d 2 45 True Invulnerability Physical Enhancement SL instances of Resist distributed as you like (medium categories: a school, an element, etc.)
d 2 46 Vibration Control Energy Control SL/2 (round down) instances of Resist vibration; +SL*10% damage with vibration effects
d 2 47 Warding Magical Create a Trap (x1 Psionic) for SL/2 Psi45 powers
c 2 1 Absorption Power Energy Control bM: Absorb energy, gain 100/(12-SL)% of it in temporary hp
c 2 2 Chemical Touch Physical Enhancement Chemical effect of TechL=SL*2 or less (range touch)
c 2 3 Cold Generation Energy Emission SL*CL Cold damage (1 group, no save)
c 2 4 Combustion Matter Conversion An object explodes (item save), the person carrying it takes CL*SL/2 damage (save)
c 2 5 Control Power Control 1bM: Redirect an effect (caster makes SL/4 saves)
c 2 6 Disintegration Matter Conversion Major: Disintegrate (save)
c 2 7 Disruption Matter Control Minor: Target takes CL*SL disruption damage (no save); Grand: The damage given plus a Disintegrate effect (save)
c 2 8 Domination Power Control Dominate all actions (SL/5 saves)
c 2 9 Duplication Power Control 1bM: Fork an effect (caster makes SL/3 saves)
c 2 10 Electrical Generation Energy Emission SL*CL Lightning damage (1 group, no save)
c 2 11 Energy Conversion Energy Control 0, SL/t: Convert an element in an effect to another element (max E factor = SL/2, round down)
c 2 12 Energy Solidification Energy Control Minor: Web; Major: Iron Bands of Bilarro; Grand: Solid Wall of Force; Super: Forcecage
c 2 13 Energy Sponge Energy Control bM: SL*10% chance to absorb an entire energy attack
c 2 14 Fire Generation Energy Emission SL*CL Fire damage (1 group, no save)
c 2 15 Focus Power Control Do SL instances of another Psi45 power you know; you are Spent and Harmed at the end of effect
c 2 16 Geoforce Matter Control 1bM: Stop or Create an Earthquake, Landslide, etc. Damage would be CL*SL Earth to a group (save for 0)
c 2 17 Gestalt Power Control Major: 1M: Do 2 Minor powers that you know; Grand: 1M: Do 2 Major powers that you know; etc.
c 2 18 Hard Radiation Energy Emission SL*CL/2 Radiation damage and SL Con damage (1 group, no save)
c 2 19 Heat Energy Emission Target takes SL*CL Fire damage per segment for 1 round (no save)
c 2 20 Hypnotic Control Lifeform Control Hypnosis (SL/2 saves)
c 2 21 Iron Will Mental Enhancement 1bM: One effect that's hitting you is delayed for SL segments (it will still resolve even if the caster is dropped)
c 2 22 Kinetic Bolt Energy Emission SL*CL/2 Telekinesis dmg and knock back SL*10' (1 target, no save, Str-SL*2 check to avoid knock back)
c 2 23 Lifeform Creation Matter Creation Summon a DL=SL-1 monster
c 2 24 Light Emission Energy Emission SL*CL/2 Light damage (no save) and SL/2 instances of blindness (save)
c 2 25 Magic Domination Magical Control M Actions (SL/2 saves)
c 2 26 Mechanical Creation Matter Creation Summon a DL=SL-2 Golem or Technological monster
c 2 27 Mind Blast Mental Enhancement SL*CL Mental damage (1 group, no save)
c 2 28 Mind Control Lifeform Control Minor: Command (save); Major: Domination (SL/3 saves)
c 2 29 Mind Transferral Lifeform Control Minor: Empathy (save); Major: Magic Jar (SL/3 saves)
c 2 30 Missile Creation Matter Creation Do SL missile attacks, must roll to hit, each hit does 10 dmg (no save) and a stun (save)
c 2 31 Neural Manipulation Lifeform Control Minor: Seizure (-2 all rolls, save); Major: Paralysis (SL/3 saves)
c 2 32 Plague Carrier Lifeform Control Disease (SL saves)
c 2 33 Plasma Generation Energy Emission SL*CL Plasma damage (1 group, no save)
c 2 34 Radiowave Generation Energy Emission SL*CL/2 Radiowave damage (1 group, no save, the effect can go through a SL' wall)
c 2 35 Self-Revival Physical Enhancement 0, (SL-1)/d: Heal self
c 2 36 Serial Immortality Mental Enhancement 0, 1/d: Resurrection, self only, there is a delay of (11-SL) rounds
c 2 37 Sleep-Induced Lifeform Control Sleep (SL/2 saves)
c 2 38 Sonic Generation Energy Emission SL*CL/2 Sound damage (no save) and SL/2 instances of deafness (save)
c 2 39 Spray Matter Creation SL choking dmg to a group per segment (can leave the area)
c 2 40 Summoning Lifeform Control Summon a DL=SL Outer
c 2 41 Undead Control Lifeform Control Turn Undead at CL=(SL-2)*2
c 2 42 Vibration Energy Emission SL*CL Vibration damage (1 group, no save)
c 2 43 Weakness Creation Power Control Add SL/2 instances of a Vulnerability to something (medium scale: a school, an element, etc.) on the target (no save)
c 2 44 Zombie Animation Matter Control Animate a dead body as a Zombie with DL=SL
d 5 1 Body Coating Self-Alteration 5*SL hp Armor spell, self only, stacks with the (Wizard) Armor spell
d 5 2 Body Resistance Physical Enhancement Physical attacks that do less than SL*2 dmg to you do nothing
d 5 3 Body Transformation Self-Alteration Change your body to be of an E=SL/2 element
d 5 4 Chemical Mimicry Self-Alteration Change your body to be of an TechL=SL chemical
d 5 5 Cosmic Awareness Mental Enhancement Grand: Cosmic Awareness
d 5 6 Electrical Control Energy Control SL/2 (round down) instances of Resist lightning; +SL*10% damage with lightning effects
d 5 7 Energy Body Self-Alteration Major: You are made of energy; cannot use P actions; resist physical damage
d 5 8 Energy Doppelganger Energy Emission Mirror Image (1 image), it has SL^3 hp; it flies at SL*3"; you can cast Psi45 effects through it
d 5 9 Energy Sheath Self-Alteration SL^2 hp Armor spell, self only, stacks with the (Wizard) Armor spell
d 5 10 Fire Control Energy Control SL/2 (round down) instances of Resist fire; +SL*10% damage with fire effects
d 5 11 Force Field Defensive Immune to spell level 0 to SL-2 effects; -(SL-1) per physical attack; ER 5*SL%
d 5 12 Force Field vs. Emotion Defensive Immune to spell level 0 to SL-1 enchantment/charm effects
d 5 13 Force Field vs. Energy Defensive Immune to spell level 0 to SL-1 energy attacks
d 5 14 Force Field vs. Hostiles Lifeform Control Enemies must make SL/2 saves to attack you
d 5 15 Force Field vs. Magic Defensive Immune to spell level 0 to SL-1 magic
d 5 16 Force Field vs. Mental Defensive Immune to spell level 0 to SL-1 mental attacks
d 5 17 Force Field vs. Physical Defensive -SL per physical attack
d 5 18 Force Field vs. Power Manipulation Defensive ER 10*SL%
d 5 19 Force Field vs. Vampirism Defensive aNR 10*SL% (including energy and stat drains)
d 5 20 Gravity Manipulation Energy Control SL/2 (round down) instances of Resist gravity/falling damage; +SL*10% damage with gravity/falling effects
d 5 21 Hard Radiation Control Energy Control SL/2 (round down) instances of Resist radiation damage; +SL*10% damage with radiation (specific, not all of Psi9/18/27) effects
d 5 22 Hyper-Invention Mental Enhancement (12-SL)M: Create a TechL=SL*2-3 object (see [Q8], can have at most LVL of these objects)
d 5 23 Illusory Duplication Illusory Mirror Image (SL images)
d 5 24 Illusory Invisibility Illusory Minor: Invis.; Major: Improved Invis.; Grand: Dust of Disappearance
d 5 25 Invisibility Self-Alteration Improved Invis.
d 5 26 Ionization Matter Conversion Lightning shield (xSL/10 damage back)
d 5 27 Kinetic Control Energy Control SL/2 (round down) instances of Resist telekinesis; +SL*10% damage with telekinesis effects
d 5 28 Light Control Energy Control SL/2 (round down) instances of Resist light; +SL*10% damage with light effects
d 5 29 Magic Control Magical +SL/2 (round down) to SL of next Psi45 power
d 5 30 Magnetic Manipulation Energy Control SL/2 (round down) instances of Resist magnetism; +SL*10% damage with magnetism effects
d 5 31 Mental Invisibility Mental Enhancement Improved Invis.: it's +SL AC instead of +4
d 5 32 Plasma Control Energy Control SL/2 (round down) instances of Resist plasma; +SL*10% damage with plasma effects
d 5 33 Power Simulation Magical The next Psi45 power you use will be resisted using MR instead of PR
d 5 34 Prehensile Hair Self-Alteration Your hair has controlled movement; can do a "Hair attack" (using your hair's P action) for 1dSL dmg
d 5 35 Reality Alteration Magical + or - SL to your next die roll
d 5 36 Reflection Defensive MPIWReflection 5*SL%
d 5 37 Regeneration Physical Enhancement Regenerate SL hp/s
d 5 38 Resist: Emotion Defensive SL/2 (round down) instances of Resist enchantment/charm
d 5 39 Resist: Energy Defensive SL/3 (round down) instances of Resist energy attacks
d 5 40 Resist: Magic Defensive SL/4 (round down) instances of Resist magic
d 5 41 Resist: Mental Defensive SL/2 (round down) instances of Resist mental attacks
d 5 42 Resist: Physical Defensive SL/4 (round down) instances of Resist physical attacks
d 5 43 Resist: Power Manipulation Defensive SL/3 (round down) instances of Resist disenchantment
d 5 44 Resist: Vampirism Defensive SL/3 (round down) instances of Resist necromancy, energy and stat drains
d 5 45 True Invulnerability Physical Enhancement SL instances of Resist distributed as you like (medium categories: a school, an element, etc.)
d 5 46 Vibration Control Energy Control SL/2 (round down) instances of Resist vibration; +SL*10% damage with vibration effects
d 5 47 Warding Magical Create a Trap (x1 Psionic) for SL/2 Psi45 powers
c 5 1 Absorption Power Energy Control bM: Absorb energy, gain 100/(12-SL)% of it in temporary hp
c 5 2 Chemical Touch Physical Enhancement Chemical effect of TechL=SL*2 or less (range touch)
c 5 3 Cold Generation Energy Emission SL*CL Cold damage (1 group, no save)
c 5 4 Combustion Matter Conversion An object explodes (item save), the person carrying it takes CL*SL/2 damage (save)
c 5 5 Control Power Control 1bM: Redirect an effect (caster makes SL/4 saves)
c 5 6 Disintegration Matter Conversion Major: Disintegrate (save)
c 5 7 Disruption Matter Control Minor: Target takes CL*SL disruption damage (no save); Grand: The damage given plus a Disintegrate effect (save)
c 5 8 Domination Power Control Dominate all actions (SL/5 saves)
c 5 9 Duplication Power Control 1bM: Fork an effect (caster makes SL/3 saves)
c 5 10 Electrical Generation Energy Emission SL*CL Lightning damage (1 group, no save)
c 5 11 Energy Conversion Energy Control 0, SL/t: Convert an element in an effect to another element (max E factor = SL/2, round down)
c 5 12 Energy Solidification Energy Control Minor: Web; Major: Iron Bands of Bilarro; Grand: Solid Wall of Force; Super: Forcecage
c 5 13 Energy Sponge Energy Control bM: SL*10% chance to absorb an entire energy attack
c 5 14 Fire Generation Energy Emission SL*CL Fire damage (1 group, no save)
c 5 15 Focus Power Control Do SL instances of another Psi45 power you know; you are Spent and Harmed at the end of effect
c 5 16 Geoforce Matter Control 1bM: Stop or Create an Earthquake, Landslide, etc. Damage would be CL*SL Earth to a group (save for 0)
c 5 17 Gestalt Power Control Major: 1M: Do 2 Minor powers that you know; Grand: 1M: Do 2 Major powers that you know; etc.
c 5 18 Hard Radiation Energy Emission SL*CL/2 Radiation damage and SL Con damage (1 group, no save)
c 5 19 Heat Energy Emission Target takes SL*CL Fire damage per segment for 1 round (no save)
c 5 20 Hypnotic Control Lifeform Control Hypnosis (SL/2 saves)
c 5 21 Iron Will Mental Enhancement 1bM: One effect that's hitting you is delayed for SL segments (it will still resolve even if the caster is dropped)
c 5 22 Kinetic Bolt Energy Emission SL*CL/2 Telekinesis dmg and knock back SL*10' (1 target, no save, Str-SL*2 check to avoid knock back)
c 5 23 Lifeform Creation Matter Creation Summon a DL=SL-1 monster
c 5 24 Light Emission Energy Emission SL*CL/2 Light damage (no save) and SL/2 instances of blindness (save)
c 5 25 Magic Domination Magical Control M Actions (SL/2 saves)
c 5 26 Mechanical Creation Matter Creation Summon a DL=SL-2 Golem or Technological monster
c 5 27 Mind Blast Mental Enhancement SL*CL Mental damage (1 group, no save)
c 5 28 Mind Control Lifeform Control Minor: Command (save); Major: Domination (SL/3 saves)
c 5 29 Mind Transferral Lifeform Control Minor: Empathy (save); Major: Magic Jar (SL/3 saves)
c 5 30 Missile Creation Matter Creation Do SL missile attacks, must roll to hit, each hit does 10 dmg (no save) and a stun (save)
c 5 31 Neural Manipulation Lifeform Control Minor: Seizure (-2 all rolls, save); Major: Paralysis (SL/3 saves)
c 5 32 Plague Carrier Lifeform Control Disease (SL saves)
c 5 33 Plasma Generation Energy Emission SL*CL Plasma damage (1 group, no save)
c 5 34 Radiowave Generation Energy Emission SL*CL/2 Radiowave damage (1 group, no save, the effect can go through a SL' wall)
c 5 35 Self-Revival Physical Enhancement 0, (SL-1)/d: Heal self
c 5 36 Serial Immortality Mental Enhancement 0, 1/d: Resurrection, self only, there is a delay of (11-SL) rounds
c 5 37 Sleep-Induced Lifeform Control Sleep (SL/2 saves)
c 5 38 Sonic Generation Energy Emission SL*CL/2 Sound damage (no save) and SL/2 instances of deafness (save)
c 5 39 Spray Matter Creation SL choking dmg to a group per segment (can leave the area)
c 5 40 Summoning Lifeform Control Summon a DL=SL Outer
c 5 41 Undead Control Lifeform Control Turn Undead at CL=(SL-2)*2
c 5 42 Vibration Energy Emission SL*CL Vibration damage (1 group, no save)
c 5 43 Weakness Creation Power Control Add SL/2 instances of a Vulnerability to something (medium scale: a school, an element, etc.) on the target (no save)
c 5 44 Zombie Animation Matter Control Animate a dead body as a Zombie with DL=SL
d 8 1 Body Coating Self-Alteration 5*SL hp Armor spell, self only, stacks with the (Wizard) Armor spell
d 8 2 Body Resistance Physical Enhancement Physical attacks that do less than SL*2 dmg to you do nothing
d 8 3 Body Transformation Self-Alteration Change your body to be of an E=SL/2 element
d 8 4 Chemical Mimicry Self-Alteration Change your body to be of an TechL=SL chemical
d 8 5 Cosmic Awareness Mental Enhancement Grand: Cosmic Awareness
d 8 6 Electrical Control Energy Control SL/2 (round down) instances of Resist lightning; +SL*10% damage with lightning effects
d 8 7 Energy Body Self-Alteration Major: You are made of energy; cannot use P actions; resist physical damage
d 8 8 Energy Doppelganger Energy Emission Mirror Image (1 image), it has SL^3 hp; it flies at SL*3"; you can cast Psi45 effects through it
d 8 9 Energy Sheath Self-Alteration SL^2 hp Armor spell, self only, stacks with the (Wizard) Armor spell
d 8 10 Fire Control Energy Control SL/2 (round down) instances of Resist fire; +SL*10% damage with fire effects
d 8 11 Force Field Defensive Immune to spell level 0 to SL-2 effects; -(SL-1) per physical attack; ER 5*SL%
d 8 12 Force Field vs. Emotion Defensive Immune to spell level 0 to SL-1 enchantment/charm effects
d 8 13 Force Field vs. Energy Defensive Immune to spell level 0 to SL-1 energy attacks
d 8 14 Force Field vs. Hostiles Lifeform Control Enemies must make SL/2 saves to attack you
d 8 15 Force Field vs. Magic Defensive Immune to spell level 0 to SL-1 magic
d 8 16 Force Field vs. Mental Defensive Immune to spell level 0 to SL-1 mental attacks
d 8 17 Force Field vs. Physical Defensive -SL per physical attack
d 8 18 Force Field vs. Power Manipulation Defensive ER 10*SL%
d 8 19 Force Field vs. Vampirism Defensive aNR 10*SL% (including energy and stat drains)
d 8 20 Gravity Manipulation Energy Control SL/2 (round down) instances of Resist gravity/falling damage; +SL*10% damage with gravity/falling effects
d 8 21 Hard Radiation Control Energy Control SL/2 (round down) instances of Resist radiation damage; +SL*10% damage with radiation (specific, not all of Psi9/18/27) effects
d 8 22 Hyper-Invention Mental Enhancement (12-SL)M: Create a TechL=SL*2-3 object (see [Q8], can have at most LVL of these objects)
d 8 23 Illusory Duplication Illusory Mirror Image (SL images)
d 8 24 Illusory Invisibility Illusory Minor: Invis.; Major: Improved Invis.; Grand: Dust of Disappearance
d 8 25 Invisibility Self-Alteration Improved Invis.
d 8 26 Ionization Matter Conversion Lightning shield (xSL/10 damage back)
d 8 27 Kinetic Control Energy Control SL/2 (round down) instances of Resist telekinesis; +SL*10% damage with telekinesis effects
d 8 28 Light Control Energy Control SL/2 (round down) instances of Resist light; +SL*10% damage with light effects
d 8 29 Magic Control Magical +SL/2 (round down) to SL of next Psi45 power
d 8 30 Magnetic Manipulation Energy Control SL/2 (round down) instances of Resist magnetism; +SL*10% damage with magnetism effects
d 8 31 Mental Invisibility Mental Enhancement Improved Invis.: it's +SL AC instead of +4
d 8 32 Plasma Control Energy Control SL/2 (round down) instances of Resist plasma; +SL*10% damage with plasma effects
d 8 33 Power Simulation Magical The next Psi45 power you use will be resisted using MR instead of PR
d 8 34 Prehensile Hair Self-Alteration Your hair has controlled movement; can do a "Hair attack" (using your hair's P action) for 1dSL dmg
d 8 35 Reality Alteration Magical + or - SL to your next die roll
d 8 36 Reflection Defensive MPIWReflection 5*SL%
d 8 37 Regeneration Physical Enhancement Regenerate SL hp/s
d 8 38 Resist: Emotion Defensive SL/2 (round down) instances of Resist enchantment/charm
d 8 39 Resist: Energy Defensive SL/3 (round down) instances of Resist energy attacks
d 8 40 Resist: Magic Defensive SL/4 (round down) instances of Resist magic
d 8 41 Resist: Mental Defensive SL/2 (round down) instances of Resist mental attacks
d 8 42 Resist: Physical Defensive SL/4 (round down) instances of Resist physical attacks
d 8 43 Resist: Power Manipulation Defensive SL/3 (round down) instances of Resist disenchantment
d 8 44 Resist: Vampirism Defensive SL/3 (round down) instances of Resist necromancy, energy and stat drains
d 8 45 True Invulnerability Physical Enhancement SL instances of Resist distributed as you like (medium categories: a school, an element, etc.)
d 8 46 Vibration Control Energy Control SL/2 (round down) instances of Resist vibration; +SL*10% damage with vibration effects
d 8 47 Warding Magical Create a Trap (x1 Psionic) for SL/2 Psi45 powers
c 8 1 Absorption Power Energy Control bM: Absorb energy, gain 100/(12-SL)% of it in temporary hp
c 8 2 Chemical Touch Physical Enhancement Chemical effect of TechL=SL*2 or less (range touch)
c 8 3 Cold Generation Energy Emission SL*CL Cold damage (1 group, no save)
c 8 4 Combustion Matter Conversion An object explodes (item save), the person carrying it takes CL*SL/2 damage (save)
c 8 5 Control Power Control 1bM: Redirect an effect (caster makes SL/4 saves)
c 8 6 Disintegration Matter Conversion Major: Disintegrate (save)
c 8 7 Disruption Matter Control Minor: Target takes CL*SL disruption damage (no save); Grand: The damage given plus a Disintegrate effect (save)
c 8 8 Domination Power Control Dominate all actions (SL/5 saves)
c 8 9 Duplication Power Control 1bM: Fork an effect (caster makes SL/3 saves)
c 8 10 Electrical Generation Energy Emission SL*CL Lightning damage (1 group, no save)
c 8 11 Energy Conversion Energy Control 0, SL/t: Convert an element in an effect to another element (max E factor = SL/2, round down)
c 8 12 Energy Solidification Energy Control Minor: Web; Major: Iron Bands of Bilarro; Grand: Solid Wall of Force; Super: Forcecage
c 8 13 Energy Sponge Energy Control bM: SL*10% chance to absorb an entire energy attack
c 8 14 Fire Generation Energy Emission SL*CL Fire damage (1 group, no save)
c 8 15 Focus Power Control Do SL instances of another Psi45 power you know; you are Spent and Harmed at the end of effect
c 8 16 Geoforce Matter Control 1bM: Stop or Create an Earthquake, Landslide, etc. Damage would be CL*SL Earth to a group (save for 0)
c 8 17 Gestalt Power Control Major: 1M: Do 2 Minor powers that you know; Grand: 1M: Do 2 Major powers that you know; etc.
c 8 18 Hard Radiation Energy Emission SL*CL/2 Radiation damage and SL Con damage (1 group, no save)
c 8 19 Heat Energy Emission Target takes SL*CL Fire damage per segment for 1 round (no save)
c 8 20 Hypnotic Control Lifeform Control Hypnosis (SL/2 saves)
c 8 21 Iron Will Mental Enhancement 1bM: One effect that's hitting you is delayed for SL segments (it will still resolve even if the caster is dropped)
c 8 22 Kinetic Bolt Energy Emission SL*CL/2 Telekinesis dmg and knock back SL*10' (1 target, no save, Str-SL*2 check to avoid knock back)
c 8 23 Lifeform Creation Matter Creation Summon a DL=SL-1 monster
c 8 24 Light Emission Energy Emission SL*CL/2 Light damage (no save) and SL/2 instances of blindness (save)
c 8 25 Magic Domination Magical Control M Actions (SL/2 saves)
c 8 26 Mechanical Creation Matter Creation Summon a DL=SL-2 Golem or Technological monster
c 8 27 Mind Blast Mental Enhancement SL*CL Mental damage (1 group, no save)
c 8 28 Mind Control Lifeform Control Minor: Command (save); Major: Domination (SL/3 saves)
c 8 29 Mind Transferral Lifeform Control Minor: Empathy (save); Major: Magic Jar (SL/3 saves)
c 8 30 Missile Creation Matter Creation Do SL missile attacks, must roll to hit, each hit does 10 dmg (no save) and a stun (save)
c 8 31 Neural Manipulation Lifeform Control Minor: Seizure (-2 all rolls, save); Major: Paralysis (SL/3 saves)
c 8 32 Plague Carrier Lifeform Control Disease (SL saves)
c 8 33 Plasma Generation Energy Emission SL*CL Plasma damage (1 group, no save)
c 8 34 Radiowave Generation Energy Emission SL*CL/2 Radiowave damage (1 group, no save, the effect can go through a SL' wall)
c 8 35 Self-Revival Physical Enhancement 0, (SL-1)/d: Heal self
c 8 36 Serial Immortality Mental Enhancement 0, 1/d: Resurrection, self only, there is a delay of (11-SL) rounds
c 8 37 Sleep-Induced Lifeform Control Sleep (SL/2 saves)
c 8 38 Sonic Generation Energy Emission SL*CL/2 Sound damage (no save) and SL/2 instances of deafness (save)
c 8 39 Spray Matter Creation SL choking dmg to a group per segment (can leave the area)
c 8 40 Summoning Lifeform Control Summon a DL=SL Outer
c 8 41 Undead Control Lifeform Control Turn Undead at CL=(SL-2)*2
c 8 42 Vibration Energy Emission SL*CL Vibration damage (1 group, no save)
c 8 43 Weakness Creation Power Control Add SL/2 instances of a Vulnerability to something (medium scale: a school, an element, etc.) on the target (no save)
c 8 44 Zombie Animation Matter Control Animate a dead body as a Zombie with DL=SL
d 11 1 Body Coating Self-Alteration 5*SL hp Armor spell, self only, stacks with the (Wizard) Armor spell
d 11 2 Body Resistance Physical Enhancement Physical attacks that do less than SL*2 dmg to you do nothing
d 11 3 Body Transformation Self-Alteration Change your body to be of an E=SL/2 element
d 11 4 Chemical Mimicry Self-Alteration Change your body to be of an TechL=SL chemical
d 11 5 Cosmic Awareness Mental Enhancement Grand: Cosmic Awareness
d 11 6 Electrical Control Energy Control SL/2 (round down) instances of Resist lightning; +SL*10% damage with lightning effects
d 11 7 Energy Body Self-Alteration Major: You are made of energy; cannot use P actions; resist physical damage
d 11 8 Energy Doppelganger Energy Emission Mirror Image (1 image), it has SL^3 hp; it flies at SL*3"; you can cast Psi45 effects through it
d 11 9 Energy Sheath Self-Alteration SL^2 hp Armor spell, self only, stacks with the (Wizard) Armor spell
d 11 10 Fire Control Energy Control SL/2 (round down) instances of Resist fire; +SL*10% damage with fire effects
d 11 11 Force Field Defensive Immune to spell level 0 to SL-2 effects; -(SL-1) per physical attack; ER 5*SL%
d 11 12 Force Field vs. Emotion Defensive Immune to spell level 0 to SL-1 enchantment/charm effects
d 11 13 Force Field vs. Energy Defensive Immune to spell level 0 to SL-1 energy attacks
d 11 14 Force Field vs. Hostiles Lifeform Control Enemies must make SL/2 saves to attack you
d 11 15 Force Field vs. Magic Defensive Immune to spell level 0 to SL-1 magic
d 11 16 Force Field vs. Mental Defensive Immune to spell level 0 to SL-1 mental attacks
d 11 17 Force Field vs. Physical Defensive -SL per physical attack
d 11 18 Force Field vs. Power Manipulation Defensive ER 10*SL%
d 11 19 Force Field vs. Vampirism Defensive aNR 10*SL% (including energy and stat drains)
d 11 20 Gravity Manipulation Energy Control SL/2 (round down) instances of Resist gravity/falling damage; +SL*10% damage with gravity/falling effects
d 11 21 Hard Radiation Control Energy Control SL/2 (round down) instances of Resist radiation damage; +SL*10% damage with radiation (specific, not all of Psi9/18/27) effects
d 11 22 Hyper-Invention Mental Enhancement (12-SL)M: Create a TechL=SL*2-3 object (see [Q8], can have at most LVL of these objects)
d 11 23 Illusory Duplication Illusory Mirror Image (SL images)
d 11 24 Illusory Invisibility Illusory Minor: Invis.; Major: Improved Invis.; Grand: Dust of Disappearance
d 11 25 Invisibility Self-Alteration Improved Invis.
d 11 26 Ionization Matter Conversion Lightning shield (xSL/10 damage back)
d 11 27 Kinetic Control Energy Control SL/2 (round down) instances of Resist telekinesis; +SL*10% damage with telekinesis effects
d 11 28 Light Control Energy Control SL/2 (round down) instances of Resist light; +SL*10% damage with light effects
d 11 29 Magic Control Magical +SL/2 (round down) to SL of next Psi45 power
d 11 30 Magnetic Manipulation Energy Control SL/2 (round down) instances of Resist magnetism; +SL*10% damage with magnetism effects
d 11 31 Mental Invisibility Mental Enhancement Improved Invis.: it's +SL AC instead of +4
d 11 32 Plasma Control Energy Control SL/2 (round down) instances of Resist plasma; +SL*10% damage with plasma effects
d 11 33 Power Simulation Magical The next Psi45 power you use will be resisted using MR instead of PR
d 11 34 Prehensile Hair Self-Alteration Your hair has controlled movement; can do a "Hair attack" (using your hair's P action) for 1dSL dmg
d 11 35 Reality Alteration Magical + or - SL to your next die roll
d 11 36 Reflection Defensive MPIWReflection 5*SL%
d 11 37 Regeneration Physical Enhancement Regenerate SL hp/s
d 11 38 Resist: Emotion Defensive SL/2 (round down) instances of Resist enchantment/charm
d 11 39 Resist: Energy Defensive SL/3 (round down) instances of Resist energy attacks
d 11 40 Resist: Magic Defensive SL/4 (round down) instances of Resist magic
d 11 41 Resist: Mental Defensive SL/2 (round down) instances of Resist mental attacks
d 11 42 Resist: Physical Defensive SL/4 (round down) instances of Resist physical attacks
d 11 43 Resist: Power Manipulation Defensive SL/3 (round down) instances of Resist disenchantment
d 11 44 Resist: Vampirism Defensive SL/3 (round down) instances of Resist necromancy, energy and stat drains
d 11 45 True Invulnerability Physical Enhancement SL instances of Resist distributed as you like (medium categories: a school, an element, etc.)
d 11 46 Vibration Control Energy Control SL/2 (round down) instances of Resist vibration; +SL*10% damage with vibration effects
d 11 47 Warding Magical Create a Trap (x1 Psionic) for SL/2 Psi45 powers
c 11 1 Absorption Power Energy Control bM: Absorb energy, gain 100/(12-SL)% of it in temporary hp
c 11 2 Chemical Touch Physical Enhancement Chemical effect of TechL=SL*2 or less (range touch)
c 11 3 Cold Generation Energy Emission SL*CL Cold damage (1 group, no save)
c 11 4 Combustion Matter Conversion An object explodes (item save), the person carrying it takes CL*SL/2 damage (save)
c 11 5 Control Power Control 1bM: Redirect an effect (caster makes SL/4 saves)
c 11 6 Disintegration Matter Conversion Major: Disintegrate (save)
c 11 7 Disruption Matter Control Minor: Target takes CL*SL disruption damage (no save); Grand: The damage given plus a Disintegrate effect (save)
c 11 8 Domination Power Control Dominate all actions (SL/5 saves)
c 11 9 Duplication Power Control 1bM: Fork an effect (caster makes SL/3 saves)
c 11 10 Electrical Generation Energy Emission SL*CL Lightning damage (1 group, no save)
c 11 11 Energy Conversion Energy Control 0, SL/t: Convert an element in an effect to another element (max E factor = SL/2, round down)
c 11 12 Energy Solidification Energy Control Minor: Web; Major: Iron Bands of Bilarro; Grand: Solid Wall of Force; Super: Forcecage
c 11 13 Energy Sponge Energy Control bM: SL*10% chance to absorb an entire energy attack
c 11 14 Fire Generation Energy Emission SL*CL Fire damage (1 group, no save)
c 11 15 Focus Power Control Do SL instances of another Psi45 power you know; you are Spent and Harmed at the end of effect
c 11 16 Geoforce Matter Control 1bM: Stop or Create an Earthquake, Landslide, etc. Damage would be CL*SL Earth to a group (save for 0)
c 11 17 Gestalt Power Control Major: 1M: Do 2 Minor powers that you know; Grand: 1M: Do 2 Major powers that you know; etc.
c 11 18 Hard Radiation Energy Emission SL*CL/2 Radiation damage and SL Con damage (1 group, no save)
c 11 19 Heat Energy Emission Target takes SL*CL Fire damage per segment for 1 round (no save)
c 11 20 Hypnotic Control Lifeform Control Hypnosis (SL/2 saves)
c 11 21 Iron Will Mental Enhancement 1bM: One effect that's hitting you is delayed for SL segments (it will still resolve even if the caster is dropped)
c 11 22 Kinetic Bolt Energy Emission SL*CL/2 Telekinesis dmg and knock back SL*10' (1 target, no save, Str-SL*2 check to avoid knock back)
c 11 23 Lifeform Creation Matter Creation Summon a DL=SL-1 monster
c 11 24 Light Emission Energy Emission SL*CL/2 Light damage (no save) and SL/2 instances of blindness (save)
c 11 25 Magic Domination Magical Control M Actions (SL/2 saves)
c 11 26 Mechanical Creation Matter Creation Summon a DL=SL-2 Golem or Technological monster
c 11 27 Mind Blast Mental Enhancement SL*CL Mental damage (1 group, no save)
c 11 28 Mind Control Lifeform Control Minor: Command (save); Major: Domination (SL/3 saves)
c 11 29 Mind Transferral Lifeform Control Minor: Empathy (save); Major: Magic Jar (SL/3 saves)
c 11 30 Missile Creation Matter Creation Do SL missile attacks, must roll to hit, each hit does 10 dmg (no save) and a stun (save)
c 11 31 Neural Manipulation Lifeform Control Minor: Seizure (-2 all rolls, save); Major: Paralysis (SL/3 saves)
c 11 32 Plague Carrier Lifeform Control Disease (SL saves)
c 11 33 Plasma Generation Energy Emission SL*CL Plasma damage (1 group, no save)
c 11 34 Radiowave Generation Energy Emission SL*CL/2 Radiowave damage (1 group, no save, the effect can go through a SL' wall)
c 11 35 Self-Revival Physical Enhancement 0, (SL-1)/d: Heal self
c 11 36 Serial Immortality Mental Enhancement 0, 1/d: Resurrection, self only, there is a delay of (11-SL) rounds
c 11 37 Sleep-Induced Lifeform Control Sleep (SL/2 saves)
c 11 38 Sonic Generation Energy Emission SL*CL/2 Sound damage (no save) and SL/2 instances of deafness (save)
c 11 39 Spray Matter Creation SL choking dmg to a group per segment (can leave the area)
c 11 40 Summoning Lifeform Control Summon a DL=SL Outer
c 11 41 Undead Control Lifeform Control Turn Undead at CL=(SL-2)*2
c 11 42 Vibration Energy Emission SL*CL Vibration damage (1 group, no save)
c 11 43 Weakness Creation Power Control Add SL/2 instances of a Vulnerability to something (medium scale: a school, an element, etc.) on the target (no save)
c 11 44 Zombie Animation Matter Control Animate a dead body as a Zombie with DL=SL

[PC5] Psionicist Classes Group


[MC2.54] Monster Psi54

Use SL # Power School Notes
d 2 1 Absorption Field Physical Stops SL/2 mental attacks or mental-affecting powers on you
d 2 2 Acrobatics Skill-like Any Acrobat SL-1 pick; 5*CL Rogue points in it
d 2 3 Animate Objects Mystical Animate Objects as if they were a DL=SL Golem summon
d 2 4 Aura of Fear Mental Fear by sight (SL saves)
d 2 5 Energy Absorption Physical CL*SL*3 hp ablative Force Field (vs. energy attacks)
d 2 6 Flame Being Physical Fire Shield (SL*10% damage back to attacker); Deal +SL fire dmg with melee attacks
d 2 7 Flame Immunity Physical SL/2 instances of Resist Fire
d 2 8 Force Field Physical CL*SL*2 hp ablative Force Field (vs. physical or energy attacks)
d 2 9 Force Shield Mental CL*SL*3 hp ablative Force Field (vs. physical or energy attacks, only one enemy /s)
d 2 10 Gadgetry Skill-like 1M, 1/d: Build a TechL=SL Psi8 item
d 2 11 Gravity Decrease Mental Increase gravity in room or object/person by SL G's (x1 Special)
d 2 12 Gravity Increase Mental Decrease gravity in room or object/person by SL G's (x1 Special)
d 2 13 Icing Physical SL/2 instances of Resist Cold/Ice
d 2 14 Invisibility Physical Minor: Invisibility; Major: Improved Invisibility; Grand: Dust of Disappearance
d 2 15 Invulnerability Physical -CL*SL/2 dmg per attack
d 2 16 Magic Shield Mystical Stops SL/2 magical attacks on you
d 2 17 Mind Over Matter Mental Stay conscious (and offensive) for up to SL segments after being reduced below -10 hp
d 2 18 Molecular Chameleon Mental Polymorph your body into an unusual material that you're touching (max S factor = SL)
d 2 19 Mystic Shield Mental SR SL*CL
d 2 20 Poison Touch Physical Your next attack is poisonous (Death or (SL-1)*10 dmg if they make the save)
d 2 21 Split Physical You are two beings (two places at once); it costs 3 actions to have each body do 1 action
d 2 22 Stretching Physical Can melee up to SL people per round that aren't in your group
d 2 23 Systematic Antidote Physical SL/2 instances of Resist Poison/Drugs
d 2 24 Thief Skill-like Any Thief SL-1 pick; 5*CL Rogue points in it
d 2 25 Truesight Mental Minor: Detect Invis./Illusion; Major: True Seeing; Grand: Cosmic Awareness
c 2 1 Acid Physical CL*(SL+2) acid dmg to one target (no save)
c 2 2 Air Animation Mental Summon a DL=SL Air Elemental
c 2 3 Air Control Mental Gust of Wind / Wall of Air
c 2 4 Animal Summoning Mystical Summon a DL=SL-1 Animal
c 2 5 Animate Image Mystical Summon a DL=SL creature based on an picture/painting you have (the image is consumed)
c 2 6 Bio-Energy Blast Physical CL*(SL+2) force dmg to one target (no save)
c 2 7 Bomb Physical CL*SL explosion dmg to your group (no save, hole in the middle)
c 2 8 Cell Rot Mental Cell Adjustment (reversed) CL*SL*2 dmg (no save)
c 2 9 Control Mental Domination one target (SL/2 saves)
c 2 10 Damage Transference Mental Cell Adjustment CL*SL*2 hp
c 2 11 Darkness Physical Darkness (can blind a person, make SL saves)
c 2 12 Earth Animation Mental Summon a DL=SL Earth Elemental
c 2 13 Flame Animation Mental Summon a DL=SL Fire Elemental
c 2 14 Flame Project Physical CL*(SL+2) fire dmg to one target (no save)
c 2 15 Flash Physical Light (can blind a person, make SL saves)
c 2 16 Heat Vision Mental 1M to start: Every segment for 1 round, as a 0 action, deal SL heat dmg to one target (no save)
c 2 17 Hypnotism Mental Hypnosis (SL saves)
c 2 18 Ice Animation Mental Summon a DL=SL Ice Elemental
c 2 19 Ice Control Mental Wall of Ice
c 2 20 Ice Production Physical CL*(SL+2) ice dmg to one target (no save)
c 2 21 Lightning Mystical CL*SL lightning dmg to one group (no save)
c 2 22 Magic Blast Mystical CL*SL force dmg to one group (no save)
c 2 23 Matter Manipulation Mental CL*(SL+2) explosion dmg to one target (no save)
c 2 24 Mimic Physical 1bM: Fork a spell level 0 to SL effect
c 2 25 Mind Blast Mental SL Int dmg to one target (no save)
c 2 26 Personality Transfer Mental Magic Jar (SL/2 saves)
c 2 27 Phobia Mental Fear (SL saves)
c 2 28 Psychic Will Mental Wall of Force
c 2 29 Sonic Beam Physical CL*(SL+2) sound dmg to one target (no save)
c 2 30 Spiritual Drain Mystical Target loses CL*SL hp (necromantic, no save), you gain CL*SL hp (not above max)
c 2 31 Starbolt Physical CL*(SL+2) plasma dmg to one target (no save)
c 2 32 Super Breath Physical CL*SL air dmg to one group (no save)
c 2 33 Telekinesis Mental Telekinesis CL*SL*10 lbs.
c 2 34 Vampirism Mystical Target gets SL/2 negative levels (energy drain, no save), you gain CL*SL hp (not above max)
c 2 35 Water Animation Mental Summon a DL=SL Water Elemental
c 2 36 Water Control Mental Wall of Water / Part Water / Lower Water
d 5 1 Absorption Field Physical Stops SL/2 mental attacks or mental-affecting powers on you
d 5 2 Acrobatics Skill-like Any Acrobat SL-1 pick; 5*CL Rogue points in it
d 5 3 Animate Objects Mystical Animate Objects as if they were a DL=SL Golem summon
d 5 4 Aura of Fear Mental Fear by sight (SL saves)
d 5 5 Energy Absorption Physical CL*SL*3 hp ablative Force Field (vs. energy attacks)
d 5 6 Flame Being Physical Fire Shield (SL*10% damage back to attacker); Deal +SL fire dmg with melee attacks
d 5 7 Flame Immunity Physical SL/2 instances of Resist Fire
d 5 8 Force Field Physical CL*SL*2 hp ablative Force Field (vs. physical or energy attacks)
d 5 9 Force Shield Mental CL*SL*3 hp ablative Force Field (vs. physical or energy attacks, only one enemy /s)
d 5 10 Gadgetry Skill-like 1M, 1/d: Build a TechL=SL Psi8 item
d 5 11 Gravity Decrease Mental Increase gravity in room or object/person by SL G's (x1 Special)
d 5 12 Gravity Increase Mental Decrease gravity in room or object/person by SL G's (x1 Special)
d 5 13 Icing Physical SL/2 instances of Resist Cold/Ice
d 5 14 Invisibility Physical Minor: Invisibility; Major: Improved Invisibility; Grand: Dust of Disappearance
d 5 15 Invulnerability Physical -CL*SL/2 dmg per attack
d 5 16 Magic Shield Mystical Stops SL/2 magical attacks on you
d 5 17 Mind Over Matter Mental Stay conscious (and offensive) for up to SL segments after being reduced below -10 hp
d 5 18 Molecular Chameleon Mental Polymorph your body into an unusual material that you're touching (max S factor = SL)
d 5 19 Mystic Shield Mental SR SL*CL
d 5 20 Poison Touch Physical Your next attack is poisonous (Death or (SL-1)*10 dmg if they make the save)
d 5 21 Split Physical You are two beings (two places at once); it costs 3 actions to have each body do 1 action
d 5 22 Stretching Physical Can melee up to SL people per round that aren't in your group
d 5 23 Systematic Antidote Physical SL/2 instances of Resist Poison/Drugs
d 5 24 Thief Skill-like Any Thief SL-1 pick; 5*CL Rogue points in it
d 5 25 Truesight Mental Minor: Detect Invis./Illusion; Major: True Seeing; Grand: Cosmic Awareness
c 5 1 Acid Physical CL*(SL+2) acid dmg to one target (no save)
c 5 2 Air Animation Mental Summon a DL=SL Air Elemental
c 5 3 Air Control Mental Gust of Wind / Wall of Air
c 5 4 Animal Summoning Mystical Summon a DL=SL-1 Animal
c 5 5 Animate Image Mystical Summon a DL=SL creature based on an picture/painting you have (the image is consumed)
c 5 6 Bio-Energy Blast Physical CL*(SL+2) force dmg to one target (no save)
c 5 7 Bomb Physical CL*SL explosion dmg to your group (no save, hole in the middle)
c 5 8 Cell Rot Mental Cell Adjustment (reversed) CL*SL*2 dmg (no save)
c 5 9 Control Mental Domination one target (SL/2 saves)
c 5 10 Damage Transference Mental Cell Adjustment CL*SL*2 hp
c 5 11 Darkness Physical Darkness (can blind a person, make SL saves)
c 5 12 Earth Animation Mental Summon a DL=SL Earth Elemental
c 5 13 Flame Animation Mental Summon a DL=SL Fire Elemental
c 5 14 Flame Project Physical CL*(SL+2) fire dmg to one target (no save)
c 5 15 Flash Physical Light (can blind a person, make SL saves)
c 5 16 Heat Vision Mental 1M to start: Every segment for 1 round, as a 0 action, deal SL heat dmg to one target (no save)
c 5 17 Hypnotism Mental Hypnosis (SL saves)
c 5 18 Ice Animation Mental Summon a DL=SL Ice Elemental
c 5 19 Ice Control Mental Wall of Ice
c 5 20 Ice Production Physical CL*(SL+2) ice dmg to one target (no save)
c 5 21 Lightning Mystical CL*SL lightning dmg to one group (no save)
c 5 22 Magic Blast Mystical CL*SL force dmg to one group (no save)
c 5 23 Matter Manipulation Mental CL*(SL+2) explosion dmg to one target (no save)
c 5 24 Mimic Physical 1bM: Fork a spell level 0 to SL effect
c 5 25 Mind Blast Mental SL Int dmg to one target (no save)
c 5 26 Personality Transfer Mental Magic Jar (SL/2 saves)
c 5 27 Phobia Mental Fear (SL saves)
c 5 28 Psychic Will Mental Wall of Force
c 5 29 Sonic Beam Physical CL*(SL+2) sound dmg to one target (no save)
c 5 30 Spiritual Drain Mystical Target loses CL*SL hp (necromantic, no save), you gain CL*SL hp (not above max)
c 5 31 Starbolt Physical CL*(SL+2) plasma dmg to one target (no save)
c 5 32 Super Breath Physical CL*SL air dmg to one group (no save)
c 5 33 Telekinesis Mental Telekinesis CL*SL*10 lbs.
c 5 34 Vampirism Mystical Target gets SL/2 negative levels (energy drain, no save), you gain CL*SL hp (not above max)
c 5 35 Water Animation Mental Summon a DL=SL Water Elemental
c 5 36 Water Control Mental Wall of Water / Part Water / Lower Water
d 8 1 Absorption Field Physical Stops SL/2 mental attacks or mental-affecting powers on you
d 8 2 Acrobatics Skill-like Any Acrobat SL-1 pick; 5*CL Rogue points in it
d 8 3 Animate Objects Mystical Animate Objects as if they were a DL=SL Golem summon
d 8 4 Aura of Fear Mental Fear by sight (SL saves)
d 8 5 Energy Absorption Physical CL*SL*3 hp ablative Force Field (vs. energy attacks)
d 8 6 Flame Being Physical Fire Shield (SL*10% damage back to attacker); Deal +SL fire dmg with melee attacks
d 8 7 Flame Immunity Physical SL/2 instances of Resist Fire
d 8 8 Force Field Physical CL*SL*2 hp ablative Force Field (vs. physical or energy attacks)
d 8 9 Force Shield Mental CL*SL*3 hp ablative Force Field (vs. physical or energy attacks, only one enemy /s)
d 8 10 Gadgetry Skill-like 1M, 1/d: Build a TechL=SL Psi8 item
d 8 11 Gravity Decrease Mental Increase gravity in room or object/person by SL G's (x1 Special)
d 8 12 Gravity Increase Mental Decrease gravity in room or object/person by SL G's (x1 Special)
d 8 13 Icing Physical SL/2 instances of Resist Cold/Ice
d 8 14 Invisibility Physical Minor: Invisibility; Major: Improved Invisibility; Grand: Dust of Disappearance
d 8 15 Invulnerability Physical -CL*SL/2 dmg per attack
d 8 16 Magic Shield Mystical Stops SL/2 magical attacks on you
d 8 17 Mind Over Matter Mental Stay conscious (and offensive) for up to SL segments after being reduced below -10 hp
d 8 18 Molecular Chameleon Mental Polymorph your body into an unusual material that you're touching (max S factor = SL)
d 8 19 Mystic Shield Mental SR SL*CL
d 8 20 Poison Touch Physical Your next attack is poisonous (Death or (SL-1)*10 dmg if they make the save)
d 8 21 Split Physical You are two beings (two places at once); it costs 3 actions to have each body do 1 action
d 8 22 Stretching Physical Can melee up to SL people per round that aren't in your group
d 8 23 Systematic Antidote Physical SL/2 instances of Resist Poison/Drugs
d 8 24 Thief Skill-like Any Thief SL-1 pick; 5*CL Rogue points in it
d 8 25 Truesight Mental Minor: Detect Invis./Illusion; Major: True Seeing; Grand: Cosmic Awareness
c 8 1 Acid Physical CL*(SL+2) acid dmg to one target (no save)
c 8 2 Air Animation Mental Summon a DL=SL Air Elemental
c 8 3 Air Control Mental Gust of Wind / Wall of Air
c 8 4 Animal Summoning Mystical Summon a DL=SL-1 Animal
c 8 5 Animate Image Mystical Summon a DL=SL creature based on an picture/painting you have (the image is consumed)
c 8 6 Bio-Energy Blast Physical CL*(SL+2) force dmg to one target (no save)
c 8 7 Bomb Physical CL*SL explosion dmg to your group (no save, hole in the middle)
c 8 8 Cell Rot Mental Cell Adjustment (reversed) CL*SL*2 dmg (no save)
c 8 9 Control Mental Domination one target (SL/2 saves)
c 8 10 Damage Transference Mental Cell Adjustment CL*SL*2 hp
c 8 11 Darkness Physical Darkness (can blind a person, make SL saves)
c 8 12 Earth Animation Mental Summon a DL=SL Earth Elemental
c 8 13 Flame Animation Mental Summon a DL=SL Fire Elemental
c 8 14 Flame Project Physical CL*(SL+2) fire dmg to one target (no save)
c 8 15 Flash Physical Light (can blind a person, make SL saves)
c 8 16 Heat Vision Mental 1M to start: Every segment for 1 round, as a 0 action, deal SL heat dmg to one target (no save)
c 8 17 Hypnotism Mental Hypnosis (SL saves)
c 8 18 Ice Animation Mental Summon a DL=SL Ice Elemental
c 8 19 Ice Control Mental Wall of Ice
c 8 20 Ice Production Physical CL*(SL+2) ice dmg to one target (no save)
c 8 21 Lightning Mystical CL*SL lightning dmg to one group (no save)
c 8 22 Magic Blast Mystical CL*SL force dmg to one group (no save)
c 8 23 Matter Manipulation Mental CL*(SL+2) explosion dmg to one target (no save)
c 8 24 Mimic Physical 1bM: Fork a spell level 0 to SL effect
c 8 25 Mind Blast Mental SL Int dmg to one target (no save)
c 8 26 Personality Transfer Mental Magic Jar (SL/2 saves)
c 8 27 Phobia Mental Fear (SL saves)
c 8 28 Psychic Will Mental Wall of Force
c 8 29 Sonic Beam Physical CL*(SL+2) sound dmg to one target (no save)
c 8 30 Spiritual Drain Mystical Target loses CL*SL hp (necromantic, no save), you gain CL*SL hp (not above max)
c 8 31 Starbolt Physical CL*(SL+2) plasma dmg to one target (no save)
c 8 32 Super Breath Physical CL*SL air dmg to one group (no save)
c 8 33 Telekinesis Mental Telekinesis CL*SL*10 lbs.
c 8 34 Vampirism Mystical Target gets SL/2 negative levels (energy drain, no save), you gain CL*SL hp (not above max)
c 8 35 Water Animation Mental Summon a DL=SL Water Elemental
c 8 36 Water Control Mental Wall of Water / Part Water / Lower Water
d 11 1 Absorption Field Physical Stops SL/2 mental attacks or mental-affecting powers on you
d 11 2 Acrobatics Skill-like Any Acrobat SL-1 pick; 5*CL Rogue points in it
d 11 3 Animate Objects Mystical Animate Objects as if they were a DL=SL Golem summon
d 11 4 Aura of Fear Mental Fear by sight (SL saves)
d 11 5 Energy Absorption Physical CL*SL*3 hp ablative Force Field (vs. energy attacks)
d 11 6 Flame Being Physical Fire Shield (SL*10% damage back to attacker); Deal +SL fire dmg with melee attacks
d 11 7 Flame Immunity Physical SL/2 instances of Resist Fire
d 11 8 Force Field Physical CL*SL*2 hp ablative Force Field (vs. physical or energy attacks)
d 11 9 Force Shield Mental CL*SL*3 hp ablative Force Field (vs. physical or energy attacks, only one enemy /s)
d 11 10 Gadgetry Skill-like 1M, 1/d: Build a TechL=SL Psi8 item
d 11 11 Gravity Decrease Mental Increase gravity in room or object/person by SL G's (x1 Special)
d 11 12 Gravity Increase Mental Decrease gravity in room or object/person by SL G's (x1 Special)
d 11 13 Icing Physical SL/2 instances of Resist Cold/Ice
d 11 14 Invisibility Physical Minor: Invisibility; Major: Improved Invisibility; Grand: Dust of Disappearance
d 11 15 Invulnerability Physical -CL*SL/2 dmg per attack
d 11 16 Magic Shield Mystical Stops SL/2 magical attacks on you
d 11 17 Mind Over Matter Mental Stay conscious (and offensive) for up to SL segments after being reduced below -10 hp
d 11 18 Molecular Chameleon Mental Polymorph your body into an unusual material that you're touching (max S factor = SL)
d 11 19 Mystic Shield Mental SR SL*CL
d 11 20 Poison Touch Physical Your next attack is poisonous (Death or (SL-1)*10 dmg if they make the save)
d 11 21 Split Physical You are two beings (two places at once); it costs 3 actions to have each body do 1 action
d 11 22 Stretching Physical Can melee up to SL people per round that aren't in your group
d 11 23 Systematic Antidote Physical SL/2 instances of Resist Poison/Drugs
d 11 24 Thief Skill-like Any Thief SL-1 pick; 5*CL Rogue points in it
d 11 25 Truesight Mental Minor: Detect Invis./Illusion; Major: True Seeing; Grand: Cosmic Awareness
c 11 1 Acid Physical CL*(SL+2) acid dmg to one target (no save)
c 11 2 Air Animation Mental Summon a DL=SL Air Elemental
c 11 3 Air Control Mental Gust of Wind / Wall of Air
c 11 4 Animal Summoning Mystical Summon a DL=SL-1 Animal
c 11 5 Animate Image Mystical Summon a DL=SL creature based on an picture/painting you have (the image is consumed)
c 11 6 Bio-Energy Blast Physical CL*(SL+2) force dmg to one target (no save)
c 11 7 Bomb Physical CL*SL explosion dmg to your group (no save, hole in the middle)
c 11 8 Cell Rot Mental Cell Adjustment (reversed) CL*SL*2 dmg (no save)
c 11 9 Control Mental Domination one target (SL/2 saves)
c 11 10 Damage Transference Mental Cell Adjustment CL*SL*2 hp
c 11 11 Darkness Physical Darkness (can blind a person, make SL saves)
c 11 12 Earth Animation Mental Summon a DL=SL Earth Elemental
c 11 13 Flame Animation Mental Summon a DL=SL Fire Elemental
c 11 14 Flame Project Physical CL*(SL+2) fire dmg to one target (no save)
c 11 15 Flash Physical Light (can blind a person, make SL saves)
c 11 16 Heat Vision Mental 1M to start: Every segment for 1 round, as a 0 action, deal SL heat dmg to one target (no save)
c 11 17 Hypnotism Mental Hypnosis (SL saves)
c 11 18 Ice Animation Mental Summon a DL=SL Ice Elemental
c 11 19 Ice Control Mental Wall of Ice
c 11 20 Ice Production Physical CL*(SL+2) ice dmg to one target (no save)
c 11 21 Lightning Mystical CL*SL lightning dmg to one group (no save)
c 11 22 Magic Blast Mystical CL*SL force dmg to one group (no save)
c 11 23 Matter Manipulation Mental CL*(SL+2) explosion dmg to one target (no save)
c 11 24 Mimic Physical 1bM: Fork a spell level 0 to SL effect
c 11 25 Mind Blast Mental SL Int dmg to one target (no save)
c 11 26 Personality Transfer Mental Magic Jar (SL/2 saves)
c 11 27 Phobia Mental Fear (SL saves)
c 11 28 Psychic Will Mental Wall of Force
c 11 29 Sonic Beam Physical CL*(SL+2) sound dmg to one target (no save)
c 11 30 Spiritual Drain Mystical Target loses CL*SL hp (necromantic, no save), you gain CL*SL hp (not above max)
c 11 31 Starbolt Physical CL*(SL+2) plasma dmg to one target (no save)
c 11 32 Super Breath Physical CL*SL air dmg to one group (no save)
c 11 33 Telekinesis Mental Telekinesis CL*SL*10 lbs.
c 11 34 Vampirism Mystical Target gets SL/2 negative levels (energy drain, no save), you gain CL*SL hp (not above max)
c 11 35 Water Animation Mental Summon a DL=SL Water Elemental
c 11 36 Water Control Mental Wall of Water / Part Water / Lower Water

[PC5] Psionicist Classes Group


[MC2.60] Monster Psi60

Use SL # Name Field Targ Type Drain P60Ps Notes
d 2 1 Armor Manip 3 Phys L3 3 Melee:+LVL AC, -LVL/2 dmg per hit
c 2 1 Cure Light Wounds Health Con Phys L1 1 Cure 1d8+LVL hp
c 2 2 Stun Touch Combat Wis Ment L1 1 LVL*5 dmg + stun (save)
d 5 1 Anti-Missile Barrier Manip 4 Phys M2 4 Ranged: +LVL/2 AC, -LVL dmg per hit/succ
c 5 1 Blink Manip R-2 Phys M4 8 Blink (controlled)
c 5 2 Cure Moderate Wounds Health Con Phys M1 2 Cure 3d8+3*LVL hp
c 5 3 Toxin Health Con Phys M3 6 Poison (as spell)
d 8 1 Luck Detect 4 Ment S2 6 Gains +1(+5%)*LVL on 1 action
c 8 1 AEther Bolt Manip 4 Phys S4 12 LVL*10 dmg AEther, ignores PsiR
c 8 2 Cure Serious Wounds Health Con Phys S1 3 Cure 6d8+6*LVL hp
c 8 3 Insanity Illus Int Phys S1 3 Cause Insanity (save)
c 8 4 Nether Bolt Manip 3 Phys S3 9 LVL*10 dmg Nether, vile damage
c 11 1 Barrier Manip 5 Phys D2 8 Wall that blocks psionics (1 way)
c 11 2 Cureall Health Con Phys D2 8 Cureall
c 11 3 Telekinesis Manip 4+# Phys D3 12 TK LVL*10' falling damage area
d 14 1 Super Unluck Detect 5 Ment X3 15 Choose result on next die roll on enemy
c 14 1 Creation Bolt Combat 20 Phys X10 50 (Str+Int) resists, Creation

[PC5] Psionicist Classes Group


[MC2.72] Monster Psi72

Use SL #
d 1 1
d 1 2
d 2 1
d 2 2
d 2 3
d 2 4
d 2 5
d 2 6
c 2 1
c 2 2
c 2 3
c 2 4
c 2 5
c 2 6
c 2 7
c 2 8
c 2 9
c 2 10
c 2 11
c 2 12
c 2 13
d 3 1
d 3 2
c 3 3
c 3 4
c 4 1
d 5 1
d 5 2
c 5 1
Power PP Cost Action Freq. Description
Force Field 1 1M 1/t +PL current hp
Incorporeal 1 1M 1/h Cannot harm or be harmed by physical objects for 1 turn
Animation 2 1M 1/t Animate Object (hp=PL*4, #Att=1, TH +PL, dmg PLd2)
Duplication 2 1M 1/s Create 1 Mirror Image (max = PL)
Energy Control 2 1M 1/r -10% dmg to Cold, Darkness, Electricity, Fire, Gravity, Kinetic, Light, Magnetic, Radiation, Sonic, or Vibration
Luck 2 0 1/h +/- PL to one die roll
Reincarnate 2 1D 1/d You Reincarnate upon death, inactive and Feign Death for the rest of this combat
Shapeshift 2 1M 1/h Polymorph Self, max difference in weight = PL^2 lbs.
Dazzle 2 1M 1/r Blind one sense to everyone in one group (RSW save)
Deflection 2 0 1/r Take -PL^2 dmg on one physical attack
Disintegration 2 1M 1/t Disintegrate one nonliving object
Energy Blast - Personal 2 1M 1/r One target takes PL energy dmg (no save)
Energy Field 2 1M 1/t Damaging shield, PL energy dmg for 1 turn
Mind Control 2 1M 1/t Control V actions (Will save), P actions (Will save at +5), or M actions (Will save at +10)
Neutralize 2 1M 1/r An effect loses PL-1 SL's, if it is reduced below 0 SL, it is dispelled
Paralysis 2 1M 1/t Paralyze one target (PPD save)
Plant Control 2 1M 1/t Entangle
Regeneration 2 (none) (cont.) Regenerate PL hp/r
Snare 2 1M 1/t Target can't move (Reflex save)
Stun 2 1M 1/t Stun one target (Fort save)
Telekinesis 2 1M 1/t TK 100*PL lbs.
Absorption - Energy 3 (none) (cont.) -PL dmg per energy attack
Absorption - Physical 3 (none) (cont.) -PL dmg per physical attack
Healing 3 1M 1/r Cure PL hp; Can use 5 to cure Nausea, 10 to cure Stun
Suffocate 3 1M 1/t Suffocate one target (no save, takes 1 cumulative dmg per segment)
Energy Blast - Explosive 4 1M 1/r One group takes PL energy dmg (no save)
Alternate Form - Energy 5 1F 1/t Nonsolid (still take damage normally); Cannot attack; Fly PL"; Immune to one form of energy
Alternate Form - Semisolid 5 1F 1/t Elasticity; Resist piercing weapons; Attack at half damage
Mental Blast 5 1M 1/r Stun one target (Will save)

[PC5] Psionicist Classes Group


[MC2.81] Monster Psi81

Use SL # Power PSPs Notes
d 2 1 Absoption, Energy 0 -CL dmg /energy attack; gain that amount in next damaging energy attack
d 2 2 Absoption, Physical 0 -CL dmg /physical attack; gain that amount in next damaging physical attack
d 2 3 Armor 0 -CL dmg distributed among /energy or /physical attacks
d 2 4 Damage Reduction, Energy, 25% 0 Take x0.75 damage from energy
d 2 5 Damage Reduction, Physical, 25% 0 Take x0.75 damage from physical attacks
d 2 6 Density Increase 2 2/r x2 mass; +2 Str; -2/attack (physical or energy)
d 2 7 Extra Limbs -2 to max +1 arm, +1 tail, +2 legs, or +2 tentacles
d 2 8 Flash Defense -2 to max Resist getting your senses blinded
d 2 9 Force Field 2/r -CL*2 dmg distributed among /energy or /physical attacks
d 2 10 Growth 2 2/r +1 size; +2 Str; +2*CL max hp
d 2 11 Knockback Resistance 0 Take -10*CL' less from TK/Push effects
d 2 12 Life Support, Resist Heat/Cold 0 Resist Heat/Cold
d 2 13 Life Support, Resist Vacuum 0 Resist Vacuum and High Pressure
d 2 14 Missile Deflection 2/r Deflect 1 missile per P attack
d 2 15 Regeneration 0 Regenerate CL hp/s
d 2 16 Stretching 2/t Can attack (CL+3)/4 groups per segment without actually entering them
c 2 1 Dispel 2 2 Dispel a SL 0-2 effect
c 2 2 Drain 2 Target loses -CL to a stat
c 2 3 Energy Blast I 2 [Pick an element] CLd5 dmg of that element (one group, no save)
c 2 4 Entangle 2 Entangle
c 2 5 Flash 2 Blind a sense (Spell save)
d 5 1 Damage Reduction, Energy, 50% 0 Take x0.5 damage from energy
d 5 2 Damage Reduction, Physical, 50% 0 Take x0.5 damage from physical attacks
d 5 3 Density Increase 5 2/r x32 mass; +5 Str; -5/attack (physical or energy)
d 5 4 Growth 5 5/r +2 size; +4 Str; +4*CL max hp
d 5 5 Invisibility 2/r Improved Invisibility
d 5 6 Life Support, Immune Disease 0 Immune Disease
d 5 7 Life Support, Resist Radiation 0 Resist Radiation
d 5 8 Missile Reflection 5/r Reflect 1 missile per P attack
d 5 9 Power Defense -5 to max Resist stat damage, Incantatrix effects, Polymorph effects
d 5 10 Shape Shift 5 Polymorph Self
c 5 1 Dispel 5 5 Dispel a SL 0-5 effect
c 5 2 Ego Attack 5 CLd10 mental dmg (one target, no save)
c 5 3 Energy Blast II 2 [Pick an element] CLd10 dmg of that element (one group, no save)
c 5 4 Force Wall 5/r Solid Wall of Force
c 5 5 Summon 5 Summon a DL V Outer planar creature
c 5 6 Telekinesis 5 TK CL*20' (assuming a Size M creature)
d 8 1 Damage Reduction, Energy, 75% 0 Take x0.25 damage from energy
d 8 2 Damage Reduction, Physical, 75% 0 Take x0.25 damage from physical attacks
d 8 3 Density Increase 8 2/r x256 mass; +8 Str; -8/attack (physical or energy)
d 8 4 Desolidification 8/r You pass through objects as if they weren't there
d 8 5 Growth 8 8/r +3 size; +6 Str; +6*CL max hp
d 8 6 Killing Attack, Hand-to-Hand 8/attack +CL*2 dmg and +CL Con dmg with unarmed attack
d 8 7 Mental Defense -8 to max Resist mental attacks
d 8 8 Multiform 8 Shapechange Self
c 8 1 Dispel 8 8 Dispel a SL 0-8 effect
c 8 2 Energy Blast III 2 [Pick an element] CLd20 dmg of that element (one group, no save)
c 8 3 Mind Control 8 Control M actions (Will save)
c 8 4 Suppress 8/s Target cannot use a particular power (no save)
d 11 1 Damage Reduction, Energy, 90% 0 Take x0.1 damage from energy
d 11 2 Damage Reduction, Physical, 90% 0 Take x0.1 damage from physical attacks
d 11 3 Duplication 8/r There are two of you
d 11 4 Growth 11 11/r +4 size; +8 Str; +8*CL max hp
d 11 5 Magic Defense -11 to max Resist magic
c 11 1 Dispel 11 11 Dispel a SL 0-11 effect
c 11 2 Energy Blast IV 2 [Pick an element] CLd30 dmg of that element (one group, no save)

[PC5] Psionicist Classes Group


[MC2.100] Monster Psi100

Use SL # Power Cost Notes
d 2 1 Psionic Trigger 20/d Contingency for 2 psi powers (still need points)
d 2 2 Telekinetic Barrier 10N /t Take -N/2 dmg per physical or energy attack (max N = level)
d 2 3 Telekinetic Blade 10/r Base damage 1dCL, considered +CL/3 weapon, mental weapon, hits whole group
c 2 1 Automaton 10/r Animate CL objects as DL I Golems (count as your summon)
c 2 2 Cell Adjustment I N Cure/cause N hp, hits 2+CL/9 groups, max N = CL*2
c 2 3 Command 15 Command (Will save), hits 2+CL/9 groups
c 2 4 Domination 15+sum(HD) Domination (Will save), hits 2+CL/9 groups
c 2 5 Molecular Agitation cumul. 3/r 1 dmg /s (1st r), 2 dmg /s (2nd r), etc.; affects 2+CL/9 groups
d 5 1 Controlled Blinking 10/r Blink CL' each segment
d 5 2 Mind Bar 5/d Ench/Charm, Magic Jar, Domination, Invis. can't be used in room (x1 Special)
d 5 3 Psionic Cage 50 Reverse Wards (no one can leave)
c 5 1 Dispel Exhaustion 14 Mental Surgery (1) but all in psi link affected
c 5 2 Energy Control 1/HD Max.=CL/2 in HD damage, must be energy attack, affects everyone in group
c 5 3 Energy Dissipation 40/t Take 3/4 damage from every energy attack
c 5 4 Improved Cell Adj. N Cure/cause N hp, hits 3+CL/9 groups, max N = CL*4
c 5 5 Mass Domination 30+sum(HD) Domination (Will save at -CL), hits 3+CL/9 groups
c 5 6 Mental Surgery 10*lvl 1=Dispel Exhaustion,5=Feeblemind,6=Cure Insanity
c 5 7 Paralysis Bolt 45 Paralysis (Fort save), hits 3+CL/9 groups
c 5 8 Telekinesis 9/r Telekinesis CL*10' falling dmg (assuming size M); affects 2+CL/9 groups
d 8 1 Preservation 150 1=Preserve,2=Trap Soul,5=Permanency,7=Stasis; affects 2+CL/9 groups
d 8 2 Psionic Amplification 8*Mult Multiplies a power; Max.=level/4+1
d 8 3 Psionic Disruption 40/r No psi powers (any freq.) can be used in 50'r
d 8 4 Suppression 3/r Cannot use or be affected by psionics, all psi effects drop
c 8 1 Death Stare 225 Death or Stun 2d4r (if over 2*level HD) (Fort save); affects 2+CL/9 groups
c 8 2 Energy Cancel 3/HD Max.=CL/2 in HD damage, cancels whole effect, you don't need to be in that group
c 8 3 Limited Wish 320 Limited Wish (as spell)
c 8 4 Severance 60*SL Save; stops use of any 1 ability in creature; affects 2+CL/9 groups
d 11 1 Energy Dampen 1/HD/d Permanent Energy Cancel on self or 100'cu area
d 11 2 Wrestling Spirit 60/r Know and can use all Professional Wrestling powers
d 11 3 X7 Element 700 Casts any one X7 grand
c 11 1 Cellular Heal/Harm X up to X targets: Heal or Harm X% of max hp
c 11 2 Counterspell 40*SL [0 action to use] Counters a Magic/Psi/Innate
c 11 3 Mental Deceleration 200*N Target loses next N mental actions (no save); affects 1+CL/9 groups
c 11 4 Physical Deceleration 100*N Target loses next N physical actions (no save); affects 1+CL/9 groups
c 11 5 Telekinetic Crush 2*X X*X*X telekinetic damage (no save); affects 1+CL/9 groups
c 11 6 Wish 480 Wish (as spell), or any Psi200 Dev/Sci/High Sci

[PC5] Psionicist Classes Group


Ethereal Repair60

Level KXP Psi60
mMG SU
1 0.5 (owe) 1-- --
2 6 2-- --
3 18 2-- --
4 54 3-- --
5 108 3-- --
6 216 31- --
7 343 32- --
8 512 32- --
9 729 33- --
10 1000 33- --
11 1300 331 --
12 1600 332 --
13 1900 332 --
14 2200 432 --
15 2500 433 --
16 2800 433 --
17 3100 443 --
18 3400 443 1-
19 3700 443 2-
20 4000 443 3-
21 4300 443 3-
22 4600 444 3-
23 4900 444 3-
24 5200 444 4-
25 5500 444 4-
26 5800 444 4-
27 6100 544 4-
28 6400 544 4-
29 6700 554 41
30 7000 554 42
31 7300 555 43
32 7600 555 44
33 7900 555 54
34 8200 555 54
35 8500 555 55
36 8800 665 55
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  3  8  2  3  1  0  1
+2  5  4  8  2  3  1  0  2
+3  6  4  8  3  4  2  0  2
+4  6  5  8  3  4  2  1  3
+5  6  5  9  3  4  2  1  3
+6  6  6  9  4  5  3  1  4
+7  7  6  9  4  5  3  2  4
+8  7  7  9  4  5  4  2  5
+9  7  7 10  5  6  4  2  5
+10  7  8 10  5  6  4  3  6
+11  8  8 10  5  6  5  3  6
+12  8  9 10  6  7  5  3  7
+13  8  9 11  6  7  6  4  7
+14  8 10 11  6  7  6  4  8
+15  9 10 11  7  8  6  4  8
+16  9 11 11  7  8  7  5  9
+17  9 11 12  7  9  7  5  9
+18  9 12 12  8  9  8  5 10
Requisites: Str 6+level, Dex 3+level, Con 2+level,
Int 5+level, Wis 4+level, Chr 1+level
Alignment: any
HD/level: & 2d3
Weapon Prof.: & 6+level/6
To Hit Table: Mon
Save Table: Psi
Reference: DM {Double Planeshifted Astral Construct3}
Groups: Priest, Psionicist, Monster, Alternate
 
Gets Psi60 powers, see [Q60]. Gets Str or Wis bonus to the progression.
P60Ps = Str + Int + Wis - 36 +level*5.
Also gets 1 ERP (Ethereal Repair Point) per level. These ERPs return at a rate of LVL/4+1 per turn, round down.
Level 1: Everyone in your group (including yourself and enemies) needs a +1 weapon to hit them.
Level 1: You may use Ethereal Projection.
Level 1: Pick an ability below. Even though these mechanics are "5th edition"-like, these are not "5th edition" picks for Custom5.
   I. ½M, 1 ERP: Cure 10*LVL hp to one target.
   II. 1M, 1 ERP: Repair a x0 or x1 magic item.
   III. 1M, 1 ERP: Remove a Trap (100+25*LVL%) (-100% per multiplier beyond x1).
Level 2: Pick another ability from I-III above. If you pick an ability more than once, M action costs go to V, V costs go to 0 (zero action).
Level 3: Pick another ability from I-III above. If you pick an ability more than once, M action costs go to V, V costs go to 0 (zero action).
Level 5: Pick an ability below:
   IV. ½M, 2 ERP: Cure 10*LVL hp to one group.
   V. 1M, 2 ERP: Add a charge to an item.
   VI. 1M, 2 ERP: Remove a Trick (25*LVL%) (-100% per multiplier beyond x1).
Level 6: Pick another ability from I-VI above. If you pick an ability more than once, P action costs go to V, V costs go to 0 (zero action).
Level 7: Pick another ability from I-VI above. If you pick an ability more than once, P action costs go to V, V costs go to 0 (zero action).
Level 9: Pick an ability below:
   VII. ½M, 3 ERP: Restore an effect that was dispelled within the last round.
   VIII. 1M or 1bM, 3 ERP: Heal a summon or animal companion
   IX. 1M, 3 ERP: Remove a Special (-100+25*LVL%) (-100% per multiplier beyond x1).
Level 10: Pick another ability from I-IX above. If you pick an ability more than once, P action costs go to V, V costs go to 0 (zero action).
Level 11: Pick another ability from I-IX above. If you pick an ability more than once, P action costs go to V, V costs go to 0 (zero action).

[PC5] Psionicist Classes Group


Basic Psi60 Information

P60Ps = Str + Int + Wis - 36 +level*6.
Treat Wild Talents as level 0 for this calculation, elsewhere (for CL and ML) use level/2 (round up).
1 P60P = 10 PSPs (Psi1 or Psi2) for conversion purposes.
 

Psi60 Minor Powers

Name Field Targ Type Drain P60Ps Notes
Armor Manip 3 Phys L3 3 Melee:+LVL AC, -LVL/2 dmg per hit
Combat Sense (personal) Detect 2 Phys L2 2 +LVL move rate, +LVL TH
Cure Light Wounds Health Con Phys L1 1 Cure 1d8+LVL hp
Detect Psionics Detect R-1 Ment L2 2 Gives freq. & field of psi
Enhanced Touching Detect 4 Ment L1 1 +LVL foot reach
Ethereal Perception Detect 0 Ment L0 0 Ethereal Perception
Inaudibility Illus Int Ment L2 2 Move Silently 25*LVL%
N-ray Gem Detect 3 Phys L2 2 Gem of N-ray vision (LVL')
Person Mask Illus Cml Ment L2 2 Alters appearance, Chr resists
Slide Item Manip W Phys L2 2 Caster controls left+right
Stun Touch Combat Wis Ment L1 1 LVL*5 dmg + stun (save)
Treat Mental Drain Health 7 Ment L34 34 regain 10*succ% Psi (all freq)

[PC5] Psionicist Classes Group


Psi60 Major Powers

Name Field Targ Type Drain P60Ps Notes
Anti-Missile Barrier Manip 4 Phys M2 4 Ranged: +LVL/2 AC, -LVL dmg per hit/succ
Avoid Trap Manip 4 Phys M1 2 You avoid a trap (doesn't include others)
Blink Manip R-2 Phys M4 8 Blink (controlled)
Clairnasience Detect R+1 Ment M1 2 Clairnasience,can move
Combat Sense Detect 3 Phys M2 4 +LVL move rate, +LVL TH to group
Control Undead Manip Str Ment M4 8 Caster controls ½P action/succ
Cure Moderate Wounds Health Con Phys M1 2 Cure 3d8+3*LVL hp
Detect Life Detect R+2 Ment M1 2 Chr resists,mult.targets
Ethereal Projection Health 0 Ment M0 0 Ethereal Projection
Ethereal Psi Fingers Manip 4 Phys M2 4 1 Str,1 Dex/succ
Ethereal Touch Combat Int Phys M2 4 LVL random stat damage
Gaseous/Reverse Gaseous Manip Str Phys M6 12 Gaseous Form (or Hold Vapor)
Grayout Illus Int Ment M2 4 Blast:Cause Deafness(as spell)
Light/Darkness Manip 3 Phys M1 2 Modifies light in area
Passwall Manip 3 Ment M1 2 Passwall
Toxin Health Con Phys M3 6 Poison (as spell)

Psi60 Grand Powers

Name Field Targ Type Drain P60Ps Notes
AEther Bolt Manip 4 Phys S4 12 LVL*10 dmg AEther, ignores PsiR
Cure Insanity Health Con Phys S3 9 Cure Insanity
Cure Serious Wounds Health Con Phys S1 3 Cure 6d8+6*LVL hp
Deathly Glow Health Cml Phys S2 6 LVL Cml damage, other people think target is Undead
Detect [cr. type] (ext.) Detect R-2 Ment S3 9 Int resists,mult.targets
Detect Life (ext.) Detect R Ment S2 6 Chr resists,mult.targets
Detect Positive Energy Detect Chr Ment S1 3 Detect Positive Energy
Dimension Walk Manip 6 Phys S3 9 Ps1N "Dimension Walk"
Insanity Illus Int Phys S1 3 Cause Insanity (save)
Luck Detect 4 Ment S2 6 Gains +1(+5%)*LVL on 1 action
Movement Manip Dex Phys S3 9 Gives +1V action
Nether Bolt Manip 3 Phys S3 9 LVL*10 dmg Nether, vile damage
Nightvision Detect 4 Ment S1 3 Can see in magical/psi darkness
Poltergeist Manip 4 Phys S2 6 Objects fly around, LVL dmg /s
Turn to Smoke Manip Con Phys S6 18 Polymorphs target to smoke (save)
Wraithform Manip Chr Phys S1 3 Wraithform

[PC5] Psionicist Classes Group


Psi60 Super Powers

Name Field Targ Type Drain P60Ps Notes
Ethereal Seeing Detect 9 Ment D1 4 Clairvoyance to Ethereal Plane
Ethereal Static/Fog Manip 6 Ment D3 12 -LVL to all actions in area
Barrier Manip 5 Phys D2 8 Wall that blocks psionics (1 way)
Decrease Comeliness Health Cml Ment D1 4 -LVL Cml to target
Decrease Luck Health Luck Phys D3 12 -LVL Luck to target, each beyond Luck=0 is -1 all actions
Decrease HNCL Health HNCL Phys D5 20 -LVL HNCL to target, each beyond HNCL=0 is -0.1 to Multiplier
Detect Friends (ext.) Detect R-1 Ment D2 8 Locates closest friendly person (not in party)
Cureall Health Con Phys D2 8 Cureall
Increase Comeliness Health Cml Ment D1 4 +LVL Cml to target
Increase Luck Health Luck Phys D3 12 +LVL Luck to target
Increase HNCL Health HNCL Phys D5 20 +LVL HNCL and +LVL/2 CL to target
Phantasmagoria Illus 5 Ment D5 20 as spell
Probability Travel Manip 6+# Phys D4 16 Ps1N "Probability Travel"
Telekinesis Manip 4+# Phys D3 12 TK LVL*10' falling damage area
Treat Deadly Wounds Health Con Phys D1 4 Cure 10d6+10*LVL hp (can go up to 60+10*LVL above max)

Psi60 Ultra Powers

Name Field Targ Type Drain P60Ps Notes
Creation Bolt Combat 20 Phys X10 50 (Str+Int) resists, Creation
SpellGate Manip N*3 Phys X2 10 SpellGate (can cast spells through it, but it's 2-way)
Super Unluck Detect 5 Ment X3 15 Choose result on next die roll on enemy

[PC5] Psionicist Classes Group


Ethereal Shaman60

Level KXP Psi60
mMG SU
1 0 1-- --
2 10 2-- --
3 20 2-- --
4 30 2-- --
5 40 21- --
6 50 22- --
7 60 22- --
8 100 22- --
9 200 221 --
10 300 222 --
11 400 322 --
12 500 322 --
13 600 332 --
14 1000 332 --
15 1600 333 --
16 2200 433 1-
17 2800 433 2-
18 3400 443 3-
19 4000 443 3-
20 4600 444 3-
21 5200 444 3-
22 5800 444 4-
23 6400 444 4-
24 7000 444 4-
25 7600 544 4-
26 8200 544 4-
27 8800 554 41
28 9400 554 42
29 10000 555 43
30 10600 555 44
31 11200 555 54
32 11800 555 54
33 12400 555 55
34 13000 665 55
35 13600 666 55
36 14200 666 66
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  8  2  3  1  0  1
+1  5  4  8  2  3  1  0  2
+1  6  4  8  3  4  2  0  2
+2  6  5  8  3  4  2  1  3
+3  6  5  9  3  4  2  1  3
+3  6  6  9  4  5  3  1  4
+4  7  6  9  4  5  3  2  4
+5  7  7  9  4  5  4  2  5
+5  7  7 10  5  6  4  2  5
+6  7  8 10  5  6  4  3  6
+7  8  8 10  5  6  5  3  6
+7  8  9 10  6  7  5  3  7
+8  8  9 11  6  7  6  4  7
+9  8 10 11  6  7  6  4  8
+9  9 10 11  7  8  6  4  8
+10  9 11 11  7  8  7  5  9
+11  9 11 12  7  9  7  5  9
+11  9 12 12  8  9  8  5 10
Requisites: Str 9, Int 9, Wis 9
Alignment: any
HD/level: d6
Weapon Prof.: 4+level/2
To Hit Table: Pri
Save Table: Psi
Reference: DM {Planeshifted Astral Shaman30}
Groups: Wizard, Psionicist, Alternate
 
Gets Psi60 powers, see [Q60]
Level 1: 1M, level/d: Summon a (normal element) elemental of 4*level HD.
Level 1: 1V, sacrifice an elemental you control: Add (the elemental's HD)/4 spell levels to your memorization, or add (the elemental's HD)/2 to the caster level of your next spell.
Level 7: You may summon para elementals using the summon ability (Level 1).
Level 13: You may summon quasi elementals using the summon ability (Level 1).
Level 19: You may summon semi elementals using the summon ability (Level 1).
Level 25: You may summon chemical elementals using the summon ability (Level 1).

[PC5] Psionicist Classes Group


Basic Psi60 Information

P60Ps = Str + Int + Wis - 36 +level*6.
Treat Wild Talents as level 0 for this calculation, elsewhere (for CL and ML) use level/2 (round up).
1 P60P = 10 PSPs (Psi1 or Psi2) for conversion purposes.
 

Psi60 Minor Powers

Name Field Targ Type Drain P60Ps Notes
Armor Manip 3 Phys L3 3 Melee:+LVL AC, -LVL/2 dmg per hit
Combat Sense (personal) Detect 2 Phys L2 2 +LVL move rate, +LVL TH
Cure Light Wounds Health Con Phys L1 1 Cure 1d8+LVL hp
Detect Psionics Detect R-1 Ment L2 2 Gives freq. & field of psi
Enhanced Touching Detect 4 Ment L1 1 +LVL foot reach
Ethereal Perception Detect 0 Ment L0 0 Ethereal Perception
Inaudibility Illus Int Ment L2 2 Move Silently 25*LVL%
N-ray Gem Detect 3 Phys L2 2 Gem of N-ray vision (LVL')
Person Mask Illus Cml Ment L2 2 Alters appearance, Chr resists
Slide Item Manip W Phys L2 2 Caster controls left+right
Stun Touch Combat Wis Ment L1 1 LVL*5 dmg + stun (save)
Treat Mental Drain Health 7 Ment L34 34 regain 10*succ% Psi (all freq)

[PC5] Psionicist Classes Group


Psi60 Major Powers

Name Field Targ Type Drain P60Ps Notes
Anti-Missile Barrier Manip 4 Phys M2 4 Ranged: +LVL/2 AC, -LVL dmg per hit/succ
Avoid Trap Manip 4 Phys M1 2 You avoid a trap (doesn't include others)
Blink Manip R-2 Phys M4 8 Blink (controlled)
Clairnasience Detect R+1 Ment M1 2 Clairnasience,can move
Combat Sense Detect 3 Phys M2 4 +LVL move rate, +LVL TH to group
Control Undead Manip Str Ment M4 8 Caster controls ½P action/succ
Cure Moderate Wounds Health Con Phys M1 2 Cure 3d8+3*LVL hp
Detect Life Detect R+2 Ment M1 2 Chr resists,mult.targets
Ethereal Projection Health 0 Ment M0 0 Ethereal Projection
Ethereal Psi Fingers Manip 4 Phys M2 4 1 Str,1 Dex/succ
Ethereal Touch Combat Int Phys M2 4 LVL random stat damage
Gaseous/Reverse Gaseous Manip Str Phys M6 12 Gaseous Form (or Hold Vapor)
Grayout Illus Int Ment M2 4 Blast:Cause Deafness(as spell)
Light/Darkness Manip 3 Phys M1 2 Modifies light in area
Passwall Manip 3 Ment M1 2 Passwall
Toxin Health Con Phys M3 6 Poison (as spell)

Psi60 Grand Powers

Name Field Targ Type Drain P60Ps Notes
AEther Bolt Manip 4 Phys S4 12 LVL*10 dmg AEther, ignores PsiR
Cure Insanity Health Con Phys S3 9 Cure Insanity
Cure Serious Wounds Health Con Phys S1 3 Cure 6d8+6*LVL hp
Deathly Glow Health Cml Phys S2 6 LVL Cml damage, other people think target is Undead
Detect [cr. type] (ext.) Detect R-2 Ment S3 9 Int resists,mult.targets
Detect Life (ext.) Detect R Ment S2 6 Chr resists,mult.targets
Detect Positive Energy Detect Chr Ment S1 3 Detect Positive Energy
Dimension Walk Manip 6 Phys S3 9 Ps1N "Dimension Walk"
Insanity Illus Int Phys S1 3 Cause Insanity (save)
Luck Detect 4 Ment S2 6 Gains +1(+5%)*LVL on 1 action
Movement Manip Dex Phys S3 9 Gives +1V action
Nether Bolt Manip 3 Phys S3 9 LVL*10 dmg Nether, vile damage
Nightvision Detect 4 Ment S1 3 Can see in magical/psi darkness
Poltergeist Manip 4 Phys S2 6 Objects fly around, LVL dmg /s
Turn to Smoke Manip Con Phys S6 18 Polymorphs target to smoke (save)
Wraithform Manip Chr Phys S1 3 Wraithform

[PC5] Psionicist Classes Group


Psi60 Super Powers

Name Field Targ Type Drain P60Ps Notes
Ethereal Seeing Detect 9 Ment D1 4 Clairvoyance to Ethereal Plane
Ethereal Static/Fog Manip 6 Ment D3 12 -LVL to all actions in area
Barrier Manip 5 Phys D2 8 Wall that blocks psionics (1 way)
Decrease Comeliness Health Cml Ment D1 4 -LVL Cml to target
Decrease Luck Health Luck Phys D3 12 -LVL Luck to target, each beyond Luck=0 is -1 all actions
Decrease HNCL Health HNCL Phys D5 20 -LVL HNCL to target, each beyond HNCL=0 is -0.1 to Multiplier
Detect Friends (ext.) Detect R-1 Ment D2 8 Locates closest friendly person (not in party)
Cureall Health Con Phys D2 8 Cureall
Increase Comeliness Health Cml Ment D1 4 +LVL Cml to target
Increase Luck Health Luck Phys D3 12 +LVL Luck to target
Increase HNCL Health HNCL Phys D5 20 +LVL HNCL and +LVL/2 CL to target
Phantasmagoria Illus 5 Ment D5 20 as spell
Probability Travel Manip 6+# Phys D4 16 Ps1N "Probability Travel"
Telekinesis Manip 4+# Phys D3 12 TK LVL*10' falling damage area
Treat Deadly Wounds Health Con Phys D1 4 Cure 10d6+10*LVL hp (can go up to 60+10*LVL above max)

Psi60 Ultra Powers

Name Field Targ Type Drain P60Ps Notes
Creation Bolt Combat 20 Phys X10 50 (Str+Int) resists, Creation
SpellGate Manip N*3 Phys X2 10 SpellGate (can cast spells through it, but it's 2-way)
Super Unluck Detect 5 Ment X3 15 Choose result on next die roll on enemy

[PC5] Psionicist Classes Group


Fortune Teller10

Level KXP Wizard++Psi10
123 456 789 A
1 0 1-- --- --- -
2 2.5 20- --- --- -
3 5 21- --- --- -
4 10 320 --- --- -
5 25 321 --- --- -
6 50 432 0-- --- -
7 100 432 1-- --- -
8 250 543 20- --- -
9 500 543 21- --- -
10 1000 654 320 --- -
11 1500 654 321 --- -
12 2000 765 432 0-- -
13 2500 765 432 1-- -
14 3000 776 543 20- -
15 3500 776 543 21- -
16 4000 777 654 320 -
17 4500 777 654 321 -
18 5000 777 765 432 0
19 5250 777 776 543 1
20 5500 777 777 654 2
21 5750 777 777 765 3
22 6000 777 777 776 4
23 6250 777 777 777 5
24 6500 777 777 777 6
25 6750 777 777 777 7
26 7000 888 877 777 7
27 7250 888 888 877 7
28 7500 888 888 888 7
29 7750 888 888 888 8
30 8000 999 988 888 8
31 8250 999 999 988 8
32 8500 999 999 999 8
33 8750 999 999 999 9
34 9000 AAA A99 999 9
35 9250 AAA AAA A99 9
36 9500 AAA AAA AAA A
TH Saves
PD RS PP BW Sp Fo Re Wi
-1  5  3  8  2  3  1  1  1
-1  5  4  8  2  3  1  1  2
-1  6  4  8  3  4  2  2  2
-1  6  5  8  4  4  2  2  3
+0  7  5  9  5  4  3  2  3
+0  8  6  9  6  5  3  3  4
+0  8  6  9  7  5  4  3  4
+0  9  7  9  8  6  4  4  5
+1 10  8 10  9  7  5  4  5
+1 11  8 10 10  7  5  4  6
+1 11  9 10 11  8  6  5  6
+1 12 10 11 12  9  6  5  7
+2 13 11 12 13 10  7  6  7
+2 14 11 13 14 10  7  6  8
+2 14 12 13 14 11  8  6  8
+2 14 12 14 14 11  8  7  9
+3 14 13 14 14 12  9  7  9
+3 15 13 14 14 12  9  8 10
Requisites: Int 15, Wis 10, Chr 15
Alignment: any
HD/level: d3
Weapon Prof.: 1+level/5
To Hit Table: Psi
Save Table: Wiz/Psi
Reference: DM, Roger
Groups: Wizard, Psionicist, PCDesigned
 
Casts Wizard spells or Psi10 powers. You get this progression twice, once for Wizard, once for Psi10. It is not one shared progression.
 
The Wizard progression gets Int bonus. Specialized in Enchantment/Charm (no opposite). Can cast Priest Numbers or Thought spells as if they were Wizard spells.
 
The Psi10 progression gets Chr bonus. Specialized in Empathy discipline. Psi10 PSPs = (LVL+Int+Wis+Chr-25)*5. Can "material component" Psi10 powers, by using 1V action.

[PC5] Psionicist Classes Group


Basic Psi10 Information

Psi10 (class) PSPs = (LVL+Int+Wis-20)*5
Psi10 (wild) PSPs = (LVL+Int+Wis-13)*2
 
1 Psi10 PSP = 2 Psi1 PSPs. Points are regained at (Int+Wis)/2 per hour, or (total multipliers of beings within 100') per hour
 
Disciplines: Empa = Empathy, Pyro = Pyromancy, Somn = Somniomancy, Telep = Telepathy, TK = Telekinetics
 
Powers marked with an asterisk ( * ) can be used as a 0 action.
 
Level requirement for SL's for Wild Talents:
SL1=1, SL2=4, SL3=8, SL4=12, SL5=17, SL6=22
 
Wild Talent Progression:
 
Int+Wis+level Psi10
123 456
14-18 2-- ---
19-21 4-- ---
22-24 6-- ---
25-30 71- ---
31-35 82- ---
36-40 93- ---
41-45 A31 ---
46-50 A42 ---
51-55 A53 ---
56-60 A63 1--
61-65 A64 2--
66-70 A74 3--
71-75 A84 31-
76-80 A85 32-
81-85 A85 43-
86-90 A95 431
91-95 A96 432

[PC5] Psionicist Classes Group


Psi10 First Level Powers (minors)

# Name Disc. PSPs Effect Source
1 Affect Normal Fires Pyro 1/r Affect Normal Fires RAPsi
2 Awaken Somn 2 Wakes someone up (removes a sleep effect) RAPsi
3 Detect Evil Empa 3 Detect Evil 3r RAPsi
4 Detect Lie * Telep 2/r Detect Lie RAPsi
5 Detect Lie II * Empa 3 Detect Lie 1r, Undetectable Lie doesn't work, instead gives save (at +5 bonus) RAPsi
6 Dispel Exhaustion Telep 5 Target heals 25% of damage taken RAPsi
7 Distract Telep 5/r Target cannot cast spells (save vs. spell) RAPsi
8 Dream Interpretation Somn 2 Interprets a dream; gives some insight RAPsi
9 Extrasensory Scan Telep 2/r Detect Life, Detect Psionics RAPsi
10 Feather Fall * TK 2/r Feather Fall RAPsi
11 Heat I Pyro 1/r Target takes 1d4 dmg /r RAPsi
12 Hide Emotion * Telep 3/r Undetectable emotion; immune ESP; +3 saves vs. emotion-changing effects RAPsi
13 Ignite Pyro 4 Burns an object (item save vs. fire) RAPsi
14 Instant Sleep Somn 1 Caster goes to sleep; gets x1.5 benefit per unit time RAPsi
15 Lift TK w*S/r TK up/down only; w = ln(weight in lbs.); S = ln(speed in ") RAPsi
16 Light Pyro 3/r Light RAPsi
17 Manipulate TK D/r Fine-control TK; max weight = CL lbs.; D = Dex score desired (max = Wis) RAPsi
18 Melt Pyro 5/r Melts an object (item save vs. fire), metal armors get -2 AT RAPsi
19 Resistance to Sleep Somn 2/h Immune Sleep RAPsi
20 Sleeping Awareness Somn 1/h Aware of surroundings while sleeping RAPsi
21 Sleeping Levitation Somn 1/h Levitate while sleeping (do not need to sleep on ground) RAPsi
22 Slide TK ½*w*S/r TK horizontal across floor only (max incline = CL*5°); same w and S as Lift RAPsi
23 Spook Telep 5 Fear (save vs. spell at -CL/3) RAPsi
24 Suggest Telep 8 Suggestion (save) RAPsi
25 Tongues * Telep 3/r Tongues RAPsi
26 Wakefulness Somn 1/d Need not sleep; doesn't gain natural resets while not sleeping RAPsi

[PC5] Psionicist Classes Group


Psi10 Second Level Powers (minors)

# Name Disc. PSPs Effect Source
1 Active Telepathy Telep 5/r Telepathy RAPsi
2 Beam of Light Pyro 5/r Line of Blindness (all in area save vs. spell or blinded) RAPsi
3 Bend TK ½*S/r Bend an object; S = Str score desired (max = Int) RAPsi
4 Break TK S/r Break an object (item save); S = Str score desired (max = Int) RAPsi
5 Chameleon * Telep 7/r +4 set Chr RAPsi
6 Confuse Telep 14 Confusion (save) RAPsi
7 Contingency Awaken Somn 3 Set a contingency for conditions to wake up RAPsi
8 Cool * Pyro 8/r Keeps object at a normal temperature; Imm. to increase temperature change RAPsi
9 Darkness Pyro 7/r Darkness (can target someone to blind them, they get a save) RAPsi
10 Detect Charm * Empa 8 Detect Charm,Suggestion,Domination,Control Actions,Magic Jar,Geas,Quest RAPsi
11 Detect Motive * Telep 10 Gives motive for why someone is asking the way he is RAPsi
12 Dream Somn 3 Sleeping target has a dream (caster has no control) RAPsi
13 Emotion Read Telep 10 Read emotional state RAPsi
14 Empathy Empa 10 Sense needs, drives, emotions of target RAPsi
15 Enforced Sleep Somn 2/target Sleep 3*CL r (save vs. spell); max HD affected /target = CL RAPsi
16 Extinguish Pyro 10 Puts out a fire, or dispel a fire-based spell (Wall of Fire, Fire Shield, etc.) RAPsi
17 False Emotion * Telep 7/r Give off a false emotional state, true emotion is undetectable RAPsi
18 Fear Telep 17 Fear (save vs. spell at -CL/3); Fumble (save vs. spell) RAPsi
19 Feeblemind Telep 10 Feeblemind (save) RAPsi
20 Fire Protection * Pyro 8/r Resist Fire RAPsi
21 Floating Disc TK w/r Floating Disc; w = log(weight in lbs.) RAPsi
22 Healing Empa 15 Take X dmg, which regen at 1 hp/r: Target is cured X hp (max X = 24) RAPsi
23 Homeostasis * Pyro 1/r Resist non-magical Heat and Cold RAPsi
24 Intensify Fire * Pyro 10/r Doubles the damage of an existing fire effect RAPsi
25 Jump * TK J Jump J" (max J = CL*4) RAPsi
26 Know Alignment * Telep 12 Know Alignment RAPsi
27 Levitate TK 5/r Levitation RAPsi
28 Message Somn 4 Sends a message; same plane RAPsi
29 Mind Read * Telep 20/r Read surface thoughts of target RAPsi
30 Pain Erase Telep 8/r Target heals 25% of damage taken; Take only 75% of damage received RAPsi
31 Pillar of Fire Pyro 10/r Makes a column of fire (10' wide by 10*CL' high), 1d10 dmg RAPsi
32 Prolonged Wakefulness Somn 2/d Need not sleep; only 1 natural reset per 2 days while not sleeping RAPsi
33 Push TK ½*S/r Push an object; S = Str score desired (max = Int) RAPsi
34 Remove Fear Telep 8 Remove Fear RAPsi
35 Shield * TK A/r AT +10+A source (max A = CL) RAPsi
36 Talk in Sleep Somn 4 Sleeping target talks in his sleep (presumably about his dream) RAPsi
37 Troubled Sleep Somn 4/h Fear (save vs. spell); if sleeping, target has nightmares RAPsi
38 Untroubled Sleep Somn 2/h Cannot be targetted by Somniomancy effects while sleeping RAPsi
39 Warmth * Pyro 8/r Keeps object at a normal temperature; Imm. to decrease temperature change RAPsi
40 Wind TK 3/r Gust of Wind RAPsi

[PC5] Psionicist Classes Group


Psi10 Third Level Powers (majors)

# Name Disc. PSPs Effect Source
1 Accelerated Sleep Somn 4/h While sleeping/resting, get x(CL+4)/5 benefit per unit time RAPsi
2 Alertness Somn 3/h Target has half chances of surprise RAPsi
3 Animal Communication * Telep 12/r Speak with Animals RAPsi
4 Automaton Telep 21/r Control target's V actions (save) RAPsi
5 Burn Pyro 13 Target takes (4+CL/3)d6 fire dmg (save:½) RAPsi
6 Chill Metal Pyro 11 Chill Metal RAPsi
7 Clairvoyant Dreaming Somn 10 Clairvoyance (caster is sleeping while doing this) RAPsi
8 Comprehend Languages Empa 7/r Comprehend Languages RAPsi
9 Confound * Telep 15/r Telepathy/ESP/etc. on you give false set of thoughts RAPsi
10 Control Telep 30/r Control target's P actions (save); Caster cannot use M actions RAPsi
11 Crush TK 10 Crush an item (item save vs. crushing blow) RAPsi
12 Detect Invisible Creatures Telep 15/r Detect Life; Detect Invisibility; Detect Dust of Disappearance RAPsi
13 Dream Protection Somn 5/h Immune to Somniomancy effects while sleeping RAPsi
14 Emotion Write Telep 9/r Change target's emotional state (save) RAPsi
15 Enforced Wakefulness Somn 1/3t Target cannot sleep (and does not get natural resets) RAPsi
16 Fire Curtain Pyro 9/r Circular wall of fire around caster, 3d6 dmg RAPsi
17 Fire Missiles Pyro 10 Shoot (CL-2)/2 fire missiles, each does 1d4+1 fire dmg RAPsi
18 Freeze Pyro 13 Target takes (4+CL/3)d6 cold dmg (save:½) RAPsi
19 Ground * Pyro 8/r Immune Lightning, must be touching the ground RAPsi
20 Heat Metal Pyro 11 Heat Metal RAPsi
21 Heat Ray Pyro 12 Line, all in area CLd6 heat dmg (save:½), immunity to non-magical heat works RAPsi
22 Hold Telep 5/r Hold Monster (save) RAPsi
23 Identification Somn 15 Identify any x1 item (magic, psi, techonology, etc.) RAPsi
24 Impact TK 12 (CL+3)d8 telekinetic dmg; one target; no save RAPsi
25 Insanity Telep 16/r Target gets Int set to 3; Insanity (save for each) RAPsi
26 Know Alignment II * Empa 17 Know Alignment, Unknowable Alignment doesn't work, instead gives a save RAPsi
27 Locale Somn 12 Gives Local Area Knowledge (as per proficiency) in unknown area RAPsi
28 Masks * Telep 20/r Immune Telepathy/ESP/etc. RAPsi
29 Pain Block Telep 15/r Target heals 50% of damage taken; Take only 50% of damage received RAPsi
30 Rapport Telep 10/r Telepathy, can read target's memories RAPsi
31 Remote Sensing Telep 17/r Have access to all senses of the target RAPsi
32 Remove Fear II Empa 8 Remove Fear, target is immune to fear for 1 turn RAPsi
33 Shatter TK 6 Crush an item (item save vs. crushing blow); only vs. size S or smaller items RAPsi
34 Sleeping Automaton Somn 15 Control P and V actions on a sleeping target RAPsi
35 Static Charge Pyro 10 Target takes (2+CL/3)d4 lightning dmg, this effect can be Delayed Blasted RAPsi
36 Throw TK 8 Throw a small object to deal (CL+4)d6 dmg to a target (don't need to roll to hit) RAPsi
37 Ventriloquism * Telep 18/r Ventriloquism RAPsi
38 Wall of Fire Pyro 13 Wall of Fire, 3d6 dmg RAPsi

[PC5] Psionicist Classes Group


Psi10 Fourth Level Powers (majors)

# Name Disc. PSPs Effect Source
1 Agony Telep 10/r -3 Int, -4 Wis, -3 saves, -3 TH, -3 dmg, can't use magic/psi, slow (save each) RAPsi
2 Chill TK w*T/r Lower temperature in object; w = ln(weight in lbs.); T = ln(change °F) RAPsi
3 Dream Projection Somn 10 Can control details of a sleeping target's dream RAPsi
4 Dream Reading Somn 6/r Can view the dreams of sleeping target RAPsi
5 Dream Suggestion Somn 18 Suggestion (CL/2 saves vs.spell) RAPsi
6 Energy Armor * Pyro 7/r AT +10 source, destroy any weapon that strikes you (save vs. lightning) RAPsi
7 Fire Stream Pyro 18/r Choose 1 target within 120' per segment, it takes 6d6 fire dmg (save:½) RAPsi
8 Forerunners Somn 16 Precognition (caster is sleeping this segment) RAPsi
9 Friends * Empa 15 Set Chr 19 for CL/3 turns RAPsi
10 Heat II TK w*T/r Raise temperature in object; w = ln(weight in lbs.); T = ln(change °F) RAPsi
11 Kinetic Wall TK 8/r Immobile wall that blocks missile and melee weapons; must spend 1V to pass RAPsi
12 Masquerade Empa 1/h Caster has the mind-set and thought patterns of another RAPsi
13 Memory Read Telep 8/r Read memories of target RAPsi
14 Memory Protection * Telep 5/r Immune to Memory stealing, mind reading, Capital E Extract RAPsi
15 Mental Erasure Telep 30 Forget (save at -5-CL/3) RAPsi
16 Mental Guard Somn 12/h Imm. Charm,Confusion,Fear,Feeblemind,Possession,Soul Trap,Suggestion RAPsi
17 Nightmare Somn 18 Target does not gain next natural reset, takes 1d10 dmg (save vs. spell) RAPsi
18 Power Shift * Telep 1/d Your psionic powers appear to be a different form of energy (magic, innate, etc.) to Detection effects DM
19 Scare Empa 15 Fear 1d3+CL/2 r, target must save every round (even if made previous saves) RAPsi
20 Sensitivity to Psychic Imp. Empa 20 Sensitivity to Psychic Impressions RAPsi
21 Sleep of Healing Somn 21 Target sleeps this segment, cure CL/2 hp, disease, blind, feeblemind, insanity RAPsi
22 Slow TK 3/r Slow; -1P action (save for each) RAPsi
23 Stasis * Somn 18 Feign Death (can be used on willing others) RAPsi
24 Static Discharge Pyro 35 All in caster's group (except caster) take (10+CL/3)d6 lightning dmg (save:½) RAPsi
25 Waking Nightmare * Somn 5/r Target is immune to emotion changes and hallucinations RAPsi
26 Walking Sleep Somn 10/h Target is fully aware and can use Z and V actions while asleep RAPsi

[PC5] Psionicist Classes Group


Psi10 Fifth Level Powers (grands)

# Name Disc. PSPs Effect Source
1 Charm Person Empa 15 Charm Person (make CL saves) RAPsi
2 Cleave * TK N/r Mental weapon: Use 1M to get #Att=2, dmg=1dN, considered +N/5 wpn RAPsi
3 Dream of Communion Somn 30 Contact other Plane (caster is sleeping this segment) RAPsi
4 Dream Quest Somn 30 Quest/Geas (save vs. spell) RAPsi
5 Dream Travel Somn 50 Teleport (same plane) (caster is sleeping this segment) RAPsi
6 Fire Blast Pyro 26 One group takes (8+CL/5)d6 fire dmg (save:½) RAPsi
7 Fire Strands Pyro 22 Web spell, everyone within takes Xd6 dmg /r, X is # sizes larger than size T RAPsi
8 Fly * TK S/r Fly at S*3" RAPsi
9 Hypnotism Empa 20 Hypnosis (make CL saves) RAPsi
10 Kinetic Dome TK 10/r Kinetic Wall (see above) but is a hemisphere RAPsi
11 Lightning Bolt Pyro 24 Lightning Bolt, CLd6 dmg (save:½) RAPsi
12 Madness Somn 35 Nightmare (see above); Target gains 1 insanity (save vs. spell) RAPsi
13 Memory Write Telep 65 Change a memory in a target (save) RAPsi
14 Mind Block Telep 17/h Can't be mentally targetted; auto make Will/Mental saves; can't be scryed RAPsi
15 Mindreave Telep 70 Target gets Int set to 3; Insanity; lose all spells; lose all PSPs (save for each) RAPsi
16 Object Reading Empa 35 Object Reading RAPsi
17 Plane Shift Somn 55 Plane Shift (caster is sleeping this segment) RAPsi
18 Prescient Dream Somn 62 Precognition about a person or item, more exact information than Forerunners RAPsi
19 Resistance Shift * Empa 1/d Your psionic powers are resisted using a different resistance (MR, IR, etc., but not anti's or GR/XR) DM
20 Sleep Guard Somn 15 Contigency Awaken, wake up and do a Psi10 power (chosen ahead of time) RAPsi
21 Suggestion Empa 17 Suggestion (make CL saves) RAPsi
22 Transportation Somn 50+15P Teleport (same plane) (P=# of people) (all in the effect are sleeping this seg.) RAPsi

[PC5] Psionicist Classes Group


Psi10 Sixth Level Powers (grands)

# Name Disc. PSPs Effect Source
1 Animate Fire Pyro 15/r Turn fire into 2^(X+1) HD fire elemental, where X is the # sizes beyond size T RAPsi
2 Astral Dreaming Somn 55+15P Astral spell (P=# of people) (all in the effect are sleeping this segment) RAPsi
3 Compress TK 10/r Target gets -1 size (max weight affected = 2^CL pounds) RAPsi
4 Disintegrate TK 15 Disintegrate (save) RAPsi
5 Dream of Death Somn 55 Death Spell 5d20 HD (save vs. Death Magic), sleeping targets get no save RAPsi
6 Energy Quench Pyro 40 Death Spell 4d20 HD (save vs. Death Magic), works on undead and golems RAPsi
7 Enlarge TK 10/r Target gets +1 size (max weight affected = 2^CL pounds) RAPsi
8 Group Mind * Telep 15/r Group has each other's proficiencies, feats, kits, memories, thoughts RAPsi
9 Mind Quench Telep 51 Death Spell 3d20 HD (save vs. Death Magic), creatures w/ Int 1-8 get no save RAPsi
10 Mindwipe Telep 65 Wipe all memories in target (save) RAPsi
11 Sleeping Wish Somn 60 Duplicate a SL 1-5 Psi10 power (caster is sleeping this segment) RAPsi
12 Summon Fire Elemental Pyro 40+5/r Summons a 12 HD Fire Elemental, or gain control of someone's Fire Ele. RAPsi
13 Telempathic Projection Empa 21 All others around you can sense your thoughts, feelings, emotions RAPsi
14 Telepathy Empa 10/r Telepathy (across planes) RAPsi
15 Trigger Telep 70 Delayed Blast Mind Quench, only 1 target, will go off on a set condition RAPsi

[PC5] Psionicist Classes Group


Psi10 Seventh Level Powers (grands)

# Name Disc. PSPs Effect Source
1 Chain Contingency Somn 70 Chain Contingency for Psi10 powers DM
2 Improved Sleep Somn 70 Sleep a group (no save, CR to resist) DM
3 Magnify Fire * Pyro 35 xCL dmg to a fire effect being cast DM
4 Remove Charm Empa 35 Remove Charm,Suggestion,Domination,Control Actions,Magic Jar,Geas,Quest DM
5 Spirit Chameleon Telep 70 +1 permanent Int, Wis, or Chr (max=LVL*2) DM
6 Super Push TK 35 Target takes CL*20' falling damage DM

Psi10 Eighth Level Powers (supers)

# Name Disc. PSPs Effect Source
1 Automaton II Telep 40 Control all actions (save) DM
2 Falsename * Telep 80 You give off a false Truename (it's someone else's) DM
3 Fire Protection * Pyro 80 Immune any element with a fire component DM
4 Improved Rest Somn 80 Get 2 resets per reset DM
5 Mass Impact TK 40 (CL+4)d10 TK dmg to a group (no save) DM
6 Predict and Counter * Empa 40 Predict what someone is about to do, can counter it DM

Psi10 Ninth Level Powers (supers)

# Name Disc. PSPs Effect Source
1 Fire Armor * Pyro 90 AT +CL*5 source; Disintegration shield (100% dmg back) DM
2 Mass Agony Telep 45 Group takes CL Int and Wis dmg (no save) DM
3 Mass Suggestion Somn 45 Group is Suggested (CL saves to avoid) DM
4 Megaslow * TK 45 Target loses next CL P actions (save for each) DM
5 Static Blast Pyro 90 (11+CL)d8 Electricity dmg to a group (no save) DM
6 True Friends * Empa 90 Mirage Arcana that you are the monster's friends DM

Psi10 Tenth Level Powers (supers)

# Name Disc. PSPs Effect Source
1 Annihilate TK 100 Target is Annihilated (save) DM
2 Between Somn 100 Between (teleport across planes ignoring defenses) DM
3 Cleaver * TK 50 Mental weapon; #Att=CL; dmg=1dCL DM
4 Fire Prison Pyro 50 Imprisonment; Takes 1 vile dmg /s (no resistance) DM
5 Irresistable Charm Empa 100 Charm (no save, CR to resist) DM
6 Mindrape Telep 50 Capital E Extract; Set Int 2 (no save) DM

[PC5] Psionicist Classes Group


Generic Psionicist

Overall
Level
KXP
1 0
2 2.5
3 5
4 10
5 15
6 25
7 50
8 75
9 100
10 125
11 150
12 300
13 450
14 750
15 1000
16 1300
17 1600
18 2000
19 2500
20 3000
21 3500
22 4000
23 4500
24 5000
25 5500
26 6000
27 6500
28 7000
29 7500
30 8000
31 8500
32 9000
33 9500
34 10000
35 10500
36 11000
ML Psi(any1)
mMG S
KXP
1 1-- - 0
2 2-- - 1.25
3 3-- - 2.5
4 4-- - 5
5 41- - 7.5
6 51- - 12.5
7 52- - 25
8 62- - 37.5
9 63- - 50
10 73- - 62.5
11 74- - 75
12 741 - 150
13 841 - 225
14 851 - 375
15 852 - 500
16 952 - 650
17 962 - 800
18 A62 1 1000
19 A72 1 1250
20 A73 1 1500
21 B83 2 1750
22 C84 2 2000
23 D94 2 2250
24 E95 3 2500
25 FA5 3 2750
26 GA6 3 3000
27 HB6 4 3250
28 IB7 4 3500
29 JC7 4 3750
30 KC8 5 4000
31 LD8 5 4250
32 MD9 5 4500
33 NE9 6 4750
34 OEA 6 5000
35 PFA 6 5250
36 QFB 7 5500
 
CL
KXP
1 0
2 1
3 2
4 4
5 6
6 10
7 20
8 30
9 40
10 50
11 60
12 120
13 180
14 300
15 400
16 520
17 640
18 800
19 1000
20 1200
21 1400
22 1600
23 1800
24 2000
25 2200
26 2400
27 2600
28 2800
29 3000
30 3200
31 3400
32 3600
33 3800
34 4000
35 4200
36 4400
Stat
Pts
KXP
1 0
2 0.5
3 1
4 2
5 3
6 5
7 10
8 15
9 20
10 25
11 30
12 60
13 90
14 150
15 200
16 260
17 320
18 400
19 500
20 600
21 700
22 800
23 900
24 1000
25 1100
26 1200
27 1300
28 1400
29 1500
30 1600
31 1700
32 1800
33 1900
34 2000
35 2100
36 2200

[PC5] Psionicist Classes Group


Generic Psionicist (page 2)


Lvl
HD TH Wpn / NW
Prof.
Saves
PD RS PP BW Sp Fo Re Wi
KXP
1 1d4 +0 1+0 / 1  5  3  8  2  3  1  0  1 0
2 2d4 +0 1+0 / 2  5  4  8  2  3  1  0  2 0.25
3 3d4 +0 1+0 / 3  6  4  8  3  4  2  0  2 0.5
4 4d4 +1 1+0 / 4  6  5  8  3  4  2  1  3 1
5 5d4 +1 1+1 / 5  6  5  9  3  4  2  1  3 1.5
6 6d4 +1 1+1 / 6  6  6  9  4  5  3  1  4 2.5
7 7d4 +2 1+1 / 7  7  6  9  4  5  3  2  4 5
8 8d4 +2 1+1 / 8  7  7  9  4  5  4  2  5 7.5
9 9d4 +2 1+1 / 9  7  7 10  5  6  4  2  5 10
10 10d4 +3 1+2 / 10  7  8 10  5  6  4  3  6 12.5
11 11d4 +3 1+2 / 11  8  8 10  5  6  5  3  6 15
12 12d4 +3 1+2 / 12  8  9 10  6  7  5  3  7 30
13 13d4 +4 1+2 / 13  8  9 11  6  7  6  4  7 45
14 14d4 +4 1+2 / 14  8 10 11  6  7  6  4  8 75
15 15d4 +4 1+3 / 15  9 10 11  7  8  6  4  8 100
16 16d4 +5 1+3 / 16  9 11 11  7  8  7  5  9 130
17 17d4 +5 1+3 / 17  9 11 12  7  9  7  5  9 160
18 18d4 +5 1+3 / 18  9 12 12  8  9  8  5 10 200
19 19d4 +6 1+3 / 19 10 12 12  8 10  8  6 10 250
20 20d4 +6 1+4 / 20 10 13 12  8 10  8  6 11 300
21 21d4 +6 1+4 / 21 10 13 13  9 11  9  6 11 350
22 22d4 +7 1+4 / 22 11 14 13  9 11  9  7 12 400
23 23d4 +7 1+4 / 23 11 14 13  9 12 10  7 12 450
24 24d4 +7 1+4 / 24 11 14 13 10 12 10  7 13 500
25 25d4 +8 1+5 / 25 12 14 14 11 13 10  8 13 550
26 26d4 +8 1+5 / 26 13 15 14 12 13 11  8 14 600
27 27d4 +8 1+5 / 27 14 15 14 13 14 11  8 14 650
28 28d4 +9 1+5 / 28 15 15 15 14 14 12  9 15 700
29 29d4 +9 1+5 / 29 15 16 16 15 15 12  9 15 750
30 30d4 +9 1+6 / 30 15 16 16 15 15 12  9 16 800
31 31d4 +10 1+6 / 31 16 16 16 15 16 13 10 16 850
32 32d4 +10 1+6 / 32 16 16 16 15 16 13 10 17 900
33 33d4 +10 1+6 / 33 16 16 16 16 16 14 10 17 950
34 34d4 +11 1+6 / 34 16 16 16 16 16 14 11 18 1000
35 35d4 +11 1+7 / 35 16 16 16 16 16 14 11 18 1050
36 36d4 +11 1+7 / 36 16 16 16 16 16 15 11 19 1100
Requisites: Chr 9
Alignment: any
HD/level: d4
Weapon Prof.: 1+level/5
To Hit Table: Wiz
Save Table: Psi
Reference: DM
Groups: Psionicist, Custom
 
Choose any one frequency. Psionic Strength = (Int+Wis+Chr)/3*(Level+9), this is in Psi1 scale.
You may spend your XP in 8 categories for this class. You may spend XP unevenly (e.g. all towards ML). Note that level 1 in all categories costs 0 XP.
50% category: ML
40% category: CL
20% category: Stat Points *
10% categories: Hit Dice **, To Hit *, Proficiencies *, Saves
* These categories are not cumulative with other classes; you treat this as any other class. For example, if you are level 8 in ML and level 1 in Stat Pts, and level 4 in another (normal) class, you have 4 stat points (your highest level), not 4+1=5. (Using the "highest class" rule, the Generic Wizard class here counts as only level 1 for Stat Pts.)
** If multi-classed, you still need to divide by number of classes, even if all this class gives is 1 hit die. Hit Dice listed is the total.
 
The "Overall Level" is given so you know what level you are for purposes of energy drain and HNCL.
Note that it costs 150% (2.25 KXP for 2nd level) to actually raise all of these categories at the same time, so this class is less "efficient" than a normal Wizard class.

[PC5] Psionicist Classes Group


Githyanki Knight

Level KXP Psi1/2/3/30
mMG SU
1 0 4-- --
2 10.25 5-- --
3 20.5 61- --
4 31 72- --
5 41.5 83- --
6 52.5 94- --
7 65 A51 --
8 107.5 B61 --
9 210 C72 --
10 312.5 D82 --
11 415 E93 --
12 530 FA3 1-
13 645 GB4 1-
14 1075 HC4 1-
15 1700 ID5 2-
16 2330 JE5 2-
17 2960 KF6 21
18 3600 LG6 31
19 4250 MH7 31
20 4900 NI7 31
21 5550 OJ8 42
22 6200 PK8 42
23 6850 QL9 42
24 7500 RM9 52
25 8150 SNA 53
26 8800 TOA 53
27 9450 UPB 63
28 10100 VQB 63
29 10750 WRC 64
30 11400 XSC 74
31 12050 YTD 74
32 12700 ZUD 74
33 13350 ZVE 85
34 14000 ZWE 85
35 14650 ZXF 85
36 15300 ZYF 95
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  3  8  2  3  1  0  1
+2  5  4  8  2  3  1  0  2
+3  6  4  8  3  4  2  0  2
+4  6  5  8  3  4  2  1  3
+5  6  5  9  3  4  2  1  3
+6  6  6  9  4  5  3  1  4
+7  7  6  9  4  5  3  2  4
+8  7  7  9  4  5  4  2  5
+9  7  7 10  5  6  4  2  5
+10  7  8 10  5  6  4  3  6
+11  8  8 10  5  6  5  3  6
+12  8  9 10  6  7  5  3  7
+13  8  9 11  6  7  6  4  7
+14  8 10 11  6  7  6  4  8
+15  9 10 11  7  8  6  4  8
+16  9 11 11  7  8  7  5  9
+17  9 11 12  7  9  7  5  9
+18  9 12 12  8  9  8  5 10
Requisites: Int 16, Wis 16, Chr 16
Alignment: any
HD/level: d8
Weapon Prof.: 3+level/4
To Hit Table: Mon
Save Table: Psi
Reference: DM
Groups: Warrior, Psionicist, Monster
 
Gets your choice of Psi1, Psi2, or Psi3. Gets Psi30 in addition.
See ( [Q1], [Q2], or [Q3] ), and [Q30] for rules and powers.
PSPs = (Int+Wis+Chr-36)*10 + level*60
These are in Psi1/Psi2 PSPs. Psi3 and Psi30 powers cost 10 times the listed amount.
Level 1: Astral Perception and Astral Projection.
Level 1: Enemies need a +2 weapon to hit you.
Level 1: Knowledge / Legend Lore (Astral Plane), Navigation (Astral Plane)
Level 1: All your weapons have LVL half-plusses (if your actual weapon is better, ignore this, this is a minimum amount)
Level 1: Turn (Command) Undead as if 2 levels lower.
Level 1: 1M, 1/d: Plane Shift
Level 3: Knowledge / Legend Lore (Phlogiston), Navigation (Phlogiston)
Level 5: 1 attack that hits: Coup de grace (slay someone who's down)
Level 7: Add Psi1, Psi2, or Psi3 to known frequencies for this class.
Level 9: 1 attack that hits: Capital S Slay (severs silver cord)
Level 13: Add Psi1, Psi2, or Psi3 to known frequencies for this class. (You have all three now.)

[PC5] Psionicist Classes Group


Basic Psi1 Information

PSI1 CLASS: Psionic Strength = (Int+Wis+Chr) / 3 * (Level+9)
WILD TALENTS: Psionic Strength = 64 + level + (Int+Wis+Chr-36) * (exceptional+1)
where "exceptional" is the number of mental stats(Int,Wis,Chr) of 16 or above.
Wild Talent Power Progression:
  Potential Number of:
Int+Wis+Chr Minor Major Grand Att+Def
0-7 1 0 0 1
8-15 2 0 0 2
16-23 2 1 0 3
24-31 3 1 0 4
32-39 4 1 0 5
40-47 4 2 0 6
48-55 4 2 1 7
56-63 5 2 1 8
64-71 6 3 1 9
72-79 7 3 1 10
80+ 8 4 2 11
 
It takes 1 nonweapon proficiency slot for a Minor, 3 slots for a Major, and 6 slots for a Grand to obtain 1st level of mastery.
Thereafter, 1/2 a slot will increase a power's level of mastery by 1.
Attacks and Defenses cost: A=1, B=0, C=½, D=1½, E=2, U=2½, F=0, G=½ , H=1, I=1½, J=2, X=2½ (in slots).
Psionicists get the number of powers seen in their progression at no proficiency cost, and their level of mastery is equal to their experience level. They could purchase higher levels of mastery (adding to their level).
 
 
PSIONIC ENCHANTMENTS (spend 1 spell of each level below to get new spell level)
 
Spell Level, Wizard: 0 1 2 3 4-8 9 10 11 12 13
Spell Level, Priest: 0 1 2 3 4-6 7 8 9 10 11
Upgrade Cost: 400 800 200 150 100 150 200 800 1800 3200

[PC5] Psionicist Classes Group


Psionic Blast / Ultra Blast

PSIONIC BLAST ATTACK UPON NON-NATURAL-PSIONIC CREATURE (20 attack pts)
Save for Range
Int+Wis 10yd 20yd 30yd
0-5 20 19 18
6-10 18 17 16
11-13 16 15 14
14-17 14 13 12
18-21 12 11 10
22-25 10 9 8
26-29 8 7 6
30-33 6 5 4
34-35 4 3 2
36-37 2 1 0
38+ 0 -1 -2
Save Modifiers
Additions Subtractions
wizard +1 panicked -1
priest +2 enraged -1
elf +2 confused -2
Intell. Fort. +2 hopeless -3
mind blank +2 stunned -3
psionicist +3 using psi power -4
dwarf +4 using ESP -5
halfling +4 asleep -6
helm/telepathy +4 unconscious -6
Tower/Iron Will +6 feebleminded (Int=0-5)
mind bar +6 insane NA
Int+Wis Death Coma Sleep Stun Confuse Enrage Panic Feeble 2Insanity 1Insanity 1Insanity
0-5 01-77 78-91 92 93 94 95 96 97 98 99 00
6-9 01-10 11-83 84-92 93 94 95 96 97 98 99 00
10-13 01 02-15 16-84 85-93 94 95 96 97 98 99 00
14-17 01 02 03-11 12-85 86-94 95 96 97 98 99 00
18-21 01 02 03 04-17 18-86 87-95 96 97 98 99 00
22-25 01 02 03 04 05-18 19-87 88-96 97 98 99 00
26-29 01 02 03 04 05 06-19 20-88 89-97 98 99 00
30-33 01 02 03 04 05 06 07-20 21-89 90-98 99 00
34-35 01 02 03 04 05 06 07 08-26 27-85 86-99 00
36-37 01 02 03 04 05 06 07 08 09-22 23-90 91-00
38+ 01 02 03 04 05 06 07 08 09 10-23 24-00
Duration - 2d6 d 5d4 t 2d4 t 1d4 t 2d4 r 2d4 r perm. perm. 2d6 w 1d4 w
 
ULTRABLAST ATTACK UPON NON-NATURAL-PSIONIC CREATURE (75 or 100 attack pts)
Int+Wis Save Death Coma Stun Confuse Feeblemind 1Insanity 2Insanity 3Insanity 4Insanity 5Insanity
0 NA - - - - - - - - - -
1-5 20 01-19 20-36 37-51 52-64 65-75 76-84 85-91 92-96 97-99 00
6-10 19 01-16 17-34 35-50 51-63 64-74 75-83 84-90 91-95 96-98 99-00
11-15 18 01-12 13-26 27-43 44-57 58-69 70-79 80-87 88-93 94-97 98-00
16-20 17 01-09 10-20 21-34 35-50 51-64 65-75 76-84 85-91 92-96 97-00
21-25 16 01-07 08-16 17-27 28-40 41-55 56-68 69-79 80-88 89-95 96-00
26-30 15 01-05 06-12 13-21 22-32 33-45 46-60 61-73 74-84 85-93 94-00
31-35 14 01-04 05-09 10-16 17-25 26-36 37-50 51-66 67-80 81-91 92-00
36-40 13 01-03 04-07 08-13 14-21 22-31 32-43 44-57 58-74 75-88 89-00
41-45 12 01-02 03-05 06-10 11-17 18-26 27-37 38-50 51-66 67-84 85-00
46+ 11 01 02-04 05-09 10-16 17-25 26-36 37-49 50-64 65-81 82-00
Dur. - - 2d4 d 10d6r 6d6 r Perm. Perm. Perm. Perm. Perm. Perm.

[PC5] Psionicist Classes Group


Psi1 Minor Powers

MINOR POWERS Cost Notes
Animal Telepathy 1/r 1=mamm,5=bird,6=rept,8=fish,10=spider,14=plant
Antipathy-Sympathy 35/h Antipathy-Sympathy (as spell)
Automaton 10/r Animate Object (as spell)
Body Equilibrium 1/r Water Walking, Feather Fall, Lessen Weight
Body Weaponry 1/r +level AC, +level unarmed damage
Cell Adjustment 1/hp Max.# hp = level*5, Cure Disease=20/70
Clairaudience 5/r 30'range per level
Clairvoyance 5/r 20'range per level
Command 5 Command (as spell)
Detect Danger 1/r 10+10*level% direction, 5+5*level% distance
Detection of Good/Evil 2/r 20+10*level% exact alignment, 10*level% objects
Detection of Life 4/r Gives dir.,dist.,size class (30'range per level)
Detection of Magic 3/r Gives type, school/sphere, and approx. level
Domination 5+HD/r Save; Psionic gets control of all actions
Empathic Control 1/HD Save-3; Emotion (as spell); no limit to HD
Empathy 3 Gives basic emotions of all in 10'wide path
ESP 2/r ESP (as spell)
Expansion 5/r Max.Press=Str of level+12, +level dmg, +level'
Hypnosis 1/HD Level>10 or Int16=save; Max.HD=ä(level)
Invisibility 3/t Mental Invisibility, affects ä(level) in HD
Levitation 3/t Levitate (as spell)
Lights 1/t Faerie Fire, Dancing Lights, Light
Locate 5/t Locate object, person, or type of creature
Memory Protection 1/d Immune to Forget,Feeblemind,Incantatrix effects
Microkinesis 1/s Telekinesis on a small object (max wt = level lbs.)
Mind Over Body 5/d No need for food,water,sleep for 2*level days
Molecular Agitation 1/r 1 dmg 1st r, 2 dmg 2nd r, etc. (max.dmg=level)
Movement Acceleration 10/r +1V Action
Object Reading 1/r Detects psychic impressions left on an object
Postcognition 1/fact Can see into past, double chances of Precog.
Precognition 1/fact Int+Wis+level*level-factor% chance correct
Psionic Trigger 10/d Contingency for 1 psi power (still need points)
Rapport 5/r 1=Share Memories, 3=Detect Lie, 4=Mind Scan
Reduction 2/t -level' until 1', then halve size each time
Sense 5/t See in darkness/fog, Hear in silenced/loud room
Spirit Speak 10/r Speak with Dead (as spell)
Suspend Animation 6 Ceases life functions for max of (level) weeks
Sens. to Psychic Imp. 1/r Gives freq., type, and field of all psi in area
Tap Psionic Link 7/r Can listen into Psi Link if within 30*level'
Telekinetic Barrier 5N /t Take -N dmg per physical attack (max N = level)
Telekinetic Blade 5/r Base damage CLdCL, considered +CL/3 weapon, mental weapon
Telep. Ventriloquism 1/' Save-3; Target actually says desired phrase
Tongues 20+6/r Tongues (as spell); 1 language/level

[PC5] Psionicist Classes Group


Psi1 Major Powers

MAJOR POWERS Cost Notes
Astral Projection 10 Astral Spell (as spell)
Aura Alteration 10/F/h F=#AL places moved, Remove Curse,Geas,Quest=8*SL
Aura Reading 3 Detect alignment, classes, skills, exact hp
Body Control 2/t Water Breathing, Resist environment 1 HD/level
Cellular Restoration 8 Reattaches severed limb, fixes damaged organ
Controlled Blinking 5/r Blink 10'/level each round (no action after 1st)
Deflection 1/% /h Energy (non-Physical) Reflection, max=level*10%
Dimension Door 10 Dimension Door (as spell); 90'/level
Dimension Walk 1/t Cover 30 miles in (40-level) minutes
Dispel Exhaustion 14 Mental Surgery (1) but all in psi link affected
Energy Control 1/HD Max.=level in HD damage, must be energy attack
Energy Dissipation 20 Take half damage from an energy attack
Etherealness 6/t Caster+50*level lbs. in Ethereal Plane
Flying 9/t Fly (as spell)
Foresight 18 Foresight (as spell)
Geas 40 Geas (as spell)
Improved Cell Adj. 1/hp Cell Adj. but range=10'*level, Max.hp=10*level/r
Improved Invisibility 9/t Invisibility but can attack and remain Invis.
Magic Jar 20 Magic Jar (as spell), save penalty -1/level
Mass Domination 10+HD Save-4; Max.=5 creatures of level HD
Mental Surgery 10*lvl 1=Dispel Exhaustion,5=Feeblemind,6=Cure Insanity
Mind Bar 5/d Immune to Ench/Cha,Magic Jar,Domination,Invis.
Molecular Manipulation 50 Makes object weak: 1=cord,5=chain,7=wood,9=metal
Molecular Rearrangement 10/lb. 1=soft,4=brass,7=bronze,10=steel,13=Mithril
Pass-Way 20/' Can pass through any material or Wall spell (no harm)
Paralysis Bolt 15+HD Save-6; 1 creature, Max.HD=2*level
Physical Acceleration 20/r +1P Action
Probability Travel 10/P P=#planes removed, fail=21-level%
Psionic Cage 50 Reverse Wards (no one can leave)
Shape Alteration 3+W W=weight/1000, Polymorph Self (as spell)
Standing Concentration 5/d Can convert 1P+1V Action to 1M if desired each r
Submit Illusion 12/t Submit a Spectral Force to subject's mind
Telekinesis 3/r Max.Weight=3*sum(level), accel. 2"/r move rate
Telempathic Projection 6 Empathy, but can send an emotion
Telepathy 1/r Operates up to 186,000 miles away on same plane
Telepathic Projection 1/r+HD Suggestion, Possession=2*Int+Wis+Chr points
Teleportation 20+1/% Teleport (as spell), can adjust roll by 1%/point
Transmutation 10 One effect in next turn can be changed to another element
True Sensory Input 4/r True Seeing (as spell), but all 5 senses
Wards 50 Pro.Evil&Scrying, no one can enter, break=150pts
X-ray Vision 15/r As per ring of X-ray vision

[PC5] Psionicist Classes Group


Psi1 Grand Powers

GRAND POWERS Cost Notes
Amplification 10*#cr Save; Sleep d6+3 hr, Gain (Int+Wis+Chr)*2 points
Amplify Power 10N +N to CL (or) +N*10% effect to next Psi1 power (max N=CL)
Death Stare 75 Save-6; Death; Stun 2d4r if over 2*level HD
Energy Cancel 3/HD As Energy Control but removes entire area effect
Energy Jar 15/HD As Energy Control, can throw affect yourself once for 1M
Endowment 100 Gain psionics, one row lower on table above
God Voice Ventrilo. 25/r Loud "god voice", deafness (save), suggestion (save)
Grand Domination 3*HD/r Save at penalty equal to level; no HD limit
Interdimensional Space 40+1/h Rope Trick (as spell); duration limit=1h/level
Limited Wish 320 Limited Wish (as spell)
Mental Acceleration 30/r +1M Action (can be used for anything)
Power Transfer 100*T T:Minor=1,Major=2,Grand=3, Object=½*Caster Psi
Preservation 50 1=Preserve,2=Trap Soul,5=Permanency,7=Stasis
Psionic Acceleration 20/r +1M Action (must be used on natural psionics)
Psionic Amplification 8*Mult Multiplies a power; Max.=level/4+1
Psionic Disruption 40/r No psi powers (any freq.) can be used in 50'r
Restoration 60 Restoration, Restores Items, Stops dual-nature
Severance 20*SL Save; stops use of any 1 ability in creature
Shade 100 Creates a ghost/shade of person who died here, half powers
Suppression 3/r Cannot use or be affected by psionics, all psi effects drop

[PC5] Psionicist Classes Group


Psi1 Super Powers

SUPER POWERS Cost Notes
Cellular Heal/Harm X up to X targets: Heal or Harm X% of max hp
Counterspell 40*SL [0 action to use] Counters a Magic/Psi/Innate
Energy Dampen 1/HD/d Permanent Energy Cancel on self or 100'cu area
Full Acceleration 50/r +1 Full Action /r
Hero Element 700 Casts any one 1st level Hero spell
Legend Element 400 Casts any one 1st level Legend spell
Mental Deceleration 100*N Target loses next N mental actions (no save)
No Resistance 400 1 target: Lowers Class VI,PsiR,Defense X for 1t
Opposing Acceleration 60/r +1 Opposing Action /r
Physical Deceleration 50*N Target loses next N physical actions (no save)
Quick Mental Accel. 60/r +1 QM Action /r
Rapid Fire 80/r x2 number of Psi1 attacks/r, stacks with itself
Shotokan Spirit 60/r Know and can use all Psi0 minor/major/grand powers
Sinanju Spirit 60/r Know and can use all Martial Arts powers
Super Domination 10*HD Dominate one target (no save, no PsiR, no Wis)
Telekinetic Crush X 1 target: X*X*X telekinetic damage (no save)
Versatility 1000 Permanent: +1 max. # of classes or # psi.freq.
Wish 480 Wish (as spell), or any Psi2 Dev/Sci/High Sci

[PC5] Psionicist Classes Group


Psionic vs. Psionic in Mental Combat

Attack
Strength
Attack
#.Mode
F.Mind
Blank=1
G.Thought
Shield=2
H.Mental
Barrier=3
I.Intellect
Fortress=8
J.Tower of
Iron Will=10
1- 25 A.Psionic Blast=20 3 7 4 1 0
B.Mind Thrust=4 12 4 0 0 1
C.Ego Whip=7 8 3 0 0 0
D.Id Insinuation=10 1 6 8 1 1
E.Psychic Crush=14 2% 0% 0% 0% 0%
U.Ultrablast=75/100 6 10 8 4 2
26- 50 A.Psionic Blast=20 6 9 6 2 0
B.Mind Thrust=4 15 6 1 0 2
C.Ego Whip=7 12 4 0 0 0
D.Id Insinuation=10 2 8 10 3 3
E.Psychic Crush=14 5% 2% 1% 0% 0%
U.Ultrablast=75/100 12 19 15 8 3
51- 75 A.Psionic Blast=20 10 12 9 4 1
B.Mind Thrust=4 18 9 2 2 3
C.Ego Whip=7 17 6 1 1 1
D.Id Insinuation=10 4 11 13 7 6
E.Psychic Crush=14 9% 4% 2% 1% 0%
U.Ultrablast=75/100 18 27 21 12 5
76-100 A.Psionic Blast=20 15 16 13 7 2
B.Mind Thrust=4 22 13 5 4 5
C.Ego Whip=7 23 9 3 2 3
D.Id Insinuation=10 7 15 17 12 10
E.Psychic Crush=14 14% 7% 5% 3% 2%
U.Ultrablast=75/100 24 34 26 16 8
101-125 A.Psionic Blast=20 21 21 18 11 4
B.Mind Thrust=4 26 18 9 7 8
C.Ego Whip=7 30 13 6 4 6
D.Id Insinuation=10 11 20 22 18 15
E.Psychic Crush=14 20% 11% 9% 6% 4%
U.Ultrablast=75/100 30 40 30 20 12
126-150 A.Psionic Blast=20 28 27 18 16 7
B.Mind Thrust=4 30 24 9 11 12
C.Ego Whip=7 38 18 6 7 10
D.Id Insinuation=10 16 26 22 25 21
E.Psychic Crush=14 27% 16% 9% 10% 7%
U.Ultrablast=75/100 36 45 33 24 18
151-175 A.Psionic Blast=20 36 34 31 22 11
B.Mind Thrust=4 34 31 25 15 17
C.Ego Whip=7 47 24 15 11 15
D.Id Insinuation=10 22 33 35 33 28
E.Psychic Crush=14 35% 22% 20% 15% 11%
U.Ultrablast=75/100 42 50 36 28 24
 
OTHER ATTACK & DEFENSE MODES
 
Attack Mode T (Psionic Touch): As per attack mode A, but range touch, affects only one target, and there is no saving throw.
Attack Mode V (SuperBlast): This attack theoretically should exist based on its existence in Psi2. It would cost 250 attack points and have the same effect that it has in Psi2.
Defense Mode X (UltraShield): Costs 20 defense points per round to use; you cannot attack or be attacked psionically in any frequency.

[PC5] Psionicist Classes Group


Psionic Attack Upon Defenseless Psionic

Attack
Strength
Attack
#.Mode
Defender's Original Psionic Strength
10-59 60-109 110-159 160-209 210-259 260-309 310+
1- 25 A.Psionic Blast=20 D C C 15 10 5 5
B.Mind Thrust=4 W W 40 35 30 25 20
C.Ego Whip=7 30 25 20 15 10 5 5
D.Id Insinuation=10 40 35 30 25 20 15 10
E.Psychic Crush=14 72% 60% 50% 40% 30% 20% 10%
U.Ultrablast=75/100 S P W 40 30 20 10
26- 50 A.Psionic Blast=20 S D C C 15 10 5
B.Mind Thrust=4 W W W 40 35 30 25
C.Ego Whip=7 35 30 25 20 15 10 5
D.Id Insinuation=10 R 40 35 30 25 20 15
E.Psychic Crush=14 75% 62% 52% 42% 32% 22% 12%
U.Ultrablast=75/100 I S P W 40 30 20
51- 75 A.Psionic Blast=20 W S D C C 15 10
B.Mind Thrust=4 P W W W 40 35 30
C.Ego Whip=7 40 35 30 25 20 15 10
D.Id Insinuation=10 R R 40 35 30 25 20
E.Psychic Crush=14 79% 65% 55% 45% 35% 25% 15%
U.Ultrablast=75/100 K I S P W 40 30
76-100 A.Psionic Blast=20 P W S D C C 15
B.Mind Thrust=4 P P W W W 40 35
C.Ego Whip=7 P 40 35 30 25 20 15
D.Id Insinuation=10 R R R 40 35 30 25
E.Psychic Crush=14 84% 69% 59% 49% 39% 29% 19%
U.Ultrablast=75/100 K K I S P W 40
101-125 A.Psionic Blast=20 K P W S D C C
B.Mind Thrust=4 P P P W W W 40
C.Ego Whip=7 I P 40 35 30 25 20
D.Id Insinuation=10 R R R R 40 35 30
E.Psychic Crush=14 90% 74% 64% 54% 44% 34% 24%
U.Ultrablast=75/100 K K K I S P W
126-150 A.Psionic Blast=20 K K P W S D C
B.Mind Thrust=4 P P P P W W W
C.Ego Whip=7 I I P 40 35 30 25
D.Id Insinuation=10 R R R R R 40 35
E.Psychic Crush=14 97% 80% 70% 60% 50% 40% 30%
U.Ultrablast=75/100 K K K K I S P
151-175 A.Psionic Blast=20 K K K P W S D
B.Mind Thrust=4 K P P P P W W
C.Ego Whip=7 I I I P 40 35 30
D.Id Insinuation=10 R R R R R R 40
E.Psychic Crush=14 99% 87% 77% 67% 57% 47% 37%
U.Ultrablast=75/100 K K K K K I S
Code Effect
# Psionic attack points lost, beyond 0 attack pts = hp dmg
C Confused for 2d4 rounds
D Dazed for 1d4 turns, no psionic or other mental activity
I Idiocy, Int = 1d4, psionic ability lost, curable with Heal spell
K Killed
P Permanent loss of one random Psi1 power, and Dazed as above
R Robot, mind under control of attacker, save can be made every 2d4 weeks
S Sleeping in coma for 1d4 weeks
W Wounded, One random Psi1 power lost for 2d4 weeks
 
If the subject is immune to the effect (or the effect is redundant/meaningless), treat letters as a "40" instead

[PC5] Psionicist Classes Group


Basic Psi2 Information

Psi2 Psionicists:
PSPs = Wis*2+Int+Con-40+(Wis-5)*(level-1)
Wild Talents:
PSPs = Int+Wis+Con+4*level
Wild Talents Potential Number of:
Int+Wis+Con Devotions
(Minors)
Sciences
(Majors)
High Sci
(Grands)
Att+Def
0-14 1 0 0 1
15-29 2 0 0 2
30-44 3 1 0 3
45-59 4 2 0 4
60-74 5 3 1 5
75+ 6 4 2 6
Minimum Level: 0 3 8 0
 
It takes 1 nonweapon proficiency slot for a Devotion, 3 slots for a Science or Meta-Psionic Devotion, and 6 slots for a Meta-Psionic Science or High Science. This gives 1st level of mastery in that power.
There are no prerequisites for any power for both Wild Talents and Psionicists.
A "power score" is making the roll by 10. There are no terrible failures. If you fail, you spend no PSPs.
Each additional proficiency slot spent for a power does 1 of three things (choose 1 per slot spent):
1. Roll an extra 1d20 for check, and choose best roll.
2. Get a +1 on the target check number.
3. Increase the level of mastery (caster level) by 1. You cannot have more than double your level in CL (max = equal to level for Wild Talents).

[PC5] Psionicist Classes Group


Psi2 Combat

MAC (Mental Armor Class) = 25-Wis (Wis below 15 gives MAC of 10)
Use Int as if it was Balance (under Dex) to adjust MAC.
MTHAC0 (Mental THAC0) = 21-(Psi2 level)
Use Wis as if it was Efficiency (under Str) to adjust MTHAC0.
    MAC adjustment for defenses ("-" means better MAC)
#Att dmg Mind
Blank
Thought
Shield
Mental
Barrier
Intellect
Fortress
Tower of
Iron Will
Ultra-
Shield
Psionic Blast 4 1 -3 +2 -5 +4 +3 -6
Mind Thrust 3 1 +5 +3 -2 -3 -5 -5
Ego Whip 2 2 +3 +4 +2 -4 -3 -4
Id Insinuation 3 2 -5 -3 -1 +2 +5 -7
Psychic Crush 2 3 +1 -4 +4 -1 -2 -8
Ultrablast 3 3 +8 +7 +6 +5 +4 0
 
"dmg" is how many Tangents are gained on the target. 3 Tangents equal 1 Contact at which time each hit has the effect listed in the power descriptions. This system is not used against those who do not have frequency 2 psionics; the only way to get contact on them is by using Contact, Passive Contact or Mass Contact.
There will be ways of (with items) adjusting MAC and MTHAC0 in the future.
PSIONIC ENCHANTMENTS (spend 1 spell of each level below to get new spell level)
 
Spell Level, Wizard: 0 1 2-10 11 12 13 14 15 16
Spell Level, Priest: 0 1 2-9 9 10 11 12 13 14
Upgrade Cost: 200 400 100 400 900 1600 2500 3600 4900

[PC5] Psionicist Classes Group


Psi2 Devotions (Minors)

# Power Disip. Check PSPs Effect Power Score Source
1 Absorb Disease Metab Con-3 12 Moves a disease to psionic Destroys a disease PHBR5
2 Accelerate Metab Con-2 10+10/m Haste Super Haste (+2 P/V) WatW2
3 Acceptance Telep Int 10+2/t Captives become passive/docile Betray each other DSDK2
4 Adrenalin Control Metab Con-3 8+4/r +1d6 Str,Dex,or Con +1d6 to all three PHBR5
5 Aging Metab Con-7 15 (level)d4 years aged (level)d10 years PHBR5
6 Alignment Stabilization Telep Wis-1 15+10/d Keeps alignment from changing Maintenance 5/d DSDK2
7 All-Round Vision Clair Wis-3 6+4/m Can see in all directions Infravision gained PHBR5
8 Alter Features Metab Con-1 6+3/t Alter Self Change Self WatW2
9 Amnesia Telep Wis-2 C+5/r Amnesia Free Maint. 1d10 d WatW2
10 Animate Object Kinet Int-3 8+3/m Animates object;move rate 6 Animation is smooth PHBR5
11 Animate Shadow Kinet Wis-3 7+3/m Animates shadow;no effect Range is 100y PHBR5
12 Astral Projection Port Int 6+2/h Go to Astral with silver cord Color pool nearby PHBR5
13 Attraction Telep Wis-4 C+8/m Strong attraction for thing Obsession for thing PHBR5
14 Aversion Telep Wis-4 C+8/t Strong aversion for thing Afraid of thing PHBR5
15 Awe Telep Chr-2 C+4/r Won't attack caster (save) No save PHBR5
16 Ballistic Attack Kinet Con-2 5 Roll TH; (level)d4 damage (level)d8 damage PHBR5
17 Beast Mastery Telep Wis-3 20+H/d Control beast (Max.Int=level) 5 PSPs initial cost DSDK2
18 Biofeedback Metab Con-2 6+3/r -2 dmg/att;+level/3 AC bonus +level AC bonus PHBR5
19 Blink Port Int+1 7+3/r Blink Blink Wounding 1/r WatW2
20 Body Control Metab Con-4 7+5/m Breathe,move normally; 0 dmg terrain Can change environ. PHBR5
21 Body Equilibrium Metab Con-3 2+2/m Water Walking, Feather Fall 1 d w/o Maintenance PHBR5
22 Body Weaponry Metab Con-3 9+4/r Convert arm to weapon Weapon is +1/+0 PHBR5
23 Bone Reading Clair Wis-1 15 Know who died in this spot See last 10 min of life WatW2
24 Cannibalize M-Psi Con -8*Con +8 PSPs/Con;Con returns 1/w +8 PSPs PHBR5
25 Carapace Metab Int 5+1/r +level AC; -(11-level) Dex No Dex loss DSDK2
26 Catfall Metab Dex-2 4 30'fall:no dmg;other @ h dmg 50'fall:no dmg PHBR5
27 Cause Decay Metab Con-2 4 Item falls apart(save vs.acid) No save allowed PHBR5
28 Cause Sleep Metab Wis-2 9+2/r Sleep (save) No memory of sleep WatW2
29 Cell Adjustment Metab Con-3 1/hp 20*level hp:1r;disease=+5 PSPs Half cost in PSPs PHBR5
30 Chameleon Power Metab Con-1 6+3/m Can match surroundings well +15% HS PHBR5
31 Chemical Stimulation Metab Con-4 9+6/r level dmg acid (items save) No item saves PHBR5
32 Cognitive Trance M-Psi Int 4 Photographic Memory; cannot use V +4 Int checks 1 d WatW2
33 Combat Mind Clair Int-4 5+4/r +level/3(round up) group init. Psionic:+level/3 AC PHBR5
34 Compact Kinet Wis-1 4 Reduce object volume 90% Reduce volume 95% DSDK2
35 Conceal Thoughts Telep Wis 5+3/m Gain contest vs.ESP,Probe,etc. Imm to those powers PHBR5
36 Concentrate Water Kinet Con-3 10 Make 1-9 gal.water from area Double water amount DSDK2
37 Contact Telep Wis Int+1/r -2 check if resisting Maintained 4r for free PHBR5
38 Control Body Kinet Con-2 8+8/r Control all P,V actions Auto. win Contest PHBR5
39 Control Flames Kinet Wis-1 6+3/r x2/ 2 fire; move 9; (level)d4 x3/ 3 fire; (level)d6 PHBR5
40 Control Light Kinet Int 12+4/m Dim or brighten light Maintenance 1/r PHBR5
41 Control Sound Kinet Int-5 5+2/m Dampen,disguise,increase sound Maintenance 1/r PHBR5
42 Control Wind Kinet Con-4 16+10/r 5*level Mph; change dir. 10*level Mph PHBR5
43 Convergence M-Psi Wis 8 10y: All PSPs in link combine CLs in link combine PHBR5
44 Create Sound Kinet Int-7 8+3/r Audible Glamer (as spell) Double level PHBR5
45 Cryokinesis Kinet Wis 8+7/r Molecular Agitation but cold 1d3/r 2d3/r WatW2
46 Danger Sense Clair Wis-3 4+3/t Know if danger nearby Know distance PHBR5
47 Daydream Telep Wis C+3/r Mind wanders;+20% Thief Abil. +30% Thief Abilities PHBR5
48 Deflect Kinet Int 4 Deflect a missile -- WatW2
49 Dimension Blade Port Con-1 6+5/r Weapon ignores natural AC; +2/+2 x2 dmg WatW2
50 Dimension Walk Port Con-2 8+4/t Move 30 miles in (40-level)m Halve time PHBR5
51 Dimensional Door Port Con-1 4+2/r Can't see destination:stun 1r No stun PHBR5
52 Dimensional Screen Port Con-3 9+6/r Spherical Dim Door around you -- WatW2
53 Displacement Metab Con-3 6+3/r As per Displacer Beast AC bonus is +4 PHBR5
54 Double Pain Metab Con-3 7 All dmg phantom x2 for 1t SS or unc. each hit PHBR5
55 Dream Travel Port Wis-4 1/25M/P Move up to 500M in (48-lvl)t Halve time PHBR5
56 Duo-Dimension Port Con-2 11+4/r No thickness Wpn is Dim Blade WatW2
57 Ectoplasmic Form Metab Con-4 9+9/r Pass through solid objects Maintenance 3/r PHBR5
58 Ego Whip [C] Telep Wis-3 4 -5 rolls; Max spell=3rd: 1d4r Max spell=1st: 1d6 r PHBR5
59 Empathy Telep Wis C+1/r Sense emotions Subject of emotions PHBR5
60 Empower (weak version) M-Psi Wis-12 25+50X Object PSP=(Dev+2*Sci+3)*L -- PAoA2
61 Enhanced Strength Metab Wis-3 2S+S/r Increase strength, Max=level Max=2*level PHBR5
62 Enhancement M-Psi Wis-3 30+8/m +2 check in 1 Disc;others -1 Others not reduced PHBR5
63 Environment Clair Int-2 5 Mental image of object's loc. 1m of observation DSDK2
64 ESP Telep Wis-4 C+6/r Know surface thoughts Maintained 1r for free PHBR5
65 Ethereal Traveler Port Wis-4 15+2/r Wraithform (as spell) Maintained free 24h DSDK2
66 Expansion Metab Con-2 6+1/r Increase dimension by 50%/r Increase by 100%/r PHBR5
67 False Sensory Input Telep Int-3 C+4/m Change sensory input slightly Any false perception PHBR5
68 Feel Light Clair Wis-3 7+5/m Can feel light;+4 vs. gaze Feel in all directions PHBR5
69 Feel Moisture Clair Wis-3 5+1/m Can detect water & amount Maintained free 4h DSDK2
70 Feel Sound Clair Wis-3 5+3/m Can feel sound;+2 vs. sonic Thief DN 10*level% PHBR5
71 Fighting Trance M-Psi Wis-1 4+1/r +1 AC/saves/TH; -1 power checks another +1 WatW2
72 Flesh Armor Metab Con-3 8+4/r +roll AC, Max=level +1 more AC PHBR5
73 Focus Forgiveness Telep Wis-3 10+2/h Temporarily forget Quest,Geas Maintenance cost 1/h DSDK2
74 Forced Symmetry Metab Int-2 12 Makes 2 halves of body same Change is permanent DSDK2
75 Ghost Writing Kinet Wis-2 8+3/m Write 5 words/r:remote paper Write 15 words/r DSDK2
76 Gird M-Psi Int-3 2*M/m Maintain powers w/o conc. Maintain in sleep PHBR5
77 Graft Weapon Metab Con-5 10+1/r Connect weapon to body; +1/+1 Bonus is +4/+4 PHBR5
78 Hear Light Clair Wis-3 6+3/m Can hear light Can hear infrared PHBR5
79 Heightened Senses Metab Con 5+1/m Triple sensory sensitivity 1 sense increased 1d PHBR5
80 Hivemind M-Psi Wis-1 2 Gain 4*level PSPs from insects Gain 8*level PSPs DSDK2
81 Identity Penetration Telep Wis-3 C+6/m See through polymorph,illusion -- PHBR5
82 Immovability Metab Con-5 9+6/r Need 10*roll in Str to move Impossible to move PHBR5
83 Impossible Task Telep Wis-1 10+5/d Believes task is impossible Maintained free 1m DSDK2
84 Incarnation Awareness Telep Wis-4 C+13/r Gain info. about 1 past life/r All past lives in 1r PHBR5
85 Inertial Barrier Kinet Con-3 7+5/r Melee:delay 1r;Mis.:-dice dmg Mis.:-dice-1 dmg PHBR5
86 Inflict Pain Telep Con-4 C+2/r -4 TH; no spells (save) unc. 1d10r (save) PHBR5
87 Insect Mind Telep Int-2 7+1/m +2 Chr with insects Maintained free 1d DSDK2
88 Intensify M-Psi ***-3 5S+1/r +S Int,Wis,or Con,-S other 2 Cost is 3S+1/r PHBR5
89 Invincible Foes Telep Wis-3 C+5/r Next hit drops target 1t -- PHBR5
90 Invisibility Telep Int-5 C+2/r/P Makes someone invisible Superior Invisibility PHBR5
91 Iron Will M-Psi Wis 8+3/m Can fully act up to -10 hp Can act up to -15 hp WatW2
92 Know Course Clair Int-2 5+4/h Find the Path Radial Navigation WatW2
93 Know Direction Clair Int 1 Know which way is North Maintained for 1 day PHBR5
94 Know Location Clair Int 10 Gives simple idea of location Learn exact location PHBR5
95 Levitation Kinet Wis-3 12+2/m Up/down move rate 6 Move rate 12 PHBR5
96 Lend Health Metab Con-1 4 Transfer hp from psionic Target gets double PHBR5
97 Life Detection Telep Int-2 3+3/m Detect Life (as spell) -- PHBR5
98 Magnetize Kinet Int-1 2W Metal obj magnetised L r (W=weight) No Str check allowed WatW2
99 Magnify M-Psi Wis-5 25M+M/r Mult. power (Max=level/5+1) M+1, no extra cost PHBR5
100 Martial Trance M-Psi Wis-3 7 +1 checks; no P,V actions Only lose P actions PHBR5
101 Mass Manipulation Kinet Int-3 9+9/r Modify weight -75% to +100% -90% to +300% WatW2
102 Mental Barrier [H] Telep Wis-2 3 Costs no action to use No contact for 2r PHBR5
103 Mind Bar Telep Int-2 6+4/m 75% vs. Ench/Cha;immune Telep. +5 in contests PHBR5
104 Mind Blank [F] Telep Wis-7 0 Costs no action to use -- PHBR5
105 Mind Over Body Metab Wis-3 10/d/P Don't need food,water,sleep Don't need rest after PHBR5
106 Mind Thrust [B] Telep Wis-2 2 Lose 1 power 2d6d -- PHBR5
107 Molecular Agitation Kinet Wis 7+6/r Destroy object in 5r (save-10) Destroy in 3r PHBR5
108 Molecular Bonding Kinet Int-1 5+4/m Join 2 objects at molecular level 6 sq" /r 24 sq" /r WatW2
109 Molecular Manipulation Kinet Int-3 6+5/m Object is weakened (-2 save/r) (-4 save/r) PHBR5
110 Momentum Theft Kinet Int-2 5+ Stop (200 lbs, each x2 is +5 PSPs) Held for 1r WatW2
111 Mysterious Traveler Telep Wis-1 2 False rumors about his travels Rumors continue 3d DSDK2
112 Opposite Reaction Kinet Con-1 5 Missile returns at attacker Breaks missile DSDK2
113 Passive Contact Telep Wis-1 2*Int+1/h Like Contact, cheaper to maintain Empathy with target WatW2
114 Phase Port Wis-1 6+6/r Out of phase; cannot attack x2 move rate WatW2
115 Phase Object Port Wis-3 10+5/r Object out of phase May disintegrate WatW2
116 Pheromone Discharge Metab Int 5+1/m Smells like an insect Maintained free 4d6h DSDK2
117 Phobia Amplification Telep Wis-2 C+4/r Strong Fear of thing (save) No save PHBR5
118 Photosynthesis Metab Con+1 5+2/t Regen 1 hp/r in sunlight Sustenence in sun WatW2
119 Plant Mind Telep Int-4 11+2/m +2 Chr when dealing with plants Free maint. 1 d WatW2
120 Pocket Dimension Port Wis 14+3/t 5' cube extradimensional space 10' cube WatW2
121 Poison Sense Clair Wis 1 Detects presence of poison Gives type of poison PHBR5
122 Post-Hyp. Suggestion Telep Int-3 C+Lvl Long-term Suggestion Check not reduced PHBR5
123 Predestination Clair Wis-3 20+5/yD Gives vague feeling of destiny Can peer twice as far DSDK2
124 Probability Manipulation M-Psi Int-4 10 +4 to next die roll +4 next 3 die rolls WatW2
125 Prolong M-Psi Con-4 5+2/r Range & area of powers +50% Range & area +100% PHBR5
126 Psionic Inflation M-Psi Wis-5 20+3/m All powers double cost & main. Triple cost & main. PHBR5
127 Psionic Residue M-Psi Wis-3 15 Get 10% PSPs spent by others +10 PSPs DSDK2
128 Psionic Sense M-Psi Wis-3 4+1/m Detect Psi: PSPs,Dir.,Dist. Does all frequencies PHBR5
129 Psionic Vampirism M-Psi Wis-3 C+8+3/r Drain CL PSPs from target /r Double effect WatW2
130 Psychic Blade M-Psi Con-2 7+X+X/r Blade: 1d6/1d6 +2/+X, stun 1d6r (save) 1d10/1d10 WatW2
131 Psychic Drain M-Psi Wis-6 10P+C Drain W,I,C:10 PSPs;Amnesia 2w No Amnesia PHBR5
132 Psychic Impersonation Telep Wis 10+3/h Match other's thought patterns Cannot be detected PHBR5
133 Psychic Messenger Telep Con-4 4+3/r Send Illusion of self to area Can look like other PHBR5
134 Radial Navigation Clair Int-3 4+7/h Know dist./dir. to start point Can retrace to start PHBR5
135 Receptacle M-Psi Wis-5 1/r Gem:1/100gp;Item:(2W+I+C-40)*L -- PHBR5
136 Reduction Metab Con-2 D+1/r -1' per PSP until 1', then halve Double effect PHBR5
137 Repugnance Telep Wis-5 C+8/r Hatred for something (save) No save PHBR5
138 Reptile Mind Telep Int-1 5+1/m +2 Chr with reptiles Charms reptiles DSDK2
139 Retrospection M-Psi Wis-4 120 Similir to Commune spell -- PHBR5
140 Return Flight Kinet Con-1 3 Missile becomes returning Attack again if miss DSDK2
141 Rigidity Metab Con-2 8+3/r -1/r TH,Init,AC penalty Start at -3 DSDK2
142 Safe Path Clair Wis-4 8+5/m +4 Dex checks; Resist Traps Auto make next save WatW2
143 See Ethereal Clair Wis-5 4+2/m Can see into border Ethereal See into full Ethereal WatW2
144 See Magic Clair Wis-3 6+6/m Detect Magic Know exact type WatW2
145 See Sound Clair Wis-3 6+3/m Can see sound Maintenance 1/r PHBR5
146 Send Thoughts Telep Int-1 C+2/r Send thoughts;no spells (save) No save PHBR5
147 Sensitivity to Observation Clair Wis 5 Know when you're watched Knows location WatW2
148 Sensory Suppression Telep Int-2 C+4/r Blindness and Deafness Loses all 5 senses WatW2
149 Shadow Walk Port Con+1 9 Travel between shadows 1000 yd 2 miles WatW2
150 Share Strength Metab Con-4 6+2/r Transfer 2 Str:1 target Str Transfer 1:1 PHBR5
151 Sight Link Telep Con-3 C+5/m Can see through other eyes Sound Link gained PHBR5
152 Soften Kinet Int 4+3/r Weapon -1TH,-1dmg,-1save/r Double rate PHBR5
153 Sound Link Telep Con-2 C+4/t Can hear through other ears Sight Link gained PHBR5
154 Spatial Distortion Port Int-4 8+4/m Distance Distortion 20'cu Double effect WatW2
155 Spider Touch Metab Dex-1 4+2/m Spider Climb +2 Dex WatW2
156 Spirit Sense Clair Wis-3 10 Senses presence of spirits Knows exact location PHBR5
157 Splice M-Psi Int-2S 5S+S/r Do combined powers as 1 Mental +2 checks when used PHBR5
158 Stasis Field M-Psi Con-3 20+X/r Slows down time by x60 -- PHBR5
159 Static Discharge Kinet Int-3 5+5/r 1d4+1 dmg lightning, cumulative per r 1d6+1 instead WatW2
160 Strength of the Land Metab Con-2 10+2/r +25 hp,+3 TH,+3 dmg,25% MR Lasts 5r after maint. DSDK2
161 Summon Object Port Int-4 30 Summon a simple object max 100 lbs. Half PSP cost WatW2
162 Suppress Fear Telep Wis+1 5 Remove Fear; +4 vs. fear for 1 t +1 TH WatW2
163 Suspend Animation Metab Con-3 12 Suspend animation (level)w Aware; can awaken PHBR5
164 Synaptic Static Telep Int-4 15+10/r Must contest to use psionics +1 contest for static PHBR5
165 Taste Link Telep Con-2 C+4/t Can taste through other mouth Scent Link gained PHBR5
166 Telempathic Projection Telep Wis-2 C+4/r Send emotions Can change emotion PHBR5
167 Teleport Lock Port Int-1 8+2/r Target cannot teleport (no save) -- WatW2
168 Teleport Object Port Int-3 T+20 Teleports 1 nonliving object Automake saves 2d DSDK2
169 Teleport Trigger Port Int+1 2/h Activates Teleport (no action) No dist. Check Mod. PHBR5
170 Thought Shield [G] Telep Wis-3 1 Costs no action to use -- PHBR5
171 Time Dilation Port Int-7 54/r +3 M, +3 P, +3 V; not cumul. w/ Haste +1 more each type WatW2
172 Time Duplicate Port Int-1 22/s Can use 2M/2P/2V/6Z next segment +4 AC/save; +2 TH WatW2
173 Time Shift Port Int 16+3/rS Move into future;Max=(level)r Add 1r to Max PHBR5
174 Time/Space Anchor Port Int 5+1/m Cannot be teleported -- PHBR5
175 Trail of Destruction Clair Wis-2 10+3/m Detect use of Defiling magic Know which spells DSDK2
176 True Worship Telep Wis-1 5 Tells god worshiped & temple Knows all in range DSDK2
177 Truthear Telep Wis 4+2/m Detect Lie (as spell) Knows real truth PHBR5
178 Watcher's Ward Clair Int-2 6+2/h Can't be surprised; Detect Danger Know location danger WatW2
179 Weather Prediction Clair Int-2 10 Accurate weather forecast 24h Weather forecast 1w DSDK2
180 Wrench M-Psi Wis-4 15+8/r Undead:-level AC;cannot drain -2 init. penalty PHBR5

[PC5] Psionicist Classes Group


Psi2 Sciences (Majors)

# Power Disip. Check PSPs Effect Power Score Source
1 Animal Affinity Metab Con-4 15+4/m Take random animal's attribute Take 2 attributes PHBR5
2 Appraise M-Psi Int-4 14 Gives chances of success Reroll 3 future dice PHBR5
3 Aura Alteration M-Psi Wis-4 10 Disguise AL,level (level)h -- PHBR5
4 Aura Sight Clair Wis-4 9+9/m Learn 2 auras (AL or level) Learn 4 auras PHBR5
5 Banishment Port Int-1 30+10/r Target in pocket;returns @ end Cannot gate/teleport PHBR5
6 Clairaudience Clair Wis-3 6+4/m Clairaudience (as spell) Gain Clairvoyance PHBR5
7 Clairvoyance Clair Wis-4 7+4/m Clairvoyance (as spell) Gain Clairaudience PHBR5
8 Complete Healing Metab Con 30 Heal (as spell) in (24-level)h Heal in (60-3*level)m PHBR5
9 Create Object Kinet Int-4 16+3/r Creates temporary small object Object is permanent PHBR5
10 Death Field Metab Con-8 40 Set amount of dmg(others save) You take ½ amount PHBR5
11 Detection Clair Wis-2 15+6/m Detect Object 90', expands 30'/r Know concentration WatW2
12 Detonate Kinet Con-3 18 (level)d6 damage (save:½) (2*level)d6 damage PHBR5
13 Domination Telep Wis-4 2C+2C/r Get control of all actions Maintenance halved PHBR5
14 Disintegrate Kinet Wis-4 40 Disintegrate 8 cu.' (save) (save-5);16 cu.' PHBR5
15 Ejection Telep Wis-4 2S Break contact;lose 1 power 1t Opp. lose 1 power 1t PHBR5
16 Empower M-Psi Wis-12 50+100X Object PSP=(4*Dev+6*Sci+10)*L -- PHBR5
17 Endorphin Control Metab Chr-6 16+8/r +1d6 Int,Wis,or Chr +1d6 to all three DM
18 Energy Containment Metab Con-2 1/die Absorb max 1 die/lvl;glow:-2AC 0 dmg from energy PHBR5
19 Fate Link Telep Con-5 C+5/t Both take same dmg Range unlimited PHBR5
20 Hallucination Telep Int-3 C+6/r Create image in target's mind 20% of dmg is real WatW2
21 Id Insinuation [D] Telep Wis-4 5 Target loses all actions 1d4r Turn on allies 1d4r PHBR5
22 Intellect Fortress [I] Telep Wis-3 4 Costs no action to use -- PHBR5
23 Kinetic Control Kinet Int-3 15+7/r Take only 2+leak vs. physical attacks Reflect 1d10 dmg WatW2
24 Life Draining Metab Con-3 11+5/r Drain level hp/r;add to caster level*3 hp/r PHBR5
25 Mass Domination Telep Wis-6 C+2L/r Up to 5 creatures Dominated Range 100y PHBR5
26 Metamorphosis Metab Con-6 21+1/t Polymorph Self(even to object) Max 3*caster's mass PHBR5
27 Mindflame Telep Wis-6 30 <=8 HD Stun 2d6 r; >8 HD Dazed 1d3 r <=16 HD; >16 HD WatW2
28 Mindlink Telep Wis-5 C+8/m Send thoughts to each other 1 Probe question PHBR5
29 Mindwipe Telep Int-6 C+8/r -level/4 Int/Wis/Level (save) No save PHBR5
30 Molecular Rearrangement Kinet Int-5 20+10/h Change an object 1 ounce/hr Become extraordinary PHBR5
31 Nerve Manipulation Metab Con-3 14 Touch: Pain 1d3 r Stun 1d2 r WatW2
32 Object Reading Clair Wis-5 16 Detect Psi. Imp. of owners Know race,AL,age PHBR5
33 Poison Simulation Metab Con-2 16 Resist Poison; next attack is poisonous -2 on save WatW2
34 Precognition Clair Wis-5 24 Sees a possible future outcome Reroll 3 future dice PHBR5
35 Probability Travel Port Int 20+8/h Go to Astral physically Color pool nearby PHBR5
36 Probe Telep Wis-5 C+9/r True answer:1 question/r (save) 2 questions/r PHBR5
37 Project Force Kinet Con-2 10 (level)d6 damage (save:½) Knock down M target PHBR5
38 Psionic Blast [A] Telep Wis-5 10 Lose 80% hp in mind (save) Unc. 1t (save) PHBR5
39 Psychic Clone M-Psi Wis-8 50+5/r Ghostly mental body;can move Ectoplasmic Form PHBR5
40 Psychic Crush [E] Telep Wis-4 7 (level)d8 damage (save) No save PHBR5
41 Psychic Surgery M-Psi Wis-5 C+10/t Make Perm./Remove Telep. (1/t) 1 power/5r PHBR5
42 Regenerate Metab Con-4 18+6/t Regenerate Natural healing x2 WatW2
43 Sens. to Psychic Imp. Clair Wis-4 12+2/m Detect Psi. Imp. of Area Gets very clear vision PHBR5
44 Shadow-form Metab Con-6 12+3/m Become normal shadow (mv 6) Monster shadow PHBR5
45 Spirit Lore Clair Int-3 30+8/r Can Commune with Spirits Knowledgeable spirit WatW2
46 Split Personality M-Psi Wis-5 40+6/r +1 Mental action +1 more M action PHBR5
47 Subjective Reality M-Psi Wis-5 35+7/m Immune to 1 specific type of effect Can change /r WatW2
48 Summon Planar Creature Port Int-4 45*#PL Choice of plane but not exact Creature not angry PHBR5
49 Summon Planar Energies Port Int 32 3d12 dmg no resistance 4d12 dmg no resist WatW2
50 Superior Invisibility Telep Int-5 C+5/r/P No sound,smell; attack breaks Improved Invisibility PHBR5
51 Suppress Magic M-Psi Con-4 30+X/r Anti-Magic Shell (SL=X) 60' r Dispel-Magic Zone WatW2
52 Switch Personality Telep Con-4 C+30 Switch bodies (perm.);-1Con/d -1 Con/w PHBR5
53 Telekinesis Kinet Wis-3 W+hW/r Object move rate 6 Can move 2nd object PHBR5
54 Telekinetic Barrier Kinet Con-3 18+10/r Wall of Force Free maintain 3r WatW2
55 Telekinetic Flight Kinet Wis-4 15+4/m Fly 18" Fly 24" WatW2
56 Teleport Port Int 20+ Teleport (same plane) PSP cost -20% PHBR5
57 Teleport Other Port Int-2 20+ +10 PSPs per creature moved PSP cost -20% PHBR5
58 Time Travel Port Int-3 50+8/h Travel 1 yr; each x10 is +10 PSPs -- WatW2
59 Tower of Iron Will [J] Port Wis-2 6 Costs no action to use Area 10' radius PHBR5
60 True Sight Clair Wis-4 15+9/m True Sight Know Alignment WatW2
61 Ultrablast [U] Telep Wis-10 75 Fail1:Unc.2d6t;Fail2:lose Psi <= 3HD:death (save) PHBR5
62 Wormhole Port Int-2 48+16/r Dim Door 10 mi; Each x10 is +12 PSPs Half maintenance WatW2

[PC5] Psionicist Classes Group


Psi2 High Sciences (Grands)

# Power Disip. Check PSPs Effect Power Score Source
1 Alter Reality All Any-10 250 Alter Reality or Psi1 major Double CL effect DM
2 Conductive Clairvoyance Clair Wis-9 15/r Can use Psi powers through it Move effect at 18" DM
3 Cosmic Awareness Clair Wis-6 10/r Detect "Everything" CL*30' Range is sight WatW2
4 Elemental Composition Metab Con-4 24+3/r Can be any Normal/Para/Quasi Ele Can be Semi Ele WatW2
5 Energy Cancel Metab Con-6 1/die Cancels entire energy effect Autocancel all this s DM
6 Grand Detonate Kinet Con-5 27 CLd20 shards damage Use d30's DM
7 Legendary Control Metab Chr-24 24+12/r +1d6 Cml, Luck, or CL +1d6 all three DM
8 Lend Actions M-Psi *Auto* 0/perm [0 action]: Lend an action -- DM
9 Mass Contact Telep Wis L+1/r L=sum of targets' levels PSP cost halved WatW2
10 Megakinesis Kinet Wis-4 X/r TK, X=(lbs.)*(speed in ")/lvl^2 PSP cost halved WatW2
11 Nonweapon Familiarity Clair Int-8 200/d +1 slot in every nonweapon prof +1 every weapon prof DM
12 Physical Acceleration Metab Con-6 20/r +1 P action /r (range sight) +1 QP action /r DM
13 Planar Transportation Port Int-4 65 Teleport anywhere in multiverse No summ. sickness WatW2
14 Strength of the World Metab Con-6 10/r +9/+9 AC/saves, +25% RR/MR/PsiR Lasts 5r after maint. DM
15 Time Shift Other Port Int-S*3 S*6 Time Shift other S r (no save) -CL*5% to PsiR roll DM
16 Ultrashield [X] Telep Chr-5 20 Cannot attack / be attacked w/ Psi Can still attack DM
17 Weapon Familiarity Clair Int-4 100/d Proficient with all weapons Single Spec with all DM

Psi2 Supers

# Power Disip. Check PSPs Effect Power Score Source
1 Cellular Heal/Harm Metab Con-13 X X targets: Heal/Harm X% of max X*2% of max DM
2 Change Reality All Any-20 400 Change Reality or Psi1 grand Double CL effect DM
3 Fluidity M-Psi *Auto* 0/perm [0 action]: Swap 2 stats -- DM
4 Lady's Smirk M-Psi Chr-15 400/d Autoroll 1 on Prof.& Psi2 checks Auto power score DM
5 Magic Inertial Barrier Port Dex-18 70/r Spell delayed 1 s if hitting you Delayed 2 s DM
6 Mental Acceleration Metab Chr-10 30/r +1 M action /r (range sight) +1 QM action /r DM
7 Personal Acceleration Metab Chr-10 30/r +1 Swing action /r (range 0) +2 S actions DM
8 Planetary Detonate Kinet Con-25 3600 Detonates 1 planet or moon (!) 2 planets or moons! DM
9 Public Access Key Clair Int-20 90/r Target's Truename is visual (!) Thoughts visible too DM
10 Spirit in the Sky Telep Chr-15 1/week No physical body, can use 2 M /s Can use 3 M /s DM
11 Superblast [V] Telep Str-20 250 All in 1 mile insane (no PsiR) 2 mile radius DM
12 Trans-Planar Contact Telep Wis N+2/r N=(lvl)*(# planes +1); (no PsiR) PSP cost halved DM

[PC5] Psionicist Classes Group


Basic Psi3 Information

Psi3 Wild Talents
 
There are two methods for "Wild Talents" in Psi3. Neither require you to pick a discipline. Your Caster Level (CL) is half of your highest level. You may switch between methods during a reset.
 
Wild Talent Method 1
 
This method does not require feats.
 
Wild Talent Psi3 Calculation = Stat+HNCL-12
where "Stat" is any ability score you choose, and "HNCL" is "Highest Non-Concordant Level" (e.g. the highest level among your classes).
 
Use the progression below for powers gained (no stat bonus). Can trade one 1st for four 0th level powers.
You can never access powers greater than SL=7 with this wild talent.
 
HNCL Psi3 Wild
123 456 7
0-2 1-- --- -
3-5 2-- --- -
6-8 21- --- -
9-11 32- --- -
12-14 321 --- -
15-17 432 --- -
18-20 432 1-- -
21-23 543 2-- -
24-26 543 21- -
27-29 654 32- -
30-32 654 321 -
33-34 765 432 -
36+ 765 432 1
 
Wild Talent Method 2
 
This method requires feats, but you are not limited by how many powers you have, and you can get higher level powers faster.
 
Wild Talent Psi3 Calculation = (Str+Dex+Con+Int+Wis+Chr-60) / 6 + HNCL*3
 
You get no powers for "free", you need to spend feats.
Each feat spent gives your highest level in Psi3 power levels. A 0 level Psi3 power costs ¼ of a power level.
You need to be at least level equal to double the power level to use a power (e.g. you need to be 2nd level to use a 1st level power).
You can never access powers greater than SL=9 with this wild talent.

[PC5] Psionicist Classes Group


[Q3.0] Level 0 Psi3 Powers

## Level 0 Powers Discip. Short Description Source
1 Bolt Metcre You create a short-lived bolt, arrow or bullet. PsiHB3
2 Burst Psyport Target speed improves by 5 ft. for one round. PsiHB3
3 Catfall Psyport You recover well from a fall. PsiHB3
4 Control Shadow Psykin You control a normal shadow like a puppet. PsiHB3
5 Daze Telep Creature loses next action. PsiHB3
6 Detect Psionics Clasen You detect the presence of psionic activity. PsiHB3
7 Distract Telep Subject's mind wanders, imparting -1 penalty on some actions. PsiHB3
8 Elfsight Psymet You have lowlight vision. PsiHB3
9 Far Hand Psykin Minor telekinesis PsiHB3
10 Far Punch Psykin Telekinetic punch deals 1 damage. PsiHB3
11 Finger of Fire Metcre You deal 1d3 fire damage to one foe. PsiHB3
12 Float Psyport You buoy a target in water or other liquid. PsiHB3
13 Inkling Clasen You are 50% likely to know whether an intended action is good or bad. PsiHB3
14 Know Direction Clasen You know which way is north. PsiHB3
15 Lesser Natural Armor Psymet You gain +1 natural armor bonus. PsiHB3
16 Missive Telep You send a one-way telepathic message to subject. PsiHB3
17 My Light Psykin Your eyes emit 20-ft. cone of light. PsiHB3
18 Talons Psymet Your unarmed attacks do +1 damage. PsiHB3
19 Telempathic Projection Telep You modify subject's emotions. PsiHB3
20 Trinket Metcre You create a short-lived trinket. PsiHB3
21 Verve Psymet You gain 1 temporary hit point. PsiHB3

[PC5] Psionicist Classes Group


[Q3.1] Level 1 Psi3 Powers

## Level 1 Powers Discip. Short Description Source
1 Astral Construct I Metcre Creates astral construct to fight for you. PsiHB3
2 Attraction Telep Subject has mild attraction you specify. PsiHB3
3 Biocurrent Psykin Continuous bioelectrical current deals 1d4 electrical dmg/r to up to 2 cr. PsiHB3
4 Biofeedback Psymet Self control allows you to take some damage as subdual damage. PsiHB3
5 Bite of the Wolf Psymet Your base bite attack does 1d8 damage. PsiHB3
6 Call Weaponry Psyport Never lack for a weapon. PsiHB3
7 Charm Person Telep Makes one person your friend. PsiHB3
8 Combat Precognition Clasen You gain a +1 insight bonus to AC. PsiHB3
9 Compression Psymet You shrink 10%/level (max -50%). PsiHB3
10 Conceal Thoughts Telep You conceal your motives. PsiHB3
11 Control Light Psykin Control light levels up or down 20%/level. PsiHB3
12 Control Object Psykin You telekinetically animate a small object. PsiHB3
13 Create Sound Psykin You create the sound you desire. PsiHB3
14 Demoralize Telep Foes suffer -1 penalty on some actions. PsiHB3
15 Destiny Dissonance Clasen Your touch hurts your opponent's mind, dealing 1d8 subdual damage. PsiHB3
16 Disable Telep Subjects incorrectly believe they are disabled. PsiHB3
17 Dissipating Touch Psyport Touch deals 1d8 damage. PsiHB3
18 Empathic Transfer Psymet You absorb others' hurts. PsiHB3
19 Empathy Telep You know the subject's surface emotions. PsiHB3
20 Expanded Vision Clasen Wider vision allows you to see more. PsiHB3
21 Feather Fall Psyport Objects or creatures fall slowly. PsiHB3
22 Feel Light Psymet You use tactile sensation to see. PsiHB3
23 Feel Sound Psymet You use tactile sensation to hear. PsiHB3
24 Firefall Metcre Fiery sparks deal 1d4 fire damage in 10 ft. radius. PsiHB3
25 Grease Metcre Makes 10 ft. square or one object slippery. PsiHB3
26 Hammer Psymet Touch deals 1d8 bludgeoning damage. PsiHB3
27 Hear Light Psymet You use auditory sensation to see. PsiHB3
28 Hustle Psymet You gain one extra partial action. PsiHB3
29 Identify Clasen Identify single feature of psionic item. PsiHB3
30 Know Location Clasen You know, generally, where you are. PsiHB3
31 Lesser Cell Adjustment Psymet You heal 1d8 hp, +1 to next poison/disease save, or heal 1 ability point. PsiHB3
32 Lesser Concussion Psykin Pummel foe for 1d6 damage. PsiHB3
33 Lesser Metaphysical Wpn Clasen Weapon gains +1 bonus. PsiHB3
34 Lesser Mind Link Telep You forge a limited mental bond with another creature. PsiHB3
35 Minor Creation Metcre Creates one cloth or wood object. PsiHB3
36 Molecular Agitation Psykin You heat a creature or object. PsiHB3
37 Object Reading Clasen You know about an object's past. PsiHB3
38 Psycholuminesence Clasen Object sheds 20-ft. radius light. PsiHB3
39 See Sound Psymet You use visual sensation to hear. PsiHB3
40 Sense Link Telep You sense what the subject senses (one sense) PsiHB3
41 Skate Psyport Target slides (skillfully) along the ground as if ice. PsiHB3
42 Spider Climb Psyport Target can walk on walls and ceilings. PsiHB3
43 Steadfast Gaze Clasen Gaze attacks hold no terror for you. PsiHB3
44 Stomp Psykin Shock waves in the ground knock your foes prone. PsiHB3
45 Vigor Psymet You gain 3 temporary hit points. PsiHB3

[PC5] Psionicist Classes Group


[Q3.2] Level 2 Psi3 Powers

## Level 2 Powers Discip. Short Description Source
1 Animal Affinity Psymet You possess one ability score or the natural armor of a chosen animal. PsiHB3
2 Astral Construct II Metcre Create astral construct to fight for you. PsiHB3
3 Augury Clasen You find out if intended actions will be good or bad. PsiHB3
4 Aversion Telep Subject has aversion you specify. PsiHB3
5 Body Equilibrium Psymet You can walk on nonsolid surfaces. PsiHB3
6 Brain Lock Telep Subject cannot move or take any mental actions. PsiHB3
7 Burning Ray Metcre Fiery ray deals 3d6 damage to foe. PsiHB3
8 Cell Adjustment Psymet You heal 3d6 dmg, bonus to next poison/disease save, or heal 2 ability pts. PsiHB3
9 Chameleon Psymet Gain a +10 enhancement bonus to Hide checks. PsiHB3
10 Clairaudience/Clairvoy. Clasen Hear or see at a distance. PsiHB3
11 Claws of the Bear Psymet You gain a claw attack that inflicts 1d12 damage. PsiHB3
12 Combat Prescience Clasen +2 insight bonus to your attack roll. PsiHB3
13 Concussion Psykin Pummel foe for 3d6 damage. PsiHB3
14 Control Body Psykin You take rudimentary control of foe's limbs. PsiHB3
15 Control Flames Psykin You control heat and movement of a fire. PsiHB3
16 Control Wind Psykin Wind increased/decreased by up to 10 mph + 5 mph/level. PsiHB3
17 Darkvision Clasen You can see in the dark. PsiHB3
18 Detect Thoughts Telep You detect subject's surface thoughts. PsiHB3
19 Ecto Puppet Metcre You directly control an astral construct. PsiHB3
20 Ectoplasmic Cocoon Metcre You encapsulate a foe so it can't move. PsiHB3
21 Expansion Psymet You grow +10%/level (max +100%). PsiHB3
22 Glide Psyport Subject glides at speed of 20. PsiHB3
23 Inflict Pain Telep Your mental attack deals 3d6 damage. PsiHB3
24 Intrusive Sense Link Telep Subject senses what you sense. PsiHB3
25 Invisibility Psykin Subject is invisible for 10 min./level or until it attacks. PsiHB3
26 Knock Psyport Opens locked or psionically locked doors. PsiHB3
27 Levitate Psyport Subject moves up and down at your direction. PsiHB3
28 Painful Touch Psymet Your unarmed attacks deal extra 1d6 subdual damage. PsiHB3
29 Psionic Lock Psyport Psionically locks a portal or chest. PsiHB3
30 Recall Pain Clasen Foe takes damage from painful memory. PsiHB3
31 See Invisibility Clasen Reveals invisible creatures or objects. PsiHB3
32 Sense Psychoportation Psyport Know when others use this discipline. PsiHB3
33 Sensitivity to Psychic Imp. Clasen You can find out about an area's past. PsiHB3
34 Sever the Tie Psykin You deal 3d8 damage to undead in 10 ft. radius. PsiHB3
35 Sudden Minor Creation Metcre Quickly create cloth or wood object. PsiHB3
36 Suggestion Telep Compels subject to follow suggested action. PsiHB3
37 Sustenance Psymet You can go without food and water. PsiHB3

[PC5] Psionicist Classes Group


[Q3.3] Level 3 Psi3 Powers

## Level 3 Powers Discip. Short Description Source
1 Astral Construct III Metcre Astral construct fights for you. PsiHB3
2 Astral Steed Psyport Astral steed appears for one hour/level. PsiHB3
3 Bite of the Tiger Psymet Your base bite attack does 2d8 damage. PsiHB3
4 Charm Monster Telep Makes monster believe it is your ally. PsiHB3
5 Claws of the Vampire Psymet Your base unarmed attack does 1d8 damage. You heal the same amount. PsiHB3
6 Cone of Sound Psykin Sonic energy inflicts 5d4 sonic damage. PsiHB3
7 Control Sound Psykin You can create very specific sounds. PsiHB3
8 Create Food and Water Metcre Feeds three humans or one horse/level. PsiHB3
9 Crisis of Breath Telep You disrupt the target's breathing. PsiHB3
10 Danger Sense Clasen +2 bonus vs. trap. PsiHB3
11 Dimension Slide Psyport Instantly move to any spot you can see in Close range. PsiHB3
12 Displacement Psymet Attacks miss subject 50% of the time. PsiHB3
13 Duodimensional Hand Psymet Your unarmed attacks do slashing damage with an increased crit range. PsiHB3
14 Ectoplasmic Form Psymet Your amorphous form is hard to hurt. PsiHB3
15 False Sensory Input Telep You falsify one of the target's senses. PsiHB3
16 Fate Link Telep You link the fates of two targets. PsiHB3
17 Fly Psyport Subject flies at speed of 90. PsiHB3
18 Greater Concussion Psykin Pummel foe for 5d6 damage. PsiHB3
19 Improved Biofeedback Psymet You take charge of your body's damage. PsiHB3
20 Invisibility Purge Clasen Dispels invisibility within 5 ft./level. PsiHB3
21 Lesser Domination Telep Forces subject to obey your will. PsiHB3
22 Metaphysical Weapon Metcre Weapon gains +3 enhancement bonus. PsiHB3
23 Mind Link Telep You have a mental bond with others. PsiHB3
24 Negate Psionics Psykin Cancels psionic powers and effects. PsiHB3
25 Nondetection Clasen Hides subject from Clairsentient powers, and remote viewing. PsiHB3
26 Poison Sense Clasen Sense poison in 30-ft. radius. PsiHB3
27 Rejuvenation Psymet You heal 1 point temp. ability damage/hour. PsiHB3
28 Remote View Clasen You see subject from a distance. PsiHB3
29 Schism Telep Splits your mind into two independently functional parts. PsiHB3
30 Time Hop Psyport Subject hops forward in time 3d6 rounds. PsiHB3
31 Ubiquitous Vision Clasen You have all-around vision. PsiHB3
32 Undead Sense Clasen You sense the presence of undead. PsiHB3
33 Whitefire Metcre Deals 5d4 fire damage in 20 ft. radius. PsiHB3

[PC5] Psionicist Classes Group


[Q3.4] Level 4 Psi3 Powers

## Level 4 Powers Discip. Short Description Source
1 Amplified Invisibility Psykin Attack once and stay unseen. PsiHB3
2 Anchored Navigation Clasen You navigate from a fixed reference point that you mentally sense. PsiHB3
3 Astral Construct IV Metcre Astral construct fights for you. PsiHB3
4 Aura Sight Clasen You can read things in other's auras. PsiHB3
5 Detect Remote Viewing Clasen You know when others spy on you remotely. PsiHB3
6 Dimension Door Psyport Teleports you and 500 lb., 90 ft./level. PsiHB3
7 Dimensional Anchor Psyport Bars extradimensional movement. PsiHB3
8 Dismiss Ectoplasm Metcre Dissipates ectoplasmic targets. PsiHB3
9 Dismissal Psyport Forces a creature to return to a native plane. PsiHB3
10 Dissolving Touch Psymet Your acid touch deals 7d6 acid damage. PsiHB3
11 Divination Clasen Gain specific advice for proposed actions. PsiHB3
12 Domination Telep Subject obeys your will. PsiHB3
13 Fabricate Metcre Transforms raw goods to finished items. PsiHB3
14 Fatal Attraction Telep Implants death urge in target. PsiHB3
15 Fate of One Clasen You can reroll a bad roll. PsiHB3
16 Forced Mind Link Telep Creates mental bond with unwilling target. PsiHB3
17 Freedom of Movement Psyport Move normally despite impediments. PsiHB3
18 Immovability Psymet You are almost impossible to move. PsiHB3
19 Inertial Barrier Psykin Subject gains damage reduction (10/+5). PsiHB3
20 Mass Concussion Psykin Foes take 7d4 damage in 20 ft. radius. PsiHB3
21 Mindwipe Telep Target's recent experiences wiped away. PsiHB3
22 Polymorph Self Psymet You assume a new form. PsiHB3
23 Psychofeedback Psymet You can use power points to boost your Str, Con, and/or Dex ability mods. PsiHB3
24 Quintessence Metcre You collapse a bit of time into a physical substance. PsiHB3
25 Tailor Memory Telep False memory implanted in target. PsiHB3
26 Telekinesis Psykin Lift or move 25 lb./level at long range. PsiHB3
27 Wall of Ectoplasm Metcre You create a protective barrier. PsiHB3

[PC5] Psionicist Classes Group


[Q3.5] Level 5 Psi3 Powers

## Level 5 Powers Discip. Short Description Source
1 Adapt Body Psymet You adapt your body to hostile environments. PsiHB3
2 Astral Construct V Metcre Astral construct fights for you. PsiHB3
3 Baleful Teleport Psyport Destructive teleport deals 9d6 damage. PsiHB3
4 Brilliant Blast Psykin Light blast inflicts 9d4 damage in 20' radius. PsiHB3
5 Catapsi Telep Psychic static is a drag on power manifestation. PsiHB3
6 Clairtangency Psykin You can use Far Hand at any distance. PsiHB3
7 Ectoplasmic Armor Metcre You gain a +10 armor bonus. PsiHB3
8 Ectoplasmic Shambler Metcre Fog-like predator engulfs foes, dealing 2 dmg/r to foes while surrounded. PsiHB3
9 Energy Barrier Psymet You convert energy attacks to harmless light. PsiHB3
10 Graft Weapon Psymet A weapon becomes a natural part of you. PsiHB3
11 Greater Domination Telep Subject obeys your will. PsiHB3
12 Incarnate Metcre You make some psionic effects permanent. PsiHB3
13 Major Creation Metcre As Minor Creation, plus stone and metal. PsiHB3
14 Metaconcert Telep Mental concert of 2+ psions increases the total power of the participants. PsiHB3
15 Metamorphosis Psymet You take the form of creatures and objects. PsiHB3
16 Mind Probe Telep You discover the target's secret thoughts. PsiHB3
17 Molecular Rearrangement Psykin You transmute one metal to another. PsiHB3
18 Natural Armor Psymet You gain +4 natural armor bonus. PsiHB3
19 Power Resistance Clasen You gain power resistance. PsiHB3
20 Psychic Vampire Psykin Your touch attacks drains 2 power points/level from foe, which you gain. PsiHB3
21 Recall Agony Clasen Foe takes more damage from painful memory. PsiHB3
22 Sending Psyport Delivers short message anywhere instantly. PsiHB3
23 Sense Psionics Clasen You sense psionic powers and effects. PsiHB3
24 Teleport Psyport Instantly transports you anywhere. PsiHB3
25 Teleport Trigger Psyport Predetermined event triggers teleport. PsiHB3
26 True Seeing Clasen See all things as they really are. PsiHB3

[PC5] Psionicist Classes Group


[Q3.6] Level 6 Psi3 Powers

## Level 6 Powers Discip. Short Description Source
1 Ablating Psykin You are buffered from one Negate Psionics effect. PsiHB3
2 Astral Construct VI Metcre Astral construct fights for you. PsiHB3
3 Aura Alteration Telep Targets seems something it is not. PsiHB3
4 Banishment Psyport Banishes extraplanar creatures. PsiHB3
5 Breath of the Dragon Psymet Breath fire for 11d4 damage. PsiHB3
6 Disintegrate Psykin One creature or object vanishes. PsiHB3
7 Ethereal Jaunt Psyport You become ethereal for one round/level. PsiHB3
8 Flaming Shroud Metcre Encased foe takes 11d6 fire damage. PsiHB3
9 Greater Biocurrent Psykin Continuous bioelectrical current, 4d6 electrical dmg/r to up to 4 creatures. PsiHB3
10 Improved Fabricate Metcre As Fabricate, but ten times as much. PsiHB3
11 Improved Fly Psyport Subject flies at speed of 180. PsiHB3
12 Improved Vigor Psymet You gain 13 temporary hit points. PsiHB3
13 Mass Suggestion Telep Many targets follow suggested action. PsiHB3
14 Mind Switch Telep You switch minds with another. PsiHB3
15 Null Psionics Field Psykin Negates psionics within 10 ft. PsiHB3
16 Precognition Clasen More in-depth than Divination. PsiHB3
17 Remote View Trap Clasen Enemy remote viewers take 4d4 damage. PsiHB3
18 Retrieve Psykin You teleport to your hand an item you can see. PsiHB3
19 Shield of Prudence Clasen +6 insight bonus to AC. PsiHB3
20 Suspend Life Psymet Your life functions slow to imperceptibility. PsiHB3
21 Trace Teleport Psyport Learn origin or goal of subject's Teleport. PsiHB3

[PC5] Psionicist Classes Group


[Q3.7] Level 7 Psi3 Powers

## Level 7 Powers Discip. Short Description Source
1 Astral Construct VII Metcre Astral construct fights for you. PsiHB3
2 Contingency Metcre Sets trigger condition for another power. PsiHB3
3 Divert Teleport Psyport Choose destination for another's Teleport. PsiHB3
4 Emulate Power Clasen Manifest any psion power 6th-level and less. PsiHB3
5 Energy Conversion Psymet You convert energy attacks to one ray energy attack of your own. PsiHB3
6 Etherealness Psyport Travel to the Ethereal Plane with companions. PsiHB3
7 Fission Psymet You briefly duplicate yourself. PsiHB3
8 Imp. Anchored Navigation Clasen You can navigate from a fixed point even across planar boundaries. PsiHB3
9 Improved Telekinesis Psykin Lift or move 50 lb./level at long range. PsiHB3
10 Insanity Telep Subject is permanently wacky. PsiHB3
11 Mass Cocoon Metcre Ectoplasmic Cocoon, but bigger. PsiHB3
12 Mass Domination Telep Many targets subject to your will. PsiHB3
13 Oak Body Psymet You body becomes living wood. PsiHB3
14 Phase Door Psyport Invisible passage through wood or stone. PsiHB3
15 Plane Shift Psyport Up to eight subjects travel to another plane. PsiHB3
16 Reddopsi Psykin Foe's power rebounds on her. PsiHB3
17 Sequester Clasen Subject invisible to sight and remote viewing. PsiHB3
18 Teleport Without Error Psyport As Teleport with no off-targets. PsiHB3
19 True Concussion Psykin Pummels foe for 13d6 damage. PsiHB3
20 Ultrablast Telep Your mental scream deals 13d4 damage. PsiHB3

[PC5] Psionicist Classes Group


[Q3.8] Level 8 Psi3 Powers

## Level 8 Powers Discip. Short Description Source
1 Astral Construct VIII Metcre Astral construct fights for you. PsiHB3
2 Dream Travel Psyport You travel to other places through dreams. PsiHB3
3 Foresight Clasen Psionic senses warn you of impending danger. PsiHB3
4 Hypercognition Clasen You can deduce almost anything. PsiHB3
5 Improved Clairtangency Psykin You use Telekinesis at any distance. PsiHB3
6 Improved Etherealness Psyport Stay ethereal longer. PsiHB3
7 Iron Body Psymet Your body becomes living iron. PsiHB3
8 Mind Blank Telep Subject immune to mental/emotional effects, scrying, and remote viewing. PsiHB3
9 Mind Seed Telep Target slowly becomes you. PsiHB3
10 Mind Store Metcre Store your personality against future need. PsiHB3
11 Molecular Manipulation Psykin You increase or decrease an object's base hardness by 5. PsiHB3
12 Recall Death Clasen Foe vividly recalls its future death, and dies. PsiHB3
13 Shadow Body Psymet You become a living shadow (not the creature). PsiHB3
14 Telekinetic Sphere Psykin Mobile force globe protects one subject. PsiHB3
15 Teleportation Circle Psyport Circle teleports any creature inside to designated spot. PsiHB3
16 Temporal Acceleration Psyport Your time frame accelerates for two rounds. PsiHB3
17 True Creation Metcre As Major Creation but items are permanent. PsiHB3
18 True Domination Telep Dominated subjects less likely to defy your will. PsiHB3

[PC5] Psionicist Classes Group


[Q3.9] Level 9 Psi3 Powers

## Level 9 Powers Discip. Short Description Source
1 Affinity Field Psymet Effects that affect you also affect others. PsiHB3
2 Apopsi Telep You delete the psionic power of another. PsiHB3
3 Astral Construct IX Metcre Astral construct fights for you. PsiHB3
4 Astral Projection Psyport Projects you and friends into Astral Plane. PsiHB3
5 Confidante Telep You and another are permanently mentally bonded. PsiHB3
6 Detonation Psykin Pummels foe for 17d6 damage. PsiHB3
7 Dissolution Psykin You Disintegrate really large objects or creatures. PsiHB3
8 Genesis Metcre You instigate a new demiplane in the Astral Plane. PsiHB3
9 Greater Emulation Metcre Manifest any power 8th-level or less. PsiHB3
10 Metafaculty Clasen Subject cannot hide name or location from you. PsiHB3
11 Microcosm Telep Target explores imaginary world at the expense of the real one. PsiHB3
12 Monster Domination Telep Dominates any creature for less time. PsiHB3
13 Probability Travel Psyport You and friends physically enter Astral. PsiHB3
14 Psychic Surgery Telep Repair psychic dmg, impart knowledge of new powers, and similar things. PsiHB3
15 Shapechange Psymet You become any creature, change one/round. PsiHB3
16 Temporal Velocity Psyport Your time frame accelerates for 3d4 rounds. PsiHB3
17 Thrall Telep Target is your slave forever. PsiHB3
18 Time Regression Psyport Relive the last four rounds. PsiHB3
19 True Metabolism Psymet Regenerate 10 points/round for one minute. PsiHB3
20 True Telekinesis Psykin Lift or move 500 lb./level at long range. PsiHB3

[PC5] Psionicist Classes Group


Basic Psi10 Information

Psi10 (class) PSPs = (LVL+Int+Wis-20)*5
Psi10 (wild) PSPs = (LVL+Int+Wis-13)*2
 
1 Psi10 PSP = 2 Psi1 PSPs. Points are regained at (Int+Wis)/2 per hour, or (total multipliers of beings within 100') per hour
 
Disciplines: Empa = Empathy, Pyro = Pyromancy, Somn = Somniomancy, Telep = Telepathy, TK = Telekinetics
 
Powers marked with an asterisk ( * ) can be used as a 0 action.
 
Level requirement for SL's for Wild Talents:
SL1=1, SL2=4, SL3=8, SL4=12, SL5=17, SL6=22
 
Wild Talent Progression:
 
Int+Wis+level Psi10
123 456
14-18 2-- ---
19-21 4-- ---
22-24 6-- ---
25-30 71- ---
31-35 82- ---
36-40 93- ---
41-45 A31 ---
46-50 A42 ---
51-55 A53 ---
56-60 A63 1--
61-65 A64 2--
66-70 A74 3--
71-75 A84 31-
76-80 A85 32-
81-85 A85 43-
86-90 A95 431
91-95 A96 432

[PC5] Psionicist Classes Group


Psi10 First Level Powers (minors)

# Name Disc. PSPs Effect Source
1 Affect Normal Fires Pyro 1/r Affect Normal Fires RAPsi
2 Awaken Somn 2 Wakes someone up (removes a sleep effect) RAPsi
3 Detect Evil Empa 3 Detect Evil 3r RAPsi
4 Detect Lie * Telep 2/r Detect Lie RAPsi
5 Detect Lie II * Empa 3 Detect Lie 1r, Undetectable Lie doesn't work, instead gives save (at +5 bonus) RAPsi
6 Dispel Exhaustion Telep 5 Target heals 25% of damage taken RAPsi
7 Distract Telep 5/r Target cannot cast spells (save vs. spell) RAPsi
8 Dream Interpretation Somn 2 Interprets a dream; gives some insight RAPsi
9 Extrasensory Scan Telep 2/r Detect Life, Detect Psionics RAPsi
10 Feather Fall * TK 2/r Feather Fall RAPsi
11 Heat I Pyro 1/r Target takes 1d4 dmg /r RAPsi
12 Hide Emotion * Telep 3/r Undetectable emotion; immune ESP; +3 saves vs. emotion-changing effects RAPsi
13 Ignite Pyro 4 Burns an object (item save vs. fire) RAPsi
14 Instant Sleep Somn 1 Caster goes to sleep; gets x1.5 benefit per unit time RAPsi
15 Lift TK w*S/r TK up/down only; w = ln(weight in lbs.); S = ln(speed in ") RAPsi
16 Light Pyro 3/r Light RAPsi
17 Manipulate TK D/r Fine-control TK; max weight = CL lbs.; D = Dex score desired (max = Wis) RAPsi
18 Melt Pyro 5/r Melts an object (item save vs. fire), metal armors get -2 AT RAPsi
19 Resistance to Sleep Somn 2/h Immune Sleep RAPsi
20 Sleeping Awareness Somn 1/h Aware of surroundings while sleeping RAPsi
21 Sleeping Levitation Somn 1/h Levitate while sleeping (do not need to sleep on ground) RAPsi
22 Slide TK ½*w*S/r TK horizontal across floor only (max incline = CL*5°); same w and S as Lift RAPsi
23 Spook Telep 5 Fear (save vs. spell at -CL/3) RAPsi
24 Suggest Telep 8 Suggestion (save) RAPsi
25 Tongues * Telep 3/r Tongues RAPsi
26 Wakefulness Somn 1/d Need not sleep; doesn't gain natural resets while not sleeping RAPsi

[PC5] Psionicist Classes Group


Psi10 Second Level Powers (minors)

# Name Disc. PSPs Effect Source
1 Active Telepathy Telep 5/r Telepathy RAPsi
2 Beam of Light Pyro 5/r Line of Blindness (all in area save vs. spell or blinded) RAPsi
3 Bend TK ½*S/r Bend an object; S = Str score desired (max = Int) RAPsi
4 Break TK S/r Break an object (item save); S = Str score desired (max = Int) RAPsi
5 Chameleon * Telep 7/r +4 set Chr RAPsi
6 Confuse Telep 14 Confusion (save) RAPsi
7 Contingency Awaken Somn 3 Set a contingency for conditions to wake up RAPsi
8 Cool * Pyro 8/r Keeps object at a normal temperature; Imm. to increase temperature change RAPsi
9 Darkness Pyro 7/r Darkness (can target someone to blind them, they get a save) RAPsi
10 Detect Charm * Empa 8 Detect Charm,Suggestion,Domination,Control Actions,Magic Jar,Geas,Quest RAPsi
11 Detect Motive * Telep 10 Gives motive for why someone is asking the way he is RAPsi
12 Dream Somn 3 Sleeping target has a dream (caster has no control) RAPsi
13 Emotion Read Telep 10 Read emotional state RAPsi
14 Empathy Empa 10 Sense needs, drives, emotions of target RAPsi
15 Enforced Sleep Somn 2/target Sleep 3*CL r (save vs. spell); max HD affected /target = CL RAPsi
16 Extinguish Pyro 10 Puts out a fire, or dispel a fire-based spell (Wall of Fire, Fire Shield, etc.) RAPsi
17 False Emotion * Telep 7/r Give off a false emotional state, true emotion is undetectable RAPsi
18 Fear Telep 17 Fear (save vs. spell at -CL/3); Fumble (save vs. spell) RAPsi
19 Feeblemind Telep 10 Feeblemind (save) RAPsi
20 Fire Protection * Pyro 8/r Resist Fire RAPsi
21 Floating Disc TK w/r Floating Disc; w = log(weight in lbs.) RAPsi
22 Healing Empa 15 Take X dmg, which regen at 1 hp/r: Target is cured X hp (max X = 24) RAPsi
23 Homeostasis * Pyro 1/r Resist non-magical Heat and Cold RAPsi
24 Intensify Fire * Pyro 10/r Doubles the damage of an existing fire effect RAPsi
25 Jump * TK J Jump J" (max J = CL*4) RAPsi
26 Know Alignment * Telep 12 Know Alignment RAPsi
27 Levitate TK 5/r Levitation RAPsi
28 Message Somn 4 Sends a message; same plane RAPsi
29 Mind Read * Telep 20/r Read surface thoughts of target RAPsi
30 Pain Erase Telep 8/r Target heals 25% of damage taken; Take only 75% of damage received RAPsi
31 Pillar of Fire Pyro 10/r Makes a column of fire (10' wide by 10*CL' high), 1d10 dmg RAPsi
32 Prolonged Wakefulness Somn 2/d Need not sleep; only 1 natural reset per 2 days while not sleeping RAPsi
33 Push TK ½*S/r Push an object; S = Str score desired (max = Int) RAPsi
34 Remove Fear Telep 8 Remove Fear RAPsi
35 Shield * TK A/r AT +10+A source (max A = CL) RAPsi
36 Talk in Sleep Somn 4 Sleeping target talks in his sleep (presumably about his dream) RAPsi
37 Troubled Sleep Somn 4/h Fear (save vs. spell); if sleeping, target has nightmares RAPsi
38 Untroubled Sleep Somn 2/h Cannot be targetted by Somniomancy effects while sleeping RAPsi
39 Warmth * Pyro 8/r Keeps object at a normal temperature; Imm. to decrease temperature change RAPsi
40 Wind TK 3/r Gust of Wind RAPsi

[PC5] Psionicist Classes Group


Psi10 Third Level Powers (majors)

# Name Disc. PSPs Effect Source
1 Accelerated Sleep Somn 4/h While sleeping/resting, get x(CL+4)/5 benefit per unit time RAPsi
2 Alertness Somn 3/h Target has half chances of surprise RAPsi
3 Animal Communication * Telep 12/r Speak with Animals RAPsi
4 Automaton Telep 21/r Control target's V actions (save) RAPsi
5 Burn Pyro 13 Target takes (4+CL/3)d6 fire dmg (save:½) RAPsi
6 Chill Metal Pyro 11 Chill Metal RAPsi
7 Clairvoyant Dreaming Somn 10 Clairvoyance (caster is sleeping while doing this) RAPsi
8 Comprehend Languages Empa 7/r Comprehend Languages RAPsi
9 Confound * Telep 15/r Telepathy/ESP/etc. on you give false set of thoughts RAPsi
10 Control Telep 30/r Control target's P actions (save); Caster cannot use M actions RAPsi
11 Crush TK 10 Crush an item (item save vs. crushing blow) RAPsi
12 Detect Invisible Creatures Telep 15/r Detect Life; Detect Invisibility; Detect Dust of Disappearance RAPsi
13 Dream Protection Somn 5/h Immune to Somniomancy effects while sleeping RAPsi
14 Emotion Write Telep 9/r Change target's emotional state (save) RAPsi
15 Enforced Wakefulness Somn 1/3t Target cannot sleep (and does not get natural resets) RAPsi
16 Fire Curtain Pyro 9/r Circular wall of fire around caster, 3d6 dmg RAPsi
17 Fire Missiles Pyro 10 Shoot (CL-2)/2 fire missiles, each does 1d4+1 fire dmg RAPsi
18 Freeze Pyro 13 Target takes (4+CL/3)d6 cold dmg (save:½) RAPsi
19 Ground * Pyro 8/r Immune Lightning, must be touching the ground RAPsi
20 Heat Metal Pyro 11 Heat Metal RAPsi
21 Heat Ray Pyro 12 Line, all in area CLd6 heat dmg (save:½), immunity to non-magical heat works RAPsi
22 Hold Telep 5/r Hold Monster (save) RAPsi
23 Identification Somn 15 Identify any x1 item (magic, psi, techonology, etc.) RAPsi
24 Impact TK 12 (CL+3)d8 telekinetic dmg; one target; no save RAPsi
25 Insanity Telep 16/r Target gets Int set to 3; Insanity (save for each) RAPsi
26 Know Alignment II * Empa 17 Know Alignment, Unknowable Alignment doesn't work, instead gives a save RAPsi
27 Locale Somn 12 Gives Local Area Knowledge (as per proficiency) in unknown area RAPsi
28 Masks * Telep 20/r Immune Telepathy/ESP/etc. RAPsi
29 Pain Block Telep 15/r Target heals 50% of damage taken; Take only 50% of damage received RAPsi
30 Rapport Telep 10/r Telepathy, can read target's memories RAPsi
31 Remote Sensing Telep 17/r Have access to all senses of the target RAPsi
32 Remove Fear II Empa 8 Remove Fear, target is immune to fear for 1 turn RAPsi
33 Shatter TK 6 Crush an item (item save vs. crushing blow); only vs. size S or smaller items RAPsi
34 Sleeping Automaton Somn 15 Control P and V actions on a sleeping target RAPsi
35 Static Charge Pyro 10 Target takes (2+CL/3)d4 lightning dmg, this effect can be Delayed Blasted RAPsi
36 Throw TK 8 Throw a small object to deal (CL+4)d6 dmg to a target (don't need to roll to hit) RAPsi
37 Ventriloquism * Telep 18/r Ventriloquism RAPsi
38 Wall of Fire Pyro 13 Wall of Fire, 3d6 dmg RAPsi

[PC5] Psionicist Classes Group


Psi10 Fourth Level Powers (majors)

# Name Disc. PSPs Effect Source
1 Agony Telep 10/r -3 Int, -4 Wis, -3 saves, -3 TH, -3 dmg, can't use magic/psi, slow (save each) RAPsi
2 Chill TK w*T/r Lower temperature in object; w = ln(weight in lbs.); T = ln(change °F) RAPsi
3 Dream Projection Somn 10 Can control details of a sleeping target's dream RAPsi
4 Dream Reading Somn 6/r Can view the dreams of sleeping target RAPsi
5 Dream Suggestion Somn 18 Suggestion (CL/2 saves vs.spell) RAPsi
6 Energy Armor * Pyro 7/r AT +10 source, destroy any weapon that strikes you (save vs. lightning) RAPsi
7 Fire Stream Pyro 18/r Choose 1 target within 120' per segment, it takes 6d6 fire dmg (save:½) RAPsi
8 Forerunners Somn 16 Precognition (caster is sleeping this segment) RAPsi
9 Friends * Empa 15 Set Chr 19 for CL/3 turns RAPsi
10 Heat II TK w*T/r Raise temperature in object; w = ln(weight in lbs.); T = ln(change °F) RAPsi
11 Kinetic Wall TK 8/r Immobile wall that blocks missile and melee weapons; must spend 1V to pass RAPsi
12 Masquerade Empa 1/h Caster has the mind-set and thought patterns of another RAPsi
13 Memory Read Telep 8/r Read memories of target RAPsi
14 Memory Protection * Telep 5/r Immune to Memory stealing, mind reading, Capital E Extract RAPsi
15 Mental Erasure Telep 30 Forget (save at -5-CL/3) RAPsi
16 Mental Guard Somn 12/h Imm. Charm,Confusion,Fear,Feeblemind,Possession,Soul Trap,Suggestion RAPsi
17 Nightmare Somn 18 Target does not gain next natural reset, takes 1d10 dmg (save vs. spell) RAPsi
18 Power Shift * Telep 1/d Your psionic powers appear to be a different form of energy (magic, innate, etc.) to Detection effects DM
19 Scare Empa 15 Fear 1d3+CL/2 r, target must save every round (even if made previous saves) RAPsi
20 Sensitivity to Psychic Imp. Empa 20 Sensitivity to Psychic Impressions RAPsi
21 Sleep of Healing Somn 21 Target sleeps this segment, cure CL/2 hp, disease, blind, feeblemind, insanity RAPsi
22 Slow TK 3/r Slow; -1P action (save for each) RAPsi
23 Stasis * Somn 18 Feign Death (can be used on willing others) RAPsi
24 Static Discharge Pyro 35 All in caster's group (except caster) take (10+CL/3)d6 lightning dmg (save:½) RAPsi
25 Waking Nightmare * Somn 5/r Target is immune to emotion changes and hallucinations RAPsi
26 Walking Sleep Somn 10/h Target is fully aware and can use Z and V actions while asleep RAPsi

[PC5] Psionicist Classes Group


Psi10 Fifth Level Powers (grands)

# Name Disc. PSPs Effect Source
1 Charm Person Empa 15 Charm Person (make CL saves) RAPsi
2 Cleave * TK N/r Mental weapon: Use 1M to get #Att=2, dmg=1dN, considered +N/5 wpn RAPsi
3 Dream of Communion Somn 30 Contact other Plane (caster is sleeping this segment) RAPsi
4 Dream Quest Somn 30 Quest/Geas (save vs. spell) RAPsi
5 Dream Travel Somn 50 Teleport (same plane) (caster is sleeping this segment) RAPsi
6 Fire Blast Pyro 26 One group takes (8+CL/5)d6 fire dmg (save:½) RAPsi
7 Fire Strands Pyro 22 Web spell, everyone within takes Xd6 dmg /r, X is # sizes larger than size T RAPsi
8 Fly * TK S/r Fly at S*3" RAPsi
9 Hypnotism Empa 20 Hypnosis (make CL saves) RAPsi
10 Kinetic Dome TK 10/r Kinetic Wall (see above) but is a hemisphere RAPsi
11 Lightning Bolt Pyro 24 Lightning Bolt, CLd6 dmg (save:½) RAPsi
12 Madness Somn 35 Nightmare (see above); Target gains 1 insanity (save vs. spell) RAPsi
13 Memory Write Telep 65 Change a memory in a target (save) RAPsi
14 Mind Block Telep 17/h Can't be mentally targetted; auto make Will/Mental saves; can't be scryed RAPsi
15 Mindreave Telep 70 Target gets Int set to 3; Insanity; lose all spells; lose all PSPs (save for each) RAPsi
16 Object Reading Empa 35 Object Reading RAPsi
17 Plane Shift Somn 55 Plane Shift (caster is sleeping this segment) RAPsi
18 Prescient Dream Somn 62 Precognition about a person or item, more exact information than Forerunners RAPsi
19 Resistance Shift * Empa 1/d Your psionic powers are resisted using a different resistance (MR, IR, etc., but not anti's or GR/XR) DM
20 Sleep Guard Somn 15 Contigency Awaken, wake up and do a Psi10 power (chosen ahead of time) RAPsi
21 Suggestion Empa 17 Suggestion (make CL saves) RAPsi
22 Transportation Somn 50+15P Teleport (same plane) (P=# of people) (all in the effect are sleeping this seg.) RAPsi

[PC5] Psionicist Classes Group


Psi10 Sixth Level Powers (grands)

# Name Disc. PSPs Effect Source
1 Animate Fire Pyro 15/r Turn fire into 2^(X+1) HD fire elemental, where X is the # sizes beyond size T RAPsi
2 Astral Dreaming Somn 55+15P Astral spell (P=# of people) (all in the effect are sleeping this segment) RAPsi
3 Compress TK 10/r Target gets -1 size (max weight affected = 2^CL pounds) RAPsi
4 Disintegrate TK 15 Disintegrate (save) RAPsi
5 Dream of Death Somn 55 Death Spell 5d20 HD (save vs. Death Magic), sleeping targets get no save RAPsi
6 Energy Quench Pyro 40 Death Spell 4d20 HD (save vs. Death Magic), works on undead and golems RAPsi
7 Enlarge TK 10/r Target gets +1 size (max weight affected = 2^CL pounds) RAPsi
8 Group Mind * Telep 15/r Group has each other's proficiencies, feats, kits, memories, thoughts RAPsi
9 Mind Quench Telep 51 Death Spell 3d20 HD (save vs. Death Magic), creatures w/ Int 1-8 get no save RAPsi
10 Mindwipe Telep 65 Wipe all memories in target (save) RAPsi
11 Sleeping Wish Somn 60 Duplicate a SL 1-5 Psi10 power (caster is sleeping this segment) RAPsi
12 Summon Fire Elemental Pyro 40+5/r Summons a 12 HD Fire Elemental, or gain control of someone's Fire Ele. RAPsi
13 Telempathic Projection Empa 21 All others around you can sense your thoughts, feelings, emotions RAPsi
14 Telepathy Empa 10/r Telepathy (across planes) RAPsi
15 Trigger Telep 70 Delayed Blast Mind Quench, only 1 target, will go off on a set condition RAPsi

[PC5] Psionicist Classes Group


Psi10 Seventh Level Powers (grands)

# Name Disc. PSPs Effect Source
1 Chain Contingency Somn 70 Chain Contingency for Psi10 powers DM
2 Improved Sleep Somn 70 Sleep a group (no save, CR to resist) DM
3 Magnify Fire * Pyro 35 xCL dmg to a fire effect being cast DM
4 Remove Charm Empa 35 Remove Charm,Suggestion,Domination,Control Actions,Magic Jar,Geas,Quest DM
5 Spirit Chameleon Telep 70 +1 permanent Int, Wis, or Chr (max=LVL*2) DM
6 Super Push TK 35 Target takes CL*20' falling damage DM

Psi10 Eighth Level Powers (supers)

# Name Disc. PSPs Effect Source
1 Automaton II Telep 40 Control all actions (save) DM
2 Falsename * Telep 80 You give off a false Truename (it's someone else's) DM
3 Fire Protection * Pyro 80 Immune any element with a fire component DM
4 Improved Rest Somn 80 Get 2 resets per reset DM
5 Mass Impact TK 40 (CL+4)d10 TK dmg to a group (no save) DM
6 Predict and Counter * Empa 40 Predict what someone is about to do, can counter it DM

Psi10 Ninth Level Powers (supers)

# Name Disc. PSPs Effect Source
1 Fire Armor * Pyro 90 AT +CL*5 source; Disintegration shield (100% dmg back) DM
2 Mass Agony Telep 45 Group takes CL Int and Wis dmg (no save) DM
3 Mass Suggestion Somn 45 Group is Suggested (CL saves to avoid) DM
4 Megaslow * TK 45 Target loses next CL P actions (save for each) DM
5 Static Blast Pyro 90 (11+CL)d8 Electricity dmg to a group (no save) DM
6 True Friends * Empa 90 Mirage Arcana that you are the monster's friends DM

Psi10 Tenth Level Powers (supers)

# Name Disc. PSPs Effect Source
1 Annihilate TK 100 Target is Annihilated (save) DM
2 Between Somn 100 Between (teleport across planes ignoring defenses) DM
3 Cleaver * TK 50 Mental weapon; #Att=CL; dmg=1dCL DM
4 Fire Prison Pyro 50 Imprisonment; Takes 1 vile dmg /s (no resistance) DM
5 Irresistable Charm Empa 100 Charm (no save, CR to resist) DM
6 Mindrape Telep 50 Capital E Extract; Set Int 2 (no save) DM

[PC5] Psionicist Classes Group


High Freq. Dabbler

Level KXP Psi(random)
minors
1 0 2
2 2.25 4
3 4.5 6
4 9 8
5 18 10
6 36 12
7 72 14
8 144 16
9 288 18
10 510 20
11 732 22
12 954 24
13 1176 26
14 1398 28
15 1620 30
16 1842 32
17 2064 34
18 2286 36
19 2508 38
20 2730 40
21 2952 42
22 3174 44
23 3396 46
24 3618 48
25 3840 50
26 4062 52
27 4284 54
28 4506 56
29 4728 58
30 4950 60
31 5172 62
32 5394 64
33 5616 66
34 5838 68
35 6060 70
36 6282 72
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  8  2  3  1  0  2
+0  6  5  8  3  4  2  1  3
+1  6  6  9  4  5  3  1  4
+1  7  7  9  4  5  4  2  5
+2  7  8 10  5  6  4  3  6
+2  8  9 10  6  7  5  3  7
+3  8 10 11  6  7  6  4  8
+3  9 11 11  7  8  7  5  9
+4  9 12 12  8  9  8  5 10
+4 10 13 12  8 10  8  6 11
+5 11 14 13  9 11  9  7 12
+5 11 14 13 10 12 10  7 13
+6 13 15 14 12 13 11  8 14
+6 15 15 15 14 14 12  9 15
+7 15 16 16 15 15 12  9 16
+7 16 16 16 15 16 13 10 17
+8 16 16 16 16 16 14 11 18
+8 16 16 16 16 16 15 11 19
Requisites: Con 6, Int 16, Chr 6, Cml 10
Alignment: non-L
HD/level: d9
Weapon Prof.: 3+level/5
To Hit Table: Rog
Save Table: 3xPsi
Reference: DM {Alternate High Freq. Sampler}
Groups: Psionicist
 
HiFreqDabbler power calculation: (level)*(Str/7+Dex/6+Con/5+Int/4+Wis/3+Chr/2)
You start with "open slots". Open slots can be used once per reset, then are reverted to blank next reset.
You may permanently assign a slot to be a certain power, then it uses that power forever at the cost you gave.
Note that powers may not work exactly the same way each time you use them.
The power cost is variable, but generally Minor is 1-20.
This class only gets minor powers (2 per level). When the DM rolls on the High Frequency Sampling table, you can shift the result by up to + or - LVL (you can look at all the results to choose which one you want).

[PC5] Psionicist Classes Group


High Freq. Sampler

Level KXP Psi(random)
mMG SUV WX
1 0 1-- --- --
2 3.25 2-- --- --
3 6.5 21- --- --
4 13 31- --- --
5 26 32- --- --
6 52 321 --- --
7 104 421 --- --
8 208 431 --- --
9 416 432 --- --
10 741 432 1-- --
11 1066 532 1-- --
12 1391 542 1-- --
13 1716 543 1-- --
14 2041 543 2-- --
15 2366 543 21- --
16 3016 643 21- --
17 3341 653 21- --
18 3991 654 21- --
19 4641 654 31- --
20 5291 654 32- --
21 5941 654 321 --
22 6591 754 321 --
23 7241 764 321 --
24 7891 765 321 --
25 8541 765 421 --
26 9191 765 431 --
27 10491 765 432 --
28 11791 765 432 1-
29 13091 865 432 1-
30 14391 875 432 1-
31 15691 876 432 1-
32 16991 876 532 1-
33 18291 876 542 1-
34 19591 876 543 1-
35 20891 876 543 2-
36 23491 876 543 21
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  6  4  8  3  4  2  0  2
+0  6  6  9  4  5  3  1  4
+1  7  7 10  5  6  4  2  5
+1  8  9 10  6  7  5  3  7
+2  9 10 11  7  8  6  4  8
+2  9 12 12  8  9  8  5 10
+3 10 13 13  9 11  9  6 11
+3 11 14 13 10 12 10  7 13
+4 14 15 14 13 14 11  8 14
+4 15 16 16 15 15 12  9 16
+5 16 16 16 16 16 14 10 17
+5 16 16 16 16 16 15 11 19
+6 16 16 16 16 16 15 11 19
+6 16 16 16 16 16 15 11 19
+7 16 16 16 16 16 15 11 19
+7 16 16 16 16 16 15 11 19
+8 16 16 16 16 16 15 11 19
+8 16 16 16 16 16 15 11 19
Requisites: Con 9, Int 18, Chr 9, Cml 9
Alignment: non-L
HD/level: 2d7
Weapon Prof.: 2+level/6
To Hit Table: Rog
Save Table: 3xPsi
Reference: DM
Groups: Psionicist
 
HiFreqSamp power calculation: (level)*(Str/6+Dex/5+Con/4+Int/3+Wis/2+Chr)
You start with "open slots". Open slots can be used once per reset, then are reverted to blank next reset.
You may permanently assign a slot to be a certain power, then it uses that power forever at the cost you gave.
Note that powers may not work exactly the same way each time you use them.
The power cost is variable, but generally Minor is 1-10, Major is 2-50, Grand is 4-100, Super is 8-200, Ultra is 16-300, Ultra+1 (V) is 32-400, Ultra+2 (W) is 64-500.

[PC5] Psionicist Classes Group


High Psionicist


Level

KXP
Psionicist
mMG SUV

TH
1 0 1-- --- +9
2 4.5 11- --- +8
3 9 21- --- +7
4 18 211 --- +6
5 36 321 --- +5
6 72 322 --- +4
7 144 432 1-- +3
8 288 433 1-- +2
9 576 543 1-- +1
10 1000 544 2-- +0
11 1450 654 2-- -1
12 1900 655 2-- -2
13 2350 765 3-- -3
14 2800 766 3-- -4
15 3250 876 3-- -5
16 3700 877 4-- -6
17 4150 987 4-- -7
18 5000 988 41- -8
19 5900 A98 51- -9
20 6800 A99 51- -10
21 7700 BA9 51- -11
22 8600 BAA 62- -12
23 9500 CBA 62- -13
24 10400 CBB 62- -14
25 11300 DCB 72- -15
26 12200 DCC 73- -16
27 13100 EDC 73- -17
28 14000 EDD 83- -18
29 15000 FED 831 -19
30 16350 FEE 841 -20
31 17700 GFE 941 -21
32 19050 GFF 941 -22
33 20400 HGF 942 -23
34 21750 HGG A52 -24
35 23100 IHG A52 -25
36 25000 IHH A52 1 -26
37 50000 IHH A52 2 -27
38 75000 IHH A53 2 -28
39 100000 IHH A53 3 -29
45 250000 IHH A66 5 -35
54 475000 IHH A99 8 -44
63 700000 IHH CBB B -53
72 925000 IHH EDD D1 -62
Requisites: Int 18, Wis 22, Chr 25,
  Class Slots 2
Alignment: any
HD/level: ++d6
Weapon Prof.: & 6-level/3
To Hit Table: & +10-level
Reference: DM
Groups: Psionicist, NPC Designed
Complexity: CF=5
   
Saving Throws:  
PPD: level*2+0
RSW: level*2+4
PP: level*2+1
BW: level*2+0
Spell: level*2+3
Fort: level*2+2
Reflex: level*2+0
Will: level*2+5
 
PSPs = Chr*4*level.
+1 psionic frequency per level. Can pick "High Frequency Sampling" as a frequency, treat these as one category (3 SL's) higher.
Cannot gain a stat progression to progression.
May material component psionic powers by using 1V action.
Gets Wis bonus to CL (with a max bonus of +LVL).

[PC5] Psionicist Classes Group


High SL Sampler

Level KXP Psi(random)
mMG SUV W
1 0 --1 --- -
2 3.25 --2 --- -
3 6.5 --3 --- -
4 13 --4 --- -
5 26 --5 --- -
6 52 --6 --- -
7 104 --7 --- -
8 208 --7 1-- -
9 416 --7 2-- -
10 741 --7 3-- -
11 1066 --7 4-- -
12 1391 --7 5-- -
13 1716 --7 6-- -
14 2041 --7 7-- -
15 2366 --7 71- -
16 3016 --7 72- -
17 3341 --7 73- -
18 3991 --7 74- -
19 4641 --7 75- -
20 5291 --7 76- -
21 5941 --7 77- -
22 6591 --7 771 -
23 7241 --7 772 -
24 7891 --7 773 -
25 8541 --7 774 -
26 9191 --7 775 -
27 10491 --7 776 -
28 11791 --7 777 -
29 13091 --7 777 1
30 14391 --7 777 2
31 15691 --7 777 3
32 16991 --7 777 4
33 18291 --7 777 5
34 19591 --7 777 6
35 20891 --7 777 7
36 23491 --7 777 7
TH Saves
PD RS PP BW Sp Fo Re Wi
-1  5  4  8  2  3  1  0  2
-1  6  5  8  3  4  2  1  3
-1  6  6  9  4  5  3  1  4
-1  7  7  9  4  5  4  2  5
+0  7  8 10  5  6  4  3  6
+0  8  9 10  6  7  5  3  7
+0  8 10 11  6  7  6  4  8
+0  9 11 11  7  8  7  5  9
+1  9 12 12  8  9  8  5 10
+1 10 13 12  8 10  8  6 11
+1 11 14 13  9 11  9  7 12
+1 11 14 13 10 12 10  7 13
+2 13 15 14 12 13 11  8 14
+2 15 15 15 14 14 12  9 15
+2 15 16 16 15 15 12  9 16
+2 16 16 16 15 16 13 10 17
+3 16 16 16 16 16 14 11 18
+3 16 16 16 16 16 15 11 19
Requisites: Con 13, Int 16, Chr 18, Cml 9
Alignment: non-L
HD/level: 2d8
Weapon Prof.: 1+level/6
To Hit Table: Psi
Save Table: 2xPsi
Reference: DM
Groups: Psionicist, Alternate
 
HiSLSamp PSP calculation: (LVL)*(Con+Int*2+Chr*3)
You start with "open slots". Open slots can be used once per reset. When used, you choose "Defensive" or "Offensive", and a random power is rolled. The power is assigned to that slot (you cannot choose to leave the slot "open"). You may choose targets after seeing resolving what the effect is.
The power cost is variable, but generally Grand is 1-100, Super is 2-200, Ultra is 3-300, V is 4-400, and W is 5-500.
If you assign a slot and find you don't have enough PSPs to cover the cost, you "burn hp" (1 per 1) per PSP you are short. You cannot burn hp when using a known slot.
During reset, you may unassign any slots you see fit, but slots can (again) only be filled once per reset.
DM Note: Grand and Super tables are provided, Ultra/V/W/X powers will use the [X] section with U SL=11, V SL=14, W SL=17, X SL=20. "Defensive" is Con/Wis/Chr powers, "Offensive" is Str/Dex/Int powers.

[PC5] Psionicist Classes Group


High SL Sampler Powers (Grand Defensive, d236)

 
# Effect
1 Ability Score *2: Choose one ability score. New score = (old score - 10) * 2 + 10
2 Ablating: You are buffered from one Negate Psionics effect.
3 Absorption Field: Stops SL/2 mental attacks or mental-affecting powers on you
4 AC *2: Your new AC = (old AC - 10) * 2 + 10
5 Acid Breath: Breathe Acid (as per dragon)
6 Acrobatics: Any Acrobat SL-1 pick; 5*CL Rogue points in it
7 Actions *2: Pick one action type (M, P, V). Your number of actions of that type is multiplied by 2
8 Add Global Resistance: Resist all E=1 elements, this can be taken twice for E=2 (doesn't include E=1), thrice for E=3, etc.
9 Add Global Resistance: Resist all EE=1 eelements, this can be taken twice for EE=2 (doesn't include EE=1), thrice for EE=3, etc.
10 Aid Deva: You lose 1 multiplier, target gains 1 multiplier
11 Amplify Power: +N to CL (or) +N*10% effect to next Psi1 power (max N=CL)
12 Animate Objects: Animate Objects as if they were a DL=SL Golem summon
13 Anti-Psionic Disruption: No Anti-Psi powers (any freq.) can be used in 50' r
14 Anti-Technological Shell: Reduce all technological objects within 30' by -CL TechL (min TechL=0)
15 Armageddon †: 1bM: Can use +1M/s this round; Immune Cold; Immune Shadow
16 Assassin Lore: Abilities as per an Assassin of half level (round up)
17 Astral Eyes: Can see through alterations/illusions/possession; Astral Perception
18 Aura of Fear: Fear by sight (SL saves)
19 Bard or Sage Abilities, LVL 9: Get bard or sage abilities of level 9 (max = your level)
20 Body Coating: 5*SL hp Armor spell, self only, stacks with the (Wizard) Armor spell
21 Body Resistance: Physical attacks that do less than SL*2 dmg to you do nothing
22 Body Transformation: Change your body to be of an E=SL/2 element
23 Breath of the Black Dragon: Breathe acid for 11d6 damage.
24 Breath of the Dragon: Breath fire for 11d4 damage.
25 Breath of the Drake: Breath water for 11d4 damage.
26 Breath Weapon Cloud: Forms into a breath weapon if triggered
27 Bring Animals VII: Summon CL*4 Animals using ML VII chart, you pick the result
28 Bringer: Immune Illusions; Immune Disease; Immune Reverse Healing
29 Chaos Cloud: Does random effects every round
30 Chemical Mimicry: Change your body to be of an TechL=SL chemical
31 Cobra Charm: Gaze, target must save vs. RSW or he cannot use any actions next segment, maintain 1M
32 Construct Control Item 4: Create a "Control" type item (see next page) of TechL=CL, each 4 TechL takes 1S action
33 Construct Generic Item 4: Create a "Generic" type item (see next page) of TechL=CL, each 4 TechL takes 1S action
34 Construct Power/Defensive Item 4: Create a "Power" type item (see next page) of TechL=CL, each 4 TechL takes 1S action
35 Construct Psi16 Item 4: Create a Psi16 item (see next page) of TechL=CL, each 4 TechL takes 1S action
36 Construct Weapon Item 4: Create a "Weapon" type item (see next page) of TechL=CL, each 4 TechL takes 1S action
37 Construction: Builds 1 machine up to level+1 complexity
38 Contingency, Psionic: Sets trigger condition for another power.
39 Contingency: Sets trigger condition for another power.
40 Contingency: Sets trigger condition for another power.
41 Control Air: Armor: +CH Saves, Armor has 10*CH hp
42 Control Earth: Armor: +CH AC, Armor has 10*CH hp
43 Cosmic Awareness: Detect "Everything" CL*30'; Range is sight
44 Cosmic Awareness: Grand: Cosmic Awareness
45 Create Golem III: Create a DL VII Golem (AC=12*CL, hp=10*(CL^3), Str=6*CL)
46 Create Technological Monster III: Create a DL VIII Technological Monster (AC=16*CL, hp=8*(CL^3), Str=6*CL)
47 Cron Job: Contingency or Delayed Blast for one Psi8 power
48 Damage *2: Damage with one physical weapon is multiplied by 2
49 Damage Reduction, Energy, 75%: Take x0.25 damage from energy
50 Damage Reduction, Physical, 75%: Take x0.25 damage from physical attacks
51 Density Increase 8: x256 mass; +8 Str; -8/attack (physical or energy)
52 Desolidification: You pass through objects as if they weren't there
53 Dial-a-Breath Element (=): You can use any eelement with E factor equal to or less than your normal breath.
54 Dial-a-Breath Element (=): You can use any element with E factor equal to or less than your normal breath.
55 Discontinuity Immunity: Immune to Annihilation, Being Put Down a Hole
56 Dispelling Buffer: Subject is buffered from one dispel psionics effect.
57 Diversify: Your next Psi27 power that has one target has LVL targets instead
58 Druid Spells, LVL 9: Get a druid progression of level 9 (max = your level)
59 Duplicate Magic Item (x1)
60 Duplicate Mechanism (x1)
61 Duplicate Monster (Clone) (x1)
62 Eeelemental Composition: Can be any Normal/Para/Quasi Eeele ; Can be Semi Eeele
63 Eelemental Composition: Can be any Normal/Para/Quasi Eele ; Can be Semi Eele
64 Electrical Control: SL/2 (round down) instances of Resist lightning; +SL*10% damage with lightning effects
65 Elemental Composition: Can be any Normal/Para/Quasi Ele ; Can be Semi Ele
66 Endurance of the World: +9 TH; +9 dmg; IECNR +25% ; Lasts 5r after maint.
67 Energy Absorption: CL*SL*3 hp ablative Force Field (vs. energy attacks)
68 Energy Body: Major: You are made of energy; cannot use P actions; resist physical damage
69 Energy Doppelganger: Mirror Image (1 image), it has SL^3 hp; it flies at SL*3"; you can cast Psi45 effects through it
70 Energy Kinetic: Amplify: Add 3*CH dice to your next energy attack
71 Energy Kinetic: Shield: Stops CH dice per Energy attack
72 Energy Reflection: As Arrow Cutting (above), except vs. magical missiles (even vs. Meteor Swarms & such)
73 Energy Sheath: SL^2 hp Armor spell, self only, stacks with the (Wizard) Armor spell
74 Extendable Limbs: Your limbs can extend an extra KiL'
75 Field of Peace: Everyone within 30' (incl. Deva) can use only V and Z actions
76 Fire Control: SL/2 (round down) instances of Resist fire; +SL*10% damage with fire effects
77 Flame Being: Fire Shield (SL*10% damage back to attacker); Deal +SL fire dmg with melee attacks
78 Flame Immunity: SL/2 instances of Resist Fire
79 Flame Shield: Protection from Fire
80 Forbiddance: As the 6th level Priest spell
81 Force Field vs. Emotion: Immune to spell level 0 to SL-1 enchantment/charm effects
82 Force Field vs. Energy: Immune to spell level 0 to SL-1 energy attacks
83 Force Field vs. Hostiles: Enemies must make SL/2 saves to attack you
84 Force Field vs. Magic: Immune to spell level 0 to SL-1 magic
85 Force Field vs. Mental: Immune to spell level 0 to SL-1 mental attacks
86 Force Field vs. Physical: -SL per physical attack
87 Force Field vs. Power Manipulation: ER 10*SL%
88 Force Field vs. Vampirism: aNR 10*SL% (including energy and stat drains)
89 Force Field: CL*SL*2 hp ablative Force Field (vs. physical or energy attacks)
90 Force Field: Immune to spell level 0 to SL-2 effects; -(SL-1) per physical attack; ER 5*SL%
91 Force Shield: CL*SL*3 hp ablative Force Field (vs. physical or energy attacks, only one enemy /s)
92 Form of Doom: You transform into a frightening tentacled beast.
93 Gadgetry: 1M, 1/d: Build a TechL=SL Psi8 item
94 Get a Rogue chart (and 20*LVL Rogue points) up to level=LVL/2
95 Golem Form: Doll: Resist fire; Mend spell acts as a Heal on you; Bite is Tasha's Laughter branded
96 Golem Form: Emerald: Immune acid; iNR 50%; 1M: Lightning Bolt
97 Golem Form: Magic: MArmoring LVL*10; Disenchant any magical effect you touch; 1M: Wild Surge
98 Golem Form: Mithral: Immune innates; +1Q0 action /r
99 Golem Form: Phantom Flyer: Fly 24" (C); Immune darkness; Darkvision; +2 tentacles (2d8 dmg each)
100 Golem Form: S=6,7,8: Unusual Material of S=6,7,8 (cannot exceed real S number)
101 Golem Form: Shaboath: Immune water; 1P: Drown a group; 1M: Wall of Ice
102 Golem Form: Silver: +1 to # attacks with each weapon; +LVL" move rate
103 Golem Form: Spiderstone: Resist magic; Mouth's P: Web (1 group); FRT LVL*10%
104 Golem Form: Stone: Immune earth; set Str 22+LVL; 1V: Slow
105 Gravity Decrease: Increase gravity in room or object/person by SL G's (x1 Special)
106 Gravity Increase: Decrease gravity in room or object/person by SL G's (x1 Special)
107 Gravity Kin.: Shield: Stops 4*CH hp per physical attack
108 Gravity Manipulation: SL/2 (round down) instances of Resist gravity/falling damage; +SL*10% damage with gravity/falling effects
109 Greater Force Shield: AT +CL*3 source; -CL/attack (physical or energy)
110 Growth 8: +3 size; +6 Str; +6*CL max hp
111 Hard Radiation Control: SL/2 (round down) instances of Resist radiation damage; +SL*10% damage with radiation (specific, not all of Psi9/18/27) effects
112 Hard Resistance to Anti-Matter: Double resist anti-matter (1/4, save for 1/10), Can survive in anti-matter based prime
113 HD type: Add +1d+2: Add 1 to number of HD and 2 to the HD type per level
114 hp *2: Multiply hp by 2
115 Hyper-Invention: (12-SL)M: Create a TechL=SL*2-3 object (see [Q8], can have at most LVL of these objects)
116 Icing: SL/2 instances of Resist Cold/Ice
117 Illusory Duplication: Mirror Image (SL images)
118 Illusory Invisibility: Minor: Invis.; Major: Improved Invis.; Grand: Dust of Disappearance
119 Immunity III: Immune:lightning/acid, +2 weapon to hit
120 Immunity to any effect that requires a Fortitude save (unless the effect also works on objects)
121 Immunity to death or slay effects
122 Immunity to energy drain and negative levels
123 Immunity to Turn Undead
124 Improved Vigor: You gain 13 temporary hit points.
125 Invisibility: Improved Invis.
126 Invisibility: Minor: Invisibility; Major: Improved Invisibility; Grand: Dust of Disappearance
127 Invulnerability: -CL*SL/2 dmg per attack
128 Ionization: Lightning shield (xSL/10 damage back)
129 Item *2: How many of an item exists is multiplied by 2 (you need a Grand to duplicate a x2 item)
130 Killing Attack, Hand-to-Hand: +CL*2 dmg and +CL Con dmg with unarmed attack
131 Kinetic Control: SL/2 (round down) instances of Resist telekinesis; +SL*10% damage with telekinesis effects
132 Level: early 16: Get a "Level:" ability in your class 16 levels early (this can be taken multiple times)
133 Light Control: SL/2 (round down) instances of Resist light; +SL*10% damage with light effects
134 Luck: +1 Luck point (as per Luckstone)
135 Luck: Gains +1(+5%)*LVL on 1 action
136 Luck: Gains +1(+5%)/succ on 1 action
137 Magic Control: +SL/2 (round down) to SL of next Psi45 power
138 Magic Shield: Stops SL/2 magical attacks on you
139 Magnetic Manipulation: SL/2 (round down) instances of Resist magnetism; +SL*10% damage with magnetism effects
140 Memorization Level Increase 3: +1 Memorization Level (this is next level of picks for rogues)
141 Mental Defense: Resist mental attacks
142 Mental Invisibility: Improved Invis.: it's +SL AC instead of +4
143 Metal Body: AC +CL, saves +CL, unarmed dmg +CL, DR CL/-
144 Mind Blank, Personal: You are immune to scrying and mental effects.
145 Mind Blank, Psionic: Subject immune to mental/emotional effects, scrying, and remote viewing.
146 Mind Over Matter: Stay conscious (and offensive) for up to SL segments after being reduced below -10 hp
147 Molecular Chameleon: Polymorph your body into an unusual material that you're touching (max S factor = SL)
148 Money *2: How much money you get in dungeon is multiplied by 2 (only affects you, not whole party)
149 Move Rate *2: Multiply Move Rate by 2
150 Multiform: Shapechange Self
151 Multiplier *2: Add 2-1 to your multiplier (see [X]). Using a Minor does nothing. Using a Major: +1 mult. in offense or defense (not both).
152 Mystic Shield: SR SL*CL
153 Null Field 4: All spells of SL 4 or higher don't work in 100'r
154 Null Psionics Field: Create a field where psionic power does not function.
155 Null Psionics Field: Negates psionics within 10 ft.
156 Null Void: Null Field: Caster immune to and cannot use magic
157 Paladin Lore: Abilities as per a Paladin of half level (round up); your light-saber is a "holy avenger"
158 People's Area: Forbiddance, Guards and Wards, Proof vs. Teleportation/Scrying LVL*10' radius
159 Plasma Control: SL/2 (round down) instances of Resist plasma; +SL*10% damage with plasma effects
160 Poison Touch: Your next attack is poisonous (Death or (SL-1)*10 dmg if they make the save)
161 Power Simulation: The next Psi45 power you use will be resisted using MR instead of PR
162 Prehensile Hair: Your hair has controlled movement; can do a "Hair attack" (using your hair's P action) for 1dSL dmg
163 Preservation: 1=Preserve,2=Trap Soul,5=Permanency,7=Stasis; affects 2+CL/9 groups
164 Prison Cloud: Captures one creature and holds there
165 Psi: Slayer: Sword: 1V to swing: LVLd100 dmg, always hits
166 Psi: Web: 100'r, any flying creature is Imprisoned
167 Psionic Amplification: Multiplies a power; Max.=level/4+1
168 Psionic Amplification: Multiplies a power; Max.=level/4+1
169 Psionic Disruption: No psi powers (any freq.) can be used in 50'r
170 Psionic Disruption: No psi powers (any freq.) can be used in 50'r
171 Reality Alteration: + or - SL to your next die roll
172 Rebound: MPaPReflection CL*15%
173 Reddopsi: Powers targeting you rebound on manifester.
174 Reflection: MPIWReflection 5*SL%
175 Regeneration: Regenerate KiL hp per round (given as KiL/10 hp per segment)
176 Regeneration: Regenerate SL hp/s
177 Remove a vulnerability on yourself (reduce Severe Allergy -> Vulnerable)
178 Resist Allergy: Remove -1 penalty/succ
179 Resist: Emotion: SL/2 (round down) instances of Resist enchantment/charm
180 Resist: Energy: SL/3 (round down) instances of Resist energy attacks
181 Resist: Magic: SL/4 (round down) instances of Resist magic
182 Resist: Mental: SL/2 (round down) instances of Resist mental attacks
183 Resist: Physical: SL/4 (round down) instances of Resist physical attacks
184 Resist: Power Manipulation: SL/3 (round down) instances of Resist disenchantment
185 Resist: Vampirism: SL/3 (round down) instances of Resist necromancy, energy and stat drains
186 Rogue points 30: This class gives an extra +30 Rogue points per level.
187 Saves *2: Multiply your save rolls by 2, you automake saves on natural 21-2 or better (Minor is 19).
188 Scty: Confined Defender: Shield vs. magic/psionics 1000*LVL hp
189 Scty: Flight Blockade: [permanent] No flying in area
190 Scty: Invisibile Defender: Shield vs. physical/energy 1000*LVL hp
191 Scty: MagnificientDefender: No magic & psi of SL 7 or lower in area
192 Scty: Peripheral Defender: -7*LVL dmg on all physical & energy attacks
193 Scty: Spell Trap: Contingency for any 1 power (Magic/Psi/Innate)
194 Self-Control: Immune to next Ego / Domination / Command-like effect
195 Shade: Creates a ghost/shade of person who died here, half powers
196 Shadow Cloud: Causes weakness, fear, ability loss
197 Shape Change: As the 9th level Wizard spell
198 Shapechange (Personal): Polymorph to any monster
199 Shock Treatment: Immune Lightning; 1 P0P, 1V: Deal KiL damage to one target (save: ½)
200 Smiley Face Cloud: All in area drop their weapons and dance
201 Snow Cloud: Multicolored snow (can damage/heal)
202 Spell *2: One spell that you know has it's effect multiplied by 2, or costs only 1/(2*2-1) of a spell slot
203 Spell Reflection
204 Spell Turning: Spell Turning (as spell)
205 Spiritual Body: Planar Displaced, Immune Matter, you can't physically attack
206 Split: You are two beings (two places at once); it costs 3 actions to have each body do 1 action
207 Strength of Soul: Immune to Misguidance, Alignment or Persona change; Immune to Truename spell
208 Strength of the World: +9/+9 AC/saves, +25% RR/MR/PsiR; Lasts 5r after maint.
209 Stretching: Can melee up to SL people per round that aren't in your group
210 Suppression: Cannot use or be affected by psionics, all psi effects drop
211 Suppression: Cannot use or be affected by psionics, all psi effects drop
212 Suspend Death: It takes CL rounds for you to die due to being at negative hp
213 Symbol
214 Systematic Antidote: SL/2 instances of Resist Poison/Drugs
215 Telepathic Sphere: Mobile force globe protects group from mental attacks
216 The Call: Choose a creature type: summons (LVL-DL)^2 of them. (DL is creature’s DL).
217 The Sorting: Shapechange, but can merge and assume qualities of LVL creature types.
218 Thief Abilities, LVL 9: Get thief abilities of level 9 (max = your level)
219 Thief: Any Thief SL-1 pick; 5*CL Rogue points in it
220 To Hit *2: Multiply your to hit rolls by 2, you autohit on natural 21-2 or better (Minor is 19).
221 True Invulnerability: SL instances of Resist distributed as you like (medium categories: a school, an element, etc.)
222 True Metabolism: You regenerate 10 hit points/round.
223 True Seeing: True Seeing (as spell)
224 Truesight: Minor: Detect Invis./Illusion; Major: True Seeing; Grand: Cosmic Awareness
225 UltraArmor [--X]: iunPaPaaPaaaPR CL*2%; CL*4 instead
226 Ultrashield [X]: Cannot attack / be attacked w/ Psi; Can still attack
227 Ultrasword [-X]: Ignore non-racial immunity to psionics; --
228 Vibration Control: SL/2 (round down) instances of Resist vibration; +SL*10% damage with vibration effects
229 Wand of the Mind: All your effects from one class are at double CL (for effect and BlahR adj.)
230 Warding: Create a Trap (x1 Psionic) for SL/2 Psi45 powers
231 Whenever you touch someone, they get Mummy Rot (no save)
232 Worship: Immune Opposition (as in Mirror), Truename Erased, Annihilation
233 Wrath †: 1bM: Can use an extra 1P each segment this round; Immune to Fire and Negative
234 Yoga Flame: Breathe Fire (as per dragon)
235 You have a breath weapon, half hp (pick acid, poison, skunk; pick 3/d or 1/3r)
236 Your gaze causes Charm (no save, IR)

[PC5] Psionicist Classes Group


High SL Sampler Powers (Grand Offensive, d305)

 
# Effect
1 Absorption Power: bM: Absorb energy, gain 100/(12-SL)% of it in temporary hp
2 Acid Bolt LVLd10
3 Acid Bolt: Acid damage, Con resists
4 Acid: CL*(SL+2) acid dmg to one target (no save)
5 AEther Bolt: LVL*10 dmg AEther, ignores PsiR
6 Air Animation: Summon a DL=SL Air Elemental
7 Air Bolt LVLd12
8 Air Bolt: Ele.Air damage, Dex resists
9 Air Control: Gust of Wind / Wall of Air
10 Alter Reality (greater): Alter Reality (as spell)
11 Alter Reality: Alter Reality or Psi1 major; Double CL effect
12 Alter Reality: Alter Reality or Psi-1 major; Double CL effect
13 Alter your Lycanthrope form, DM rolls on LVL/2 Lycanthrope or Animal table
14 Animal Summoning: Summon a DL=SL-1 Animal
15 Animate Fire: Turn fire into 2^(X+1) HD fire elemental, where X is the # sizes beyond size T
16 Animate Image: Summon a DL=SL creature based on an picture/painting you have (the image is consumed)
17 Anti-Technology Ray
18 Anti-Time Aura: Enemies in your room takes CL*2 anti-time dmg /s (no save)
19 Astral Construct VI: Astral construct fights for you.
20 Astral Construct VII: Astral construct fights for you.
21 Astral Construct VIII: Astral construct fights for you.
22 Astral Destruct VI: Astral destruct fights for you.
23 Astral Destruct VII: Astral destruct fights for you.
24 Astral Destruct VIII: Astral destruct fights for you.
25 Banishment, Psionic: Banishes extraplanar creatures.
26 Banishment: Banishes extraplanar creatures.
27 Bind: Stopped & -½ Str/succ
28 Bio-Energy Blast: CL*(SL+2) force dmg to one target (no save)
29 Bomb: CL*SL explosion dmg to your group (no save, hole in the middle)
30 Bring Animals VI: Summon CL*3 Animals using ML VI chart, you pick the result
31 Call Chaos: LVL random groups take 75 Chaos dmg (include PC in possibilities)
32 Cell Rot: Cell Adjustment (reversed) CL*SL*2 dmg (no save)
33 Change Reality (lesser): 1st-7th level Alt,Cnj,Cre,Ele,Hea,Sum
34 Chemical Touch: Chemical effect of TechL=SL*2 or less (range touch)
35 Chi Kung Healing: Cure X*KiL hp to one target
36 Choose Summoning VI: Monster Summoning using ML VI chart, you pick the result
37 Choose Summoning VII: Monster Summoning using ML VII chart, you pick the result
38 Cold Generation: SL*CL Cold damage (1 group, no save)
39 Combustion: An object explodes (item save), the person carrying it takes CL*SL/2 damage (save)
40 Cone of Nothing: CL*CL*CL dmg in a 30' cone (no save); they lose next Opp action (save)
41 Confusion: Confusion (as spell)
42 Control Actions: Caster controls ½P action/succ
43 Control Movement: Caster controls ½V action/succ
44 Control: 1bM: Redirect an effect (caster makes SL/4 saves)
45 Control: Domination one target (SL/2 saves)
46 Co-opt Concentration: Take control of foe’s concentration power.
47 Counterspell †: 1bM: Counter an effect
48 Create a random special (only enemies trigger it)
49 Crisis of Life: Stop subject’s heart.
50 Crystallize: Turn subject permanently to crystal.
51 Cthulhoid Swarm VI: Summon CL*4 Monsters using ML VI "Weird" chart (random)
52 Cthulhoid Swarm VII: Summon CL*6 Monsters using ML VII "Weird" chart (random)
53 Cure Serious Wounds: Cure 6d8+6*LVL hp
54 Cureall/Causeall
55 Damage Transference: Cell Adjustment CL*SL*2 hp
56 Dark Light: 30' radius: Emotion, Darkness, Weird (as spells)
57 Dark Thunderbolt: 1 dmg/DPP (darkness & sound) (no save)
58 Darkness: Darkness (can blind a person, make SL saves)
59 Death Beam: Necromantic damage
60 Death Bolt (save or dead)
61 Death Bolt: Necromantic damage
62 Death Spell a group (total CL*CL HD, max HD affected = CL)
63 Death Stare: Death or Stun 2d4r (if over 2*level HD) (Fort save); affects 2+CL/9 groups
64 Death Stare: Save-6; Death; Stun 2d4r if over 2*level HD
65 Death: Target is slain (save)
66 Decay: 1=Decay (item save), 2=Freedom, 5=Instantaneous, 7=Tempus Lawfulness
67 Destroy Matter: Disintegrate (save), if save made takes half max hp
68 Disintegrate, Psionic: Turn one creature or object to dust.
69 Disintegrate: Disintegrate (save)
70 Disintegrate: One creature or object vanishes.
71 Disintegration: Major: Disintegrate (save)
72 Disk of White Originator: One evil target "Capital S" Slain (no resistance, except he can use GR), x7 effect
73 Dispel 8: Dispel a SL 0-8 effect
74 Disruption: Minor: Target takes CL*SL disruption damage (no save); Grand: The damage given plus a Disintegrate effect (save)
75 Divert Teleport: Choose destination for another’s teleport.
76 Divert Teleport: Choose destination for another's Teleport.
77 Domination: Dominate all actions (SL/5 saves)
78 Dream of Death: Death Spell 5d20 HD (save vs. Death Magic), sleeping targets get no save
79 Druid Shapechange: Druid Shapechange (to Reptile/Fish, Bird, or Mammal)
80 Duplication: 1bM: Fork an effect (caster makes SL/3 saves)
81 Earth Animation: Summon a DL=SL Earth Elemental
82 Earth Bolt LVLd12
83 Earth Bolt: Ele.Earth damage,Con resist
84 Earthquake your group (incl. yourself) for LVLd20 dmg, flying doesn't help
85 Ectoplasmic Cocoon, Mass: You encapsulate all foes in a 20-ft. radius.
86 Electrical Generation: SL*CL Lightning damage (1 group, no save)
87 Energy Absorption: 1bM: Absorb up to CL HD of an energy attack, affects everyone in your group
88 Energy Blast III: [Pick an element] CLd20 dmg of that element (one group, no save)
89 Energy Cancel: As Energy Control but removes entire area effect
90 Energy Cancel: Cancels entire energy effect; Autocancel all this s
91 Energy Cancel: Max.=CL/2 in HD damage, cancels whole effect, you don't need to be in that group
92 Energy Conversion: 0, SL/t: Convert an element in an effect to another element (max E factor = SL/2, round down)
93 Energy Jar: As Energy Control, can throw affect yourself once for 1M
94 Energy Kinetic: Blast: 4*CH' rad, 2*(CHd10) Energy dmg (save:½)
95 Energy Kinetic: Drain: Absorb 3*CH dice as per Energy Control
96 Energy Kinetic: L.Blast: 8*CH' rad, CHd10 Energy dmg (save:½)
97 Energy Kinetic: Manipulate: +-CH dice to existing energy effect
98 Energy Quench: Death Spell 4d20 HD (save vs. Death Magic), works on undead and golems
99 Energy Solidification: Minor: Web; Major: Iron Bands of Bilarro; Grand: Solid Wall of Force; Super: Forcecage
100 Energy Solidity: As per Energy Amplification but entire effect is amplified
101 Energy Sponge: bM: SL*10% chance to absorb an entire energy attack
102 Energy Wave: Deal 13d4 damage of your chosen energy type in 120-ft. cone.
103 Eridor's Ebony Bolt: 4 perm. hp loss/lvl, no MR, cannot be resisted
104 Escape
105 Fate of One: Reroll any roll you just failed.
106 Fear V (Vision of Weakness): Lose 1d6 levels, -6 Str/Dex/Con (save)
107 Fire Bolt LVLd12
108 Fire Bolt: Ele.Fire damage,Con resist
109 Fire Generation: SL*CL Fire damage (1 group, no save)
110 Fireball: KiLd6 dmg, KiL' radius (fire damage) (save:½, if made save again for 0)
111 Flame Animation: Summon a DL=SL Fire Elemental
112 Flame Project: CL*(SL+2) fire dmg to one target (no save)
113 Flash: Light (can blind a person, make SL saves)
114 Focus: Do SL instances of another Psi45 power you know; you are Spent and Harmed at the end of effect
115 Force of Nature VI: Summon a Thorn Elemental: AC 120, hp 720, #Att 6/1, TH +110, dmg 110
116 Fourth Level Priest Spell: Cast one 4th level Priest spell at CL = 60
117 Freedom: [0 action to use] Reverse Imprisonment
118 Gate: As spell
119 Gate: As the 9th level Wizard spell
120 Geoforce: 1bM: Stop or Create an Earthquake, Landslide, etc. Damage would be CL*SL Earth to a group (save for 0)
121 Gestalt: Major: 1M: Do 2 Minor powers that you know; Grand: 1M: Do 2 Major powers that you know; etc.
122 Grand Acidify: CLd20 acid damage; Use d30's
123 Grand Acidify: CLd20 acid damage; Use d30's
124 Grand Detonate (Psi2)
125 Grand Detonate: CLd20 shards damage; Use d30's
126 Grand Domination: Save at penalty equal to level; no HD limit
127 Gravity Kin.: Incr.Weight: Target weight x100*CH (save or crushed)
128 Grease Bolt LVLd8
129 Hard Radiation: SL*CL/2 Radiation damage and SL Con damage (1 group, no save)
130 Heat Vision: 1M to start: Every segment for 1 round, as a 0 action, deal SL heat dmg to one target (no save)
131 Heat: Target takes SL*CL Fire damage per segment for 1 round (no save)
132 Hold Person: Hold Person
133 Holy Beam: Holy Bolt (1 group)
134 Hyperkinetic: Decr.Attacks: -CH P actions (yuck!) (no save)
135 Hyperkinetic:Hyper Inaction: -CH V actions, -CH AC (no save)
136 Hypnotic Control: Hypnosis (SL/2 saves)
137 Hypnotism: Hypnosis (SL saves)
138 Ice Animation: Summon a DL=SL Ice Elemental
139 Ice Bolt LVLd10
140 Ice Bolt: Ice damage, Con resists
141 Ice Control: Wall of Ice
142 Ice Production: CL*(SL+2) ice dmg to one target (no save)
143 Iceblast: KiLd4 dmg in a KiL*5' line (ice damage) (save:½)
144 Imprisonment
145 Imprisonment/Freedom: Imprisonment (as spell) or its reverse
146 Improved Fireball: KiLd8 dmg, KiL' radius (fire damage) (save:½, if made save again for 0)
147 Improved Health: 1M, 1V: Heal hp of damage and/or restore stats; C=number of stat pts restored
148 Improved Phantasmal Killer: As the 4th level Wizard spell (no save)
149 Improved Telekinesis: Lift or move 50 lb./level at long range.
150 Incr./Decr. Movements: ±1 V action /r per 2 successes
151 Infernal Spawn of Infernal Spawn of Evil: Summon a Demon Child: AC 80, hp 800, #Att 8/1, TH +80, dmg 80, 1M: 20 dmg to target
152 Insanity: Cause Insanity (save)
153 Insanity: Subject is permanently confused.
154 Insanity: Subject is permanently wacky.
155 Instantaneous (reverse Permanency)
156 Internal Fire
157 Iron Will: 1bM: One effect that's hitting you is delayed for SL segments (it will still resolve even if the caster is dropped)
158 Kinetic Bolt: SL*CL/2 Telekinesis dmg and knock back SL*10' (1 target, no save, Str-SL*2 check to avoid knock back)
159 Law Quadruple Beam: CLxCLx2 mental dmg in 4 lines (no save); C-align x3 dmg
160 Lifeform Creation: Summon a DL=SL-1 monster
161 Light Emission: SL*CL/2 Light damage (no save) and SL/2 instances of blindness (save)
162 Lightning Bolt LVLd10
163 Lightning Bolt: Lightning damage, Dex resists
164 Lightning: 1M: Shoots lightning from fingertips, LVLd10 dmg (no save, no PsiR, no immune psi)
165 Lightning: CL*SL lightning dmg to one group (no save)
166 Limited Wish: Limited Wish (as spell)
167 Limited Wish: Limited Wish (as spell)
168 Limited Wish: Limited Wish (as spell)
169 Limited Wish: Limited Wish (as spell), CL = 25
170 Magic Blast: CL*SL force dmg to one group (no save)
171 Magic Domination: Control M Actions (SL/2 saves)
172 Magic Jar: Magic Jar (as spell)
173 Mana Beam: Astral damage
174 Mana Bolt LVLd8
175 Mana Bolt: Astral damage
176 Mass Charm: As the 8th level Wizard spell
177 Mass Confusion: Confusion a group (Will save)
178 Mass Domination: Many targets subject to your will.
179 Mass Heal: LVL targets: Heal
180 Mass Suggestion: Many targets follow suggested action.
181 Mass Suggestion: Suggestion (as spell) in 90'r area, but all commands must be the same
182 Mass Telekinesis: LVL tons, each lb. can do 1 dmg
183 Matter Manipulation: CL*(SL+2) explosion dmg to one target (no save)
184 Maze
185 Mechanical Creation: Summon a DL=SL-2 Golem or Technological monster
186 Megakinesis: TK, X=(lbs.)*(speed in ")/lvl^2; PSP cost halved
187 Melf's Minute Meteors: Melf's Minute Meteors
188 Mental Ball 8: 80'r; take 8*level*(# of freq.) damage; no save
189 Meteor Swarm
190 Mimic: 1bM: Fork a spell level 0 to SL effect
191 Mind Blast: SL Int dmg to one target (no save)
192 Mind Blast: SL*CL Mental damage (1 group, no save)
193 Mind Control: Control M actions (Will save)
194 Mind Control: Minor: Command (save); Major: Domination (SL/3 saves)
195 Mind Quench: Death Spell 3d20 HD (save vs. Death Magic), creatures w/ Int 1-8 get no save
196 Mind Transferral: Minor: Empathy (save); Major: Magic Jar (SL/3 saves)
197 Missile Creation: Do SL missile attacks, must roll to hit, each hit does 10 dmg (no save) and a stun (save)
198 Mob Rush: Control Movement Blast
199 Mob Scene: Control Actions Blast
200 Mordenkainen's Disjunction
201 Musical Accomplishment: Allies can reroll (choose one:) missed to hit, missed saves, missed BlahR rolls (for 1m)
202 Nether Bolt: LVL*10 dmg Nether, vile damage
203 Neural Manipulation: Minor: Seizure (-2 all rolls, save); Major: Paralysis (SL/3 saves)
204 Order Reality: Alter Reality, but effect must be Lawful intent
205 Personality Transfer: Magic Jar (SL/2 saves)
206 Petrify: Target is held (no save)
207 Phobia: Fear (SL saves)
208 Photon Kin.: Laser Beam: 10*(CHd8) Light damage (save)
209 Photon Kinetic: Laser Beam (Psi 9): 10*(CHd8) Light damage (save)
210 Plague Carrier: Disease (SL saves)
211 Plane Shift: Up to eight subjects travel to another plane.
212 Plasma Generation: SL*CL Plasma damage (1 group, no save)
213 Possession: Magic Jar (as spell)
214 Power Beam: Astral damage
215 Power Bolt LVLd8
216 Power Bolt: Astral damage
217 Prismatic Beam (Spray)
218 Psi Sword II: Roll TH (+succ), dmg=ä(succ), can hit nonliving
219 Psi Sword: Roll TH (+succ), dmg=ä(succ)
220 Psi: Enhanced Spray: Casts LVL Psi: Bolts (LVLd10 telekinetic dmg) (no save)
221 Psychic Will: Wall of Force
222 Psychokinesis: Telekinese N^2 lbs. at movement rate N/10, lasts for concentration (no DPPs)
223 Radiowave Generation: SL*CL/2 Radiowave damage (1 group, no save, the effect can go through a SL' wall)
224 Raise Dead Fully/Slay Living Fully
225 Ram Beam /Wrecker: 1 hull point damage/succ
226 Ram Bolt: 1 hull point damage/succ
227 Recall Birth: Foe vividly recalls its birth, and gains CL negative levels (no save)
228 Recall Death: Foe vividly recalls its future death, and dies.
229 Recall Death: Subject dies or takes 5d6 damage.
230 Reddopsi: Foe's power rebounds on her.
231 Repair Massive Damage: Cures 640 hp (64 Hull points) to a technological item, fixes Crashed/Hung status
232 Replace: Put an object into someone's inventory (Reflex save)
233 Restoration/Energy Drain
234 Resurrection/Destruction
235 Retrieve: Teleport to your hand an item you can see.
236 Retrieve: You teleport to your hand an item you can see.
237 Ritual of Assimilation: Touch: Target loses all of his current hp’s, you are healed that amount (no save)
238 Scty: Metamorph Blockade: [permanent] Force Shapechange, no polymorph
239 Self-Revival: 0, (SL-1)/d: Heal self
240 Serial Immortality: 0, 1/d: Resurrection, self only, there is a delay of (11-SL) rounds
241 Severance: Save; stops use of any 1 ability in creature
242 Severance: Save; stops use of any 1 ability in creature; affects 2+CL/9 groups
243 Sleep-Induced: Sleep (SL/2 saves)
244 Sonic Beam: CL*(SL+2) sound dmg to one target (no save)
245 Sonic Boom: KiLd4 dmg, KiL' radius (sound damage) (save:½, if made save again for 0)
246 Sonic Generation: SL*CL/2 Sound damage (no save) and SL/2 instances of deafness (save)
247 Spectrify: Target gets -CL each to Str, Dex, and Con (save for each point)
248 Spinning Foot Sweep: One kicking attack on each target within KiL'r: Normal damage, targets are knocked down
249 Spiritual Drain: Target loses CL*SL hp (necromantic, no save), you gain CL*SL hp (not above max)
250 Sporacle-ize (random [C8] section effect)
251 Spray: SL choking dmg to a group per segment (can leave the area)
252 Starbolt: CL*(SL+2) plasma dmg to one target (no save)
253 Steal Actions: Steal an action (save); --
254 Steal Item: Target saves or demon gets 1 random item
255 Storm Hammer: One attack: Target takes KiL*10' falling damage
256 Storm of Vengeance: As the Quest level Priest spell
257 Stun Blast /Sleep: Astral stunning
258 Stunning Shout: Target must save vs. PP or stunned 1d(KiL) segments
259 Suggestion: Suggestion
260 Suggestion: Suggestion (up to CL targets)
261 Summon a DL VII Undead
262 Summon a DL=VII Lycanthrope
263 Summon Angel: Summons a DL VIII Angel (good aligned Outer-planar creature)
264 Summon Chaotic Creature: Gate (as spell) for Chaotic creature or for an Earth or Fire Elemental
265 Summon Fire Elemental: Summons a 12 HD Fire Elemental, or gain control of someone's Fire Ele.
266 Summon Greater Deva: Summons a x2 Angel or Greater Deva
267 Summon Lawful Creature: Gate (as spell) for Lawful creature or for a Water or Air Elemental
268 Summon Planar Creature
269 Summon True Creature: Gate (as spell) for True creature or for a Time Elemental
270 Summoning: Summon a DL=SL Outer
271 Suneagle: Summons a Phoenix (see Monstrous Compendium)
272 Super Breath: CL*SL air dmg to one group (no save)
273 Suppress: Target cannot use a particular power (no save)
274 Target is energy drained CL/2 levels (no save)
275 Telekinesis: Telekinesis CL*SL*10 lbs.
276 Temporal Stasis
277 Temporal: Stop Time: CH*3' radius Time Stop
278 Temporal: Time Bolt (Psi 9): Ages target 10*(CHd4) years (save:½)
279 Temporal: Time Bolt: Ages target 10*(CHd4) years (save:½)
280 Third Level Priest Spell: Cast one 3rd level Priest spell at CL = 50
281 Time Hop, Mass: Willing subjects hop forward in time.
282 Time Shift
283 Time Shift Other: Time Shift other S r (no save); -CL*5% to PsiR roll
284 Time Stop
285 Time Stop: Time Stop (as spell, maintained 3/r)
286 Transferer: Steal one power from target (save)
287 Treat Serious Wounds: Heals 60% max hp (3 succ)
288 True Domination: Dominated subjects less likely to defy your will.
289 Turn to Goo: Polymorphs target to sludge
290 Undead Control: Turn Undead at CL=(SL-2)*2
291 Unholy Word: As the 7th level Priest spell (doubled)
292 Vampirism: Target gets SL/2 negative levels (energy drain, no save), you gain CL*SL hp (not above max)
293 Vibration: SL*CL Vibration damage (1 group, no save)
294 Water Animation: Summon a DL=SL Water Elemental
295 Water Bolt LVLd12
296 Water Bolt: Ele.Water damage,Str resist
297 Water Control: Wall of Water / Part Water / Lower Water
298 Weakness Creation: Add SL/2 instances of a Vulnerability to something (medium scale: a school, an element, etc.) on the target (no save)
299 Weakness of the World: -9/-9 AC/saves, -25% RR/MR/PsiR; Lasts 5r after maint.
300 White Hurricane: All Evil in sight Gated to their home (no save)
301 Wild Invocation V: Random 8 (90%) or 1d4+8 (10%) SL Wizard Invocation spell
302 Wild Magic Surge: Generate (level) Wild Surges within 60' each round for 1h
303 Wild Surge
304 Worm: 1 target: Mental & Physical Domination (save)
305 Zombie Animation: Animate a dead body as a Zombie with DL=SL

[PC5] Psionicist Classes Group


High SL Sampler Powers (Super Defensive, d190)

 
# Effect
1 Ability Score *2.5: Choose one ability score. New score = (old score - 10) * 2.5 + 10
2 Absorption Field: Stops SL/2 mental attacks or mental-affecting powers on you
3 AC *2.5: Your new AC = (old AC - 10) * 2.5 + 10
4 Acrobatics: Any Acrobat SL-1 pick; 5*CL Rogue points in it
5 Actions *2.5: Pick one action type (M, P, V). Your number of actions of that type is multiplied by 2.5
6 Add Global Immunity: Immune to all E=1 elements, this can be taken twice for E=2 (doesn't include E=1), thrice for E=3, etc.
7 Add Global Immunity: Immune to all EE=1 eelements, this can be taken twice for EE=2 (doesn't include E=1), thrice for EE=3, etc.
8 Affinity Field: Effects that affect you also affect others.
9 Affinity Field: Effects that affect you also affect others.
10 Alter Probabilities: ±20% all die rolls
11 Amplification: xCH on next Psi9 power's effect
12 Angelic Lore: You gain x2 multiplier; Angel's powers of level = (CL-21)/7
13 Animate Objects: Animate Objects as if they were a DL=SL Golem summon
14 AntiBio Force: Inaccuracy: People need a 20+CH to Autohit you
15 Anti-Commotion Resist.: +CL*5% aaAllR (Anti-Anti R vs. everything)
16 Anti-Godly Ray
17 Anti-Innate Ray
18 Astral Form Blockade Field: Stops Astral Psi./Proj., Dim.Doors
19 Aura of Fear: Fear by sight (SL saves)
20 Bard or Sage Abilities, LVL 12: Get bard or sage abilities of level 11 (max = your level)
21 Bio Force: Maintain Health: +CH Con, regen all hit points each r
22 Bio Force: Super Accuracy: Roll 1d4+16 instead of 1d20 for to hit
23 Body Coating: 5*SL hp Armor spell, self only, stacks with the (Wizard) Armor spell
24 Body Resistance: Physical attacks that do less than SL*2 dmg to you do nothing
25 Body Transformation: Change your body to be of an E=SL/2 element
26 Caprenium Silence: 100'r, 100% irreducible InnateR,PsiR,or MR
27 Chemical Mimicry: Change your body to be of an TechL=SL chemical
28 Clone/Simulacrum: Clone (or) Simulacrum (as the MU spells)
29 Construct Control Item 8: Create a "Control" type item (see next page) of TechL=CL, each 8 TechL takes 1S action
30 Construct Generic Item 8: Create a "Generic" type item (see next page) of TechL=CL, each 8 TechL takes 1S action
31 Construct Power/Defensive Item 8: Create a "Power" type item (see next page) of TechL=CL, each 8 TechL takes 1S action
32 Construct Psi16 Item 8: Create a Psi16 item (see next page) of TechL=CL, each 8 TechL takes 1S action
33 Construct Weapon Item 8: Create a "Weapon" type item (see next page) of TechL=CL, each 8 TechL takes 1S action
34 Contingency: Contingency for one Psi9 power
35 Control Air: Less Damage: x10 hp
36 Control Earth: Mass Damage: Your physicals do Hp instead of hp
37 Cosmic Awareness: Grand: Cosmic Awareness
38 Create Golem IV: Create a DL X Golem (iAC=CL/12, ihp=CL/5, Str=8*CL)
39 Create Technological Monster IV: Create a DL XII Technological Monster (iAC=CL/8, ihp=CL/8, Str=8*CL)
40 Create/Destroy Conduit: Creates or Destroys 1 Conduit, Wormhole, Gate, Color Pool
41 Damage *2.5: Damage with one physical weapon is multiplied by 2.5
42 Damage Reduction, Energy, 90%: Take x0.1 damage from energy
43 Damage Reduction, Physical, 90%: Take x0.1 damage from physical attacks
44 Druid Spells, LVL 12: Get a druid progression of level 12 (max = your level)
45 Duplication: There are two of you
46 Electrical Control: SL/2 (round down) instances of Resist lightning; +SL*10% damage with lightning effects
47 Energy Absorption: CL*SL*3 hp ablative Force Field (vs. energy attacks)
48 Energy Body: Major: You are made of energy; cannot use P actions; resist physical damage
49 Energy Dampen: Permanent Energy Cancel on self or 100'cu area
50 Energy Dampen: Permanent Energy Cancel on self or 100'cu area
51 Energy Doppelganger: Mirror Image (1 image), it has SL^3 hp; it flies at SL*3"; you can cast Psi45 effects through it
52 Energy Sheath: SL^2 hp Armor spell, self only, stacks with the (Wizard) Armor spell
53 Environ.: Familiar Locale: CH mile r, atmosphere same as home
54 Expanded Spectrum: You are affected by up to CL Priest or Wizard Divination spells of spell level 1-7
55 Fire Control: SL/2 (round down) instances of Resist fire; +SL*10% damage with fire effects
56 Flame Being: Fire Shield (SL*10% damage back to attacker); Deal +SL fire dmg with melee attacks
57 Flame Immunity: SL/2 instances of Resist Fire
58 Focus: Resist Death: Stay Alive (but probably unconscious) past -10 hp; X = -(current hp)/2, round down
59 Force Field vs. Emotion: Immune to spell level 0 to SL-1 enchantment/charm effects
60 Force Field vs. Energy: Immune to spell level 0 to SL-1 energy attacks
61 Force Field vs. Hostiles: Enemies must make SL/2 saves to attack you
62 Force Field vs. Magic: Immune to spell level 0 to SL-1 magic
63 Force Field vs. Mental: Immune to spell level 0 to SL-1 mental attacks
64 Force Field vs. Physical: -SL per physical attack
65 Force Field vs. Power Manipulation: ER 10*SL%
66 Force Field vs. Vampirism: aNR 10*SL% (including energy and stat drains)
67 Force Field: CL*SL*2 hp ablative Force Field (vs. physical or energy attacks)
68 Force Field: Immune to spell level 0 to SL-2 effects; -(SL-1) per physical attack; ER 5*SL%
69 Force Shield: CL*SL*3 hp ablative Force Field (vs. physical or energy attacks, only one enemy /s)
70 Gadgetry: 1M, 1/d: Build a TechL=SL Psi8 item
71 Golem Form: Adamantite: Immune magic; 1V: Trample for 8d10+(Str bonus) dmg
72 Golem Form: Bone: Undead immunities; Can't be Turned; 1M: Paralyze a group
73 Golem Form: Brain: +1QM action; 1M: Psi1 Psionic Blast; iPR +70%
74 Golem Form: Brass Minotaur: Immune Maze (and variants); Slaying +3/+3 +wounding; 1M: Trap the Soul; 1M: Maze
75 Golem Form: Burning Man: Immune fire (and variants); Eldritch Fire Shield (100% dmg back); 1M: Fear (1 group)
76 Golem Form: Diamond: Immune lightning, acid; iNR 75%; 1M: Diamond wacky ball (LVLd8, no save); 1M: Sunray
77 Golem Form: Drolem: [Pick an E=1 to E=3 element] Immune to that element; Mouth's P, 1/3r: Breathe that element
78 Golem Form: Gargoyle: +LVL weapon needed to hit you; You punches are petrification branded
79 Golem Form: Hammer: Immune magic; +4d6 dmg per physical attack
80 Golem Form: Iron: set Str 24+LVL; Cured by fire dmg; Mouth's P: Breathe poison (group, half hp, BW save:1/2)
81 Golem Form: S=9,10,11: Unusual Material of S=9,10,11 (cannot exceed real S number)
82 Good Fortune I: +CL Luck (the Concordant ability score)
83 Grand Chaos: All die rolls by all creatures within 240' of caster become either minimum (50%) or maximum (50%), check for each grouping of dice rolled
84 Gravity Decrease: Increase gravity in room or object/person by SL G's (x1 Special)
85 Gravity Increase: Decrease gravity in room or object/person by SL G's (x1 Special)
86 Gravity Manipulation: SL/2 (round down) instances of Resist gravity/falling damage; +SL*10% damage with gravity/falling effects
87 Growth 11: +4 size; +8 Str; +8*CL max hp
88 Hard Radiation Control: SL/2 (round down) instances of Resist radiation damage; +SL*10% damage with radiation (specific, not all of Psi9/18/27) effects
89 Hard Resistance to Time: Double resist time (1/4, save for 1/10), Immune to Time Stop / Temporal Stasis
90 HD type: Add +2d+2: Add 2 to number of HD and 2 to the HD type per level
91 Hero Element: Casts any one 1st level Hero spell
92 Hero Lore: You gain x2 multiplier; Hero's powers of level = (CL-21)/7
93 hp *2.5: Multiply hp by 2.5
94 Hyper-Invention: (12-SL)M: Create a TechL=SL*2-3 object (see [Q8], can have at most LVL of these objects)
95 Icing: SL/2 instances of Resist Cold/Ice
96 Illusory Duplication: Mirror Image (SL images)
97 Illusory Invisibility: Minor: Invis.; Major: Improved Invis.; Grand: Dust of Disappearance
98 Immunity IV: Globe/Invuln., Immune:1st-2nd Dominions
99 Inconvenience Immunity: Immune to Set, Truename, Crapped, Slain, As You Are
100 Invisibility: Improved Invis.
101 Invisibility: Minor: Invisibility; Major: Improved Invisibility; Grand: Dust of Disappearance
102 Invulnerability: -CL*SL/2 dmg per attack
103 Ionization: Lightning shield (xSL/10 damage back)
104 Item *2.5: How many of an item exists is multiplied by 2.5 (you need a Grand to duplicate a x2 item)
105 Kinetic Control: SL/2 (round down) instances of Resist telekinesis; +SL*10% damage with telekinesis effects
106 Legend Element: Casts any one 1st level Legend spell
107 Level: early 25: Get a "Level:" ability in your class 25 levels early (this can be taken multiple times)
108 Lich Lore: Lich powers of ½ level
109 Light Control: SL/2 (round down) instances of Resist light; +SL*10% damage with light effects
110 Luckscale: (Must have scales to use) Luckstone effect for 1 day
111 Magic Control: +SL/2 (round down) to SL of next Psi45 power
112 Magic Defense: Resist magic
113 Magic Inertial Barrier: Spell delayed 1 s if hitting you; Delayed 2 s
114 Magic Inertial Improver: Spells give no save in your group; --
115 Magic Shield: Stops SL/2 magical attacks on you
116 Magnetic Manipulation: SL/2 (round down) instances of Resist magnetism; +SL*10% damage with magnetism effects
117 Memorization Level Increase 4: +1 Memorization Level (this is next level of picks for rogues)
118 Mental Invisibility: Improved Invis.: it's +SL AC instead of +4
119 Metamorphosis, Greater: Assume shape of any nonunique creature or object each round.
120 Mind Over Matter: Stay conscious (and offensive) for up to SL segments after being reduced below -10 hp
121 Molecular Chameleon: Polymorph your body into an unusual material that you're touching (max S factor = SL)
122 Money *2.5: How much money you get in dungeon is multiplied by 2.5 (only affects you, not whole party)
123 Move Rate *2.5: Multiply Move Rate by 2.5
124 Multiplier *2.5: Add 2.5-1 to your multiplier (see [X]). Using a Minor does nothing. Using a Major: +1 mult. in offense or defense (not both).
125 Mystic Shield: SR SL*CL
126 Null Field 1: All spells of SL 1 or higher don't work in 100'r
127 Null Void: Null Bolt: Targets gets 5*LVL% offensive MR,PsiR,InnateR
128 Null Void: Null Dome: 3*LVL% irreducible PsiR
129 Null Void: Null Field: 3*LVL% irreducible MR
130 Null Void: Null Innates: Caster immune to and cannot use innates
131 Permanency: Makes a Demon psi power permanent
132 Plasma Control: SL/2 (round down) instances of Resist plasma; +SL*10% damage with plasma effects
133 Poison Touch: Your next attack is poisonous (Death or (SL-1)*10 dmg if they make the save)
134 Power Simulation: The next Psi45 power you use will be resisted using MR instead of PR
135 Prehensile Hair: Your hair has controlled movement; can do a "Hair attack" (using your hair's P action) for 1dSL dmg
136 Prince: Your "caster level" (CL) for all purposes (even non-Psi27) is raised by LVL
137 Psi Inertial Improver: Psi gives no save in your group; --
138 Psi: Trap: Chain Contingency, up to LVL powers any type
139 Psionic Permanency: (freq.5/other)Perm.psi power,no maint.cost
140 Psionic Turning: Spell Turning but affects Psionic effects
141 Public Access Lock: Your truename is unknowable; Thoughts unknowable too
142 Reality Alteration: + or - SL to your next die roll
143 Reduplication: Duplicates one (non-magical, non-psionic) item; max TechL = CL
144 Reflection: MPIWReflection 5*SL%
145 Reflector: As Spell Turning, also Innates and Psi
146 Regeneration: Regenerate SL hp/s
147 Resist: Emotion: SL/2 (round down) instances of Resist enchantment/charm
148 Resist: Energy: SL/3 (round down) instances of Resist energy attacks
149 Resist: Magic: SL/4 (round down) instances of Resist magic
150 Resist: Mental: SL/2 (round down) instances of Resist mental attacks
151 Resist: Physical: SL/4 (round down) instances of Resist physical attacks
152 Resist: Power Manipulation: SL/3 (round down) instances of Resist disenchantment
153 Resist: Vampirism: SL/3 (round down) instances of Resist necromancy, energy and stat drains
154 Rogue points 40: This class gives an extra +40 Rogue points per level.
155 Saves *2.5: Multiply your save rolls by 2.5, you automake saves on natural 21-2.5 or better (Minor is 19).
156 Sentinel Lore: You gain x2 multiplier; Sentinel's powers of level = (CL-21)/7
157 Shapechange: Shapechange (as spell,phys.innates gained)
158 Shapechange: You become any creature, change one/round.
159 Shielder: Shield: Non-ablative 1000 hp, up to 40'sq.
160 Shotokan Spirit: Know and can use all Psi0 minor/major/grand powers
161 Sinanju Spirit: Know and can use all Martial Arts powers
162 Spell *2.5: One spell that you know has it's effect multiplied by 2.5, or costs only 1/(2.5*2-1) of a spell slot
163 Spirit in the Sky: No physical body, can use 2 M /s; Can use 3 M /s
164 Spirit Preservation: +5*CL% aXR
165 Spirit Resistance: +5*CL% XR
166 Split: You are two beings (two places at once); it costs 3 actions to have each body do 1 action
167 Stretching: Can melee up to SL people per round that aren't in your group
168 Symbol of Wizardry
169 Systematic Antidote: SL/2 instances of Resist Poison/Drugs
170 Thermal Kinetic: Plasma Beam (Psi 9): ±CHx100°, save at -CHxCH or dead
171 Thief Abilities, LVL 12: Get thief abilities of level 12 (max = your level)
172 Thief: Any Thief SL-1 pick; 5*CL Rogue points in it
173 Thought: Incr.Charisma: +CH Chr, considered X2 in highest class
174 Thought: Incr.Wisdom: +CH Wis, all rolls are 2 dice (choose)
175 Thought: No Body: You no longer have/need a physical body
176 To Hit *2.5: Multiply your to hit rolls by 2.5, you autohit on natural 21-2.5 or better (Minor is 19).
177 True Invulnerability: CH*2% irreducible RR,MR,PsiR,InnateR
178 True Invulnerability: SL instances of Resist distributed as you like (medium categories: a school, an element, etc.)
179 Truesight: Minor: Detect Invis./Illusion; Major: True Seeing; Grand: Cosmic Awareness
180 Vibration Control: SL/2 (round down) instances of Resist vibration; +SL*10% damage with vibration effects
181 Villain Element: Casts any one 1st level Villain spell
182 Warding: Create a Trap (x1 Psionic) for SL/2 Psi45 powers
183 When you die, you go to the Negative Energy Plane, and will reform on the Prime the next day
184 Wrestling Spirit: Know and can use all Professional Wrestling powers
185 X7 Element: Casts any one X7 grand
186 You do not go unconscious and stay offensive at any hp total (will still die)
187 You do not go unconscious and stay offensive at any negative hp total (but will still die)
188 Your unarmed attacks are Permanent hp of damage
189 Your unarmed attacks are Vile damage and hard to heal (healing effects are divided by CL-16)
190 Z Acceleration: +CL Q0 actions /r (self); Cast Psi using 0 actions

[PC5] Psionicist Classes Group


High SL Sampler Powers (Super Offensive, d239)

 
# Effect
1 1D: Reincarnate as an animal of your animal form
2 1V, while attacking: Your natural attacks Cascade Rams one group
3 Absorption Power: bM: Absorb energy, gain 100/(12-SL)% of it in temporary hp
4 Acid Blast /Toxic Wave: Acid damage, Con resists
5 Acid: CL*(SL+2) acid dmg to one target (no save)
6 Air Animation: Summon a DL=SL Air Elemental
7 Air Blast: Ele.Air damage, Dex resists
8 Air Control: Gust of Wind / Wall of Air
9 Alter Reality (each target max 1/turn)
10 Animal Summoning: Summon a DL=SL-1 Animal
11 Animate Image: Summon a DL=SL creature based on an picture/painting you have (the image is consumed)
12 Annihilation Bolt LVLd20
13 AntiBio Force: Lose Health: -CH Con, degen all hit points each r (no save)
14 Apopsi: You delete target’s psionic powers.
15 Apopsi: You delete the psionic power of another.
16 Armageddon: Destroy a demiplane (will probably get Objected to unless it's empty)
17 As You Are
18 As You Are
19 Assimilate: Incorporate creature into your own body.
20 Astral Construct IX: Astral construct fights for you.
21 Astral Destruct IX: Astral destruct fights for you.
22 Aura of Non-Sentience: All creatures within 120' of caster (incl. the caster) lose all levels of experience, have a combined Int+Wis of 0-5, and get no actions of any type as long as Aura is maintained
23 Avoid Fate: Avoid Fate (as spell)
24 Barrier: Solid Wall of Force (as spell)
25 Barrier: Wall that blocks psionics (1 way)
26 Bio-Energy Blast: CL*(SL+2) force dmg to one target (no save)
27 Bodily Restoration IV: Troll-like Regeneration ¬ of max hp/r
28 Bomb: CL*SL explosion dmg to your group (no save, hole in the middle)
29 Bring Animals VIII: Summon CL*5 Animals using ML VIII chart, you pick the result
30 Cell Rot: Cell Adjustment (reversed) CL*SL*2 dmg (no save)
31 Cellular Cure / Cause: Up to X targets: Heal or Harm X hp; You may target someone more than once (!)
32 Cellular Heal/Harm: up to X targets: Heal or Harm X% of max hp
33 Cellular Heal/Harm: up to X targets: Heal or Harm X% of max hp
34 Cellular Heal/Harm: X targets: Heal/Harm X% of max; X*2% of max
35 Change Reality (greater): As the 10th level spell, non-phys.things
36 Change Reality: Change Reality (any Psi grand); Double CL effect
37 Change Reality: Change Reality or Psi1 grand; Double CL effect
38 Change Reality: Change Reality or Psi-1 grand; Double CL effect
39 Chaos Storm: All in 120'r area are affected by Weird, Maze, and Chaos (as spells) every round
40 Chaotic World: Chaos Blast
41 Chemical Touch: Chemical effect of TechL=SL*2 or less (range touch)
42 Choose Summoning VIII: Monster Summoning using ML VIII chart, you pick the result
43 Cold Generation: SL*CL Cold damage (1 group, no save)
44 Combustion: An object explodes (item save), the person carrying it takes CL*SL/2 damage (save)
45 Control Thoughts: Caster controls ½M action/succ
46 Control: 1bM: Redirect an effect (caster makes SL/4 saves)
47 Control: Domination one target (SL/2 saves)
48 Counterspell: [0 action to use] Counters a Magic/Psi/Innate
49 Counterspell: [0 action to use] Counters a Magic/Psi/Innate
50 Crapulence Aura: Enemies in sight takes CL*3 crapulence dmg /s (no resistance)
51 Cthulhoid Swarm VIII: Summon CL*9 Monsters using ML VIII "Weird" chart (random)
52 Cureall: Cureall
53 Damage Transference: Cell Adjustment CL*SL*2 hp
54 Dark Storm: 6 Dark Thunderbolts (pay DPP cost once)
55 Darkness: Darkness (can blind a person, make SL saves)
56 DeAmplification: (can borrow 1M) ÷CH effect on any effect
57 Death Blast: Necromantic damage
58 Decrease Charisma: -1 Chr/succ
59 Decrease Constitution: -1 Con/succ
60 Decrease Dexterity: -1 Dex/succ
61 Decrease Intelligence: -1 Int/succ
62 Decrease Strength: -1 Str/succ
63 Decrease Wisdom: -1 Wis/succ
64 DeShielder: DeShield: 1000 dmg
65 Destroy Evil Spirit: Evil creature loses N stat points and N^2 permanent hp (no resistance, can use GR)
66 Disintegration: Major: Disintegrate (save)
67 Dispel 11: Dispel a SL 0-11 effect
68 Disruption: Minor: Target takes CL*SL disruption damage (no save); Grand: The damage given plus a Disintegrate effect (save)
69 Dissolution: You Disintegrate really large objects or creatures.
70 Domination: Dominate all actions (SL/5 saves)
71 Duplication: 1bM: Fork an effect (caster makes SL/3 saves)
72 Earth Animation: Summon a DL=SL Earth Elemental
73 Earth Blast: Ele.Earth damage,Con resist
74 Electrical Generation: SL*CL Lightning damage (1 group, no save)
75 Empyreal Guards: Summons CL Pers or Astral Devas ("Per" is described in Monstrous Compendium)
76 Energy Blast IV: [Pick an element] CLd30 dmg of that element (one group, no save)
77 Energy Conversion: 0, SL/t: Convert an element in an effect to another element (max E factor = SL/2, round down)
78 Energy Kin.: Super Blast: 100*CH'r, CHxCHxCH Energy dmg (no save)
79 Energy Solidification: Minor: Web; Major: Iron Bands of Bilarro; Grand: Solid Wall of Force; Super: Forcecage
80 Energy Sponge: bM: SL*10% chance to absorb an entire energy attack
81 Enslave: Target creature's AL switches to L, all of it's actions under control of caster (no save)
82 Eye for an Eye (Psi 11W) (fork an eye back on someone)
83 Fear VI (Fear Contagion): As the Quest level Priest spell
84 Fifth Level Priest Spell: Cast one 5th level Priest spell at CL = 70
85 Fire Blast /Hellblast: Ele.Fire damage,Con resist
86 Fire Generation: SL*CL Fire damage (1 group, no save)
87 Flame Animation: Summon a DL=SL Fire Elemental
88 Flame Project: CL*(SL+2) fire dmg to one target (no save)
89 Flash: Light (can blind a person, make SL saves)
90 Flying Fireball: KiLd8 dmg in a KiL' radius (fire damage) (save:½)
91 Focus: Do SL instances of another Psi45 power you know; you are Spent and Harmed at the end of effect
92 Force Wind: Creates a tornado, CLd12 air dmg per segment (save: ½), moves at CL" rate
93 Geoforce: 1bM: Stop or Create an Earthquake, Landslide, etc. Damage would be CL*SL Earth to a group (save for 0)
94 Gestalt: Major: 1M: Do 2 Minor powers that you know; Grand: 1M: Do 2 Major powers that you know; etc.
95 Godly Protection: (Z action) iGR = CL% for 1s, works on up to xCL beings
96 Hard Radiation: SL*CL/2 Radiation damage and SL Con damage (1 group, no save)
97 Heal: Cures 1=10%,2=30%,3=60%,4=100%
98 Heat Vision: 1M to start: Every segment for 1 round, as a 0 action, deal SL heat dmg to one target (no save)
99 Heat: Target takes SL*CL Fire damage per segment for 1 round (no save)
100 Hell Pit: 2 saves:fail 1=goto hell, fail 2=impris
101 Holy/Eldritch/Unholy Bolt
102 Hyperkinetic: Decr.Mentals: -CH Mental actions (no save)
103 Hypnotic Control: Hypnosis (SL/2 saves)
104 Hypnotism: Hypnosis (SL saves)
105 Hypnotism: Hypnotism, up to CL targets
106 Ice Animation: Summon a DL=SL Ice Elemental
107 Ice Blast: Ice damage, Con resists
108 Ice Control: Wall of Ice
109 Ice Production: CL*(SL+2) ice dmg to one target (no save)
110 Ice Sheet: Wall:Ice damage, Con resists
111 Imprisonment: Imprisonment (as spell)
112 In the Eye of Chaos (Psi 11R) (target needs double actions to do things)
113 Inferno Strike: KiLd20 dmg, KiL*3' radius (fire damage) (save:½), center at caster (who doesn't take dmg)
114 Insist: [0 action] Counters a counterspell; that same type of counterspell can't be used again
115 Invoke Logrus: 66*LVL Vile Eldritch Chaos to a group (no save)
116 Iron Will: 1bM: One effect that's hitting you is delayed for SL segments (it will still resolve even if the caster is dropped)
117 Kinetic Bolt: SL*CL/2 Telekinesis dmg and knock back SL*10' (1 target, no save, Str-SL*2 check to avoid knock back)
118 Know Truename: As the 9th level Diviner spell
119 Law Quintruple Beam: CLxCLx3 mental dmg in 5 lines (no save); C-align x4 dmg
120 Lifeform Creation: Summon a DL=SL-1 monster
121 Light Emission: SL*CL/2 Light damage (no save) and SL/2 instances of blindness (save)
122 Lightning Blast: Lightning damage, Dex resists
123 Lightning: CL*SL lightning dmg to one group (no save)
124 Limitation: 1 target: -CL/9 to max # of classes or # psi.freq. (no resistance)
125 Liturgy of Armageddon: All creatures within 1 mile radius are slain (no save) or Slain (save) [choose]
126 Magic Blast: CL*SL force dmg to one group (no save)
127 Magic Domination: Control M Actions (SL/2 saves)
128 Mana Blast: Astral damage
129 Mass Energy Drain: Energy Drain (as spell) in 90'r area
130 Mass Feeblemind: Feeblemind (as spell) in 90'r area
131 Mass Mind Control: 250'r, all are Hypnotised (no save)
132 MassTelepathicCommand: Suggestion (no save) up to CL targets
133 Master Ritual of Summ.: Summons any one unique creature in the Multiverse to you (no resistance)
134 Matter Manipulation: CL*(SL+2) explosion dmg to one target (no save)
135 Mechanical Creation: Summon a DL=SL-2 Golem or Technological monster
136 Mental Ball 11: 110'r; take 11*level*(# of freq.) damage; no save
137 Mental Deceleration: Target loses next N mental actions (no save)
138 Mental Deceleration: Target loses next N mental actions (no save); affects 1+CL/9 groups
139 Mimic: 1bM: Fork a spell level 0 to SL effect
140 Mind Blast: SL Int dmg to one target (no save)
141 Mind Blast: SL*CL Mental damage (1 group, no save)
142 Mind Control: Minor: Command (save); Major: Domination (SL/3 saves)
143 Mind Transferral: Minor: Empathy (save); Major: Magic Jar (SL/3 saves)
144 Missile Creation: Do SL missile attacks, must roll to hit, each hit does 10 dmg (no save) and a stun (save)
145 Mob Mind: Control Thoughts Blast (yuck!)
146 Monster Domination: Dominates any creature for less time.
147 Negation Blast
148 Neural Manipulation: Minor: Seizure (-2 all rolls, save); Major: Paralysis (SL/3 saves)
149 Nightmare: Improver Beam: +CH/6 to being's multiplier (will be Set in 1r)
150 Nightmare: Mental Blast: CHxCH'r,lose CHd4 mental stats (save:½)
151 Nightmare: Physical Blast: CHxCH'r,lose CHd4 physical stats (save:½)
152 Nightmare: Removal Beam (Psi 9): -CH/6 to being's multiplier (save:½)
153 Nightmare: Removal Beam: -CH/6 to being's multiplier (save:½)
154 No Resistance (Physical): 1 target: Lowers all physical immunites; lowers all WR, aWR; halves iWR, iaWR
155 No Resistance: 1 target: Lowers Class VI,PsiR,Defense X for 1t
156 Pawn: Pawn someone (gets a Will and a Spell save, making either is a make)
157 People's Army: Mass Charm Person up to LVL^3 people (no save)
158 Personality Transfer: Magic Jar (SL/2 saves)
159 Phobia: Fear (SL saves)
160 Photon Kin.: Phaser Beam: 100*(CHd20) Light damage (no save/PsiR)
161 Photon Kinetic: Phaser Beam (Psi 9): 100*(CHd20) Light damage (no save/PsiR)
162 Physical Deceleration: Target loses next N physical actions (no save)
163 Physical Deceleration: Target loses next N physical actions (no save); affects 1+CL/9 groups
164 Plague Carrier: Disease (SL saves)
165 Planet Swarm
166 Planetary Acidify: Acidifies 1 planet or moon (!); 2 planets or moons!
167 Planetary Demolish: 1 idmg in any E=CL/6 element; 2 idmg; CL/3 instead
168 Planetary Detonate (Psi2)
169 Planetary Detonate: Detonates 1 planet or moon (!); 2 planets or moons!
170 Plasma Generation: SL*CL Plasma damage (1 group, no save)
171 Polycancellation: Tricancellation CH targets
172 Polyrestoration: Trirestoration CH targets
173 Possession: Magic Jar (no save) (no PsiR) (no immunity)
174 Power Blast: Astral damage
175 Power Transfer: Drain all spells & psi points (no save)
176 Psychic Will: Wall of Force
177 Public Access Key: Target's Truename is visual (!); Thoughts visible too
178 Radiowave Generation: SL*CL/2 Radiowave damage (1 group, no save, the effect can go through a SL' wall)
179 Ram Blast /Urban Renewal: 1 hull point damage/succ
180 Reconstruct
181 Repeating Fireball: Throw X Fireballs (see above)
182 Reset (each target max 1/day)
183 Reset: Resets one target in sight (max = 1 reset per real reset)
184 Resurrection: [0 action, even when dead]: Resurrection
185 Reverse Contingency: Dispel a Contingency and everything in it
186 Self-Revival: 0, (SL-1)/d: Heal self
187 Serial Immortality: 0, 1/d: Resurrection, self only, there is a delay of (11-SL) rounds
188 Set
189 Shielder: Bolt (Psi 9): CHxCHd8 Force damage, ignores defenses
190 Shielder: Bolt: CHxCHd8 Force damage, ignores defenses
191 Sixth Level Priest Spell: Cast one 6th level Priest spell at CL = 80
192 Sleep-Induced: Sleep (SL/2 saves)
193 Solid Stun Bolt (-LVL all actions)
194 Sonic Beam: CL*(SL+2) sound dmg to one target (no save)
195 Sonic Generation: SL*CL/2 Sound damage (no save) and SL/2 instances of deafness (save)
196 Spell Barrier: Wall:Dead Magic (all types)
197 Spiritual Drain: Target loses CL*SL hp (necromantic, no save), you gain CL*SL hp (not above max)
198 Spray: SL choking dmg to a group per segment (can leave the area)
199 Starbolt: CL*(SL+2) plasma dmg to one target (no save)
200 Stasis: Touch: Target is Temporal Stasised (no save); you control the duration with DPPs
201 Steal Attunement: Allow another to have & use one of the technological objects *anyone* made using Psi16
202 Steal Attunement: Allow another to have & use one of the technological objects *anyone* made using Psi8
203 Steal Soul III: Transforms unwilling target to a larva
204 Summon a DL X Undead
205 Summon a DL=X Lycanthrope
206 Summon Insects: Summon Insects
207 Summoning: Summon a DL=SL Outer
208 Super Breath: CL*SL air dmg to one group (no save)
209 Super Domination: Dominate one target (no save, no PsiR, no Wis)
210 Superblast [V]: All in 1 mile insane (no PsiR); 2 mile radius
211 Telekinesis: Telekinesis CL*SL*10 lbs.
212 Telekinesis: TK LVL*10' falling damage area
213 Telekinetic Crush: 1 target: X*X*X telekinetic damage (no save)
214 Telekinetic Crush: X*X*X telekinetic damage (no save); affects 1+CL/9 groups
215 Temporal Distortion: Target gains another half-segment of actions after the current half-segment
216 Temporary Insanity: 1 insanity [DMG1]/succ
217 Thermal Kin.: Plasma Beam: ±CHx100°, save at -CHxCH or dead
218 Thrall: Target is your slave forever.
219 Thunderclap: Blast:Sound damage, Con resists
220 Thunderclap: KiLd12 dmg, KiL' radius (sound damage) (save:½, if made save again for 0)
221 Timeless Body: Ignore all harmful, and helpful, effects for 1 round.
222 Tornado Blast: Vortex of air subjects your foes to 17d6 damage and moves them.
223 Treat Deadly Wounds: Heals 100% max hp (4 succ)
224 True Telekinesis: Lift or move 500 lb./level at long range.
225 True Vulnerability: -CH*2% irreducible RR,MR,PsiR,InnateR,aPsiR (no ER)
226 Undead Control: Turn Undead at CL=(SL-2)*2
227 Vampirism: Target gets SL/2 negative levels (energy drain, no save), you gain CL*SL hp (not above max)
228 Vibration: SL*CL Vibration damage (1 group, no save)
229 Water Animation: Summon a DL=SL Water Elemental
230 Water Blast: Ele.Water damage,Str resist
231 Water Control: Wall of Water / Part Water / Lower Water
232 Weakness Creation: Add SL/2 instances of a Vulnerability to something (medium scale: a school, an element, etc.) on the target (no save)
233 Wild Invocation VI: Random 10 (95%) or 2m4+10 (5%) SL Wizard Invocation spell
234 Wish: Wish (as spell)
235 Wish: Wish (as spell), CL = 35
236 Wish: Wish (as spell), or any Psi2 Dev/Sci/High Sci
237 Wish: Wish (as spell), or any Psi200 Dev/Sci/High Sci
238 Word of Destruction: Room shape is rearranged, everyone in room (incl. PCs) take a slay (save) and a blind (no save), each object in room has 50% chance of shattering
239 Zombie Animation: Animate a dead body as a Zombie with DL=SL

[PC5] Psionicist Classes Group


Hiyah

Level KXP Psi81
mMG SUV W
TH
1 0 1-- -- +2
2 3 2-- -- +4
3 6 3-- -- +6
4 12 31- -- +8
5 24 32- -- +10
6 48 33- -- +12
7 96 43- -- +14
8 192 44- -- +16
9 375 441 -- +18
10 750 442 -- +20
11 1125 443 -- +22
12 1500 444 -- +24
13 1875 544 -- +26
14 2250 554 -- +28
15 2625 555 -- +30
16 3000 655 -- +32
17 3375 665 -- +34
18 3750 665 1- +36
19 4125 665 2- +38
20 4500 665 3- +40
21 4875 665 4- +42
22 5250 665 5- +44
23 5625 666 5- +46
24 6000 666 6- +48
25 6375 766 6- +50
26 6750 776 6- +52
27 7125 776 61 +54
28 7500 776 62 +56
29 7875 776 63 +58
30 8250 776 64 +60
31 8625 776 65 +62
32 9000 776 66 +64
33 9375 777 66 +66
34 9750 777 76 +68
35 10125 777 77 +70
36 10500 877 771 +72
37 21000 877 772 +74
38 31500 877 773 +76
39 42000 877 774 +78
45 105000 888 877 +90
54 199500 A99 999 +108
63 294000 BBB BAA +126
72 388500 CCC CCC 1 +144
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
+8 +0 +9 +8 -6 -6 -6 +10 +24 +7 ÷1
 
Requisites: Str 16, Con 18, Int 16,
  Race Slots 1, Class Slots 2
Alignment: LS
HD/level: d20
Weapon Prof.: 4+level/2
To Hit Table: 2xMon
Save Table: Psi
Reference: DM
Groups: Warrior, Psionicist, Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: level+4
RSW: level+2
PP: level+7
BW: level+1
Spell: level+2
Fort: level+0
Reflex: level-1
Will: level+0
   
Considered a "Klickla" race. Klicklas are ball-shaped creatures with one mouth, similar to a beholder with no eyestalks. They have spikes all over their body. They can assume an Astral-like form.
Has no limbs, but can use LVL of it's spikes when physically attacking. Each spike is a natural attack that does 1d10 base dmg. Weapon specialization may be used for half-plusses, but gives no extra attacks.
See [Q81] for rules and powers. This is a "mutant" frequency and is resisted using RR. It is added to the options for the ArchMutant class.
PSPs (Psi 81) = (higher of Int*2 or Con*1)*LVL
Exceptional Str and Con.
Level 1 ¶: May use Astral Perception and Astral Projection. While projected, enemies need a +LVL+1 weapon to hit you. You can use a Psi1 Psionic Blast while projected.
Level 9 ¶: 1F, 1/h: "Microwave" someone. They make an RSW save (or use TechR), and if failed, they are Capital E Extracted, and have all of their memories erased. Their alignment become LS, and they must reallocate half of their XP to Hiyah, Paladin, Slut, Holy Order of Stars Stupid1, or any other class with a "S" alignment requirement.

[PC5] Psionicist Classes Group


Psi81 Minor Powers

# Power PSPs Notes
1 Absoption, Energy 0 -CL dmg /energy attack; gain that amount in next damaging energy attack
2 Absoption, Physical 0 -CL dmg /physical attack; gain that amount in next damaging physical attack
3 Aid 2/r Target gets +CL to one stat for 1 turn, or to his CL on next effect
4 Armor 0 -CL dmg distributed among /energy or /physical attacks
5 Change Environment 2/t Create light, change temperature, create magnetic field, nothing too powerful
6 Characteristics 0 +CL distributed among your stats
7 Clinging 0 Climb Walls (with the pipes) 60+LVL*20%
8 Damage Reduction, Energy, 25% 0 Take x0.75 damage from energy
9 Damage Reduction, Physical, 25% 0 Take x0.75 damage from physical attacks
10 Darkness 1/t Makes room dark to one sense (x1 Special)
11 Density Increase 2 2/r x2 mass; +2 Str; -2/attack (physical or energy)
12 Discriminatory Sense -2 to max Identify something by a sense (e.g. smell)
13 Dispel 2 2 Dispel a SL 0-2 effect
14 Drain 2 Target loses -CL to a stat
15 Energy Blast I 2 [Pick an element] CLd5 dmg of that element (one group, no save)
16 Enhanced Perception -2 to max "Eagle Eye" / "Distance" version of a sense
17 Entangle 2 Entangle
18 Extra Limbs -2 to max +1 arm, +1 tail, +2 legs, or +2 tentacles
19 Flash 2 Blind a sense (Spell save)
20 Flash Defense -2 to max Resist getting your senses blinded
21 Flight 2/t Fly at CL*3"
22 Force Field 2/r -CL*2 dmg distributed among /energy or /physical attacks
23 Gliding 0 Fly at CL"
24 Growth 2 2/r +1 size; +2 Str; +2*CL max hp
25 Hand-to-Hand Attack 2/attack +CL dmg per punch/claw
26 High Range Radio Hearing -2 to max High Range Radio Hearing
27 Images 2/r Phantasmal Force
28 Infrared Vision -2 to max Infravision
29 Instant Change 2 Alter Appearance
30 Knockback Resistance 0 Take -10*CL' less from TK/Push effects
31 Lack of Weakness 0 Resist people looking at you to find your weaknesses
32 Life Support, Breathing 0 Can breathe in unusual environments (e.g. water)
33 Life Support, Food 0 Need not eat, excrete, sleep
34 Life Support, Resist Heat/Cold 0 Resist Heat/Cold
35 Life Support, Resist Vacuum 0 Resist Vacuum and High Pressure
36 Mental Awareness -2 to max Sensitivity to Psychic Impressions
37 Microscopic Vision -2 to max Microscopic Vision
38 Mind Link 0 Psi81 Psionic Link
39 Mind Scan 2/s Scan mind for information (Will save)
40 Missile Deflection 2/r Deflect 1 missile per P attack
41 Radio Listen and Transmit -2 to max Radio Listen and Transmit
42 Regeneration 0 Regenerate CL hp/s
43 Running 0 +CL*3" movement rate
44 Shrinking 2 2/r -1 size; +CL*2 AC
45 Skill 0 +CL slots in a Nonweapon proficiency
46 Stretching 2/t Can attack (CL+3)/4 groups per segment without actually entering them
47 Superleap 2 Jump CL*6"
48 Swimming 0 Swimming CL*3"

[PC5] Psionicist Classes Group


Psi81 Major Powers

# Power PSPs Notes
1 Active Sonar -5 to max Active Sonar
2 Clairsentience 4/r Pick a "Clair" type (voy, aud, nas, tact, taste)
3 Damage Reduction, Energy, 50% 0 Take x0.5 damage from energy
4 Damage Reduction, Physical, 50% 0 Take x0.5 damage from physical attacks
5 Density Increase 5 2/r x32 mass; +5 Str; -5/attack (physical or energy)
6 Dispel 5 5 Dispel a SL 0-5 effect
7 Ego Attack 5 CLd10 mental dmg (one target, no save)
8 END Reserve 0 +5*LVL max PSPs
9 Energy Blast II 2 [Pick an element] CLd10 dmg of that element (one group, no save)
10 Force Wall 5/r Solid Wall of Force
11 Growth 5 5/r +2 size; +4 Str; +4*CL max hp
12 Invisibility 2/r Improved Invisibility
13 Life Support, Immune Aging 0 Immune Aging
14 Life Support, Immune Disease 0 Immune Disease
15 Life Support, Need Not Breather 0 Need not breathe
16 Life Support, Resist Radiation 0 Resist Radiation
17 Mental Illusions 5/r Mirage Arcana
18 Missile Reflection 5/r Reflect 1 missile per P attack
19 N-Ray Vision -5 to max N-Ray Vision (pick an element it's blocked by)
20 Power Defense -5 to max Resist stat damage, Incantatrix effects, Polymorph effects
21 Radar Sense -5 to max Radar Sense
22 Shape Shift 5 Polymorph Self
23 Shrinking 5 5/r -2 size; +CL*4 AC
24 Spatial Awareness -5 to max Can sense surroundings without senses
25 Summon 5 Summon a DL V Outer planar creature
26 Telekinesis 5 TK CL*20' (assuming a Size M creature)
27 Telepathy 5/r Telepathy
28 Teleportation 5 Teleport
29 Transfer 5 You get -CL to a stat, target gets +CL (lasts 1 turn)
30 Tunneling 5 Passwall

[PC5] Psionicist Classes Group


Psi81 Grand Powers

# Power PSPs Notes
1 Damage Reduction, Energy, 75% 0 Take x0.25 damage from energy
2 Damage Reduction, Physical, 75% 0 Take x0.25 damage from physical attacks
3 Density Increase 8 2/r x256 mass; +8 Str; -8/attack (physical or energy)
4 Desolidification 8/r You pass through objects as if they weren't there
5 Dispel 8 8 Dispel a SL 0-8 effect
6 Energy Blast III 2 [Pick an element] CLd20 dmg of that element (one group, no save)
7 Extra-Dimensional Movement 8 Plane Shift or Teleport Without Error
8 Faster-than-Light (FTL) Travel 0 Move at Warp CL
9 Growth 8 8/r +3 size; +6 Str; +6*CL max hp
10 Killing Attack, Hand-to-Hand 8/attack +CL*2 dmg and +CL Con dmg with unarmed attack
11 Mental Defense -8 to max Resist mental attacks
12 Mind Control 8 Control M actions (Will save)
13 Multiform 8 Shapechange Self
14 Shrinking 8 8/r -3 size; +CL*6 AC
15 Suppress 8/s Target cannot use a particular power (no save)

Psi81 Super Powers

# Power PSPs Notes
1 Damage Reduction, Energy, 90% 0 Take x0.1 damage from energy
2 Damage Reduction, Physical, 90% 0 Take x0.1 damage from physical attacks
3 Dispel 11 11 Dispel a SL 0-11 effect
4 Duplication 8/r There are two of you
5 Energy Blast IV 2 [Pick an element] CLd30 dmg of that element (one group, no save)
6 Growth 11 11/r +4 size; +8 Str; +8*CL max hp
7 Magic Defense -11 to max Resist magic
8 Shrinking 11 11/r -4 size; +CL*8 AC
9 Transform 11 Shapechange Other

[PC5] Psionicist Classes Group


Illogician-17

Level KXP Wizard       Psi-17
123 456 789  mMG S
1 0 1-- --- ---  1-- -
2 2 2-- --- ---  2-- -
3 14 21- --- ---  3-- -
4 36 32- --- ---  4-- -
5 68 421 --- ---  5-- -
6 110 422 --- ---  51- -
7 162 432 1-- ---  52- -
8 224 433 2-- ---  53- -
9 296 433 21- ---  54- -
10 378 443 22- ---  55- -
11 470 444 33- ---  65- -
12 572 444 441 ---  651 -
13 684 555 442 ---  652 -
14 806 555 442 1--  653 -
15 938 555 552 1--  654 -
16 1080 555 553 21-  655 -
17 1232 555 553 32-  665 -
18 1394 555 553 321  666 -
19 1566 555 553 331  766 -
20 1748 555 554 332  776 -
21 1940 555 554 442  777 -
22 2142 555 555 443  877 -
23 2354 555 555 553  887 -
24 2576 555 555 554  887 1
25 2808 555 555 555  887 2
26 3050 666 655 555  887 3
27 3302 666 666 655  887 4
28 3564 666 666 666  887 5
29 3836 777 766 666  887 6
30 4118 777 777 766  887 7
31 4410 777 777 777  888 7
32 4712 888 877 777  888 8
33 5024 888 888 877  988 8
34 5346 888 888 888  998 8
35 5678 999 988 888  999 8
36 6020 999 999 999  999 9
TH Saves
PD RS PP BW Sp Fo Re Wi
-12 -10-10-10-10-10-10-10-10
-11 -9 -9 -9 -9 -9 -9 -9 -9
-10 -8 -8 -8 -8 -8 -8 -8 -8
-9 -7 -7 -7 -7 -7 -7 -7 -7
-8 -6 -6 -6 -6 -6 -6 -6 -6
-7 -5 -5 -5 -5 -5 -5 -5 -5
-6 -4 -4 -4 -4 -4 -4 -4 -4
-5 -3 -3 -3 -3 -3 -3 -3 -3
-4 -2 -2 -2 -2 -2 -2 -2 -2
-3 -1 -1 -1 -1 -1 -1 -1 -1
-2  0  0  0  0  0  0  0  0
-1  1  1  1  1  1  1  1  1
+0  2  2  2  2  2  2  2  2
+1  3  3  3  3  3  3  3  3
+2  4  4  4  4  4  4  4  4
+3  5  5  5  5  5  5  5  5
+4  6  6  6  6  6  6  6  6
+5  7  7  7  7  7  7  7  7
Requisites: Wis 18
Alignment: C*
HD/level: d10
Weapon Prof.: 5+level
To Hit Table: +level-13 (d30)
Save Table: +level-11 (d30)
Reference: DM {Planeshifted Logician17}
Groups: Wizard, Psionicist, Alternate
 
Rolls d30's to hit and saves. Automakes (autohits) on 27-30. Automisses on 1-3.
Spec. Schools: Invocation, Reversed Logic (see below)
Opp. Schools: Abjuration, Divination
Can cast spells from Priest Chaos and Priest Astral Spheres
Level 1: +½M Action
Level 1: +1 extra Knowledge Prof/level
Level 1: Specialized spells cost only ½M to cast
Level 1: Can "burn" 1 hp/spell level to cast extra spells
Here's some sample "Logic" spells, until a better version is added to the Collective.
This class would cast the opposite of these.
Logic Spells, Level 1:
Communication: Allows communication with any creature with Int 1+
Detect Chaos: Detects all Chaotic creatures within 360'
Determine Operation of Mechanism: Can use a tech level object of less than or equal to Logician's level
Order Objects: Arrange group of small objects by some order (or) count a group of objects (or) weigh an object
Logic Spells, Level 2:
Command: As per priest spell but can use 2 words
Fast-Talking: All targets must save vs. spell at a penalty equal to double of Logician's level or believe what he is saying as true
Protection from Chaos: As per Pro.Evil but against Chaotic creatures
Logic Spells, Level 3:
Hold Monster: As per Enc/Cha spell, save at -(2*Logician's level)
Personal Illusion: Makes an exact illusion (all senses) of a creature
Logic Spells, Level 4:
Charm Lawful Creature: Target Lawful creature is charmed (no save)

[PC5] Psionicist Classes Group


Psi-17 Minor Powers

# Effect
1 Chaos Ball your group (incl. yourself) for LVLd6 dmg
2 Create a LVL*10' Wall of Stone with random orientation in the room
3 Create a random trap (only enemies trigger it)
4 Darkness to all senses (infravision doesn't work)
5 Destroy door (item save vs. disintegrate)
6 Gain a random Psi9 or Psi-9 minor (use this 1/d)
7 Sleep your entire group (incl. yourself) (save)
8 Wand of Wonder effect

Psi-17 Major Powers

# Effect
1 Chain Lightning: as spell, but jumps randomly (not closest person), can hit someone more than once
2 Confusion shield (whoever hits you saves or is Confused)
3 Create a random trick (only enemies trigger it)
4 Fist of Force (LVLd8 force dmg to one target)
5 Polymorph Randomly: Target is polymorphed into a DL=LVL/3 monster (save)
6 Teleport Other Away

Psi-17 Grand Powers

# Effect
1 Call Chaos: LVL random groups take 75 Chaos dmg (include PC in possibilities)
2 Chaos Branding: Rearranges a magic item's properties (loses old properties, becomes a random Intelligent Magic Item of next lower XP value)
3 Create a random special (only enemies trigger it)
4 Earthquake your group (incl. yourself) for LVLd20 dmg, flying doesn't help

Psi-17 Super Powers

# Effect
1 Invoke Logrus: 66*LVL Vile Eldritch Chaos to a group (no save)
2 Word of Destruction: Room shape is rearranged, everyone in room (incl. PCs) take a slay (save) and a blind (no save), each object in room has 50% chance of shattering

[PC5] Psionicist Classes Group


Inept-2

Level KXP Priest   Psi-2
123 456  mMG
1 0 1-- ---  1--
2 2 1-- ---  2--
3 4 2-- ---  3--
4 8 20- ---  4--
5 16 21- ---  41-
6 32 21- ---  42-
7 64 32- ---  43-
8 128 320 ---  44-
9 180 321 ---  441
10 225 321 ---  442
11 275 332 ---  443
12 330 332 0--  444
13 390 332 1--  544
14 455 332 1--  554
15 525 333 2--  555
16 600 333 20-  655
17 680 333 21-  665
18 765 333 21-  666
19 855 333 32-  766
20 950 333 32-  776
21 1050 333 33-  777
22 1155 433 33-  877
23 1265 443 33-  887
24 1380 444 33-  888
25 1500 444 43-  988
26 1625 444 44-  998
27 1755 444 440  999
28 1890 444 441  A99
29 2030 444 442  AA9
30 2175 444 443  AAA
31 2325 444 444  BAA
32 2480 544 444  BBA
33 2640 554 444  BBB
34 2805 555 444  CBB
35 2975 555 544  CCB
36 3150 555 554  CCC
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  8  4  6  3  4  0  0  3
+1  9  5  6  3  4  0  1  3
+2  9  5  6  4  4  1  1  4
+2 10  6  7  4  5  1  1  4
+3 10  6  7  5  5  2  2  5
+3 11  7  8  5  6  2  2  5
+4 11  7  9  6  6  2  2  6
+4 12  7  9  6  7  3  3  6
+5 12  8  9  6  7  3  3  7
+5 13  8 10  7  8  4  3  7
+6 13  9 10  7  8  4  4  8
+6 13  9 10  7  8  4  4  8
+7 14  9 11  8  9  5  4  9
+7 14 10 11  8  9  5  5  9
+8 14 10 11  9  9  6  5 10
+8 15 11 12  9 10  6  5 10
+9 15 11 12 10 11  6  6 11
Requisites: Str 6, Dex 8, Chr 6
Alignment: any
HD/level: d6
Weapon Prof.: 5+level/9
To Hit Table: +level/2
Save Table: Pri
Reference: DM {Planeshifted Adept3}
Groups: Priest, Psionicist, Alternate
 
Considered 3rd edition (gets a Feat at 1st level).
Gets Wisdom bonus for spell progression.
PSPs = Dex*2+Str+Chr-40+(Dex-5)*(level-1)/2
Has "cotangents" instead of "tangents". 3 cotangents is a "Detract".
If you are Detracted to someone, you are considered Dust of Disappearanced to them, and they cannot directly target you or your effects.

[PC5] Psionicist Classes Group


Psi-2 Devotions (Minors)

# Power Disip. Check PSPs Effect Power Score Source
1 Adrenalin Drain Metab Con-3 8+4/r 6 Str,Dex,or Con dmg 6 to all three DM
2 Anti-Astral Projection Port Int 6+2/h Anti-Astral Projection Colorless pool nearby DM
3 Biogiveback Metab Con-2 6+3/r +2 dmg/att; +level/3 TH bonus +level TH bonus instead DM
4 Cause Disease Metab Con-3 12 Cause Disease Cause 2 diseases DM
5 Cell Adjustment Metab Con-3 1/hp max 20*level hp /r; disease=+5 PSPs Half cost in PSPs DM
6 Decelerate Metab Con-2 10+10/m Target loses next action (save) next 2 actions DM
7 Deflect Kinet Int 4 Deflect a melee attack -- DM
8 Detract Telep Wis Int+1/r -2 check if resisting Maintained 4r for free DM
9 Gird M-Psi Int-3 2*M/m Set off someone's trigger prematurely -- DM
10 Half Pain Metab Con-3 7 Take half damage from one person for 1t -- DM
11 Inertial Improver Kinet Con-3 7+5/r +1 to #Atts in your group (everyone) Missiles do +1 die of dmg DM
12 Magnify M-Psi Wis-5 25M+M/r Mult. power (Max=level/5+1) M+1, no extra cost DM
13 NoBlink Port Int+1 7+3/r Blinking does not function within 100' within 1000' DM
14 Receptacle M-Psi Wis-5 1/r Gem:1/100gp;Item:(2W+I+C-40)*L -- DM
15 Reduced Strength Metab Wis-3 2S+S/r Strength dmg, Max=level Max=2*level DM
16 Replacement Metab Con-3 6+3/r Ignore displacement Ignore mirror images DM
17 Reverse Carapace Metab Int 5+1/r -level AC; +(11-level) Dex No AC loss DM
18 Sight Less Telep Con-3 C+5/m Blindness (save) Deafness (save) DM
19 Sound Less Telep Con-2 C+4/t Deafness (save) Blindness (save) DM
20 Taste Less Telep Con-2 C+4/t Cannot taste, drink potions, eat pills (save) Target cannot smell DM
21 Time Diminish Port Int-7 54/r -3 M, -3 P, -3 V (save) -1 more each type DM
22 Time Halve Port Int-1 22/s Lose one instance of "Q" on all action types -4 AC/save; -2 TH DM
23 Ungraft Weapon Metab Con-5 10+1/r Unconnect weapon from body; -1/-1 Penalty is -4/-4 DM
24 Weakness of the Land Metab Con-2 10+2/r 25 dmg, -3 TH, -3 dmg, -25% MR Lasts 5r after maint. DM

[PC5] Psionicist Classes Group


Psi-2 Sciences (Majors)

# Power Disip. Check PSPs Effect Power Score Source
1 Acidify Kinet Con-3 18 (level)d6 acid dmg (save:½) (2*level)d6 acid damage DM
2 Complete Harming Metab Con 30 Harm at end of round (not segment) Harm at end of segment DM
3 Degenerate Metab Con-4 18+6/t Degenerate (LVL /s) 2*LVL /s DM
4 Endorphin Drain Metab Chr-6 16+8/r 6 Int,Wis,or Chr dmg 6 to all three DM
5 Energy Release Metab Con-2 1/die +CL to CL on your next damaging power -- DM
6 Fate Less Telep Con-5 C+5/t You and biggest enemy in area take 0 dmg -- DM
7 Inprobability Travel Port Int 20+8/h Go to Anti-Astral physically Colorless pool nearby DM
8 Insens. to Psychic Imp. Clair Wis-4 12+2/m Resist Psionics Resist Anti-Psionics DM
9 Life Field Metab Con-8 40 All in party all healed for LVL hp 2*LVL hp instead DM
10 Reintegrate Kinet Wis-4 40 Cure a disintegrate Cure an annihilate DM
11 Split Body M-Psi Wis-5 40+6/r +1 P action +1 more P action DM

Psi-2 High Sciences (Grands)

# Power Disip. Check PSPs Effect Power Score Source
1 A/B Acceleration Metab Con-6 20/r +CL A actions /r (range sight) B instead of A DM
2 Alter Reality All Any-10 250 Alter Reality or Psi-1 major Double CL effect DM
3 Eelemental Composition Metab Con-4 24+3/r Can be any Normal/Para/Quasi Eele Can be Semi Eele DM
4 Grand Acidify Kinet Con-5 27 CLd20 acid damage Use d30's DM
5 Legendary Drain Metab Chr-24 24+12/r 6 Cml, Luck, or CL dmg 6 all three DM
6 Mass Detract Telep Wis L+1/r L=sum of targets' levels PSP cost halved DM
7 Steal Actions M-Psi *Auto* 0 Steal an action (save) -- DM
8 Ultrasword [-X] Telep Chr-5 20 Ignore non-racial immunity to psionics -- DM
9 Weakness of the World Metab Con-6 10/r -9/-9 AC/saves, -25% RR/MR/PsiR Lasts 5r after maint. DM
10 Weapon Familiarity Clair Int-8 200/d +1 slot in every weapon prof +LVL feats DM

Psi-2 Supers

# Power Disip. Check PSPs Effect Power Score Source
1 C/X Acceleration Metab Chr-10 30/r +CL C actions /r (range sight) Can convert 14C -> 1X DM
2 Change Reality All Any-20 400 Change Reality or Psi-1 grand Double CL effect DM
3 Magic Inertial Improver Port Dex-18 70/r Spells give no save in your group -- DM
4 Planetary Acidify Kinet Con-25 3600 Acidifies 1 planet or moon (!) 2 planets or moons! DM
5 Public Access Lock Clair Int-20 90/r Your truename is unknowable Thoughts unknowable too DM
6 Spirit on the Ground Telep Chr-15 1/week Cannot use M actions; can use 2P/s Can use 3P /s DM

[PC5] Psionicist Classes Group


Jedi19L

Level KXP Psi19L
mMG S
1 0 1-- -
2 7 2-- -
3 14 3-- -
4 28 4-- -
5 56 5-- -
6 112 6-- -
7 224 61- -
8 448 71- -
9 896 72- -
10 1400 82- -
11 2100 83- -
12 2800 93- -
13 3500 94- -
14 4200 941 -
15 4900 951 -
16 5600 961 -
17 6300 962 -
18 7000 972 -
19 7700 982 -
20 8400 983 -
21 9100 983 1
22 9800 984 1
23 10500 985 1
24 11200 986 1
25 11900 986 2
26 12600 987 2
27 13300 988 2
28 14000 998 2
29 14700 998 3
30 15400 999 3
31 16100 999 4
32 16800 999 5
33 17500 999 6
34 18200 999 7
35 18900 999 8
36 19600 999 9
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  8  4  6  3  4  0  0  3
+3  9  5  6  4  4  1  1  4
+5 10  6  7  5  5  2  2  5
+7 11  7  9  6  6  2  2  6
+9 12  8  9  6  7  3  3  7
+11 13  9 10  7  8  4  4  8
+13 14  9 11  8  9  5  4  9
+15 14 10 11  9  9  6  5 10
+17 15 11 12 10 11  6  6 11
+19 16 12 13 11 12  7  6 12
+21 16 13 14 12 12  8  7 13
+23 16 14 14 13 13  9  8 14
+25 16 14 15 14 14 10  8 15
+27 17 15 16 14 14 10  9 16
+29 17 15 16 15 15 11 10 17
+31 17 16 16 15 16 12 10 18
+33 17 16 16 16 16 13 11 19
+35 17 16 16 16 16 14 12 20
Requisites: Wis 17, Chr 14
Alignment: any G
HD/level: d16
Weapon Prof.: & 7+level/2
To Hit Table: 2xWar
Save Table: 2xPri
Reference: Star Wars
Groups: Warrior, Psionicist
 
Gets Barbarian Dex and Con (but not Str).
Uses the Barbarian line for number of attacks at double level.
Gets Psi19L powers, see progression.
PSPs = (Wis+Chr)*Level*2.
 
Level 1: 1 reset of actions: Create a light-saber. You may have at most one light-saber at a time. It is a size M weapon, 1 pound weight, damage 1d10/1d20, and a crit range of 19 for x2 and 20 for x3. Pick "blue" or "green"; blue light-sabers have +LVL*3/2 TH (round down) and +LVL/2 dmg (round down) in plusses; green light-sabers have +LVL TH and +LVL dmg. It has the sharpness flag with range 20, the range improves by 1 per 7 levels. You must still hit the target in order for the sharpness flag to trigger.
Level 1: 1V, may borrow from the future: May parry up to LVL attacks this segment. Use your total attack bonus with the weapon (or you can use your bare hands, in case add Str+Dex+2 as usual), this is the amount of damage is reduced from the attack. You may parry each attack only once.
Level 1: 0, 1 attack: Attempt to disarm your opponent. Roll to hit and damage normally, but you do no damage, instead, keep track of this pseudo-damage. When it exceeds the target's Dex+HNCL (treating Warrior as double level and Psi19 classes as triple level), the target is disarmed and the weapon flies off (1d10)*10' in a random direction.
Level 8: Immune to gas.
Level 9: If your Wis is at least 20, you may parry each attack twice (reducing damage by twice your attack bonus).
Level 16: Immune to poison.
Level 18: If your Wis is at least 40, you may parry each attack three times (reducing damage by thrice your attack bonus).
Level 27: Can create a "purple" light-saber instead of "blue" or "green". This has a crit range of 19-20 for x3; +LVL*3/2 TH (round down) and +LVL dmg. It is vorpal instead of sharpness, with one less range than the sharpness flag.

[PC5] Psionicist Classes Group


Basic Psi19 Information

Wild Talents: PSPs = (Wis+Chr-20 or Str+Con-20)*Level
If you pick Wis+Chr, you can take Light and Both powers.
If you pick Str+Con, you take Dark and Both powers.
 
Wis+Chr+2*level
or
Str+Con+2*level
minor major grand
0-27 - - -
28-36 1 - -
37-45 2 - -
46-54 3 - -
55-63 3 1 -
64-72 3 2 -
73-81 4 3 -
82-90 4 3 1
91-99 4 3 2
100+ 5 4 3
 
Not all Psi19 powers require a mental to use. Use the action type (if listed) for the power instead of 1M. This action is used to start the power; maintaining a power is no action.
Actions listed like "1bV" mean "a movement action, can borrow from the future."
 
Psi19 PSPs are regained at Str+Con or Wis+Chr per hour. This cannot be improved with the various proficiencies.

[PC5] Psionicist Classes Group


Psi19 Minor Powers

# Power PSP Cost Effect
1 Accelerate Healing 20/d Double your healing and hp regeneration rates
2 Acrobatics ½*P /r 1bV: Emulate a Acrobat ability of level = CL/2; P=your number of Rogue points in it
3 Combat Reflexes 10+1/m 1V: +CL/2 AC, +CL/2 TH, +CL/3 initiative, +CL Dex checks, cannot be surprised
4 Concentration 20 +CL slots on next nonweapon proficiency check (must be a nonweapon you have)
5 Control Disease 20/d Immune to disease
6 Danger Sense 20+20/h Sense danger in self or someone you know
7 Empathy L Read the surface emotions of a target with L=LVL/2; Psi19-users are ½ cost
8 Enhance Body 20S+S/r +S distributed among Str, Dex, Con; max S=CL
9 Enhance Mind 20S+S/r +S distributed among Int, Wis, Chr; max S=CL
10 Forget/Remember 20 Target forgets or remembers one event (unwilling get Will save)
11 Improved Blindfight. N/s 0: Ignore penalties due to lack of senses, N=number of senses "blinded"
12 Language 2/m Speak/Comprehend (but not Read/Write) a language (or) Speak with Animal
13 Jump S 1V: Jump 10*S feet, max S=CL
14 Psyche L Read the surface thoughts of a target with L=LVL; Psi19-users are ½ cost
15 Sense Force 2/s Detect Psi19 (and "light" vs. "dark"), 1/r can identify a Psi19 effect or item
16 Sneak 2/m Move Silently & Hide In Shadows CL*10%
17 Speed 10N+N/s Multiply movement rate by x1.5 (N=1), x2 (N=2), x2.5 (N=4), or x3 (N=6)
18 Telekinesis W + ½W/r TK, weight W*10 lbs., max W=LVL^2, move rate=W ", throw does W dmg (roll TH)

Psi19L Light Minor Powers

# Power PSP Cost Effect
L-19 Battle Meditation 20/h 2F: You get +CL/2 TH, +CL Will and mental saves (stacks with Battle Influence major)
L-20 Control Pain 2+1/r 1bV, can use while stunned: Immune to pain, stun (not capital "S"), torture
L-21 Detect Lie 2/r Detect Lie; if the target cannot be read the power gives "cannot be read"
L-22 Detoxify 20 1M, 1V: Target gets a new save +CL*2 vs. a poison effect, can use within 1r of death
L-23 Force Harmony 20/h PR CL*10% only vs. evil Psi19 users or Psi19D powers (even if they aren't evil)
L-24 Remove Fatigue 15 1M, can be used while sleeping: Removes sleep or fatigue effect

Psi19D Dark Minor Powers

# Power PSP Cost Effect
D-25 Anger 13/r You have +CL TH/dmg but -CL AC/saves
D-26 Contort/Escape 20 2V: Get out of bonds, web spells, entangle spells, etc.
D-27 Dim Other's Senses 10+1/s Target must save every segment for each sense he tries to use
D-28 Fear 20 Fear (Will save)
D-29 Seeing 2/h Can see in darkness, magical darkness, fog
D-30 Undetectable Lie 2/r Undetectable Lie (you cannot be read with Detect Lie); can lie with Ring of Truth on

[PC5] Psionicist Classes Group


Psi19 Major Powers

# Power PSP Cost Effect
1 Battle Influence 50/h Everyone on your "side" get immune fear, +CL/2 TH, +CL Will and mental saves
2 Detect Death 50/d Detect death CL*10' (x0 beings are not included), x10 range for people you know
3 Future Sight 50/m Can see a most likely event of 1d(10^(1d4)) days in the future
4 Lesser Force Shield 5/s AT +CL*2 source
5 Magnify Senses 30+3/m Can use senses at x2 distance/sensitivity, no range penalties w/ seeking weapons
6 Projective Telepathy 5/s Send a mental message to someone on the same planet

Psi19L Light Major Powers

# Power PSP Cost Effect
L-7 Energy Absorption 10/die 1bM: Absorb up to CL HD of an energy attack, affects everyone in your group
L-8 Enhance Cooperation 20/h Everyone on your "side" has each other's nonweapon proficiencies
L-9 Force of Will 25+2/m +CL*3 Will and mental saves
L-10 Health 2/hp+20/C 1M, 1V, touch: Heal hp of damage and/or restore Con; C=number of Con restored
L-11 Hibernation Trance 25+25/h Resist damage, need not breathe/eat/drink/sleep, cannot use any actions
L-12 Persuasion 50+5/s Target believes what you want him to believe (Will save), 1 item per segment

Psi19D Dark Major Powers

# Power PSP Cost Effect
D-13 Anger II (Hatred) 33/r Pick an enemy. You are at x2 #Att with light-sabers vs. that enemy, and -1 to others.
D-14 Blood Boil 60 1M: Target takes CLd6 blood dmg (no save); target must have blood to do this
D-15 Bolt of Hatred 50 CLd6 force dmg to one target (no save)
D-16 Cloud Judgment 50/d You cannot be detected/located using psionics, magic, or innates (incl. anti-versions)
D-17 Grip 50+5/s Strangles target at CL dmg per segment
D-18 Waves of Darkness 50 30' radius, make 2 saves vs. Will, one miss = Confusion CL r., two misses = Fear

[PC5] Psionicist Classes Group


Psi19 Grand Powers

# Power PSP Cost Effect
1 Electronic Manip. 50 1F: Change the programming in a Psi8 item of TechL<=CL/2
2 Greater Force Shield 10/s AT +CL*3 source; -CL/attack (physical or energy)
3 Instinctive Astrogation 80/h Find the Path
4 Life Detection 50/m Detect Life CL*10'; if they have Psi19 and are not clouded, you know their identity
5 Lightsaber Throw 40 0: Can throw a lightsaber this segment (get Str+Dex), range CL*10', no range pen.

Psi19L Light Grand Powers

# Power PSP Cost Effect
L-6 Aura of Calmness 80/h If a creature randomly chooses you, you may have him reroll (reroll until it's not you)
L-7 Energy Absorption 10/die 1bM: Absorb up to CL HD of an energy attack, affects everyone in your group
L-8 Improved Health 1/hp+10/S 1M, 1V: Heal hp of damage and/or restore stats; C=number of stat pts restored
L-9 Paladin Lore 140/d Abilities as per a Paladin of half level (round up); your light-saber is a "holy avenger"

Psi19D Dark Grand Powers

# Power PSP Cost Effect
D-10 Anger III (Rage) 66/r +1QS; your M/QM/P/QP actions can be used only for Psi19 and light-saber attacks
D-11 Assassin Lore 130/d Abilities as per an Assassin of half level (round up)
D-12 Aura of Uneasiness 80/h If a creature randomly chooses you, he automatically rerolls (once only)
D-13 Dark Side Web X 30'r; lose X*2 Psi19 PSPs (no save; can roll aPR to halve); no effect on non-Psi19
D-14 Lightning 100 1M: Shoots lightning from fingertips, LVLd10 dmg (no save, no PsiR, no immune psi)
D-15 Petrify 80+8/s Target is held (no save)

[PC5] Psionicist Classes Group


Psi19 Super Powers

# Power PSP Cost Effect
1 Force Wind 11/s Creates a tornado, CLd12 air dmg per segment (save: ½), moves at CL" rate
2 Galactic Sensing 110/d Empathy, Psyche, Detect Danger, Detect Death anywhere within the same galaxy

Psi19L Light Super Powers

# Power PSP Cost Effect
L-3 Is Spirit after Death ALL 1D (even if D actions aren't being used): Become a non-corporeal ghost after death

Psi19D Dark Super Powers

# Power PSP Cost Effect
D-0     (There are none here)

[PC5] Psionicist Classes Group


Psi19 Ultra Powers

# Power PSP Cost Effect
1 Create Life 1400000 6000 resets of actions: Target female is pregnant; baby will have powerful Psi19
2 Immortality Other 140N/d N targets cannot be killed or slain this day (doesn't work on self)
3 Unaging 140/d You don't age anymore

Psi19L Light Ultra Powers

# Power PSP Cost Effect
L-0     (There are none here)

Psi19D Dark Ultra Powers

# Power PSP Cost Effect
D-0     (There are none here)

[PC5] Psionicist Classes Group


Low Freq. Sampler

Level KXP Psi(low)
mMG SU
1 0 2-- --
2 4.25 3-- --
3 8.5 4-- --
4 17 51- --
5 35 62- --
6 70 73- --
7 140 84- --
8 280 95- --
9 560 A61 --
10 985 B72 --
11 1410 C83 --
12 1835 D94 --
13 2260 EA5 --
14 2685 FB6 --
15 3110 GC7 --
16 3535 HD8 1-
17 3960 IE9 2-
18 4385 JFA 3-
19 4810 KGB 4-
20 5235 LHC 5-
21 5660 MID 6-
22 6085 NJE 7-
23 6510 OKF 8-
24 6935 PLG 9-
25 7360 QMH A1
26 7785 RNI B2
27 8210 SOJ C3
28 8635 TPK D4
29 9060 UQL E5
30 9485 VRM F6
31 9910 WSN G7
32 10335 XTO H8
33 10760 YUP I9
34 11185 ZVQ JA
35 11610 [WR KB
36 12035 \XS LC
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  8  2  3  1  0  2
+1  6  5  8  3  4  2  1  3
+1  6  6  9  4  5  3  1  4
+2  7  7  9  4  5  4  2  5
+3  7  8 10  5  6  4  3  6
+3  8  9 10  6  7  5  3  7
+4  8 10 11  6  7  6  4  8
+5  9 11 11  7  8  7  5  9
+5  9 12 12  8  9  8  5 10
+6 10 13 12  8 10  8  6 11
+7 11 14 13  9 11  9  7 12
+7 11 14 13 10 12 10  7 13
+8 13 15 14 12 13 11  8 14
+9 15 15 15 14 14 12  9 15
+9 15 16 16 15 15 12  9 16
+10 16 16 16 15 16 13 10 17
+11 16 16 16 16 16 14 11 18
+11 16 16 16 16 16 15 11 19
Requisites: Str 5, Dex 7, Con 9, Int 11, Wis 13, Chr 15
Alignment: L any (or) T any
HD/level: 2d8
Weapon Prof.: 3+level/5
To Hit Table: Pri
Save Table: 2xPsi
Reference: DM
Groups: Psionicist
 
LowFreqSamp power calculation: (level+2)*(Str/7+Dex/6+Con/5+Int/4+Wis/3+Chr/2)
 
Every level: Gain access to a frequency from -(LVL+10)/2 (round towards 0) to LVL+10 (e.g. at level 1 you can pick from -5 to 11). Note that Psi7 powers do not have true "minors" or "majors", so picking Psi7 is fairly useless until you have a grand.
Every level: Get an attack or defense mode in any of your chosen frequencies. Note you are considered non-psionic to a frequency unless you have access to it. You may save these picks until you choose a frequency that uses them.

[PC5] Psionicist Classes Group


Maelstrom Archangel11


Level

KXP
Psi11
123 456 789

TH
1 0 1-- --- --- +4
2 5 2-- --- --- +5
3 10 21- --- --- +6
4 20 22- --- --- +7
5 40 221 --- --- +8
6 80 222 --- --- +9
7 160 322 1-- --- +10
8 320 332 2-- --- +11
9 500 333 21- --- +12
10 1000 333 32- --- +13
11 1500 433 321 --- +14
12 2000 444 321 --- +15
13 2500 444 322 --- +16
14 3000 444 432 --- +17
15 3500 544 432 1-- +18
16 4000 555 432 2-- +19
17 4500 655 443 2-- +20
18 5000 655 443 21- +21
19 5500 655 543 22- +22
20 6000 655 544 32- +23
21 6500 655 544 321 +24
22 7000 665 554 322 +25
23 7500 666 654 332 +26
24 8000 776 655 432 +27
25 8500 776 655 443 +28
26 9000 777 665 543 +29
27 9500 777 665 554 +30
28 10000 887 666 654 +31
29 10500 887 776 655 +32
30 11000 888 777 665 +33
31 11500 888 777 766 +34
32 12000 988 887 776 +35
33 12500 999 888 777 +36
34 13000 999 988 887 +37
35 13500 999 999 888 +38
36 14000 999 999 999 1 +39
37 28000 999 999 999 2 +40
38 42000 999 999 999 3 +41
39 56000 999 999 999 4 +42
45 140000 A99 999 999 9 +48
54 266000 AAA AAA AAA 91 +57
63 392000 AAA AAA AAA A9 +66
72 518000 BBB BBB BAA AA1 +75
Requisites: Str 12, Dex 14, Con 19, Int 12, Wis 15, Chr 20,
  Class Slots 2
Alignment: L any
HD/level: & ++++d6
Weapon Prof.: 7+level/3
Reference: MTG
Groups: Warrior, Psionicist, Monster
Complexity: CF=3
 
Saving Throws:
PPD: level+7 Fort: level+7
RSW: level+7 Reflex: level+7
PP: level+7 Will: level+7
BW: level+7
Spell: level+7
 
Gets Chr bonus to progression.
Exceptional Str, Dex, Con, Int, Wis, and Chr.
 
Level 1 ¶: After doing an attack sequence, if you killed at least one whole group of monsters by yourself (which may even be a single monster), you may then cast a spell that segment using a 0 action.
Level 1: Cleave for free.
Level 1 ¶: Great Cleave for free.
Level 9 ¶: You don't get lost in the Maelstrom.
 
Pick one Angel5 pick below per level.
 
Levels Pick Description
Level 1-4: A Flying LVL*2+5" (B)
A' Flying LVL*3/2+8" (C)
B 1M: Target can't be directly targetted; effects on him (including this) can still be targetted
B' 1N, eat a summon: +DL*2 TH and dmg this segment, where DL is the DL of the summon
C 1V: Summon a good DL 1d4-1 Outer planar creature (treat DL=0 as DL=1 with only 5/5 rhp)
C' 1V: Summon an evil DL 1d4 Outer planar creature
D 1M: Cure Ego Domination (can use on self even if currently ego dominated, item is dropped)
D' 1M: Pick Pockets 70+LVL*30% (reduced downwards by LVL*10 of target)
E DR (7*LVL)/+LVL
E' SR 6*LVL
Level 5-8: F 1V: Choose an N between -LVL*2 and LVL*2. A group gets +N AC, you get +N AC, for 1r.
F' 1V: Choose an N between -LVL*2 and LVL*2. A group gets +N TH, you get +N TH, for 1r.
G 1N, 1/reset: Escape the party back to home (except for you)
G' 1N, 1/reset: Follow a teleport or Escape (you arrive the following segment)
H 1V: Summon a good DL 1d7 Outer planar creature
H' 1V: Summon an evil DL 1d6+2 Outer planar creature
I Immune Fire (all variants), Positive, Prismatic, Chromatic, Light, Radiance, Blindness
I' Immune Fire (all variants), Negative, Prismatic, Chromatic, Darkness, Radiation, Deafness
J iIR LVL*10%
J' iER LVL*10%
Level 9-12: K 14bM, 7bP, 21bV (can borrow into next round): Capital O Object or Capital I Insist
K' 13bM, 6bP, 26bV (can borrow into next round): Capital O Object or Capital I Insist
L 1F: Holy Bolt
L' 1F: Unholy Bolt
M 1V: Summon a good DL 1d10+1 Outer creature (treat DL=11 as DL=10 with 20/20 rhp)
M' 1V: Summon an evil DL 1d8+5 Outer creature (treat each DL above DL=10 as having +10 max and current rhp)
N Pick a Sphere. Can cast Priest spells of that Sphere.
N' Pick a Sphere. Can cast Priest spells of that Sphere.
O iXR LVL*5%
O' iGoodR LVL*5% (Resistance vs. Good aligned beings)

[PC5] Psionicist Classes Group


Maelstrom Archangel11 (MTG Spells)

School/Sphere SL # Spell Effect
Artifact 1 1 AEther Vial 0, 1/r: Cast a Conjuration/Summoning spell.
Artifact 1 2 Ivory Tower Regenerate 3 hp/s.
Artifact 1 3 Skullclamp Your summons get +CL TH/dmg, -CL AC/saves/rhp
Artifact 1 4 Sol Ring +2 SL in progression.
Artifact 1 5 Soul Net Whenever you kill someone with a spell, cure 1 hp.
Artifact 1 6 Summon Myr 1 Summon a DL=1 Myr
Artifact 1 7 Voltaic Key 1V: An item gets 1E action this segment.
Black 1 1 Darkness 1bM: Immune to a P attack from someone
Black 1 2 Paralyze Target is paralyzed (PP save)
Black 1 3 Unholy Strength Get +2 TH and dmg (considered magical plusses), and +1 AC and saves.
Blue 1 1 Ancestral Recall This spell can be cast only once per turn. Target regains 3 SL's in memorization.
Blue 1 2 Flight Target flies at 12" (C).
Blue 1 3 Mind Games Target loses his next action (Spell save)
Green 1 1 Awaken Removes sleep/fatigue effect on up to CL targets
Green 1 2 Berserk Attacking creature does x2 dmg and is slain this segment (not 1bM)
Green 1 3 Force of Nature I Summon a Plant Elemental: AC 20, hp 20, #Att 1/1, TH +10, dmg 10
Green 1 4 Giant Growth Target gets +3 TH, dmg, AC, and saves this round.
Green 1 5 Instill Energy You get +1S action per round for CL r (counts as your haste).
Green 1 6 Natural Healing Target is cured equal to his Con score in hp
Green 1 7 Nature’s Lore Know direction & distance to an object or person (if they are touching the ground)
Red 1 1 Earthbind Target loses flying and takes double normal falling damage (no save).
Red 1 2 False Orders (1bM to cast) Force a monster to attack someone else (he will only attack his enemies)
Red 1 3 Lightning Bolt Target takes 30 lightning dmg (Spell save for 0)
White 1 1 Angel's Grace 1bM: Damage that would put you below 1 hp this segment puts you at 1 hp
White 1 2 Death Ward 1bM, cannot act next segment: Avoid a slay effect on someone.
White 1 3 Healing Salve One target is cured 30 hp, or (1bM action) prevent the next 30 dmg to a target.
Artifact 2 1 Chaos Orb 1V, 1/reset: Destroy a magic item, effect, or creature (creature gets PPD save)
Artifact 2 2 Helm of Awakening All spells in the room are school/sphere robed (x1 Special)
Artifact 2 3 Illusionary Mask Your summons are Dust of Disappearanced
Artifact 2 4 Lightning Greaves Your summons are not summoning sick
Artifact 2 5 Scythe of the Wretched +1 summon slot; 1M: Animate Dead a creature you killed (it's your summon, -1 DL)
Artifact 2 6 Summon Myr 2 Summon a DL=2 Myr
Artifact 2 7 Sun Droplet Regenerate 10 hp/s.
Black 2 1 Animate Dead Animates a dead monster as your summon (1 DL lower)
Black 2 2 Simulacrum 1bM: Redirect any amount of damage from you to one of your subordinates.
Black 2 3 Terror Target is slain (PPD save, does not affect Undead or Golems, or things without souls)
Blue 2 1 Aura of Dominion Target can use 2M this segment.
Blue 2 2 Force Spike 1bM or 1 OppM: Counter target magical/psionic effect unless its user devotes another spell/psionic slot to it.
Blue 2 3 Invisibility Improved Invisibility.
Blue 2 4 Time Walk This spell can be cast only once per turn. You get an extra segment this round (segment 11 at end).
Gold 2 1 Angelic Shield All your summons get +1 rhp. You get 10 current hp. 0, sacrifice this effect: Unsummon (no save).
Gold 2 2 Azorius First-Wing Summon a DL II Griffin, it flies, and can remove bad effects on people.
Gold 2 3 Azorius Guildmage Summon a DL II Vedalken Wizard, it can Stop someone, and can dispel Contingency effects.
Gold 2 4 Crystalline Sliver Summon a DL II Sliver, it can't be targetted.
Gold 2 5 Energy Arc 1bM: In your group, weapon damage does not occur this half-segment and your next half-segment.
Gold 2 6 Galina's Knight Summon a DL II Merfolk Knight, it is immune to area effect damaging spells/psi.
Gold 2 7 Meddling Mage Summon a DL II Human Wizard, he Banhammers one spell or psi effect of SL 0-3 in the room [x1 Special]
Gold 2 8 Overrule 1bM, spend N additional SL's: Counterspell, unless they spend 10*N SL's, and you are cured 10*N hp.
Gold 2 9 Pride of the Clouds Summon a DL II Elemental Cat, he flies, he has rhp = number of flying summons you control.
Gold 2 10 Prismatic Boon Choose a school, sphere, or psionic frequency. A group is immune to that for 1s.
Gold 2 11 Sygg, River Guide Summon a DL II Merfolk Wizard, he can give someone Water Breathing, and can counter one effect.
Gold 2 12 Wings of Aesthir Target gets +CL TH/dmg and flying 12" for 1t.
Gold 2 13 Wings of Hope Target gets +1 TH/dmg, +3 AC/saves, and flying 12" for 1t.
Green 2 1 Bind 1bM: Counter an item ability.
Green 2 2 Earth Bolt Deal CLd10 Eldritch Earth dmg to one target (no save)
Green 2 3 Gaea’s Bounty Regain one first-level Plant/Animal spell to memorization
Green 2 4 Gaea’s Cradle One of your summoned creatures is dispelled; Add it's hp/10 in SL to your memorization
Green 2 5 Gaea’s Might Target gains +N AC/saves/TH/dmg; N is number of groups of classes you have
Green 2 6 Lifeforce 1bM: Counter a MTG Black, Necromancy/Necromantic, or Psi7 power.
Green 2 7 Naturalize Dispel one non-natural effect (or) Turn off one non-natural item for 1 turn
Green 2 8 Regeneration You regenerate at CL hp/s. 0, this effect drops and you lose the spell slot: Avoid a slay effect.
Green 2 9 Soothing Word Removes fear/horror effect on up to CL targets
Green 2 10 Spiritual Energy +LVL Con
Red 2 1 Echoing Ruin Destroy all magic items of the same exact type (Disint. save each)
Red 2 2 Raging River Create a (water based) moat that is CL*30' long and CL*10' feet wide, which lasts for CL r.
Red 2 3 Shatter Destroy or turn off one magic item for CL turns (no save) (if turned off, you can drop the turned off effect).
White 2 1 Abeyance Target cannot use M actions this segment (Will save)
White 2 2 Circle of Protection When cast, name a school/sphere/psi freq. Lose 1 spell slot: Immune to 1 effect of that school/sphere/psi freq.
White 2 3 Disenchant Dispel an effect.
Artifact 3 1 Ashnod's Altar 0, sacrifice a summon: Get back 2 SL in progression
Artifact 3 2 Blasting Station 1N, sacrifice a summon: Deal 10 dmg to one target (no save, TechR to resist)
Artifact 3 3 Brass Gnat 3-1 1M or 1T: 10 dmg 15' radius (Annihilation, centered on you, hole in the middle, no save). Taking this power more than once increases the damage by 10 each time.
Artifact 3 4 Brass Gnat 3-2 +(LVL+1)/2 T actions per round, only for technological effects (including Brass Gnat spells). This cannot be picked more than once, but different SL versions of this same effect exist, which can be picked (once each).
Artifact 3 5 Brass Gnat 3-3 1bV+1bP or 1bT+1bP: Get a full P action of attacks against someone you are getting a parting shot against (or) Get a parting shot against someone who is immune to parting shots, or who is blinking away / leaving the group instantaneously. This cannot be picked more than once.
Artifact 3 6 Brass Gnat 3-4 Charm Resistance (CR) = CL*15%. Picking this a second time gives aCR or NR, a third time gives aCR or NR (the other that you didn't pick), and the fourth time gives aNR.
Artifact 3 7 Brass Gnat 3-5 When you take this power, pick Radiation, Magic, Psi, or Innate. 1M or 1T: Dispel an effect of the type chosen. Picking this more than once gives you another pick.
Artifact 3 8 Brass Gnat 3-6 Resist "Chaos", "Colorless", "Wild", and "Wonder" elements/effects (Colorless Fire, Colorless Time, Black Ice, Wild Magic Zones, etc.). Picking this twice gives Double Resist, but third and further picks do nothing.
Artifact 3 9 Brass Gnat 3-7 Resist Polymorph, Clone, Domination, Teleport Other. Picking this a second time gives Immunity.
Artifact 3 10 Brass Gnat 3-8 1M or 1T: Duplicate a Psi8 minor ability. (This is resisted using TechR, not PsiR). Picking this twice lets you duplicate Psi16 minors.
Artifact 3 11 Brass Gnat 3-9 1M or 1T, LVL/d: Raise or lower the Physical Factor (PF) of the area by 1 (min PF = 0, max PF = 11), even if current PF=0. This cannot be picked more than once.
Artifact 3 12 Brass Gnat 3-10 1M or 1T: Raise or lower the Tech Level of an object by 1 (max Tech Level = N+LVL, where N is the number of times you pick this power).
Artifact 3 13 Brass Gnat 3-11 When you take this power, pick Radiation, Magic, Psi, or Innate. 1bM or 1bT: Counter an effect of the type chosen. Picking this more than once gives you another pick.
Artifact 3 14 Brass Gnat 3-12 "Luck" effects doesn't work for anyone within sight. This cannot be picked more than once.
Artifact 3 15 Brass Gnat 3-13 1N, 1/t: Immune to Head Blown Off or Summoning Sickness. Picking this more than once lets you use this power an additional time per turn.
Artifact 3 16 Brass Gnat 3-14 When you take this power, pick Radiation, Magic, Psi, or Innate. 1M or 1T: Reverse an effect of the type chosen. (Can cast the effect's reverse within 1 round, even if the reverse is not known.) Picking this more than once gives you another pick.
Artifact 3 17 Brass Gnat 3-15 1M or 1T: Summon a DL=CL (max DL=6) Alley creature, it has a DL% chance of becoming uncontrolled per segment. Picking this more than once increases the max DL by 1, but never beyond DL=9 in any case.
Artifact 3 18 Caltrops 10 damage damaging shield (no save, TechR to resist)
Artifact 3 19 Fireshrieker One of your summons deals double damage
Artifact 3 20 Forcefield Damage Threshold 10 from physical attacks
Artifact 3 21 Loxodon Warhammer Vampiric Regen. (can be used on one of your summons)
Artifact 3 22 Summon Myr 3 Summon a DL=3 Myr
Black 3 1 Attrition Sacrifice a summon: Target is slain (PPD save)
Black 3 2 Gloom [x1 Special] Priest spells cost triple spell slots to cast.
Blue 3 1 Charisma Your attacks are charm branded (Will save)
Blue 3 2 Mana Leak 1bM or 1 OppM: Counter target magical/psionic effect unless its user devotes another 3 spell/psionic slots to it.
Blue 3 3 Psionic Blast Target takes 40 psionic dmg, you take 20 psionic dmg (no save) (PR to resist)
Gold 3 1 Absorb 1bM: Counterspell, and be cured 30 hp.
Gold 3 2 Azorius AEthermage Summon a DL III Human Wizard, it can refresh some of your spell/psi progressions.
Gold 3 3 Chromatic Armor Choose a school, sphere, or psionic frequency. Target is immune to that for 1t.
Gold 3 4 Daring Leap One creature flies and gets +10 TH/dmg/AC/saves this segment.
Gold 3 5 Demand (Supply/Demand) Wishoid for a SL 2 Psi11U/W spell
Gold 3 6 Guiding Spirit Summon a DL III Angel, it flies, and makes your Summon Psi11U/W powers cost only ½M each.
Gold 3 7 Hanna, Ship's Navigator Summon a DL III Human Artificer, he can rebuild dispelled effects or magic items.
Gold 3 8 Leering Gargoyle Summon a DL III Gargoyle, it flies, and it can become very tough (+20 rhp) but then cannot physically attack.
Gold 3 9 Minister of Impediments Summon a DL III Human Advisor, he can lockdown one enemy's actions (Bosses and the like get a Will save).
Gold 3 10 Opaline Sliver Summon a DL III Sliver, if this Sliver dies due to enemy combat, you get one SL=2 spell added to your progression for 1t.
Gold 3 11 Phantatog Summon a DL III Atog, it dispels spell/psi effects, you can spend spell slots to increase it's DL.
Gold 3 12 Plumes of Peace Target creature is Slowed (Reflex save) and prevent his next P action (Will save)
Gold 3 13 Reparations Whenever an enemy targets you, gain 2 SL's back in Psi11U/W progression.
Gold 3 14 Riptide Crab Summon a DL III Crab, when he dies, you get ½M you can use before the end of the round.
Gold 3 15 Samite Archer Summon a DL III Human Cleric Archer, he cures 30 hp to one target and causes 30 hp to another target per action.
Gold 3 16 Silver Drake When casting, sacrifice a summon: Summon a DL IV Drake, it flies.
Gold 3 17 Sky Spirit Summon a DL III Spirit, it flies.
Gold 3 18 Spectral Shield Target gets a 20 hp Armor spell (stacks with other Armor spells), and he can't be targetted.
Gold 3 19 Tempest Drake Summon a DL III Drake, he flies and can Interpose to protect someone from being attacked.
Green 3 1 Adaptation NaNR +CL*10%; Immune to Hostile Environment; Need not breathe
Green 3 2 Ancestral Mask Target gets +LVL/+LVL TH/dmg for each other of same race in room
Green 3 3 Force of Nature II Summon a Wood Elemental: AC 40, hp 80, #Att 2/1, TH +30, dmg 30
Green 3 4 Gaea’s Skyfolk Winged flight CL^2"
Green 3 5 Nature’s Chosen +1S action
Green 3 6 Tranquility Dispel all effects on one target (use the 50% +/- 5% per CL difference rules)
Red 3 1 Fervor You and your summons are not summoning sick.
Red 3 2 Stone Rain Deal CL Hull dmg to one inanimate object (no save)
White 3 1 Arenson's Aura 0, sacrifice a maintained effect: Dispel a maintained effect.
White 3 2 Reverse Damage 1bM: One effect that's damaging you heals you for that amount instead.
Artifact 4 1 Giant Fan 1V: Move an effect from one person to another (aER to resist)
Artifact 4 2 Icy Manipulator 1S: Target loses his next action.
Artifact 4 3 Jester's Cap Target forgets how to cast 3 spells or effects by name
Artifact 4 4 Summon Myr 4 Summon a DL=4 Myr
Black 4 1 Breeding Pit Once per round, get a DL I Thrull as a summon (limit=LVL)
Black 4 2 Lich Cast a 1st level Lich spell. You go to 0 max and current hp for 1 turn.
Blue 4 1 Coastal Piracy Whenever you kill a creature, restore 1 SL in memorization
Blue 4 2 Control Magic Charm Monster (Will save)
Blue 4 3 Counterspell 1bM or 1 OppM: Counter target magical/psionic effect.
Gold 4 1 AEthermage's Touch Get a temporary extra Summon slot this segment, summon a DL=1d4 creature, it disappears at end of segment.
Gold 4 2 Ayesha Tanaka Summon a DL IV Human Artificer, it can group monsters together, and counter magic item abilities.
Gold 4 3 Azorius Ploy One creature deals no damage on his next P action; and one creature has all melee damage prevented to him for 1s.
Gold 4 4 Cloud Cover Whenever someone dispels one of your spell/psi effects, you can recast that effect for ½M within the next round.
Gold 4 5 Glaciers x1 Special on room: Wacky balls cure instead of damage people. Spend a SL=2 spell slot each round to upkeep this.
Gold 4 6 Grand Arbiter Augustin IV Summon a DL IV Human Advisor, he spell robes for you one Psi11U/W power for -1 SL, he also casts Psi11U/W powers.
Gold 4 7 Harbor Guardian Summon a DL IV Gargoyle, he has near-infinite reach upwards.
Gold 4 8 Hazerider Drake Summon a DL IV Drake, it is immune to area effect damaging spells/psi.
Gold 4 9 Kangee, Aerie Keeper Summon a DL IV Bird Soldier, he flies, and makes your other Bird summons +3 DL's higher.
Gold 4 10 Meddling Kids Summon a DL IV Human Child, he Banhammers one spell or psi effect of SL 4-5 (not lower) in the room [x1 Special]
Gold 4 11 Reviving Vapors Up to 3 targets are cured (1d10+CL)*10 hp
Gold 4 12 Sawtooth Loon When summoning, sacrifice a summon: Summon a DL V Bird, he isn't sick and can cast Psi11U/W powers.
Gold 4 13 Stand // Deliver Unsummon a summon or dispel one effect, and cure one target 80 hp.
Gold 4 14 Trial (Trial/Error) Unsummon all creatures in a group, at least one of your summons must be in that group.
Gold 4 15 Vanish into Memory Unsummon a creature. You gain 2*N-R SL's in your Psi11U/W progression, where N is it's DL and R is it's remaining rhp's.
Green 4 1 Aluren You may cast SL 0-3 Conjuration/Summoning spells as a 0 action.
Green 4 2 Earth Storm Deal CLd12 Eldritch Earth dmg 40' radius (no save)
Green 4 3 Gaea’s Balance You may transfer SLs & PSPs between your magic & psi pools; use [Q11] type conversion
Green 4 4 Gaea’s Blessing Reconstruct up to three effects which were dispelled/twisted within the last turn
Green 4 5 Gaea’s Touch +1QM only for Pixie Queen spells
Green 4 6 Harmony of Nature 0, 1/s, one of your summoned critters loses & can't use 1P this segment: You gain +1QP
Green 4 7 Living Lands Summon CL Treefolk (DL=2), together they occupy 1 summon slot.
Green 4 8 Nature’s Blessing +CL distributed among AC/saves/TH/dmg as you like
Red 4 1 AEther Flash Whenever a creature appears in room, takes 20 AEther dmg (x1 Special)
Red 4 2 Fork 1bM or 1 OppM: Copy target magical/psionic effect.
Red 4 3 Orcish Oriflamme All your subordinates get +1 offensive DL.
White 4 1 Congregate Target gains 10*N hp, where N is the number of people in the party+summons
White 4 2 Resurrection Resurrect someone who's been killed within the past CL s.
Artifact 5 1 Al-Abara's Carpet Immune to attackers unless they are flying
Artifact 5 2 Coat of Arms Your summons get +N AC/saves/rhp/TH/dmg for each other summon of same race
Artifact 5 3 Mirari 1bM, lose a SL=5 spell in memorization: Fork
Artifact 5 4 Summon Myr 5 Summon a DL=5 Myr
Black 5 1 Extinction Slay all creatures of one race in a group (PPD save)
Blue 5 1 Deflection 1bM or 1 OppM: Redirect target magical/psionic effect to another target.
Blue 5 2 Evacuation A group of summons is unsummoned
Gold 5 1 Armored Guardian Summon a DL V Cat Warrior, it can make people untargetable, and prevent damage.
Gold 5 2 Hunding Gjornersen Summon a DL V Human Warrior, he is good at attacking single groups with lots of monsters in it.
Gold 5 3 Isperia the Inscrutable Summon a DL V Sphinx, it flies and it gives you an extra summon slot for itself (max=1 of these at a time).
Gold 5 4 Ordered Migration Summon CL/6 DL I Birds
Gold 5 5 Palliation Accord Whenever one of your summons physically attacks, you are cured N hp, where N is their DL.
Gold 5 6 Sky Hussar Summon a DL V Human Knight, he hastes you and all your summons by +1S action.
Gold 5 7 Swift Silence The entire "stack" of spells is countered. You get +1sM action (Slow Mental, you can use it on segment 10)
Gold 5 8 Teferi's Moat Specify a summon type. Creature of that type can't attack you unless they fly. You can't fly while running this.
Gold 5 9 Tobias Andrion Summon a DL V Human, he beats things.
Gold 5 10 Windreaver Summon a DL V Elemental, it flies, can interpose, if it doesn't attack it gets +10 rhp, and it can blink.
Green 5 1 Brute For the next turn, you get: -1M, +1P, -CL Int, +CL Str, -CL saves, +CL dmg; can't drop this
Green 5 2 Call of the Wild Summon any real-world animal (your choice), you get CL/DL of them (round up)
Green 5 3 Doubling Season Whenever you summon a creature, you get 2 instead (+1 slot too)
Green 5 4 Force of Nature III Summon a Root Elemental: AC 60, hp 180, #Att 3/1, TH +50, dmg 50
Green 5 5 Gaea’s Embrace Target gains +3 AC/saves/TH/dmg and Troll-like regen CL hp/r
Green 5 6 Life Essence If target has less than CL*CL current hp, it is cured so it has CL*CL hp
Red 5 1 Fissure Slay target creature (RSW save), or Earthquake the floor
White 5 1 Angelic Chorus Whenever you summon a creature, cure it's hp on yourself
Artifact 6 1 Brass Gnat 6-1 1M or 1T: Lower the CL on all effects by 2 in 30' radius (no save, can use ER). Picking this more than once increases the reduction by 2.
Artifact 6 2 Brass Gnat 6-2 +(LVL+1)/2 T actions per round, only for technological effects (including Brass Gnat spells). This cannot be picked more than once, but different SL versions of this same effect exist, which can be picked (once each).
Artifact 6 3 Brass Gnat 6-3 Anti-x0/x1 Shell, SL 0-1: Immune to and cannot use 0th-1st SL x0-x1 effects.
Artifact 6 4 Brass Gnat 6-4 Effects Resistance (ER) = CL*10%. Picking this a second time gives you aER.
Artifact 6 5 Brass Gnat 6-5 Every other "Going Down a Hole" offense you do not actually go down the Hole. This cannot be picked more than once. (If you somehow get this effect twice, you immediately do down the Deeper Hole.)
Artifact 6 6 Brass Gnat 6-6 1N, 1/t: Immune to Twilight or draining the MF/PF/TF. Picking this more than once lets you use this an additional time per turn.
Artifact 6 7 Brass Gnat 6-7 1M or 1T: Duplicate a Psi8 major or Psi16 minor ability. (This is resisted using TechR, not PsiR). Picking this twice lets you duplicate Psi16 majors.
Artifact 6 8 Brass Gnat 6-8 1bM or 1bT: Counter a x0 or x1 effect. This cannot be picked more than once.
Artifact 6 9 Brass Gnat 6-9 1bM or 1bT: Counter a counterspell. Picking this a second time gives you "2bM or 2bT: Insist an effect.". This cannot be picked more than twice.
Artifact 6 10 Brass Gnat 6-10 You shift TechR by CL*5%, not (CL-12)*5%. Your SL=3 Brass Gnat spells do not give TechR at all (but iTechR can be used at half percentage). This cannot be picked more than once.
Artifact 6 11 Joven's Tools 1M: Target creature ignores all defenses with one attack
Artifact 6 12 Mindslaver 1M, 1/reset: Domination for 1 segment (no save, TechR to resist)
Artifact 6 13 Mirror Universe 1M, 1/reset: Switch current hp with target (no save, TechR to resist)
Black 6 1 Dark Offering Slay a creature (PPD save), you gain it's hp to current hp
Blue 6 1 Mind's Desire You can cast 1d6 spells of SL=1d6 next segment as 1M
Blue 6 2 Quash 1bM or 1 OppM: Counter target magical/psionic effect. That person cannot use that effect for the rest of the day.
Gold 6 1 Dovescape x1 Special on room: Everyone has +1 summon slot for Birds; All spells and psi are countered, get N DL I Bird summons instead, where N=SL.
Gold 6 2 Kasimir the Lone Wolf Summon a DL VI Human Warrior, he beats things down.
Gold 6 3 Rasputin Dreamweaver Summon a DL VI Human Wizard, he can restore up to 6 SL's of your Psi11U/W progression, he also casts Psi11U/W powers.
Green 6 1 Desert Twister Destroy something (PP save, like a Disintegrate spell)
Green 6 2 Gaea’s Herald When your summoned creatures go below -10 hp, they don't disappear (you can cure)
Green 6 3 Nature’s Cloak +CL*10 Rogue points; Any Level=CL/2 (or less) Rogue pick
Red 6 1 Dragon Roost Once per round, get a DL V Dragon as a summon (limit=LVL/3)
Red 6 2 Gravity Sphere No one can fly or levitate in the area (x1 Special) (fliers in room take falling dmg when cast)
White 6 1 Beacon of Immortality Double current hp (like a Tenser's, but a different source)
Artifact 7 1 Legacy Weapon 1M: *Destroy* (or Capital S Slay) an item, effect, or creature (TechR to resist)
Artifact 7 2 Summon Myr 7 Summon a DL=7 Myr
Blue 7 1 Blatant Thievery Pick Pockets LVL*10% on each target in a group
Gold 7 1 Gosta Dirk Summon a DL VII Human Warrior, he is not sick, and can Part/Lower Water.
Gold 7 2 Iridescent Angel Summon a DL VII Angel, it is immune to magic, psi, innates, and radiation.
Gold 7 3 Ith, High Arcanist Summon a DL VII Human Wizard, he can save/rescue a creature from being in a nasty group of monsters.
Gold 7 4 Jedit Ojanen Summon a DL VII Cat Warrior, he really beats things down.
Green 7 1 Force of Nature IV Summon a Thicket Elemental: AC 80, hp 320, #Att 4/1, TH +70, dmg 70
Green 7 2 Nature’s Wrath Turn all undead/outer-planar creatures within 80' (no turn roll, instead make Will saves)
Green 7 3 One with Nature For every 10 points of damage you deal in unarmed combat, add 1 SL to your memorization
Green 7 4 Seeds of Life 1 sq. mile area is restored, CL trees grow instantly, removes Defiled status
Green 7 5 Tooth and Nail Summon DL VII, can pick type, or can pick creature within type
Red 7 1 Flame Wave CL/3 groups each take 40 eldritch fire dmg (no save)
White 7 1 Look at Me, I'm the DCI An effect is banned from the room (x1 Special)
Artifact 8 1 Aladdin's Ring 1M: 40 damage to one target (no resistance)
Black 8 1 Decree of Pain Slay all creatures in two groups (PPD save) or one group (no save)
Blue 8 1 Beacon of Tomorrows You get an extra segment this round (segment 11 at end)
Green 8 1 Biorhythm Each person in a group's current hp = (Number of summons)*10
Green 8 2 Dual Nature Whenever you summon or create creatures, you get twice as many of them
Green 8 3 Force of Nature V Summon a Fungus Elemental: AC 100, hp 500, #Att 5/1, TH +90, dmg 90
Green 8 4 Gaea’s Avenger Immune to x5 and lower artifact effects that you (or your party) do not control
Red 8 1 Insurrection Charm a group (Will save, ignores immunity to Charm effects)
White 8 1 Reverse the Sands Switch current hp totals with someone (no save)
Artifact 9 1 Brass Gnat 9-1 1M or 1T: 100 dmg 15' radius (UltraBlack damage, centered on you, hole in the middle, no save), followed by a Put Out of Misery. Taking this power more than once increases the damage by 100 each time, (or) you can use a pick to have the effect followed by Really Put Out of Misery (and again for Beast of Xvim).
Artifact 9 2 Brass Gnat 9-2 1M, 1/t: Do the T-Bear "Randomly pull an item from 20th century Earth" effect. Each time you use this power, previously pulled items disappear. Picking this more than once lets you do it an extra time per turn (and lets you have an additional item kept at the same time).
Artifact 9 3 Brass Gnat 9-3 Immune to NPC status. 1M or 1T: Dust of Disappearance or Dust of Appearance.
Artifact 9 4 Brass Gnat 9-4 1Z, eat a Larva, TechL 18+ item you control, or a DL 9+ item you control: Reset.
Artifact 9 5 Brass Gnat 9-5 When you take this power, pick Radiation, Magic, Psi, or Innate. 1bM or 1bT: Capital O Object an effect of the type chosen. Picking this more than once gives you another pick.
Artifact 9 6 Brass Gnat 9-6 You may convert 2T -> 1QT as much a you like. Picking this more than once lets you convert to quicker types (second pick: 2QT -> 1QQT; third pick: 2QQT -> 1QQQT; etc.).
Artifact 9 7 Brass Gnat 9-7 1M or 1T: Duplicate a Psi8 grand or Psi16 major ability. (This is resisted using TechR, not PsiR). Picking this twice lets you duplicate Psi16 grands.
Artifact 9 8 Darksteel Forge Your items are indestructible.
Green 9 1 Child of Gaea Target becomes Int=3, Wis=3, Chr=3, CL=0 (no save) for CL days
Green 9 2 Everhome Your home plane is every plane; when this effect ends, your home plane = current plane
Green 9 3 Force of Nature VI Summon a Thorn Elemental: AC 120, hp 720, #Att 6/1, TH +110, dmg 110
Green 9 4 Gaea’s Liege Your max hp is CL^3 (and/or) Your TH bonus is +CL^2 (no other adj. can be added)
White 9 1 Blessed Wind Target's current hp becomes 200.

[PC5] Psionicist Classes Group


Mentalist

Level KXP Psi
mMG S
1 0 3-- -
2 10 4-- -
3 15 51- -
4 23 52- -
5 35 53- -
6 53 54- -
7 80 65- -
8 120 751 -
9 180 852 -
10 270 953 -
11 400 A54 -
12 600 A65 -
13 850 A75 -
14 1150 A85 -
15 1500 A95 -
16 1900 BA5 -
17 2350 CA6 1
18 2850 DA7 2
19 3400 EA8 3
20 4000 FA9 4
21 4650 FBA 5
22 5350 FCA 5
23 6100 FDA 5
24 6900 FEA 5
25 7750 GFA 5
26 8650 HFB 6
27 9600 IFC 7
28 10600 JFD 8
29 11650 KFE 9
30 12750 KGF A
31 13900 KHF A
32 15100 KIF A
33 16350 KJF A
34 17650 LKF A
35 19000 MKF B
36 20400 NKG C
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  8  2  3  1  0  2
+1  6  5  8  3  4  2  1  3
+1  6  6  9  4  5  3  1  4
+2  7  7  9  4  5  4  2  5
+3  7  8 10  5  6  4  3  6
+3  8  9 10  6  7  5  3  7
+4  8 10 11  6  7  6  4  8
+5  9 11 11  7  8  7  5  9
+5  9 12 12  8  9  8  5 10
+6 10 13 12  8 10  8  6 11
+7 11 14 13  9 11  9  7 12
+7 11 14 13 10 12 10  7 13
+8 13 15 14 12 13 11  8 14
+9 15 15 15 14 14 12  9 15
+9 15 16 16 15 15 12  9 16
+10 16 16 16 15 16 13 10 17
+11 16 16 16 16 16 14 11 18
+11 16 16 16 16 16 15 11 19
Requisites: Con 11, Int 11, Wis 18, Chr 11
Alignment: any
HD/level: ++d6
Weapon Prof.: 4+level/9
To Hit Table: Pri
Save Table: 2xPsi
Reference: DM
Groups: Psionicist
 
See the relevant [Q] sections for rules and powers.
Mentalist Psionic Pool (MPPs) = (Str+Con+Int*2+Wis*2+Chr)*level/2.
This entire class counts as 1 towards Max Number of Frequencies, regardless of other Psionic Wild Talents and classes. Note this class gives access to many frequencies, however.
The following frequencies are included in the Mentalist: Psi1, Psi2, Psi30, Psi9, and Psi18.
At level 1, you get 1 Psi1 defense and 1 Psi2 defense. Pick 1 attack or defense from Psi1 or Psi2 every level starting at level 1.
When you get a power on the Mentalist progression, pick any power from those 5 frequencies. If you pick a Psi30 power, Minor = level 3, Major = level 6, Grand = level 10, and Super = level 15.
MPPs are recovered at your level in points every round. Rejuvenation and the like may improve this point recovery rate.
These MPPs are precisely 1 point in Psi1 and Psi2. (1 MPP is actually 1 attack/1 defense in Psi1)
For Psi30, each 10 points spent is 1 Sorcery for the entire day, with a limit of Sorcery equal to your Mentalist level plus 3. These points cannot be recovered unless you turn the Sorcery off. (Example: You have 200 MPPs and get a Sorcery of 5, lowering you to 150 MPPs. You cannot regain the 50 lost MPPs until you choose to drop the Sorcery). Using a Psi30 power costs no MPPs, but you still must resist drain as per normal.
Mentalist can use Psi30 Astral Perception, but not Psi30 Astral Projection (unless that character also has Psi30 as a class or wild talent).
10 MPPs is 1 "track point" for Psi9 and Psi18. You do not have actual tracks, however, and cannot "burn" anything after you have 0 MPPs.
If you have an source of a frequency other than Mentalist, your Mentalist may use points from the appropriate frequency instead of MPPs, and your other class/Wild Talent may use MPPs instead of its own points.
Level 9: Pick another frequency to add to Mentalist availability. The frequencies allowed are: Psi5, Psi6 & Psi12(as a combo), Psi8, Psi10.
Level 18: Pick another frequency to add, as per Level 9.
Level 27: Pick another frequency to add, but it can be ANY frequency (Psi7 and the like are allowed).

[PC5] Psionicist Classes Group


Basic Psi1 Information

PSI1 CLASS: Psionic Strength = (Int+Wis+Chr) / 3 * (Level+9)
WILD TALENTS: Psionic Strength = 64 + level + (Int+Wis+Chr-36) * (exceptional+1)
where "exceptional" is the number of mental stats(Int,Wis,Chr) of 16 or above.
Wild Talent Power Progression:
  Potential Number of:
Int+Wis+Chr Minor Major Grand Att+Def
0-7 1 0 0 1
8-15 2 0 0 2
16-23 2 1 0 3
24-31 3 1 0 4
32-39 4 1 0 5
40-47 4 2 0 6
48-55 4 2 1 7
56-63 5 2 1 8
64-71 6 3 1 9
72-79 7 3 1 10
80+ 8 4 2 11
 
It takes 1 nonweapon proficiency slot for a Minor, 3 slots for a Major, and 6 slots for a Grand to obtain 1st level of mastery.
Thereafter, 1/2 a slot will increase a power's level of mastery by 1.
Attacks and Defenses cost: A=1, B=0, C=½, D=1½, E=2, U=2½, F=0, G=½ , H=1, I=1½, J=2, X=2½ (in slots).
Psionicists get the number of powers seen in their progression at no proficiency cost, and their level of mastery is equal to their experience level. They could purchase higher levels of mastery (adding to their level).
 
 
PSIONIC ENCHANTMENTS (spend 1 spell of each level below to get new spell level)
 
Spell Level, Wizard: 0 1 2 3 4-8 9 10 11 12 13
Spell Level, Priest: 0 1 2 3 4-6 7 8 9 10 11
Upgrade Cost: 400 800 200 150 100 150 200 800 1800 3200

[PC5] Psionicist Classes Group


Psionic Blast / Ultra Blast

PSIONIC BLAST ATTACK UPON NON-NATURAL-PSIONIC CREATURE (20 attack pts)
Save for Range
Int+Wis 10yd 20yd 30yd
0-5 20 19 18
6-10 18 17 16
11-13 16 15 14
14-17 14 13 12
18-21 12 11 10
22-25 10 9 8
26-29 8 7 6
30-33 6 5 4
34-35 4 3 2
36-37 2 1 0
38+ 0 -1 -2
Save Modifiers
Additions Subtractions
wizard +1 panicked -1
priest +2 enraged -1
elf +2 confused -2
Intell. Fort. +2 hopeless -3
mind blank +2 stunned -3
psionicist +3 using psi power -4
dwarf +4 using ESP -5
halfling +4 asleep -6
helm/telepathy +4 unconscious -6
Tower/Iron Will +6 feebleminded (Int=0-5)
mind bar +6 insane NA
Int+Wis Death Coma Sleep Stun Confuse Enrage Panic Feeble 2Insanity 1Insanity 1Insanity
0-5 01-77 78-91 92 93 94 95 96 97 98 99 00
6-9 01-10 11-83 84-92 93 94 95 96 97 98 99 00
10-13 01 02-15 16-84 85-93 94 95 96 97 98 99 00
14-17 01 02 03-11 12-85 86-94 95 96 97 98 99 00
18-21 01 02 03 04-17 18-86 87-95 96 97 98 99 00
22-25 01 02 03 04 05-18 19-87 88-96 97 98 99 00
26-29 01 02 03 04 05 06-19 20-88 89-97 98 99 00
30-33 01 02 03 04 05 06 07-20 21-89 90-98 99 00
34-35 01 02 03 04 05 06 07 08-26 27-85 86-99 00
36-37 01 02 03 04 05 06 07 08 09-22 23-90 91-00
38+ 01 02 03 04 05 06 07 08 09 10-23 24-00
Duration - 2d6 d 5d4 t 2d4 t 1d4 t 2d4 r 2d4 r perm. perm. 2d6 w 1d4 w
 
ULTRABLAST ATTACK UPON NON-NATURAL-PSIONIC CREATURE (75 or 100 attack pts)
Int+Wis Save Death Coma Stun Confuse Feeblemind 1Insanity 2Insanity 3Insanity 4Insanity 5Insanity
0 NA - - - - - - - - - -
1-5 20 01-19 20-36 37-51 52-64 65-75 76-84 85-91 92-96 97-99 00
6-10 19 01-16 17-34 35-50 51-63 64-74 75-83 84-90 91-95 96-98 99-00
11-15 18 01-12 13-26 27-43 44-57 58-69 70-79 80-87 88-93 94-97 98-00
16-20 17 01-09 10-20 21-34 35-50 51-64 65-75 76-84 85-91 92-96 97-00
21-25 16 01-07 08-16 17-27 28-40 41-55 56-68 69-79 80-88 89-95 96-00
26-30 15 01-05 06-12 13-21 22-32 33-45 46-60 61-73 74-84 85-93 94-00
31-35 14 01-04 05-09 10-16 17-25 26-36 37-50 51-66 67-80 81-91 92-00
36-40 13 01-03 04-07 08-13 14-21 22-31 32-43 44-57 58-74 75-88 89-00
41-45 12 01-02 03-05 06-10 11-17 18-26 27-37 38-50 51-66 67-84 85-00
46+ 11 01 02-04 05-09 10-16 17-25 26-36 37-49 50-64 65-81 82-00
Dur. - - 2d4 d 10d6r 6d6 r Perm. Perm. Perm. Perm. Perm. Perm.

[PC5] Psionicist Classes Group


Psi1 Minor Powers

MINOR POWERS Cost Notes
Animal Telepathy 1/r 1=mamm,5=bird,6=rept,8=fish,10=spider,14=plant
Antipathy-Sympathy 35/h Antipathy-Sympathy (as spell)
Automaton 10/r Animate Object (as spell)
Body Equilibrium 1/r Water Walking, Feather Fall, Lessen Weight
Body Weaponry 1/r +level AC, +level unarmed damage
Cell Adjustment 1/hp Max.# hp = level*5, Cure Disease=20/70
Clairaudience 5/r 30'range per level
Clairvoyance 5/r 20'range per level
Command 5 Command (as spell)
Detect Danger 1/r 10+10*level% direction, 5+5*level% distance
Detection of Good/Evil 2/r 20+10*level% exact alignment, 10*level% objects
Detection of Life 4/r Gives dir.,dist.,size class (30'range per level)
Detection of Magic 3/r Gives type, school/sphere, and approx. level
Domination 5+HD/r Save; Psionic gets control of all actions
Empathic Control 1/HD Save-3; Emotion (as spell); no limit to HD
Empathy 3 Gives basic emotions of all in 10'wide path
ESP 2/r ESP (as spell)
Expansion 5/r Max.Press=Str of level+12, +level dmg, +level'
Hypnosis 1/HD Level>10 or Int16=save; Max.HD=ä(level)
Invisibility 3/t Mental Invisibility, affects ä(level) in HD
Levitation 3/t Levitate (as spell)
Lights 1/t Faerie Fire, Dancing Lights, Light
Locate 5/t Locate object, person, or type of creature
Memory Protection 1/d Immune to Forget,Feeblemind,Incantatrix effects
Microkinesis 1/s Telekinesis on a small object (max wt = level lbs.)
Mind Over Body 5/d No need for food,water,sleep for 2*level days
Molecular Agitation 1/r 1 dmg 1st r, 2 dmg 2nd r, etc. (max.dmg=level)
Movement Acceleration 10/r +1V Action
Object Reading 1/r Detects psychic impressions left on an object
Postcognition 1/fact Can see into past, double chances of Precog.
Precognition 1/fact Int+Wis+level*level-factor% chance correct
Psionic Trigger 10/d Contingency for 1 psi power (still need points)
Rapport 5/r 1=Share Memories, 3=Detect Lie, 4=Mind Scan
Reduction 2/t -level' until 1', then halve size each time
Sense 5/t See in darkness/fog, Hear in silenced/loud room
Spirit Speak 10/r Speak with Dead (as spell)
Suspend Animation 6 Ceases life functions for max of (level) weeks
Sens. to Psychic Imp. 1/r Gives freq., type, and field of all psi in area
Tap Psionic Link 7/r Can listen into Psi Link if within 30*level'
Telekinetic Barrier 5N /t Take -N dmg per physical attack (max N = level)
Telekinetic Blade 5/r Base damage CLdCL, considered +CL/3 weapon, mental weapon
Telep. Ventriloquism 1/' Save-3; Target actually says desired phrase
Tongues 20+6/r Tongues (as spell); 1 language/level

[PC5] Psionicist Classes Group


Psi1 Major Powers

MAJOR POWERS Cost Notes
Astral Projection 10 Astral Spell (as spell)
Aura Alteration 10/F/h F=#AL places moved, Remove Curse,Geas,Quest=8*SL
Aura Reading 3 Detect alignment, classes, skills, exact hp
Body Control 2/t Water Breathing, Resist environment 1 HD/level
Cellular Restoration 8 Reattaches severed limb, fixes damaged organ
Controlled Blinking 5/r Blink 10'/level each round (no action after 1st)
Deflection 1/% /h Energy (non-Physical) Reflection, max=level*10%
Dimension Door 10 Dimension Door (as spell); 90'/level
Dimension Walk 1/t Cover 30 miles in (40-level) minutes
Dispel Exhaustion 14 Mental Surgery (1) but all in psi link affected
Energy Control 1/HD Max.=level in HD damage, must be energy attack
Energy Dissipation 20 Take half damage from an energy attack
Etherealness 6/t Caster+50*level lbs. in Ethereal Plane
Flying 9/t Fly (as spell)
Foresight 18 Foresight (as spell)
Geas 40 Geas (as spell)
Improved Cell Adj. 1/hp Cell Adj. but range=10'*level, Max.hp=10*level/r
Improved Invisibility 9/t Invisibility but can attack and remain Invis.
Magic Jar 20 Magic Jar (as spell), save penalty -1/level
Mass Domination 10+HD Save-4; Max.=5 creatures of level HD
Mental Surgery 10*lvl 1=Dispel Exhaustion,5=Feeblemind,6=Cure Insanity
Mind Bar 5/d Immune to Ench/Cha,Magic Jar,Domination,Invis.
Molecular Manipulation 50 Makes object weak: 1=cord,5=chain,7=wood,9=metal
Molecular Rearrangement 10/lb. 1=soft,4=brass,7=bronze,10=steel,13=Mithril
Pass-Way 20/' Can pass through any material or Wall spell (no harm)
Paralysis Bolt 15+HD Save-6; 1 creature, Max.HD=2*level
Physical Acceleration 20/r +1P Action
Probability Travel 10/P P=#planes removed, fail=21-level%
Psionic Cage 50 Reverse Wards (no one can leave)
Shape Alteration 3+W W=weight/1000, Polymorph Self (as spell)
Standing Concentration 5/d Can convert 1P+1V Action to 1M if desired each r
Submit Illusion 12/t Submit a Spectral Force to subject's mind
Telekinesis 3/r Max.Weight=3*sum(level), accel. 2"/r move rate
Telempathic Projection 6 Empathy, but can send an emotion
Telepathy 1/r Operates up to 186,000 miles away on same plane
Telepathic Projection 1/r+HD Suggestion, Possession=2*Int+Wis+Chr points
Teleportation 20+1/% Teleport (as spell), can adjust roll by 1%/point
Transmutation 10 One effect in next turn can be changed to another element
True Sensory Input 4/r True Seeing (as spell), but all 5 senses
Wards 50 Pro.Evil&Scrying, no one can enter, break=150pts
X-ray Vision 15/r As per ring of X-ray vision

[PC5] Psionicist Classes Group


Psi1 Grand Powers

GRAND POWERS Cost Notes
Amplification 10*#cr Save; Sleep d6+3 hr, Gain (Int+Wis+Chr)*2 points
Amplify Power 10N +N to CL (or) +N*10% effect to next Psi1 power (max N=CL)
Death Stare 75 Save-6; Death; Stun 2d4r if over 2*level HD
Energy Cancel 3/HD As Energy Control but removes entire area effect
Energy Jar 15/HD As Energy Control, can throw affect yourself once for 1M
Endowment 100 Gain psionics, one row lower on table above
God Voice Ventrilo. 25/r Loud "god voice", deafness (save), suggestion (save)
Grand Domination 3*HD/r Save at penalty equal to level; no HD limit
Interdimensional Space 40+1/h Rope Trick (as spell); duration limit=1h/level
Limited Wish 320 Limited Wish (as spell)
Mental Acceleration 30/r +1M Action (can be used for anything)
Power Transfer 100*T T:Minor=1,Major=2,Grand=3, Object=½*Caster Psi
Preservation 50 1=Preserve,2=Trap Soul,5=Permanency,7=Stasis
Psionic Acceleration 20/r +1M Action (must be used on natural psionics)
Psionic Amplification 8*Mult Multiplies a power; Max.=level/4+1
Psionic Disruption 40/r No psi powers (any freq.) can be used in 50'r
Restoration 60 Restoration, Restores Items, Stops dual-nature
Severance 20*SL Save; stops use of any 1 ability in creature
Shade 100 Creates a ghost/shade of person who died here, half powers
Suppression 3/r Cannot use or be affected by psionics, all psi effects drop

[PC5] Psionicist Classes Group


Psi1 Super Powers

SUPER POWERS Cost Notes
Cellular Heal/Harm X up to X targets: Heal or Harm X% of max hp
Counterspell 40*SL [0 action to use] Counters a Magic/Psi/Innate
Energy Dampen 1/HD/d Permanent Energy Cancel on self or 100'cu area
Full Acceleration 50/r +1 Full Action /r
Hero Element 700 Casts any one 1st level Hero spell
Legend Element 400 Casts any one 1st level Legend spell
Mental Deceleration 100*N Target loses next N mental actions (no save)
No Resistance 400 1 target: Lowers Class VI,PsiR,Defense X for 1t
Opposing Acceleration 60/r +1 Opposing Action /r
Physical Deceleration 50*N Target loses next N physical actions (no save)
Quick Mental Accel. 60/r +1 QM Action /r
Rapid Fire 80/r x2 number of Psi1 attacks/r, stacks with itself
Shotokan Spirit 60/r Know and can use all Psi0 minor/major/grand powers
Sinanju Spirit 60/r Know and can use all Martial Arts powers
Super Domination 10*HD Dominate one target (no save, no PsiR, no Wis)
Telekinetic Crush X 1 target: X*X*X telekinetic damage (no save)
Versatility 1000 Permanent: +1 max. # of classes or # psi.freq.
Wish 480 Wish (as spell), or any Psi2 Dev/Sci/High Sci

[PC5] Psionicist Classes Group


Psionic vs. Psionic in Mental Combat

Attack
Strength
Attack
#.Mode
F.Mind
Blank=1
G.Thought
Shield=2
H.Mental
Barrier=3
I.Intellect
Fortress=8
J.Tower of
Iron Will=10
1- 25 A.Psionic Blast=20 3 7 4 1 0
B.Mind Thrust=4 12 4 0 0 1
C.Ego Whip=7 8 3 0 0 0
D.Id Insinuation=10 1 6 8 1 1
E.Psychic Crush=14 2% 0% 0% 0% 0%
U.Ultrablast=75/100 6 10 8 4 2
26- 50 A.Psionic Blast=20 6 9 6 2 0
B.Mind Thrust=4 15 6 1 0 2
C.Ego Whip=7 12 4 0 0 0
D.Id Insinuation=10 2 8 10 3 3
E.Psychic Crush=14 5% 2% 1% 0% 0%
U.Ultrablast=75/100 12 19 15 8 3
51- 75 A.Psionic Blast=20 10 12 9 4 1
B.Mind Thrust=4 18 9 2 2 3
C.Ego Whip=7 17 6 1 1 1
D.Id Insinuation=10 4 11 13 7 6
E.Psychic Crush=14 9% 4% 2% 1% 0%
U.Ultrablast=75/100 18 27 21 12 5
76-100 A.Psionic Blast=20 15 16 13 7 2
B.Mind Thrust=4 22 13 5 4 5
C.Ego Whip=7 23 9 3 2 3
D.Id Insinuation=10 7 15 17 12 10
E.Psychic Crush=14 14% 7% 5% 3% 2%
U.Ultrablast=75/100 24 34 26 16 8
101-125 A.Psionic Blast=20 21 21 18 11 4
B.Mind Thrust=4 26 18 9 7 8
C.Ego Whip=7 30 13 6 4 6
D.Id Insinuation=10 11 20 22 18 15
E.Psychic Crush=14 20% 11% 9% 6% 4%
U.Ultrablast=75/100 30 40 30 20 12
126-150 A.Psionic Blast=20 28 27 18 16 7
B.Mind Thrust=4 30 24 9 11 12
C.Ego Whip=7 38 18 6 7 10
D.Id Insinuation=10 16 26 22 25 21
E.Psychic Crush=14 27% 16% 9% 10% 7%
U.Ultrablast=75/100 36 45 33 24 18
151-175 A.Psionic Blast=20 36 34 31 22 11
B.Mind Thrust=4 34 31 25 15 17
C.Ego Whip=7 47 24 15 11 15
D.Id Insinuation=10 22 33 35 33 28
E.Psychic Crush=14 35% 22% 20% 15% 11%
U.Ultrablast=75/100 42 50 36 28 24
 
OTHER ATTACK & DEFENSE MODES
 
Attack Mode T (Psionic Touch): As per attack mode A, but range touch, affects only one target, and there is no saving throw.
Attack Mode V (SuperBlast): This attack theoretically should exist based on its existence in Psi2. It would cost 250 attack points and have the same effect that it has in Psi2.
Defense Mode X (UltraShield): Costs 20 defense points per round to use; you cannot attack or be attacked psionically in any frequency.

[PC5] Psionicist Classes Group


Psionic Attack Upon Defenseless Psionic

Attack
Strength
Attack
#.Mode
Defender's Original Psionic Strength
10-59 60-109 110-159 160-209 210-259 260-309 310+
1- 25 A.Psionic Blast=20 D C C 15 10 5 5
B.Mind Thrust=4 W W 40 35 30 25 20
C.Ego Whip=7 30 25 20 15 10 5 5
D.Id Insinuation=10 40 35 30 25 20 15 10
E.Psychic Crush=14 72% 60% 50% 40% 30% 20% 10%
U.Ultrablast=75/100 S P W 40 30 20 10
26- 50 A.Psionic Blast=20 S D C C 15 10 5
B.Mind Thrust=4 W W W 40 35 30 25
C.Ego Whip=7 35 30 25 20 15 10 5
D.Id Insinuation=10 R 40 35 30 25 20 15
E.Psychic Crush=14 75% 62% 52% 42% 32% 22% 12%
U.Ultrablast=75/100 I S P W 40 30 20
51- 75 A.Psionic Blast=20 W S D C C 15 10
B.Mind Thrust=4 P W W W 40 35 30
C.Ego Whip=7 40 35 30 25 20 15 10
D.Id Insinuation=10 R R 40 35 30 25 20
E.Psychic Crush=14 79% 65% 55% 45% 35% 25% 15%
U.Ultrablast=75/100 K I S P W 40 30
76-100 A.Psionic Blast=20 P W S D C C 15
B.Mind Thrust=4 P P W W W 40 35
C.Ego Whip=7 P 40 35 30 25 20 15
D.Id Insinuation=10 R R R 40 35 30 25
E.Psychic Crush=14 84% 69% 59% 49% 39% 29% 19%
U.Ultrablast=75/100 K K I S P W 40
101-125 A.Psionic Blast=20 K P W S D C C
B.Mind Thrust=4 P P P W W W 40
C.Ego Whip=7 I P 40 35 30 25 20
D.Id Insinuation=10 R R R R 40 35 30
E.Psychic Crush=14 90% 74% 64% 54% 44% 34% 24%
U.Ultrablast=75/100 K K K I S P W
126-150 A.Psionic Blast=20 K K P W S D C
B.Mind Thrust=4 P P P P W W W
C.Ego Whip=7 I I P 40 35 30 25
D.Id Insinuation=10 R R R R R 40 35
E.Psychic Crush=14 97% 80% 70% 60% 50% 40% 30%
U.Ultrablast=75/100 K K K K I S P
151-175 A.Psionic Blast=20 K K K P W S D
B.Mind Thrust=4 K P P P P W W
C.Ego Whip=7 I I I P 40 35 30
D.Id Insinuation=10 R R R R R R 40
E.Psychic Crush=14 99% 87% 77% 67% 57% 47% 37%
U.Ultrablast=75/100 K K K K K I S
Code Effect
# Psionic attack points lost, beyond 0 attack pts = hp dmg
C Confused for 2d4 rounds
D Dazed for 1d4 turns, no psionic or other mental activity
I Idiocy, Int = 1d4, psionic ability lost, curable with Heal spell
K Killed
P Permanent loss of one random Psi1 power, and Dazed as above
R Robot, mind under control of attacker, save can be made every 2d4 weeks
S Sleeping in coma for 1d4 weeks
W Wounded, One random Psi1 power lost for 2d4 weeks
 
If the subject is immune to the effect (or the effect is redundant/meaningless), treat letters as a "40" instead

[PC5] Psionicist Classes Group


Basic Psi2 Information

Psi2 Psionicists:
PSPs = Wis*2+Int+Con-40+(Wis-5)*(level-1)
Wild Talents:
PSPs = Int+Wis+Con+4*level
Wild Talents Potential Number of:
Int+Wis+Con Devotions
(Minors)
Sciences
(Majors)
High Sci
(Grands)
Att+Def
0-14 1 0 0 1
15-29 2 0 0 2
30-44 3 1 0 3
45-59 4 2 0 4
60-74 5 3 1 5
75+ 6 4 2 6
Minimum Level: 0 3 8 0
 
It takes 1 nonweapon proficiency slot for a Devotion, 3 slots for a Science or Meta-Psionic Devotion, and 6 slots for a Meta-Psionic Science or High Science. This gives 1st level of mastery in that power.
There are no prerequisites for any power for both Wild Talents and Psionicists.
A "power score" is making the roll by 10. There are no terrible failures. If you fail, you spend no PSPs.
Each additional proficiency slot spent for a power does 1 of three things (choose 1 per slot spent):
1. Roll an extra 1d20 for check, and choose best roll.
2. Get a +1 on the target check number.
3. Increase the level of mastery (caster level) by 1. You cannot have more than double your level in CL (max = equal to level for Wild Talents).

[PC5] Psionicist Classes Group


Psi2 Combat

MAC (Mental Armor Class) = 25-Wis (Wis below 15 gives MAC of 10)
Use Int as if it was Balance (under Dex) to adjust MAC.
MTHAC0 (Mental THAC0) = 21-(Psi2 level)
Use Wis as if it was Efficiency (under Str) to adjust MTHAC0.
    MAC adjustment for defenses ("-" means better MAC)
#Att dmg Mind
Blank
Thought
Shield
Mental
Barrier
Intellect
Fortress
Tower of
Iron Will
Ultra-
Shield
Psionic Blast 4 1 -3 +2 -5 +4 +3 -6
Mind Thrust 3 1 +5 +3 -2 -3 -5 -5
Ego Whip 2 2 +3 +4 +2 -4 -3 -4
Id Insinuation 3 2 -5 -3 -1 +2 +5 -7
Psychic Crush 2 3 +1 -4 +4 -1 -2 -8
Ultrablast 3 3 +8 +7 +6 +5 +4 0
 
"dmg" is how many Tangents are gained on the target. 3 Tangents equal 1 Contact at which time each hit has the effect listed in the power descriptions. This system is not used against those who do not have frequency 2 psionics; the only way to get contact on them is by using Contact, Passive Contact or Mass Contact.
There will be ways of (with items) adjusting MAC and MTHAC0 in the future.
PSIONIC ENCHANTMENTS (spend 1 spell of each level below to get new spell level)
 
Spell Level, Wizard: 0 1 2-10 11 12 13 14 15 16
Spell Level, Priest: 0 1 2-9 9 10 11 12 13 14
Upgrade Cost: 200 400 100 400 900 1600 2500 3600 4900

[PC5] Psionicist Classes Group


Psi2 Devotions (Minors)

# Power Disip. Check PSPs Effect Power Score Source
1 Absorb Disease Metab Con-3 12 Moves a disease to psionic Destroys a disease PHBR5
2 Accelerate Metab Con-2 10+10/m Haste Super Haste (+2 P/V) WatW2
3 Acceptance Telep Int 10+2/t Captives become passive/docile Betray each other DSDK2
4 Adrenalin Control Metab Con-3 8+4/r +1d6 Str,Dex,or Con +1d6 to all three PHBR5
5 Aging Metab Con-7 15 (level)d4 years aged (level)d10 years PHBR5
6 Alignment Stabilization Telep Wis-1 15+10/d Keeps alignment from changing Maintenance 5/d DSDK2
7 All-Round Vision Clair Wis-3 6+4/m Can see in all directions Infravision gained PHBR5
8 Alter Features Metab Con-1 6+3/t Alter Self Change Self WatW2
9 Amnesia Telep Wis-2 C+5/r Amnesia Free Maint. 1d10 d WatW2
10 Animate Object Kinet Int-3 8+3/m Animates object;move rate 6 Animation is smooth PHBR5
11 Animate Shadow Kinet Wis-3 7+3/m Animates shadow;no effect Range is 100y PHBR5
12 Astral Projection Port Int 6+2/h Go to Astral with silver cord Color pool nearby PHBR5
13 Attraction Telep Wis-4 C+8/m Strong attraction for thing Obsession for thing PHBR5
14 Aversion Telep Wis-4 C+8/t Strong aversion for thing Afraid of thing PHBR5
15 Awe Telep Chr-2 C+4/r Won't attack caster (save) No save PHBR5
16 Ballistic Attack Kinet Con-2 5 Roll TH; (level)d4 damage (level)d8 damage PHBR5
17 Beast Mastery Telep Wis-3 20+H/d Control beast (Max.Int=level) 5 PSPs initial cost DSDK2
18 Biofeedback Metab Con-2 6+3/r -2 dmg/att;+level/3 AC bonus +level AC bonus PHBR5
19 Blink Port Int+1 7+3/r Blink Blink Wounding 1/r WatW2
20 Body Control Metab Con-4 7+5/m Breathe,move normally; 0 dmg terrain Can change environ. PHBR5
21 Body Equilibrium Metab Con-3 2+2/m Water Walking, Feather Fall 1 d w/o Maintenance PHBR5
22 Body Weaponry Metab Con-3 9+4/r Convert arm to weapon Weapon is +1/+0 PHBR5
23 Bone Reading Clair Wis-1 15 Know who died in this spot See last 10 min of life WatW2
24 Cannibalize M-Psi Con -8*Con +8 PSPs/Con;Con returns 1/w +8 PSPs PHBR5
25 Carapace Metab Int 5+1/r +level AC; -(11-level) Dex No Dex loss DSDK2
26 Catfall Metab Dex-2 4 30'fall:no dmg;other @ h dmg 50'fall:no dmg PHBR5
27 Cause Decay Metab Con-2 4 Item falls apart(save vs.acid) No save allowed PHBR5
28 Cause Sleep Metab Wis-2 9+2/r Sleep (save) No memory of sleep WatW2
29 Cell Adjustment Metab Con-3 1/hp 20*level hp:1r;disease=+5 PSPs Half cost in PSPs PHBR5
30 Chameleon Power Metab Con-1 6+3/m Can match surroundings well +15% HS PHBR5
31 Chemical Stimulation Metab Con-4 9+6/r level dmg acid (items save) No item saves PHBR5
32 Cognitive Trance M-Psi Int 4 Photographic Memory; cannot use V +4 Int checks 1 d WatW2
33 Combat Mind Clair Int-4 5+4/r +level/3(round up) group init. Psionic:+level/3 AC PHBR5
34 Compact Kinet Wis-1 4 Reduce object volume 90% Reduce volume 95% DSDK2
35 Conceal Thoughts Telep Wis 5+3/m Gain contest vs.ESP,Probe,etc. Imm to those powers PHBR5
36 Concentrate Water Kinet Con-3 10 Make 1-9 gal.water from area Double water amount DSDK2
37 Contact Telep Wis Int+1/r -2 check if resisting Maintained 4r for free PHBR5
38 Control Body Kinet Con-2 8+8/r Control all P,V actions Auto. win Contest PHBR5
39 Control Flames Kinet Wis-1 6+3/r x2/ 2 fire; move 9; (level)d4 x3/ 3 fire; (level)d6 PHBR5
40 Control Light Kinet Int 12+4/m Dim or brighten light Maintenance 1/r PHBR5
41 Control Sound Kinet Int-5 5+2/m Dampen,disguise,increase sound Maintenance 1/r PHBR5
42 Control Wind Kinet Con-4 16+10/r 5*level Mph; change dir. 10*level Mph PHBR5
43 Convergence M-Psi Wis 8 10y: All PSPs in link combine CLs in link combine PHBR5
44 Create Sound Kinet Int-7 8+3/r Audible Glamer (as spell) Double level PHBR5
45 Cryokinesis Kinet Wis 8+7/r Molecular Agitation but cold 1d3/r 2d3/r WatW2
46 Danger Sense Clair Wis-3 4+3/t Know if danger nearby Know distance PHBR5
47 Daydream Telep Wis C+3/r Mind wanders;+20% Thief Abil. +30% Thief Abilities PHBR5
48 Deflect Kinet Int 4 Deflect a missile -- WatW2
49 Dimension Blade Port Con-1 6+5/r Weapon ignores natural AC; +2/+2 x2 dmg WatW2
50 Dimension Walk Port Con-2 8+4/t Move 30 miles in (40-level)m Halve time PHBR5
51 Dimensional Door Port Con-1 4+2/r Can't see destination:stun 1r No stun PHBR5
52 Dimensional Screen Port Con-3 9+6/r Spherical Dim Door around you -- WatW2
53 Displacement Metab Con-3 6+3/r As per Displacer Beast AC bonus is +4 PHBR5
54 Double Pain Metab Con-3 7 All dmg phantom x2 for 1t SS or unc. each hit PHBR5
55 Dream Travel Port Wis-4 1/25M/P Move up to 500M in (48-lvl)t Halve time PHBR5
56 Duo-Dimension Port Con-2 11+4/r No thickness Wpn is Dim Blade WatW2
57 Ectoplasmic Form Metab Con-4 9+9/r Pass through solid objects Maintenance 3/r PHBR5
58 Ego Whip [C] Telep Wis-3 4 -5 rolls; Max spell=3rd: 1d4r Max spell=1st: 1d6 r PHBR5
59 Empathy Telep Wis C+1/r Sense emotions Subject of emotions PHBR5
60 Empower (weak version) M-Psi Wis-12 25+50X Object PSP=(Dev+2*Sci+3)*L -- PAoA2
61 Enhanced Strength Metab Wis-3 2S+S/r Increase strength, Max=level Max=2*level PHBR5
62 Enhancement M-Psi Wis-3 30+8/m +2 check in 1 Disc;others -1 Others not reduced PHBR5
63 Environment Clair Int-2 5 Mental image of object's loc. 1m of observation DSDK2
64 ESP Telep Wis-4 C+6/r Know surface thoughts Maintained 1r for free PHBR5
65 Ethereal Traveler Port Wis-4 15+2/r Wraithform (as spell) Maintained free 24h DSDK2
66 Expansion Metab Con-2 6+1/r Increase dimension by 50%/r Increase by 100%/r PHBR5
67 False Sensory Input Telep Int-3 C+4/m Change sensory input slightly Any false perception PHBR5
68 Feel Light Clair Wis-3 7+5/m Can feel light;+4 vs. gaze Feel in all directions PHBR5
69 Feel Moisture Clair Wis-3 5+1/m Can detect water & amount Maintained free 4h DSDK2
70 Feel Sound Clair Wis-3 5+3/m Can feel sound;+2 vs. sonic Thief DN 10*level% PHBR5
71 Fighting Trance M-Psi Wis-1 4+1/r +1 AC/saves/TH; -1 power checks another +1 WatW2
72 Flesh Armor Metab Con-3 8+4/r +roll AC, Max=level +1 more AC PHBR5
73 Focus Forgiveness Telep Wis-3 10+2/h Temporarily forget Quest,Geas Maintenance cost 1/h DSDK2
74 Forced Symmetry Metab Int-2 12 Makes 2 halves of body same Change is permanent DSDK2
75 Ghost Writing Kinet Wis-2 8+3/m Write 5 words/r:remote paper Write 15 words/r DSDK2
76 Gird M-Psi Int-3 2*M/m Maintain powers w/o conc. Maintain in sleep PHBR5
77 Graft Weapon Metab Con-5 10+1/r Connect weapon to body; +1/+1 Bonus is +4/+4 PHBR5
78 Hear Light Clair Wis-3 6+3/m Can hear light Can hear infrared PHBR5
79 Heightened Senses Metab Con 5+1/m Triple sensory sensitivity 1 sense increased 1d PHBR5
80 Hivemind M-Psi Wis-1 2 Gain 4*level PSPs from insects Gain 8*level PSPs DSDK2
81 Identity Penetration Telep Wis-3 C+6/m See through polymorph,illusion -- PHBR5
82 Immovability Metab Con-5 9+6/r Need 10*roll in Str to move Impossible to move PHBR5
83 Impossible Task Telep Wis-1 10+5/d Believes task is impossible Maintained free 1m DSDK2
84 Incarnation Awareness Telep Wis-4 C+13/r Gain info. about 1 past life/r All past lives in 1r PHBR5
85 Inertial Barrier Kinet Con-3 7+5/r Melee:delay 1r;Mis.:-dice dmg Mis.:-dice-1 dmg PHBR5
86 Inflict Pain Telep Con-4 C+2/r -4 TH; no spells (save) unc. 1d10r (save) PHBR5
87 Insect Mind Telep Int-2 7+1/m +2 Chr with insects Maintained free 1d DSDK2
88 Intensify M-Psi ***-3 5S+1/r +S Int,Wis,or Con,-S other 2 Cost is 3S+1/r PHBR5
89 Invincible Foes Telep Wis-3 C+5/r Next hit drops target 1t -- PHBR5
90 Invisibility Telep Int-5 C+2/r/P Makes someone invisible Superior Invisibility PHBR5
91 Iron Will M-Psi Wis 8+3/m Can fully act up to -10 hp Can act up to -15 hp WatW2
92 Know Course Clair Int-2 5+4/h Find the Path Radial Navigation WatW2
93 Know Direction Clair Int 1 Know which way is North Maintained for 1 day PHBR5
94 Know Location Clair Int 10 Gives simple idea of location Learn exact location PHBR5
95 Levitation Kinet Wis-3 12+2/m Up/down move rate 6 Move rate 12 PHBR5
96 Lend Health Metab Con-1 4 Transfer hp from psionic Target gets double PHBR5
97 Life Detection Telep Int-2 3+3/m Detect Life (as spell) -- PHBR5
98 Magnetize Kinet Int-1 2W Metal obj magnetised L r (W=weight) No Str check allowed WatW2
99 Magnify M-Psi Wis-5 25M+M/r Mult. power (Max=level/5+1) M+1, no extra cost PHBR5
100 Martial Trance M-Psi Wis-3 7 +1 checks; no P,V actions Only lose P actions PHBR5
101 Mass Manipulation Kinet Int-3 9+9/r Modify weight -75% to +100% -90% to +300% WatW2
102 Mental Barrier [H] Telep Wis-2 3 Costs no action to use No contact for 2r PHBR5
103 Mind Bar Telep Int-2 6+4/m 75% vs. Ench/Cha;immune Telep. +5 in contests PHBR5
104 Mind Blank [F] Telep Wis-7 0 Costs no action to use -- PHBR5
105 Mind Over Body Metab Wis-3 10/d/P Don't need food,water,sleep Don't need rest after PHBR5
106 Mind Thrust [B] Telep Wis-2 2 Lose 1 power 2d6d -- PHBR5
107 Molecular Agitation Kinet Wis 7+6/r Destroy object in 5r (save-10) Destroy in 3r PHBR5
108 Molecular Bonding Kinet Int-1 5+4/m Join 2 objects at molecular level 6 sq" /r 24 sq" /r WatW2
109 Molecular Manipulation Kinet Int-3 6+5/m Object is weakened (-2 save/r) (-4 save/r) PHBR5
110 Momentum Theft Kinet Int-2 5+ Stop (200 lbs, each x2 is +5 PSPs) Held for 1r WatW2
111 Mysterious Traveler Telep Wis-1 2 False rumors about his travels Rumors continue 3d DSDK2
112 Opposite Reaction Kinet Con-1 5 Missile returns at attacker Breaks missile DSDK2
113 Passive Contact Telep Wis-1 2*Int+1/h Like Contact, cheaper to maintain Empathy with target WatW2
114 Phase Port Wis-1 6+6/r Out of phase; cannot attack x2 move rate WatW2
115 Phase Object Port Wis-3 10+5/r Object out of phase May disintegrate WatW2
116 Pheromone Discharge Metab Int 5+1/m Smells like an insect Maintained free 4d6h DSDK2
117 Phobia Amplification Telep Wis-2 C+4/r Strong Fear of thing (save) No save PHBR5
118 Photosynthesis Metab Con+1 5+2/t Regen 1 hp/r in sunlight Sustenence in sun WatW2
119 Plant Mind Telep Int-4 11+2/m +2 Chr when dealing with plants Free maint. 1 d WatW2
120 Pocket Dimension Port Wis 14+3/t 5' cube extradimensional space 10' cube WatW2
121 Poison Sense Clair Wis 1 Detects presence of poison Gives type of poison PHBR5
122 Post-Hyp. Suggestion Telep Int-3 C+Lvl Long-term Suggestion Check not reduced PHBR5
123 Predestination Clair Wis-3 20+5/yD Gives vague feeling of destiny Can peer twice as far DSDK2
124 Probability Manipulation M-Psi Int-4 10 +4 to next die roll +4 next 3 die rolls WatW2
125 Prolong M-Psi Con-4 5+2/r Range & area of powers +50% Range & area +100% PHBR5
126 Psionic Inflation M-Psi Wis-5 20+3/m All powers double cost & main. Triple cost & main. PHBR5
127 Psionic Residue M-Psi Wis-3 15 Get 10% PSPs spent by others +10 PSPs DSDK2
128 Psionic Sense M-Psi Wis-3 4+1/m Detect Psi: PSPs,Dir.,Dist. Does all frequencies PHBR5
129 Psionic Vampirism M-Psi Wis-3 C+8+3/r Drain CL PSPs from target /r Double effect WatW2
130 Psychic Blade M-Psi Con-2 7+X+X/r Blade: 1d6/1d6 +2/+X, stun 1d6r (save) 1d10/1d10 WatW2
131 Psychic Drain M-Psi Wis-6 10P+C Drain W,I,C:10 PSPs;Amnesia 2w No Amnesia PHBR5
132 Psychic Impersonation Telep Wis 10+3/h Match other's thought patterns Cannot be detected PHBR5
133 Psychic Messenger Telep Con-4 4+3/r Send Illusion of self to area Can look like other PHBR5
134 Radial Navigation Clair Int-3 4+7/h Know dist./dir. to start point Can retrace to start PHBR5
135 Receptacle M-Psi Wis-5 1/r Gem:1/100gp;Item:(2W+I+C-40)*L -- PHBR5
136 Reduction Metab Con-2 D+1/r -1' per PSP until 1', then halve Double effect PHBR5
137 Repugnance Telep Wis-5 C+8/r Hatred for something (save) No save PHBR5
138 Reptile Mind Telep Int-1 5+1/m +2 Chr with reptiles Charms reptiles DSDK2
139 Retrospection M-Psi Wis-4 120 Similir to Commune spell -- PHBR5
140 Return Flight Kinet Con-1 3 Missile becomes returning Attack again if miss DSDK2
141 Rigidity Metab Con-2 8+3/r -1/r TH,Init,AC penalty Start at -3 DSDK2
142 Safe Path Clair Wis-4 8+5/m +4 Dex checks; Resist Traps Auto make next save WatW2
143 See Ethereal Clair Wis-5 4+2/m Can see into border Ethereal See into full Ethereal WatW2
144 See Magic Clair Wis-3 6+6/m Detect Magic Know exact type WatW2
145 See Sound Clair Wis-3 6+3/m Can see sound Maintenance 1/r PHBR5
146 Send Thoughts Telep Int-1 C+2/r Send thoughts;no spells (save) No save PHBR5
147 Sensitivity to Observation Clair Wis 5 Know when you're watched Knows location WatW2
148 Sensory Suppression Telep Int-2 C+4/r Blindness and Deafness Loses all 5 senses WatW2
149 Shadow Walk Port Con+1 9 Travel between shadows 1000 yd 2 miles WatW2
150 Share Strength Metab Con-4 6+2/r Transfer 2 Str:1 target Str Transfer 1:1 PHBR5
151 Sight Link Telep Con-3 C+5/m Can see through other eyes Sound Link gained PHBR5
152 Soften Kinet Int 4+3/r Weapon -1TH,-1dmg,-1save/r Double rate PHBR5
153 Sound Link Telep Con-2 C+4/t Can hear through other ears Sight Link gained PHBR5
154 Spatial Distortion Port Int-4 8+4/m Distance Distortion 20'cu Double effect WatW2
155 Spider Touch Metab Dex-1 4+2/m Spider Climb +2 Dex WatW2
156 Spirit Sense Clair Wis-3 10 Senses presence of spirits Knows exact location PHBR5
157 Splice M-Psi Int-2S 5S+S/r Do combined powers as 1 Mental +2 checks when used PHBR5
158 Stasis Field M-Psi Con-3 20+X/r Slows down time by x60 -- PHBR5
159 Static Discharge Kinet Int-3 5+5/r 1d4+1 dmg lightning, cumulative per r 1d6+1 instead WatW2
160 Strength of the Land Metab Con-2 10+2/r +25 hp,+3 TH,+3 dmg,25% MR Lasts 5r after maint. DSDK2
161 Summon Object Port Int-4 30 Summon a simple object max 100 lbs. Half PSP cost WatW2
162 Suppress Fear Telep Wis+1 5 Remove Fear; +4 vs. fear for 1 t +1 TH WatW2
163 Suspend Animation Metab Con-3 12 Suspend animation (level)w Aware; can awaken PHBR5
164 Synaptic Static Telep Int-4 15+10/r Must contest to use psionics +1 contest for static PHBR5
165 Taste Link Telep Con-2 C+4/t Can taste through other mouth Scent Link gained PHBR5
166 Telempathic Projection Telep Wis-2 C+4/r Send emotions Can change emotion PHBR5
167 Teleport Lock Port Int-1 8+2/r Target cannot teleport (no save) -- WatW2
168 Teleport Object Port Int-3 T+20 Teleports 1 nonliving object Automake saves 2d DSDK2
169 Teleport Trigger Port Int+1 2/h Activates Teleport (no action) No dist. Check Mod. PHBR5
170 Thought Shield [G] Telep Wis-3 1 Costs no action to use -- PHBR5
171 Time Dilation Port Int-7 54/r +3 M, +3 P, +3 V; not cumul. w/ Haste +1 more each type WatW2
172 Time Duplicate Port Int-1 22/s Can use 2M/2P/2V/6Z next segment +4 AC/save; +2 TH WatW2
173 Time Shift Port Int 16+3/rS Move into future;Max=(level)r Add 1r to Max PHBR5
174 Time/Space Anchor Port Int 5+1/m Cannot be teleported -- PHBR5
175 Trail of Destruction Clair Wis-2 10+3/m Detect use of Defiling magic Know which spells DSDK2
176 True Worship Telep Wis-1 5 Tells god worshiped & temple Knows all in range DSDK2
177 Truthear Telep Wis 4+2/m Detect Lie (as spell) Knows real truth PHBR5
178 Watcher's Ward Clair Int-2 6+2/h Can't be surprised; Detect Danger Know location danger WatW2
179 Weather Prediction Clair Int-2 10 Accurate weather forecast 24h Weather forecast 1w DSDK2
180 Wrench M-Psi Wis-4 15+8/r Undead:-level AC;cannot drain -2 init. penalty PHBR5

[PC5] Psionicist Classes Group


Psi2 Sciences (Majors)

# Power Disip. Check PSPs Effect Power Score Source
1 Animal Affinity Metab Con-4 15+4/m Take random animal's attribute Take 2 attributes PHBR5
2 Appraise M-Psi Int-4 14 Gives chances of success Reroll 3 future dice PHBR5
3 Aura Alteration M-Psi Wis-4 10 Disguise AL,level (level)h -- PHBR5
4 Aura Sight Clair Wis-4 9+9/m Learn 2 auras (AL or level) Learn 4 auras PHBR5
5 Banishment Port Int-1 30+10/r Target in pocket;returns @ end Cannot gate/teleport PHBR5
6 Clairaudience Clair Wis-3 6+4/m Clairaudience (as spell) Gain Clairvoyance PHBR5
7 Clairvoyance Clair Wis-4 7+4/m Clairvoyance (as spell) Gain Clairaudience PHBR5
8 Complete Healing Metab Con 30 Heal (as spell) in (24-level)h Heal in (60-3*level)m PHBR5
9 Create Object Kinet Int-4 16+3/r Creates temporary small object Object is permanent PHBR5
10 Death Field Metab Con-8 40 Set amount of dmg(others save) You take ½ amount PHBR5
11 Detection Clair Wis-2 15+6/m Detect Object 90', expands 30'/r Know concentration WatW2
12 Detonate Kinet Con-3 18 (level)d6 damage (save:½) (2*level)d6 damage PHBR5
13 Domination Telep Wis-4 2C+2C/r Get control of all actions Maintenance halved PHBR5
14 Disintegrate Kinet Wis-4 40 Disintegrate 8 cu.' (save) (save-5);16 cu.' PHBR5
15 Ejection Telep Wis-4 2S Break contact;lose 1 power 1t Opp. lose 1 power 1t PHBR5
16 Empower M-Psi Wis-12 50+100X Object PSP=(4*Dev+6*Sci+10)*L -- PHBR5
17 Endorphin Control Metab Chr-6 16+8/r +1d6 Int,Wis,or Chr +1d6 to all three DM
18 Energy Containment Metab Con-2 1/die Absorb max 1 die/lvl;glow:-2AC 0 dmg from energy PHBR5
19 Fate Link Telep Con-5 C+5/t Both take same dmg Range unlimited PHBR5
20 Hallucination Telep Int-3 C+6/r Create image in target's mind 20% of dmg is real WatW2
21 Id Insinuation [D] Telep Wis-4 5 Target loses all actions 1d4r Turn on allies 1d4r PHBR5
22 Intellect Fortress [I] Telep Wis-3 4 Costs no action to use -- PHBR5
23 Kinetic Control Kinet Int-3 15+7/r Take only 2+leak vs. physical attacks Reflect 1d10 dmg WatW2
24 Life Draining Metab Con-3 11+5/r Drain level hp/r;add to caster level*3 hp/r PHBR5
25 Mass Domination Telep Wis-6 C+2L/r Up to 5 creatures Dominated Range 100y PHBR5
26 Metamorphosis Metab Con-6 21+1/t Polymorph Self(even to object) Max 3*caster's mass PHBR5
27 Mindflame Telep Wis-6 30 <=8 HD Stun 2d6 r; >8 HD Dazed 1d3 r <=16 HD; >16 HD WatW2
28 Mindlink Telep Wis-5 C+8/m Send thoughts to each other 1 Probe question PHBR5
29 Mindwipe Telep Int-6 C+8/r -level/4 Int/Wis/Level (save) No save PHBR5
30 Molecular Rearrangement Kinet Int-5 20+10/h Change an object 1 ounce/hr Become extraordinary PHBR5
31 Nerve Manipulation Metab Con-3 14 Touch: Pain 1d3 r Stun 1d2 r WatW2
32 Object Reading Clair Wis-5 16 Detect Psi. Imp. of owners Know race,AL,age PHBR5
33 Poison Simulation Metab Con-2 16 Resist Poison; next attack is poisonous -2 on save WatW2
34 Precognition Clair Wis-5 24 Sees a possible future outcome Reroll 3 future dice PHBR5
35 Probability Travel Port Int 20+8/h Go to Astral physically Color pool nearby PHBR5
36 Probe Telep Wis-5 C+9/r True answer:1 question/r (save) 2 questions/r PHBR5
37 Project Force Kinet Con-2 10 (level)d6 damage (save:½) Knock down M target PHBR5
38 Psionic Blast [A] Telep Wis-5 10 Lose 80% hp in mind (save) Unc. 1t (save) PHBR5
39 Psychic Clone M-Psi Wis-8 50+5/r Ghostly mental body;can move Ectoplasmic Form PHBR5
40 Psychic Crush [E] Telep Wis-4 7 (level)d8 damage (save) No save PHBR5
41 Psychic Surgery M-Psi Wis-5 C+10/t Make Perm./Remove Telep. (1/t) 1 power/5r PHBR5
42 Regenerate Metab Con-4 18+6/t Regenerate Natural healing x2 WatW2
43 Sens. to Psychic Imp. Clair Wis-4 12+2/m Detect Psi. Imp. of Area Gets very clear vision PHBR5
44 Shadow-form Metab Con-6 12+3/m Become normal shadow (mv 6) Monster shadow PHBR5
45 Spirit Lore Clair Int-3 30+8/r Can Commune with Spirits Knowledgeable spirit WatW2
46 Split Personality M-Psi Wis-5 40+6/r +1 Mental action +1 more M action PHBR5
47 Subjective Reality M-Psi Wis-5 35+7/m Immune to 1 specific type of effect Can change /r WatW2
48 Summon Planar Creature Port Int-4 45*#PL Choice of plane but not exact Creature not angry PHBR5
49 Summon Planar Energies Port Int 32 3d12 dmg no resistance 4d12 dmg no resist WatW2
50 Superior Invisibility Telep Int-5 C+5/r/P No sound,smell; attack breaks Improved Invisibility PHBR5
51 Suppress Magic M-Psi Con-4 30+X/r Anti-Magic Shell (SL=X) 60' r Dispel-Magic Zone WatW2
52 Switch Personality Telep Con-4 C+30 Switch bodies (perm.);-1Con/d -1 Con/w PHBR5
53 Telekinesis Kinet Wis-3 W+hW/r Object move rate 6 Can move 2nd object PHBR5
54 Telekinetic Barrier Kinet Con-3 18+10/r Wall of Force Free maintain 3r WatW2
55 Telekinetic Flight Kinet Wis-4 15+4/m Fly 18" Fly 24" WatW2
56 Teleport Port Int 20+ Teleport (same plane) PSP cost -20% PHBR5
57 Teleport Other Port Int-2 20+ +10 PSPs per creature moved PSP cost -20% PHBR5
58 Time Travel Port Int-3 50+8/h Travel 1 yr; each x10 is +10 PSPs -- WatW2
59 Tower of Iron Will [J] Port Wis-2 6 Costs no action to use Area 10' radius PHBR5
60 True Sight Clair Wis-4 15+9/m True Sight Know Alignment WatW2
61 Ultrablast [U] Telep Wis-10 75 Fail1:Unc.2d6t;Fail2:lose Psi <= 3HD:death (save) PHBR5
62 Wormhole Port Int-2 48+16/r Dim Door 10 mi; Each x10 is +12 PSPs Half maintenance WatW2

[PC5] Psionicist Classes Group


Psi2 High Sciences (Grands)

# Power Disip. Check PSPs Effect Power Score Source
1 Alter Reality All Any-10 250 Alter Reality or Psi1 major Double CL effect DM
2 Conductive Clairvoyance Clair Wis-9 15/r Can use Psi powers through it Move effect at 18" DM
3 Cosmic Awareness Clair Wis-6 10/r Detect "Everything" CL*30' Range is sight WatW2
4 Elemental Composition Metab Con-4 24+3/r Can be any Normal/Para/Quasi Ele Can be Semi Ele WatW2
5 Energy Cancel Metab Con-6 1/die Cancels entire energy effect Autocancel all this s DM
6 Grand Detonate Kinet Con-5 27 CLd20 shards damage Use d30's DM
7 Legendary Control Metab Chr-24 24+12/r +1d6 Cml, Luck, or CL +1d6 all three DM
8 Lend Actions M-Psi *Auto* 0/perm [0 action]: Lend an action -- DM
9 Mass Contact Telep Wis L+1/r L=sum of targets' levels PSP cost halved WatW2
10 Megakinesis Kinet Wis-4 X/r TK, X=(lbs.)*(speed in ")/lvl^2 PSP cost halved WatW2
11 Nonweapon Familiarity Clair Int-8 200/d +1 slot in every nonweapon prof +1 every weapon prof DM
12 Physical Acceleration Metab Con-6 20/r +1 P action /r (range sight) +1 QP action /r DM
13 Planar Transportation Port Int-4 65 Teleport anywhere in multiverse No summ. sickness WatW2
14 Strength of the World Metab Con-6 10/r +9/+9 AC/saves, +25% RR/MR/PsiR Lasts 5r after maint. DM
15 Time Shift Other Port Int-S*3 S*6 Time Shift other S r (no save) -CL*5% to PsiR roll DM
16 Ultrashield [X] Telep Chr-5 20 Cannot attack / be attacked w/ Psi Can still attack DM
17 Weapon Familiarity Clair Int-4 100/d Proficient with all weapons Single Spec with all DM

Psi2 Supers

# Power Disip. Check PSPs Effect Power Score Source
1 Cellular Heal/Harm Metab Con-13 X X targets: Heal/Harm X% of max X*2% of max DM
2 Change Reality All Any-20 400 Change Reality or Psi1 grand Double CL effect DM
3 Fluidity M-Psi *Auto* 0/perm [0 action]: Swap 2 stats -- DM
4 Lady's Smirk M-Psi Chr-15 400/d Autoroll 1 on Prof.& Psi2 checks Auto power score DM
5 Magic Inertial Barrier Port Dex-18 70/r Spell delayed 1 s if hitting you Delayed 2 s DM
6 Mental Acceleration Metab Chr-10 30/r +1 M action /r (range sight) +1 QM action /r DM
7 Personal Acceleration Metab Chr-10 30/r +1 Swing action /r (range 0) +2 S actions DM
8 Planetary Detonate Kinet Con-25 3600 Detonates 1 planet or moon (!) 2 planets or moons! DM
9 Public Access Key Clair Int-20 90/r Target's Truename is visual (!) Thoughts visible too DM
10 Spirit in the Sky Telep Chr-15 1/week No physical body, can use 2 M /s Can use 3 M /s DM
11 Superblast [V] Telep Str-20 250 All in 1 mile insane (no PsiR) 2 mile radius DM
12 Trans-Planar Contact Telep Wis N+2/r N=(lvl)*(# planes +1); (no PsiR) PSP cost halved DM

[PC5] Psionicist Classes Group


Basic Psi9 Information

An area's radiation is given as a number called RS, for Radiation Severity. If a character is subjected to radiation for longer than (Con-RS) turns, the effective RS for that character goes up by one each turn until the area's RS is reached. The character rolls Radiation Resistance (RR), adjusted by the table below under "System Shock" each turn. If it fails, the character is Infected and makes no further RR rolls. He suffers the permanent loss of Con and Cml as shown below, degenerates at a rate equal to RS/h, and has a chance of developing an Insanity. He also "glows" at a radius (1st #) with his own RS (2nd #). The degeneration and glowing can be stopped with Cure Disease. If the character degenerates below 0 hp and then is cured, he will develop Mutant powers:
 
Radiation
Severity
Chance
Insanity
System
Shock
Glow
Field
Con
Loss
Cml
Loss
Minor Major Grand
1/4 0 0.4 ½'/0 0 -1 0 0 0
1/2 0.05 0.2 1'/¼ 0 -2 0 0 0
1 0.1 0 1'/½ -1 -3 1 0 0
2 0.15 -0.1 2'/½ -2 -4 1 1 0
3 0.25 -0.2 3'/1 -2 -5 2 1 0
4 0.35 -0.3 4'/1 -3 -6 2 1 1
5 0.45 -0.4 5'/2 -3 -7 2 2 1
6 0.55 -0.5 6'/2 -4 -8 3 2 2
7 0.65 -0.6 7'/3 -6 -9 3 3 3
8 0.75 -0.7 8'/4 -8 -10 2 4 4
9 0.85 -0.8 9'/5 -10 -11 1 3 5
10 0.95 -0.9 10'/6 -12 -12 0 2 6
 
Each power is selected RANDOMLY (with no adjustments whatsoever). The check rating (CH) is equal to ½ of the character's highest level. The mutant has 6 tracks, one for each stat and equal to double the stat's normal value. A power's relevant stat track is reduced by it's check mod when it is used. A track is also reduced each time the main stat is reduced (1 for 1), even if the loss is temporary. If a track falls below it's stat, the stat is also reduced to the track's number until the track goes up again (1/h).
 
The Constitution loss is enforced and cannot be healed by any means. Classed Psi9 characters have no Con loss. (0.5)
If you use the chart provided in the original system, the powers are rolled randomly. The original chart has a "1" in Supers at RS 10. (0.5)
Wild Talents may use this alternate chart and choose the powers. There are always 0 Supers.
 
Radiation
Severity
Minor Major Grand
1/4 0 0 0
1/2 0 0 0
1 1 0 0
2 2 0 0
3 2 1 0
4 3 1 0
5 3 2 1
6 3 2 1
7 3 3 1
8 2 4 2
9 1 3 2
10 0 2 3
 
CH = ½ level for Wild Talents, CH = level for classed Psi9 characters.
 
May use psionic enchantments. The psionic part of the cost is N+1 from each of the 6 tracks, where N+1 is the level of spell upgraded.
 
Optional: The Psi9/Psi18 stat adders use the system mentioned in 0.91: +1 for Minor, +2 for Major, +3 for Grand, +4 for Super.

[PC5] Psionicist Classes Group


Psi9 Minor Powers

# Power Check Description [Permanent powers in brackets]
1 Altered Appearance Chr/h Change Self (as spell)
2 Analyzer Int/r Identify mech. machine & its operation
3 Baldness Chr/d [Hair falls out] Starts growing new hair
4 Blind Wis/d [Mutant is Blind] Enhanced Hearing
5 Blisters Con/m [-1 TH, +1 dmg/att] Removes penalty
6 Damage Protection Str/m +CH AC, -½CH dmg per attack
7 Deaf Wis/d [Mutant is Deaf] Enhanced Vision
8 Decreased Attribute Stat/m [-2d4 to one stat] Gain points back
9 Dwarfed Dex/t [Mutant is ½ Height] +½CH AC, +¼CH saves
10 Electricity Generator Con/r 4d10'long, CHd6 dmg (save:½)
11 Enhanced Hearing Wis/m Can hear CH times normal distance
12 Enhanced Smell Wis/m Can smell CH times normal distance
13 Enhanced Vision Wis/m Can see CH times normal distance
14 Epilepsy Con/r [In stress, check or lose all actions]
15 Eternal Sustenance Con/w Need to eat,sleep only 1/CH normal
16 Extra Eye Dex/r [+1 eye] Can move eye around in body
17 Extra Limbs Dex/h [+1d4 limbs] Can use them normally
18 Force Field Int/r Moveable Wall of Force (solid version)
19 Gills Str/d [has gills] Can breathe underwater
20 Hypnosis Chr/h One creature hypnotized (save)
21 Increased Attribute Stat/r +½CH to any stat
22 Invisibility Int/m (non-Improved) Invisibility
23 Jumper Dex/r Can jump CH*10', kick @ +CH Str
24 Laser Vision Int/r [see in dark] Laser Beam CHd8 dmg (save)
25 Lesser Elemental Power Str/r [roll 1 1st-3rd Ele.spell] Casts it
26 Lesser Evocation Power Str/r [roll 1 1st-3rd Inv.spell] Casts it
27 Lesser Psionics Power Wis/r [roll 1 Psi1N minor/Psi2P dev.] Uses it
28 Levitation Int/m Levitate (as spell)
29 Metal Corrosion Con/r Touch:Metal items save (no mod.) vs.acid
30 Minormorph Chr/m Polymorph Self (as spell)
31 Mute Str/m [Mutant cannot speak] Mutant can speak
32 Photographic Memory Int/r Instantly remembers anything ever seen
33 Poison Claws Dex/r CHd4 damage poison in fingernails (save)
34 Poison Fangs Dex/r CHd6 damage poison in mouth (save)
35 Resistance to Magic Con/m CH*5% MR (adjust @ 12th casting level)
36 Resistance to Poison Con/h CH*5% Poison Resistance (non-adj.)
37 Resistance to Psionics Wis/m CH*5% Psionic Resistance (adj.@12th)
38 Resistance to Radiation Con/t CH*5% RR
39 Sense Int/r Detect Magic/Psi/Life/AL 3*CH' range
40 Scattershot Str/r CH Energy Pellets, 1d4 dmg ea. (no save)
41 Skin Coloration Chr/h [Skin random color] Skin another color
42 Speak with Plants Chr/m Speak with Plants (as spell)
43 Specific Allergy Str/m [takes 1d4 dmg/m in contact] No damage
44 Surface Adherence Str/m Spider Climb (as spell), any surface
45 Tail with Poison Stinger Dex/h [+1 tail] Can use tail (as Poison Fangs)
46 Taller Str/t [Mutant 2xHeight,+CH move rate] +CH Str
47 Telekinesis Int/r CH*200 lb. weight limit
48 Tentacles (no arms) Dex/d [Arms become CH' long tentacles] Can use
49 Tesseract Int/r Teleport (sight=no error)
50 Translator Int/t Can understand any language spoken
51 Twitchy Dex/r [-1 TH,-15% FRT/OL/PP] Removes penalty
52 Wings Dex/d [Gain 2 or 4 wings] Fly at 3*CH" rate
53 Withered Limb Con/m [Limb withers/useless] Can use limb
54 X-ray Vision Wis/r Can see CH" in metal, CH' in stone

[PC5] Psionicist Classes Group


Psi9 Major Powers

# Power Check Description [Permanent powers in brackets]
1 Absorber Con/r T:Drain ½CH Str,½CH Con to mutant temp.
2 Alter Density Int/m Pass through objects, Fly at CH" rate
3 Amphibian Con/r [Water Breathing] Sonic Blast:CH*10 dmg
4 Become Energy Wis/m Move at light speed, immune phys.attack
5 Bio Force: Bio Flight Con/h Fly at 10*CH" rate
6 Bio Force: Force Beam Con/r Target in cocoon (save), no P/V actions
7 Bio Force: Invulnerability Con/m +CH AC,-½CH dmg per attack (incl.spells)
8 Bio Force: Penetra Vision Con/r Can see 5*CH' through any material
9 Bio Force: Super Speed Con/r +½CH Dex, +1 P action, xCH move rate
10 Bio Force: Super Strength Con/r +CH Str
11 Bio Syntha Steel Str/r +CH AC,-CH dmg/att,+CH/+CH nat. weapons
12 Control Body Molecules Str/m Shapechange (as spell), even to objects
13 Control Size Dex/m Size incr/decr by x+/-CH, +/-½CH Str
14 Disintegration Beam Wis/r Disintegrate up to 100*CH lbs. (save)
15 Elemental Power Str/r [roll 1 4th-6th Ele.spell] Casts it
16 Energy Cocoon Int/h Field CH'diam.,fly:7*CH" rate,7*CH% PsiR
17 Evocation Power Str/r [roll 1 4th-6th Inv.spell] Casts it
18 Heal/Cause Pain Wis/r Target healed or harmed CH*10 hp (save)
19 Hyperflight Dex/m +CH AC, Fly at 100*CH" rate, Pro.Vacuum
20 Impact Beam Str/r Str-CH check or move CH*10' (& fall dmg)
21 Incendiary Blast Int/r Con-CH check or CHd12 damage
22 Invulnerability Wis/m +CH AC, +CH saves, 3*CH% MR,RR,PsiR
23 Magnetic Field Dex/m Str-CH check or metal move toward CH*10'
24 Matter Transformer Con/r Polymorph any Object, 500+CH*100 lbs.
25 Metamorph Con/m Shapechange Other (save)
26 Molecular Disrupter Dex/r CHd10 Disruption damage (save:½)
27 Night Lightning Dex/m Mutant->storm, CHd6 lightning/r(save:½)
28 Nova Bolt Dex/r CHd12 Fire damage, Heats Metal (save:½)
29 Paralysis Bolt Str/r Paralyzation CH t (save)
30 Plane Phaze Chr/t Turn into Ghost incl. Aging touch
31 Psionics Power Wis/r [roll 1 Psi1N major/Psi2P sci.] Uses it
32 Radar Int/r Detect Movement CH Miles (in line-sight)
33 Regenerator Con/d [Regeneration CH hp/r, Restores Memory]
34 Sensor Int/r Detect Magic/Psi/Life/AL 30*CH' range
35 Sonic Wail Dex/r 3*CH' radius: Unc. CH m (save)
36 Stone Eyes Wis/r Gaze: Petrification (save)
37 Super Speed Dex/r +CH Dex, +1 V action, x3*CH move rate
38 Suspension Int/r Temporal Stasis (save)
39 Telekinesis (master) Int/r CH*1000 lb. weight limit
40 Telepathy Int/d Link with another person
41 Teleporter Int/r Teleport without Error (same plane)
42 Transformer Int/r Polymorph Other (save), perm.
43 Tricancellation Wis/r Dispel Magic,Psionics,Energy (1 target)
44 Ultrastrength Str/r +CH Str, +CH more Str for Max.Press

[PC5] Psionicist Classes Group


Psi9 Grand Powers

# Power Check Description [Permanent powers in brackets]
1 Control Earth: Armor Str/m +CH AC, Armor has 10*CH hp
2 Control Earth: Lift+Throw Str/r TK Throw 1000*CH lbs.,roll TH,40*CH dmg
3 Control Earth: Mold Shape Str/r Passwall/Move Earth (5*CH)^3 cu.'
4 Control Earth: See Through Str/m See through stone(limit of normal sight)
5 Energy Kinetic: Blast Dex/r 4*CH' rad, 2*(CHd10) Energy dmg (save:½)
6 Energy Kinetic: Drain Dex/r Absorb 3*CH dice as per Energy Control
7 Energy Kinetic: Flight Dex/h Fly at 30*CH" move rate, +1 P action
8 Energy Kinetic: L.Blast Dex/r 8*CH' rad, CHd10 Energy dmg (save:½)
9 Energy Kinetic: Manipulate Dex/m +-CH dice to existing energy effect
10 Energy Kinetic: Shield Dex/m Stops CH dice per Energy attack
11 Energy Kinetic: Tr.Other Dex/m Become Energy (major) on other (save)
12 Energy Kinetic: Tr.Self Dex/t Same as Become Energy (major)
13 Environ.: Control Wind Chr/r +/-10*CH mph wind change
14 Environ.: Create Atmos. Chr/d Creates an atmosphere CH mi.rad
15 Environ.: Create Fog Chr/t Solid Fog (as spell)
16 Environ.: Create Rainstorm Chr/m Makes a rainstorm/snowstorm CH mi.rad
17 Environ.: Create Vacuum Chr/r Thins the atmosphere CH mi.rad,-1 Con
18 Environ.: Wind Flight Chr/h Fly at 20*CH" rate, +CH Max.Press Str
19 Gravity Kin.: Control Grav Con/r x+/-CH weight (all in area)
20 Gravity Kin.: Decr.Weight Con/m Target's weight becomes 0
21 Gravity Kin.: Incr.Weight Con/m Target weight x100*CH (save or crushed)
22 Gravity Kin.: Grav Flight Con/h Fly at 10*CH" rate, +10*CH Max.Press Str
23 Gravity Kin.: Shield Con/m Stops 4*CH hp per physical attack
24 Gravity Kin.: Grav Warp Con/r Teleport without Error (same planet)
25 Greater Elemental Power Str/r [roll 1 7th-9th Ele.spell] Casts it
26 Greater Evocation Power Str/r [roll 1 7th-9th Inv.spell] Casts it
27 Greater Psionics Power Wis/r [roll 1 Psi1N grand] Uses it
28 Hyperkinetic: Hyper Action Dex/m +CH V actions (max=10), +CH AC
29 Hyperkinetic: Incr.Attacks Dex/r +CH P actions (max=10) (yuck!)
30 Nightmare: Dream Bolt Chr/r Sleep for CH h (save)
31 Nightmare: Dream Wave Chr/m CH*3'rad:all go to dream plane (save)
32 Null Void: Null Field Wis/r Caster immune to and cannot use magic
33 Photon Kin.: Control Light Wis/r Can change Light,Dark,Invis. all obj.
34 Photon Kin.: Create Image Wis/m Phantasmal Force (as spell)
35 Photon Kin.: Laser Beam Wis/r 10*(CHd8) Light damage (save)
36 Photon Kin.: Photon Blast Wis/r 10*CH' radius Blindness (save)
37 Photon Kin.: Photon Shield Wis/r Reflects Light-based attacks
38 Possession Wis/m Magic Jar (as spell)
39 Temporal: Slow Time Int/r CH*10'rad(exc.caster):-1P,-1V actions
40 Temporal: Speed Up Time Int/r T:Target has +1P,+1V actions
41 Temporal: Stop Time Int/r CH*3' radius Time Stop
42 Temporal: Time Bolt Int/r Ages target 10*(CHd4) years (save:½)
43 Temporal: Time Warp Int/h Move rate x10*CH
44 Transferer Str/m Steal one power from target (save)

[PC5] Psionicist Classes Group


Psi9 Super Powers

# Power Check Description [Permanent powers in brackets]
1 Amplification Chr/r xCH on next Psi9 power's effect
2 Any (SemiPermanency) Any/y Duplicates any Psi9 Minor,Major,Grand
3 Bio Force: Maintain Health Chr/t +CH Con, regen all hit points each r
4 Bio Force: Super Accuracy Chr/t Roll 1d4+16 instead of 1d20 for to hit
5 Contingency Chr/d Contingency for one Psi9 power
6 Control Earth: Mass Damage Str/t Your physicals do Hp instead of hp
7 Energy Kin.: Super Blast Dex/r 100*CH'r, CHxCHxCH Energy dmg (no save)
8 Environ.: Familiar Locale Chr/y CH mile r, atmosphere same as home
9 Gravity Kin.: Super Warp Con/r Transport to any location in Multiverse
10 Hyperkinetic: Incr.Actions Wis/r +CH/2 Swing actions (max=30)
11 Hyperkinetic: Incr.Mentals Wis/r +CH Mental actions (max=10)
12 Hyperkinetic: Versatility Wis/r +CH/4 Opposing actions (max=10)
13 Polycancellation Wis/r Tricancellation CH targets
14 Nightmare: Mental Blast Wis/r CHxCH'r,lose CHd4 mental stats (save:½)
15 Nightmare: Removal Beam Wis/r -CH/6 to being's multiplier (save:½)
16 Null Void: Null Innates Wis/r Caster immune to and cannot use innates
17 Photon Kin.: Phaser Beam Wis/r 100*(CHd20) Light damage (no save/PsiR)
18 Reflector Int/t As Spell Turning, also Innates and Psi
19 Shielder: Bolt Chr/r CHxCHd8 Force damage, ignores defenses
20 Shielder: Shapes Chr/y Reform x1 object's shape, it becomes x2
21 Shielder: Shield Chr/t Non-ablative 1000 hp, up to 40'sq.
22 Super Elemental Power Int/r [pick 1 10th-11th Ele.spell] Casts it
23 Super Evocation Power Int/r [pick 1 10th-11th Inv.spell] Casts it
24 Super Psionics Power Wis/r [pick 1 Psi1N Super] Uses it
25 Superflight Dex/r AC doubles, 1V: Teleport without Error
26 Temporal: Time Travel Int/r Time travel ±CHxCH years
27 Thermal Kin.: Plasma Beam Con/r ±CHx100°, save at -CHxCH or dead
28 Thought: Bubble Int/t Replace 1M/1P/1V per segment with 3M
29 Thought: Incr.Charisma Chr/t +CH Chr, considered X2 in highest class
30 Thought: Incr.Intelligence Int/t +CH Int, extra +CH*3 non-weapon prof.
31 Thought: Incr.Wisdom Wis/t +CH Wis, all rolls are 2 dice (choose)
32 Thought: No Body Int/y You no longer have/need a physical body
33 True Invulnerability Wis/m CH*2% irreducible RR,MR,PsiR,InnateR

[PC5] Psionicist Classes Group


Basic Psi18 Information

May use psionic enchantments as per Psi9.
 
Optional: Reduce all "+level to Stat" to "+1 to Stat".
Optional: Reduce all powers that duplicate or let you pick from another frequency's power list.
 
In the world of Synnibarr, Mutant Psionics (frequency 9) is gained by the underdeveloped and undisciplined races. It modifies the physical body so certain improvements can be made. Eventually these modifications include the brain so these lesser races can actually compete with the more advanced ones.
True Psionics use the same system as Psi9 (in terms of tracks and such), but it counts as a seperate frequency.
If you have both Psi9 and Psi18, you get the "basic track length" equal to stat for each class.
Drain off relevant track: Minor=1, Major=3, Grand=6, Super=10.
In Synnibarr, you must first be subjected to the radiation of technentium in order to learn this frequency. This restriction is ignored, as the radiation in question has no side effects (unlike the radiation used for Psi9).
 
Psi18 wild talents: Level of Mastery is ½ of highest level.
Number of Proficiency slots needed: Minor=1, Major=3, Grand=6, Super=10.
"Knowledge" Nonweapon Proficiencies can be used for this.
 
Wild Talent Progression:
 
Wis+Chr Minor Major Grand Super
0-9 0 0 0 0
10-19 1 0 0 0
20-29 2 0 0 0
30-39 2 1 0 0
40-49 3 2 0 0
50-59 3 2 1 0
60-69 4 3 2 0
70-79 4 3 2 1
80-89 5 4 3 2

[PC5] Psionicist Classes Group


Psi18 Minor Powers

# Power Check Description
1 Cancel Magic and Earthpower Wis/r -LVL CL to all Magic/Ele-E affecting you
2 Clairvoyance Int/t 100+LVL/2 mi.radius Clairvoyance
3 Demi-Shadow Magic Dex Duplicate a 0th-3rd level Wizard spell, it is 50% real
4 Detect Danger Wis/m As Clr Find Traps; cannot be surprised
5 Ego Shield Int/h Immune to Mental Attacks; Undetect. Lie
6 Element Control Dex Poly. LVL lbs. Ele,Para,Quasi into other
7 Eternal Sustenance Con/h Can survive in any environment; +1 LVL Con: Fitness
8 Happy Day Any/d Any power that uses the stat used for Happy Day can use any track
9 Heal and Regrowth Wis 1 target: Regenerate; heal LVL*LVL hp
10 Hypnosis Chr 1 target: Hypnosis 1m (save)
11 Illusion Int/h 200cu.' visual illusion (can disbelieve)
12 Innate Shield Con/t 20*CL hp shield vs. Innate abilities
13 Intellect: Annihilation Int 1 target: -3d6 Int (save)& insane (save)
14 Intellect: Enforcement Int +20 PSPs any freq.; (Q11) has conversion
15 Invisibility Dex/m Invisibility; immune to Light/Radiance
16 Minor Levitation Int/t Fly at LVL*3"; +LVL Str:Muscle
17 Paralysis Bolt Wis 1 target: Paralysis 1h (save)
18 Postcognition Wis/r Look back up to LVL*10 y in this loc.
19 Psi: Bolt Chr 1 target: LVLd10 telekinetic dmg(save:½)
20 Psi: Cage Chr/h 20'x40'x40'cage; need combined Str 70+
21 Psi: Shield Chr/t Pick Phys,Magic,Psi: 10*LVL hp shield
22 Psi: Spray Chr LVL targets:1d10 telekinetic dmg(save:½)
23 Sense: Aura Wis 1 target: surface thoughts; AL; levels
24 Sense: Life Force Wis/t Detect Life (type) 100'r
25 Sense: Magic Wis/t Detect Magic (type & level) 100'r
26 Sense: Psionics Wis/t Detect Psionics (type & level) 100'r
27 Sense: Truth/Falsehood Wis/m Know truth & lies if spoken to you
28 Speak w/Inanimate Objects Int/t Object only knows of owners/surroundings
29 Telekinesis: Lift & Move Int/r 100*LVL lbs.; object moves at 10*LVL"
30 Telekinesis: Shield Int/t 10*LVL hp shield vs. physical,energy,TK
31 Telekineses: Tactile Int/t Can touch up to LVL*100'; incl. T spells
32 Telespeak Int/d Can speak with Telepathy;+100 Lang.prof.
33 Tesseract Str Teleport anywhere within sight

[PC5] Psionicist Classes Group


Psi18 Major Powers

# Power Check Description
1 Alter Density Int/m Pass throught objects, fly at LVL" rate
2 Apportation Wis Teleport or Teleport Other
3 Binding Chr Forcecage (as spell)
4 Create Solid Illusion Wis/h Illusion with Visual &Tactile components
5 Death Stare Wis/r Gaze: Death (save)
6 Disintegration Beam Int Disintegrate 1 target (save)
7 Empathic Control Chr Sense Emotions 100', alter them (save)
8 Levitation Int/h Fly at LVL*5"; +LVL Str:Efficiency
9 Location From Objects Wis/m Locate Object or Person (same plane)
10 Magnetic Ctrl: Disruption Int Blast: Unconscious (save),no electronics
11 Magnetic Ctrl: Flight Int/h Fly at LVL*30", +LVL Dex:Coordination
12 Magnetic Ctrl: Force Bolt Int 1 target: LVLd100 dmg (save:0)
13 Magnetic Ctrl: Lift&Manip Int/r Pick up and mold shape up to 50*LVL lbs.
14 Magnetic Ctrl: Shield Int/t Shield vs. Energy/Physical, 100*LVL hp
15 Metamorph Chr/h Shapechange (as spell), +LVL Dex:Balance
16 Psi: Amplification Chr x2 effect on next Psi (any freq.) power
17 Psi: Disruption Chr/t 30'r, no Psi works in area
18 Pyrokinetic: Heat Field Wis/h Fire Shield (as spell), +LVL Con:Health
19 Pyrokinetic: Melt& Aflame Wis 30'r, LVLd20 fire damage (save:½)
20 Pyrokinetic: Spont.Comb. Wis Spontaneously Combusts 1 target (save)
21 Scan Mind and Willforce Int/r 1 target: ESP, can Command 1/r (save)
22 Scroll Spell Int Write next Psi18 power on a psi scroll
23 Scty: Delocator Dex You and your objects cannot be located with Locate Person/Object
24 Telepathic: Control Chr LVL/3 targets: Domination (save)
25 Telepathic: Ventriloquism Chr Force 1 person to say something(no save)
26 Telepathy: Alter Memories Int Can scan and alter memories (save)
27 Telepathy: Communication Int/h Communicate with 1 person (same plane)
28 Telepathy: Create Illusion Int/m Mirage Arcana in 1 person's mind
29 Telepathy: Hypnosis Int/m LVL/2 targets: Hypnosis (save)
30 Telepathy: Psi Link Int/d Creates a Psi18 psi link
31 Telepathy: Psi Scream Int 1 target: unc. (save), no psi (save)
32 Telepathy: Psi Teaching Int/h Teach in 1/LVL time, +LVL Wis:Intuition
33 Telepathy: Psych. Lockpick Int/h -LVL*10% reducible PsiR, +LVL Chr:Presence
34 Telepathy: Psych. Shield Int/h -LVL CL,+LVL saves on Psi effects vs.you; +LVL Wis: Willpower
35 Telepathy: Scan Mind Int Scan memories & knowledge (no save)
36 Telepathy: Translation Int [permanent] 1 target learns 1 language
37 Teleport Str Teleport without Error (as spell)

[PC5] Psionicist Classes Group


Psi18 Grand Powers

# Power Check Description
1 Ego Beast Con 1 target loses LVLd20 Psi tracks (save)
2 Fate Wish Con Duplicate any Psi27 Major or 4 random Psi27 Minors
3 Inter Dimensional Space Chr/d Rope Trick, +LVL Int:Knowledge
4 Kinetics Any Use 1 Psi9 Energy,Gravity,Photon Kinetic
5 Limited Wish Chr Limited Wish (as spell)
6 Mass Heal Wis LVL targets: Heal
7 Mass Solid Illusion Int/h Illusion, all senses,no Wis/Int immunity
8 Mass Telekinesis Int/s LVL tons, each lb. can do 1 dmg
9 Mass Teleport Int Teleport without Error LVL mi.cu. area
10 Planeport Int Transport to any location in Multiverse
11 Porthole Wis/t Can look& use mentals into desired plane; +LVL Int: Reason
12 Psi: Enhanced Spray Chr Casts LVL Psi: Bolts (no save)
13 Psi: Invulnerability Chr/d +LVL*3 AC, +LVL TH&dmg, +LVL Chr:Leadership
14 Psi: Restoration Chr Recharges & Rebuilds 1 Magic/Psionic item
15 Psi: Slayer Chr/r Sword: 1V to swing: LVLd100 dmg, always hits
16 Psi: Transformation Chr 1 target: -1d6 each stat, add to your tracks
17 Psi: Web Chr/w 100'r, any flying creature is Imprisoned
18 Scty: Alarm Wis [permanent] Alarm (as spell), LVL locations
19 Scty: Astral Blockade Wis [permanent] No Astral Proj., lock out Astral
20 Scty: Clair Blockade Wis [permanent] Cannot clair-anything into area
21 Scty: Commun Blockade Wis [permanent] No communication in area
22 Scty: Confined Defender Wis/r Shield vs. magic/psionics 1000*LVL hp
23 Scty: Dimensional Blockade Wis [permanent] No dimension effects in area
24 Scty: Flight Blockade Wis [permanent] No flying in area
25 Scty: Illusion Wis [permanent] Mirage Arcana (as spell)
26 Scty: Invisibile Defender Wis/r Shield vs. physical/energy 1000*LVL hp
27 Scty: MagnificientDefender Wis/r No magic & psi of SL 7 or lower in area
28 Scty: Metamorph Blockade Wis [permanent] Force Shapechange, no polymorph
29 Scty: Peripheral Defender Wis/r -7*LVL dmg on all physical & energy attacks
30 Scty: Sensing Blockade Wis [permanent] None of the 5 senses work
31 Scty: Spell Trap Wis/y Contingency for any 1 power (Magic/Psi/Innate)
32 Scty: Teleport Grab Wis [permanent] Grabs Teleports to desired loc
33 Scty: Transanimation Wis/t Animate Object, it has LVL*4 Str
34 Worm Chr 1 target: Mental & Physical Domination (save)

[PC5] Psionicist Classes Group


Psi18 Super Powers

# Power Check Description
1 Alter Probabilities Chr/t ±20% all die rolls
2 Caprenium Silence Int/y 100'r, 100% irreducible InnateR,PsiR,or MR
3 Impart Psionics Wis [permanent] +1 Max.Psi.Freq., Psi18 wild
4 Mass Mind Control Wis 250'r, all are Hypnotised (no save)
5 Null Void: Null Bolt Wis Targets gets 5*LVL% offensive MR,PsiR,InnateR
6 Null Void: Null Dome Wis/r 3*LVL% irreducible PsiR
7 Null Void: Null Field Wis/r 3*LVL% irreducible MR
8 Possession Chr Magic Jar (no save) (no PsiR) (no immunity)
9 Power Transfer Con Drain all spells & psi points (no save)
10 Precognition Int Ask the Fates 3 questions
11 Psi: Acceleration Dex/m +LVL/3 Mentals /r, only for Psi powers
12 Psi: Bank Str [permanent, only 1] +LVL on max tracks
13 Psi: Trap Wis/y Chain Contingency, up to LVL powers any type
14 Quick Zeroes Wis/r +LVL/4 QZ actions
15 Resurrection Con [0 action, even when dead]: Resurrection
16 Sphere/Power Transform. Int/r Can transfer Psi and Spells freely, see Psi11
17 Starport Int As Planeport but no summoning sickness
18 Timeport Int Transport ±100*CH years in time, minimum=500
19 Wish Chr Wish (as spell)

[PC5] Psionicist Classes Group


Psi30 Simplified Minor Powers

# Name Field Drain PSPs Notes
1 Armor Manip L3 30 +CL/2 AC; -CL dmg per physical attack
2 Combat Sense (personal) Detect L2 20 +CL initiative; +CL saves
3 Detect Psionics Detect L2 20 Gives freq. & field of psi
4 Enhanced Hearing Detect L1 10 10*CL% Detect Noise
5 Entertainment Illus L1 10 Two D'lusion (as spell)
6 Invisibility Illus L2 20 Invisibility (+2 AC)
7 Levitate Item Manip L2 20 Caster controls up+down
8 Spectacle Illus L2 20 Entertainment power with sound
9 Stun Touch Combat L1 10 Touch: Target is at -CL all actions
10 Treat Light Wounds Health L1 10 Heals 10% max hp (material componenting gives 20%)
11 Treat Mental Drain Health L34 340 Regain 10*CL PSPs in one pool
12 X-ray Gem Detect L2 20 Gem of X-ray vision (CL feet)
13 (new) Combine Construct L6 60 Combine two groups of enemies into one group (no save).
14 (new) Erase Question Mark Construct L6 60 Lock a door [or] Erase a "?".
15 (new) Twist Construct L3 30 Twist an effect on a target (use ER to resist)

Psi30 Simplified Major Powers

# Name Field Drain PSPs Notes
1 Air Bridge Manip M2 40 Beam of Air than can walk on
2 Animate Manip M2 40 Animate Object (as spell), can be used as a DL=CL/2 Golem summon
3 Antidote Toxin Health M3 60 Neutralize Poison (as spell)
4 Astral Psi Fingers Manip M2 40 Telekinesis; Str=CL, Dex=CL with it
5 Blackout Illus M2 40 Blast:Cause Blindness(as spell)
6 Clairaudience Detect M1 20 Clairaudience,can move
7 Clairvoyance Detect M1 20 Clairvoyance,can move
8 Death Touch Combat M3 60 Touch: 10*CL necromantic dmg
9 Detect Life Detect M1 20 Detect Life
10 Dimension Door Manip M4 80 Dimension Door
11 Flight Manip M1 20 Fly at 3*CL"
12 Improved Invisibility Illus M2 40 Improved Invisibility (+2 AC)
13 Know Exit Detect M2 40 Know dir./dist. to nearest exit
14 Lock/Unlock Manip M1 20 Locks/Unlocks (nonmagical lock)
15 Mana Touch Combat M2 40 Touch: 10*CL astral dmg
16 Mind Link Detect M1 20 Psionic Link
17 Petrify/Reverse Petrify Manip M6 120 Flesh to Stone, Fort save
18 Physical Mask Illus M1 20 Changes appearance physically
19 Ram Touch Combat M2 40 CL hull damage (physical) to one target
20 Stun Bolt Combat M1 20 One target: -CL all actions (max -10); (CL-10)*10 astral dmg
21 Treat Moderate Wounds Health M1 20 Heals 30% max hp (material componenting gives 60%)
22 Tri-D Spectacle Illus M3 60 Tri-D Enter. power with sound
23 (new) Become Insubstantial Construct M6 120 Become Insubstantial; pass through objects/walls (including Wall spells, but not Wards)
24 (new) Remove BlahR Construct M3 60 Remove a BlahR [or] Halve the irrBlahR from 1 target
25 (new) Stop Construct M6 120 One group Stopped (cannot move or use V actions) (InnR to resist)

[PC5] Psionicist Classes Group


Psi30 Simplified Grand Powers

# Name Field Drain PSPs Notes
1 Acid Bolt Manip S4 120 1 target: CL*10 acid dmg
2 Air Bolt Manip S3 90 1 target: CL*10 air dmg
3 Analyze Device Detect S2 60 How to use object & its use
4 Analyze Truth Detect S2 60 Detect Lie
5 Bind Manip S2 60 1 target: Stopped and CL/2 Str dmg
6 Confusion Illus S1 30 Confusion (as spell)
7 Control Actions Manip S4 120 Caster controls next CL/3 P actions (Str check at -CL)
8 Control Movement Manip S2 60 Caster controls next CL/2 V actions (Str check at -CL)
9 Cure Disease Health S3 90 Cure Disease (as spell)
10 Death Bolt Combat S3 90 1 target: CL*5 vile necromantic dmg
11 Detect Enemies Detect S1 30 Detect Enemies
12 Detect Planar Energy Detect S1 30 Gives color of planar cord
13 Dimension Walk Manip S3 90 Dimension Walk
14 Earth Bolt Manip S3 90 1 target: CL*10 earth dmg
15 Fire Bolt Manip S3 90 1 target: CL*10 fire dmg
16 Flame Shield Manip S2 60 Protection from Fire
17 Grease Blast Manip S3 90 Grease & area Fumble (as spell)
18 Healthy Glow Health S2 60 +CL Cml; Clean cantrip
19 Ice Bolt Manip S4 120 1 target: CL*10 ice dmg
20 Incr./Decr. Movements Health S7 210 ±CL/2 V actions (save is Dex check at -CL)
21 Lightning Bolt Manip S4 120 1 target: CL*10 lightning dmg
22 Luck Detect S2 60 Gains +CL (+5*CL%) on 1 action (once)
23 Mana Bolt Combat S2 60 1 target: CL*10 astral dmg
24 Mind Probe Detect S1 30 Ps2P "Probe", 1 question/succ
25 Movement Manip S3 90 Gives +1V action
26 Nightvision Detect S1 30 Can see in magical/psi darkness
27 Prophylaxis Health S3 90 Double Resist Poison and Drugs
28 Psi Sword Combat S2 60 Considered +CL weapon; base dmg=10*CL; cannot critical
29 Resist Allergy Health S3 90 For 1 turn, remove a Vulnerability or reduce Severe Allergy -> Vulnerability
30 Shapechange (Personal) Manip S3 90 Shapechange (self; can material component to hit someone else)
31 Spherical Vision Detect S2 60 All-Around Sight
32 Stabilize Health S1 30 Death's Door (target at negative hp goes to 1 hp)
33 Sterilize Combat S1 30 Removes bacteria, bugs, etc. (will destroy a Creeping Doom)
34 Stun Blast Combat S1 30 1 group: -CL all actions (max -10); (CL-10)*10 astral dmg
35 Treat Serious Wounds Health S1 30 Heals 60% max hp (material componenting gives 120%)
36 Turn to Goo Manip S6 180 Polymorphs target to sludge (PPD save)
37 Warpsense Detect S3 90 Infravision; Ultravision
38 Water Bolt Manip S3 90 1 target: CL*10 water dmg
39 Weather Guard Manip S3 90 Protection from Weather
40 (new) Remove Racial Ability/Immunity Construct S3 90 Remove a racial ability or immunity from a group (ER to resist).
41 (new) Restore BlahF Construct S6 180 Restore the MF/PF/TF/PsiF/TechF in area, Repair other forms of discontinuities/tears
42 (new) Time Stop Construct S6 180 Time Stop (as spell, use InnR to resist)

[PC5] Psionicist Classes Group


Psi30 Simplified Super Powers

# Name Field Drain PSPs Notes
1 Acid Blast /Toxic Wave Manip D4 160 1 group: CL*10 acid dmg
2 Air Blast Manip D3 120 1 group: CL*10 air dmg
3 Barrier Manip D2 80 Solid Wall of Force (as spell)
4 Control Thoughts Manip D4 160 Caster controls next CL/4 M actions (Int check at -CL)
5 Death Blast Combat D3 120 1 group: CL*5 vile necromantic dmg
6 Decrease Charisma Health D2 80 CL Chr dmg (no save)
7 Decrease Constitution Health D2 80 CL Con dmg (no save)
8 Decrease Dexterity Health D2 80 CL Dex dmg (no save)
9 Decrease Intelligence Health D2 80 CL Int dmg (no save)
10 Decrease Strength Health D2 80 CL Str dmg (no save)
11 Decrease Wisdom Health D2 80 CL Wis dmg (no save)
12 Earth Blast Manip D3 120 1 group: CL*10 earth dmg
13 Fire Blast /Hellblast Manip D3 120 1 group: CL*10 unholy fire dmg
14 Ice Blast Manip D4 160 1 group: CL*10 ice dmg
15 Ice Sheet Manip D4 160 Wall of Ice (CL*10 ice dmg)
16 Incr./Decr. Physicals Health D7 280 ±CL/3 P actions (save is Str check at -CL)
17 Increase Charisma Health D2 80 +CL Chr
18 Increase Constitution Health D2 80 +CL Con
19 Increase Dexterity Health D2 80 +CL Dex
20 Increase Intelligence Health D2 80 +CL Int
21 Increase Strength Health D2 80 +CL Str
22 Increase Wisdom Health D2 80 +CL Wis
23 Influence Manip D2 80 Command (no save); Suggestion (Will save); Demand (Will save)
24 Lightning Blast Manip D4 160 1 group: CL*10 lightning dmg
25 Mana Barrier Manip D3 120 Wall: Psionics (all freq.) cannot pass through
26 Mana Blast Combat D2 80 1 group: CL*10 astral dmg
27 Mirage Arcana Illus D5 200 (no PsiR) Even vs. those immune
28 Omniscience Detect D2 80 Divination 1 question/succ
29 Probability Travel Manip D4 160 Probability Travel
30 Ram Blast /Urban Renewal Combat D2 80 1 group of objects (or 30'x30' area): CL*10 hull dmg (inanimate objects only)
31 Resist Stun Health D1 40 Resist Stun (including Capital S Stun)
32 Slay Combat D3 120 1 target: CL*10 vile necromantic dmg
33 Spell Barrier Manip D5 200 Wall: Magic (all types) cannot pass through
34 Teleportation Manip D3 120 Teleport, no error, up to 1 plane
35 Temporary Insanity Manip D2 80 CL targets (may multi-target): Insanity (Will save for each)
36 Thunderclap Manip D5 200 1 group: CL*10 sound dmg
37 Treat Deadly Wounds Health D1 40 Heals 100% max hp (material componenting gives 200%)
38 Unhealthy Glow Health D2 80 CL Cml dmg (no save); Dirty cantrip
39 Water Blast Manip D3 120 1 group: CL*10 water dmg
40 (new) Fork Construct D6 240 1bM: Fork (can be used on up to a x8 multiplier effect)
41 (new) Defile BlahF Construct D6 240 Defile the MF/PF/TF/PsiF/TechF in area; Tempus Chaos
42 (new) Remove Class Ability/Immunity Construct D3 120 Remove a class ability or immunity from an element (affects 1 group).

[PC5] Psionicist Classes Group


Psi30 Simplified Ultra Powers

# Name Field Drain PSPs Notes
1 Annihilation Bolt Combat X10 500 1 group: CL*100 annihilation dmg [or] 1 idmg; Annihilated (PsiR; no save)
2 HyperGate Manip X2 100 Gate, no summoning sickness, up to CL planes removed
3 Incr./Decr. Mentals Health X7 350 ±CL/4 M actions (save is Int check at -CL)
4 Solid Stun Blast Combat X1 50 1 group: -CL*10 all actions; (CL-10)*100 astral dmg
5 Super Luck Detect X3 150 Choose result on next die roll
6 (new) Become Immaterial Construct X6 300 Insubstantial (see Major power); Immune to matter & energy; Can't be targetted.
7 (new) Halving Construct X3 150 Halve the hp on up to (CL-7)/3 targets (no save, IR to resist, may multi-target one target)
8 (new) Lock Down Construct X3 150 Lock down one action type in the room.
9 (new) Power Magnet Construct X6 300 Whenever someone targets a spell or psi effect in the room, it is redirected to you (treat as a x1 Special).
10 (new) Remove Terrain Feature Construct X6 300 Remove a Terrain Feature (-275+25*LVL%) (-100% per multiplier beyond x1).
11 (new) Set Off Triggers Construct X6 300 Cause all triggers on target to trigger prematurely, and target cannot use his next Clone (no save, ER to resist)
12 (new) Temporary Artifact Construct X9 450 Create a temporary artifact as if an Artificer of equal level, or create a Casting Cost LVL/3 or less MTG Artifact that lasts for 1 turn (see Planeswalker Artificer).

[PC5] Psionicist Classes Group


Basic Psi30 Information

P30Ps = Int + Wis + Chr - 36 +level*6.
Treat Wild Talents as level 0 for this calculation, elsewhere (for CL and ML) use level/2 (round up).
1 P30P = 10 PSPs (Psi1 or Psi2) for conversion purposes.
 
Drain Code: L M S D X
Type of Power: Minor Major Grand Super Ultra
P30P multiplier: x1 x2 x3 x4 x5
 
Multiply the P30P multiplier by the Drain Staging to get P30P cost.
For example, "Air Bolt" is an S3, so it's a Grand that costs 9 P30Ps.
(DM Note: The modern version of the power tables includes P30P costs for you.)
 
# Successes = Your level (or level/2 if wild talent).
 
Powers that do damage do 10% of max hp per success, with a save for half damage.
 
In the power progression, you may "three for one trade" upwards (3 Minors can be replaced with 1 Major, even at level 1).

[PC5] Psionicist Classes Group


Psi30 Minor Powers

Name Field Targ Type Drain P30Ps Notes
Armor Manip 3 Phys L3 3 Melee:+½ AC,-1dmg per hit/succ
Combat Sense (personal) Detect 2 Phys L2 2 +1 initiative,+1 saves/succ
Control Emotion Manip Chr Ment L4 4 Emotion:-1/succ on actions
Detect Psionics Detect R-1 Ment L2 2 Gives freq. & field of psi
Enhanced Hearing Detect 4 Ment L1 1 10%/succ Detect Noise
Entertainment Illus 2 Ment L1 1 Two D'lusion (as spell)
Hibernate Manip Con Phys L2 2 Feign Death & Suspend Animation
Invisibility Illus Int Ment L2 2 As spell, each creature resists
Levitate Item Manip W Phys L2 2 Caster controls up+down
Mask Illus Cml Ment L1 1 Alters appearance, Chr resists
Mental Armor Manip 9 Ment L6 6 -½ hit/succ per mental attack
Mob Mood Manip Int Ment L8 8 Control Emotions Blast
Object Mask Illus Cml Ment L2 2 Alters appearance, Chr resists
Spectacle Illus 3 Ment L2 2 Entertainment power with sound
Stun Touch Combat Wis Ment L1 1 Astral stunning
Treat Light Wounds Health Con Phys L1 1 Heals 10% max hp (1 succ)
Treat Mental Drain Health 7 Ment L34 34 regain 10*succ% Psi (all freq)
X-ray Gem Detect 3 Phys L2 2 Gem of X-ray vision (1'/succ)

[PC5] Psionicist Classes Group


Psi30 Major Powers

Name Field Targ Type Drain P30Ps Notes
[creature type] Form Manip W Phys M3 6 Polymorph Self (as spell)
Air Bridge Manip 4 Phys M2 4 Beam of Air than can walk on
Animate Manip W Phys M2 4 Animate Object (as spell)
Antidote Toxin Health Con Phys M3 6 Neutralize Poison (as spell)
Anti-Missile Barrier Manip 4 Phys M2 4 Ranged:+½ AC,-1dmg per hit/succ
Astral Psi Fingers Manip 4 Phys M2 4 1 Str,1 Dex/succ
Blackout Illus Int Ment M2 4 Blast:Cause Blindness(as spell)
Clairaudience Detect R+1 Ment M1 2 Clairaudience,can move
Clairvoyance Detect R+2 Ment M1 2 Clairvoyance,can move
Clout Manip 3 Phys M2 4 TK punch:roll TH, dmg=½*ä(succ)
Combat Sense Detect 3 Phys M2 4 +1 initiative,+1 saves/succ
Control Animal Manip Str Ment M4 8 Caster controls ½P action/succ
Death Touch Combat Wis Phys M3 6 Necromantic damage
Detect [creature type] Detect R Ment M2 4 Int resists,mult.targets
Detect [Object] Detect R Ment M2 4 Locates Object (dir./dist.)
Detect Life Detect R+2 Ment M1 2 Chr resists,mult.targets
Detect Psionics (ext.) Detect R-3 Ment M3 6 Gives freq. & field of psi
Dimension Door Manip R-2 Phys M4 8 Ps1N "Dimension Door"
Enlarge/Reduce Manip Str Phys M3 6 ñ10%/succ size
Existential Blues Manip Chr Ment M1 2 Depresses target (-½/succ)
Fashion Manip 3 Phys M1 2 Makes clothes look better
Flight Manip 3 Ment M1 2 Fly at 3"/succ
Ignite Manip W+4 Phys M4 8 Item save:magical fire+4-1/succ
Improved Invisibility Illus Int Ment M2 4 As spell, each creature resists
Know Exit Detect R+1 Ment M2 4 Know dir./dist. to nearest exit
Levitate Person Manip W+2 Phys M2 4 Caster controls, Str resists
Light/Darkness Manip 3 Phys M1 2 Modifies light in area
Lock/Unlock Manip 4 Phys M1 2 Locks/Unlocks (nonmagical lock)
Makeover Manip Cml Phys M1 2 Fixes hair,makeup,fingernails
Mana Touch Combat Int Phys M2 4 Astral damage
Mind Link Detect Int Ment M1 2 Ps2P "Mindlink", 1 target
Nausea Blast Health Con Phys M2 4 Area effect Nausea (-½TH/succ)
Object Physical Mask Illus Cml Phys M2 4 Changes appearance physically
Oxygenate Health Con Phys M3 6 +½ Con/succ vs. suffocation
Pathfinder Manip Dex Phys M3 6 Ps1N "Body Equilibrium"
Petrify/Reverse Petrify Manip Str Phys M6 12 Flesh to Stone, Con resists
Physical Mask Illus Cml Phys M1 2 Changes appearance physically
Power Touch Combat Con Phys M1 2 Astral damage
Ram Touch Combat Con Phys M2 4 1 hull point damage/succ
Seal Manip 5 Phys M2 4 Hold Portal (as spell)
Stimulation Illus Wis Ment M1 2 Euphoria:+½ (mental)hit/succ
Stun Beam Combat Wis Ment M2 4 Astral stunning
Stun Bolt Combat Wis Ment M1 2 Astral stunning
Treat Moderate Wounds Health Con Phys M1 2 Heals 30% max hp (2 succ)
Tri-D Entertainment Illus 4 Phys M2 4 Phantasmal Force with touch
Tri-D Spectacle Illus 5 Phys M3 6 Tri-D Enter. power with sound
Use [Prof.] Fingers Manip 5 Phys M4 8 Can use prof. over Psi Fingers
Warplight Manip 8 Phys M3 6 Object seen with Infra/Ultra

[PC5] Psionicist Classes Group


Psi30 Grand Powers

Name Field Targ Type Drain P30Ps Notes
Acid Bolt Manip 4 Phys S4 12 Acid damage, Con resists
Air Bolt Manip 3 Phys S3 9 Ele.Air damage, Dex resists
Analyze Device Detect C Ment S2 6 How to use object & its use
Analyze Psionic Item Detect C Ment S1 3 How to use item & its use
Analyze Truth Detect Wis Ment S2 6 Detects Lies,1 target
Bind Manip Dex Phys S2 6 Stopped & -½ Str/succ
Chaos Illus Int Ment S2 6 Distract:-1 TH/succ,1target
Clairaudience (ext.) Detect R-2 Ment S2 6 Clairaudience,can move
Clairvoyance (ext.) Detect R Ment S2 6 Clairvoyance,can move
Confusion Illus Int Phys S1 3 Confusion (as spell)
Control Actions Manip Str Ment S4 12 Caster controls ½P action/succ
Control Movement Manip Str Ment S2 6 Caster controls ½V action/succ
Cure Disease Health Con Phys S3 9 Cure Disease (as spell)
Death Beam Combat Wis Phys S4 12 Necromantic damage
Death Bolt Combat Wis Phys S3 9 Necromantic damage
Detect [cr. type] (ext.) Detect R-2 Ment S3 9 Int resists,mult.targets
Detect [Object] (ext.) Detect R-2 Ment S3 9 Locates Object (dir./dist.)
Detect Enemies Detect R+1 Ment S1 3 Wis resists,mult.targets
Detect Life (ext.) Detect R Ment S2 6 Chr resists,mult.targets
Detect Planar Energy Detect Chr Ment S1 3 Gives color of planar cord
Dimension Walk Manip 6 Phys S3 9 Ps1N "Dimension Walk"
Earth Bolt Manip 3 Phys S3 9 Ele.Earth damage,Con resist
Eyes of the Pack Detect Int Ment S1 3 Blast:can see through eyes
Fire Bolt Manip 3 Phys S3 9 Ele.Fire damage,Con resist
Flame Shield Manip 4 Phys S2 6 Protection from Fire
Grease Blast Manip 4 Phys S3 9 Grease & area Fumble (as spell)
Healthy Glow Health Cml Phys S2 6 +1 Cml/succ, Clean cantrip
Ice Bolt Manip 4 Phys S4 12 Ice damage, Con resists
Incr./Decr. Movements Health 8 Phys S7 21 ±1 V action /r per 2 successes
Lightning Bolt Manip 4 Phys S4 12 Lightning damage, Dex resists
Luck Detect 4 Ment S2 6 Gains +1(+5%)/succ on 1 action
Mana Beam Combat Int Phys S3 9 Astral damage
Mana Bolt Combat Int Phys S2 6 Astral damage
Mind Probe Detect Int Ment S1 3 Ps2P "Probe", 1 question/succ
Mob Rush Manip Str Ment S6 18 Control Movement Blast
Mob Scene Manip Str Ment S8 24 Control Actions Blast
Movement Manip Dex Phys S3 9 Gives +1V action
Nightvision Detect 4 Ment S1 3 Can see in magical/psi darkness
Overstimulation Illus Wis Ment S1 3 Massive Euphoria:+1 hit/succ
Poltergeist Manip 4 Phys S2 6 Objects fly around, 1 dmg/succ
Power Beam Combat Con Phys S2 6 Astral damage
Power Bolt Combat Con Phys S1 3 Astral damage
Prophylaxis Health Con Phys S3 9 +½ Con/succ vs. poison,drugs
Psi Sword Combat 5 Ment S2 6 Roll TH (+succ), dmg=ä(succ)
Psi Sword II Combat 6 Ment S3 9 As Psi Sword, can hit nonliving
Ram Beam /Wrecker Combat Con Phys S3 9 1 hull point damage/succ
Ram Bolt Combat Con Phys S2 6 1 hull point damage/succ
Resist Allergy Health * Phys S3 9 Remove -1 penalty/succ
Resist Pain Health Con Phys S1 3 Resists physical pain
Shadow (Personal) Manip Chr Phys S1 3 Polymorph & go to Shadow plane
Shapechange (Personal) Manip W Phys S3 9 Polymorph to any monster
Spark Manip W+5 Phys S4 12 Item save:lightning+2-1/succ
Spherical Vision Detect 4 Ment S2 6 All-Around Sight
Stabilize Health -hp Phys S1 3 Target at 1 hp (Target#=-hp/3)
Sterilize Combat 3 Phys S1 3 Removes bacteria,bugs,etc.
Stink Illus Con Phys S2 6 Stinking Cloud effect
Stun Blast /Sleep Combat Wis Ment S1 3 Astral stunning
Treat Serious Wounds Health Con Phys S1 3 Heals 60% max hp (3 succ)
Turn to Goo Manip Con Phys S6 18 Polymorphs target to sludge
Warpsense Detect R+1 Phys S3 9 Can see with Infra/Ultra
Water Bolt Manip 3 Phys S3 9 Ele.Water damage,Str resist
Weather Guard Manip C Phys S3 9 Protection from Weather

[PC5] Psionicist Classes Group


Psi30 Super Powers

Name Field Targ Type Drain P30Ps Notes
Acid Blast /Toxic Wave Manip 4 Phys D4 16 Acid damage, Con resists
Air Blast Manip 3 Phys D3 12 Ele.Air damage, Dex resists
Astral Hearing Detect 9 Ment D1 4 Clairaudience to Astral Plane
Astral Static/Fog Manip 6 Ment D3 12 +1 target#/succ penalty in area
Barrier Manip 5 Phys D2 8 Solid Wall of Force (as spell)
Chaotic World Illus Int Ment D2 8 Chaos Blast
Control Thoughts Manip Int Ment D4 16 Caster controls ½M action/succ
Death Blast Combat Wis Phys D3 12 Necromantic damage
Decrease Charisma Health Chr Ment D2 8 -1 Chr/succ
Decrease Constitution Health Con Phys D2 8 -1 Con/succ
Decrease Dexterity Health Dex Phys D2 8 -1 Dex/succ
Decrease Intelligence Health Int Ment D2 8 -1 Int/succ
Decrease Strength Health Str Phys D2 8 -1 Str/succ
Decrease Wisdom Health Wis Ment D2 8 -1 Wis/succ
Detect Enemies (ext.) Detect R-1 Ment D2 8 Wis resists,mult.targets
Earth Blast Manip 3 Phys D3 12 Ele.Earth damage,Con resist
Fire Blast /Hellblast Manip 3 Phys D3 12 Ele.Fire damage,Con resist
Foresight Detect 4 Ment D2 8 Augury of next 1r/succ
Heal Health Con Phys D2 8 Cures 1=10%,2=30%,3=60%,4=100%
Ice Blast Manip 4 Phys D4 16 Ice damage, Con resists
Ice Sheet Manip 4 Phys D4 16 Wall:Ice damage, Con resists
Incr./Decr. Physicals Health 12 Phys D7 28 ±1 P action /r per 3 successes
Increase Charisma Health Chr Ment D2 8 +1 Chr/succ
Increase Constitution Health Con Phys D2 8 +1 Con/succ
Increase Dexterity Health Dex Phys D2 8 +1 Dex/succ
Increase Intelligence Health Int Ment D2 8 +1 Int/succ
Increase Strength Health Str Phys D2 8 +1 Str/succ
Increase Wisdom Health Wis Ment D2 8 +1 Wis/succ
Influence Manip Chr Ment D2 8 1=Command,2=Suggestion,4=Demand
Lightning Blast Manip 4 Phys D4 16 Lightning damage, Dex resists
Mana Barrier Manip 6 Ment D3 12 Wall:Dead Psionics (all freq.)
Mana Blast Combat Int Phys D2 8 Astral damage
Mirage Arcana Illus 5 Ment D5 20 (no PsiR) Even vs. those immune
Mob Mind Manip Int Ment D8 32 Control Thoughts Blast (yuck!)
Omniscience Detect 4 Ment D2 8 Divination 1 question/succ
Power Blast Combat Con Phys D1 4 Astral damage
Preserve Health 5 Phys D5 20 Ps1N "Preservation", ½ lvl/succ
Probability Travel Manip 6+# Phys D4 16 Ps1N "Probability Travel"
Ram Blast /Urban Renewal Combat Con Phys D2 8 1 hull point damage/succ
Resist Stun Health Wis Ment D1 4 Resist -1TH/succ from hits
Slay [creature type] Combat R Phys D3 12 Necro. damage,1 target,Wis
Spell Barrier Manip 7 Ment D5 20 Wall:Dead Magic (all types)
Teleportation Manip 4+# Phys D3 12 No error,up to 1plane,#=#people
Temporary Insanity Manip Wis Ment D2 8 1 insanity [DMG1]/succ
Thunderclap Manip 5 Phys D5 20 Blast:Sound damage, Con resists
Transform Manip W+W Phys D3 12 Polymorph Other, Str resists
Treat Deadly Wounds Health Con Phys D1 4 Heals 100% max hp (4 succ)
Unhealthy Glow Health Cml Phys D2 8 -1 Cml/succ, Dirty cantrip
Water Blast Manip 3 Phys D3 12 Ele.Water damage,Str resist

[PC5] Psionicist Classes Group


Psi30 Ultra Powers

Name Field Targ Type Drain P30Ps Notes
Annihilation Bolt Combat 20 Phys X10 50 (Str+Int) resists, Annihilation
HyperGate Manip N*3 Phys X2 10 Gate, no stun, N = # of planes
Incr./Decr. Mentals Health 16 Ment X7 35 ±1 M action /r per 4 successes
Solid Stun Blast Combat Wis Ment X1 5 Astral stunning, x2 normal succ
Super Luck Detect 5 Ment X3 15 Choose result on next die roll

[PC5] Psionicist Classes Group


Metamind3

Level KXP
Spells
1 Psi4 (none)
2 10 (none)
3 30 (none)
4 60 (none)
5 100 (none)
6 150 (none)
7 210 (none)
8 280 (none)
9 360 (none)
10 450 (none)
11 550 (none)
12 660 (none)
13 780 (none)
14 910 (none)
15 1050 (none)
16 1200 (none)
17 1360 (none)
18 1530 (none)
19 1710 (none)
20 1900 (none)
21 2100 (none)
22 2310 (none)
23 2530 (none)
24 2760 (none)
25 3000 (none)
26 3250 (none)
27 3510 (none)
28 3780 (none)
29 4060 (none)
30 4350 (none)
31 4650 (none)
32 4960 (none)
33 5280 (none)
34 5610 (none)
35 5950 (none)
36 6300 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  8  2  3  1  0  1
+1  5  4  8  2  3  1  0  2
+2  6  4  8  3  4  2  0  2
+3  6  5  8  3  4  2  1  3
+3  6  5  9  3  4  2  1  3
+4  6  6  9  4  5  3  1  4
+5  7  6  9  4  5  3  2  4
+6  7  7  9  4  5  4  2  5
+6  7  7 10  5  6  4  2  5
+7  7  8 10  5  6  4  3  6
+8  8  8 10  5  6  5  3  6
+9  8  9 10  6  7  5  3  7
+9  8  9 11  6  7  6  4  7
+10  8 10 11  6  7  6  4  8
+11  9 10 11  7  8  6  4  8
+12  9 11 11  7  8  7  5  9
+12  9 11 12  7  9  7  5  9
+13  9 12 12  8  9  8  5 10
Requisites:  
Alignment: any
HD/level: d4
Weapon Prof.: 0+level/9
To Hit Table: +level*3/4
Save Table: Psi
Reference: PsiHB3-109
Groups: Psionicist
 
Level 1: +((LVL*2+11)/3) Psi3 power points.

[PC5] Psionicist Classes Group


Basic Psi3 Information

Psi3 Wild Talents
 
There are two methods for "Wild Talents" in Psi3. Neither require you to pick a discipline. Your Caster Level (CL) is half of your highest level. You may switch between methods during a reset.
 
Wild Talent Method 1
 
This method does not require feats.
 
Wild Talent Psi3 Calculation = Stat+HNCL-12
where "Stat" is any ability score you choose, and "HNCL" is "Highest Non-Concordant Level" (e.g. the highest level among your classes).
 
Use the progression below for powers gained (no stat bonus). Can trade one 1st for four 0th level powers.
You can never access powers greater than SL=7 with this wild talent.
 
HNCL Psi3 Wild
123 456 7
0-2 1-- --- -
3-5 2-- --- -
6-8 21- --- -
9-11 32- --- -
12-14 321 --- -
15-17 432 --- -
18-20 432 1-- -
21-23 543 2-- -
24-26 543 21- -
27-29 654 32- -
30-32 654 321 -
33-34 765 432 -
36+ 765 432 1
 
Wild Talent Method 2
 
This method requires feats, but you are not limited by how many powers you have, and you can get higher level powers faster.
 
Wild Talent Psi3 Calculation = (Str+Dex+Con+Int+Wis+Chr-60) / 6 + HNCL*3
 
You get no powers for "free", you need to spend feats.
Each feat spent gives your highest level in Psi3 power levels. A 0 level Psi3 power costs ¼ of a power level.
You need to be at least level equal to double the power level to use a power (e.g. you need to be 2nd level to use a 1st level power).
You can never access powers greater than SL=9 with this wild talent.

[PC5] Psionicist Classes Group


[Q3.0] Level 0 Psi3 Powers

## Level 0 Powers Discip. Short Description Source
1 Bolt Metcre You create a short-lived bolt, arrow or bullet. PsiHB3
2 Burst Psyport Target speed improves by 5 ft. for one round. PsiHB3
3 Catfall Psyport You recover well from a fall. PsiHB3
4 Control Shadow Psykin You control a normal shadow like a puppet. PsiHB3
5 Daze Telep Creature loses next action. PsiHB3
6 Detect Psionics Clasen You detect the presence of psionic activity. PsiHB3
7 Distract Telep Subject's mind wanders, imparting -1 penalty on some actions. PsiHB3
8 Elfsight Psymet You have lowlight vision. PsiHB3
9 Far Hand Psykin Minor telekinesis PsiHB3
10 Far Punch Psykin Telekinetic punch deals 1 damage. PsiHB3
11 Finger of Fire Metcre You deal 1d3 fire damage to one foe. PsiHB3
12 Float Psyport You buoy a target in water or other liquid. PsiHB3
13 Inkling Clasen You are 50% likely to know whether an intended action is good or bad. PsiHB3
14 Know Direction Clasen You know which way is north. PsiHB3
15 Lesser Natural Armor Psymet You gain +1 natural armor bonus. PsiHB3
16 Missive Telep You send a one-way telepathic message to subject. PsiHB3
17 My Light Psykin Your eyes emit 20-ft. cone of light. PsiHB3
18 Talons Psymet Your unarmed attacks do +1 damage. PsiHB3
19 Telempathic Projection Telep You modify subject's emotions. PsiHB3
20 Trinket Metcre You create a short-lived trinket. PsiHB3
21 Verve Psymet You gain 1 temporary hit point. PsiHB3

[PC5] Psionicist Classes Group


[Q3.1] Level 1 Psi3 Powers

## Level 1 Powers Discip. Short Description Source
1 Astral Construct I Metcre Creates astral construct to fight for you. PsiHB3
2 Attraction Telep Subject has mild attraction you specify. PsiHB3
3 Biocurrent Psykin Continuous bioelectrical current deals 1d4 electrical dmg/r to up to 2 cr. PsiHB3
4 Biofeedback Psymet Self control allows you to take some damage as subdual damage. PsiHB3
5 Bite of the Wolf Psymet Your base bite attack does 1d8 damage. PsiHB3
6 Call Weaponry Psyport Never lack for a weapon. PsiHB3
7 Charm Person Telep Makes one person your friend. PsiHB3
8 Combat Precognition Clasen You gain a +1 insight bonus to AC. PsiHB3
9 Compression Psymet You shrink 10%/level (max -50%). PsiHB3
10 Conceal Thoughts Telep You conceal your motives. PsiHB3
11 Control Light Psykin Control light levels up or down 20%/level. PsiHB3
12 Control Object Psykin You telekinetically animate a small object. PsiHB3
13 Create Sound Psykin You create the sound you desire. PsiHB3
14 Demoralize Telep Foes suffer -1 penalty on some actions. PsiHB3
15 Destiny Dissonance Clasen Your touch hurts your opponent's mind, dealing 1d8 subdual damage. PsiHB3
16 Disable Telep Subjects incorrectly believe they are disabled. PsiHB3
17 Dissipating Touch Psyport Touch deals 1d8 damage. PsiHB3
18 Empathic Transfer Psymet You absorb others' hurts. PsiHB3
19 Empathy Telep You know the subject's surface emotions. PsiHB3
20 Expanded Vision Clasen Wider vision allows you to see more. PsiHB3
21 Feather Fall Psyport Objects or creatures fall slowly. PsiHB3
22 Feel Light Psymet You use tactile sensation to see. PsiHB3
23 Feel Sound Psymet You use tactile sensation to hear. PsiHB3
24 Firefall Metcre Fiery sparks deal 1d4 fire damage in 10 ft. radius. PsiHB3
25 Grease Metcre Makes 10 ft. square or one object slippery. PsiHB3
26 Hammer Psymet Touch deals 1d8 bludgeoning damage. PsiHB3
27 Hear Light Psymet You use auditory sensation to see. PsiHB3
28 Hustle Psymet You gain one extra partial action. PsiHB3
29 Identify Clasen Identify single feature of psionic item. PsiHB3
30 Know Location Clasen You know, generally, where you are. PsiHB3
31 Lesser Cell Adjustment Psymet You heal 1d8 hp, +1 to next poison/disease save, or heal 1 ability point. PsiHB3
32 Lesser Concussion Psykin Pummel foe for 1d6 damage. PsiHB3
33 Lesser Metaphysical Wpn Clasen Weapon gains +1 bonus. PsiHB3
34 Lesser Mind Link Telep You forge a limited mental bond with another creature. PsiHB3
35 Minor Creation Metcre Creates one cloth or wood object. PsiHB3
36 Molecular Agitation Psykin You heat a creature or object. PsiHB3
37 Object Reading Clasen You know about an object's past. PsiHB3
38 Psycholuminesence Clasen Object sheds 20-ft. radius light. PsiHB3
39 See Sound Psymet You use visual sensation to hear. PsiHB3
40 Sense Link Telep You sense what the subject senses (one sense) PsiHB3
41 Skate Psyport Target slides (skillfully) along the ground as if ice. PsiHB3
42 Spider Climb Psyport Target can walk on walls and ceilings. PsiHB3
43 Steadfast Gaze Clasen Gaze attacks hold no terror for you. PsiHB3
44 Stomp Psykin Shock waves in the ground knock your foes prone. PsiHB3
45 Vigor Psymet You gain 3 temporary hit points. PsiHB3

[PC5] Psionicist Classes Group


[Q3.2] Level 2 Psi3 Powers

## Level 2 Powers Discip. Short Description Source
1 Animal Affinity Psymet You possess one ability score or the natural armor of a chosen animal. PsiHB3
2 Astral Construct II Metcre Create astral construct to fight for you. PsiHB3
3 Augury Clasen You find out if intended actions will be good or bad. PsiHB3
4 Aversion Telep Subject has aversion you specify. PsiHB3
5 Body Equilibrium Psymet You can walk on nonsolid surfaces. PsiHB3
6 Brain Lock Telep Subject cannot move or take any mental actions. PsiHB3
7 Burning Ray Metcre Fiery ray deals 3d6 damage to foe. PsiHB3
8 Cell Adjustment Psymet You heal 3d6 dmg, bonus to next poison/disease save, or heal 2 ability pts. PsiHB3
9 Chameleon Psymet Gain a +10 enhancement bonus to Hide checks. PsiHB3
10 Clairaudience/Clairvoy. Clasen Hear or see at a distance. PsiHB3
11 Claws of the Bear Psymet You gain a claw attack that inflicts 1d12 damage. PsiHB3
12 Combat Prescience Clasen +2 insight bonus to your attack roll. PsiHB3
13 Concussion Psykin Pummel foe for 3d6 damage. PsiHB3
14 Control Body Psykin You take rudimentary control of foe's limbs. PsiHB3
15 Control Flames Psykin You control heat and movement of a fire. PsiHB3
16 Control Wind Psykin Wind increased/decreased by up to 10 mph + 5 mph/level. PsiHB3
17 Darkvision Clasen You can see in the dark. PsiHB3
18 Detect Thoughts Telep You detect subject's surface thoughts. PsiHB3
19 Ecto Puppet Metcre You directly control an astral construct. PsiHB3
20 Ectoplasmic Cocoon Metcre You encapsulate a foe so it can't move. PsiHB3
21 Expansion Psymet You grow +10%/level (max +100%). PsiHB3
22 Glide Psyport Subject glides at speed of 20. PsiHB3
23 Inflict Pain Telep Your mental attack deals 3d6 damage. PsiHB3
24 Intrusive Sense Link Telep Subject senses what you sense. PsiHB3
25 Invisibility Psykin Subject is invisible for 10 min./level or until it attacks. PsiHB3
26 Knock Psyport Opens locked or psionically locked doors. PsiHB3
27 Levitate Psyport Subject moves up and down at your direction. PsiHB3
28 Painful Touch Psymet Your unarmed attacks deal extra 1d6 subdual damage. PsiHB3
29 Psionic Lock Psyport Psionically locks a portal or chest. PsiHB3
30 Recall Pain Clasen Foe takes damage from painful memory. PsiHB3
31 See Invisibility Clasen Reveals invisible creatures or objects. PsiHB3
32 Sense Psychoportation Psyport Know when others use this discipline. PsiHB3
33 Sensitivity to Psychic Imp. Clasen You can find out about an area's past. PsiHB3
34 Sever the Tie Psykin You deal 3d8 damage to undead in 10 ft. radius. PsiHB3
35 Sudden Minor Creation Metcre Quickly create cloth or wood object. PsiHB3
36 Suggestion Telep Compels subject to follow suggested action. PsiHB3
37 Sustenance Psymet You can go without food and water. PsiHB3

[PC5] Psionicist Classes Group


[Q3.3] Level 3 Psi3 Powers

## Level 3 Powers Discip. Short Description Source
1 Astral Construct III Metcre Astral construct fights for you. PsiHB3
2 Astral Steed Psyport Astral steed appears for one hour/level. PsiHB3
3 Bite of the Tiger Psymet Your base bite attack does 2d8 damage. PsiHB3
4 Charm Monster Telep Makes monster believe it is your ally. PsiHB3
5 Claws of the Vampire Psymet Your base unarmed attack does 1d8 damage. You heal the same amount. PsiHB3
6 Cone of Sound Psykin Sonic energy inflicts 5d4 sonic damage. PsiHB3
7 Control Sound Psykin You can create very specific sounds. PsiHB3
8 Create Food and Water Metcre Feeds three humans or one horse/level. PsiHB3
9 Crisis of Breath Telep You disrupt the target's breathing. PsiHB3
10 Danger Sense Clasen +2 bonus vs. trap. PsiHB3
11 Dimension Slide Psyport Instantly move to any spot you can see in Close range. PsiHB3
12 Displacement Psymet Attacks miss subject 50% of the time. PsiHB3
13 Duodimensional Hand Psymet Your unarmed attacks do slashing damage with an increased crit range. PsiHB3
14 Ectoplasmic Form Psymet Your amorphous form is hard to hurt. PsiHB3
15 False Sensory Input Telep You falsify one of the target's senses. PsiHB3
16 Fate Link Telep You link the fates of two targets. PsiHB3
17 Fly Psyport Subject flies at speed of 90. PsiHB3
18 Greater Concussion Psykin Pummel foe for 5d6 damage. PsiHB3
19 Improved Biofeedback Psymet You take charge of your body's damage. PsiHB3
20 Invisibility Purge Clasen Dispels invisibility within 5 ft./level. PsiHB3
21 Lesser Domination Telep Forces subject to obey your will. PsiHB3
22 Metaphysical Weapon Metcre Weapon gains +3 enhancement bonus. PsiHB3
23 Mind Link Telep You have a mental bond with others. PsiHB3
24 Negate Psionics Psykin Cancels psionic powers and effects. PsiHB3
25 Nondetection Clasen Hides subject from Clairsentient powers, and remote viewing. PsiHB3
26 Poison Sense Clasen Sense poison in 30-ft. radius. PsiHB3
27 Rejuvenation Psymet You heal 1 point temp. ability damage/hour. PsiHB3
28 Remote View Clasen You see subject from a distance. PsiHB3
29 Schism Telep Splits your mind into two independently functional parts. PsiHB3
30 Time Hop Psyport Subject hops forward in time 3d6 rounds. PsiHB3
31 Ubiquitous Vision Clasen You have all-around vision. PsiHB3
32 Undead Sense Clasen You sense the presence of undead. PsiHB3
33 Whitefire Metcre Deals 5d4 fire damage in 20 ft. radius. PsiHB3

[PC5] Psionicist Classes Group


[Q3.4] Level 4 Psi3 Powers

## Level 4 Powers Discip. Short Description Source
1 Amplified Invisibility Psykin Attack once and stay unseen. PsiHB3
2 Anchored Navigation Clasen You navigate from a fixed reference point that you mentally sense. PsiHB3
3 Astral Construct IV Metcre Astral construct fights for you. PsiHB3
4 Aura Sight Clasen You can read things in other's auras. PsiHB3
5 Detect Remote Viewing Clasen You know when others spy on you remotely. PsiHB3
6 Dimension Door Psyport Teleports you and 500 lb., 90 ft./level. PsiHB3
7 Dimensional Anchor Psyport Bars extradimensional movement. PsiHB3
8 Dismiss Ectoplasm Metcre Dissipates ectoplasmic targets. PsiHB3
9 Dismissal Psyport Forces a creature to return to a native plane. PsiHB3
10 Dissolving Touch Psymet Your acid touch deals 7d6 acid damage. PsiHB3
11 Divination Clasen Gain specific advice for proposed actions. PsiHB3
12 Domination Telep Subject obeys your will. PsiHB3
13 Fabricate Metcre Transforms raw goods to finished items. PsiHB3
14 Fatal Attraction Telep Implants death urge in target. PsiHB3
15 Fate of One Clasen You can reroll a bad roll. PsiHB3
16 Forced Mind Link Telep Creates mental bond with unwilling target. PsiHB3
17 Freedom of Movement Psyport Move normally despite impediments. PsiHB3
18 Immovability Psymet You are almost impossible to move. PsiHB3
19 Inertial Barrier Psykin Subject gains damage reduction (10/+5). PsiHB3
20 Mass Concussion Psykin Foes take 7d4 damage in 20 ft. radius. PsiHB3
21 Mindwipe Telep Target's recent experiences wiped away. PsiHB3
22 Polymorph Self Psymet You assume a new form. PsiHB3
23 Psychofeedback Psymet You can use power points to boost your Str, Con, and/or Dex ability mods. PsiHB3
24 Quintessence Metcre You collapse a bit of time into a physical substance. PsiHB3
25 Tailor Memory Telep False memory implanted in target. PsiHB3
26 Telekinesis Psykin Lift or move 25 lb./level at long range. PsiHB3
27 Wall of Ectoplasm Metcre You create a protective barrier. PsiHB3

[PC5] Psionicist Classes Group


[Q3.5] Level 5 Psi3 Powers

## Level 5 Powers Discip. Short Description Source
1 Adapt Body Psymet You adapt your body to hostile environments. PsiHB3
2 Astral Construct V Metcre Astral construct fights for you. PsiHB3
3 Baleful Teleport Psyport Destructive teleport deals 9d6 damage. PsiHB3
4 Brilliant Blast Psykin Light blast inflicts 9d4 damage in 20' radius. PsiHB3
5 Catapsi Telep Psychic static is a drag on power manifestation. PsiHB3
6 Clairtangency Psykin You can use Far Hand at any distance. PsiHB3
7 Ectoplasmic Armor Metcre You gain a +10 armor bonus. PsiHB3
8 Ectoplasmic Shambler Metcre Fog-like predator engulfs foes, dealing 2 dmg/r to foes while surrounded. PsiHB3
9 Energy Barrier Psymet You convert energy attacks to harmless light. PsiHB3
10 Graft Weapon Psymet A weapon becomes a natural part of you. PsiHB3
11 Greater Domination Telep Subject obeys your will. PsiHB3
12 Incarnate Metcre You make some psionic effects permanent. PsiHB3
13 Major Creation Metcre As Minor Creation, plus stone and metal. PsiHB3
14 Metaconcert Telep Mental concert of 2+ psions increases the total power of the participants. PsiHB3
15 Metamorphosis Psymet You take the form of creatures and objects. PsiHB3
16 Mind Probe Telep You discover the target's secret thoughts. PsiHB3
17 Molecular Rearrangement Psykin You transmute one metal to another. PsiHB3
18 Natural Armor Psymet You gain +4 natural armor bonus. PsiHB3
19 Power Resistance Clasen You gain power resistance. PsiHB3
20 Psychic Vampire Psykin Your touch attacks drains 2 power points/level from foe, which you gain. PsiHB3
21 Recall Agony Clasen Foe takes more damage from painful memory. PsiHB3
22 Sending Psyport Delivers short message anywhere instantly. PsiHB3
23 Sense Psionics Clasen You sense psionic powers and effects. PsiHB3
24 Teleport Psyport Instantly transports you anywhere. PsiHB3
25 Teleport Trigger Psyport Predetermined event triggers teleport. PsiHB3
26 True Seeing Clasen See all things as they really are. PsiHB3

[PC5] Psionicist Classes Group


[Q3.6] Level 6 Psi3 Powers

## Level 6 Powers Discip. Short Description Source
1 Ablating Psykin You are buffered from one Negate Psionics effect. PsiHB3
2 Astral Construct VI Metcre Astral construct fights for you. PsiHB3
3 Aura Alteration Telep Targets seems something it is not. PsiHB3
4 Banishment Psyport Banishes extraplanar creatures. PsiHB3
5 Breath of the Dragon Psymet Breath fire for 11d4 damage. PsiHB3
6 Disintegrate Psykin One creature or object vanishes. PsiHB3
7 Ethereal Jaunt Psyport You become ethereal for one round/level. PsiHB3
8 Flaming Shroud Metcre Encased foe takes 11d6 fire damage. PsiHB3
9 Greater Biocurrent Psykin Continuous bioelectrical current, 4d6 electrical dmg/r to up to 4 creatures. PsiHB3
10 Improved Fabricate Metcre As Fabricate, but ten times as much. PsiHB3
11 Improved Fly Psyport Subject flies at speed of 180. PsiHB3
12 Improved Vigor Psymet You gain 13 temporary hit points. PsiHB3
13 Mass Suggestion Telep Many targets follow suggested action. PsiHB3
14 Mind Switch Telep You switch minds with another. PsiHB3
15 Null Psionics Field Psykin Negates psionics within 10 ft. PsiHB3
16 Precognition Clasen More in-depth than Divination. PsiHB3
17 Remote View Trap Clasen Enemy remote viewers take 4d4 damage. PsiHB3
18 Retrieve Psykin You teleport to your hand an item you can see. PsiHB3
19 Shield of Prudence Clasen +6 insight bonus to AC. PsiHB3
20 Suspend Life Psymet Your life functions slow to imperceptibility. PsiHB3
21 Trace Teleport Psyport Learn origin or goal of subject's Teleport. PsiHB3

[PC5] Psionicist Classes Group


[Q3.7] Level 7 Psi3 Powers

## Level 7 Powers Discip. Short Description Source
1 Astral Construct VII Metcre Astral construct fights for you. PsiHB3
2 Contingency Metcre Sets trigger condition for another power. PsiHB3
3 Divert Teleport Psyport Choose destination for another's Teleport. PsiHB3
4 Emulate Power Clasen Manifest any psion power 6th-level and less. PsiHB3
5 Energy Conversion Psymet You convert energy attacks to one ray energy attack of your own. PsiHB3
6 Etherealness Psyport Travel to the Ethereal Plane with companions. PsiHB3
7 Fission Psymet You briefly duplicate yourself. PsiHB3
8 Imp. Anchored Navigation Clasen You can navigate from a fixed point even across planar boundaries. PsiHB3
9 Improved Telekinesis Psykin Lift or move 50 lb./level at long range. PsiHB3
10 Insanity Telep Subject is permanently wacky. PsiHB3
11 Mass Cocoon Metcre Ectoplasmic Cocoon, but bigger. PsiHB3
12 Mass Domination Telep Many targets subject to your will. PsiHB3
13 Oak Body Psymet You body becomes living wood. PsiHB3
14 Phase Door Psyport Invisible passage through wood or stone. PsiHB3
15 Plane Shift Psyport Up to eight subjects travel to another plane. PsiHB3
16 Reddopsi Psykin Foe's power rebounds on her. PsiHB3
17 Sequester Clasen Subject invisible to sight and remote viewing. PsiHB3
18 Teleport Without Error Psyport As Teleport with no off-targets. PsiHB3
19 True Concussion Psykin Pummels foe for 13d6 damage. PsiHB3
20 Ultrablast Telep Your mental scream deals 13d4 damage. PsiHB3

[PC5] Psionicist Classes Group


[Q3.8] Level 8 Psi3 Powers

## Level 8 Powers Discip. Short Description Source
1 Astral Construct VIII Metcre Astral construct fights for you. PsiHB3
2 Dream Travel Psyport You travel to other places through dreams. PsiHB3
3 Foresight Clasen Psionic senses warn you of impending danger. PsiHB3
4 Hypercognition Clasen You can deduce almost anything. PsiHB3
5 Improved Clairtangency Psykin You use Telekinesis at any distance. PsiHB3
6 Improved Etherealness Psyport Stay ethereal longer. PsiHB3
7 Iron Body Psymet Your body becomes living iron. PsiHB3
8 Mind Blank Telep Subject immune to mental/emotional effects, scrying, and remote viewing. PsiHB3
9 Mind Seed Telep Target slowly becomes you. PsiHB3
10 Mind Store Metcre Store your personality against future need. PsiHB3
11 Molecular Manipulation Psykin You increase or decrease an object's base hardness by 5. PsiHB3
12 Recall Death Clasen Foe vividly recalls its future death, and dies. PsiHB3
13 Shadow Body Psymet You become a living shadow (not the creature). PsiHB3
14 Telekinetic Sphere Psykin Mobile force globe protects one subject. PsiHB3
15 Teleportation Circle Psyport Circle teleports any creature inside to designated spot. PsiHB3
16 Temporal Acceleration Psyport Your time frame accelerates for two rounds. PsiHB3
17 True Creation Metcre As Major Creation but items are permanent. PsiHB3
18 True Domination Telep Dominated subjects less likely to defy your will. PsiHB3

[PC5] Psionicist Classes Group


[Q3.9] Level 9 Psi3 Powers

## Level 9 Powers Discip. Short Description Source
1 Affinity Field Psymet Effects that affect you also affect others. PsiHB3
2 Apopsi Telep You delete the psionic power of another. PsiHB3
3 Astral Construct IX Metcre Astral construct fights for you. PsiHB3
4 Astral Projection Psyport Projects you and friends into Astral Plane. PsiHB3
5 Confidante Telep You and another are permanently mentally bonded. PsiHB3
6 Detonation Psykin Pummels foe for 17d6 damage. PsiHB3
7 Dissolution Psykin You Disintegrate really large objects or creatures. PsiHB3
8 Genesis Metcre You instigate a new demiplane in the Astral Plane. PsiHB3
9 Greater Emulation Metcre Manifest any power 8th-level or less. PsiHB3
10 Metafaculty Clasen Subject cannot hide name or location from you. PsiHB3
11 Microcosm Telep Target explores imaginary world at the expense of the real one. PsiHB3
12 Monster Domination Telep Dominates any creature for less time. PsiHB3
13 Probability Travel Psyport You and friends physically enter Astral. PsiHB3
14 Psychic Surgery Telep Repair psychic dmg, impart knowledge of new powers, and similar things. PsiHB3
15 Shapechange Psymet You become any creature, change one/round. PsiHB3
16 Temporal Velocity Psyport Your time frame accelerates for 3d4 rounds. PsiHB3
17 Thrall Telep Target is your slave forever. PsiHB3
18 Time Regression Psyport Relive the last four rounds. PsiHB3
19 True Metabolism Psymet Regenerate 10 points/round for one minute. PsiHB3
20 True Telekinesis Psykin Lift or move 500 lb./level at long range. PsiHB3

[PC5] Psionicist Classes Group


Mind Flayer0

Level KXP Psi1&2
mMG SU
1 2.9 (owe) 1-- --
2 9.9 2-- --
3 26.4 3-- --
4 66 40- --
5 124.2 51- --
6 211.5 52- --
7 357 62- --
8 648 63- --
9 873 740 --
10 1098 841 --
11 1323 851 --
12 1548 852 --
13 1773 952 --
14 1998 962 --
15 2223 A62 c-
16 2448 A72 b-
17 2673 A73 a-
18 2898 B83 0-
19 3123 C84 1-
20 3348 D94 2-
21 3573 E95 3f
22 3798 FA5 3e
23 4023 GA6 3d
24 4248 HB6 4c
25 4473 IB7 4b
26 4698 JC7 4a
27 4923 KC8 50
28 5148 LD8 51
29 5373 MD9 52
30 5598 NE9 62
31 5823 OEA 63
32 6048 PFA 63
33 6273 QFB 73
34 6498 QFB 84
35 6723 QFB 94
36 6948 QFB A4
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  2  2  2  2  2  2  2  2
+0  3  3  3  3  3  3  3  3
+0  3  3  3  3  3  3  3  3
+0  4  4  4  4  4  4  4  4
+1  4  4  4  4  4  4  4  4
+1  5  5  5  5  5  5  5  5
+1  5  5  5  5  5  5  5  5
+1  6  6  6  6  6  6  6  6
+2  6  6  6  6  6  6  6  6
+2  7  7  7  7  7  7  7  7
+2  7  7  7  7  7  7  7  7
+2  8  8  8  8  8  8  8  8
+3  8  8  8  8  8  8  8  8
+3  9  9  9  9  9  9  9  9
+3  9  9  9  9  9  9  9  9
+3 10 10 10 10 10 10 10 10
+4 10 10 10 10 10 10 10 10
+4 11 11 11 11 11 11 11 11
Requisites: Int 18, Wis 16
Alignment: L any (or) any E
HD/level: & ++++d10
Weapon Prof.: & 2+level/5
To Hit Table: Psi +4 levels
Save Table: Mon +4 levels
Reference: DM
Groups: Psionicist, Monster
 
Has a psionic progression in Psi1 and Psi2. Gets Int bonus to psionic progression. PSPs = (Con+Int*2+Wis*2+Chr)/5*(Level+9). Gets one attack or defense per level, with defense F (Mind Blank) in Psi1 being free.
Level N (each level): +2 Int. This bonus cannot be used to qualify for the Mind Flayer0 class itself, and you can't 2 for 1 trade it away.
Level 1: Barbarian Int bonus; i.e. bonus is (Int-14)*2. Your Nonweapon Proficiencies = Int*2 +level.
Level 1: Sustain Int.
Level 1: +1M action only for psionics.
Level 1: You have 4 mouth-tentacles that do 1dLVL dmg. It uses your Mouth's P to attack with them. If all 4 hit on one target, you have drawn the enemy's brain forth (RSW save). You cannot wield weapons or other objects with these mouth-tentacles.
Level 1: MR 45+LVL*5%.
Level 4: +1 to number of psionic frequencies; meaning you can use powers from another psionic frequency that you know.
Level 9: Extra Barbarian Int bonus; i.e. bonus is (Int-16)*5/2, round down. Your Nonweapon Proficiencies = Int*3 +level.
Level 9: +1QM action only for psionics.
Level 14 ¶: +4 HNCL
Level 18: Super Barbarian Int bonus; i.e. bonus is (Int-18)*3. Your Nonweapon Proficiencies = Int*4 +level.
Level 18: +1QQM action only for psionics.

[PC5] Psionicist Classes Group


Basic Psi1 Information

PSI1 CLASS: Psionic Strength = (Int+Wis+Chr) / 3 * (Level+9)
WILD TALENTS: Psionic Strength = 64 + level + (Int+Wis+Chr-36) * (exceptional+1)
where "exceptional" is the number of mental stats(Int,Wis,Chr) of 16 or above.
Wild Talent Power Progression:
  Potential Number of:
Int+Wis+Chr Minor Major Grand Att+Def
0-7 1 0 0 1
8-15 2 0 0 2
16-23 2 1 0 3
24-31 3 1 0 4
32-39 4 1 0 5
40-47 4 2 0 6
48-55 4 2 1 7
56-63 5 2 1 8
64-71 6 3 1 9
72-79 7 3 1 10
80+ 8 4 2 11
 
It takes 1 nonweapon proficiency slot for a Minor, 3 slots for a Major, and 6 slots for a Grand to obtain 1st level of mastery.
Thereafter, 1/2 a slot will increase a power's level of mastery by 1.
Attacks and Defenses cost: A=1, B=0, C=½, D=1½, E=2, U=2½, F=0, G=½ , H=1, I=1½, J=2, X=2½ (in slots).
Psionicists get the number of powers seen in their progression at no proficiency cost, and their level of mastery is equal to their experience level. They could purchase higher levels of mastery (adding to their level).
 
 
PSIONIC ENCHANTMENTS (spend 1 spell of each level below to get new spell level)
 
Spell Level, Wizard: 0 1 2 3 4-8 9 10 11 12 13
Spell Level, Priest: 0 1 2 3 4-6 7 8 9 10 11
Upgrade Cost: 400 800 200 150 100 150 200 800 1800 3200

[PC5] Psionicist Classes Group


Psionic Blast / Ultra Blast

PSIONIC BLAST ATTACK UPON NON-NATURAL-PSIONIC CREATURE (20 attack pts)
Save for Range
Int+Wis 10yd 20yd 30yd
0-5 20 19 18
6-10 18 17 16
11-13 16 15 14
14-17 14 13 12
18-21 12 11 10
22-25 10 9 8
26-29 8 7 6
30-33 6 5 4
34-35 4 3 2
36-37 2 1 0
38+ 0 -1 -2
Save Modifiers
Additions Subtractions
wizard +1 panicked -1
priest +2 enraged -1
elf +2 confused -2
Intell. Fort. +2 hopeless -3
mind blank +2 stunned -3
psionicist +3 using psi power -4
dwarf +4 using ESP -5
halfling +4 asleep -6
helm/telepathy +4 unconscious -6
Tower/Iron Will +6 feebleminded (Int=0-5)
mind bar +6 insane NA
Int+Wis Death Coma Sleep Stun Confuse Enrage Panic Feeble 2Insanity 1Insanity 1Insanity
0-5 01-77 78-91 92 93 94 95 96 97 98 99 00
6-9 01-10 11-83 84-92 93 94 95 96 97 98 99 00
10-13 01 02-15 16-84 85-93 94 95 96 97 98 99 00
14-17 01 02 03-11 12-85 86-94 95 96 97 98 99 00
18-21 01 02 03 04-17 18-86 87-95 96 97 98 99 00
22-25 01 02 03 04 05-18 19-87 88-96 97 98 99 00
26-29 01 02 03 04 05 06-19 20-88 89-97 98 99 00
30-33 01 02 03 04 05 06 07-20 21-89 90-98 99 00
34-35 01 02 03 04 05 06 07 08-26 27-85 86-99 00
36-37 01 02 03 04 05 06 07 08 09-22 23-90 91-00
38+ 01 02 03 04 05 06 07 08 09 10-23 24-00
Duration - 2d6 d 5d4 t 2d4 t 1d4 t 2d4 r 2d4 r perm. perm. 2d6 w 1d4 w
 
ULTRABLAST ATTACK UPON NON-NATURAL-PSIONIC CREATURE (75 or 100 attack pts)
Int+Wis Save Death Coma Stun Confuse Feeblemind 1Insanity 2Insanity 3Insanity 4Insanity 5Insanity
0 NA - - - - - - - - - -
1-5 20 01-19 20-36 37-51 52-64 65-75 76-84 85-91 92-96 97-99 00
6-10 19 01-16 17-34 35-50 51-63 64-74 75-83 84-90 91-95 96-98 99-00
11-15 18 01-12 13-26 27-43 44-57 58-69 70-79 80-87 88-93 94-97 98-00
16-20 17 01-09 10-20 21-34 35-50 51-64 65-75 76-84 85-91 92-96 97-00
21-25 16 01-07 08-16 17-27 28-40 41-55 56-68 69-79 80-88 89-95 96-00
26-30 15 01-05 06-12 13-21 22-32 33-45 46-60 61-73 74-84 85-93 94-00
31-35 14 01-04 05-09 10-16 17-25 26-36 37-50 51-66 67-80 81-91 92-00
36-40 13 01-03 04-07 08-13 14-21 22-31 32-43 44-57 58-74 75-88 89-00
41-45 12 01-02 03-05 06-10 11-17 18-26 27-37 38-50 51-66 67-84 85-00
46+ 11 01 02-04 05-09 10-16 17-25 26-36 37-49 50-64 65-81 82-00
Dur. - - 2d4 d 10d6r 6d6 r Perm. Perm. Perm. Perm. Perm. Perm.

[PC5] Psionicist Classes Group


Psi1 Minor Powers

MINOR POWERS Cost Notes
Animal Telepathy 1/r 1=mamm,5=bird,6=rept,8=fish,10=spider,14=plant
Antipathy-Sympathy 35/h Antipathy-Sympathy (as spell)
Automaton 10/r Animate Object (as spell)
Body Equilibrium 1/r Water Walking, Feather Fall, Lessen Weight
Body Weaponry 1/r +level AC, +level unarmed damage
Cell Adjustment 1/hp Max.# hp = level*5, Cure Disease=20/70
Clairaudience 5/r 30'range per level
Clairvoyance 5/r 20'range per level
Command 5 Command (as spell)
Detect Danger 1/r 10+10*level% direction, 5+5*level% distance
Detection of Good/Evil 2/r 20+10*level% exact alignment, 10*level% objects
Detection of Life 4/r Gives dir.,dist.,size class (30'range per level)
Detection of Magic 3/r Gives type, school/sphere, and approx. level
Domination 5+HD/r Save; Psionic gets control of all actions
Empathic Control 1/HD Save-3; Emotion (as spell); no limit to HD
Empathy 3 Gives basic emotions of all in 10'wide path
ESP 2/r ESP (as spell)
Expansion 5/r Max.Press=Str of level+12, +level dmg, +level'
Hypnosis 1/HD Level>10 or Int16=save; Max.HD=ä(level)
Invisibility 3/t Mental Invisibility, affects ä(level) in HD
Levitation 3/t Levitate (as spell)
Lights 1/t Faerie Fire, Dancing Lights, Light
Locate 5/t Locate object, person, or type of creature
Memory Protection 1/d Immune to Forget,Feeblemind,Incantatrix effects
Microkinesis 1/s Telekinesis on a small object (max wt = level lbs.)
Mind Over Body 5/d No need for food,water,sleep for 2*level days
Molecular Agitation 1/r 1 dmg 1st r, 2 dmg 2nd r, etc. (max.dmg=level)
Movement Acceleration 10/r +1V Action
Object Reading 1/r Detects psychic impressions left on an object
Postcognition 1/fact Can see into past, double chances of Precog.
Precognition 1/fact Int+Wis+level*level-factor% chance correct
Psionic Trigger 10/d Contingency for 1 psi power (still need points)
Rapport 5/r 1=Share Memories, 3=Detect Lie, 4=Mind Scan
Reduction 2/t -level' until 1', then halve size each time
Sense 5/t See in darkness/fog, Hear in silenced/loud room
Spirit Speak 10/r Speak with Dead (as spell)
Suspend Animation 6 Ceases life functions for max of (level) weeks
Sens. to Psychic Imp. 1/r Gives freq., type, and field of all psi in area
Tap Psionic Link 7/r Can listen into Psi Link if within 30*level'
Telekinetic Barrier 5N /t Take -N dmg per physical attack (max N = level)
Telekinetic Blade 5/r Base damage CLdCL, considered +CL/3 weapon, mental weapon
Telep. Ventriloquism 1/' Save-3; Target actually says desired phrase
Tongues 20+6/r Tongues (as spell); 1 language/level

[PC5] Psionicist Classes Group


Psi1 Major Powers

MAJOR POWERS Cost Notes
Astral Projection 10 Astral Spell (as spell)
Aura Alteration 10/F/h F=#AL places moved, Remove Curse,Geas,Quest=8*SL
Aura Reading 3 Detect alignment, classes, skills, exact hp
Body Control 2/t Water Breathing, Resist environment 1 HD/level
Cellular Restoration 8 Reattaches severed limb, fixes damaged organ
Controlled Blinking 5/r Blink 10'/level each round (no action after 1st)
Deflection 1/% /h Energy (non-Physical) Reflection, max=level*10%
Dimension Door 10 Dimension Door (as spell); 90'/level
Dimension Walk 1/t Cover 30 miles in (40-level) minutes
Dispel Exhaustion 14 Mental Surgery (1) but all in psi link affected
Energy Control 1/HD Max.=level in HD damage, must be energy attack
Energy Dissipation 20 Take half damage from an energy attack
Etherealness 6/t Caster+50*level lbs. in Ethereal Plane
Flying 9/t Fly (as spell)
Foresight 18 Foresight (as spell)
Geas 40 Geas (as spell)
Improved Cell Adj. 1/hp Cell Adj. but range=10'*level, Max.hp=10*level/r
Improved Invisibility 9/t Invisibility but can attack and remain Invis.
Magic Jar 20 Magic Jar (as spell), save penalty -1/level
Mass Domination 10+HD Save-4; Max.=5 creatures of level HD
Mental Surgery 10*lvl 1=Dispel Exhaustion,5=Feeblemind,6=Cure Insanity
Mind Bar 5/d Immune to Ench/Cha,Magic Jar,Domination,Invis.
Molecular Manipulation 50 Makes object weak: 1=cord,5=chain,7=wood,9=metal
Molecular Rearrangement 10/lb. 1=soft,4=brass,7=bronze,10=steel,13=Mithril
Pass-Way 20/' Can pass through any material or Wall spell (no harm)
Paralysis Bolt 15+HD Save-6; 1 creature, Max.HD=2*level
Physical Acceleration 20/r +1P Action
Probability Travel 10/P P=#planes removed, fail=21-level%
Psionic Cage 50 Reverse Wards (no one can leave)
Shape Alteration 3+W W=weight/1000, Polymorph Self (as spell)
Standing Concentration 5/d Can convert 1P+1V Action to 1M if desired each r
Submit Illusion 12/t Submit a Spectral Force to subject's mind
Telekinesis 3/r Max.Weight=3*sum(level), accel. 2"/r move rate
Telempathic Projection 6 Empathy, but can send an emotion
Telepathy 1/r Operates up to 186,000 miles away on same plane
Telepathic Projection 1/r+HD Suggestion, Possession=2*Int+Wis+Chr points
Teleportation 20+1/% Teleport (as spell), can adjust roll by 1%/point
Transmutation 10 One effect in next turn can be changed to another element
True Sensory Input 4/r True Seeing (as spell), but all 5 senses
Wards 50 Pro.Evil&Scrying, no one can enter, break=150pts
X-ray Vision 15/r As per ring of X-ray vision

[PC5] Psionicist Classes Group


Psi1 Grand Powers

GRAND POWERS Cost Notes
Amplification 10*#cr Save; Sleep d6+3 hr, Gain (Int+Wis+Chr)*2 points
Amplify Power 10N +N to CL (or) +N*10% effect to next Psi1 power (max N=CL)
Death Stare 75 Save-6; Death; Stun 2d4r if over 2*level HD
Energy Cancel 3/HD As Energy Control but removes entire area effect
Energy Jar 15/HD As Energy Control, can throw affect yourself once for 1M
Endowment 100 Gain psionics, one row lower on table above
God Voice Ventrilo. 25/r Loud "god voice", deafness (save), suggestion (save)
Grand Domination 3*HD/r Save at penalty equal to level; no HD limit
Interdimensional Space 40+1/h Rope Trick (as spell); duration limit=1h/level
Limited Wish 320 Limited Wish (as spell)
Mental Acceleration 30/r +1M Action (can be used for anything)
Power Transfer 100*T T:Minor=1,Major=2,Grand=3, Object=½*Caster Psi
Preservation 50 1=Preserve,2=Trap Soul,5=Permanency,7=Stasis
Psionic Acceleration 20/r +1M Action (must be used on natural psionics)
Psionic Amplification 8*Mult Multiplies a power; Max.=level/4+1
Psionic Disruption 40/r No psi powers (any freq.) can be used in 50'r
Restoration 60 Restoration, Restores Items, Stops dual-nature
Severance 20*SL Save; stops use of any 1 ability in creature
Shade 100 Creates a ghost/shade of person who died here, half powers
Suppression 3/r Cannot use or be affected by psionics, all psi effects drop

[PC5] Psionicist Classes Group


Psi1 Super Powers

SUPER POWERS Cost Notes
Cellular Heal/Harm X up to X targets: Heal or Harm X% of max hp
Counterspell 40*SL [0 action to use] Counters a Magic/Psi/Innate
Energy Dampen 1/HD/d Permanent Energy Cancel on self or 100'cu area
Full Acceleration 50/r +1 Full Action /r
Hero Element 700 Casts any one 1st level Hero spell
Legend Element 400 Casts any one 1st level Legend spell
Mental Deceleration 100*N Target loses next N mental actions (no save)
No Resistance 400 1 target: Lowers Class VI,PsiR,Defense X for 1t
Opposing Acceleration 60/r +1 Opposing Action /r
Physical Deceleration 50*N Target loses next N physical actions (no save)
Quick Mental Accel. 60/r +1 QM Action /r
Rapid Fire 80/r x2 number of Psi1 attacks/r, stacks with itself
Shotokan Spirit 60/r Know and can use all Psi0 minor/major/grand powers
Sinanju Spirit 60/r Know and can use all Martial Arts powers
Super Domination 10*HD Dominate one target (no save, no PsiR, no Wis)
Telekinetic Crush X 1 target: X*X*X telekinetic damage (no save)
Versatility 1000 Permanent: +1 max. # of classes or # psi.freq.
Wish 480 Wish (as spell), or any Psi2 Dev/Sci/High Sci

[PC5] Psionicist Classes Group


Psionic vs. Psionic in Mental Combat

Attack
Strength
Attack
#.Mode
F.Mind
Blank=1
G.Thought
Shield=2
H.Mental
Barrier=3
I.Intellect
Fortress=8
J.Tower of
Iron Will=10
1- 25 A.Psionic Blast=20 3 7 4 1 0
B.Mind Thrust=4 12 4 0 0 1
C.Ego Whip=7 8 3 0 0 0
D.Id Insinuation=10 1 6 8 1 1
E.Psychic Crush=14 2% 0% 0% 0% 0%
U.Ultrablast=75/100 6 10 8 4 2
26- 50 A.Psionic Blast=20 6 9 6 2 0
B.Mind Thrust=4 15 6 1 0 2
C.Ego Whip=7 12 4 0 0 0
D.Id Insinuation=10 2 8 10 3 3
E.Psychic Crush=14 5% 2% 1% 0% 0%
U.Ultrablast=75/100 12 19 15 8 3
51- 75 A.Psionic Blast=20 10 12 9 4 1
B.Mind Thrust=4 18 9 2 2 3
C.Ego Whip=7 17 6 1 1 1
D.Id Insinuation=10 4 11 13 7 6
E.Psychic Crush=14 9% 4% 2% 1% 0%
U.Ultrablast=75/100 18 27 21 12 5
76-100 A.Psionic Blast=20 15 16 13 7 2
B.Mind Thrust=4 22 13 5 4 5
C.Ego Whip=7 23 9 3 2 3
D.Id Insinuation=10 7 15 17 12 10
E.Psychic Crush=14 14% 7% 5% 3% 2%
U.Ultrablast=75/100 24 34 26 16 8
101-125 A.Psionic Blast=20 21 21 18 11 4
B.Mind Thrust=4 26 18 9 7 8
C.Ego Whip=7 30 13 6 4 6
D.Id Insinuation=10 11 20 22 18 15
E.Psychic Crush=14 20% 11% 9% 6% 4%
U.Ultrablast=75/100 30 40 30 20 12
126-150 A.Psionic Blast=20 28 27 18 16 7
B.Mind Thrust=4 30 24 9 11 12
C.Ego Whip=7 38 18 6 7 10
D.Id Insinuation=10 16 26 22 25 21
E.Psychic Crush=14 27% 16% 9% 10% 7%
U.Ultrablast=75/100 36 45 33 24 18
151-175 A.Psionic Blast=20 36 34 31 22 11
B.Mind Thrust=4 34 31 25 15 17
C.Ego Whip=7 47 24 15 11 15
D.Id Insinuation=10 22 33 35 33 28
E.Psychic Crush=14 35% 22% 20% 15% 11%
U.Ultrablast=75/100 42 50 36 28 24
 
OTHER ATTACK & DEFENSE MODES
 
Attack Mode T (Psionic Touch): As per attack mode A, but range touch, affects only one target, and there is no saving throw.
Attack Mode V (SuperBlast): This attack theoretically should exist based on its existence in Psi2. It would cost 250 attack points and have the same effect that it has in Psi2.
Defense Mode X (UltraShield): Costs 20 defense points per round to use; you cannot attack or be attacked psionically in any frequency.

[PC5] Psionicist Classes Group


Psionic Attack Upon Defenseless Psionic

Attack
Strength
Attack
#.Mode
Defender's Original Psionic Strength
10-59 60-109 110-159 160-209 210-259 260-309 310+
1- 25 A.Psionic Blast=20 D C C 15 10 5 5
B.Mind Thrust=4 W W 40 35 30 25 20
C.Ego Whip=7 30 25 20 15 10 5 5
D.Id Insinuation=10 40 35 30 25 20 15 10
E.Psychic Crush=14 72% 60% 50% 40% 30% 20% 10%
U.Ultrablast=75/100 S P W 40 30 20 10
26- 50 A.Psionic Blast=20 S D C C 15 10 5
B.Mind Thrust=4 W W W 40 35 30 25
C.Ego Whip=7 35 30 25 20 15 10 5
D.Id Insinuation=10 R 40 35 30 25 20 15
E.Psychic Crush=14 75% 62% 52% 42% 32% 22% 12%
U.Ultrablast=75/100 I S P W 40 30 20
51- 75 A.Psionic Blast=20 W S D C C 15 10
B.Mind Thrust=4 P W W W 40 35 30
C.Ego Whip=7 40 35 30 25 20 15 10
D.Id Insinuation=10 R R 40 35 30 25 20
E.Psychic Crush=14 79% 65% 55% 45% 35% 25% 15%
U.Ultrablast=75/100 K I S P W 40 30
76-100 A.Psionic Blast=20 P W S D C C 15
B.Mind Thrust=4 P P W W W 40 35
C.Ego Whip=7 P 40 35 30 25 20 15
D.Id Insinuation=10 R R R 40 35 30 25
E.Psychic Crush=14 84% 69% 59% 49% 39% 29% 19%
U.Ultrablast=75/100 K K I S P W 40
101-125 A.Psionic Blast=20 K P W S D C C
B.Mind Thrust=4 P P P W W W 40
C.Ego Whip=7 I P 40 35 30 25 20
D.Id Insinuation=10 R R R R 40 35 30
E.Psychic Crush=14 90% 74% 64% 54% 44% 34% 24%
U.Ultrablast=75/100 K K K I S P W
126-150 A.Psionic Blast=20 K K P W S D C
B.Mind Thrust=4 P P P P W W W
C.Ego Whip=7 I I P 40 35 30 25
D.Id Insinuation=10 R R R R R 40 35
E.Psychic Crush=14 97% 80% 70% 60% 50% 40% 30%
U.Ultrablast=75/100 K K K K I S P
151-175 A.Psionic Blast=20 K K K P W S D
B.Mind Thrust=4 K P P P P W W
C.Ego Whip=7 I I I P 40 35 30
D.Id Insinuation=10 R R R R R R 40
E.Psychic Crush=14 99% 87% 77% 67% 57% 47% 37%
U.Ultrablast=75/100 K K K K K I S
Code Effect
# Psionic attack points lost, beyond 0 attack pts = hp dmg
C Confused for 2d4 rounds
D Dazed for 1d4 turns, no psionic or other mental activity
I Idiocy, Int = 1d4, psionic ability lost, curable with Heal spell
K Killed
P Permanent loss of one random Psi1 power, and Dazed as above
R Robot, mind under control of attacker, save can be made every 2d4 weeks
S Sleeping in coma for 1d4 weeks
W Wounded, One random Psi1 power lost for 2d4 weeks
 
If the subject is immune to the effect (or the effect is redundant/meaningless), treat letters as a "40" instead

[PC5] Psionicist Classes Group


Basic Psi2 Information

Psi2 Psionicists:
PSPs = Wis*2+Int+Con-40+(Wis-5)*(level-1)
Wild Talents:
PSPs = Int+Wis+Con+4*level
Wild Talents Potential Number of:
Int+Wis+Con Devotions
(Minors)
Sciences
(Majors)
High Sci
(Grands)
Att+Def
0-14 1 0 0 1
15-29 2 0 0 2
30-44 3 1 0 3
45-59 4 2 0 4
60-74 5 3 1 5
75+ 6 4 2 6
Minimum Level: 0 3 8 0
 
It takes 1 nonweapon proficiency slot for a Devotion, 3 slots for a Science or Meta-Psionic Devotion, and 6 slots for a Meta-Psionic Science or High Science. This gives 1st level of mastery in that power.
There are no prerequisites for any power for both Wild Talents and Psionicists.
A "power score" is making the roll by 10. There are no terrible failures. If you fail, you spend no PSPs.
Each additional proficiency slot spent for a power does 1 of three things (choose 1 per slot spent):
1. Roll an extra 1d20 for check, and choose best roll.
2. Get a +1 on the target check number.
3. Increase the level of mastery (caster level) by 1. You cannot have more than double your level in CL (max = equal to level for Wild Talents).

[PC5] Psionicist Classes Group


Psi2 Combat

MAC (Mental Armor Class) = 25-Wis (Wis below 15 gives MAC of 10)
Use Int as if it was Balance (under Dex) to adjust MAC.
MTHAC0 (Mental THAC0) = 21-(Psi2 level)
Use Wis as if it was Efficiency (under Str) to adjust MTHAC0.
    MAC adjustment for defenses ("-" means better MAC)
#Att dmg Mind
Blank
Thought
Shield
Mental
Barrier
Intellect
Fortress
Tower of
Iron Will
Ultra-
Shield
Psionic Blast 4 1 -3 +2 -5 +4 +3 -6
Mind Thrust 3 1 +5 +3 -2 -3 -5 -5
Ego Whip 2 2 +3 +4 +2 -4 -3 -4
Id Insinuation 3 2 -5 -3 -1 +2 +5 -7
Psychic Crush 2 3 +1 -4 +4 -1 -2 -8
Ultrablast 3 3 +8 +7 +6 +5 +4 0
 
"dmg" is how many Tangents are gained on the target. 3 Tangents equal 1 Contact at which time each hit has the effect listed in the power descriptions. This system is not used against those who do not have frequency 2 psionics; the only way to get contact on them is by using Contact, Passive Contact or Mass Contact.
There will be ways of (with items) adjusting MAC and MTHAC0 in the future.
PSIONIC ENCHANTMENTS (spend 1 spell of each level below to get new spell level)
 
Spell Level, Wizard: 0 1 2-10 11 12 13 14 15 16
Spell Level, Priest: 0 1 2-9 9 10 11 12 13 14
Upgrade Cost: 200 400 100 400 900 1600 2500 3600 4900

[PC5] Psionicist Classes Group


Psi2 Devotions (Minors)

# Power Disip. Check PSPs Effect Power Score Source
1 Absorb Disease Metab Con-3 12 Moves a disease to psionic Destroys a disease PHBR5
2 Accelerate Metab Con-2 10+10/m Haste Super Haste (+2 P/V) WatW2
3 Acceptance Telep Int 10+2/t Captives become passive/docile Betray each other DSDK2
4 Adrenalin Control Metab Con-3 8+4/r +1d6 Str,Dex,or Con +1d6 to all three PHBR5
5 Aging Metab Con-7 15 (level)d4 years aged (level)d10 years PHBR5
6 Alignment Stabilization Telep Wis-1 15+10/d Keeps alignment from changing Maintenance 5/d DSDK2
7 All-Round Vision Clair Wis-3 6+4/m Can see in all directions Infravision gained PHBR5
8 Alter Features Metab Con-1 6+3/t Alter Self Change Self WatW2
9 Amnesia Telep Wis-2 C+5/r Amnesia Free Maint. 1d10 d WatW2
10 Animate Object Kinet Int-3 8+3/m Animates object;move rate 6 Animation is smooth PHBR5
11 Animate Shadow Kinet Wis-3 7+3/m Animates shadow;no effect Range is 100y PHBR5
12 Astral Projection Port Int 6+2/h Go to Astral with silver cord Color pool nearby PHBR5
13 Attraction Telep Wis-4 C+8/m Strong attraction for thing Obsession for thing PHBR5
14 Aversion Telep Wis-4 C+8/t Strong aversion for thing Afraid of thing PHBR5
15 Awe Telep Chr-2 C+4/r Won't attack caster (save) No save PHBR5
16 Ballistic Attack Kinet Con-2 5 Roll TH; (level)d4 damage (level)d8 damage PHBR5
17 Beast Mastery Telep Wis-3 20+H/d Control beast (Max.Int=level) 5 PSPs initial cost DSDK2
18 Biofeedback Metab Con-2 6+3/r -2 dmg/att;+level/3 AC bonus +level AC bonus PHBR5
19 Blink Port Int+1 7+3/r Blink Blink Wounding 1/r WatW2
20 Body Control Metab Con-4 7+5/m Breathe,move normally; 0 dmg terrain Can change environ. PHBR5
21 Body Equilibrium Metab Con-3 2+2/m Water Walking, Feather Fall 1 d w/o Maintenance PHBR5
22 Body Weaponry Metab Con-3 9+4/r Convert arm to weapon Weapon is +1/+0 PHBR5
23 Bone Reading Clair Wis-1 15 Know who died in this spot See last 10 min of life WatW2
24 Cannibalize M-Psi Con -8*Con +8 PSPs/Con;Con returns 1/w +8 PSPs PHBR5
25 Carapace Metab Int 5+1/r +level AC; -(11-level) Dex No Dex loss DSDK2
26 Catfall Metab Dex-2 4 30'fall:no dmg;other @ h dmg 50'fall:no dmg PHBR5
27 Cause Decay Metab Con-2 4 Item falls apart(save vs.acid) No save allowed PHBR5
28 Cause Sleep Metab Wis-2 9+2/r Sleep (save) No memory of sleep WatW2
29 Cell Adjustment Metab Con-3 1/hp 20*level hp:1r;disease=+5 PSPs Half cost in PSPs PHBR5
30 Chameleon Power Metab Con-1 6+3/m Can match surroundings well +15% HS PHBR5
31 Chemical Stimulation Metab Con-4 9+6/r level dmg acid (items save) No item saves PHBR5
32 Cognitive Trance M-Psi Int 4 Photographic Memory; cannot use V +4 Int checks 1 d WatW2
33 Combat Mind Clair Int-4 5+4/r +level/3(round up) group init. Psionic:+level/3 AC PHBR5
34 Compact Kinet Wis-1 4 Reduce object volume 90% Reduce volume 95% DSDK2
35 Conceal Thoughts Telep Wis 5+3/m Gain contest vs.ESP,Probe,etc. Imm to those powers PHBR5
36 Concentrate Water Kinet Con-3 10 Make 1-9 gal.water from area Double water amount DSDK2
37 Contact Telep Wis Int+1/r -2 check if resisting Maintained 4r for free PHBR5
38 Control Body Kinet Con-2 8+8/r Control all P,V actions Auto. win Contest PHBR5
39 Control Flames Kinet Wis-1 6+3/r x2/ 2 fire; move 9; (level)d4 x3/ 3 fire; (level)d6 PHBR5
40 Control Light Kinet Int 12+4/m Dim or brighten light Maintenance 1/r PHBR5
41 Control Sound Kinet Int-5 5+2/m Dampen,disguise,increase sound Maintenance 1/r PHBR5
42 Control Wind Kinet Con-4 16+10/r 5*level Mph; change dir. 10*level Mph PHBR5
43 Convergence M-Psi Wis 8 10y: All PSPs in link combine CLs in link combine PHBR5
44 Create Sound Kinet Int-7 8+3/r Audible Glamer (as spell) Double level PHBR5
45 Cryokinesis Kinet Wis 8+7/r Molecular Agitation but cold 1d3/r 2d3/r WatW2
46 Danger Sense Clair Wis-3 4+3/t Know if danger nearby Know distance PHBR5
47 Daydream Telep Wis C+3/r Mind wanders;+20% Thief Abil. +30% Thief Abilities PHBR5
48 Deflect Kinet Int 4 Deflect a missile -- WatW2
49 Dimension Blade Port Con-1 6+5/r Weapon ignores natural AC; +2/+2 x2 dmg WatW2
50 Dimension Walk Port Con-2 8+4/t Move 30 miles in (40-level)m Halve time PHBR5
51 Dimensional Door Port Con-1 4+2/r Can't see destination:stun 1r No stun PHBR5
52 Dimensional Screen Port Con-3 9+6/r Spherical Dim Door around you -- WatW2
53 Displacement Metab Con-3 6+3/r As per Displacer Beast AC bonus is +4 PHBR5
54 Double Pain Metab Con-3 7 All dmg phantom x2 for 1t SS or unc. each hit PHBR5
55 Dream Travel Port Wis-4 1/25M/P Move up to 500M in (48-lvl)t Halve time PHBR5
56 Duo-Dimension Port Con-2 11+4/r No thickness Wpn is Dim Blade WatW2
57 Ectoplasmic Form Metab Con-4 9+9/r Pass through solid objects Maintenance 3/r PHBR5
58 Ego Whip [C] Telep Wis-3 4 -5 rolls; Max spell=3rd: 1d4r Max spell=1st: 1d6 r PHBR5
59 Empathy Telep Wis C+1/r Sense emotions Subject of emotions PHBR5
60 Empower (weak version) M-Psi Wis-12 25+50X Object PSP=(Dev+2*Sci+3)*L -- PAoA2
61 Enhanced Strength Metab Wis-3 2S+S/r Increase strength, Max=level Max=2*level PHBR5
62 Enhancement M-Psi Wis-3 30+8/m +2 check in 1 Disc;others -1 Others not reduced PHBR5
63 Environment Clair Int-2 5 Mental image of object's loc. 1m of observation DSDK2
64 ESP Telep Wis-4 C+6/r Know surface thoughts Maintained 1r for free PHBR5
65 Ethereal Traveler Port Wis-4 15+2/r Wraithform (as spell) Maintained free 24h DSDK2
66 Expansion Metab Con-2 6+1/r Increase dimension by 50%/r Increase by 100%/r PHBR5
67 False Sensory Input Telep Int-3 C+4/m Change sensory input slightly Any false perception PHBR5
68 Feel Light Clair Wis-3 7+5/m Can feel light;+4 vs. gaze Feel in all directions PHBR5
69 Feel Moisture Clair Wis-3 5+1/m Can detect water & amount Maintained free 4h DSDK2
70 Feel Sound Clair Wis-3 5+3/m Can feel sound;+2 vs. sonic Thief DN 10*level% PHBR5
71 Fighting Trance M-Psi Wis-1 4+1/r +1 AC/saves/TH; -1 power checks another +1 WatW2
72 Flesh Armor Metab Con-3 8+4/r +roll AC, Max=level +1 more AC PHBR5
73 Focus Forgiveness Telep Wis-3 10+2/h Temporarily forget Quest,Geas Maintenance cost 1/h DSDK2
74 Forced Symmetry Metab Int-2 12 Makes 2 halves of body same Change is permanent DSDK2
75 Ghost Writing Kinet Wis-2 8+3/m Write 5 words/r:remote paper Write 15 words/r DSDK2
76 Gird M-Psi Int-3 2*M/m Maintain powers w/o conc. Maintain in sleep PHBR5
77 Graft Weapon Metab Con-5 10+1/r Connect weapon to body; +1/+1 Bonus is +4/+4 PHBR5
78 Hear Light Clair Wis-3 6+3/m Can hear light Can hear infrared PHBR5
79 Heightened Senses Metab Con 5+1/m Triple sensory sensitivity 1 sense increased 1d PHBR5
80 Hivemind M-Psi Wis-1 2 Gain 4*level PSPs from insects Gain 8*level PSPs DSDK2
81 Identity Penetration Telep Wis-3 C+6/m See through polymorph,illusion -- PHBR5
82 Immovability Metab Con-5 9+6/r Need 10*roll in Str to move Impossible to move PHBR5
83 Impossible Task Telep Wis-1 10+5/d Believes task is impossible Maintained free 1m DSDK2
84 Incarnation Awareness Telep Wis-4 C+13/r Gain info. about 1 past life/r All past lives in 1r PHBR5
85 Inertial Barrier Kinet Con-3 7+5/r Melee:delay 1r;Mis.:-dice dmg Mis.:-dice-1 dmg PHBR5
86 Inflict Pain Telep Con-4 C+2/r -4 TH; no spells (save) unc. 1d10r (save) PHBR5
87 Insect Mind Telep Int-2 7+1/m +2 Chr with insects Maintained free 1d DSDK2
88 Intensify M-Psi ***-3 5S+1/r +S Int,Wis,or Con,-S other 2 Cost is 3S+1/r PHBR5
89 Invincible Foes Telep Wis-3 C+5/r Next hit drops target 1t -- PHBR5
90 Invisibility Telep Int-5 C+2/r/P Makes someone invisible Superior Invisibility PHBR5
91 Iron Will M-Psi Wis 8+3/m Can fully act up to -10 hp Can act up to -15 hp WatW2
92 Know Course Clair Int-2 5+4/h Find the Path Radial Navigation WatW2
93 Know Direction Clair Int 1 Know which way is North Maintained for 1 day PHBR5
94 Know Location Clair Int 10 Gives simple idea of location Learn exact location PHBR5
95 Levitation Kinet Wis-3 12+2/m Up/down move rate 6 Move rate 12 PHBR5
96 Lend Health Metab Con-1 4 Transfer hp from psionic Target gets double PHBR5
97 Life Detection Telep Int-2 3+3/m Detect Life (as spell) -- PHBR5
98 Magnetize Kinet Int-1 2W Metal obj magnetised L r (W=weight) No Str check allowed WatW2
99 Magnify M-Psi Wis-5 25M+M/r Mult. power (Max=level/5+1) M+1, no extra cost PHBR5
100 Martial Trance M-Psi Wis-3 7 +1 checks; no P,V actions Only lose P actions PHBR5
101 Mass Manipulation Kinet Int-3 9+9/r Modify weight -75% to +100% -90% to +300% WatW2
102 Mental Barrier [H] Telep Wis-2 3 Costs no action to use No contact for 2r PHBR5
103 Mind Bar Telep Int-2 6+4/m 75% vs. Ench/Cha;immune Telep. +5 in contests PHBR5
104 Mind Blank [F] Telep Wis-7 0 Costs no action to use -- PHBR5
105 Mind Over Body Metab Wis-3 10/d/P Don't need food,water,sleep Don't need rest after PHBR5
106 Mind Thrust [B] Telep Wis-2 2 Lose 1 power 2d6d -- PHBR5
107 Molecular Agitation Kinet Wis 7+6/r Destroy object in 5r (save-10) Destroy in 3r PHBR5
108 Molecular Bonding Kinet Int-1 5+4/m Join 2 objects at molecular level 6 sq" /r 24 sq" /r WatW2
109 Molecular Manipulation Kinet Int-3 6+5/m Object is weakened (-2 save/r) (-4 save/r) PHBR5
110 Momentum Theft Kinet Int-2 5+ Stop (200 lbs, each x2 is +5 PSPs) Held for 1r WatW2
111 Mysterious Traveler Telep Wis-1 2 False rumors about his travels Rumors continue 3d DSDK2
112 Opposite Reaction Kinet Con-1 5 Missile returns at attacker Breaks missile DSDK2
113 Passive Contact Telep Wis-1 2*Int+1/h Like Contact, cheaper to maintain Empathy with target WatW2
114 Phase Port Wis-1 6+6/r Out of phase; cannot attack x2 move rate WatW2
115 Phase Object Port Wis-3 10+5/r Object out of phase May disintegrate WatW2
116 Pheromone Discharge Metab Int 5+1/m Smells like an insect Maintained free 4d6h DSDK2
117 Phobia Amplification Telep Wis-2 C+4/r Strong Fear of thing (save) No save PHBR5
118 Photosynthesis Metab Con+1 5+2/t Regen 1 hp/r in sunlight Sustenence in sun WatW2
119 Plant Mind Telep Int-4 11+2/m +2 Chr when dealing with plants Free maint. 1 d WatW2
120 Pocket Dimension Port Wis 14+3/t 5' cube extradimensional space 10' cube WatW2
121 Poison Sense Clair Wis 1 Detects presence of poison Gives type of poison PHBR5
122 Post-Hyp. Suggestion Telep Int-3 C+Lvl Long-term Suggestion Check not reduced PHBR5
123 Predestination Clair Wis-3 20+5/yD Gives vague feeling of destiny Can peer twice as far DSDK2
124 Probability Manipulation M-Psi Int-4 10 +4 to next die roll +4 next 3 die rolls WatW2
125 Prolong M-Psi Con-4 5+2/r Range & area of powers +50% Range & area +100% PHBR5
126 Psionic Inflation M-Psi Wis-5 20+3/m All powers double cost & main. Triple cost & main. PHBR5
127 Psionic Residue M-Psi Wis-3 15 Get 10% PSPs spent by others +10 PSPs DSDK2
128 Psionic Sense M-Psi Wis-3 4+1/m Detect Psi: PSPs,Dir.,Dist. Does all frequencies PHBR5
129 Psionic Vampirism M-Psi Wis-3 C+8+3/r Drain CL PSPs from target /r Double effect WatW2
130 Psychic Blade M-Psi Con-2 7+X+X/r Blade: 1d6/1d6 +2/+X, stun 1d6r (save) 1d10/1d10 WatW2
131 Psychic Drain M-Psi Wis-6 10P+C Drain W,I,C:10 PSPs;Amnesia 2w No Amnesia PHBR5
132 Psychic Impersonation Telep Wis 10+3/h Match other's thought patterns Cannot be detected PHBR5
133 Psychic Messenger Telep Con-4 4+3/r Send Illusion of self to area Can look like other PHBR5
134 Radial Navigation Clair Int-3 4+7/h Know dist./dir. to start point Can retrace to start PHBR5
135 Receptacle M-Psi Wis-5 1/r Gem:1/100gp;Item:(2W+I+C-40)*L -- PHBR5
136 Reduction Metab Con-2 D+1/r -1' per PSP until 1', then halve Double effect PHBR5
137 Repugnance Telep Wis-5 C+8/r Hatred for something (save) No save PHBR5
138 Reptile Mind Telep Int-1 5+1/m +2 Chr with reptiles Charms reptiles DSDK2
139 Retrospection M-Psi Wis-4 120 Similir to Commune spell -- PHBR5
140 Return Flight Kinet Con-1 3 Missile becomes returning Attack again if miss DSDK2
141 Rigidity Metab Con-2 8+3/r -1/r TH,Init,AC penalty Start at -3 DSDK2
142 Safe Path Clair Wis-4 8+5/m +4 Dex checks; Resist Traps Auto make next save WatW2
143 See Ethereal Clair Wis-5 4+2/m Can see into border Ethereal See into full Ethereal WatW2
144 See Magic Clair Wis-3 6+6/m Detect Magic Know exact type WatW2
145 See Sound Clair Wis-3 6+3/m Can see sound Maintenance 1/r PHBR5
146 Send Thoughts Telep Int-1 C+2/r Send thoughts;no spells (save) No save PHBR5
147 Sensitivity to Observation Clair Wis 5 Know when you're watched Knows location WatW2
148 Sensory Suppression Telep Int-2 C+4/r Blindness and Deafness Loses all 5 senses WatW2
149 Shadow Walk Port Con+1 9 Travel between shadows 1000 yd 2 miles WatW2
150 Share Strength Metab Con-4 6+2/r Transfer 2 Str:1 target Str Transfer 1:1 PHBR5
151 Sight Link Telep Con-3 C+5/m Can see through other eyes Sound Link gained PHBR5
152 Soften Kinet Int 4+3/r Weapon -1TH,-1dmg,-1save/r Double rate PHBR5
153 Sound Link Telep Con-2 C+4/t Can hear through other ears Sight Link gained PHBR5
154 Spatial Distortion Port Int-4 8+4/m Distance Distortion 20'cu Double effect WatW2
155 Spider Touch Metab Dex-1 4+2/m Spider Climb +2 Dex WatW2
156 Spirit Sense Clair Wis-3 10 Senses presence of spirits Knows exact location PHBR5
157 Splice M-Psi Int-2S 5S+S/r Do combined powers as 1 Mental +2 checks when used PHBR5
158 Stasis Field M-Psi Con-3 20+X/r Slows down time by x60 -- PHBR5
159 Static Discharge Kinet Int-3 5+5/r 1d4+1 dmg lightning, cumulative per r 1d6+1 instead WatW2
160 Strength of the Land Metab Con-2 10+2/r +25 hp,+3 TH,+3 dmg,25% MR Lasts 5r after maint. DSDK2
161 Summon Object Port Int-4 30 Summon a simple object max 100 lbs. Half PSP cost WatW2
162 Suppress Fear Telep Wis+1 5 Remove Fear; +4 vs. fear for 1 t +1 TH WatW2
163 Suspend Animation Metab Con-3 12 Suspend animation (level)w Aware; can awaken PHBR5
164 Synaptic Static Telep Int-4 15+10/r Must contest to use psionics +1 contest for static PHBR5
165 Taste Link Telep Con-2 C+4/t Can taste through other mouth Scent Link gained PHBR5
166 Telempathic Projection Telep Wis-2 C+4/r Send emotions Can change emotion PHBR5
167 Teleport Lock Port Int-1 8+2/r Target cannot teleport (no save) -- WatW2
168 Teleport Object Port Int-3 T+20 Teleports 1 nonliving object Automake saves 2d DSDK2
169 Teleport Trigger Port Int+1 2/h Activates Teleport (no action) No dist. Check Mod. PHBR5
170 Thought Shield [G] Telep Wis-3 1 Costs no action to use -- PHBR5
171 Time Dilation Port Int-7 54/r +3 M, +3 P, +3 V; not cumul. w/ Haste +1 more each type WatW2
172 Time Duplicate Port Int-1 22/s Can use 2M/2P/2V/6Z next segment +4 AC/save; +2 TH WatW2
173 Time Shift Port Int 16+3/rS Move into future;Max=(level)r Add 1r to Max PHBR5
174 Time/Space Anchor Port Int 5+1/m Cannot be teleported -- PHBR5
175 Trail of Destruction Clair Wis-2 10+3/m Detect use of Defiling magic Know which spells DSDK2
176 True Worship Telep Wis-1 5 Tells god worshiped & temple Knows all in range DSDK2
177 Truthear Telep Wis 4+2/m Detect Lie (as spell) Knows real truth PHBR5
178 Watcher's Ward Clair Int-2 6+2/h Can't be surprised; Detect Danger Know location danger WatW2
179 Weather Prediction Clair Int-2 10 Accurate weather forecast 24h Weather forecast 1w DSDK2
180 Wrench M-Psi Wis-4 15+8/r Undead:-level AC;cannot drain -2 init. penalty PHBR5

[PC5] Psionicist Classes Group


Psi2 Sciences (Majors)

# Power Disip. Check PSPs Effect Power Score Source
1 Animal Affinity Metab Con-4 15+4/m Take random animal's attribute Take 2 attributes PHBR5
2 Appraise M-Psi Int-4 14 Gives chances of success Reroll 3 future dice PHBR5
3 Aura Alteration M-Psi Wis-4 10 Disguise AL,level (level)h -- PHBR5
4 Aura Sight Clair Wis-4 9+9/m Learn 2 auras (AL or level) Learn 4 auras PHBR5
5 Banishment Port Int-1 30+10/r Target in pocket;returns @ end Cannot gate/teleport PHBR5
6 Clairaudience Clair Wis-3 6+4/m Clairaudience (as spell) Gain Clairvoyance PHBR5
7 Clairvoyance Clair Wis-4 7+4/m Clairvoyance (as spell) Gain Clairaudience PHBR5
8 Complete Healing Metab Con 30 Heal (as spell) in (24-level)h Heal in (60-3*level)m PHBR5
9 Create Object Kinet Int-4 16+3/r Creates temporary small object Object is permanent PHBR5
10 Death Field Metab Con-8 40 Set amount of dmg(others save) You take ½ amount PHBR5
11 Detection Clair Wis-2 15+6/m Detect Object 90', expands 30'/r Know concentration WatW2
12 Detonate Kinet Con-3 18 (level)d6 damage (save:½) (2*level)d6 damage PHBR5
13 Domination Telep Wis-4 2C+2C/r Get control of all actions Maintenance halved PHBR5
14 Disintegrate Kinet Wis-4 40 Disintegrate 8 cu.' (save) (save-5);16 cu.' PHBR5
15 Ejection Telep Wis-4 2S Break contact;lose 1 power 1t Opp. lose 1 power 1t PHBR5
16 Empower M-Psi Wis-12 50+100X Object PSP=(4*Dev+6*Sci+10)*L -- PHBR5
17 Endorphin Control Metab Chr-6 16+8/r +1d6 Int,Wis,or Chr +1d6 to all three DM
18 Energy Containment Metab Con-2 1/die Absorb max 1 die/lvl;glow:-2AC 0 dmg from energy PHBR5
19 Fate Link Telep Con-5 C+5/t Both take same dmg Range unlimited PHBR5
20 Hallucination Telep Int-3 C+6/r Create image in target's mind 20% of dmg is real WatW2
21 Id Insinuation [D] Telep Wis-4 5 Target loses all actions 1d4r Turn on allies 1d4r PHBR5
22 Intellect Fortress [I] Telep Wis-3 4 Costs no action to use -- PHBR5
23 Kinetic Control Kinet Int-3 15+7/r Take only 2+leak vs. physical attacks Reflect 1d10 dmg WatW2
24 Life Draining Metab Con-3 11+5/r Drain level hp/r;add to caster level*3 hp/r PHBR5
25 Mass Domination Telep Wis-6 C+2L/r Up to 5 creatures Dominated Range 100y PHBR5
26 Metamorphosis Metab Con-6 21+1/t Polymorph Self(even to object) Max 3*caster's mass PHBR5
27 Mindflame Telep Wis-6 30 <=8 HD Stun 2d6 r; >8 HD Dazed 1d3 r <=16 HD; >16 HD WatW2
28 Mindlink Telep Wis-5 C+8/m Send thoughts to each other 1 Probe question PHBR5
29 Mindwipe Telep Int-6 C+8/r -level/4 Int/Wis/Level (save) No save PHBR5
30 Molecular Rearrangement Kinet Int-5 20+10/h Change an object 1 ounce/hr Become extraordinary PHBR5
31 Nerve Manipulation Metab Con-3 14 Touch: Pain 1d3 r Stun 1d2 r WatW2
32 Object Reading Clair Wis-5 16 Detect Psi. Imp. of owners Know race,AL,age PHBR5
33 Poison Simulation Metab Con-2 16 Resist Poison; next attack is poisonous -2 on save WatW2
34 Precognition Clair Wis-5 24 Sees a possible future outcome Reroll 3 future dice PHBR5
35 Probability Travel Port Int 20+8/h Go to Astral physically Color pool nearby PHBR5
36 Probe Telep Wis-5 C+9/r True answer:1 question/r (save) 2 questions/r PHBR5
37 Project Force Kinet Con-2 10 (level)d6 damage (save:½) Knock down M target PHBR5
38 Psionic Blast [A] Telep Wis-5 10 Lose 80% hp in mind (save) Unc. 1t (save) PHBR5
39 Psychic Clone M-Psi Wis-8 50+5/r Ghostly mental body;can move Ectoplasmic Form PHBR5
40 Psychic Crush [E] Telep Wis-4 7 (level)d8 damage (save) No save PHBR5
41 Psychic Surgery M-Psi Wis-5 C+10/t Make Perm./Remove Telep. (1/t) 1 power/5r PHBR5
42 Regenerate Metab Con-4 18+6/t Regenerate Natural healing x2 WatW2
43 Sens. to Psychic Imp. Clair Wis-4 12+2/m Detect Psi. Imp. of Area Gets very clear vision PHBR5
44 Shadow-form Metab Con-6 12+3/m Become normal shadow (mv 6) Monster shadow PHBR5
45 Spirit Lore Clair Int-3 30+8/r Can Commune with Spirits Knowledgeable spirit WatW2
46 Split Personality M-Psi Wis-5 40+6/r +1 Mental action +1 more M action PHBR5
47 Subjective Reality M-Psi Wis-5 35+7/m Immune to 1 specific type of effect Can change /r WatW2
48 Summon Planar Creature Port Int-4 45*#PL Choice of plane but not exact Creature not angry PHBR5
49 Summon Planar Energies Port Int 32 3d12 dmg no resistance 4d12 dmg no resist WatW2
50 Superior Invisibility Telep Int-5 C+5/r/P No sound,smell; attack breaks Improved Invisibility PHBR5
51 Suppress Magic M-Psi Con-4 30+X/r Anti-Magic Shell (SL=X) 60' r Dispel-Magic Zone WatW2
52 Switch Personality Telep Con-4 C+30 Switch bodies (perm.);-1Con/d -1 Con/w PHBR5
53 Telekinesis Kinet Wis-3 W+hW/r Object move rate 6 Can move 2nd object PHBR5
54 Telekinetic Barrier Kinet Con-3 18+10/r Wall of Force Free maintain 3r WatW2
55 Telekinetic Flight Kinet Wis-4 15+4/m Fly 18" Fly 24" WatW2
56 Teleport Port Int 20+ Teleport (same plane) PSP cost -20% PHBR5
57 Teleport Other Port Int-2 20+ +10 PSPs per creature moved PSP cost -20% PHBR5
58 Time Travel Port Int-3 50+8/h Travel 1 yr; each x10 is +10 PSPs -- WatW2
59 Tower of Iron Will [J] Port Wis-2 6 Costs no action to use Area 10' radius PHBR5
60 True Sight Clair Wis-4 15+9/m True Sight Know Alignment WatW2
61 Ultrablast [U] Telep Wis-10 75 Fail1:Unc.2d6t;Fail2:lose Psi <= 3HD:death (save) PHBR5
62 Wormhole Port Int-2 48+16/r Dim Door 10 mi; Each x10 is +12 PSPs Half maintenance WatW2

[PC5] Psionicist Classes Group


Psi2 High Sciences (Grands)

# Power Disip. Check PSPs Effect Power Score Source
1 Alter Reality All Any-10 250 Alter Reality or Psi1 major Double CL effect DM
2 Conductive Clairvoyance Clair Wis-9 15/r Can use Psi powers through it Move effect at 18" DM
3 Cosmic Awareness Clair Wis-6 10/r Detect "Everything" CL*30' Range is sight WatW2
4 Elemental Composition Metab Con-4 24+3/r Can be any Normal/Para/Quasi Ele Can be Semi Ele WatW2
5 Energy Cancel Metab Con-6 1/die Cancels entire energy effect Autocancel all this s DM
6 Grand Detonate Kinet Con-5 27 CLd20 shards damage Use d30's DM
7 Legendary Control Metab Chr-24 24+12/r +1d6 Cml, Luck, or CL +1d6 all three DM
8 Lend Actions M-Psi *Auto* 0/perm [0 action]: Lend an action -- DM
9 Mass Contact Telep Wis L+1/r L=sum of targets' levels PSP cost halved WatW2
10 Megakinesis Kinet Wis-4 X/r TK, X=(lbs.)*(speed in ")/lvl^2 PSP cost halved WatW2
11 Nonweapon Familiarity Clair Int-8 200/d +1 slot in every nonweapon prof +1 every weapon prof DM
12 Physical Acceleration Metab Con-6 20/r +1 P action /r (range sight) +1 QP action /r DM
13 Planar Transportation Port Int-4 65 Teleport anywhere in multiverse No summ. sickness WatW2
14 Strength of the World Metab Con-6 10/r +9/+9 AC/saves, +25% RR/MR/PsiR Lasts 5r after maint. DM
15 Time Shift Other Port Int-S*3 S*6 Time Shift other S r (no save) -CL*5% to PsiR roll DM
16 Ultrashield [X] Telep Chr-5 20 Cannot attack / be attacked w/ Psi Can still attack DM
17 Weapon Familiarity Clair Int-4 100/d Proficient with all weapons Single Spec with all DM

Psi2 Supers

# Power Disip. Check PSPs Effect Power Score Source
1 Cellular Heal/Harm Metab Con-13 X X targets: Heal/Harm X% of max X*2% of max DM
2 Change Reality All Any-20 400 Change Reality or Psi1 grand Double CL effect DM
3 Fluidity M-Psi *Auto* 0/perm [0 action]: Swap 2 stats -- DM
4 Lady's Smirk M-Psi Chr-15 400/d Autoroll 1 on Prof.& Psi2 checks Auto power score DM
5 Magic Inertial Barrier Port Dex-18 70/r Spell delayed 1 s if hitting you Delayed 2 s DM
6 Mental Acceleration Metab Chr-10 30/r +1 M action /r (range sight) +1 QM action /r DM
7 Personal Acceleration Metab Chr-10 30/r +1 Swing action /r (range 0) +2 S actions DM
8 Planetary Detonate Kinet Con-25 3600 Detonates 1 planet or moon (!) 2 planets or moons! DM
9 Public Access Key Clair Int-20 90/r Target's Truename is visual (!) Thoughts visible too DM
10 Spirit in the Sky Telep Chr-15 1/week No physical body, can use 2 M /s Can use 3 M /s DM
11 Superblast [V] Telep Str-20 250 All in 1 mile insane (no PsiR) 2 mile radius DM
12 Trans-Planar Contact Telep Wis N+2/r N=(lvl)*(# planes +1); (no PsiR) PSP cost halved DM

[PC5] Psionicist Classes Group


Mixed Freq. Sampler

Level KXP Psi(mixed)
mMG S
1 0 1-- -
2 5.25 2-- -
3 10.5 3-- -
4 21 31- -
5 42 41- -
6 84 42- -
7 168 52- -
8 336 53- -
9 672 531 -
10 1344 631 -
11 2244 641 -
12 3144 642 -
13 4044 742 -
14 4944 752 -
15 5844 753 -
16 6744 753 1
17 7644 853 1
18 8544 863 1
19 9444 864 1
20 10344 864 2
21 11244 864 3
22 12144 864 4
23 13044 865 4
24 13944 865 5
25 14844 866 5
26 15744 866 6
27 16644 876 6
28 17544 877 6
29 18444 877 7
30 19344 887 7
31 20244 888 7
32 21144 888 8
33 22044 988 8
34 22944 998 8
35 23844 999 8
36 24744 999 9
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  6  4  8  3  4  2  0  2
+0  6  6  9  4  5  3  1  4
+1  7  7 10  5  6  4  2  5
+1  8  9 10  6  7  5  3  7
+2  9 10 11  7  8  6  4  8
+2  9 12 12  8  9  8  5 10
+3 10 13 13  9 11  9  6 11
+3 11 14 13 10 12 10  7 13
+4 14 15 14 13 14 11  8 14
+4 15 16 16 15 15 12  9 16
+5 16 16 16 16 16 14 10 17
+5 16 16 16 16 16 15 11 19
+6 16 16 16 16 16 15 11 19
+6 16 16 16 16 16 15 11 19
+7 16 16 16 16 16 15 11 19
+7 16 16 16 16 16 15 11 19
+8 16 16 16 16 16 15 11 19
+8 16 16 16 16 16 15 11 19
Requisites: Str 8, Dex 10, Con 12, Int 14, Wis 16, Chr 18
Alignment: any
HD/level: 2d9
Weapon Prof.: 2+level/6
To Hit Table: Rog
Save Table: 3xPsi
Groups: Psionicist, Alternate
Groups: Monster
 
MixedFreqSamp power calculation: (level)*(Str/6+Dex/5+Con/4+Int/3+Wis/2+Chr)
You start with "open slots". Open slots can be used once per reset, then are reverted to blank next reset.
When you use a slot, the DM rolls two random powers, each from a random frequency = 1d50-20. The resultant Mixed Frequency power does both effects when it is used. The combined effect has only one target. The combined effect takes up only one maintained slot. If you manage to get two effects that wouldn't normally stack, they do under this system.
The power cost is the sum of the powers that make it up.
You may permanently assign a slot to be a certain power, then it uses that power forever at the cost you gave.
Minors are SL=3, Majors are SL=6, Grands are SL=9, and Supers are SL=12, when they are 2 combined powers.
Level 4: Minor powers do 3 powers instead of 2. SL=4.
Level 8: Major powers do 3 powers instead of 2. SL=7.
Level 10: Minor powers do 4 powers instead of 3. SL=5.
Level 16: Grand powers do 3 powers instead of 2. SL=10.
Level 20: Major powers do 4 powers instead of 3. SL=8.
Level 32: Super powers do 3 powers instead of 2. SL=13.

[PC5] Psionicist Classes Group


Mutant45 (Marvel)

Level KXP Psi45
mMG SU
1 0 1-- --
2 3 2-- --
3 6 3-- --
4 12 31- --
5 24 32- --
6 48 33- --
7 96 43- --
8 192 44- --
9 375 441 --
10 750 442 --
11 1125 443 --
12 1500 444 --
13 1875 544 --
14 2250 554 --
15 2625 555 --
16 3000 655 --
17 3375 665 --
18 3750 665 1-
19 4125 665 2-
20 4500 665 3-
21 4875 665 4-
22 5250 665 5-
23 5625 666 5-
24 6000 666 6-
25 6375 766 6-
26 6750 776 6-
27 7125 776 61
28 7500 776 62
29 7875 776 63
30 8250 776 64
31 8625 776 65
32 9000 776 66
33 9375 777 66
34 9750 777 76
35 10125 777 77
36 10500 877 77
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  3  8  2  3  1  0  1
+2  5  4  8  2  3  1  0  2
+3  6  4  8  3  4  2  0  2
+4  6  5  8  3  4  2  1  3
+5  6  5  9  3  4  2  1  3
+6  6  6  9  4  5  3  1  4
+7  7  6  9  4  5  3  2  4
+8  7  7  9  4  5  4  2  5
+9  7  7 10  5  6  4  2  5
+10  7  8 10  5  6  4  3  6
+11  8  8 10  5  6  5  3  6
+12  8  9 10  6  7  5  3  7
+13  8  9 11  6  7  6  4  7
+14  8 10 11  6  7  6  4  8
+15  9 10 11  7  8  6  4  8
+16  9 11 11  7  8  7  5  9
+17  9 11 12  7  9  7  5  9
+18  9 12 12  8  9  8  5 10
Requisites: Str 9, Dex 9, Con 15, Chr 9
Alignment: any
HD/level: 2d6
Weapon Prof.: 4+level/2
To Hit Table: Mon
Save Table: Psi
Reference: Marvel {Planeshifted ArchMutant}
Groups: Psionicist
 
See [Q45] for rules and powers.
PSPs (Psi 45) = LVL*10, regained at LVL per round (yes that's fast)
Can buy Exceptional stats for 1 weapon proficiency each.
Level 8: Can buy Barbarian stats for 2 weapon proficiencies beyond Exceptional status.
Level 16: Can buy Extra-Barbarian stats for 3 weapon proficiencies beyond Barbarian status. Bonus = (stat-16)*5/2.
Level 32: Can buy Super-Barbarian stats for 4 weapon proficiencies beyond Extra-Barbarian status. Bonus = (stat-18)*3.

[PC5] Psionicist Classes Group


Basic Psi45 Information

This is a port of Marvel comics powers to the D&D Collective. This list of powers is not accurate to the Marvel game. If you're looking for Marvel game material, look elsewhere!
 
There is only one list of Psi45 powers, but these powers exist at each category (minor, major, grand, etc.). The powers have "SL" (Spell Level) built into their descriptions, so higher level powers are more effective. For purposes of SL, minor=2, major=5, grand=8, super=11, ultra=14.
Whenever SL is divided by something, you round down (so a Major of "+SL/2 Str" would give +2 Str, not +2½). If the fractional part is actually meaningful to the Collective (e.g. +2½M actions is better than +2M actions), you can retain the fraction.
 
All powers require 1M to use unless noted.
All powers cost it's SL in PSPs to use. If it's a maintained effect, the cost permanently lowers the max PSP pool until the effect is lowered.
1 Psi45 PSP = 10 Psi1 PSPs.
 
Some powers list "(SL saves)". This requires the target to make the SL saves against the effect, failing any is failure. You may instead affect SL different targets in the same group with 1 save each (other combinations of splittling the power up is not possible).
For effects that list "(SL/3 saves)" or "(SL/4 saves)", this effect does nothing as a Minor.

Psi45 Powers

# Power School Notes
1 Abnormal Sensitivity Detection Pick SL/2: See infrared, ultraviolet, radio waves, radiation, high sound pitches, low sound pitches
2 Absorption Power Energy Control bM: Absorb energy, gain 100/(12-SL)% of it in temporary hp
3 Age-Shift Self-Alteration Adjust apparent age by +/- SL*10 years
4 Alter Ego Self-Alteration Have an alter ego; people don't know the "two of you" are the same person
5 Anatomical Separation Self-Alteration Your separated body parts still function; can reattach severed body parts; Grand: Immune Vorpal
6 Animal Mimicry Self-Alteration Duplicate the abilities of a DL=SL-1 Animal (DM rolls randomly, like the Uncommoner3 class)
7 Animal Transformation Self-Alteration Polymorph Self into a DL=SL-1 Animal (you do get to choose)
8 Animate Image Illusory Minor: Phantasmal Force; Major: Advanced Illusion; Grand: Mirage Arcana
9 Armor Skin Physical Enhancement AT +SL*3
10 Artifact Creation Matter Creation 1/reset: +(SL^2)*10 item XP
11 Astral Body Travel Minor: Astral Projection (but you can't attack); Major: Astral Spell
12 Berserker Fighting +SL Str, +SL TH, +SL dmg, -SL Int, -SL Wis, cannot use M actions until dropped
13 Biophysical Control Lifeform Control Cure SL hp; Major: Cure Disease or Poison; Grand: Cure Aging
14 Bio-Vampirism Lifeform Control 1P, consume a dead body, SL/t: +1 to Str, Con, Wis, or +1 SL to another power for 1 turn
15 Blending Self-Alteration Meld into Surroundings
16 Body Adaptation Self-Alteration SL/2 instances of Resist Hostile Environments
17 Body Armor Defensive AT +SL^2
18 Body Coating Self-Alteration 5*SL hp Armor spell, self only, stacks with the (Wizard) Armor spell
19 Body Resistance Physical Enhancement Physical attacks that do less than SL*2 dmg to you do nothing
20 Body Transformation Self-Alteration Change your body to be of an E=SL/2 element
21 Body Transformation—Others Lifeform Control Polymorph Other (SL/2 saves)
22 Bonding Matter Control (12-SL)M: Merge two objects
23 Bouncing Ball Self-Alteration You can bounce.
24 Carrier Wave Travel Fly at SL*12"
25 Catalytic Control Energy Control xSL or /SL rate at which Chemical reactions occur (x1 Special)
26 Chemical Mimicry Self-Alteration Change your body to be of an TechL=SL chemical
27 Chemical Touch Physical Enhancement Chemical effect of TechL=SL*2 or less (range touch)
28 Circular Vision Detection All around sight; Immune to backstab/backstrike/etc.; -(11-SL) Chr
29 Clairaudience Mental Enhancement Clairaudience
30 Clairvoyance Mental Enhancement Clairvoyance
31 Cold Generation Energy Emission SL*CL Cold damage (1 group, no save)
32 Coldshaping Energy Control +/- SL*10 degrees temperature (x1 Special)
33 Collection Matter Control (12-SL)M, SL/d: Teleport up to SL gp value of objects (of specified type) to yourself
34 Coloration Matter Conversion Color an object/person or +/- SL/2 to the Chemical factor of a chemical (see Chemist)
35 Combustion Matter Conversion An object explodes (item save), the person carrying it takes CL*SL/2 damage (save)
36 Communicate with Animals Mental Enhancement Speak with Animals
37 Communicate with Cybernetics Mental Enhancement Speak with Golems / Technological Monsters+Devices
38 Communicate with Non-Living Mental Enhancement Speak with anything not alive or animated; Stone Tell
39 Communicate with Plants Mental Enhancement Speak with Plants
40 Control Power Control 1bM: Redirect an effect (caster makes SL/4 saves)
41 Cosmic Awareness Mental Enhancement Grand: Cosmic Awareness
42 Creation Power Control Wish for a spell level = 0 to (SL-3)/2 spell (Warrior, Wizard, Priest, or Rogue)
43 Crystallization Matter Control Object is indestructible for SL rounds
44 Danger Sense Mental Enhancement Danger Sense
45 Darkforce Manipulation Energy Control +SL dmg per unarmed attack; Darkness SL*10' r; Fly SL*3"; (12-SL)M: Dimension Door
46 Digestive Adaptation Physical Enhancement Can digest anything; +SL*2 saves vs. poison
47 Dimension Travel Travel Plane Shift up to SL/2 planes removed
48 Diminution Matter Control /SL size to a person or object (save)
49 Disintegration Matter Conversion Major: Disintegrate (save)
50 Disruption Matter Control Minor: Target takes CL*SL disruption damage (no save); Grand: The damage given plus a Disintegrate effect (save)
51 Domination Power Control Dominate all actions (SL/5 saves)
52 Dreamtravel Mental Enhancement Dream Travel
53 Duplication Power Control 1bM: Fork an effect (caster makes SL/3 saves)
54 Electrical Control Energy Control SL/2 (round down) instances of Resist lightning; +SL*10% damage with lightning effects
55 Electrical Generation Energy Emission SL*CL Lightning damage (1 group, no save)
56 Elemental Conversion Matter Conversion Alter a periodic table element effect to another (within SL elements on periodic table)
57 Elemental Creation Matter Creation Create SL^2 lbs. of an element (max E=SL/2)
58 Elongation Self-Alteration Elasticity (length only); Can do SL melee attacks on someone without actually joining their group
59 Emotion Control Lifeform Control Emotion (SL saves)
60 Empathy Mental Enhancement Empathy
61 Enchantment Magical Make a stone that holds SL^2 PSPs in Psi45
62 Energy Body Self-Alteration Major: You are made of energy; cannot use P actions; resist physical damage
63 Energy Conversion Energy Control 0, SL/t: Convert an element in an effect to another element (max E factor = SL/2, round down)
64 Energy Detection Detection Detect and identify energy
65 Energy Doppelganger Energy Emission Mirror Image (1 image), it has SL^3 hp; it flies at SL*3"; you can cast Psi45 effects through it
66 Energy Path Travel Fly at (CL*SL)^2"; you are incorporeal and cannot use P actions
67 Energy Sheath Self-Alteration SL^2 hp Armor spell, self only, stacks with the (Wizard) Armor spell
68 Energy Solidification Energy Control Minor: Web; Major: Iron Bands of Bilarro; Grand: Solid Wall of Force; Super: Forcecage
69 Energy Source Power Control +SL^2 max PSPs in Psi45 as long as you are within SL planes of the Astral plane
70 Energy Source Creation Power Control +SL*5 max PSPs in Psi45
71 Energy Sponge Energy Control bM: SL*10% chance to absorb an entire energy attack
72 Energy Vampirism Energy Control 1M: Target takes SL Str, Con, or Wis damage and you gain that amount for 1 round (save)
73 Enlargement Matter Control xSL size to a person or object (save)
74 Environmental Awareness Detection Increased sensitivity to disturbances/influences on environment
75 Evolution Self-Alteration Add the "Greater" Racial Adjective to yourself for free. Super: Add "Chosen One" for free.
76 Exorcism Lifeform Control Minor: Detect Possession; Major: Exorcism (SL/2 saves)
77 Extradimensional Detection See things existing in other dimensions nearby (Border Astral, etc.)
78 Fire Control Energy Control SL/2 (round down) instances of Resist fire; +SL*10% damage with fire effects
79 Fire Generation Energy Emission SL*CL Fire damage (1 group, no save)
80 Floating Disc Travel Floating Disc; Major: Frisky Chest
81 Focus Power Control Do SL instances of another Psi45 power you know; you are Spent and Harmed at the end of effect
82 Force Field Defensive Immune to spell level 0 to SL-2 effects; -(SL-1) per physical attack; ER 5*SL%
83 Force Field vs. Emotion Defensive Immune to spell level 0 to SL-1 enchantment/charm effects
84 Force Field vs. Energy Defensive Immune to spell level 0 to SL-1 energy attacks
85 Force Field vs. Hostiles Lifeform Control Enemies must make SL/2 saves to attack you
86 Force Field vs. Magic Defensive Immune to spell level 0 to SL-1 magic
87 Force Field vs. Mental Defensive Immune to spell level 0 to SL-1 mental attacks
88 Force Field vs. Physical Defensive -SL per physical attack
89 Force Field vs. Power Manipulation Defensive ER 10*SL%
90 Force Field vs. Vampirism Defensive aNR 10*SL% (including energy and stat drains)
91 Forced Reincarnation Lifeform Control 1M, SL/d: Reincarnation (target must have died within the last 2^SL segments)
92 Free Spirit Mental Enhancement Minor: Astral Perception; Major: Astral Projection
93 Gateway Travel Major: Dimension Door; Grand: Gate
94 Geoforce Matter Control 1bM: Stop or Create an Earthquake, Landslide, etc. Damage would be CL*SL Earth to a group (save for 0)
95 Gestalt Power Control Major: 1M: Do 2 Minor powers that you know; Grand: 1M: Do 2 Major powers that you know; etc.
96 Gliding Travel Fly at whatever the wind speed is
97 Grafting Lifeform Control 1M: Graft Weapon/Armor or Surgery (at TechL=SL*2)
98 Gravity Manipulation Energy Control SL/2 (round down) instances of Resist gravity/falling damage; +SL*10% damage with gravity/falling effects
99 Growth Self-Alteration xSL size; +SL Str
100 Hallucinations Mental Enhancement Hallucinations (SL saves)
101 Hard Radiation Energy Emission SL*CL/2 Radiation damage and SL Con damage (1 group, no save)
102 Hard Radiation Control Energy Control SL/2 (round down) instances of Resist radiation damage; +SL*10% damage with radiation (specific, not all of Psi9/18/27) effects
103 Heat Energy Emission Target takes SL*CL Fire damage per segment for 1 round (no save)
104 Hyper-Digging Travel Tunneling
105 Hyper-Hearing Detection xSL range with hearing; Hear Noise 10*SL%
106 Hyper-Intelligence Mental Enhancement +SL Int
107 Hyper-Invention Mental Enhancement (12-SL)M: Create a TechL=SL*2-3 object (see [Q8], can have at most LVL of these objects)
108 Hyper-Leaping Travel Jump SL*10'
109 Hyper-Olfactory Detection xSL range with smell; Clairnasience
110 Hyper-Running Travel +SL/2 V actions only for actual movement
111 Hyper-Speed Physical Enhancement xSL movement rate
112 Hyper-Swimming Travel Swim at full movement rate
113 Hyper-Touch Detection Detect extremely fine surface details; Fine manipulation
114 Hypnotic Control Lifeform Control Hypnosis (SL/2 saves)
115 Hypnotic Voice Physical Enhancement Hypnosis (SL/2 groups, save, must be able to hear you)
116 Illusion-Casting Illusory 1M: Demi-Shadow Magic for a spell level = SL-2 effect in Psi45
117 Illusory Duplication Illusory Mirror Image (SL images)
118 Illusory Invisibility Illusory Minor: Invis.; Major: Improved Invis.; Grand: Dust of Disappearance
119 Imitation-Face Changer Self-Alteration Alter Appearance; Disguise (face only) SL*20%
120 Imitation-Human Changeling Self-Alteration Alter Appearance; Disguise SL*15%
121 Incarnation Awareness Mental Enhancement Remember your last SL/5 previous incarnations of your life
122 Internal Limbo Magical Minor: Rope Trick; Grand: I'm Gone (to own Pocket Dimension)
123 Invisibility Self-Alteration Improved Invis.
124 Ionization Matter Conversion Lightning shield (xSL/10 damage back)
125 Iron Will Mental Enhancement 1bM: One effect that's hitting you is delayed for SL segments (it will still resolve even if the caster is dropped)
126 Kinetic Bolt Energy Emission SL*CL/2 Telekinesis dmg and knock back SL*10' (1 target, no save, Str-SL*2 check to avoid knock back)
127 Kinetic Control Energy Control SL/2 (round down) instances of Resist telekinesis; +SL*10% damage with telekinesis effects
128 Levitation Travel Levitate
129 Life Detection Detection Detect Life SL*10' (even through walls); 1M: Identify Life
130 Lifeform Creation Matter Creation Summon a DL=SL-1 monster
131 Light Control Energy Control SL/2 (round down) instances of Resist light; +SL*10% damage with light effects
132 Light Emission Energy Emission SL*CL/2 Light damage (no save) and SL/2 instances of blindness (save)
133 Linguistics Mental Enhancement +SL^2 language slots
134 Lung Adaptability Physical Enhancement Need not breathe; Water Breathing
135 Machine Animation Matter Control Control P Actions of a Psi8 object (SL saves)
136 Magic Control Magical +SL/2 (round down) to SL of next Psi45 power
137 Magic Creation Magical Wish for a spell level = 0 to SL-2 Wizard spell
138 Magic Detection Detection Detect Magic SL*10' (even through walls); 1M: Identify Magic
139 Magic Domination Magical Control M Actions (SL/2 saves)
140 Magic Transferral Magical Spend any amount of Psi45 PSPs. The target gets that PSPs in his pool.
141 Magic Vampirism Magical 1M, SL/t: Target loses SL spell levels in magic memorization (save), if fails you get +1 to Str, Con, Wis, or +1 SL to another power for 1 turn
142 Magnetic Manipulation Energy Control SL/2 (round down) instances of Resist magnetism; +SL*10% damage with magnetism effects
143 Magnetism Energy Emission Magnetism; Metal items weigh xSL normal
144 Martial Supremacy Fighting +SL Martial Arts or Professional Wrestling maneuvers (you don't need a style)
145 Mass Decrease Self-Alteration /SL weight on an object
146 Mass Increase Self-Alteration xSL weight on an object
147 Matter Animation Matter Control Animate Object up to SL^2 lbs.
148 Mechanical Creation Matter Creation Summon a DL=SL-2 Golem or Technological monster
149 Mental Duplication Mental Enhancement Capital E Extract (SL/3 saves)
150 Mental Invisibility Mental Enhancement Improved Invis.: it's +SL AC instead of +4
151 Mental Probe Mental Enhancement Probe (SL saves)
152 Micro-Environment Matter Control Create a bubble of friendly environment for up to SL people (must stay in same group)
153 Microscopic Vision Detection x10^SL Microsopic Vision
154 Mind Blast Mental Enhancement SL*CL Mental damage (1 group, no save)
155 Mind Control Lifeform Control Minor: Command (save); Major: Domination (SL/3 saves)
156 Mind Drain Mental Enhancement Forget (SL saves)
157 Mind Transferral Lifeform Control Minor: Empathy (save); Major: Magic Jar (SL/3 saves)
158 Missile Creation Matter Creation Do SL missile attacks, must roll to hit, each hit does 10 dmg (no save) and a stun (save)
159 Molding Matter Control (12-SL)M: Shape Alter Any Object (the resultant item must be of the same type of material)
160 Molecular Conversion Matter Conversion Alter a periodic table compound effect to another
161 Molecular Creation Matter Creation Create SL lbs. of an element (max E=SL)
162 Natural Weaponry Fighting +SL TH and dmg with natural attacks
163 Nemesis Power Control Wish for a spell level 0 to SL-2 effect that will most affect the target (DM will determine)
164 Neural Manipulation Lifeform Control Minor: Seizure (-2 all rolls, save); Major: Paralysis (SL/3 saves)
165 Penetration Vision Detection X-ray vision SL*2'
166 Phasing Self-Alteration Minor: Phase out (like a Blink dog); Major: Pass Wall
167 Pheromones Physical Enhancement Command (SL words, save)
168 Physical Gestalt Self-Alteration Grand: Merge bodies with someone else (must be willing), combine AC, hp, and effects
169 Plague Carrier Lifeform Control Disease (SL saves)
170 Plant Control Lifeform Control Charm Plant (SL saves)
171 Plant Growth Lifeform Control Plant Growth xSL
172 Plant Mimicry Self-Alteration Tree
173 Plasma Control Energy Control SL/2 (round down) instances of Resist plasma; +SL*10% damage with plasma effects
174 Plasma Generation Energy Emission SL*CL Plasma damage (1 group, no save)
175 Plasticity Self-Alteration Elasticity (full); Can do SL/2 melee attacks on someone without actually joining their group
176 Postcognition Mental Enhancement Postcognition
177 Power Detection Detection Detect Radiation SL*10' (even through walls); 1M: Identify Radiation
178 Power Simulation Magical The next Psi45 power you use will be resisted using MR instead of PR
179 Power Transferral Power Control Lend a Minor to someone's progression (you lose a Psi45 minor, they gain a Psi45 minor)
180 Power Vampirism Power Control 1M, SL/t: Target loses an innate ability (save), if fails you get +1 to Str, Con, Wis, or +1 SL to another power for 1 turn
181 Precognition Mental Enhancement Precognition
182 Prehensile Hair Self-Alteration Your hair has controlled movement; can do a "Hair attack" (using your hair's P action) for 1dSL dmg
183 Psionic Detection Detection Detect Psionics SL*10' (even through walls); 1M: Identify Psionics
184 Psionic Vampirism Mental Enhancement 1M, SL/t: Target loses (SL^2)*10 PSPs (Psi1 scale, save), if fails you get +1 to Str, Con, Wis, or +1 SL to another power for 1 turn
185 Radarsense Detection Emit and sense Radar waves
186 Radiowave Control Energy Control Emit and Sense Radio waves
187 Radiowave Generation Energy Emission SL*CL/2 Radiowave damage (1 group, no save, the effect can go through a SL' wall)
188 Reality Alteration Magical + or - SL to your next die roll
189 Reflection Defensive MPIWReflection 5*SL%
190 Regeneration Physical Enhancement Regenerate SL hp/s
191 Remote Sensing Mental Enhancement Increase all senses by x(1+SL/4)
192 Residual Absorption Power Control Whenever a Psi45 power is used against you, gain it's SL/2 PSPs.
193 Resist: Emotion Defensive SL/2 (round down) instances of Resist enchantment/charm
194 Resist: Energy Defensive SL/3 (round down) instances of Resist energy attacks
195 Resist: Magic Defensive SL/4 (round down) instances of Resist magic
196 Resist: Mental Defensive SL/2 (round down) instances of Resist mental attacks
197 Resist: Physical Defensive SL/4 (round down) instances of Resist physical attacks
198 Resist: Power Manipulation Defensive SL/3 (round down) instances of Resist disenchantment
199 Resist: Vampirism Defensive SL/3 (round down) instances of Resist necromancy, energy and stat drains
200 Rocket Travel Fly at SL*30" but you can turn only once per segment
201 Selection Power Control Major: You know all Psi45 Minors but can run only 1 Minor at a time; Grand: Know all Majors, etc.
202 Self-Duplication Self-Alteration Make SL/5 duplicates of yourself
203 Self-Revival Physical Enhancement 0, (SL-1)/d: Heal self
204 Self-Sustenance Physical Enhancement Need not drink or eat
205 Self-Vegetation Self-Alteration Polymorph Self into a DL=SL-1 Plant (you do get to choose)
206 Sense Alteration Lifeform Control Negate or restore 1 sense (save)
207 Sensory Link Mental Enhancement Link SL/2 senses to another person
208 Serial Immortality Mental Enhancement 0, 1/d: Resurrection, self only, there is a delay of (11-SL) rounds
209 Shadowcasting Energy Emission Darkness, reduce radiation in room by RS=SL
210 Shadowshaping Energy Control See through shadows 10*SL' (even through walls); Meld into Shadows; 1M: Summon Shadow (DL=SL)
211 Shapechange-Others Lifeform Control Minor: Alter Appearance (save); Major: Disguise (save); Grand: Shapechange Other (save)
212 Shapeshifting Self-Alteration Polymorph Self into a DL=SL-4 monster (you do get to choose)
213 Shrinking Self-Alteration /SL size; +SL Dex
214 Skywalk Travel You walk on the air as if it was the ground (i.e. Fly at your ground movement rate)
215 Sleep-Induced Lifeform Control Sleep (SL/2 saves)
216 Sonar Detection Emit and sense Sonar waves
217 Sonic Generation Energy Emission SL*CL/2 Sound damage (no save) and SL/2 instances of deafness (save)
218 Sound Manipulation Energy Control xSL or /SL amount of sound in room (x1 Special)
219 Speechthrowing Mental Enhancement Ventriloquism
220 Spiderclimb Travel Spider Climb; Climb Walls SL*20%
221 Spirit Gestalt Self-Alteration Grand: Join minds with another person (must be willing), can use each other's mental abilities
222 Spirit Storage Lifeform Control Can hold SL spirits within self as a receptacle
223 Spirit Vampirism Magical 1M, SL/t: Target loses SL Int and Wis dmg (save), if fails you get +1 to Str, Con, Wis, or +1 SL to another power for 1 turn
224 Spray Matter Creation SL choking dmg to a group per segment (can leave the area)
225 Stealth Physical Enhancement Move Silently 10*SL%
226 Summoning Lifeform Control Summon a DL=SL Outer
227 Suspended Animation Physical Enhancement Feign Death (need to make a Int-SL check to attack you, you cannot attack until this is dropped)
228 Sympathetic Magic Magical 1 Reset: Create a voodoo doll of someone (must have a real object from him); 1M, SL/h: Center an effect on that person, if on same plane
229 Telekinesis Mental Enhancement Telekinesis 10*SL^2 lbs.
230 Telelocation Mental Enhancement Locate Person (within (SL-2)/2 planes)
231 Telepathy Mental Enhancement Telepathy; Psi45 psionic link
232 Teleport Others Travel Teleport SL-2 Others
233 Teleport Self Travel Teleport Self; at Minor there is a M% chance of failure, where M is the number of miles travelled
234 Telereformation Travel Teleport Self; at Minor all your effects drop as you do this
235 Telescopic Vision Detection x2^SL Eagle Eye Vision
236 Thermal Control Energy Control SL/2 (round down) instances of Resist temperature change; +SL*10% effect with temperature change effects
237 Thermal Vision Detection Infravision; Immune Darkness
238 Time Travel Travel Time Travel 10^SL seconds; 15-SL% chance of bizarre failure (very far time travel, a loop travel, etc.)
239 Total Memory Mental Enhancement Eidetic Memory
240 Tracking Detection SL slots in Tracking
241 Troubleseeker Travel Sense Danger (to innocents, not yourself)
242 True Flight Travel Fly at (SL^2)*3"
243 True Invulnerability Physical Enhancement SL instances of Resist distributed as you like (medium categories: a school, an element, etc.)
244 True Sight Detection Minor: Detect Illusion/Invis.; Major: True Sight; Grand: Immune Dust/Disapp.; Super: Cosmic Awareness
245 Two-dimensionality Self-Alteration You are 2-dimensional.
246 Undead Control Lifeform Control Turn Undead at CL=(SL-2)*2
247 UV Vision Detection Ultravision
248 Vibration Energy Emission SL*CL Vibration damage (1 group, no save)
249 Vibration Control Energy Control SL/2 (round down) instances of Resist vibration; +SL*10% damage with vibration effects
250 Vocal Control Physical Enhancement Mimic Voices; xSL sound with voice
251 Warding Magical Create a Trap (x1 Psionic) for SL/2 Psi45 powers
252 Water Freedom Physical Enhancement Free Action in Water
253 Water Walking Travel Water Walking
254 Waterbreathing Physical Enhancement Water Breathing
255 Weakness Creation Power Control Add SL/2 instances of a Vulnerability to something (medium scale: a school, an element, etc.) on the target (no save)
256 Weakness Detection Detection Know a weakness/vulnerability of target (increase next effect by x(SL+2)/2, round down)
257 Weapons Creation Fighting 1M: Create a gp=SL^2 weapon (lasts for 1 turn; 1 weapon per day may be permanent instead)
258 Weapons Tinkering Fighting (12-SL)M: Polymorph Any Object (the resultant item must be a weapon)
259 Weather Matter Control Control Weather within SL miles
260 Webcasting Matter Creation Web (SL saves)
261 Whirlwind Travel Major: Air Walk 30" (area); Grand: Wind Walk 60" (area)
262 Zombie Animation Matter Control Animate a dead body as a Zombie with DL=SL

[PC5] Psionicist Classes Group


Mutant54 (DC)

Level KXP Psi54
mMG SU
1 0 1-- --
2 3 2-- --
3 6 3-- --
4 12 31- --
5 24 32- --
6 48 33- --
7 96 43- --
8 192 44- --
9 375 441 --
10 750 442 --
11 1125 443 --
12 1500 444 --
13 1875 544 --
14 2250 554 --
15 2625 555 --
16 3000 655 --
17 3375 665 --
18 3750 665 1-
19 4125 665 2-
20 4500 665 3-
21 4875 665 4-
22 5250 665 5-
23 5625 666 5-
24 6000 666 6-
25 6375 766 6-
26 6750 776 6-
27 7125 776 61
28 7500 776 62
29 7875 776 63
30 8250 776 64
31 8625 776 65
32 9000 776 66
33 9375 777 66
34 9750 777 76
35 10125 777 77
36 10500 877 77
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  3  8  2  3  1  0  1
+2  5  4  8  2  3  1  0  2
+3  6  4  8  3  4  2  0  2
+4  6  5  8  3  4  2  1  3
+5  6  5  9  3  4  2  1  3
+6  6  6  9  4  5  3  1  4
+7  7  6  9  4  5  3  2  4
+8  7  7  9  4  5  4  2  5
+9  7  7 10  5  6  4  2  5
+10  7  8 10  5  6  4  3  6
+11  8  8 10  5  6  5  3  6
+12  8  9 10  6  7  5  3  7
+13  8  9 11  6  7  6  4  7
+14  8 10 11  6  7  6  4  8
+15  9 10 11  7  8  6  4  8
+16  9 11 11  7  8  7  5  9
+17  9 11 12  7  9  7  5  9
+18  9 12 12  8  9  8  5 10
Requisites: Str 9, Dex 9, Con 15, Chr 9
Alignment: any
HD/level: 2d6
Weapon Prof.: 4+level/2
To Hit Table: Mon
Save Table: Psi
Reference: DC {Planeshifted ArchMutant}
Groups: Psionicist
 
See [Q54] for rules and powers.
PSPs (Psi 54) = LVL*10, regained at LVL per round (yes that's fast)
Can buy Exceptional stats for 1 weapon proficiency each.
Level 8: Can buy Barbarian stats for 2 weapon proficiencies beyond Exceptional status.
Level 16: Can buy Extra-Barbarian stats for 3 weapon proficiencies beyond Barbarian status. Bonus = (stat-16)*5/2.
Level 32: Can buy Super-Barbarian stats for 4 weapon proficiencies beyond Extra-Barbarian status. Bonus = (stat-18)*3.

[PC5] Psionicist Classes Group


Basic Psi54 Information

This is a port of DC comics powers to the D&D Collective. This list of powers is not accurate to the DC game. If you're looking for DC game material, look elsewhere!
 
There is only one list of Psi54 powers, but these powers exist at each category (minor, major, grand, etc.). The powers have "SL" (Spell Level) built into their descriptions, so higher level powers are more effective. For purposes of SL, minor=2, major=5, grand=8, super=11, ultra=14.
Whenever SL is divided by something, you round down (so a Major of "+SL/2 Str" would give +2 Str, not +2½). If the fractional part is actually meaningful to the Collective (e.g. +2½M actions is better than +2M actions), you can retain the fraction.
 
All powers require 1M to use unless noted.
All powers cost it's SL in PSPs to use. If it's a maintained effect, the cost permanently lowers the max PSP pool until the effect is lowered.
1 Psi54 PSP = 10 Psi1 PSPs.
 
Some powers list "(SL saves)". This requires the target to make the SL saves against the effect, failing any is failure. You may instead affect SL different targets in the same group with 1 save each (other combinations of splittling the power up is not possible).
For effects that list "(SL/3 saves)" or "(SL/4 saves)", this effect does nothing as a Minor.

Psi54 Powers

# Power School Notes
1 Absorption Field Physical Stops SL/2 mental attacks or mental-affecting powers on you
2 Acid Physical CL*(SL+2) acid dmg to one target (no save)
3 Acrobatics Skill-like Any Acrobat SL-1 pick; 5*CL Rogue points in it
4 Active Sonar Mental Sonar; can see in darkness
5 Air Animation Mental Summon a DL=SL Air Elemental
6 Air Control Mental Gust of Wind / Wall of Air
7 Air Walking Mental Can walk in air as if on ground
8 Analytical Smell Mental Identify things by smell; Tracking
9 Animal Control Mystical Charm Animal (SL saves)
10 Animal Handling Skill-like Minor: Animal Friendship; Major: +1 Animal Companion
11 Animal Mimicry Mental Polymorph Self (to Animal only)
12 Animal Summoning Mystical Summon a DL=SL-1 Animal
13 Animal Transformation Physical Polymorph Other (from Animal to Animal only) (SL saves)
14 Animate Image Mystical Summon a DL=SL creature based on an picture/painting you have (the image is consumed)
15 Animate Objects Mystical Animate Objects as if they were a DL=SL Golem summon
16 Artist Skill-like Free proficiencies in (pick SL-1 of these): Actor, Musician, Painter, Photographer, Sculptor, Writer
17 Attraction/Repulsion Mental Telekinesis all objects of one type towards you or away from you
18 Aura of Fear Mental Fear by sight (SL saves)
19 Bio-Energy Blast Physical CL*(SL+2) force dmg to one target (no save)
20 Bomb Physical CL*SL explosion dmg to your group (no save, hole in the middle)
21 Broadcast Empath Mental Empathy
22 Cell Rot Mental Cell Adjustment (reversed) CL*SL*2 dmg (no save)
23 Charisma Skill-like +SL Chr; Hold Chr
24 Cling Physical Climb Walls 20*SL%; Resist first CL*SL/2 dice of Telekinesis or Gravity damage; Grand: Immovability
25 Comprehend Languages Mental Comprehend Languages; Tongues
26 Control Mental Domination one target (SL/2 saves)
27 Damage Transference Mental Cell Adjustment CL*SL*2 hp
28 Danger Sense Mental Danger Sense
29 Darkness Physical Darkness (can blind a person, make SL saves)
30 Density Increase Mental xSL weight; +SL Str; -SL Dex
31 Detective Skill-like Tracking; ID Fake/Counterfeit items; Legal Lore
32 Digging Physical Dig
33 Directional Hearing Mental Know which direction sounds are coming from
34 Dispersal Mental Insubstantial (can move through objects, can't attack)
35 Earth Animation Mental Summon a DL=SL Earth Elemental
36 Earth Control Mental Move Earth / Wall of Earth
37 Empathy Mental Empathy
38 Energy Absorption Physical CL*SL*3 hp ablative Force Field (vs. energy attacks)
39 Extended Hearing Mental Hear Noise SL*10%
40 Eye of the Cat Mystical Can see through an animal's eyes (must be willing)
41 Flame Animation Mental Summon a DL=SL Fire Elemental
42 Flame Being Physical Fire Shield (SL*10% damage back to attacker); Deal +SL fire dmg with melee attacks
43 Flame Control Mental Pyrotechnics / Produce Fire / Quench / Wall of Fire
44 Flame Immunity Physical SL/2 instances of Resist Fire
45 Flame Project Physical CL*(SL+2) fire dmg to one target (no save)
46 Flash Physical Light (can blind a person, make SL saves)
47 Flight Physical Fly at 2^SL"
48 Fog Physical Wall of Fog, blocks X-ray vision, ultravision, infravision, sonar
49 Force Field Physical CL*SL*2 hp ablative Force Field (vs. physical or energy attacks)
50 Force Manipulation Mental Minor: Minor Creation; Major: Major Creation
51 Force Shield Mental CL*SL*3 hp ablative Force Field (vs. physical or energy attacks, only one enemy /s)
52 Full Vision Mental All-Around Sight; Grand: Immune to Backstab
53 Gadgetry Skill-like 1M, 1/d: Build a TechL=SL Psi8 item
54 Gliding Physical Fly at 3*SL"
55 Gravity Decrease Mental Increase gravity in room or object/person by SL G's (x1 Special)
56 Gravity Increase Mental Decrease gravity in room or object/person by SL G's (x1 Special)
57 Growth Physical +SL/2 Size classes
58 Heat Vision Mental 1M to start: Every segment for 1 round, as a 0 action, deal SL heat dmg to one target (no save)
59 Hypersensitive Touch Physical Fine touch; Fine manipulation
60 Hypnotism Mental Hypnosis (SL saves)
61 Ice Animation Mental Summon a DL=SL Ice Elemental
62 Ice Control Mental Wall of Ice
63 Ice Production Physical CL*(SL+2) ice dmg to one target (no save)
64 Icing Physical SL/2 instances of Resist Cold/Ice
65 Illusion Mental Illusion (SL Int checks)3
66 Invisibility Physical Minor: Invisibility; Major: Improved Invisibility; Grand: Dust of Disappearance
67 Invulnerability Physical -CL*SL/2 dmg per attack
68 Iron Will Mental SL/2 instances of Resist Hypnotism/Charm/Domination
69 Joined Mystical Immovability
70 Jumping Physical Jump
71 Life Sense Mental Detect Life
72 Lightning Mystical CL*SL lightning dmg to one group (no save)
73 Locate Animal Mystical Locate Animals
74 Magic Blast Mystical CL*SL force dmg to one group (no save)
75 Magic Shield Mystical Stops SL/2 magical attacks on you
76 Magical Sense Mystical Detect/Identify Magic
77 Magnetic Control Mental Telekinesis all metal objects towards you or away from you
78 Martial Artist Skill-like SL Martial Arts maneuvers (no style is included tho)
79 Matter Manipulation Mental CL*(SL+2) explosion dmg to one target (no save)
80 Medicine Skill-like Binding wounds is 4+SL hp
81 Mental Blast Mental Do a P action of attacks, using Int instead of Str and Wis instead of Dex
82 Microscopic Vision Mental Microscopic Vision
83 Military Science Skill-like Free proficiencies in (pick SL-1 of these): Camouflage, Cartography, Demolition, ECM, Tracking
84 Mimic Physical 1bM: Fork a spell level 0 to SL effect
85 Mind Blank Mental Immune detection, ESP
86 Mind Blast Mental SL Int dmg to one target (no save)
87 Mind Drain Mental Target loses CL*SL*10 PSPs (using Psi1 scale), you gain half of what he lost
88 Mind Over Matter Mental Stay conscious (and offensive) for up to SL segments after being reduced below -10 hp
89 Mind Probe Mental ESP
90 Molecular Chameleon Mental Polymorph your body into an unusual material that you're touching (max S factor = SL)
91 Mystic Link Mystical Major: 1M: Duplicate a Psi54 Minor; Grand: 1M: Duplicate a Psi54 Major; etc.
92 Mystic Shield Mental SR SL*CL
93 Object Awareness Mental Minor: Locate Object; Major: Clairvoyance there
94 Occultist Skill-like Any Occultist5 Level SL pick
95 Omni-Arm Physical +0d+SL*2 to open-hand attacks (e.g. as a Major your base punch goes from 1d2 to 1d12)
96 Passive Sonar Mental Sonar; can see in darkness
97 Personality Transfer Mental Magic Jar (SL/2 saves)
98 Phobia Mental Fear (SL saves)
99 Plant Control Mystical Charm Plant (SL saves) or Summon a DL=SL-1 Plant
100 Plant Growth Mystical Plant Growth
101 Poison Touch Physical Your next attack is poisonous (Death or (SL-1)*10 dmg if they make the save)
102 Postcognition Mental Object Reading
103 Power Drain Mental Target loses random powers (SL saves, each missed save is 1 lost power)
104 Precognition Mental Precognition
105 Psychic Will Mental Wall of Force
106 Radar Sense Mental Radar detection
107 Recall Mental Eidetic Memory
108 Regeneration Mental Regenerate SL/2 stat points of damage per segment
109 Running Physical +3*(SL-1)" move rate
110 Scholar Skill-like +SL Nonweapon (Knowledge) proficiencies
111 Scientist Skill-like Scientific Analysis SL*10%
112 Sealed Systems Physical Immune hostile environment; Need not breathe
113 Sensory Block Mental Target loses some senses (SL/2 saves, each missed save is 1 lost sense)
114 Shape Change Mental Minor: Polymorph Self to a particular animal type; Grand: Shapechange to a particular animal type
115 Shrinking Physical -SL/2 Size classes
116 Skin Armor Physical AT +SL*CL/2
117 Solar Sustenance Physical Need not eat or drink
118 Sonic Beam Physical CL*(SL+2) sound dmg to one target (no save)
119 Speak with Animals Mental Speak with Animals
120 Spirit Travel Mystical Minor: Astral Perception; Major: Astral Projection; Grand: Astral Spell
121 Spiritual Drain Mystical Target loses CL*SL hp (necromantic, no save), you gain CL*SL hp (not above max)
122 Split Physical You are two beings (two places at once); it costs 3 actions to have each body do 1 action
123 Spy Skill-like Any Secret Agent SL-1 pick; 5*CL Rogue points in it
124 Starbolt Physical CL*(SL+2) plasma dmg to one target (no save)
125 Stretching Physical Can melee up to SL people per round that aren't in your group
126 Super Breath Physical CL*SL air dmg to one group (no save)
127 Super Hearing Mental Can hear frequencies outside of normal human range
128 Super Ventriloquism Mental Ventriloquism
129 Superspeed Physical xSL movement rate; you can turn only once per segment
130 Suspension Mental Feign Death
131 Swimming Physical Swim at full movement rate; No combat penalties in water
132 Systematic Antidote Physical SL/2 instances of Resist Poison/Drugs
133 Telekinesis Mental Telekinesis CL*SL*10 lbs.
134 Telepathy Mental Telepathy
135 Teleportation Mental Teleport up to 2^SL miles
136 Telescopic Vision Mental Eagle Eye Vision
137 Thermal (IR) Vision Mental Infravision
138 Thief Skill-like Any Thief SL-1 pick; 5*CL Rogue points in it
139 Transfer Mystical Major: Target gains a Psi54 Minor power (this slot is spent until he doesn't have the power anymore)
140 Transmutation Mystical Major: Polymorph Any Object
141 Truesight Mental Minor: Detect Invis./Illusion; Major: True Seeing; Grand: Cosmic Awareness
142 Two-Dimensional Physical You are 2-dimensional; +SL AC
143 Ultra Vision Mental Ultravision
144 Vampirism Mystical Target gets SL/2 negative levels (energy drain, no save), you gain CL*SL hp (not above max)
145 Vehicles Skill-like Can drive vehicles
146 Voodoo Mystical 1M, SL/d: Do a Psi54 power centered on a person on your plane
147 Warp Mental Gate up to SL/3 planes removed
148 Water Animation Mental Summon a DL=SL Water Elemental
149 Water Control Mental Wall of Water / Part Water / Lower Water
150 Water Freedom Physical Free Action in water
151 Weaponry Skill-like +SL distributed among TH and dmg with one weapon type (narrow)
152 Weather Control Mystical Control Weather
153 X-Ray Vision Mental X-Ray Vision

[PC5] Psionicist Classes Group


Numot Devastator (MTG U/R/W) (Azorius/Boros/Izzet)

Level KXP Wizard      / Psi
123 456 789 / mMGS
1 0 2½- --- --- / 2---
2 5.175 32- --- --- / 3---
3 10.35 43½ --- --- / 40--
4 20.7 442 --- --- / 41--
5 41.4 543 ½-- --- / 42--
6 82.8 654 2-- --- / 43--
7 165.6 764 3½- --- / 53a-
8 331.2 776 42- --- / 540-
9 662.4 876 53½ --- / 541-
10 1324.8 987 642 --- / 542-
11 1987.2 A98 642 ½-- / 543-
12 2649.6 AA9 754 1-- / 544-
13 3312 BA9 864 1½- / 554-
14 3974.4 CBA 975 31- / 555-
15 4636.8 DCB 975 41½ / 655b
16 5299.2 ECB 986 411 / 665a
17 5961.6 ECB 986 431 / 6660
18 6624 ECB A86 541 / 6661
19 7286.4 ECB A88 641 / 6662
20 7948.8 ECB A98 642 / 6663
21 8611.2 EDB BA8 643 / 6664
22 9273.6 EDD CA8 653 / 6665
23 9936 FFD CA9 753 / 6666
24 10598.4 GFD CA9 764 / 7666
25 11260.8 GFE CB9 865 / 7766
26 11923.2 GFE CB9 886 / 7776
27 12585.6 HGE CBA A86 / 7777
28 13248 HGE DCB A87 / 8777
29 13910.4 HGF DDC A97 / 8877
30 14572.8 HGF EDC B98 / 8887
31 15235.2 IGG FEC BA8 / 8888
32 15897.6 IIH FED BA9 / 9888
33 16560 IIH GED CBA / 9988
34 17222.4 IIH GFE CCB / 9998
35 17884.8 IIH GFE EDB / 9999
36 18547.2 IIH GFF EDC / A999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  7  8  3  6  1  1  2
+1  8  7  8  3  7  1  1  3
+1  9  8  8  4  7  2  1  3
+2  9  8  8  4  7  2  2  4
+3 10  9  9  4  8  2  2  4
+3 10  9  9  5  8  3  3  5
+4 11 10  9  5  9  3  3  5
+5 11 10  9  6  9  4  3  6
+5 12 10 10  6  9  4  4  6
+6 12 11 10  6 10  4  4  7
+7 13 11 10  7 10  5  5  7
+7 13 12 10  7 11  5  5  8
+8 13 12 11  8 11  6  5  8
+9 14 13 11  8 11  6  6  9
+9 14 13 11  8 12  6  6  9
+10 14 13 11  9 12  7  7 10
+11 15 14 12  9 13  7  7 10
+11 15 14 12 10 13  8  7 11
Requisites: Dex 18, Int 30, Chr 24,
Class Slots 3
Alignment: LN, NG, CG, or CN
HD/level: 3d4 (Normal Chr bonus)
Weapon Prof.: 4+level
To Hit Table: Pri
Save Table: Wiz/Pri/Psi
Reference: DM
Groups: Wizard, Psionicist, Monster
 
Extra-Barbarian Int bonus; stat bonus=(Int-16)*5/2. Barbarian Chr bonus (except for hit points, which uses Normal Chr bonus).
Channeling.
Int bonus to spell progression. Chr bonus to psionic progression, with their SLs shifted down by 1 (m=1, M=4, G=7, S=10).
Specialized in Wizard Invocation and Wizard Metamagic schools.
Has access to any 2 psionic frequencies.
PSPs = (Chr*2+Int)*LVL
Any psionic power that cures hp or removes baneful effects costs only ½M to use, costs ½ the number of PSPs, and is only ½ a memorization slot.
Turn Undead as a Priest of 3 levels lower.
   
Level 1: +1 borrowed M action per round.
Level 1: May cast Priest Healing sphere spells as if they were Wizard spells of the same level.
Level 2: 1M: Remove "summoning sickness" and/or "teleport sickness" from target.
Level 2: 1M: You will win initiative next segment.
Level 3: -1 to number of remaining M or borrowed M actions remaining this round: Copy a spell you cast this segment.
Level 3: 1M: Target loses LVL worth of C actions from his remaining number of actions. (e.g. if he has 2P+1V+1M remaining, and you're level 3, he can choose to lose 1P+1V or 1M.)
Level 3: 1M: Counter an effect from an item.
Level 4: Has access to another psionic frequency (pick one).
Level 4, 8, 12, etc.: Choose a Priest sphere. May cast spells of that sphere as if they were Wizard spells of the same level.
Level 5: +1 borrowed M action per round.
Level 9: For HD/level, this class gains the cumulative (&) modifier. This applies to all dice (even those below level 9).
Level 9: -1 to number of remaining M or borrowed M actions remaining this round: Copy a spell someone else cast.
Level 9: +1 Q borrowed M action per round.
Level 9: NM: Counter an effect from a xN item. This is a xN effect.
Level 9: Specialized in Priest Healing sphere spells.
Level 9: 1M: Target gains Free Action until end of turn.
Level 9: Gains a Specialty Priest pick. May replace "sphere" with "school" in the effect if desired.
Izzet Metamagic spells:
Force Spike (Metamagic, SL 2): 1 borrowed M or 1 OppM: Counter target magical/psionic effect unless its user devotes another spell/psionic slot to it.
Mana Leak (Metamagic, SL 3): 1 borrowed M or 1 OppM: Counter target magical/psionic effect unless its user devotes another 3 spell/psionic slots to it.
Counterspell (Metamagic, SL 4): 1 borrowed M or 1 OppM: Counter target magical/psionic effect.
Fork (Metamagic, SL 4): 1 borrowed M or 1 OppM: Copy target magical/psionic effect.
Deflection (Metamagic, SL 5): 1 borrowed M or 1 OppM: Redirect target magical/psionic effect to another target.
Quash (Metamagic, SL 6): 1 borrowed M or 1 OppM: Counter target magical/psionic effect. That person cannot use that effect for the rest of the day.

[PC5] Psionicist Classes Group


Offender Psionicist

Level KXP Psi(c)
mMG SU
1 0 2-- --
2 4 3-- --
3 8 4-- --
4 16 51- --
5 32 62- --
6 65 73- --
7 131 84- --
8 263 95- --
9 527 A61 --
10 927 B72 --
11 1327 C83 --
12 1727 D94 --
13 2127 EA5 --
14 2527 FB6 --
15 2927 GC7 --
16 3327 HD8 1-
17 3727 IE9 2-
18 4127 JFA 3-
19 4527 KGB 4-
20 4927 LHC 5-
21 5327 MID 6-
22 5727 NJE 7-
23 6127 OKF 8-
24 6527 PLG 9-
25 6927 QMH A1
26 7327 RNI B2
27 7727 SOJ C3
28 8127 TPK D4
29 8527 UQL E5
30 8927 VRM F6
31 9327 WSN G7
32 9727 XTO H8
33 10127 YUP I9
34 10527 ZVQ JA
35 10927 [WR KB
36 11327 \XS LC
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  7  1  2  0  0  0
+1  5  3  8  2  3  1  0  1
+2  5  3  8  2  3  1  0  1
+3  5  4  8  2  3  1  0  2
+4  5  4  8  2  3  1  0  2
+5  6  4  8  3  4  2  0  2
+6  6  4  8  3  4  2  0  2
+7  6  5  8  3  4  2  1  3
+8  6  5  8  3  4  2  1  3
+9  6  5  9  3  4  2  1  3
+10  6  5  9  3  4  2  1  3
+11  6  6  9  4  5  3  1  4
+12  6  6  9  4  5  3  1  4
+13  7  6  9  4  5  3  2  4
+14  7  6  9  4  5  3  2  4
+15  7  7  9  4  5  4  2  5
+16  7  7  9  4  5  4  2  5
+17  7  7 10  5  6  4  2  5
Requisites: Str 13, Dex 11, Int 12
Alignment: C any (or) T any
HD/level: d10
Weapon Prof.: 5+level/3
To Hit Table: War
Save Table: ½xPsi
Reference: DM
Groups: Psionicist
 
Has access to all "offensive" powers in [MC2] Monster Collective Psionic Powers for every frequency. These are indicated by a "c" (for "combat") in the "Use" column.
PSPs = (Str+Dex+Int)*level.
These are in Psi1 PSPs, convert using the table at the beginning of [PC5].

[PC5] Psionicist Classes Group


[MC2.--2] Monster Psi--2

Use SL # Power Disip. Check PSPs Effect Power Score Source
d 2 1 Biosaveback Metab Int-7 9+5/r -2 dmg/energy att; +CL/3 saves +CL saves instead DM
d 2 2 Deflection Kinet Con-5 6 [pick R,M,P,I] Deflection CL*5% pick 2, or Reflection on 1 DM
d 2 3 Endurance of the Land Metab Int-7 15+3/r +5 max hp; +3 AC; +3 saves; IR 25% Lasts 5r after maint. DM
d 2 4 Inertial Wall Kinet Int-8 11+8/r Melee: -CL dmg/att; Missile: Delay 1s Another Melee -CL/att DM
d 2 5 Magnify M-Psi Chr-5 25M+M/r Mult. power (Max=level/5+1) M+1, no extra cost DM
d 2 6 Resist Disease Metab Int-8 18/d Resist disease Immune disease DM
c 2 1 Cell Arrangement Metab Int-8 2*N cures 5*N% of max hp (max N=CL*5+35) Half cost in PSPs DM
c 2 2 Double [C] Metab Int-8 11 Doubles a harmful [C] section effect Becomes capital lettered DM
d 5 1 Energy Command Metab Int-7 10 Pick an element, you resist it You double resist it DM
d 5 2 Regen Metab Int-6 24+9/t Troll-like regen CL hp/r 2*CL instead DM
c 5 1 Alter Reality All Any-15 375 Alter Reality (any Psi major) Double CL effect DM
c 5 2 Death Trade Metab Int-12 60 You and target up to 10*CL^3 dmg (necro) You take half DM
c 5 3 Demolish Kinet Int-8 27 CLd6 normal ele. dmg (group, save:½) (2*CL)d6 instead DM
c 5 4 Immediate Healing Metab Int-5 45 Heal, can have no more Heals this day this hour instead DM
c 5 5 Put Out of Misery Kinet Chr-9 60 Put Out of Misery Really Put Out of Misery DM
d 8 1 Eeelemental Composition Metab Int-9 36+5/r Can be any Normal/Para/Quasi Eeele Can be Semi Eeele DM
d 8 2 Endurance of the World Metab Int-11 15/r +9 TH; +9 dmg; IECNR +25% Lasts 5r after maint. DM
d 8 3 UltraArmor [--X] Telep Wis-10 30 iunPaPaaPaaaPR CL*2% CL*4 instead DM
c 8 1 Grand Acidify Kinet Int-5 27 CLd20 acid damage Use d30's DM
d 11 1 Z Acceleration Metab Wis-15 45/r +CL Q0 actions /r (self) Cast Psi using 0 actions DM
d 11 2 Psi Inertial Improver Port Str-23 105/r Psi gives no save in your group -- DM
c 11 1 Change Reality All Any-25 600 Change Reality (any Psi grand) Double CL effect DM
c 11 2 Planetary Demolish Kinet Int-30 5400 1 idmg in any E=CL/6 element 2 idmg; CL/3 instead DM

[PC5] Psionicist Classes Group


[MC2.-17] Monster Psi-17

Use SL # Effect
c 2 1 Chaos Ball your group (incl. yourself) for LVLd6 dmg
c 2 2 Create a LVL*10' Wall of Stone with random orientation in the room
c 2 3 Create a random trap (only enemies trigger it)
c 2 4 Sleep your entire group (incl. yourself) (save)
c 2 5 Wand of Wonder effect
d 5 1 Confusion shield (whoever hits you saves or is Confused)
c 5 1 Chain Lightning: as spell, but jumps randomly (not closest person), can hit someone more than once
c 5 2 Create a random trick (only enemies trigger it)
c 5 3 Fist of Force (LVLd8 force dmg to one target)
c 5 4 Teleport Other Away
c 8 1 Call Chaos: LVL random groups take 75 Chaos dmg (include PC in possibilities)
c 8 2 Create a random special (only enemies trigger it)
c 8 3 Earthquake your group (incl. yourself) for LVLd20 dmg, flying doesn't help
c 11 1 Invoke Logrus: 66*LVL Vile Eldritch Chaos to a group (no save)
c 11 2 Word of Destruction: Room shape is rearranged, everyone in room (incl. PCs) take a slay (save) and a blind (no save), each object in room has 50% chance of shattering

[PC5] Psionicist Classes Group


[MC2.-15] Monster Psi-15

Use SL # Name Effect
d 2 1 Add Breath Weapon [1st] Breath weapon is 3/d. Choose a normal (EE=1) eelement. Breath = 50% of current hp total.
d 2 2 Add Breath Weapon [2nd] Breath weapon is once per 3 rounds. Choose a normal (EE=1) eelement. Breath = (CL+1)d(CL*2+2).
d 2 3 Add Resistance Resist one normal (EE=1) eelement, this can be taken twice for an EE=2, thrice for an EE=3, etc.
d 2 4 Add Tentacle Tentacle does 1d(CL*2) damage
d 2 5 Increase Touch Damage CLdCL dmg with unarmed touch (do not add punch or weapon damage)
c 2 1 Alter Resistances Alter two resistances (or one immunity) to be of different eelement(s) (Pick an EE factor = original)
d 5 1 Add Immunity Immune to one normal (EE=1) eelement, this can be taken twice for an EE=2, thrice for an EE=3, etc.
d 5 2 Dial-a-Breath Eelement (<) You can use any eelement with EE factor less than your normal breath.
d 8 1 Add Global Resistance Resist all EE=1 eelements, this can be taken twice for EE=2 (doesn't include EE=1), thrice for EE=3, etc.
d 8 2 Dial-a-Breath Element (=) You can use any eelement with E factor equal to or less than your normal breath.
d 11 1 Add Global Immunity Immune to all EE=1 eelements, this can be taken twice for EE=2 (doesn't include E=1), thrice for EE=3, etc.

[PC5] Psionicist Classes Group


[MC2.-12L] Monster Psi-12L

Use SL # Name PSPs Effect
d 1 1 Anti-Psionic Resistance 4+3/t +5*CL% AntiPsiR
c 1 1 Blind/Unblind 9 Cure or Cause Blindness (RSW save)
c 1 2 Charm Blast 8 One group is charmed (Will save), doesn't affect undead etc.
c 1 3 Choose Summoning I 12 Monster Summoning using ML I chart, you pick the result
c 1 4 Law Bolt 11 CLxCL mental dmg to 1 target (Reflex:½); C-align x2 dmg
d 2 1 Hold Life 20+6/t Immune to XP/Stat Drain; Immune Aging
c 2 1 Choose Summoning II 24 Monster Summoning using ML II chart, you pick the result
c 2 2 Dispel Anti-Psi 14 Dispels one anti-Psi effect
c 2 3 Force Shape & Wrench 20 Force Shapechange & Wrench (no save, get ER & aNR)
c 2 4 Law Beam 22 CLxCL mental dmg in line (Reflex:½); C-align x2 dmg
c 2 5 Phantasmal Killer 18 Phantasmal Killer
c 2 6 Suggestion Blast 16 One group is suggested (Will save), all use same suggestion
d 3 1 Choose Die Result 30 Choose result of one die roll (not "deep", only affects one die)
d 3 2 Globe of Low Resistance 12+9/r Immune to SL 0-2 (all types), Resist SL 3-4 (all types)
d 3 3 Hold All 30+9/t Immune to XP/Stat/Multiplier/Action Drain, Aging, As You Are
c 3 1 Choose Summoning III 36 Monster Summoning using ML III chart, you pick the result
c 3 2 Domination Blast 24 One group is dominated (Will save), *does* affect undead etc.
c 3 3 Law Double Beam 33 CLxCL mental dmg in 2 lines (Reflex:½); C-align x2 dmg
d 4 1 Duplicate Tech Item 40 Duplicate a x0 or x1 Technology Item
d 4 2 Effect Immunity 16+12/t Pick any spell or power. You are immune to that effect.
d 4 3 See Through 12+12/t See through Dust of Disappearance & Mirage Arcana effects
c 4 1 Chain Question Mark 32 Remotely "wake up" or alert a friendly group on same DL
c 4 2 Choose Summoning IV 48 Monster Summoning using ML IV chart, you pick the result
c 4 3 Law Triple Beam 44 CLxCL mental dmg in 3 lines (Reflex:½); C-align x2 dmg
c 5 1 Choose Summoning V 60 Monster Summoning using ML V chart, you pick the result
c 6 1 Law Quadruple Beam 55 CLxCLx2 mental dmg in 4 lines (no save); C-align x3 dmg
c 7 1 Choose Summoning VI 72 Monster Summoning using ML VI chart, you pick the result
c 8 1 Choose Summoning VII 84 Monster Summoning using ML VII chart, you pick the result
c 9 1 Choose Summoning VIII 96 Monster Summoning using ML VIII chart, you pick the result
c 9 2 Law Quintruple Beam 66 CLxCLx3 mental dmg in 5 lines (no save); C-align x4 dmg
d 10 1 Spirit Resistance 40+30/t +5*CL% XR
c 15 1 Sit Down Already! 300 All within sight (incl. party) are Set (no resistance/immunity). The current half-segment will end after the current stack, as everyone is considered to have spent all of their actions.

[PC5] Psionicist Classes Group


[MC2.-12T] Monster Psi-12T

Use SL # Name PSPs Effect
d 1 1 Effects Preservation 6+2/t +5*CL% AntiMR; +2*CL% ER
d 1 2 Spectral Natural Fighting 12+2/t Spectral Hand; no ill effects from punching/kicking things
c 1 1 Bring Animals I 12 Summon CL Animals using ML I chart, you pick the result
c 1 2 Hold Blast 8 One group is held (Will save)
c 1 3 Ice Aura 10+2/r Anyone who melees with you takes CL ice dmg /s (no save)
d 2 1 Polymoph Self 20 Polymorph Self; lasts CL turns
d 2 2 Stay Conscious 24+4/t You stay conscious up to -10-CLxCL hp (defensive acts only)
d 2 3 Touch Reflection 16+4/t Touch effects are reflected back to opponent
c 2 1 Bring Animals II 24 Summon CL Animals using ML II chart, you pick the result
c 2 2 Dispel Anti-Magic 14 Dispels one anti-Magic effect (or) Halve ER (no ER or save)
c 2 3 Dust Aura 20+4/r Enemies in your group takes CL dust dmg /s (no save)
d 3 1 Globe of Mid Resistance 18+6/r Immune to SL 2-4 (all types), Resist SL 1 & 3 (all types)
d 3 2 Heal Self 39/d 1/d (automatic): If you go below 0 hp, you are Healed
d 3 3 Tenser's Transformation 30 Tenser's Transformation
c 3 1 Bring Animals III 36 Summon CL Animals using ML III chart, you pick the result
c 3 2 Feeblemind Blast 24 One group is feebleminded (Will save)
c 3 3 Wall of Element 33 Wall of a normal/para/quasi element. Dmg is CLxCL.
d 4 1 Duplicate Natural Item 36 Duplicate a x0 or x1 Natural or Anti-Magical Item
d 4 2 Effect Familiarity 20+8/t Pick any spell/power. You resist it; and at +50% when using it.
d 4 3 Improved Inallability 26+8/t Improved Invisibility (sight/sound/smell), can't be touched
d 4 4 Resurrect Self 52/d Teleport Away when killed, Resurrect Self 1 round later
d 4 5 Time Aura 40+8/r Enemies in your group lose 1 action /s (no save)
c 4 1 Bring Animals IV 48 Summon CL Animals using ML IV chart, you pick the result
c 5 1 Bring Animals V 60 Summon CL*2 Animals using ML V chart, you pick the result
c 6 1 Anti-Time Aura 80+16/r Enemies in your room takes CL*2 anti-time dmg /s (no save)
c 7 1 Bring Animals VI 72 Summon CL*3 Animals using ML VI chart, you pick the result
d 8 1 Bring Animals VII 84 Summon CL*4 Animals using ML VII chart, you pick the result
c 9 1 Bring Animals VIII 96 Summon CL*5 Animals using ML VIII chart, you pick the result
c 9 2 Crapulence Aura 160+32/r Enemies in sight takes CL*3 crapulence dmg /s (no resistance)
d 10 1 Spirit Preservation 60+20/t +5*CL% aXR
c 15 1 Ka-boom! 300 All within sight (incl. party) take CL idmg (no resistance/imm.). This damage is considered idmg even when using the [X] section (with a P save for 0), however, it requires a G action to use this power under the [X] section rules. (Outside of [X] section, this power is an M action to use, just like everything else here.)

[PC5] Psionicist Classes Group


[MC2.-12C] Monster Psi-12C

Use SL # Name PSPs Effect
d 1 1 Commotion Resistance 8+1/t +CL*5% RR; Resist own effects; Resist Wild Surges
d 1 2 Cthulhoid Aura 10+1/r You look like a cthulhoid beast, gaze to fear (save vs. Will)
c 1 1 Cthulhoid Swarm I 12 Summon CL Monsters using ML I "Weird" chart (random)
c 1 2 High-Frequency Sample 13 Generate a High-Frequency Sampler minor effect
c 1 3 Taunt Blast 8 One group will attack you on their next action (no save)
c 1 4 Wild Invocation I 11 Random 0th (50%) or 1st (50%) SL Wizard Invocation spell
d 2 1 Anti-Technological Armor 23+1/t +5*CL% TechR (or) Resist Technology
d 2 2 Know Next Dice Rolls 19+1/t 0,1/r: Roll dice ahead of time before action, can choose not to
c 2 1 Chromatic Blast 18 Area effect Chromatic (50%) / Metallic (50%) Orb; CL=1d12
c 2 2 Confusion Blast 16 One group is confused (Will save)
c 2 3 Contagion/Enervation 26 One target is hit by Contagion & Enervation (PPD for each)
c 2 4 Cthulhoid Swarm II 24 Summon CL Monsters using ML II "Weird" chart (random)
c 2 5 Dispel Radiation/Tech 14 Dispels one Radioactive, Wild/Chaos, or Technological effect
c 2 6 Wild Invocation II 22 Random 2nd (60%) or 3rd (40%) SL Wizard Invocation spell
d 3 1 Globe of High Resistance 24+3/r Immune to SL 4-6 (all types), Resist SL 2-3 (all types)
d 3 2 Mirror Mislead 30+3/r Does a Mislead spell, a Mirror Image, and a Displacement
c 3 1 Cthulhoid Swarm III 36 Summon CL Monsters using ML III "Weird" chart (random)
c 3 2 Strip Down (Nude Bomb) 20+1/s Choose 1 target; he removes/drops 1 item /s (no save)
c 3 3 Weird Chaos 24 Two groups: One gets hit by Weird, the other Chaos (as spells)
c 3 4 Wild Invocation III 33 Random 4th (70%) or 5th (30%) SL Wizard Invocation spell
d 4 1 Duplicate Radio. Item 40 Duplicate a x0 or x1 Radioactive Item
d 4 2 Effect Amplification 24+4/t Pick any spell/power. You have double effect with that power.
c 4 1 Cthulhoid Swarm IV 48 Summon CL Monsters using ML IV "Weird" chart (random)
c 4 2 Dancing Chaos 40+4/r Every segment, a random SL=1d10 effect hits a random target
c 4 3 Wild Invocation IV 44 Random 6th (80%) or 7th (20%) SL Wizard Invocation spell
c 5 1 Cthulhoid Swarm V 60 Summon CL*2 Monsters using ML V "Weird" chart (random)
c 6 1 Wild Invocation V 55 Random 8 (90%) or 1d4+8 (10%) SL Wizard Invocation spell
c 7 1 Cthulhoid Swarm VI 72 Summon CL*4 Monsters using ML VI "Weird" chart (random)
c 8 1 Cthulhoid Swarm VII 84 Summon CL*6 Monsters using ML VII "Weird" chart (random)
c 9 1 Cthulhoid Swarm VIII 96 Summon CL*9 Monsters using ML VIII "Weird" chart (random)
c 9 2 Wild Invocation VI 66 Random 10 (95%) or 2m4+10 (5%) SL Wizard Invocation spell
d 10 1 Anti-Commotion Resist. 80+10/t +CL*5% aaAllR (Anti-Anti R vs. everything)
c 15 1 Get it on! 300 All within sight (incl. party) get +1QQQQQOppF this segment. You can use it and a normal Opp action in the same segment. You may ignore the "Opp" part of this if you wish (i.e. use it on your half of the segment).

[PC5] Psionicist Classes Group


[MC2.-9] Monster Psi-9

Use SL # Name Check Description [perm. effects in brackets]
d 2 1 Blister-healer Chr/m [+1 TH, -1 dmg/att]
d 2 2 Electricity Suppressor Chr/r Resist Lightning
d 2 3 No Poison For Me Wis/r Resist Poison ("death" becomes ½ max hp)
d 2 4 Resistance to Anti-Magic Chr/m CH*5% aMR (adjust @ 12th casting level)
d 2 5 Resistance to Anti-Psionics Dex/m CH*5% aPR (adj.@12th)
d 2 6 Specific Reduction Int/m takes -1d4 dmg/m on contact w/ substance
c 2 1 Loss of Limbs Wis/h Target is sharped (save)
c 2 2 You'll Shoot Your Eye Out! Wis/r Target loses 1 eye (no save)
d 5 1 Become Brain-independent Dex/m Can use 2M /s, immune ment.attack
d 5 2 Molecular Maintainer Wis/r Resist Disruption; Immune Disintegration
d 5 3 Self-Transformer Str/r Polymorph Self
d 5 4 Stone Eyes Wis/r Gaze: Petrification (save)
c 5 1 AntiBio Force: Force Beam Chr/r Target in cocoon (save), no M actions
c 5 2 AntiBio Force: No Flight Chr/h Target cannot Fly/Levitate (no save)
c 5 3 AntiBio Force: Super Slow Chr/r -½CH Dex, -1P action, ÷CH move rate
c 5 4 AntiBio Force:Vulnerability Chr/m -CH AC,+½CH dmg per attack (incl.spells) (no save)
c 5 5 Degenerator Chr/d Remove all regeneration sources on target (no save)
c 5 6 Trirestoration Dex/r Fix 1 effect that was dispelled within last r
c 5 7 Ultraweakness Int/r -CH Str, -CH more Str for Max.Press (no save)
d 8 1 Control Air: Armor Int/m +CH Saves, Armor has 10*CH hp
d 8 2 Energy Kinetic: Amplify Wis/r Add 3*CH dice to your next energy attack
c 8 1 Hyperkinetic: Decr.Attacks Wis/r -CH P actions (yuck!) (no save)
c 8 2 Hyperkinetic:Hyper Inaction Wis/m -CH V actions, -CH AC (no save)
d 11 1 AntiBio Force: Inaccuracy Con/t People need a 20+CH to Autohit you
d 11 2 Control Air: Less Damage Int/t x10 hp
c 11 1 AntiBio Force: Lose Health Con/t -CH Con, degen all hit points each r (no save)
c 11 2 DeAmplification Con/r (can borrow 1M) ÷CH effect on any effect
c 11 3 DeShielder: DeShield Con/t 1000 dmg
c 11 4 Hyperkinetic: Decr.Mentals Dex/r -CH Mental actions (no save)
c 11 5 Nightmare: Improver Beam Dex/r +CH/6 to being's multiplier (will be Set in 1r)
c 11 6 Nightmare: Physical Blast Dex/r CHxCH'r,lose CHd4 physical stats (save:½)
c 11 7 Polyrestoration Dex/r Trirestoration CH targets
c 11 8 Reverse Contingency Con/d Dispel a Contingency and everything in it
c 11 9 True Vulnerability Dex/m -CH*2% irreducible RR,MR,PsiR,InnateR,aPsiR (no ER)

[PC5] Psionicist Classes Group


[MC2.-6G] Monster Psi-6G

Use SL # Name PSPs Effect
d 1 1 Angelfire 4+Q Spend Q psi points from non-Psi(-6) pools you have: Your next attack does +Q dmg
d 1 2 Trumpet 3/m Each segment, if an enemy combatant does *not* attack you, he takes CL dmg (no save)
c 1 1 Angelic Heal 2*N Cure N hp to one target (max N = 5+CL^2)
c 1 2 Angelic Heal Other † N 1bM: Cure N total hp to any number of targets, you lose N hp (max N = 10+2*CL^2)
c 1 3 Avenge 13 Choose a target, you deal double weapon damage to that target this combat
c 1 4 Blinding Light 13 Target is blinded (RSW save), halves his AC (Spell save), loses next P action (BW save)
c 1 5 Bloodboil 7/r Target takes CL holy blood dmg (no save) per segment
c 1 6 Exorcise 4 CL dmg & CL^3 lbs. telekinesis in a 70' line (no save); for objects, can force item saves
c 1 7 Glimmer † 13/r 1bM: Target can't be directly targetted; effects on him (including this) can still be targetted
c 1 8 Guardian † N 1bM: Prevent N of the damage being done to one target
c 1 9 Lightning 6 Target takes (CL+2)d6 holy lightning dmg (save: ½)
d 2 1 Angelic Wall 11/m DR 40/+CL
d 2 2 Starlit 23/h Holy Fire Shield (half damage back in melee); +CL*20% RaRR; Ultravision
c 2 1 Brimstone 12 Three 35' radius areas: CL^2 holy fire dmg (no save)
c 2 2 Pentecost 18+N 35' radius: All targets make Will save (extra -CL-N*3 penalty) or Confused CL rounds
c 2 3 Possess 7/s Target dominated (Will save); takes (CL+3)^2 dmg/s; you can't use actions while this runs
c 2 4 Renewal † 11 1bM: One target at negative hp is cured to 0 hp
d 3 1 Deflect N/s iRMaMPaPIWR 3*N%; iXR 2*N%; iGR N%; cannot move while using; max N = 30
c 3 1 Angelic Favor † 14 1bM: Summon a DL IV Angel/Deva, lasts until destroyed
c 3 2 Insist Creature 25 Target creature is dominated (save vs. Will at -CL penalty) for CL rounds
c 3 3 Locusts 25 Creeping doom with CL^3 insects (each having 1 hp and doing 1 dmg)
c 3 4 Mercy 14+N Any number of targets within sight (can include yourself) each gain N hp; max N = 30
c 3 5 Protector † 13/r 1bM: Target gains 30 max hp (he does gain the 30 current hp too when this power is used)
d 4 1 Iridescence † 35/m 1bM: Immune Fire (all variants), Positive, Prismatic, Chromatic, Light, Radiance, Blindness
d 4 2 Warp Time † 28/m 1bM: Double AC vs. missiles; Resist breath weapons and area effects
c 4 1 Desolation 43+AL All psionic pools (including yours and friends) within 70' radius are emptied (use antiPsiR)
c 4 2 Luminescence 34 70' radius: Holy Fireball CLd6, Prismatic Spray effect, Chromatic Orb effect, Blind (save)
c 4 3 To Salt 50 Petrify one target (save vs. petrif at extra -CL), if save take CL^2 holy salt dmg
d 5 1 Fury † 24/m 1bM: Troll regen 1/10 of max hp (round down) /s; Immune to Put Out of Misery / Coup de Grace
d 5 2 Platinum Angel 70/h Immune to slay and Capital S Slay; do not die at any negative hp total (still unconscious)
c 5 1 Apocalypse 60 Pick a 350' radius area, next segment, all in area take CL^3 vile dmg (no resistance)
c 5 2 Chorus 23 Your summoned creatures are dispelled; gain their combined hp (can go above max)
c 5 3 Insist Power † 75 1bM: Counter an effect which counters one of your effects
c 5 4 Resurrect/Destruct 70 Resurrection or Destruction
d 6 1 Worship 60/h Immune Opposition (as in Mirror), Truename Erased, Annihilation
d 6 2 Wrath † 35/r 1bM: Can use an extra 1P each segment this round; Immune to Fire and Negative
c 6 1 Holy Beam 80 Holy Bolt (1 group)
d 7 1 Armageddon † 40/r 1bM: Can use +1M/s this round; Immune Cold; Immune Shadow
c 7 1 Counterspell † 100 1bM: Counter an effect
c 7 2 Summon Angel 80 Summons a DL VIII Angel (good aligned Outer-planar creature)

[PC5] Psionicist Classes Group


[MC2.-6N] Monster Psi-6N

Use SL # Name PSPs Effect
c 1 1 Earth Bolt N Deal Nd10 Eldritch Earth dmg to one target (no save); max N=CL
c 1 2 Force of Nature I 1 Summon a Plant Elemental: AC 20, hp 20, #Att 1/1, TH +10, dmg 10
c 1 3 Natural Healing ~ 8 1P or 1M: Target is cured equal to his Con score in hp
c 1 4 Naturalize 11 Dispel one non-natural effect (or) Turn off one non-natural item for 1 turn
d 2 1 Adaptation ~ 3/h 1P or 1M: NaNR +CL*10%; Immune to Hostile Environment; Need not breathe
c 2 1 Earth Storm 4*N Deal Nd12 Eldritch Earth dmg 40' radius (no save); max N = CL
c 2 2 Force of Nature II 4 Summon a Wood Elemental: AC 40, hp 80, #Att 2/1, TH +30, dmg 30
c 2 3 Gaea’s Blessing 11 Reconstruct up to three effects which were dispelled/twisted within the last turn
d 3 1 Gaea’s Embrace ~ 22/h 1P or 1M: Target gains +3 AC/saves/TH/dmg and Troll-like regen CL hp/r
d 3 2 Gaea’s Herald ~ 11/t 1P or 1M: When your summoned creatures go below -10 hp, they don't disappear (you can cure)
d 3 3 Nature’s Cloak 12/m +CL*10 Rogue points; Any Level=CL/2 (or less) Rogue pick
c 3 1 Call of the Wild 7 Summon any real-world animal (your choice), you get CL/ML of them (round up)
c 3 2 Force of Nature III 9 Summon a Root Elemental: AC 60, hp 180, #Att 3/1, TH +50, dmg 50
c 3 3 Life Essence N If target has less than N*CL current hp, it is cured so it has N*CL hp; minimum N = 1
d 4 1 Dual Nature ~ 24/m 1P or 1M: Whenever you summon or create creatures, you get twice as many of them
d 4 2 Gaea’s Avenger ~ 4*N/s 1P or 1M: Immune to xN and lower artifact effects that you (or your party) do not control; max N=5
c 4 1 Force of Nature IV 16 Summon a Thicket Elemental: AC 80, hp 320, #Att 4/1, TH +70, dmg 70
d 5 1 Everhome 16/d Your home plane is every plane; when this effect ends, your home plane = current plane
d 5 2 Gaea’s Liege ~ 33/h 1P or 1M: Your max hp is CL^3 (and/or) Your TH bonus is +CL^2 (no other adj. can be added)
c 5 1 Child of Gaea 33 Target becomes Int=3, Wis=3, Chr=3, CL=0 (no save) for CL days
c 5 2 Force of Nature V 25 Summon a Fungus Elemental: AC 100, hp 500, #Att 5/1, TH +90, dmg 90
c 6 1 Force of Nature VI 36 Summon a Thorn Elemental: AC 120, hp 720, #Att 6/1, TH +110, dmg 110

[PC5] Psionicist Classes Group


[MC2.-6E] Monster Psi-6E

Use SL # Name PSPs Effect
d 1 1 Ashes 4/r Half of your weapon dmg is vile dmg (perm hp)
d 1 2 Demonfire 3+Q Spend the Q points from non-Psi(-6) frequencies. Your next attack is at +Q to hit.
c 1 1 Chilling Darkness 6 Target gets -1 all #Att (PP save); x½ save bonus (PPD save); lose next M act. (BW save)
c 1 2 Darkbolt N 6 ½M, -1 current hp: Target takes CLd4 darkness dmg (no save) and stun 1 segment (Para save)
c 1 3 Drain Life N 11+N ½M, -1 current hp: Target takes N unholy negative vile grave dmg (no save); gain N hp (can go above max)
c 2 1 Circle of Nausea 13 30' r: -CL TH, saves, prof/stat checks for 1t (no save), lose 1 random action (Petrif save)
c 2 2 Darkbeam N 13 ½M, -4 current hp: 60' line takes CLd6 darkness dmg (no save) and stun 2 segments (Para save at -CL)
c 2 3 Evil Eye 14/cr Target's AC becomes 66-CL^2 (Petrif save at -CL); "/cr" means "per complete round"
c 2 4 Jovial Evil N 12 ½M, -4 current hp: 30' r: CLd6 unholy radiance (no save), good-align have no resist and take x2 dmg
c 2 5 Simulacrum 11 (borrow 1M from future to use) Redirect an effect targetting you to one of your summons
c 3 1 Darkcone N 20 ½M, -9 current hp: 60' cone takes CLd8 darkness dmg (no save) and stun 3 segments (Para save at -CL*2)
c 3 2 Festering Evil 25/r Each segment, all non-E creatures within sight take CL unholy grave dmg (no save)
c 3 3 Lurking Evil N 30 ½M, -9 current hp: Summon CL Horrors: AC 40, hp 400, Att 4, TH+40, dmg 40; sac Horror: 4 dmg (no resist)
c 3 4 Phase 30/cr (between rounds borrow 1M) "phased out" this r, pass through obj, no affecting real things
c 3 5 Spoils of Evil 12 For each recently-dead (within last turn) body around, add 1 Psi(-6)E PSP & cure 1 hp
c 3 6 Stench of Evil N 22 ½M, -9 current hp: 30'r: CL^3 stench dmg (save:½), they can use X PSP (any freq/spells, use Q11) prevent X
c 4 1 Evil Eye 2 28/cr As Evil Eye, but no save
c 4 2 Lurking Evil 2 N 45 ½M, -16 current hp: Summon CL Horrors: AC 60, hp 600, Att 6, TH+60, dmg 60; sac Horror: 6 dmg (no resist)
c 4 3 Multi-Twist N 40 ½M, -16 current hp: Twist (dispel) CL effects
c 5 1 Beacon of Unrest 60 Bring a defeated monster back to life under your control (counts as a "Revive")
c 5 2 Infernal Spawn of Evil 36 Summon a Demon Beast: AC 70, hp 700, #Att 7/1, TH +70, dmg 70, 1M: 10 dmg to target
d 6 1 Bringer 6/d Immune Illusions; Immune Disease; Immune Reverse Healing
c 6 1 Infernal Spawn of Infernal Spawn of Evil 49 Summon a Demon Child: AC 80, hp 800, #Att 8/1, TH +80, dmg 80, 1M: 20 dmg to target

[PC5] Psionicist Classes Group


[MC2.-5] Monster Psi-5

Use SL # Name PSPs Effect
d 2 1 Immune to Charm 1+1/h Target is immune to charm & hypnosis
d 2 2 Immune to Fear 1+1/h Target is immune to fear & beguiling
d 2 3 Immune to Hold 1+1/h Target is immune to hold & stop
d 2 4 Immune to Sleep 1+1/h Target is immune to sleep & exhaustion
c 2 1 Aging 1 Target is aged CL*CL years (no save)
c 2 2 Bolt of Nothing 1 CL dmg to one target (no save); that targets loses next M action (save)
c 2 3 Immobilize 1 -3xCL" move rate (no save); loses Dex bonus to saves & AC (save)
c 2 4 Nullcancel 1 Dispel one x1 effect (no save, gets ER)
d 5 1 Immune to Poison 2+2/h Target is immune to poison & disease
c 5 1 Beam of Nothing 2 CL*CL dmg in a 30' line (no save); they lose next F action (save)
c 5 2 Energy Drain 2 Target is energy drained CL levels in every class (1 save for each level)
c 5 3 Zombify 2 Target gets -CL each to Int, Wis, and Chr (save for each point)
c 8 1 Cone of Nothing 3 CL*CL*CL dmg in a 30' cone (no save); they lose next Opp action (save)
c 8 2 Spectrify 3 Target gets -CL each to Str, Dex, and Con (save for each point)

[PC5] Psionicist Classes Group


[MC2.-3] Monster Psi-3

Use SL ## Name Discip. Short Description Source
d 1 1 Lesser Metaphys. Armor Clasen Enemies need a +1 weapon to hit you. DM
d 1 2 Tail of the Rat Psymet Gain a tail; your base tail attack does 1d4 damage. DM
c 1 1 Astral Destruct I Metcre Creates astral destruct to fight for you. DM
c 1 2 Biodust Psykin 1d4 dust dmg/r to up to 2 cr. DM
c 1 3 Lesser Spirit Adjustment Psymet You heal 1d8 hp, +1 to next PP save, or restore 1 negative level. DM
c 2 1 Astral Destruct II Metcre Create astral destruct to fight for you. DM
c 2 2 Chilling Ray Metcre Cold ray deals 3d6 damage to foe. DM
c 2 3 Muscle Lock Telep Subject cannot move or take any physical actions. DM
c 2 4 Psionic Trap Psyport Create a psionic trap (a minor High Frequency Sample effect) DM
c 2 5 Spirit Adjustment Psymet You heal 3d6 hp, +3 to next PP save, or restore 2 negative levels. DM
d 3 1 Metaphysical Armor Metcre Enemies need a +3 weapon to hit you. DM
d 3 2 Plasmic Form Psymet Plasma damaging shield (50% damage back) DM
d 3 3 Replacement Psymet Dispel displacement effect, or you ignore displacement for 1 turn DM
c 3 1 Astral Destruct III Metcre Astral destruct fights for you. DM
c 3 2 Blackice Metcre Deals 5d4 black ice damage in 20 ft. radius. DM
c 3 3 Cone of Earthquake Psykin Earthquake inflicts 5d4 sonic damage (group) DM
c 3 4 Dimension Trade Psyport Switch places with anyone you see (unwilling gets save) DM
c 3 5 Drop Psyport Target cannot fly (no save) DM
c 3 6 Summon Monster II Telep Summons a DL II monster, can be in addition to astral destruct DM
d 4 1 Dimensional Enhancer Psyport Can teleport or dim door away during combat (x1 Special) DM
d 4 2 Shards Touch Psymet Your shards touch deals 7d6 acid damage. DM
d 4 3 Spell Barrier Psykin SR 10+2*CL DM
c 4 1 Astral Destruct IV Metcre Astral destruct fights for you. DM
c 4 2 Dismiss Elemental Metcre Dismiss an elemental (no save) DM
c 4 3 Hold Monster Psyport Hold Monster DM
c 4 4 Wall of Element Metcre Pick an element, it's a wall of it. Damage = CLd4 if you pass through. DM
d 5 1 Outcarnate Metcre One anti-psionic effect is permanent. DM
d 5 2 Physical Barrier Psymet -CL dmg per physical attack DM
c 5 1 Astral Destruct V Metcre Astral destruct fights for you. DM
c 5 2 Darkness Blast Psykin Darkness blast inflicts 9d4 damage in 20' radius. DM
d 6 1 Breath of the Drake Psymet Breath water for 11d4 damage. DM
d 6 2 Suspend Death Psymet It takes CL rounds for you to die due to being at negative hp DM
c 6 1 Astral Destruct VI Metcre Astral destruct fights for you. DM
c 6 2 Mass Confusion Telep Confusion a group (Will save) DM
c 6 3 Replace Psykin Put an object into someone's inventory (Reflex save) DM
d 7 1 Contingency Metcre Sets trigger condition for another power. DM
d 7 2 Metal Body Psymet AC +CL, saves +CL, unarmed dmg +CL, DR CL/- DM
d 7 3 Rebound Psykin MPaPReflection CL*15% DM
c 7 1 Astral Destruct VII Metcre Astral destruct fights for you. DM
d 8 1 Spiritual Body Psymet Planar Displaced, Immune Matter, you can't physically attack DM
d 8 2 Telepathic Sphere Psykin Mobile force globe protects group from mental attacks DM
c 8 1 Astral Destruct VIII Metcre Astral destruct fights for you. DM
c 8 2 Recall Birth Clasen Foe vividly recalls its birth, and gains CL negative levels (no save) DM
c 9 1 Armageddon Metcre Destroy a demiplane (will probably get Objected to unless it's empty) DM
c 9 2 Astral Destruct IX Metcre Astral destruct fights for you. DM
c 9 3 Pawn Telep Pawn someone (gets a Will and a Spell save, making either is a make) DM

[PC5] Psionicist Classes Group


[MC2.-2] Monster Psi-2

Use SL # Power Disip. Check PSPs Effect Power Score Source
d 2 1 Magnify M-Psi Wis-5 25M+M/r Mult. power (Max=level/5+1) M+1, no extra cost DM
d 2 2 NoBlink Port Int+1 7+3/r Blinking does not function within 100' within 1000' DM
d 2 3 Replacement Metab Con-3 6+3/r Ignore displacement Ignore mirror images DM
c 2 1 Adrenalin Drain Metab Con-3 8+4/r 6 Str,Dex,or Con dmg 6 to all three DM
c 2 2 Cause Disease Metab Con-3 12 Cause Disease Cause 2 diseases DM
c 2 3 Cell Adjustment Metab Con-3 1/hp max 20*level hp /r; disease=+5 PSPs Half cost in PSPs DM
c 2 4 Decelerate Metab Con-2 10+10/m Target loses next action (save) next 2 actions DM
c 2 5 Deflect Kinet Int 4 Deflect a melee attack -- DM
c 2 6 Half Pain Metab Con-3 7 Take half damage from one person for 1t -- DM
c 2 7 Reduced Strength Metab Wis-3 2S+S/r Strength dmg, Max=level Max=2*level DM
c 2 8 Sight Less Telep Con-3 C+5/m Blindness (save) Deafness (save) DM
c 2 9 Sound Less Telep Con-2 C+4/t Deafness (save) Blindness (save) DM
c 2 10 Taste Less Telep Con-2 C+4/t Cannot taste, drink potions, eat pills (save) Target cannot smell DM
c 2 11 Time Diminish Port Int-7 54/r -3 M, -3 P, -3 V (save) -1 more each type DM
c 2 12 Time Halve Port Int-1 22/s Lose one instance of "Q" on all action types -4 AC/save; -2 TH DM
c 2 13 Weakness of the Land Metab Con-2 10+2/r 25 dmg, -3 TH, -3 dmg, -25% MR Lasts 5r after maint. DM
d 5 1 Energy Release Metab Con-2 1/die +CL to CL on your next damaging power -- DM
d 5 2 Insens. to Psychic Imp. Clair Wis-4 12+2/m Resist Psionics Resist Anti-Psionics DM
c 5 1 Acidify Kinet Con-3 18 (level)d6 acid dmg (save:½) (2*level)d6 acid damage DM
c 5 2 Degenerate Metab Con-4 18+6/t Degenerate (LVL /s) 2*LVL /s DM
c 5 3 Endorphin Drain Metab Chr-6 16+8/r 6 Int,Wis,or Chr dmg 6 to all three DM
c 5 4 Life Field Metab Con-8 40 All in party all healed for LVL hp 2*LVL hp instead DM
d 8 1 Eelemental Composition Metab Con-4 24+3/r Can be any Normal/Para/Quasi Eele Can be Semi Eele DM
d 8 2 Ultrasword [-X] Telep Chr-5 20 Ignore non-racial immunity to psionics -- DM
c 8 1 Alter Reality All Any-10 250 Alter Reality or Psi-1 major Double CL effect DM
c 8 2 Grand Acidify Kinet Con-5 27 CLd20 acid damage Use d30's DM
c 8 3 Steal Actions M-Psi *Auto* 0 Steal an action (save) -- DM
c 8 4 Weakness of the World Metab Con-6 10/r -9/-9 AC/saves, -25% RR/MR/PsiR Lasts 5r after maint. DM
d 11 1 Magic Inertial Improver Port Dex-18 70/r Spells give no save in your group -- DM
d 11 2 Public Access Lock Clair Int-20 90/r Your truename is unknowable Thoughts unknowable too DM
c 11 1 Change Reality All Any-20 400 Change Reality or Psi-1 grand Double CL effect DM
c 11 2 Planetary Acidify Kinet Con-25 3600 Acidifies 1 planet or moon (!) 2 planets or moons! DM

[PC5] Psionicist Classes Group


[MC2.-1] Monster Psi-1

Use SL ## Name PSPs Short Description
d 2 1 Steadiness 3/t Immune Telekinsesis, Falling Damage, Teleport Away, Gates/DimDoors
d 2 2 Visibility 3/t Everything within 30'r is visible (counters hidden and Disappearance too)
c 2 1 Cell Rearrangement N Heals/Harms N% of max hp; Max N = level*5; Cure/Cause Curse = 20/70
c 2 2 Object Writing 1/r Item must make item saving throw or destroyed
c 2 3 Premature Trigger 10 Set off someone else's trigger prematurely (no save, ER resists)
c 2 4 Resume Animation 6 Remove one instance of Paralysis, Stun, Hold, etc. on yourself
c 2 5 Reverse ESP 2/r 0, 1/r: Target hears your thoughts and must save or insane.
d 5 1 Effects Resistance 10/h +level*5% ER; others you target -level*5% ER; no selective targetting penalties
d 5 2 Hand-to-Hand Resistance 10/h +level*5% aWR; others you target -level*5% aWR; no selective targetting penalties
d 5 3 Inverse Magic Jar 20/r Another being can use your body
c 5 1 Energy Amplification 1/HD Add dice to a damaging effect which is resolving (Max = level) only on 1 target
c 5 2 Imp. Cell Rearrangement N As Cell Rearrangement but range=10*level'; Max N = level*10
c 5 3 Mental Paralysis Bolt 15+HD Save -6; 1 creature cannot use M actions for CL rounds; Max HD = 2*level
c 5 4 Physical Surgery N*10 Pick 1: Halve hp & slow (N=1), Ray/Enfeeblement (N=5), Insanity (N=6); all have save
d 8 1 Anti-Psionic Disruption 40/r No Anti-Psi powers (any freq.) can be used in 50' r
c 8 1 Decay 50 1=Decay (item save), 2=Freedom, 5=Instantaneous, 7=Tempus Lawfulness
c 8 2 Energy Solidity 3/HD As per Energy Amplification but entire effect is amplified
d 11 1 Villain Element 600 Casts any one 1st level Villain spell
c 11 1 Cellular Cure / Cause X Up to X targets: Heal or Harm X hp; You may target someone more than once (!)
c 11 2 Insist 40 [0 action] Counters a counterspell; that same type of counterspell can't be used again
c 11 3 Limitation 1000 1 target: -CL/9 to max # of classes or # psi.freq. (no resistance)
c 11 4 No Resistance (Physical) 400 1 target: Lowers all physical immunites; lowers all WR, aWR; halves iWR, iaWR

[PC5] Psionicist Classes Group


[MC2.0] Monster Psi0

Use SL # Power P0P Action Effect
d 2 1 Catfall 1 1P Land on feet, get a Dex check versus each die of the falling damage
d 2 2 Fast-draw 1 0 1 of your weapon attacks occurs at start of round; can pick up 1 weapon without using 1V
c 2 1 Arrow Cutting 1 1V You get a Dex check (with penalty = enemy's level) for each missile shot at you this round
c 2 2 Choke 1 1P One attack: Each round target makes Con check or unconscious, maintain by using 1V
c 2 3 Disable Limb 1 1P One attack: One limb cannot be used by target for 1t (no save)
c 2 4 Disarm 1 1P One attack: Target is disarmed (no save)
c 2 5 Medicine I 1 1V Choose one: Cure KiL hp; Cure Wounding; Repair disabled limb
c 2 6 Throw 1 1P Make one attack, if successful, throw target level*10' in one direction, he takes falling dmg
d 5 1 Focus: Magic Resistance 3 0 KiL*5% MR for 1r
d 5 2 Focus: Stay Conscious X 0 Stay Conscious at negative hp; X = -(current hp)/2, round up
c 5 1 Death Touch 3 1P One attack: Death (save vs. PPD)
c 5 2 Ear Pop 2 2patt (The 2att from seperate limbs) One attack: Target stunned and deaf (each save vs. PP)
c 5 3 Fire and Stones 2 2att (The 2att from seperate limbs) One attack: Destroys enemy's weapon (item save)
c 5 4 Flash Kick 3 1P,1V One kicking attack at +KiL to hit, ignores stoneskins/ironskins: x10 damage, knockdown
c 5 5 Lightning Stroke 3 1V Each time you miss this round you may reroll (you are actually making new 2nd attacks)
c 5 6 Shockwave 3 1F Earthquake KiL' r (as spell)
d 8 1 Acid Breath 5 MouthP Breathe Acid (as per dragon)
d 8 2 Cobra Charm 4 EyeP Gaze, target must save vs. RSW or he cannot use any actions next segment, maintain 1M
d 8 3 Energy Reflection 5 1V As Arrow Cutting (above), except vs. magical missiles (even vs. Meteor Swarms & such)
d 8 4 Extendable Limbs 0 0 Your limbs can extend an extra KiL'
d 8 5 Regeneration 0 0 Regenerate KiL hp per round (given as KiL/10 hp per segment)
d 8 6 Shock Treatment 0 0 Immune Lightning; 1 P0P, 1V: Deal KiL damage to one target (save: ½)
d 8 7 Yoga Flame 4 MouthP Breathe Fire (as per dragon)
c 8 1 Chi Kung Healing X 1M Cure X*KiL hp to one target
c 8 2 Fireball 4 1M KiLd6 dmg, KiL' radius (fire damage) (save:½, if made save again for 0)
c 8 3 Iceblast 5 1M KiLd4 dmg in a KiL*5' line (ice damage) (save:½)
c 8 4 Improved Fireball 6 1M KiLd8 dmg, KiL' radius (fire damage) (save:½, if made save again for 0)
c 8 5 Musical Accomplishment 4 MouthP Allies can reroll (choose one:) missed to hit, missed saves, missed BlahR rolls (for 1m)
c 8 6 Sonic Boom 4 1M KiLd4 dmg, KiL' radius (sound damage) (save:½, if made save again for 0)
c 8 7 Spinning Foot Sweep 4 1katt One kicking attack on each target within KiL'r: Normal damage, targets are knocked down
c 8 8 Storm Hammer 5 1P,1V One attack: Target takes KiL*10' falling damage
c 8 9 Stunning Shout 6 MouthP Target must save vs. PP or stunned 1d(KiL) segments
d 11 1 Focus: Resist Death X 0 Stay Alive (but probably unconscious) past -10 hp; X = -(current hp)/2, round down
c 11 1 Flying Fireball 8 1M,1V KiLd8 dmg in a KiL' radius (fire damage) (save:½)
c 11 2 Inferno Strike 7 1F KiLd20 dmg, KiL*3' radius (fire damage) (save:½), center at caster (who doesn't take dmg)
c 11 3 Repeating Fireball 3*X 1M Throw X Fireballs (see above)
c 11 4 Thunderclap 8 1M KiLd12 dmg, KiL' radius (sound damage) (save:½, if made save again for 0)

[PC5] Psionicist Classes Group


[MC2.1] Monster Psi1

Use SL ## Name PSPs Short Description
d 2 1 Automaton 10/r Animate Object (as spell)
d 2 2 Psionic Trigger 10/d Contingency for 1 psi power (still need points)
d 2 3 Telekinetic Barrier 5N /t Take -N dmg per physical attack (max N = level)
c 2 1 Cell Adjustment 1/hp Max.# hp = level*5, Cure Disease=20/70
c 2 2 Command 5 Command (as spell)
c 2 3 Domination 5+HD/r Save; Psionic gets control of all actions
c 2 4 Hypnosis 1/HD Level>10 or Int16=save; Max.HD=ä(level)
c 2 5 Invisibility 3/t Mental Invisibility, affects ä(level) in HD
c 2 6 Lights 1/t Faerie Fire, Dancing Lights, Light
c 2 7 Telekinetic Blade 5/r Base damage CLdCL, considered +CL/3 weapon, mental weapon
d 5 1 Body Control 2/t Water Breathing, Resist environment 1 HD/level
d 5 2 Controlled Blinking 5/r Blink 10'/level each round (no action after 1st)
d 5 3 Deflection 1/% /h Energy (non-Physical) Reflection, max=level*10%
d 5 4 Mind Bar 5/d Immune to Ench/Cha,Magic Jar,Domination,Invis.
d 5 5 Pass-Way 20/' Can pass through any material or Wall spell (no harm)
d 5 6 Shape Alteration 3+W W=weight/1000, Polymorph Self (as spell)
d 5 7 Wards 50 Pro.Evil&Scrying, no one can enter, break=150pts
c 5 1 Dispel Exhaustion 14 Mental Surgery (1) but all in psi link affected
c 5 2 Energy Control 1/HD Max.=level in HD damage, must be energy attack
c 5 3 Energy Dissipation 20 Take half damage from an energy attack
c 5 4 Improved Cell Adj. 1/hp Cell Adj. but range=10'*level, Max.hp=10*level/r
c 5 5 Improved Invisibility 9/t Invisibility but can attack and remain Invis.
c 5 6 Magic Jar 20 Magic Jar (as spell), save penalty -1/level
c 5 7 Mass Domination 10+HD Save-4; Max.=5 creatures of level HD
c 5 8 Mental Surgery 10*lvl 1=Dispel Exhaustion,5=Feeblemind,6=Cure Insanity
c 5 9 Paralysis Bolt 15+HD Save-6; 1 creature, Max.HD=2*level
c 5 10 Telekinesis 3/r Max.Weight=3*sum(level), accel. 2"/r move rate
d 8 1 Amplify Power 10N +N to CL (or) +N*10% effect to next Psi1 power (max N=CL)
d 8 2 Psionic Amplification 8*Mult Multiplies a power; Max.=level/4+1
d 8 3 Psionic Disruption 40/r No psi powers (any freq.) can be used in 50'r
d 8 4 Shade 100 Creates a ghost/shade of person who died here, half powers
d 8 5 Suppression 3/r Cannot use or be affected by psionics, all psi effects drop
c 8 1 Death Stare 75 Save-6; Death; Stun 2d4r if over 2*level HD
c 8 2 Energy Cancel 3/HD As Energy Control but removes entire area effect
c 8 3 Energy Jar 15/HD As Energy Control, can throw affect yourself once for 1M
c 8 4 Grand Domination 3*HD/r Save at penalty equal to level; no HD limit
c 8 5 Limited Wish 320 Limited Wish (as spell)
c 8 6 Severance 20*SL Save; stops use of any 1 ability in creature
d 11 1 Energy Dampen 1/HD/d Permanent Energy Cancel on self or 100'cu area
d 11 2 Hero Element 700 Casts any one 1st level Hero spell
d 11 3 Legend Element 400 Casts any one 1st level Legend spell
d 11 4 Shotokan Spirit 60/r Know and can use all Psi0 minor/major/grand powers
d 11 5 Sinanju Spirit 60/r Know and can use all Martial Arts powers
c 11 1 Cellular Heal/Harm X up to X targets: Heal or Harm X% of max hp
c 11 2 Counterspell 40*SL [0 action to use] Counters a Magic/Psi/Innate
c 11 3 Mental Deceleration 100*N Target loses next N mental actions (no save)
c 11 4 No Resistance 400 1 target: Lowers Class VI,PsiR,Defense X for 1t
c 11 5 Physical Deceleration 50*N Target loses next N physical actions (no save)
c 11 6 Super Domination 10*HD Dominate one target (no save, no PsiR, no Wis)
c 11 7 Telekinetic Crush X 1 target: X*X*X telekinetic damage (no save)
c 11 8 Wish 480 Wish (as spell), or any Psi2 Dev/Sci/High Sci

[PC5] Psionicist Classes Group


[MC2.2] Monster Psi2

Use SL # Power Disip. Check PSPs Effect Power Score Source
d 2 1 Awe Telep Chr-2 C+4/r Won't attack caster (save) No save PHBR5
d 2 2 Biofeedback Metab Con-2 6+3/r -2 dmg/att;+level/3 AC bonus +level AC bonus PHBR5
d 2 3 Blink Port Int+1 7+3/r Blink Blink Wounding 1/r WatW2
d 2 4 Displacement Metab Con-3 6+3/r As per Displacer Beast AC bonus is +4 PHBR5
d 2 5 Ectoplasmic Form Metab Con-4 9+9/r Pass through solid objects Maintenance 3/r PHBR5
d 2 6 Gird M-Psi Int-3 2*M/m Maintain powers w/o conc. Maintain in sleep PHBR5
d 2 7 Inertial Barrier Kinet Con-3 7+5/r Melee:delay 1r;Mis.:-dice dmg Mis.:-dice-1 dmg PHBR5
d 2 8 Invisibility Telep Int-5 C+2/r/P Makes someone invisible Superior Invisibility PHBR5
d 2 9 Iron Will M-Psi Wis 8+3/m Can fully act up to -10 hp Can act up to -15 hp WatW2
d 2 10 Magnify M-Psi Wis-5 25M+M/r Mult. power (Max=level/5+1) M+1, no extra cost PHBR5
d 2 11 Mind Bar Telep Int-2 6+4/m 75% vs. Ench/Cha;immune Telep. +5 in contests PHBR5
d 2 12 Phase Port Wis-1 6+6/r Out of phase; cannot attack x2 move rate WatW2
d 2 13 Prolong M-Psi Con-4 5+2/r Range & area of powers +50% Range & area +100% PHBR5
d 2 14 Psychic Blade M-Psi Con-2 7+X+X/r Blade: 1d6/1d6 +2/+X, stun 1d6r (save) 1d10/1d10 WatW2
d 2 15 Strength of the Land Metab Con-2 10+2/r +25 hp,+3 TH,+3 dmg,25% MR Lasts 5r after maint. DSDK2
d 2 16 Time/Space Anchor Port Int 5+1/m Cannot be teleported -- PHBR5
c 2 1 Aging Metab Con-7 15 (level)d4 years aged (level)d10 years PHBR5
c 2 2 Ballistic Attack Kinet Con-2 5 Roll TH; (level)d4 damage (level)d8 damage PHBR5
c 2 3 Cause Decay Metab Con-2 4 Item falls apart(save vs.acid) No save allowed PHBR5
c 2 4 Cause Sleep Metab Wis-2 9+2/r Sleep (save) No memory of sleep WatW2
c 2 5 Cell Adjustment Metab Con-3 1/hp 20*level hp:1r;disease=+5 PSPs Half cost in PSPs PHBR5
c 2 6 Control Body Kinet Con-2 8+8/r Control all P,V actions Auto. win Contest PHBR5
c 2 7 Deflect Kinet Int 4 Deflect a missile -- WatW2
c 2 8 Double Pain Metab Con-3 7 All dmg phantom x2 for 1t SS or unc. each hit PHBR5
c 2 9 Inflict Pain Telep Con-4 C+2/r -4 TH; no spells (save) unc. 1d10r (save) PHBR5
c 2 10 Invincible Foes Telep Wis-3 C+5/r Next hit drops target 1t -- PHBR5
c 2 11 Momentum Theft Kinet Int-2 5+ Stop (200 lbs, each x2 is +5 PSPs) Held for 1r WatW2
c 2 12 Opposite Reaction Kinet Con-1 5 Missile returns at attacker Breaks missile DSDK2
c 2 13 Phase Object Port Wis-3 10+5/r Object out of phase May disintegrate WatW2
c 2 14 Sensory Suppression Telep Int-2 C+4/r Blindness and Deafness Loses all 5 senses WatW2
c 2 15 Splice M-Psi Int-2S 5S+S/r Do combined powers as 1 Mental +2 checks when used PHBR5
c 2 16 Teleport Lock Port Int-1 8+2/r Target cannot teleport (no save) -- WatW2
c 2 17 Time Shift Port Int 16+3/rS Move into future;Max=(level)r Add 1r to Max PHBR5
d 5 1 Kinetic Control Kinet Int-3 15+7/r Take only 2+leak vs. physical attacks Reflect 1d10 dmg WatW2
d 5 2 Nerve Manipulation Metab Con-3 14 Touch: Pain 1d3 r Stun 1d2 r WatW2
d 5 3 Subjective Reality M-Psi Wis-5 35+7/m Immune to 1 specific type of effect Can change /r WatW2
d 5 4 Superior Invisibility Telep Int-5 C+5/r/P No sound,smell; attack breaks Improved Invisibility PHBR5
d 5 5 Suppress Magic M-Psi Con-4 30+X/r Anti-Magic Shell (SL=X) 60' r Dispel-Magic Zone WatW2
c 5 1 Banishment Port Int-1 30+10/r Target in pocket;returns @ end Cannot gate/teleport PHBR5
c 5 2 Death Field Metab Con-8 40 Set amount of dmg(others save) You take ½ amount PHBR5
c 5 3 Detonate Kinet Con-3 18 (level)d6 damage (save:½) (2*level)d6 damage PHBR5
c 5 4 Disintegrate Kinet Wis-4 40 Disintegrate 8 cu.' (save) (save-5);16 cu.' PHBR5
c 5 5 Domination Telep Wis-4 2C+2C/r Get control of all actions Maintenance halved PHBR5
c 5 6 Energy Containment Metab Con-2 1/die Absorb max 1 die/lvl;glow:-2AC 0 dmg from energy PHBR5
c 5 7 Mass Domination Telep Wis-6 C+2L/r Up to 5 creatures Dominated Range 100y PHBR5
c 5 8 Metamorphosis Metab Con-6 21+1/t Polymorph Self(even to object) Max 3*caster's mass PHBR5
c 5 9 Mindflame Telep Wis-6 30 <=8 HD Stun 2d6 r; >8 HD Dazed 1d3 r <=16 HD; >16 HD WatW2
c 5 10 Project Force Kinet Con-2 10 (level)d6 damage (save:½) Knock down M target PHBR5
c 5 11 Summon Planar Creature Port Int-4 45*#PL Choice of plane but not exact Creature not angry PHBR5
c 5 12 Summon Planar Energies Port Int 32 3d12 dmg no resistance 4d12 dmg no resist WatW2
c 5 13 Telekinesis Kinet Wis-3 W+hW/r Object move rate 6 Can move 2nd object PHBR5
c 5 14 Telekinetic Barrier Kinet Con-3 18+10/r Wall of Force Free maintain 3r WatW2
d 8 1 Cosmic Awareness Clair Wis-6 10/r Detect "Everything" CL*30' Range is sight WatW2
d 8 2 Elemental Composition Metab Con-4 24+3/r Can be any Normal/Para/Quasi Ele Can be Semi Ele WatW2
d 8 3 Strength of the World Metab Con-6 10/r +9/+9 AC/saves, +25% RR/MR/PsiR Lasts 5r after maint. DM
d 8 4 Ultrashield [X] Telep Chr-5 20 Cannot attack / be attacked w/ Psi Can still attack DM
c 8 1 Alter Reality All Any-10 250 Alter Reality or Psi1 major Double CL effect DM
c 8 2 Energy Cancel Metab Con-6 1/die Cancels entire energy effect Autocancel all this s DM
c 8 3 Grand Detonate Kinet Con-5 27 CLd20 shards damage Use d30's DM
c 8 4 Megakinesis Kinet Wis-4 X/r TK, X=(lbs.)*(speed in ")/lvl^2 PSP cost halved WatW2
c 8 5 Time Shift Other Port Int-S*3 S*6 Time Shift other S r (no save) -CL*5% to PsiR roll DM
d 11 1 Magic Inertial Barrier Port Dex-18 70/r Spell delayed 1 s if hitting you Delayed 2 s DM
d 11 2 Spirit in the Sky Telep Chr-15 1/week No physical body, can use 2 M /s Can use 3 M /s DM
c 11 1 Cellular Heal/Harm Metab Con-13 X X targets: Heal/Harm X% of max X*2% of max DM
c 11 2 Change Reality All Any-20 400 Change Reality or Psi1 grand Double CL effect DM
c 11 3 Planetary Detonate Kinet Con-25 3600 Detonates 1 planet or moon (!) 2 planets or moons! DM
c 11 4 Public Access Key Clair Int-20 90/r Target's Truename is visual (!) Thoughts visible too DM
c 11 5 Superblast [V] Telep Str-20 250 All in 1 mile insane (no PsiR) 2 mile radius DM

[PC5] Psionicist Classes Group


[MC2.3] Monster Psi3

Use SL ## Power Discip. Short Description Source
d 1 1 Biocurrent Psykin Continuous bioelectrical current deals 1d4 electrical dmg/r to up to 2 cr. PsiHB3
d 1 2 Dissipating Touch Psyport Touch deals 1d8 damage. PsiHB3
d 1 3 Steadfast Gaze Clasen Gaze attacks hold no terror for you. PsiHB3
d 1 4 Vigor Psymet You gain 3 temporary hit points. PsiHB3
c 1 1 Astral Construct I Metcre Creates astral construct to fight for you. PsiHB3
c 1 2 Charm Person Telep Makes one person your friend. PsiHB3
c 1 3 Lesser Cell Adjustment Psymet You heal 1d8 hp, +1 to next poison/disease save, or heal 1 ability point. PsiHB3
d 2 1 Invisibility Psykin Subject is invisible for 10 min./level or until it attacks. PsiHB3
c 2 1 Astral Construct II Metcre Create astral construct to fight for you. PsiHB3
c 2 2 Brain Lock Telep Subject cannot move or take any mental actions. PsiHB3
c 2 3 Cell Adjustment Psymet You heal 3d6 dmg, bonus to next poison/disease save, or heal 2 ability pts. PsiHB3
c 2 4 Ecto Puppet Metcre You directly control an astral construct. PsiHB3
c 2 5 Suggestion Telep Compels subject to follow suggested action. PsiHB3
d 3 1 Claws of the Vampire Psymet Your base unarmed attack does 1d8 damage. You heal the same amount. PsiHB3
d 3 2 Displacement Psymet Attacks miss subject 50% of the time. PsiHB3
c 3 1 Astral Construct III Metcre Astral construct fights for you. PsiHB3
c 3 2 Charm Monster Telep Makes monster believe it is your ally. PsiHB3
c 3 3 Cone of Sound Psykin Sonic energy inflicts 5d4 sonic damage. PsiHB3
c 3 4 Greater Concussion Psykin Pummel foe for 5d6 damage. PsiHB3
c 3 5 Lesser Domination Telep Forces subject to obey your will. PsiHB3
c 3 6 Negate Psionics Psykin Cancels psionic powers and effects. PsiHB3
c 3 7 Time Hop Psyport Subject hops forward in time 3d6 rounds. PsiHB3
d 4 1 Dimensional Anchor Psyport Bars extradimensional movement. PsiHB3
d 4 2 Dissolving Touch Psymet Your acid touch deals 7d6 acid damage. PsiHB3
d 4 3 Freedom of Movement Psyport Move normally despite impediments. PsiHB3
d 4 4 Inertial Barrier Psykin Subject gains damage reduction (10/+5). PsiHB3
d 4 5 Polymorph Self Psymet You assume a new form. PsiHB3
c 4 1 Astral Construct IV Metcre Astral construct fights for you. PsiHB3
c 4 2 Dismissal Psyport Forces a creature to return to a native plane. PsiHB3
c 4 3 Domination Telep Subject obeys your will. PsiHB3
d 5 1 Clairtangency Psykin You can use Far Hand at any distance. PsiHB3
d 5 2 Energy Barrier Psymet You convert energy attacks to harmless light. PsiHB3
d 5 3 Metamorphosis Psymet You take the form of creatures and objects. PsiHB3
d 5 4 Power Resistance Clasen You gain power resistance. PsiHB3
d 5 5 Teleport Trigger Psyport Predetermined event triggers teleport. PsiHB3
c 5 1 Astral Construct V Metcre Astral construct fights for you. PsiHB3
c 5 2 Baleful Teleport Psyport Destructive teleport deals 9d6 damage. PsiHB3
c 5 3 Brilliant Blast Psykin Light blast inflicts 9d4 damage in 20' radius. PsiHB3
c 5 4 Greater Domination Telep Subject obeys your will. PsiHB3
d 6 1 Ablating Psykin You are buffered from one Negate Psionics effect. PsiHB3
d 6 2 Breath of the Dragon Psymet Breath fire for 11d4 damage. PsiHB3
d 6 3 Improved Vigor Psymet You gain 13 temporary hit points. PsiHB3
d 6 4 Null Psionics Field Psykin Negates psionics within 10 ft. PsiHB3
c 6 1 Astral Construct VI Metcre Astral construct fights for you. PsiHB3
c 6 2 Banishment Psyport Banishes extraplanar creatures. PsiHB3
c 6 3 Disintegrate Psykin One creature or object vanishes. PsiHB3
c 6 4 Mass Suggestion Telep Many targets follow suggested action. PsiHB3
c 6 5 Retrieve Psykin You teleport to your hand an item you can see. PsiHB3
d 7 1 Contingency Metcre Sets trigger condition for another power. PsiHB3
c 7 1 Astral Construct VII Metcre Astral construct fights for you. PsiHB3
c 7 2 Divert Teleport Psyport Choose destination for another's Teleport. PsiHB3
c 7 3 Improved Telekinesis Psykin Lift or move 50 lb./level at long range. PsiHB3
c 7 4 Insanity Telep Subject is permanently wacky. PsiHB3
c 7 5 Mass Domination Telep Many targets subject to your will. PsiHB3
c 7 6 Plane Shift Psyport Up to eight subjects travel to another plane. PsiHB3
c 7 7 Reddopsi Psykin Foe's power rebounds on her. PsiHB3
c 8 1 Astral Construct VIII Metcre Astral construct fights for you. PsiHB3
c 8 2 Recall Death Clasen Foe vividly recalls its future death, and dies. PsiHB3
c 8 3 True Domination Telep Dominated subjects less likely to defy your will. PsiHB3
d 9 1 Affinity Field Psymet Effects that affect you also affect others. PsiHB3
d 9 2 Shapechange Psymet You become any creature, change one/round. PsiHB3
c 9 1 Apopsi Telep You delete the psionic power of another. PsiHB3
c 9 2 Astral Construct IX Metcre Astral construct fights for you. PsiHB3
c 9 3 Dissolution Psykin You Disintegrate really large objects or creatures. PsiHB3
c 9 4 Monster Domination Telep Dominates any creature for less time. PsiHB3
c 9 5 Thrall Telep Target is your slave forever. PsiHB3
c 9 6 True Telekinesis Psykin Lift or move 500 lb./level at long range. PsiHB3

[PC5] Psionicist Classes Group


[MC2.3½] Monster Psi3½

Use SL ## Power Discip. Short Description
d 1 1 Biofeedback Psion/PsyWar Gain damage reduction 2/-.
d 1 2 Prevenom PsyWar Your claws gain a poison coating.
d 1 3 Vigor Psion/PsyWar Gain 5 temporary hit points.
c 1 1 Astral Construct Metacre Creates astral construct to fight for you.
c 1 2 Catfall Psion/PsyWar Instantly save yourself from a fall.
c 1 3 Charm, Psionic Telep Makes one person your friend.
c 1 4 Daze, Psionic Psion Humanoid creature of 4 HD or less loses next action.
c 1 5 Déjà Vu Psion Your target repeats his last action.
c 1 6 Mind Thrust Psion Deal 1d10 damage.
d 2 1 Dissolving Touch PsyWar Your touch deals 4d6 acid damage.
d 2 2 Dissolving Weapon PsyWar Your weapon deals 4d6 acid damage.
d 2 3 Energy Adaptation, Specified Psion/PsyWar Gain resistance 10 against one energy type.
d 2 4 Thought Shield Psion/PsyWar Gain PR 13 against mind-affecting powers.
c 2 1 Body Adjustment Psion/PsyWar You heal 1d12 damage.
c 2 2 Brain Lock Telep Subject cannot move or take any mental actions.
c 2 3 Cloud Mind Psion You erase knowledge of your presence from target’s mind.
c 2 4 Dimension Swap Port/PsyWar You and ally or two allies switch positions.
c 2 5 Energy Missile Kines Deal 3d6 energy damage to up to five subjects.
c 2 6 Energy Stun Psion Deal 1d6 damage and stun target if it fails both saves.
c 2 7 Strength of My Enemy PsyWar Siphon away your enemy’s strength and grow stronger.
c 2 8 Suggestion, Psionic Telep Compels subject to follow stated course of action.
d 3 1 Claws of the Vampire PsyWar Heal half of your claw’s base damage.
d 3 2 Empathic Feedback Psion/PsyWar When you are hit in melee, your attacker takes damage.
d 3 3 Evade Burst Psion/PsyWar You take no damage from a burst on a successful Reflex save.
d 3 4 Exhalation of the Black Dragon PsyWar Your acid breath deals 3d6 damage to a close target.
d 3 5 Vampiric Blade PsyWar You heal half of your base weapon damage.
c 3 1 Dismiss Ectoplasm Psion Dissipates ectoplasmic targets and effects.
c 3 2 Dispel Psionics Psion Cancels psionic powers and effects.
c 3 3 Ectoplasmic Cocoon Metacre You encapsulate a foe so it can’t move.
c 3 4 Energy Wall Psion Create wall of your chosen energy type.
c 3 5 Eradicate Invisibility Psion Negate invisibility in 50-ft. burst.
c 3 6 Psionic Blast Psion Stun creatures in 30-ft. cone for 1 round.
c 3 7 Telekinetic Thrust Psion Hurl objects with the force of your mind.
c 3 8 Time Hop Psion Subject hops forward in time 1 round/level.
d 4 1 Dimensional Anchor, Psionic Port Bars extra dimensional movement.
d 4 2 Freedom of Movement, Psionic Psion/PsyWar You cannot be held or otherwise rendered immobile.
d 4 3 Immovability PsyWar You are almost impossible to move and gain DR 15/-.
d 4 4 Inertial Barrier Kines/PsyWar Gain DR 5/-.
d 4 5 Intellect Fortress Psion Those inside fortress take only half damage from all powers and psi-like abilities until your next action.
d 4 6 Metamorphosis Metab Assume shape of creature or object.
d 4 7 Steadfast Perception PsyWar Gain immunity to illusory effects, +6 bonus on Spot and Search checks.
d 4 8 Truevenom PsyWar Your natural weapons are covered in horrible poison.
d 4 9 Truevenom Weapon PsyWar Your weapon is horribly poisonous.
c 4 1 Control Body Kines Take rudimentary control of your foe’s limbs.
c 4 2 Dismissal, Psionic Port Forces a creature to return to its native plane.
c 4 3 Dominate, Psionic Telep Control target telepathically.
c 4 4 Wall of Ectoplasm Psion You create a protective barrier.
d 5 1 Catapsi Psion/PsyWar Psychic static inhibits power manifestation.
d 5 2 Clairtangent Hand Clairsent Emulate far hand at a distance.
d 5 3 Incarnate Psion Make some powers permanent.
d 5 4 Power Resistance Psion Grant PR equal to 12 + level.
d 5 5 Teleport Trigger Port Predetermined event triggers teleport.
d 5 6 Tower of Iron Will Psion Grant PR 19 against mind-affecting powers to all creatures within 10 ft. until your next turn.
c 5 1 Baleful Teleport Port Destructive teleport deals 9d6 damage.
c 5 2 Energy Current Kines Deal 9d6 damage to one foe and half to another foe as long as you concentrate.
c 5 3 Psionic Revivify Metab Return the dead to life before the psyche leaves the corpse.
c 5 4 Psychic Crush Psion Brutally crush subject’s mental essence, reducing subject to -1 hit points.
c 5 5 Second Chance Clairsent Gain a reroll.
d 6 1 Breath of the Black Dragon Psion/PsyWar Breathe acid for 11d6 damage.
d 6 2 Contingency, Psionic Psion Sets trigger condition for another power.
d 6 3 Dispelling Buffer Kines/PsyWar Subject is buffered from one dispel psionics effect.
d 6 4 Form of Doom PsyWar You transform into a frightening tentacled beast.
d 6 5 Mind Blank, Personal Psion/PsyWar You are immune to scrying and mental effects.
d 6 6 Null Psionics Field Kines Create a field where psionic power does not function.
c 6 1 Banishment, Psionic Port Banishes extraplanar creatures.
c 6 2 Co-opt Concentration Psion Take control of foe’s concentration power.
c 6 3 Crystallize Metacre Turn subject permanently to crystal.
c 6 4 Disintegrate, Psionic Psion Turn one creature or object to dust.
c 6 5 Retrieve Psion Teleport to your hand an item you can see.
d 7 1 Reddopsi Kines Powers targeting you rebound on manifester.
c 7 1 Crisis of Life Telep Stop subject’s heart.
c 7 2 Divert Teleport Psion Choose destination for another’s teleport.
c 7 3 Ectoplasmic Cocoon, Mass Metacre You encapsulate all foes in a 20-ft. radius.
c 7 4 Energy Wave Psion Deal 13d4 damage of your chosen energy type in 120-ft. cone.
c 7 5 Fate of One Clairsent Reroll any roll you just failed.
c 7 6 Insanity Psion Subject is permanently confused.
d 8 1 Mind Blank, Psionic Psion Subject immune to mental/emotional effects, scrying, and remote viewing.
d 8 2 True Metabolism Psion You regenerate 10 hit points/round.
c 8 1 Recall Death Psion Subject dies or takes 5d6 damage.
c 8 2 Time Hop, Mass Port Willing subjects hop forward in time.
d 9 1 Affinity Field Psion Effects that affect you also affect others.
d 9 2 Metamorphosis, Greater Metab Assume shape of any nonunique creature or object each round.
c 9 1 Apopsi Psion You delete target’s psionic powers.
c 9 2 Assimilate Psion Incorporate creature into your own body.
c 9 3 Timeless Body Psion Ignore all harmful, and helpful, effects for 1 round.
c 9 4 Tornado Blast Kines Vortex of air subjects your foes to 17d6 damage and moves them.

[PC5] Psionicist Classes Group


[MC2.4] Monster X4

Use SL # Name Effect
d 2 1 Ability Score *1.25 Choose one ability score. New score = (old score - 10) * 1.25 + 10
d 2 2 AC *1.25 Your new AC = (old AC - 10) * 1.25 + 10
d 2 3 Actions *1.25 Pick one action type (M, P, V). Your number of actions of that type is multiplied by 1.25
d 2 4 Damage *1.25 Damage with one physical weapon is multiplied by 1.25
d 2 5 hp *1.25 Multiply hp by 1.25
d 2 6 Item *1.25 How many of an item exists is multiplied by 1.25 (you need a Grand to duplicate a x2 item)
d 2 7 Money *1.25 How much money you get in dungeon is multiplied by 1.25 (only affects you, not whole party)
d 2 8 Move Rate *1.25 Multiply Move Rate by 1.25
d 2 9 Multiplier *1.25 Add 1.25-1 to your multiplier (see [X]). Using a Minor does nothing. Using a Major: +1 mult. in offense or defense (not both).
d 2 10 Saves *1.25 Multiply your save rolls by 1.25, you automake saves on natural 21-1.25 or better (Minor is 19).
d 2 11 Spell *1.25 One spell that you know has it's effect multiplied by 1.25, or costs only 1/(1.25*2-1) of a spell slot
d 2 12 To Hit *1.25 Multiply your to hit rolls by 1.25, you autohit on natural 21-1.25 or better (Minor is 19).
d 5 1 Ability Score *1.5 Choose one ability score. New score = (old score - 10) * 1.5 + 10
d 5 2 AC *1.5 Your new AC = (old AC - 10) * 1.5 + 10
d 5 3 Actions *1.5 Pick one action type (M, P, V). Your number of actions of that type is multiplied by 1.5
d 5 4 Damage *1.5 Damage with one physical weapon is multiplied by 1.5
d 5 5 hp *1.5 Multiply hp by 1.5
d 5 6 Item *1.5 How many of an item exists is multiplied by 1.5 (you need a Grand to duplicate a x2 item)
d 5 7 Money *1.5 How much money you get in dungeon is multiplied by 1.5 (only affects you, not whole party)
d 5 8 Move Rate *1.5 Multiply Move Rate by 1.5
d 5 9 Multiplier *1.5 Add 1.5-1 to your multiplier (see [X]). Using a Minor does nothing. Using a Major: +1 mult. in offense or defense (not both).
d 5 10 Saves *1.5 Multiply your save rolls by 1.5, you automake saves on natural 21-1.5 or better (Minor is 19).
d 5 11 Spell *1.5 One spell that you know has it's effect multiplied by 1.5, or costs only 1/(1.5*2-1) of a spell slot
d 5 12 To Hit *1.5 Multiply your to hit rolls by 1.5, you autohit on natural 21-1.5 or better (Minor is 19).
d 8 1 Ability Score *2 Choose one ability score. New score = (old score - 10) * 2 + 10
d 8 2 AC *2 Your new AC = (old AC - 10) * 2 + 10
d 8 3 Actions *2 Pick one action type (M, P, V). Your number of actions of that type is multiplied by 2
d 8 4 Damage *2 Damage with one physical weapon is multiplied by 2
d 8 5 hp *2 Multiply hp by 2
d 8 6 Item *2 How many of an item exists is multiplied by 2 (you need a Grand to duplicate a x2 item)
d 8 7 Money *2 How much money you get in dungeon is multiplied by 2 (only affects you, not whole party)
d 8 8 Move Rate *2 Multiply Move Rate by 2
d 8 9 Multiplier *2 Add 2-1 to your multiplier (see [X]). Using a Minor does nothing. Using a Major: +1 mult. in offense or defense (not both).
d 8 10 Saves *2 Multiply your save rolls by 2, you automake saves on natural 21-2 or better (Minor is 19).
d 8 11 Spell *2 One spell that you know has it's effect multiplied by 2, or costs only 1/(2*2-1) of a spell slot
d 8 12 To Hit *2 Multiply your to hit rolls by 2, you autohit on natural 21-2 or better (Minor is 19).
d 11 1 Ability Score *2.5 Choose one ability score. New score = (old score - 10) * 2.5 + 10
d 11 2 AC *2.5 Your new AC = (old AC - 10) * 2.5 + 10
d 11 3 Actions *2.5 Pick one action type (M, P, V). Your number of actions of that type is multiplied by 2.5
d 11 4 Damage *2.5 Damage with one physical weapon is multiplied by 2.5
d 11 5 hp *2.5 Multiply hp by 2.5
d 11 6 Item *2.5 How many of an item exists is multiplied by 2.5 (you need a Grand to duplicate a x2 item)
d 11 7 Money *2.5 How much money you get in dungeon is multiplied by 2.5 (only affects you, not whole party)
d 11 8 Move Rate *2.5 Multiply Move Rate by 2.5
d 11 9 Multiplier *2.5 Add 2.5-1 to your multiplier (see [X]). Using a Minor does nothing. Using a Major: +1 mult. in offense or defense (not both).
d 11 10 Saves *2.5 Multiply your save rolls by 2.5, you automake saves on natural 21-2.5 or better (Minor is 19).
d 11 11 Spell *2.5 One spell that you know has it's effect multiplied by 2.5, or costs only 1/(2.5*2-1) of a spell slot
d 11 12 To Hit *2.5 Multiply your to hit rolls by 2.5, you autohit on natural 21-2.5 or better (Minor is 19).
d 14 1 Ability Score *3 Choose one ability score. New score = (old score - 10) * 3 + 10
d 14 2 AC *3 Your new AC = (old AC - 10) * 3 + 10
d 14 3 Actions *3 Pick one action type (M, P, V). Your number of actions of that type is multiplied by 3
d 14 4 Damage *3 Damage with one physical weapon is multiplied by 3
d 14 5 hp *3 Multiply hp by 3
d 14 6 Item *3 How many of an item exists is multiplied by 3 (you need a Grand to duplicate a x2 item)
d 14 7 Money *3 How much money you get in dungeon is multiplied by 3 (only affects you, not whole party)
d 14 8 Move Rate *3 Multiply Move Rate by 3
d 14 9 Multiplier *3 Add 3-1 to your multiplier (see [X]). Using a Minor does nothing. Using a Major: +1 mult. in offense or defense (not both).
d 14 10 Saves *3 Multiply your save rolls by 3, you automake saves on natural 21-3 or better (Minor is 19).
d 14 11 Spell *3 One spell that you know has it's effect multiplied by 3, or costs only 1/(3*2-1) of a spell slot
d 14 12 To Hit *3 Multiply your to hit rolls by 3, you autohit on natural 21-3 or better (Minor is 19).

[PC5] Psionicist Classes Group


[MC2.5] Monster Psi5

Use SL # Name PSPs Effect
d 2 1 Invisibility Realm 3/r Improved Invis., can see other Invis.
d 2 2 Physical Protection 1/r Caster's hit points triple for duration
d 2 3 Withdraw 1/r Withdraw, can use non-offensive Mentals
c 2 1 Heal Self 1 Cure up to 100 hp, Regenerate (as spell)
c 2 2 Magical Protection 1 (Z action) Spell must make Casting Level check on d20
c 2 3 Modify Reality (least) SL^2 Duplicate 1st-3rd level Alteration spell
c 2 4 Natural Protection 1 (Z action) Natural Effect damage resistance 75% for 1s
c 2 5 Psionic Protection 1 (Z action) Power must make Casting Level check on d20
c 2 6 Reroll 6 (Z action) Reroll any die roll (yourself or other)
d 5 1 No Target 6/t Cannot be directly targetted with effects
c 5 1 Alter Reality (lesser) SL^2 Duplicate 1st-5th level Alt,Ele,Hea
c 5 2 Concentration Break 10*M Target loses M Mentals (maintenance=+M/r)
c 5 3 Disbelieve Death 13 (absolute 0 action, can do mult.) CL% chance: Not dead
c 5 4 Disjoin Magic 12 Mordenkainen's Disjunction (as spell)
c 5 5 Dispel Psionics 10 Destroy maintained psionics (all freq.)
c 5 6 Irrestible Charm 10 Charm Monster, no save
c 5 7 Magic Jar 10 Magic Jar (as spell), save at -level
c 5 8 Telekinesis 6 Telekinesis (weight limit=level+1 tons)
d 8 1 Construction 15 Builds 1 machine up to level+1 complexity
c 8 1 Alter Reality (greater) 30 Alter Reality (as spell)
c 8 2 Change Reality (lesser) SL^2 1st-7th level Alt,Cnj,Cre,Ele,Hea,Sum
c 8 3 Destroy Matter 15 Disintegrate (save), if save made takes half max hp
c 8 4 Time Stop 15 Time Stop (as spell, maintained 3/r)
d 11 1 Psionic Permanency 28/56 (freq.5/other)Perm.psi power,no maint.cost
d 11 2 Shapechange 28 Shapechange (as spell,phys.innates gained)
c 11 1 Change Reality (greater) 42 As the 10th level spell, non-phys.things
c 11 2 Godly Protection 28 (Z action) iGR = CL% for 1s, works on up to xCL beings
d 14 1 Physical Independence 36/d You do not die as a result of being at negative hp
c 14 1 Unchangeable Reality 54 As the 12th level spell

[PC5] Psionicist Classes Group


[MC2.6G] Monster Psi6G

Use SL # Name DPPs Effect
d 1 1 Fortitude 20/d Target cannot lose sanity for the day; +7 mental saves for the day
d 1 2 Knight Sword of Crushing 10+2/r Sword of Force; attacks by itself, does 1d10 vs. evil /r
c 1 1 Repair 20 Repairs an object (as per Mend spell); works on devices up to TechL = CL
c 1 2 Self-Preservation 2*N Restores N hp to Deva
c 1 3 Silver Spears 20 Shoot CL missiles, each auto hits and does 1d6+1 dmg holy wood (no save)
d 2 1 Disease Immunity 4/d Immunity to magical/nonmagical disease
d 2 2 Field of Stillness 40+4/r 70' x 70' Stun field (save vs. RSW -level); lasts for 7 rounds
d 2 3 Mage's Staff of Light 40+4/r Dispel Evil 1/r
d 2 4 Poison Immunity 4/d Immunity to magical/nonmagical poison
c 2 1 Dispel Phantasm 40 Phantasms (non-corporeal undead of all types) are destroyed (no save)
c 2 2 Preservation 4*N Restores N hp to target (range touch)
c 2 3 Remove Demon Influence 40 Removes possession, domination, charm, etc.; Does not have to be evil source
c 2 4 Self-Sacrifice 0 All others can Escape but deva is left behind
d 4 1 Aid Mortals 8/r Super bless effect (+8 saves,+40% MR/CR) on target
d 4 2 Assume Ethereal Form 70 Dual existance (Prime / Border Ethereal); +1 more needed to hit you
d 4 3 Barbarian's Club of Might 50+16/r Auto roll 20 to hit and double base damage with one weapon strike per segment
d 4 4 Clear Mind 10/r Can see through any x1 illusion/disappearance/etc.
d 4 5 Field of Disjunction 70+8/r Destroys evil creatures/magic items (save); 1 attempt per round
d 4 6 Forsake Material Form 70/d Deva can use other object as body
d 4 7 Paralysis Immunity 8/d Immunity to paralysis, stun, and hold
d 4 8 Persistence Worm 70/r Does a 1st Dominion power over and over (1 time per segment)
c 4 1 Animate Area 70+8/r Can telekinese any number of objects in sight; Max weight = CL^3 pounds
c 4 2 Disk of Seven Heavens 70 Roll TH: If target hit is sent to Seven Heavens (no save)
c 4 3 Dispel Evil 70 As per Dispel Evil spell but with no saving throw
c 4 4 First Level Priest Spells 7 Cast one 1st level Priest spell at CL = 30
c 4 5 Whispy Stuff 35+8/r White fog 20' r; evil that enters are Blinded (save /s) and Numbed (save /s)
c 4 6 White Tornado 70+8/r Telekinesis 1 evil target away (no save); Move rate = CL*100 / (weight of target)
d 5 1 Champion Lore 40/d Paladin's abilities of level = ½*CL
d 5 2 Contingency 16/d Set up a contingency for Psi6G power
d 5 3 Forbiddance 16 Set up or remove a Forbiddance zone
d 5 4 Physical Manifestation 100 Have a spare body, 0: switch from one to the other
d 5 5 Spare Silver Cord 16/d Have an extra Silver Cord (can raise multiple times)
d 5 6 Warden Lore 40/d Abilites for warnings, advice, prophecy (undefined until a Warden class is written)
c 5 1 Escape 0 Everyone that deva wills (including self) can Escape home
c 5 2 Holy Word 16 Holy Word (as spell), x7 HD effect, CL = 40
c 5 3 Mass Preservation 4*N All good creatures in sight healed N hp
c 5 4 Second Level Priest Spell 10 Cast one 2nd level Priest spell at CL = 40
c 5 5 Zoroaster's Noonsblaze 16 10*CL' cone: Blindness (no save); (2*CL)d6 dmg vs. creatures vulnerable to light
d 7 1 Astral Eyes 13/t Can see through alterations/illusions/possession; Astral Perception
d 7 2 Field of Peace 13/r Everyone within 30' (incl. Deva) can use only V and Z actions
d 7 3 Self-Control 13 Immune to next Ego / Domination / Command-like effect
c 7 1 Limited Wish 130 Limited Wish (as spell), CL = 25
c 7 2 Summon Greater Deva 65 Summons a x2 Angel or Greater Deva
c 7 3 Third Level Priest Spell 13 Cast one 3rd level Priest spell at CL = 50
d 8 1 Aid Deva 16/r You lose 1 multiplier, target gains 1 multiplier
d 8 2 Discontinuity Immunity 32/d Immune to Annihilation, Being Put Down a Hole
d 8 3 Strength of Soul 80+64/r Immune to Misguidance, Alignment or Persona change; Immune to Truename spell
d 8 4 Wand of the Mind 64+32/r All your effects from one class are at double CL (for effect and BlahR adj.)
c 8 1 Disk of White Originator 160 One evil target "Capital S" Slain (no resistance, except he can use GR), x7 effect
c 8 2 Fourth Level Priest Spell 16 Cast one 4th level Priest spell at CL = 60
c 8 3 Psychokinesis N Telekinese N^2 lbs. at movement rate N/10, lasts for concentration (no DPPs)
c 8 4 Suneagle 64 Summons a Phoenix (see Monstrous Compendium)
c 8 5 White Hurricane 80+64/r All Evil in sight Gated to their home (no save)
d 10 1 Reduplication 19 Duplicates one (non-magical, non-psionic) item; max TechL = CL
c 10 1 Destroy Evil Spirit N Evil creature loses N stat points and N^2 permanent hp (no resistance, can use GR)
c 10 2 Fifth Level Priest Spell 19 Cast one 5th level Priest spell at CL = 70
c 10 3 MassTelepathicCommand 22 Suggestion (no save) up to CL targets
c 10 4 Wish 190 Wish (as spell), CL = 35
d 11 1 Angelic Lore 190/d You gain x2 multiplier; Angel's powers of level = (CL-21)/7
d 11 2 Expanded Spectrum 110 You are affected by up to CL Priest or Wizard Divination spells of spell level 1-7
d 11 3 Good Fortune I 220/d +CL Luck (the Concordant ability score)
d 11 4 Hero Lore 190/d You gain x2 multiplier; Hero's powers of level = (CL-21)/7
d 11 5 Inconvenience Immunity 128/d Immune to Set, Truename, Crapped, Slain, As You Are
d 11 6 Sentinel Lore 190/d You gain x2 multiplier; Sentinel's powers of level = (CL-21)/7
c 11 1 Avoid Fate 220 Avoid Fate (as spell)
c 11 2 Empyreal Guards 95 Summons CL Pers or Astral Devas ("Per" is described in Monstrous Compendium)
c 11 3 Reset 190 Resets one target in sight (max = 1 reset per real reset)
c 11 4 Sixth Level Priest Spell 22 Cast one 6th level Priest spell at CL = 80
c 11 5 Stasis 11/s Touch: Target is Temporal Stasised (no save); you control the duration with DPPs
c 11 6 Temporal Distortion 190/s Target gains another half-segment of actions after the current half-segment
c 13 1 Seventh Level Priest Spell 25 Cast one 7th level Priest spell at CL = 90
d 14 1 Celestial Chorus 250/s CL*10' x CL*10' x CL*10' area is considered to be a different plane (your choice)
d 14 2 Ultimate Lore 250/s You gain x3 multiplier but are noticeable to other deities on same plane
c 14 3 Vanish 125 One target disappears from multiverse for CL segments (unwilling may roll vs. GR)

[PC5] Psionicist Classes Group


[MC2.6N] Monster Psi6N

Use SL # Name CPPs Type
d 1 1 True Seeing 1/m Minor
c 1 1 Remove Alteration 10 Minor
c 1 2 Self-Preservation N Minor
d 2 1 Bard or Sage Abilities, LVL 4 16/d varies-L *
d 2 2 Druid Spells, LVL 4 16/d varies-L *
d 2 3 Null Field 10 20/r varies-N *
d 2 4 Thief Abilities, LVL 4 16/d varies-L *
c 2 1 Dismiss Elemental, E=1-2 10*N Minor
c 2 2 Force Shapechange 20 Minor
c 2 3 Mental Ball 2 20 varies-N *
c 2 4 Sleep Bolt 10 Minor
c 2 5 Telekinesis N/m Minor
c 3 1 Dispel Magic 30 Minor
c 3 2 Dispel Non-Balance 30 Minor
c 3 3 Dispel Psionic 30 Minor
c 4 1 Dismiss Elemental, E=3-4 10*N Major
d 5 1 Bard or Sage Abilities, LVL 7 49/d varies-L *
d 5 2 Druid Abilities, LVL 7 49/d varies-L *
d 5 3 Druid Spells, LVL 7 49/d varies-L *
d 5 4 Null Field 7 50/r varies-N *
d 5 5 Thief Abilities, LVL 7 49/d varies-L *
c 5 1 Banish to Home Plane 50 Major
c 5 2 Mental Ball 5 50 varies-N *
c 5 3 Remove Effect 50 Major
c 5 4 Reverse Magic 50 varies-N *
c 5 5 Reverse Psionics 50 varies-N *
c 6 1 Freedom 60 Major
c 7 1 Gate 70 Major
d 8 1 Bard or Sage Abilities, LVL 9 81/d varies-L *
d 8 2 Druid Spells, LVL 9 81/d varies-L *
d 8 3 Null Field 4 80/r varies-N *
d 8 4 Thief Abilities, LVL 9 81/d varies-L *
c 8 1 Mental Ball 8 80 varies-N *
d 10 1 Create/Destroy Conduit 200 Super
d 11 1 Bard or Sage Abilities, LVL 12 144/d varies-L *
d 11 2 Druid Spells, LVL 12 144/d varies-L *
d 11 3 Null Field 1 110/r varies-N *
d 11 4 Thief Abilities, LVL 12 144/d varies-L *
c 11 1 Mental Ball 11 110 varies-N *

[PC5] Psionicist Classes Group


[MC2.6E] Monster Psi6E

Use SL # Name DPPs Effect
d 1 1 Immunity I 13/d Immune to poison, non-silver weapons
c 1 1 Cause Moderate Wounds 13 Does 2d8+1 damage by touch (no save)
c 1 2 Charm Person 13+3/d Similar to wizard spell "Charm Person"
c 1 3 Fear I (Scare) 6 Target saves or loses 1 physical+mental
c 1 4 Hypnotic Pattern 6+3/r As the 2nd level Wizard spell
c 1 5 Produce Fire/Frost 13 Produces fire or frost (6 dmg, save:½)
c 1 6 Self-Preservation 1/hp Restores 1 hp/DPP (limit = Wis*3 /round)
c 1 7 Taunt 6 Similar to wizard spell "Taunt"
c 1 8 Temptation 13 Target saves or is suggested for 1 round
d 2 1 Ability Drain 33 Touch to drain 1d4 from an ability score
d 2 2 Bodily Restoration II 6/r Regeneration 3 hp/round, replace limbs
d 2 3 Immunity II 33/d Immune to fire or cold, +1 weapon to hit
d 2 4 Polymorph Self 33+6/d As the 4th level Wizard spell
c 2 1 Animate Dead 33 Similar to priest spell "Animate Dead"
c 2 2 Cause Critical Wounds 33 Does 5d8+6 damage by touch (no save)
c 2 3 Continual Darkness 33 As the wizard spell "Continual Darkness"
c 2 4 Fear II (Horror) 33 Target saves or loses all P/M actions
c 2 5 Larva Life 0 Consume 1 larva to Cureall (incl. DPPs)
c 2 6 Phantasmal Killer 33 As the 4th level Wizard spell
c 2 7 Sticks to Snakes 16 As the 4th level Priest spell
c 2 8 Suggestion 16 As the 3rd level Wizard spell
d 4 1 Assassin Lore 99/d Assassin's abilities of ½ level
d 4 2 Avenger Lore 99/d Anti-Paladin's abilities of ½ level
d 4 3 Death Master Lore 99/d Death Master's abilities of ½ level
d 4 4 Imbue with Special Damage 99/d Electric Aura, Acid Sting, others?
d 4 5 Sinuous Horrors 49+9/r Transforms arms to poisonous/acid snakes
d 4 6 Spinning Missiles 66+9/r Small horns break off body and attack
c 4 1 Charm or Hold Monster 66 Similar to respective wizard spells
c 4 2 Fear III (Torture) 99 Target saves or death in 6 rounds
c 4 3 Feeblemind 66 Similar to wizard spell "Feeblemind"
c 4 4 Gaseous Discharge 49+9/r Stinking Cloud/Vampiric Mist/others?
c 4 5 Gaze of Ice 99 Save (for damage) or petrified to ice
c 4 6 Possession 99+9/r Similar to wizard spell "Magic Jar"
c 4 7 Quasit/Imp Servant 99/d Transform a larva into an imp or quasit
c 4 8 Telekinesis 1/6lb. Maintenance cost=Initial/10 per round
c 4 9 Wall of Fire 49+9/r As the 4th level Wizard spell
c 4 10 Wall of Ice 66+9/r As the 4th level Wizard spell
c 4 11 Wall of Stone 99 As the 5th level Wizard spell
d 5 1 Bodily Restoration III 13/r Troll-like Regeneration 6 hp/r
d 5 2 Body Double 166 Transform a larva into a clone
d 5 3 Cloak of Darkness 166+13/r Imp.Invis., Immune to Detection/Location
d 5 4 Necromancer Lore 166/d Necromancer's abilities of ½ level
d 5 5 Psi-Trap 166+13/d Holds one power in area for triggering
d 5 6 Symbol or Glyph/Warding 83 Similar to respective priest spells
c 5 1 Blackfire 166 Polymorph Any Object to Ashes (6d10 Hp)
c 5 2 Cause Insanity 83 3 saves: each fail is 1 insanity
c 5 3 Fear IV (Id Insinuation) 166 6 simultaneous Psi.freq.2 mode D attacks
c 5 4 Hex Bolt 1/dmg 1 dmg/DPP (Save:½), Curse/Blight
c 5 5 Howling Thunder 166 Randomly summons 6d20 abyssal spirits
c 5 6 Mass Suggestion 166 As the 6th level Wizard spell
c 5 7 Mass Telekinesis 1/13lb. Maintenance cost=Initial/10 per round
c 5 8 Power Word Blind 166 200 hp of creatures blinded (no save)
c 5 9 Rotting Limb 83+13/m One limb useless, degenerate 1 hp/r
c 5 10 Shadow Bonds 83+13/r Black Bonds that hold up to Str 38
c 5 11 Summon Shapeless Horror 83 As per Demons supplement description
c 5 12 Vapors of Weakness 83+13/r 2 saves:fail 1=Str 1, fail 2=unc.6d4r
c 5 13 Voices 83+13/r 2 saves:fail 1=insan., fail 2=ultrablast
d 8 1 Forbiddance 166/d As the 6th level Priest spell
d 8 2 Immunity III 266/d Immune:lightning/acid, +2 weapon to hit
d 8 3 Shape Change 166+16/r As the 9th level Wizard spell
c 8 1 Dark Thunderbolt 1/dmg 1 dmg/DPP (darkness & sound) (no save)
c 8 2 Fear V (Vision of Weakness) 266 Lose 1d6 levels, -6 Str/Dex/Con (save)
c 8 3 Gate 266+16/r As the 9th level Wizard spell
c 8 4 Improved Phantasmal Killer 166 As the 4th level Wizard spell (no save)
c 8 5 Mass Charm 166+16/d As the 8th level Wizard spell
c 8 6 Steal Item 166 Target saves or demon gets 1 random item
c 8 7 Storm of Vengeance 266+16/r As the Quest level Priest spell
c 8 8 Unholy Word 266 As the 7th level Priest spell (doubled)
d 10 1 Astral Form Blockade Field 183/d Stops Astral Psi./Proj., Dim.Doors
d 10 2 Immunity IV 366/d Globe/Invuln., Immune:1st-2nd Dominions
d 10 3 Lich Lore 366/d Lich powers of ½ level
d 10 4 Permanency 366 Makes a Demon psi power permanent
c 10 1 Bodily Restoration IV 26/r Troll-like Regeneration ¬ of max hp/r
c 10 2 Dark Storm 1/dmg 6 Dark Thunderbolts (pay DPP cost once)
c 10 3 Fear VI (Fear Contagion) 183 As the Quest level Priest spell
c 10 4 Hell Pit 183 2 saves:fail 1=goto hell, fail 2=impris
c 10 5 Know Truename 366 As the 9th level Diviner spell
c 10 6 Steal Soul III 366 Transforms unwilling target to a larva

[PC5] Psionicist Classes Group


[MC2.7] Monster Psi7

Use SL # PSPs Description
d 2 1 2 Doesn't cost an additional action to use, just your eye's P or M action: Gaze to Charm (save)
d 2 2 -10 to max Fear aura (anyone who enters your group) (Will save)
d 2 3 -10 to max Immunity to cold
d 2 4 -10 to max Immunity to disease
d 2 5 -10 to max Immunity to sleep, fatigue, and exhaustion
d 2 6 -10 to max Need not breathe
d 2 7 -10 to max People need a +CL weapon to hit you
d 2 8 -10 to max Pick a stat. Whenever you touch someone, they take (CL+1)/2 ability damage to that stat (PPD save)
d 2 9 -10 to max Whenever you touch someone, they get a disease (PPD save)
c 2 1 2 Curse (Spell save)
c 2 2 2 Moan: One group is feared (Will save)
c 2 3 2 Summon a DL I Undead
d 5 1 -25 to max Immunity to ability drain
d 5 2 -25 to max Immunity to all mind-affecting effects
d 5 3 -25 to max Immunity to critical hits
d 5 4 -25 to max Immunity to paralysis and stun
d 5 5 -25 to max Immunity to poison
d 5 6 -25 to max Regenerate at CL-3 hp /s
d 5 7 -25 to max Vampiric Regen (CL-3)*10% of damage you deal
d 5 8 -25 to max Whenever you touch someone, they are aged CLd4 years (PPD save)
d 5 9 -25 to max Whenever you touch someone, they are energy drained (CL+3)/6 levels (no save)
d 5 10 -25 to max Whenever you touch someone, they are paralyzed (PP save)
d 5 11 -25 to max You emit a stench like a ghast
c 5 1 5 Magic Jar / Possession (Will save)
c 5 2 5 Slay Living (save)
c 5 3 5 Summon a DL IV Undead
c 5 4 5 Wither limbs (like a Sharpness effect) (CL-3 PP saves, each missed save is one lost limb)
c 5 5 5 Wrench
d 8 1 -40 to max Immunity to any effect that requires a Fortitude save (unless the effect also works on objects)
d 8 2 -40 to max Immunity to death or slay effects
d 8 3 -40 to max Immunity to energy drain and negative levels
d 8 4 -40 to max Immunity to Turn Undead
d 8 5 -40 to max Whenever you touch someone, they get Mummy Rot (no save)
c 8 1 8 Death Spell a group (total CL*CL HD, max HD affected = CL)
c 8 2 8 Summon a DL VII Undead
c 8 3 8 Target is energy drained CL/2 levels (no save)
d 11 1 -55 to max When you die, you go to the Negative Energy Plane, and will reform on the Prime the next day
d 11 2 -55 to max You do not go unconscious and stay offensive at any negative hp total (but will still die)
d 11 3 -55 to max Your unarmed attacks are Vile damage and hard to heal (healing effects are divided by CL-16)
c 11 1 11 As You Are
c 11 2 11 Summon a DL X Undead

[PC5] Psionicist Classes Group


[MC2.8] Monster Psi8

Use SL # Name Effect
d 2 1 Construct Control Item 1 Create a "Control" type item (see next page) of TechL=CL, each TechL takes 1S action
d 2 2 Construct Generic Item 1 Create a "Generic" type item (see next page) of TechL=CL, each TechL takes 1S action
d 2 3 Construct Power/Defensive Item 1 Create a "Power" type item (see next page) of TechL=CL, each TechL takes 1S action
d 2 4 Construct Weapon Item 1 Create a "Weapon" type item (see next page) of TechL=CL, each TechL takes 1S action
d 2 5 Create Technological Monster I Create a DL I Technological Monster (AC=4*CL, hp=8*CL, Str=2*CL)
d 2 6 Hard Resistance to Radiation Double resist radiation (1/4, save for 1/10), Ignore gaining Psi9/18/27 powers due to RS
d 2 7 Technological Armor +CL AC, +CL*2 current hp (like an Armor spell), can stack w/ Armor spell
d 2 8 Technological Shield DR (CL*2)/(+CL/2) (or) WR 10*CL% (or) Others need a +CL-1 weapon to hit you
c 2 1 Energy Discharge 80' line, CL^2 technological dmg (RSW save:½), can power tech items drained of power
c 2 2 Hack into Technological Object Hack (gain control) of a technological object with TechL<=CL (monsters get save)
c 2 3 Mend As spell
c 2 4 Repair Light Damage Cures 10 hp (1 Hull point) to a technological item
d 5 1 Construct Control Item 2 Create a "Control" type item (see next page) of TechL=CL, each 2 TechL takes 1S action
d 5 2 Construct Generic Item 2 Create a "Generic" type item (see next page) of TechL=CL, each 2 TechL takes 1S action
d 5 3 Construct Power/Defensive Item 2 Create a "Power" type item (see next page) of TechL=CL, each 2 TechL takes 1S action
d 5 4 Construct Weapon Item 2 Create a "Weapon" type item (see next page) of TechL=CL, each 2 TechL takes 1S action
d 5 5 Create Technological Monster II Create a DL IV Technological Monster (AC=8*CL, hp=8*(CL^2), Str=4*CL)
d 5 6 Hard Resistance to Chemicals Double resist chemical elements (1/4, save for 1/10), Immune to gas & poison
d 5 7 Techskin Get TechL "Techskins", each absorbs one technological attack (can't use with Stoneskin)
d 5 8 Unusual Mix May construct your tech items using "Unusual Materials" chart, this may have odd effects
c 5 1 Dispel Technology Dispels a technological effect
c 5 2 Repair Serious Damage Cures 80 hp (8 Hull points) to a technological item, fixes minor malfunctions
c 5 3 Tech Jar Magic Jar into a technological item
d 8 1 Anti-Technological Shell Reduce all technological objects within 30' by -CL TechL (min TechL=0)
d 8 2 Construct Control Item 4 Create a "Control" type item (see next page) of TechL=CL, each 4 TechL takes 1S action
d 8 3 Construct Generic Item 4 Create a "Generic" type item (see next page) of TechL=CL, each 4 TechL takes 1S action
d 8 4 Construct Power/Defensive Item 4 Create a "Power" type item (see next page) of TechL=CL, each 4 TechL takes 1S action
d 8 5 Construct Weapon Item 4 Create a "Weapon" type item (see next page) of TechL=CL, each 4 TechL takes 1S action
d 8 6 Create Technological Monster III Create a DL VIII Technological Monster (AC=16*CL, hp=8*(CL^3), Str=6*CL)
d 8 7 Cron Job Contingency or Delayed Blast for one Psi8 power
d 8 8 Hard Resistance to Anti-Matter Double resist anti-matter (1/4, save for 1/10), Can survive in anti-matter based prime
c 8 1 Repair Massive Damage Cures 640 hp (64 Hull points) to a technological item, fixes Crashed/Hung status
d 11 1 Construct Control Item 8 Create a "Control" type item (see next page) of TechL=CL, each 8 TechL takes 1S action
d 11 2 Construct Generic Item 8 Create a "Generic" type item (see next page) of TechL=CL, each 8 TechL takes 1S action
d 11 3 Construct Power/Defensive Item 8 Create a "Power" type item (see next page) of TechL=CL, each 8 TechL takes 1S action
d 11 4 Construct Weapon Item 8 Create a "Weapon" type item (see next page) of TechL=CL, each 8 TechL takes 1S action
d 11 5 Create Technological Monster IV Create a DL XII Technological Monster (iAC=CL/8, ihp=CL/8, Str=8*CL)
d 11 6 Hard Resistance to Time Double resist time (1/4, save for 1/10), Immune to Time Stop / Temporal Stasis
c 11 1 Steal Attunement Allow another to have & use one of the technological objects *anyone* made using Psi8

[PC5] Psionicist Classes Group


[MC2.9] Monster Psi9

Use SL # Power Check Description [Permanent powers in brackets]
d 2 1 Damage Protection Str/m +CH AC, -½CH dmg per attack
d 2 2 Extra Limbs Dex/h [+1d4 limbs] Can use them normally
d 2 3 Force Field Int/r Moveable Wall of Force (solid version)
d 2 4 Metal Corrosion Con/r Touch:Metal items save (no mod.) vs.acid
d 2 5 Minormorph Chr/m Polymorph Self (as spell)
d 2 6 Poison Claws Dex/r CHd4 damage poison in fingernails (save)
d 2 7 Poison Fangs Dex/r CHd6 damage poison in mouth (save)
d 2 8 Resistance to Magic Con/m CH*5% MR (adjust @ 12th casting level)
d 2 9 Resistance to Poison Con/h CH*5% Poison Resistance (non-adj.)
d 2 10 Resistance to Psionics Wis/m CH*5% Psionic Resistance (adj.@12th)
d 2 11 Resistance to Radiation Con/t CH*5% RR
d 2 12 Tail with Poison Stinger Dex/h [+1 tail] Can use tail (as Poison Fangs)
c 2 1 Electricity Generator Con/r 4d10'long, CHd6 dmg (save:½)
c 2 2 Hypnosis Chr/h One creature hypnotized (save)
c 2 3 Laser Vision Int/r [see in dark] Laser Beam CHd8 dmg (save)
c 2 4 Scattershot Str/r CH Energy Pellets, 1d4 dmg ea. (no save)
d 5 1 Become Energy Wis/m Move at light speed, immune phys.attack
d 5 2 Bio Force: Invulnerability Con/m +CH AC,-½CH dmg per attack (incl.spells)
d 5 3 Bio Syntha Steel Str/r +CH AC,-CH dmg/att,+CH/+CH nat. weapons
d 5 4 Control Body Molecules Str/m Shapechange (as spell), even to objects
d 5 5 Energy Cocoon Int/h Field CH'diam.,fly:7*CH" rate,7*CH% PsiR
d 5 6 Hyperflight Dex/m +CH AC, Fly at 100*CH" rate, Pro.Vacuum
d 5 7 Invulnerability Wis/m +CH AC, +CH saves, 3*CH% MR,RR,PsiR
d 5 8 Plane Phaze Chr/t Turn into Ghost incl. Aging touch
d 5 9 Regenerator Con/d [Regeneration CH hp/r, Restores Memory]
d 5 10 Stone Eyes Wis/r Gaze: Petrification (save)
c 5 1 Amphibian Con/r [Water Breathing] Sonic Blast:CH*10 dmg
c 5 2 Bio Force: Force Beam Con/r Target in cocoon (save), no P/V actions
c 5 3 Disintegration Beam Wis/r Disintegrate up to 100*CH lbs. (save)
c 5 4 Heal/Cause Pain Wis/r Target healed or harmed CH*10 hp (save)
c 5 5 Impact Beam Str/r Str-CH check or move CH*10' (& fall dmg)
c 5 6 Incendiary Blast Int/r Con-CH check or CHd12 damage
c 5 7 Molecular Disrupter Dex/r CHd10 Disruption damage (save:½)
c 5 8 Nova Bolt Dex/r CHd12 Fire damage, Heats Metal (save:½)
c 5 9 Paralysis Bolt Str/r Paralyzation CH t (save)
c 5 10 Sonic Wail Dex/r 3*CH' radius: Unc. CH m (save)
c 5 11 Suspension Int/r Temporal Stasis (save)
c 5 12 Telekinesis (master) Int/r CH*1000 lb. weight limit
c 5 13 Tricancellation Wis/r Dispel Magic,Psionics,Energy (1 target)
d 8 1 Control Earth: Armor Str/m +CH AC, Armor has 10*CH hp
d 8 2 Energy Kinetic: Shield Dex/m Stops CH dice per Energy attack
d 8 3 Gravity Kin.: Shield Con/m Stops 4*CH hp per physical attack
d 8 4 Null Void: Null Field Wis/r Caster immune to and cannot use magic
c 8 5 Energy Kinetic: Blast Dex/r 4*CH' rad, 2*(CHd10) Energy dmg (save:½)
c 8 6 Energy Kinetic: Drain Dex/r Absorb 3*CH dice as per Energy Control
c 8 7 Energy Kinetic: L.Blast Dex/r 8*CH' rad, CHd10 Energy dmg (save:½)
c 8 8 Energy Kinetic: Manipulate Dex/m +-CH dice to existing energy effect
c 8 9 Gravity Kin.: Incr.Weight Con/m Target weight x100*CH (save or crushed)
c 8 10 Photon Kin.: Laser Beam Wis/r 10*(CHd8) Light damage (save)
c 8 11 Possession Wis/m Magic Jar (as spell)
c 8 12 Temporal: Stop Time Int/r CH*3' radius Time Stop
c 8 13 Temporal: Time Bolt Int/r Ages target 10*(CHd4) years (save:½)
c 8 14 Transferer Str/m Steal one power from target (save)
d 11 1 Amplification Chr/r xCH on next Psi9 power's effect
d 11 2 Bio Force: Maintain Health Chr/t +CH Con, regen all hit points each r
d 11 3 Bio Force: Super Accuracy Chr/t Roll 1d4+16 instead of 1d20 for to hit
d 11 4 Contingency Chr/d Contingency for one Psi9 power
d 11 5 Control Earth: Mass Damage Str/t Your physicals do Hp instead of hp
d 11 6 Environ.: Familiar Locale Chr/y CH mile r, atmosphere same as home
d 11 7 Null Void: Null Innates Wis/r Caster immune to and cannot use innates
d 11 8 Reflector Int/t As Spell Turning, also Innates and Psi
d 11 9 Shielder: Shield Chr/t Non-ablative 1000 hp, up to 40'sq.
d 11 10 Thought: Incr.Charisma Chr/t +CH Chr, considered X2 in highest class
d 11 11 Thought: Incr.Wisdom Wis/t +CH Wis, all rolls are 2 dice (choose)
d 11 12 Thought: No Body Int/y You no longer have/need a physical body
d 11 13 True Invulnerability Wis/m CH*2% irreducible RR,MR,PsiR,InnateR
c 11 1 Energy Kin.: Super Blast Dex/r 100*CH'r, CHxCHxCH Energy dmg (no save)
c 11 2 Nightmare: Mental Blast Wis/r CHxCH'r,lose CHd4 mental stats (save:½)
c 11 3 Nightmare: Removal Beam Wis/r -CH/6 to being's multiplier (save:½)
c 11 4 Photon Kin.: Phaser Beam Wis/r 100*(CHd20) Light damage (no save/PsiR)
c 11 5 Polycancellation Wis/r Tricancellation CH targets
c 11 6 Shielder: Bolt Chr/r CHxCHd8 Force damage, ignores defenses
c 11 7 Thermal Kin.: Plasma Beam Con/r ±CHx100°, save at -CHxCH or dead

[PC5] Psionicist Classes Group


[MC2.10] Monster Psi10

Use SL # Name Disc. PSPs Effect Source
d 1 1 Resistance to Sleep Somn 2/h Immune Sleep RAPsi
c 1 1 Dispel Exhaustion Telep 5 Target heals 25% of damage taken RAPsi
c 1 2 Distract Telep 5/r Target cannot cast spells (save vs. spell) RAPsi
c 1 3 Feather Fall * TK 2/r Feather Fall RAPsi
c 1 4 Lift TK w*S/r TK up/down only; w = ln(weight in lbs.); S = ln(speed in ") RAPsi
c 1 5 Light Pyro 3/r Light RAPsi
c 1 6 Spook Telep 5 Fear (save vs. spell at -CL/3) RAPsi
c 1 7 Suggest Telep 8 Suggestion (save) RAPsi
d 2 1 Fire Protection * Pyro 8/r Resist Fire RAPsi
d 2 2 Pain Erase Telep 8/r Target heals 25% of damage taken; Take only 75% of damage received RAPsi
c 2 1 Beam of Light Pyro 5/r Line of Blindness (all in area save vs. spell or blinded) RAPsi
c 2 2 Break TK S/r Break an object (item save); S = Str score desired (max = Int) RAPsi
c 2 3 Confuse Telep 14 Confusion (save) RAPsi
c 2 4 Enforced Sleep Somn 2/target Sleep 3*CL r (save vs. spell); max HD affected /target = CL RAPsi
c 2 5 Fear Telep 17 Fear (save vs. spell at -CL/3); Fumble (save vs. spell) RAPsi
c 2 6 Feeblemind Telep 10 Feeblemind (save) RAPsi
c 2 7 Intensify Fire * Pyro 10/r Doubles the damage of an existing fire effect RAPsi
c 2 8 Pillar of Fire Pyro 10/r Makes a column of fire (10' wide by 10*CL' high), 1d10 dmg RAPsi
d 3 1 Detect Invisible Creatures Telep 15/r Detect Life; Detect Invisibility; Detect Dust of Disappearance RAPsi
d 3 2 Ground * Pyro 8/r Immune Lightning, must be touching the ground RAPsi
d 3 3 Pain Block Telep 15/r Target heals 50% of damage taken; Take only 50% of damage received RAPsi
c 3 1 Automaton Telep 21/r Control target's V actions (save) RAPsi
c 3 2 Burn Pyro 13 Target takes (4+CL/3)d6 fire dmg (save:½) RAPsi
c 3 3 Control Telep 30/r Control target's P actions (save); Caster cannot use M actions RAPsi
c 3 4 Crush TK 10 Crush an item (item save vs. crushing blow) RAPsi
c 3 5 Fire Curtain Pyro 9/r Circular wall of fire around caster, 3d6 dmg RAPsi
c 3 6 Fire Missiles Pyro 10 Shoot (CL-2)/2 fire missiles, each does 1d4+1 fire dmg RAPsi
c 3 7 Freeze Pyro 13 Target takes (4+CL/3)d6 cold dmg (save:½) RAPsi
c 3 8 Heat Ray Pyro 12 Line, all in area CLd6 heat dmg (save:½), immunity to non-magical heat works RAPsi
c 3 9 Hold Telep 5/r Hold Monster (save) RAPsi
c 3 10 Impact TK 12 (CL+3)d8 telekinetic dmg; one target; no save RAPsi
c 3 11 Insanity Telep 16/r Target gets Int set to 3; Insanity (save for each) RAPsi
c 3 12 Static Charge Pyro 10 Target takes (2+CL/3)d4 lightning dmg, this effect can be Delayed Blasted RAPsi
c 3 13 Throw TK 8 Throw a small object to deal (CL+4)d6 dmg to a target (don't need to roll to hit) RAPsi
c 3 14 Wall of Fire Pyro 13 Wall of Fire, 3d6 dmg RAPsi
d 4 1 Energy Armor * Pyro 7/r AT +10 source, destroy any weapon that strikes you (save vs. lightning) RAPsi
d 4 2 Memory Protection * Telep 5/r Immune to Memory stealing, mind reading, Capital E Extract RAPsi
d 4 3 Mental Guard Somn 12/h Imm. Charm,Confusion,Fear,Feeblemind,Possession,Soul Trap,Suggestion RAPsi
d 4 4 Power Shift * Telep 1/d Your psionic powers appear to be a different form of energy (magic, innate, etc.) to Detection effects DM
c 4 1 Agony Telep 10/r -3 Int, -4 Wis, -3 saves, -3 TH, -3 dmg, can't use magic/psi, slow (save each) RAPsi
c 4 2 Dream Suggestion Somn 18 Suggestion (CL/2 saves vs.spell) RAPsi
c 4 3 Fire Stream Pyro 18/r Choose 1 target within 120' per segment, it takes 6d6 fire dmg (save:½) RAPsi
c 4 4 Kinetic Wall TK 8/r Immobile wall that blocks missile and melee weapons; must spend 1V to pass RAPsi
c 4 5 Scare Empa 15 Fear 1d3+CL/2 r, target must save every round (even if made previous saves) RAPsi
c 4 6 Static Discharge Pyro 35 All in caster's group (except caster) take (10+CL/3)d6 lightning dmg (save:½) RAPsi
d 5 1 Mind Block Telep 17/h Can't be mentally targetted; auto make Will/Mental saves; can't be scryed RAPsi
d 5 2 Resistance Shift * Empa 1/d Your psionic powers are resisted using a different resistance (MR, IR, etc., but not anti's or GR/XR) DM
c 5 1 Charm Person Empa 15 Charm Person (make CL saves) RAPsi
c 5 2 Fire Blast Pyro 26 One group takes (8+CL/5)d6 fire dmg (save:½) RAPsi
c 5 3 Fire Strands Pyro 22 Web spell, everyone within takes Xd6 dmg /r, X is # sizes larger than size T RAPsi
c 5 4 Hypnotism Empa 20 Hypnosis (make CL saves) RAPsi
c 5 5 Kinetic Dome TK 10/r Kinetic Wall (see above) but is a hemisphere RAPsi
c 5 6 Lightning Bolt Pyro 24 Lightning Bolt, CLd6 dmg (save:½) RAPsi
c 5 7 Mindreave Telep 70 Target gets Int set to 3; Insanity; lose all spells; lose all PSPs (save for each) RAPsi
c 5 8 Suggestion Empa 17 Suggestion (make CL saves) RAPsi
c 6 1 Animate Fire Pyro 15/r Turn fire into 2^(X+1) HD fire elemental, where X is the # sizes beyond size T RAPsi
c 6 2 Disintegrate TK 15 Disintegrate (save) RAPsi
c 6 3 Dream of Death Somn 55 Death Spell 5d20 HD (save vs. Death Magic), sleeping targets get no save RAPsi
c 6 4 Energy Quench Pyro 40 Death Spell 4d20 HD (save vs. Death Magic), works on undead and golems RAPsi
c 6 5 Mind Quench Telep 51 Death Spell 3d20 HD (save vs. Death Magic), creatures w/ Int 1-8 get no save RAPsi
c 6 6 Summon Fire Elemental Pyro 40+5/r Summons a 12 HD Fire Elemental, or gain control of someone's Fire Ele. RAPsi

[PC5] Psionicist Classes Group


[MC2.12L] Monster Psi12L

Use SL # Power LPP Type Description
c 1 1 Command 20 Minor Command (as spell), except can use 2 words
c 2 1 Hold Person 35 Minor Hold Person, +45 LPPs gives Hold Monster
c 3 1 Charm Lawful Creature 60 Major Charm (no save) only vs. Lawful creatures
d 4 1 Strength of One 65 Major Strength of One (TM 71)
c 4 1 Discipline 80 Major Creature saves: if made it takes caster's level in damage, if missed AL shifts one towards L
c 6 1 Summon Lawful Creature 120 Grand Gate (as spell) for Lawful creature or for a Water or Air Elemental
c 8 1 Order Reality 160 Grand Alter Reality, but effect must be Lawful intent
d 9 1 Clone/Simulacrum 165 Super Clone (or) Simulacrum (as the MU spells)
c 9 1 Imprisonment 180 Super Imprisonment (as spell)
c 10 1 Enslave 200/r Super Target creature's AL switches to L, all of it's actions under control of caster (no save)

[PC5] Psionicist Classes Group


[MC2.12T] Monster Psi12T

Use SL # Power TPP Type Description
d 1 1 Blink Wounding 20+3/t Minor Whenever you are struck by an attack sequence, you randomly blink away after damage
c 2 1 Mass Blindness 35 Minor Blindness (as spell) but 90'r area
d 3 1 Damage Resistance 45/t Major -1/die damage (from any source)
d 3 2 Favorable Die Rolls 55/t Major All your non-permanent die rolls of NdS instead are rolled as (2*N)dS, choose N best dice
c 3 1 Dispel Illusion 50 Major Dispel Illusion (or) Dispel Invisibility
d 4 1 Magic Resistance 75/t Major Level*5% MR
c 4 1 Charm True Creature 70 Major Charm (no save) only vs. True creatures
c 4 2 Dispel Magic 70 Major Dispel Magic (as spell)
c 4 3 Mass Sleep 75 Major Sleep all creatures (save) in 90'r area
d 5 1 Psionic Resistance 95/t Major Level*5% PsiR
c 5 1 Dispel Psionics 90 Major Dispel Psionic effect (50% adj. by levels)
c 6 1 Magic Jar 110 Grand Magic Jar (as spell)
d 7 1 True Seeing 125+8/r Grand True Seeing (as spell)
c 7 1 Mass Suggestion 135 Grand Suggestion (as spell) in 90'r area, but all commands must be the same
c 7 2 Summon True Creature 130 Grand Gate (as spell) for True creature or for a Time Elemental
d 8 1 Luck 150/t Grand +1 Luck point (as per Luckstone)
d 8 2 Spell Turning 150 Grand Spell Turning (as spell)
d 9 1 Psionic Turning 170 Super Spell Turning but affects Psionic effects
c 9 1 Mass Feeblemind 175 Super Feeblemind (as spell) in 90'r area
c 10 1 Aura of Non-Sentience 200/r Super All creatures within 120' of caster (incl. the caster) lose all levels of experience, have a combined Int+Wis of 0-5, and get no actions of any type as long as Aura is maintained
c 10 2 Mass Energy Drain 195 Super Energy Drain (as spell) in 90'r area

[PC5] Psionicist Classes Group


[MC2.12C] Monster Psi12C

Use SL # Power CPP Type Description
c 1 1 Confusion 20 Minor Confusion (as spell)
c 3 1 Charm Chaotic Creature 60 Major Charm (no save) only vs. Chaotic creatures
c 3 2 Random Telekinetics 55+3/r Major All objects in 60'r area randomly telekinese around, creatures in area take 1d6*1d10 dmg/r
c 4 1 Miscast Magic 65 Major Miscast Magic (TM 69), also works on psionics
c 4 2 Shift Towards Chaos 80 Major Creature saves: if made it takes caster's level in damage, if missed AL shifts one towards C
c 5 1 Destroy Clone 95 Major Kills a Clone, Simulacrum, or Shapechanger
c 5 2 Physical Freedom 95 Major Free Action (and) Remove Paralysis (and) Remove Domination (or) gives a path to escape local authorities
c 6 1 Summon Chaotic Creature 120 Grand Gate (as spell) for Chaotic creature or for an Earth or Fire Elemental
c 8 1 Wild Magic Surge 155 Grand Generate (level) Wild Surges within 60' each round for 1h
c 9 1 Chaos Storm 180+8/r Super All in 120'r area are affected by Weird, Maze, and Chaos (as spells) every round
d 10 1 Grand Chaos 200/r Super All die rolls by all creatures within 240' of caster become either minimum (50%) or maximum (50%), check for each grouping of dice rolled

[PC5] Psionicist Classes Group


[MC2.14] Monster Psi14

Use SL # PSPs Description
d 2 1 2 0, when biting: Cause Lycanthropy (PPD save, if they fail, they are your slave)
d 2 2 2 0, when changing form: Cure (1d6)*10% of damage taken
d 2 3 -10 to max Can turn into one additional form; DM rolls DL=LVL/3 Lycanthrope or Animal
d 2 4 -10 to max Hit only by +LVL or better weapons
d 2 5 -10 to max Regen CL hp/s
c 2 1 2 Summon CL Animals of the type that you are the Lycanthrope of, DL=LVL
c 2 2 2 Target gets a disease (PPD save)
d 5 1 -25 to max Immune disease and poison
d 5 2 -25 to max Pick LVL unusual materials to be immune to.
c 5 1 5 [0 action to use] Change form immediately
c 5 2 5 Force Shapechange or Wrench
c 5 3 5 Group gets a disease (PPD save)
d 8 1 -40 to max Get a Rogue chart (and 20*LVL Rogue points) up to level=LVL/2
d 8 2 -40 to max Remove a vulnerability on yourself (reduce Severe Allergy -> Vulnerable)
d 8 3 -40 to max You have a breath weapon, half hp (pick acid, poison, skunk; pick 3/d or 1/3r)
d 8 4 -40 to max Your gaze causes Charm (no save, IR)
c 8 1 80 Alter your Lycanthrope form, DM rolls on LVL/2 Lycanthrope or Animal table
c 8 2 8 Summon a DL=VII Lycanthrope
d 11 1 -55 to max You do not go unconscious and stay offensive at any hp total (will still die)
d 11 2 -55 to max Your unarmed attacks are Permanent hp of damage
c 11 1 -55 to max 1D: Reincarnate as an animal of your animal form
c 11 2 11 1V, while attacking: Your natural attacks Cascade Rams one group
c 11 3 11 Summon a DL=X Lycanthrope

[PC5] Psionicist Classes Group


[MC2.15] Monster Psi15

Use SL # Power Effect
d 1 1 Flame Walk Flame Walk (self)
d 1 2 Polymorph Self Polymorph Self
c 1 1 Blink Blink
c 1 2 Charm Person Charm Person
c 1 3 Magic Missile Magic Missile
d 2 1 Add Breath Weapon [1st] Breath weapon is 3/d. Choose a normal (E=1) element. Breath = 50% of current hp total.
d 2 2 Add Breath Weapon [2nd] Breath weapon is once per 3 rounds. Choose a normal (E=1) element. Breath = (CL+1)d(CL*2+2).
d 2 3 Add Resistance Resist one normal (E=1) element, this can be taken twice for an E=2, thrice for an E=3, etc.
d 2 4 Add Tail Tail does 1d(CL*2) damage
d 2 5 Alter Resistances Alter two resistances (or one immunity) to be of different element(s) (Pick an E factor = original)
d 2 6 Improve Breath Element Add 1 to the E factor of your breath weapon element. (Choose a new element when you pick this.)
d 2 7 Increase Breath Damage +10% of current hp total to breath dmg [or (+1)d(+2) breath dmg if using set breath dice]
d 2 8 Versatile Breath Element Your can alternatively use a second element, with E factor equal or less than your normal breath.
c 4 1 Color Spray Color Spray
c 4 2 Darkness Darkness CL*10' radius
c 4 3 Hypnotism Hypnotism
d 5 1 Add Immunity Immune to one normal (E=1) element, this can be taken twice for an E=2, thrice for an E=3, etc.
d 5 2 Dial-a-Breath Element (<) You can use any element with E factor less than your normal breath.
c 6 1 Druid Shapechange Druid Shapechange (to Reptile/Fish, Bird, or Mammal)
c 6 2 Melf's Minute Meteors Melf's Minute Meteors
c 6 3 Suggestion Suggestion
c 7 1 Hold Person Hold Person
d 8 1 Add Global Resistance Resist all E=1 elements, this can be taken twice for E=2 (doesn't include E=1), thrice for E=3, etc.
d 8 2 Dial-a-Breath Element (=) You can use any element with E factor equal to or less than your normal breath.
c 8 1 Suggestion Suggestion (up to CL targets)
d 9 1 Luckscale (Must have scales to use) Luckstone effect for 1 day
c 9 1 Hypnotism Hypnotism, up to CL targets
c 10 1 Summon Insects Summon Insects
d 11 1 Add Global Immunity Immune to all E=1 elements, this can be taken twice for E=2 (doesn't include E=1), thrice for E=3, etc.
c 12 1 Charm Reptiles Charm Reptile/Dragon (no save, can use IR)

[PC5] Psionicist Classes Group


[MC2.16] Monster Psi16

Use SL # Name Effect
d 2 1 Construct Psi16 Item 1 Create a Psi16 item (see next page) of TechL=CL, each TechL takes 1S action
d 2 2 Create Golem I Create a DL I Golem (AC=3*CL, hp=10*CL, Str=2*CL)
d 2 3 Golem Form: Caryatid Column +4 saves; Weapons have 25% chance to shatter when hitting you; 1M: Feign Death
d 2 4 Golem Form: Flesh Resist fire and cold; Cured by lightning (1 hp per die of dmg)
d 2 5 Golem Form: Mud Resist blunt weapons; Both punches hit: Hug 2d6+(Str bonus)+paralyzation (PPD save)
d 2 6 Golem Form: Necrophidius 1V: Hypnosis (1 target, Will save); Bite is paralysis branded (PPD save)
d 2 7 Golem Form: S=1,2 Unusual Material of S=1,2 (cannot exceed real S number)
d 2 8 Golem Form: Scarecrow 1M, gaze: Fascinate (1 target, Will save); Punches are Fascinate branded
d 2 9 Golem Form: Skeletal +2 arms (new group of limbs), but all your arms get -10/-10 TH/dmg
d 2 10 Golem Form: Stone Guardian Double Resist edged weapons; Resist cold, fire, lightning; Halve your move rate
d 2 11 Golem Form: Wood Immune Wood; 1M: Transmute Metal to Wood (owner PP saves)
c 2 1 Repair Golem Damage Cures 10*CL hp (CL Hull points) to a Golem
c 2 2 Turn (Command) Golems Turn (Command) Golems (need to make a turning roll as usual)
d 5 1 Construct Psi16 Item 2 Create a Psi16 type item (see next page) of TechL=CL, each 2 TechL takes 1S action
d 5 2 Create Golem II Create a DL IV Golem (AC=6*CL, hp=10*(CL^2), Str=4*CL)
d 5 3 Golem Form: Amber Tracking/Trailing prof.; Clairnasience; Detect Invis. cont.
d 5 4 Golem Form: Clay Unarmed damage you deal can be cured only by a CL=17+ Heal spell (or better)
d 5 5 Golem Form: Glass Improved Invis.; 1M: Prismatic Spray your group (hole in the middle)
d 5 6 Golem Form: Juggernaut +12" move rate; 1V, charging: 10d10 dmg to one target
d 5 7 Golem Form: Maggot Immune insects, edged weapons, piercing weapons; Cannot hold weapons
d 5 8 Golem Form: Metagolem Immune lightning; 1M: Fireball; 1M: Major Missile
d 5 9 Golem Form: Rock Resist earth; Any weapon that hits you saves vs. crushing blow or destroyed
d 5 10 Golem Form: Ruby set Str 20+LVL; Immune Priest magic
d 5 11 Golem Form: S=3,4,5 Unusual Material of S=3,4,5 (cannot exceed real S number)
d 5 12 Golem-mind Class VI/Esper-blind to all frequencies non-divisible by 8
c 5 1 Dispel Golem Dispels a Golem (it is "turned off" for 1 turn) (no save)
c 5 2 Golem Jar Magic Jar into a Golem (Magic Jar contest rules, which the golem will probably lose)
d 8 1 Construct Psi16 Item 4 Create a Psi16 item (see next page) of TechL=CL, each 4 TechL takes 1S action
d 8 2 Create Golem III Create a DL VII Golem (AC=12*CL, hp=10*(CL^3), Str=6*CL)
d 8 3 Golem Form: Doll Resist fire; Mend spell acts as a Heal on you; Bite is Tasha's Laughter branded
d 8 4 Golem Form: Emerald Immune acid; iNR 50%; 1M: Lightning Bolt
d 8 5 Golem Form: Magic MArmoring LVL*10; Disenchant any magical effect you touch; 1M: Wild Surge
d 8 6 Golem Form: Mithral Immune innates; +1Q0 action /r
d 8 7 Golem Form: Phantom Flyer Fly 24" (C); Immune darkness; Darkvision; +2 tentacles (2d8 dmg each)
d 8 8 Golem Form: S=6,7,8 Unusual Material of S=6,7,8 (cannot exceed real S number)
d 8 9 Golem Form: Shaboath Immune water; 1P: Drown a group; 1M: Wall of Ice
d 8 10 Golem Form: Silver +1 to # attacks with each weapon; +LVL" move rate
d 8 11 Golem Form: Spiderstone Resist magic; Mouth's P: Web (1 group); FRT LVL*10%
d 8 12 Golem Form: Stone Immune earth; set Str 22+LVL; 1V: Slow
d 11 1 Construct Psi16 Item 8 Create a Psi16 item (see next page) of TechL=CL, each 8 TechL takes 1S action
d 11 2 Create Golem IV Create a DL X Golem (iAC=CL/12, ihp=CL/5, Str=8*CL)
d 11 3 Golem Form: Adamantite Immune magic; 1V: Trample for 8d10+(Str bonus) dmg
d 11 4 Golem Form: Bone Undead immunities; Can't be Turned; 1M: Paralyze a group
d 11 5 Golem Form: Brain +1QM action; 1M: Psi1 Psionic Blast; iPR +70%
d 11 6 Golem Form: Brass Minotaur Immune Maze (and variants); Slaying +3/+3 +wounding; 1M: Trap the Soul; 1M: Maze
d 11 7 Golem Form: Burning Man Immune fire (and variants); Eldritch Fire Shield (100% dmg back); 1M: Fear (1 group)
d 11 8 Golem Form: Diamond Immune lightning, acid; iNR 75%; 1M: Diamond wacky ball (LVLd8, no save); 1M: Sunray
d 11 9 Golem Form: Drolem [Pick an E=1 to E=3 element] Immune to that element; Mouth's P, 1/3r: Breathe that element
d 11 10 Golem Form: Gargoyle +LVL weapon needed to hit you; You punches are petrification branded
d 11 11 Golem Form: Hammer Immune magic; +4d6 dmg per physical attack
d 11 12 Golem Form: Iron set Str 24+LVL; Cured by fire dmg; Mouth's P: Breathe poison (group, half hp, BW save:1/2)
d 11 13 Golem Form: S=9,10,11 Unusual Material of S=9,10,11 (cannot exceed real S number)
c 11 1 Steal Attunement Allow another to have & use one of the technological objects *anyone* made using Psi16

[PC5] Psionicist Classes Group


[MC2.18] Monster Psi18

Use SL # Power Check Description
d 2 1 Cancel Magic and Earthpower Wis/r -LVL CL to all Magic/Ele-E affecting you
d 2 2 Ego Shield Int/h Immune to Mental Attacks; Undetect. Lie
d 2 3 Innate Shield Con/t 20*CL hp shield vs. Innate abilities
d 2 4 Invisibility Dex/m Invisibility; immune to Light/Radiance
d 2 5 Psi: Shield Chr/t Pick Phys,Magic,Psi: 10*LVL hp shield
d 2 6 Telekineses: Tactile Int/t Can touch up to LVL*100'; incl. T spells
d 2 7 Telekinesis: Shield Int/t 10*LVL hp shield vs. physical,energy,TK
c 2 1 Heal and Regrowth Wis 1 target: Regenerate; heal LVL*LVL hp
c 2 2 Hypnosis Chr 1 target: Hypnosis 1m (save)
c 2 3 Intellect: Annihilation Int 1 target: -3d6 Int (save)& insane (save)
c 2 4 Paralysis Bolt Wis 1 target: Paralysis 1h (save)
c 2 5 Psi: Bolt Chr 1 target: LVLd10 telekinetic dmg(save:½)
c 2 6 Psi: Spray Chr LVL targets:1d10 telekinetic dmg(save:½)
c 2 7 Telekinesis: Lift & Move Int/r 100*LVL lbs.; object moves at 10*LVL"
d 5 1 Death Stare Wis/r Gaze: Death (save)
d 5 2 Magnetic Ctrl: Force Bolt Int 1 target: LVLd100 dmg (save:0)
d 5 3 Magnetic Ctrl: Shield Int/t Shield vs. Energy/Physical, 100*LVL hp
d 5 4 Metamorph Chr/h Shapechange (as spell), +LVL Dex:Balance
d 5 5 Psi: Amplification Chr x2 effect on next Psi (any freq.) power
d 5 6 Pyrokinetic: Heat Field Wis/h Fire Shield (as spell), +LVL Con:Health
d 5 7 Telepathy: Psych. Lockpick Int/h -LVL*10% reducible PsiR, +LVL Chr:Presence
d 5 8 Telepathy: Psych. Shield Int/h -LVL CL,+LVL saves on Psi effects vs.you; +LVL Wis: Willpower
c 5 1 Binding Chr Forcecage (as spell)
c 5 2 Disintegration Beam Int Disintegrate 1 target (save)
c 5 3 Magnetic Ctrl: Disruption Int Blast: Unconscious (save),no electronics
c 5 4 Pyrokinetic: Melt& Aflame Wis 30'r, LVLd20 fire damage (save:½)
c 5 5 Pyrokinetic: Spont.Comb. Wis Spontaneously Combusts 1 target (save)
c 5 6 Telepathic: Control Chr LVL/3 targets: Domination (save)
c 5 7 Telepathy: Hypnosis Int/m LVL/2 targets: Hypnosis (save)
c 5 8 Telepathy: Psi Scream Int 1 target: unc. (save), no psi (save)
d 8 1 Psi: Slayer Chr/r Sword: 1V to swing: LVLd100 dmg, always hits
d 8 2 Psi: Web Chr/w 100'r, any flying creature is Imprisoned
d 8 3 Scty: Confined Defender Wis/r Shield vs. magic/psionics 1000*LVL hp
d 8 4 Scty: Flight Blockade Wis [permanent] No flying in area
d 8 5 Scty: Invisibile Defender Wis/r Shield vs. physical/energy 1000*LVL hp
d 8 6 Scty: MagnificientDefender Wis/r No magic & psi of SL 7 or lower in area
d 8 7 Scty: Peripheral Defender Wis/r -7*LVL dmg on all physical & energy attacks
d 8 8 Scty: Spell Trap Wis/y Contingency for any 1 power (Magic/Psi/Innate)
c 8 1 Limited Wish Chr Limited Wish (as spell)
c 8 2 Mass Heal Wis LVL targets: Heal
c 8 3 Mass Telekinesis Int/s LVL tons, each lb. can do 1 dmg
c 8 4 Psi: Enhanced Spray Chr Casts LVL Psi: Bolts (LVLd10 telekinetic dmg) (no save)
c 8 5 Scty: Metamorph Blockade Wis [permanent] Force Shapechange, no polymorph
c 8 6 Worm Chr 1 target: Mental & Physical Domination (save)
d 11 1 Alter Probabilities Chr/t ±20% all die rolls
d 11 2 Caprenium Silence Int/y 100'r, 100% irreducible InnateR,PsiR,or MR
d 11 3 Null Void: Null Bolt Wis Targets gets 5*LVL% offensive MR,PsiR,InnateR
d 11 4 Null Void: Null Dome Wis/r 3*LVL% irreducible PsiR
d 11 5 Null Void: Null Field Wis/r 3*LVL% irreducible MR
d 11 6 Psi: Trap Wis/y Chain Contingency, up to LVL powers any type
c 11 1 Mass Mind Control Wis 250'r, all are Hypnotised (no save)
c 11 2 Possession Chr Magic Jar (no save) (no PsiR) (no immunity)
c 11 3 Power Transfer Con Drain all spells & psi points (no save)
c 11 4 Resurrection Con [0 action, even when dead]: Resurrection
c 11 5 Wish Chr Wish (as spell)

[PC5] Psionicist Classes Group


[MC2.19] Monster Psi19

Use SL # Power PSP Cost Effect
d 2 1 Accelerate Healing 20/d Double your healing and hp regeneration rates
d 2 2 Control Disease 20/d Immune to disease
c 2 1 Acrobatics ½*P /r 1bV: Emulate a Acrobat ability of level = CL/2; P=your number of Rogue points in it
c 2 2 Control Pain 2+1/r 1bV, can use while stunned: Immune to pain, stun (not capital "S"), torture
c 2 3 Fear 20 Fear (Will save)
c 2 4 Telekinesis W + ½W/r TK, weight W*10 lbs., max W=LVL^2, move rate=W ", throw does W dmg (roll TH)
d 5 1 Cloud Judgment 50/d You cannot be detected/located using psionics, magic, or innates (incl. anti-versions)
d 5 2 Hibernation Trance 25+25/h Resist damage, need not breathe/eat/drink/sleep, cannot use any actions
c 5 1 Blood Boil 60 1M: Target takes CLd6 blood dmg (no save); target must have blood to do this
c 5 2 Bolt of Hatred 50 CLd6 force dmg to one target (no save)
c 5 3 Energy Absorption 10/die 1bM: Absorb up to CL HD of an energy attack, affects everyone in your group
c 5 4 Grip 50+5/s Strangles target at CL dmg per segment
c 5 5 Health 2/hp+20/C 1M, 1V, touch: Heal hp of damage and/or restore Con; C=number of Con restored
c 5 6 Persuasion 50+5/s Target believes what you want him to believe (Will save), 1 item per segment
c 5 7 Waves of Darkness 50 30' radius, make 2 saves vs. Will, one miss = Confusion CL r., two misses = Fear
d 8 1 Assassin Lore 130/d Abilities as per an Assassin of half level (round up)
d 8 2 Greater Force Shield 10/s AT +CL*3 source; -CL/attack (physical or energy)
d 8 3 Paladin Lore 140/d Abilities as per a Paladin of half level (round up); your light-saber is a "holy avenger"
c 8 1 Energy Absorption 10/die 1bM: Absorb up to CL HD of an energy attack, affects everyone in your group
c 8 2 Improved Health 1/hp+10/S 1M, 1V: Heal hp of damage and/or restore stats; C=number of stat pts restored
c 8 3 Lightning 100 1M: Shoots lightning from fingertips, LVLd10 dmg (no save, no PsiR, no immune psi)
c 8 4 Petrify 80+8/s Target is held (no save)
c 11 1 Force Wind 11/s Creates a tornado, CLd12 air dmg per segment (save: ½), moves at CL" rate
d 14 1 Immortality Other 140N/d N targets cannot be killed or slain this day (doesn't work on self)

[PC5] Psionicist Classes Group


[MC2.23] Monster Psi23

Use SL # Name Cloud Points Effect
d 2 1 Acid Cloud 16 + 3/round 1 point acid damage per round in area
d 2 2 Fart Cloud 1 + 1/round Very smelly, sickening cloud
d 2 3 Muffling Cloud 12 + 2/round Muffles sound, 30% spell failure
d 2 4 Obscuring Cloud 14 + 1/round Blocks all forms of vision (inf,ult,x-r)
d 2 5 Storm Cloud 15 + 3/round Rain/thunder, mini 1-pt. lightning bolts
d 5 1 Conjuration Cloud 35 + 1/round Cloud/Radiance elemental to do service
d 5 2 Dust Cloud 21 + 3/round Very dry cloud of degeneration
d 5 3 Sleep Cloud 15 + 1/round Super sleep effect every round
d 5 4 Swirling Cloud 17 + 2/round Damages and confuses those in area
d 5 5 Wight Cloud 27 + 3/round Energy drains unnatural creatures
d 8 1 Chaos Cloud 60 + 3/round Does random effects every round
d 8 2 Breath Weapon Cloud 88 + 1/day Forms into a breath weapon if triggered
d 8 3 Prison Cloud 180 + 1/day Captures one creature and holds there
d 8 4 Shadow Cloud 96 + 9/round Causes weakness, fear, ability loss
d 8 5 Smiley Face Cloud 117 + 7/round All in area drop their weapons and dance
d 8 6 Snow Cloud 48 + 4/round Multicolored snow (can damage/heal)

[PC5] Psionicist Classes Group


[MC2.24] Monster X24

Use SL # Name Description
d 2 1 Caster Level Increase 2 +2 Caster Level (this can be taken multiple times)
d 2 2 CL/ML toggle Pick N (can be negative); get +N ML and -N*2 CL; ML and CL must be at least 0
d 2 3 HD type: Add +0d+2 Add 2 to HD type per level
d 2 4 Level: early 4 Get a "Level:" ability in your class 4 levels early (this can be taken multiple times)
d 2 5 Level: other in group Get a "Level:" ability (your level or less) in another class in same group (can take multiple)
d 2 6 Memorization Level Increase 1 +1 Memorization Level (this is next level of picks for rogues)
d 2 7 Rogue points 10 This class gives an extra +10 Rogue points per level.
d 5 1 HD type: Add +1d+0 Add 1 to number of HD per level
d 5 2 Level: early 9 Get a "Level:" ability in your class 9 levels early (this can be taken multiple times)
d 5 3 Level: other out of group Get a "Level:" ability (your level or less) in class in any group (can take multiple times)
d 5 4 Memorization Level Increase 2 +1 Memorization Level (this is next level of picks for rogues)
d 5 5 Rogue points 20 This class gives an extra +20 Rogue points per level.
d 8 1 HD type: Add +1d+2 Add 1 to number of HD and 2 to the HD type per level
d 8 2 Level: early 16 Get a "Level:" ability in your class 16 levels early (this can be taken multiple times)
d 8 3 Memorization Level Increase 3 +1 Memorization Level (this is next level of picks for rogues)
d 8 4 Rogue points 30 This class gives an extra +30 Rogue points per level.
d 11 1 HD type: Add +2d+2 Add 2 to number of HD and 2 to the HD type per level
d 11 2 Level: early 25 Get a "Level:" ability in your class 25 levels early (this can be taken multiple times)
d 11 3 Memorization Level Increase 4 +1 Memorization Level (this is next level of picks for rogues)
d 11 4 Rogue points 40 This class gives an extra +40 Rogue points per level.

[PC5] Psionicist Classes Group


[MC2.27] Monster Psi27

Use SL # Power Check Description
d 2 1 Cloak of Oblivion Cml/t Pick any one specific spell or psionic power. You are immune to it.
d 2 2 Dark Triangle Int/r Name 2 Wizard/Priest schools: One has double effect, the other half (30' radius)
d 2 3 Graver Company Luck/t Negative Plane Protection; Immune to Str/Dex/Con loss; vulnerable to Holy
d 2 4 Night Company Cml/t Improved Invis.; +LVL% Rogue abilities; +4/-4 pro.; vulnerable to Light and Fire
d 2 5 People's Bless Wis One die roll within 1 round is adjusted as you wish (max of ±LVL%).
d 2 6 Synnslaver Luck/r Creatures with HD < LVL must save to attack you. 1M: Sleep LVL HD (save).
d 2 7 Winery Luck Create a random potion (roll 1 Artificer effect) (use within LVL r or wasted)
c 2 1 Grace Cml Target stops fighting and will not attack again unless attacked (save)
c 2 2 Innocents Cml/s You cannot physically attack this segment. You are healed LVL^2 hp.
c 2 3 Lord Cml Command (as spell) using LVL words, up to LVL creatures within LVL*10' range
c 2 4 Pain HNCL Target takes LVLd10 dmg and is at -LVL to hit (save for half effect)
c 2 5 Wipeout Dex Assassination 10*LVL% (as Rogue ability), lasts for 1 attack
d 5 1 Armor Ceremony Cml/t Pick Physical, Magical, Psionic, or Innate. You take 1/10 dmg from that source.
d 5 2 Priests of Any God Wis/d You have an enslaved Priest: You gain his Priest memorization for the day.
d 5 3 Worshipers of Any God Chr/d You have an enslaved creature: You gain his hp in permanent hp for the day.
c 5 1 Drake Cml/r You can breathe an Inner Element once this round equal to your hp in dmg.
c 5 2 Liturgy of Despair HNCL 30’ radius: Insanity (save) and all must make Morale rolls (even if save made)
c 5 3 Smite Wis Target is Paralyzed and cannot use any M actions next round (save)
d 8 1 Diversify Luck Your next Psi27 power that has one target has LVL targets instead
d 8 2 People's Area Cml/d Forbiddance, Guards and Wards, Proof vs. Teleportation/Scrying LVL*10' radius
d 8 3 The Call Cml Choose a creature type: summons (LVL-DL)^2 of them. (DL is creature’s DL).
d 8 4 The Sorting HNCL Shapechange, but can merge and assume qualities of LVL creature types.
c 8 1 Dark Light Cml/r 30' radius: Emotion, Darkness, Weird (as spells)
c 8 2 Death Luck Target is slain (save)
c 8 3 Imprisonment/Freedom HNCL Imprisonment (as spell) or its reverse
c 8 4 Ritual of Assimilation Luck Touch: Target loses all of his current hp’s, you are healed that amount (no save)
d 11 1 Prince Luck Your "caster level" (CL) for all purposes (even non-Psi27) is raised by LVL
c 11 1 Liturgy of Armageddon Luck/r All creatures within 1 mile radius are slain (no save) or Slain (save) [choose]
c 11 2 Master Ritual of Summ. Cml Summons any one unique creature in the Multiverse to you (no resistance)
c 11 3 People's Army Cml Mass Charm Person up to LVL^3 people (no save)

[PC5] Psionicist Classes Group


[MC2.29] Monster Psi29

Use SL # Power
d 2 1 Animate Dead
d 2 2 Animate Object
d 2 3 Anti-Radiation Ray
d 2 4 Gaze Reflection
d 2 5 Mirror Image
d 2 6 Missile Deflection
c 2 1 Beam (Cone) of Cold
c 2 2 Blindness
c 2 3 Blink
c 2 4 Cause Serious Wounds
c 2 5 Charm Person
c 2 6 Chromatic Orb
c 2 7 Color Beam (Spray)
c 2 8 Confusion
c 2 9 Darkness
c 2 10 Domination
c 2 11 Double Pain (Psi2)
c 2 12 Drain Magic Item Charges
c 2 13 Fear
c 2 14 Hold Person
c 2 15 Lightning Bolt
c 2 16 Magic Missile
c 2 17 Ray of Enfeeblement
c 2 18 Sleep
c 2 19 Telekinesis
c 2 20 Wrench
d 5 1 Anti-Anti-Magic Ray
d 5 2 Anti-Magic Ray
d 5 3 Anti-Psionic Ray
d 5 4 Displacement
d 5 5 Inertial Beam (Barrier)
d 5 6 Protection (random scroll)
d 5 7 Serten's Spell Immunity
c 5 1 Beam (Wall) of Force
c 5 2 Boneshatter (2d6/r + broken limb)
c 5 3 Chaos Ray (Wand of Wonder)
c 5 4 Charm Monster
c 5 5 Cloudkill
c 5 6 Control Body (Psi2)
c 5 7 Control Gravity
c 5 8 Death Ray
c 5 9 Deflection
c 5 10 Disintegrate
c 5 11 Dispel Magic
c 5 12 Drain Magic Items
c 5 13 Enervation
c 5 14 Feeblemind
c 5 15 Flesh to Stone
c 5 16 Fork
c 5 17 Harm
c 5 18 Heal
c 5 19 Hold Monster
c 5 20 Insanity Ray
c 5 21 Megakinesis
c 5 22 Monster Summoning IV
c 5 23 Paralysis
c 5 24 Psionic Beam (Blast)
c 5 25 Rainbow Silver effect
c 5 26 Reverse Magic (cast reverse at effect)
c 5 27 Rust Metal
c 5 28 Slay Living
c 5 29 Stun
c 5 30 Suggestion
d 8 1 Duplicate Magic Item (x1)
d 8 2 Duplicate Mechanism (x1)
d 8 3 Duplicate Monster (Clone) (x1)
d 8 4 Spell Reflection
d 8 5 Symbol
c 8 1 Acid Bolt LVLd10
c 8 2 Air Bolt LVLd12
c 8 3 Anti-Technology Ray
c 8 4 Cureall/Causeall
c 8 5 Death Bolt (save or dead)
c 8 6 Earth Bolt LVLd12
c 8 7 Eridor's Ebony Bolt: 4 perm. hp loss/lvl, no MR, cannot be resisted
c 8 8 Escape
c 8 9 Fire Bolt LVLd12
c 8 10 Grand Detonate (Psi2)
c 8 11 Grease Bolt LVLd8
c 8 12 Ice Bolt LVLd10
c 8 13 Imprisonment
c 8 14 Instantaneous (reverse Permanency)
c 8 15 Internal Fire
c 8 16 Lightning Bolt LVLd10
c 8 17 Mana Bolt LVLd8
c 8 18 Maze
c 8 19 Meteor Swarm
c 8 20 Mordenkainen's Disjunction
c 8 21 Photon Kinetic: Laser Beam (Psi 9): 10*(CHd8) Light damage (save)
c 8 22 Power Bolt LVLd8
c 8 23 Prismatic Beam (Spray)
c 8 24 Raise Dead Fully/Slay Living Fully
c 8 25 Restoration/Energy Drain
c 8 26 Resurrection/Destruction
c 8 27 Sporacle-ize (random [C8] section effect)
c 8 28 Summon Planar Creature
c 8 29 Temporal Stasis
c 8 30 Temporal: Time Bolt (Psi 9): Ages target 10*(CHd4) years (save:½)
c 8 31 Time Shift
c 8 32 Time Stop
c 8 33 Water Bolt LVLd12
c 8 34 Wild Surge
d 11 1 Anti-Godly Ray
d 11 2 Anti-Innate Ray
d 11 3 Symbol of Wizardry
d 11 4 Thermal Kinetic: Plasma Beam (Psi 9): ±CHx100°, save at -CHxCH or dead
c 11 1 Alter Reality (each target max 1/turn)
c 11 2 Annihilation Bolt LVLd20
c 11 3 As You Are
c 11 4 Eye for an Eye (Psi 11W) (fork an eye back on someone)
c 11 5 Holy/Eldritch/Unholy Bolt
c 11 6 In the Eye of Chaos (Psi 11R) (target needs double actions to do things)
c 11 7 Negation Blast
c 11 8 Nightmare: Removal Beam (Psi 9): -CH/6 to being's multiplier (save:½)
c 11 9 Photon Kinetic: Phaser Beam (Psi 9): 100*(CHd20) Light damage (no save/PsiR)
c 11 10 Planet Swarm
c 11 11 Planetary Detonate (Psi2)
c 11 12 Reconstruct
c 11 13 Reset (each target max 1/day)
c 11 14 Set
c 11 15 Shielder: Bolt (Psi 9): CHxCHd8 Force damage, ignores defenses
c 11 16 Solid Stun Bolt (-LVL all actions)

[PC5] Psionicist Classes Group


[MC2.30] Monster Psi30

Use SL # Name Field Targ Type Drain P30Ps Notes
d 2 1 Armor Manip 3 Phys L3 3 Melee:+½ AC,-1dmg per hit/succ
c 2 1 Stun Touch Combat Wis Ment L1 1 Astral stunning
c 2 2 Treat Light Wounds Health Con Phys L1 1 Heals 10% max hp (1 succ)
d 5 1 [creature type] Form Manip W Phys M3 6 Polymorph Self (as spell)
d 5 2 Animate Manip W Phys M2 4 Animate Object (as spell)
d 5 3 Anti-Missile Barrier Manip 4 Phys M2 4 Ranged:+½ AC,-1dmg per hit/succ
c 5 1 Blackout Illus Int Ment M2 4 Blast:Cause Blindness(as spell)
c 5 2 Clout Manip 3 Phys M2 4 TK punch:roll TH, dmg=½*ä(succ)
c 5 3 Death Touch Combat Wis Phys M3 6 Necromantic damage
c 5 4 Mana Touch Combat Int Phys M2 4 Astral damage
c 5 5 Petrify/Reverse Petrify Manip Str Phys M6 12 Flesh to Stone, Con resists
c 5 6 Power Touch Combat Con Phys M1 2 Astral damage
c 5 7 Ram Touch Combat Con Phys M2 4 1 hull point damage/succ
c 5 8 Stun Beam Combat Wis Ment M2 4 Astral stunning
c 5 9 Stun Bolt Combat Wis Ment M1 2 Astral stunning
c 5 10 Treat Moderate Wounds Health Con Phys M1 2 Heals 30% max hp (2 succ)
d 8 1 Flame Shield Manip 4 Phys S2 6 Protection from Fire
d 8 2 Luck Detect 4 Ment S2 6 Gains +1(+5%)/succ on 1 action
d 8 3 Resist Allergy Health * Phys S3 9 Remove -1 penalty/succ
d 8 4 Shapechange (Personal) Manip W Phys S3 9 Polymorph to any monster
c 8 1 Acid Bolt Manip 4 Phys S4 12 Acid damage, Con resists
c 8 2 Air Bolt Manip 3 Phys S3 9 Ele.Air damage, Dex resists
c 8 3 Bind Manip Dex Phys S2 6 Stopped & -½ Str/succ
c 8 4 Confusion Illus Int Phys S1 3 Confusion (as spell)
c 8 5 Control Actions Manip Str Ment S4 12 Caster controls ½P action/succ
c 8 6 Control Movement Manip Str Ment S2 6 Caster controls ½V action/succ
c 8 7 Death Beam Combat Wis Phys S4 12 Necromantic damage
c 8 8 Death Bolt Combat Wis Phys S3 9 Necromantic damage
c 8 9 Earth Bolt Manip 3 Phys S3 9 Ele.Earth damage,Con resist
c 8 10 Fire Bolt Manip 3 Phys S3 9 Ele.Fire damage,Con resist
c 8 11 Ice Bolt Manip 4 Phys S4 12 Ice damage, Con resists
c 8 12 Incr./Decr. Movements Health 8 Phys S7 21 ±1 V action /r per 2 successes
c 8 13 Lightning Bolt Manip 4 Phys S4 12 Lightning damage, Dex resists
c 8 14 Mana Beam Combat Int Phys S3 9 Astral damage
c 8 15 Mana Bolt Combat Int Phys S2 6 Astral damage
c 8 16 Mob Rush Manip Str Ment S6 18 Control Movement Blast
c 8 17 Mob Scene Manip Str Ment S8 24 Control Actions Blast
c 8 18 Power Beam Combat Con Phys S2 6 Astral damage
c 8 19 Power Bolt Combat Con Phys S1 3 Astral damage
c 8 20 Psi Sword Combat 5 Ment S2 6 Roll TH (+succ), dmg=ä(succ)
c 8 21 Psi Sword II Combat 6 Ment S3 9 Roll TH (+succ), dmg=ä(succ), can hit nonliving
c 8 22 Ram Beam /Wrecker Combat Con Phys S3 9 1 hull point damage/succ
c 8 23 Ram Bolt Combat Con Phys S2 6 1 hull point damage/succ
c 8 24 Stun Blast /Sleep Combat Wis Ment S1 3 Astral stunning
c 8 25 Treat Serious Wounds Health Con Phys S1 3 Heals 60% max hp (3 succ)
c 8 26 Turn to Goo Manip Con Phys S6 18 Polymorphs target to sludge
c 8 27 Water Bolt Manip 3 Phys S3 9 Ele.Water damage,Str resist
c 11 1 Acid Blast /Toxic Wave Manip 4 Phys D4 16 Acid damage, Con resists
c 11 2 Air Blast Manip 3 Phys D3 12 Ele.Air damage, Dex resists
c 11 3 Barrier Manip 5 Phys D2 8 Solid Wall of Force (as spell)
c 11 4 Chaotic World Illus Int Ment D2 8 Chaos Blast
c 11 5 Control Thoughts Manip Int Ment D4 16 Caster controls ½M action/succ
c 11 6 Death Blast Combat Wis Phys D3 12 Necromantic damage
c 11 7 Decrease Charisma Health Chr Ment D2 8 -1 Chr/succ
c 11 8 Decrease Constitution Health Con Phys D2 8 -1 Con/succ
c 11 9 Decrease Dexterity Health Dex Phys D2 8 -1 Dex/succ
c 11 10 Decrease Intelligence Health Int Ment D2 8 -1 Int/succ
c 11 11 Decrease Strength Health Str Phys D2 8 -1 Str/succ
c 11 12 Decrease Wisdom Health Wis Ment D2 8 -1 Wis/succ
c 11 13 Earth Blast Manip 3 Phys D3 12 Ele.Earth damage,Con resist
c 11 14 Fire Blast /Hellblast Manip 3 Phys D3 12 Ele.Fire damage,Con resist
c 11 15 Heal Health Con Phys D2 8 Cures 1=10%,2=30%,3=60%,4=100%
c 11 16 Ice Blast Manip 4 Phys D4 16 Ice damage, Con resists
c 11 17 Ice Sheet Manip 4 Phys D4 16 Wall:Ice damage, Con resists
c 11 18 Lightning Blast Manip 4 Phys D4 16 Lightning damage, Dex resists
c 11 19 Mana Blast Combat Int Phys D2 8 Astral damage
c 11 20 Mob Mind Manip Int Ment D8 32 Control Thoughts Blast (yuck!)
c 11 21 Power Blast Combat Con Phys D1 4 Astral damage
c 11 22 Ram Blast /Urban Renewal Combat Con Phys D2 8 1 hull point damage/succ
c 11 23 Spell Barrier Manip 7 Ment D5 20 Wall:Dead Magic (all types)
c 11 24 Temporary Insanity Manip Wis Ment D2 8 1 insanity [DMG1]/succ
c 11 25 Thunderclap Manip 5 Phys D5 20 Blast:Sound damage, Con resists
c 11 26 Treat Deadly Wounds Health Con Phys D1 4 Heals 100% max hp (4 succ)
c 11 27 Water Blast Manip 3 Phys D3 12 Ele.Water damage,Str resist
d 14 1 Super Luck Detect 5 Ment X3 15 Choose result on next die roll
c 14 1 Annihilation Bolt Combat 20 Phys X10 50 (Str+Int) resists, Annihilation
c 14 2 Solid Stun Blast Combat Wis Ment X1 5 Astral stunning, x2 normal succ

[PC5] Psionicist Classes Group


[MC2.45] Monster Psi45

Use SL # Power School Notes
d 2 1 Body Coating Self-Alteration 5*SL hp Armor spell, self only, stacks with the (Wizard) Armor spell
d 2 2 Body Resistance Physical Enhancement Physical attacks that do less than SL*2 dmg to you do nothing
d 2 3 Body Transformation Self-Alteration Change your body to be of an E=SL/2 element
d 2 4 Chemical Mimicry Self-Alteration Change your body to be of an TechL=SL chemical
d 2 5 Cosmic Awareness Mental Enhancement Grand: Cosmic Awareness
d 2 6 Electrical Control Energy Control SL/2 (round down) instances of Resist lightning; +SL*10% damage with lightning effects
d 2 7 Energy Body Self-Alteration Major: You are made of energy; cannot use P actions; resist physical damage
d 2 8 Energy Doppelganger Energy Emission Mirror Image (1 image), it has SL^3 hp; it flies at SL*3"; you can cast Psi45 effects through it
d 2 9 Energy Sheath Self-Alteration SL^2 hp Armor spell, self only, stacks with the (Wizard) Armor spell
d 2 10 Fire Control Energy Control SL/2 (round down) instances of Resist fire; +SL*10% damage with fire effects
d 2 11 Force Field Defensive Immune to spell level 0 to SL-2 effects; -(SL-1) per physical attack; ER 5*SL%
d 2 12 Force Field vs. Emotion Defensive Immune to spell level 0 to SL-1 enchantment/charm effects
d 2 13 Force Field vs. Energy Defensive Immune to spell level 0 to SL-1 energy attacks
d 2 14 Force Field vs. Hostiles Lifeform Control Enemies must make SL/2 saves to attack you
d 2 15 Force Field vs. Magic Defensive Immune to spell level 0 to SL-1 magic
d 2 16 Force Field vs. Mental Defensive Immune to spell level 0 to SL-1 mental attacks
d 2 17 Force Field vs. Physical Defensive -SL per physical attack
d 2 18 Force Field vs. Power Manipulation Defensive ER 10*SL%
d 2 19 Force Field vs. Vampirism Defensive aNR 10*SL% (including energy and stat drains)
d 2 20 Gravity Manipulation Energy Control SL/2 (round down) instances of Resist gravity/falling damage; +SL*10% damage with gravity/falling effects
d 2 21 Hard Radiation Control Energy Control SL/2 (round down) instances of Resist radiation damage; +SL*10% damage with radiation (specific, not all of Psi9/18/27) effects
d 2 22 Hyper-Invention Mental Enhancement (12-SL)M: Create a TechL=SL*2-3 object (see [Q8], can have at most LVL of these objects)
d 2 23 Illusory Duplication Illusory Mirror Image (SL images)
d 2 24 Illusory Invisibility Illusory Minor: Invis.; Major: Improved Invis.; Grand: Dust of Disappearance
d 2 25 Invisibility Self-Alteration Improved Invis.
d 2 26 Ionization Matter Conversion Lightning shield (xSL/10 damage back)
d 2 27 Kinetic Control Energy Control SL/2 (round down) instances of Resist telekinesis; +SL*10% damage with telekinesis effects
d 2 28 Light Control Energy Control SL/2 (round down) instances of Resist light; +SL*10% damage with light effects
d 2 29 Magic Control Magical +SL/2 (round down) to SL of next Psi45 power
d 2 30 Magnetic Manipulation Energy Control SL/2 (round down) instances of Resist magnetism; +SL*10% damage with magnetism effects
d 2 31 Mental Invisibility Mental Enhancement Improved Invis.: it's +SL AC instead of +4
d 2 32 Plasma Control Energy Control SL/2 (round down) instances of Resist plasma; +SL*10% damage with plasma effects
d 2 33 Power Simulation Magical The next Psi45 power you use will be resisted using MR instead of PR
d 2 34 Prehensile Hair Self-Alteration Your hair has controlled movement; can do a "Hair attack" (using your hair's P action) for 1dSL dmg
d 2 35 Reality Alteration Magical + or - SL to your next die roll
d 2 36 Reflection Defensive MPIWReflection 5*SL%
d 2 37 Regeneration Physical Enhancement Regenerate SL hp/s
d 2 38 Resist: Emotion Defensive SL/2 (round down) instances of Resist enchantment/charm
d 2 39 Resist: Energy Defensive SL/3 (round down) instances of Resist energy attacks
d 2 40 Resist: Magic Defensive SL/4 (round down) instances of Resist magic
d 2 41 Resist: Mental Defensive SL/2 (round down) instances of Resist mental attacks
d 2 42 Resist: Physical Defensive SL/4 (round down) instances of Resist physical attacks
d 2 43 Resist: Power Manipulation Defensive SL/3 (round down) instances of Resist disenchantment
d 2 44 Resist: Vampirism Defensive SL/3 (round down) instances of Resist necromancy, energy and stat drains
d 2 45 True Invulnerability Physical Enhancement SL instances of Resist distributed as you like (medium categories: a school, an element, etc.)
d 2 46 Vibration Control Energy Control SL/2 (round down) instances of Resist vibration; +SL*10% damage with vibration effects
d 2 47 Warding Magical Create a Trap (x1 Psionic) for SL/2 Psi45 powers
c 2 1 Absorption Power Energy Control bM: Absorb energy, gain 100/(12-SL)% of it in temporary hp
c 2 2 Chemical Touch Physical Enhancement Chemical effect of TechL=SL*2 or less (range touch)
c 2 3 Cold Generation Energy Emission SL*CL Cold damage (1 group, no save)
c 2 4 Combustion Matter Conversion An object explodes (item save), the person carrying it takes CL*SL/2 damage (save)
c 2 5 Control Power Control 1bM: Redirect an effect (caster makes SL/4 saves)
c 2 6 Disintegration Matter Conversion Major: Disintegrate (save)
c 2 7 Disruption Matter Control Minor: Target takes CL*SL disruption damage (no save); Grand: The damage given plus a Disintegrate effect (save)
c 2 8 Domination Power Control Dominate all actions (SL/5 saves)
c 2 9 Duplication Power Control 1bM: Fork an effect (caster makes SL/3 saves)
c 2 10 Electrical Generation Energy Emission SL*CL Lightning damage (1 group, no save)
c 2 11 Energy Conversion Energy Control 0, SL/t: Convert an element in an effect to another element (max E factor = SL/2, round down)
c 2 12 Energy Solidification Energy Control Minor: Web; Major: Iron Bands of Bilarro; Grand: Solid Wall of Force; Super: Forcecage
c 2 13 Energy Sponge Energy Control bM: SL*10% chance to absorb an entire energy attack
c 2 14 Fire Generation Energy Emission SL*CL Fire damage (1 group, no save)
c 2 15 Focus Power Control Do SL instances of another Psi45 power you know; you are Spent and Harmed at the end of effect
c 2 16 Geoforce Matter Control 1bM: Stop or Create an Earthquake, Landslide, etc. Damage would be CL*SL Earth to a group (save for 0)
c 2 17 Gestalt Power Control Major: 1M: Do 2 Minor powers that you know; Grand: 1M: Do 2 Major powers that you know; etc.
c 2 18 Hard Radiation Energy Emission SL*CL/2 Radiation damage and SL Con damage (1 group, no save)
c 2 19 Heat Energy Emission Target takes SL*CL Fire damage per segment for 1 round (no save)
c 2 20 Hypnotic Control Lifeform Control Hypnosis (SL/2 saves)
c 2 21 Iron Will Mental Enhancement 1bM: One effect that's hitting you is delayed for SL segments (it will still resolve even if the caster is dropped)
c 2 22 Kinetic Bolt Energy Emission SL*CL/2 Telekinesis dmg and knock back SL*10' (1 target, no save, Str-SL*2 check to avoid knock back)
c 2 23 Lifeform Creation Matter Creation Summon a DL=SL-1 monster
c 2 24 Light Emission Energy Emission SL*CL/2 Light damage (no save) and SL/2 instances of blindness (save)
c 2 25 Magic Domination Magical Control M Actions (SL/2 saves)
c 2 26 Mechanical Creation Matter Creation Summon a DL=SL-2 Golem or Technological monster
c 2 27 Mind Blast Mental Enhancement SL*CL Mental damage (1 group, no save)
c 2 28 Mind Control Lifeform Control Minor: Command (save); Major: Domination (SL/3 saves)
c 2 29 Mind Transferral Lifeform Control Minor: Empathy (save); Major: Magic Jar (SL/3 saves)
c 2 30 Missile Creation Matter Creation Do SL missile attacks, must roll to hit, each hit does 10 dmg (no save) and a stun (save)
c 2 31 Neural Manipulation Lifeform Control Minor: Seizure (-2 all rolls, save); Major: Paralysis (SL/3 saves)
c 2 32 Plague Carrier Lifeform Control Disease (SL saves)
c 2 33 Plasma Generation Energy Emission SL*CL Plasma damage (1 group, no save)
c 2 34 Radiowave Generation Energy Emission SL*CL/2 Radiowave damage (1 group, no save, the effect can go through a SL' wall)
c 2 35 Self-Revival Physical Enhancement 0, (SL-1)/d: Heal self
c 2 36 Serial Immortality Mental Enhancement 0, 1/d: Resurrection, self only, there is a delay of (11-SL) rounds
c 2 37 Sleep-Induced Lifeform Control Sleep (SL/2 saves)
c 2 38 Sonic Generation Energy Emission SL*CL/2 Sound damage (no save) and SL/2 instances of deafness (save)
c 2 39 Spray Matter Creation SL choking dmg to a group per segment (can leave the area)
c 2 40 Summoning Lifeform Control Summon a DL=SL Outer
c 2 41 Undead Control Lifeform Control Turn Undead at CL=(SL-2)*2
c 2 42 Vibration Energy Emission SL*CL Vibration damage (1 group, no save)
c 2 43 Weakness Creation Power Control Add SL/2 instances of a Vulnerability to something (medium scale: a school, an element, etc.) on the target (no save)
c 2 44 Zombie Animation Matter Control Animate a dead body as a Zombie with DL=SL
d 5 1 Body Coating Self-Alteration 5*SL hp Armor spell, self only, stacks with the (Wizard) Armor spell
d 5 2 Body Resistance Physical Enhancement Physical attacks that do less than SL*2 dmg to you do nothing
d 5 3 Body Transformation Self-Alteration Change your body to be of an E=SL/2 element
d 5 4 Chemical Mimicry Self-Alteration Change your body to be of an TechL=SL chemical
d 5 5 Cosmic Awareness Mental Enhancement Grand: Cosmic Awareness
d 5 6 Electrical Control Energy Control SL/2 (round down) instances of Resist lightning; +SL*10% damage with lightning effects
d 5 7 Energy Body Self-Alteration Major: You are made of energy; cannot use P actions; resist physical damage
d 5 8 Energy Doppelganger Energy Emission Mirror Image (1 image), it has SL^3 hp; it flies at SL*3"; you can cast Psi45 effects through it
d 5 9 Energy Sheath Self-Alteration SL^2 hp Armor spell, self only, stacks with the (Wizard) Armor spell
d 5 10 Fire Control Energy Control SL/2 (round down) instances of Resist fire; +SL*10% damage with fire effects
d 5 11 Force Field Defensive Immune to spell level 0 to SL-2 effects; -(SL-1) per physical attack; ER 5*SL%
d 5 12 Force Field vs. Emotion Defensive Immune to spell level 0 to SL-1 enchantment/charm effects
d 5 13 Force Field vs. Energy Defensive Immune to spell level 0 to SL-1 energy attacks
d 5 14 Force Field vs. Hostiles Lifeform Control Enemies must make SL/2 saves to attack you
d 5 15 Force Field vs. Magic Defensive Immune to spell level 0 to SL-1 magic
d 5 16 Force Field vs. Mental Defensive Immune to spell level 0 to SL-1 mental attacks
d 5 17 Force Field vs. Physical Defensive -SL per physical attack
d 5 18 Force Field vs. Power Manipulation Defensive ER 10*SL%
d 5 19 Force Field vs. Vampirism Defensive aNR 10*SL% (including energy and stat drains)
d 5 20 Gravity Manipulation Energy Control SL/2 (round down) instances of Resist gravity/falling damage; +SL*10% damage with gravity/falling effects
d 5 21 Hard Radiation Control Energy Control SL/2 (round down) instances of Resist radiation damage; +SL*10% damage with radiation (specific, not all of Psi9/18/27) effects
d 5 22 Hyper-Invention Mental Enhancement (12-SL)M: Create a TechL=SL*2-3 object (see [Q8], can have at most LVL of these objects)
d 5 23 Illusory Duplication Illusory Mirror Image (SL images)
d 5 24 Illusory Invisibility Illusory Minor: Invis.; Major: Improved Invis.; Grand: Dust of Disappearance
d 5 25 Invisibility Self-Alteration Improved Invis.
d 5 26 Ionization Matter Conversion Lightning shield (xSL/10 damage back)
d 5 27 Kinetic Control Energy Control SL/2 (round down) instances of Resist telekinesis; +SL*10% damage with telekinesis effects
d 5 28 Light Control Energy Control SL/2 (round down) instances of Resist light; +SL*10% damage with light effects
d 5 29 Magic Control Magical +SL/2 (round down) to SL of next Psi45 power
d 5 30 Magnetic Manipulation Energy Control SL/2 (round down) instances of Resist magnetism; +SL*10% damage with magnetism effects
d 5 31 Mental Invisibility Mental Enhancement Improved Invis.: it's +SL AC instead of +4
d 5 32 Plasma Control Energy Control SL/2 (round down) instances of Resist plasma; +SL*10% damage with plasma effects
d 5 33 Power Simulation Magical The next Psi45 power you use will be resisted using MR instead of PR
d 5 34 Prehensile Hair Self-Alteration Your hair has controlled movement; can do a "Hair attack" (using your hair's P action) for 1dSL dmg
d 5 35 Reality Alteration Magical + or - SL to your next die roll
d 5 36 Reflection Defensive MPIWReflection 5*SL%
d 5 37 Regeneration Physical Enhancement Regenerate SL hp/s
d 5 38 Resist: Emotion Defensive SL/2 (round down) instances of Resist enchantment/charm
d 5 39 Resist: Energy Defensive SL/3 (round down) instances of Resist energy attacks
d 5 40 Resist: Magic Defensive SL/4 (round down) instances of Resist magic
d 5 41 Resist: Mental Defensive SL/2 (round down) instances of Resist mental attacks
d 5 42 Resist: Physical Defensive SL/4 (round down) instances of Resist physical attacks
d 5 43 Resist: Power Manipulation Defensive SL/3 (round down) instances of Resist disenchantment
d 5 44 Resist: Vampirism Defensive SL/3 (round down) instances of Resist necromancy, energy and stat drains
d 5 45 True Invulnerability Physical Enhancement SL instances of Resist distributed as you like (medium categories: a school, an element, etc.)
d 5 46 Vibration Control Energy Control SL/2 (round down) instances of Resist vibration; +SL*10% damage with vibration effects
d 5 47 Warding Magical Create a Trap (x1 Psionic) for SL/2 Psi45 powers
c 5 1 Absorption Power Energy Control bM: Absorb energy, gain 100/(12-SL)% of it in temporary hp
c 5 2 Chemical Touch Physical Enhancement Chemical effect of TechL=SL*2 or less (range touch)
c 5 3 Cold Generation Energy Emission SL*CL Cold damage (1 group, no save)
c 5 4 Combustion Matter Conversion An object explodes (item save), the person carrying it takes CL*SL/2 damage (save)
c 5 5 Control Power Control 1bM: Redirect an effect (caster makes SL/4 saves)
c 5 6 Disintegration Matter Conversion Major: Disintegrate (save)
c 5 7 Disruption Matter Control Minor: Target takes CL*SL disruption damage (no save); Grand: The damage given plus a Disintegrate effect (save)
c 5 8 Domination Power Control Dominate all actions (SL/5 saves)
c 5 9 Duplication Power Control 1bM: Fork an effect (caster makes SL/3 saves)
c 5 10 Electrical Generation Energy Emission SL*CL Lightning damage (1 group, no save)
c 5 11 Energy Conversion Energy Control 0, SL/t: Convert an element in an effect to another element (max E factor = SL/2, round down)
c 5 12 Energy Solidification Energy Control Minor: Web; Major: Iron Bands of Bilarro; Grand: Solid Wall of Force; Super: Forcecage
c 5 13 Energy Sponge Energy Control bM: SL*10% chance to absorb an entire energy attack
c 5 14 Fire Generation Energy Emission SL*CL Fire damage (1 group, no save)
c 5 15 Focus Power Control Do SL instances of another Psi45 power you know; you are Spent and Harmed at the end of effect
c 5 16 Geoforce Matter Control 1bM: Stop or Create an Earthquake, Landslide, etc. Damage would be CL*SL Earth to a group (save for 0)
c 5 17 Gestalt Power Control Major: 1M: Do 2 Minor powers that you know; Grand: 1M: Do 2 Major powers that you know; etc.
c 5 18 Hard Radiation Energy Emission SL*CL/2 Radiation damage and SL Con damage (1 group, no save)
c 5 19 Heat Energy Emission Target takes SL*CL Fire damage per segment for 1 round (no save)
c 5 20 Hypnotic Control Lifeform Control Hypnosis (SL/2 saves)
c 5 21 Iron Will Mental Enhancement 1bM: One effect that's hitting you is delayed for SL segments (it will still resolve even if the caster is dropped)
c 5 22 Kinetic Bolt Energy Emission SL*CL/2 Telekinesis dmg and knock back SL*10' (1 target, no save, Str-SL*2 check to avoid knock back)
c 5 23 Lifeform Creation Matter Creation Summon a DL=SL-1 monster
c 5 24 Light Emission Energy Emission SL*CL/2 Light damage (no save) and SL/2 instances of blindness (save)
c 5 25 Magic Domination Magical Control M Actions (SL/2 saves)
c 5 26 Mechanical Creation Matter Creation Summon a DL=SL-2 Golem or Technological monster
c 5 27 Mind Blast Mental Enhancement SL*CL Mental damage (1 group, no save)
c 5 28 Mind Control Lifeform Control Minor: Command (save); Major: Domination (SL/3 saves)
c 5 29 Mind Transferral Lifeform Control Minor: Empathy (save); Major: Magic Jar (SL/3 saves)
c 5 30 Missile Creation Matter Creation Do SL missile attacks, must roll to hit, each hit does 10 dmg (no save) and a stun (save)
c 5 31 Neural Manipulation Lifeform Control Minor: Seizure (-2 all rolls, save); Major: Paralysis (SL/3 saves)
c 5 32 Plague Carrier Lifeform Control Disease (SL saves)
c 5 33 Plasma Generation Energy Emission SL*CL Plasma damage (1 group, no save)
c 5 34 Radiowave Generation Energy Emission SL*CL/2 Radiowave damage (1 group, no save, the effect can go through a SL' wall)
c 5 35 Self-Revival Physical Enhancement 0, (SL-1)/d: Heal self
c 5 36 Serial Immortality Mental Enhancement 0, 1/d: Resurrection, self only, there is a delay of (11-SL) rounds
c 5 37 Sleep-Induced Lifeform Control Sleep (SL/2 saves)
c 5 38 Sonic Generation Energy Emission SL*CL/2 Sound damage (no save) and SL/2 instances of deafness (save)
c 5 39 Spray Matter Creation SL choking dmg to a group per segment (can leave the area)
c 5 40 Summoning Lifeform Control Summon a DL=SL Outer
c 5 41 Undead Control Lifeform Control Turn Undead at CL=(SL-2)*2
c 5 42 Vibration Energy Emission SL*CL Vibration damage (1 group, no save)
c 5 43 Weakness Creation Power Control Add SL/2 instances of a Vulnerability to something (medium scale: a school, an element, etc.) on the target (no save)
c 5 44 Zombie Animation Matter Control Animate a dead body as a Zombie with DL=SL
d 8 1 Body Coating Self-Alteration 5*SL hp Armor spell, self only, stacks with the (Wizard) Armor spell
d 8 2 Body Resistance Physical Enhancement Physical attacks that do less than SL*2 dmg to you do nothing
d 8 3 Body Transformation Self-Alteration Change your body to be of an E=SL/2 element
d 8 4 Chemical Mimicry Self-Alteration Change your body to be of an TechL=SL chemical
d 8 5 Cosmic Awareness Mental Enhancement Grand: Cosmic Awareness
d 8 6 Electrical Control Energy Control SL/2 (round down) instances of Resist lightning; +SL*10% damage with lightning effects
d 8 7 Energy Body Self-Alteration Major: You are made of energy; cannot use P actions; resist physical damage
d 8 8 Energy Doppelganger Energy Emission Mirror Image (1 image), it has SL^3 hp; it flies at SL*3"; you can cast Psi45 effects through it
d 8 9 Energy Sheath Self-Alteration SL^2 hp Armor spell, self only, stacks with the (Wizard) Armor spell
d 8 10 Fire Control Energy Control SL/2 (round down) instances of Resist fire; +SL*10% damage with fire effects
d 8 11 Force Field Defensive Immune to spell level 0 to SL-2 effects; -(SL-1) per physical attack; ER 5*SL%
d 8 12 Force Field vs. Emotion Defensive Immune to spell level 0 to SL-1 enchantment/charm effects
d 8 13 Force Field vs. Energy Defensive Immune to spell level 0 to SL-1 energy attacks
d 8 14 Force Field vs. Hostiles Lifeform Control Enemies must make SL/2 saves to attack you
d 8 15 Force Field vs. Magic Defensive Immune to spell level 0 to SL-1 magic
d 8 16 Force Field vs. Mental Defensive Immune to spell level 0 to SL-1 mental attacks
d 8 17 Force Field vs. Physical Defensive -SL per physical attack
d 8 18 Force Field vs. Power Manipulation Defensive ER 10*SL%
d 8 19 Force Field vs. Vampirism Defensive aNR 10*SL% (including energy and stat drains)
d 8 20 Gravity Manipulation Energy Control SL/2 (round down) instances of Resist gravity/falling damage; +SL*10% damage with gravity/falling effects
d 8 21 Hard Radiation Control Energy Control SL/2 (round down) instances of Resist radiation damage; +SL*10% damage with radiation (specific, not all of Psi9/18/27) effects
d 8 22 Hyper-Invention Mental Enhancement (12-SL)M: Create a TechL=SL*2-3 object (see [Q8], can have at most LVL of these objects)
d 8 23 Illusory Duplication Illusory Mirror Image (SL images)
d 8 24 Illusory Invisibility Illusory Minor: Invis.; Major: Improved Invis.; Grand: Dust of Disappearance
d 8 25 Invisibility Self-Alteration Improved Invis.
d 8 26 Ionization Matter Conversion Lightning shield (xSL/10 damage back)
d 8 27 Kinetic Control Energy Control SL/2 (round down) instances of Resist telekinesis; +SL*10% damage with telekinesis effects
d 8 28 Light Control Energy Control SL/2 (round down) instances of Resist light; +SL*10% damage with light effects
d 8 29 Magic Control Magical +SL/2 (round down) to SL of next Psi45 power
d 8 30 Magnetic Manipulation Energy Control SL/2 (round down) instances of Resist magnetism; +SL*10% damage with magnetism effects
d 8 31 Mental Invisibility Mental Enhancement Improved Invis.: it's +SL AC instead of +4
d 8 32 Plasma Control Energy Control SL/2 (round down) instances of Resist plasma; +SL*10% damage with plasma effects
d 8 33 Power Simulation Magical The next Psi45 power you use will be resisted using MR instead of PR
d 8 34 Prehensile Hair Self-Alteration Your hair has controlled movement; can do a "Hair attack" (using your hair's P action) for 1dSL dmg
d 8 35 Reality Alteration Magical + or - SL to your next die roll
d 8 36 Reflection Defensive MPIWReflection 5*SL%
d 8 37 Regeneration Physical Enhancement Regenerate SL hp/s
d 8 38 Resist: Emotion Defensive SL/2 (round down) instances of Resist enchantment/charm
d 8 39 Resist: Energy Defensive SL/3 (round down) instances of Resist energy attacks
d 8 40 Resist: Magic Defensive SL/4 (round down) instances of Resist magic
d 8 41 Resist: Mental Defensive SL/2 (round down) instances of Resist mental attacks
d 8 42 Resist: Physical Defensive SL/4 (round down) instances of Resist physical attacks
d 8 43 Resist: Power Manipulation Defensive SL/3 (round down) instances of Resist disenchantment
d 8 44 Resist: Vampirism Defensive SL/3 (round down) instances of Resist necromancy, energy and stat drains
d 8 45 True Invulnerability Physical Enhancement SL instances of Resist distributed as you like (medium categories: a school, an element, etc.)
d 8 46 Vibration Control Energy Control SL/2 (round down) instances of Resist vibration; +SL*10% damage with vibration effects
d 8 47 Warding Magical Create a Trap (x1 Psionic) for SL/2 Psi45 powers
c 8 1 Absorption Power Energy Control bM: Absorb energy, gain 100/(12-SL)% of it in temporary hp
c 8 2 Chemical Touch Physical Enhancement Chemical effect of TechL=SL*2 or less (range touch)
c 8 3 Cold Generation Energy Emission SL*CL Cold damage (1 group, no save)
c 8 4 Combustion Matter Conversion An object explodes (item save), the person carrying it takes CL*SL/2 damage (save)
c 8 5 Control Power Control 1bM: Redirect an effect (caster makes SL/4 saves)
c 8 6 Disintegration Matter Conversion Major: Disintegrate (save)
c 8 7 Disruption Matter Control Minor: Target takes CL*SL disruption damage (no save); Grand: The damage given plus a Disintegrate effect (save)
c 8 8 Domination Power Control Dominate all actions (SL/5 saves)
c 8 9 Duplication Power Control 1bM: Fork an effect (caster makes SL/3 saves)
c 8 10 Electrical Generation Energy Emission SL*CL Lightning damage (1 group, no save)
c 8 11 Energy Conversion Energy Control 0, SL/t: Convert an element in an effect to another element (max E factor = SL/2, round down)
c 8 12 Energy Solidification Energy Control Minor: Web; Major: Iron Bands of Bilarro; Grand: Solid Wall of Force; Super: Forcecage
c 8 13 Energy Sponge Energy Control bM: SL*10% chance to absorb an entire energy attack
c 8 14 Fire Generation Energy Emission SL*CL Fire damage (1 group, no save)
c 8 15 Focus Power Control Do SL instances of another Psi45 power you know; you are Spent and Harmed at the end of effect
c 8 16 Geoforce Matter Control 1bM: Stop or Create an Earthquake, Landslide, etc. Damage would be CL*SL Earth to a group (save for 0)
c 8 17 Gestalt Power Control Major: 1M: Do 2 Minor powers that you know; Grand: 1M: Do 2 Major powers that you know; etc.
c 8 18 Hard Radiation Energy Emission SL*CL/2 Radiation damage and SL Con damage (1 group, no save)
c 8 19 Heat Energy Emission Target takes SL*CL Fire damage per segment for 1 round (no save)
c 8 20 Hypnotic Control Lifeform Control Hypnosis (SL/2 saves)
c 8 21 Iron Will Mental Enhancement 1bM: One effect that's hitting you is delayed for SL segments (it will still resolve even if the caster is dropped)
c 8 22 Kinetic Bolt Energy Emission SL*CL/2 Telekinesis dmg and knock back SL*10' (1 target, no save, Str-SL*2 check to avoid knock back)
c 8 23 Lifeform Creation Matter Creation Summon a DL=SL-1 monster
c 8 24 Light Emission Energy Emission SL*CL/2 Light damage (no save) and SL/2 instances of blindness (save)
c 8 25 Magic Domination Magical Control M Actions (SL/2 saves)
c 8 26 Mechanical Creation Matter Creation Summon a DL=SL-2 Golem or Technological monster
c 8 27 Mind Blast Mental Enhancement SL*CL Mental damage (1 group, no save)
c 8 28 Mind Control Lifeform Control Minor: Command (save); Major: Domination (SL/3 saves)
c 8 29 Mind Transferral Lifeform Control Minor: Empathy (save); Major: Magic Jar (SL/3 saves)
c 8 30 Missile Creation Matter Creation Do SL missile attacks, must roll to hit, each hit does 10 dmg (no save) and a stun (save)
c 8 31 Neural Manipulation Lifeform Control Minor: Seizure (-2 all rolls, save); Major: Paralysis (SL/3 saves)
c 8 32 Plague Carrier Lifeform Control Disease (SL saves)
c 8 33 Plasma Generation Energy Emission SL*CL Plasma damage (1 group, no save)
c 8 34 Radiowave Generation Energy Emission SL*CL/2 Radiowave damage (1 group, no save, the effect can go through a SL' wall)
c 8 35 Self-Revival Physical Enhancement 0, (SL-1)/d: Heal self
c 8 36 Serial Immortality Mental Enhancement 0, 1/d: Resurrection, self only, there is a delay of (11-SL) rounds
c 8 37 Sleep-Induced Lifeform Control Sleep (SL/2 saves)
c 8 38 Sonic Generation Energy Emission SL*CL/2 Sound damage (no save) and SL/2 instances of deafness (save)
c 8 39 Spray Matter Creation SL choking dmg to a group per segment (can leave the area)
c 8 40 Summoning Lifeform Control Summon a DL=SL Outer
c 8 41 Undead Control Lifeform Control Turn Undead at CL=(SL-2)*2
c 8 42 Vibration Energy Emission SL*CL Vibration damage (1 group, no save)
c 8 43 Weakness Creation Power Control Add SL/2 instances of a Vulnerability to something (medium scale: a school, an element, etc.) on the target (no save)
c 8 44 Zombie Animation Matter Control Animate a dead body as a Zombie with DL=SL
d 11 1 Body Coating Self-Alteration 5*SL hp Armor spell, self only, stacks with the (Wizard) Armor spell
d 11 2 Body Resistance Physical Enhancement Physical attacks that do less than SL*2 dmg to you do nothing
d 11 3 Body Transformation Self-Alteration Change your body to be of an E=SL/2 element
d 11 4 Chemical Mimicry Self-Alteration Change your body to be of an TechL=SL chemical
d 11 5 Cosmic Awareness Mental Enhancement Grand: Cosmic Awareness
d 11 6 Electrical Control Energy Control SL/2 (round down) instances of Resist lightning; +SL*10% damage with lightning effects
d 11 7 Energy Body Self-Alteration Major: You are made of energy; cannot use P actions; resist physical damage
d 11 8 Energy Doppelganger Energy Emission Mirror Image (1 image), it has SL^3 hp; it flies at SL*3"; you can cast Psi45 effects through it
d 11 9 Energy Sheath Self-Alteration SL^2 hp Armor spell, self only, stacks with the (Wizard) Armor spell
d 11 10 Fire Control Energy Control SL/2 (round down) instances of Resist fire; +SL*10% damage with fire effects
d 11 11 Force Field Defensive Immune to spell level 0 to SL-2 effects; -(SL-1) per physical attack; ER 5*SL%
d 11 12 Force Field vs. Emotion Defensive Immune to spell level 0 to SL-1 enchantment/charm effects
d 11 13 Force Field vs. Energy Defensive Immune to spell level 0 to SL-1 energy attacks
d 11 14 Force Field vs. Hostiles Lifeform Control Enemies must make SL/2 saves to attack you
d 11 15 Force Field vs. Magic Defensive Immune to spell level 0 to SL-1 magic
d 11 16 Force Field vs. Mental Defensive Immune to spell level 0 to SL-1 mental attacks
d 11 17 Force Field vs. Physical Defensive -SL per physical attack
d 11 18 Force Field vs. Power Manipulation Defensive ER 10*SL%
d 11 19 Force Field vs. Vampirism Defensive aNR 10*SL% (including energy and stat drains)
d 11 20 Gravity Manipulation Energy Control SL/2 (round down) instances of Resist gravity/falling damage; +SL*10% damage with gravity/falling effects
d 11 21 Hard Radiation Control Energy Control SL/2 (round down) instances of Resist radiation damage; +SL*10% damage with radiation (specific, not all of Psi9/18/27) effects
d 11 22 Hyper-Invention Mental Enhancement (12-SL)M: Create a TechL=SL*2-3 object (see [Q8], can have at most LVL of these objects)
d 11 23 Illusory Duplication Illusory Mirror Image (SL images)
d 11 24 Illusory Invisibility Illusory Minor: Invis.; Major: Improved Invis.; Grand: Dust of Disappearance
d 11 25 Invisibility Self-Alteration Improved Invis.
d 11 26 Ionization Matter Conversion Lightning shield (xSL/10 damage back)
d 11 27 Kinetic Control Energy Control SL/2 (round down) instances of Resist telekinesis; +SL*10% damage with telekinesis effects
d 11 28 Light Control Energy Control SL/2 (round down) instances of Resist light; +SL*10% damage with light effects
d 11 29 Magic Control Magical +SL/2 (round down) to SL of next Psi45 power
d 11 30 Magnetic Manipulation Energy Control SL/2 (round down) instances of Resist magnetism; +SL*10% damage with magnetism effects
d 11 31 Mental Invisibility Mental Enhancement Improved Invis.: it's +SL AC instead of +4
d 11 32 Plasma Control Energy Control SL/2 (round down) instances of Resist plasma; +SL*10% damage with plasma effects
d 11 33 Power Simulation Magical The next Psi45 power you use will be resisted using MR instead of PR
d 11 34 Prehensile Hair Self-Alteration Your hair has controlled movement; can do a "Hair attack" (using your hair's P action) for 1dSL dmg
d 11 35 Reality Alteration Magical + or - SL to your next die roll
d 11 36 Reflection Defensive MPIWReflection 5*SL%
d 11 37 Regeneration Physical Enhancement Regenerate SL hp/s
d 11 38 Resist: Emotion Defensive SL/2 (round down) instances of Resist enchantment/charm
d 11 39 Resist: Energy Defensive SL/3 (round down) instances of Resist energy attacks
d 11 40 Resist: Magic Defensive SL/4 (round down) instances of Resist magic
d 11 41 Resist: Mental Defensive SL/2 (round down) instances of Resist mental attacks
d 11 42 Resist: Physical Defensive SL/4 (round down) instances of Resist physical attacks
d 11 43 Resist: Power Manipulation Defensive SL/3 (round down) instances of Resist disenchantment
d 11 44 Resist: Vampirism Defensive SL/3 (round down) instances of Resist necromancy, energy and stat drains
d 11 45 True Invulnerability Physical Enhancement SL instances of Resist distributed as you like (medium categories: a school, an element, etc.)
d 11 46 Vibration Control Energy Control SL/2 (round down) instances of Resist vibration; +SL*10% damage with vibration effects
d 11 47 Warding Magical Create a Trap (x1 Psionic) for SL/2 Psi45 powers
c 11 1 Absorption Power Energy Control bM: Absorb energy, gain 100/(12-SL)% of it in temporary hp
c 11 2 Chemical Touch Physical Enhancement Chemical effect of TechL=SL*2 or less (range touch)
c 11 3 Cold Generation Energy Emission SL*CL Cold damage (1 group, no save)
c 11 4 Combustion Matter Conversion An object explodes (item save), the person carrying it takes CL*SL/2 damage (save)
c 11 5 Control Power Control 1bM: Redirect an effect (caster makes SL/4 saves)
c 11 6 Disintegration Matter Conversion Major: Disintegrate (save)
c 11 7 Disruption Matter Control Minor: Target takes CL*SL disruption damage (no save); Grand: The damage given plus a Disintegrate effect (save)
c 11 8 Domination Power Control Dominate all actions (SL/5 saves)
c 11 9 Duplication Power Control 1bM: Fork an effect (caster makes SL/3 saves)
c 11 10 Electrical Generation Energy Emission SL*CL Lightning damage (1 group, no save)
c 11 11 Energy Conversion Energy Control 0, SL/t: Convert an element in an effect to another element (max E factor = SL/2, round down)
c 11 12 Energy Solidification Energy Control Minor: Web; Major: Iron Bands of Bilarro; Grand: Solid Wall of Force; Super: Forcecage
c 11 13 Energy Sponge Energy Control bM: SL*10% chance to absorb an entire energy attack
c 11 14 Fire Generation Energy Emission SL*CL Fire damage (1 group, no save)
c 11 15 Focus Power Control Do SL instances of another Psi45 power you know; you are Spent and Harmed at the end of effect
c 11 16 Geoforce Matter Control 1bM: Stop or Create an Earthquake, Landslide, etc. Damage would be CL*SL Earth to a group (save for 0)
c 11 17 Gestalt Power Control Major: 1M: Do 2 Minor powers that you know; Grand: 1M: Do 2 Major powers that you know; etc.
c 11 18 Hard Radiation Energy Emission SL*CL/2 Radiation damage and SL Con damage (1 group, no save)
c 11 19 Heat Energy Emission Target takes SL*CL Fire damage per segment for 1 round (no save)
c 11 20 Hypnotic Control Lifeform Control Hypnosis (SL/2 saves)
c 11 21 Iron Will Mental Enhancement 1bM: One effect that's hitting you is delayed for SL segments (it will still resolve even if the caster is dropped)
c 11 22 Kinetic Bolt Energy Emission SL*CL/2 Telekinesis dmg and knock back SL*10' (1 target, no save, Str-SL*2 check to avoid knock back)
c 11 23 Lifeform Creation Matter Creation Summon a DL=SL-1 monster
c 11 24 Light Emission Energy Emission SL*CL/2 Light damage (no save) and SL/2 instances of blindness (save)
c 11 25 Magic Domination Magical Control M Actions (SL/2 saves)
c 11 26 Mechanical Creation Matter Creation Summon a DL=SL-2 Golem or Technological monster
c 11 27 Mind Blast Mental Enhancement SL*CL Mental damage (1 group, no save)
c 11 28 Mind Control Lifeform Control Minor: Command (save); Major: Domination (SL/3 saves)
c 11 29 Mind Transferral Lifeform Control Minor: Empathy (save); Major: Magic Jar (SL/3 saves)
c 11 30 Missile Creation Matter Creation Do SL missile attacks, must roll to hit, each hit does 10 dmg (no save) and a stun (save)
c 11 31 Neural Manipulation Lifeform Control Minor: Seizure (-2 all rolls, save); Major: Paralysis (SL/3 saves)
c 11 32 Plague Carrier Lifeform Control Disease (SL saves)
c 11 33 Plasma Generation Energy Emission SL*CL Plasma damage (1 group, no save)
c 11 34 Radiowave Generation Energy Emission SL*CL/2 Radiowave damage (1 group, no save, the effect can go through a SL' wall)
c 11 35 Self-Revival Physical Enhancement 0, (SL-1)/d: Heal self
c 11 36 Serial Immortality Mental Enhancement 0, 1/d: Resurrection, self only, there is a delay of (11-SL) rounds
c 11 37 Sleep-Induced Lifeform Control Sleep (SL/2 saves)
c 11 38 Sonic Generation Energy Emission SL*CL/2 Sound damage (no save) and SL/2 instances of deafness (save)
c 11 39 Spray Matter Creation SL choking dmg to a group per segment (can leave the area)
c 11 40 Summoning Lifeform Control Summon a DL=SL Outer
c 11 41 Undead Control Lifeform Control Turn Undead at CL=(SL-2)*2
c 11 42 Vibration Energy Emission SL*CL Vibration damage (1 group, no save)
c 11 43 Weakness Creation Power Control Add SL/2 instances of a Vulnerability to something (medium scale: a school, an element, etc.) on the target (no save)
c 11 44 Zombie Animation Matter Control Animate a dead body as a Zombie with DL=SL

[PC5] Psionicist Classes Group


[MC2.54] Monster Psi54

Use SL # Power School Notes
d 2 1 Absorption Field Physical Stops SL/2 mental attacks or mental-affecting powers on you
d 2 2 Acrobatics Skill-like Any Acrobat SL-1 pick; 5*CL Rogue points in it
d 2 3 Animate Objects Mystical Animate Objects as if they were a DL=SL Golem summon
d 2 4 Aura of Fear Mental Fear by sight (SL saves)
d 2 5 Energy Absorption Physical CL*SL*3 hp ablative Force Field (vs. energy attacks)
d 2 6 Flame Being Physical Fire Shield (SL*10% damage back to attacker); Deal +SL fire dmg with melee attacks
d 2 7 Flame Immunity Physical SL/2 instances of Resist Fire
d 2 8 Force Field Physical CL*SL*2 hp ablative Force Field (vs. physical or energy attacks)
d 2 9 Force Shield Mental CL*SL*3 hp ablative Force Field (vs. physical or energy attacks, only one enemy /s)
d 2 10 Gadgetry Skill-like 1M, 1/d: Build a TechL=SL Psi8 item
d 2 11 Gravity Decrease Mental Increase gravity in room or object/person by SL G's (x1 Special)
d 2 12 Gravity Increase Mental Decrease gravity in room or object/person by SL G's (x1 Special)
d 2 13 Icing Physical SL/2 instances of Resist Cold/Ice
d 2 14 Invisibility Physical Minor: Invisibility; Major: Improved Invisibility; Grand: Dust of Disappearance
d 2 15 Invulnerability Physical -CL*SL/2 dmg per attack
d 2 16 Magic Shield Mystical Stops SL/2 magical attacks on you
d 2 17 Mind Over Matter Mental Stay conscious (and offensive) for up to SL segments after being reduced below -10 hp
d 2 18 Molecular Chameleon Mental Polymorph your body into an unusual material that you're touching (max S factor = SL)
d 2 19 Mystic Shield Mental SR SL*CL
d 2 20 Poison Touch Physical Your next attack is poisonous (Death or (SL-1)*10 dmg if they make the save)
d 2 21 Split Physical You are two beings (two places at once); it costs 3 actions to have each body do 1 action
d 2 22 Stretching Physical Can melee up to SL people per round that aren't in your group
d 2 23 Systematic Antidote Physical SL/2 instances of Resist Poison/Drugs
d 2 24 Thief Skill-like Any Thief SL-1 pick; 5*CL Rogue points in it
d 2 25 Truesight Mental Minor: Detect Invis./Illusion; Major: True Seeing; Grand: Cosmic Awareness
c 2 1 Acid Physical CL*(SL+2) acid dmg to one target (no save)
c 2 2 Air Animation Mental Summon a DL=SL Air Elemental
c 2 3 Air Control Mental Gust of Wind / Wall of Air
c 2 4 Animal Summoning Mystical Summon a DL=SL-1 Animal
c 2 5 Animate Image Mystical Summon a DL=SL creature based on an picture/painting you have (the image is consumed)
c 2 6 Bio-Energy Blast Physical CL*(SL+2) force dmg to one target (no save)
c 2 7 Bomb Physical CL*SL explosion dmg to your group (no save, hole in the middle)
c 2 8 Cell Rot Mental Cell Adjustment (reversed) CL*SL*2 dmg (no save)
c 2 9 Control Mental Domination one target (SL/2 saves)
c 2 10 Damage Transference Mental Cell Adjustment CL*SL*2 hp
c 2 11 Darkness Physical Darkness (can blind a person, make SL saves)
c 2 12 Earth Animation Mental Summon a DL=SL Earth Elemental
c 2 13 Flame Animation Mental Summon a DL=SL Fire Elemental
c 2 14 Flame Project Physical CL*(SL+2) fire dmg to one target (no save)
c 2 15 Flash Physical Light (can blind a person, make SL saves)
c 2 16 Heat Vision Mental 1M to start: Every segment for 1 round, as a 0 action, deal SL heat dmg to one target (no save)
c 2 17 Hypnotism Mental Hypnosis (SL saves)
c 2 18 Ice Animation Mental Summon a DL=SL Ice Elemental
c 2 19 Ice Control Mental Wall of Ice
c 2 20 Ice Production Physical CL*(SL+2) ice dmg to one target (no save)
c 2 21 Lightning Mystical CL*SL lightning dmg to one group (no save)
c 2 22 Magic Blast Mystical CL*SL force dmg to one group (no save)
c 2 23 Matter Manipulation Mental CL*(SL+2) explosion dmg to one target (no save)
c 2 24 Mimic Physical 1bM: Fork a spell level 0 to SL effect
c 2 25 Mind Blast Mental SL Int dmg to one target (no save)
c 2 26 Personality Transfer Mental Magic Jar (SL/2 saves)
c 2 27 Phobia Mental Fear (SL saves)
c 2 28 Psychic Will Mental Wall of Force
c 2 29 Sonic Beam Physical CL*(SL+2) sound dmg to one target (no save)
c 2 30 Spiritual Drain Mystical Target loses CL*SL hp (necromantic, no save), you gain CL*SL hp (not above max)
c 2 31 Starbolt Physical CL*(SL+2) plasma dmg to one target (no save)
c 2 32 Super Breath Physical CL*SL air dmg to one group (no save)
c 2 33 Telekinesis Mental Telekinesis CL*SL*10 lbs.
c 2 34 Vampirism Mystical Target gets SL/2 negative levels (energy drain, no save), you gain CL*SL hp (not above max)
c 2 35 Water Animation Mental Summon a DL=SL Water Elemental
c 2 36 Water Control Mental Wall of Water / Part Water / Lower Water
d 5 1 Absorption Field Physical Stops SL/2 mental attacks or mental-affecting powers on you
d 5 2 Acrobatics Skill-like Any Acrobat SL-1 pick; 5*CL Rogue points in it
d 5 3 Animate Objects Mystical Animate Objects as if they were a DL=SL Golem summon
d 5 4 Aura of Fear Mental Fear by sight (SL saves)
d 5 5 Energy Absorption Physical CL*SL*3 hp ablative Force Field (vs. energy attacks)
d 5 6 Flame Being Physical Fire Shield (SL*10% damage back to attacker); Deal +SL fire dmg with melee attacks
d 5 7 Flame Immunity Physical SL/2 instances of Resist Fire
d 5 8 Force Field Physical CL*SL*2 hp ablative Force Field (vs. physical or energy attacks)
d 5 9 Force Shield Mental CL*SL*3 hp ablative Force Field (vs. physical or energy attacks, only one enemy /s)
d 5 10 Gadgetry Skill-like 1M, 1/d: Build a TechL=SL Psi8 item
d 5 11 Gravity Decrease Mental Increase gravity in room or object/person by SL G's (x1 Special)
d 5 12 Gravity Increase Mental Decrease gravity in room or object/person by SL G's (x1 Special)
d 5 13 Icing Physical SL/2 instances of Resist Cold/Ice
d 5 14 Invisibility Physical Minor: Invisibility; Major: Improved Invisibility; Grand: Dust of Disappearance
d 5 15 Invulnerability Physical -CL*SL/2 dmg per attack
d 5 16 Magic Shield Mystical Stops SL/2 magical attacks on you
d 5 17 Mind Over Matter Mental Stay conscious (and offensive) for up to SL segments after being reduced below -10 hp
d 5 18 Molecular Chameleon Mental Polymorph your body into an unusual material that you're touching (max S factor = SL)
d 5 19 Mystic Shield Mental SR SL*CL
d 5 20 Poison Touch Physical Your next attack is poisonous (Death or (SL-1)*10 dmg if they make the save)
d 5 21 Split Physical You are two beings (two places at once); it costs 3 actions to have each body do 1 action
d 5 22 Stretching Physical Can melee up to SL people per round that aren't in your group
d 5 23 Systematic Antidote Physical SL/2 instances of Resist Poison/Drugs
d 5 24 Thief Skill-like Any Thief SL-1 pick; 5*CL Rogue points in it
d 5 25 Truesight Mental Minor: Detect Invis./Illusion; Major: True Seeing; Grand: Cosmic Awareness
c 5 1 Acid Physical CL*(SL+2) acid dmg to one target (no save)
c 5 2 Air Animation Mental Summon a DL=SL Air Elemental
c 5 3 Air Control Mental Gust of Wind / Wall of Air
c 5 4 Animal Summoning Mystical Summon a DL=SL-1 Animal
c 5 5 Animate Image Mystical Summon a DL=SL creature based on an picture/painting you have (the image is consumed)
c 5 6 Bio-Energy Blast Physical CL*(SL+2) force dmg to one target (no save)
c 5 7 Bomb Physical CL*SL explosion dmg to your group (no save, hole in the middle)
c 5 8 Cell Rot Mental Cell Adjustment (reversed) CL*SL*2 dmg (no save)
c 5 9 Control Mental Domination one target (SL/2 saves)
c 5 10 Damage Transference Mental Cell Adjustment CL*SL*2 hp
c 5 11 Darkness Physical Darkness (can blind a person, make SL saves)
c 5 12 Earth Animation Mental Summon a DL=SL Earth Elemental
c 5 13 Flame Animation Mental Summon a DL=SL Fire Elemental
c 5 14 Flame Project Physical CL*(SL+2) fire dmg to one target (no save)
c 5 15 Flash Physical Light (can blind a person, make SL saves)
c 5 16 Heat Vision Mental 1M to start: Every segment for 1 round, as a 0 action, deal SL heat dmg to one target (no save)
c 5 17 Hypnotism Mental Hypnosis (SL saves)
c 5 18 Ice Animation Mental Summon a DL=SL Ice Elemental
c 5 19 Ice Control Mental Wall of Ice
c 5 20 Ice Production Physical CL*(SL+2) ice dmg to one target (no save)
c 5 21 Lightning Mystical CL*SL lightning dmg to one group (no save)
c 5 22 Magic Blast Mystical CL*SL force dmg to one group (no save)
c 5 23 Matter Manipulation Mental CL*(SL+2) explosion dmg to one target (no save)
c 5 24 Mimic Physical 1bM: Fork a spell level 0 to SL effect
c 5 25 Mind Blast Mental SL Int dmg to one target (no save)
c 5 26 Personality Transfer Mental Magic Jar (SL/2 saves)
c 5 27 Phobia Mental Fear (SL saves)
c 5 28 Psychic Will Mental Wall of Force
c 5 29 Sonic Beam Physical CL*(SL+2) sound dmg to one target (no save)
c 5 30 Spiritual Drain Mystical Target loses CL*SL hp (necromantic, no save), you gain CL*SL hp (not above max)
c 5 31 Starbolt Physical CL*(SL+2) plasma dmg to one target (no save)
c 5 32 Super Breath Physical CL*SL air dmg to one group (no save)
c 5 33 Telekinesis Mental Telekinesis CL*SL*10 lbs.
c 5 34 Vampirism Mystical Target gets SL/2 negative levels (energy drain, no save), you gain CL*SL hp (not above max)
c 5 35 Water Animation Mental Summon a DL=SL Water Elemental
c 5 36 Water Control Mental Wall of Water / Part Water / Lower Water
d 8 1 Absorption Field Physical Stops SL/2 mental attacks or mental-affecting powers on you
d 8 2 Acrobatics Skill-like Any Acrobat SL-1 pick; 5*CL Rogue points in it
d 8 3 Animate Objects Mystical Animate Objects as if they were a DL=SL Golem summon
d 8 4 Aura of Fear Mental Fear by sight (SL saves)
d 8 5 Energy Absorption Physical CL*SL*3 hp ablative Force Field (vs. energy attacks)
d 8 6 Flame Being Physical Fire Shield (SL*10% damage back to attacker); Deal +SL fire dmg with melee attacks
d 8 7 Flame Immunity Physical SL/2 instances of Resist Fire
d 8 8 Force Field Physical CL*SL*2 hp ablative Force Field (vs. physical or energy attacks)
d 8 9 Force Shield Mental CL*SL*3 hp ablative Force Field (vs. physical or energy attacks, only one enemy /s)
d 8 10 Gadgetry Skill-like 1M, 1/d: Build a TechL=SL Psi8 item
d 8 11 Gravity Decrease Mental Increase gravity in room or object/person by SL G's (x1 Special)
d 8 12 Gravity Increase Mental Decrease gravity in room or object/person by SL G's (x1 Special)
d 8 13 Icing Physical SL/2 instances of Resist Cold/Ice
d 8 14 Invisibility Physical Minor: Invisibility; Major: Improved Invisibility; Grand: Dust of Disappearance
d 8 15 Invulnerability Physical -CL*SL/2 dmg per attack
d 8 16 Magic Shield Mystical Stops SL/2 magical attacks on you
d 8 17 Mind Over Matter Mental Stay conscious (and offensive) for up to SL segments after being reduced below -10 hp
d 8 18 Molecular Chameleon Mental Polymorph your body into an unusual material that you're touching (max S factor = SL)
d 8 19 Mystic Shield Mental SR SL*CL
d 8 20 Poison Touch Physical Your next attack is poisonous (Death or (SL-1)*10 dmg if they make the save)
d 8 21 Split Physical You are two beings (two places at once); it costs 3 actions to have each body do 1 action
d 8 22 Stretching Physical Can melee up to SL people per round that aren't in your group
d 8 23 Systematic Antidote Physical SL/2 instances of Resist Poison/Drugs
d 8 24 Thief Skill-like Any Thief SL-1 pick; 5*CL Rogue points in it
d 8 25 Truesight Mental Minor: Detect Invis./Illusion; Major: True Seeing; Grand: Cosmic Awareness
c 8 1 Acid Physical CL*(SL+2) acid dmg to one target (no save)
c 8 2 Air Animation Mental Summon a DL=SL Air Elemental
c 8 3 Air Control Mental Gust of Wind / Wall of Air
c 8 4 Animal Summoning Mystical Summon a DL=SL-1 Animal
c 8 5 Animate Image Mystical Summon a DL=SL creature based on an picture/painting you have (the image is consumed)
c 8 6 Bio-Energy Blast Physical CL*(SL+2) force dmg to one target (no save)
c 8 7 Bomb Physical CL*SL explosion dmg to your group (no save, hole in the middle)
c 8 8 Cell Rot Mental Cell Adjustment (reversed) CL*SL*2 dmg (no save)
c 8 9 Control Mental Domination one target (SL/2 saves)
c 8 10 Damage Transference Mental Cell Adjustment CL*SL*2 hp
c 8 11 Darkness Physical Darkness (can blind a person, make SL saves)
c 8 12 Earth Animation Mental Summon a DL=SL Earth Elemental
c 8 13 Flame Animation Mental Summon a DL=SL Fire Elemental
c 8 14 Flame Project Physical CL*(SL+2) fire dmg to one target (no save)
c 8 15 Flash Physical Light (can blind a person, make SL saves)
c 8 16 Heat Vision Mental 1M to start: Every segment for 1 round, as a 0 action, deal SL heat dmg to one target (no save)
c 8 17 Hypnotism Mental Hypnosis (SL saves)
c 8 18 Ice Animation Mental Summon a DL=SL Ice Elemental
c 8 19 Ice Control Mental Wall of Ice
c 8 20 Ice Production Physical CL*(SL+2) ice dmg to one target (no save)
c 8 21 Lightning Mystical CL*SL lightning dmg to one group (no save)
c 8 22 Magic Blast Mystical CL*SL force dmg to one group (no save)
c 8 23 Matter Manipulation Mental CL*(SL+2) explosion dmg to one target (no save)
c 8 24 Mimic Physical 1bM: Fork a spell level 0 to SL effect
c 8 25 Mind Blast Mental SL Int dmg to one target (no save)
c 8 26 Personality Transfer Mental Magic Jar (SL/2 saves)
c 8 27 Phobia Mental Fear (SL saves)
c 8 28 Psychic Will Mental Wall of Force
c 8 29 Sonic Beam Physical CL*(SL+2) sound dmg to one target (no save)
c 8 30 Spiritual Drain Mystical Target loses CL*SL hp (necromantic, no save), you gain CL*SL hp (not above max)
c 8 31 Starbolt Physical CL*(SL+2) plasma dmg to one target (no save)
c 8 32 Super Breath Physical CL*SL air dmg to one group (no save)
c 8 33 Telekinesis Mental Telekinesis CL*SL*10 lbs.
c 8 34 Vampirism Mystical Target gets SL/2 negative levels (energy drain, no save), you gain CL*SL hp (not above max)
c 8 35 Water Animation Mental Summon a DL=SL Water Elemental
c 8 36 Water Control Mental Wall of Water / Part Water / Lower Water
d 11 1 Absorption Field Physical Stops SL/2 mental attacks or mental-affecting powers on you
d 11 2 Acrobatics Skill-like Any Acrobat SL-1 pick; 5*CL Rogue points in it
d 11 3 Animate Objects Mystical Animate Objects as if they were a DL=SL Golem summon
d 11 4 Aura of Fear Mental Fear by sight (SL saves)
d 11 5 Energy Absorption Physical CL*SL*3 hp ablative Force Field (vs. energy attacks)
d 11 6 Flame Being Physical Fire Shield (SL*10% damage back to attacker); Deal +SL fire dmg with melee attacks
d 11 7 Flame Immunity Physical SL/2 instances of Resist Fire
d 11 8 Force Field Physical CL*SL*2 hp ablative Force Field (vs. physical or energy attacks)
d 11 9 Force Shield Mental CL*SL*3 hp ablative Force Field (vs. physical or energy attacks, only one enemy /s)
d 11 10 Gadgetry Skill-like 1M, 1/d: Build a TechL=SL Psi8 item
d 11 11 Gravity Decrease Mental Increase gravity in room or object/person by SL G's (x1 Special)
d 11 12 Gravity Increase Mental Decrease gravity in room or object/person by SL G's (x1 Special)
d 11 13 Icing Physical SL/2 instances of Resist Cold/Ice
d 11 14 Invisibility Physical Minor: Invisibility; Major: Improved Invisibility; Grand: Dust of Disappearance
d 11 15 Invulnerability Physical -CL*SL/2 dmg per attack
d 11 16 Magic Shield Mystical Stops SL/2 magical attacks on you
d 11 17 Mind Over Matter Mental Stay conscious (and offensive) for up to SL segments after being reduced below -10 hp
d 11 18 Molecular Chameleon Mental Polymorph your body into an unusual material that you're touching (max S factor = SL)
d 11 19 Mystic Shield Mental SR SL*CL
d 11 20 Poison Touch Physical Your next attack is poisonous (Death or (SL-1)*10 dmg if they make the save)
d 11 21 Split Physical You are two beings (two places at once); it costs 3 actions to have each body do 1 action
d 11 22 Stretching Physical Can melee up to SL people per round that aren't in your group
d 11 23 Systematic Antidote Physical SL/2 instances of Resist Poison/Drugs
d 11 24 Thief Skill-like Any Thief SL-1 pick; 5*CL Rogue points in it
d 11 25 Truesight Mental Minor: Detect Invis./Illusion; Major: True Seeing; Grand: Cosmic Awareness
c 11 1 Acid Physical CL*(SL+2) acid dmg to one target (no save)
c 11 2 Air Animation Mental Summon a DL=SL Air Elemental
c 11 3 Air Control Mental Gust of Wind / Wall of Air
c 11 4 Animal Summoning Mystical Summon a DL=SL-1 Animal
c 11 5 Animate Image Mystical Summon a DL=SL creature based on an picture/painting you have (the image is consumed)
c 11 6 Bio-Energy Blast Physical CL*(SL+2) force dmg to one target (no save)
c 11 7 Bomb Physical CL*SL explosion dmg to your group (no save, hole in the middle)
c 11 8 Cell Rot Mental Cell Adjustment (reversed) CL*SL*2 dmg (no save)
c 11 9 Control Mental Domination one target (SL/2 saves)
c 11 10 Damage Transference Mental Cell Adjustment CL*SL*2 hp
c 11 11 Darkness Physical Darkness (can blind a person, make SL saves)
c 11 12 Earth Animation Mental Summon a DL=SL Earth Elemental
c 11 13 Flame Animation Mental Summon a DL=SL Fire Elemental
c 11 14 Flame Project Physical CL*(SL+2) fire dmg to one target (no save)
c 11 15 Flash Physical Light (can blind a person, make SL saves)
c 11 16 Heat Vision Mental 1M to start: Every segment for 1 round, as a 0 action, deal SL heat dmg to one target (no save)
c 11 17 Hypnotism Mental Hypnosis (SL saves)
c 11 18 Ice Animation Mental Summon a DL=SL Ice Elemental
c 11 19 Ice Control Mental Wall of Ice
c 11 20 Ice Production Physical CL*(SL+2) ice dmg to one target (no save)
c 11 21 Lightning Mystical CL*SL lightning dmg to one group (no save)
c 11 22 Magic Blast Mystical CL*SL force dmg to one group (no save)
c 11 23 Matter Manipulation Mental CL*(SL+2) explosion dmg to one target (no save)
c 11 24 Mimic Physical 1bM: Fork a spell level 0 to SL effect
c 11 25 Mind Blast Mental SL Int dmg to one target (no save)
c 11 26 Personality Transfer Mental Magic Jar (SL/2 saves)
c 11 27 Phobia Mental Fear (SL saves)
c 11 28 Psychic Will Mental Wall of Force
c 11 29 Sonic Beam Physical CL*(SL+2) sound dmg to one target (no save)
c 11 30 Spiritual Drain Mystical Target loses CL*SL hp (necromantic, no save), you gain CL*SL hp (not above max)
c 11 31 Starbolt Physical CL*(SL+2) plasma dmg to one target (no save)
c 11 32 Super Breath Physical CL*SL air dmg to one group (no save)
c 11 33 Telekinesis Mental Telekinesis CL*SL*10 lbs.
c 11 34 Vampirism Mystical Target gets SL/2 negative levels (energy drain, no save), you gain CL*SL hp (not above max)
c 11 35 Water Animation Mental Summon a DL=SL Water Elemental
c 11 36 Water Control Mental Wall of Water / Part Water / Lower Water

[PC5] Psionicist Classes Group


[MC2.60] Monster Psi60

Use SL # Name Field Targ Type Drain P60Ps Notes
d 2 1 Armor Manip 3 Phys L3 3 Melee:+LVL AC, -LVL/2 dmg per hit
c 2 1 Cure Light Wounds Health Con Phys L1 1 Cure 1d8+LVL hp
c 2 2 Stun Touch Combat Wis Ment L1 1 LVL*5 dmg + stun (save)
d 5 1 Anti-Missile Barrier Manip 4 Phys M2 4 Ranged: +LVL/2 AC, -LVL dmg per hit/succ
c 5 1 Blink Manip R-2 Phys M4 8 Blink (controlled)
c 5 2 Cure Moderate Wounds Health Con Phys M1 2 Cure 3d8+3*LVL hp
c 5 3 Toxin Health Con Phys M3 6 Poison (as spell)
d 8 1 Luck Detect 4 Ment S2 6 Gains +1(+5%)*LVL on 1 action
c 8 1 AEther Bolt Manip 4 Phys S4 12 LVL*10 dmg AEther, ignores PsiR
c 8 2 Cure Serious Wounds Health Con Phys S1 3 Cure 6d8+6*LVL hp
c 8 3 Insanity Illus Int Phys S1 3 Cause Insanity (save)
c 8 4 Nether Bolt Manip 3 Phys S3 9 LVL*10 dmg Nether, vile damage
c 11 1 Barrier Manip 5 Phys D2 8 Wall that blocks psionics (1 way)
c 11 2 Cureall Health Con Phys D2 8 Cureall
c 11 3 Telekinesis Manip 4+# Phys D3 12 TK LVL*10' falling damage area
d 14 1 Super Unluck Detect 5 Ment X3 15 Choose result on next die roll on enemy
c 14 1 Creation Bolt Combat 20 Phys X10 50 (Str+Int) resists, Creation

[PC5] Psionicist Classes Group


[MC2.72] Monster Psi72

Use SL #
d 1 1
d 1 2
d 2 1
d 2 2
d 2 3
d 2 4
d 2 5
d 2 6
c 2 1
c 2 2
c 2 3
c 2 4
c 2 5
c 2 6
c 2 7
c 2 8
c 2 9
c 2 10
c 2 11
c 2 12
c 2 13
d 3 1
d 3 2
c 3 3
c 3 4
c 4 1
d 5 1
d 5 2
c 5 1
Power PP Cost Action Freq. Description
Force Field 1 1M 1/t +PL current hp
Incorporeal 1 1M 1/h Cannot harm or be harmed by physical objects for 1 turn
Animation 2 1M 1/t Animate Object (hp=PL*4, #Att=1, TH +PL, dmg PLd2)
Duplication 2 1M 1/s Create 1 Mirror Image (max = PL)
Energy Control 2 1M 1/r -10% dmg to Cold, Darkness, Electricity, Fire, Gravity, Kinetic, Light, Magnetic, Radiation, Sonic, or Vibration
Luck 2 0 1/h +/- PL to one die roll
Reincarnate 2 1D 1/d You Reincarnate upon death, inactive and Feign Death for the rest of this combat
Shapeshift 2 1M 1/h Polymorph Self, max difference in weight = PL^2 lbs.
Dazzle 2 1M 1/r Blind one sense to everyone in one group (RSW save)
Deflection 2 0 1/r Take -PL^2 dmg on one physical attack
Disintegration 2 1M 1/t Disintegrate one nonliving object
Energy Blast - Personal 2 1M 1/r One target takes PL energy dmg (no save)
Energy Field 2 1M 1/t Damaging shield, PL energy dmg for 1 turn
Mind Control 2 1M 1/t Control V actions (Will save), P actions (Will save at +5), or M actions (Will save at +10)
Neutralize 2 1M 1/r An effect loses PL-1 SL's, if it is reduced below 0 SL, it is dispelled
Paralysis 2 1M 1/t Paralyze one target (PPD save)
Plant Control 2 1M 1/t Entangle
Regeneration 2 (none) (cont.) Regenerate PL hp/r
Snare 2 1M 1/t Target can't move (Reflex save)
Stun 2 1M 1/t Stun one target (Fort save)
Telekinesis 2 1M 1/t TK 100*PL lbs.
Absorption - Energy 3 (none) (cont.) -PL dmg per energy attack
Absorption - Physical 3 (none) (cont.) -PL dmg per physical attack
Healing 3 1M 1/r Cure PL hp; Can use 5 to cure Nausea, 10 to cure Stun
Suffocate 3 1M 1/t Suffocate one target (no save, takes 1 cumulative dmg per segment)
Energy Blast - Explosive 4 1M 1/r One group takes PL energy dmg (no save)
Alternate Form - Energy 5 1F 1/t Nonsolid (still take damage normally); Cannot attack; Fly PL"; Immune to one form of energy
Alternate Form - Semisolid 5 1F 1/t Elasticity; Resist piercing weapons; Attack at half damage
Mental Blast 5 1M 1/r Stun one target (Will save)

[PC5] Psionicist Classes Group


[MC2.81] Monster Psi81

Use SL # Power PSPs Notes
d 2 1 Absoption, Energy 0 -CL dmg /energy attack; gain that amount in next damaging energy attack
d 2 2 Absoption, Physical 0 -CL dmg /physical attack; gain that amount in next damaging physical attack
d 2 3 Armor 0 -CL dmg distributed among /energy or /physical attacks
d 2 4 Damage Reduction, Energy, 25% 0 Take x0.75 damage from energy
d 2 5 Damage Reduction, Physical, 25% 0 Take x0.75 damage from physical attacks
d 2 6 Density Increase 2 2/r x2 mass; +2 Str; -2/attack (physical or energy)
d 2 7 Extra Limbs -2 to max +1 arm, +1 tail, +2 legs, or +2 tentacles
d 2 8 Flash Defense -2 to max Resist getting your senses blinded
d 2 9 Force Field 2/r -CL*2 dmg distributed among /energy or /physical attacks
d 2 10 Growth 2 2/r +1 size; +2 Str; +2*CL max hp
d 2 11 Knockback Resistance 0 Take -10*CL' less from TK/Push effects
d 2 12 Life Support, Resist Heat/Cold 0 Resist Heat/Cold
d 2 13 Life Support, Resist Vacuum 0 Resist Vacuum and High Pressure
d 2 14 Missile Deflection 2/r Deflect 1 missile per P attack
d 2 15 Regeneration 0 Regenerate CL hp/s
d 2 16 Stretching 2/t Can attack (CL+3)/4 groups per segment without actually entering them
c 2 1 Dispel 2 2 Dispel a SL 0-2 effect
c 2 2 Drain 2 Target loses -CL to a stat
c 2 3 Energy Blast I 2 [Pick an element] CLd5 dmg of that element (one group, no save)
c 2 4 Entangle 2 Entangle
c 2 5 Flash 2 Blind a sense (Spell save)
d 5 1 Damage Reduction, Energy, 50% 0 Take x0.5 damage from energy
d 5 2 Damage Reduction, Physical, 50% 0 Take x0.5 damage from physical attacks
d 5 3 Density Increase 5 2/r x32 mass; +5 Str; -5/attack (physical or energy)
d 5 4 Growth 5 5/r +2 size; +4 Str; +4*CL max hp
d 5 5 Invisibility 2/r Improved Invisibility
d 5 6 Life Support, Immune Disease 0 Immune Disease
d 5 7 Life Support, Resist Radiation 0 Resist Radiation
d 5 8 Missile Reflection 5/r Reflect 1 missile per P attack
d 5 9 Power Defense -5 to max Resist stat damage, Incantatrix effects, Polymorph effects
d 5 10 Shape Shift 5 Polymorph Self
c 5 1 Dispel 5 5 Dispel a SL 0-5 effect
c 5 2 Ego Attack 5 CLd10 mental dmg (one target, no save)
c 5 3 Energy Blast II 2 [Pick an element] CLd10 dmg of that element (one group, no save)
c 5 4 Force Wall 5/r Solid Wall of Force
c 5 5 Summon 5 Summon a DL V Outer planar creature
c 5 6 Telekinesis 5 TK CL*20' (assuming a Size M creature)
d 8 1 Damage Reduction, Energy, 75% 0 Take x0.25 damage from energy
d 8 2 Damage Reduction, Physical, 75% 0 Take x0.25 damage from physical attacks
d 8 3 Density Increase 8 2/r x256 mass; +8 Str; -8/attack (physical or energy)
d 8 4 Desolidification 8/r You pass through objects as if they weren't there
d 8 5 Growth 8 8/r +3 size; +6 Str; +6*CL max hp
d 8 6 Killing Attack, Hand-to-Hand 8/attack +CL*2 dmg and +CL Con dmg with unarmed attack
d 8 7 Mental Defense -8 to max Resist mental attacks
d 8 8 Multiform 8 Shapechange Self
c 8 1 Dispel 8 8 Dispel a SL 0-8 effect
c 8 2 Energy Blast III 2 [Pick an element] CLd20 dmg of that element (one group, no save)
c 8 3 Mind Control 8 Control M actions (Will save)
c 8 4 Suppress 8/s Target cannot use a particular power (no save)
d 11 1 Damage Reduction, Energy, 90% 0 Take x0.1 damage from energy
d 11 2 Damage Reduction, Physical, 90% 0 Take x0.1 damage from physical attacks
d 11 3 Duplication 8/r There are two of you
d 11 4 Growth 11 11/r +4 size; +8 Str; +8*CL max hp
d 11 5 Magic Defense -11 to max Resist magic
c 11 1 Dispel 11 11 Dispel a SL 0-11 effect
c 11 2 Energy Blast IV 2 [Pick an element] CLd30 dmg of that element (one group, no save)

[PC5] Psionicist Classes Group


[MC2.100] Monster Psi100

Use SL # Power Cost Notes
d 2 1 Psionic Trigger 20/d Contingency for 2 psi powers (still need points)
d 2 2 Telekinetic Barrier 10N /t Take -N/2 dmg per physical or energy attack (max N = level)
d 2 3 Telekinetic Blade 10/r Base damage 1dCL, considered +CL/3 weapon, mental weapon, hits whole group
c 2 1 Automaton 10/r Animate CL objects as DL I Golems (count as your summon)
c 2 2 Cell Adjustment I N Cure/cause N hp, hits 2+CL/9 groups, max N = CL*2
c 2 3 Command 15 Command (Will save), hits 2+CL/9 groups
c 2 4 Domination 15+sum(HD) Domination (Will save), hits 2+CL/9 groups
c 2 5 Molecular Agitation cumul. 3/r 1 dmg /s (1st r), 2 dmg /s (2nd r), etc.; affects 2+CL/9 groups
d 5 1 Controlled Blinking 10/r Blink CL' each segment
d 5 2 Mind Bar 5/d Ench/Charm, Magic Jar, Domination, Invis. can't be used in room (x1 Special)
d 5 3 Psionic Cage 50 Reverse Wards (no one can leave)
c 5 1 Dispel Exhaustion 14 Mental Surgery (1) but all in psi link affected
c 5 2 Energy Control 1/HD Max.=CL/2 in HD damage, must be energy attack, affects everyone in group
c 5 3 Energy Dissipation 40/t Take 3/4 damage from every energy attack
c 5 4 Improved Cell Adj. N Cure/cause N hp, hits 3+CL/9 groups, max N = CL*4
c 5 5 Mass Domination 30+sum(HD) Domination (Will save at -CL), hits 3+CL/9 groups
c 5 6 Mental Surgery 10*lvl 1=Dispel Exhaustion,5=Feeblemind,6=Cure Insanity
c 5 7 Paralysis Bolt 45 Paralysis (Fort save), hits 3+CL/9 groups
c 5 8 Telekinesis 9/r Telekinesis CL*10' falling dmg (assuming size M); affects 2+CL/9 groups
d 8 1 Preservation 150 1=Preserve,2=Trap Soul,5=Permanency,7=Stasis; affects 2+CL/9 groups
d 8 2 Psionic Amplification 8*Mult Multiplies a power; Max.=level/4+1
d 8 3 Psionic Disruption 40/r No psi powers (any freq.) can be used in 50'r
d 8 4 Suppression 3/r Cannot use or be affected by psionics, all psi effects drop
c 8 1 Death Stare 225 Death or Stun 2d4r (if over 2*level HD) (Fort save); affects 2+CL/9 groups
c 8 2 Energy Cancel 3/HD Max.=CL/2 in HD damage, cancels whole effect, you don't need to be in that group
c 8 3 Limited Wish 320 Limited Wish (as spell)
c 8 4 Severance 60*SL Save; stops use of any 1 ability in creature; affects 2+CL/9 groups
d 11 1 Energy Dampen 1/HD/d Permanent Energy Cancel on self or 100'cu area
d 11 2 Wrestling Spirit 60/r Know and can use all Professional Wrestling powers
d 11 3 X7 Element 700 Casts any one X7 grand
c 11 1 Cellular Heal/Harm X up to X targets: Heal or Harm X% of max hp
c 11 2 Counterspell 40*SL [0 action to use] Counters a Magic/Psi/Innate
c 11 3 Mental Deceleration 200*N Target loses next N mental actions (no save); affects 1+CL/9 groups
c 11 4 Physical Deceleration 100*N Target loses next N physical actions (no save); affects 1+CL/9 groups
c 11 5 Telekinetic Crush 2*X X*X*X telekinetic damage (no save); affects 1+CL/9 groups
c 11 6 Wish 480 Wish (as spell), or any Psi200 Dev/Sci/High Sci

[PC5] Psionicist Classes Group


ORLY Owl

Level KXP Priest/HighFreq
123 456 789 ABC DEF GHI
TH
1 0 -1- --- --- --- --- +0
2 3.25 -2- --- --- --- --- +1
3 6.5 -2- 0-- --- --- --- +1
4 13 -3- 1-- --- --- --- +2
5 26 -3- 2-- --- --- --- +3
6 52 -3- 2-0 --- --- --- +3
7 104 -4- 2-1 --- --- --- +4
8 208 -4- 3-1 --- --- --- +5
9 416 -4- 3-2 --- --- --- +5
10 741 -4- 3-2 -0- --- --- +6
11 950 -5- 3-2 -1- --- --- +7
12 1300 -5- 4-2 -1- --- --- +7
13 1650 -5- 4-3 -1- --- --- +8
14 2000 -5- 4-3 -2- --- --- +9
15 2350 -5- 4-3 -2- 0-- --- +9
16 2700 -6- 4-3 -2- 1-- --- +10
17 3050 -6- 5-3 -2- 1-- --- +11
18 3400 -6- 5-4 -2- 1-- --- +11
19 3750 -6- 5-4 -3- 1-- --- +12
20 4100 -6- 5-4 -3- 2-- --- +13
21 4450 -6- 5-4 -3- 2-0 --- +13
22 4800 -7- 5-4 -3- 2-1 --- +14
23 5150 -7- 6-4 -3- 2-1 --- +15
24 5500 -7- 6-5 -3- 2-1 --- +15
25 5850 -7- 6-5 -4- 2-1 --- +16
26 6200 -7- 6-5 -4- 3-1 --- +17
27 6550 -7- 6-5 -4- 3-2 --- +17
28 6900 -7- 6-5 -4- 3-2 -0- +18
29 7250 -8- 6-5 -4- 3-2 -1- +19
30 7600 -8- 7-5 -4- 3-2 -1- +19
31 7950 -8- 7-6 -4- 3-2 -1- +20
32 8300 -8- 7-6 -5- 3-2 -1- +21
33 8650 -8- 7-6 -5- 4-2 -1- +21
34 9000 -8- 7-6 -5- 4-3 -1- +22
35 9350 -8- 7-6 -5- 4-3 -2- +23
36 9700 -8- 7-6 -5- 4-3 -2- 1 +23
37 19400 -8- 7-6 -5- 4-3 -2- 2 +24
38 29100 -8- 7-6 -5- 4-3 -3- 2 +25
39 38800 -8- 7-6 -5- 4-3 -3- 3 +25
45 97000 -8- 7-6 -5- 5-5 -5- 4 +29
54 184300 -8- 7-7 -7- 7-6 -6- 6 +35
63 271600 -8- 8-8 -8- 8-8 -7- 7-1 +41
72 358900 -8- 8-8 -8- 8-8 -8- 8-8 +47
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
-1 -2 +3 +6 +8 +3 +3 +2 +6 +3 ÷1
 
Requisites: Con 9, Int 18, Wis 25, Chr 9, Cml 9,
  Race Slots 1, Class Slots 2
Alignment: L any
HD/level: & d10
Weapon Prof.: 2+level/2
To Hit Table: Pri
Save Table: Pri
Reference: DM
Groups: Priest, Psionicist, Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: level+7
RSW: level+3
PP: level+4
BW: level+1
Spell: level+2
Fort: level-1
Reflex: level-1
Will: level+1
   
Considered an "Owl" race.
Gets Wis bonus to progression.
Can cast Priest spells (SL's are given on table, A=10, C=12, E=14, G=16, I=18), or High Frequency Sample (2=Minor, 4=Major, 6=Grand, 8=Super, A=Ultra, C=Ultra+1(V), E=Ultra+2(W), G=Ultra+3(X), H=Ultra+4(Y)).
PSPs = (level)*(Str/6+Dex/5+Con/4+Int/3+Wis/2+Chr)
You start with "open slots". Open slots can be used once per reset, then are reverted to blank next reset.
You may permanently assign a slot to be a certain power, then it uses that power forever at the cost you gave.
Note that powers may not work exactly the same way each time you use them.
The power cost is variable, but generally Minor is 1-10, Major is 2-50, Grand is 4-100, Super is 8-200, Ultra is 16-300, Ultra+1 (V) is 32-400, Ultra+2 (W) is 64-500.
Level 1: Base bite attack is 1d20 and is sharpness.
Level 1: Free (0 action) material componenting with Priest spells.
Level N (every level): +1 Wis.

[PC5] Psionicist Classes Group


Physicalist

Level KXP Psi
mMG S
1 0 3-- -
2 10 4-- -
3 15 51- -
4 23 52- -
5 35 53- -
6 53 54- -
7 80 65- -
8 120 751 -
9 180 852 -
10 270 953 -
11 400 A54 -
12 600 A65 -
13 850 A75 -
14 1150 A85 -
15 1500 A95 -
16 1900 BA5 -
17 2350 CA6 1
18 2850 DA7 2
19 3400 EA8 3
20 4000 FA9 4
21 4650 FBA 5
22 5350 FCA 5
23 6100 FDA 5
24 6900 FEA 5
25 7750 GFA 5
26 8650 HFB 6
27 9600 IFC 7
28 10600 JFD 8
29 11650 KFE 9
30 12750 KGF A
31 13900 KHF A
32 15100 KIF A
33 16350 KJF A
34 17650 LKF A
35 19000 MKF B
36 20400 NKG C
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  4  8  2  3  1  0  2
+3  6  5  8  3  4  2  1  3
+5  6  6  9  4  5  3  1  4
+7  7  7  9  4  5  4  2  5
+9  7  8 10  5  6  4  3  6
+11  8  9 10  6  7  5  3  7
+13  8 10 11  6  7  6  4  8
+15  9 11 11  7  8  7  5  9
+17  9 12 12  8  9  8  5 10
+19 10 13 12  8 10  8  6 11
+21 11 14 13  9 11  9  7 12
+23 11 14 13 10 12 10  7 13
+25 13 15 14 12 13 11  8 14
+27 15 15 15 14 14 12  9 15
+29 15 16 16 15 15 12  9 16
+31 16 16 16 15 16 13 10 17
+33 16 16 16 16 16 14 11 18
+35 16 16 16 16 16 15 11 19
Requisites: Str 11, Dex 18, Con 11, Chr 11
Alignment: any
HD/level: 2d6
Weapon Prof.: 9+level/4
To Hit Table: 2xWar
Save Table: 2xPsi
Reference: DM {Planeshifted Mentalist}
Groups: Warrior, Psionicist, Alternate
 
Gets Exceptional Str, Dex, and Con. Uses "Barbarian" line for number of attacks.
You get a Martial Arts style and +LVL Martial Arts maneuvers, and a Professional Wrestling style and +LVL Professional Wrestling maneuvers.
Physicalist Psionic Pool (PPPs) = (Str*2+Dex*2+Con+Int+Chr)*level/2.
The following frequencies are included in Physicalist: Psi0, Psi(-2), Psi7, Psi14, and Psi15.
When you get a power on the Physicalist progression, pick any power from those 5 frequencies.
PPPs are recovered at your level in points every round. Rejuvenation and the like may improve this point recovery rate.
PPPs are the same scale as Psi1 PSPs.
10 PPPs is 1 "track point" for Psi36. You do not have actual tracks, however, and cannot "burn" anything after you have 0 PPPs.
Level 9: Pick another frequency to add to Mentalist availability. The frequencies allowed are: Psi(-5), Psi(-6) & Psi(-12)(as a combo), Psi16, Psi36.
Level 18: Pick another frequency to add, as per Level 9. You can pick Psi8 at this level.
Level 27: Pick another frequency to add, but it can be ANY frequency.

[PC5] Psionicist Classes Group


Psi-2 Devotions (Minors)

# Power Disip. Check PSPs Effect Power Score Source
1 Adrenalin Drain Metab Con-3 8+4/r 6 Str,Dex,or Con dmg 6 to all three DM
2 Anti-Astral Projection Port Int 6+2/h Anti-Astral Projection Colorless pool nearby DM
3 Biogiveback Metab Con-2 6+3/r +2 dmg/att; +level/3 TH bonus +level TH bonus instead DM
4 Cause Disease Metab Con-3 12 Cause Disease Cause 2 diseases DM
5 Cell Adjustment Metab Con-3 1/hp max 20*level hp /r; disease=+5 PSPs Half cost in PSPs DM
6 Decelerate Metab Con-2 10+10/m Target loses next action (save) next 2 actions DM
7 Deflect Kinet Int 4 Deflect a melee attack -- DM
8 Detract Telep Wis Int+1/r -2 check if resisting Maintained 4r for free DM
9 Gird M-Psi Int-3 2*M/m Set off someone's trigger prematurely -- DM
10 Half Pain Metab Con-3 7 Take half damage from one person for 1t -- DM
11 Inertial Improver Kinet Con-3 7+5/r +1 to #Atts in your group (everyone) Missiles do +1 die of dmg DM
12 Magnify M-Psi Wis-5 25M+M/r Mult. power (Max=level/5+1) M+1, no extra cost DM
13 NoBlink Port Int+1 7+3/r Blinking does not function within 100' within 1000' DM
14 Receptacle M-Psi Wis-5 1/r Gem:1/100gp;Item:(2W+I+C-40)*L -- DM
15 Reduced Strength Metab Wis-3 2S+S/r Strength dmg, Max=level Max=2*level DM
16 Replacement Metab Con-3 6+3/r Ignore displacement Ignore mirror images DM
17 Reverse Carapace Metab Int 5+1/r -level AC; +(11-level) Dex No AC loss DM
18 Sight Less Telep Con-3 C+5/m Blindness (save) Deafness (save) DM
19 Sound Less Telep Con-2 C+4/t Deafness (save) Blindness (save) DM
20 Taste Less Telep Con-2 C+4/t Cannot taste, drink potions, eat pills (save) Target cannot smell DM
21 Time Diminish Port Int-7 54/r -3 M, -3 P, -3 V (save) -1 more each type DM
22 Time Halve Port Int-1 22/s Lose one instance of "Q" on all action types -4 AC/save; -2 TH DM
23 Ungraft Weapon Metab Con-5 10+1/r Unconnect weapon from body; -1/-1 Penalty is -4/-4 DM
24 Weakness of the Land Metab Con-2 10+2/r 25 dmg, -3 TH, -3 dmg, -25% MR Lasts 5r after maint. DM

[PC5] Psionicist Classes Group


Psi-2 Sciences (Majors)

# Power Disip. Check PSPs Effect Power Score Source
1 Acidify Kinet Con-3 18 (level)d6 acid dmg (save:½) (2*level)d6 acid damage DM
2 Complete Harming Metab Con 30 Harm at end of round (not segment) Harm at end of segment DM
3 Degenerate Metab Con-4 18+6/t Degenerate (LVL /s) 2*LVL /s DM
4 Endorphin Drain Metab Chr-6 16+8/r 6 Int,Wis,or Chr dmg 6 to all three DM
5 Energy Release Metab Con-2 1/die +CL to CL on your next damaging power -- DM
6 Fate Less Telep Con-5 C+5/t You and biggest enemy in area take 0 dmg -- DM
7 Inprobability Travel Port Int 20+8/h Go to Anti-Astral physically Colorless pool nearby DM
8 Insens. to Psychic Imp. Clair Wis-4 12+2/m Resist Psionics Resist Anti-Psionics DM
9 Life Field Metab Con-8 40 All in party all healed for LVL hp 2*LVL hp instead DM
10 Reintegrate Kinet Wis-4 40 Cure a disintegrate Cure an annihilate DM
11 Split Body M-Psi Wis-5 40+6/r +1 P action +1 more P action DM

Psi-2 High Sciences (Grands)

# Power Disip. Check PSPs Effect Power Score Source
1 A/B Acceleration Metab Con-6 20/r +CL A actions /r (range sight) B instead of A DM
2 Alter Reality All Any-10 250 Alter Reality or Psi-1 major Double CL effect DM
3 Eelemental Composition Metab Con-4 24+3/r Can be any Normal/Para/Quasi Eele Can be Semi Eele DM
4 Grand Acidify Kinet Con-5 27 CLd20 acid damage Use d30's DM
5 Legendary Drain Metab Chr-24 24+12/r 6 Cml, Luck, or CL dmg 6 all three DM
6 Mass Detract Telep Wis L+1/r L=sum of targets' levels PSP cost halved DM
7 Steal Actions M-Psi *Auto* 0 Steal an action (save) -- DM
8 Ultrasword [-X] Telep Chr-5 20 Ignore non-racial immunity to psionics -- DM
9 Weakness of the World Metab Con-6 10/r -9/-9 AC/saves, -25% RR/MR/PsiR Lasts 5r after maint. DM
10 Weapon Familiarity Clair Int-8 200/d +1 slot in every weapon prof +LVL feats DM

Psi-2 Supers

# Power Disip. Check PSPs Effect Power Score Source
1 C/X Acceleration Metab Chr-10 30/r +CL C actions /r (range sight) Can convert 14C -> 1X DM
2 Change Reality All Any-20 400 Change Reality or Psi-1 grand Double CL effect DM
3 Magic Inertial Improver Port Dex-18 70/r Spells give no save in your group -- DM
4 Planetary Acidify Kinet Con-25 3600 Acidifies 1 planet or moon (!) 2 planets or moons! DM
5 Public Access Lock Clair Int-20 90/r Your truename is unknowable Thoughts unknowable too DM
6 Spirit on the Ground Telep Chr-15 1/week Cannot use M actions; can use 2P/s Can use 3P /s DM

[PC5] Psionicist Classes Group


General Psi0 Information

KiL (Ki Level) = (highest Psi0 level)*3 + (highest Monk1 level)*2 + (highest Wild Talent level).
 
P0Ps = Str + Dex + Con + Wis - 40 + KiL
These are restored at 1 per round until the maximum per turn (equal to KiL) is reached.
1 P0P = 20 Psi1 points = 2 Psi9 track points for purposes of Psi11 conversion.
 
Psi0 and Monk1 get a progression (this replaces the "1 Martial Arts slot per level" in the Collective). You may downgrade if desired.
Wild Talents must buy these using Martial Arts slots (1 for Minor, 2 for Major, 3 for Grand, 4 for Super). They get the ability to take 1 power per level, levels 1-9 is Minor, 10-18 is Major, 19-27 is Grand, 28-36 is Super. You may take lesser types if desired.
 
In the "Act" column below (which is the actions needed to perform the maneuver), read "patt" as "punch attack" and "katt" as "kick attack".
 
Read "One attack:" on the Effects tables below as "Gain and do one attack, if successful, do the following:". You don't actually do damage with the attack unless noted.

[PC5] Psionicist Classes Group


Psi0 Minor Powers

# Power P0P Action Effect
1 Acting 0 0 Acting, Spying, Disguise proficiencies; KiL*10% chance to resist Detect Lie spell
2 Armory 0 0 Armor Optimization, Armor/Weapon Identification, Armor/Weapon Repair proficiencies
3 Arrow Cutting 1 1V You get a Dex check (with penalty = enemy's level) for each missile shot at you this round
4 Binding 0 1V Tie up a helpless/surrendered foe so they cannot escape by physical means
5 Bowyer 0 0 Bowyer/Fletcher proficiency; 1 week of F actions: Make a nonmagical +1/+0 bow.
6 Calligraphy 1 0 Copy documents; Can copy magical writings at KiL% success, (100-KiL)% destroy original
7 Catfall 1 1P Land on feet, get a Dex check versus each die of the falling damage
8 Choke 1 1P One attack: Each round target makes Con check or unconscious, maintain by using 1V
9 Classical Literature 0 0 Legend Lore KiL%
10 Climbing 1 1V Gain Climb Walls rating of KiL*10% for the round
11 Contortion 1 1V Escape Bonds (but not from Binding power above); can squeeze through small gaps
12 Dance 0 0 Dancing, Juggling, Mime proficiencies; Can communicate without using spoken words
13 Double Attack 1 1att Do two attacks, each rolls 1d10 to hit, these cannot be traded in to do something else
14 Disable Limb 1 1P One attack: One limb cannot be used by target for 1t (no save)
15 Disarm 1 1P One attack: Target is disarmed (no save)
16 Entangle 1 1P One attack: Do one attack of dmg; -1 segment that target can use per round; maintain 1V
17 Fast-draw 1 0 1 of your weapon attacks occurs at start of round; can pick up 1 weapon without using 1V
18 Focus: Skill 1 1M +1 slot in a non-weapon proficiency (even if you don't have the proficiency) for 1r
19 Forced March 1 0 +KiL to movement rate for the day
20 Grapple 1 1P One attack: Do KiL + Str bonus (to damage) dmg every round, maintain by using 1V
21 Hawking 0 0 Can train a hawk to hunt or spy (not as good as a familiar, but close)
22 Horsemanship 1 1V Horsemanship proficiency; Keeps mount under control in difficult situations
23 Hurling 1 1P One attack: Throw any weapon (incl. weapons not meant to be thrown) without hit penalty
24 Kippup 1 0 Stand up without using a V action.
25 Leaping 1 1V Jump KiL*5' horizontally or KiL*2' vertically
26 Maka Wara 0 0 Each time someone hits you with an unarmed attack, he takes 1 damage back.
27 Medicine I 1 1V Choose one: Cure KiL hp; Cure Wounding; Repair disabled limb
28 Meditation -3 1 turn +KiL mental saves & Immune Fear for 1t; x2 normal healing/regenation rate in non-combat
29 Music 0 0 Music Composition, Instrumental, Singing proficiencies
30 Piercing Thrust 1 0 Do maximum damage with a piercing weapon attack.
31 Reverse Cut 0 0 Can attack to side or behind at no penalty (don't have to turn around)
32 Rhetoric 0 0 Fast-talking, Negotiation, Preaching proficiencies
33 Silent Garrote 1 1P One attack: Choke as above (you must be in Backstab position); Silence 15'r for duration.
34 Silent Kill 1 1P One attack: Do a x2 Backstab (you must be in Backstab position); Silence 15'r for that 1s.
35 Smashing Blow 1 1att Double the "to hit" roll with a blunt attack; Natural 19-20 is automatic hit.
36 Stealthy Movement 1 1V Gain Move Silently and Hide in Shadows ratings of KiL*10% for the round
37 Strike 1 0 Add your Str hit and damage bonus a second time for all attacks for this segment
38 Swimming 1 1M Can swim underwater for the round with no chance of drowning; Resist Water for 1 round
39 Tea Ceremony X 1 turn Give to other Psi0-users in room a total of X Psi0 points, this may be above max for 1 turn
40 Theology 0 0 Religion proficiency; Detect divine beings
41 Throw 1 1P Make one attack, if successful, throw target level*10' in one direction, he takes falling dmg
42 Trip 1 1att One attack: Do KiL dmg; target is down but may spend 1V to get back up
43 Unarmed Combat 0 0 +level TH and dmg with unarmed combat

[PC5] Psionicist Classes Group


Psi0 Major Powers

# Power P0P Action Effect
1 Air Throw 3 1P,1V One attack: Target takes KiL*5' falling damage
2 Backflip Kick 2 1katt One kicking attack to opponent's back (not a backstab): Normal damage.
3 Buffalo Punch 2 2patt One punching attack: x3 normal damage.
4 Concealment 2 1M Invisibility
5 Death Touch 3 1P One attack: Death (save vs. PPD)
6 Double Dread Kick 2 2katt,1V Two kicking attacks: Each does normal damage and knocks the target back KiL'
7 Double-Hit Kick 2 0 Repeat damage of last kicking attack to same target
8 Double-Hit Knee 2 1katt Two kicking attacks: Normal damage; both must be vs. same target.
9 Dragon Kick 2 1P One kicking attack: That attack does Hp (hull points) instead of hp; target knocked down
10 Dragon Punch 2 1P One punching attack: That attack does Hp (hull points) instead of hp; target knocked down
11 Ear Pop 2 2patt (The 2att from seperate limbs) One attack: Target stunned and deaf (each save vs. PP)
12 Fire and Stones 2 2att (The 2att from seperate limbs) One attack: Destroys enemy's weapon (item save)
13 Flash Kick 3 1P,1V One kicking attack at +KiL to hit, ignores stoneskins/ironskins: x10 damage, knockdown
14 Flying Knee Thrust 2 1katt,1V One kicking attack: x2 normal damage.
15 Flying Thrust Kick 3 2katt,1V One kicking attack: x5 normal damage, knocked down.
16 Focus: Magic Resistance 3 0 KiL*5% MR for 1r
17 Focus: Stay Conscious X 0 Stay Conscious at negative hp; X = -(current hp)/2, round up
18 Foot Sweep 2 1katt One kicking attack: Normal damage, target is knocked down
19 Forward Flip Knee 2 1katt One kicking attack to opponent's back of head (not backstab) at -4 TH: Normal damage.
20 Handstand Kick 2 1katt,1V One kicking attack: Normal damage, with a bonus equal to your movement rate (in inches)
21 Head Butt 2 1HeadP One attack: Do double normal punching damage with your head.
22 Hundred Hand Slap 3 1F Ten punching attacks: Each does normal punching damage; all must be vs. same target
23 Hurricane Kick 2 1P,1V Do 1 attack on each target in a KiL*5' line: Normal damage plus knocked down.
24 Hyper Fist 3 1patt Three punching attacks: Each does normal punching damage; all must be vs. same target
25 Lightning Leg 3 1P,1M Ten kicking attacks: Each does normal kicking damage; all must be vs. same target
26 Lightning Stroke 3 1V Each time you miss this round you may reroll (you are actually making new 2nd attacks)
27 Medicine II 2 1V Choose one: Restore 1 stat point; Cure Disease; Neutralize Poison
28 Monkey Grab Punch 3 2patt One punch attack at +KiL to hit, cannot be parried/countered/dodged: Do normal damage.
29 Power Uppercut 2 2patt One punch attack at +KiL to hit: Do normal damage.
30 Precision Strike 0 0 All your weapons gain (+0)d(+2) on damage.
31 Rekka Ken 3 0 Ability to use 2P actions (but only for unarmed combat) this segment.
32 Returning Hurl 3 1P Hurling (above); if weapon has chain attached it has end-of-round returning.
33 San He 3 0 For 1r: Immovability; cannot be knocked back/down; cannot use V actions
34 Shockwave 3 1F Earthquake KiL' r (as spell)
35 Slide Kick 2 1katt One kicking attack, auto hits if target is not flying: Normal damage, target is knocked down
36 Spinning Back Fist 2 1patt,1V One punch attack: That attack does x2 damage.
37 Spinning Clothesline 3 1P One punching attack on each target within KiL'r: Do normal damage.
38 Spinning Knuckle 3 0 Repeat damage of last punching attack on same target
39 Stepping Front Kick 2 3katt,1V Two kicking attacks, second autohits if first hits: Normal damage, target knocked back KiL'
40 Toughskin 0 0 +KiL/2 AC bonus
41 Triple Strike 3 3att (The 3att from seperate limbs) Three attacks at same target at +KiL to hit: Normal dmg.
42 Whirlwind Kick 3 1P One kicking attack on each target within KiL'r: Do normal damage.
43 Wounded Knee 3 1katt One kicking attack: Target loses 1V action per round for 1t.

[PC5] Psionicist Classes Group


Psi0 Grand Powers

# Power P0P Action Effect
1 Acid Breath 5 MouthP Breathe Acid (as per dragon)
2 Air Hurricane Kick 4 1P,1V Do 1 attack on each target in a KiL*5' line even in air: Normal damage plus knocked down.
3 Channel-strike 4 0 One attack: Normal results of attack. All Channel-strike in round must be vs. same target.
4 Chi Kung Healing X 1M Cure X*KiL hp to one target
5 Cobra Charm 4 EyeP Gaze, target must save vs. RSW or he cannot use any actions next segment, maintain 1M
6 Divination 6 1 turn Ask the DM a question, answer is given as (choose one:) 1 English word or cryptic phrase
7 Energy Reflection 5 1V As Arrow Cutting (above), except vs. magical missiles (even vs. Meteor Swarms & such)
8 Extendable Limbs 0 0 Your limbs can extend an extra KiL'
9 Fireball 4 1M KiLd6 dmg, KiL' radius (fire damage) (save:½, if made save again for 0)
10 Flaming Dragon Punch 4 1P Dragon Punch (above); Do an extra set of hull damage (elemental fire damage) (save:½)
11 Focus: Ability 6 1F +1 to an ability score for 1t
12 Ghost Form 6 1M Out-of-phase for 1r (cannot affect or be affected by solid objects), maintain 1M and 1 P0P
13 Great Wall of China 6 1P,1V KiL kicking attacks distributed among targets within KiL'r: Do normal damage.
14 Iceblast 5 1M KiLd4 dmg in a KiL*5' line (ice damage) (save:½)
15 Improved Fireball 6 1M KiLd8 dmg, KiL' radius (fire damage) (save:½, if made save again for 0)
16 Mind Reading 4 1M ESP; Know what the target is going to do next round
17 Musical Accomplishment 4 MouthP Allies can reroll (choose one:) missed to hit, missed saves, missed BlahR rolls (for 1m)
18 Regeneration 0 0 Regenerate KiL hp per round (given as KiL/10 hp per segment)
19 Shock Treatment 0 0 Immune Lightning; 1 P0P, 1V: Deal KiL damage to one target (save: ½)
20 Sonic Boom 4 1M KiLd4 dmg, KiL' radius (sound damage) (save:½, if made save again for 0)
21 Spinning Foot Sweep 4 1katt One kicking attack on each target within KiL'r: Normal damage, targets are knocked down
22 Storm Hammer 5 1P,1V One attack: Target takes KiL*10' falling damage
23 Stunning Shout 6 MouthP Target must save vs. PP or stunned 1d(KiL) segments
24 Telepathy 4 1M Telepathy (as spell)
25 TurboSpinningClothesline 6 1P Two attacks on each target within KiL'r: Do normal damage.
26 Yoga Flame 4 MouthP Breathe Fire (as per dragon)
27 Yoga Teleport 6 1M Tesseract (as spell effect), KiL% chance of not being stunned afterwards

Psi0 Super Powers

# Power P0P Action Effect
1 Flying Fireball 8 1M,1V KiLd8 dmg in a KiL' radius (fire damage) (save:½)
2 Focus: Resist Death X 0 Stay Alive (but probably unconscious) past -10 hp; X = -(current hp)/2, round down
3 Inferno Strike 7 1F KiLd20 dmg, KiL*3' radius (fire damage) (save:½), center at caster (who doesn't take dmg)
4 Repeating Fireball 3*X 1M Throw X Fireballs (see above)
5 Thunderclap 8 1M KiLd12 dmg, KiL' radius (sound damage) (save:½, if made save again for 0)
6 Zen No Mind 10 0 Ability to use 2M actions per segment

[PC5] Psionicist Classes Group


Psi7 Minor Powers

# PSPs Description
1 2 Curse (Spell save)
2 2 Doesn't cost an additional action to use, just your eye's P or M action: Gaze to Charm (save)
3 2 Duplicate a SL 0-1 Necromancy effect (Wizard or Priest)
4 -10 to max Fear aura (anyone who enters your group) (Will save)
5 -10 to max Immunity to cold
6 -10 to max Immunity to disease
7 -10 to max Immunity to emotional effects
8 -10 to max Immunity to sleep, fatigue, and exhaustion
9 2/r Improved Invisibility to Undead
10 2 Moan: One group is feared (Will save)
11 -10 to max Need not breathe
12 -10 to max Need not eat or drink
13 -10 to max Need not sleep; Unaging
14 -10 to max People need a +CL weapon to hit you
15 -10 to max Pick a stat. Whenever you touch someone, they take (CL+1)/2 ability damage to that stat (PPD save)
16 2 Summon a DL I Undead
17 -10 to max Whenever you touch someone, they get a disease (PPD save)
18 -10 to max You Turn Undead at +1 level, +CL to the d20 roll, and +CL/2 to the d12 roll

Psi7 Major Powers

# PSPs Description
1 5 Duplicate a SL 0-3 Necromancy effect (Wizard or Priest) or a SL 1 ProtoLich spell
2 -25 to max Immunity to ability drain
3 -25 to max Immunity to all mind-affecting effects
4 -25 to max Immunity to critical hits
5 -25 to max Immunity to paralysis and stun
6 -25 to max Immunity to poison
7 5/t Incorporealness (+20 AC, you can pass through walls, can pick up objects, but cannot attack)
8 5 Magic Jar / Possession (Will save)
9 -25 to max Regenerate at CL-3 hp /s
10 5 Slay Living (save)
11 5 Summon a DL IV Undead
12 -25 to max Vampiric Regen (CL-3)*10% of damage you deal
13 -25 to max Whenever you touch someone, they are aged CLd4 years (PPD save)
14 -25 to max Whenever you touch someone, they are energy drained (CL+3)/6 levels (no save)
15 -25 to max Whenever you touch someone, they are paralyzed (PP save)
16 5 Wither limbs (like a Sharpness effect) (CL-3 PP saves, each missed save is one lost limb)
17 5 Wrench
18 -25 to max You emit a stench like a ghast

[PC5] Psionicist Classes Group


Psi7 Grand Powers

# PSPs Description
1 8 Death Spell a group (total CL*CL HD, max HD affected = CL)
2 8 Duplicate a SL 0-5 Necromancy effect (Wizard or Priest) or a SL 2 ProtoLich spell
3 -40 to max Immunity to any effect that requires a Fortitude save (unless the effect also works on objects)
4 -40 to max Immunity to death or slay effects
5 -40 to max Immunity to energy drain and negative levels
6 -40 to max Immunity to Turn Undead
7 8 Summon a DL VII Undead
8 8 Target is energy drained CL/2 levels (no save)
9 -40 to max Whenever you touch someone, they get Mummy Rot (no save)

Psi7 Super Powers

# PSPs Description
1 11 As You Are
2 11 Duplicate a SL 0-7 Necromancy effect (Wizard or Priest) or a SL 3 ProtoLich spell
3 11 Summon a DL X Undead
4 -55 to max When you die, you go to the Negative Energy Plane, and will reform on the Prime the next day
5 -55 to max You do not go unconscious and stay offensive at any negative hp total (but will still die)
6 -55 to max Your unarmed attacks are Vile damage and hard to heal (healing effects are divided by CL-16)

[PC5] Psionicist Classes Group


Psi14 Minor Powers

# PSPs Description
1 -10 to max +LVL unarmed dmg.
2 2 0, when biting: Cause Lycanthropy (PPD save, if they fail, they are your slave)
3 2 0, when changing form: Cure (1d6)*10% of damage taken
4 2/r Bloodlust: +CL TH and dmg, -CL AC
5 -10 to max Can turn into one additional form; DM rolls DL=LVL/3 Lycanthrope or Animal
6 -10 to max Complete control over when you change forms
7 2 Detect Lycanthropes, Shapechangers, See True Form
8 -10 to max Hit only by +LVL or better weapons
9 -10 to max Regen CL hp/s
10 2 Speak with Animals
11 2 Summon CL Animals of the type that you are the Lycanthrope of, DL=LVL
12 2 Target gets a disease (PPD save)
13 -10 to max You can adjust (with fine resolution) the degree of your hybrid-ness in hybrid form
14 -10 to max Your clothing/armor change with you when you change form
15 -10 to max Your lycanthropy cannot be cured (unless you want it to be)

Psi14 Major Powers

# PSPs Description
1 5 [0 action to use] Change form immediately
2 5/r +CL Str; -CL Cml
3 5/r +CL Dex; -CL Cml
4 5/r +CL Con; -CL Cml
5 -N to max Add a 0.5 Lycanthrope Racial Adjective for free; N=(added divisor)*100
6 5 Force Shapechange or Wrench
7 5 Group gets a disease (PPD save)
8 -25 to max Immune disease and poison
9 -25 to max Pick LVL unusual materials to be immune to.
10 5 Trigger someone else's Lycanthropy to manifest (they change form)
11 -25 to max When you change forms, can mutate your facial features to look different
12 -25 to max Your Animal form has wings; Fly at CL*3" (C)

[PC5] Psionicist Classes Group


Psi14 Grand Powers

# PSPs Description
1 8/r +CL/2 Int
2 8/r +CL/2 Wis
3 8/r +CL/2 Chr
4 80 Alter your Lycanthrope form, DM rolls on LVL/2 Lycanthrope or Animal table
5 -40 to max Get a Rogue chart (and 20*LVL Rogue points) up to level=LVL/2
6 -40 to max Remove a vulnerability on yourself (reduce Severe Allergy -> Vulnerable)
7 8 Summon a DL=VII Lycanthrope
8 -40 to max You have a breath weapon, half hp (pick acid, poison, skunk; pick 3/d or 1/3r)
9 -40 to max Your gaze causes Charm (no save, IR)

Psi14 Super Powers

# PSPs Description
1 -55 to max 1D: Reincarnate as an animal of your animal form
2 11 1V, while attacking: Your natural attacks Cascade Rams one group
3 11 Duplicate a Psi7 minor, major, or grand
4 11 Summon a DL=X Lycanthrope
5 -55 to max You do not go unconscious and stay offensive at any hp total (will still die)
6 -55 to max Your unarmed attacks are Permanent hp of damage

[PC5] Psionicist Classes Group


Basic Psi15 Information

Psi15 PSPs (Wild Talents) = Str*2+Con+Int+Chr*2-80+level*20
Psi15 PSPs (Psi15 class) = (Str*2+Con+Int+Chr*2-60)*level
 
Wild Talent progression is as follows. You must meet all the requirements of a line (HNCL, Str, Con, Int, Chr) in order to be able to read that line.
(a=Minor Alteration, m=Minor Power, A=Major Alteration, M=Major Power, g=Grand Alteration, G=Grand Power, s=Super Alteration, S=Super Power)
 
HNCL Str Con Int Chr am AM gG sS
1 4 7 6 3 1- -- -- --
2 8 9 7 6 21 -- -- --
3 12 11 8 9 31 -- -- --
4 16 13 9 12 31 1- -- --
5 20 15 10 15 42 1- -- --
6 24 17 11 18 52 21 -- --
7 28 19 12 21 53 31 -- --
8 32 21 13 24 53 32 -- --
9 36 23 14 27 63 32 1- --
10 40 25 15 30 64 42 2- --
11 44 27 16 33 65 43 21 --
12 48 29 17 36 75 53 31 --
13 52 31 18 39 75 54 31 --
14 56 33 19 42 75 54 32 --
15 60 35 20 45 76 54 32 1-
16 64 37 21 48 76 54 32 11
17 68 39 22 51 76 54 33 21
18 72 41 23 54 77 55 33 22

[PC5] Psionicist Classes Group


Psi15 Minor Alterations/Powers

Psi15 Minor Alterations Effect
Add Breath Weapon [1st] Breath weapon is 3/d. Choose a normal (E=1) element. Breath = 50% of current hp total.
Add Breath Weapon [2nd] Breath weapon is once per 3 rounds. Choose a normal (E=1) element. Breath = (CL+1)d(CL*2+2).
Add Resistance Resist one normal (E=1) element, this can be taken twice for an E=2, thrice for an E=3, etc.
Add Scales Natural AT source = +CL
Add Tail Tail does 1d(CL*2) damage
Add Wings Flight at (CL+1)*3" rate
Alter Resistances Alter two resistances (or one immunity) to be of different element(s) (Pick an E factor = original)
Improve Breath Freq. Can use breath 4/d or once per 2 rounds (Pick again: 5/d or every r.) (Pick 3rd time: 6/d or per 5 s.)
Improve Breath Element Add 1 to the E factor of your breath weapon element. (Choose a new element when you pick this.)
Increase Bite Damage (+1)d(+2) with bite attacks
Increase Breath Damage +10% of current hp total to breath dmg [or (+1)d(+2) breath dmg if using set breath dice]
Increase Claw Damage (+2)d(+0) with claw/hand attacks
Increase Tail Damage (+0)d(+4) with tail attacks
Versatile Breath Element Your can alternatively use a second element, with E factor equal or less than your normal breath.
Psi15 Minor Powers Cost Effect Color Age
Affect Normal Fires 3 Affect Normal Fires Red 3
Audible Glamer 3 Audible Glamer Emerald 3
Blink 1 Blink Adamantite 1
Charm Person 1 Charm Person Crystal 1
Create/Destroy Water 3 Create/Destroy Water Blue 3
Flame Walk 1 Flame Walk (self) Emerald 1
Magic Missile 1 Magic Missile Adamantite 1
Polymorph Self 1 Polymorph Self Adamantite 1
Water Breathing 1 Water Breathing (self) Amethyst/Black 1
Water Walking 3 Water Walking Amethyst 3

[PC5] Psionicist Classes Group


Psi15 Major Alterations/Powers

Psi15 Major Alterations Effect
Add Immunity Immune to one normal (E=1) element, this can be taken twice for an E=2, thrice for an E=3, etc.
Dial-a-Breath Element (<) You can use any element with E factor less than your normal breath.
Psi15 Major Powers Cost Effect Color Age
Color Spray 4 Color Spray Crystal 4
Corrupt Water 6 Fouls water/potions/elixirs CL*10 cu' Black 6
Darkness 4 Darkness CL*10' radius Black 4
Druid Shapechange 6 Druid Shapechange (to Reptile/Fish, Bird, or Mammal) Amethyst 6
Dust Devil 6 Dust Devil Blue 6
Gust of Wind 7 Gust of Wind White 7
Heat Metal 6 Heat Metal Red 6
Hold Person 7 Hold Person Emerald 7
Hypnotism 4 Hypnotism Emerald 4
Ice Walking 4 Ice Walking (can walk across ice/slippery surfaces without falling) White 4
Melf's Minute Meteors 6 Melf's Minute Meteors Emerald 6
Neutralize Poison 4 Neutralize Poison Amethyst 4
Pyrotechnics 4 Pyrotechnics Red 4
Sound Imitation 4 Sound Imitation (Mimic Voices) Blue 4
Suggestion 6 Suggestion Green 6, Crystal 7
Warp Wood 7 Warp Wood Green 7
Water Breathing 4 Water Breathing (self or other) Green 4

[PC5] Psionicist Classes Group


Psi15 Grand Alterations/Powers

Psi15 Grand Alterations Effect
Add Global Resistance Resist all E=1 elements, this can be taken twice for E=2 (doesn't include E=1), thrice for E=3, etc.
Dial-a-Breath Element (=) You can use any element with E factor equal to or less than your normal breath.
Psi15 Grand Powers Cost Effect Color Age
Animate Rock 10 Animate Rock Emerald 10
Control Weather 10 Control Weather Amethyst 10
Control Winds 10 Control Winds Blue 10, Crystal 11
Detect Gems 10 Detect Gems, kind and number Red 10
Entangle 9 Entangle Green 9
Freezing Fog 11 Obscures vision 100' r, thin layer of ice on all surfaces 100' r White 11
Hypnotism 9 Hypnotism, up to CL targets Red 9
Luckscale 9 (Must have scales to use) Luckstone effect for 1 day Crystal 9
Otiluke's Resilient Sphere 8 Otiluke's Resilient Sphere Amethyst 8
Pass without Trace 11 Pass without Trace Green 11
Plant Growth 8 Plant Growth Black/Green 8
Reflecting Pool 9 Reflecting Pool Amethyst 9
Suggestion 8 Suggestion (up to CL targets) Red 8
Summon Insects 10 Summon Insects Black 10
Ventriloquism 8 Ventriloquism Blue 8
Wall of Fog 9 Wall of Fog White 9

Psi15 Super Alterations/Powers

Psi15 Super Alterations Effect
Add Global Immunity Immune to all E=1 elements, this can be taken twice for E=2 (doesn't include E=1), thrice for E=3, etc.
Psi15 Super Powers Cost Effect Color Age
Charm Reptiles 12 Charm Reptile/Dragon (no save, can use IR) Black 12
Geas 12 Geas Emerald 12
Hallucinatory Terrain 12 Hallucinatory Terrain Blue 12

[PC5] Psionicist Classes Group


List of Elements (Normal, Para, Quasi)

NORMAL ELEMENTS (E=1):
Air
Earth
Fire
Water
Wood {extra +1}
Flesh {extra +2}
Original Time {extra +12}
PARA ELEMENTS (E=2):
Acid (Fire+Water)
Alcohol (Air+Fire+Water)
Cold (Air+Water)
Composite (Air+Ear+Fir+Wat)
Fungus/Seaweed(Wood+Wat)
Glass (Air+Earth+Water)
Heat / Warmth (Air+Fire)
Magma / Lava (Earth+Fire)
Metal (Earth+Fire+Water)
Ooze / Mud (Earth+Water)
Shards (Air+Earth)
Sound (Air+Earth+Fire)
Thorns/Thicket (Wood+Earth)
ENERGY ELEMENTS (E=2 or +1):
Negative Energy / Death
Positive Energy / Life
Shadow (Negative+Positive)
Chaos, Law
Darkness, Light
Holy {incl. Eldritch / Unholy}
Magic
Psionic / Thought
Radioactive {extra +1}
Anti-Magic {extra +1}
Anti-Psionic {extra +2}
Anti-Radioactive {extra +3}
Godly {extra +6}
Anti-Godly {extra +9}
QUASI ELEMENTS (E=3):
Ash / Cinder (Fire+Negative)
Bark (Thorns+Negative)
Blizzard (Cold+Positive)
Blood (Glass+Positive)
Bone (Flesh+Negative)
Dust (Earth+Negative)
Firestorm (Magma+Positive)
Fog (Cold+Shadow)
Ice / Snow (Cold+Negative)
Impact (Water+Shadow)
Inertia (Earth+Shadow)
Lightning (Air+Positive)
Magnetism (Metal+Positive)
Minerals (Earth+Positive)
Mist (Heat+Shadow)
Napalm (Heat+Positive)
Plasma (Fire+Shadow)
Poison (Alcohol+Negative)
Quicksand (Ooze+Negative)
Radiance (Fire+Positive)
Rainbow (Composite+Pos.)
Rot (Wood+Negative)
Rust (Metal+Negative)
Salt (Water+Negative)
Sand (Glass+Negative)
Silence (Sound+Negative)
Silt (Ooze+Negative)
Silverglade (Thorns+Positive)
Slag / Tar (Magma+Negative)
Smoke (Heat+Negative)
Splinters (Wood+Air+Shadow)
Storm (Ooze+Positive)
Sugar (Alcohol+Positive)
Steam (Water+Negative)
Thunder (Sound+Positive)
Vacid / Umbra (Comp.+Neg.)
Vacuum (Air+Negative)
Verdant (Wood+Positive)
Vibration (Air+Shadow)

[PC5] Psionicist Classes Group


List of Elements (others)

HOLY PARA-ELEMENTS (E=3):
Aether (Composite+Holy)
Forbiddance (Air+Holy)
Grave (Earth+Holy)
Holy Water (Water+Holy)
Pyre (Fire+Holy)
MAGICAL PARA-ELEMENTS (E=3):
Force (Air+Magic)
Tempest (Composite+Magic)
Mithril (Metal+Magic)
HOLY QUASI-ELEMENTS (E=4):
Eldritchiron (Iron+Holy+Shad.)
Heaveniron (Iron+Holy+Pos.)
Helliron (Iron+Holy+Neg.)
MAGICAL QUASI-ELEMENTS (E=4):
Adamantite (Mithril+Positive)
Animation (Force+Positive)
Chromatic (Tempest+Neg.)
Disintegration (Force+Neg.)
Harming (Magic+Negative)
Healing (Magic+Positive)
Prismatic (Tempest+Pos.)
MAGICAL HOLY ELEMENTS (E=5):
Nether (Holy+Magic+Neg.)
Spirit (Holy+Magic+Pos.)
SEMI-ELEMENTS (E=4):
Aexus (Chaos+Anti-Time)
Conduit
Diamond (Earth+Gravity)
Gravity
Imprisonment, Freedom
Nexus (Chaos+Time)
Time / Temporal
Void
Anti-Time {extra +3}
ULTRA-ELEMENTS (E=7):
Annihilation
Creation
Hole / Anti-Hole
Loop / Looporal
Anti-Loop {extra +6}
EXOTIC ELEMENTS (varies):
Abyssal Water (Water + Chaos + Imprison.) {6}
Colorpool (Water + Magic + Conduit) {7}
Furnace (Metal + Radioactive) {4}
Metallic (Composite + AntiMagic + Neg.) {5}
Rainbow Silver (Rainbow + Silver + Anti-Psi) {10}
Solid Neutronium (Gravity + Any Chem + Conduit) {13}
The Nothing (Anti-Psi + Void) {7}
Venderant Nelaborong (Godly + Aexus + Holy
+ Radioactive + Slag) {17}
Vibranium (Vibration + Disintegration) {6}

[PC5] Psionicist Classes Group


List of Elements (Chemical)

CHEMICAL ELEMENTS (E=5):
Hydrogen 1
Helium 2
Lithium 3
Beryllium 4
Boron 5
Carbon 6
Nitrogen 7
Oxygen 8
Fluorine 9
Neon 10
Sodium 11
Magnesium 12
Aluminum 13
Silicon 14
Phosphorus 15
Sulfur 16
Chlorine 17
Argon 18
Potassium 19
Calcium 20
Scandium 21
Titanium 22
Vanadium 23
Chromium 24
Manganese 25
Iron 26
Cobat 27
Nickel 28
Copper 29
Zinc 30
Gallium 31
Germanium 32
Arsenic 33
Selenium 34
Bromine 35
Krypton 36
Rubidium 37
Strontium 38
Yttrium 39
Zirconium 40
CHEMICAL ELEMENTS (E=5):
Niobium 41
Molybdenum 42
Technetium 43
Ruthenium 44
Rhodium 45
Palladium 46
Silver 47
Cadmium 48
Indium 49
Tin 50
Antimony 51
Tellurium 52
Iodine 53
Xenon 54
Cesium 55
Barium 56
Lanthanum 57
Cerium 58
Praseodymium 59
Neodymium 60
Promethium 61
Samarium 62
Europium 63
Gadolinium 64
Terbium 65
Dysprosium 66
Holmium 67
Erbium 68
Thulium 69
Ytterbium 70
Lutetium 71
Hafnium 72
Tantalum 73
Tungsten 74
Rhenium 75
Osmium 76
Iridium 77
Platinum 78
Gold 79
Mercury 80
CHEMICAL ELEMENTS (E=5):
Thallium 81
Lead 82
Bismuth 83
Polonium 84
Astatine 85
Radon 86
Francium 87
Radium 88
Actinium 89
Thorium 90
Protactinium 91
Uranium 92
Neptunium 93
Plutonium 94
Americium 95
Curium 96
Berkelium 97
Californium 98
Einsteinium 99
Fermium 100
Mendelevium 101
Nobelium 102
Lawrencium 103
Rutherfordium 104
Dubnium 105
Seaborgium 106
Bohrium 107
Hassium 108
Meitnerium 109
ANTI-CHEMICAL ELEMENTS (E=6):
Anti-Hydrogen -1
Anti-Helium -2
Anti-Lithium -3

[PC5] Psionicist Classes Group


PolyPsi

Level KXP Psi
mMG S
1 0 1-- -
2 10 2-- -
3 20 31- -
4 40 42- -
5 80 53- -
6 160 641 -
7 320 752 -
8 640 863 -
9 1000 974 -
10 2000 A85 1
11 3000 B96 2
12 4000 CA7 3
13 5000 DB8 4
14 6000 EC9 5
15 7000 FDA 6
16 8000 GEB 7
17 9000 HFC 8
18 10000 IGD 9
19 11000 JHE A
20 12000 KIF B
21 13000 LJG C
22 14000 MKH D
23 15000 NLI E
24 16000 OMJ F
25 17000 PNK G
26 18000 QOL H
27 19000 RPM I
28 20000 SQN J
29 21000 TRO K
30 22000 USP L
31 23000 VTQ M
32 24000 WUR N
33 25000 XVS O
34 26000 YWT P
35 27000 ZXU Q
36 28000 [YV R
TH Saves
PD RS PP BW Sp Fo Re Wi
Mon  5  4  8  2  3  1  0  2
+1  6  5  8  3  4  2  1  3
+1  6  6  9  4  5  3  1  4
+2  7  7  9  4  5  4  2  5
+2  7  8 10  5  6  4  3  6
+3  8  9 10  6  7  5  3  7
+3  8 10 11  6  7  6  4  8
+4  9 11 11  7  8  7  5  9
+4  9 12 12  8  9  8  5 10
+5 10 13 12  8 10  8  6 11
+5 11 14 13  9 11  9  7 12
+6 11 14 13 10 12 10  7 13
+6 13 15 14 12 13 11  8 14
+7 15 15 15 14 14 12  9 15
+7 15 16 16 15 15 12  9 16
+8 16 16 16 15 16 13 10 17
+8 16 16 16 16 16 14 11 18
+9 16 16 16 16 16 15 11 19
Requisites: Str 10, Con 11, Int 19, Wis 11, Chr 11
Alignment: any
HD/level: +++d2
Weapon Prof.: 5+level/2
To Hit Table: ½xMon
Save Table: 2xPsi
Reference: DM
Groups: Psionicist
 
See the relevant [Q] sections for rules and powers.
PolyPsionicist Psionic Power Point Pool (PPPPPP's) = (Str*2+Dex+Con*3+Int*5+Wis*4+Chr*6)*(X+1)*(level)/10,
    rounded up, where X is the number of ability scores of 23 or above.
This entire class counts as 1 frequency towards maximum number of frequencies limit.
Each level, you gain 1 attack or defense for Psi1/Psi2/Psi6 (or any other frequency that uses attacks & defenses).
When you gain a power on the Poly-Psionicist progression, pick any power from any frequency.
Your caster level (CL, CH, KiL, etc.) is equal to your experience level.
This is the same as Psi1/Psi2 PSPs.  See [Q11] for conversion system between frequency point systems

[PC5] Psionicist Classes Group


Psi∞ (Infinity) / PsiÀ0 (Aleph sub 0)

Level KXP Psi∞
mMG S
1 0 1-- -
2 10 2-- -
3 25 3-- -
4 50 31- -
5 100 32- -
6 250 33- -
7 500 43- -
8 750 44- -
9 1000 441 -
10 1500 442 -
11 2000 443 -
12 2500 544 -
13 3000 554 -
14 3500 555 -
15 4000 655 -
16 4500 665 -
17 5000 666 -
18 5500 666 1
19 6000 666 2
20 6500 666 3
21 7000 666 4
22 7500 666 5
23 8000 666 6
24 8500 766 6
25 9000 776 6
26 9500 777 6
27 10000 777 7
28 10500 877 7
29 11000 887 7
30 11500 888 7
31 12000 888 8
32 12500 988 8
33 13000 998 8
34 13500 999 8
35 14000 999 9
36 14500 999 9
TH Saves
PD RS PP BW Sp Fo Re Wi
-1  6  4  8  3  4  2  0  2
+0  6  6  9  4  5  3  1  4
+1  7  7 10  5  6  4  2  5
+1  8  9 10  6  7  5  3  7
+2  9 10 11  7  8  6  4  8
+3  9 12 12  8  9  8  5 10
+4 10 13 13  9 11  9  6 11
+4 11 14 13 10 12 10  7 13
+5 14 15 14 13 14 11  8 14
+6 15 16 16 15 15 12  9 16
+7 16 16 16 16 16 14 10 17
+7 16 16 16 16 16 15 11 19
+8 16 16 16 16 16 15 14 19
+9 16 16 16 16 16 16 16 19
+10 16 17 17 16 17 16 16 19
+10 17 17 17 17 17 17 16 19
+11 17 18 18 17 17 17 17 19
+12 18 18 18 18 18 17 17 19
Requisites: Int 15, Wis 15, Chr 15 (one 20)
Alignment: any
HD/level: d14
Weapon Prof.: 3+level/3
To Hit Table: 3xPsi
Save Table: 3xPsi
Reference: DM {Reduced PsiÀ1 (Aleph sub 1)}
Groups: Psionicist, Concordant (x1)
 
See [Q∞] for rules and powers. DM Note: I am temporarily putting the powers on this page.
All Psi∞ effects have 0 duration.
Psionic Strength = (Int+Wis+Chr)/3*(Level)
   
Psi∞ Minors (PSP cost = 1):
Break (one item is destroyed, item save vs. disintegration)
Dispel (one effect is dispelled)
Disruption (group, 50 dmg, RSW save for 10)
Enhance (1bM to use, add your CL to the CL of an effect for this segment)
Flash Summon Minor (summon a DL IV monster, it attacks once now, then disappears)
Random Teleport (one target, 1dCL miles in random direction, RSW save)
Reroll die (1bM to use, reroll a die roll you just made)
Telekinetic Damage (group, CLd4, no save)
Sporacle (random [C8] section effect, one target, RSW save)
Psi∞ Majors (PSP cost = 10):
Disintegrate (group, RSW save for 25 dmg)
Effect Immunity (1bM to use, immune to an effect for this segment)
Flash Summon Major (summon a DL VII monster, it attacks once now, then disappears)
Instantaneous (reverse Permanency)
Random Planeport (one target, 1d(CL-3) planes in a random direction, RSW save)
Sharp (group is Sharped, no save)
Sporacle-ize (random [C8] section effect, group, RSW save)
Psi∞ Grands (PSP cost = 100):
Annihilate (group, RSW save for 100 dmg)
Flash Summon Grand (summon a DL X monster, it attacks once now, then disappears)
Discontinuous (reverse Continuous)
Time Start (can be used while Time Stopped, dispels it or creates a time bubble)

[PC5] Psionicist Classes Group


Psi∞*100 (Infinity*100)

Level KXP Psi∞*100
mMG S
1 0 1-- -
2 10 2-- -
3 25 3-- -
4 50 31- -
5 100 32- -
6 250 33- -
7 500 43- -
8 750 44- -
9 1000 441 -
10 1500 442 -
11 2000 443 -
12 2500 544 -
13 3000 554 -
14 3500 555 -
15 4000 655 -
16 4500 665 -
17 5000 666 -
18 5500 666 1
19 6000 666 2
20 6500 666 3
21 7000 666 4
22 7500 666 5
23 8000 666 6
24 8500 766 6
25 9000 776 6
26 9500 777 6
27 10000 777 7
28 10500 877 7
29 11000 887 7
30 11500 888 7
31 12000 888 8
32 12500 988 8
33 13000 998 8
34 13500 999 8
35 14000 999 9
36 14500 999 9
TH Saves
PD RS PP BW Sp Fo Re Wi
-1  6  4  8  3  4  2  0  2
+0  6  6  9  4  5  3  1  4
+1  7  7 10  5  6  4  2  5
+1  8  9 10  6  7  5  3  7
+2  9 10 11  7  8  6  4  8
+3  9 12 12  8  9  8  5 10
+4 10 13 13  9 11  9  6 11
+4 11 14 13 10 12 10  7 13
+5 14 15 14 13 14 11  8 14
+6 15 16 16 15 15 12  9 16
+7 16 16 16 16 16 14 10 17
+7 16 16 16 16 16 15 11 19
+8 16 16 16 16 16 15 14 19
+9 16 16 16 16 16 16 16 19
+10 16 17 17 16 17 16 16 19
+10 17 17 17 17 17 17 16 19
+11 17 18 18 17 17 17 17 19
+12 18 18 18 18 18 17 17 19
Requisites: Int 20, Wis 20, Chr 20 (one 25)
Alignment: any
HD/level: d21
Weapon Prof.: 2+level/2
To Hit Table: 3xPsi
Save Table: 3xPsi
Reference: DM {Alternate Psi∞}
Groups: Psionicist, Concordant (x1), Alternate
 
See [Q∞*100] for rules and powers. DM Note: I am temporarily putting the powers on this page.
All Psi∞*100 effects have 0 duration.
Psionic Strength = (Int+Wis+Chr)/3*(Level)
   
Psi∞*100 Minors (PSP cost = 2):
Break (CL items are destroyed, item save vs. crushing blow)
Dispel (CL effects is dispelled, use Dispel Magic check for each)
Disruption (2 groups, 25 dmg, RSW save for 5)
Enhance (1bM to use, add your CL to the CL of an effect for this segment)
Flash Swarm Minor (summon CL DL II monsters, they attack once now, then disappear)
Random Dim Door (one group, 1dCL*30' in same random direction, RSW save)
Reroll die (1bM to use, reroll a die roll you just made)
Telekinetic Damage (2 groups, CLd2, no save)
Sporacle (random minor [C8] section effect, one group, RSW save)
Psi∞*100 Majors (PSP cost = 20):
Disintegrate (2 groups, RSW saveg)
Effect Immunity (1bM to use, immune to an effect for this segment)
Flash Swarm Major (summon CL DL IV monsters, they attack once now, then disappear)
Instantaneous (reverse Permanency)
Random Teleport (one group, 1dCL miles in the same random direction, RSW save)
Sharp (2 groups is Sharped, Fort save)
Sporacle-ize (random minor [C8] section effect, 2 groups, RSW save)
Psi∞*100 Grands (PSP cost = 200):
Annihilate (2 groups, RSW save)
Flash Swarm Grand (summon CL DL VI monsters, they attack once now, then disappear)
Discontinuous (reverse Continuous)
Time Start (can be used while Time Stopped, dispels it or creates a time bubble)

[PC5] Psionicist Classes Group


Psi(--2)

Level KXP Psi--2
mMG S
1 0 3-- -
2 4.4 5-- -
3 8.8 7-- -
4 17.6 91- -
5 33 A1- -
6 60 B2- -
7 110 C2- -
8 200 D3- -
9 400 E31 -
10 800 F41 -
11 1200 G41 -
12 1600 H52 -
13 2000 I52 -
14 2400 J62 -
15 2800 K63 -
16 3200 L73 1
17 3600 M73 1
18 4000 N84 1
19 4400 O84 1
20 4800 P94 2
21 5200 Q95 2
22 5600 RA5 2
23 6000 SA5 2
24 6400 TB6 3
25 6800 UB6 3
26 7200 VC6 3
27 7600 WC7 3
28 8000 XD7 4
29 8400 YD7 4
30 8800 ZE8 4
31 9200 [E8 4
32 9600 \F8 5
33 10000 ]F9 5
34 10400 ^G9 5
35 10800 _G9 5
36 11200 `HA 6
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  8  2  3  1  0  1
+1  5  4  8  2  3  1  0  2
+2  6  4  8  3  4  2  0  2
+3  6  5  8  3  4  2  1  3
+4  6  5  9  3  4  2  1  3
+5  6  6  9  4  5  3  1  4
+6  7  6  9  4  5  3  2  4
+7  7  7  9  4  5  4  2  5
+8  7  7 10  5  6  4  2  5
+9  7  8 10  5  6  4  3  6
+10  8  8 10  5  6  5  3  6
+11  8  9 10  6  7  5  3  7
+12  8  9 11  6  7  6  4  7
+13  8 10 11  6  7  6  4  8
+14  9 10 11  7  8  6  4  8
+15  9 11 11  7  8  7  5  9
+16  9 11 12  7  9  7  5  9
+17  9 12 12  8  9  8  5 10
Requisites: Con 12, Int 11, Chr 15
Alignment: non-C
HD/level: d6
Weapon Prof.: 9+level/5
To Hit Table: War
Save Table: Psi
Reference: DM {Mirror Psi-2}
Groups: Psionicist, Mirror
 
See [Q--2] for rules and powers.
PSPs = Chr*2+Int+Con-40+(Chr-5)*(level-1)
Psi--2 powers are resisted using aaPR.
Level 1: +1 Nonweapon Proficiency per level. These slots may be spent on existing Psi--2 powers (not additional ones). Each slot increases a power's check score both by 1, or you can roll an extra 1d20 (choose better result).

[PC5] Psionicist Classes Group


Psi--2 Devotions (Minors)

# Power Disip. Check PSPs Effect Power Score Source
1 Adrenalin Command Metab Int-8 12+6/r [Pick Str, Dex, Con] Sustain that stat Exceptional that stat DM
2 Biosaveback Metab Int-7 9+5/r -2 dmg/energy att; +CL/3 saves +CL saves instead DM
3 Blink Port Con-4 11+5/r Blink Controlled Blink DM
4 Cell Arrangement Metab Int-8 2*N cures 5*N% of max hp (max N=CL*5+35) Half cost in PSPs DM
5 Connect (Contact) Telep Chr-5 Int*3/2+2/r -2 check if resisting Need only 2 tangents DM
6 Deflection Kinet Con-5 6 [pick R,M,P,I] Deflection CL*5% pick 2, or Reflection on 1 DM
7 Double [C] Metab Int-8 11 Doubles a harmful [C] section effect Becomes capital lettered DM
8 Endurance of the Land Metab Int-7 15+3/r +5 max hp; +3 AC; +3 saves; IR 25% Lasts 5r after maint. DM
9 Enhanced Int/Dex Metab Chr-8 3N+N/r +N Int or Dex, max N=CL both stats DM
10 Ethereal Projection Port Con-5 9+3/h Ethereal Perception Ethereal Projection DM
11 Gird M-Psi Con-3 2*M/m Maintain powers w/o conc. Maintain in sleep DM
12 Graft Natural Metab Int-10 15+2/r Natural attacks can use specialization -- DM
13 Hypercelerate Metab Int-7 15+15/m -3M, +1QM lose only -2M instead DM
14 Inertial Wall Kinet Int-8 11+8/r Melee: -CL dmg/att; Missile: Delay 1s Another Melee -CL/att DM
15 Inverse Carapace Metab Con-5 8+2/r +level TH; -(11-level) Wis No Wis loss DM
16 Magnify M-Psi Chr-5 25M+M/r Mult. power (Max=level/5+1) M+1, no extra cost DM
17 Receptacle M-Psi Chr-5 1/r Item PSPs = (2*Chr+Int+Con-40)*CL Can be Magnified DM
18 Resist Disease Metab Int-8 18/d Resist disease Immune disease DM

[PC5] Psionicist Classes Group


Psi--2 Sciences (Majors)

# Power Disip. Check PSPs Effect Power Score Source
1 Death Trade Metab Int-12 60 You and target up to 10*CL^3 dmg (necro) You take half DM
2 Demolish Kinet Int-8 27 CLd6 normal ele. dmg (group, save:½) (2*CL)d6 instead DM
3 Endorphin Command Metab Wis-9 24+12/r [Pick Int, Wis, Chr] Sustain that stat Exceptional that stat DM
4 Energy Command Metab Int-7 10 Pick an element, you resist it You double resist it DM
5 Ethereal Travel Port Con-5 25+12/h Go to Ethereal physically Go to Phlogiston DM
6 Immediate Healing Metab Int-5 45 Heal, can have no more Heals this day this hour instead DM
7 Put Out of Misery Kinet Chr-9 60 Put Out of Misery Really Put Out of Misery DM
8 Regen Metab Int-6 24+9/t Troll-like regen CL hp/r 2*CL instead DM
9 Split Soul M-Psi Chr-8 60+9/r +1S action +1 more S action DM

Psi--2 High Sciences (Grands)

# Power Disip. Check PSPs Effect Power Score Source
1 Alter Reality All Any-15 375 Alter Reality (any Psi major) Double CL effect DM
2 C Acceleration Metab Int-9 30/r +CL/2 C actions /r (self) +CL instead of +CL/2 DM
3 Duplicate Action M-Psi *Auto* 400 +1 of an action type you have -- DM
4 Eeelemental Composition Metab Int-9 36+5/r Can be any Normal/Para/Quasi Eeele Can be Semi Eeele DM
5 Endurance of the World Metab Int-11 15/r +9 TH; +9 dmg; IECNR +25% Lasts 5r after maint. DM
6 Grand Acidify Kinet Int-5 27 CLd20 acid damage Use d30's DM
7 Legendary Command Metab Wis-29 36+18/r [Pick Cml, Luck, CL] Sustain that stat Exceptional that stat DM
8 Nonweapon Familiarity Clair Con-13 300/d +1 slot in every nonweapon prof +CL/2 kits DM
9 UltraArmor [--X] Telep Wis-10 30 iunPaPaaPaaaPR CL*2% CL*4 instead DM

Psi--2 Supers

# Power Disip. Check PSPs Effect Power Score Source
1 Z Acceleration Metab Wis-15 45/r +CL Q0 actions /r (self) Cast Psi using 0 actions DM
2 Change Reality All Any-25 600 Change Reality (any Psi grand) Double CL effect DM
3 Psi Inertial Improver Port Str-23 105/r Psi gives no save in your group -- DM
4 Planetary Demolish Kinet Int-30 5400 1 idmg in any E=CL/6 element 2 idmg; CL/3 instead DM
5 Public Access Keyring Clair Con-25 135/r Know Truename up to CL/10 targets CL/5 x2 targets or CL/2 x1 DM
6 Spirit in the Ethereal Telep Wis-20 1/week Can't move or use V actions; can use 2S/s Can use 3S /s DM

[PC5] Psionicist Classes Group


Psi(-15)

Level KXP Psi(-15)
mMG S
1 0 1-- -
2 1.3 2-- -
3 2.6 3-- -
4 5.2 31- -
5 10.4 32- -
6 20.8 33- -
7 41.6 43- -
8 83.2 44- -
9 166.4 441 -
10 332.8 442 -
11 665.6 443 -
12 1000 444 -
13 1400 544 -
14 1800 554 -
15 2200 555 -
16 2600 555 1
17 3000 555 2
18 3400 555 3
19 3800 555 4
20 4200 555 5
21 4600 655 5
22 5000 665 5
23 5400 666 5
24 5800 666 6
25 6200 766 6
26 6600 776 6
27 7000 777 6
28 7400 777 7
29 7800 877 7
30 8200 887 7
31 8600 888 7
32 9000 888 8
33 9400 988 8
34 9800 998 8
35 10200 999 8
36 10600 999 9
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  1  1  1  1  1  1  1  1
+3  2  2  2  2  2  2  2  2
+4  3  3  3  3  3  3  3  3
+6  4  4  4  4  4  4  4  4
+7  5  5  5  5  5  5  5  5
+9  6  6  6  6  6  6  6  6
+10  7  7  7  7  7  7  7  7
+12  8  8  8  8  8  8  8  8
+13  9  9  9  9  9  9  9  9
+15 10 10 10 10 10 10 10 10
+16 11 11 11 11 11 11 11 11
+18 12 12 12 12 12 12 12 12
+19 13 13 13 13 13 13 13 13
+21 14 14 14 14 14 14 14 14
+22 15 15 15 15 15 15 15 15
+24 16 16 16 16 16 16 16 16
+25 17 17 17 17 17 17 17 17
+27 18 18 18 18 18 18 18 18
Requisites: Dex 16, Con 17
Alignment: any S (or) any J (or) Nil
HD/level: 3d(-2)
Weapon Prof.: 0+level
To Hit Table: 1½xMon
Save Table: 2xMon
Reference: DM
Groups: Psionicist
 
See [Q(-15)] for powers and Eelements.

[PC5] Psionicist Classes Group


Psi(-15) Alterations

Psi(-15) Minor Alterations Effect
Add Breath Weapon [1st] Breath weapon is 3/d. Choose a normal (EE=1) eelement. Breath = 50% of current hp total.
Add Breath Weapon [2nd] Breath weapon is once per 3 rounds. Choose a normal (EE=1) eelement. Breath = (CL+1)d(CL*2+2).
Add Resistance Resist one normal (EE=1) eelement, this can be taken twice for an EE=2, thrice for an EE=3, etc.
Add Slime Natural AT source = +CL
Add Tentacle Tentacle does 1d(CL*2) damage
Add Fins Water (and any other liquid) Breathing, Swim at (CL+1)*3" rate
Alter Resistances Alter two resistances (or one immunity) to be of different eelement(s) (Pick an EE factor = original)
Improve Breath Freq. Can use breath 4/d or once per 2 rounds (Pick again: 5/d or every r.) (Pick 3rd time: 6/d or per 5 s.)
Improve Breath Eelement Add 1 to the EE factor of your breath weapon element. (Choose a new element when you pick this.)
Increase Touch Damage CLdCL dmg with unarmed touch (do not add punch or weapon damage)
Increase Tentacle Damage (+0)d(+4) with tentacle attacks
Versatile Breath Element Your can alternatively use a second eelement, with EE factor equal or less than your normal breath.
 
Psi(-15) Major Alterations Effect
Add Immunity Immune to one normal (EE=1) eelement, this can be taken twice for an EE=2, thrice for an EE=3, etc.
Dial-a-Breath Eelement (<) You can use any eelement with EE factor less than your normal breath.
 
Psi(-15) Grand Alterations Effect
Add Global Resistance Resist all EE=1 eelements, this can be taken twice for EE=2 (doesn't include EE=1), thrice for EE=3, etc.
Dial-a-Breath Element (=) You can use any eelement with E factor equal to or less than your normal breath.
 
Psi(-15) Super Alterations Effect
Add Global Immunity Immune to all EE=1 eelements, this can be taken twice for EE=2 (doesn't include E=1), thrice for EE=3, etc.

[PC5] Psionicist Classes Group


List of Eelements

NORMAL EELEMENTS (EE=1): PARA- EELEMENTS (EE=2): QUASI- EELEMENTS (EE=3):
Black Pudding Anti-Ice Blob
Brown Mold Black Ooze [Angband] Chromatic Mold
Coral [MTG] Blue Jelly [Angband] Dark Matter
Electric / Electricity [MTG] Blue Ooze [Angband] Death Mold
Fluffiness Brown Pudding Disenchanter Mold [Angband]
Gelatinous Cube Crystal Ooze Eeelectricity
Gray Ooze Deep Mold Energon [Transformers]
Green Slime Dense Pudding Explodium
Moray Dun Pudding Grape Jelly [Angband]
Ochre Jelly Eelectricity Grave Ooze
Violet Fungi Flubber Hairy Mold [Angband]
Yellow Mold Gray Mold Illudium PU-36
Gray Pudding Jello
Green Mold [Angband] Maggot Ooze
Green Ooze [Angband] Marble Pudding
Ice-9 Mercurial Slime
Lava Ooze Shadow Ooze
Mustard Jelly Silver Slime
Olive Slime Slipstream [MTG]
Red Mold [Angband] Smudge
Red Jelly [Angband] Spotted Jelly [Angband]
Russet Mold Stone Pudding
Silver Jelly [Angband] Undead Mass [Angband]
Stun Jelly Undead Ooze
Symbiotic Jelly Uru [Marvel]
White Jelly [Angband] Visceral Mass
White Pudding Voidstone
Yellow Jelly [Angband]
SEMI- EELEMENTS (EE=4): BIZARRO EELEMENTS (EE=5+)
Acidic Cytoplasm [Angband] Bose-Einstein Condensate (EE=8)
Black [Angband] Degenerate Matter (EE=5)
Eeeelectricity E(enough e's)lectricty (EE=100)
Formless Spawn Fermionic Condensate (EE=8)
Genius Loci Gluon Ball (EE=6)
Gray Goo Higgs Boson Ball (EE=7)
Pink Quark Matter (EE=8)
Ruin Swarm Quark-Gluon Plasma (EE=9)
Spawn of Ubbo-Sathla [Angband] Strange Matter (EE=9)
Worm That Walks Venderant Flatulence (EE=17 mixed with E=17 element)
Volatile Promethium (EE=5)

[PC5] Psionicist Classes Group


Psi(-12)L

Level KXP Psi(-12)L
1 0 (special)
2 1 (special)
3 2 (special)
4 4 (special)
5 8 (special)
6 16 (special)
7 32 (special)
8 64 (special)
9 128 (special)
10 256 (special)
11 512 (special)
12 1000 (special)
13 1250 (special)
14 1500 (special)
15 1750 (special)
16 2000 (special)
17 2250 (special)
18 2500 (special)
19 2750 (special)
20 3000 (special)
21 3250 (special)
22 3500 (special)
23 3750 (special)
24 4000 (special)
25 4250 (special)
26 4500 (special)
27 4750 (special)
28 5000 (special)
29 5250 (special)
30 5500 (special)
31 5750 (special)
32 6000 (special)
33 6250 (special)
34 6500 (special)
35 6750 (special)
36 7000 (special)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 10  9  8  5  6  2  1  0
+0 10  9  8  6  6  2  1  0
+1 10  9  8  6  7  3  2  0
+1 12 11 10  8  9  3  2  1
+2 12 11 10  9  9  4  2  1
+2 12 11 10  9 10  4  3  1
+3 14 13 12 11 12  5  3  2
+3 14 13 12 12 12  5  4  2
+4 14 13 13 12 12  6  4  2
+4 16 15 14 14 15  6  4  3
+5 16 15 15 14 15  7  5  3
+5 16 15 15 15 15  7  5  3
+6 16 15 15 15 15  7  5  3
+6 16 15 15 15 15  7  5  3
+7 16 15 15 15 15  7  5  3
+7 16 15 15 15 15  7  5  3
+8 16 15 15 15 15  7  5  3
+8 16 15 15 15 15  7  5  3
Requisites: Con 14, Chr 12
Alignment: L any
HD/level: ++d0+5
Weapon Prof.: 1+level
To Hit Table: Rog
Save Table: Dwarf0
Reference: DM
Groups: Psionicist
 
Psi(-12)L is resisted using antiPsiR.
PSPs (classed) = (Con+Chr)*(Level)*2
1 Psi(-12)L PSP = 0.5 of a Psi1 PSP.
Psi(-12)L points are regained at Con PSPs per hour.
Level 6: +3 HNCL (highest non-Conc level) for purposes of qualifying for Concordant classes
Level 12: Another +3 HNCL (see Level 6) {ruling: these also affect the HNCL stat for Psi27}
See [Q(-12)L] for rules, powers, and power progression.

[PC5] Psionicist Classes Group


[Q-12L] Legalistic Psionics (Psi. Freq. -12L)

 
PSPs (classed) = (Con+Chr)*(Level)*2
PSPs (wild talent) = (Con or Chr)*(Level)
1 Psi-12 PSP = 0.5 of a Psi1 PSP.
Wild talents use HNCL/2 (half of highest level) for CL.
 
Psi-12 does not have power progressions, instead, each power lists what ML it is available at.
Effects that modify ML will modify your effective level for which powers you can use.
 
Psi-12 is resisted using antiPsiR.
 
Spell Levels are given for powers in case they are needed for some other effect.
There are no powers beyond level 27/42.

[PC5] Psionicist Classes Group


Psi-12L Powers

Class
Level
Wild
Level
Name PSPs Effect SL
1 1 Detect Law & Anti-Psi 3+3/t Detect Law & anti-Psi continuous (ask DM as a 0 action) 1
1 1 Anti-Psionic Resistance 4+3/t +5*CL% AntiPsiR 1
1 2 Charm Blast 8 One group is charmed (Will save), doesn't affect undead etc. 1
1 2 Blind/Unblind 9 Cure or Cause Blindness (RSW save) 1
2 3 Sort Papers 10 Sorts a CL' x CL' x CL' area of papers/books by a criteria 1
2 3 Law Bolt 11 CLxCL mental dmg to 1 target (Reflex:½); C-align x2 dmg 1
2 4 Choose Summoning I 12 Monster Summoning using ML I chart, you pick the result 1
2 4 Hold All Stats 10+3/t Hold All Stats 1
4 5 Big Brother 6+6/t Invisible Wizard Eye that follows target around (incl. Teleport) 2
4 5 Dispel Anti-Psi 14 Dispels one anti-Psi effect 2
4 6 Suggestion Blast 16 One group is suggested (Will save), all use same suggestion 2
4 6 Phantasmal Killer 18 Phantasmal Killer 2
5 7 Force Shape & Wrench 20 Force Shapechange & Wrench (no save, get ER & aNR) 2
5 7 Law Beam 22 CLxCL mental dmg in line (Reflex:½); C-align x2 dmg 2
5 8 Choose Summoning II 24 Monster Summoning using ML II chart, you pick the result 2
5 8 Hold Life 20+6/t Immune to XP/Stat Drain; Immune Aging 2
7 9 True Seeing 9+9/t True Seeing 3
7 9 Globe of Low Resistance 12+9/r Immune to SL 0-2 (all types), Resist SL 3-4 (all types) 3
7 10 Domination Blast 24 One group is dominated (Will save), *does* affect undead etc. 3
7 10 Major Creation 27 Major Creation 3
8 11 Choose Die Result 30 Choose result of one die roll (not "deep", only affects one die) 3
8 11 Law Double Beam 33 CLxCL mental dmg in 2 lines (Reflex:½); C-align x2 dmg 3
8 12 Choose Summoning III 36 Monster Summoning using ML III chart, you pick the result 3
8 12 Hold All 30+9/t Immune to XP/Stat/Multiplier/Action Drain, Aging, As You Are 3
10 13 See Through 12+12/t See through Dust of Disappearance & Mirage Arcana effects 4
10 13 Effect Immunity 16+12/t Pick any spell or power. You are immune to that effect. 4
10 14 Chain Question Mark 32 Remotely "wake up" or alert a friendly group on same DL 4
10 14 Shadow Walk 36 Shadow Walk 4
11 15 Duplicate Tech Item 40 Duplicate a x0 or x1 Technology Item 4
11 15 Law Triple Beam 44 CLxCL mental dmg in 3 lines (Reflex:½); C-align x2 dmg 4
11 16 Choose Summoning IV 48 Monster Summoning using ML IV chart, you pick the result 4
11 16 Clone 52 Clone (as spell) 4
12 18
13 20
14 22 Choose Summoning V 60 Monster Summoning using ML V chart, you pick the result 5
15 24
16 26
17 28 Law Quadruple Beam 55 CLxCLx2 mental dmg in 4 lines (no save); C-align x3 dmg 6
18 30 Choose Summoning VI 72 Monster Summoning using ML VI chart, you pick the result 7
19 32
20 34
21 36
22 37 Choose Summoning VII 84 Monster Summoning using ML VII chart, you pick the result 8
23 38
24 39 Sit Down Already! 300 All within sight (incl. party) are Set (no resistance/immunity). The current half-segment will end after the current stack, as everyone is considered to have spent all of their actions. 9+6
25 40 Law Quintruple Beam 66 CLxCLx3 mental dmg in 5 lines (no save); C-align x4 dmg 9
26 41 Choose Summoning VIII 96 Monster Summoning using ML VIII chart, you pick the result 9
27 42 Spirit Resistance 40+30/t +5*CL% XR 10

[PC5] Psionicist Classes Group


Psi(-12)T

Level KXP Psi(-12)T
1 0 (special)
2 1.1 (special)
3 2.2 (special)
4 4.4 (special)
5 8.8 (special)
6 17.6 (special)
7 35.2 (special)
8 70.4 (special)
9 140.8 (special)
10 281.6 (special)
11 563.2 (special)
12 1000 (special)
13 1250 (special)
14 1500 (special)
15 1750 (special)
16 2000 (special)
17 2250 (special)
18 2500 (special)
19 2750 (special)
20 3000 (special)
21 3250 (special)
22 3500 (special)
23 3750 (special)
24 4000 (special)
25 4250 (special)
26 4500 (special)
27 4750 (special)
28 5000 (special)
29 5250 (special)
30 5500 (special)
31 5750 (special)
32 6000 (special)
33 6250 (special)
34 6500 (special)
35 6750 (special)
36 7000 (special)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  6  5  5  3  3  0  1  1
+0  6  5  5  4  3  0  1  1
+1  6  5  5  4  4  0  2  1
+1 10  8  8  7  7  1  2  2
+2 10  8  8  8  7  1  2  2
+2 10  8  8  8  8  2  3  2
+3 14 11 11 11 11  2  3  3
+3 14 12 11 11 11  2  4  3
+4 14 12 12 11 11  3  4  3
+4 16 14 14 15 15  3  4  4
+5 16 14 14 15 15  3  4  4
+5 16 14 14 15 15  3  4  4
+6 16 14 14 15 15  3  4  4
+6 16 14 14 15 15  3  4  4
+7 16 14 14 15 15  3  4  4
+7 16 14 14 15 15  3  4  4
+8 16 14 14 15 15  3  5  4
+8 16 14 14 15 15  4  5  4
Requisites: Dex 14, Int 12
Alignment: T any
HD/level: +d10
Weapon Prof.: 3+level/2
To Hit Table: Rog
Save Table: Elf0
Reference: DM
Groups: Psionicist
 
Psi(-12)T is resisted using antiPsiR.
PSPs (classed) = (Dex+Int)*(Level)*2
1 Psi(-12)T PSP = 0.5 of a Psi1 PSP.
Psi(-12)T points are regained at Dex PSPs per hour.
Level 6: Pick one Griefer5 Level 1-3 or one Inventer5 Level 1-3
Level 12: Pick one Griefer5 Level 9-11, one Inventer5 Level 9-11, or three 5-7 among those
See [Q(-12)T] for rules, powers, and power progression.

[PC5] Psionicist Classes Group


[Q-12T] Temperate Psionics (Psi. Freq. -12T)

This is psionic frequency -12T (negative 12 T). To see frequency 12T, go to section [Q12].
 
PSPs (classed) = (Dex+Int)*(Level)*2
PSPs (wild talent) = (Dex or Int)*(Level)
1 Psi-12 PSP = 0.5 of a Psi1 PSP.
Wild talents use HNCL/2 (half of highest level) for CL.
 
Psi-12 does not have power progressions, instead, each power lists what ML it is available at.
Effects that modify ML will modify your effective level for which powers you can use.
 
Psi-12 is resisted using antiPsiR.
 
Spell Levels are given for powers in case they are needed for some other effect.
There are no powers beyond level 27/42.

[PC5] Psionicist Classes Group


Psi-12T Powers

Class
Level
Wild
Level
Name PSPs Effect SL
1 1 Detect True & Anti-Magic 5+2/t Detect True & anti-Magic continuous (ask DM as a 0 action) 1
1 1 Effects Preservation 6+2/t +5*CL% AntiMR; +2*CL% ER 1
1 2 Hold Blast 8 One group is held (Will save) 1
1 2 Alter Appearance 8+2/t Change appearance (incl. touch) to look like someone else 1
2 3 Sort Paychecks 10 Get location on current DL of monster/area with the most loot 1
2 3 Ice Aura 10+2/r Anyone who melees with you takes CL ice dmg /s (no save) 1
2 4 Bring Animals I 12 Summon CL Animals using ML I chart, you pick the result 1
2 4 Spectral Natural Fighting 12+2/t Spectral Hand; no ill effects from punching/kicking things 1
4 5 Locate Scrying 12 You know location where someone is scrying for you 2
4 5 Dispel Anti-Magic 14 Dispels one anti-Magic effect (or) Halve ER (no ER or save) 2
4 6 Enchant Weapon 16+2/r Enchanted weapon gets +CL/+CL TH/dmg 2
4 6 Touch Reflection 16+4/t Touch effects are reflected back to opponent 2
5 7 Polymoph Self 20 Polymorph Self; lasts CL turns 2
5 7 Dust Aura 20+4/r Enemies in your group takes CL dust dmg /s (no save) 2
5 8 Bring Animals II 24 Summon CL Animals using ML II chart, you pick the result 2
5 8 Stay Conscious 24+4/t You stay conscious up to -10-CLxCL hp (defensive acts only) 2
7 9 Detect Location 12+6/t You know who is scrying at you, can communicate with them 3
7 9 Globe of Mid Resistance 18+6/r Immune to SL 2-4 (all types), Resist SL 1 & 3 (all types) 3
7 10 Feeblemind Blast 24 One group is feebleminded (Will save) 3
7 10 Mirage Arcana 27/d Mirage Arcana 3
8 11 Tenser's Transformation 30 Tenser's Transformation 3
8 11 Wall of Element 33 Wall of a normal/para/quasi element. Dmg is CLxCL. 3
8 12 Bring Animals III 36 Summon CL Animals using ML III chart, you pick the result 3
8 12 Heal Self 39/d 1/d (automatic): If you go below 0 hp, you are Healed 3
10 13 Vision 24 Vision (as spell) 4
10 13 Effect Familiarity 20+8/t Pick any spell/power. You resist it; and at +50% when using it. 4
10 14 Erase Question Mark 32 Erases one "question mark" (hostile/wandering encounter) 4
10 14 Improved Inallability 26+8/t Improved Invisibility (sight/sound/smell), can't be touched 4
11 15 Duplicate Natural Item 36 Duplicate a x0 or x1 Natural or Anti-Magical Item 4
11 15 Time Aura 40+8/r Enemies in your group lose 1 action /s (no save) 4
11 16 Bring Animals IV 48 Summon CL Animals using ML IV chart, you pick the result 4
11 16 Resurrect Self 52/d Teleport Away when killed, Resurrect Self 1 round later 4
12 18
13 20
14 22 Bring Animals V 60 Summon CL*2 Animals using ML V chart, you pick the result 5
15 24
16 26
17 28 Anti-Time Aura 80+16/r Enemies in your room takes CL*2 anti-time dmg /s (no save) 6
18 30 Bring Animals VI 72 Summon CL*3 Animals using ML VI chart, you pick the result 7
19 32
20 34
21 36
22 37 Bring Animals VII 84 Summon CL*4 Animals using ML VII chart, you pick the result 8
23 38
24 39 Ka-boom! 300 All within sight (incl. party) take CL idmg (no resistance/imm.). This damage is considered idmg even when using the [X] section (with a P save for 0), however, it requires a G action to use this power under the [X] section rules. (Outside of [X] section, this power is an M action to use, just like everything else here.) 9+6
25 40 Crapulence Aura 160+32/r Enemies in sight takes CL*3 crapulence dmg /s (no resistance) 9
26 41 Bring Animals VIII 96 Summon CL*5 Animals using ML VIII chart, you pick the result 9
27 42 Spirit Preservation 60+20/t +5*CL% aXR 10

[PC5] Psionicist Classes Group


Psi(-12)C

Level KXP Psi(-12)C
1 0 (special)
2 0.9 (special)
3 1.8 (special)
4 3.6 (special)
5 7.2 (special)
6 14.4 (special)
7 28.8 (special)
8 57.6 (special)
9 115.2 (special)
10 230.4 (special)
11 460.4 (special)
12 1000 (special)
13 1250 (special)
14 1500 (special)
15 1750 (special)
16 2000 (special)
17 2250 (special)
18 2500 (special)
19 2750 (special)
20 3000 (special)
21 3250 (special)
22 3500 (special)
23 3750 (special)
24 4000 (special)
25 4250 (special)
26 4500 (special)
27 4750 (special)
28 5000 (special)
29 5250 (special)
30 5500 (special)
31 5750 (special)
32 6000 (special)
33 6250 (special)
34 6500 (special)
35 6750 (special)
36 7000 (special)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  0  0  0  0  0  0  0  0
+0  1  1  1  1  1  1  1  1
+1  2  2  2  2  2  2  2  2
+1  3  3  3  3  3  3  3  3
+2  3  3  3  3  3  3  3  3
+2  4  4  4  4  4  4  4  4
+3  5  5  5  5  5  5  5  5
+3  6  6  6  6  6  6  6  6
+4  6  6  6  6  6  6  6  6
+4  7  7  7  7  7  7  7  7
+5  8  8  8  8  8  8  8  8
+5  9  9  9  9  9  9  9  9
+6  9  9  9  9  9  9  9  9
+6 10 10 10 10 10 10 10 10
+7 11 11 11 11 11 11 11 11
+7 12 12 12 12 12 12 12 12
+8 12 12 12 12 12 12 12 12
+8 13 13 13 13 13 13 13 13
Requisites: Str 14, Wis 12
Alignment: C any
HD/level: d20-5
Weapon Prof.: 5+level/3
To Hit Table: Rog
Save Table: 1½xMon
Reference: DM
Groups: Psionicist
 
Psi(-12)C is resisted using antiPsiR.
PSPs (classed) = (Str+Wis)*(Level)*2
1 Psi(-12)C PSP = 0.5 of a Psi1 PSP.
Psi(-12)C points are regained at Str PSPs per hour.
Level 6: Pick one Rebel5 Level 1-3 or one Hippie5 Level 1-3
Level 12: Pick one Rebel5 Level 9-11, one Hippie5 Level 9-11, or three 5-7 among those
See [Q(-12)C] for rules, powers, and power progression.

[PC5] Psionicist Classes Group


[Q-12C] Commotion Psionics (Psi. Freq. -12C)

This is psionic frequency -12C (negative 12 C). To see frequency 12C, go to section [Q12].
 
PSPs (classed) = (Str+Wis)*(Level)*2
PSPs (wild talent) = (Str or Wis)*(Level)
1 Psi-12 PSP = 0.5 of a Psi1 PSP.
Wild talents use HNCL/2 (half of highest level) for CL.
 
Psi-12 does not have power progressions, instead, each power lists what ML it is available at.
Effects that modify ML will modify your effective level for which powers you can use.
 
Psi-12 is resisted using antiPsiR.
 
Spell Levels are given for powers in case they are needed for some other effect.
There are no powers beyond level 27/42.

[PC5] Psionicist Classes Group


Psi-12C Powers

Class
Level
Wild
Level
Name PSPs Effect SL
1 1 Detect Chaos & Radiation 7+1/t Detect Chaos & Radiation continuous (ask DM as a 0 action) 1
1 1 Commotion Resistance 8+1/t +CL*5% RR; Resist own effects; Resist Wild Surges 1
1 2 Taunt Blast 8 One group will attack you on their next action (no save) 1
1 2 Cthulhoid Aura 10+1/r You look like a cthulhoid beast, gaze to fear (save vs. Will) 1
2 3 Random Polymorph Self 10 Polymoph Self Randomly (use ML I or II chart); lasts 1 turn 1
2 3 Wild Invocation I 11 Random 0th (50%) or 1st (50%) SL Wizard Invocation spell 1
2 4 Cthulhoid Swarm I 12 Summon CL Monsters using ML I "Weird" chart (random) 1
2 4 High-Frequency Sample 13 Generate a High-Frequency Sampler minor effect 1
4 5 Know Next Dice Rolls 19+1/t 0,1/r: Roll dice ahead of time before action, can choose not to 2
4 5 Dispel Radiation/Tech 14 Dispels one Radioactive, Wild/Chaos, or Technological effect 2
4 6 Confusion Blast 16 One group is confused (Will save) 2
4 6 Chromatic Blast 18 Area effect Chromatic (50%) / Metallic (50%) Orb; CL=1d12 2
5 7 Anti-Technological Armor 23+1/t +5*CL% TechR (or) Resist Technology 2
5 7 Wild Invocation II 22 Random 2nd (60%) or 3rd (40%) SL Wizard Invocation spell 2
5 8 Cthulhoid Swarm II 24 Summon CL Monsters using ML II "Weird" chart (random) 2
5 8 Contagion/Enervation 26 One target is hit by Contagion & Enervation (PPD for each) 2
7 9 Contact Other Plane 18 Contact Other/Higher Plane 3
7 9 Globe of High Resistance 24+3/r Immune to SL 4-6 (all types), Resist SL 2-3 (all types)
7 10 Weird Chaos 24 Two groups: One gets hit by Weird, the other Chaos (as spells) 3
7 10 Mirror Mislead 30+3/r Does a Mislead spell, a Mirror Image, and a Displacement 3
8 11 Strip Down (Nude Bomb) 20+1/s Choose 1 target; he removes/drops 1 item /s (no save) 3
8 11 Wild Invocation III 33 Random 4th (70%) or 5th (30%) SL Wizard Invocation spell 3
8 12 Cthulhoid Swarm III 36 Summon CL Monsters using ML III "Weird" chart (random) 3
8 12 Unlimited Wish Mutation 39/t Wishes/Miracles/Alter Realities/etc. have random effects 30' r 3
10 13 Behold the Chaos 24 Identify Chaotic/Wild effect, even one that defies normal ID 4
10 13 Effect Amplification 24+4/t Pick any spell/power. You have double effect with that power. 4
10 14 Redirect Question Mark 32 Force a "question mark" to go opposite direction 4
10 14 Dancing Chaos 40+4/r Every segment, a random SL=1d10 effect hits a random target 4
11 15 Duplicate Radio. Item 40 Duplicate a x0 or x1 Radioactive Item 4
11 15 Wild Invocation IV 44 Random 6th (80%) or 7th (20%) SL Wizard Invocation spell 4
11 16 Cthulhoid Swarm IV 48 Summon CL Monsters using ML IV "Weird" chart (random) 4
11 16 Unlimited Wish Volley 52 50%: You get an Unlimited Wish; 50%: Closest enemy gets it 4
12 18
13 20
14 22 Cthulhoid Swarm V 60 Summon CL*2 Monsters using ML V "Weird" chart (random) 5
15 24
16 26
17 28 Wild Invocation V 55 Random 8 (90%) or 1d4+8 (10%) SL Wizard Invocation spell 6
18 30 Cthulhoid Swarm VI 72 Summon CL*4 Monsters using ML VI "Weird" chart (random) 7
19 32
20 34
21 36
22 37 Cthulhoid Swarm VII 84 Summon CL*6 Monsters using ML VII "Weird" chart (random) 8
23 38
24 39 Get it on! 300 All within sight (incl. party) get +1QQQQQOppF this segment. You can use it and a normal Opp action in the same segment. You may ignore the "Opp" part of this if you wish (i.e. use it on your half of the segment). 9+6
25 40 Wild Invocation VI 66 Random 10 (95%) or 2m4+10 (5%) SL Wizard Invocation spell 9
26 41 Cthulhoid Swarm VIII 96 Summon CL*9 Monsters using ML VIII "Weird" chart (random) 9
27 42 Anti-Commotion Resist. 80+10/t +CL*5% aaAllR (Anti-Anti R vs. everything) 10

[PC5] Psionicist Classes Group


Psi(-9)

Level KXP Psi(-9)
mMG S
1 0 1-- -
2 3 2-- -
3 6 21- -
4 12 31- -
5 24 32- -
6 48 321 -
7 96 421 -
8 192 431 -
9 400 432 -
10 700 532 -
11 1000 542 -
12 1300 543 -
13 1600 643 -
14 1900 653 -
15 2200 654 -
16 2500 754 -
17 2800 764 -
18 3100 765 1
19 3400 765 2
20 3700 765 3
21 4000 765 4
22 4300 765 5
23 4600 766 5
24 4900 776 5
25 5200 776 6
26 5500 777 6
27 5800 777 7
28 6100 877 7
29 6400 887 7
30 6700 888 7
31 7000 888 8
32 7300 988 8
33 7600 998 8
34 7900 999 8
35 8200 999 9
36 8500 AAA A
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  0  0  0  0  0  0  0  0
+2  1  1  1  1  1  1  1  1
+3  1  1  1  1  1  1  1  1
+4  2  2  2  2  2  2  2  2
+5  2  2  2  2  2  2  2  2
+6  3  3  3  3  3  3  3  3
+7  3  3  3  3  3  3  3  3
+8  4  4  4  4  4  4  4  4
+9  4  4  4  4  4  4  4  4
+10  5  5  5  5  5  5  5  5
+11  5  5  5  5  5  5  5  5
+12  6  6  6  6  6  6  6  6
+13  6  6  6  6  6  6  6  6
+14  7  7  7  7  7  7  7  7
+15  7  7  7  7  7  7  7  7
+16  8  8  8  8  8  8  8  8
+17  8  8  8  8  8  8  8  8
+18  9  9  9  9  9  9  9  9
Requisites: Int 12, Wis 0, Chr 12
Alignment: any
HD/level: d12
Weapon Prof.: 0+level
To Hit Table: Mon
Save Table: Mon
Reference: Synnibarr
Groups: Psionicist
 
See [Q(-9)]. CH is equal to level. Powers gained are chosen, not selected randomly.

[PC5] Psionicist Classes Group


Basic Psi-9 Information

This is psionic frequency -9 (negative 9). To see frequency 9, go to section [Q9].
 
An area's anti-radiation is given as a number called ARS, for Anti-Radiation Severity. If a character is subjected to radiation for longer than (Chr-ARS) turns, the effective ARS for that character goes up by one each turn until the area's ARS is reached. The character rolls Anti-Radiation Resistance (aRR), adjusted by the table below under "System Shock" each turn. If it fails, the character is Infected and makes no further aRR rolls. He suffers the permanent loss of Chr and Cml as shown below, degenerates at a rate equal to RS/h, and has a chance of developing an Sanity. He also "glows" at a radius (1st #) with his own RS (2nd #). The degeneration and glowing can be stopped with Remove Curse. If the character degenerates below 0 hp and then is cured, he will develop Mutate powers:
 
When you gain a wild talent in Psi-9, choose "Random" or "Choice". Random means your powers are randomly determined (you can drop some or all powers and reroll once per reset). Choice means you can choose your powers. Random gets more powers than Choice. Choice never gets Supers.
Regardless of the progression shown, you cannot use Majors until level 4, Grands until level 9, and Supers until level 16.
 
The check rating (CH) is equal to ½ of the character's highest level. The mutant has 6 tracks, one for each stat and equal to double the stat's normal value. A power's relevant stat track is reduced by it's check mod when it is used. A track is also reduced each time the main stat is reduced (1 for 1), even if the loss is temporary. If a track falls below it's stat, the stat is also reduced to the track's number until the track goes up again (1/h).
 
The Charisma loss is enforced and cannot be healed by any means. Classed Psi(-9) characters have no Chr loss.
 
anti-Rad
Severity
Chance
Sanity
System
Shock
Glow
Field
Chr
Loss
Cml
Loss
Random Wild
mMG S
Choice Wild
mMG S
1/4 0% +40% ½' / 0 0 -1 --- - --- -
1/2 5% +20% 1' / ¼ 0 -2 --- - --- -
1 10% 0% 1' / ½ -1 -3 1-- - 1-- -
2 15% -10% 2' / ½ -2 -4 11- - 2-- -
3 25% -20% 3' / 1 -2 -5 21- - 21- -
4 35% -30% 4' / 1 -3 -6 211 - 31- -
5 45% -40% 5' / 2 -3 -7 221 - 321 -
6 55% -50% 6' / 2 -4 -8 322 - 321 -
7 65% -60% 7' / 3 -6 -9 333 - 331 -
8 75% -70% 8' / 4 -8 -10 244 - 242 -
9 85% -80% 9' / 5 -10 -11 135 - 132 -
10 95% -90% 10' / 6 -12 -12 -26 1 -23 -

[PC5] Psionicist Classes Group


Psi-9 Minor Powers

# Name Check Description [perm. effects in brackets]
5 Blister-healer Chr/m [+1 TH, -1 dmg/att]
6 Damage Vulnerability Int/m Target gets -CH AC, +½CH dmg/att (save)
9 Gianted Wis/t [Mutate is x2 Height, -1 AC, -1 saves]
10 Electricity Suppressor Chr/r Resist Lightning
14 Reverse Epilepsy Chr/r -1P action, +1QP action
16 You'll Shoot Your Eye Out! Wis/r Target loses 1 eye (no save)
17 Loss of Limbs Wis/h Target is sharped (save)
22 Visibility Str/m Detect Invisibility
27 Lesser Anti-Psionics Power Dex/r [roll 1 Psi(-1)N minor] Uses it
33 No Poison For Me Wis/r Resist Poison ("death" becomes ½ max hp)
35 Resistance to Anti-Magic Chr/m CH*5% aMR (adjust @ 12th casting level)
37 Resistance to Anti-Psionics Dex/m CH*5% aPR (adj.@12th)
39 Nonsense Str/r Detect AntiMagic/AntiPsi/Undead/AL
43 Specific Reduction Int/m takes -1d4 dmg/m on contact w/ substance
46 Shorter Int/t [Mutant ½xHeight,-CH move rate] +CH Int
51 Steady Wis/r [+1 TH,+15% FRT/OL/PP]
53 Regenerate Limb Chr/m Regenerate a lost limb

Psi-9 Major Powers

# Name Check Description [perm. effects in brackets]
4 Become Brain-independent Dex/m Can use 2M /s, immune ment.attack
5 AntiBio Force: No Flight Chr/h Target cannot Fly/Levitate (no save)
6 AntiBio Force: Force Beam Chr/r Target in cocoon (save), no M actions
7 AntiBio Force:Vulnerability Chr/m -CH AC,+½CH dmg per attack (incl.spells) (no save)
9 AntiBio Force: Super Slow Chr/r -½CH Dex, -1P action, ÷CH move rate
14 Reintegration Beam Dex/r Cure Disintegration
23 AntiMagnetic Field Wis/m Int-CH check or metal move away CH*10'
26 Molecular Maintainer Wis/r Resist Disruption; Immune Disintegration
29 AntiParalysis Bolt Int/r Remove Paralyzation; Free Action
31 AntiPsionics Power Dex/r [roll 1 Psi(-1)N major] Uses it
33 Degenerator Chr/d Remove all regeneration sources on target (no save)
36 Stone Eyes Wis/r Gaze: Petrification (save)
42 Self-Transformer Str/r Polymorph Self
43 Trirestoration Dex/r Fix 1 effect that was dispelled within last r
44 Ultraweakness Int/r -CH Str, -CH more Str for Max.Press (no save)

[PC5] Psionicist Classes Group


Psi-9 Grand Powers

# Name Check Description [perm. effects in brackets]
1 Control Air: Armor Int/m +CH Saves, Armor has 10*CH hp
6 Energy Kinetic: Amplify Wis/r Add 3*CH dice to your next energy attack
15 Environ.: Create Clear Con/t Removes fog/smoke/darkness/etc.
16 Environ.: Remove Rainstorm Con/m Remove a rainstorm/snowstorm CH mi.rad
23 AntiGravity Kin.: Sword Chr/m Add 4*CH dmg per physical attack you do
27 Greater Psionics Power Wis/r [roll 1 Psi(-1)N grand] Uses it
28 Hyperkinetic:Hyper Inaction Wis/m -CH V actions, -CH AC (no save)
29 Hyperkinetic: Decr.Attacks Wis/r -CH P actions (yuck!) (no save)
30 Nightmare: Awaken Bolt Con/r Remove Sleep,Stun,Paralysis
32 Null AntiVoid: Magic Dex/r Caster severe allergic to & x1½ effect from magic
37 AntiPhoton Kin.: Shield Dex/r Reflects Darkness-based attacks
38 Exorcise Dex/m Remove Magic Jar, Possession
41 AntiTemporal: Start Time Str/r Removes Time Stop (can be done while time stopped!)
42 AntiTemporal: AntiTime Bolt Str/r De-ages target 10*(CHd4) years (save:½)
44 Transfixer Int/m Lend one power to target (save)

Psi-9 Super Powers

# Name Check Description [perm. effects in brackets]
1 DeAmplification Con/r (can borrow 1M) ÷CH effect on any effect
3 AntiBio Force: Lose Health Con/t -CH Con, degen all hit points each r (no save)
4 AntiBio Force: Inaccuracy Con/t People need a 20+CH to Autohit you
5 Reverse Contingency Con/d Dispel a Contingency and everything in it
6 Control Air: Less Damage Int/t x10 hp
10 Hyperkinetic: Decr.Actions Dex/r -CH/2 Swing actions (no save)
11 Hyperkinetic: Decr.Mentals Dex/r -CH Mental actions (no save)
12 Hyperkinetic:UnVersatility Dex/r -CH/4 Opposing actions (no save)
13 Polyrestoration Dex/r Trirestoration CH targets
14 Nightmare: Physical Blast Dex/r CHxCH'r,lose CHd4 physical stats (save:½)
15 Nightmare: Improver Beam Dex/r +CH/6 to being's multiplier (will be Set in 1r)
16 Null AntiVoid: Innates Dex/r Caster severe allergic to & x1½ effect from innates
21 DeShielder: DeShield Con/t 1000 dmg
24 Super Psionics Power Wis/r [pick 1 Psi(-1)N Super] Uses it
33 True Vulnerability Dex/m -CH*2% irreducible RR,MR,PsiR,InnateR,aPsiR (no ER)

[PC5] Psionicist Classes Group


Psi(-6)G

Level KXP Psi(-6)G
123 456 7
1 0 1-- --- -
2 3.5 2-- --- -
3 7 3-- --- -
4 14 31- --- -
5 28 32- --- -
6 56 43- --- -
7 112 431 --- -
8 224 432 --- -
9 336 543 --- -
10 560 543 1-- -
11 784 543 2-- -
12 1000 654 3-- -
13 1250 654 31- -
14 1500 654 32- -
15 1750 765 43- -
16 2000 765 431 -
17 2250 765 432 -
18 2500 776 543 -
19 2750 777 543 -
20 3000 777 543 1
21 3250 877 543 1
22 3500 877 543 2
23 3750 877 544 2
24 4000 877 544 3
25 4250 877 554 3
26 4500 877 555 3
27 4750 877 555 4
28 5000 877 655 4
29 5250 877 665 4
30 5500 877 665 5
31 5750 877 666 5
32 6000 877 766 5
33 6250 877 766 6
34 6500 887 776 6
35 6750 887 777 6
36 7000 888 777 7
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  8  2  3  1  0  1
+1  5  4  8  2  3  1  0  2
+2  6  4  8  3  4  2  0  2
+3  6  5  8  3  4  2  1  3
+4  6  5  9  3  4  2  1  3
+5  6  6  9  4  5  3  1  4
+6  7  6  9  4  5  3  2  4
+7  7  7  9  4  5  4  2  5
+8  7  7 10  5  6  4  2  5
+9  7  8 10  5  6  4  3  6
+10  8  8 10  5  6  5  3  6
+11  8  9 10  6  7  5  3  7
+12  8  9 11  6  7  6  4  7
+13  8 10 11  6  7  6  4  8
+14  9 10 11  7  8  6  4  8
+15  9 11 11  7  8  7  5  9
+16  9 11 12  7  9  7  5  9
+17  9 12 12  8  9  8  5 10
Requisites: Str 9, Wis 13, Chr 17
Alignment: any G
HD/level: 2d6+1
Weapon Prof.: 4+level/3
To Hit Table: War
Save Table: Psi
Reference: DM
Groups: Psionicist
 
Psi(-6)G is resisted using antiPsiR.
PSPs (classed) = (Chr or Wis/2 or Str/3) * (LVL+7)
1 Psi(-6)G PSP = 0.5 of a Psi1 PSP.
Psi(-6)G points are regained at Chr PSPs per hour.
Level 4: Pick one Soldier5 Level 1-3
Level 8: Pick one Soldier5 Level 5-7 or two Soldier5 Level 1-3
See [Q(-6)G] for rules and powers.

[PC5] Psionicist Classes Group


[Q-6G] Angelic Psionics (Psi. Freq. -6G)

This is psionic frequency -6G (negative 6 G). To see frequency 6G, go to section [Q6].
 
PSPs (classed) = (Chr or Wis/2 or Str/3) * (LVL+7)
PSPs (wild talent) = Str + Wis + Chr*2 + LVL*7
1 Psi-6 PSP = 0.5 of a Psi1 PSP.
Wild talents use HNCL/2 (half of highest level) for CL.
 
For wild talent progression, take your PSPs, divide by 20, round down, and use that number as your ML in the classes' progression.
 
Psi-6 is resisted using antiPsiR.
 
: You may use this power as a zero action. You cannot use more than one Psi(-6)G power per half-segment in this way. When you do this, put a “negative M action” flag on yourself (you can have more than one of these!). Each segment, if you have at least 1M remaining this round and you have “negative M action” flags, lose 1M action, you cannot use an M action this segment, and remove one “negative M action” flag. Note you can put yourself in a huge hole of borrowed M actions this way, especially if you keep doing stuff late in the round (when everyone is out of actions).

[PC5] Psionicist Classes Group


Psi-6G First Heaven Powers

Name PSPs Effect
Angelfire 4+Q Spend Q psi points from non-Psi(-6) pools you have: Your next attack does +Q dmg
Angelic Heal 2*N Cure N hp to one target (max N = 5+CL^2)
Angelic Heal Other † N Cure N total hp to any number of targets, you lose N hp (max N = 10+2*CL^2)
Avenge 13 Choose a target, you deal double weapon damage to that target this combat
Blinding Light 13 Target is blinded (RSW save), halves his AC (Spell save), loses next P action (BW save)
Bloodboil 7/r Target takes CL holy blood dmg (no save) per segment
Exorcise 4 CL dmg & CL^3 lbs. telekinesis in a 70' line (no save); for objects, can force item saves
Glimmer † 13/r Target can't be directly targetted; effects on him (including this) can still be targetted
Guardian † N Prevent N of the damage being done to one target
Holy Light 5 Pick any number of targets, those targets and yourself get -5 AC for 1 turn (no resistance)
Lightning 6 Target takes (CL+2)d6 holy lightning dmg (save: ½)
Trumpet 3/m Each segment, if an enemy combatant does *not* attack you, he takes CL dmg (no save)

Psi-6G Second Heaven Powers

Name PSPs Effect
Angelic Blessing 13/h Non-winged flight CL*3"; +3 TH/dmg
Angelic Flight 7/h Winged flight CL*3"; If ceiling is less than 30' high, you must touch the ground every CL*5'
Angelic Wall 11/m DR 40/+CL
Brimstone 12 Three 35' radius areas: CL^2 holy fire dmg (no save)
Curator † 11/r Immune to ego of any multiplier, if you would've been controlled, you can't use the item
Pentecost 18+N 35' radius: All targets make Will save (extra -CL-N*3 penalty) or Confused CL rounds
Possess 7/s Target dominated (Will save); takes (CL+3)^2 dmg/s; you can't use actions while this runs
Renewal † 11 One target at negative hp is cured to 0 hp
Starlit 23/h Holy Fire Shield (half damage back in melee); +CL*20% RaRR; Ultravision

Psi-6G Third Heaven Powers

Name PSPs Effect
Angelic Favor † 14 Summon a DL IV Angel/Deva, lasts until destroyed
Angelic Haste † 25/r +1P, +1V actions
Angelic Light † 14 Pick any number of targets, those targets and yourself get -15 AC for 1 turn (no resist)
Angelic Shield 11/t +CL AC; 0, destroy your Angelic Shield: instead gain +2*CL AC for rest of this segment
Deflect N/s iRMaMPaPIWR 3*N%; iXR 2*N%; iGR N%; cannot move while using; max N = 30
Insist Creature 25 Target creature is dominated (save vs. Will at -CL penalty) for CL rounds
Locusts 25 Creeping doom with CL^3 insects (each having 1 hp and doing 1 dmg)
Mercy 14+N Any number of targets within sight (can include yourself) each gain N hp; max N = 30
Protector † 13/r Target gains 30 max hp (he does gain the 30 current hp too when this power is used)

[PC5] Psionicist Classes Group


Psi-6G Fourth Heaven Powers

Name PSPs Effect
Banish 50 Capital S Stun demons/daemons/devils in a 70' radius (save vs. para at extra -CL)
Desolation 43+AL All psionic pools (including yours and friends) within 70' radius are emptied (use antiPsiR)
Iridescence † 35/m Immune Fire (all variants), Positive, Prismatic, Chromatic, Light, Radiance, Blindness
Luminescence 34 70' radius: Holy Fireball CLd6, Prismatic Spray effect, Chromatic Orb effect, Blind (save)
Retribution 16/r Can use an extra 1P one segment each round; doesn't stack with Wrath power below
To Salt 50 Petrify one target (save vs. petrif at extra -CL), if save take CL^2 holy salt dmg
Warp Time † 28/m Double AC vs. missiles; Resist breath weapons and area effects

Psi-6G Fifth Heaven Powers

Name PSPs Effect
Angelic Voices 22/m If everyone in your party has Psi(-6)G, whole party gets +10 AC/saves/TH/dmg
Apocalypse 60 Pick a 350' radius area, next segment, all in area take CL^3 vile dmg (no resistance)
Chorus 23 Your summoned creatures are dispelled; gain their combined hp (can go above max)
Fury † 24/m Troll regen 1/10 of max hp (round down) /s; Immune to Put Out of Misery / Coup de Grace
Insist Power † 75 Counter an effect which counters one of your effects
Platinum Angel 70/h Immune to slay and Capital S Slay; do not die at any negative hp total (still unconscious)
Resurrect/Destruct 70 Resurrection or Destruction

Psi-6G Sixth Heaven Powers

Name PSPs Effect
Holy Beam 80 Holy Bolt (1 group)
Worship 60/h Immune Opposition (as in Mirror), Truename Erased, Annihilation
Wrath † 35/r Can use an extra 1P each segment this round; Immune to Fire and Negative

Psi-6G Seventh Heaven Powers

Name PSPs Effect
Armageddon † 40/r Can use +1M/s this round; Immune Cold; Immune Shadow
Counterspell † 100 Counter an effect
Summon Angel 80 Summons a DL VIII Angel (good aligned Outer-planar creature)

[PC5] Psionicist Classes Group


Psi(-6)N

Level KXP Psi(-6)N
123 456 78
1 0 1-- --- --
2 4 2-- --- --
3 8 21- --- --
4 16 22- --- --
5 32 221 --- --
6 64 222 --- --
7 128 222 1-- --
8 256 222 2-- --
9 384 222 21- --
10 512 322 21- --
11 768 322 22- --
12 1000 322 221 --
13 1250 332 221 --
14 1500 332 222 --
15 1750 332 222 1-
16 2000 333 222 1-
17 2250 333 222 2-
18 2500 333 222 21
19 2750 333 322 21
20 3000 333 322 22
21 3250 333 332 22
22 3500 333 333 22
23 3750 333 333 32
24 4000 333 333 33
25 4250 443 333 33
26 4500 444 433 33
27 4750 444 444 33
28 5000 444 444 44
29 5250 555 444 44
30 5500 555 555 44
31 5750 555 555 55
32 6000 666 655 55
33 6250 666 666 66
34 6500 777 776 66
35 6750 777 777 77
36 7000 888 888 88
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  8  2  3  1  0  1
+1  5  4  8  2  3  1  0  2
+1  6  4  8  3  4  2  0  2
+2  6  5  8  3  4  2  1  3
+3  6  5  9  3  4  2  1  3
+3  6  6  9  4  5  3  1  4
+4  7  6  9  4  5  3  2  4
+5  7  7  9  4  5  4  2  5
+5  7  7 10  5  6  4  2  5
+6  7  8 10  5  6  4  3  6
+7  8  8 10  5  6  5  3  6
+7  8  9 10  6  7  5  3  7
+8  8  9 11  6  7  6  4  7
+9  8 10 11  6  7  6  4  8
+9  9 10 11  7  8  6  4  8
+10  9 11 11  7  8  7  5  9
+11  9 11 12  7  9  7  5  9
+11  9 12 12  8  9  8  5 10
Requisites: Dex 9, Con 13, Wi s 17
Alignment: any N
HD/level: 3d4-1
Weapon Prof.: 4+level/2
To Hit Table: Pri
Save Table: Psi
Reference: DM
Groups: Psionicist
 
Psi(-6)N is resisted using antiPsiR.
PSPs (classed) = (Wis or Con/2 or Dex/3) * (LVL+8)
1 Psi(-6)N PSP = 0.5 of a Psi1 PSP.
Psi(-6)N points are regained at Wis PSPs per hour.
Level 4: Pick one Mercenary5 Level 1-3
Level 8: Pick one Mercenary5 Level 5-7 or two Mercenary5 Level 1-3
See [Q(-6)N] for rules and powers.

[PC5] Psionicist Classes Group


[Q-6N] Gaea Psionics (Psi. Freq. -6N)

This is psionic frequency -6N (negative 6 N). To see frequency 6N, go to section [Q6].
 
PSPs (classed) = (Wis or Con/2 or Dex/3) * (LVL+8)
PSPs (wild talent) = Dex + Con + Wis*2 + LVL*8
1 Psi-6 PSP = 0.5 of a Psi1 PSP.
Wild talents use HNCL/2 (half of highest level) for CL.
 
For wild talent progression, take your PSPs, divide by 20, round down, and use that number as your ML in the classes' progression.
 
Psi-6 is resisted using antiPsiR.
 
~: You may use 1P instead of 1M to activate this power. You cannot use the same power twice in the same segment by using 1P+1M. You may use the same power twice in one segment if at least one of your P or M actions are “Quick” or “Opposing”.

[PC5] Psionicist Classes Group


Psi-6N First Grove Powers

Name PSPs Effect
Awaken 2*N Removes sleep/fatigue effect on up to N targets
Earth Bolt N Deal Nd10 Eldritch Earth dmg to one target (no save); max N=CL
Force of Nature I 1 Summon a Plant Elemental: AC 20, hp 20, #Att 1/1, TH +10, dmg 10
Gaea’s Bounty 24 Add one first-level Plant/Animal spell to memorization (only have one of these at one time)
Gaea’s Cradle ~ 0 One of your summoned creatures is dispelled; Add it's hp in Psi(-6)N PSPs to your pool
Gaea’s Might ~ 10/h Target gains +N AC/saves/TH/dmg; N is number of groups of classes you have
Natural Healing ~ 8 Target is cured equal to his Con score in hp
Naturalize 11 Dispel one non-natural effect (or) Turn off one non-natural item for 1 turn
Nature’s Lore 11/h Know direction & distance to an object or person (if they are touching the ground)
Soothing Word 2*N Removes fear/horror effect on up to N targets
Spiritual Energy 4*N/h +N Con; max N=CL

Psi-6N Second Grove Powers

Name PSPs Effect
Adaptation ~ 3/h NaNR +CL*10%; Immune to Hostile Environment; Need not breathe
Earth Storm 4*N Deal Nd12 Eldritch Earth dmg 40' radius (no save); max N = CL
Force of Nature II 4 Summon a Wood Elemental: AC 40, hp 80, #Att 2/1, TH +30, dmg 30
Gaea’s Balance 13 You may transfer SLs & PSPs between your magic & psi pools; use [Q11] type conversion
Gaea’s Blessing 11 Reconstruct up to three effects which were dispelled/twisted within the last turn
Gaea’s Skyfolk ~ 21/h Winged flight CL^2"
Gaea’s Touch 20/r +1QM only for Psi(-6)N/Psi6N/Bard/Druid/HOSN/Limbologist/RedRobe powers/spells
Harmony of Nature 12/r 0, 1/s, one of your summoned critters loses & can't use 1P this segment: You gain +1QP
Nature’s Blessing ~ N/h +N distributed among AC/saves/TH/dmg as you like; max N=CL
Nature’s Chosen 10/r +1S action

Psi-6N Third Grove Powers

Name PSPs Effect
Brute ~ 24 For the next turn, you get: -1M, +1P, -CL Int, +CL Str, -CL saves, +CL dmg; can't drop this
Call of the Wild 7 Summon any real-world animal (your choice), you get CL/ML of them (round up)
Force of Nature III 9 Summon a Root Elemental: AC 60, hp 180, #Att 3/1, TH +50, dmg 50
Gaea’s Embrace ~ 22/h Target gains +3 AC/saves/TH/dmg and Troll-like regen CL hp/r
Gaea’s Herald ~ 11/t When your summoned creatures go below -10 hp, they don't disappear (you can cure)
Life Essence N If target has less than N*CL current hp, it is cured so it has N*CL hp; minimum N = 1
Nature’s Cloak 12/m +CL*10 Rogue points; Any Level=CL/2 (or less) Rogue pick

[PC5] Psionicist Classes Group


Psi-6N Fourth Grove Powers

Name PSPs Effect
Dual Nature ~ 24/m Whenever you summon or create creatures, you get twice as many of them
Force of Nature IV 16 Summon a Thicket Elemental: AC 80, hp 320, #Att 4/1, TH +70, dmg 70
Gaea’s Avenger ~ 4*N/s Immune to xN and lower artifact effects that you (or your party) do not control; max N=5
Nature’s Wrath 24 Turn all undead/outer-planar creatures within 80' (no turn roll, instead make Will saves)
One with Nature 10/r For each point of damage you deal in unarmed combat, add 1 to your Psi(-6)N pool
Seeds of Life 10 1 sq. mile area is restored, CL trees grow instantly, removes Defiled status

Psi-6N Fifth Grove Powers

Name PSPs Effect
Child of Gaea 33 Target becomes Int=3, Wis=3, Chr=3, CL=0 (no save) for CL days
Everhome 16/d Your home plane is every plane; when this effect ends, your home plane = current plane
Force of Nature V 25 Summon a Fungus Elemental: AC 100, hp 500, #Att 5/1, TH +90, dmg 90
Gaea’s Liege ~ 33/h Your max hp is CL^3 (and/or) Your TH bonus is +CL^2 (no other adj. can be added)

Psi-6N Sixth Grove Powers

Name PSPs Effect
Force of Nature VI 36 Summon a Thorn Elemental: AC 120, hp 720, #Att 6/1, TH +110, dmg 110

[PC5] Psionicist Classes Group


Psi(-6)E

Level KXP Psi(-6)E
123 456
1 0 1-- ---
2 3.3 2-- ---
3 6.6 21- ---
4 13.2 22- ---
5 26.4 221 ---
6 52.8 222 ---
7 105.6 222 1--
8 211.2 222 2--
9 316.8 222 21-
10 422.4 222 22-
11 633.6 332 22-
12 1000 333 32-
13 1250 333 321
14 1500 333 322
15 1750 333 332
16 2000 333 333
17 2250 444 333
18 2500 444 443
19 2750 444 444
20 3000 555 444
21 3250 555 554
22 3500 555 555
23 3750 666 555
24 4000 666 665
25 4250 666 666
26 4500 777 666
27 4750 777 776
28 5000 777 777
29 5250 888 777
30 5500 888 887
31 5750 888 888
32 6000 999 888
33 6250 999 998
34 6500 999 999
35 6750 AAA AAA
36 7000 BBB BBB
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  8  2  3  1  0  1
+0  5  4  8  2  3  1  0  2
+1  6  4  8  3  4  2  0  2
+1  6  5  8  3  4  2  1  3
+2  6  5  9  3  4  2  1  3
+2  6  6  9  4  5  3  1  4
+3  7  6  9  4  5  3  2  4
+3  7  7  9  4  5  4  2  5
+4  7  7 10  5  6  4  2  5
+4  7  8 10  5  6  4  3  6
+5  8  8 10  5  6  5  3  6
+5  8  9 10  6  7  5  3  7
+6  8  9 11  6  7  6  4  7
+6  8 10 11  6  7  6  4  8
+7  9 10 11  7  8  6  4  8
+7  9 11 11  7  8  7  5  9
+8  9 11 12  7  9  7  5  9
+8  9 12 12  8  9  8  5 10
Requisites: Str 13, Int 17, Wis 9
Alignment: any E
HD/level: 3d3
Weapon Prof.: 5+level/2
To Hit Table: Rog
Save Table: Psi
Reference: DM
Groups: Psionicist
 
Psi(-6)E is resisted using antiPsiR.
PSPs (classed) = (Int or Str/2 or Wis/3) * (LVL+6)
1 Psi(-6)E PSP = 0.5 of a Psi1 PSP.
Psi(-6)E points are regained at Int PSPs per hour.
Level 4: Pick one Bringer5 Level 1-3
Level 8: Pick one Bringer5 Level 5-7 or two Bringer5 Level 1-3
See [Q(-6)E] for rules and powers.

[PC5] Psionicist Classes Group


[Q-6E] First Evil Psionics (Psi. Freq. -6E)

This is psionic frequency -6E (negative 6 E). To see frequency 6E, go to section [Q6].
 
PSPs (classed) = (Int or Str/2 or Wis/3) * (LVL+6)
PSPs (wild talent) = Str + Int*2 + Wis + LVL*6
1 Psi-6 PSP = 0.5 of a Psi1 PSP.
Wild talents use HNCL/2 (half of highest level) for CL.
 
For wild talent progression, take your PSPs, divide by 20, round down, and use that number as your ML in the classes' progression.
 
Psi-6 is resisted using antiPsiR.
 
N: Can use this power as ½M, in this case, you lose SL^2 current hp. You may use the same power more than once in the same segment this way.

[PC5] Psionicist Classes Group


Psi-6E First Hell Powers

Name PSPs Effect
Ashes 4/r Half of your weapon dmg is vile dmg (perm hp)
Chilling Darkness 6 Target gets -1 all #Att (PP save); x½ save bonus (PPD save); lose next M act. (BW save)
Dark Ritual N 10 +1 QQQM this segment (you net gain +½QQQM this segment)
Darkbolt N 6 Target takes CLd4 darkness dmg (no save) and stun 1 segment (Para save)
Demonfire 3+Q Spend the Q points from non-Psi(-6) frequencies. Your next attack is at +Q to hit.
Drain Life N 11+N Target takes N unholy negative vile grave dmg (no save); gain N hp (can go above max)
Speak with Dead 3 Speak with Dead (as spell)

Psi-6E Second Hell Powers

Name PSPs Effect
Change Self Fully 20/m Look like one who has died (including touch, smell, etc.); 1/r: know something he knew
Circle of Nausea 13 30' r: -CL TH, saves, prof/stat checks for 1t (no save), lose 1 random action (Petrif save)
Darkbeam N 13 60' line takes CLd6 darkness dmg (no save) and stun 2 segments (Para save at -CL)
Evil Eye 14/cr Target's AC becomes 66-CL^2 (Petrif save at -CL); "/cr" means "per complete round"
Evil Presence 10 60' r: Remove forbiddance zone, holy status of area, spoil holy water & good shrines
Jovial Evil N 12 30' r: CLd6 unholy radiance (no save), good-align have no resist and take x2 dmg
Simulacrum 11 (borrow 1M from future to use) Redirect an effect targetting you to one of your summons

Psi-6E Third Hell Powers

Name PSPs Effect
Darkcone N 20 60' cone takes CLd8 darkness dmg (no save) and stun 3 segments (Para save at -CL*2)
Festering Evil 25/r Each segment, all non-E creatures within sight take CL unholy grave dmg (no save)
Lurking Evil N 30 Summon CL Horrors: AC 40, hp 400, Att 4, TH+40, dmg 40; sac Horror: 4 dmg (no resist)
Phase 30/cr (between rounds borrow 1M) "phased out" this r, pass through obj, no affecting real things
Spoils of Evil 12 For each recently-dead (within last turn) body around, add 1 Psi(-6)E PSP & cure 1 hp
Stench of Evil N 22 30'r: CL^3 stench dmg (save:½), they can use X PSP (any freq/spells, use Q11) prevent X

[PC5] Psionicist Classes Group


Psi-6E Fourth Hell Powers

Name PSPs Effect
Evil Eye 2 28/cr As Evil Eye, but no save
Lurking Evil 2 N 45 Summon CL Horrors: AC 60, hp 600, Att 6, TH+60, dmg 60; sac Horror: 6 dmg (no resist)
Multi-Twist N 40 Twist (dispel) CL effects

Psi-6E Fifth Hell Powers

Name PSPs Effect
Beacon of Unrest 60 Bring a defeated monster back to life under your control (counts as a "Revive")
Evil Haste 50/r +level B actions
Gaze of Balance 40 Duplicate a Psi(-6)N 1st or 2nd
Infernal Spawn of Evil 36 Summon a Demon Beast: AC 70, hp 700, #Att 7/1, TH +70, dmg 70, 1M: 10 dmg to target

[PC5] Psionicist Classes Group


Psi-6E Sixth Hell Powers

Name PSPs Effect
Bringer 6/d Immune Illusions; Immune Disease; Immune Reverse Healing
Infernal Spawn of Infernal Spawn of Evil 49 Summon a Demon Child: AC 80, hp 800, #Att 8/1, TH +80, dmg 80, 1M: 20 dmg to target

[PC5] Psionicist Classes Group


Psi(-5)

Level KXP Psi(-5)
mMG S
1 0 2-- -
2 2.25 3-- -
3 4.5 4-- -
4 9 5-- -
5 18 51- -
6 36 52- -
7 72 53- -
8 144 54- -
9 288 55- -
10 500 551 -
11 750 651 -
12 1000 652 -
13 1250 662 -
14 1500 663 -
15 1750 663 1
16 2000 664 1
17 2250 764 1
18 2500 765 1
19 2750 775 1
20 3000 776 2
21 3250 876 2
22 3500 877 2
23 3750 887 2
24 4000 888 2
25 4250 888 3
26 4500 988 3
27 4750 998 3
28 5000 999 3
29 5250 A99 3
30 5500 A99 4
31 5750 AA9 4
32 6000 AAA 4
33 6250 AAA 5
34 6500 AAA 6
35 6750 AAA 7
36 7000 AAA 8
TH Saves
PD RS PP BW Sp Fo Re Wi
-1  5  3  8  2  3  1  0  1
-1  5  4  8  2  3  1  0  2
-1  6  4  8  3  4  2  0  2
-1  6  5  8  3  4  2  1  3
+0  6  5  9  3  4  2  1  3
+0  6  6  9  4  5  3  1  4
+0  7  6  9  4  5  3  2  4
+0  7  7  9  4  5  4  2  5
+1  7  7 10  5  6  4  2  5
+1  7  8 10  5  6  4  3  6
+1  8  8 10  5  6  5  3  6
+1  8  9 10  6  7  5  3  7
+2  8  9 11  6  7  6  4  7
+2  8 10 11  6  7  6  4  8
+2  9 10 11  7  8  6  4  8
+2  9 11 11  7  8  7  5  9
+3  9 11 12  7  9  7  5  9
+3  9 12 12  8  9  8  5 10
Requisites: Str 13, Con 13
Alignment: any
HD/level: 3d2
Weapon Prof.: 5+level/4
To Hit Table: Psi
Save Table: Psi
Reference: The Neverending Story / DM
Groups: Psionicist
 
See [Q(-5)] for rules and powers.
These psionicists base their powers on The Nothing (Anti-Imagination).
P(-5)Ps = Str + Con - 24 + 2*Level (non-psionicists get half points)
P(-5)Ps are regained at (Str+Con)/10 per hour.
Psi(-5) powers are resisted using aPsiR (Anti-Psionic Resistance).

[PC5] Psionicist Classes Group


Basic Psi-5 Information

This is psionic frequency -5 (negative 5). To see frequency 5, go to section [Q5].
 
PSPs (classed) = Str + Con - 24 + 2*Level
PSPs (wild talent) = (Str+Con)/2 - 12 + Level
Wild talents use HNCL/2 (half of highest level) for CL.
Psi-5 PSPs are regained at (Str+Con)/10 per hour.
 
Psi-5 is resisted using antiPsiR.

Psi-5 Minor Powers

Name PSPs Effect
Aging 1 Target is aged CL*CL years (no save)
Bolt of Nothing 1 CL dmg to one target (no save); that targets loses next M action (save)
Forget 1 Target forgets last minute (or) Target loses CL spells in memorization
Immobilize 1 -3xCL" move rate (no save); loses Dex bonus to saves & AC (save)
Immune to Charm 1+1/h Target is immune to charm & hypnosis
Immune to Fear 1+1/h Target is immune to fear & beguiling
Immune to Hold 1+1/h Target is immune to hold & stop
Immune to Sleep 1+1/h Target is immune to sleep & exhaustion
Nullcancel 1 Dispel one x1 effect (no save, gets ER)
Unspirit 1 Target gets -CL each to Cml, Luck, and CL (save for each point)

Psi-5 Major Powers

Name PSPs Effect
Beam of Nothing 2 CL*CL dmg in a 30' line (no save); they lose next F action (save)
Energy Drain 2 Target is energy drained CL levels in every class (1 save for each level)
Fade Away 2 30' radius area is teleported (unwilling get save), selective, 1r delay
Immune to Poison 2+2/h Target is immune to poison & disease
Zombify 2 Target gets -CL each to Int, Wis, and Chr (save for each point)

Psi-5 Grand Powers

Name PSPs Effect
Cone of Nothing 3 CL*CL*CL dmg in a 30' cone (no save); they lose next Opp action (save)
Spectrify 3 Target gets -CL each to Str, Dex, and Con (save for each point)

[PC5] Psionicist Classes Group


Psi(-2)

Level KXP Psi-2
mMG S
1 0 3-- -
2 3.3 5-- -
3 6.6 7-- -
4 13.2 91- -
5 24.75 A1- -
6 45 B2- -
7 82.5 C2- -
8 150 D3- -
9 300 E31 -
10 600 F41 -
11 900 G41 -
12 1200 H52 -
13 1500 I52 -
14 2100 J62 -
15 2700 K63 -
16 3300 L73 1
17 3900 M73 1
18 4500 N84 1
19 5100 O84 1
20 5700 P94 2
21 6300 Q95 2
22 6900 RA5 2
23 7500 SA5 2
24 8100 TB6 3
25 8700 UB6 3
26 9300 VC6 3
27 9900 WC7 3
28 10500 XD7 4
29 11100 YD7 4
30 11700 ZE8 4
31 12300 [E8 4
32 12900 \F8 5
33 13500 ]F9 5
34 14100 ^G9 5
35 14700 _G9 5
36 15300 `HA 6
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  8  2  3  1  0  1
+1  5  4  8  2  3  1  0  2
+1  6  4  8  3  4  2  0  2
+2  6  5  8  3  4  2  1  3
+3  6  5  9  3  4  2  1  3
+3  6  6  9  4  5  3  1  4
+4  7  6  9  4  5  3  2  4
+5  7  7  9  4  5  4  2  5
+5  7  7 10  5  6  4  2  5
+6  7  8 10  5  6  4  3  6
+7  8  8 10  5  6  5  3  6
+7  8  9 10  6  7  5  3  7
+8  8  9 11  6  7  6  4  7
+9  8 10 11  6  7  6  4  8
+9  9 10 11  7  8  6  4  8
+10  9 11 11  7  8  7  5  9
+11  9 11 12  7  9  7  5  9
+11  9 12 12  8  9  8  5 10
Requisites: Str 12, Dex 15, Chr 11
Alignment: C any
HD/level: d6
Weapon Prof.: 9+level/5
To Hit Table: Pri
Save Table: Psi
Reference: DM
Groups: Psionicist
 
See [Q-2] for rules and powers.
PSPs = Dex*2+Str+Chr-40+(Dex-5)*(level-1)
Psi-2 powers are resisted using aPR.
Level 1: +1 Nonweapon Proficiency per level. These slots may be spent on existing Psi-2 powers (not additional ones). Each slot increases a power's check score both by 1, or you can roll an extra 1d20 (choose better result).

[PC5] Psionicist Classes Group


Psi-2 Devotions (Minors)

# Power Disip. Check PSPs Effect Power Score Source
1 Adrenalin Drain Metab Con-3 8+4/r 6 Str,Dex,or Con dmg 6 to all three DM
2 Anti-Astral Projection Port Int 6+2/h Anti-Astral Projection Colorless pool nearby DM
3 Biogiveback Metab Con-2 6+3/r +2 dmg/att; +level/3 TH bonus +level TH bonus instead DM
4 Cause Disease Metab Con-3 12 Cause Disease Cause 2 diseases DM
5 Cell Adjustment Metab Con-3 1/hp max 20*level hp /r; disease=+5 PSPs Half cost in PSPs DM
6 Decelerate Metab Con-2 10+10/m Target loses next action (save) next 2 actions DM
7 Deflect Kinet Int 4 Deflect a melee attack -- DM
8 Detract Telep Wis Int+1/r -2 check if resisting Maintained 4r for free DM
9 Gird M-Psi Int-3 2*M/m Set off someone's trigger prematurely -- DM
10 Half Pain Metab Con-3 7 Take half damage from one person for 1t -- DM
11 Inertial Improver Kinet Con-3 7+5/r +1 to #Atts in your group (everyone) Missiles do +1 die of dmg DM
12 Magnify M-Psi Wis-5 25M+M/r Mult. power (Max=level/5+1) M+1, no extra cost DM
13 NoBlink Port Int+1 7+3/r Blinking does not function within 100' within 1000' DM
14 Receptacle M-Psi Wis-5 1/r Gem:1/100gp;Item:(2W+I+C-40)*L -- DM
15 Reduced Strength Metab Wis-3 2S+S/r Strength dmg, Max=level Max=2*level DM
16 Replacement Metab Con-3 6+3/r Ignore displacement Ignore mirror images DM
17 Reverse Carapace Metab Int 5+1/r -level AC; +(11-level) Dex No AC loss DM
18 Sight Less Telep Con-3 C+5/m Blindness (save) Deafness (save) DM
19 Sound Less Telep Con-2 C+4/t Deafness (save) Blindness (save) DM
20 Taste Less Telep Con-2 C+4/t Cannot taste, drink potions, eat pills (save) Target cannot smell DM
21 Time Diminish Port Int-7 54/r -3 M, -3 P, -3 V (save) -1 more each type DM
22 Time Halve Port Int-1 22/s Lose one instance of "Q" on all action types -4 AC/save; -2 TH DM
23 Ungraft Weapon Metab Con-5 10+1/r Unconnect weapon from body; -1/-1 Penalty is -4/-4 DM
24 Weakness of the Land Metab Con-2 10+2/r 25 dmg, -3 TH, -3 dmg, -25% MR Lasts 5r after maint. DM

[PC5] Psionicist Classes Group


Psi-2 Sciences (Majors)

# Power Disip. Check PSPs Effect Power Score Source
1 Acidify Kinet Con-3 18 (level)d6 acid dmg (save:½) (2*level)d6 acid damage DM
2 Complete Harming Metab Con 30 Harm at end of round (not segment) Harm at end of segment DM
3 Degenerate Metab Con-4 18+6/t Degenerate (LVL /s) 2*LVL /s DM
4 Endorphin Drain Metab Chr-6 16+8/r 6 Int,Wis,or Chr dmg 6 to all three DM
5 Energy Release Metab Con-2 1/die +CL to CL on your next damaging power -- DM
6 Fate Less Telep Con-5 C+5/t You and biggest enemy in area take 0 dmg -- DM
7 Inprobability Travel Port Int 20+8/h Go to Anti-Astral physically Colorless pool nearby DM
8 Insens. to Psychic Imp. Clair Wis-4 12+2/m Resist Psionics Resist Anti-Psionics DM
9 Life Field Metab Con-8 40 All in party all healed for LVL hp 2*LVL hp instead DM
10 Reintegrate Kinet Wis-4 40 Cure a disintegrate Cure an annihilate DM
11 Split Body M-Psi Wis-5 40+6/r +1 P action +1 more P action DM

Psi-2 High Sciences (Grands)

# Power Disip. Check PSPs Effect Power Score Source
1 A/B Acceleration Metab Con-6 20/r +CL A actions /r (range sight) B instead of A DM
2 Alter Reality All Any-10 250 Alter Reality or Psi-1 major Double CL effect DM
3 Eelemental Composition Metab Con-4 24+3/r Can be any Normal/Para/Quasi Eele Can be Semi Eele DM
4 Grand Acidify Kinet Con-5 27 CLd20 acid damage Use d30's DM
5 Legendary Drain Metab Chr-24 24+12/r 6 Cml, Luck, or CL dmg 6 all three DM
6 Mass Detract Telep Wis L+1/r L=sum of targets' levels PSP cost halved DM
7 Steal Actions M-Psi *Auto* 0 Steal an action (save) -- DM
8 Ultrasword [-X] Telep Chr-5 20 Ignore non-racial immunity to psionics -- DM
9 Weakness of the World Metab Con-6 10/r -9/-9 AC/saves, -25% RR/MR/PsiR Lasts 5r after maint. DM
10 Weapon Familiarity Clair Int-8 200/d +1 slot in every weapon prof +LVL feats DM

Psi-2 Supers

# Power Disip. Check PSPs Effect Power Score Source
1 C/X Acceleration Metab Chr-10 30/r +CL C actions /r (range sight) Can convert 14C -> 1X DM
2 Change Reality All Any-20 400 Change Reality or Psi-1 grand Double CL effect DM
3 Magic Inertial Improver Port Dex-18 70/r Spells give no save in your group -- DM
4 Planetary Acidify Kinet Con-25 3600 Acidifies 1 planet or moon (!) 2 planets or moons! DM
5 Public Access Lock Clair Int-20 90/r Your truename is unknowable Thoughts unknowable too DM
6 Spirit on the Ground Telep Chr-15 1/week Cannot use M actions; can use 2P/s Can use 3P /s DM

[PC5] Psionicist Classes Group


Psi(-1)

Level KXP Psi(-1)
mMG S
1 0 1-- -
2 3.75 2-- -
3 7.5 3-- -
4 15 4-- -
5 22.5 41- -
6 37.5 51- -
7 75 52- -
8 112.5 62- -
9 150 63- -
10 187.5 73- -
11 225 74- -
12 450 741 -
13 675 841 -
14 1125 851 -
15 1500 852 -
16 1950 952 -
17 2400 962 -
18 3000 A62 1
19 3750 A72 1
20 4500 A73 1
21 6000 B83 2
22 7500 C84 2
23 9000 D94 2
24 10500 E95 3
25 12000 FA5 3
26 13500 GA6 3
27 15000 HB6 4
28 16500 IB7 4
29 18000 JC7 4
30 19500 KC8 5
31 21000 LD8 5
32 22500 MD9 5
33 24000 NE9 6
34 25500 OEA 6
35 27000 PFA 6
36 28500 QFB 7
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  8  2  3  1  0  1
+1  5  4  8  2  3  1  0  2
+2  6  4  8  3  4  2  0  2
+3  6  5  8  3  4  2  1  3
+4  6  5  9  3  4  2  1  3
+5  6  6  9  4  5  3  1  4
+6  7  6  9  4  5  3  2  4
+7  7  7  9  4  5  4  2  5
+8  7  7 10  5  6  4  2  5
+9  7  8 10  5  6  4  3  6
+10  8  8 10  5  6  5  3  6
+11  8  9 10  6  7  5  3  7
+12  8  9 11  6  7  6  4  7
+13  8 10 11  6  7  6  4  8
+14  9 10 11  7  8  6  4  8
+15  9 11 11  7  8  7  5  9
+16  9 11 12  7  9  7  5  9
+17  9 12 12  8  9  8  5 10
Requisites: Str 10 (one 16), Dex 10 (one 16), Con 10 (one 16), Int 3, Wis 3, Chr 9
Alignment: any
HD/level: d4,d6,d6,d6,d8,d8,d8,d10,…
Weapon Prof.: 6+level/2
To Hit Table: War
Save Table: Psi
Reference: DM
Groups: Psionicist
 
See [Q(-1)] for rules and powers.
Anti-Psionic Strength = (Str+Dex+Con)/3*(level+9).
Gets 1 Attack or Defense every level.
Level 1: May use Anti-Psionic Enchantments, which divide 1 spell into several smaller lower level spells.

[PC5] Psionicist Classes Group


Basic Psi-1 Information

The reverse of Psi1. It is considered "AntiPsionic" power. You MUST be insane to have Anti-Psionics.
PSI-1 CLASS: Anti-Psionic Strength = (Str+Dex+Con)/3*(level+9).
WILD TALENTS: Anti-Psionic Strength = 64+level+(Str+Dex+Con-36)*(exceptional+1)
where "exceptional" is the number of physical stats (Str, Dex, Con) of 16 or above.
Wild Talent Power Progression:
  Potential Number of:
Str+Dex+Con Minor Major Grand Att+Def
0-7 1 0 0 1
8-15 2 0 0 2
16-23 2 1 0 3
24-31 3 1 0 4
32-39 4 1 0 5
40-47 4 2 0 6
48-55 4 2 1 7
56-63 5 2 1 8
64-71 6 3 1 9
72-79 7 3 1 10
80+ 8 4 2 11
 
It takes 1 nonweapon proficiency slot for a Minor, 3 slots for a Major, and 6 slots for a Grand to obtain 1st level of mastery.
Thereafter, 1/2 a slot will increase a power's level of mastery by 1.
Attacks and Defenses cost: A=1, B=0, C=½, D=1½, E=2, U=2½, F=0, G=½ , H=1, I=1½, J=2, X=2½ (in slots).
Psionicists get the number of powers seen in their progression at no proficiency cost, and their level of mastery is equal to their experience level. They could purchase higher levels of mastery (adding to their level).
 
 
ANTI-PSIONIC ENCHANTMENTS:
 
When you downgrade, you get (old SL-1)^2 spell levels which can be used only for spells of lower level (of at least SL 1).
e.g. a 9th level spell is converted to 64 spell levels (and can be used as eight 8th's, for example).
 
Spell Level: 2 3 4 5 6 7 8 9 10 11 12
Downgrade Cost: 1 2 4 8 16 32 64 128 256 512 1024

[PC5] Psionicist Classes Group


Anti-Psionic Rampart

ANTI-PSIONIC RAMPART UPON NON-UNNATURAL PSIONIC CREATURE (20 attack points)
 
Str+Dex Save Immune Untarg Immov Zombie Taunt Euphor
0-5 19 01-55 56-75 76-91 92-97 98-99 00
6-10 17 01-45 46-63 64-78 79-93 94-97 98-00
11-15 15 01-36 37-52 53-65 66-88 89-94 95-00
16-20 13 01-28 29-42 43-54 55-82 83-90 91-00
21-25 11 01-21 22-33 34-43 44-75 76-85 86-00
26-30 9 01-15 16-25 26-34 35-67 68-79 80-00
31-35 7 01-10 11-18 19-25 26-58 59-72 73-00
36-40 5 01-06 07-12 13-18 19-48 49-64 65-00
41-45 3 01-03 04-07 08-11 12-37 38-55 56-00
46+ 1 01 02-03 04-06 07-25 26-45 46-00
 
Immune: Creature cannot be affected by or use psionics for 1d6 weeks. Can still use anti-psionics.
Untarg: Creature cannot be targetted by psionics (friendly or not) for 1d8 days. Range 0 effects still work.
Immov: Creature is immovable by all means (flight, walking, teleporting, etc.) for 1d12 hours. He cannot make Dex checks or make any saving throw that gives a Dex bonus.
Zombie: Creature can use actions only to do the things he did last segment for 1d20 turns.
Taunt: Creature is Taunted (as per the Kender ability) to the Psionic Rampart attacking player for 1d30 minutes.
Euphor: Creature is euphoric and cannot harm another person (as if he was a Cavalier at negative hp) for 1d100 rounds.

[PC5] Psionicist Classes Group


Psi-1 Minor Powers

MINOR POWERS Cost Notes
Body Fluidity 1/r +level saves; +level TH with weapons
Body Over Mind 5/d Lose LVL mental ability score points, distribute among physical ability scores
Brainwave Adjustment 1 Change your Truename; You are knocked out of Contact, PsiLinks, etc.
Cell Rearrangement N Heals/Harms N% of max hp; Max N = level*5; Cure/Cause Curse = 20/70
Clairnasience 5/r 40' range per level
Clearcognition 1/r Can use all 5 senses normally, even if some outside effect is blinding them
Darknesses 1 Target has -2 saves, deafness (save) for 1 turn
Detection of Anti-Magic 3/r Detect Anti-Magic
Expediation 5/r Weight Allow. = Str of level+12; +level TH; Elasticity
Object Writing 1/r Item must make item saving throw or destroyed
Premature Trigger 10 Set off someone else's trigger prematurely (no save, ER resists)
Resume Animation 6 Remove one instance of Paralysis, Stun, Hold, etc. on yourself
Reverse ESP 2/r 0, 1/r: Target hears your thoughts and must save or insane.
Steadiness 3/t Immune Telekinsesis, Falling Damage, Teleport Away, Gates/DimDoors
Visibility 3/t Everything within 30'r is visible (counters hidden and Disappearance too)

Psi-1 Major Powers

MAJOR POWERS Cost Notes
Dimensional Folding 25 Dimensional Folding (as spell)
Effects Resistance 10/h +level*5% ER; others you target -level*5% ER; no selective targetting penalties
Energy Amplification 1/HD Add dice to a damaging effect which is resolving (Max = level) only on 1 target
Hand-to-Hand Resistance 10/h +level*5% aWR; others you target -level*5% aWR; no selective targetting penalties
Imp. Cell Rearrangement N As Cell Rearrangement but range=10*level'; Max N = level*10
Inverse Astral Projection 10/t Inverse Astral Projection
Inverse Magic Jar 20/r Another being can use your body
Mass Mental Freedom 10+HD Max = 5 creatures; Removes charm, hypnosis, sleep, dominate, etc.
Mental Paralysis Bolt 15+HD Save -6; 1 creature cannot use M actions for CL rounds; Max HD = 2*level
Moving Concentration 5/d Can convert 1M -> 1P+1V each round if desired
Physical Surgery N*10 Pick 1: Halve hp & slow (N=1), Ray/Enfeeblement (N=5), Insanity (N=6); all have save
Shape Alteration Other 3+W W=weight/100; Polymorph Other (save)

[PC5] Psionicist Classes Group


Psi-1 Grand Powers

GRAND POWERS Cost Notes
Anti-Psionic Disruption 40/r No Anti-Psi powers (any freq.) can be used in 50' r
Decay 50 1=Decay (item save), 2=Freedom, 5=Instantaneous, 7=Tempus Lawfulness
Endowment 100 Give someone else (who is insane) Psi-1
Energy Solidity 3/HD As per Energy Amplification but entire effect is amplified
Power Transfer 100*N N: Minor=1, Major=2, Grand=3, Super=4; Object's Anti-Psi Strength = ½ of caster's
Quick Physical Acceleration 35/r +1 QP action
Quick Anti-Psi Acceleration 35/r +1 QM action which can be used only for anti-psionics
Reattachment 20*SL One effect that someone/something can per unit of time is considered "not used" yet
Swing Acceleration 35/r +1 S action

Psi-1 Super Powers

SUPER POWERS Cost Notes
Cellular Cure / Cause X Up to X targets: Heal or Harm X hp; You may target someone more than once (!)
Insist 40 [0 action] Counters a counterspell; that same type of counterspell can't be used again
Limitation 1000 1 target: -CL/9 to max # of classes or # psi.freq. (no resistance)
No Resistance (Physical) 400 1 target: Lowers all physical immunites; lowers all WR, aWR; halves iWR, iaWR
Rapid Swing 80/r All your weapons are Ninja Speeded (x2 #Att), add one to multiplier if already have it
Villain Element 600 Casts any one 1st level Villain spell

[PC5] Psionicist Classes Group


Psi(-1)A

Level KXP Psi-1
mMG S
1 0 1-- -
2 1.1 2-- -
3 2.2 3-- -
4 4.4 4-- -
5 8.8 5-- -
6 17.6 51- -
7 35.2 52- -
8 70.4 53- -
9 140.8 54- -
10 281.6 55- -
11 500 66- -
12 720 77- -
13 940 88- -
14 1160 881 -
15 1380 882 -
16 1600 883 -
17 1820 884 -
18 2040 885 -
19 2260 886 -
20 2480 887 -
21 2700 888 -
22 2920 999 -
23 3140 AAA -
24 3360 BBB -
25 3580 BBB 1
26 3800 BBB 2
27 4020 BBB 3
28 4240 BBB 4
29 4460 BBB 5
30 4680 BBB 6
31 4900 BBB 7
32 5120 BBB 8
33 5340 BBB 9
34 5560 BBB A
35 5780 BBB B
36 6000 CCC C
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  8  2  3  1  0  1
+1  5  4  8  2  3  1  0  2
+1  6  4  8  3  4  2  0  2
+2  6  5  8  3  4  2  1  3
+2  6  5  9  3  4  2  1  3
+3  6  6  9  4  5  3  1  4
+3  7  6  9  4  5  3  2  4
+4  7  7  9  4  5  4  2  5
+4  7  7 10  5  6  4  2  5
+5  7  8 10  5  6  4  3  6
+5  8  8 10  5  6  5  3  6
+6  8  9 10  6  7  5  3  7
+6  8  9 11  6  7  6  4  7
+7  8 10 11  6  7  6  4  8
+7  9 10 11  7  8  6  4  8
+8  9 11 11  7  8  7  5  9
+8  9 11 12  7  9  7  5  9
+9  9 12 12  8  9  8  5 10
Requisites: Str 6, Dex 6, Con 6 (one of these 9)
Alignment: any
HD/level: d2,d4,d4,d4,d6,d6,d8,d8,…
Weapon Prof.: 5+level/3
To Hit Table: ½xMon
Save Table: Psi
Reference: DM
Groups: Psionicist
 
See [Q(-1)] for rules and powers.
Anti-Psionic Strength = (highest of Str, Dex, or Con)*2/3*(level+9)
Gets 1 Attack or Defense every level.
Level 1: May use Anti-Psionic Enchantments, which divide 1 spell into several smaller lower level spells.
 
ANTI-PSIONIC RAMPART UPON NON-UNNATURAL PSIONIC CREATURE (20 attack points)
Str+Dex Save Immune Untarg Immov Zombie Taunt Euphor
0-5 19 01-55 56-75 76-91 92-97 98-99 00
6-10 17 01-45 46-63 64-78 79-93 94-97 98-00
11-15 15 01-36 37-52 53-65 66-88 89-94 95-00
16-20 13 01-28 29-42 43-54 55-82 83-90 91-00
21-25 11 01-21 22-33 34-43 44-75 76-85 86-00
26-30 9 01-15 16-25 26-34 35-67 68-79 80-00
31-35 7 01-10 11-18 19-25 26-58 59-72 73-00
36-40 5 01-06 07-12 13-18 19-48 49-64 65-00
41-45 3 01-03 04-07 08-11 12-37 38-55 56-00
46+ 1 01 02-03 04-06 07-25 26-45 46-00
Immune: Creature cannot be affected by or use psionics for 1d6 weeks. Can still use anti-psionics.
Untarg: Creature cannot be targetted by psionics (friendly or not) for 1d8 days. Range 0 effects still work.
Immov: Creature is immovable by all means (flight, walking, teleporting, etc.) for 1d12 hours. He cannot make Dex checks or make any saving throw that gives a Dex bonus.
Zombie: Creature can use actions only to do the things he did last segment for 1d20 turns.
Taunt: Creature is Taunted (as per the Kender ability) to the Psionic Rampart attacking player for 1d30 minutes.
Euphor: Creature is euphoric and cannot harm another person (as if he was a Cavalier at negative hp) for 1d100 rounds.

[PC5] Psionicist Classes Group


Basic Psi-1 Information

The reverse of Psi1. It is considered "AntiPsionic" power. You MUST be insane to have Anti-Psionics.
PSI-1 CLASS: Anti-Psionic Strength = (Str+Dex+Con)/3*(level+9).
WILD TALENTS: Anti-Psionic Strength = 64+level+(Str+Dex+Con-36)*(exceptional+1)
where "exceptional" is the number of physical stats (Str, Dex, Con) of 16 or above.
Wild Talent Power Progression:
  Potential Number of:
Str+Dex+Con Minor Major Grand Att+Def
0-7 1 0 0 1
8-15 2 0 0 2
16-23 2 1 0 3
24-31 3 1 0 4
32-39 4 1 0 5
40-47 4 2 0 6
48-55 4 2 1 7
56-63 5 2 1 8
64-71 6 3 1 9
72-79 7 3 1 10
80+ 8 4 2 11
 
It takes 1 nonweapon proficiency slot for a Minor, 3 slots for a Major, and 6 slots for a Grand to obtain 1st level of mastery.
Thereafter, 1/2 a slot will increase a power's level of mastery by 1.
Attacks and Defenses cost: A=1, B=0, C=½, D=1½, E=2, U=2½, F=0, G=½ , H=1, I=1½, J=2, X=2½ (in slots).
Psionicists get the number of powers seen in their progression at no proficiency cost, and their level of mastery is equal to their experience level. They could purchase higher levels of mastery (adding to their level).
 
 
ANTI-PSIONIC ENCHANTMENTS:
 
When you downgrade, you get (old SL-1)^2 spell levels which can be used only for spells of lower level (of at least SL 1).
e.g. a 9th level spell is converted to 64 spell levels (and can be used as eight 8th's, for example).
 
Spell Level: 2 3 4 5 6 7 8 9 10 11 12
Downgrade Cost: 1 2 4 8 16 32 64 128 256 512 1024

[PC5] Psionicist Classes Group


Anti-Psionic Rampart

ANTI-PSIONIC RAMPART UPON NON-UNNATURAL PSIONIC CREATURE (20 attack points)
 
Str+Dex Save Immune Untarg Immov Zombie Taunt Euphor
0-5 19 01-55 56-75 76-91 92-97 98-99 00
6-10 17 01-45 46-63 64-78 79-93 94-97 98-00
11-15 15 01-36 37-52 53-65 66-88 89-94 95-00
16-20 13 01-28 29-42 43-54 55-82 83-90 91-00
21-25 11 01-21 22-33 34-43 44-75 76-85 86-00
26-30 9 01-15 16-25 26-34 35-67 68-79 80-00
31-35 7 01-10 11-18 19-25 26-58 59-72 73-00
36-40 5 01-06 07-12 13-18 19-48 49-64 65-00
41-45 3 01-03 04-07 08-11 12-37 38-55 56-00
46+ 1 01 02-03 04-06 07-25 26-45 46-00
 
Immune: Creature cannot be affected by or use psionics for 1d6 weeks. Can still use anti-psionics.
Untarg: Creature cannot be targetted by psionics (friendly or not) for 1d8 days. Range 0 effects still work.
Immov: Creature is immovable by all means (flight, walking, teleporting, etc.) for 1d12 hours. He cannot make Dex checks or make any saving throw that gives a Dex bonus.
Zombie: Creature can use actions only to do the things he did last segment for 1d20 turns.
Taunt: Creature is Taunted (as per the Kender ability) to the Psionic Rampart attacking player for 1d30 minutes.
Euphor: Creature is euphoric and cannot harm another person (as if he was a Cavalier at negative hp) for 1d100 rounds.

[PC5] Psionicist Classes Group


Psi-1 Minor Powers

MINOR POWERS Cost Notes
Body Fluidity 1/r +level saves; +level TH with weapons
Body Over Mind 5/d Lose LVL mental ability score points, distribute among physical ability scores
Brainwave Adjustment 1 Change your Truename; You are knocked out of Contact, PsiLinks, etc.
Cell Rearrangement N Heals/Harms N% of max hp; Max N = level*5; Cure/Cause Curse = 20/70
Clairnasience 5/r 40' range per level
Clearcognition 1/r Can use all 5 senses normally, even if some outside effect is blinding them
Darknesses 1 Target has -2 saves, deafness (save) for 1 turn
Detection of Anti-Magic 3/r Detect Anti-Magic
Expediation 5/r Weight Allow. = Str of level+12; +level TH; Elasticity
Object Writing 1/r Item must make item saving throw or destroyed
Premature Trigger 10 Set off someone else's trigger prematurely (no save, ER resists)
Resume Animation 6 Remove one instance of Paralysis, Stun, Hold, etc. on yourself
Reverse ESP 2/r 0, 1/r: Target hears your thoughts and must save or insane.
Steadiness 3/t Immune Telekinsesis, Falling Damage, Teleport Away, Gates/DimDoors
Visibility 3/t Everything within 30'r is visible (counters hidden and Disappearance too)

Psi-1 Major Powers

MAJOR POWERS Cost Notes
Dimensional Folding 25 Dimensional Folding (as spell)
Effects Resistance 10/h +level*5% ER; others you target -level*5% ER; no selective targetting penalties
Energy Amplification 1/HD Add dice to a damaging effect which is resolving (Max = level) only on 1 target
Hand-to-Hand Resistance 10/h +level*5% aWR; others you target -level*5% aWR; no selective targetting penalties
Imp. Cell Rearrangement N As Cell Rearrangement but range=10*level'; Max N = level*10
Inverse Astral Projection 10/t Inverse Astral Projection
Inverse Magic Jar 20/r Another being can use your body
Mass Mental Freedom 10+HD Max = 5 creatures; Removes charm, hypnosis, sleep, dominate, etc.
Mental Paralysis Bolt 15+HD Save -6; 1 creature cannot use M actions for CL rounds; Max HD = 2*level
Moving Concentration 5/d Can convert 1M -> 1P+1V each round if desired
Physical Surgery N*10 Pick 1: Halve hp & slow (N=1), Ray/Enfeeblement (N=5), Insanity (N=6); all have save
Shape Alteration Other 3+W W=weight/100; Polymorph Other (save)

[PC5] Psionicist Classes Group


Psi-1 Grand Powers

GRAND POWERS Cost Notes
Anti-Psionic Disruption 40/r No Anti-Psi powers (any freq.) can be used in 50' r
Decay 50 1=Decay (item save), 2=Freedom, 5=Instantaneous, 7=Tempus Lawfulness
Endowment 100 Give someone else (who is insane) Psi-1
Energy Solidity 3/HD As per Energy Amplification but entire effect is amplified
Power Transfer 100*N N: Minor=1, Major=2, Grand=3, Super=4; Object's Anti-Psi Strength = ½ of caster's
Quick Physical Acceleration 35/r +1 QP action
Quick Anti-Psi Acceleration 35/r +1 QM action which can be used only for anti-psionics
Reattachment 20*SL One effect that someone/something can per unit of time is considered "not used" yet
Swing Acceleration 35/r +1 S action

Psi-1 Super Powers

SUPER POWERS Cost Notes
Cellular Cure / Cause X Up to X targets: Heal or Harm X hp; You may target someone more than once (!)
Insist 40 [0 action] Counters a counterspell; that same type of counterspell can't be used again
Limitation 1000 1 target: -CL/9 to max # of classes or # psi.freq. (no resistance)
No Resistance (Physical) 400 1 target: Lowers all physical immunites; lowers all WR, aWR; halves iWR, iaWR
Rapid Swing 80/r All your weapons are Ninja Speeded (x2 #Att), add one to multiplier if already have it
Villain Element 600 Casts any one 1st level Villain spell

[PC5] Psionicist Classes Group


Psi±2


Level

KXP
Psi2,-2,--2
mMG SUV

TH
1 0 1-- - +0
2 4.4 2-- - +0
3 8.8 3-- - +0
4 17.6 31- - +1
5 33 32- - +1
6 60 33- - +1
7 110 43- - +2
8 200 44- - +2
9 400 441 - +2
10 800 442 - +3
11 1200 443 - +3
12 1600 544 - +3
13 2000 554 - +4
14 2800 555 - +4
15 3600 655 - +4
16 4400 665 - +5
17 5200 666 - +5
18 6000 666 1 +5
19 6800 666 2 +6
20 7600 666 3 +6
21 8400 666 4 +6
22 9200 666 5 +7
23 10000 666 6 +7
24 10800 766 6 +7
25 11600 776 6 +8
26 12400 777 6 +8
27 13200 777 7 +8
28 14000 877 7 +9
29 14800 887 7 +9
30 15600 888 7 +9
31 16400 888 8 +10
32 17200 988 8 +10
33 18000 998 8 +10
34 18800 999 8 +11
35 19600 999 9 +11
36 20400 999 91 +11
37 40800 999 92 +12
38 61200 999 93 +12
39 81600 999 94 +12
45 204000 A99 99 +14
54 387600 BBB BB +17
63 571200 DDD DC +20
72 754800 FFE EE1 +23
Requisites: Str 12, Dex 15, Con 12, Int 12, Wis 15, Chr 15
Alignment: T any
HD/level: d6
Weapon Prof.: 7+level/7
To Hit Table: Wiz
Reference: DM
Groups: Psionicist, Mirror
Complexity: CF=3
   
Saving Throws:  
PPD: level+3
RSW: level+6
PP: level+4
BW: level+2
Spell: level+5
Fort: level+0
Reflex: level+0
Will: level+8
   
This class can use Psi2, Psi-2, and Psi--2 powers.
Gets Con bonus to psionic progression.
PSPs = Str+Dex*2+Con+Int+Wis*2+Chr-80+(Dex+Wis-10)*(level-1)
This class's psionic powers are resisted using PowR (Power Resistance), not PR or aPR or aaPR.
Level 1: +1 Nonweapon Proficiency per level. These slots may be spent on existing Psi2, Psi-2, Psi--2 powers (not additional ones). Each slot increases a power's check score both by 1, or you can roll an extra 1d20 (choose better result).

[PC5] Psionicist Classes Group


Psi-2 Devotions (Minors)

# Power Disip. Check PSPs Effect Power Score Source
1 Adrenalin Drain Metab Con-3 8+4/r 6 Str,Dex,or Con dmg 6 to all three DM
2 Anti-Astral Projection Port Int 6+2/h Anti-Astral Projection Colorless pool nearby DM
3 Biogiveback Metab Con-2 6+3/r +2 dmg/att; +level/3 TH bonus +level TH bonus instead DM
4 Cause Disease Metab Con-3 12 Cause Disease Cause 2 diseases DM
5 Cell Adjustment Metab Con-3 1/hp max 20*level hp /r; disease=+5 PSPs Half cost in PSPs DM
6 Decelerate Metab Con-2 10+10/m Target loses next action (save) next 2 actions DM
7 Deflect Kinet Int 4 Deflect a melee attack -- DM
8 Detract Telep Wis Int+1/r -2 check if resisting Maintained 4r for free DM
9 Gird M-Psi Int-3 2*M/m Set off someone's trigger prematurely -- DM
10 Half Pain Metab Con-3 7 Take half damage from one person for 1t -- DM
11 Inertial Improver Kinet Con-3 7+5/r +1 to #Atts in your group (everyone) Missiles do +1 die of dmg DM
12 Magnify M-Psi Wis-5 25M+M/r Mult. power (Max=level/5+1) M+1, no extra cost DM
13 NoBlink Port Int+1 7+3/r Blinking does not function within 100' within 1000' DM
14 Receptacle M-Psi Wis-5 1/r Gem:1/100gp;Item:(2W+I+C-40)*L -- DM
15 Reduced Strength Metab Wis-3 2S+S/r Strength dmg, Max=level Max=2*level DM
16 Replacement Metab Con-3 6+3/r Ignore displacement Ignore mirror images DM
17 Reverse Carapace Metab Int 5+1/r -level AC; +(11-level) Dex No AC loss DM
18 Sight Less Telep Con-3 C+5/m Blindness (save) Deafness (save) DM
19 Sound Less Telep Con-2 C+4/t Deafness (save) Blindness (save) DM
20 Taste Less Telep Con-2 C+4/t Cannot taste, drink potions, eat pills (save) Target cannot smell DM
21 Time Diminish Port Int-7 54/r -3 M, -3 P, -3 V (save) -1 more each type DM
22 Time Halve Port Int-1 22/s Lose one instance of "Q" on all action types -4 AC/save; -2 TH DM
23 Ungraft Weapon Metab Con-5 10+1/r Unconnect weapon from body; -1/-1 Penalty is -4/-4 DM
24 Weakness of the Land Metab Con-2 10+2/r 25 dmg, -3 TH, -3 dmg, -25% MR Lasts 5r after maint. DM

[PC5] Psionicist Classes Group


Psi-2 Sciences (Majors)

# Power Disip. Check PSPs Effect Power Score Source
1 Acidify Kinet Con-3 18 (level)d6 acid dmg (save:½) (2*level)d6 acid damage DM
2 Complete Harming Metab Con 30 Harm at end of round (not segment) Harm at end of segment DM
3 Degenerate Metab Con-4 18+6/t Degenerate (LVL /s) 2*LVL /s DM
4 Endorphin Drain Metab Chr-6 16+8/r 6 Int,Wis,or Chr dmg 6 to all three DM
5 Energy Release Metab Con-2 1/die +CL to CL on your next damaging power -- DM
6 Fate Less Telep Con-5 C+5/t You and biggest enemy in area take 0 dmg -- DM
7 Inprobability Travel Port Int 20+8/h Go to Anti-Astral physically Colorless pool nearby DM
8 Insens. to Psychic Imp. Clair Wis-4 12+2/m Resist Psionics Resist Anti-Psionics DM
9 Life Field Metab Con-8 40 All in party all healed for LVL hp 2*LVL hp instead DM
10 Reintegrate Kinet Wis-4 40 Cure a disintegrate Cure an annihilate DM
11 Split Body M-Psi Wis-5 40+6/r +1 P action +1 more P action DM

Psi-2 High Sciences (Grands)

# Power Disip. Check PSPs Effect Power Score Source
1 A/B Acceleration Metab Con-6 20/r +CL A actions /r (range sight) B instead of A DM
2 Alter Reality All Any-10 250 Alter Reality or Psi-1 major Double CL effect DM
3 Eelemental Composition Metab Con-4 24+3/r Can be any Normal/Para/Quasi Eele Can be Semi Eele DM
4 Grand Acidify Kinet Con-5 27 CLd20 acid damage Use d30's DM
5 Legendary Drain Metab Chr-24 24+12/r 6 Cml, Luck, or CL dmg 6 all three DM
6 Mass Detract Telep Wis L+1/r L=sum of targets' levels PSP cost halved DM
7 Steal Actions M-Psi *Auto* 0 Steal an action (save) -- DM
8 Ultrasword [-X] Telep Chr-5 20 Ignore non-racial immunity to psionics -- DM
9 Weakness of the World Metab Con-6 10/r -9/-9 AC/saves, -25% RR/MR/PsiR Lasts 5r after maint. DM
10 Weapon Familiarity Clair Int-8 200/d +1 slot in every weapon prof +LVL feats DM

Psi-2 Supers

# Power Disip. Check PSPs Effect Power Score Source
1 C/X Acceleration Metab Chr-10 30/r +CL C actions /r (range sight) Can convert 14C -> 1X DM
2 Change Reality All Any-20 400 Change Reality or Psi-1 grand Double CL effect DM
3 Magic Inertial Improver Port Dex-18 70/r Spells give no save in your group -- DM
4 Planetary Acidify Kinet Con-25 3600 Acidifies 1 planet or moon (!) 2 planets or moons! DM
5 Public Access Lock Clair Int-20 90/r Your truename is unknowable Thoughts unknowable too DM
6 Spirit on the Ground Telep Chr-15 1/week Cannot use M actions; can use 2P/s Can use 3P /s DM

[PC5] Psionicist Classes Group


Basic Psi2 Information

Psi2 Psionicists:
PSPs = Wis*2+Int+Con-40+(Wis-5)*(level-1)
Wild Talents:
PSPs = Int+Wis+Con+4*level
Wild Talents Potential Number of:
Int+Wis+Con Devotions
(Minors)
Sciences
(Majors)
High Sci
(Grands)
Att+Def
0-14 1 0 0 1
15-29 2 0 0 2
30-44 3 1 0 3
45-59 4 2 0 4
60-74 5 3 1 5
75+ 6 4 2 6
Minimum Level: 0 3 8 0
 
It takes 1 nonweapon proficiency slot for a Devotion, 3 slots for a Science or Meta-Psionic Devotion, and 6 slots for a Meta-Psionic Science or High Science. This gives 1st level of mastery in that power.
There are no prerequisites for any power for both Wild Talents and Psionicists.
A "power score" is making the roll by 10. There are no terrible failures. If you fail, you spend no PSPs.
Each additional proficiency slot spent for a power does 1 of three things (choose 1 per slot spent):
1. Roll an extra 1d20 for check, and choose best roll.
2. Get a +1 on the target check number.
3. Increase the level of mastery (caster level) by 1. You cannot have more than double your level in CL (max = equal to level for Wild Talents).

[PC5] Psionicist Classes Group


Psi2 Combat

MAC (Mental Armor Class) = 25-Wis (Wis below 15 gives MAC of 10)
Use Int as if it was Balance (under Dex) to adjust MAC.
MTHAC0 (Mental THAC0) = 21-(Psi2 level)
Use Wis as if it was Efficiency (under Str) to adjust MTHAC0.
    MAC adjustment for defenses ("-" means better MAC)
#Att dmg Mind
Blank
Thought
Shield
Mental
Barrier
Intellect
Fortress
Tower of
Iron Will
Ultra-
Shield
Psionic Blast 4 1 -3 +2 -5 +4 +3 -6
Mind Thrust 3 1 +5 +3 -2 -3 -5 -5
Ego Whip 2 2 +3 +4 +2 -4 -3 -4
Id Insinuation 3 2 -5 -3 -1 +2 +5 -7
Psychic Crush 2 3 +1 -4 +4 -1 -2 -8
Ultrablast 3 3 +8 +7 +6 +5 +4 0
 
"dmg" is how many Tangents are gained on the target. 3 Tangents equal 1 Contact at which time each hit has the effect listed in the power descriptions. This system is not used against those who do not have frequency 2 psionics; the only way to get contact on them is by using Contact, Passive Contact or Mass Contact.
There will be ways of (with items) adjusting MAC and MTHAC0 in the future.
PSIONIC ENCHANTMENTS (spend 1 spell of each level below to get new spell level)
 
Spell Level, Wizard: 0 1 2-10 11 12 13 14 15 16
Spell Level, Priest: 0 1 2-9 9 10 11 12 13 14
Upgrade Cost: 200 400 100 400 900 1600 2500 3600 4900

[PC5] Psionicist Classes Group


Psi2 Devotions (Minors)

# Power Disip. Check PSPs Effect Power Score Source
1 Absorb Disease Metab Con-3 12 Moves a disease to psionic Destroys a disease PHBR5
2 Accelerate Metab Con-2 10+10/m Haste Super Haste (+2 P/V) WatW2
3 Acceptance Telep Int 10+2/t Captives become passive/docile Betray each other DSDK2
4 Adrenalin Control Metab Con-3 8+4/r +1d6 Str,Dex,or Con +1d6 to all three PHBR5
5 Aging Metab Con-7 15 (level)d4 years aged (level)d10 years PHBR5
6 Alignment Stabilization Telep Wis-1 15+10/d Keeps alignment from changing Maintenance 5/d DSDK2
7 All-Round Vision Clair Wis-3 6+4/m Can see in all directions Infravision gained PHBR5
8 Alter Features Metab Con-1 6+3/t Alter Self Change Self WatW2
9 Amnesia Telep Wis-2 C+5/r Amnesia Free Maint. 1d10 d WatW2
10 Animate Object Kinet Int-3 8+3/m Animates object;move rate 6 Animation is smooth PHBR5
11 Animate Shadow Kinet Wis-3 7+3/m Animates shadow;no effect Range is 100y PHBR5
12 Astral Projection Port Int 6+2/h Go to Astral with silver cord Color pool nearby PHBR5
13 Attraction Telep Wis-4 C+8/m Strong attraction for thing Obsession for thing PHBR5
14 Aversion Telep Wis-4 C+8/t Strong aversion for thing Afraid of thing PHBR5
15 Awe Telep Chr-2 C+4/r Won't attack caster (save) No save PHBR5
16 Ballistic Attack Kinet Con-2 5 Roll TH; (level)d4 damage (level)d8 damage PHBR5
17 Beast Mastery Telep Wis-3 20+H/d Control beast (Max.Int=level) 5 PSPs initial cost DSDK2
18 Biofeedback Metab Con-2 6+3/r -2 dmg/att;+level/3 AC bonus +level AC bonus PHBR5
19 Blink Port Int+1 7+3/r Blink Blink Wounding 1/r WatW2
20 Body Control Metab Con-4 7+5/m Breathe,move normally; 0 dmg terrain Can change environ. PHBR5
21 Body Equilibrium Metab Con-3 2+2/m Water Walking, Feather Fall 1 d w/o Maintenance PHBR5
22 Body Weaponry Metab Con-3 9+4/r Convert arm to weapon Weapon is +1/+0 PHBR5
23 Bone Reading Clair Wis-1 15 Know who died in this spot See last 10 min of life WatW2
24 Cannibalize M-Psi Con -8*Con +8 PSPs/Con;Con returns 1/w +8 PSPs PHBR5
25 Carapace Metab Int 5+1/r +level AC; -(11-level) Dex No Dex loss DSDK2
26 Catfall Metab Dex-2 4 30'fall:no dmg;other @ h dmg 50'fall:no dmg PHBR5
27 Cause Decay Metab Con-2 4 Item falls apart(save vs.acid) No save allowed PHBR5
28 Cause Sleep Metab Wis-2 9+2/r Sleep (save) No memory of sleep WatW2
29 Cell Adjustment Metab Con-3 1/hp 20*level hp:1r;disease=+5 PSPs Half cost in PSPs PHBR5
30 Chameleon Power Metab Con-1 6+3/m Can match surroundings well +15% HS PHBR5
31 Chemical Stimulation Metab Con-4 9+6/r level dmg acid (items save) No item saves PHBR5
32 Cognitive Trance M-Psi Int 4 Photographic Memory; cannot use V +4 Int checks 1 d WatW2
33 Combat Mind Clair Int-4 5+4/r +level/3(round up) group init. Psionic:+level/3 AC PHBR5
34 Compact Kinet Wis-1 4 Reduce object volume 90% Reduce volume 95% DSDK2
35 Conceal Thoughts Telep Wis 5+3/m Gain contest vs.ESP,Probe,etc. Imm to those powers PHBR5
36 Concentrate Water Kinet Con-3 10 Make 1-9 gal.water from area Double water amount DSDK2
37 Contact Telep Wis Int+1/r -2 check if resisting Maintained 4r for free PHBR5
38 Control Body Kinet Con-2 8+8/r Control all P,V actions Auto. win Contest PHBR5
39 Control Flames Kinet Wis-1 6+3/r x2/ 2 fire; move 9; (level)d4 x3/ 3 fire; (level)d6 PHBR5
40 Control Light Kinet Int 12+4/m Dim or brighten light Maintenance 1/r PHBR5
41 Control Sound Kinet Int-5 5+2/m Dampen,disguise,increase sound Maintenance 1/r PHBR5
42 Control Wind Kinet Con-4 16+10/r 5*level Mph; change dir. 10*level Mph PHBR5
43 Convergence M-Psi Wis 8 10y: All PSPs in link combine CLs in link combine PHBR5
44 Create Sound Kinet Int-7 8+3/r Audible Glamer (as spell) Double level PHBR5
45 Cryokinesis Kinet Wis 8+7/r Molecular Agitation but cold 1d3/r 2d3/r WatW2
46 Danger Sense Clair Wis-3 4+3/t Know if danger nearby Know distance PHBR5
47 Daydream Telep Wis C+3/r Mind wanders;+20% Thief Abil. +30% Thief Abilities PHBR5
48 Deflect Kinet Int 4 Deflect a missile -- WatW2
49 Dimension Blade Port Con-1 6+5/r Weapon ignores natural AC; +2/+2 x2 dmg WatW2
50 Dimension Walk Port Con-2 8+4/t Move 30 miles in (40-level)m Halve time PHBR5
51 Dimensional Door Port Con-1 4+2/r Can't see destination:stun 1r No stun PHBR5
52 Dimensional Screen Port Con-3 9+6/r Spherical Dim Door around you -- WatW2
53 Displacement Metab Con-3 6+3/r As per Displacer Beast AC bonus is +4 PHBR5
54 Double Pain Metab Con-3 7 All dmg phantom x2 for 1t SS or unc. each hit PHBR5
55 Dream Travel Port Wis-4 1/25M/P Move up to 500M in (48-lvl)t Halve time PHBR5
56 Duo-Dimension Port Con-2 11+4/r No thickness Wpn is Dim Blade WatW2
57 Ectoplasmic Form Metab Con-4 9+9/r Pass through solid objects Maintenance 3/r PHBR5
58 Ego Whip [C] Telep Wis-3 4 -5 rolls; Max spell=3rd: 1d4r Max spell=1st: 1d6 r PHBR5
59 Empathy Telep Wis C+1/r Sense emotions Subject of emotions PHBR5
60 Empower (weak version) M-Psi Wis-12 25+50X Object PSP=(Dev+2*Sci+3)*L -- PAoA2
61 Enhanced Strength Metab Wis-3 2S+S/r Increase strength, Max=level Max=2*level PHBR5
62 Enhancement M-Psi Wis-3 30+8/m +2 check in 1 Disc;others -1 Others not reduced PHBR5
63 Environment Clair Int-2 5 Mental image of object's loc. 1m of observation DSDK2
64 ESP Telep Wis-4 C+6/r Know surface thoughts Maintained 1r for free PHBR5
65 Ethereal Traveler Port Wis-4 15+2/r Wraithform (as spell) Maintained free 24h DSDK2
66 Expansion Metab Con-2 6+1/r Increase dimension by 50%/r Increase by 100%/r PHBR5
67 False Sensory Input Telep Int-3 C+4/m Change sensory input slightly Any false perception PHBR5
68 Feel Light Clair Wis-3 7+5/m Can feel light;+4 vs. gaze Feel in all directions PHBR5
69 Feel Moisture Clair Wis-3 5+1/m Can detect water & amount Maintained free 4h DSDK2
70 Feel Sound Clair Wis-3 5+3/m Can feel sound;+2 vs. sonic Thief DN 10*level% PHBR5
71 Fighting Trance M-Psi Wis-1 4+1/r +1 AC/saves/TH; -1 power checks another +1 WatW2
72 Flesh Armor Metab Con-3 8+4/r +roll AC, Max=level +1 more AC PHBR5
73 Focus Forgiveness Telep Wis-3 10+2/h Temporarily forget Quest,Geas Maintenance cost 1/h DSDK2
74 Forced Symmetry Metab Int-2 12 Makes 2 halves of body same Change is permanent DSDK2
75 Ghost Writing Kinet Wis-2 8+3/m Write 5 words/r:remote paper Write 15 words/r DSDK2
76 Gird M-Psi Int-3 2*M/m Maintain powers w/o conc. Maintain in sleep PHBR5
77 Graft Weapon Metab Con-5 10+1/r Connect weapon to body; +1/+1 Bonus is +4/+4 PHBR5
78 Hear Light Clair Wis-3 6+3/m Can hear light Can hear infrared PHBR5
79 Heightened Senses Metab Con 5+1/m Triple sensory sensitivity 1 sense increased 1d PHBR5
80 Hivemind M-Psi Wis-1 2 Gain 4*level PSPs from insects Gain 8*level PSPs DSDK2
81 Identity Penetration Telep Wis-3 C+6/m See through polymorph,illusion -- PHBR5
82 Immovability Metab Con-5 9+6/r Need 10*roll in Str to move Impossible to move PHBR5
83 Impossible Task Telep Wis-1 10+5/d Believes task is impossible Maintained free 1m DSDK2
84 Incarnation Awareness Telep Wis-4 C+13/r Gain info. about 1 past life/r All past lives in 1r PHBR5
85 Inertial Barrier Kinet Con-3 7+5/r Melee:delay 1r;Mis.:-dice dmg Mis.:-dice-1 dmg PHBR5
86 Inflict Pain Telep Con-4 C+2/r -4 TH; no spells (save) unc. 1d10r (save) PHBR5
87 Insect Mind Telep Int-2 7+1/m +2 Chr with insects Maintained free 1d DSDK2
88 Intensify M-Psi ***-3 5S+1/r +S Int,Wis,or Con,-S other 2 Cost is 3S+1/r PHBR5
89 Invincible Foes Telep Wis-3 C+5/r Next hit drops target 1t -- PHBR5
90 Invisibility Telep Int-5 C+2/r/P Makes someone invisible Superior Invisibility PHBR5
91 Iron Will M-Psi Wis 8+3/m Can fully act up to -10 hp Can act up to -15 hp WatW2
92 Know Course Clair Int-2 5+4/h Find the Path Radial Navigation WatW2
93 Know Direction Clair Int 1 Know which way is North Maintained for 1 day PHBR5
94 Know Location Clair Int 10 Gives simple idea of location Learn exact location PHBR5
95 Levitation Kinet Wis-3 12+2/m Up/down move rate 6 Move rate 12 PHBR5
96 Lend Health Metab Con-1 4 Transfer hp from psionic Target gets double PHBR5
97 Life Detection Telep Int-2 3+3/m Detect Life (as spell) -- PHBR5
98 Magnetize Kinet Int-1 2W Metal obj magnetised L r (W=weight) No Str check allowed WatW2
99 Magnify M-Psi Wis-5 25M+M/r Mult. power (Max=level/5+1) M+1, no extra cost PHBR5
100 Martial Trance M-Psi Wis-3 7 +1 checks; no P,V actions Only lose P actions PHBR5
101 Mass Manipulation Kinet Int-3 9+9/r Modify weight -75% to +100% -90% to +300% WatW2
102 Mental Barrier [H] Telep Wis-2 3 Costs no action to use No contact for 2r PHBR5
103 Mind Bar Telep Int-2 6+4/m 75% vs. Ench/Cha;immune Telep. +5 in contests PHBR5
104 Mind Blank [F] Telep Wis-7 0 Costs no action to use -- PHBR5
105 Mind Over Body Metab Wis-3 10/d/P Don't need food,water,sleep Don't need rest after PHBR5
106 Mind Thrust [B] Telep Wis-2 2 Lose 1 power 2d6d -- PHBR5
107 Molecular Agitation Kinet Wis 7+6/r Destroy object in 5r (save-10) Destroy in 3r PHBR5
108 Molecular Bonding Kinet Int-1 5+4/m Join 2 objects at molecular level 6 sq" /r 24 sq" /r WatW2
109 Molecular Manipulation Kinet Int-3 6+5/m Object is weakened (-2 save/r) (-4 save/r) PHBR5
110 Momentum Theft Kinet Int-2 5+ Stop (200 lbs, each x2 is +5 PSPs) Held for 1r WatW2
111 Mysterious Traveler Telep Wis-1 2 False rumors about his travels Rumors continue 3d DSDK2
112 Opposite Reaction Kinet Con-1 5 Missile returns at attacker Breaks missile DSDK2
113 Passive Contact Telep Wis-1 2*Int+1/h Like Contact, cheaper to maintain Empathy with target WatW2
114 Phase Port Wis-1 6+6/r Out of phase; cannot attack x2 move rate WatW2
115 Phase Object Port Wis-3 10+5/r Object out of phase May disintegrate WatW2
116 Pheromone Discharge Metab Int 5+1/m Smells like an insect Maintained free 4d6h DSDK2
117 Phobia Amplification Telep Wis-2 C+4/r Strong Fear of thing (save) No save PHBR5
118 Photosynthesis Metab Con+1 5+2/t Regen 1 hp/r in sunlight Sustenence in sun WatW2
119 Plant Mind Telep Int-4 11+2/m +2 Chr when dealing with plants Free maint. 1 d WatW2
120 Pocket Dimension Port Wis 14+3/t 5' cube extradimensional space 10' cube WatW2
121 Poison Sense Clair Wis 1 Detects presence of poison Gives type of poison PHBR5
122 Post-Hyp. Suggestion Telep Int-3 C+Lvl Long-term Suggestion Check not reduced PHBR5
123 Predestination Clair Wis-3 20+5/yD Gives vague feeling of destiny Can peer twice as far DSDK2
124 Probability Manipulation M-Psi Int-4 10 +4 to next die roll +4 next 3 die rolls WatW2
125 Prolong M-Psi Con-4 5+2/r Range & area of powers +50% Range & area +100% PHBR5
126 Psionic Inflation M-Psi Wis-5 20+3/m All powers double cost & main. Triple cost & main. PHBR5
127 Psionic Residue M-Psi Wis-3 15 Get 10% PSPs spent by others +10 PSPs DSDK2
128 Psionic Sense M-Psi Wis-3 4+1/m Detect Psi: PSPs,Dir.,Dist. Does all frequencies PHBR5
129 Psionic Vampirism M-Psi Wis-3 C+8+3/r Drain CL PSPs from target /r Double effect WatW2
130 Psychic Blade M-Psi Con-2 7+X+X/r Blade: 1d6/1d6 +2/+X, stun 1d6r (save) 1d10/1d10 WatW2
131 Psychic Drain M-Psi Wis-6 10P+C Drain W,I,C:10 PSPs;Amnesia 2w No Amnesia PHBR5
132 Psychic Impersonation Telep Wis 10+3/h Match other's thought patterns Cannot be detected PHBR5
133 Psychic Messenger Telep Con-4 4+3/r Send Illusion of self to area Can look like other PHBR5
134 Radial Navigation Clair Int-3 4+7/h Know dist./dir. to start point Can retrace to start PHBR5
135 Receptacle M-Psi Wis-5 1/r Gem:1/100gp;Item:(2W+I+C-40)*L -- PHBR5
136 Reduction Metab Con-2 D+1/r -1' per PSP until 1', then halve Double effect PHBR5
137 Repugnance Telep Wis-5 C+8/r Hatred for something (save) No save PHBR5
138 Reptile Mind Telep Int-1 5+1/m +2 Chr with reptiles Charms reptiles DSDK2
139 Retrospection M-Psi Wis-4 120 Similir to Commune spell -- PHBR5
140 Return Flight Kinet Con-1 3 Missile becomes returning Attack again if miss DSDK2
141 Rigidity Metab Con-2 8+3/r -1/r TH,Init,AC penalty Start at -3 DSDK2
142 Safe Path Clair Wis-4 8+5/m +4 Dex checks; Resist Traps Auto make next save WatW2
143 See Ethereal Clair Wis-5 4+2/m Can see into border Ethereal See into full Ethereal WatW2
144 See Magic Clair Wis-3 6+6/m Detect Magic Know exact type WatW2
145 See Sound Clair Wis-3 6+3/m Can see sound Maintenance 1/r PHBR5
146 Send Thoughts Telep Int-1 C+2/r Send thoughts;no spells (save) No save PHBR5
147 Sensitivity to Observation Clair Wis 5 Know when you're watched Knows location WatW2
148 Sensory Suppression Telep Int-2 C+4/r Blindness and Deafness Loses all 5 senses WatW2
149 Shadow Walk Port Con+1 9 Travel between shadows 1000 yd 2 miles WatW2
150 Share Strength Metab Con-4 6+2/r Transfer 2 Str:1 target Str Transfer 1:1 PHBR5
151 Sight Link Telep Con-3 C+5/m Can see through other eyes Sound Link gained PHBR5
152 Soften Kinet Int 4+3/r Weapon -1TH,-1dmg,-1save/r Double rate PHBR5
153 Sound Link Telep Con-2 C+4/t Can hear through other ears Sight Link gained PHBR5
154 Spatial Distortion Port Int-4 8+4/m Distance Distortion 20'cu Double effect WatW2
155 Spider Touch Metab Dex-1 4+2/m Spider Climb +2 Dex WatW2
156 Spirit Sense Clair Wis-3 10 Senses presence of spirits Knows exact location PHBR5
157 Splice M-Psi Int-2S 5S+S/r Do combined powers as 1 Mental +2 checks when used PHBR5
158 Stasis Field M-Psi Con-3 20+X/r Slows down time by x60 -- PHBR5
159 Static Discharge Kinet Int-3 5+5/r 1d4+1 dmg lightning, cumulative per r 1d6+1 instead WatW2
160 Strength of the Land Metab Con-2 10+2/r +25 hp,+3 TH,+3 dmg,25% MR Lasts 5r after maint. DSDK2
161 Summon Object Port Int-4 30 Summon a simple object max 100 lbs. Half PSP cost WatW2
162 Suppress Fear Telep Wis+1 5 Remove Fear; +4 vs. fear for 1 t +1 TH WatW2
163 Suspend Animation Metab Con-3 12 Suspend animation (level)w Aware; can awaken PHBR5
164 Synaptic Static Telep Int-4 15+10/r Must contest to use psionics +1 contest for static PHBR5
165 Taste Link Telep Con-2 C+4/t Can taste through other mouth Scent Link gained PHBR5
166 Telempathic Projection Telep Wis-2 C+4/r Send emotions Can change emotion PHBR5
167 Teleport Lock Port Int-1 8+2/r Target cannot teleport (no save) -- WatW2
168 Teleport Object Port Int-3 T+20 Teleports 1 nonliving object Automake saves 2d DSDK2
169 Teleport Trigger Port Int+1 2/h Activates Teleport (no action) No dist. Check Mod. PHBR5
170 Thought Shield [G] Telep Wis-3 1 Costs no action to use -- PHBR5
171 Time Dilation Port Int-7 54/r +3 M, +3 P, +3 V; not cumul. w/ Haste +1 more each type WatW2
172 Time Duplicate Port Int-1 22/s Can use 2M/2P/2V/6Z next segment +4 AC/save; +2 TH WatW2
173 Time Shift Port Int 16+3/rS Move into future;Max=(level)r Add 1r to Max PHBR5
174 Time/Space Anchor Port Int 5+1/m Cannot be teleported -- PHBR5
175 Trail of Destruction Clair Wis-2 10+3/m Detect use of Defiling magic Know which spells DSDK2
176 True Worship Telep Wis-1 5 Tells god worshiped & temple Knows all in range DSDK2
177 Truthear Telep Wis 4+2/m Detect Lie (as spell) Knows real truth PHBR5
178 Watcher's Ward Clair Int-2 6+2/h Can't be surprised; Detect Danger Know location danger WatW2
179 Weather Prediction Clair Int-2 10 Accurate weather forecast 24h Weather forecast 1w DSDK2
180 Wrench M-Psi Wis-4 15+8/r Undead:-level AC;cannot drain -2 init. penalty PHBR5

[PC5] Psionicist Classes Group


Psi2 Sciences (Majors)

# Power Disip. Check PSPs Effect Power Score Source
1 Animal Affinity Metab Con-4 15+4/m Take random animal's attribute Take 2 attributes PHBR5
2 Appraise M-Psi Int-4 14 Gives chances of success Reroll 3 future dice PHBR5
3 Aura Alteration M-Psi Wis-4 10 Disguise AL,level (level)h -- PHBR5
4 Aura Sight Clair Wis-4 9+9/m Learn 2 auras (AL or level) Learn 4 auras PHBR5
5 Banishment Port Int-1 30+10/r Target in pocket;returns @ end Cannot gate/teleport PHBR5
6 Clairaudience Clair Wis-3 6+4/m Clairaudience (as spell) Gain Clairvoyance PHBR5
7 Clairvoyance Clair Wis-4 7+4/m Clairvoyance (as spell) Gain Clairaudience PHBR5
8 Complete Healing Metab Con 30 Heal (as spell) in (24-level)h Heal in (60-3*level)m PHBR5
9 Create Object Kinet Int-4 16+3/r Creates temporary small object Object is permanent PHBR5
10 Death Field Metab Con-8 40 Set amount of dmg(others save) You take ½ amount PHBR5
11 Detection Clair Wis-2 15+6/m Detect Object 90', expands 30'/r Know concentration WatW2
12 Detonate Kinet Con-3 18 (level)d6 damage (save:½) (2*level)d6 damage PHBR5
13 Domination Telep Wis-4 2C+2C/r Get control of all actions Maintenance halved PHBR5
14 Disintegrate Kinet Wis-4 40 Disintegrate 8 cu.' (save) (save-5);16 cu.' PHBR5
15 Ejection Telep Wis-4 2S Break contact;lose 1 power 1t Opp. lose 1 power 1t PHBR5
16 Empower M-Psi Wis-12 50+100X Object PSP=(4*Dev+6*Sci+10)*L -- PHBR5
17 Endorphin Control Metab Chr-6 16+8/r +1d6 Int,Wis,or Chr +1d6 to all three DM
18 Energy Containment Metab Con-2 1/die Absorb max 1 die/lvl;glow:-2AC 0 dmg from energy PHBR5
19 Fate Link Telep Con-5 C+5/t Both take same dmg Range unlimited PHBR5
20 Hallucination Telep Int-3 C+6/r Create image in target's mind 20% of dmg is real WatW2
21 Id Insinuation [D] Telep Wis-4 5 Target loses all actions 1d4r Turn on allies 1d4r PHBR5
22 Intellect Fortress [I] Telep Wis-3 4 Costs no action to use -- PHBR5
23 Kinetic Control Kinet Int-3 15+7/r Take only 2+leak vs. physical attacks Reflect 1d10 dmg WatW2
24 Life Draining Metab Con-3 11+5/r Drain level hp/r;add to caster level*3 hp/r PHBR5
25 Mass Domination Telep Wis-6 C+2L/r Up to 5 creatures Dominated Range 100y PHBR5
26 Metamorphosis Metab Con-6 21+1/t Polymorph Self(even to object) Max 3*caster's mass PHBR5
27 Mindflame Telep Wis-6 30 <=8 HD Stun 2d6 r; >8 HD Dazed 1d3 r <=16 HD; >16 HD WatW2
28 Mindlink Telep Wis-5 C+8/m Send thoughts to each other 1 Probe question PHBR5
29 Mindwipe Telep Int-6 C+8/r -level/4 Int/Wis/Level (save) No save PHBR5
30 Molecular Rearrangement Kinet Int-5 20+10/h Change an object 1 ounce/hr Become extraordinary PHBR5
31 Nerve Manipulation Metab Con-3 14 Touch: Pain 1d3 r Stun 1d2 r WatW2
32 Object Reading Clair Wis-5 16 Detect Psi. Imp. of owners Know race,AL,age PHBR5
33 Poison Simulation Metab Con-2 16 Resist Poison; next attack is poisonous -2 on save WatW2
34 Precognition Clair Wis-5 24 Sees a possible future outcome Reroll 3 future dice PHBR5
35 Probability Travel Port Int 20+8/h Go to Astral physically Color pool nearby PHBR5
36 Probe Telep Wis-5 C+9/r True answer:1 question/r (save) 2 questions/r PHBR5
37 Project Force Kinet Con-2 10 (level)d6 damage (save:½) Knock down M target PHBR5
38 Psionic Blast [A] Telep Wis-5 10 Lose 80% hp in mind (save) Unc. 1t (save) PHBR5
39 Psychic Clone M-Psi Wis-8 50+5/r Ghostly mental body;can move Ectoplasmic Form PHBR5
40 Psychic Crush [E] Telep Wis-4 7 (level)d8 damage (save) No save PHBR5
41 Psychic Surgery M-Psi Wis-5 C+10/t Make Perm./Remove Telep. (1/t) 1 power/5r PHBR5
42 Regenerate Metab Con-4 18+6/t Regenerate Natural healing x2 WatW2
43 Sens. to Psychic Imp. Clair Wis-4 12+2/m Detect Psi. Imp. of Area Gets very clear vision PHBR5
44 Shadow-form Metab Con-6 12+3/m Become normal shadow (mv 6) Monster shadow PHBR5
45 Spirit Lore Clair Int-3 30+8/r Can Commune with Spirits Knowledgeable spirit WatW2
46 Split Personality M-Psi Wis-5 40+6/r +1 Mental action +1 more M action PHBR5
47 Subjective Reality M-Psi Wis-5 35+7/m Immune to 1 specific type of effect Can change /r WatW2
48 Summon Planar Creature Port Int-4 45*#PL Choice of plane but not exact Creature not angry PHBR5
49 Summon Planar Energies Port Int 32 3d12 dmg no resistance 4d12 dmg no resist WatW2
50 Superior Invisibility Telep Int-5 C+5/r/P No sound,smell; attack breaks Improved Invisibility PHBR5
51 Suppress Magic M-Psi Con-4 30+X/r Anti-Magic Shell (SL=X) 60' r Dispel-Magic Zone WatW2
52 Switch Personality Telep Con-4 C+30 Switch bodies (perm.);-1Con/d -1 Con/w PHBR5
53 Telekinesis Kinet Wis-3 W+hW/r Object move rate 6 Can move 2nd object PHBR5
54 Telekinetic Barrier Kinet Con-3 18+10/r Wall of Force Free maintain 3r WatW2
55 Telekinetic Flight Kinet Wis-4 15+4/m Fly 18" Fly 24" WatW2
56 Teleport Port Int 20+ Teleport (same plane) PSP cost -20% PHBR5
57 Teleport Other Port Int-2 20+ +10 PSPs per creature moved PSP cost -20% PHBR5
58 Time Travel Port Int-3 50+8/h Travel 1 yr; each x10 is +10 PSPs -- WatW2
59 Tower of Iron Will [J] Port Wis-2 6 Costs no action to use Area 10' radius PHBR5
60 True Sight Clair Wis-4 15+9/m True Sight Know Alignment WatW2
61 Ultrablast [U] Telep Wis-10 75 Fail1:Unc.2d6t;Fail2:lose Psi <= 3HD:death (save) PHBR5
62 Wormhole Port Int-2 48+16/r Dim Door 10 mi; Each x10 is +12 PSPs Half maintenance WatW2

[PC5] Psionicist Classes Group


Psi2 High Sciences (Grands)

# Power Disip. Check PSPs Effect Power Score Source
1 Alter Reality All Any-10 250 Alter Reality or Psi1 major Double CL effect DM
2 Conductive Clairvoyance Clair Wis-9 15/r Can use Psi powers through it Move effect at 18" DM
3 Cosmic Awareness Clair Wis-6 10/r Detect "Everything" CL*30' Range is sight WatW2
4 Elemental Composition Metab Con-4 24+3/r Can be any Normal/Para/Quasi Ele Can be Semi Ele WatW2
5 Energy Cancel Metab Con-6 1/die Cancels entire energy effect Autocancel all this s DM
6 Grand Detonate Kinet Con-5 27 CLd20 shards damage Use d30's DM
7 Legendary Control Metab Chr-24 24+12/r +1d6 Cml, Luck, or CL +1d6 all three DM
8 Lend Actions M-Psi *Auto* 0/perm [0 action]: Lend an action -- DM
9 Mass Contact Telep Wis L+1/r L=sum of targets' levels PSP cost halved WatW2
10 Megakinesis Kinet Wis-4 X/r TK, X=(lbs.)*(speed in ")/lvl^2 PSP cost halved WatW2
11 Nonweapon Familiarity Clair Int-8 200/d +1 slot in every nonweapon prof +1 every weapon prof DM
12 Physical Acceleration Metab Con-6 20/r +1 P action /r (range sight) +1 QP action /r DM
13 Planar Transportation Port Int-4 65 Teleport anywhere in multiverse No summ. sickness WatW2
14 Strength of the World Metab Con-6 10/r +9/+9 AC/saves, +25% RR/MR/PsiR Lasts 5r after maint. DM
15 Time Shift Other Port Int-S*3 S*6 Time Shift other S r (no save) -CL*5% to PsiR roll DM
16 Ultrashield [X] Telep Chr-5 20 Cannot attack / be attacked w/ Psi Can still attack DM
17 Weapon Familiarity Clair Int-4 100/d Proficient with all weapons Single Spec with all DM

Psi2 Supers

# Power Disip. Check PSPs Effect Power Score Source
1 Cellular Heal/Harm Metab Con-13 X X targets: Heal/Harm X% of max X*2% of max DM
2 Change Reality All Any-20 400 Change Reality or Psi1 grand Double CL effect DM
3 Fluidity M-Psi *Auto* 0/perm [0 action]: Swap 2 stats -- DM
4 Lady's Smirk M-Psi Chr-15 400/d Autoroll 1 on Prof.& Psi2 checks Auto power score DM
5 Magic Inertial Barrier Port Dex-18 70/r Spell delayed 1 s if hitting you Delayed 2 s DM
6 Mental Acceleration Metab Chr-10 30/r +1 M action /r (range sight) +1 QM action /r DM
7 Personal Acceleration Metab Chr-10 30/r +1 Swing action /r (range 0) +2 S actions DM
8 Planetary Detonate Kinet Con-25 3600 Detonates 1 planet or moon (!) 2 planets or moons! DM
9 Public Access Key Clair Int-20 90/r Target's Truename is visual (!) Thoughts visible too DM
10 Spirit in the Sky Telep Chr-15 1/week No physical body, can use 2 M /s Can use 3 M /s DM
11 Superblast [V] Telep Str-20 250 All in 1 mile insane (no PsiR) 2 mile radius DM
12 Trans-Planar Contact Telep Wis N+2/r N=(lvl)*(# planes +1); (no PsiR) PSP cost halved DM

[PC5] Psionicist Classes Group


Psi0

Level KXP Psi0
mMG S
1 0 1-- -
2 3 2-- -
3 6 3-- -
4 12 4-- -
5 24 5-- -
6 48 51- -
7 96 52- -
8 192 53- -
9 384 54- -
10 600 55- -
11 900 651 -
12 1200 652 -
13 1500 653 -
14 1800 654 -
15 2100 655 -
16 2400 765 1
17 2700 765 2
18 3000 765 3
19 3300 765 4
20 3600 765 5
21 3900 766 5
22 4200 766 6
23 4500 776 6
24 4800 777 6
25 5100 777 7
26 5400 877 7
27 5700 887 7
28 6000 888 7
29 6300 888 8
30 6600 988 8
31 6900 998 8
32 7200 999 8
33 7500 999 9
34 7800 A99 9
35 8100 AA9 9
36 8400 AAA 9
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  0  0  0  0  0  0  0  0
+2  1  1  1  1  1  1  1  1
+3  1  1  1  1  1  1  1  1
+4  2  2  2  2  2  2  2  2
+5  2  2  2  2  2  2  2  2
+6  3  3  3  3  3  3  3  3
+7  3  3  3  3  3  3  3  3
+8  4  4  4  4  4  4  4  4
+9  4  4  4  4  4  4  4  4
+10  5  5  5  5  5  5  5  5
+11  5  5  5  5  5  5  5  5
+12  6  6  6  6  6  6  6  6
+13  6  6  6  6  6  6  6  6
+14  7  7  7  7  7  7  7  7
+15  7  7  7  7  7  7  7  7
+16  8  8  8  8  8  8  8  8
+17  8  8  8  8  8  8  8  8
+18  9  9  9  9  9  9  9  9
Requisites: Str 9, Dex 9, Con 9, Int 8
Alignment: any
HD/level: +d6
Weapon Prof.: 4+level/6
To Hit Table: Mon
Save Table: Mon
Reference: DM
Groups: Psionicist
 
See [Q0] for rules and powers.
KiL (Ki Level) = (highest Psi0 level)*3 + (highest Monk1 level)*2 + (highest Wild Talent level).
P0Ps = Str + Dex + Con + Wis - 40 + KiL
These are restored at 1 per round until the maximum per turn (equal to KiL) is reached.
1 P0P = 20 Psi1 points = 2 Psi9 track points for purposes of Psi11 conversion.

[PC5] Psionicist Classes Group


General Psi0 Information

KiL (Ki Level) = (highest Psi0 level)*3 + (highest Monk1 level)*2 + (highest Wild Talent level).
 
P0Ps = Str + Dex + Con + Wis - 40 + KiL
These are restored at 1 per round until the maximum per turn (equal to KiL) is reached.
1 P0P = 20 Psi1 points = 2 Psi9 track points for purposes of Psi11 conversion.
 
Psi0 and Monk1 get a progression (this replaces the "1 Martial Arts slot per level" in the Collective). You may downgrade if desired.
Wild Talents must buy these using Martial Arts slots (1 for Minor, 2 for Major, 3 for Grand, 4 for Super). They get the ability to take 1 power per level, levels 1-9 is Minor, 10-18 is Major, 19-27 is Grand, 28-36 is Super. You may take lesser types if desired.
 
In the "Act" column below (which is the actions needed to perform the maneuver), read "patt" as "punch attack" and "katt" as "kick attack".
 
Read "One attack:" on the Effects tables below as "Gain and do one attack, if successful, do the following:". You don't actually do damage with the attack unless noted.

[PC5] Psionicist Classes Group


Psi0 Minor Powers

# Power P0P Action Effect
1 Acting 0 0 Acting, Spying, Disguise proficiencies; KiL*10% chance to resist Detect Lie spell
2 Armory 0 0 Armor Optimization, Armor/Weapon Identification, Armor/Weapon Repair proficiencies
3 Arrow Cutting 1 1V You get a Dex check (with penalty = enemy's level) for each missile shot at you this round
4 Binding 0 1V Tie up a helpless/surrendered foe so they cannot escape by physical means
5 Bowyer 0 0 Bowyer/Fletcher proficiency; 1 week of F actions: Make a nonmagical +1/+0 bow.
6 Calligraphy 1 0 Copy documents; Can copy magical writings at KiL% success, (100-KiL)% destroy original
7 Catfall 1 1P Land on feet, get a Dex check versus each die of the falling damage
8 Choke 1 1P One attack: Each round target makes Con check or unconscious, maintain by using 1V
9 Classical Literature 0 0 Legend Lore KiL%
10 Climbing 1 1V Gain Climb Walls rating of KiL*10% for the round
11 Contortion 1 1V Escape Bonds (but not from Binding power above); can squeeze through small gaps
12 Dance 0 0 Dancing, Juggling, Mime proficiencies; Can communicate without using spoken words
13 Double Attack 1 1att Do two attacks, each rolls 1d10 to hit, these cannot be traded in to do something else
14 Disable Limb 1 1P One attack: One limb cannot be used by target for 1t (no save)
15 Disarm 1 1P One attack: Target is disarmed (no save)
16 Entangle 1 1P One attack: Do one attack of dmg; -1 segment that target can use per round; maintain 1V
17 Fast-draw 1 0 1 of your weapon attacks occurs at start of round; can pick up 1 weapon without using 1V
18 Focus: Skill 1 1M +1 slot in a non-weapon proficiency (even if you don't have the proficiency) for 1r
19 Forced March 1 0 +KiL to movement rate for the day
20 Grapple 1 1P One attack: Do KiL + Str bonus (to damage) dmg every round, maintain by using 1V
21 Hawking 0 0 Can train a hawk to hunt or spy (not as good as a familiar, but close)
22 Horsemanship 1 1V Horsemanship proficiency; Keeps mount under control in difficult situations
23 Hurling 1 1P One attack: Throw any weapon (incl. weapons not meant to be thrown) without hit penalty
24 Kippup 1 0 Stand up without using a V action.
25 Leaping 1 1V Jump KiL*5' horizontally or KiL*2' vertically
26 Maka Wara 0 0 Each time someone hits you with an unarmed attack, he takes 1 damage back.
27 Medicine I 1 1V Choose one: Cure KiL hp; Cure Wounding; Repair disabled limb
28 Meditation -3 1 turn +KiL mental saves & Immune Fear for 1t; x2 normal healing/regenation rate in non-combat
29 Music 0 0 Music Composition, Instrumental, Singing proficiencies
30 Piercing Thrust 1 0 Do maximum damage with a piercing weapon attack.
31 Reverse Cut 0 0 Can attack to side or behind at no penalty (don't have to turn around)
32 Rhetoric 0 0 Fast-talking, Negotiation, Preaching proficiencies
33 Silent Garrote 1 1P One attack: Choke as above (you must be in Backstab position); Silence 15'r for duration.
34 Silent Kill 1 1P One attack: Do a x2 Backstab (you must be in Backstab position); Silence 15'r for that 1s.
35 Smashing Blow 1 1att Double the "to hit" roll with a blunt attack; Natural 19-20 is automatic hit.
36 Stealthy Movement 1 1V Gain Move Silently and Hide in Shadows ratings of KiL*10% for the round
37 Strike 1 0 Add your Str hit and damage bonus a second time for all attacks for this segment
38 Swimming 1 1M Can swim underwater for the round with no chance of drowning; Resist Water for 1 round
39 Tea Ceremony X 1 turn Give to other Psi0-users in room a total of X Psi0 points, this may be above max for 1 turn
40 Theology 0 0 Religion proficiency; Detect divine beings
41 Throw 1 1P Make one attack, if successful, throw target level*10' in one direction, he takes falling dmg
42 Trip 1 1att One attack: Do KiL dmg; target is down but may spend 1V to get back up
43 Unarmed Combat 0 0 +level TH and dmg with unarmed combat

[PC5] Psionicist Classes Group


Psi0 Major Powers

# Power P0P Action Effect
1 Air Throw 3 1P,1V One attack: Target takes KiL*5' falling damage
2 Backflip Kick 2 1katt One kicking attack to opponent's back (not a backstab): Normal damage.
3 Buffalo Punch 2 2patt One punching attack: x3 normal damage.
4 Concealment 2 1M Invisibility
5 Death Touch 3 1P One attack: Death (save vs. PPD)
6 Double Dread Kick 2 2katt,1V Two kicking attacks: Each does normal damage and knocks the target back KiL'
7 Double-Hit Kick 2 0 Repeat damage of last kicking attack to same target
8 Double-Hit Knee 2 1katt Two kicking attacks: Normal damage; both must be vs. same target.
9 Dragon Kick 2 1P One kicking attack: That attack does Hp (hull points) instead of hp; target knocked down
10 Dragon Punch 2 1P One punching attack: That attack does Hp (hull points) instead of hp; target knocked down
11 Ear Pop 2 2patt (The 2att from seperate limbs) One attack: Target stunned and deaf (each save vs. PP)
12 Fire and Stones 2 2att (The 2att from seperate limbs) One attack: Destroys enemy's weapon (item save)
13 Flash Kick 3 1P,1V One kicking attack at +KiL to hit, ignores stoneskins/ironskins: x10 damage, knockdown
14 Flying Knee Thrust 2 1katt,1V One kicking attack: x2 normal damage.
15 Flying Thrust Kick 3 2katt,1V One kicking attack: x5 normal damage, knocked down.
16 Focus: Magic Resistance 3 0 KiL*5% MR for 1r
17 Focus: Stay Conscious X 0 Stay Conscious at negative hp; X = -(current hp)/2, round up
18 Foot Sweep 2 1katt One kicking attack: Normal damage, target is knocked down
19 Forward Flip Knee 2 1katt One kicking attack to opponent's back of head (not backstab) at -4 TH: Normal damage.
20 Handstand Kick 2 1katt,1V One kicking attack: Normal damage, with a bonus equal to your movement rate (in inches)
21 Head Butt 2 1HeadP One attack: Do double normal punching damage with your head.
22 Hundred Hand Slap 3 1F Ten punching attacks: Each does normal punching damage; all must be vs. same target
23 Hurricane Kick 2 1P,1V Do 1 attack on each target in a KiL*5' line: Normal damage plus knocked down.
24 Hyper Fist 3 1patt Three punching attacks: Each does normal punching damage; all must be vs. same target
25 Lightning Leg 3 1P,1M Ten kicking attacks: Each does normal kicking damage; all must be vs. same target
26 Lightning Stroke 3 1V Each time you miss this round you may reroll (you are actually making new 2nd attacks)
27 Medicine II 2 1V Choose one: Restore 1 stat point; Cure Disease; Neutralize Poison
28 Monkey Grab Punch 3 2patt One punch attack at +KiL to hit, cannot be parried/countered/dodged: Do normal damage.
29 Power Uppercut 2 2patt One punch attack at +KiL to hit: Do normal damage.
30 Precision Strike 0 0 All your weapons gain (+0)d(+2) on damage.
31 Rekka Ken 3 0 Ability to use 2P actions (but only for unarmed combat) this segment.
32 Returning Hurl 3 1P Hurling (above); if weapon has chain attached it has end-of-round returning.
33 San He 3 0 For 1r: Immovability; cannot be knocked back/down; cannot use V actions
34 Shockwave 3 1F Earthquake KiL' r (as spell)
35 Slide Kick 2 1katt One kicking attack, auto hits if target is not flying: Normal damage, target is knocked down
36 Spinning Back Fist 2 1patt,1V One punch attack: That attack does x2 damage.
37 Spinning Clothesline 3 1P One punching attack on each target within KiL'r: Do normal damage.
38 Spinning Knuckle 3 0 Repeat damage of last punching attack on same target
39 Stepping Front Kick 2 3katt,1V Two kicking attacks, second autohits if first hits: Normal damage, target knocked back KiL'
40 Toughskin 0 0 +KiL/2 AC bonus
41 Triple Strike 3 3att (The 3att from seperate limbs) Three attacks at same target at +KiL to hit: Normal dmg.
42 Whirlwind Kick 3 1P One kicking attack on each target within KiL'r: Do normal damage.
43 Wounded Knee 3 1katt One kicking attack: Target loses 1V action per round for 1t.

[PC5] Psionicist Classes Group


Psi0 Grand Powers

# Power P0P Action Effect
1 Acid Breath 5 MouthP Breathe Acid (as per dragon)
2 Air Hurricane Kick 4 1P,1V Do 1 attack on each target in a KiL*5' line even in air: Normal damage plus knocked down.
3 Channel-strike 4 0 One attack: Normal results of attack. All Channel-strike in round must be vs. same target.
4 Chi Kung Healing X 1M Cure X*KiL hp to one target
5 Cobra Charm 4 EyeP Gaze, target must save vs. RSW or he cannot use any actions next segment, maintain 1M
6 Divination 6 1 turn Ask the DM a question, answer is given as (choose one:) 1 English word or cryptic phrase
7 Energy Reflection 5 1V As Arrow Cutting (above), except vs. magical missiles (even vs. Meteor Swarms & such)
8 Extendable Limbs 0 0 Your limbs can extend an extra KiL'
9 Fireball 4 1M KiLd6 dmg, KiL' radius (fire damage) (save:½, if made save again for 0)
10 Flaming Dragon Punch 4 1P Dragon Punch (above); Do an extra set of hull damage (elemental fire damage) (save:½)
11 Focus: Ability 6 1F +1 to an ability score for 1t
12 Ghost Form 6 1M Out-of-phase for 1r (cannot affect or be affected by solid objects), maintain 1M and 1 P0P
13 Great Wall of China 6 1P,1V KiL kicking attacks distributed among targets within KiL'r: Do normal damage.
14 Iceblast 5 1M KiLd4 dmg in a KiL*5' line (ice damage) (save:½)
15 Improved Fireball 6 1M KiLd8 dmg, KiL' radius (fire damage) (save:½, if made save again for 0)
16 Mind Reading 4 1M ESP; Know what the target is going to do next round
17 Musical Accomplishment 4 MouthP Allies can reroll (choose one:) missed to hit, missed saves, missed BlahR rolls (for 1m)
18 Regeneration 0 0 Regenerate KiL hp per round (given as KiL/10 hp per segment)
19 Shock Treatment 0 0 Immune Lightning; 1 P0P, 1V: Deal KiL damage to one target (save: ½)
20 Sonic Boom 4 1M KiLd4 dmg, KiL' radius (sound damage) (save:½, if made save again for 0)
21 Spinning Foot Sweep 4 1katt One kicking attack on each target within KiL'r: Normal damage, targets are knocked down
22 Storm Hammer 5 1P,1V One attack: Target takes KiL*10' falling damage
23 Stunning Shout 6 MouthP Target must save vs. PP or stunned 1d(KiL) segments
24 Telepathy 4 1M Telepathy (as spell)
25 TurboSpinningClothesline 6 1P Two attacks on each target within KiL'r: Do normal damage.
26 Yoga Flame 4 MouthP Breathe Fire (as per dragon)
27 Yoga Teleport 6 1M Tesseract (as spell effect), KiL% chance of not being stunned afterwards

Psi0 Super Powers

# Power P0P Action Effect
1 Flying Fireball 8 1M,1V KiLd8 dmg in a KiL' radius (fire damage) (save:½)
2 Focus: Resist Death X 0 Stay Alive (but probably unconscious) past -10 hp; X = -(current hp)/2, round down
3 Inferno Strike 7 1F KiLd20 dmg, KiL*3' radius (fire damage) (save:½), center at caster (who doesn't take dmg)
4 Repeating Fireball 3*X 1M Throw X Fireballs (see above)
5 Thunderclap 8 1M KiLd12 dmg, KiL' radius (sound damage) (save:½, if made save again for 0)
6 Zen No Mind 10 0 Ability to use 2M actions per segment

[PC5] Psionicist Classes Group


Psi0.00


Level

KXP
Psi0.00
mMG SU

TH
1 0 1-- -- +1
2 3 2-- -- +2
3 6 3-- -- +3
4 12 4-- -- +4
5 24 51- -- +5
6 48 52- -- +6
7 96 53- -- +7
8 192 54- -- +8
9 384 651 -- +9
10 600 652 -- +10
11 900 653 -- +11
12 1200 654 -- +12
13 1500 765 1- +13
14 1800 765 2- +14
15 2100 765 3- +15
16 2400 765 4- +16
17 2700 765 5- +17
18 3000 766 5- +18
19 3300 766 6- +19
20 3600 776 6- +20
21 3900 777 6- +21
22 4200 777 7- +22
23 4500 877 7- +23
24 4800 887 7- +24
25 5100 888 7- +25
26 5400 888 8- +26
27 5700 988 81 +27
28 6000 998 82 +28
29 6300 999 83 +29
30 6600 999 94 +30
31 6900 A99 95 +31
32 7200 AA9 96 +32
33 7500 AAA 97 +33
34 7800 AAA A8 +34
35 8100 AAA A9 +35
36 8400 AAA AA1 +36
37 16800 AAA AA2 +37
38 25200 AAA AA3 +38
39 33600 AAA AA4 +39
45 84000 AAA AAA +45
54 159600 CCC BBB +54
63 235200 DDD DDD +63
72 310800 FFE EEE 1 +72
Requisites: Str 13, Dex 14, Con 14, Int 12
Alignment: any
HD/level: ++d8
Weapon Prof.: 5+level/3
Reference: DM {Pinpoint Psi0}
Groups: Psionicist, Alternate
Complexity: CF=3
 
Saving Throws:
PPD: level*2 Fort: level*2
RSW: level*2 Reflex: level*2
PP: level*2 Will: level*2
BW: level*2
Spell: level*2
 
See [Q0.00] for rules and powers.
PSPs = Str + Dex + Con + Wis + LVL*50
Gets a martial arts style, with all the style's numbers doubled (dmg, AT, Requirements, #Att shift from 1/1)
Can take each martial arts maneuver twice; they fully stack (even if they wouldn't normally stack.)
+LVL V actions.

[PC5] Psionicist Classes Group


Psi0.00 Minor Powers

# Power PSPs Action Effect
1 Arrow Cutting 20 1bV Immune to missiles this segment.
2 Bowyer 0 - +10 TH with bows
3 Catfall 20 1bV Immune to falling damage this segment.
4 Choke 20 1att Target takes LVL^2 dmg; makes Con check at -LVL*2 or unconscious
5 Classical Literature 0 1M Legend Lore
6 Triple Attack 20 1att Do three attacks, each rolls 1d10 to hit, these cannot be traded in to do something else
7 Disable Limb 20 1att Sharp one limb (no save)
8 Fast-draw 20 1bP Do 1 attack on segment 0
9 Focus: Skill 20 1M +1 Kit for 1r
10 Forced March 20 - +CL*3" to movement rate for the day
11 Horsemanship 20 1V +1 Mount
12 Maka Wara 0 - Each time someone hits you with an unarmed attack, he takes 10*CL% damage back.
13 Medicine I 20 1V Choose one: Cure CL*2 hp; Cure Wounding; Repair disabled limb
14 Meditation -60 1 round +CL*2 mental saves & Immune Fear for 1t; x10 normal healing/regenation rate in non-combat
15 Piercing Thrust 20 1att If you hit with next attack, automatically critical and do maximum damage
16 Reverse Cut 0 - Immune Backstab
17 Silent Kill 20 1att Your next attack is a xLVL Backstab
18 Smashing Blow 20 1att Your next attack doubles the "to hit" (1d20) roll; Natural 19-20 is automatic hit.
19 Strike 20 0 Add your Str hit and damage bonus a second time for all attacks for this segment
20 Throw 20 1att If next attack is successful, throw target level*10' in one direction, he takes falling dmg
21 Unarmed Combat 0 - +level TH and dmg with unarmed combat

Psi0.00 Major Powers

# Power PSPs Action Effect
1 Air Throw 60 2att Target takes CL*20' falling damage
2 Buffalo Punch 40 1att Next punching attack does x3 damage.
3 Concealment 40 1M Improved Invisibility
4 Death Touch 60 2att Next attack causes death (save vs. PPD)
5 Dragon Punch 40 2att Next punching attack does Hp (hull points) instead of hp; target knocked down
6 Ear Pop 40 1att Next attack causes stun and deaf (each save vs. PP)
7 Flash Kick 60 2att Next kicking attack at +CL*2 to hit, ignores stoneskins/ironskins; x10 damage; knockdown
8 Focus: Magic Resistance 60 - CL*20% MR for 1t
9 Focus: Stay Conscious X - Stay Conscious at negative hp; X = -(current hp)
10 Hundred Hand Slap 60 1P Do ten punching attacks; Each does normal punching damage; all must be vs. same target
11 Hurricane Kick 40 1P Do 1 attack on each target in your group; Normal damage plus knocked down.
12 Lightning Stroke 60 1V Each time you miss this round you may reroll (you are actually making new 2nd attacks)
13 Medicine II 40 1V Choose one: Restore 1 stat point; Cure Disease; Neutralize Poison
14 Rekka Ken 60 0 Ability to use 2P actions (but only for unarmed combat) this segment.
15 Returning Hurl 60 - Your thrown weapons have Instant Returning.
16 Shockwave 60 1M Earthquake 1 group (as spell)
17 Toughskin 0 0 +CL*2 AC
18 Wounded Knee 60 1att Next kicking attack causes target to lose 1V action per round for 1t.

[PC5] Psionicist Classes Group


Psi0.00 Grand Powers

# Power PSPs Action Effect
1 Acid Breath 100 MouthP Breathe Acid (as per dragon)
2 Chi Kung Healing X 1M Cure X*CL hp distributed among any number of targets in one group
3 Cobra Charm 80 EyeP Gaze, target must save vs. RSW or he cannot use any actions next segment, maintain 1M/r
4 Divination 120 1 round Ask the DM a question, answer is given as (choose one:) 1 English word or cryptic phrase
5 Energy Reflection 100 1V As Arrow Cutting (above), except vs. magical missiles (even vs. Meteor Swarms & such)
6 Fireball 80 1M CLd12 fire dmg, 1 group (no save)
7 Focus: Ability 120 - +1 to an ability score (can multiple times, each instance is 120 PSPs from max pool)
8 Ghost Form 60 1M Out-of-phase for 1r (cannot affect or be affected by solid objects), maintain 1M/r and 20 PSPs/r
9 Great Wall of China 60 1P CL kicking attacks in group; do normal damage.
10 Iceblast 100 1M CLd6 ice dmg in a group (no save)
11 Improved Fireball 120 1M CLd16 dmg in a group (Reflex save:½)
12 Mind Reading 80 1M ESP; Know what the target is going to do next round
13 Musical Accomplishment 80 MouthP Allies can reroll (choose one:) missed to hit, missed saves, missed BlahR rolls (for 1m)
14 Regeneration 0 - Regenerate CL hp/s
15 Shock Treatment 0 - Immune Lightning; 20 PSPs, 1V: Deal CL*2 lightning damage to one target (no save)
16 Sonic Boom 80 1M CLd8 sound dmg, one group (no save)
17 Stunning Shout 120 MouthP Target must save vs. PP or stunned 1dCL segments
18 Telepathy 80 1M Telepathy (as spell)
19 Yoga Flame 80 MouthP Breathe Fire (as per dragon)
20 Yoga Teleport 120 1M Tesseract (as spell effect), CL*3% chance of not being stunned afterwards

Psi0.00 Super Powers

# Power PSPs Action Effect
1 Flying Fireball 160 1M CLd16 fire dmg, 2 groups (no save)
2 Focus: Resist Death X - Will not die past -10 hp (will still be unconscious unless running Focus: Stay Conscious); X = -(current hp)
3 Inferno Strike 140 1F CLd40 unholy fire dmg, caster's group (no save)
4 Repeating Fireball 60*X 1M Throw X Fireballs (see above)
5 Thunderclap 160 1M CLd24 sound dmg, one group (no save)
6 Zen No Mind 200 - CF=4: Ability to use 2M actions per segment

[PC5] Psionicist Classes Group


Psi0.01

Level KXP Psi0.01
mMG S
1 0 1-- -
2 3.75 2-- -
3 7.5 3-- -
4 15 4-- -
5 22.5 41- -
6 37.5 51- -
7 75 52- -
8 112.5 62- -
9 150 63- -
10 187.5 73- -
11 225 74- -
12 450 741 -
13 675 841 -
14 1125 851 -
15 1500 852 -
16 1950 952 -
17 2400 962 -
18 2900 A62 1
19 3400 A72 1
20 3900 A73 1
21 4400 B83 2
22 4900 C84 2
23 5400 D94 2
24 5900 E95 3
25 6400 FA5 3
26 6900 GA6 3
27 7400 HB6 4
28 7900 IB7 4
29 8400 JC7 4
30 8900 KC8 5
31 9400 LD8 5
32 9900 MD9 5
33 10400 NE9 6
34 10900 OEA 6
35 11400 PFA 6
36 11900 QFB 7
TH Saves
PD RS PP BW Sp Fo Re Wi
-1  5  3  8  2  3  1  0  1
+0  5  4  8  2  3  1  0  2
+1  6  4  8  3  4  2  0  2
+1  6  5  8  3  4  2  1  3
+2  6  5  9  3  4  2  1  3
+3  6  6  9  4  5  3  1  4
+4  7  6  9  4  5  3  2  4
+4  7  7  9  4  5  4  2  5
+5  7  7 10  5  6  4  2  5
+6  7  8 10  5  6  4  3  6
+7  8  8 10  5  6  5  3  6
+7  8  9 10  6  7  5  3  7
+8  8  9 11  6  7  6  4  7
+9  8 10 11  6  7  6  4  8
+10  9 10 11  7  8  6  4  8
+10  9 11 11  7  8  7  5  9
+11  9 11 12  7  9  7  5  9
+12  9 12 12  8  9  8  5 10
Requisites: Str 10, Int 10, Wis 10, Chr 10, 1 of these must be 19
Alignment: any
HD/level: d15 for the first five levels, then d1 thereafter
Weapon Prof.: 4+level/3
To Hit Table: 3xPsi
Save Table: Psi
Reference: DM {Planeshifted Psi1}
Groups: Psionicist, Alternate
 
See [Q0.01] for rules and powers.
Psionic Strength = (Str+Int+Wis+Chr)/4*(Level+9)
Level 1: Spend 1 Non-Weapon proficiency: Permanently raise two abilities' CL by 1 (or +2 CL to one ability). You may not more than double your level doing this.

[PC5] Psionicist Classes Group


Basic Psi0.01 Information

PSI0.01 CLASS: Psionic Strength = (Str+Int+Wis+Chr) / 4 * (Level+9)
WILD TALENTS: Psionic Strength = 64 + level + (Str+Int+Wis+Chr-48) * (exceptional+1)
where "exceptional" is the number of stats among (Str,Int,Wis,Chr) of 16 or above.
Wild Talent Power Progression:
  Potential Number of:
Str+Int+Wis+Chr Minor Major Grand
0-10 1 0 0
11-21 2 0 0
22-32 2 1 0
33-43 3 1 0
44-54 4 1 0
55-65 4 2 0
66-76 4 2 1
77-87 5 2 1
88-98 6 3 1
99-109 7 3 1
110+ 8 4 2
Min Level 1 6 12

Psi0.01 Psionic Pinpoint Attack

This hits one target (not a group) CL times.
Multiple hits do cause extra save penalty (-5 per instance) and a d100 shift (+/-10 per instance).
Also note the tables are slightly different.
This attack does not affect targets with Psi0.01 (they are considered immune).
Against Psi1, this attack is treated as CL Psi1 Psionic Blasts on one target.
 
Save for Range Effect (Duration is bottom row):
Int+Wis 20yd 40yd 80yd Death Coma Sleep Stun Confuse Enrage Panic Feeble 2Insanity 1Insanity 1Insanity
1-5 16 14 12 01-90 91-94 95-97 98-99 100 (101-110) (111-120) (121-130) (131-140) (141-150) (151-160)
6-10 15 13 11 01-04 05-90 91-94 95-97 98-99 100 (101-110) (111-120) (121-130) (131-140) (141-150)
11-15 14 12 10 01-03 04-07 08-90 91-94 95-97 98-99 100 (101-110) (111-120) (121-130) (131-140)
16-20 13 11 9 01-02 03-05 06-09 10-90 91-94 95-97 98-99 100 (101-110) (111-120) (121-130)
21-25 12 10 8 01 02-03 04-06 07-10 11-90 91-94 95-97 98-99 100 (101-110) (111-120)
26-30 11 9 7 (-9 to 0) 01 02-03 04-06 07-10 11-90 91-94 95-97 98-99 100 (101-110)
31-35 10 8 6 (-19 to -10) (-9 to 0) 01 02-03 04-06 07-10 11-90 91-94 95-97 98-99 100
36-40 9 7 5 (-29 to -20) (-19 to -10) (-9 to 0) 01 02-03 04-06 07-10 11-91 92-95 96-98 99-100
41-45 8 6 4 (-39 to -30) (-29 to -20) (-19 to -10) (-9 to 0) 01 02-03 04-06 07-10 11-93 94-97 98-100
46-50 7 5 3 (-49 to -40) (-39 to -30) (-29 to -20) (-19 to -10) (-9 to 0) 01 02-03 04-06 07-10 11-96 97-100
51+ 6 4 2 (-59 to -50) (-49 to -40) (-39 to -30) (-29 to -20) (-19 to -10) (-9 to 0) 01 02-03 04-06 07-10 11-100
Duration: 1d10 d 4d6 t 1d6 t 1d30 r 1d6 r 1d6 r perm. perm. 1d8 w 1d30 d

[PC5] Psionicist Classes Group


Psi0.01 Minor Powers

# MINOR POWERS Cost Notes
1 Automaton 10/r Animate one object as a DL=CL/2 Golem (counts as your summon)
2 Body Equilibrium 1/r Immune to falling damage, TK
3 Body Weaponry 1/r +3/2*CL AC or +2*CL unarmed TH
4 Cell Adjustment I 20 Cure/cause 20+CL*2 hp to one target (cannot use less PSPs for less effect)
5 Command 15 Command (Will save), 1+CL/3 words, 1 target
6 Detection of Life 4/r Name a summon type. Detects that summon type within 60*CL'
7 Domination 15+sum(HD) Domination (1+CL/3 Will saves), 1 target
8 Empathy 3/m Gives surface thoughts of target within 60' (no save)
9 Expansion 5/r +3/2*CL dmg (armed or unarmed)
10 Lights 3 1 target: Faerie Fire (-CL*4 AC) or Light (1+CL/3 saves Blindness)
11 Memory Protection 1/d Immune to next mental attack
12 Molecular Agitation cumul. 3/r 1 disruption dmg per segment to 1 target (no save)
13 Movement Acceleration 20/r +2V Actions or +3*CL" move rate
14 Object Reading 4/question Stone Tell
15 Psionic Trigger 15/d Contingency for 2 of the same psi power (still need points)
16 Rapport 15/r Share Memories or Detect Lie or Mind Scan; affects 1 target
17 Spirit Speak 6/question Speak with Dead (as spell); Cannot lie
18 Sens. to Psychic Imp. 10/r 0, 1/r: Identify Psionic effect
19 Tap Psionic Link 14/r Can join into Psionic link if originating psionicist is in your group
20 Telekinetic Barrier 10N /t Take -10*N dmg against the first physical attack per combat (max N = CL)
21 Telekinetic Blade 10/r Base damage 20+CL*2, considered +2 weapon, mental weapon, hits 1 target

[PC5] Psionicist Classes Group


Psi0.01 Major Powers

# MAJOR POWERS Cost Notes
1 Body Control 4/t Resist environment 2 HD/level
2 Controlled Blinking 10/t 0, 1/turn: Blink CL*10'
3 Dimension Door 20 Dimension Door (as spell); 900*CL'
4 Dimension Walk 1/t Cover 10 miles in (20-level) minutes
5 Dispel Exhaustion 14 Mental Surgery (1) but all in psi link affected
6 Energy Control 2/HD Max.=CL*2 in HD damage, must be energy attack, affects you only
7 Energy Dissipation 40 Take 1/10 dmg from an energy attack
8 Flying 18/t Fly 12+CL*3"
9 Improved Cell Adj. 100 Cure/cause 100+CL*10 hp to one target (cannot use less PSPs for less effect)
10 Mass Domination 30+sum(HD) Domination (Will save at -CL), hits CL targets
11 Mental Surgery 10*lvl Dispel Exhaustion or Feeblemind or Cure Insanity
12 Mind Bar 5/d iMentalR LVL*5%
13 Paralysis Bolt 45 Paralysis (CL/2 Fort saves), hits 1 target
14 Physical Acceleration 40/r +2P Actions
15 Probability Travel 10/P P=#planes removed, fail=21-level% [or] Enter the Plane of the UltraWhite (fail=10%)
16 Psionic Cage 50 Reverse Wards (no one can leave)
17 Submit Illusion 24/t Submit a Mirage Arcana to subject's mind; affects 1 target
18 Telekinesis 9/r Telekinesis CL*40' falling dmg (assuming size M); affects 1 target
19 Telempathic Projection 12 Empathy, but can send an emotion; no save; 1 target
20 True Sensory Input 4/r True Seeing (as spell), but all 5 senses
21 Wards 50 Pro.Evil&Scrying, no one can enter, break=150pts

[PC5] Psionicist Classes Group


Psi0.01 Grand Powers

# GRAND POWERS Cost Notes
1 Death Stare 225 Death or Stun 2d4r (if over 2*level HD) (CL-5 Fort saves)
2 Energy Cancel 3/HD Max.=CL/2 in HD damage, cancels whole effect, you don't need to be in that group
3 Limited Wish 320 Limited Wish (as spell)
4 Mental Acceleration 60/r +2M Actions
5 Power Transfer 200*T T:Minor=1,Major=2,Grand=3, Object=Caster Psi
6 Preservation 150 Preserve or Trap Soul or Permanency or Stasis; 1 target
7 Psionic Amplification 10*Mult Multiplies a power; Max.=level/3
8 Psionic Disruption 40/r No psi powers of one freq. can be used in 100'r
9 Restoration 120 Restoration, Regenerate, Restores Items, Stops/Restores dual-nature
10 Severance 40*SL Stops use of any 1 ability in creature (no save)
11 Shade 200 Create one Nightshade of someone who died here (treat as DL VIII Undead), 1/3 powers
12 Suppression 3/r Cannot use or be affected by psionics, all psi effects drop

Psi0.01 Super Powers

# SUPER POWERS Cost Notes
1 Cellular Heal/Harm X up to X targets: Heal or Harm X% of max hp
2 Counterspell 40*SL [0 action to use] Counters a Magic/Psi/Innate
3 Energy Dampen 1/HD/d Permanent Energy Cancel on self or 100'cu area
4 Full Acceleration 100/r +2F Actions or +1X Action
5 Mental Deceleration 200*N Target loses next 3*N mental actions (no save)
6 Munchkin / Pawn Element 700 Step Out Of a 1st level Wizard or Priest spell [or] one 1st level Pawn ability
7 Physical Deceleration 100*N Target loses next 3*N physical actions (no save)
8 Quick Mental Accel. 120/r +2QM Actions or +1QQM Action
9 Super Spirit 60/r Get CL-10 Second Tier powers from Martial Arts or Professional Wrestling
10 Telekinetic Crush 5*X 1 target: X*X*X*X telekinetic damage (no save)
11 Versatility 1000 Permanent: +1 max. # of classes or # psi.freq.
12 Wish 480 Wish (as spell), or any Psi0.02 Dev/Sci/High Sci

[PC5] Psionicist Classes Group


Psi1

Level KXP Psi1
mMG S
1 0 1-- -
2 2.5 2-- -
3 5 3-- -
4 10 4-- -
5 15 41- -
6 25 51- -
7 50 52- -
8 75 62- -
9 100 63- -
10 125 73- -
11 150 74- -
12 300 741 -
13 450 841 -
14 750 851 -
15 1000 852 -
16 1300 952 -
17 1600 962 -
18 2000 A62 1
19 2500 A72 1
20 3000 A73 1
21 3500 B83 2
22 4000 C84 2
23 4500 D94 2
24 5000 E95 3
25 5500 FA5 3
26 6000 GA6 3
27 6500 HB6 4
28 7000 IB7 4
29 7500 JC7 4
30 8000 KC8 5
31 8500 LD8 5
32 9000 MD9 5
33 9500 NE9 6
34 10000 OEA 6
35 10500 PFA 6
36 11000 QFB 7
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+1  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+2  5  9  6  4  8  1  2  3
+2  5  9  7  5  8  2  3  3
+3  5 10  7  5  9  2  3  4
+3  6 10  7  6  9  2  3  4
+4  6 10  8  6  9  3  4  5
+4  6 11  8  6 10  3  4  5
+5  7 11  9  7 10  4  5  6
+5  7 12  9  7 11  4  5  6
+6  7 12  9  8 11  4  5  7
+6  7 13 10  8 11  5  6  7
+7  8 13 10  8 12  5  6  8
+7  8 13 11  9 12  6  7  8
+8  8 14 11  9 13  6  7  9
+8  9 14 11 10 13  6  7  9
Requisites: Str 3, Dex 3, Con 9, Int 10 (one 16), Wis 10 (one 16), Chr 10 (one 16)
Alignment: any
HD/level: d10,d10,d8,d8,d6,d6,d6,d4,…
Weapon Prof.: 3+level/4
To Hit Table: Rog
Save Table: Wiz
Reference: Drag78-26
Groups: Psionicist
 
See [Q1] for rules and powers.
Psionic Strength = (Int+Wis+Chr)/3*(Level+9)
Level 1: May use Psionic Enchantments, which convert several low-level spells to a higher level one.
Level 1: Spend 1 Non-Weapon proficiency: Permanently raise two abilities' CL by 1 (or +2 CL to one ability). You may not more than double your level doing this.

[PC5] Psionicist Classes Group


Basic Psi1 Information

PSI1 CLASS: Psionic Strength = (Int+Wis+Chr) / 3 * (Level+9)
WILD TALENTS: Psionic Strength = 64 + level + (Int+Wis+Chr-36) * (exceptional+1)
where "exceptional" is the number of mental stats(Int,Wis,Chr) of 16 or above.
Wild Talent Power Progression:
  Potential Number of:
Int+Wis+Chr Minor Major Grand Att+Def
0-7 1 0 0 1
8-15 2 0 0 2
16-23 2 1 0 3
24-31 3 1 0 4
32-39 4 1 0 5
40-47 4 2 0 6
48-55 4 2 1 7
56-63 5 2 1 8
64-71 6 3 1 9
72-79 7 3 1 10
80+ 8 4 2 11
 
It takes 1 nonweapon proficiency slot for a Minor, 3 slots for a Major, and 6 slots for a Grand to obtain 1st level of mastery.
Thereafter, 1/2 a slot will increase a power's level of mastery by 1.
Attacks and Defenses cost: A=1, B=0, C=½, D=1½, E=2, U=2½, F=0, G=½ , H=1, I=1½, J=2, X=2½ (in slots).
Psionicists get the number of powers seen in their progression at no proficiency cost, and their level of mastery is equal to their experience level. They could purchase higher levels of mastery (adding to their level).
 
 
PSIONIC ENCHANTMENTS (spend 1 spell of each level below to get new spell level)
 
Spell Level, Wizard: 0 1 2 3 4-8 9 10 11 12 13
Spell Level, Priest: 0 1 2 3 4-6 7 8 9 10 11
Upgrade Cost: 400 800 200 150 100 150 200 800 1800 3200

[PC5] Psionicist Classes Group


Psionic Blast / Ultra Blast

PSIONIC BLAST ATTACK UPON NON-NATURAL-PSIONIC CREATURE (20 attack pts)
Save for Range
Int+Wis 10yd 20yd 30yd
0-5 20 19 18
6-10 18 17 16
11-13 16 15 14
14-17 14 13 12
18-21 12 11 10
22-25 10 9 8
26-29 8 7 6
30-33 6 5 4
34-35 4 3 2
36-37 2 1 0
38+ 0 -1 -2
Save Modifiers
Additions Subtractions
wizard +1 panicked -1
priest +2 enraged -1
elf +2 confused -2
Intell. Fort. +2 hopeless -3
mind blank +2 stunned -3
psionicist +3 using psi power -4
dwarf +4 using ESP -5
halfling +4 asleep -6
helm/telepathy +4 unconscious -6
Tower/Iron Will +6 feebleminded (Int=0-5)
mind bar +6 insane NA
Int+Wis Death Coma Sleep Stun Confuse Enrage Panic Feeble 2Insanity 1Insanity 1Insanity
0-5 01-77 78-91 92 93 94 95 96 97 98 99 00
6-9 01-10 11-83 84-92 93 94 95 96 97 98 99 00
10-13 01 02-15 16-84 85-93 94 95 96 97 98 99 00
14-17 01 02 03-11 12-85 86-94 95 96 97 98 99 00
18-21 01 02 03 04-17 18-86 87-95 96 97 98 99 00
22-25 01 02 03 04 05-18 19-87 88-96 97 98 99 00
26-29 01 02 03 04 05 06-19 20-88 89-97 98 99 00
30-33 01 02 03 04 05 06 07-20 21-89 90-98 99 00
34-35 01 02 03 04 05 06 07 08-26 27-85 86-99 00
36-37 01 02 03 04 05 06 07 08 09-22 23-90 91-00
38+ 01 02 03 04 05 06 07 08 09 10-23 24-00
Duration - 2d6 d 5d4 t 2d4 t 1d4 t 2d4 r 2d4 r perm. perm. 2d6 w 1d4 w
 
ULTRABLAST ATTACK UPON NON-NATURAL-PSIONIC CREATURE (75 or 100 attack pts)
Int+Wis Save Death Coma Stun Confuse Feeblemind 1Insanity 2Insanity 3Insanity 4Insanity 5Insanity
0 NA - - - - - - - - - -
1-5 20 01-19 20-36 37-51 52-64 65-75 76-84 85-91 92-96 97-99 00
6-10 19 01-16 17-34 35-50 51-63 64-74 75-83 84-90 91-95 96-98 99-00
11-15 18 01-12 13-26 27-43 44-57 58-69 70-79 80-87 88-93 94-97 98-00
16-20 17 01-09 10-20 21-34 35-50 51-64 65-75 76-84 85-91 92-96 97-00
21-25 16 01-07 08-16 17-27 28-40 41-55 56-68 69-79 80-88 89-95 96-00
26-30 15 01-05 06-12 13-21 22-32 33-45 46-60 61-73 74-84 85-93 94-00
31-35 14 01-04 05-09 10-16 17-25 26-36 37-50 51-66 67-80 81-91 92-00
36-40 13 01-03 04-07 08-13 14-21 22-31 32-43 44-57 58-74 75-88 89-00
41-45 12 01-02 03-05 06-10 11-17 18-26 27-37 38-50 51-66 67-84 85-00
46+ 11 01 02-04 05-09 10-16 17-25 26-36 37-49 50-64 65-81 82-00
Dur. - - 2d4 d 10d6r 6d6 r Perm. Perm. Perm. Perm. Perm. Perm.

[PC5] Psionicist Classes Group


Psi1 Minor Powers

MINOR POWERS Cost Notes
Animal Telepathy 1/r 1=mamm,5=bird,6=rept,8=fish,10=spider,14=plant
Antipathy-Sympathy 35/h Antipathy-Sympathy (as spell)
Automaton 10/r Animate Object (as spell)
Body Equilibrium 1/r Water Walking, Feather Fall, Lessen Weight
Body Weaponry 1/r +level AC, +level unarmed damage
Cell Adjustment 1/hp Max.# hp = level*5, Cure Disease=20/70
Clairaudience 5/r 30'range per level
Clairvoyance 5/r 20'range per level
Command 5 Command (as spell)
Detect Danger 1/r 10+10*level% direction, 5+5*level% distance
Detection of Good/Evil 2/r 20+10*level% exact alignment, 10*level% objects
Detection of Life 4/r Gives dir.,dist.,size class (30'range per level)
Detection of Magic 3/r Gives type, school/sphere, and approx. level
Domination 5+HD/r Save; Psionic gets control of all actions
Empathic Control 1/HD Save-3; Emotion (as spell); no limit to HD
Empathy 3 Gives basic emotions of all in 10'wide path
ESP 2/r ESP (as spell)
Expansion 5/r Max.Press=Str of level+12, +level dmg, +level'
Hypnosis 1/HD Level>10 or Int16=save; Max.HD=ä(level)
Invisibility 3/t Mental Invisibility, affects ä(level) in HD
Levitation 3/t Levitate (as spell)
Lights 1/t Faerie Fire, Dancing Lights, Light
Locate 5/t Locate object, person, or type of creature
Memory Protection 1/d Immune to Forget,Feeblemind,Incantatrix effects
Microkinesis 1/s Telekinesis on a small object (max wt = level lbs.)
Mind Over Body 5/d No need for food,water,sleep for 2*level days
Molecular Agitation 1/r 1 dmg 1st r, 2 dmg 2nd r, etc. (max.dmg=level)
Movement Acceleration 10/r +1V Action
Object Reading 1/r Detects psychic impressions left on an object
Postcognition 1/fact Can see into past, double chances of Precog.
Precognition 1/fact Int+Wis+level*level-factor% chance correct
Psionic Trigger 10/d Contingency for 1 psi power (still need points)
Rapport 5/r 1=Share Memories, 3=Detect Lie, 4=Mind Scan
Reduction 2/t -level' until 1', then halve size each time
Sense 5/t See in darkness/fog, Hear in silenced/loud room
Spirit Speak 10/r Speak with Dead (as spell)
Suspend Animation 6 Ceases life functions for max of (level) weeks
Sens. to Psychic Imp. 1/r Gives freq., type, and field of all psi in area
Tap Psionic Link 7/r Can listen into Psi Link if within 30*level'
Telekinetic Barrier 5N /t Take -N dmg per physical attack (max N = level)
Telekinetic Blade 5/r Base damage CLdCL, considered +CL/3 weapon, mental weapon
Telep. Ventriloquism 1/' Save-3; Target actually says desired phrase
Tongues 20+6/r Tongues (as spell); 1 language/level

[PC5] Psionicist Classes Group


Psi1 Major Powers

MAJOR POWERS Cost Notes
Astral Projection 10 Astral Spell (as spell)
Aura Alteration 10/F/h F=#AL places moved, Remove Curse,Geas,Quest=8*SL
Aura Reading 3 Detect alignment, classes, skills, exact hp
Body Control 2/t Water Breathing, Resist environment 1 HD/level
Cellular Restoration 8 Reattaches severed limb, fixes damaged organ
Controlled Blinking 5/r Blink 10'/level each round (no action after 1st)
Deflection 1/% /h Energy (non-Physical) Reflection, max=level*10%
Dimension Door 10 Dimension Door (as spell); 90'/level
Dimension Walk 1/t Cover 30 miles in (40-level) minutes
Dispel Exhaustion 14 Mental Surgery (1) but all in psi link affected
Energy Control 1/HD Max.=level in HD damage, must be energy attack
Energy Dissipation 20 Take half damage from an energy attack
Etherealness 6/t Caster+50*level lbs. in Ethereal Plane
Flying 9/t Fly (as spell)
Foresight 18 Foresight (as spell)
Geas 40 Geas (as spell)
Improved Cell Adj. 1/hp Cell Adj. but range=10'*level, Max.hp=10*level/r
Improved Invisibility 9/t Invisibility but can attack and remain Invis.
Magic Jar 20 Magic Jar (as spell), save penalty -1/level
Mass Domination 10+HD Save-4; Max.=5 creatures of level HD
Mental Surgery 10*lvl 1=Dispel Exhaustion,5=Feeblemind,6=Cure Insanity
Mind Bar 5/d Immune to Ench/Cha,Magic Jar,Domination,Invis.
Molecular Manipulation 50 Makes object weak: 1=cord,5=chain,7=wood,9=metal
Molecular Rearrangement 10/lb. 1=soft,4=brass,7=bronze,10=steel,13=Mithril
Pass-Way 20/' Can pass through any material or Wall spell (no harm)
Paralysis Bolt 15+HD Save-6; 1 creature, Max.HD=2*level
Physical Acceleration 20/r +1P Action
Probability Travel 10/P P=#planes removed, fail=21-level%
Psionic Cage 50 Reverse Wards (no one can leave)
Shape Alteration 3+W W=weight/1000, Polymorph Self (as spell)
Standing Concentration 5/d Can convert 1P+1V Action to 1M if desired each r
Submit Illusion 12/t Submit a Spectral Force to subject's mind
Telekinesis 3/r Max.Weight=3*sum(level), accel. 2"/r move rate
Telempathic Projection 6 Empathy, but can send an emotion
Telepathy 1/r Operates up to 186,000 miles away on same plane
Telepathic Projection 1/r+HD Suggestion, Possession=2*Int+Wis+Chr points
Teleportation 20+1/% Teleport (as spell), can adjust roll by 1%/point
Transmutation 10 One effect in next turn can be changed to another element
True Sensory Input 4/r True Seeing (as spell), but all 5 senses
Wards 50 Pro.Evil&Scrying, no one can enter, break=150pts
X-ray Vision 15/r As per ring of X-ray vision

[PC5] Psionicist Classes Group


Psi1 Grand Powers

GRAND POWERS Cost Notes
Amplification 10*#cr Save; Sleep d6+3 hr, Gain (Int+Wis+Chr)*2 points
Amplify Power 10N +N to CL (or) +N*10% effect to next Psi1 power (max N=CL)
Death Stare 75 Save-6; Death; Stun 2d4r if over 2*level HD
Energy Cancel 3/HD As Energy Control but removes entire area effect
Energy Jar 15/HD As Energy Control, can throw affect yourself once for 1M
Endowment 100 Gain psionics, one row lower on table above
God Voice Ventrilo. 25/r Loud "god voice", deafness (save), suggestion (save)
Grand Domination 3*HD/r Save at penalty equal to level; no HD limit
Interdimensional Space 40+1/h Rope Trick (as spell); duration limit=1h/level
Limited Wish 320 Limited Wish (as spell)
Mental Acceleration 30/r +1M Action (can be used for anything)
Power Transfer 100*T T:Minor=1,Major=2,Grand=3, Object=½*Caster Psi
Preservation 50 1=Preserve,2=Trap Soul,5=Permanency,7=Stasis
Psionic Acceleration 20/r +1M Action (must be used on natural psionics)
Psionic Amplification 8*Mult Multiplies a power; Max.=level/4+1
Psionic Disruption 40/r No psi powers (any freq.) can be used in 50'r
Restoration 60 Restoration, Restores Items, Stops dual-nature
Severance 20*SL Save; stops use of any 1 ability in creature
Shade 100 Creates a ghost/shade of person who died here, half powers
Suppression 3/r Cannot use or be affected by psionics, all psi effects drop

[PC5] Psionicist Classes Group


Psi1 Super Powers

SUPER POWERS Cost Notes
Cellular Heal/Harm X up to X targets: Heal or Harm X% of max hp
Counterspell 40*SL [0 action to use] Counters a Magic/Psi/Innate
Energy Dampen 1/HD/d Permanent Energy Cancel on self or 100'cu area
Full Acceleration 50/r +1 Full Action /r
Hero Element 700 Casts any one 1st level Hero spell
Legend Element 400 Casts any one 1st level Legend spell
Mental Deceleration 100*N Target loses next N mental actions (no save)
No Resistance 400 1 target: Lowers Class VI,PsiR,Defense X for 1t
Opposing Acceleration 60/r +1 Opposing Action /r
Physical Deceleration 50*N Target loses next N physical actions (no save)
Quick Mental Accel. 60/r +1 QM Action /r
Rapid Fire 80/r x2 number of Psi1 attacks/r, stacks with itself
Shotokan Spirit 60/r Know and can use all Psi0 minor/major/grand powers
Sinanju Spirit 60/r Know and can use all Martial Arts powers
Super Domination 10*HD Dominate one target (no save, no PsiR, no Wis)
Telekinetic Crush X 1 target: X*X*X telekinetic damage (no save)
Versatility 1000 Permanent: +1 max. # of classes or # psi.freq.
Wish 480 Wish (as spell), or any Psi2 Dev/Sci/High Sci

[PC5] Psionicist Classes Group


Psionic vs. Psionic in Mental Combat

Attack
Strength
Attack
#.Mode
F.Mind
Blank=1
G.Thought
Shield=2
H.Mental
Barrier=3
I.Intellect
Fortress=8
J.Tower of
Iron Will=10
1- 25 A.Psionic Blast=20 3 7 4 1 0
B.Mind Thrust=4 12 4 0 0 1
C.Ego Whip=7 8 3 0 0 0
D.Id Insinuation=10 1 6 8 1 1
E.Psychic Crush=14 2% 0% 0% 0% 0%
U.Ultrablast=75/100 6 10 8 4 2
26- 50 A.Psionic Blast=20 6 9 6 2 0
B.Mind Thrust=4 15 6 1 0 2
C.Ego Whip=7 12 4 0 0 0
D.Id Insinuation=10 2 8 10 3 3
E.Psychic Crush=14 5% 2% 1% 0% 0%
U.Ultrablast=75/100 12 19 15 8 3
51- 75 A.Psionic Blast=20 10 12 9 4 1
B.Mind Thrust=4 18 9 2 2 3
C.Ego Whip=7 17 6 1 1 1
D.Id Insinuation=10 4 11 13 7 6
E.Psychic Crush=14 9% 4% 2% 1% 0%
U.Ultrablast=75/100 18 27 21 12 5
76-100 A.Psionic Blast=20 15 16 13 7 2
B.Mind Thrust=4 22 13 5 4 5
C.Ego Whip=7 23 9 3 2 3
D.Id Insinuation=10 7 15 17 12 10
E.Psychic Crush=14 14% 7% 5% 3% 2%
U.Ultrablast=75/100 24 34 26 16 8
101-125 A.Psionic Blast=20 21 21 18 11 4
B.Mind Thrust=4 26 18 9 7 8
C.Ego Whip=7 30 13 6 4 6
D.Id Insinuation=10 11 20 22 18 15
E.Psychic Crush=14 20% 11% 9% 6% 4%
U.Ultrablast=75/100 30 40 30 20 12
126-150 A.Psionic Blast=20 28 27 18 16 7
B.Mind Thrust=4 30 24 9 11 12
C.Ego Whip=7 38 18 6 7 10
D.Id Insinuation=10 16 26 22 25 21
E.Psychic Crush=14 27% 16% 9% 10% 7%
U.Ultrablast=75/100 36 45 33 24 18
151-175 A.Psionic Blast=20 36 34 31 22 11
B.Mind Thrust=4 34 31 25 15 17
C.Ego Whip=7 47 24 15 11 15
D.Id Insinuation=10 22 33 35 33 28
E.Psychic Crush=14 35% 22% 20% 15% 11%
U.Ultrablast=75/100 42 50 36 28 24
 
OTHER ATTACK & DEFENSE MODES
 
Attack Mode T (Psionic Touch): As per attack mode A, but range touch, affects only one target, and there is no saving throw.
Attack Mode V (SuperBlast): This attack theoretically should exist based on its existence in Psi2. It would cost 250 attack points and have the same effect that it has in Psi2.
Defense Mode X (UltraShield): Costs 20 defense points per round to use; you cannot attack or be attacked psionically in any frequency.

[PC5] Psionicist Classes Group


Psionic Attack Upon Defenseless Psionic

Attack
Strength
Attack
#.Mode
Defender's Original Psionic Strength
10-59 60-109 110-159 160-209 210-259 260-309 310+
1- 25 A.Psionic Blast=20 D C C 15 10 5 5
B.Mind Thrust=4 W W 40 35 30 25 20
C.Ego Whip=7 30 25 20 15 10 5 5
D.Id Insinuation=10 40 35 30 25 20 15 10
E.Psychic Crush=14 72% 60% 50% 40% 30% 20% 10%
U.Ultrablast=75/100 S P W 40 30 20 10
26- 50 A.Psionic Blast=20 S D C C 15 10 5
B.Mind Thrust=4 W W W 40 35 30 25
C.Ego Whip=7 35 30 25 20 15 10 5
D.Id Insinuation=10 R 40 35 30 25 20 15
E.Psychic Crush=14 75% 62% 52% 42% 32% 22% 12%
U.Ultrablast=75/100 I S P W 40 30 20
51- 75 A.Psionic Blast=20 W S D C C 15 10
B.Mind Thrust=4 P W W W 40 35 30
C.Ego Whip=7 40 35 30 25 20 15 10
D.Id Insinuation=10 R R 40 35 30 25 20
E.Psychic Crush=14 79% 65% 55% 45% 35% 25% 15%
U.Ultrablast=75/100 K I S P W 40 30
76-100 A.Psionic Blast=20 P W S D C C 15
B.Mind Thrust=4 P P W W W 40 35
C.Ego Whip=7 P 40 35 30 25 20 15
D.Id Insinuation=10 R R R 40 35 30 25
E.Psychic Crush=14 84% 69% 59% 49% 39% 29% 19%
U.Ultrablast=75/100 K K I S P W 40
101-125 A.Psionic Blast=20 K P W S D C C
B.Mind Thrust=4 P P P W W W 40
C.Ego Whip=7 I P 40 35 30 25 20
D.Id Insinuation=10 R R R R 40 35 30
E.Psychic Crush=14 90% 74% 64% 54% 44% 34% 24%
U.Ultrablast=75/100 K K K I S P W
126-150 A.Psionic Blast=20 K K P W S D C
B.Mind Thrust=4 P P P P W W W
C.Ego Whip=7 I I P 40 35 30 25
D.Id Insinuation=10 R R R R R 40 35
E.Psychic Crush=14 97% 80% 70% 60% 50% 40% 30%
U.Ultrablast=75/100 K K K K I S P
151-175 A.Psionic Blast=20 K K K P W S D
B.Mind Thrust=4 K P P P P W W
C.Ego Whip=7 I I I P 40 35 30
D.Id Insinuation=10 R R R R R R 40
E.Psychic Crush=14 99% 87% 77% 67% 57% 47% 37%
U.Ultrablast=75/100 K K K K K I S
Code Effect
# Psionic attack points lost, beyond 0 attack pts = hp dmg
C Confused for 2d4 rounds
D Dazed for 1d4 turns, no psionic or other mental activity
I Idiocy, Int = 1d4, psionic ability lost, curable with Heal spell
K Killed
P Permanent loss of one random Psi1 power, and Dazed as above
R Robot, mind under control of attacker, save can be made every 2d4 weeks
S Sleeping in coma for 1d4 weeks
W Wounded, One random Psi1 power lost for 2d4 weeks
 
If the subject is immune to the effect (or the effect is redundant/meaningless), treat letters as a "40" instead

[PC5] Psionicist Classes Group


Psi1A

Level KXP Psi1
mMG S
1 0 1-- -
2 1.1 2-- -
3 2.2 3-- -
4 4.4 4-- -
5 8.8 5-- -
6 17.6 51- -
7 35.2 52- -
8 70.4 53- -
9 140.8 54- -
10 281.6 55- -
11 500 66- -
12 720 77- -
13 940 88- -
14 1160 881 -
15 1380 882 -
16 1600 883 -
17 1820 884 -
18 2040 885 -
19 2260 886 -
20 2480 887 -
21 2700 888 -
22 2920 999 -
23 3140 AAA -
24 3360 BBB -
25 3580 BBB 1
26 3800 BBB 2
27 4020 BBB 3
28 4240 BBB 4
29 4460 BBB 5
30 4680 BBB 6
31 4900 BBB 7
32 5120 BBB 8
33 5340 BBB 9
34 5560 BBB A
35 5780 BBB B
36 6000 CCC C
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  8  2  3  1  0  1
+0  5  4  8  2  3  1  0  2
+1  6  4  8  3  4  2  0  2
+1  6  5  8  3  4  2  1  3
+2  6  5  9  3  4  2  1  3
+2  6  6  9  4  5  3  1  4
+3  7  6  9  4  5  3  2  4
+3  7  7  9  4  5  4  2  5
+4  7  7 10  5  6  4  2  5
+4  7  8 10  5  6  4  3  6
+5  8  8 10  5  6  5  3  6
+5  8  9 10  6  7  5  3  7
+6  8  9 11  6  7  6  4  7
+6  8 10 11  6  7  6  4  8
+7  9 10 11  7  8  6  4  8
+7  9 11 11  7  8  7  5  9
+8  9 11 12  7  9  7  5  9
+8  9 12 12  8  9  8  5 10
Requisites: Int 6 (one 9), Wis 6 (one 9), Chr 0
Alignment: any
HD/level: d8,d8,d6,d6,d4,d4,d4,d2,…
Weapon Prof.: 2+level/7
To Hit Table: Rog
Save Table: Psi
Reference: DM
Groups: Psionicist
 
See [Q1] for rules and powers.
Psionic Strength = (highest of Int,Wis,Chr)*2/3*(level+9)
Gets 1 Attack or Defense every level.
Level 1: May use Psionic Enchantments, which convert several low-level spells to a higher level one.
Level 1: Spend 1 Non-Weapon proficiency: Permanently raise two abilities' CL by 1 (or +2 CL to one ability). You may not more than double your level doing this.

[PC5] Psionicist Classes Group


Basic Psi1 Information

PSI1 CLASS: Psionic Strength = (Int+Wis+Chr) / 3 * (Level+9)
WILD TALENTS: Psionic Strength = 64 + level + (Int+Wis+Chr-36) * (exceptional+1)
where "exceptional" is the number of mental stats(Int,Wis,Chr) of 16 or above.
Wild Talent Power Progression:
  Potential Number of:
Int+Wis+Chr Minor Major Grand Att+Def
0-7 1 0 0 1
8-15 2 0 0 2
16-23 2 1 0 3
24-31 3 1 0 4
32-39 4 1 0 5
40-47 4 2 0 6
48-55 4 2 1 7
56-63 5 2 1 8
64-71 6 3 1 9
72-79 7 3 1 10
80+ 8 4 2 11
 
It takes 1 nonweapon proficiency slot for a Minor, 3 slots for a Major, and 6 slots for a Grand to obtain 1st level of mastery.
Thereafter, 1/2 a slot will increase a power's level of mastery by 1.
Attacks and Defenses cost: A=1, B=0, C=½, D=1½, E=2, U=2½, F=0, G=½ , H=1, I=1½, J=2, X=2½ (in slots).
Psionicists get the number of powers seen in their progression at no proficiency cost, and their level of mastery is equal to their experience level. They could purchase higher levels of mastery (adding to their level).
 
 
PSIONIC ENCHANTMENTS (spend 1 spell of each level below to get new spell level)
 
Spell Level, Wizard: 0 1 2 3 4-8 9 10 11 12 13
Spell Level, Priest: 0 1 2 3 4-6 7 8 9 10 11
Upgrade Cost: 400 800 200 150 100 150 200 800 1800 3200

[PC5] Psionicist Classes Group


Psionic Blast / Ultra Blast

PSIONIC BLAST ATTACK UPON NON-NATURAL-PSIONIC CREATURE (20 attack pts)
Save for Range
Int+Wis 10yd 20yd 30yd
0-5 20 19 18
6-10 18 17 16
11-13 16 15 14
14-17 14 13 12
18-21 12 11 10
22-25 10 9 8
26-29 8 7 6
30-33 6 5 4
34-35 4 3 2
36-37 2 1 0
38+ 0 -1 -2
Save Modifiers
Additions Subtractions
wizard +1 panicked -1
priest +2 enraged -1
elf +2 confused -2
Intell. Fort. +2 hopeless -3
mind blank +2 stunned -3
psionicist +3 using psi power -4
dwarf +4 using ESP -5
halfling +4 asleep -6
helm/telepathy +4 unconscious -6
Tower/Iron Will +6 feebleminded (Int=0-5)
mind bar +6 insane NA
Int+Wis Death Coma Sleep Stun Confuse Enrage Panic Feeble 2Insanity 1Insanity 1Insanity
0-5 01-77 78-91 92 93 94 95 96 97 98 99 00
6-9 01-10 11-83 84-92 93 94 95 96 97 98 99 00
10-13 01 02-15 16-84 85-93 94 95 96 97 98 99 00
14-17 01 02 03-11 12-85 86-94 95 96 97 98 99 00
18-21 01 02 03 04-17 18-86 87-95 96 97 98 99 00
22-25 01 02 03 04 05-18 19-87 88-96 97 98 99 00
26-29 01 02 03 04 05 06-19 20-88 89-97 98 99 00
30-33 01 02 03 04 05 06 07-20 21-89 90-98 99 00
34-35 01 02 03 04 05 06 07 08-26 27-85 86-99 00
36-37 01 02 03 04 05 06 07 08 09-22 23-90 91-00
38+ 01 02 03 04 05 06 07 08 09 10-23 24-00
Duration - 2d6 d 5d4 t 2d4 t 1d4 t 2d4 r 2d4 r perm. perm. 2d6 w 1d4 w
 
ULTRABLAST ATTACK UPON NON-NATURAL-PSIONIC CREATURE (75 or 100 attack pts)
Int+Wis Save Death Coma Stun Confuse Feeblemind 1Insanity 2Insanity 3Insanity 4Insanity 5Insanity
0 NA - - - - - - - - - -
1-5 20 01-19 20-36 37-51 52-64 65-75 76-84 85-91 92-96 97-99 00
6-10 19 01-16 17-34 35-50 51-63 64-74 75-83 84-90 91-95 96-98 99-00
11-15 18 01-12 13-26 27-43 44-57 58-69 70-79 80-87 88-93 94-97 98-00
16-20 17 01-09 10-20 21-34 35-50 51-64 65-75 76-84 85-91 92-96 97-00
21-25 16 01-07 08-16 17-27 28-40 41-55 56-68 69-79 80-88 89-95 96-00
26-30 15 01-05 06-12 13-21 22-32 33-45 46-60 61-73 74-84 85-93 94-00
31-35 14 01-04 05-09 10-16 17-25 26-36 37-50 51-66 67-80 81-91 92-00
36-40 13 01-03 04-07 08-13 14-21 22-31 32-43 44-57 58-74 75-88 89-00
41-45 12 01-02 03-05 06-10 11-17 18-26 27-37 38-50 51-66 67-84 85-00
46+ 11 01 02-04 05-09 10-16 17-25 26-36 37-49 50-64 65-81 82-00
Dur. - - 2d4 d 10d6r 6d6 r Perm. Perm. Perm. Perm. Perm. Perm.

[PC5] Psionicist Classes Group


Psi1 Minor Powers

MINOR POWERS Cost Notes
Animal Telepathy 1/r 1=mamm,5=bird,6=rept,8=fish,10=spider,14=plant
Antipathy-Sympathy 35/h Antipathy-Sympathy (as spell)
Automaton 10/r Animate Object (as spell)
Body Equilibrium 1/r Water Walking, Feather Fall, Lessen Weight
Body Weaponry 1/r +level AC, +level unarmed damage
Cell Adjustment 1/hp Max.# hp = level*5, Cure Disease=20/70
Clairaudience 5/r 30'range per level
Clairvoyance 5/r 20'range per level
Command 5 Command (as spell)
Detect Danger 1/r 10+10*level% direction, 5+5*level% distance
Detection of Good/Evil 2/r 20+10*level% exact alignment, 10*level% objects
Detection of Life 4/r Gives dir.,dist.,size class (30'range per level)
Detection of Magic 3/r Gives type, school/sphere, and approx. level
Domination 5+HD/r Save; Psionic gets control of all actions
Empathic Control 1/HD Save-3; Emotion (as spell); no limit to HD
Empathy 3 Gives basic emotions of all in 10'wide path
ESP 2/r ESP (as spell)
Expansion 5/r Max.Press=Str of level+12, +level dmg, +level'
Hypnosis 1/HD Level>10 or Int16=save; Max.HD=ä(level)
Invisibility 3/t Mental Invisibility, affects ä(level) in HD
Levitation 3/t Levitate (as spell)
Lights 1/t Faerie Fire, Dancing Lights, Light
Locate 5/t Locate object, person, or type of creature
Memory Protection 1/d Immune to Forget,Feeblemind,Incantatrix effects
Microkinesis 1/s Telekinesis on a small object (max wt = level lbs.)
Mind Over Body 5/d No need for food,water,sleep for 2*level days
Molecular Agitation 1/r 1 dmg 1st r, 2 dmg 2nd r, etc. (max.dmg=level)
Movement Acceleration 10/r +1V Action
Object Reading 1/r Detects psychic impressions left on an object
Postcognition 1/fact Can see into past, double chances of Precog.
Precognition 1/fact Int+Wis+level*level-factor% chance correct
Psionic Trigger 10/d Contingency for 1 psi power (still need points)
Rapport 5/r 1=Share Memories, 3=Detect Lie, 4=Mind Scan
Reduction 2/t -level' until 1', then halve size each time
Sense 5/t See in darkness/fog, Hear in silenced/loud room
Spirit Speak 10/r Speak with Dead (as spell)
Suspend Animation 6 Ceases life functions for max of (level) weeks
Sens. to Psychic Imp. 1/r Gives freq., type, and field of all psi in area
Tap Psionic Link 7/r Can listen into Psi Link if within 30*level'
Telekinetic Barrier 5N /t Take -N dmg per physical attack (max N = level)
Telekinetic Blade 5/r Base damage CLdCL, considered +CL/3 weapon, mental weapon
Telep. Ventriloquism 1/' Save-3; Target actually says desired phrase
Tongues 20+6/r Tongues (as spell); 1 language/level

[PC5] Psionicist Classes Group


Psi1 Major Powers

MAJOR POWERS Cost Notes
Astral Projection 10 Astral Spell (as spell)
Aura Alteration 10/F/h F=#AL places moved, Remove Curse,Geas,Quest=8*SL
Aura Reading 3 Detect alignment, classes, skills, exact hp
Body Control 2/t Water Breathing, Resist environment 1 HD/level
Cellular Restoration 8 Reattaches severed limb, fixes damaged organ
Controlled Blinking 5/r Blink 10'/level each round (no action after 1st)
Deflection 1/% /h Energy (non-Physical) Reflection, max=level*10%
Dimension Door 10 Dimension Door (as spell); 90'/level
Dimension Walk 1/t Cover 30 miles in (40-level) minutes
Dispel Exhaustion 14 Mental Surgery (1) but all in psi link affected
Energy Control 1/HD Max.=level in HD damage, must be energy attack
Energy Dissipation 20 Take half damage from an energy attack
Etherealness 6/t Caster+50*level lbs. in Ethereal Plane
Flying 9/t Fly (as spell)
Foresight 18 Foresight (as spell)
Geas 40 Geas (as spell)
Improved Cell Adj. 1/hp Cell Adj. but range=10'*level, Max.hp=10*level/r
Improved Invisibility 9/t Invisibility but can attack and remain Invis.
Magic Jar 20 Magic Jar (as spell), save penalty -1/level
Mass Domination 10+HD Save-4; Max.=5 creatures of level HD
Mental Surgery 10*lvl 1=Dispel Exhaustion,5=Feeblemind,6=Cure Insanity
Mind Bar 5/d Immune to Ench/Cha,Magic Jar,Domination,Invis.
Molecular Manipulation 50 Makes object weak: 1=cord,5=chain,7=wood,9=metal
Molecular Rearrangement 10/lb. 1=soft,4=brass,7=bronze,10=steel,13=Mithril
Pass-Way 20/' Can pass through any material or Wall spell (no harm)
Paralysis Bolt 15+HD Save-6; 1 creature, Max.HD=2*level
Physical Acceleration 20/r +1P Action
Probability Travel 10/P P=#planes removed, fail=21-level%
Psionic Cage 50 Reverse Wards (no one can leave)
Shape Alteration 3+W W=weight/1000, Polymorph Self (as spell)
Standing Concentration 5/d Can convert 1P+1V Action to 1M if desired each r
Submit Illusion 12/t Submit a Spectral Force to subject's mind
Telekinesis 3/r Max.Weight=3*sum(level), accel. 2"/r move rate
Telempathic Projection 6 Empathy, but can send an emotion
Telepathy 1/r Operates up to 186,000 miles away on same plane
Telepathic Projection 1/r+HD Suggestion, Possession=2*Int+Wis+Chr points
Teleportation 20+1/% Teleport (as spell), can adjust roll by 1%/point
Transmutation 10 One effect in next turn can be changed to another element
True Sensory Input 4/r True Seeing (as spell), but all 5 senses
Wards 50 Pro.Evil&Scrying, no one can enter, break=150pts
X-ray Vision 15/r As per ring of X-ray vision

[PC5] Psionicist Classes Group


Psi1 Grand Powers

GRAND POWERS Cost Notes
Amplification 10*#cr Save; Sleep d6+3 hr, Gain (Int+Wis+Chr)*2 points
Amplify Power 10N +N to CL (or) +N*10% effect to next Psi1 power (max N=CL)
Death Stare 75 Save-6; Death; Stun 2d4r if over 2*level HD
Energy Cancel 3/HD As Energy Control but removes entire area effect
Energy Jar 15/HD As Energy Control, can throw affect yourself once for 1M
Endowment 100 Gain psionics, one row lower on table above
God Voice Ventrilo. 25/r Loud "god voice", deafness (save), suggestion (save)
Grand Domination 3*HD/r Save at penalty equal to level; no HD limit
Interdimensional Space 40+1/h Rope Trick (as spell); duration limit=1h/level
Limited Wish 320 Limited Wish (as spell)
Mental Acceleration 30/r +1M Action (can be used for anything)
Power Transfer 100*T T:Minor=1,Major=2,Grand=3, Object=½*Caster Psi
Preservation 50 1=Preserve,2=Trap Soul,5=Permanency,7=Stasis
Psionic Acceleration 20/r +1M Action (must be used on natural psionics)
Psionic Amplification 8*Mult Multiplies a power; Max.=level/4+1
Psionic Disruption 40/r No psi powers (any freq.) can be used in 50'r
Restoration 60 Restoration, Restores Items, Stops dual-nature
Severance 20*SL Save; stops use of any 1 ability in creature
Shade 100 Creates a ghost/shade of person who died here, half powers
Suppression 3/r Cannot use or be affected by psionics, all psi effects drop

[PC5] Psionicist Classes Group


Psi1 Super Powers

SUPER POWERS Cost Notes
Cellular Heal/Harm X up to X targets: Heal or Harm X% of max hp
Counterspell 40*SL [0 action to use] Counters a Magic/Psi/Innate
Energy Dampen 1/HD/d Permanent Energy Cancel on self or 100'cu area
Full Acceleration 50/r +1 Full Action /r
Hero Element 700 Casts any one 1st level Hero spell
Legend Element 400 Casts any one 1st level Legend spell
Mental Deceleration 100*N Target loses next N mental actions (no save)
No Resistance 400 1 target: Lowers Class VI,PsiR,Defense X for 1t
Opposing Acceleration 60/r +1 Opposing Action /r
Physical Deceleration 50*N Target loses next N physical actions (no save)
Quick Mental Accel. 60/r +1 QM Action /r
Rapid Fire 80/r x2 number of Psi1 attacks/r, stacks with itself
Shotokan Spirit 60/r Know and can use all Psi0 minor/major/grand powers
Sinanju Spirit 60/r Know and can use all Martial Arts powers
Super Domination 10*HD Dominate one target (no save, no PsiR, no Wis)
Telekinetic Crush X 1 target: X*X*X telekinetic damage (no save)
Versatility 1000 Permanent: +1 max. # of classes or # psi.freq.
Wish 480 Wish (as spell), or any Psi2 Dev/Sci/High Sci

[PC5] Psionicist Classes Group


Psionic vs. Psionic in Mental Combat

Attack
Strength
Attack
#.Mode
F.Mind
Blank=1
G.Thought
Shield=2
H.Mental
Barrier=3
I.Intellect
Fortress=8
J.Tower of
Iron Will=10
1- 25 A.Psionic Blast=20 3 7 4 1 0
B.Mind Thrust=4 12 4 0 0 1
C.Ego Whip=7 8 3 0 0 0
D.Id Insinuation=10 1 6 8 1 1
E.Psychic Crush=14 2% 0% 0% 0% 0%
U.Ultrablast=75/100 6 10 8 4 2
26- 50 A.Psionic Blast=20 6 9 6 2 0
B.Mind Thrust=4 15 6 1 0 2
C.Ego Whip=7 12 4 0 0 0
D.Id Insinuation=10 2 8 10 3 3
E.Psychic Crush=14 5% 2% 1% 0% 0%
U.Ultrablast=75/100 12 19 15 8 3
51- 75 A.Psionic Blast=20 10 12 9 4 1
B.Mind Thrust=4 18 9 2 2 3
C.Ego Whip=7 17 6 1 1 1
D.Id Insinuation=10 4 11 13 7 6
E.Psychic Crush=14 9% 4% 2% 1% 0%
U.Ultrablast=75/100 18 27 21 12 5
76-100 A.Psionic Blast=20 15 16 13 7 2
B.Mind Thrust=4 22 13 5 4 5
C.Ego Whip=7 23 9 3 2 3
D.Id Insinuation=10 7 15 17 12 10
E.Psychic Crush=14 14% 7% 5% 3% 2%
U.Ultrablast=75/100 24 34 26 16 8
101-125 A.Psionic Blast=20 21 21 18 11 4
B.Mind Thrust=4 26 18 9 7 8
C.Ego Whip=7 30 13 6 4 6
D.Id Insinuation=10 11 20 22 18 15
E.Psychic Crush=14 20% 11% 9% 6% 4%
U.Ultrablast=75/100 30 40 30 20 12
126-150 A.Psionic Blast=20 28 27 18 16 7
B.Mind Thrust=4 30 24 9 11 12
C.Ego Whip=7 38 18 6 7 10
D.Id Insinuation=10 16 26 22 25 21
E.Psychic Crush=14 27% 16% 9% 10% 7%
U.Ultrablast=75/100 36 45 33 24 18
151-175 A.Psionic Blast=20 36 34 31 22 11
B.Mind Thrust=4 34 31 25 15 17
C.Ego Whip=7 47 24 15 11 15
D.Id Insinuation=10 22 33 35 33 28
E.Psychic Crush=14 35% 22% 20% 15% 11%
U.Ultrablast=75/100 42 50 36 28 24
 
OTHER ATTACK & DEFENSE MODES
 
Attack Mode T (Psionic Touch): As per attack mode A, but range touch, affects only one target, and there is no saving throw.
Attack Mode V (SuperBlast): This attack theoretically should exist based on its existence in Psi2. It would cost 250 attack points and have the same effect that it has in Psi2.
Defense Mode X (UltraShield): Costs 20 defense points per round to use; you cannot attack or be attacked psionically in any frequency.

[PC5] Psionicist Classes Group


Psionic Attack Upon Defenseless Psionic

Attack
Strength
Attack
#.Mode
Defender's Original Psionic Strength
10-59 60-109 110-159 160-209 210-259 260-309 310+
1- 25 A.Psionic Blast=20 D C C 15 10 5 5
B.Mind Thrust=4 W W 40 35 30 25 20
C.Ego Whip=7 30 25 20 15 10 5 5
D.Id Insinuation=10 40 35 30 25 20 15 10
E.Psychic Crush=14 72% 60% 50% 40% 30% 20% 10%
U.Ultrablast=75/100 S P W 40 30 20 10
26- 50 A.Psionic Blast=20 S D C C 15 10 5
B.Mind Thrust=4 W W W 40 35 30 25
C.Ego Whip=7 35 30 25 20 15 10 5
D.Id Insinuation=10 R 40 35 30 25 20 15
E.Psychic Crush=14 75% 62% 52% 42% 32% 22% 12%
U.Ultrablast=75/100 I S P W 40 30 20
51- 75 A.Psionic Blast=20 W S D C C 15 10
B.Mind Thrust=4 P W W W 40 35 30
C.Ego Whip=7 40 35 30 25 20 15 10
D.Id Insinuation=10 R R 40 35 30 25 20
E.Psychic Crush=14 79% 65% 55% 45% 35% 25% 15%
U.Ultrablast=75/100 K I S P W 40 30
76-100 A.Psionic Blast=20 P W S D C C 15
B.Mind Thrust=4 P P W W W 40 35
C.Ego Whip=7 P 40 35 30 25 20 15
D.Id Insinuation=10 R R R 40 35 30 25
E.Psychic Crush=14 84% 69% 59% 49% 39% 29% 19%
U.Ultrablast=75/100 K K I S P W 40
101-125 A.Psionic Blast=20 K P W S D C C
B.Mind Thrust=4 P P P W W W 40
C.Ego Whip=7 I P 40 35 30 25 20
D.Id Insinuation=10 R R R R 40 35 30
E.Psychic Crush=14 90% 74% 64% 54% 44% 34% 24%
U.Ultrablast=75/100 K K K I S P W
126-150 A.Psionic Blast=20 K K P W S D C
B.Mind Thrust=4 P P P P W W W
C.Ego Whip=7 I I P 40 35 30 25
D.Id Insinuation=10 R R R R R 40 35
E.Psychic Crush=14 97% 80% 70% 60% 50% 40% 30%
U.Ultrablast=75/100 K K K K I S P
151-175 A.Psionic Blast=20 K K K P W S D
B.Mind Thrust=4 K P P P P W W
C.Ego Whip=7 I I I P 40 35 30
D.Id Insinuation=10 R R R R R R 40
E.Psychic Crush=14 99% 87% 77% 67% 57% 47% 37%
U.Ultrablast=75/100 K K K K K I S
Code Effect
# Psionic attack points lost, beyond 0 attack pts = hp dmg
C Confused for 2d4 rounds
D Dazed for 1d4 turns, no psionic or other mental activity
I Idiocy, Int = 1d4, psionic ability lost, curable with Heal spell
K Killed
P Permanent loss of one random Psi1 power, and Dazed as above
R Robot, mind under control of attacker, save can be made every 2d4 weeks
S Sleeping in coma for 1d4 weeks
W Wounded, One random Psi1 power lost for 2d4 weeks
 
If the subject is immune to the effect (or the effect is redundant/meaningless), treat letters as a "40" instead

[PC5] Psionicist Classes Group


Psi1Blaster


Level

KXP
Psi1
mMG SUV

TH
1 0 1-- - +0
2 3.75 2-- - +0
3 7.5 3-- - +0
4 15 31- - +1
5 22.5 32- - +1
6 37.5 33- - +1
7 75 43- - +2
8 112.5 44- - +2
9 150 441 - +2
10 187.5 442 - +3
11 225 443 - +3
12 450 544 - +3
13 675 554 - +4
14 1125 555 - +4
15 1500 655 - +4
16 1950 665 - +5
17 2400 666 - +5
18 2900 666 1 +5
19 3400 666 2 +6
20 3900 666 3 +6
21 4400 666 4 +6
22 4900 666 5 +7
23 5400 666 6 +7
24 5900 766 6 +7
25 6400 776 6 +8
26 6900 777 6 +8
27 7400 777 7 +8
28 7900 877 7 +9
29 8400 887 7 +9
30 8900 888 7 +9
31 9400 888 8 +10
32 9900 988 8 +10
33 10400 998 8 +10
34 10900 999 8 +11
35 11400 999 9 +11
36 11900 999 91 +11
37 23800 999 92 +12
38 35700 999 93 +12
39 47600 999 94 +12
45 119000 A99 99 +14
54 226100 BBB BB +17
63 333200 DDD DC +20
72 440300 FFE EE1 +23
Requisites: Int 8 (one 22), Wis 8 (one 22), Chr 8 (one 22)
Alignment: any
HD/level: d10
Weapon Prof.: 4+level/3
To Hit Table: Wiz
Reference: DM
Groups: Psionicist
Complexity: CF=2
   
Saving Throws:  
PPD: level+3
RSW: level+6
PP: level+4
BW: level+2
Spell: level+5
Fort: level+0
Reflex: level+0
Will: level+8
   
See [Q1] for rules and powers. Uses Psi0.01 (not Psi1) for Psionic Blast results.
Psionic Strength = (Int+Wis+Chr)/3*(Level+9)*2 (This is double the PSPs of Psi1 class)
Level 1: May use Psionic Enchantments, which convert several low-level spells to a higher level one.
Level 1: Spend 1 Non-Weapon proficiency: Permanently raise two abilities' CL by 1 (or +2 CL to one ability). You may not more than double your level doing this.
Level 1: Psionic Blast attacks cost you only ½M to use.
Level 1: You may Psionic Blast one target (instead of a group), if you do, he gets no saving throw.
Level 2: Ultra Blast only affects enemies.
Level 4: May use Psi0.01 Minors.
Level 10: May use Psi0.01 Majors.
Level 16: May use Psi0.01 Grands.
Level 22: May use Psi0.01 Supers.

[PC5] Psionicist Classes Group


Basic Psi1 Information

PSI1 CLASS: Psionic Strength = (Int+Wis+Chr) / 3 * (Level+9)
WILD TALENTS: Psionic Strength = 64 + level + (Int+Wis+Chr-36) * (exceptional+1)
where "exceptional" is the number of mental stats(Int,Wis,Chr) of 16 or above.
Wild Talent Power Progression:
  Potential Number of:
Int+Wis+Chr Minor Major Grand Att+Def
0-7 1 0 0 1
8-15 2 0 0 2
16-23 2 1 0 3
24-31 3 1 0 4
32-39 4 1 0 5
40-47 4 2 0 6
48-55 4 2 1 7
56-63 5 2 1 8
64-71 6 3 1 9
72-79 7 3 1 10
80+ 8 4 2 11
 
It takes 1 nonweapon proficiency slot for a Minor, 3 slots for a Major, and 6 slots for a Grand to obtain 1st level of mastery.
Thereafter, 1/2 a slot will increase a power's level of mastery by 1.
Attacks and Defenses cost: A=1, B=0, C=½, D=1½, E=2, U=2½, F=0, G=½ , H=1, I=1½, J=2, X=2½ (in slots).
Psionicists get the number of powers seen in their progression at no proficiency cost, and their level of mastery is equal to their experience level. They could purchase higher levels of mastery (adding to their level).
 
 
PSIONIC ENCHANTMENTS (spend 1 spell of each level below to get new spell level)
 
Spell Level, Wizard: 0 1 2 3 4-8 9 10 11 12 13
Spell Level, Priest: 0 1 2 3 4-6 7 8 9 10 11
Upgrade Cost: 400 800 200 150 100 150 200 800 1800 3200

[PC5] Psionicist Classes Group


Psionic Blast / Ultra Blast

PSIONIC BLAST ATTACK UPON NON-NATURAL-PSIONIC CREATURE (20 attack pts)
Save for Range
Int+Wis 10yd 20yd 30yd
0-5 20 19 18
6-10 18 17 16
11-13 16 15 14
14-17 14 13 12
18-21 12 11 10
22-25 10 9 8
26-29 8 7 6
30-33 6 5 4
34-35 4 3 2
36-37 2 1 0
38+ 0 -1 -2
Save Modifiers
Additions Subtractions
wizard +1 panicked -1
priest +2 enraged -1
elf +2 confused -2
Intell. Fort. +2 hopeless -3
mind blank +2 stunned -3
psionicist +3 using psi power -4
dwarf +4 using ESP -5
halfling +4 asleep -6
helm/telepathy +4 unconscious -6
Tower/Iron Will +6 feebleminded (Int=0-5)
mind bar +6 insane NA
Int+Wis Death Coma Sleep Stun Confuse Enrage Panic Feeble 2Insanity 1Insanity 1Insanity
0-5 01-77 78-91 92 93 94 95 96 97 98 99 00
6-9 01-10 11-83 84-92 93 94 95 96 97 98 99 00
10-13 01 02-15 16-84 85-93 94 95 96 97 98 99 00
14-17 01 02 03-11 12-85 86-94 95 96 97 98 99 00
18-21 01 02 03 04-17 18-86 87-95 96 97 98 99 00
22-25 01 02 03 04 05-18 19-87 88-96 97 98 99 00
26-29 01 02 03 04 05 06-19 20-88 89-97 98 99 00
30-33 01 02 03 04 05 06 07-20 21-89 90-98 99 00
34-35 01 02 03 04 05 06 07 08-26 27-85 86-99 00
36-37 01 02 03 04 05 06 07 08 09-22 23-90 91-00
38+ 01 02 03 04 05 06 07 08 09 10-23 24-00
Duration - 2d6 d 5d4 t 2d4 t 1d4 t 2d4 r 2d4 r perm. perm. 2d6 w 1d4 w
 
ULTRABLAST ATTACK UPON NON-NATURAL-PSIONIC CREATURE (75 or 100 attack pts)
Int+Wis Save Death Coma Stun Confuse Feeblemind 1Insanity 2Insanity 3Insanity 4Insanity 5Insanity
0 NA - - - - - - - - - -
1-5 20 01-19 20-36 37-51 52-64 65-75 76-84 85-91 92-96 97-99 00
6-10 19 01-16 17-34 35-50 51-63 64-74 75-83 84-90 91-95 96-98 99-00
11-15 18 01-12 13-26 27-43 44-57 58-69 70-79 80-87 88-93 94-97 98-00
16-20 17 01-09 10-20 21-34 35-50 51-64 65-75 76-84 85-91 92-96 97-00
21-25 16 01-07 08-16 17-27 28-40 41-55 56-68 69-79 80-88 89-95 96-00
26-30 15 01-05 06-12 13-21 22-32 33-45 46-60 61-73 74-84 85-93 94-00
31-35 14 01-04 05-09 10-16 17-25 26-36 37-50 51-66 67-80 81-91 92-00
36-40 13 01-03 04-07 08-13 14-21 22-31 32-43 44-57 58-74 75-88 89-00
41-45 12 01-02 03-05 06-10 11-17 18-26 27-37 38-50 51-66 67-84 85-00
46+ 11 01 02-04 05-09 10-16 17-25 26-36 37-49 50-64 65-81 82-00
Dur. - - 2d4 d 10d6r 6d6 r Perm. Perm. Perm. Perm. Perm. Perm.

[PC5] Psionicist Classes Group


Psi1 Minor Powers

MINOR POWERS Cost Notes
Animal Telepathy 1/r 1=mamm,5=bird,6=rept,8=fish,10=spider,14=plant
Antipathy-Sympathy 35/h Antipathy-Sympathy (as spell)
Automaton 10/r Animate Object (as spell)
Body Equilibrium 1/r Water Walking, Feather Fall, Lessen Weight
Body Weaponry 1/r +level AC, +level unarmed damage
Cell Adjustment 1/hp Max.# hp = level*5, Cure Disease=20/70
Clairaudience 5/r 30'range per level
Clairvoyance 5/r 20'range per level
Command 5 Command (as spell)
Detect Danger 1/r 10+10*level% direction, 5+5*level% distance
Detection of Good/Evil 2/r 20+10*level% exact alignment, 10*level% objects
Detection of Life 4/r Gives dir.,dist.,size class (30'range per level)
Detection of Magic 3/r Gives type, school/sphere, and approx. level
Domination 5+HD/r Save; Psionic gets control of all actions
Empathic Control 1/HD Save-3; Emotion (as spell); no limit to HD
Empathy 3 Gives basic emotions of all in 10'wide path
ESP 2/r ESP (as spell)
Expansion 5/r Max.Press=Str of level+12, +level dmg, +level'
Hypnosis 1/HD Level>10 or Int16=save; Max.HD=ä(level)
Invisibility 3/t Mental Invisibility, affects ä(level) in HD
Levitation 3/t Levitate (as spell)
Lights 1/t Faerie Fire, Dancing Lights, Light
Locate 5/t Locate object, person, or type of creature
Memory Protection 1/d Immune to Forget,Feeblemind,Incantatrix effects
Microkinesis 1/s Telekinesis on a small object (max wt = level lbs.)
Mind Over Body 5/d No need for food,water,sleep for 2*level days
Molecular Agitation 1/r 1 dmg 1st r, 2 dmg 2nd r, etc. (max.dmg=level)
Movement Acceleration 10/r +1V Action
Object Reading 1/r Detects psychic impressions left on an object
Postcognition 1/fact Can see into past, double chances of Precog.
Precognition 1/fact Int+Wis+level*level-factor% chance correct
Psionic Trigger 10/d Contingency for 1 psi power (still need points)
Rapport 5/r 1=Share Memories, 3=Detect Lie, 4=Mind Scan
Reduction 2/t -level' until 1', then halve size each time
Sense 5/t See in darkness/fog, Hear in silenced/loud room
Spirit Speak 10/r Speak with Dead (as spell)
Suspend Animation 6 Ceases life functions for max of (level) weeks
Sens. to Psychic Imp. 1/r Gives freq., type, and field of all psi in area
Tap Psionic Link 7/r Can listen into Psi Link if within 30*level'
Telekinetic Barrier 5N /t Take -N dmg per physical attack (max N = level)
Telekinetic Blade 5/r Base damage CLdCL, considered +CL/3 weapon, mental weapon
Telep. Ventriloquism 1/' Save-3; Target actually says desired phrase
Tongues 20+6/r Tongues (as spell); 1 language/level

[PC5] Psionicist Classes Group


Psi1 Major Powers

MAJOR POWERS Cost Notes
Astral Projection 10 Astral Spell (as spell)
Aura Alteration 10/F/h F=#AL places moved, Remove Curse,Geas,Quest=8*SL
Aura Reading 3 Detect alignment, classes, skills, exact hp
Body Control 2/t Water Breathing, Resist environment 1 HD/level
Cellular Restoration 8 Reattaches severed limb, fixes damaged organ
Controlled Blinking 5/r Blink 10'/level each round (no action after 1st)
Deflection 1/% /h Energy (non-Physical) Reflection, max=level*10%
Dimension Door 10 Dimension Door (as spell); 90'/level
Dimension Walk 1/t Cover 30 miles in (40-level) minutes
Dispel Exhaustion 14 Mental Surgery (1) but all in psi link affected
Energy Control 1/HD Max.=level in HD damage, must be energy attack
Energy Dissipation 20 Take half damage from an energy attack
Etherealness 6/t Caster+50*level lbs. in Ethereal Plane
Flying 9/t Fly (as spell)
Foresight 18 Foresight (as spell)
Geas 40 Geas (as spell)
Improved Cell Adj. 1/hp Cell Adj. but range=10'*level, Max.hp=10*level/r
Improved Invisibility 9/t Invisibility but can attack and remain Invis.
Magic Jar 20 Magic Jar (as spell), save penalty -1/level
Mass Domination 10+HD Save-4; Max.=5 creatures of level HD
Mental Surgery 10*lvl 1=Dispel Exhaustion,5=Feeblemind,6=Cure Insanity
Mind Bar 5/d Immune to Ench/Cha,Magic Jar,Domination,Invis.
Molecular Manipulation 50 Makes object weak: 1=cord,5=chain,7=wood,9=metal
Molecular Rearrangement 10/lb. 1=soft,4=brass,7=bronze,10=steel,13=Mithril
Pass-Way 20/' Can pass through any material or Wall spell (no harm)
Paralysis Bolt 15+HD Save-6; 1 creature, Max.HD=2*level
Physical Acceleration 20/r +1P Action
Probability Travel 10/P P=#planes removed, fail=21-level%
Psionic Cage 50 Reverse Wards (no one can leave)
Shape Alteration 3+W W=weight/1000, Polymorph Self (as spell)
Standing Concentration 5/d Can convert 1P+1V Action to 1M if desired each r
Submit Illusion 12/t Submit a Spectral Force to subject's mind
Telekinesis 3/r Max.Weight=3*sum(level), accel. 2"/r move rate
Telempathic Projection 6 Empathy, but can send an emotion
Telepathy 1/r Operates up to 186,000 miles away on same plane
Telepathic Projection 1/r+HD Suggestion, Possession=2*Int+Wis+Chr points
Teleportation 20+1/% Teleport (as spell), can adjust roll by 1%/point
Transmutation 10 One effect in next turn can be changed to another element
True Sensory Input 4/r True Seeing (as spell), but all 5 senses
Wards 50 Pro.Evil&Scrying, no one can enter, break=150pts
X-ray Vision 15/r As per ring of X-ray vision

[PC5] Psionicist Classes Group


Psi1 Grand Powers

GRAND POWERS Cost Notes
Amplification 10*#cr Save; Sleep d6+3 hr, Gain (Int+Wis+Chr)*2 points
Amplify Power 10N +N to CL (or) +N*10% effect to next Psi1 power (max N=CL)
Death Stare 75 Save-6; Death; Stun 2d4r if over 2*level HD
Energy Cancel 3/HD As Energy Control but removes entire area effect
Energy Jar 15/HD As Energy Control, can throw affect yourself once for 1M
Endowment 100 Gain psionics, one row lower on table above
God Voice Ventrilo. 25/r Loud "god voice", deafness (save), suggestion (save)
Grand Domination 3*HD/r Save at penalty equal to level; no HD limit
Interdimensional Space 40+1/h Rope Trick (as spell); duration limit=1h/level
Limited Wish 320 Limited Wish (as spell)
Mental Acceleration 30/r +1M Action (can be used for anything)
Power Transfer 100*T T:Minor=1,Major=2,Grand=3, Object=½*Caster Psi
Preservation 50 1=Preserve,2=Trap Soul,5=Permanency,7=Stasis
Psionic Acceleration 20/r +1M Action (must be used on natural psionics)
Psionic Amplification 8*Mult Multiplies a power; Max.=level/4+1
Psionic Disruption 40/r No psi powers (any freq.) can be used in 50'r
Restoration 60 Restoration, Restores Items, Stops dual-nature
Severance 20*SL Save; stops use of any 1 ability in creature
Shade 100 Creates a ghost/shade of person who died here, half powers
Suppression 3/r Cannot use or be affected by psionics, all psi effects drop

[PC5] Psionicist Classes Group


Psi1 Super Powers

SUPER POWERS Cost Notes
Cellular Heal/Harm X up to X targets: Heal or Harm X% of max hp
Counterspell 40*SL [0 action to use] Counters a Magic/Psi/Innate
Energy Dampen 1/HD/d Permanent Energy Cancel on self or 100'cu area
Full Acceleration 50/r +1 Full Action /r
Hero Element 700 Casts any one 1st level Hero spell
Legend Element 400 Casts any one 1st level Legend spell
Mental Deceleration 100*N Target loses next N mental actions (no save)
No Resistance 400 1 target: Lowers Class VI,PsiR,Defense X for 1t
Opposing Acceleration 60/r +1 Opposing Action /r
Physical Deceleration 50*N Target loses next N physical actions (no save)
Quick Mental Accel. 60/r +1 QM Action /r
Rapid Fire 80/r x2 number of Psi1 attacks/r, stacks with itself
Shotokan Spirit 60/r Know and can use all Psi0 minor/major/grand powers
Sinanju Spirit 60/r Know and can use all Martial Arts powers
Super Domination 10*HD Dominate one target (no save, no PsiR, no Wis)
Telekinetic Crush X 1 target: X*X*X telekinetic damage (no save)
Versatility 1000 Permanent: +1 max. # of classes or # psi.freq.
Wish 480 Wish (as spell), or any Psi2 Dev/Sci/High Sci

[PC5] Psionicist Classes Group


Psionic vs. Psionic in Mental Combat

Attack
Strength
Attack
#.Mode
F.Mind
Blank=1
G.Thought
Shield=2
H.Mental
Barrier=3
I.Intellect
Fortress=8
J.Tower of
Iron Will=10
1- 25 A.Psionic Blast=20 3 7 4 1 0
B.Mind Thrust=4 12 4 0 0 1
C.Ego Whip=7 8 3 0 0 0
D.Id Insinuation=10 1 6 8 1 1
E.Psychic Crush=14 2% 0% 0% 0% 0%
U.Ultrablast=75/100 6 10 8 4 2
26- 50 A.Psionic Blast=20 6 9 6 2 0
B.Mind Thrust=4 15 6 1 0 2
C.Ego Whip=7 12 4 0 0 0
D.Id Insinuation=10 2 8 10 3 3
E.Psychic Crush=14 5% 2% 1% 0% 0%
U.Ultrablast=75/100 12 19 15 8 3
51- 75 A.Psionic Blast=20 10 12 9 4 1
B.Mind Thrust=4 18 9 2 2 3
C.Ego Whip=7 17 6 1 1 1
D.Id Insinuation=10 4 11 13 7 6
E.Psychic Crush=14 9% 4% 2% 1% 0%
U.Ultrablast=75/100 18 27 21 12 5
76-100 A.Psionic Blast=20 15 16 13 7 2
B.Mind Thrust=4 22 13 5 4 5
C.Ego Whip=7 23 9 3 2 3
D.Id Insinuation=10 7 15 17 12 10
E.Psychic Crush=14 14% 7% 5% 3% 2%
U.Ultrablast=75/100 24 34 26 16 8
101-125 A.Psionic Blast=20 21 21 18 11 4
B.Mind Thrust=4 26 18 9 7 8
C.Ego Whip=7 30 13 6 4 6
D.Id Insinuation=10 11 20 22 18 15
E.Psychic Crush=14 20% 11% 9% 6% 4%
U.Ultrablast=75/100 30 40 30 20 12
126-150 A.Psionic Blast=20 28 27 18 16 7
B.Mind Thrust=4 30 24 9 11 12
C.Ego Whip=7 38 18 6 7 10
D.Id Insinuation=10 16 26 22 25 21
E.Psychic Crush=14 27% 16% 9% 10% 7%
U.Ultrablast=75/100 36 45 33 24 18
151-175 A.Psionic Blast=20 36 34 31 22 11
B.Mind Thrust=4 34 31 25 15 17
C.Ego Whip=7 47 24 15 11 15
D.Id Insinuation=10 22 33 35 33 28
E.Psychic Crush=14 35% 22% 20% 15% 11%
U.Ultrablast=75/100 42 50 36 28 24
 
OTHER ATTACK & DEFENSE MODES
 
Attack Mode T (Psionic Touch): As per attack mode A, but range touch, affects only one target, and there is no saving throw.
Attack Mode V (SuperBlast): This attack theoretically should exist based on its existence in Psi2. It would cost 250 attack points and have the same effect that it has in Psi2.
Defense Mode X (UltraShield): Costs 20 defense points per round to use; you cannot attack or be attacked psionically in any frequency.

[PC5] Psionicist Classes Group


Psionic Attack Upon Defenseless Psionic

Attack
Strength
Attack
#.Mode
Defender's Original Psionic Strength
10-59 60-109 110-159 160-209 210-259 260-309 310+
1- 25 A.Psionic Blast=20 D C C 15 10 5 5
B.Mind Thrust=4 W W 40 35 30 25 20
C.Ego Whip=7 30 25 20 15 10 5 5
D.Id Insinuation=10 40 35 30 25 20 15 10
E.Psychic Crush=14 72% 60% 50% 40% 30% 20% 10%
U.Ultrablast=75/100 S P W 40 30 20 10
26- 50 A.Psionic Blast=20 S D C C 15 10 5
B.Mind Thrust=4 W W W 40 35 30 25
C.Ego Whip=7 35 30 25 20 15 10 5
D.Id Insinuation=10 R 40 35 30 25 20 15
E.Psychic Crush=14 75% 62% 52% 42% 32% 22% 12%
U.Ultrablast=75/100 I S P W 40 30 20
51- 75 A.Psionic Blast=20 W S D C C 15 10
B.Mind Thrust=4 P W W W 40 35 30
C.Ego Whip=7 40 35 30 25 20 15 10
D.Id Insinuation=10 R R 40 35 30 25 20
E.Psychic Crush=14 79% 65% 55% 45% 35% 25% 15%
U.Ultrablast=75/100 K I S P W 40 30
76-100 A.Psionic Blast=20 P W S D C C 15
B.Mind Thrust=4 P P W W W 40 35
C.Ego Whip=7 P 40 35 30 25 20 15
D.Id Insinuation=10 R R R 40 35 30 25
E.Psychic Crush=14 84% 69% 59% 49% 39% 29% 19%
U.Ultrablast=75/100 K K I S P W 40
101-125 A.Psionic Blast=20 K P W S D C C
B.Mind Thrust=4 P P P W W W 40
C.Ego Whip=7 I P 40 35 30 25 20
D.Id Insinuation=10 R R R R 40 35 30
E.Psychic Crush=14 90% 74% 64% 54% 44% 34% 24%
U.Ultrablast=75/100 K K K I S P W
126-150 A.Psionic Blast=20 K K P W S D C
B.Mind Thrust=4 P P P P W W W
C.Ego Whip=7 I I P 40 35 30 25
D.Id Insinuation=10 R R R R R 40 35
E.Psychic Crush=14 97% 80% 70% 60% 50% 40% 30%
U.Ultrablast=75/100 K K K K I S P
151-175 A.Psionic Blast=20 K K K P W S D
B.Mind Thrust=4 K P P P P W W
C.Ego Whip=7 I I I P 40 35 30
D.Id Insinuation=10 R R R R R R 40
E.Psychic Crush=14 99% 87% 77% 67% 57% 47% 37%
U.Ultrablast=75/100 K K K K K I S
Code Effect
# Psionic attack points lost, beyond 0 attack pts = hp dmg
C Confused for 2d4 rounds
D Dazed for 1d4 turns, no psionic or other mental activity
I Idiocy, Int = 1d4, psionic ability lost, curable with Heal spell
K Killed
P Permanent loss of one random Psi1 power, and Dazed as above
R Robot, mind under control of attacker, save can be made every 2d4 weeks
S Sleeping in coma for 1d4 weeks
W Wounded, One random Psi1 power lost for 2d4 weeks
 
If the subject is immune to the effect (or the effect is redundant/meaningless), treat letters as a "40" instead

[PC5] Psionicist Classes Group


Psi2

Level KXP Psi2
mMG S
1 0 3-- -
2 2.2 5-- -
3 4.4 7-- -
4 8.8 91- -
5 16.5 A1- -
6 30 B2- -
7 55 C2- -
8 100 D3- -
9 200 E31 -
10 400 F41 -
11 600 G41 -
12 800 H52 -
13 1000 I52 -
14 1400 J62 -
15 1800 K63 -
16 2200 L73 1
17 2600 M73 1
18 3000 N84 1
19 3400 O84 1
20 3800 P94 2
21 4200 Q95 2
22 4600 RA5 2
23 5000 SA5 2
24 5400 TB6 3
25 5800 UB6 3
26 6200 VC6 3
27 6600 WC7 3
28 7000 XD7 4
29 7400 YD7 4
30 7800 ZE8 4
31 8200 [E8 4
32 8600 \F8 5
33 9000 ]F9 5
34 9400 ^G9 5
35 9800 _G9 5
36 10200 `HA 6
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  8  2  3  1  0  1
+0  5  4  8  2  3  1  0  2
+1  6  4  8  3  4  2  0  2
+1  6  5  8  3  4  2  1  3
+2  6  5  9  3  4  2  1  3
+2  6  6  9  4  5  3  1  4
+3  7  6  9  4  5  3  2  4
+3  7  7  9  4  5  4  2  5
+4  7  7 10  5  6  4  2  5
+4  7  8 10  5  6  4  3  6
+5  8  8 10  5  6  5  3  6
+5  8  9 10  6  7  5  3  7
+6  8  9 11  6  7  6  4  7
+6  8 10 11  6  7  6  4  8
+7  9 10 11  7  8  6  4  8
+7  9 11 11  7  8  7  5  9
+8  9 11 12  7  9  7  5  9
+8  9 12 12  8  9  8  5 10
Requisites: Con 11, Int 12, Wis 15
Alignment: L any
HD/level: d6
Weapon Prof.: 5+level/9
To Hit Table: Rog
Save Table: Psi
Reference: PHBR5-8
Groups: Psionicist
 
See [Q2] for rules and powers.
PSPs = Wis*2+Int+Con-40+(Wis-5)*(level-1)
Level 1: +1 Nonweapon Proficiency per level. These slots may be spent on existing Psi2 powers (not additional ones). Each slot increases a power's check score both by 1, or you can roll an extra 1d20 (choose better result).

[PC5] Psionicist Classes Group


Basic Psi2 Information

Psi2 Psionicists:
PSPs = Wis*2+Int+Con-40+(Wis-5)*(level-1)
Wild Talents:
PSPs = Int+Wis+Con+4*level
Wild Talents Potential Number of:
Int+Wis+Con Devotions
(Minors)
Sciences
(Majors)
High Sci
(Grands)
Att+Def
0-14 1 0 0 1
15-29 2 0 0 2
30-44 3 1 0 3
45-59 4 2 0 4
60-74 5 3 1 5
75+ 6 4 2 6
Minimum Level: 0 3 8 0
 
It takes 1 nonweapon proficiency slot for a Devotion, 3 slots for a Science or Meta-Psionic Devotion, and 6 slots for a Meta-Psionic Science or High Science. This gives 1st level of mastery in that power.
There are no prerequisites for any power for both Wild Talents and Psionicists.
A "power score" is making the roll by 10. There are no terrible failures. If you fail, you spend no PSPs.
Each additional proficiency slot spent for a power does 1 of three things (choose 1 per slot spent):
1. Roll an extra 1d20 for check, and choose best roll.
2. Get a +1 on the target check number.
3. Increase the level of mastery (caster level) by 1. You cannot have more than double your level in CL (max = equal to level for Wild Talents).

[PC5] Psionicist Classes Group


Psi2 Combat

MAC (Mental Armor Class) = 25-Wis (Wis below 15 gives MAC of 10)
Use Int as if it was Balance (under Dex) to adjust MAC.
MTHAC0 (Mental THAC0) = 21-(Psi2 level)
Use Wis as if it was Efficiency (under Str) to adjust MTHAC0.
    MAC adjustment for defenses ("-" means better MAC)
#Att dmg Mind
Blank
Thought
Shield
Mental
Barrier
Intellect
Fortress
Tower of
Iron Will
Ultra-
Shield
Psionic Blast 4 1 -3 +2 -5 +4 +3 -6
Mind Thrust 3 1 +5 +3 -2 -3 -5 -5
Ego Whip 2 2 +3 +4 +2 -4 -3 -4
Id Insinuation 3 2 -5 -3 -1 +2 +5 -7
Psychic Crush 2 3 +1 -4 +4 -1 -2 -8
Ultrablast 3 3 +8 +7 +6 +5 +4 0
 
"dmg" is how many Tangents are gained on the target. 3 Tangents equal 1 Contact at which time each hit has the effect listed in the power descriptions. This system is not used against those who do not have frequency 2 psionics; the only way to get contact on them is by using Contact, Passive Contact or Mass Contact.
There will be ways of (with items) adjusting MAC and MTHAC0 in the future.
PSIONIC ENCHANTMENTS (spend 1 spell of each level below to get new spell level)
 
Spell Level, Wizard: 0 1 2-10 11 12 13 14 15 16
Spell Level, Priest: 0 1 2-9 9 10 11 12 13 14
Upgrade Cost: 200 400 100 400 900 1600 2500 3600 4900

[PC5] Psionicist Classes Group


Psi2 Devotions (Minors)

# Power Disip. Check PSPs Effect Power Score Source
1 Absorb Disease Metab Con-3 12 Moves a disease to psionic Destroys a disease PHBR5
2 Accelerate Metab Con-2 10+10/m Haste Super Haste (+2 P/V) WatW2
3 Acceptance Telep Int 10+2/t Captives become passive/docile Betray each other DSDK2
4 Adrenalin Control Metab Con-3 8+4/r +1d6 Str,Dex,or Con +1d6 to all three PHBR5
5 Aging Metab Con-7 15 (level)d4 years aged (level)d10 years PHBR5
6 Alignment Stabilization Telep Wis-1 15+10/d Keeps alignment from changing Maintenance 5/d DSDK2
7 All-Round Vision Clair Wis-3 6+4/m Can see in all directions Infravision gained PHBR5
8 Alter Features Metab Con-1 6+3/t Alter Self Change Self WatW2
9 Amnesia Telep Wis-2 C+5/r Amnesia Free Maint. 1d10 d WatW2
10 Animate Object Kinet Int-3 8+3/m Animates object;move rate 6 Animation is smooth PHBR5
11 Animate Shadow Kinet Wis-3 7+3/m Animates shadow;no effect Range is 100y PHBR5
12 Astral Projection Port Int 6+2/h Go to Astral with silver cord Color pool nearby PHBR5
13 Attraction Telep Wis-4 C+8/m Strong attraction for thing Obsession for thing PHBR5
14 Aversion Telep Wis-4 C+8/t Strong aversion for thing Afraid of thing PHBR5
15 Awe Telep Chr-2 C+4/r Won't attack caster (save) No save PHBR5
16 Ballistic Attack Kinet Con-2 5 Roll TH; (level)d4 damage (level)d8 damage PHBR5
17 Beast Mastery Telep Wis-3 20+H/d Control beast (Max.Int=level) 5 PSPs initial cost DSDK2
18 Biofeedback Metab Con-2 6+3/r -2 dmg/att;+level/3 AC bonus +level AC bonus PHBR5
19 Blink Port Int+1 7+3/r Blink Blink Wounding 1/r WatW2
20 Body Control Metab Con-4 7+5/m Breathe,move normally; 0 dmg terrain Can change environ. PHBR5
21 Body Equilibrium Metab Con-3 2+2/m Water Walking, Feather Fall 1 d w/o Maintenance PHBR5
22 Body Weaponry Metab Con-3 9+4/r Convert arm to weapon Weapon is +1/+0 PHBR5
23 Bone Reading Clair Wis-1 15 Know who died in this spot See last 10 min of life WatW2
24 Cannibalize M-Psi Con -8*Con +8 PSPs/Con;Con returns 1/w +8 PSPs PHBR5
25 Carapace Metab Int 5+1/r +level AC; -(11-level) Dex No Dex loss DSDK2
26 Catfall Metab Dex-2 4 30'fall:no dmg;other @ h dmg 50'fall:no dmg PHBR5
27 Cause Decay Metab Con-2 4 Item falls apart(save vs.acid) No save allowed PHBR5
28 Cause Sleep Metab Wis-2 9+2/r Sleep (save) No memory of sleep WatW2
29 Cell Adjustment Metab Con-3 1/hp 20*level hp:1r;disease=+5 PSPs Half cost in PSPs PHBR5
30 Chameleon Power Metab Con-1 6+3/m Can match surroundings well +15% HS PHBR5
31 Chemical Stimulation Metab Con-4 9+6/r level dmg acid (items save) No item saves PHBR5
32 Cognitive Trance M-Psi Int 4 Photographic Memory; cannot use V +4 Int checks 1 d WatW2
33 Combat Mind Clair Int-4 5+4/r +level/3(round up) group init. Psionic:+level/3 AC PHBR5
34 Compact Kinet Wis-1 4 Reduce object volume 90% Reduce volume 95% DSDK2
35 Conceal Thoughts Telep Wis 5+3/m Gain contest vs.ESP,Probe,etc. Imm to those powers PHBR5
36 Concentrate Water Kinet Con-3 10 Make 1-9 gal.water from area Double water amount DSDK2
37 Contact Telep Wis Int+1/r -2 check if resisting Maintained 4r for free PHBR5
38 Control Body Kinet Con-2 8+8/r Control all P,V actions Auto. win Contest PHBR5
39 Control Flames Kinet Wis-1 6+3/r x2/ 2 fire; move 9; (level)d4 x3/ 3 fire; (level)d6 PHBR5
40 Control Light Kinet Int 12+4/m Dim or brighten light Maintenance 1/r PHBR5
41 Control Sound Kinet Int-5 5+2/m Dampen,disguise,increase sound Maintenance 1/r PHBR5
42 Control Wind Kinet Con-4 16+10/r 5*level Mph; change dir. 10*level Mph PHBR5
43 Convergence M-Psi Wis 8 10y: All PSPs in link combine CLs in link combine PHBR5
44 Create Sound Kinet Int-7 8+3/r Audible Glamer (as spell) Double level PHBR5
45 Cryokinesis Kinet Wis 8+7/r Molecular Agitation but cold 1d3/r 2d3/r WatW2
46 Danger Sense Clair Wis-3 4+3/t Know if danger nearby Know distance PHBR5
47 Daydream Telep Wis C+3/r Mind wanders;+20% Thief Abil. +30% Thief Abilities PHBR5
48 Deflect Kinet Int 4 Deflect a missile -- WatW2
49 Dimension Blade Port Con-1 6+5/r Weapon ignores natural AC; +2/+2 x2 dmg WatW2
50 Dimension Walk Port Con-2 8+4/t Move 30 miles in (40-level)m Halve time PHBR5
51 Dimensional Door Port Con-1 4+2/r Can't see destination:stun 1r No stun PHBR5
52 Dimensional Screen Port Con-3 9+6/r Spherical Dim Door around you -- WatW2
53 Displacement Metab Con-3 6+3/r As per Displacer Beast AC bonus is +4 PHBR5
54 Double Pain Metab Con-3 7 All dmg phantom x2 for 1t SS or unc. each hit PHBR5
55 Dream Travel Port Wis-4 1/25M/P Move up to 500M in (48-lvl)t Halve time PHBR5
56 Duo-Dimension Port Con-2 11+4/r No thickness Wpn is Dim Blade WatW2
57 Ectoplasmic Form Metab Con-4 9+9/r Pass through solid objects Maintenance 3/r PHBR5
58 Ego Whip [C] Telep Wis-3 4 -5 rolls; Max spell=3rd: 1d4r Max spell=1st: 1d6 r PHBR5
59 Empathy Telep Wis C+1/r Sense emotions Subject of emotions PHBR5
60 Empower (weak version) M-Psi Wis-12 25+50X Object PSP=(Dev+2*Sci+3)*L -- PAoA2
61 Enhanced Strength Metab Wis-3 2S+S/r Increase strength, Max=level Max=2*level PHBR5
62 Enhancement M-Psi Wis-3 30+8/m +2 check in 1 Disc;others -1 Others not reduced PHBR5
63 Environment Clair Int-2 5 Mental image of object's loc. 1m of observation DSDK2
64 ESP Telep Wis-4 C+6/r Know surface thoughts Maintained 1r for free PHBR5
65 Ethereal Traveler Port Wis-4 15+2/r Wraithform (as spell) Maintained free 24h DSDK2
66 Expansion Metab Con-2 6+1/r Increase dimension by 50%/r Increase by 100%/r PHBR5
67 False Sensory Input Telep Int-3 C+4/m Change sensory input slightly Any false perception PHBR5
68 Feel Light Clair Wis-3 7+5/m Can feel light;+4 vs. gaze Feel in all directions PHBR5
69 Feel Moisture Clair Wis-3 5+1/m Can detect water & amount Maintained free 4h DSDK2
70 Feel Sound Clair Wis-3 5+3/m Can feel sound;+2 vs. sonic Thief DN 10*level% PHBR5
71 Fighting Trance M-Psi Wis-1 4+1/r +1 AC/saves/TH; -1 power checks another +1 WatW2
72 Flesh Armor Metab Con-3 8+4/r +roll AC, Max=level +1 more AC PHBR5
73 Focus Forgiveness Telep Wis-3 10+2/h Temporarily forget Quest,Geas Maintenance cost 1/h DSDK2
74 Forced Symmetry Metab Int-2 12 Makes 2 halves of body same Change is permanent DSDK2
75 Ghost Writing Kinet Wis-2 8+3/m Write 5 words/r:remote paper Write 15 words/r DSDK2
76 Gird M-Psi Int-3 2*M/m Maintain powers w/o conc. Maintain in sleep PHBR5
77 Graft Weapon Metab Con-5 10+1/r Connect weapon to body; +1/+1 Bonus is +4/+4 PHBR5
78 Hear Light Clair Wis-3 6+3/m Can hear light Can hear infrared PHBR5
79 Heightened Senses Metab Con 5+1/m Triple sensory sensitivity 1 sense increased 1d PHBR5
80 Hivemind M-Psi Wis-1 2 Gain 4*level PSPs from insects Gain 8*level PSPs DSDK2
81 Identity Penetration Telep Wis-3 C+6/m See through polymorph,illusion -- PHBR5
82 Immovability Metab Con-5 9+6/r Need 10*roll in Str to move Impossible to move PHBR5
83 Impossible Task Telep Wis-1 10+5/d Believes task is impossible Maintained free 1m DSDK2
84 Incarnation Awareness Telep Wis-4 C+13/r Gain info. about 1 past life/r All past lives in 1r PHBR5
85 Inertial Barrier Kinet Con-3 7+5/r Melee:delay 1r;Mis.:-dice dmg Mis.:-dice-1 dmg PHBR5
86 Inflict Pain Telep Con-4 C+2/r -4 TH; no spells (save) unc. 1d10r (save) PHBR5
87 Insect Mind Telep Int-2 7+1/m +2 Chr with insects Maintained free 1d DSDK2
88 Intensify M-Psi ***-3 5S+1/r +S Int,Wis,or Con,-S other 2 Cost is 3S+1/r PHBR5
89 Invincible Foes Telep Wis-3 C+5/r Next hit drops target 1t -- PHBR5
90 Invisibility Telep Int-5 C+2/r/P Makes someone invisible Superior Invisibility PHBR5
91 Iron Will M-Psi Wis 8+3/m Can fully act up to -10 hp Can act up to -15 hp WatW2
92 Know Course Clair Int-2 5+4/h Find the Path Radial Navigation WatW2
93 Know Direction Clair Int 1 Know which way is North Maintained for 1 day PHBR5
94 Know Location Clair Int 10 Gives simple idea of location Learn exact location PHBR5
95 Levitation Kinet Wis-3 12+2/m Up/down move rate 6 Move rate 12 PHBR5
96 Lend Health Metab Con-1 4 Transfer hp from psionic Target gets double PHBR5
97 Life Detection Telep Int-2 3+3/m Detect Life (as spell) -- PHBR5
98 Magnetize Kinet Int-1 2W Metal obj magnetised L r (W=weight) No Str check allowed WatW2
99 Magnify M-Psi Wis-5 25M+M/r Mult. power (Max=level/5+1) M+1, no extra cost PHBR5
100 Martial Trance M-Psi Wis-3 7 +1 checks; no P,V actions Only lose P actions PHBR5
101 Mass Manipulation Kinet Int-3 9+9/r Modify weight -75% to +100% -90% to +300% WatW2
102 Mental Barrier [H] Telep Wis-2 3 Costs no action to use No contact for 2r PHBR5
103 Mind Bar Telep Int-2 6+4/m 75% vs. Ench/Cha;immune Telep. +5 in contests PHBR5
104 Mind Blank [F] Telep Wis-7 0 Costs no action to use -- PHBR5
105 Mind Over Body Metab Wis-3 10/d/P Don't need food,water,sleep Don't need rest after PHBR5
106 Mind Thrust [B] Telep Wis-2 2 Lose 1 power 2d6d -- PHBR5
107 Molecular Agitation Kinet Wis 7+6/r Destroy object in 5r (save-10) Destroy in 3r PHBR5
108 Molecular Bonding Kinet Int-1 5+4/m Join 2 objects at molecular level 6 sq" /r 24 sq" /r WatW2
109 Molecular Manipulation Kinet Int-3 6+5/m Object is weakened (-2 save/r) (-4 save/r) PHBR5
110 Momentum Theft Kinet Int-2 5+ Stop (200 lbs, each x2 is +5 PSPs) Held for 1r WatW2
111 Mysterious Traveler Telep Wis-1 2 False rumors about his travels Rumors continue 3d DSDK2
112 Opposite Reaction Kinet Con-1 5 Missile returns at attacker Breaks missile DSDK2
113 Passive Contact Telep Wis-1 2*Int+1/h Like Contact, cheaper to maintain Empathy with target WatW2
114 Phase Port Wis-1 6+6/r Out of phase; cannot attack x2 move rate WatW2
115 Phase Object Port Wis-3 10+5/r Object out of phase May disintegrate WatW2
116 Pheromone Discharge Metab Int 5+1/m Smells like an insect Maintained free 4d6h DSDK2
117 Phobia Amplification Telep Wis-2 C+4/r Strong Fear of thing (save) No save PHBR5
118 Photosynthesis Metab Con+1 5+2/t Regen 1 hp/r in sunlight Sustenence in sun WatW2
119 Plant Mind Telep Int-4 11+2/m +2 Chr when dealing with plants Free maint. 1 d WatW2
120 Pocket Dimension Port Wis 14+3/t 5' cube extradimensional space 10' cube WatW2
121 Poison Sense Clair Wis 1 Detects presence of poison Gives type of poison PHBR5
122 Post-Hyp. Suggestion Telep Int-3 C+Lvl Long-term Suggestion Check not reduced PHBR5
123 Predestination Clair Wis-3 20+5/yD Gives vague feeling of destiny Can peer twice as far DSDK2
124 Probability Manipulation M-Psi Int-4 10 +4 to next die roll +4 next 3 die rolls WatW2
125 Prolong M-Psi Con-4 5+2/r Range & area of powers +50% Range & area +100% PHBR5
126 Psionic Inflation M-Psi Wis-5 20+3/m All powers double cost & main. Triple cost & main. PHBR5
127 Psionic Residue M-Psi Wis-3 15 Get 10% PSPs spent by others +10 PSPs DSDK2
128 Psionic Sense M-Psi Wis-3 4+1/m Detect Psi: PSPs,Dir.,Dist. Does all frequencies PHBR5
129 Psionic Vampirism M-Psi Wis-3 C+8+3/r Drain CL PSPs from target /r Double effect WatW2
130 Psychic Blade M-Psi Con-2 7+X+X/r Blade: 1d6/1d6 +2/+X, stun 1d6r (save) 1d10/1d10 WatW2
131 Psychic Drain M-Psi Wis-6 10P+C Drain W,I,C:10 PSPs;Amnesia 2w No Amnesia PHBR5
132 Psychic Impersonation Telep Wis 10+3/h Match other's thought patterns Cannot be detected PHBR5
133 Psychic Messenger Telep Con-4 4+3/r Send Illusion of self to area Can look like other PHBR5
134 Radial Navigation Clair Int-3 4+7/h Know dist./dir. to start point Can retrace to start PHBR5
135 Receptacle M-Psi Wis-5 1/r Gem:1/100gp;Item:(2W+I+C-40)*L -- PHBR5
136 Reduction Metab Con-2 D+1/r -1' per PSP until 1', then halve Double effect PHBR5
137 Repugnance Telep Wis-5 C+8/r Hatred for something (save) No save PHBR5
138 Reptile Mind Telep Int-1 5+1/m +2 Chr with reptiles Charms reptiles DSDK2
139 Retrospection M-Psi Wis-4 120 Similir to Commune spell -- PHBR5
140 Return Flight Kinet Con-1 3 Missile becomes returning Attack again if miss DSDK2
141 Rigidity Metab Con-2 8+3/r -1/r TH,Init,AC penalty Start at -3 DSDK2
142 Safe Path Clair Wis-4 8+5/m +4 Dex checks; Resist Traps Auto make next save WatW2
143 See Ethereal Clair Wis-5 4+2/m Can see into border Ethereal See into full Ethereal WatW2
144 See Magic Clair Wis-3 6+6/m Detect Magic Know exact type WatW2
145 See Sound Clair Wis-3 6+3/m Can see sound Maintenance 1/r PHBR5
146 Send Thoughts Telep Int-1 C+2/r Send thoughts;no spells (save) No save PHBR5
147 Sensitivity to Observation Clair Wis 5 Know when you're watched Knows location WatW2
148 Sensory Suppression Telep Int-2 C+4/r Blindness and Deafness Loses all 5 senses WatW2
149 Shadow Walk Port Con+1 9 Travel between shadows 1000 yd 2 miles WatW2
150 Share Strength Metab Con-4 6+2/r Transfer 2 Str:1 target Str Transfer 1:1 PHBR5
151 Sight Link Telep Con-3 C+5/m Can see through other eyes Sound Link gained PHBR5
152 Soften Kinet Int 4+3/r Weapon -1TH,-1dmg,-1save/r Double rate PHBR5
153 Sound Link Telep Con-2 C+4/t Can hear through other ears Sight Link gained PHBR5
154 Spatial Distortion Port Int-4 8+4/m Distance Distortion 20'cu Double effect WatW2
155 Spider Touch Metab Dex-1 4+2/m Spider Climb +2 Dex WatW2
156 Spirit Sense Clair Wis-3 10 Senses presence of spirits Knows exact location PHBR5
157 Splice M-Psi Int-2S 5S+S/r Do combined powers as 1 Mental +2 checks when used PHBR5
158 Stasis Field M-Psi Con-3 20+X/r Slows down time by x60 -- PHBR5
159 Static Discharge Kinet Int-3 5+5/r 1d4+1 dmg lightning, cumulative per r 1d6+1 instead WatW2
160 Strength of the Land Metab Con-2 10+2/r +25 hp,+3 TH,+3 dmg,25% MR Lasts 5r after maint. DSDK2
161 Summon Object Port Int-4 30 Summon a simple object max 100 lbs. Half PSP cost WatW2
162 Suppress Fear Telep Wis+1 5 Remove Fear; +4 vs. fear for 1 t +1 TH WatW2
163 Suspend Animation Metab Con-3 12 Suspend animation (level)w Aware; can awaken PHBR5
164 Synaptic Static Telep Int-4 15+10/r Must contest to use psionics +1 contest for static PHBR5
165 Taste Link Telep Con-2 C+4/t Can taste through other mouth Scent Link gained PHBR5
166 Telempathic Projection Telep Wis-2 C+4/r Send emotions Can change emotion PHBR5
167 Teleport Lock Port Int-1 8+2/r Target cannot teleport (no save) -- WatW2
168 Teleport Object Port Int-3 T+20 Teleports 1 nonliving object Automake saves 2d DSDK2
169 Teleport Trigger Port Int+1 2/h Activates Teleport (no action) No dist. Check Mod. PHBR5
170 Thought Shield [G] Telep Wis-3 1 Costs no action to use -- PHBR5
171 Time Dilation Port Int-7 54/r +3 M, +3 P, +3 V; not cumul. w/ Haste +1 more each type WatW2
172 Time Duplicate Port Int-1 22/s Can use 2M/2P/2V/6Z next segment +4 AC/save; +2 TH WatW2
173 Time Shift Port Int 16+3/rS Move into future;Max=(level)r Add 1r to Max PHBR5
174 Time/Space Anchor Port Int 5+1/m Cannot be teleported -- PHBR5
175 Trail of Destruction Clair Wis-2 10+3/m Detect use of Defiling magic Know which spells DSDK2
176 True Worship Telep Wis-1 5 Tells god worshiped & temple Knows all in range DSDK2
177 Truthear Telep Wis 4+2/m Detect Lie (as spell) Knows real truth PHBR5
178 Watcher's Ward Clair Int-2 6+2/h Can't be surprised; Detect Danger Know location danger WatW2
179 Weather Prediction Clair Int-2 10 Accurate weather forecast 24h Weather forecast 1w DSDK2
180 Wrench M-Psi Wis-4 15+8/r Undead:-level AC;cannot drain -2 init. penalty PHBR5

[PC5] Psionicist Classes Group


Psi2 Sciences (Majors)

# Power Disip. Check PSPs Effect Power Score Source
1 Animal Affinity Metab Con-4 15+4/m Take random animal's attribute Take 2 attributes PHBR5
2 Appraise M-Psi Int-4 14 Gives chances of success Reroll 3 future dice PHBR5
3 Aura Alteration M-Psi Wis-4 10 Disguise AL,level (level)h -- PHBR5
4 Aura Sight Clair Wis-4 9+9/m Learn 2 auras (AL or level) Learn 4 auras PHBR5
5 Banishment Port Int-1 30+10/r Target in pocket;returns @ end Cannot gate/teleport PHBR5
6 Clairaudience Clair Wis-3 6+4/m Clairaudience (as spell) Gain Clairvoyance PHBR5
7 Clairvoyance Clair Wis-4 7+4/m Clairvoyance (as spell) Gain Clairaudience PHBR5
8 Complete Healing Metab Con 30 Heal (as spell) in (24-level)h Heal in (60-3*level)m PHBR5
9 Create Object Kinet Int-4 16+3/r Creates temporary small object Object is permanent PHBR5
10 Death Field Metab Con-8 40 Set amount of dmg(others save) You take ½ amount PHBR5
11 Detection Clair Wis-2 15+6/m Detect Object 90', expands 30'/r Know concentration WatW2
12 Detonate Kinet Con-3 18 (level)d6 damage (save:½) (2*level)d6 damage PHBR5
13 Domination Telep Wis-4 2C+2C/r Get control of all actions Maintenance halved PHBR5
14 Disintegrate Kinet Wis-4 40 Disintegrate 8 cu.' (save) (save-5);16 cu.' PHBR5
15 Ejection Telep Wis-4 2S Break contact;lose 1 power 1t Opp. lose 1 power 1t PHBR5
16 Empower M-Psi Wis-12 50+100X Object PSP=(4*Dev+6*Sci+10)*L -- PHBR5
17 Endorphin Control Metab Chr-6 16+8/r +1d6 Int,Wis,or Chr +1d6 to all three DM
18 Energy Containment Metab Con-2 1/die Absorb max 1 die/lvl;glow:-2AC 0 dmg from energy PHBR5
19 Fate Link Telep Con-5 C+5/t Both take same dmg Range unlimited PHBR5
20 Hallucination Telep Int-3 C+6/r Create image in target's mind 20% of dmg is real WatW2
21 Id Insinuation [D] Telep Wis-4 5 Target loses all actions 1d4r Turn on allies 1d4r PHBR5
22 Intellect Fortress [I] Telep Wis-3 4 Costs no action to use -- PHBR5
23 Kinetic Control Kinet Int-3 15+7/r Take only 2+leak vs. physical attacks Reflect 1d10 dmg WatW2
24 Life Draining Metab Con-3 11+5/r Drain level hp/r;add to caster level*3 hp/r PHBR5
25 Mass Domination Telep Wis-6 C+2L/r Up to 5 creatures Dominated Range 100y PHBR5
26 Metamorphosis Metab Con-6 21+1/t Polymorph Self(even to object) Max 3*caster's mass PHBR5
27 Mindflame Telep Wis-6 30 <=8 HD Stun 2d6 r; >8 HD Dazed 1d3 r <=16 HD; >16 HD WatW2
28 Mindlink Telep Wis-5 C+8/m Send thoughts to each other 1 Probe question PHBR5
29 Mindwipe Telep Int-6 C+8/r -level/4 Int/Wis/Level (save) No save PHBR5
30 Molecular Rearrangement Kinet Int-5 20+10/h Change an object 1 ounce/hr Become extraordinary PHBR5
31 Nerve Manipulation Metab Con-3 14 Touch: Pain 1d3 r Stun 1d2 r WatW2
32 Object Reading Clair Wis-5 16 Detect Psi. Imp. of owners Know race,AL,age PHBR5
33 Poison Simulation Metab Con-2 16 Resist Poison; next attack is poisonous -2 on save WatW2
34 Precognition Clair Wis-5 24 Sees a possible future outcome Reroll 3 future dice PHBR5
35 Probability Travel Port Int 20+8/h Go to Astral physically Color pool nearby PHBR5
36 Probe Telep Wis-5 C+9/r True answer:1 question/r (save) 2 questions/r PHBR5
37 Project Force Kinet Con-2 10 (level)d6 damage (save:½) Knock down M target PHBR5
38 Psionic Blast [A] Telep Wis-5 10 Lose 80% hp in mind (save) Unc. 1t (save) PHBR5
39 Psychic Clone M-Psi Wis-8 50+5/r Ghostly mental body;can move Ectoplasmic Form PHBR5
40 Psychic Crush [E] Telep Wis-4 7 (level)d8 damage (save) No save PHBR5
41 Psychic Surgery M-Psi Wis-5 C+10/t Make Perm./Remove Telep. (1/t) 1 power/5r PHBR5
42 Regenerate Metab Con-4 18+6/t Regenerate Natural healing x2 WatW2
43 Sens. to Psychic Imp. Clair Wis-4 12+2/m Detect Psi. Imp. of Area Gets very clear vision PHBR5
44 Shadow-form Metab Con-6 12+3/m Become normal shadow (mv 6) Monster shadow PHBR5
45 Spirit Lore Clair Int-3 30+8/r Can Commune with Spirits Knowledgeable spirit WatW2
46 Split Personality M-Psi Wis-5 40+6/r +1 Mental action +1 more M action PHBR5
47 Subjective Reality M-Psi Wis-5 35+7/m Immune to 1 specific type of effect Can change /r WatW2
48 Summon Planar Creature Port Int-4 45*#PL Choice of plane but not exact Creature not angry PHBR5
49 Summon Planar Energies Port Int 32 3d12 dmg no resistance 4d12 dmg no resist WatW2
50 Superior Invisibility Telep Int-5 C+5/r/P No sound,smell; attack breaks Improved Invisibility PHBR5
51 Suppress Magic M-Psi Con-4 30+X/r Anti-Magic Shell (SL=X) 60' r Dispel-Magic Zone WatW2
52 Switch Personality Telep Con-4 C+30 Switch bodies (perm.);-1Con/d -1 Con/w PHBR5
53 Telekinesis Kinet Wis-3 W+hW/r Object move rate 6 Can move 2nd object PHBR5
54 Telekinetic Barrier Kinet Con-3 18+10/r Wall of Force Free maintain 3r WatW2
55 Telekinetic Flight Kinet Wis-4 15+4/m Fly 18" Fly 24" WatW2
56 Teleport Port Int 20+ Teleport (same plane) PSP cost -20% PHBR5
57 Teleport Other Port Int-2 20+ +10 PSPs per creature moved PSP cost -20% PHBR5
58 Time Travel Port Int-3 50+8/h Travel 1 yr; each x10 is +10 PSPs -- WatW2
59 Tower of Iron Will [J] Port Wis-2 6 Costs no action to use Area 10' radius PHBR5
60 True Sight Clair Wis-4 15+9/m True Sight Know Alignment WatW2
61 Ultrablast [U] Telep Wis-10 75 Fail1:Unc.2d6t;Fail2:lose Psi <= 3HD:death (save) PHBR5
62 Wormhole Port Int-2 48+16/r Dim Door 10 mi; Each x10 is +12 PSPs Half maintenance WatW2

[PC5] Psionicist Classes Group


Psi2 High Sciences (Grands)

# Power Disip. Check PSPs Effect Power Score Source
1 Alter Reality All Any-10 250 Alter Reality or Psi1 major Double CL effect DM
2 Conductive Clairvoyance Clair Wis-9 15/r Can use Psi powers through it Move effect at 18" DM
3 Cosmic Awareness Clair Wis-6 10/r Detect "Everything" CL*30' Range is sight WatW2
4 Elemental Composition Metab Con-4 24+3/r Can be any Normal/Para/Quasi Ele Can be Semi Ele WatW2
5 Energy Cancel Metab Con-6 1/die Cancels entire energy effect Autocancel all this s DM
6 Grand Detonate Kinet Con-5 27 CLd20 shards damage Use d30's DM
7 Legendary Control Metab Chr-24 24+12/r +1d6 Cml, Luck, or CL +1d6 all three DM
8 Lend Actions M-Psi *Auto* 0/perm [0 action]: Lend an action -- DM
9 Mass Contact Telep Wis L+1/r L=sum of targets' levels PSP cost halved WatW2
10 Megakinesis Kinet Wis-4 X/r TK, X=(lbs.)*(speed in ")/lvl^2 PSP cost halved WatW2
11 Nonweapon Familiarity Clair Int-8 200/d +1 slot in every nonweapon prof +1 every weapon prof DM
12 Physical Acceleration Metab Con-6 20/r +1 P action /r (range sight) +1 QP action /r DM
13 Planar Transportation Port Int-4 65 Teleport anywhere in multiverse No summ. sickness WatW2
14 Strength of the World Metab Con-6 10/r +9/+9 AC/saves, +25% RR/MR/PsiR Lasts 5r after maint. DM
15 Time Shift Other Port Int-S*3 S*6 Time Shift other S r (no save) -CL*5% to PsiR roll DM
16 Ultrashield [X] Telep Chr-5 20 Cannot attack / be attacked w/ Psi Can still attack DM
17 Weapon Familiarity Clair Int-4 100/d Proficient with all weapons Single Spec with all DM

Psi2 Supers

# Power Disip. Check PSPs Effect Power Score Source
1 Cellular Heal/Harm Metab Con-13 X X targets: Heal/Harm X% of max X*2% of max DM
2 Change Reality All Any-20 400 Change Reality or Psi1 grand Double CL effect DM
3 Fluidity M-Psi *Auto* 0/perm [0 action]: Swap 2 stats -- DM
4 Lady's Smirk M-Psi Chr-15 400/d Autoroll 1 on Prof.& Psi2 checks Auto power score DM
5 Magic Inertial Barrier Port Dex-18 70/r Spell delayed 1 s if hitting you Delayed 2 s DM
6 Mental Acceleration Metab Chr-10 30/r +1 M action /r (range sight) +1 QM action /r DM
7 Personal Acceleration Metab Chr-10 30/r +1 Swing action /r (range 0) +2 S actions DM
8 Planetary Detonate Kinet Con-25 3600 Detonates 1 planet or moon (!) 2 planets or moons! DM
9 Public Access Key Clair Int-20 90/r Target's Truename is visual (!) Thoughts visible too DM
10 Spirit in the Sky Telep Chr-15 1/week No physical body, can use 2 M /s Can use 3 M /s DM
11 Superblast [V] Telep Str-20 250 All in 1 mile insane (no PsiR) 2 mile radius DM
12 Trans-Planar Contact Telep Wis N+2/r N=(lvl)*(# planes +1); (no PsiR) PSP cost halved DM

[PC5] Psionicist Classes Group


Psi3

Level KXP Psi3
123 456 789
1 0 0-- --- ---
2 10 1-- --- ---
3 30 2-- --- ---
4 60 20- --- ---
5 100 21- --- ---
6 150 210 --- ---
7 210 321 --- ---
8 280 321 0-- ---
9 360 322 1-- ---
10 450 322 10- ---
11 550 332 21- ---
12 660 332 210 ---
13 780 433 221 ---
14 910 433 221 0--
15 1050 433 322 1--
16 1200 443 322 10-
17 1360 443 332 21-
18 1530 444 332 210
19 1710 444 333 211
20 1900 444 433 221
21 2100 444 433 222
22 2310 444 433 332
23 2530 444 444 333
24 2760 544 444 444
25 3000 555 555 444
26 3250 666 555 555
27 3510 766 666 666
28 3780 777 777 777
29 4060 888 888 887
30 4350 999 999 998
31 4650 AAA AAA AAA
32 4960 CBB BBB BBB
33 5280 DDD DCC CCC
34 5610 EEE EEE EEC
35 5950 GGG FFF FFF
36 6300 HHH HHH HHH
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  8  2  3  1  0  1
+1  5  4  8  2  3  1  0  2
+1  6  4  8  3  4  2  0  2
+2  6  5  8  3  4  2  1  3
+2  6  5  9  3  4  2  1  3
+3  6  6  9  4  5  3  1  4
+3  7  6  9  4  5  3  2  4
+4  7  7  9  4  5  4  2  5
+4  7  7 10  5  6  4  2  5
+5  7  8 10  5  6  4  3  6
+5  8  8 10  5  6  5  3  6
+6  8  9 10  6  7  5  3  7
+6  8  9 11  6  7  6  4  7
+7  8 10 11  6  7  6  4  8
+7  9 10 11  7  8  6  4  8
+8  9 11 11  7  8  7  5  9
+8  9 11 12  7  9  7  5  9
+9  9 12 12  8  9  8  5 10
Requisites: Str 0 (10), Dex 0 (10), Con 0 (10), Int 0 (10), Wis 0 (10), Chr 0 (10)
Alignment: any
HD/level: d4
Weapon Prof.: 5+level/9
To Hit Table: +level/2
Save Table: Psi
Reference: PsiHB3-8
Groups: Psionicist
 
See [Q3] for rules and powers.
Psi3 PSPs = (2*Level*Level-Level+1)/4+Stat/4
Gets a stat bonus of your choice to progression.

[PC5] Psionicist Classes Group


Basic Psi3 Information

Psi3 Wild Talents
 
There are two methods for "Wild Talents" in Psi3. Neither require you to pick a discipline. Your Caster Level (CL) is half of your highest level. You may switch between methods during a reset.
 
Wild Talent Method 1
 
This method does not require feats.
 
Wild Talent Psi3 Calculation = Stat+HNCL-12
where "Stat" is any ability score you choose, and "HNCL" is "Highest Non-Concordant Level" (e.g. the highest level among your classes).
 
Use the progression below for powers gained (no stat bonus). Can trade one 1st for four 0th level powers.
You can never access powers greater than SL=7 with this wild talent.
 
HNCL Psi3 Wild
123 456 7
0-2 1-- --- -
3-5 2-- --- -
6-8 21- --- -
9-11 32- --- -
12-14 321 --- -
15-17 432 --- -
18-20 432 1-- -
21-23 543 2-- -
24-26 543 21- -
27-29 654 32- -
30-32 654 321 -
33-34 765 432 -
36+ 765 432 1
 
Wild Talent Method 2
 
This method requires feats, but you are not limited by how many powers you have, and you can get higher level powers faster.
 
Wild Talent Psi3 Calculation = (Str+Dex+Con+Int+Wis+Chr-60) / 6 + HNCL*3
 
You get no powers for "free", you need to spend feats.
Each feat spent gives your highest level in Psi3 power levels. A 0 level Psi3 power costs ¼ of a power level.
You need to be at least level equal to double the power level to use a power (e.g. you need to be 2nd level to use a 1st level power).
You can never access powers greater than SL=9 with this wild talent.

[PC5] Psionicist Classes Group


[Q3.0] Level 0 Psi3 Powers

## Level 0 Powers Discip. Short Description Source
1 Bolt Metcre You create a short-lived bolt, arrow or bullet. PsiHB3
2 Burst Psyport Target speed improves by 5 ft. for one round. PsiHB3
3 Catfall Psyport You recover well from a fall. PsiHB3
4 Control Shadow Psykin You control a normal shadow like a puppet. PsiHB3
5 Daze Telep Creature loses next action. PsiHB3
6 Detect Psionics Clasen You detect the presence of psionic activity. PsiHB3
7 Distract Telep Subject's mind wanders, imparting -1 penalty on some actions. PsiHB3
8 Elfsight Psymet You have lowlight vision. PsiHB3
9 Far Hand Psykin Minor telekinesis PsiHB3
10 Far Punch Psykin Telekinetic punch deals 1 damage. PsiHB3
11 Finger of Fire Metcre You deal 1d3 fire damage to one foe. PsiHB3
12 Float Psyport You buoy a target in water or other liquid. PsiHB3
13 Inkling Clasen You are 50% likely to know whether an intended action is good or bad. PsiHB3
14 Know Direction Clasen You know which way is north. PsiHB3
15 Lesser Natural Armor Psymet You gain +1 natural armor bonus. PsiHB3
16 Missive Telep You send a one-way telepathic message to subject. PsiHB3
17 My Light Psykin Your eyes emit 20-ft. cone of light. PsiHB3
18 Talons Psymet Your unarmed attacks do +1 damage. PsiHB3
19 Telempathic Projection Telep You modify subject's emotions. PsiHB3
20 Trinket Metcre You create a short-lived trinket. PsiHB3
21 Verve Psymet You gain 1 temporary hit point. PsiHB3

[PC5] Psionicist Classes Group


[Q3.1] Level 1 Psi3 Powers

## Level 1 Powers Discip. Short Description Source
1 Astral Construct I Metcre Creates astral construct to fight for you. PsiHB3
2 Attraction Telep Subject has mild attraction you specify. PsiHB3
3 Biocurrent Psykin Continuous bioelectrical current deals 1d4 electrical dmg/r to up to 2 cr. PsiHB3
4 Biofeedback Psymet Self control allows you to take some damage as subdual damage. PsiHB3
5 Bite of the Wolf Psymet Your base bite attack does 1d8 damage. PsiHB3
6 Call Weaponry Psyport Never lack for a weapon. PsiHB3
7 Charm Person Telep Makes one person your friend. PsiHB3
8 Combat Precognition Clasen You gain a +1 insight bonus to AC. PsiHB3
9 Compression Psymet You shrink 10%/level (max -50%). PsiHB3
10 Conceal Thoughts Telep You conceal your motives. PsiHB3
11 Control Light Psykin Control light levels up or down 20%/level. PsiHB3
12 Control Object Psykin You telekinetically animate a small object. PsiHB3
13 Create Sound Psykin You create the sound you desire. PsiHB3
14 Demoralize Telep Foes suffer -1 penalty on some actions. PsiHB3
15 Destiny Dissonance Clasen Your touch hurts your opponent's mind, dealing 1d8 subdual damage. PsiHB3
16 Disable Telep Subjects incorrectly believe they are disabled. PsiHB3
17 Dissipating Touch Psyport Touch deals 1d8 damage. PsiHB3
18 Empathic Transfer Psymet You absorb others' hurts. PsiHB3
19 Empathy Telep You know the subject's surface emotions. PsiHB3
20 Expanded Vision Clasen Wider vision allows you to see more. PsiHB3
21 Feather Fall Psyport Objects or creatures fall slowly. PsiHB3
22 Feel Light Psymet You use tactile sensation to see. PsiHB3
23 Feel Sound Psymet You use tactile sensation to hear. PsiHB3
24 Firefall Metcre Fiery sparks deal 1d4 fire damage in 10 ft. radius. PsiHB3
25 Grease Metcre Makes 10 ft. square or one object slippery. PsiHB3
26 Hammer Psymet Touch deals 1d8 bludgeoning damage. PsiHB3
27 Hear Light Psymet You use auditory sensation to see. PsiHB3
28 Hustle Psymet You gain one extra partial action. PsiHB3
29 Identify Clasen Identify single feature of psionic item. PsiHB3
30 Know Location Clasen You know, generally, where you are. PsiHB3
31 Lesser Cell Adjustment Psymet You heal 1d8 hp, +1 to next poison/disease save, or heal 1 ability point. PsiHB3
32 Lesser Concussion Psykin Pummel foe for 1d6 damage. PsiHB3
33 Lesser Metaphysical Wpn Clasen Weapon gains +1 bonus. PsiHB3
34 Lesser Mind Link Telep You forge a limited mental bond with another creature. PsiHB3
35 Minor Creation Metcre Creates one cloth or wood object. PsiHB3
36 Molecular Agitation Psykin You heat a creature or object. PsiHB3
37 Object Reading Clasen You know about an object's past. PsiHB3
38 Psycholuminesence Clasen Object sheds 20-ft. radius light. PsiHB3
39 See Sound Psymet You use visual sensation to hear. PsiHB3
40 Sense Link Telep You sense what the subject senses (one sense) PsiHB3
41 Skate Psyport Target slides (skillfully) along the ground as if ice. PsiHB3
42 Spider Climb Psyport Target can walk on walls and ceilings. PsiHB3
43 Steadfast Gaze Clasen Gaze attacks hold no terror for you. PsiHB3
44 Stomp Psykin Shock waves in the ground knock your foes prone. PsiHB3
45 Vigor Psymet You gain 3 temporary hit points. PsiHB3

[PC5] Psionicist Classes Group


[Q3.2] Level 2 Psi3 Powers

## Level 2 Powers Discip. Short Description Source
1 Animal Affinity Psymet You possess one ability score or the natural armor of a chosen animal. PsiHB3
2 Astral Construct II Metcre Create astral construct to fight for you. PsiHB3
3 Augury Clasen You find out if intended actions will be good or bad. PsiHB3
4 Aversion Telep Subject has aversion you specify. PsiHB3
5 Body Equilibrium Psymet You can walk on nonsolid surfaces. PsiHB3
6 Brain Lock Telep Subject cannot move or take any mental actions. PsiHB3
7 Burning Ray Metcre Fiery ray deals 3d6 damage to foe. PsiHB3
8 Cell Adjustment Psymet You heal 3d6 dmg, bonus to next poison/disease save, or heal 2 ability pts. PsiHB3
9 Chameleon Psymet Gain a +10 enhancement bonus to Hide checks. PsiHB3
10 Clairaudience/Clairvoy. Clasen Hear or see at a distance. PsiHB3
11 Claws of the Bear Psymet You gain a claw attack that inflicts 1d12 damage. PsiHB3
12 Combat Prescience Clasen +2 insight bonus to your attack roll. PsiHB3
13 Concussion Psykin Pummel foe for 3d6 damage. PsiHB3
14 Control Body Psykin You take rudimentary control of foe's limbs. PsiHB3
15 Control Flames Psykin You control heat and movement of a fire. PsiHB3
16 Control Wind Psykin Wind increased/decreased by up to 10 mph + 5 mph/level. PsiHB3
17 Darkvision Clasen You can see in the dark. PsiHB3
18 Detect Thoughts Telep You detect subject's surface thoughts. PsiHB3
19 Ecto Puppet Metcre You directly control an astral construct. PsiHB3
20 Ectoplasmic Cocoon Metcre You encapsulate a foe so it can't move. PsiHB3
21 Expansion Psymet You grow +10%/level (max +100%). PsiHB3
22 Glide Psyport Subject glides at speed of 20. PsiHB3
23 Inflict Pain Telep Your mental attack deals 3d6 damage. PsiHB3
24 Intrusive Sense Link Telep Subject senses what you sense. PsiHB3
25 Invisibility Psykin Subject is invisible for 10 min./level or until it attacks. PsiHB3
26 Knock Psyport Opens locked or psionically locked doors. PsiHB3
27 Levitate Psyport Subject moves up and down at your direction. PsiHB3
28 Painful Touch Psymet Your unarmed attacks deal extra 1d6 subdual damage. PsiHB3
29 Psionic Lock Psyport Psionically locks a portal or chest. PsiHB3
30 Recall Pain Clasen Foe takes damage from painful memory. PsiHB3
31 See Invisibility Clasen Reveals invisible creatures or objects. PsiHB3
32 Sense Psychoportation Psyport Know when others use this discipline. PsiHB3
33 Sensitivity to Psychic Imp. Clasen You can find out about an area's past. PsiHB3
34 Sever the Tie Psykin You deal 3d8 damage to undead in 10 ft. radius. PsiHB3
35 Sudden Minor Creation Metcre Quickly create cloth or wood object. PsiHB3
36 Suggestion Telep Compels subject to follow suggested action. PsiHB3
37 Sustenance Psymet You can go without food and water. PsiHB3

[PC5] Psionicist Classes Group


[Q3.3] Level 3 Psi3 Powers

## Level 3 Powers Discip. Short Description Source
1 Astral Construct III Metcre Astral construct fights for you. PsiHB3
2 Astral Steed Psyport Astral steed appears for one hour/level. PsiHB3
3 Bite of the Tiger Psymet Your base bite attack does 2d8 damage. PsiHB3
4 Charm Monster Telep Makes monster believe it is your ally. PsiHB3
5 Claws of the Vampire Psymet Your base unarmed attack does 1d8 damage. You heal the same amount. PsiHB3
6 Cone of Sound Psykin Sonic energy inflicts 5d4 sonic damage. PsiHB3
7 Control Sound Psykin You can create very specific sounds. PsiHB3
8 Create Food and Water Metcre Feeds three humans or one horse/level. PsiHB3
9 Crisis of Breath Telep You disrupt the target's breathing. PsiHB3
10 Danger Sense Clasen +2 bonus vs. trap. PsiHB3
11 Dimension Slide Psyport Instantly move to any spot you can see in Close range. PsiHB3
12 Displacement Psymet Attacks miss subject 50% of the time. PsiHB3
13 Duodimensional Hand Psymet Your unarmed attacks do slashing damage with an increased crit range. PsiHB3
14 Ectoplasmic Form Psymet Your amorphous form is hard to hurt. PsiHB3
15 False Sensory Input Telep You falsify one of the target's senses. PsiHB3
16 Fate Link Telep You link the fates of two targets. PsiHB3
17 Fly Psyport Subject flies at speed of 90. PsiHB3
18 Greater Concussion Psykin Pummel foe for 5d6 damage. PsiHB3
19 Improved Biofeedback Psymet You take charge of your body's damage. PsiHB3
20 Invisibility Purge Clasen Dispels invisibility within 5 ft./level. PsiHB3
21 Lesser Domination Telep Forces subject to obey your will. PsiHB3
22 Metaphysical Weapon Metcre Weapon gains +3 enhancement bonus. PsiHB3
23 Mind Link Telep You have a mental bond with others. PsiHB3
24 Negate Psionics Psykin Cancels psionic powers and effects. PsiHB3
25 Nondetection Clasen Hides subject from Clairsentient powers, and remote viewing. PsiHB3
26 Poison Sense Clasen Sense poison in 30-ft. radius. PsiHB3
27 Rejuvenation Psymet You heal 1 point temp. ability damage/hour. PsiHB3
28 Remote View Clasen You see subject from a distance. PsiHB3
29 Schism Telep Splits your mind into two independently functional parts. PsiHB3
30 Time Hop Psyport Subject hops forward in time 3d6 rounds. PsiHB3
31 Ubiquitous Vision Clasen You have all-around vision. PsiHB3
32 Undead Sense Clasen You sense the presence of undead. PsiHB3
33 Whitefire Metcre Deals 5d4 fire damage in 20 ft. radius. PsiHB3

[PC5] Psionicist Classes Group


[Q3.4] Level 4 Psi3 Powers

## Level 4 Powers Discip. Short Description Source
1 Amplified Invisibility Psykin Attack once and stay unseen. PsiHB3
2 Anchored Navigation Clasen You navigate from a fixed reference point that you mentally sense. PsiHB3
3 Astral Construct IV Metcre Astral construct fights for you. PsiHB3
4 Aura Sight Clasen You can read things in other's auras. PsiHB3
5 Detect Remote Viewing Clasen You know when others spy on you remotely. PsiHB3
6 Dimension Door Psyport Teleports you and 500 lb., 90 ft./level. PsiHB3
7 Dimensional Anchor Psyport Bars extradimensional movement. PsiHB3
8 Dismiss Ectoplasm Metcre Dissipates ectoplasmic targets. PsiHB3
9 Dismissal Psyport Forces a creature to return to a native plane. PsiHB3
10 Dissolving Touch Psymet Your acid touch deals 7d6 acid damage. PsiHB3
11 Divination Clasen Gain specific advice for proposed actions. PsiHB3
12 Domination Telep Subject obeys your will. PsiHB3
13 Fabricate Metcre Transforms raw goods to finished items. PsiHB3
14 Fatal Attraction Telep Implants death urge in target. PsiHB3
15 Fate of One Clasen You can reroll a bad roll. PsiHB3
16 Forced Mind Link Telep Creates mental bond with unwilling target. PsiHB3
17 Freedom of Movement Psyport Move normally despite impediments. PsiHB3
18 Immovability Psymet You are almost impossible to move. PsiHB3
19 Inertial Barrier Psykin Subject gains damage reduction (10/+5). PsiHB3
20 Mass Concussion Psykin Foes take 7d4 damage in 20 ft. radius. PsiHB3
21 Mindwipe Telep Target's recent experiences wiped away. PsiHB3
22 Polymorph Self Psymet You assume a new form. PsiHB3
23 Psychofeedback Psymet You can use power points to boost your Str, Con, and/or Dex ability mods. PsiHB3
24 Quintessence Metcre You collapse a bit of time into a physical substance. PsiHB3
25 Tailor Memory Telep False memory implanted in target. PsiHB3
26 Telekinesis Psykin Lift or move 25 lb./level at long range. PsiHB3
27 Wall of Ectoplasm Metcre You create a protective barrier. PsiHB3

[PC5] Psionicist Classes Group


[Q3.5] Level 5 Psi3 Powers

## Level 5 Powers Discip. Short Description Source
1 Adapt Body Psymet You adapt your body to hostile environments. PsiHB3
2 Astral Construct V Metcre Astral construct fights for you. PsiHB3
3 Baleful Teleport Psyport Destructive teleport deals 9d6 damage. PsiHB3
4 Brilliant Blast Psykin Light blast inflicts 9d4 damage in 20' radius. PsiHB3
5 Catapsi Telep Psychic static is a drag on power manifestation. PsiHB3
6 Clairtangency Psykin You can use Far Hand at any distance. PsiHB3
7 Ectoplasmic Armor Metcre You gain a +10 armor bonus. PsiHB3
8 Ectoplasmic Shambler Metcre Fog-like predator engulfs foes, dealing 2 dmg/r to foes while surrounded. PsiHB3
9 Energy Barrier Psymet You convert energy attacks to harmless light. PsiHB3
10 Graft Weapon Psymet A weapon becomes a natural part of you. PsiHB3
11 Greater Domination Telep Subject obeys your will. PsiHB3
12 Incarnate Metcre You make some psionic effects permanent. PsiHB3
13 Major Creation Metcre As Minor Creation, plus stone and metal. PsiHB3
14 Metaconcert Telep Mental concert of 2+ psions increases the total power of the participants. PsiHB3
15 Metamorphosis Psymet You take the form of creatures and objects. PsiHB3
16 Mind Probe Telep You discover the target's secret thoughts. PsiHB3
17 Molecular Rearrangement Psykin You transmute one metal to another. PsiHB3
18 Natural Armor Psymet You gain +4 natural armor bonus. PsiHB3
19 Power Resistance Clasen You gain power resistance. PsiHB3
20 Psychic Vampire Psykin Your touch attacks drains 2 power points/level from foe, which you gain. PsiHB3
21 Recall Agony Clasen Foe takes more damage from painful memory. PsiHB3
22 Sending Psyport Delivers short message anywhere instantly. PsiHB3
23 Sense Psionics Clasen You sense psionic powers and effects. PsiHB3
24 Teleport Psyport Instantly transports you anywhere. PsiHB3
25 Teleport Trigger Psyport Predetermined event triggers teleport. PsiHB3
26 True Seeing Clasen See all things as they really are. PsiHB3

[PC5] Psionicist Classes Group


[Q3.6] Level 6 Psi3 Powers

## Level 6 Powers Discip. Short Description Source
1 Ablating Psykin You are buffered from one Negate Psionics effect. PsiHB3
2 Astral Construct VI Metcre Astral construct fights for you. PsiHB3
3 Aura Alteration Telep Targets seems something it is not. PsiHB3
4 Banishment Psyport Banishes extraplanar creatures. PsiHB3
5 Breath of the Dragon Psymet Breath fire for 11d4 damage. PsiHB3
6 Disintegrate Psykin One creature or object vanishes. PsiHB3
7 Ethereal Jaunt Psyport You become ethereal for one round/level. PsiHB3
8 Flaming Shroud Metcre Encased foe takes 11d6 fire damage. PsiHB3
9 Greater Biocurrent Psykin Continuous bioelectrical current, 4d6 electrical dmg/r to up to 4 creatures. PsiHB3
10 Improved Fabricate Metcre As Fabricate, but ten times as much. PsiHB3
11 Improved Fly Psyport Subject flies at speed of 180. PsiHB3
12 Improved Vigor Psymet You gain 13 temporary hit points. PsiHB3
13 Mass Suggestion Telep Many targets follow suggested action. PsiHB3
14 Mind Switch Telep You switch minds with another. PsiHB3
15 Null Psionics Field Psykin Negates psionics within 10 ft. PsiHB3
16 Precognition Clasen More in-depth than Divination. PsiHB3
17 Remote View Trap Clasen Enemy remote viewers take 4d4 damage. PsiHB3
18 Retrieve Psykin You teleport to your hand an item you can see. PsiHB3
19 Shield of Prudence Clasen +6 insight bonus to AC. PsiHB3
20 Suspend Life Psymet Your life functions slow to imperceptibility. PsiHB3
21 Trace Teleport Psyport Learn origin or goal of subject's Teleport. PsiHB3

[PC5] Psionicist Classes Group


[Q3.7] Level 7 Psi3 Powers

## Level 7 Powers Discip. Short Description Source
1 Astral Construct VII Metcre Astral construct fights for you. PsiHB3
2 Contingency Metcre Sets trigger condition for another power. PsiHB3
3 Divert Teleport Psyport Choose destination for another's Teleport. PsiHB3
4 Emulate Power Clasen Manifest any psion power 6th-level and less. PsiHB3
5 Energy Conversion Psymet You convert energy attacks to one ray energy attack of your own. PsiHB3
6 Etherealness Psyport Travel to the Ethereal Plane with companions. PsiHB3
7 Fission Psymet You briefly duplicate yourself. PsiHB3
8 Imp. Anchored Navigation Clasen You can navigate from a fixed point even across planar boundaries. PsiHB3
9 Improved Telekinesis Psykin Lift or move 50 lb./level at long range. PsiHB3
10 Insanity Telep Subject is permanently wacky. PsiHB3
11 Mass Cocoon Metcre Ectoplasmic Cocoon, but bigger. PsiHB3
12 Mass Domination Telep Many targets subject to your will. PsiHB3
13 Oak Body Psymet You body becomes living wood. PsiHB3
14 Phase Door Psyport Invisible passage through wood or stone. PsiHB3
15 Plane Shift Psyport Up to eight subjects travel to another plane. PsiHB3
16 Reddopsi Psykin Foe's power rebounds on her. PsiHB3
17 Sequester Clasen Subject invisible to sight and remote viewing. PsiHB3
18 Teleport Without Error Psyport As Teleport with no off-targets. PsiHB3
19 True Concussion Psykin Pummels foe for 13d6 damage. PsiHB3
20 Ultrablast Telep Your mental scream deals 13d4 damage. PsiHB3

[PC5] Psionicist Classes Group


[Q3.8] Level 8 Psi3 Powers

## Level 8 Powers Discip. Short Description Source
1 Astral Construct VIII Metcre Astral construct fights for you. PsiHB3
2 Dream Travel Psyport You travel to other places through dreams. PsiHB3
3 Foresight Clasen Psionic senses warn you of impending danger. PsiHB3
4 Hypercognition Clasen You can deduce almost anything. PsiHB3
5 Improved Clairtangency Psykin You use Telekinesis at any distance. PsiHB3
6 Improved Etherealness Psyport Stay ethereal longer. PsiHB3
7 Iron Body Psymet Your body becomes living iron. PsiHB3
8 Mind Blank Telep Subject immune to mental/emotional effects, scrying, and remote viewing. PsiHB3
9 Mind Seed Telep Target slowly becomes you. PsiHB3
10 Mind Store Metcre Store your personality against future need. PsiHB3
11 Molecular Manipulation Psykin You increase or decrease an object's base hardness by 5. PsiHB3
12 Recall Death Clasen Foe vividly recalls its future death, and dies. PsiHB3
13 Shadow Body Psymet You become a living shadow (not the creature). PsiHB3
14 Telekinetic Sphere Psykin Mobile force globe protects one subject. PsiHB3
15 Teleportation Circle Psyport Circle teleports any creature inside to designated spot. PsiHB3
16 Temporal Acceleration Psyport Your time frame accelerates for two rounds. PsiHB3
17 True Creation Metcre As Major Creation but items are permanent. PsiHB3
18 True Domination Telep Dominated subjects less likely to defy your will. PsiHB3

[PC5] Psionicist Classes Group


[Q3.9] Level 9 Psi3 Powers

## Level 9 Powers Discip. Short Description Source
1 Affinity Field Psymet Effects that affect you also affect others. PsiHB3
2 Apopsi Telep You delete the psionic power of another. PsiHB3
3 Astral Construct IX Metcre Astral construct fights for you. PsiHB3
4 Astral Projection Psyport Projects you and friends into Astral Plane. PsiHB3
5 Confidante Telep You and another are permanently mentally bonded. PsiHB3
6 Detonation Psykin Pummels foe for 17d6 damage. PsiHB3
7 Dissolution Psykin You Disintegrate really large objects or creatures. PsiHB3
8 Genesis Metcre You instigate a new demiplane in the Astral Plane. PsiHB3
9 Greater Emulation Metcre Manifest any power 8th-level or less. PsiHB3
10 Metafaculty Clasen Subject cannot hide name or location from you. PsiHB3
11 Microcosm Telep Target explores imaginary world at the expense of the real one. PsiHB3
12 Monster Domination Telep Dominates any creature for less time. PsiHB3
13 Probability Travel Psyport You and friends physically enter Astral. PsiHB3
14 Psychic Surgery Telep Repair psychic dmg, impart knowledge of new powers, and similar things. PsiHB3
15 Shapechange Psymet You become any creature, change one/round. PsiHB3
16 Temporal Velocity Psyport Your time frame accelerates for 3d4 rounds. PsiHB3
17 Thrall Telep Target is your slave forever. PsiHB3
18 Time Regression Psyport Relive the last four rounds. PsiHB3
19 True Metabolism Psymet Regenerate 10 points/round for one minute. PsiHB3
20 True Telekinesis Psykin Lift or move 500 lb./level at long range. PsiHB3

[PC5] Psionicist Classes Group


Psi3.5

Level KXP Psi3.5
123 456 789
1 0 3-- --- ---
2 2 5-- --- ---
3 4 52- --- ---
4 8 54- --- ---
5 16 542 --- ---
6 32 544 --- ---
7 64 544 2-- ---
8 128 544 4-- ---
9 256 544 42- ---
10 450 544 44- ---
11 550 544 441 ---
12 660 544 443 ---
13 780 544 443 1--
14 910 544 443 3--
15 1050 544 443 31-
16 1200 544 443 33-
17 1360 544 443 331
18 1530 544 444 332
19 1710 544 444 333
20 1900 544 444 443
21 2100 554 444 444
22 2310 555 544 444
23 2530 555 555 444
24 2760 555 555 554
25 3000 655 555 555
26 3250 666 555 555
27 3510 666 665 555
28 3780 666 666 655
29 4060 666 666 666
30 4350 776 666 666
31 4650 777 766 666
32 4960 777 777 666
33 5280 777 777 776
34 5610 877 777 777
35 5950 888 777 777
36 6300 888 887 777
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  8  2  3  1  0  1
+1  5  4  8  2  3  1  0  2
+1  6  4  8  3  4  2  0  2
+2  6  5  8  3  4  2  1  3
+2  6  5  9  3  4  2  1  3
+3  6  6  9  4  5  3  1  4
+3  7  6  9  4  5  3  2  4
+4  7  7  9  4  5  4  2  5
+4  7  7 10  5  6  4  2  5
+5  7  8 10  5  6  4  3  6
+5  8  8 10  5  6  5  3  6
+6  8  9 10  6  7  5  3  7
+6  8  9 11  6  7  6  4  7
+7  8 10 11  6  7  6  4  8
+7  9 10 11  7  8  6  4  8
+8  9 11 11  7  8  7  5  9
+8  9 11 12  7  9  7  5  9
+9  9 12 12  8  9  8  5 10
Requisites: Int 0
Alignment: any
HD/level: d4
Weapon Prof.: 3+level/9
To Hit Table: +level/2
Save Table: Psi
Reference: EnhPsiHB3.5
Groups: Psionicist
 
See [Q3.5] for rules and powers.
Psi3.5 PSPs = LVL*LVL+(Int bonus)*LVL/2+2
Psi3.5 powers cost SL*2+1 PSPs each.
Unlike Psi3, Psi3.5 does not gets a bonus to it's progression.
 
Level 1: +1 feat.
Level 1: Bonus skills, pick one option below:
    Seer (Clairsentience): Gather Information (Chr), Listen (Wis), and Spot (Wis).
    Shaper (Metacreativity): Bluff (Chr), Disguise (Chr), and Use Psionic Device (Chr).
    Kineticist (Psychokinesis): Autohypnosis (Wis), Disable Device (Dex), and Intimidate (Chr).
    Egoist (Psychometabolism): Autohypnosis (Wis), Balance (Dex) and Heal (Wis).
    Nomad (Psychoportation): Climb (Str), Jump (Str), Ride (Dex), Survival (Wis), and Swim (Str).
    Telepath (Telepathy): Bluff (Chr), Diplomacy (Chr), Gather Information (Chr), and Sense Motive (Wis).
Level 5 (and every level divisible by 5): +1 feat.

[PC5] Psionicist Classes Group


Level 1 Psi3.5 Powers

## Level 1 Powers Discip. Short Description
1 Astral Construct Metacre Creates astral construct to fight for you.
2 Astral Traveler Psion/PsyWar Enable yourself or another to join an astral caravan-enabled trip.
3 Attraction Psion Subject has an attraction you specify.
4 Biofeedback Psion/PsyWar Gain damage reduction 2/-.
5 Bite of the Wolf PsyWar Gain bite attack for 1d8 damage.
6 Bolt Psion You create a few enhanced short-lived bolts, arrows, or bullets.
7 Burst Port/PsyWar Gain +10 ft. to speed this round.
8 Call to Mind Psion Gain additional Knowledge check with +4 competence bonus.
9 Call Weaponry PsyWar Create temporary weapon.
10 Catfall Psion/PsyWar Instantly save yourself from a fall.
11 Chameleon Metab/PsyWar Gain +10 enhancement bonus on Hide checks.
12 Charm, Psionic Telep Makes one person your friend.
13 Claws of the Beast PsyWar Your hands become deadly claws.
14 Compression PsyWar You grow smaller.
15 Conceal Thoughts Psion/PsyWar You conceal your motives.
16 Control Flames Psion Take control of nearby open flame.
17 Control Light Psion Adjust ambient light levels.
18 Control Object Kines Telekinetically animate a small object.
19 Create Sound Psion Create the sound you desire.
20 Crystal Shard Psion Ranged touch attack for 1d6 points of piercing damage.
21 Daze, Psionic Psion Humanoid creature of 4 HD or less loses next action.
22 Deceleration Psion Target’s speed is halved.
23 Déjà Vu Psion Your target repeats his last action.
24 Demoralize Psion Enemies become shaken.
25 Destiny Dissonance Clairsent Your dissonant touch sickens a foe.
26 Detect Psionics Psion/PsyWar You detect the presence of psionics.
27 Detect Teleportation Port Know when teleportation powers are used in close range.
28 Disable Psion Subjects incorrectly believe they are disabled.
29 Dissipating Touch Psion/PsyWar Touch deals 1d6 damage.
30 Distract Psion/PsyWar Target gets -4 bonus on Listen, Search, Sense Motive, and Spot checks.
31 Ecto Protection Psion An astral construct gains bonus against dismiss ectoplasm.
32 Elfsight Psion/PsyWar Gain low-light vision, +2 bonus on Search and Spot checks, and notice secret doors.
33 Empathy Psion You know the subject’s surface emotions.
34 Empty Mind Psion/PsyWar You gain +2 on Will saves until your next action.
35 Energy Ray Psion Deal 1d6 energy (cold, electricity, fire, or sonic) damage.
36 Entangling Ectoplasm Psion You entangle a foe in sticky goo.
37 Expansion PsyWar Become one size category larger.
38 Far Hand Psion Move small objects at a limited distance.
39 Float Psion/PsyWar You buoy yourself in water or other liquid.
40 Force Screen Psion/PsyWar Invisible disc provides +4 shield bonus to AC.
41 Grease, Psionic Psion Makes 10-ft. square or one object slippery.
42 Grip of Iron PsyWar Your iron grip gives +4 bonus on grapple checks.
43 Hammer Psion/PsyWar Melee touch attack deals 1d8/round.
44 Inertial Armor Psion/PsyWar Tangible field of force provides you with +4 armor bonus to AC.
45 Know Direction and Location Psion You discover where you are and what direction you face.
46 Matter Agitation Psion You heat a creature or object.
47 Metaphysical Claw PsyWar Your natural weapon gains +1 bonus.
48 Metaphysical Weapon PsyWar Weapon gains +1 bonus.
49 Mind Thrust Psion Deal 1d10 damage.
50 Mindlink Telep You forge a limited mental bond with another creature.
51 Minor Creation, Psionic Metacre Creates one cloth or wood object.
52 Missive Psion Send a one-way telepathic message to subject.
53 My Light Psion/PsyWar Your eyes emit 20-ft. cone of light.
54 Precognition Clairsent Gain +2 insight bonus to one roll.
55 Precognition, Defensive Psion/PsyWar Gain +1 insight bonus to AC and saving throws.
56 Precognition, Offensive Psion/PsyWar Gain +1 insight bonus on your attack rolls.
57 Prescience, Offensive Psion/PsyWar Gain +2 insight bonus on your damage rolls.
58 Prevenom PsyWar Your claws gain a poison coating.
59 Prevenom Weapon PsyWar Your weapon is mildly venomous.
60 Sense Link Psion You sense what the subject senses (single sense).
61 Skate Psion/PsyWar Subject slides skillfully along the ground.
62 Stomp PsyWar Subjects fall prone and take 1d4 nonlethal damage.
63 Synesthete Psion/PsyWar You receive one kind of sense when another sense is stimulated.
64 Telempathic Projection Psion Alter the subject’s mood.
65 Thicken Skin Metab/PsyWar Gain +1 enhancement bonus to your AC for 10 min./level.
66 Vigor Psion/PsyWar Gain 5 temporary hit points.

[PC5] Psionicist Classes Group


Level 2 Psi3.5 Powers

## Level 2 Powers Discip. Short Description
1 Animal Affinity Metab/PsyWar Gain +4 enhancement to one ability.
2 Aversion Telep Subject has aversion you specify.
3 Bestow Power Psion Subject receives 2 power points.
4 Body Adjustment Psion/PsyWar You heal 1d12 damage.
5 Body Equilibrium Psion/PsyWar You can walk on nonsolid surfaces.
6 Body Purification Psion/PsyWar You restore 2 points of ability damage.
7 Brain Lock Telep Subject cannot move or take any mental actions.
8 Clairvoyant Sense Clairsent See and hear a distant location.
9 Cloud Mind Psion You erase knowledge of your presence from target’s mind.
10 Concealing Amorpha Psion/PsyWar Quasi-real membrane grants you concealment.
11 Concussion Blast Psion Deal 1d6 force damage to target.
12 Control Air Kines You have control over wind speed and direction.
13 Control Sound Psion Create very specific sounds.
14 Darkvision, Psionic Psion/PsyWar See 60 ft. in total darkness.
15 Detect Hostile Intent Psion/PsyWar You can detect hostile creatures within 30 ft. of you.
16 Dimension Swap Port/PsyWar You and ally or two allies switch positions.
17 Dissolving Touch PsyWar Your touch deals 4d6 acid damage.
18 Dissolving Weapon PsyWar Your weapon deals 4d6 acid damage.
19 Ego Whip Psion Deal 1d4 Cha damage and daze for 1 round.
20 Empathic Transfer Metab/PsyWar Transfer another’s wounds to yourself.
21 Energy Adaptation, Specified Psion/PsyWar Gain resistance 10 against one energy type.
22 Energy Missile Kines Deal 3d6 energy damage to up to five subjects.
23 Energy Push Psion Deal 2d6 damage and knock subject back.
24 Energy Stun Psion Deal 1d6 damage and stun target if it fails both saves.
25 Feat Leech Psion/PsyWar Borrow another’s psionic or metapsionic feats.
26 Hustle Metab/PsyWar Instantly gain a move action.
27 Id Insinuation Psion Swift tendrils of thought disrupt and confuse your target.
28 Identify, Psionic Psion Learn the properties of a psionic item.
29 Inflict Pain Psion Telepathic stab gives your foe -4 on attack rolls, or -2 if he makes the save.
30 Knock, Psionic Psion Opens locked or psionically sealed door.
31 Levitate, Psionic Port/Psion/PsyWar Subject moves up and down at your direction.
32 Mental Disruption Psion Daze creatures within 10 feet for 1 round.
33 Missive, Mass Psion You send a one-way telepathic message to an area.
34 Object Reading Clairsent Learn details about an object’s previous owner.
35 Painful Strike PsyWar Your natural weapons deal an extra 1d6 nonlethal damage.
36 Prowess PsyWar Instantly gain another attack of opportunity.
37 Psionic Lion’s Charge PsyWar You can make full attack in same round you charge.
38 Psionic Lock Psion Secure a door, chest, or portal.
39 Psionic Repair Damage Metacre Repairs construct of 3d8 hit points +1 hp/level.
40 Psionic Scent PsyWar Gain the scent ability.
41 Read Thoughts Telep Detect surface thoughts of creatures in range.
42 Recall Agony Psion Foe takes 2d6 damage.
43 Sense Link, Forced Psion Sense what subject senses.
44 Sensitivity to Psychic Impressions Clairsent You can find out about an area’s past.
45 Share Pain Psion Willing subject takes some of your damage.
46 Strength of My Enemy PsyWar Siphon away your enemy’s strength and grow stronger.
47 Suggestion, Psionic Telep Compels subject to follow stated course of action.
48 Sustenance Psion/PsyWar Go without food and water for one day.
49 Swarm of Crystals Psion Crystal shards are sprayed forth doing 3d4 slashing damage.
50 Thought Shield Psion/PsyWar Gain PR 13 against mind-affecting powers.
51 Tongues, Psionic Psion You can communicate with intelligent creatures.
52 Wall Walker PsyWar Grants ability to walk on walls and ceilings.

[PC5] Psionicist Classes Group


Level 3 Psi3.5 Powers

## Level 3 Powers Discip. Short Description
1 Astral Caravan Port You lead astral traveler-enabled group to a planar destination.
2 Claws of the Vampire PsyWar Heal half of your claw’s base damage.
3 Concealing Amorpha, Greater Metacre/PsyWar Quasi-real membrane grants you total concealment.
4 Crisis of Breath Telep Disrupt subject’s breathing.
5 Danger Sense Psion/PsyWar You gain +4 bonus against traps.
6 Dimension Slide PsyWar Teleports you very short distance.
7 Dismiss Ectoplasm Psion Dissipates ectoplasmic targets and effects.
8 Dispel Psionics Psion Cancels psionic powers and effects.
9 Duodimensional Claw PsyWar Increases your natural weapon’s threat range.
10 Ectoplasmic Cocoon Metacre You encapsulate a foe so it can’t move.
11 Ectoplasmic Form Metab/PsyWar You gain benefits of being insubstantial and can fly slowly.
12 Empathic Feedback Psion/PsyWar When you are hit in melee, your attacker takes damage.
13 Empathic Transfer, Hostile PsyWar/Telep Your touch transfers your hurt to another.
14 Energy Bolt Psion Deal 5d6 energy damage in 120-ft. line.
15 Energy Burst Psion Deal 5d6 energy damage in 40-ft. burst.
16 Energy Cone Kines Deal 5d6 energy damage in 60-ft. cone.
17 Energy Retort Psion Ectoburst of energy automatically targets your attacker for 4d6 damage once each round.
18 Energy Wall Psion Create wall of your chosen energy type.
19 Eradicate Invisibility Psion Negate invisibility in 50-ft. burst.
20 Escape Detection Clairsent/PsyWar You become difficult to detect with clairsentience powers.
21 Evade Burst Psion/PsyWar You take no damage from a burst on a successful Reflex save.
22 Exhalation of the Black Dragon PsyWar Your acid breath deals 3d6 damage to a close target.
23 False Sensory Input Telep Subject sees what isn’t there.
24 Fate Link Clairsent You link the fates of two targets.
25 Graft Weapon PsyWar Your hand is replaced seamlessly by your weapon.
26 Keen Edge, Psionic Psion/PsyWar Doubles normal weapon’s threat range.
27 Mental Barrier Psion/PsyWar Gain +4 deflection bonus to AC until your next action.
28 Mind Trap Psion Drain 1d6 power points from anyone who attacks you with a telepathy power.
29 Psionic Blast Psion Stun creatures in 30-ft. cone for 1 round.
30 Share Pain, Forced Psion Unwilling subject takes some of your damage.
31 Solicit Psicrystal Psion Your psicrystal takes over your concentration power.
32 Telekinetic Force Psion Move an object with the sustained force of your mind.
33 Telekinetic Thrust Psion Hurl objects with the force of your mind.
34 Time Hop Psion Subject hops forward in time 1 round/level.
35 Touchsight Psion Your telekinetic field tells you where everything is.
36 Ubiquitous Vision Psion/PsyWar You have all-around vision.
37 Vampiric Blade PsyWar You heal half of your base weapon damage.

[PC5] Psionicist Classes Group


Level 4 Psi3.5 Powers

## Level 4 Powers Discip. Short Description
1 Anchored Navigation Clairsent Establish a mishap-free teleport beacon.
2 Aura Sight Psion Reveals creatures, objects, powers, or spells of selected alignment axis.
3 Claw of Energy PsyWar Your claws deal additional energy damage.
4 Control Body Kines Take rudimentary control of your foe’s limbs.
5 Correspond Psion Hold mental conversation with another creature at any distance.
6 Death Urge Psion Implant a self-destructive compulsion.
7 Detect Remote Viewing Psion You know when others spy on you remotely.
8 Dimension Door, Psionic Psion/PsyWar Teleports you short distance.
9 Dimensional Anchor, Psionic Port Bars extra dimensional movement.
10 Dismissal, Psionic Port Forces a creature to return to its native plane.
11 Divination, Psionic Psion Provides useful advice for specific proposed action.
12 Dominate, Psionic Telep Control target telepathically.
13 Energy Adaptation Psion/PsyWar Your body converts energy to harmless light.
14 Energy Ball Kines Deal 7d6 energy damage in 20-ft. radius.
15 Fabricate, Psionic Metacre Transforms raw goods to finished items.
16 Fly, Psionic Port You fly at a speed of 60 ft.
17 Freedom of Movement, Psionic Psion/PsyWar You cannot be held or otherwise rendered immobile.
18 Immovability PsyWar You are almost impossible to move and gain DR 15/-.
19 Inertial Barrier Kines/PsyWar Gain DR 5/-.
20 Intellect Fortress Psion Those inside fortress take only half damage from all powers and psi-like abilities until your next action.
21 Metamorphosis Metab Assume shape of creature or object.
22 Mindlink, Thieving Telep Borrow knowledge of a subject’s power.
23 Mindwipe Psion Subject’s recent experiences wiped away, bestowing negative levels.
24 Modify Memory, Psionic Telep Changes 5 minutes of subject’s memories.
25 Personality Parasite Psion Subject’s mind calves self-antagonistic splinter personality for 1 round/level.
26 Power Leech Psion Drain 1d6 power points/round while you maintain concentration; you gain 1/round.
27 Psychic Reformation Psion Subject can choose skills, feats, and powers anew for previous levels.
28 Psychic Vampire Metab/PsyWar Touch attack drains 2 power points/level from foe.
29 Quintessence Metacre You collapse a bit of time into a physical substance.
30 Remote Viewing Clairsent See, hear, and potentially interact with subjects at a distance.
31 Schism Telep Your partitioned mind can manifest lower level powers.
32 Steadfast Perception PsyWar Gain immunity to illusory effects, +6 bonus on Spot and Search checks.
33 Telekinetic Maneuver Psion Telekinetically bull rush, disarm, grapple, or trip your target.
34 Trace Teleport Psion Learn destination of subject’s teleport.
35 Truevenom PsyWar Your natural weapons are covered in horrible poison.
36 Truevenom Weapon PsyWar Your weapon is horribly poisonous.
37 Wall of Ectoplasm Psion You create a protective barrier.
38 Weapon of Energy PsyWar Weapon deals additional energy damage.

[PC5] Psionicist Classes Group


Level 5 Psi3.5 Powers

## Level 5 Powers Discip. Short Description
1 Adapt Body Psion/PsyWar Your body automatically adapts to hostile environments.
2 Baleful Teleport Port Destructive teleport deals 9d6 damage.
3 Catapsi Psion/PsyWar Psychic static inhibits power manifestation.
4 Clairtangent Hand Clairsent Emulate far hand at a distance.
5 Ectoplasmic Shambler Psion Foglike predator deals 1 point of damage/two levels each round to an area.
6 Energy Current Kines Deal 9d6 damage to one foe and half to another foe as long as you concentrate.
7 Fiery Discorporation Kines Cheat death by discorporating into nearby fire for one day.
8 Hail of Crystals Metacre A crystal explodes in an area, dealing 9d4 slashing damage.
9 Incarnate Psion Make some powers permanent.
10 Leech Field Psion Leech power points each time you make a saving throw.
11 Major Creation, Psionic Psion As psionic minor creation, plus stone and metal.
12 Metaconcert PsyWar/Telep Mental concert of two or more increases the total power of the participants.
13 Mind Probe Telep You discover the subject’s secret thoughts.
14 Oak Body Psion/PsyWar Your body becomes as hard as oak.
15 Plane Shift, Psionic Psion Travel to other planes.
16 Power Resistance Psion Grant PR equal to 12 + level.
17 Psionic Revivify Metab Return the dead to life before the psyche leaves the corpse.
18 Psychic Crush Psion Brutally crush subject’s mental essence, reducing subject to -1 hit points.
19 Psychofeedback Metab/PsyWar Boost Strength, Dexterity, or Constitution at the expense of one or more other scores.
20 Restore Extremity Metab Return a lost digit, limb, or other appendage to subject.
21 Second Chance Clairsent Gain a reroll.
22 Shatter Mind Blank Psion Cancels target’s mind blank effect.
23 Teleport Trigger Port Predetermined event triggers teleport.
24 Teleport, Psionic Port Instantly transports you as far as 100 miles/level.
25 Tower of Iron Will Psion Grant PR 19 against mind-affecting powers to all creatures within 10 ft. until your next turn.
26 True Seeing, Psionic Psion See all things as they really are.

[PC5] Psionicist Classes Group


Level 6 Psi3.5 Powers

## Level 6 Powers Discip. Short Description
1 Aura Alteration Psion Repairs psyche or makes subject seem to be something it is not.
2 Banishment, Psionic Port Banishes extraplanar creatures.
3 Breath of the Black Dragon Psion/PsyWar Breathe acid for 11d6 damage.
4 Cloud Mind, Mass Psion Erase knowledge of your presence from the minds of one creature/level.
5 Contingency, Psionic Psion Sets trigger condition for another power.
6 Co-opt Concentration Psion Take control of foe’s concentration power.
7 Crystallize Metacre Turn subject permanently to crystal.
8 Disintegrate, Psionic Psion Turn one creature or object to dust.
9 Dispelling Buffer Kines/PsyWar Subject is buffered from one dispel psionics effect.
10 Fabricate, Greater Psionic Metacre Transforms a lot of raw goods to finished items.
11 Form of Doom PsyWar You transform into a frightening tentacled beast.
12 Fuse Flesh Psion Fuse subject’s flesh, creating a helpless mass.
13 Mind Blank, Personal Psion/PsyWar You are immune to scrying and mental effects.
14 Mind Switch A, Telep You switch minds with another.
15 Null Psionics Field Kines Create a field where psionic power does not function.
16 Overland Flight, Psionic Psion You fly at a speed of 40 ft. and can hustle over long distances.
17 Precognition, Greater Clairsent Gain +4 insight bonus to one roll.
18 Remote View Trap Psion Deal 8d6 points electricity damage to those who seek to view you at a distance.
19 Restoration, Psionic Metab Restores level and ability score drains.
20 Retrieve Psion Teleport to your hand an item you can see.
21 Suspend Life Psion/PsyWar Put yourself in a state akin to suspended animation.
22 Temporal Acceleration Psion Your time frame accelerates for 1 round.

Level 7 Psi3.5 Powers

## Level 7 Powers Discip. Short Description
1 Crisis of Life Telep Stop subject’s heart.
2 Decerebrate Psion Remove portion of subject’s brain stem.
3 Divert Teleport Psion Choose destination for another’s teleport.
4 Dream Travel Port Travel to other places through dreams.
5 Ectoplasmic Cocoon, Mass Metacre You encapsulate all foes in a 20-ft. radius.
6 Energy Conversion Psion Offensively channel energy you’ve absorbed.
7 Energy Wave Psion Deal 13d4 damage of your chosen energy type in 120-ft. cone.
8 Ethereal Jaunt, Psionic Port Become ethereal for 1 round/level.
9 Fate of One Clairsent Reroll any roll you just failed.
10 Fission Metab You briefly duplicate yourself.
11 Insanity Psion Subject is permanently confused.
12 Moment of Prescience, Psionic Psion You gain insight bonus on single attack roll, check, or save.
13 Phase Door, Psionic Psion Invisible passage through wood or stone.
14 Reddopsi Kines Powers targeting you rebound on manifester.
15 Sequester, Psionic Psion Subject invisible to sight and remote viewing; renders subject comatose.
16 Ultrablast Psion Deal 13d6 damage in 15-ft. radius.

[PC5] Psionicist Classes Group


Level 8 Psi3.5 Powers

## Level 8 Powers Discip. Short Description
1 Astral Seed Metacre You plant the seed of your rebirth from the Astral Plane.
2 Bend Reality Psion Alters reality within power limits.
3 Fusion Metab You combine your abilities and form with another.
4 Hypercognition Clairsent You can deduce almost anything.
5 Iron Body, Psionic Psion Your body becomes living iron.
6 Matter Manipulation Psion Increase or decrease an object’s base hardness by 5.
7 Mind Blank, Psionic Psion Subject immune to mental/emotional effects, scrying, and remote viewing.
8 Mind Seed Telep Subject slowly becomes you.
9 Recall Death Psion Subject dies or takes 5d6 damage.
10 Shadow Body Psion You become a living shadow (not the creature).
11 Telekinetic Sphere, Psionic Kines Mobile force globe encapsulates creature and moves it.
12 Teleport, Psionic Greater Psion As psionic teleport, but no range limit and no off-target arrival.
13 Time Hop, Mass Port Willing subjects hop forward in time.
14 True Metabolism Psion You regenerate 10 hit points/round.

Level 9 Psi3.5 Powers

## Level 9 Powers Discip. Short Description
1 Affinity Field Psion Effects that affect you also affect others.
2 Apopsi Psion You delete target’s psionic powers.
3 Assimilate Psion Incorporate creature into your own body.
4 Etherealness, Psionic Psion Become ethereal for 1 min./level.
5 Genesis Metacre You instigate a new demiplane on the Astral Plane.
6 Metafaculty Clairsent You learn details about any one creature.
7 Metamorphosis, Greater Metab Assume shape of any nonunique creature or object each round.
8 Microcosm Psion Creature or creature lives forevermore in world of his own imagination.
9 Mind Switch, True Telep A permanent brain swap.
10 Psychic Chirurgery Telep You repair psychic damage or impart knowledge of new powers.
11 Reality Revision Psion As bend reality, but fewer limits.
12 Teleportation Circle, Psionic Port Circle teleports any creatures inside to designated spot.
13 Time Regression Port Relive the last round.
14 Timeless Body Psion Ignore all harmful, and helpful, effects for 1 round.
15 Tornado Blast Kines Vortex of air subjects your foes to 17d6 damage and moves them.
16 True Creation Metacre As psionic major creation, except items are completely real.

[PC5] Psionicist Classes Group


Psi5

Level KXP Psi5
mMG SU
1 0 1-- --
2 2.2 2-- --
3 4.4 31- --
4 8.8 41- --
5 16.5 42- --
6 30 531 --
7 55 541 --
8 100 642 --
9 200 653 --
10 400 753 1-
11 600 863 1-
12 800 864 1-
13 1000 864 2-
14 1400 974 2-
15 1800 975 2-
16 2200 975 3-
17 2600 A85 3-
18 3000 A86 3-
19 3400 A86 4-
20 3800 B96 41
21 4200 B97 41
22 4600 B97 51
23 5000 CA7 51
24 5400 CA8 51
25 5800 CA8 61
26 6200 DB8 62
27 6600 DB9 62
28 7000 DB9 72
29 7400 EC9 72
30 7800 ECA 72
31 8200 ECA 82
32 8600 FDA 83
33 9000 FDB 83
34 9400 FDB 93
35 9800 GEB 93
36 10200 GEC 93
TH Saves
PD RS PP BW Sp Fo Re Wi
-1  5  3  8  2  3  1  0  1
-1  5  4  8  2  3  1  0  2
-1  6  4  8  3  4  2  0  2
-1  6  5  8  3  4  2  1  3
+0  6  5  9  3  4  2  1  3
+0  6  6  9  4  5  3  1  4
+0  7  6  9  4  5  3  2  4
+0  7  7  9  4  5  4  2  5
+1  7  7 10  5  6  4  2  5
+1  7  8 10  5  6  4  3  6
+1  8  8 10  5  6  5  3  6
+1  8  9 10  6  7  5  3  7
+2  8  9 11  6  7  6  4  7
+2  8 10 11  6  7  6  4  8
+2  9 10 11  7  8  6  4  8
+2  9 11 11  7  8  7  5  9
+3  9 11 12  7  9  7  5  9
+3  9 12 12  8  9  8  5 10
Requisites: Int 11+LVL, Wis 11+LVL
Alignment: any
HD/level: d4
Weapon Prof.: 2-level/4
To Hit Table: Psi
Save Table: Psi
Reference: DM
Groups: Psionicist
 
See [Q5] for rules and powers.
Imagination Points (IPs) = Int + Chr - 24 + 2*Level

[PC5] Psionicist Classes Group


Basic Psi5 Information

PSPs (classed) = Int + Chr - 24 + 2*Level
PSPs (wild talent) = (Int+Chr)/2 - 12 + Level
Wild talents use HNCL/2 (half of highest level) for CL.
Psi5 PSPs are regained at (Int+Chr)/10 per hour.
 

Psi5 Minor Powers

Name PSPs Effect
Awareness of Area 3/t Gives mental map of area's terrain
Contact Other Plane 6 Contact Other Plane (as spell)
Danger Sense 3/t Alerts if danger coming
Disbelieve Other Imaginator 2 Lose 4d4 IPs; beyond 0 is Perm.Stat.pts.
Disbelieve Object/Person 1/r Disbelief (as priest spell:TOM pg.99)
Disbelieve Superstition Effect 2 Freq.4 effect loses 1d4 to Power Mult.
Genius 3 Genius (as priest spell:TOM pg.80)
Heal Self 1 Cure up to 100 hp, Regenerate (as spell)
Invisibility Realm 3/r Improved Invis., can see other Invis.
Legend Lore 6 Legend Lore (as spell)
Locate 3 Locate Object/Person (r=3*level+1 miles)
Magical Protection 1 (Z action) Spell must make Casting Level check on d20
Modify Reality (least) SL^2 Duplicate 1st-3rd level Alteration spell
Natural Protection 1 (Z action) Natural Effect damage resistance 75% for 1s
Physical Protection 1/r Caster's hit points triple for duration
Psionic Protection 1 (Z action) Power must make Casting Level check on d20
Reroll 6 (Z action) Reroll any die roll (yourself or other)
Sense Powers 3/t Detect Magic & Detect Psionics
Vision 6 Vision (as spell, always succeeds)
Withdraw 1/r Withdraw, can use non-offensive Mentals

Psi5 Major Powers

Name PSPs Effect
Alter Reality (lesser) SL^2 Duplicate 1st-5th level Alt,Ele,Hea
Concentration Break 10*M Target loses M Mentals (maintenance=+M/r)
Create Matter (lesser) 6 Minor Creation (as spell, perm. duration)
Disbelieve Death 13 (absolute 0 action, can do mult.) CL% chance: Not dead
Disjoin Magic 12 Mordenkainen's Disjunction (as spell)
Dispel Psionics 10 Destroy maintained psionics (all freq.)
Irrestible Charm 10 Charm Monster, no save
Magic Jar 10 Magic Jar (as spell), save at -level
Manipulate Matter 6 Polymorph any Object (as spell, perm.)
No Target 6/t Cannot be directly targetted with effects
Psionic Surgery 10 Mental Surgery (Psi1N):takes 1r, R=120'
Relocate Dream Frame 6 Teleport without Error (as spell)
Telekinesis 6 Telekinesis (weight limit=level+1 tons)

[PC5] Psionicist Classes Group


Psi5 Grand Powers

Name PSPs Effect
Aura of Great Concentration 21*M Target/self gains M Mentals (maint=+2M/r)
Alter Reality (greater) 30 Alter Reality (as spell)
Change Reality (lesser) SL^2 1st-7th level Alt,Cnj,Cre,Ele,Hea,Sum
Construction 15 Builds 1 machine up to level+1 complexity
Create Matter (greater) 15 Major Creation (as spell, perm. duration)
Destroy Matter 15 Disintegrate (save), if save made takes half max hp
Fast Forward Time 21/r All you wish to effect can use an extra action /segment
Imbue with Psionic Ability 21 Imbue target with imagination psionics
Produce 15 Brings person/object here (same plane)
Psionic Link 1/d Link with other Imaginators only
Rewind Time 21/r Rewind events of last round(s)
Time Stop 15 Time Stop (as spell, maintained 3/r)

Psi5 Super Powers

Name PSPs Effect
Change Reality (greater) 42 As the 10th level spell, non-phys.things
Enhance Attribute +1 28/56 (Phys/Ment) Need new stat or higher on d30
Godly Protection 28 (Z action) iGR = CL% for 1s, works on up to xCL beings
Psionic Permanency 28/56 (freq.5/other)Perm.psi power,no maint.cost
Shapechange 28 Shapechange (as spell,phys.innates gained)
Understand 42 Ask the DM a question

Psi5 Ultra Powers

Name PSPs Effect
Physical Independence 36/d You do not die as a result of being at negative hp
Unchangeable Reality 54 As the 12th level spell

[PC5] Psionicist Classes Group


Psi6G

Level KXP Psi6G
mMG S
1 0 4-- -
2 3.5 5-- -
3 7 6-- -
4 14 71- -
5 21 82- -
6 42 93- -
7 70 A4- -
8 170 B5- -
9 370 C6- -
10 670 D71 -
11 970 E82 -
12 1270 F93 -
13 1570 GA4 -
14 1870 HB5 -
15 2170 IC6 -
16 2470 JD7 1
17 2770 KE8 2
18 3070 LF9 3
19 3370 MGA 4
20 3670 NHB 5
21 3970 OIC 6
22 4270 PJD 7
23 4570 QKE 8
24 4870 RLF 9
25 5170 SMG A
26 5470 TNH B
27 5770 UOI C
28 6070 VPJ D
29 6370 WQK E
30 6670 XRL F
31 6970 YSM G
32 7270 ZTN H
33 7570 [UO I
34 7870 \VP J
35 8170 ]WQ K
36 8470 ^XR L
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  8  2  3  1  0  1
+1  5  4  8  2  3  1  0  2
+1  6  4  8  3  4  2  0  2
+2  6  5  8  3  4  2  1  3
+3  6  5  9  3  4  2  1  3
+3  6  6  9  4  5  3  1  4
+4  7  6  9  4  5  3  2  4
+5  7  7  9  4  5  4  2  5
+5  7  7 10  5  6  4  2  5
+6  7  8 10  5  6  4  3  6
+7  8  8 10  5  6  5  3  6
+7  8  9 10  6  7  5  3  7
+8  8  9 11  6  7  6  4  7
+9  8 10 11  6  7  6  4  8
+9  9 10 11  7  8  6  4  8
+10  9 11 11  7  8  7  5  9
+11  9 11 12  7  9  7  5  9
+11  9 12 12  8  9  8  5 10
Requisites: Int 14, Wis 14, Chr 14
Alignment: any G
HD/level: d6+1
Weapon Prof.: 3+level/4
To Hit Table: Pri
Save Table: Psi
Reference: DM
Groups: Psionicist
 
See [Q6G] for rules and powers.
Deva Psionic Points (DPPs) = (Chr+Wis+Int)*level
You may replace either Int or Wis with another Chr in this calculation if desired.
DPPs are regained at a rate equal to Chr score each hour.
Level 1: Deva Intervention: 1st = 1%, 2nd = 2%, 3rd = 3%, 4th&up = (level*3-8)%.
This percentage is the chance that a deva/aasimon will respond to a character's plea of help. Aid will come in the form of more DPPs, greater access to powers, or a direct summoning of a deva. This takes no actions and may be attempted once per day.
Level 1: MR=(level*5)%; RR=(level*5-30)%; CR=(level*7)%; NR=(level*7-50)%
Level 1: Deva psionicists get triple normal XP when defeating a creature from the Lower Planes. Upon gaining enough experience to increase in level, many psionicists are judged to see if they are following the principles of good. The restrictions at first are simple: aid the needy, avoid the lower planes, and do not oppose another deva. At higher (9th+) levels the restrictions become more severe and gaining of a level may be delayed until the wrongs the PC has committed have been corrected.

[PC5] Psionicist Classes Group


[Q6G] Deva Psionics (Psi. Freq. 6G)

Psi6G uses DPPs (Deva Psionic Points).
DPPs (classed) = (Chr+Wis+Int)*level
DPPs (wild talents) = 70+(Int or Wis or Chr)*level
Wild talents use HNCL/2 (half of highest level) for CL.
Wild Talent Level 1: Deva Intervention = (level)%
Wild Talent Level 1: Gains (level*4)% CR (Charm Resistance).
Wild Talent Level 1: Gains 1 Non-Weapon Proficiency per level, which can be used only for Psi6G powers (see below).
Wild Talent Level 13: Gains (level*4-50)% NR (Necromancy Resistance).
Dominion: 1st 2nd 3rd 4th 5th 6th 7th Note
Highest Int/Wis/Chr: 14 17 20 23 26 29 32 <- Highest stat must be at least this high.
Lowest Int/Wis/Chr: 9 10 12 15 19 24 30 <- Lowest stat must be at least this high.
Min Level: 1 5 9 14 18 26 34
Non-Weapon Prof.: 1 3 5 7 9 11 13

[PC5] Psionicist Classes Group


Psi6G Minor Powers

# Name DPPs Effect
1 Aid Charm 5 Removes Daze effect; Target cannot fail a System Shock roll for 1 day
2 Balm Formula 10 Cure 1 hp on each of 1d6+1 separate wounds on target; Neutralizes rashes, itches
3 Bodily Light 2/r Causes body to glow (-2 AC penalty); burns evil 1 dmg per segment (no save)
4 Bodily Restoration 20 Repairs broken limbs, sprains, etc. (not hp)
5 Boon 10 +1 (or +5%) on any die roll next round
6 Clear Sight 4/m Can see through fog, darkness, etc.
7 Comfort 5/d Target does not need food/water; Provides warmth/coolness; Doubles healing rate
8 Communication 2/m Allows communication with any creature
9 Comprehend 2/m Learn actual (hidden) meaning of words spoken to you; Detect Lie
10 Confidence 5+2/r Gives target feelings of confidence; +7 morale checks
11 Convey 4/m Target can actually speak in any one known language
12 Courage 20+4/r Target is given courage; Removes fear; +4 saves vs. fear
13 Curse Opponent 10 Target is cursed (-1 TH/saves/prime requisite)
14 Daylight 20/t Creates a 10' radius globe of pure daylight; moves with deva
15 Detect Sin 4/r Sins within 30' are known to deva
16 Disease Immunity 4/d Immunity to magical/nonmagical disease
17 Dispel Phantasm 40 Phantasms (non-corporeal undead of all types) are destroyed (no save)
18 Efficiency 10 Roll 1 extra d20 roll on next non-weapon prof. check (choose best)
19 Enchantment vs. Evil 2/r 20' sphere similar to "Pro.from evil" spell
20 Endurance 2/r +1 Con
21 Field of Stillness 40+4/r 70' x 70' Stun field (save vs. RSW -level); lasts for 7 rounds
22 Forgiveness 5 Weaker form of "Atonement"
23 Fortitude 20/d Target cannot lose sanity for the day; +7 mental saves for the day
24 Helping Hand 40 Target gets +5 (or +25%) on next die roll
25 Hospice Ritual 40/t 30' r: Do not generate sound or odor (reducing "Question Marks" in dungeon)
26 Imbue with Respect 4/r Target believes other target is powerful (force Morale check or change tactics)
27 Insight 4/r Deva gains +4 Wisdom (no bonus Priest spells)
28 Knight Sword of Crushing 10+2/r Sword of Force; attacks by itself, does 1d10 vs. evil /r
29 Know Evil/Good 5 Tells evil/good axis of alignment
30 Mage's Staff of Light 40+4/r Dispel Evil 1/r
31 Meditation 1/m Gives 2 DPPs (net gain +1 DPP if used on yourself); can be targetted on another
32 Patience 2/r Allows target to be patient/self-controlled; +1 on Wis checks
33 Pleasant Dreams 2/d Gives target uninterrupted and peaceful sleep
34 Poison Immunity 4/d Immunity to magical/nonmagical poison
35 Preservation 5 Prevents up to 1 cubic foot of material from spoiling / decaying
36 Preservation 4*N Restores N hp to target (range touch)
37 Purify 4 Removes mental/physical/spiritual/toxin impurities from nonliving object
38 Question Purity 5 Measure of target's "purity" is given
39 Read Surface Thoughts 10+2/r Only emotional thoughts are read (no save)
40 Realize Correct Path 10 Target has sense of "good" way to go
41 Remove Demon Influence 40 Removes possession, domination, charm, etc.; Does not have to be evil source
42 Repair 20 Repairs an object (as per Mend spell); works on devices up to TechL = CL
43 Restore Peace 5 Calms riots, outbursts, etc.; Remove rage / berserk / taunted status (save)
44 Reward 40/d Hard-working mortal has his work done for the day
45 Self-Preservation 2*N Restores N hp to Deva
46 Self-Sacrifice 0 All others can Escape but deva is left behind
47 Silence 5+2/r Makes the target unable to speak
48 Silver Spears 20 Shoot CL missiles, each auto hits and does 1d6+1 dmg holy wood (no save)
49 Single Curtain 40/hr Improved Invisibility to evil
50 Strength 4*N/r +N Str
51 Subdue Opponent 40 Opponent surrenders (instead of dies) if goes below 1 hp
52 Summon Guardian 40 Summons a Guardian from Seven Heavens
53 Telepathic Link 2/d Maximum # in link = Intelligence score
54 Trace Evil 2/t Gives exact direction to source of evil within 1 mile (vague direction within 100 miles)
55 Tutelage 20 Target can use a non-weapon proficiency you have (and with same check)

[PC5] Psionicist Classes Group


Psi6G Major Powers

# Name DPPs Effect
1 Aid Mortals 8/r Super bless effect (+8 saves,+40% MR/CR) on target
2 Animate Area 70+8/r Can telekinese any number of objects in sight; Max weight = CL^3 pounds
3 Assume Ethereal Form 70 Dual existance (Prime / Border Ethereal); +1 more needed to hit you
4 Awareness of Area 20 Gives mental map of area's terrain (10 mile radius outdoors, 100' r underground)
5 Barbarian's Club of Might 50+16/r Auto roll 20 to hit and double base damage with one weapon strike per segment
6 Capture Good Intent 8 Gives DPPs depending on nature of area (usually 1-100, can be more)
7 Champion Lore 40/d Paladin's abilities of level = ½*CL
8 Circle of Accord 16/r All within sight save or be "helpful" to deva (but will not fight for him)
9 Clear Mind 10/r Can see through any x1 illusion/disappearance/etc.
10 Clearsight 8/t Detect Radiation, Magic, Psi, Innates, Godly (and their Anti-versions) 10*CL'
11 Contingency 16/d Set up a contingency for Psi6G power
12 Crown of Obedience 70+8/r Helm of Opposite Alignment (E -> G)
13 Custodian Lore 40/d Target object cannot fail a save; has infinite encumbrance unless command spoken
14 Disk of Seven Heavens 70 Roll TH: If target hit is sent to Seven Heavens (no save)
15 Dispel Evil 70 As per Dispel Evil spell but with no saving throw
16 Escape 0 Everyone that deva wills (including self) can Escape home
17 Field of Disjunction 70+8/r Destroys evil creatures/magic items (save); 1 attempt per round
18 Field of Restraint 10+2/r Evil creatures must save or cannot cross area (wall CL*10' long)
19 First Level Priest Spells 7 Cast one 1st level Priest spell at CL = 30
20 Forbiddance 16 Set up or remove a Forbiddance zone
21 Forsake Material Form 70/d Deva can use other object as body
22 Hear Plea of Invervention 70/d Deva can hear cries of deva intervention within 1 mile
23 Holy Word 16 Holy Word (as spell), x7 HD effect, CL = 40
24 Imbue with Psi Ability 70/d Grants access to 4 First Dominion powers to another; use wild talent DPP calc.
25 Intensification 40 Doubles the duration of a magic spell or Psi6G power
26 Lesser Audience 70/r Gains the attention of a greater deva
27 Lesser Witnessing 35+8/r Deva can see through eyes of other deva on same plane
28 Mass Preservation 4*N All good creatures in sight healed N hp
29 Memory Restoration 100 Restore memories; repairs insanity / mental damage (perm. Int/Wis/Chr/PSP loss)
30 Parakinesis 8/m Can lift one single object as if it was CL^2 times lighter
31 Paralysis Immunity 8/d Immunity to paralysis, stun, and hold
32 Persistence Worm 70/r Does a 1st Dominion power over and over (1 time per segment)
33 Physical Manifestation 100 Have a spare body, 0: switch from one to the other
34 Possess Knowledge varies Duplicate one proficiency (16/d), feat (80/d), or special ability (100/d) within sight
35 Proper Environment 35/d Allows target to breathe, eat, etc. here
36 Reverse Petrification 16 Stone to Flesh (as spell)
37 Second Level Priest Spell 10 Cast one 2nd level Priest spell at CL = 40
38 Sight Teleport 70 Teleports anywhere within sight
39 Silver Wall 10+2/r Demonic innates (and Psi6E powers) cannot pass through wall
40 Skywalk 8/m Air Walk (as spell)
41 Spare Silver Cord 16/d Have an extra Silver Cord (can raise multiple times)
42 Sunbeam 40 Sunray (as spell)
43 Superstition Psi-Reflect 8/r Reflects the belief in a superstition (X4 powers do not work on you)
44 Telempathize 70 Send one powerful emotional state (see Psi13) (save)
45 Warden Lore 40/d Abilites for warnings, advice, prophecy (undefined until a Warden class is written)
46 Waters of Lunia 8/r 1 gallon per round of holy water created
47 Whispy Stuff 35+8/r White fog 20' r; evil that enters are Blinded (save /s) and Numbed (save /s)
48 White Tornado 70+8/r Telekinesis 1 evil target away (no save); Move rate = CL*100 / (weight of target)
49 Zoroaster's Noonsblaze 16 10*CL' cone: Blindness (no save); (2*CL)d6 dmg vs. creatures vulnerable to light

[PC5] Psionicist Classes Group


Psi6G Grand Powers

# Name DPPs Effect
1 Aid Deva 16/r You lose 1 multiplier, target gains 1 multiplier
2 Astral Eyes 13/t Can see through alterations/illusions/possession; Astral Perception
3 Auspices 130 Ask the DM the answer to any "yes/no" question
4 Beastame 65 Target must stop attacking anyone you designate (any attack ceases this effect)
5 Discontinuity Immunity 32/d Immune to Annihilation, Being Put Down a Hole
6 Disk of White Originator 160 One evil target "Capital S" Slain (no resistance, except he can use GR), x7 effect
7 Field of Peace 13/r Everyone within 30' (incl. Deva) can use only V and Z actions
8 Fourth Level Priest Spell 16 Cast one 4th level Priest spell at CL = 60
9 Greater Audience 160/r Gains the attention of any x8 or lower Good diety
10 Greater Witnessing 80+16/r Can see through eyes of any x2/x1 being (unaware); same plane
11 Heka Giving Formula N Target gains N DPPs; Can also transfer up to N of your hp to that target
12 Imagination Psi-Reflect 64/r Reflects disbelief from Imagination psionics (Psi5) effect
13 Inner Beauty ALL Requires N resets of all your DPPs, where N is current Cml: +1 Cml (permanent)
14 Lift Curse 32 Remove curse/geas/quest/ego-domination/lycanthropy
15 Lightspectrum 16/d Target gains infravision / ultravision / X-ray vision / sense phasing or time-shifting
16 Limited Wish 130 Limited Wish (as spell), CL = 25
17 Plane Shift 32 As per spell, exact location, no error / redirection
18 Positive Heka 16/r All Psi6E/6N powers within 30' cost 10 more DPPs to use per activation
19 Prophecy 16 Roll 1 die 1 round ahead of time to see result early
20 Psychokinesis N Telekinese N^2 lbs. at movement rate N/10, lasts for concentration (no DPPs)
21 Self-Control 13 Immune to next Ego / Domination / Command-like effect
22 Soaring Intellect 16*N/r +5*N Int
23 Sphere of Influence 13/m +CL Leadership; note your Chr score (but not Destiny) raises by half this amount
24 Strength of Soul 80+64/r Immune to Misguidance, Alignment or Persona change; Immune to Truename spell
25 Summon Greater Deva 65 Summons a x2 Angel or Greater Deva
26 Suneagle 64 Summons a Phoenix (see Monstrous Compendium)
27 Third Level Priest Spell 13 Cast one 3rd level Priest spell at CL = 50
28 Uniplanar Teleport 13 Teleport anywhere same plane, no error/misdirection
29 Wand of the Mind 64+32/r All your effects from one class are at double CL (for effect and BlahR adj.)
30 White Hurricane 80+64/r All Evil in sight Gated to their home (no save)

[PC5] Psionicist Classes Group


Psi6G Super Powers

# Name DPPs Effect
1 Angelic Lore 190/d You gain x2 multiplier; Angel's powers of level = (CL-21)/7
2 Avoid Fate 220 Avoid Fate (as spell)
3 Band of Legacy 95+64/r Any good creature within sight can use your powers
4 Celestial Chime 19/d CL' x CL' area causes pain to evil who enter, dmg is 1d6+1 per segment (no save)
5 Destroy Evil Spirit N Evil creature loses N stat points and N^2 permanent hp (no resistance, can use GR)
6 Empyreal Guards 95 Summons CL Pers or Astral Devas ("Per" is described in Monstrous Compendium)
7 Expanded Spectrum 110 You are affected by up to CL Priest or Wizard Divination spells of spell level 1-7
8 Fifth Level Priest Spell 19 Cast one 5th level Priest spell at CL = 70
9 Good Fortune I 220/d +CL Luck (the Concordant ability score)
10 Hero Lore 190/d You gain x2 multiplier; Hero's powers of level = (CL-21)/7
11 Inconvenience Immunity 128/d Immune to Set, Truename, Crapped, Slain, As You Are
12 MassTelepathicCommand 22 Suggestion (no save) up to CL targets
13 Platinum Realm 190/r All Neutral creatures considered Evil vs.your effects
14 Platinum Wall 40+19/r Psi6N (Concordant) innates cannot pass through wall
15 Reduplication 19 Duplicates one (non-magical, non-psionic) item; max TechL = CL
16 Reset 190 Resets one target in sight (max = 1 reset per real reset)
17 Sentinel Lore 190/d You gain x2 multiplier; Sentinel's powers of level = (CL-21)/7
18 Sixth Level Priest Spell 22 Cast one 6th level Priest spell at CL = 80
19 Sphereshuffle 220 Teleport to another crystal sphere / alternate prime plane / alternate timeline
20 Stasis 11/s Touch: Target is Temporal Stasised (no save); you control the duration with DPPs
21 Telepathy Charm 220 Force one target to "Capital E" Explain one topic to you (no save)
22 Temporal Distortion 190/s Target gains another half-segment of actions after the current half-segment
23 Temporal Portal 190 Can travel +/- CL years in time
24 Wish 190 Wish (as spell), CL = 35

Psi6G Ultra Powers

# Name DPPs Effect
1 Celestial Chorus 250/s CL*10' x CL*10' x CL*10' area is considered to be a different plane (your choice)
2 Planar Walk 250/d Can travel to another plane at will (no summ. sickness) by simply spending 1V action
3 Seventh Level Priest Spell 25 Cast one 7th level Priest spell at CL = 90
4 Sixth Sense 250/d You know what will happen one round in advance at all times
5 Ultimate Lore 250/s You gain x3 multiplier but are noticeable to other deities on same plane
6 Vanish 125 One target disappears from multiverse for CL segments (unwilling may roll vs. GR)
7 Vox Populi 250/d Sense all deviate/evil thoughts (no resistance); area is entire plane you're on

[PC5] Psionicist Classes Group


Psi6N

Level KXP Psi6N
mMG S
1 0 5-- -
2 2 6-- -
3 4 7-- -
4 8 81- -
5 16 92- -
6 32 A3- -
7 64 B4- -
8 125 C5- -
9 250 D6- -
10 500 E7- -
11 750 F81 -
12 1000 G92 -
13 1250 HA3 -
14 1500 IB4 -
15 1750 JC5 -
16 2000 KD6 -
17 2250 LE7 -
18 2500 MF8 1
19 2750 NG9 2
20 3000 OHA 3
21 3250 PIB 4
22 3500 QJC 5
23 3750 RKD 6
24 4000 SLE 7
25 4250 TMF 8
26 4500 UNG 9
27 4750 VOH A
28 5000 WPI B
29 5250 XQJ C
30 5500 YRK D
31 5750 ZSL E
32 6000 [TM F
33 6250 \UN G
34 6500 ]VO H
35 6750 ^WP I
36 7000 _XQ J
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  8  2  3  1  0  1
+0  5  4  8  2  3  1  0  2
+1  6  4  8  3  4  2  0  2
+1  6  5  8  3  4  2  1  3
+2  6  5  9  3  4  2  1  3
+2  6  6  9  4  5  3  1  4
+3  7  6  9  4  5  3  2  4
+3  7  7  9  4  5  4  2  5
+4  7  7 10  5  6  4  2  5
+4  7  8 10  5  6  4  3  6
+5  8  8 10  5  6  5  3  6
+5  8  9 10  6  7  5  3  7
+6  8  9 11  6  7  6  4  7
+6  8 10 11  6  7  6  4  8
+7  9 10 11  7  8  6  4  8
+7  9 11 11  7  8  7  5  9
+8  9 11 12  7  9  7  5  9
+8  9 12 12  8  9  8  5 10
Requisites: Dex 16, Wis 16
Alignment: any N
HD/level: 2d4-1
Weapon Prof.: 3+level/3
To Hit Table: Rog
Save Table: Psi
Reference: DM
Groups: Psionicist
 
See [Q6N] for rules and powers.
Concordant Psionic Points (CPPs) = (Wis+Dex)*level
Level 1: RR, MR, AntiMagicR, and PsiR = level*4%
Level 1: InnateR = level*2%

[PC5] Psionicist Classes Group


[Q6N] Balance Psionics (Psi. Freq. 6N)

Psi6N uses CPPs (Concoradant Psionic Points).
CPPs (classed) = (Wis+Dex)*level
CPPs (wild talents) = (Wis or Dex)*(highest level)/2
Wild talents use HNCL/2 (half of highest level) for CL.
For the powers that list Type="varies-L": 1-6=Minor, 7-8=Major, 9-10=Grand, 11+=Super
For the powers that list Type="varies-N": 1-4=Minor, 5-8=Major, 9-12=Grand, 13+=Super

Psi6N Powers

# Name CPPs Type
1 Banish to Home Plane 50 Major
2 Bard or Sage Abilities L*L/d varies-L *
3 Contact Other Plane 40 Minor
4 Create/Destroy Conduit 200 Super
5 Detect Non-Balance 1/t Minor
6 Dismiss Elemental 10*N Minor
7 Dispel Magic 30 Minor
8 Dispel Non-Balance 30 Minor
9 Dispel Psionic 30 Minor
10 Druid Abilities L*L/d varies-L *
11 Druid Spells L*L/d varies-L *
12 Force Shapechange 20 Minor
13 Forget/Remember 20 Minor
14 Freedom 60 Major
15 Gate 70 Major
16 Mental Ball 10*N varies-N *
17 Null Field 10*N/r varies-N *
18 Protect Mortal 40/r Minor
19 Protection from Non-Balance 10/r Minor
20 Remove Alteration 10 Minor
21 Remove Effect 50 Major
22 Reverse Magic 10*N varies-N *
23 Reverse Psionics 10*N varies-N *
24 Self-Preservation N Minor
25 Sending/Demand 10 Minor
26 Sleep Bolt 10 Minor
27 Telekinesis N/m Minor
28 Teleport without Error 50 Major
29 Thief Abilities L*L/d varies-L *
30 True Seeing 1/m Minor

[PC5] Psionicist Classes Group


Psi6E

Level KXP Psi6E
mMG S
1 0 3-- -
2 3.3 4-- -
3 6.6 5-- -
4 13 61- -
5 33 72- -
6 66 83- -
7 99 94- -
8 166 A5- -
9 266 B61 -
10 666 C72 -
11 966 D83 -
12 1366 E94 -
13 1666 FA5 -
14 2066 GB6 1
15 2466 HC7 2
16 2666 ID8 3
17 2866 JE9 4
18 3066 KFA 5
19 3266 LGB 6
20 3466 MHC 7
21 3666 NID 8
22 3866 OJE 9
23 4066 PKF A
24 4266 QLG B
25 4466 RMH C
26 4666 SNI D
27 4866 TOJ E
28 5066 UPK F
29 5266 VQL G
30 5466 WRM H
31 5666 XSN I
32 5866 YTO J
33 6066 ZUP K
34 6266 [VQ L
35 6466 \WR M
36 6666 ]XS N
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  8  2  3  1  0  1
+1  5  4  8  2  3  1  0  2
+2  6  4  8  3  4  2  0  2
+3  6  5  8  3  4  2  1  3
+4  6  5  9  3  4  2  1  3
+5  6  6  9  4  5  3  1  4
+6  7  6  9  4  5  3  2  4
+7  7  7  9  4  5  4  2  5
+8  7  7 10  5  6  4  2  5
+9  7  8 10  5  6  4  3  6
+10  8  8 10  5  6  5  3  6
+11  8  9 10  6  7  5  3  7
+12  8  9 11  6  7  6  4  7
+13  8 10 11  6  7  6  4  8
+14  9 10 11  7  8  6  4  8
+15  9 11 11  7  8  7  5  9
+16  9 11 12  7  9  7  5  9
+17  9 12 12  8  9  8  5 10
Requisites: Con 13, Int 13, Wis 13
Alignment: any E
HD/level: 2d3
Weapon Prof.: 4+level/3
To Hit Table: War
Save Table: Psi
Reference: DM
Groups: Psionicist
 
See [Q6E] for rules and powers.
Demon Psionic Points (DPP) = [Con+Wis+Int] * Level.
Level 1: Summon/Gate = level*6% from levels 1-11, then 55+level% from levels 12 and up. This is the chance of bringing in a demon from the lower planes to assist the PC. The creature is initially of 1st Gloom. The PC then rolls the chance again, and if it succeeds the creature is of 2nd Gloom. In this case the PC rolls yet a third time to see if the creature is 3rd Gloom, and so on. The additional rolls are not optional.
Level 1: level*6% MR.
Level 1: Stats Adjustment. This is per level:
Devils(LE): (Dex+1 or Con+½ or Int+½) and (Str-½ or Chr-½ or Wis-1)
Daemons(NE): (Str+1 or Con+½ or Wis+½) and (Dex-½ or Chr-½ or Int-1)
Demons(CE): (Con+1 or Dex+½ or Str+½) and (Int-½ or Wis-½ or Chr-1)
Level 9: level*6-50% RR.

[PC5] Psionicist Classes Group


[Q6E] Demon Psionics (Psi. Freq. 6E)

Psi6E uses DPPs (Demon Psionic Points).
DPPs (classed) = (Con+Wis+Int)*level
DPPs (wild talents) = 66+(Int or Wis or Con)*level
Wild talents use HNCL/2 (half of highest level) for CL.
Wild Talent Level 1: Summon/Gate (6+level/2)%

Psi6E First Gloom Powers (Minor)

# Name DPPs Effect
Bodily Darkness/Flame 3/r Cold or Heat that damages 1 hp/r
Bodily Restoration I 3/r Regeneration 1 hp/round, repair limbs
Cast Doubt 6+3/r Gives target feelings of doubt
Cause Moderate Wounds 13 Does 2d8+1 damage by touch (no save)
Charm Person 13+3/d Similar to wizard spell "Charm Person"
Create Confusion/Riot 13+3/r Gives a feeling of disorganization/chaos
Curse Opponent 6 Target is cursed (-1 TH/saves/prime req)
Darkness 15' radius 6 Lasts 1 turn/level (or maintain 6/h)
Emotion 13 (1 target) As the 4th level Wizard spell
Enchantment vs. Good 3/r 20'sphere similar to "Pro.from good"
Fear I (Scare) 6 Target saves or loses 1 physical+mental
Heat/Chill Metal 6+3/r As the 2nd level Priest spell
Hypnotic Pattern 6+3/r As the 2nd level Wizard spell
Immunity I 13/d Immune to poison, non-silver weapons
Levitation 3/r Similar to wizard spell "Levitate"
Locate Object/Person 13+3/r Gives direction and vague distance
Meditation 1/m Gives 2 DPPs after 1 m (net gain +1 DPP)
Pass without Trace 6+3/t Must specify terrain before using
Produce Fire/Frost 13 Produces fire or frost (6 dmg, save:½)
Self-Preservation 1/hp Restores 1 hp/DPP (limit = Wis*3 /round)
Sight I (Inf/Ult/Dark) 13/d Infra 90', Ultra 270', Darkness vision
Silence 15' radius 6 Lasts 1 turn/level (or maintain 6/h)
Taunt 6 Similar to wizard spell "Taunt"
Telepathic Link 3/d Maximum # in link = Intelligence score
Temptation 13 Target saves or is suggested for 1 round
Trace Good 3/t Gives direction to source of good

[PC5] Psionicist Classes Group


Psi6E Second Gloom Powers (Minor)

# Name DPPs Effect
Ability Drain 33 Touch to drain 1d4 from an ability score
Alter Body Feature 16/d Change (physically) one limb/feature
Animate Dead 33 Similar to priest spell "Animate Dead"
Berserk Frenzy 16+6/r +1 physical action, lose all mentals
Bodily Restoration II 6/r Regeneration 3 hp/round, replace limbs
Cause Critical Wounds 33 Does 5d8+6 damage by touch (no save)
Choke 33+6/r Similar to wizard spell "Choke"
Continual Darkness 33 As the wizard spell "Continual Darkness"
Create Illusion 33+6/r Similar to wizard spell "Spectral Force"
Crimson Scourge 16+6/r Target degenerates 2 hp/round
Fear II (Horror) 33 Target saves or loses all P/M actions
Graft Bodily Weapon/Armor 33/d Connects 1 weapon/armor to body
Immunity II 33/d Immune to fire or cold, +1 weapon to hit
Know Alignment 16 As the 2nd level Priest spell
Larva Life 0 Consume 1 larva to Cureall (incl. DPPs)
Passwall 16/10' Opens a 10'diam passage (lasts 1 turn)
Phantasmal Killer 33 As the 4th level Wizard spell
Polymorph Self 33+6/d As the 4th level Wizard spell
Pyrotechnics 16+6/r Burst on first round, then smoke after
Read Surface Thoughts (ESP) 16+6/r Only emotional thoughts are read
Semi-Controlled Blinking 16+6/r Blinks with some control once each round
Sight II (X-ray/Invis/AL) 33/t Detect Invis., Know Align., X-ray vision
Sorrow 16+6/r Target is overwhelmed with sadness
Sticks to Snakes 16 As the 4th level Priest spell
Suggestion 16 As the 3rd level Wizard spell
Tongues 33+6/m As the 4th level Priest spell

[PC5] Psionicist Classes Group


Psi6E Third Gloom Powers (Major)

# Name DPPs Effect
Assassin Lore 99/d Assassin's abilities of ½ level
Avenger Lore 99/d Anti-Paladin's abilities of ½ level
Black Sheet of Absorption 99+9/r Deva innates cannot pass through wall
Charm or Hold Monster 66 Similar to respective wizard spells
Death Master Lore 99/d Death Master's abilities of ½ level
Enslave Lesser Demon 66/d Enslaves a 1st-2nd gloom demon (no save)
Fear III (Torture) 99 Target saves or death in 6 rounds
Feeblemind 66 Similar to wizard spell "Feeblemind"
Gaseous Discharge 49+9/r Stinking Cloud/Vampiric Mist/others?
Gaze of Ice 99 Save (for damage) or petrified to ice
Imbue Superstition Psi 66 Target is given rating=1 in superstition
Imbue with Special Damage 99/d Electric Aura, Acid Sting, others?
Infernal Communion 49/r Gains the attention of a 3rd gloom demon
Mutant Power: Minor 99/d Get 1 minor mutant power (can't change)
Possession 99+9/r Similar to wizard spell "Magic Jar"
Project Image 66+9/r Similar to wizard spell "Project Image"
Quasit/Imp Servant 99/d Transform a larva into an imp or quasit
Sinuous Horrors 49+9/r Transforms arms to poisonous/acid snakes
Spinning Missiles 66+9/r Small horns break off body and attack
Telekinesis 1/6lb. Maintenance cost=Initial/10 per round
Teleport 49+6/% Has error, spend to correct afterward
Wall of Fire 49+9/r As the 4th level Wizard spell
Wall of Ice 66+9/r As the 4th level Wizard spell
Wall of Stone 99 As the 5th level Wizard spell
Waters of Styx 9/r 1 gallon/round: Unholy water with Forget

[PC5] Psionicist Classes Group


Psi6E Fourth Gloom Powers (Major)

# Name DPPs Effect
Attune Weapon/Armor 166 Change a weapon/armor's home plane
Betrayal 83+13/r Causes target to fail Loyalty, turn coat
Blackfire 166 Polymorph Any Object to Ashes (6d10 Hp)
Bodily Restoration III 13/r Troll-like Regeneration 6 hp/r
Body Double 166 Transform a larva into a clone
Cause Insanity 83 3 saves: each fail is 1 insanity
Cloak of Darkness 166+13/r Imp.Invis., Immune to Detection/Location
Fear IV (Id Insinuation) 166 6 simultaneous Psi.freq.2 mode D attacks
Hex Bolt 1/dmg 1 dmg/DPP (Save:½), Curse/Blight
Howling Thunder 166 Randomly summons 6d20 abyssal spirits
Mass Suggestion 166 As the 6th level Wizard spell
Mass Telekinesis 1/13lb. Maintenance cost=Initial/10 per round
Mutant Power: Major 166/d Get 1 major mutant power (can't change)
Necromancer Lore 166/d Necromancer's abilities of ½ level
Power Word Blind 166 200 hp of creatures blinded (no save)
Psi-Trap 166+13/d Holds one power in area for triggering
Rotting Limb 83+13/m One limb useless, degenerate 1 hp/r
Shadow Bonds 83+13/r Black Bonds that hold up to Str 38
Sight III (True/Clairvoy) 166/t True Seeing, Clairvoyance, Plane/Origin
Steal Soul I 83 Imbues target to be a wild talent Demon
Summon Shapeless Horror 83 As per Demons supplement description
Symbol or Glyph/Warding 83 Similar to respective priest spells
Teleport Without Error 166 As the 7th level Wizard spell (1 plane)
Vapors of Weakness 83+13/r 2 saves:fail 1=Str 1, fail 2=unc.6d4r
Voices 83+13/r 2 saves:fail 1=insan., fail 2=ultrablast

[PC5] Psionicist Classes Group


Psi6E Fifth Gloom Powers (Grand)

# Name DPPs Effect
Dark Thunderbolt 1/dmg 1 dmg/DPP (darkness & sound) (no save)
Defile Consecrated Ground 266 Destroys one good-aligned area's Aura
Enslave Greater Demon 166/d Enslaves a 3rd-4th gloom demon (no save)
False God Worship 266+16/m Temptation to worship money&possessions
Fear V (Vision of Weakness) 266 Lose 1d6 levels, -6 Str/Dex/Con (save)
Forbiddance 166/d As the 6th level Priest spell
Gate 266+16/r As the 9th level Wizard spell
Immunity III 266/d Immune:lightning/acid, +2 weapon to hit
Improved Phantasmal Killer 166 As the 4th level Wizard spell (no save)
Mass Charm 166+16/d As the 8th level Wizard spell
Planeport 266 As TWE but up to 6 planes removed
Power Transfer special Can make Demon Psionic Items
Shape Change 166+16/r As the 9th level Wizard spell
Steal Item 166 Target saves or demon gets 1 random item
Steal Soul II 166 Transforms willing target to a larva
Storm of Vengeance 266+16/r As the Quest level Priest spell
Teleport Grabbing Field 166/d Relocates Teleport destinations in area
Unholy Word 266 As the 7th level Priest spell (doubled)

Psi6E Sixth Gloom Powers (Super)

# Name DPPs Effect
Astral Form Blockade Field 183/d Stops Astral Psi./Proj., Dim.Doors
Bodily Restoration IV 26/r Troll-like Regeneration ¬ of max hp/r
Dark Storm 1/dmg 6 Dark Thunderbolts (pay DPP cost once)
Destroy Imagination 183 Removes a psi.freq.5 effect/wild talent
Fear VI (Fear Contagion) 183 As the Quest level Priest spell
Hell Pit 183 2 saves:fail 1=goto hell, fail 2=impris
Immunity IV 366/d Globe/Invuln., Immune:1st-2nd Dominions
Know Truename 366 As the 9th level Diviner spell
Lich Lore 366/d Lich powers of ½ level
Mutant Power: Grand 366/d Get 1 grand mutant power (can't change)
Permanency 366 Makes a Demon psi power permanent
Physical Manifestation 183/d Can appear physically on non-home plane
Steal Soul III 366 Transforms unwilling target to a larva

[PC5] Psionicist Classes Group


Psi7 (Undead)

Level KXP Psi7
mMG S
1 0 2-- -
2 3.3 4-- -
3 6.6 6-- -
4 13.2 71- -
5 24.75 73- -
6 45 75- -
7 82.5 77- -
8 150 88- -
9 300 981 -
10 600 983 -
11 900 985 -
12 1200 987 -
13 1500 998 -
14 2100 A99 -
15 2700 AAA -
16 3300 BBA -
17 3900 CBB -
18 4500 CCB 1
19 5100 CCC 2
20 5700 DCC 3
21 6300 DDC 4
22 6900 DDD 5
23 7500 EDD 6
24 8100 EED 7
25 8700 EEE 8
26 9300 FEE 9
27 9900 FFE A
28 10500 FFF B
29 11100 GFF C
30 11700 GGF D
31 12300 GGG E
32 12900 HGG F
33 13500 HHG G
34 14100 HHH H
35 14700 IIH H
36 15300 III I
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  8  2  3  1  0  1
+1  5  4  8  2  3  1  0  2
+1  6  4  8  3  4  2  0  2
+2  6  5  8  3  4  2  1  3
+3  6  5  9  3  4  2  1  3
+3  6  6  9  4  5  3  1  4
+4  7  6  9  4  5  3  2  4
+5  7  7  9  4  5  4  2  5
+5  7  7 10  5  6  4  2  5
+6  7  8 10  5  6  4  3  6
+7  8  8 10  5  6  5  3  6
+7  8  9 10  6  7  5  3  7
+8  8  9 11  6  7  6  4  7
+9  8 10 11  6  7  6  4  8
+9  9 10 11  7  8  6  4  8
+10  9 11 11  7  8  7  5  9
+11  9 11 12  7  9  7  5  9
+11  9 12 12  8  9  8  5 10
Requisites: Con 9, Wis 9
Alignment: any
HD/level: d13
Weapon Prof.: 6+level/6
To Hit Table: Pri
Save Table: Psi
Reference: DM
Groups: Psionicist
 
The new Psi7 is Undead psionics. The previous Psi7 (Concordant/Godly Psi) has been moved to [X7] and is no longer a psionic frequency.
See [Q7] for rules and powers.
As a Psi7 character, you are still alive, but are imbuing yourself with undead-type powers. Psi7 by itself does not make you vulnerable to Turn Undead.
PSPs (Psi7) = (LVL+3)*30.

[PC5] Psionicist Classes Group


Psi7 Minor Powers

# PSPs Description
1 2 Curse (Spell save)
2 2 Doesn't cost an additional action to use, just your eye's P or M action: Gaze to Charm (save)
3 2 Duplicate a SL 0-1 Necromancy effect (Wizard or Priest)
4 -10 to max Fear aura (anyone who enters your group) (Will save)
5 -10 to max Immunity to cold
6 -10 to max Immunity to disease
7 -10 to max Immunity to emotional effects
8 -10 to max Immunity to sleep, fatigue, and exhaustion
9 2/r Improved Invisibility to Undead
10 2 Moan: One group is feared (Will save)
11 -10 to max Need not breathe
12 -10 to max Need not eat or drink
13 -10 to max Need not sleep; Unaging
14 -10 to max People need a +CL weapon to hit you
15 -10 to max Pick a stat. Whenever you touch someone, they take (CL+1)/2 ability damage to that stat (PPD save)
16 2 Summon a DL I Undead
17 -10 to max Whenever you touch someone, they get a disease (PPD save)
18 -10 to max You Turn Undead at +1 level, +CL to the d20 roll, and +CL/2 to the d12 roll

Psi7 Major Powers

# PSPs Description
1 5 Duplicate a SL 0-3 Necromancy effect (Wizard or Priest) or a SL 1 ProtoLich spell
2 -25 to max Immunity to ability drain
3 -25 to max Immunity to all mind-affecting effects
4 -25 to max Immunity to critical hits
5 -25 to max Immunity to paralysis and stun
6 -25 to max Immunity to poison
7 5/t Incorporealness (+20 AC, you can pass through walls, can pick up objects, but cannot attack)
8 5 Magic Jar / Possession (Will save)
9 -25 to max Regenerate at CL-3 hp /s
10 5 Slay Living (save)
11 5 Summon a DL IV Undead
12 -25 to max Vampiric Regen (CL-3)*10% of damage you deal
13 -25 to max Whenever you touch someone, they are aged CLd4 years (PPD save)
14 -25 to max Whenever you touch someone, they are energy drained (CL+3)/6 levels (no save)
15 -25 to max Whenever you touch someone, they are paralyzed (PP save)
16 5 Wither limbs (like a Sharpness effect) (CL-3 PP saves, each missed save is one lost limb)
17 5 Wrench
18 -25 to max You emit a stench like a ghast

[PC5] Psionicist Classes Group


Psi7 Grand Powers

# PSPs Description
1 8 Death Spell a group (total CL*CL HD, max HD affected = CL)
2 8 Duplicate a SL 0-5 Necromancy effect (Wizard or Priest) or a SL 2 ProtoLich spell
3 -40 to max Immunity to any effect that requires a Fortitude save (unless the effect also works on objects)
4 -40 to max Immunity to death or slay effects
5 -40 to max Immunity to energy drain and negative levels
6 -40 to max Immunity to Turn Undead
7 8 Summon a DL VII Undead
8 8 Target is energy drained CL/2 levels (no save)
9 -40 to max Whenever you touch someone, they get Mummy Rot (no save)

Psi7 Super Powers

# PSPs Description
1 11 As You Are
2 11 Duplicate a SL 0-7 Necromancy effect (Wizard or Priest) or a SL 3 ProtoLich spell
3 11 Summon a DL X Undead
4 -55 to max When you die, you go to the Negative Energy Plane, and will reform on the Prime the next day
5 -55 to max You do not go unconscious and stay offensive at any negative hp total (but will still die)
6 -55 to max Your unarmed attacks are Vile damage and hard to heal (healing effects are divided by CL-16)

[PC5] Psionicist Classes Group


Psi8

Level KXP Psi8
mMG SU
1 0 1-- --
2 4 2-- --
3 8 3-- --
4 16 41- --
5 32 51- --
6 64 62- --
7 128 72- --
8 256 831 --
9 512 931 --
10 900 A41 --
11 1300 B42 --
12 1700 C52 --
13 2100 D52 --
14 2500 E63 --
15 2900 F63 --
16 3300 G73 1-
17 3700 H74 1-
18 4100 I84 1-
19 4500 J84 1-
20 4900 K95 2-
21 5300 L95 2-
22 5700 MA5 2-
23 6100 NA6 2-
24 6500 OB6 3-
25 6900 PB6 3-
26 7300 QC7 3-
27 7700 RC7 3-
28 8100 SD7 4-
29 8500 TD8 4-
30 8900 UE8 4-
31 9300 VE8 4-
32 9700 WF9 51
33 10100 XF9 51
34 10500 YG9 51
35 10900 ZGA 51
36 11300 [GA 51
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  8  2  3  1  0  1
+0  5  4  8  2  3  1  0  2
+0  6  4  8  3  4  2  0  2
+1  6  5  8  3  4  2  1  3
+1  6  5  9  3  4  2  1  3
+1  6  6  9  4  5  3  1  4
+2  7  6  9  4  5  3  2  4
+2  7  7  9  4  5  4  2  5
+2  7  7 10  5  6  4  2  5
+3  7  8 10  5  6  4  3  6
+3  8  8 10  5  6  5  3  6
+3  8  9 10  6  7  5  3  7
+4  8  9 11  6  7  6  4  7
+4  8 10 11  6  7  6  4  8
+4  9 10 11  7  8  6  4  8
+5  9 11 11  7  8  7  5  9
+5  9 11 12  7  9  7  5  9
+5  9 12 12  8  9  8  5 10
Requisites: Int 12
Alignment: any
HD/level: d8
Weapon Prof.: 8+level/4
To Hit Table: Wiz
Save Table: Psi
Reference: DM
Groups: Psionicist, Technology
 
See [Q8] for rules and powers.
Can manipulate an object with TechF equal to your level or less.
In addition, Psi8 gets "Netrunning" type powers which allow the Psi8 to physically connect to a machine or object; see [Q8].
Level 1: +1 Technological proficiency slot per level (see [P8.8]).

[PC5] Psionicist Classes Group


Psi8 powers improve your mind & body so you can interface with technology better.
Psi8 powers are resisted using PR (Psionic Resistance), *not* TechR (Technological Resistance). TechR is used to resist Technological Items, described on the next page.

Psi8 Minor Powers

Name Effect
Construct Control Item 1 Create a "Control" type item (see next page) of TechL=CL, each TechL takes 1S action
Construct Generic Item 1 Create a "Generic" type item (see next page) of TechL=CL, each TechL takes 1S action
Construct Power/Defensive Item 1 Create a "Power" type item (see next page) of TechL=CL, each TechL takes 1S action
Construct Weapon Item 1 Create a "Weapon" type item (see next page) of TechL=CL, each TechL takes 1S action
Create Technological Monster I Create a DL I Technological Monster (AC=4*CL, hp=8*CL, Str=2*CL)
Degrade Technology Technological item with TechL<=CL gets -1 TechL (save vs. PP) (minimum TechL=0)
Detect Technology Detects Technology and gives TechL within sight
Energy Discharge 80' line, CL^2 technological dmg (RSW save:½), can power tech items drained of power
Hack into Technological Object Hack (gain control) of a technological object with TechL<=CL (monsters get save)
Hard Resistance to Radiation Double resist radiation (1/4, save for 1/10), Ignore gaining Psi9/18/27 powers due to RS
Identify Technology Identifies a technological item, 8% chance of failure per TechL greater than your CL
Improve Technology Technological item with TechL<CL gets +1 TechL (TechL% chance of destroying item)
Mend As spell
Minor Creation As spell
Repair Light Damage Cures 10 hp (1 Hull point) to a technological item
Speak with Technological Item Communicate with technological item (considered semi-intelligent like Speak w/ Plants)
Technological Armor +CL AC, +CL*2 current hp (like an Armor spell), can stack w/ Armor spell
Technological Shield DR (CL*2)/(+CL/2) (or) WR 10*CL% (or) Others need a +CL-1 weapon to hit you
Technological Weapon Your weapon gets +(CL/2, round down) TH & +(CL/2, round up) dmg, not magical plusses

[PC5] Psionicist Classes Group


Psi8 Major Powers

Name Effect
Construct Control Item 2 Create a "Control" type item (see next page) of TechL=CL, each 2 TechL takes 1S action
Construct Generic Item 2 Create a "Generic" type item (see next page) of TechL=CL, each 2 TechL takes 1S action
Construct Power/Defensive Item 2 Create a "Power" type item (see next page) of TechL=CL, each 2 TechL takes 1S action
Construct Weapon Item 2 Create a "Weapon" type item (see next page) of TechL=CL, each 2 TechL takes 1S action
Create Technological Monster II Create a DL IV Technological Monster (AC=8*CL, hp=8*(CL^2), Str=4*CL)
Dispel Technology Dispels a technological effect
Hard Resistance to Chemicals Double resist chemical elements (1/4, save for 1/10), Immune to gas & poison
Living Technology +1E action per round for one of your items (it can activate itself)
Major Creation As spell
Repair Serious Damage Cures 80 hp (8 Hull points) to a technological item, fixes minor malfunctions
Tech Jar Magic Jar into a technological item
Techmind +TechL*8 to Personality score (can also be used vs. normal magic/psionic items)
Techskin Get TechL "Techskins", each absorbs one technological attack (can't use with Stoneskin)
Unusual Mix May construct your tech items using "Unusual Materials" chart, this may have odd effects

Psi8 Grand Powers

Name Effect
Anti-Technological Shell Reduce all technological objects within 30' by -CL TechL (min TechL=0)
Attune Technological Item Allow another to have & use one of the technological objects you made using Psi8
Construct Control Item 4 Create a "Control" type item (see next page) of TechL=CL, each 4 TechL takes 1S action
Construct Generic Item 4 Create a "Generic" type item (see next page) of TechL=CL, each 4 TechL takes 1S action
Construct Power/Defensive Item 4 Create a "Power" type item (see next page) of TechL=CL, each 4 TechL takes 1S action
Construct Weapon Item 4 Create a "Weapon" type item (see next page) of TechL=CL, each 4 TechL takes 1S action
Cron Job Contingency or Delayed Blast for one Psi8 power
Create Technological Monster III Create a DL VIII Technological Monster (AC=16*CL, hp=8*(CL^3), Str=6*CL)
Hard Resistance to Anti-Matter Double resist anti-matter (1/4, save for 1/10), Can survive in anti-matter based prime
Magical Engineering Duplicate the effects of a Psi16 minor or major
Repair Massive Damage Cures 640 hp (64 Hull points) to a technological item, fixes Crashed/Hung status

Psi8 Super Powers

Name Effect
Construct Control Item 8 Create a "Control" type item (see next page) of TechL=CL, each 8 TechL takes 1S action
Construct Generic Item 8 Create a "Generic" type item (see next page) of TechL=CL, each 8 TechL takes 1S action
Construct Power/Defensive Item 8 Create a "Power" type item (see next page) of TechL=CL, each 8 TechL takes 1S action
Construct Weapon Item 8 Create a "Weapon" type item (see next page) of TechL=CL, each 8 TechL takes 1S action
Create Technological Monster IV Create a DL XII Technological Monster (iAC=CL/8, ihp=CL/8, Str=8*CL)
Hard Resistance to Time Double resist time (1/4, save for 1/10), Immune to Time Stop / Temporal Stasis
Steal Attunement Allow another to have & use one of the technological objects *anyone* made using Psi8

[PC5] Psionicist Classes Group


Psi8 Technological Items

At any given moment, you may have a number of Psi8 technological items (that you created) equal to your Psi8 level. Other Psi8 items (made by someone else) that you somehow gain control of do not count against this limit.
Technological effects are resisted using TechR (Technology Resistance) or another resistance listed below.
Items listed as "1 charge" burn out when used; you make make another item immediately after activating this item (the temporary effect doesn't count against the number of technological items you may have).
The names given are for the TechL=20 version; the actual device will look and operate differently at lower tech levels (e.g. a low TechL "Tractor Beam" would actually be a grapple-like device similar to what Batman uses).

Psi8 Control Items

Item Effect (use TechR or CR [Charm Resistance] to resist)
Boarding Party 1M, 1 charge: Summon a DL=TechL monster (need not be technological)
Comp (Computer) +TechL*2 Nonweapon Proficiencies; +TechL/2 Int (round down)
Ctrl (Control) Need to be charmed an extra TechL times to be controlled; can operate at -TechL*8 hp
DamCon (Damage Control) Regenerate TechL hp/r (it's not "troll-like", it's normal regeneration)
Deck Crew 1Z, 1 charge: +1P action per round for 1 turn
ExcDam (Excess Damage) Don't die unless lowered below -TechL*8-10 hp; "Power Word" spells reduced by TechL*8
Passenger 1V, 1 charge: +1 minor familiar for 1 turn (don't lose hp or anything when it disappears)
Sen (Sensors) Detect Life/Technology/Energy (type and amount), range = 8*TechL feet (through walls)
Scan (Scanners) Get vague impression (order of magnitude) of # of beings (and type) within a large area
SpecComm (Communications) Communicate with someone up to 8^TechL feet away

Psi8 Generic Items

Item Effect (use TechR or aCR [Concrete Resistance] to resist)
Armor 1M: +TechL*8 current hp (like Armor spell), doesn't stack w/ Armor or Tech Armor (above)
Cargo TechL^3 lbs. extradimensional space
Ftr (Fighter) 1V, 1 charge: Use any weapon in the "Weapons Items" list below
Holo (Holodeck) 1M: Create an illusion (all 5 senses) of SL=TechL/3 effect
Hull +TechL*2 max hp
Lab 1M: Legend Lore TechL*10%
Prb (Probe) 1V, 1 charge: An invisible mobile Lab (mental communication), moves at TechL^2" flying
Repair 1M: Cure TechL*8 hp, divided as you choose between any number of targets
Trac (Tractor Beam) 1V: Telekinesis 8*TechL^4 lbs*move" (e.g. TechL=10, move a 2000 lb. object at 40" rate)
Tran (Transporter) 1M: Teleport up to 4^TechL feet away; you have "summoning sickness"

[PC5] Psionicist Classes Group


Psi8 Power/Defensive Items

Item Effect (use TechR or aWR [Anti-Weapon Resistance] to resist)
APR (Auxiliary Power Reactor) +TechL/2 spell levels in one spell progression (or) +TechL*4 max PSPs (any freq.)
Btty (Battery) 1Z, 1 charge: +TechL spell levels in one spell prog. (or) +TechL*8 PSPs (any freq.)
Cloaking Device Non-Improved Invisibility; +TechL AC
DD (Displacement Device) 1Z: Blink up to 4*TechL feet away; you do not have "summoning sickness"
Impulse Base (walking) movement rate is TechL*6"
Shield 1M: Absorbs up TechL*8 dmg from anything except melee (does not affect actual hp total)
Warp Fly at TechL*4" rate

Psi8 Weapon Items

Item Effect (use TechR or WR [Weapon Resistance] to resist)
ADD (Anti-Drone) 1 charge: Take no damage from a missile attack (has TechL charges)
Disr (Disruptor) 1P: Deal (TechL)d5 disruptive dmg to one target, half of the damage is Vile damage
Drn-A (Type A Drone Rack) 1P, X charges: (TechL)d(6*X) dmg to one target, considered a missle (has 4 charges)
ESG (Expanding Sphere Gen.) Fire Shield, except they take a constant TechL*2 dmg each time they hit you
Mine-A (Type A Mine Rack) 1P, 1 charge: Create a technological trap that does TechL^4 dmg (has 4 charges)
Ph-1 (Phaser-1) 1P: Deal (TechL)d4 light dmg to one target, save vs. RSW or blinded for TechL segments
Ph-G (Phaser-G) 1P: Deal TechL light dmg to 4 targets (there is no blindness like Ph-1)
Phtn (Photon Torpedo) 1P: Deal (TechL)d8 explosive dmg to one target, needs 1 segment to recharge itself
Pl-F (Plasma Torpedo) 1P: Deal (TechL)d10 fire dmg in a 10' radius (BW save: ½), needs 2 segments to recharge
SFG (Stasis Field Generator) 1M: Target loses next TechL/4 (round down) segments of actions (Will save to ignore)
WC (Web Caster) 1P: Web spell, except it's a TechL*10' line instead of a radius

[PC5] Psionicist Classes Group


Psi9

Level KXP Psi9
mMG S
1 0 1-- -
2 3 2-- -
3 6 3-- -
4 12 31- -
5 24 32- -
6 48 33- -
7 96 44- -
8 192 55- -
9 400 551 -
10 700 552 -
11 1000 553 -
12 1300 554 -
13 1600 555 -
14 1900 666 -
15 2200 777 -
16 2500 888 -
17 2800 999 -
18 3100 AAA -
19 3400 AAA 1
20 3700 BBB 1
21 4000 BBB 2
22 4300 CCC 2
23 4600 CCC 3
24 4900 DDD 3
25 5200 DDD 4
26 5500 EEE 4
27 5800 EEE 5
28 6100 FFF 5
29 6400 FFF 6
30 6700 GGG 6
31 7000 GGG 7
32 7300 HHH 7
33 7600 HHH 8
34 7900 III 8
35 8200 III 9
36 8500 JJJ 9
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  0  0  0  0  0  0  0  0
+2  1  1  1  1  1  1  1  1
+3  1  1  1  1  1  1  1  1
+4  2  2  2  2  2  2  2  2
+5  2  2  2  2  2  2  2  2
+6  3  3  3  3  3  3  3  3
+7  3  3  3  3  3  3  3  3
+8  4  4  4  4  4  4  4  4
+9  4  4  4  4  4  4  4  4
+10  5  5  5  5  5  5  5  5
+11  5  5  5  5  5  5  5  5
+12  6  6  6  6  6  6  6  6
+13  6  6  6  6  6  6  6  6
+14  7  7  7  7  7  7  7  7
+15  7  7  7  7  7  7  7  7
+16  8  8  8  8  8  8  8  8
+17  8  8  8  8  8  8  8  8
+18  9  9  9  9  9  9  9  9
Requisites: Str 12, Dex 0, Con 12
Alignment: any
HD/level: d12
Weapon Prof.: 0+level
To Hit Table: Mon
Save Table: Mon
Reference: Synn
Groups: Psionicist
 
See [Q9] for rules and powers.
Get +1 to each track for each level.
Level 1: May use Psionic Enchantments.

[PC5] Psionicist Classes Group


Basic Psi9 Information

An area's radiation is given as a number called RS, for Radiation Severity. If a character is subjected to radiation for longer than (Con-RS) turns, the effective RS for that character goes up by one each turn until the area's RS is reached. The character rolls Radiation Resistance (RR), adjusted by the table below under "System Shock" each turn. If it fails, the character is Infected and makes no further RR rolls. He suffers the permanent loss of Con and Cml as shown below, degenerates at a rate equal to RS/h, and has a chance of developing an Insanity. He also "glows" at a radius (1st #) with his own RS (2nd #). The degeneration and glowing can be stopped with Cure Disease. If the character degenerates below 0 hp and then is cured, he will develop Mutant powers:
 
Radiation
Severity
Chance
Insanity
System
Shock
Glow
Field
Con
Loss
Cml
Loss
Minor Major Grand
1/4 0 0.4 ½'/0 0 -1 0 0 0
1/2 0.05 0.2 1'/¼ 0 -2 0 0 0
1 0.1 0 1'/½ -1 -3 1 0 0
2 0.15 -0.1 2'/½ -2 -4 1 1 0
3 0.25 -0.2 3'/1 -2 -5 2 1 0
4 0.35 -0.3 4'/1 -3 -6 2 1 1
5 0.45 -0.4 5'/2 -3 -7 2 2 1
6 0.55 -0.5 6'/2 -4 -8 3 2 2
7 0.65 -0.6 7'/3 -6 -9 3 3 3
8 0.75 -0.7 8'/4 -8 -10 2 4 4
9 0.85 -0.8 9'/5 -10 -11 1 3 5
10 0.95 -0.9 10'/6 -12 -12 0 2 6
 
Each power is selected RANDOMLY (with no adjustments whatsoever). The check rating (CH) is equal to ½ of the character's highest level. The mutant has 6 tracks, one for each stat and equal to double the stat's normal value. A power's relevant stat track is reduced by it's check mod when it is used. A track is also reduced each time the main stat is reduced (1 for 1), even if the loss is temporary. If a track falls below it's stat, the stat is also reduced to the track's number until the track goes up again (1/h).
 
The Constitution loss is enforced and cannot be healed by any means. Classed Psi9 characters have no Con loss. (0.5)
If you use the chart provided in the original system, the powers are rolled randomly. The original chart has a "1" in Supers at RS 10. (0.5)
Wild Talents may use this alternate chart and choose the powers. There are always 0 Supers.
 
Radiation
Severity
Minor Major Grand
1/4 0 0 0
1/2 0 0 0
1 1 0 0
2 2 0 0
3 2 1 0
4 3 1 0
5 3 2 1
6 3 2 1
7 3 3 1
8 2 4 2
9 1 3 2
10 0 2 3
 
CH = ½ level for Wild Talents, CH = level for classed Psi9 characters.
 
May use psionic enchantments. The psionic part of the cost is N+1 from each of the 6 tracks, where N+1 is the level of spell upgraded.
 
Optional: The Psi9/Psi18 stat adders use the system mentioned in 0.91: +1 for Minor, +2 for Major, +3 for Grand, +4 for Super.

[PC5] Psionicist Classes Group


Psi9 Minor Powers

# Power Check Description [Permanent powers in brackets]
1 Altered Appearance Chr/h Change Self (as spell)
2 Analyzer Int/r Identify mech. machine & its operation
3 Baldness Chr/d [Hair falls out] Starts growing new hair
4 Blind Wis/d [Mutant is Blind] Enhanced Hearing
5 Blisters Con/m [-1 TH, +1 dmg/att] Removes penalty
6 Damage Protection Str/m +CH AC, -½CH dmg per attack
7 Deaf Wis/d [Mutant is Deaf] Enhanced Vision
8 Decreased Attribute Stat/m [-2d4 to one stat] Gain points back
9 Dwarfed Dex/t [Mutant is ½ Height] +½CH AC, +¼CH saves
10 Electricity Generator Con/r 4d10'long, CHd6 dmg (save:½)
11 Enhanced Hearing Wis/m Can hear CH times normal distance
12 Enhanced Smell Wis/m Can smell CH times normal distance
13 Enhanced Vision Wis/m Can see CH times normal distance
14 Epilepsy Con/r [In stress, check or lose all actions]
15 Eternal Sustenance Con/w Need to eat,sleep only 1/CH normal
16 Extra Eye Dex/r [+1 eye] Can move eye around in body
17 Extra Limbs Dex/h [+1d4 limbs] Can use them normally
18 Force Field Int/r Moveable Wall of Force (solid version)
19 Gills Str/d [has gills] Can breathe underwater
20 Hypnosis Chr/h One creature hypnotized (save)
21 Increased Attribute Stat/r +½CH to any stat
22 Invisibility Int/m (non-Improved) Invisibility
23 Jumper Dex/r Can jump CH*10', kick @ +CH Str
24 Laser Vision Int/r [see in dark] Laser Beam CHd8 dmg (save)
25 Lesser Elemental Power Str/r [roll 1 1st-3rd Ele.spell] Casts it
26 Lesser Evocation Power Str/r [roll 1 1st-3rd Inv.spell] Casts it
27 Lesser Psionics Power Wis/r [roll 1 Psi1N minor/Psi2P dev.] Uses it
28 Levitation Int/m Levitate (as spell)
29 Metal Corrosion Con/r Touch:Metal items save (no mod.) vs.acid
30 Minormorph Chr/m Polymorph Self (as spell)
31 Mute Str/m [Mutant cannot speak] Mutant can speak
32 Photographic Memory Int/r Instantly remembers anything ever seen
33 Poison Claws Dex/r CHd4 damage poison in fingernails (save)
34 Poison Fangs Dex/r CHd6 damage poison in mouth (save)
35 Resistance to Magic Con/m CH*5% MR (adjust @ 12th casting level)
36 Resistance to Poison Con/h CH*5% Poison Resistance (non-adj.)
37 Resistance to Psionics Wis/m CH*5% Psionic Resistance (adj.@12th)
38 Resistance to Radiation Con/t CH*5% RR
39 Sense Int/r Detect Magic/Psi/Life/AL 3*CH' range
40 Scattershot Str/r CH Energy Pellets, 1d4 dmg ea. (no save)
41 Skin Coloration Chr/h [Skin random color] Skin another color
42 Speak with Plants Chr/m Speak with Plants (as spell)
43 Specific Allergy Str/m [takes 1d4 dmg/m in contact] No damage
44 Surface Adherence Str/m Spider Climb (as spell), any surface
45 Tail with Poison Stinger Dex/h [+1 tail] Can use tail (as Poison Fangs)
46 Taller Str/t [Mutant 2xHeight,+CH move rate] +CH Str
47 Telekinesis Int/r CH*200 lb. weight limit
48 Tentacles (no arms) Dex/d [Arms become CH' long tentacles] Can use
49 Tesseract Int/r Teleport (sight=no error)
50 Translator Int/t Can understand any language spoken
51 Twitchy Dex/r [-1 TH,-15% FRT/OL/PP] Removes penalty
52 Wings Dex/d [Gain 2 or 4 wings] Fly at 3*CH" rate
53 Withered Limb Con/m [Limb withers/useless] Can use limb
54 X-ray Vision Wis/r Can see CH" in metal, CH' in stone

[PC5] Psionicist Classes Group


Psi9 Major Powers

# Power Check Description [Permanent powers in brackets]
1 Absorber Con/r T:Drain ½CH Str,½CH Con to mutant temp.
2 Alter Density Int/m Pass through objects, Fly at CH" rate
3 Amphibian Con/r [Water Breathing] Sonic Blast:CH*10 dmg
4 Become Energy Wis/m Move at light speed, immune phys.attack
5 Bio Force: Bio Flight Con/h Fly at 10*CH" rate
6 Bio Force: Force Beam Con/r Target in cocoon (save), no P/V actions
7 Bio Force: Invulnerability Con/m +CH AC,-½CH dmg per attack (incl.spells)
8 Bio Force: Penetra Vision Con/r Can see 5*CH' through any material
9 Bio Force: Super Speed Con/r +½CH Dex, +1 P action, xCH move rate
10 Bio Force: Super Strength Con/r +CH Str
11 Bio Syntha Steel Str/r +CH AC,-CH dmg/att,+CH/+CH nat. weapons
12 Control Body Molecules Str/m Shapechange (as spell), even to objects
13 Control Size Dex/m Size incr/decr by x+/-CH, +/-½CH Str
14 Disintegration Beam Wis/r Disintegrate up to 100*CH lbs. (save)
15 Elemental Power Str/r [roll 1 4th-6th Ele.spell] Casts it
16 Energy Cocoon Int/h Field CH'diam.,fly:7*CH" rate,7*CH% PsiR
17 Evocation Power Str/r [roll 1 4th-6th Inv.spell] Casts it
18 Heal/Cause Pain Wis/r Target healed or harmed CH*10 hp (save)
19 Hyperflight Dex/m +CH AC, Fly at 100*CH" rate, Pro.Vacuum
20 Impact Beam Str/r Str-CH check or move CH*10' (& fall dmg)
21 Incendiary Blast Int/r Con-CH check or CHd12 damage
22 Invulnerability Wis/m +CH AC, +CH saves, 3*CH% MR,RR,PsiR
23 Magnetic Field Dex/m Str-CH check or metal move toward CH*10'
24 Matter Transformer Con/r Polymorph any Object, 500+CH*100 lbs.
25 Metamorph Con/m Shapechange Other (save)
26 Molecular Disrupter Dex/r CHd10 Disruption damage (save:½)
27 Night Lightning Dex/m Mutant->storm, CHd6 lightning/r(save:½)
28 Nova Bolt Dex/r CHd12 Fire damage, Heats Metal (save:½)
29 Paralysis Bolt Str/r Paralyzation CH t (save)
30 Plane Phaze Chr/t Turn into Ghost incl. Aging touch
31 Psionics Power Wis/r [roll 1 Psi1N major/Psi2P sci.] Uses it
32 Radar Int/r Detect Movement CH Miles (in line-sight)
33 Regenerator Con/d [Regeneration CH hp/r, Restores Memory]
34 Sensor Int/r Detect Magic/Psi/Life/AL 30*CH' range
35 Sonic Wail Dex/r 3*CH' radius: Unc. CH m (save)
36 Stone Eyes Wis/r Gaze: Petrification (save)
37 Super Speed Dex/r +CH Dex, +1 V action, x3*CH move rate
38 Suspension Int/r Temporal Stasis (save)
39 Telekinesis (master) Int/r CH*1000 lb. weight limit
40 Telepathy Int/d Link with another person
41 Teleporter Int/r Teleport without Error (same plane)
42 Transformer Int/r Polymorph Other (save), perm.
43 Tricancellation Wis/r Dispel Magic,Psionics,Energy (1 target)
44 Ultrastrength Str/r +CH Str, +CH more Str for Max.Press

[PC5] Psionicist Classes Group


Psi9 Grand Powers

# Power Check Description [Permanent powers in brackets]
1 Control Earth: Armor Str/m +CH AC, Armor has 10*CH hp
2 Control Earth: Lift+Throw Str/r TK Throw 1000*CH lbs.,roll TH,40*CH dmg
3 Control Earth: Mold Shape Str/r Passwall/Move Earth (5*CH)^3 cu.'
4 Control Earth: See Through Str/m See through stone(limit of normal sight)
5 Energy Kinetic: Blast Dex/r 4*CH' rad, 2*(CHd10) Energy dmg (save:½)
6 Energy Kinetic: Drain Dex/r Absorb 3*CH dice as per Energy Control
7 Energy Kinetic: Flight Dex/h Fly at 30*CH" move rate, +1 P action
8 Energy Kinetic: L.Blast Dex/r 8*CH' rad, CHd10 Energy dmg (save:½)
9 Energy Kinetic: Manipulate Dex/m +-CH dice to existing energy effect
10 Energy Kinetic: Shield Dex/m Stops CH dice per Energy attack
11 Energy Kinetic: Tr.Other Dex/m Become Energy (major) on other (save)
12 Energy Kinetic: Tr.Self Dex/t Same as Become Energy (major)
13 Environ.: Control Wind Chr/r +/-10*CH mph wind change
14 Environ.: Create Atmos. Chr/d Creates an atmosphere CH mi.rad
15 Environ.: Create Fog Chr/t Solid Fog (as spell)
16 Environ.: Create Rainstorm Chr/m Makes a rainstorm/snowstorm CH mi.rad
17 Environ.: Create Vacuum Chr/r Thins the atmosphere CH mi.rad,-1 Con
18 Environ.: Wind Flight Chr/h Fly at 20*CH" rate, +CH Max.Press Str
19 Gravity Kin.: Control Grav Con/r x+/-CH weight (all in area)
20 Gravity Kin.: Decr.Weight Con/m Target's weight becomes 0
21 Gravity Kin.: Incr.Weight Con/m Target weight x100*CH (save or crushed)
22 Gravity Kin.: Grav Flight Con/h Fly at 10*CH" rate, +10*CH Max.Press Str
23 Gravity Kin.: Shield Con/m Stops 4*CH hp per physical attack
24 Gravity Kin.: Grav Warp Con/r Teleport without Error (same planet)
25 Greater Elemental Power Str/r [roll 1 7th-9th Ele.spell] Casts it
26 Greater Evocation Power Str/r [roll 1 7th-9th Inv.spell] Casts it
27 Greater Psionics Power Wis/r [roll 1 Psi1N grand] Uses it
28 Hyperkinetic: Hyper Action Dex/m +CH V actions (max=10), +CH AC
29 Hyperkinetic: Incr.Attacks Dex/r +CH P actions (max=10) (yuck!)
30 Nightmare: Dream Bolt Chr/r Sleep for CH h (save)
31 Nightmare: Dream Wave Chr/m CH*3'rad:all go to dream plane (save)
32 Null Void: Null Field Wis/r Caster immune to and cannot use magic
33 Photon Kin.: Control Light Wis/r Can change Light,Dark,Invis. all obj.
34 Photon Kin.: Create Image Wis/m Phantasmal Force (as spell)
35 Photon Kin.: Laser Beam Wis/r 10*(CHd8) Light damage (save)
36 Photon Kin.: Photon Blast Wis/r 10*CH' radius Blindness (save)
37 Photon Kin.: Photon Shield Wis/r Reflects Light-based attacks
38 Possession Wis/m Magic Jar (as spell)
39 Temporal: Slow Time Int/r CH*10'rad(exc.caster):-1P,-1V actions
40 Temporal: Speed Up Time Int/r T:Target has +1P,+1V actions
41 Temporal: Stop Time Int/r CH*3' radius Time Stop
42 Temporal: Time Bolt Int/r Ages target 10*(CHd4) years (save:½)
43 Temporal: Time Warp Int/h Move rate x10*CH
44 Transferer Str/m Steal one power from target (save)

[PC5] Psionicist Classes Group


Psi9 Super Powers

# Power Check Description [Permanent powers in brackets]
1 Amplification Chr/r xCH on next Psi9 power's effect
2 Any (SemiPermanency) Any/y Duplicates any Psi9 Minor,Major,Grand
3 Bio Force: Maintain Health Chr/t +CH Con, regen all hit points each r
4 Bio Force: Super Accuracy Chr/t Roll 1d4+16 instead of 1d20 for to hit
5 Contingency Chr/d Contingency for one Psi9 power
6 Control Earth: Mass Damage Str/t Your physicals do Hp instead of hp
7 Energy Kin.: Super Blast Dex/r 100*CH'r, CHxCHxCH Energy dmg (no save)
8 Environ.: Familiar Locale Chr/y CH mile r, atmosphere same as home
9 Gravity Kin.: Super Warp Con/r Transport to any location in Multiverse
10 Hyperkinetic: Incr.Actions Wis/r +CH/2 Swing actions (max=30)
11 Hyperkinetic: Incr.Mentals Wis/r +CH Mental actions (max=10)
12 Hyperkinetic: Versatility Wis/r +CH/4 Opposing actions (max=10)
13 Polycancellation Wis/r Tricancellation CH targets
14 Nightmare: Mental Blast Wis/r CHxCH'r,lose CHd4 mental stats (save:½)
15 Nightmare: Removal Beam Wis/r -CH/6 to being's multiplier (save:½)
16 Null Void: Null Innates Wis/r Caster immune to and cannot use innates
17 Photon Kin.: Phaser Beam Wis/r 100*(CHd20) Light damage (no save/PsiR)
18 Reflector Int/t As Spell Turning, also Innates and Psi
19 Shielder: Bolt Chr/r CHxCHd8 Force damage, ignores defenses
20 Shielder: Shapes Chr/y Reform x1 object's shape, it becomes x2
21 Shielder: Shield Chr/t Non-ablative 1000 hp, up to 40'sq.
22 Super Elemental Power Int/r [pick 1 10th-11th Ele.spell] Casts it
23 Super Evocation Power Int/r [pick 1 10th-11th Inv.spell] Casts it
24 Super Psionics Power Wis/r [pick 1 Psi1N Super] Uses it
25 Superflight Dex/r AC doubles, 1V: Teleport without Error
26 Temporal: Time Travel Int/r Time travel ±CHxCH years
27 Thermal Kin.: Plasma Beam Con/r ±CHx100°, save at -CHxCH or dead
28 Thought: Bubble Int/t Replace 1M/1P/1V per segment with 3M
29 Thought: Incr.Charisma Chr/t +CH Chr, considered X2 in highest class
30 Thought: Incr.Intelligence Int/t +CH Int, extra +CH*3 non-weapon prof.
31 Thought: Incr.Wisdom Wis/t +CH Wis, all rolls are 2 dice (choose)
32 Thought: No Body Int/y You no longer have/need a physical body
33 True Invulnerability Wis/m CH*2% irreducible RR,MR,PsiR,InnateR

[PC5] Psionicist Classes Group


Psi9A

Level KXP Psi9
mMG S
1 0 1-- -
2 1.3 2-- -
3 2.6 21- -
4 5.2 31- -
5 10.4 32- -
6 20.8 321 -
7 41.6 421 -
8 83.2 431 -
9 166.4 432 -
10 332.8 532 -
11 590 542 -
12 850 543 -
13 1110 643 -
14 1370 653 -
15 1630 654 -
16 1890 754 -
17 2150 764 -
18 2410 765 -
19 2670 766 1
20 2930 776 1
21 3190 777 1
22 3450 877 1
23 3710 887 1
24 3970 888 2
25 4230 988 2
26 4490 998 2
27 4750 999 2
28 5010 999 3
29 5270 999 4
30 5530 999 5
31 5790 999 6
32 6050 999 7
33 6310 999 8
34 6570 999 9
35 6830 AAA A
36 7090 BBB B
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  8  2  3  1  0  1
+1  5  4  8  2  3  1  0  2
+2  6  4  8  3  4  2  0  2
+3  6  5  8  3  4  2  1  3
+4  6  5  9  3  4  2  1  3
+5  6  6  9  4  5  3  1  4
+6  7  6  9  4  5  3  2  4
+7  7  7  9  4  5  4  2  5
+8  7  7 10  5  6  4  2  5
+9  7  8 10  5  6  4  3  6
+10  8  8 10  5  6  5  3  6
+11  8  9 10  6  7  5  3  7
+12  8  9 11  6  7  6  4  7
+13  8 10 11  6  7  6  4  8
+14  9 10 11  7  8  6  4  8
+15  9 11 11  7  8  7  5  9
+16  9 11 12  7  9  7  5  9
+17  9 12 12  8  9  8  5 10
Requisites: Str 6, Dex 0, Con 6
Alignment: any
HD/level: d10
Weapon Prof.: 1+level/2
To Hit Table: War
Save Table: Psi
Reference: Synn
Groups: Psionicist
 
See [Q9] for rules and powers.
This functions like a normal Psi9 class, except you do NOT get +1 to each track for each level, instead you get +1 to a single track each level (the track chosen may be different each level). This bonus would stack with the normal Psi9 class and Psi18.
You get the normal "track-length" for each stat; this does not stack with the Psi9 track-length. (i.e. if you have Psi9 and Psi9A, you get track-length only once).
This class gets Exceptional Str and Con (no Barbarian stats).
Level 3: Pick a mental stat. Psi9 abilities that use the corresponding physical stat may use the track of the mental stat instead (i.e. if you pick "Int", you may use either your "Str" or your "Int" track for powers involving "Str").
Level 6: Get another pick just like Level 3.
Level 9: Get the last pick just like Level 3.

[PC5] Psionicist Classes Group


Basic Psi9 Information

An area's radiation is given as a number called RS, for Radiation Severity. If a character is subjected to radiation for longer than (Con-RS) turns, the effective RS for that character goes up by one each turn until the area's RS is reached. The character rolls Radiation Resistance (RR), adjusted by the table below under "System Shock" each turn. If it fails, the character is Infected and makes no further RR rolls. He suffers the permanent loss of Con and Cml as shown below, degenerates at a rate equal to RS/h, and has a chance of developing an Insanity. He also "glows" at a radius (1st #) with his own RS (2nd #). The degeneration and glowing can be stopped with Cure Disease. If the character degenerates below 0 hp and then is cured, he will develop Mutant powers:
 
Radiation
Severity
Chance
Insanity
System
Shock
Glow
Field
Con
Loss
Cml
Loss
Minor Major Grand
1/4 0 0.4 ½'/0 0 -1 0 0 0
1/2 0.05 0.2 1'/¼ 0 -2 0 0 0
1 0.1 0 1'/½ -1 -3 1 0 0
2 0.15 -0.1 2'/½ -2 -4 1 1 0
3 0.25 -0.2 3'/1 -2 -5 2 1 0
4 0.35 -0.3 4'/1 -3 -6 2 1 1
5 0.45 -0.4 5'/2 -3 -7 2 2 1
6 0.55 -0.5 6'/2 -4 -8 3 2 2
7 0.65 -0.6 7'/3 -6 -9 3 3 3
8 0.75 -0.7 8'/4 -8 -10 2 4 4
9 0.85 -0.8 9'/5 -10 -11 1 3 5
10 0.95 -0.9 10'/6 -12 -12 0 2 6
 
Each power is selected RANDOMLY (with no adjustments whatsoever). The check rating (CH) is equal to ½ of the character's highest level. The mutant has 6 tracks, one for each stat and equal to double the stat's normal value. A power's relevant stat track is reduced by it's check mod when it is used. A track is also reduced each time the main stat is reduced (1 for 1), even if the loss is temporary. If a track falls below it's stat, the stat is also reduced to the track's number until the track goes up again (1/h).
 
The Constitution loss is enforced and cannot be healed by any means. Classed Psi9 characters have no Con loss. (0.5)
If you use the chart provided in the original system, the powers are rolled randomly. The original chart has a "1" in Supers at RS 10. (0.5)
Wild Talents may use this alternate chart and choose the powers. There are always 0 Supers.
 
Radiation
Severity
Minor Major Grand
1/4 0 0 0
1/2 0 0 0
1 1 0 0
2 2 0 0
3 2 1 0
4 3 1 0
5 3 2 1
6 3 2 1
7 3 3 1
8 2 4 2
9 1 3 2
10 0 2 3
 
CH = ½ level for Wild Talents, CH = level for classed Psi9 characters.
 
May use psionic enchantments. The psionic part of the cost is N+1 from each of the 6 tracks, where N+1 is the level of spell upgraded.
 
Optional: The Psi9/Psi18 stat adders use the system mentioned in 0.91: +1 for Minor, +2 for Major, +3 for Grand, +4 for Super.

[PC5] Psionicist Classes Group


Psi9 Minor Powers

# Power Check Description [Permanent powers in brackets]
1 Altered Appearance Chr/h Change Self (as spell)
2 Analyzer Int/r Identify mech. machine & its operation
3 Baldness Chr/d [Hair falls out] Starts growing new hair
4 Blind Wis/d [Mutant is Blind] Enhanced Hearing
5 Blisters Con/m [-1 TH, +1 dmg/att] Removes penalty
6 Damage Protection Str/m +CH AC, -½CH dmg per attack
7 Deaf Wis/d [Mutant is Deaf] Enhanced Vision
8 Decreased Attribute Stat/m [-2d4 to one stat] Gain points back
9 Dwarfed Dex/t [Mutant is ½ Height] +½CH AC, +¼CH saves
10 Electricity Generator Con/r 4d10'long, CHd6 dmg (save:½)
11 Enhanced Hearing Wis/m Can hear CH times normal distance
12 Enhanced Smell Wis/m Can smell CH times normal distance
13 Enhanced Vision Wis/m Can see CH times normal distance
14 Epilepsy Con/r [In stress, check or lose all actions]
15 Eternal Sustenance Con/w Need to eat,sleep only 1/CH normal
16 Extra Eye Dex/r [+1 eye] Can move eye around in body
17 Extra Limbs Dex/h [+1d4 limbs] Can use them normally
18 Force Field Int/r Moveable Wall of Force (solid version)
19 Gills Str/d [has gills] Can breathe underwater
20 Hypnosis Chr/h One creature hypnotized (save)
21 Increased Attribute Stat/r +½CH to any stat
22 Invisibility Int/m (non-Improved) Invisibility
23 Jumper Dex/r Can jump CH*10', kick @ +CH Str
24 Laser Vision Int/r [see in dark] Laser Beam CHd8 dmg (save)
25 Lesser Elemental Power Str/r [roll 1 1st-3rd Ele.spell] Casts it
26 Lesser Evocation Power Str/r [roll 1 1st-3rd Inv.spell] Casts it
27 Lesser Psionics Power Wis/r [roll 1 Psi1N minor/Psi2P dev.] Uses it
28 Levitation Int/m Levitate (as spell)
29 Metal Corrosion Con/r Touch:Metal items save (no mod.) vs.acid
30 Minormorph Chr/m Polymorph Self (as spell)
31 Mute Str/m [Mutant cannot speak] Mutant can speak
32 Photographic Memory Int/r Instantly remembers anything ever seen
33 Poison Claws Dex/r CHd4 damage poison in fingernails (save)
34 Poison Fangs Dex/r CHd6 damage poison in mouth (save)
35 Resistance to Magic Con/m CH*5% MR (adjust @ 12th casting level)
36 Resistance to Poison Con/h CH*5% Poison Resistance (non-adj.)
37 Resistance to Psionics Wis/m CH*5% Psionic Resistance (adj.@12th)
38 Resistance to Radiation Con/t CH*5% RR
39 Sense Int/r Detect Magic/Psi/Life/AL 3*CH' range
40 Scattershot Str/r CH Energy Pellets, 1d4 dmg ea. (no save)
41 Skin Coloration Chr/h [Skin random color] Skin another color
42 Speak with Plants Chr/m Speak with Plants (as spell)
43 Specific Allergy Str/m [takes 1d4 dmg/m in contact] No damage
44 Surface Adherence Str/m Spider Climb (as spell), any surface
45 Tail with Poison Stinger Dex/h [+1 tail] Can use tail (as Poison Fangs)
46 Taller Str/t [Mutant 2xHeight,+CH move rate] +CH Str
47 Telekinesis Int/r CH*200 lb. weight limit
48 Tentacles (no arms) Dex/d [Arms become CH' long tentacles] Can use
49 Tesseract Int/r Teleport (sight=no error)
50 Translator Int/t Can understand any language spoken
51 Twitchy Dex/r [-1 TH,-15% FRT/OL/PP] Removes penalty
52 Wings Dex/d [Gain 2 or 4 wings] Fly at 3*CH" rate
53 Withered Limb Con/m [Limb withers/useless] Can use limb
54 X-ray Vision Wis/r Can see CH" in metal, CH' in stone

[PC5] Psionicist Classes Group


Psi9 Major Powers

# Power Check Description [Permanent powers in brackets]
1 Absorber Con/r T:Drain ½CH Str,½CH Con to mutant temp.
2 Alter Density Int/m Pass through objects, Fly at CH" rate
3 Amphibian Con/r [Water Breathing] Sonic Blast:CH*10 dmg
4 Become Energy Wis/m Move at light speed, immune phys.attack
5 Bio Force: Bio Flight Con/h Fly at 10*CH" rate
6 Bio Force: Force Beam Con/r Target in cocoon (save), no P/V actions
7 Bio Force: Invulnerability Con/m +CH AC,-½CH dmg per attack (incl.spells)
8 Bio Force: Penetra Vision Con/r Can see 5*CH' through any material
9 Bio Force: Super Speed Con/r +½CH Dex, +1 P action, xCH move rate
10 Bio Force: Super Strength Con/r +CH Str
11 Bio Syntha Steel Str/r +CH AC,-CH dmg/att,+CH/+CH nat. weapons
12 Control Body Molecules Str/m Shapechange (as spell), even to objects
13 Control Size Dex/m Size incr/decr by x+/-CH, +/-½CH Str
14 Disintegration Beam Wis/r Disintegrate up to 100*CH lbs. (save)
15 Elemental Power Str/r [roll 1 4th-6th Ele.spell] Casts it
16 Energy Cocoon Int/h Field CH'diam.,fly:7*CH" rate,7*CH% PsiR
17 Evocation Power Str/r [roll 1 4th-6th Inv.spell] Casts it
18 Heal/Cause Pain Wis/r Target healed or harmed CH*10 hp (save)
19 Hyperflight Dex/m +CH AC, Fly at 100*CH" rate, Pro.Vacuum
20 Impact Beam Str/r Str-CH check or move CH*10' (& fall dmg)
21 Incendiary Blast Int/r Con-CH check or CHd12 damage
22 Invulnerability Wis/m +CH AC, +CH saves, 3*CH% MR,RR,PsiR
23 Magnetic Field Dex/m Str-CH check or metal move toward CH*10'
24 Matter Transformer Con/r Polymorph any Object, 500+CH*100 lbs.
25 Metamorph Con/m Shapechange Other (save)
26 Molecular Disrupter Dex/r CHd10 Disruption damage (save:½)
27 Night Lightning Dex/m Mutant->storm, CHd6 lightning/r(save:½)
28 Nova Bolt Dex/r CHd12 Fire damage, Heats Metal (save:½)
29 Paralysis Bolt Str/r Paralyzation CH t (save)
30 Plane Phaze Chr/t Turn into Ghost incl. Aging touch
31 Psionics Power Wis/r [roll 1 Psi1N major/Psi2P sci.] Uses it
32 Radar Int/r Detect Movement CH Miles (in line-sight)
33 Regenerator Con/d [Regeneration CH hp/r, Restores Memory]
34 Sensor Int/r Detect Magic/Psi/Life/AL 30*CH' range
35 Sonic Wail Dex/r 3*CH' radius: Unc. CH m (save)
36 Stone Eyes Wis/r Gaze: Petrification (save)
37 Super Speed Dex/r +CH Dex, +1 V action, x3*CH move rate
38 Suspension Int/r Temporal Stasis (save)
39 Telekinesis (master) Int/r CH*1000 lb. weight limit
40 Telepathy Int/d Link with another person
41 Teleporter Int/r Teleport without Error (same plane)
42 Transformer Int/r Polymorph Other (save), perm.
43 Tricancellation Wis/r Dispel Magic,Psionics,Energy (1 target)
44 Ultrastrength Str/r +CH Str, +CH more Str for Max.Press

[PC5] Psionicist Classes Group


Psi9 Grand Powers

# Power Check Description [Permanent powers in brackets]
1 Control Earth: Armor Str/m +CH AC, Armor has 10*CH hp
2 Control Earth: Lift+Throw Str/r TK Throw 1000*CH lbs.,roll TH,40*CH dmg
3 Control Earth: Mold Shape Str/r Passwall/Move Earth (5*CH)^3 cu.'
4 Control Earth: See Through Str/m See through stone(limit of normal sight)
5 Energy Kinetic: Blast Dex/r 4*CH' rad, 2*(CHd10) Energy dmg (save:½)
6 Energy Kinetic: Drain Dex/r Absorb 3*CH dice as per Energy Control
7 Energy Kinetic: Flight Dex/h Fly at 30*CH" move rate, +1 P action
8 Energy Kinetic: L.Blast Dex/r 8*CH' rad, CHd10 Energy dmg (save:½)
9 Energy Kinetic: Manipulate Dex/m +-CH dice to existing energy effect
10 Energy Kinetic: Shield Dex/m Stops CH dice per Energy attack
11 Energy Kinetic: Tr.Other Dex/m Become Energy (major) on other (save)
12 Energy Kinetic: Tr.Self Dex/t Same as Become Energy (major)
13 Environ.: Control Wind Chr/r +/-10*CH mph wind change
14 Environ.: Create Atmos. Chr/d Creates an atmosphere CH mi.rad
15 Environ.: Create Fog Chr/t Solid Fog (as spell)
16 Environ.: Create Rainstorm Chr/m Makes a rainstorm/snowstorm CH mi.rad
17 Environ.: Create Vacuum Chr/r Thins the atmosphere CH mi.rad,-1 Con
18 Environ.: Wind Flight Chr/h Fly at 20*CH" rate, +CH Max.Press Str
19 Gravity Kin.: Control Grav Con/r x+/-CH weight (all in area)
20 Gravity Kin.: Decr.Weight Con/m Target's weight becomes 0
21 Gravity Kin.: Incr.Weight Con/m Target weight x100*CH (save or crushed)
22 Gravity Kin.: Grav Flight Con/h Fly at 10*CH" rate, +10*CH Max.Press Str
23 Gravity Kin.: Shield Con/m Stops 4*CH hp per physical attack
24 Gravity Kin.: Grav Warp Con/r Teleport without Error (same planet)
25 Greater Elemental Power Str/r [roll 1 7th-9th Ele.spell] Casts it
26 Greater Evocation Power Str/r [roll 1 7th-9th Inv.spell] Casts it
27 Greater Psionics Power Wis/r [roll 1 Psi1N grand] Uses it
28 Hyperkinetic: Hyper Action Dex/m +CH V actions (max=10), +CH AC
29 Hyperkinetic: Incr.Attacks Dex/r +CH P actions (max=10) (yuck!)
30 Nightmare: Dream Bolt Chr/r Sleep for CH h (save)
31 Nightmare: Dream Wave Chr/m CH*3'rad:all go to dream plane (save)
32 Null Void: Null Field Wis/r Caster immune to and cannot use magic
33 Photon Kin.: Control Light Wis/r Can change Light,Dark,Invis. all obj.
34 Photon Kin.: Create Image Wis/m Phantasmal Force (as spell)
35 Photon Kin.: Laser Beam Wis/r 10*(CHd8) Light damage (save)
36 Photon Kin.: Photon Blast Wis/r 10*CH' radius Blindness (save)
37 Photon Kin.: Photon Shield Wis/r Reflects Light-based attacks
38 Possession Wis/m Magic Jar (as spell)
39 Temporal: Slow Time Int/r CH*10'rad(exc.caster):-1P,-1V actions
40 Temporal: Speed Up Time Int/r T:Target has +1P,+1V actions
41 Temporal: Stop Time Int/r CH*3' radius Time Stop
42 Temporal: Time Bolt Int/r Ages target 10*(CHd4) years (save:½)
43 Temporal: Time Warp Int/h Move rate x10*CH
44 Transferer Str/m Steal one power from target (save)

[PC5] Psionicist Classes Group


Psi9 Super Powers

# Power Check Description [Permanent powers in brackets]
1 Amplification Chr/r xCH on next Psi9 power's effect
2 Any (SemiPermanency) Any/y Duplicates any Psi9 Minor,Major,Grand
3 Bio Force: Maintain Health Chr/t +CH Con, regen all hit points each r
4 Bio Force: Super Accuracy Chr/t Roll 1d4+16 instead of 1d20 for to hit
5 Contingency Chr/d Contingency for one Psi9 power
6 Control Earth: Mass Damage Str/t Your physicals do Hp instead of hp
7 Energy Kin.: Super Blast Dex/r 100*CH'r, CHxCHxCH Energy dmg (no save)
8 Environ.: Familiar Locale Chr/y CH mile r, atmosphere same as home
9 Gravity Kin.: Super Warp Con/r Transport to any location in Multiverse
10 Hyperkinetic: Incr.Actions Wis/r +CH/2 Swing actions (max=30)
11 Hyperkinetic: Incr.Mentals Wis/r +CH Mental actions (max=10)
12 Hyperkinetic: Versatility Wis/r +CH/4 Opposing actions (max=10)
13 Polycancellation Wis/r Tricancellation CH targets
14 Nightmare: Mental Blast Wis/r CHxCH'r,lose CHd4 mental stats (save:½)
15 Nightmare: Removal Beam Wis/r -CH/6 to being's multiplier (save:½)
16 Null Void: Null Innates Wis/r Caster immune to and cannot use innates
17 Photon Kin.: Phaser Beam Wis/r 100*(CHd20) Light damage (no save/PsiR)
18 Reflector Int/t As Spell Turning, also Innates and Psi
19 Shielder: Bolt Chr/r CHxCHd8 Force damage, ignores defenses
20 Shielder: Shapes Chr/y Reform x1 object's shape, it becomes x2
21 Shielder: Shield Chr/t Non-ablative 1000 hp, up to 40'sq.
22 Super Elemental Power Int/r [pick 1 10th-11th Ele.spell] Casts it
23 Super Evocation Power Int/r [pick 1 10th-11th Inv.spell] Casts it
24 Super Psionics Power Wis/r [pick 1 Psi1N Super] Uses it
25 Superflight Dex/r AC doubles, 1V: Teleport without Error
26 Temporal: Time Travel Int/r Time travel ±CHxCH years
27 Thermal Kin.: Plasma Beam Con/r ±CHx100°, save at -CHxCH or dead
28 Thought: Bubble Int/t Replace 1M/1P/1V per segment with 3M
29 Thought: Incr.Charisma Chr/t +CH Chr, considered X2 in highest class
30 Thought: Incr.Intelligence Int/t +CH Int, extra +CH*3 non-weapon prof.
31 Thought: Incr.Wisdom Wis/t +CH Wis, all rolls are 2 dice (choose)
32 Thought: No Body Int/y You no longer have/need a physical body
33 True Invulnerability Wis/m CH*2% irreducible RR,MR,PsiR,InnateR

[PC5] Psionicist Classes Group


Psi10

Level KXP Psi10
123 456 789
1 0 1-- --- ---
2 2.5 2-- --- ---
3 5 21- --- ---
4 10 32- --- ---
5 22.5 43- --- ---
6 40 431 --- ---
7 60 542 --- ---
8 90 653 --- ---
9 135 653 1-- ---
10 250 764 2-- ---
11 375 875 3-- ---
12 750 986 4-- ---
13 1500 986 41- ---
14 1900 A97 52- ---
15 2400 AA8 63- ---
16 2800 AA9 74- ---
17 3200 AAA 851 ---
18 3600 AAA 962 ---
19 4000 AAA A73 ---
20 4400 AAA A84 ---
21 4800 AAA A95 ---
22 5200 AAA AA6 1--
23 5600 AAA AA7 2--
24 6000 AAA AA8 3--
25 6400 AAA AA9 4--
26 6800 AAA AAA 5--
27 7200 AAA AAA 6--
28 7600 AAA AAA 71-
29 8000 AAA AAA 82-
30 8400 AAA AAA 93-
31 8800 AAA AAA A4-
32 9200 AAA AAA A5-
33 9600 AAA AAA A6-
34 10000 AAA AAA A7-
35 10400 AAA AAA A81
36 10800 AAA AAA A92
TH Saves
PD RS PP BW Sp Fo Re Wi
-1  5  3  8  2  3  1  0  1
-1  5  4  8  2  3  1  0  2
-1  6  4  8  3  4  2  0  2
-1  6  5  8  3  4  2  1  3
+0  6  5  9  3  4  2  1  3
+0  6  6  9  4  5  3  1  4
+0  7  6  9  4  5  3  2  4
+0  7  7  9  4  5  4  2  5
+1  7  7 10  5  6  4  2  5
+1  7  8 10  5  6  4  3  6
+1  8  8 10  5  6  5  3  6
+1  8  9 10  6  7  5  3  7
+2  8  9 11  6  7  6  4  7
+2  8 10 11  6  7  6  4  8
+2  9 10 11  7  8  6  4  8
+2  9 11 11  7  8  7  5  9
+3  9 11 12  7  9  7  5  9
+3  9 12 12  8  9  8  5 10
Requisites: Int 10, Wis 10, Chr 10
Alignment: any
HD/level: d3
Weapon Prof.: 5+level/5
To Hit Table: Psi
Save Table: Psi
Reference: RoleAids
Groups: Psionicist
 
See [Q10] for rules and powers.
Psi10 (class) PSPs = (LVL+Int+Wis-20)*5.
1 Psi10 PSP = 2 Psi1 PSPs. Points are regained at (Int+Wis)/2 per hour, or (total multipliers of beings within 100') per hour
Disciplines: Empa = Empathy, Pyro = Pyromancy, Somn = Somniomancy, Telep = Telepathy, TK = Telekinetics
Powers marked with a asterisk ( * ) can be used as a 0 action.
 
Old PSP system (no longer used):
Sum up the multipliers of all living things (including yourself) within level*3' of you.
Take the lower of this and your level. This is your maximum number of P10Ps.
When someone leaves, you lose his contribution, when someone enters, you gain that amount.

[PC5] Psionicist Classes Group


Basic Psi10 Information

Psi10 (class) PSPs = (LVL+Int+Wis-20)*5
Psi10 (wild) PSPs = (LVL+Int+Wis-13)*2
 
1 Psi10 PSP = 2 Psi1 PSPs. Points are regained at (Int+Wis)/2 per hour, or (total multipliers of beings within 100') per hour
 
Disciplines: Empa = Empathy, Pyro = Pyromancy, Somn = Somniomancy, Telep = Telepathy, TK = Telekinetics
 
Powers marked with an asterisk ( * ) can be used as a 0 action.
 
Level requirement for SL's for Wild Talents:
SL1=1, SL2=4, SL3=8, SL4=12, SL5=17, SL6=22
 
Wild Talent Progression:
 
Int+Wis+level Psi10
123 456
14-18 2-- ---
19-21 4-- ---
22-24 6-- ---
25-30 71- ---
31-35 82- ---
36-40 93- ---
41-45 A31 ---
46-50 A42 ---
51-55 A53 ---
56-60 A63 1--
61-65 A64 2--
66-70 A74 3--
71-75 A84 31-
76-80 A85 32-
81-85 A85 43-
86-90 A95 431
91-95 A96 432

[PC5] Psionicist Classes Group


Psi10 First Level Powers (minors)

# Name Disc. PSPs Effect Source
1 Affect Normal Fires Pyro 1/r Affect Normal Fires RAPsi
2 Awaken Somn 2 Wakes someone up (removes a sleep effect) RAPsi
3 Detect Evil Empa 3 Detect Evil 3r RAPsi
4 Detect Lie * Telep 2/r Detect Lie RAPsi
5 Detect Lie II * Empa 3 Detect Lie 1r, Undetectable Lie doesn't work, instead gives save (at +5 bonus) RAPsi
6 Dispel Exhaustion Telep 5 Target heals 25% of damage taken RAPsi
7 Distract Telep 5/r Target cannot cast spells (save vs. spell) RAPsi
8 Dream Interpretation Somn 2 Interprets a dream; gives some insight RAPsi
9 Extrasensory Scan Telep 2/r Detect Life, Detect Psionics RAPsi
10 Feather Fall * TK 2/r Feather Fall RAPsi
11 Heat I Pyro 1/r Target takes 1d4 dmg /r RAPsi
12 Hide Emotion * Telep 3/r Undetectable emotion; immune ESP; +3 saves vs. emotion-changing effects RAPsi
13 Ignite Pyro 4 Burns an object (item save vs. fire) RAPsi
14 Instant Sleep Somn 1 Caster goes to sleep; gets x1.5 benefit per unit time RAPsi
15 Lift TK w*S/r TK up/down only; w = ln(weight in lbs.); S = ln(speed in ") RAPsi
16 Light Pyro 3/r Light RAPsi
17 Manipulate TK D/r Fine-control TK; max weight = CL lbs.; D = Dex score desired (max = Wis) RAPsi
18 Melt Pyro 5/r Melts an object (item save vs. fire), metal armors get -2 AT RAPsi
19 Resistance to Sleep Somn 2/h Immune Sleep RAPsi
20 Sleeping Awareness Somn 1/h Aware of surroundings while sleeping RAPsi
21 Sleeping Levitation Somn 1/h Levitate while sleeping (do not need to sleep on ground) RAPsi
22 Slide TK ½*w*S/r TK horizontal across floor only (max incline = CL*5°); same w and S as Lift RAPsi
23 Spook Telep 5 Fear (save vs. spell at -CL/3) RAPsi
24 Suggest Telep 8 Suggestion (save) RAPsi
25 Tongues * Telep 3/r Tongues RAPsi
26 Wakefulness Somn 1/d Need not sleep; doesn't gain natural resets while not sleeping RAPsi

[PC5] Psionicist Classes Group


Psi10 Second Level Powers (minors)

# Name Disc. PSPs Effect Source
1 Active Telepathy Telep 5/r Telepathy RAPsi
2 Beam of Light Pyro 5/r Line of Blindness (all in area save vs. spell or blinded) RAPsi
3 Bend TK ½*S/r Bend an object; S = Str score desired (max = Int) RAPsi
4 Break TK S/r Break an object (item save); S = Str score desired (max = Int) RAPsi
5 Chameleon * Telep 7/r +4 set Chr RAPsi
6 Confuse Telep 14 Confusion (save) RAPsi
7 Contingency Awaken Somn 3 Set a contingency for conditions to wake up RAPsi
8 Cool * Pyro 8/r Keeps object at a normal temperature; Imm. to increase temperature change RAPsi
9 Darkness Pyro 7/r Darkness (can target someone to blind them, they get a save) RAPsi
10 Detect Charm * Empa 8 Detect Charm,Suggestion,Domination,Control Actions,Magic Jar,Geas,Quest RAPsi
11 Detect Motive * Telep 10 Gives motive for why someone is asking the way he is RAPsi
12 Dream Somn 3 Sleeping target has a dream (caster has no control) RAPsi
13 Emotion Read Telep 10 Read emotional state RAPsi
14 Empathy Empa 10 Sense needs, drives, emotions of target RAPsi
15 Enforced Sleep Somn 2/target Sleep 3*CL r (save vs. spell); max HD affected /target = CL RAPsi
16 Extinguish Pyro 10 Puts out a fire, or dispel a fire-based spell (Wall of Fire, Fire Shield, etc.) RAPsi
17 False Emotion * Telep 7/r Give off a false emotional state, true emotion is undetectable RAPsi
18 Fear Telep 17 Fear (save vs. spell at -CL/3); Fumble (save vs. spell) RAPsi
19 Feeblemind Telep 10 Feeblemind (save) RAPsi
20 Fire Protection * Pyro 8/r Resist Fire RAPsi
21 Floating Disc TK w/r Floating Disc; w = log(weight in lbs.) RAPsi
22 Healing Empa 15 Take X dmg, which regen at 1 hp/r: Target is cured X hp (max X = 24) RAPsi
23 Homeostasis * Pyro 1/r Resist non-magical Heat and Cold RAPsi
24 Intensify Fire * Pyro 10/r Doubles the damage of an existing fire effect RAPsi
25 Jump * TK J Jump J" (max J = CL*4) RAPsi
26 Know Alignment * Telep 12 Know Alignment RAPsi
27 Levitate TK 5/r Levitation RAPsi
28 Message Somn 4 Sends a message; same plane RAPsi
29 Mind Read * Telep 20/r Read surface thoughts of target RAPsi
30 Pain Erase Telep 8/r Target heals 25% of damage taken; Take only 75% of damage received RAPsi
31 Pillar of Fire Pyro 10/r Makes a column of fire (10' wide by 10*CL' high), 1d10 dmg RAPsi
32 Prolonged Wakefulness Somn 2/d Need not sleep; only 1 natural reset per 2 days while not sleeping RAPsi
33 Push TK ½*S/r Push an object; S = Str score desired (max = Int) RAPsi
34 Remove Fear Telep 8 Remove Fear RAPsi
35 Shield * TK A/r AT +10+A source (max A = CL) RAPsi
36 Talk in Sleep Somn 4 Sleeping target talks in his sleep (presumably about his dream) RAPsi
37 Troubled Sleep Somn 4/h Fear (save vs. spell); if sleeping, target has nightmares RAPsi
38 Untroubled Sleep Somn 2/h Cannot be targetted by Somniomancy effects while sleeping RAPsi
39 Warmth * Pyro 8/r Keeps object at a normal temperature; Imm. to decrease temperature change RAPsi
40 Wind TK 3/r Gust of Wind RAPsi

[PC5] Psionicist Classes Group


Psi10 Third Level Powers (majors)

# Name Disc. PSPs Effect Source
1 Accelerated Sleep Somn 4/h While sleeping/resting, get x(CL+4)/5 benefit per unit time RAPsi
2 Alertness Somn 3/h Target has half chances of surprise RAPsi
3 Animal Communication * Telep 12/r Speak with Animals RAPsi
4 Automaton Telep 21/r Control target's V actions (save) RAPsi
5 Burn Pyro 13 Target takes (4+CL/3)d6 fire dmg (save:½) RAPsi
6 Chill Metal Pyro 11 Chill Metal RAPsi
7 Clairvoyant Dreaming Somn 10 Clairvoyance (caster is sleeping while doing this) RAPsi
8 Comprehend Languages Empa 7/r Comprehend Languages RAPsi
9 Confound * Telep 15/r Telepathy/ESP/etc. on you give false set of thoughts RAPsi
10 Control Telep 30/r Control target's P actions (save); Caster cannot use M actions RAPsi
11 Crush TK 10 Crush an item (item save vs. crushing blow) RAPsi
12 Detect Invisible Creatures Telep 15/r Detect Life; Detect Invisibility; Detect Dust of Disappearance RAPsi
13 Dream Protection Somn 5/h Immune to Somniomancy effects while sleeping RAPsi
14 Emotion Write Telep 9/r Change target's emotional state (save) RAPsi
15 Enforced Wakefulness Somn 1/3t Target cannot sleep (and does not get natural resets) RAPsi
16 Fire Curtain Pyro 9/r Circular wall of fire around caster, 3d6 dmg RAPsi
17 Fire Missiles Pyro 10 Shoot (CL-2)/2 fire missiles, each does 1d4+1 fire dmg RAPsi
18 Freeze Pyro 13 Target takes (4+CL/3)d6 cold dmg (save:½) RAPsi
19 Ground * Pyro 8/r Immune Lightning, must be touching the ground RAPsi
20 Heat Metal Pyro 11 Heat Metal RAPsi
21 Heat Ray Pyro 12 Line, all in area CLd6 heat dmg (save:½), immunity to non-magical heat works RAPsi
22 Hold Telep 5/r Hold Monster (save) RAPsi
23 Identification Somn 15 Identify any x1 item (magic, psi, techonology, etc.) RAPsi
24 Impact TK 12 (CL+3)d8 telekinetic dmg; one target; no save RAPsi
25 Insanity Telep 16/r Target gets Int set to 3; Insanity (save for each) RAPsi
26 Know Alignment II * Empa 17 Know Alignment, Unknowable Alignment doesn't work, instead gives a save RAPsi
27 Locale Somn 12 Gives Local Area Knowledge (as per proficiency) in unknown area RAPsi
28 Masks * Telep 20/r Immune Telepathy/ESP/etc. RAPsi
29 Pain Block Telep 15/r Target heals 50% of damage taken; Take only 50% of damage received RAPsi
30 Rapport Telep 10/r Telepathy, can read target's memories RAPsi
31 Remote Sensing Telep 17/r Have access to all senses of the target RAPsi
32 Remove Fear II Empa 8 Remove Fear, target is immune to fear for 1 turn RAPsi
33 Shatter TK 6 Crush an item (item save vs. crushing blow); only vs. size S or smaller items RAPsi
34 Sleeping Automaton Somn 15 Control P and V actions on a sleeping target RAPsi
35 Static Charge Pyro 10 Target takes (2+CL/3)d4 lightning dmg, this effect can be Delayed Blasted RAPsi
36 Throw TK 8 Throw a small object to deal (CL+4)d6 dmg to a target (don't need to roll to hit) RAPsi
37 Ventriloquism * Telep 18/r Ventriloquism RAPsi
38 Wall of Fire Pyro 13 Wall of Fire, 3d6 dmg RAPsi

[PC5] Psionicist Classes Group


Psi10 Fourth Level Powers (majors)

# Name Disc. PSPs Effect Source
1 Agony Telep 10/r -3 Int, -4 Wis, -3 saves, -3 TH, -3 dmg, can't use magic/psi, slow (save each) RAPsi
2 Chill TK w*T/r Lower temperature in object; w = ln(weight in lbs.); T = ln(change °F) RAPsi
3 Dream Projection Somn 10 Can control details of a sleeping target's dream RAPsi
4 Dream Reading Somn 6/r Can view the dreams of sleeping target RAPsi
5 Dream Suggestion Somn 18 Suggestion (CL/2 saves vs.spell) RAPsi
6 Energy Armor * Pyro 7/r AT +10 source, destroy any weapon that strikes you (save vs. lightning) RAPsi
7 Fire Stream Pyro 18/r Choose 1 target within 120' per segment, it takes 6d6 fire dmg (save:½) RAPsi
8 Forerunners Somn 16 Precognition (caster is sleeping this segment) RAPsi
9 Friends * Empa 15 Set Chr 19 for CL/3 turns RAPsi
10 Heat II TK w*T/r Raise temperature in object; w = ln(weight in lbs.); T = ln(change °F) RAPsi
11 Kinetic Wall TK 8/r Immobile wall that blocks missile and melee weapons; must spend 1V to pass RAPsi
12 Masquerade Empa 1/h Caster has the mind-set and thought patterns of another RAPsi
13 Memory Read Telep 8/r Read memories of target RAPsi
14 Memory Protection * Telep 5/r Immune to Memory stealing, mind reading, Capital E Extract RAPsi
15 Mental Erasure Telep 30 Forget (save at -5-CL/3) RAPsi
16 Mental Guard Somn 12/h Imm. Charm,Confusion,Fear,Feeblemind,Possession,Soul Trap,Suggestion RAPsi
17 Nightmare Somn 18 Target does not gain next natural reset, takes 1d10 dmg (save vs. spell) RAPsi
18 Power Shift * Telep 1/d Your psionic powers appear to be a different form of energy (magic, innate, etc.) to Detection effects DM
19 Scare Empa 15 Fear 1d3+CL/2 r, target must save every round (even if made previous saves) RAPsi
20 Sensitivity to Psychic Imp. Empa 20 Sensitivity to Psychic Impressions RAPsi
21 Sleep of Healing Somn 21 Target sleeps this segment, cure CL/2 hp, disease, blind, feeblemind, insanity RAPsi
22 Slow TK 3/r Slow; -1P action (save for each) RAPsi
23 Stasis * Somn 18 Feign Death (can be used on willing others) RAPsi
24 Static Discharge Pyro 35 All in caster's group (except caster) take (10+CL/3)d6 lightning dmg (save:½) RAPsi
25 Waking Nightmare * Somn 5/r Target is immune to emotion changes and hallucinations RAPsi
26 Walking Sleep Somn 10/h Target is fully aware and can use Z and V actions while asleep RAPsi

[PC5] Psionicist Classes Group


Psi10 Fifth Level Powers (grands)

# Name Disc. PSPs Effect Source
1 Charm Person Empa 15 Charm Person (make CL saves) RAPsi
2 Cleave * TK N/r Mental weapon: Use 1M to get #Att=2, dmg=1dN, considered +N/5 wpn RAPsi
3 Dream of Communion Somn 30 Contact other Plane (caster is sleeping this segment) RAPsi
4 Dream Quest Somn 30 Quest/Geas (save vs. spell) RAPsi
5 Dream Travel Somn 50 Teleport (same plane) (caster is sleeping this segment) RAPsi
6 Fire Blast Pyro 26 One group takes (8+CL/5)d6 fire dmg (save:½) RAPsi
7 Fire Strands Pyro 22 Web spell, everyone within takes Xd6 dmg /r, X is # sizes larger than size T RAPsi
8 Fly * TK S/r Fly at S*3" RAPsi
9 Hypnotism Empa 20 Hypnosis (make CL saves) RAPsi
10 Kinetic Dome TK 10/r Kinetic Wall (see above) but is a hemisphere RAPsi
11 Lightning Bolt Pyro 24 Lightning Bolt, CLd6 dmg (save:½) RAPsi
12 Madness Somn 35 Nightmare (see above); Target gains 1 insanity (save vs. spell) RAPsi
13 Memory Write Telep 65 Change a memory in a target (save) RAPsi
14 Mind Block Telep 17/h Can't be mentally targetted; auto make Will/Mental saves; can't be scryed RAPsi
15 Mindreave Telep 70 Target gets Int set to 3; Insanity; lose all spells; lose all PSPs (save for each) RAPsi
16 Object Reading Empa 35 Object Reading RAPsi
17 Plane Shift Somn 55 Plane Shift (caster is sleeping this segment) RAPsi
18 Prescient Dream Somn 62 Precognition about a person or item, more exact information than Forerunners RAPsi
19 Resistance Shift * Empa 1/d Your psionic powers are resisted using a different resistance (MR, IR, etc., but not anti's or GR/XR) DM
20 Sleep Guard Somn 15 Contigency Awaken, wake up and do a Psi10 power (chosen ahead of time) RAPsi
21 Suggestion Empa 17 Suggestion (make CL saves) RAPsi
22 Transportation Somn 50+15P Teleport (same plane) (P=# of people) (all in the effect are sleeping this seg.) RAPsi

[PC5] Psionicist Classes Group


Psi10 Sixth Level Powers (grands)

# Name Disc. PSPs Effect Source
1 Animate Fire Pyro 15/r Turn fire into 2^(X+1) HD fire elemental, where X is the # sizes beyond size T RAPsi
2 Astral Dreaming Somn 55+15P Astral spell (P=# of people) (all in the effect are sleeping this segment) RAPsi
3 Compress TK 10/r Target gets -1 size (max weight affected = 2^CL pounds) RAPsi
4 Disintegrate TK 15 Disintegrate (save) RAPsi
5 Dream of Death Somn 55 Death Spell 5d20 HD (save vs. Death Magic), sleeping targets get no save RAPsi
6 Energy Quench Pyro 40 Death Spell 4d20 HD (save vs. Death Magic), works on undead and golems RAPsi
7 Enlarge TK 10/r Target gets +1 size (max weight affected = 2^CL pounds) RAPsi
8 Group Mind * Telep 15/r Group has each other's proficiencies, feats, kits, memories, thoughts RAPsi
9 Mind Quench Telep 51 Death Spell 3d20 HD (save vs. Death Magic), creatures w/ Int 1-8 get no save RAPsi
10 Mindwipe Telep 65 Wipe all memories in target (save) RAPsi
11 Sleeping Wish Somn 60 Duplicate a SL 1-5 Psi10 power (caster is sleeping this segment) RAPsi
12 Summon Fire Elemental Pyro 40+5/r Summons a 12 HD Fire Elemental, or gain control of someone's Fire Ele. RAPsi
13 Telempathic Projection Empa 21 All others around you can sense your thoughts, feelings, emotions RAPsi
14 Telepathy Empa 10/r Telepathy (across planes) RAPsi
15 Trigger Telep 70 Delayed Blast Mind Quench, only 1 target, will go off on a set condition RAPsi

[PC5] Psionicist Classes Group


Psi10 Seventh Level Powers (grands)

# Name Disc. PSPs Effect Source
1 Chain Contingency Somn 70 Chain Contingency for Psi10 powers DM
2 Improved Sleep Somn 70 Sleep a group (no save, CR to resist) DM
3 Magnify Fire * Pyro 35 xCL dmg to a fire effect being cast DM
4 Remove Charm Empa 35 Remove Charm,Suggestion,Domination,Control Actions,Magic Jar,Geas,Quest DM
5 Spirit Chameleon Telep 70 +1 permanent Int, Wis, or Chr (max=LVL*2) DM
6 Super Push TK 35 Target takes CL*20' falling damage DM

Psi10 Eighth Level Powers (supers)

# Name Disc. PSPs Effect Source
1 Automaton II Telep 40 Control all actions (save) DM
2 Falsename * Telep 80 You give off a false Truename (it's someone else's) DM
3 Fire Protection * Pyro 80 Immune any element with a fire component DM
4 Improved Rest Somn 80 Get 2 resets per reset DM
5 Mass Impact TK 40 (CL+4)d10 TK dmg to a group (no save) DM
6 Predict and Counter * Empa 40 Predict what someone is about to do, can counter it DM

Psi10 Ninth Level Powers (supers)

# Name Disc. PSPs Effect Source
1 Fire Armor * Pyro 90 AT +CL*5 source; Disintegration shield (100% dmg back) DM
2 Mass Agony Telep 45 Group takes CL Int and Wis dmg (no save) DM
3 Mass Suggestion Somn 45 Group is Suggested (CL saves to avoid) DM
4 Megaslow * TK 45 Target loses next CL P actions (save for each) DM
5 Static Blast Pyro 90 (11+CL)d8 Electricity dmg to a group (no save) DM
6 True Friends * Empa 90 Mirage Arcana that you are the monster's friends DM

Psi10 Tenth Level Powers (supers)

# Name Disc. PSPs Effect Source
1 Annihilate TK 100 Target is Annihilated (save) DM
2 Between Somn 100 Between (teleport across planes ignoring defenses) DM
3 Cleaver * TK 50 Mental weapon; #Att=CL; dmg=1dCL DM
4 Fire Prison Pyro 50 Imprisonment; Takes 1 vile dmg /s (no resistance) DM
5 Irresistable Charm Empa 100 Charm (no save, CR to resist) DM
6 Mindrape Telep 50 Capital E Extract; Set Int 2 (no save) DM

[PC5] Psionicist Classes Group


Psi11U/W

Level KXP Psi11U/W
234 567
1 0 1-- ---
2 5 2-- ---
3 10 21- ---
4 20 31- ---
5 40 32- ---
6 80 321 ---
7 160 331 ---
8 250 332 ---
9 500 332 1--
10 700 333 1--
11 900 333 2--
12 1100 333 21-
13 1300 333 31-
14 1500 333 32-
15 1700 433 321
16 1900 443 331
17 2100 444 332
18 2300 444 432
19 2500 444 443
20 2700 444 444
21 2900 554 444
22 3100 555 444
23 3300 555 544
24 3500 555 554
25 3700 555 555
26 3900 665 555
27 4100 666 555
28 4300 666 655
29 4500 666 665
30 4700 666 666
31 4900 766 666
32 5100 776 666
33 5300 777 666
34 5500 777 766
35 5700 777 776
36 5900 777 777
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  7  8  3  6  1  1  2
+1  8  7  8  3  7  1  1  3
+1  9  8  8  4  7  2  1  3
+2  9  8  8  4  7  2  2  4
+3 10  9  9  4  8  2  2  4
+3 10  9  9  5  8  3  3  5
+4 11 10  9  5  9  3  3  5
+5 11 10  9  6  9  4  3  6
+5 12 10 10  6  9  4  4  6
+6 12 11 10  6 10  4  4  7
+7 13 11 10  7 10  5  5  7
+7 13 12 10  7 11  5  5  8
+8 13 12 11  8 11  6  5  8
+9 14 13 11  8 11  6  6  9
+9 14 13 11  8 12  6  6  9
+10 14 13 11  9 12  7  7 10
+11 15 14 12  9 13  7  7 10
+11 15 14 12 10 13  8  7 11
Requisites: Dex 9, Int 9, Wis 9, Chr 9
Alignment: any
HD/level: 1d12
Weapon Prof.: 4+level/3
To Hit Table: Pri
Save Table: Wiz/Pri/Psi
Reference: MTG
Groups: Psionicist
 
For powers, see the following page.
There are no PSPs in this frequency, these powers work like "Channeling" for spellcasters.
 
Many of the summon's powers are left intentionally vague; the summons can do some things that are not listed (e.g. Cell Adjustment type powers); exact details are unneeded as the DM runs these powers anyway.

[PC5] Psionicist Classes Group


[Q11U/W] Psi11U/W Powers

Level # Power Effect
2 (minor) 1 Angelic Shield All your summons get +1 rhp. You get 10 current hp. 0, sacrifice this effect: Unsummon (no save).
2 (minor) 2 Azorius First-Wing Summon a DL II Griffin, it flies, and can remove bad effects on people.
2 (minor) 3 Azorius Guildmage Summon a DL II Vedalken Wizard, it can Stop someone, and can dispel Contingency effects.
2 (minor) 4 Crystalline Sliver Summon a DL II Sliver, it can't be targetted.
2 (minor) 5 Energy Arc 1bM: In your group, weapon damage does not occur this half-segment and your next half-segment.
2 (minor) 6 Galina's Knight Summon a DL II Merfolk Knight, it is immune to area effect damaging spells/psi.
2 (minor) 7 Meddling Mage Summon a DL II Human Wizard, he Banhammers one spell or psi effect of SL 0-3 in the room [x1 Special]
2 (minor) 8 Overrule 1bM, spend N additional SL's: Counterspell, unless they spend 10*N SL's, and you are cured 10*N hp.
2 (minor) 9 Pride of the Clouds Summon a DL II Elemental Cat, he flies, he has rhp = number of flying summons you control.
2 (minor) 10 Prismatic Boon Choose a school, sphere, or psionic frequency. A group is immune to that for 1s.
2 (minor) 11 Sygg, River Guide Summon a DL II Merfolk Wizard, he can give someone Water Breathing, and can counter one effect.
2 (minor) 12 Wings of Aesthir Target gets +CL TH/dmg and flying 12" for 1t.
2 (minor) 13 Wings of Hope Target gets +1 TH/dmg, +3 AC/saves, and flying 12" for 1t.
3 (major) 1 Absorb 1bM: Counterspell, and be cured 30 hp.
3 (major) 2 Azorius AEthermage Summon a DL III Human Wizard, it can refresh some of your spell/psi progressions.
3 (major) 3 Chromatic Armor Choose a school, sphere, or psionic frequency. Target is immune to that for 1t.
3 (major) 4 Daring Leap One creature flies and gets +10 TH/dmg/AC/saves this segment.
3 (major) 5 Demand (Supply/Demand) Wishoid for a SL 2 Psi11U/W spell
3 (major) 6 Guiding Spirit Summon a DL III Angel, it flies, and makes your Summon Psi11U/W powers cost only ½M each.
3 (major) 7 Hanna, Ship's Navigator Summon a DL III Human Artificer, he can rebuild dispelled effects or magic items.
3 (major) 8 Leering Gargoyle Summon a DL III Gargoyle, it flies, and it can become very tough (+20 rhp) but then cannot physically attack.
3 (major) 9 Minister of Impediments Summon a DL III Human Advisor, he can lockdown one enemy's actions (Bosses and the like get a Will save).
3 (major) 10 Opaline Sliver Summon a DL III Sliver, if this Sliver dies due to enemy combat, you get one SL=2 spell added to your progression for 1t.
3 (major) 11 Phantatog Summon a DL III Atog, it dispels spell/psi effects, you can spend spell slots to increase it's DL.
3 (major) 12 Plumes of Peace Target creature is Slowed (Reflex save) and prevent his next P action (Will save)
3 (major) 13 Reparations Whenever an enemy targets you, gain 2 SL's back in Psi11U/W progression.
3 (major) 14 Riptide Crab Summon a DL III Crab, when he dies, you get ½M you can use before the end of the round.
3 (major) 15 Samite Archer Summon a DL III Human Cleric Archer, he cures 30 hp to one target and causes 30 hp to another target per action.
3 (major) 16 Silver Drake When casting, sacrifice a summon: Summon a DL IV Drake, it flies.
3 (major) 17 Sky Spirit Summon a DL III Spirit, it flies.
3 (major) 18 Spectral Shield Target gets a 20 hp Armor spell (stacks with other Armor spells), and he can't be targetted.
3 (major) 19 Tempest Drake Summon a DL III Drake, he flies and can Interpose to protect someone from being attacked.
4 (major) 1 AEthermage's Touch Get a temporary extra Summon slot this segment, summon a DL=1d4 creature, it disappears at end of segment.
4 (major) 2 Ayesha Tanaka Summon a DL IV Human Artificer, it can group monsters together, and counter magic item abilities.
4 (major) 3 Azorius Ploy One creature deals no damage on his next P action; and one creature has all melee damage prevented to him for 1s.
4 (major) 4 Cloud Cover Whenever someone dispels one of your spell/psi effects, you can recast that effect for ½M within the next round.
4 (major) 5 Glaciers x1 Special on room: Wacky balls cure instead of damage people. Spend a SL=2 spell slot each round to upkeep this.
4 (major) 6 Grand Arbiter Augustin IV Summon a DL IV Human Advisor, he spell robes for you one Psi11U/W power for -1 SL, he also casts Psi11U/W powers.
4 (major) 7 Harbor Guardian Summon a DL IV Gargoyle, he has near-infinite reach upwards.
4 (major) 8 Hazerider Drake Summon a DL IV Drake, it is immune to area effect damaging spells/psi.
4 (major) 9 Kangee, Aerie Keeper Summon a DL IV Bird Soldier, he flies, and makes your other Bird summons +3 DL's higher.
4 (major) 10 Meddling Kids Summon a DL IV Human Child, he Banhammers one spell or psi effect of SL 4-5 (not lower) in the room [x1 Special]
4 (major) 11 Reviving Vapors Up to 3 targets are cured (1d10+CL)*10 hp
4 (major) 12 Sawtooth Loon When summoning, sacrifice a summon: Summon a DL V Bird, he isn't sick and can cast Psi11U/W powers.
4 (major) 13 Stand // Deliver Unsummon a summon or dispel one effect, and cure one target 80 hp.
4 (major) 14 Trial (Trial/Error) Unsummon all creatures in a group, at least one of your summons must be in that group.
4 (major) 15 Vanish into Memory Unsummon a creature. You gain 2*N-R SL's in your Psi11U/W progression, where N is it's DL and R is it's remaining rhp's.
5 (major) 1 Armored Guardian Summon a DL V Cat Warrior, it can make people untargetable, and prevent damage.
5 (major) 2 Hunding Gjornersen Summon a DL V Human Warrior, he is good at attacking single groups with lots of monsters in it.
5 (major) 3 Isperia the Inscrutable Summon a DL V Sphinx, it flies and it gives you an extra summon slot for itself (max=1 of these at a time).
5 (major) 4 Ordered Migration Summon CL/6 DL I Birds
5 (major) 5 Palliation Accord Whenever one of your summons physically attacks, you are cured N hp, where N is their DL.
5 (major) 6 Sky Hussar Summon a DL V Human Knight, he hastes you and all your summons by +1S action.
5 (major) 7 Swift Silence The entire "stack" of spells is countered. You get +1sM action (Slow Mental, you can use it on segment 10)
5 (major) 8 Teferi's Moat Specify a summon type. Creature of that type can't attack you unless they fly. You can't fly while running this.
5 (major) 9 Tobias Andrion Summon a DL V Human, he beats things.
5 (major) 10 Windreaver Summon a DL V Elemental, it flies, can interpose, if it doesn't attack it gets +10 rhp, and it can blink.
6 (grand) 1 Dovescape x1 Special on room: Everyone has +1 summon slot for Birds; All spells and psi are countered, get N DL I Bird summons instead, where N=SL.
6 (grand) 2 Kasimir the Lone Wolf Summon a DL VI Human Warrior, he beats things down.
6 (grand) 3 Rasputin Dreamweaver Summon a DL VI Human Wizard, he can restore up to 6 SL's of your Psi11U/W progression, he also casts Psi11U/W powers.
7 (grand) 1 Gosta Dirk Summon a DL VII Human Warrior, he is not sick, and can Part/Lower Water.
7 (grand) 2 Iridescent Angel Summon a DL VII Angel, it is immune to magic, psi, innates, and radiation.
7 (grand) 3 Ith, High Arcanist Summon a DL VII Human Wizard, he can save/rescue a creature from being in a nasty group of monsters.
7 (grand) 4 Jedit Ojanen Summon a DL VII Cat Warrior, he really beats things down.

[PC5] Psionicist Classes Group


Psi12L

Level KXP
Spells
1 0 (none)
2 2 (none)
3 4 (none)
4 8 (none)
5 16 (none)
6 32 (none)
7 64 (none)
8 125 (none)
9 250 (none)
10 500 (none)
11 750 (none)
12 1000 (none)
13 1250 (none)
14 1500 (none)
15 1750 (none)
16 2000 (none)
17 2250 (none)
18 2500 (none)
19 2750 (none)
20 3000 (none)
21 3250 (none)
22 3500 (none)
23 3750 (none)
24 4000 (none)
25 4250 (none)
26 4500 (none)
27 4750 (none)
28 5000 (none)
29 5250 (none)
30 5500 (none)
31 5750 (none)
32 6000 (none)
33 6250 (none)
34 6500 (none)
35 6750 (none)
36 7000 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
Requisites: Str 10, Int 10
Alignment: L any
HD/level: d0+7
Weapon Prof.: 4+level
To Hit Table: War
Save Table: War
Reference: DM
Groups: Psionicist
 
See [Q12L] for rules and powers.
Law Psionic Points (LPPs) = (Int + Str) * (Psi12L level)

[PC5] Psionicist Classes Group


[Q12T] True Psionics (Psi. Freq. 12T)

This psionic frequency is based on the first element of a creature's alignment.
If a creature takes this frequency and also frequency 6, they both count as only one frequency towards the number of frequencies limit.
Anyone with frequency 12 psionics has access to all powers of that alignment within frequency 12; there are no slots or selections to make.
All of these powers (except Mental Freedom in Psi12C) cost 1 Mental action to use. Each type of these psionics gain 1 point back per round (6/m or 60/t) if the character is not engaged in combat.
 
True Psionic Points (TPPs) for Psionicists = (Wis + Con) * (Psi12T level)
TPPs for Wild Talents = (higher of Wis or Con) * (highest level) / 3

Psi12T Powers

Power TPP Type Description
Detect True/Psionics 3/t Minor Detect True (and) Detect Psionics
Detect Illusion/Magic 5/t Minor Detect Illusion (and) Detect Invisibility (and) Detect Magic
Use Law/Chaos Power 15 Minor Can use a Psi12L or Psi12C power but then must use 2 powers of the opposite type (unless the caster is trying to restore the balance)
Blink Wounding 20+3/t Minor Whenever you are struck by an attack sequence, you randomly blink away after damage
Protection from True 20+3/t Minor As Pro.Evil but versus True alignment
Mass Blindness 35 Minor Blindness (as spell) but 90'r area
Steal Psi12 Points 40 Minor Drain level*20 LPPs/TPPs/CPPs from a creature, gain half that amount for L/C, full for T (or) lend up to level*10 TPPs to a creature
Damage Resistance 45/t Major -1/die damage (from any source)
Dispel Illusion 50 Major Dispel Illusion (or) Dispel Invisibility
Favorable Die Rolls 55/t Major All your non-permanent die rolls of NdS instead are rolled as (2*N)dS, choose N best dice
Charm True Creature 70 Major Charm (no save) only vs. True creatures
Dispel Magic 70 Major Dispel Magic (as spell)
Mass Sleep 75 Major Sleep all creatures (save) in 90'r area
Magic Resistance 75/t Major Level*5% MR
Dispel Psionics 90 Major Dispel Psionic effect (50% adj. by levels)
Reduce Tech Level 90 Major Reduce tech level of one object by 1
Mass Withering 95 Major Withering (as staff) in 90'r area
Psionic Resistance 95/t Major Level*5% PsiR
Magic Jar 110 Grand Magic Jar (as spell)
Wealth 110+X Grand X gp are created (duration permanent)
Use Imagination Power 115 Grand Can use a Psi5 power: 1 IP = 20 TPPs; get -1 Int/Wis/Chr per IP spent for 1h
True Seeing 125+8/r Grand True Seeing (as spell)
Summon True Creature 130 Grand Gate (as spell) for True creature or for a Time Elemental
Mass Suggestion 135 Grand Suggestion (as spell) in 90'r area, but all commands must be the same
Spell Turning 150 Grand Spell Turning (as spell)
Luck 150/t Grand +1 Luck point (as per Luckstone)
Psionic Turning 170 Super Spell Turning but affects Psionic effects
Mass Feeblemind 175 Super Feeblemind (as spell) in 90'r area
Mass Energy Drain 195 Super Energy Drain (as spell) in 90'r area
Aura of Non-Sentience 200/r Super All creatures within 120' of caster (incl. the caster) lose all levels of experience, have a combined Int+Wis of 0-5, and get no actions of any type as long as Aura is maintained

[PC5] Psionicist Classes Group


Psi12T

Level KXP
Spells
1 0 (none)
2 1.5 (none)
3 3 (none)
4 6 (none)
5 13 (none)
6 27.5 (none)
7 55 (none)
8 110 (none)
9 225 (none)
10 450 (none)
11 675 (none)
12 900 (none)
13 1125 (none)
14 1350 (none)
15 1575 (none)
16 1800 (none)
17 2025 (none)
18 2250 (none)
19 2475 (none)
20 2700 (none)
21 2925 (none)
22 3150 (none)
23 3375 (none)
24 3600 (none)
25 3825 (none)
26 4050 (none)
27 4275 (none)
28 4500 (none)
29 4725 (none)
30 4950 (none)
31 5175 (none)
32 5400 (none)
33 5625 (none)
34 5850 (none)
35 6075 (none)
36 6300 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  0  2  0
+1  6  4  6  3  4  1  3  0
+1  6  5  6  3  4  1  3  0
+2  6  5  7  3  5  1  4  1
+3  6  6  7  3  5  2  4  1
+3  7  6  7  4  6  2  5  1
+4  7  7  7  4  6  3  5  2
+5  7  7  8  4  7  3  6  2
+5  7  8  8  4  7  3  6  2
+6  8  8  8  5  8  4  7  3
+7  8  9  8  5  8  4  7  3
+7  8  9  9  5  9  5  8  3
+8  8 10  9  5  9  5  8  4
+9  9 10  9  6 10  5  9  4
+9  9 11  9  6 10  6  9  4
+10  9 11 10  6 11  6 10  5
+11  9 12 10  6 11  7 10  5
+11 10 12 10  7 12  7 11  5
Requisites: Con 10, Wis 10
Alignment: T any
HD/level: 3d3
Weapon Prof.: 3+level/3
To Hit Table: Pri
Save Table: Rog
Reference: DM
Groups: Psionicist
 
See [Q12T] for rules and powers.
True Psionic Points (TPPs) = (Wis + Con) * (Psi12T level)

[PC5] Psionicist Classes Group


[Q12L] Law Psionics (Psi. Freq. 12L)

This psionic frequency is based on the first element of a creature's alignment.
If a creature takes this frequency and also frequency 6, they both count as only one frequency towards the number of frequencies limit.
Anyone with frequency 12 psionics has access to all powers of that alignment within frequency 12; there are no slots or selections to make.
All of these powers (except Mental Freedom in Psi12C) cost 1 Mental action to use. Each type of these psionics gain 1 point back per round (6/m or 60/t) if the character is not engaged in combat.
 
Law Psionic Points (LPPs) for Psionicists = (Int + Str) * (Psi12L level)
LPPs for Wild Talents = (higher of Int or Str) * (highest level) / 3

Psi12L Powers

Power LPP Type Description
Communication 2/r Minor Allows communication with any creature w/Int 1+
Detect Chaos/Psionics 2/r Minor Detect Chaos (and) Detect Psionics
Order Objects 15 Minor Arrange group of small object by some order (or) Count a group of objects (or) Weigh an object
Protection from Chaos 15+2/r Minor As Pro.Evil but versus Chaotic alignment
Command 20 Minor Command (as spell), except can use 2 words
Hold Person 35 Minor Hold Person, +45 LPPs gives Hold Monster
Personal Illusion 35+4/t Minor Exact illusion of a creature (except mannerisms)
Calm Chaos 40 Minor Calm Chaos (TM 56)
Enthrall 40 Minor Entrall (as spell)
Predictability 45/t Major All your non-permanent die rolls of NdS instead are rolled as Nd(S-2)+N
Search Law 55 Major Searches law system for loopholes to use for solution of problem or to your advantage
Charm Lawful Creature 60 Major Charm (no save) only vs. Lawful creatures
Rigid Thinking 60 Major Rigid Thinking (TM 70)
Strength of One 65 Major Strength of One (TM 71)
Compulsive Order 75 Major Compulsive Order (TM 76)
Defensive Harmony 80 Major Defensive Harmony (TM 77)
Discipline 80 Major Creature saves: if made it takes caster's level in damage, if missed AL shifts one towards L
Mental Clock 80/d Major Function without sleep (and) Exact mental clock
Create/Enforce Law 95 Major Creates a logical/sensible law based on criteria (or) summons a creature who has broken a law
Impeding Permission 100 Major Impending Permission (TM 92)
Champion's Strength 105 Grand Champion's Strength (TM 88)
Legal Thoughts 120 Grand Legal Thoughts (TM 101)
Summon Lawful Creature 120 Grand Gate (as spell) for Lawful creature or for a Water or Air Elemental
Illusionary Order 125+8/h Grand Illusion: creates the appearance of order/logic
Control Weather 135 Grand Control Weather (as spell)
Tempus Lawfulness 145 Grand Removes all temporal anomolies in 30'r
Order Reality 160 Grand Alter Reality, but effect must be Lawful intent
Clone/Simulacrum 165 Super Clone (or) Simulacrum (as the MU spells)
Imprisonment 180 Super Imprisonment (as spell)
Enslave 200/r Super Target creature's AL switches to L, all of it's actions under control of caster (no save)

[PC5] Psionicist Classes Group


Psi12C

Level KXP
Spells
1 0 (none)
2 1.25 (none)
3 2.5 (none)
4 5 (none)
5 10 (none)
6 20 (none)
7 40 (none)
8 70 (none)
9 110 (none)
10 160 (none)
11 220 (none)
12 440 (none)
13 660 (none)
14 880 (none)
15 1100 (none)
16 1320 (none)
17 1540 (none)
18 1760 (none)
19 1980 (none)
20 2200 (none)
21 2420 (none)
22 2640 (none)
23 2860 (none)
24 3080 (none)
25 3300 (none)
26 3520 (none)
27 3740 (none)
28 3960 (none)
29 4180 (none)
30 4400 (none)
31 4620 (none)
32 4840 (none)
33 5060 (none)
34 5280 (none)
35 5500 (none)
36 5720 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  0  0  0  0  0  0  0  0
+0  1  1  1  1  1  1  1  1
+1  1  1  1  1  1  1  1  1
+1  2  2  2  2  2  2  2  2
+2  2  2  2  2  2  2  2  2
+2  3  3  3  3  3  3  3  3
+3  3  3  3  3  3  3  3  3
+3  4  4  4  4  4  4  4  4
+4  4  4  4  4  4  4  4  4
+4  5  5  5  5  5  5  5  5
+5  5  5  5  5  5  5  5  5
+5  6  6  6  6  6  6  6  6
+6  6  6  6  6  6  6  6  6
+6  7  7  7  7  7  7  7  7
+7  7  7  7  7  7  7  7  7
+7  8  8  8  8  8  8  8  8
+8  8  8  8  8  8  8  8  8
+8  9  9  9  9  9  9  9  9
Requisites: Dex 10, Chr 10
Alignment: C any
HD/level: d10-1
Weapon Prof.: 2+level/2
To Hit Table: Rog
Save Table: Mon
Reference: DM
Groups: Psionicist
 
See [Q12C] for rules and powers.
Chaos Psionic Points (CPPs) = (Chr + Dex) * (Psi12C level)

[PC5] Psionicist Classes Group


[Q12C] Chaos Psionics (Psi. Freq. 12C)

This psionic frequency is based on the first element of a creature's alignment.
If a creature takes this frequency and also frequency 6, they both count as only one frequency towards the number of frequencies limit.
Anyone with frequency 12 psionics has access to all powers of that alignment within frequency 12; there are no slots or selections to make.
All of these powers (except Mental Freedom in Psi12C) cost 1 Mental action to use. Each type of these psionics gain 1 point back per round (6/m or 60/t) if the character is not engaged in combat.
 
Chaos Psionic Points (CPPs) for Psionicists = (Chr + Dex) * (Psi12C level)
CPPs for Wild Talents = (higher of Chr or Dex) * (highest level) / 3

Psi12C Powers

Power TPP Type Description
Detect Law/Psionics 2/r Minor Detect Law (and) Detect Psionics
Disorder Objects 15 Minor Group of objects become chaotically arranged
Mistaken Missive 15 Minor Mistaken Missive (TM 53)
Protection from Law 15+2/r Minor As Pro.Evil but versus Lawful alignment
Confusion 20 Minor Confusion (as spell)
Entropy 35/t Minor Disorder Objects continuous in 180'r
Chaos Shield 40 Minor Chaos Shield (TM 21)
Dissension's Feast 40 Minor Dissension's Feast (TM 57)
Shifting Appearance 40/t Minor Appearance shifts to a random combination of creatures each round (strange to behold)
Randomness 45/t Major All your non-permanent die rolls of NdS instead are rolled as Nd(S+2)-N
Random Causality 55 Major Random Causality (TM 69)
Random Telekinetics 55+3/r Major All objects in 60'r area randomly telekinese around, creatures in area take 1d6*1d10 dmg/r
Charm Chaotic Creature 60 Major Charm (no save) only vs. Chaotic creatures
Miscast Magic 65 Major Miscast Magic (TM 69), also works on psionics
Chaotic Combat 75 Major Chaotic Combat (TM 75)
Chaotic Sleep 75 Major Chaotic Sleep (TM 76)
Inverted Ethics 80 Major Inverted Ethics (TM 80)
Shift Towards Chaos 80 Major Creature saves: if made it takes caster's level in damage, if missed AL shifts one towards C
Chaotic Commands 95 Major Chaotic Commands (TM 89)
Physical Freedom 95 Major Free Action (and) Remove Paralysis (and) Remove Domination (or) gives a path to escape local authorities
Destroy Clone 95 Major Kills a Clone, Simulacrum, or Shapechanger
Summon Chaotic Creature 120 Grand Gate (as spell) for Chaotic creature or for an Earth or Fire Elemental
Wildstrike 120 Grand Wildstrike (TM 39)
Mental Freedom 125 Grand Ejection (and) Restore Memories/Clarity of Mind (and) Remove Possession; This effect costs no actions to use
Random Gravity 140 Grand Gravity in 1 mile radius becomes random (1d6-3 times normal gravity each round)
Uncontrolled Weather 140 Grand Weather Patterns in area become random/extreme
Wild Magic Surge 155 Grand Generate (level) Wild Surges within 60' each round for 1h
Random Dispatcher 160 Grand Hornung's Random Dispatcher (TM 44), no save
Chaos Storm 180+8/r Super All in 120'r area are affected by Weird, Maze, and Chaos (as spells) every round
Grand Chaos 200/r Super All die rolls by all creatures within 240' of caster become either minimum (50%) or maximum (50%), check for each grouping of dice rolled

[PC5] Psionicist Classes Group


Psi14 (Lycanthrope)

Level KXP Psi14
mMG S
1 0 2-- -
2 3.3 4-- -
3 6.6 6-- -
4 13.2 71- -
5 24.75 73- -
6 45 75- -
7 82.5 77- -
8 150 88- -
9 300 981 -
10 600 983 -
11 900 985 -
12 1200 987 -
13 1500 998 -
14 2100 A99 -
15 2700 AAA -
16 3300 BBA -
17 3900 CBB -
18 4500 CCB 1
19 5100 CCC 2
20 5700 DCC 3
21 6300 DDC 4
22 6900 DDD 5
23 7500 EDD 6
24 8100 EED 7
25 8700 EEE 8
26 9300 FEE 9
27 9900 FFE A
28 10500 FFF B
29 11100 GFF C
30 11700 GGF D
31 12300 GGG E
32 12900 HGG F
33 13500 HHG G
34 14100 HHH H
35 14700 IIH H
36 15300 III I
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  3  8  2  3  1  1  1
+2  5  4  8  2  3  2  2  2
+3  6  4  8  3  4  3  3  3
+4  6  5  8  4  4  4  4  4
+5  6  5  9  5  5  5  5  5
+6  6  6  9  6  6  6  6  6
+7  7  7  9  7  7  7  7  7
+8  8  8  9  8  8  8  8  8
+9  9  9 10  9  9  9  9  9
+10 10 10 10 10 10 10 10 10
+11 11 11 11 11 11 11 11 11
+12 12 12 12 12 12 12 12 12
+13 13 13 13 13 13 13 13 13
+14 14 14 14 14 14 14 14 14
+15 15 15 15 15 15 15 15 15
+16 16 16 16 16 16 16 16 16
+17 17 17 17 17 17 17 17 17
+18 18 18 18 18 18 18 18 18
Requisites: Str 10, Wis 10
Alignment: any
HD/level: d14
Weapon Prof.: 4+level/3
To Hit Table: Mon
Save Table: Psi | 2xMon
Reference: DM
Groups: Psionicist, Monster
 
The new Psi14 is Lycanthrope psionics. The previous Psi14 (Concordant/Godly Psi) has been moved to [X14] and is no longer a psionic frequency.
See [Q14] for rules and powers.
PSPs (Psi14) = (LVL+3)*30.
The DM will give you a few choices over which type of Lycanthrope you are. It doesn't give you any special abilities or stata; this simply lets you know what you can turn into. The choices the DM gives will depend on what level you are starting the Psi14 class at (campaigns that are high level will offer better Lycanthrope types).

[PC5] Psionicist Classes Group


Psi14 Minor Powers

# PSPs Description
1 -10 to max +LVL unarmed dmg.
2 2 0, when biting: Cause Lycanthropy (PPD save, if they fail, they are your slave)
3 2 0, when changing form: Cure (1d6)*10% of damage taken
4 2/r Bloodlust: +CL TH and dmg, -CL AC
5 -10 to max Can turn into one additional form; DM rolls DL=LVL/3 Lycanthrope or Animal
6 -10 to max Complete control over when you change forms
7 2 Detect Lycanthropes, Shapechangers, See True Form
8 -10 to max Hit only by +LVL or better weapons
9 -10 to max Regen CL hp/s
10 2 Speak with Animals
11 2 Summon CL Animals of the type that you are the Lycanthrope of, DL=LVL
12 2 Target gets a disease (PPD save)
13 -10 to max You can adjust (with fine resolution) the degree of your hybrid-ness in hybrid form
14 -10 to max Your clothing/armor change with you when you change form
15 -10 to max Your lycanthropy cannot be cured (unless you want it to be)

Psi14 Major Powers

# PSPs Description
1 5 [0 action to use] Change form immediately
2 5/r +CL Str; -CL Cml
3 5/r +CL Dex; -CL Cml
4 5/r +CL Con; -CL Cml
5 -N to max Add a 0.5 Lycanthrope Racial Adjective for free; N=(added divisor)*100
6 5 Force Shapechange or Wrench
7 5 Group gets a disease (PPD save)
8 -25 to max Immune disease and poison
9 -25 to max Pick LVL unusual materials to be immune to.
10 5 Trigger someone else's Lycanthropy to manifest (they change form)
11 -25 to max When you change forms, can mutate your facial features to look different
12 -25 to max Your Animal form has wings; Fly at CL*3" (C)

[PC5] Psionicist Classes Group


Psi14 Grand Powers

# PSPs Description
1 8/r +CL/2 Int
2 8/r +CL/2 Wis
3 8/r +CL/2 Chr
4 80 Alter your Lycanthrope form, DM rolls on LVL/2 Lycanthrope or Animal table
5 -40 to max Get a Rogue chart (and 20*LVL Rogue points) up to level=LVL/2
6 -40 to max Remove a vulnerability on yourself (reduce Severe Allergy -> Vulnerable)
7 8 Summon a DL=VII Lycanthrope
8 -40 to max You have a breath weapon, half hp (pick acid, poison, skunk; pick 3/d or 1/3r)
9 -40 to max Your gaze causes Charm (no save, IR)

Psi14 Super Powers

# PSPs Description
1 -55 to max 1D: Reincarnate as an animal of your animal form
2 11 1V, while attacking: Your natural attacks Cascade Rams one group
3 11 Duplicate a Psi7 minor, major, or grand
4 11 Summon a DL=X Lycanthrope
5 -55 to max You do not go unconscious and stay offensive at any hp total (will still die)
6 -55 to max Your unarmed attacks are Permanent hp of damage

[PC5] Psionicist Classes Group


Psi17

Level KXP
Spells
1 0 (none)
2 17 (none)
3 34 (none)
4 51 (none)
5 68 (none)
6 85 (none)
7 102 (none)
8 119 (none)
9 170 (none)
10 340 (none)
11 510 (none)
12 680 (none)
13 850 (none)
14 1020 (none)
15 1190 (none)
16 1360 (none)
17 1530 (none)
18 1700 (none)
19 1870 (none)
20 2040 (none)
21 2210 (none)
22 2380 (none)
23 2550 (none)
24 2720 (none)
25 2890 (none)
26 3060 (none)
27 3230 (none)
28 3400 (none)
29 3570 (none)
30 3740 (none)
31 3910 (none)
32 4080 (none)
33 4250 (none)
34 4420 (none)
35 4590 (none)
36 4760 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  9  5  6  3  4  0  1  3
+1  9  5  6  4  4  1  1  4
+2 10  6  7  5  5  2  2  5
+3 11  7  8  5  6  2  2  5
+3 12  7  9  6  7  3  3  6
+4 12  8  9  6  7  3  3  7
+5 13  9 10  7  8  4  4  8
+5 13  9 10  7  8  4  4  8
+6 14 10 11  8  9  5  5  9
+7 14 10 11  9  9  6  5 10
+7 15 11 12 10 11  6  6 11
+8 16 12 13 10 11  7  6 11
+9 16 13 13 11 12  8  7 12
+9 16 13 14 12 12  8  7 13
+10 16 14 14 13 13  9  8 14
+11 16 14 15 13 13  9  8 14
+11 16 15 15 14 14 10  9 15
Requisites: Int 19
Alignment: L any
HD/level: d0+8
Weapon Prof.: 1+level/6
To Hit Table: Pri
Save Table: 1½xPri
Reference: StarTrek
Groups: Psionicist
 
See [Q17] for rules and powers.
Level 1: +½M Action
Level 1: Can transfer life-essence ("katra") to another once per lifetime
All of the following powers require 1M each to use:
Level 1: Mind-Link: Must touch target, no save, can ask 1 question of subject's mind per segment
Level 2: Regeneration: Lose 1P/1V per round for next 10 rounds, does a clerical Heal on self
Level 3: Suggestion: Target must be within (level*10)', no save, does a wizard Suggestion or any Illusion/Phantasm spell in target's mind
Level 4: Remove Pain: Target must be within (level)', level check to save, target is cured of all mental disorders and is Charmed
Vulcan Nerve Pinch (+2+Dex+Str bonuses TH/+0 dmg), dmg 1d2+unconsciouness (save vs. PPD at -8 to avoid)
Vulcan Death Grip (+2+Dex+Str bonuses TH/+0 dmg), dmg 1d8+extra damage [80] (save vs. PPD at -12 to avoid)

[PC5] Psionicist Classes Group


Psi18

Level KXP Psi18
mMG S
1 0 1-- -
2 4 2-- -
3 8 3-- -
4 16 41- -
5 32 51- -
6 64 61- -
7 128 62- -
8 256 72- -
9 512 721 -
10 1000 731 -
11 1500 831 -
12 2000 832 -
13 2500 842 -
14 3000 942 -
15 3500 943 -
16 4000 953 1
17 4500 A53 1
18 5000 A54 1
19 5500 A64 2
20 6000 B64 2
21 6500 B65 2
22 7000 B75 3
23 7500 C75 3
24 8000 C76 3
25 8500 C86 4
26 9000 D86 4
27 9500 D87 4
28 10000 D97 5
29 10500 E97 5
30 11000 E98 5
31 11500 EA8 6
32 12000 FA8 6
33 12500 FA9 6
34 13000 FB9 7
35 13500 GB9 7
36 14000 GBA 7
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  0  0  0  0  0  0  0  0
+0  1  1  1  1  1  1  1  1
+1  1  1  1  1  1  1  1  1
+1  2  2  2  2  2  2  2  2
+2  2  2  2  2  2  2  2  2
+2  3  3  3  3  3  3  3  3
+3  3  3  3  3  3  3  3  3
+3  4  4  4  4  4  4  4  4
+4  4  4  4  4  4  4  4  4
+4  5  5  5  5  5  5  5  5
+5  5  5  5  5  5  5  5  5
+5  6  6  6  6  6  6  6  6
+6  6  6  6  6  6  6  6  6
+6  7  7  7  7  7  7  7  7
+7  7  7  7  7  7  7  7  7
+7  8  8  8  8  8  8  8  8
+8  8  8  8  8  8  8  8  8
+8  9  9  9  9  9  9  9  9
Requisites: Int 0, Wis 15, Chr 9
Alignment: any
HD/level: d0+7
Weapon Prof.: 0+level
To Hit Table: Rog
Save Table: Mon
Reference: Synn
Groups: Psionicist
 
See [Q18] for rules and powers.

[PC5] Psionicist Classes Group


Basic Psi18 Information

May use psionic enchantments as per Psi9.
 
Optional: Reduce all "+level to Stat" to "+1 to Stat".
Optional: Reduce all powers that duplicate or let you pick from another frequency's power list.
 
In the world of Synnibarr, Mutant Psionics (frequency 9) is gained by the underdeveloped and undisciplined races. It modifies the physical body so certain improvements can be made. Eventually these modifications include the brain so these lesser races can actually compete with the more advanced ones.
True Psionics use the same system as Psi9 (in terms of tracks and such), but it counts as a seperate frequency.
If you have both Psi9 and Psi18, you get the "basic track length" equal to stat for each class.
Drain off relevant track: Minor=1, Major=3, Grand=6, Super=10.
In Synnibarr, you must first be subjected to the radiation of technentium in order to learn this frequency. This restriction is ignored, as the radiation in question has no side effects (unlike the radiation used for Psi9).
 
Psi18 wild talents: Level of Mastery is ½ of highest level.
Number of Proficiency slots needed: Minor=1, Major=3, Grand=6, Super=10.
"Knowledge" Nonweapon Proficiencies can be used for this.
 
Wild Talent Progression:
 
Wis+Chr Minor Major Grand Super
0-9 0 0 0 0
10-19 1 0 0 0
20-29 2 0 0 0
30-39 2 1 0 0
40-49 3 2 0 0
50-59 3 2 1 0
60-69 4 3 2 0
70-79 4 3 2 1
80-89 5 4 3 2

[PC5] Psionicist Classes Group


Psi18 Minor Powers

# Power Check Description
1 Cancel Magic and Earthpower Wis/r -LVL CL to all Magic/Ele-E affecting you
2 Clairvoyance Int/t 100+LVL/2 mi.radius Clairvoyance
3 Demi-Shadow Magic Dex Duplicate a 0th-3rd level Wizard spell, it is 50% real
4 Detect Danger Wis/m As Clr Find Traps; cannot be surprised
5 Ego Shield Int/h Immune to Mental Attacks; Undetect. Lie
6 Element Control Dex Poly. LVL lbs. Ele,Para,Quasi into other
7 Eternal Sustenance Con/h Can survive in any environment; +1 LVL Con: Fitness
8 Happy Day Any/d Any power that uses the stat used for Happy Day can use any track
9 Heal and Regrowth Wis 1 target: Regenerate; heal LVL*LVL hp
10 Hypnosis Chr 1 target: Hypnosis 1m (save)
11 Illusion Int/h 200cu.' visual illusion (can disbelieve)
12 Innate Shield Con/t 20*CL hp shield vs. Innate abilities
13 Intellect: Annihilation Int 1 target: -3d6 Int (save)& insane (save)
14 Intellect: Enforcement Int +20 PSPs any freq.; (Q11) has conversion
15 Invisibility Dex/m Invisibility; immune to Light/Radiance
16 Minor Levitation Int/t Fly at LVL*3"; +LVL Str:Muscle
17 Paralysis Bolt Wis 1 target: Paralysis 1h (save)
18 Postcognition Wis/r Look back up to LVL*10 y in this loc.
19 Psi: Bolt Chr 1 target: LVLd10 telekinetic dmg(save:½)
20 Psi: Cage Chr/h 20'x40'x40'cage; need combined Str 70+
21 Psi: Shield Chr/t Pick Phys,Magic,Psi: 10*LVL hp shield
22 Psi: Spray Chr LVL targets:1d10 telekinetic dmg(save:½)
23 Sense: Aura Wis 1 target: surface thoughts; AL; levels
24 Sense: Life Force Wis/t Detect Life (type) 100'r
25 Sense: Magic Wis/t Detect Magic (type & level) 100'r
26 Sense: Psionics Wis/t Detect Psionics (type & level) 100'r
27 Sense: Truth/Falsehood Wis/m Know truth & lies if spoken to you
28 Speak w/Inanimate Objects Int/t Object only knows of owners/surroundings
29 Telekinesis: Lift & Move Int/r 100*LVL lbs.; object moves at 10*LVL"
30 Telekinesis: Shield Int/t 10*LVL hp shield vs. physical,energy,TK
31 Telekineses: Tactile Int/t Can touch up to LVL*100'; incl. T spells
32 Telespeak Int/d Can speak with Telepathy;+100 Lang.prof.
33 Tesseract Str Teleport anywhere within sight

[PC5] Psionicist Classes Group


Psi18 Major Powers

# Power Check Description
1 Alter Density Int/m Pass throught objects, fly at LVL" rate
2 Apportation Wis Teleport or Teleport Other
3 Binding Chr Forcecage (as spell)
4 Create Solid Illusion Wis/h Illusion with Visual &Tactile components
5 Death Stare Wis/r Gaze: Death (save)
6 Disintegration Beam Int Disintegrate 1 target (save)
7 Empathic Control Chr Sense Emotions 100', alter them (save)
8 Levitation Int/h Fly at LVL*5"; +LVL Str:Efficiency
9 Location From Objects Wis/m Locate Object or Person (same plane)
10 Magnetic Ctrl: Disruption Int Blast: Unconscious (save),no electronics
11 Magnetic Ctrl: Flight Int/h Fly at LVL*30", +LVL Dex:Coordination
12 Magnetic Ctrl: Force Bolt Int 1 target: LVLd100 dmg (save:0)
13 Magnetic Ctrl: Lift&Manip Int/r Pick up and mold shape up to 50*LVL lbs.
14 Magnetic Ctrl: Shield Int/t Shield vs. Energy/Physical, 100*LVL hp
15 Metamorph Chr/h Shapechange (as spell), +LVL Dex:Balance
16 Psi: Amplification Chr x2 effect on next Psi (any freq.) power
17 Psi: Disruption Chr/t 30'r, no Psi works in area
18 Pyrokinetic: Heat Field Wis/h Fire Shield (as spell), +LVL Con:Health
19 Pyrokinetic: Melt& Aflame Wis 30'r, LVLd20 fire damage (save:½)
20 Pyrokinetic: Spont.Comb. Wis Spontaneously Combusts 1 target (save)
21 Scan Mind and Willforce Int/r 1 target: ESP, can Command 1/r (save)
22 Scroll Spell Int Write next Psi18 power on a psi scroll
23 Scty: Delocator Dex You and your objects cannot be located with Locate Person/Object
24 Telepathic: Control Chr LVL/3 targets: Domination (save)
25 Telepathic: Ventriloquism Chr Force 1 person to say something(no save)
26 Telepathy: Alter Memories Int Can scan and alter memories (save)
27 Telepathy: Communication Int/h Communicate with 1 person (same plane)
28 Telepathy: Create Illusion Int/m Mirage Arcana in 1 person's mind
29 Telepathy: Hypnosis Int/m LVL/2 targets: Hypnosis (save)
30 Telepathy: Psi Link Int/d Creates a Psi18 psi link
31 Telepathy: Psi Scream Int 1 target: unc. (save), no psi (save)
32 Telepathy: Psi Teaching Int/h Teach in 1/LVL time, +LVL Wis:Intuition
33 Telepathy: Psych. Lockpick Int/h -LVL*10% reducible PsiR, +LVL Chr:Presence
34 Telepathy: Psych. Shield Int/h -LVL CL,+LVL saves on Psi effects vs.you; +LVL Wis: Willpower
35 Telepathy: Scan Mind Int Scan memories & knowledge (no save)
36 Telepathy: Translation Int [permanent] 1 target learns 1 language
37 Teleport Str Teleport without Error (as spell)

[PC5] Psionicist Classes Group


Psi18 Grand Powers

# Power Check Description
1 Ego Beast Con 1 target loses LVLd20 Psi tracks (save)
2 Fate Wish Con Duplicate any Psi27 Major or 4 random Psi27 Minors
3 Inter Dimensional Space Chr/d Rope Trick, +LVL Int:Knowledge
4 Kinetics Any Use 1 Psi9 Energy,Gravity,Photon Kinetic
5 Limited Wish Chr Limited Wish (as spell)
6 Mass Heal Wis LVL targets: Heal
7 Mass Solid Illusion Int/h Illusion, all senses,no Wis/Int immunity
8 Mass Telekinesis Int/s LVL tons, each lb. can do 1 dmg
9 Mass Teleport Int Teleport without Error LVL mi.cu. area
10 Planeport Int Transport to any location in Multiverse
11 Porthole Wis/t Can look& use mentals into desired plane; +LVL Int: Reason
12 Psi: Enhanced Spray Chr Casts LVL Psi: Bolts (no save)
13 Psi: Invulnerability Chr/d +LVL*3 AC, +LVL TH&dmg, +LVL Chr:Leadership
14 Psi: Restoration Chr Recharges & Rebuilds 1 Magic/Psionic item
15 Psi: Slayer Chr/r Sword: 1V to swing: LVLd100 dmg, always hits
16 Psi: Transformation Chr 1 target: -1d6 each stat, add to your tracks
17 Psi: Web Chr/w 100'r, any flying creature is Imprisoned
18 Scty: Alarm Wis [permanent] Alarm (as spell), LVL locations
19 Scty: Astral Blockade Wis [permanent] No Astral Proj., lock out Astral
20 Scty: Clair Blockade Wis [permanent] Cannot clair-anything into area
21 Scty: Commun Blockade Wis [permanent] No communication in area
22 Scty: Confined Defender Wis/r Shield vs. magic/psionics 1000*LVL hp
23 Scty: Dimensional Blockade Wis [permanent] No dimension effects in area
24 Scty: Flight Blockade Wis [permanent] No flying in area
25 Scty: Illusion Wis [permanent] Mirage Arcana (as spell)
26 Scty: Invisibile Defender Wis/r Shield vs. physical/energy 1000*LVL hp
27 Scty: MagnificientDefender Wis/r No magic & psi of SL 7 or lower in area
28 Scty: Metamorph Blockade Wis [permanent] Force Shapechange, no polymorph
29 Scty: Peripheral Defender Wis/r -7*LVL dmg on all physical & energy attacks
30 Scty: Sensing Blockade Wis [permanent] None of the 5 senses work
31 Scty: Spell Trap Wis/y Contingency for any 1 power (Magic/Psi/Innate)
32 Scty: Teleport Grab Wis [permanent] Grabs Teleports to desired loc
33 Scty: Transanimation Wis/t Animate Object, it has LVL*4 Str
34 Worm Chr 1 target: Mental & Physical Domination (save)

[PC5] Psionicist Classes Group


Psi18 Super Powers

# Power Check Description
1 Alter Probabilities Chr/t ±20% all die rolls
2 Caprenium Silence Int/y 100'r, 100% irreducible InnateR,PsiR,or MR
3 Impart Psionics Wis [permanent] +1 Max.Psi.Freq., Psi18 wild
4 Mass Mind Control Wis 250'r, all are Hypnotised (no save)
5 Null Void: Null Bolt Wis Targets gets 5*LVL% offensive MR,PsiR,InnateR
6 Null Void: Null Dome Wis/r 3*LVL% irreducible PsiR
7 Null Void: Null Field Wis/r 3*LVL% irreducible MR
8 Possession Chr Magic Jar (no save) (no PsiR) (no immunity)
9 Power Transfer Con Drain all spells & psi points (no save)
10 Precognition Int Ask the Fates 3 questions
11 Psi: Acceleration Dex/m +LVL/3 Mentals /r, only for Psi powers
12 Psi: Bank Str [permanent, only 1] +LVL on max tracks
13 Psi: Trap Wis/y Chain Contingency, up to LVL powers any type
14 Quick Zeroes Wis/r +LVL/4 QZ actions
15 Resurrection Con [0 action, even when dead]: Resurrection
16 Sphere/Power Transform. Int/r Can transfer Psi and Spells freely, see Psi11
17 Starport Int As Planeport but no summoning sickness
18 Timeport Int Transport ±100*CH years in time, minimum=500
19 Wish Chr Wish (as spell)

[PC5] Psionicist Classes Group


Psi24

Level KXP Psi24
mMG SU
1 0 1-- --
2 4 2-- --
3 8 3-- --
4 16 41- --
5 32 51- --
6 64 62- --
7 128 72- --
8 256 831 --
9 512 931 --
10 900 A41 --
11 1300 B42 --
12 1700 C52 --
13 2100 D52 --
14 2500 E63 --
15 2900 F63 --
16 3300 G73 1-
17 3700 H74 1-
18 4100 I84 1-
19 4500 J84 1-
20 4900 K95 2-
21 5300 L95 2-
22 5700 MA5 2-
23 6100 NA6 2-
24 6500 OB6 3-
25 6900 PB6 3-
26 7300 QC7 3-
27 7700 RC7 3-
28 8100 SD7 4-
29 8500 TD8 4-
30 8900 UE8 4-
31 9300 VE8 4-
32 9700 WF9 51
33 10100 XF9 51
34 10500 YG9 51
35 10900 ZGA 51
36 11300 [GA 51
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  8  2  3  1  0  1
+0  5  4  8  2  3  1  0  2
+0  6  4  8  3  4  2  0  2
+1  6  5  8  3  4  2  1  3
+1  6  5  9  3  4  2  1  3
+1  6  6  9  4  5  3  1  4
+2  7  6  9  4  5  3  2  4
+2  7  7  9  4  5  4  2  5
+2  7  7 10  5  6  4  2  5
+3  7  8 10  5  6  4  3  6
+3  8  8 10  5  6  5  3  6
+3  8  9 10  6  7  5  3  7
+4  8  9 11  6  7  6  4  7
+4  8 10 11  6  7  6  4  8
+4  9 10 11  7  8  6  4  8
+5  9 11 11  7  8  7  5  9
+5  9 11 12  7  9  7  5  9
+5  9 12 12  8  9  8  5 10
Requisites: Int 24
Alignment: any
HD/level: d8
Weapon Prof.: 4+level/2
To Hit Table: Wiz
Save Table: Psi
Reference: DM
Groups: Psionicist, Technology
 
See [Q24] for rules and powers. DM Note: This is not the same as the previous Psi24 (Class-based psionics), this was moved to [X24].
Can convert S -> E actions. You can use E actions as a person; if you do, it takes the place of your M or P action for the segment.
Psi24 powers cost 1E action to use.
Level 1 ¶: You can use E actions on items that you wield for your own Psi24 powers (essentially turning every intelligent item you possess into a "Beanie of +1E Action" for you).
Level 1 ¶: 1E: Lend an E action to a magic item. At level 4, you do not need to be touching the item; it can be elsewhere in the party. At level 9, you can lend another Psi24 character an E action with this ability.
Level 1 ¶: xLVL Personality score.

[PC5] Psionicist Classes Group


[Q24.4] Intelligent Item Psionics - Minor

Effect gp cost (3E) Source d77
10 ranks in Bluff 5000 DMG3.5? 1
10 ranks in Decipher Script 5000 DMG3.5? 2
10 ranks in Diplomacy 5000 DMG3.5? 3
10 ranks in Intimidate 5000 DMG3.5? 4
10 ranks in Knowledge (choose category) 5000 DMG3.5? 5
10 ranks in Listen 5000 DMG3.5? 6
10 ranks in Search 5000 DMG3.5? 7
10 ranks in Sense Motive 5000 DMG3.5? 8
10 ranks in Spellcraft 5000 DMG3.5? 9
10 ranks in Spot 5000 DMG3.5? 10
1E: activate zone of truth 3/day 6500 DMG3.5? 11
1E: bless its allies 3/day 1000 DMG3.5? 12
1E: cure moderate wounds (2d8+3) on wielder 3/day 6500 DMG3.5? 13
1E: darkness 3/day 6500 DMG3.5? 14
1E: daze monster 3/day 6500 DMG3.5? 15
1E: detect magic at will 3600 DMG3.5? 16
1E: faerie fire 3/day 1100 DMG3.5? 17
1E: hold person on an enemy 3/day 6500 DMG3.5? 18
1E: locate object 3/day 6500 DMG3.5? 19
1E: major image 1/day 5400 DMG3.5? 20
1E: minor image 1/day 2200 DMG3.5? 21
Anti-Magic 10% (DR 6T) 0D&D-Master 22
Bless(R60',DR6T,EF20'sq, + 1ML/Hit/Dmg; X5) 0D&D-Master 23
Blight' (R 60', DR 6T, EF 20'sq, -1 ML/Hit/Dmg; X5) 0D&D-Master 24
Bouyancy, to 10,000 cn (DR 6T) 0D&D-Master 25
Cause Fear* (R 120', DR 2T; X5) 0D&D-Master 26
Cause Wounds, Light* (EF 7 hp; X5) 0D&D-Master 27
Change Odors (EF 30' cube) 0D&D-Master 28
Change Tastes (EF 40 meals or 20 cu.ft.) 0D&D-Master 29
Climb Walls, 70% (DR 12T) 0D&D-Master 30
ConfuseAlignment*(R Touch, DR 40T; 0D&D-Master 31
Container, to 5,000 cn (DR 6 hours) 0D&D-Master 32
Cure Wounds (EF 7 hp; B26) 0D&D-Master 33
Darkness*(R 120', DR46T, EF30' dia; X11) 0D&D-Master 34
deathwatch continually active 2700 DMG3.5? 35
detect elevator/shifting rooms/walls in a 10' radius DMG1 36
Detect Evil (DR 6T, EF R 60'; B41) 0D&D-Master 37
detect evil/good in a 10' radius DMG1 38
detect gems, kind, and number in a 10' radius DMG1 39
detect invisible objects in a 10' radius DMG1 40
Detect Magic (DR 6T, EF R 60'; B39) 0D&D-Master 41
detect magic in a 10' radius DMG1 42
Detect New Construction (R 60', DR 36T) 0D&D-Master 43
detect precious metals, kind, and amount in a 20' radius DMG1 44
detect secret doors in a 5' radius DMG1 45
Detect Slopes (R 30', DR 36T) 0D&D-Master 46
detect sloping passages in a 10' radius DMG1 47
detect traps of large size in a 10' radius DMG1 48
Find Traps, 50% (DR 6T) 0D&D-Master 49
FloatingDisc(DR 6T, EF 5,000 cn; B39) 0D&D-Master 50
HoldAnimal(R 180', DR 40T, EF one type, 4 cr; C15) 0D&D-Master 51
Levitate (DR 46T; B41) 0D&D-Master 52
locate object in a 120' radius DMG1 53
Magic Missile (EF 5 missiles, ld6 + 1D each; B40) 0D&D-Master 54
Memorize + 1 bonus spell level 0D&D-Master 55
Mindmask (R Touch, DR 12T; X11) 0D&D-Master 56
Open Locks, 60% (DR 6T) 0D&D-Master 57
Predict Weather(DR 12 hours, EF 40 miles; C 15) 0D&D-Master 58
Produce Fire (DR 2T; C15) 0D&D-Master 59
Protection from Evil (DR 6T; B40) 0D&D-Master 60
Purify Food and Water (R lo', EF 6 waterskins or 12 food; B27) 0D&D-Master 61
Read Languages (DR 6T; B40) 0D&D-Master 62
Read Magic (DR 3T; B40) 0D&D-Master 63
Remove Fear (DR 3T, EF +6 SAve; B27) 0D&D-Master 64
Repair normal objects (EF up to 1,000 0D&D-Master 65
Resist Cold (DR 12T, EF + 2ST, -l/die D, 30'; B27) 0D&D-Master 66
Resist Fire (DR 6T, EF + 2ST, -1ldie D; 0D&D-Master 67
Shield (DR 6T; B40) 0D&D-Master 68
Sleep (R 240', DR 20 T, EF up to 20 HD, 40' sq; B40) 0D&D-Master 69
Speak with Animals (R 30', DR 6T; X6) 0D&D-Master 70
Timekeeping (DR to 24 hours from 1 mark) 0D&D-Master 71
Tree movement (DR 12T) 0D&D-Master 72
Ventriloquism (R go', DR 3T; B40) 0D&D-Master 73
Warp Wood(R240', EF40 arrows; C15) 0D&D-Master 74
Water Breathing (R30', DR 1 day; X12) 0D&D-Master 75
Weapon damage bonus + 2 (DR 1T) 0D&D-Master 76
Web (R lo'cu, DR 48T; B42) 0D&D-Master 77

[PC5] Psionicist Classes Group


[Q24.5] Intelligent Item Psionics - Major

Effect gp cost (3E) Source d259
10 ranks in Sense Motive ELH3? 1
10 ranks in Survival ELH3? 2
1E: arcane eye 1/day 10000 DMG3.5? 3
1E: cause fear in an enemy at will 7200 DMG3.5? 4
1E: clairvoyance 3/day 16000 DMG3.5? 5
1E: create daylight 3/day 16000 DMG3.5? 6
1E: create deeper darkness 3/day 16000 DMG3.5? 7
1E: create magic circle against (opposing alignment) at will 16000 DMG3.5? 8
1E: detect (opposing alignment) at will 7200 DMG3.5? 9
1E: detect thoughts at will 44000 DMG3.5? 10
1E: detect undead at will 7200 DMG3.5? 11
1E: dimensional anchor on a foe 1/day 10000 DMG3.5? 12
1E: dismissal on a foe 1/day 10000 DMG3.5? 13
1E: fear against foes 3/day 30000 DMG3.5? 14
1E: gust of wind 3/day 11000 DMG3.5? 15
1E: haste on its owner 3/day 16000 DMG3.5? 16
1E: invisibility purge (30 ft. range) 3/day 16000 DMG3.5? 17
1E: lesser globe of invulnerability 1/day 10000 DMG3.5? 18
1E: locate creature 3/day 30000 DMG3.5? 19
1E: quench on fires 3/day 16000 DMG3.5? 20
1E: slow on its enemies 3/day 16000 DMG3.5? 21
Ability Score bonus (DR 6T, EF 1 random score) 0D&D-Master 22
Ability Score bonus (DR 6T, EF 2 random scores) 0D&D-Master 23
AC bonus -2 (DR 6T) 0D&D-Master 24
AC bonus -4 (DR 6T) 0D&D-Master 25
Adds 1 point to possessor’s maior attribute DMG1 26
Animate dead (1 figure) (by touch) - 7 times/week DMG1 27
Anti-Animal Shell (DR 40T C16) 0D&D-Master 28
Anti-Magic 20% (DR 6T) 0D&D-Master 29
Anti-Plant Shell (DR 6T; Cl6) 0D&D-Master 30
Audible glamer upon command - 3 times/day DMG1 31
Bearhug (DR 1T) 0D&D-Master 32
Bless (by touch) DMG1 33
Bug Repellant (DR 40T, + 4 ST) 0D&D-Master 34
Buoyancy, to 20,000 cn (DR 12T) 0D&D-Master 35
Buoyancy, to 40,000 cn (DR 18T) 0D&D-Master 36
Calm Others (R 120', EF up to 40 HD) 0D&D-Master 37
Cause Disease*(R 30'; X6) 0D&D-Master 38
Cause Wounds, Critical* (EF 21 hp; 0D&D-Master 39
Cause Wounds, Serious* (EF 14 hp; 0D&D-Master 40
Charm Monster(R 120', EF 18 at 3 HD or 1 at 3 + HD; X13) 0D&D-Master 41
Charm Person (R 120'; B39) 0D&D-Master 42
charm person on contact - 3 times/day DMG1 43
Charm Plant (R 120', DR 3 mon, EF 1/6/12/24 plants; C21) 0D&D-Master 44
Choose Best Option (R lT, EF 1 choice) 0D&D-Master 45
Clairaudience (when touched to the ear) DMG1 46
clairoudience, 30' range-3 times/day 1 round per use DMG1 47
Clairvoyance (when touched to the eyes) DMG1 48
Clairvoyance(R 60', DR 12T; X11) 0D&D-Master 49
clairvoyance, 30' range - 3 times/day, 1 round per use DMG1 50
Climb Walls, 100% (DR 12T) 0D&D-Master 51
Climb Walls, 80% (DR 12T) 0D&D-Master 52
Climb Walls, 90% (DR 12T) 0D&D-Master 53
Cloudkill (R l', DR 6T, EF 1 pth, 5HD or less Save vs. Poison, 30' x 20'; X14) 0D&D-Master 54
Color spray - 3 times/day DMG1 55
Communication (DR 6T) 0D&D-Master 56
Comprehend languages when held DMG1 57
Confusion (R 120', DR 12r, EF up to 18 cr in 30' rad; X13) 0D&D-Master 58
Container, to 10,000 cn (DR 6 hours) 0D&D-Master 59
Container, to 20,000 cn (DR 6 hours) 0D&D-Master 60
Container. to 15,000 cn (DR 6 hours) 0D&D-Master 61
Continual Darkness* (R 120', EF 30' rad; X6) 0D&D-Master 62
continuous detect scrying effect 10000 DMG3.5? 63
Control Plants (R all in 30' x 30', DR 20T; X61) 0D&D-Master 64
Control Temperature 10' radius (DR 40T, EF 50 degrees; C 15) 0D&D-Master 65
Create Food (R lo', EF 400 men 30 Control Winds (DR 40T, EF 400'; C16) 0D&D-Master 66
Create food and water - 1 time/day DMG1 67
Create magic aura (R 120', DR 3T, EF 40' cube) 0D&D-Master 68
Create Normal Animals (R 30', DR lOT, EF 1-6 cr; C12) 0D&D-Master 69
Create Normal Monsters (R 30', DR 2T, EF 40 HD total; C22) 0D&D-Master 70
Create Poison * (R Touch; X8) 0D&D-Master 71
Create Water (RDR 6T, EF 50 gallons; X7) 0D&D-Master 72
Cure Blindness (R Touch; X6) 0D&D-Master 73
Cure Disease (R 30 ' ; X6) 0D&D-Master 74
Cure light wounds (1d8+5) on wielder 1/day ELH3? 75
Cure light wounds- 7 times/week DMG1 76
Cure Wounds, Critical(EF 21 hp; C12) 0D&D-Master 77
Cure Wounds, Serious (EF 14 hp; X7) 0D&D-Master 78
Curse* (R Touch; EF limited, see X14) 0D&D-Master 79
Darkness (5', 10', or 15‘ radius) - 3 times/day DMG1 80
Detect [opposing alignment] at will ELH3? 81
Detect charm - 3 times/day DMG1 82
Detect Danger (R 200 ' , DR 6T; M4) 0D&D-Master 83
Detect evil/good when held or ordered DMG1 84
Detect invisibility when held and ordered DMG1 85
Detect Invisible (R 400', DR 6T; B41) 0D&D-Master 86
Detect magic - 3 times/day DMG1 87
Detect magic at will ELH3? 88
Detect secret doors at will ELH3? 89
determine directions and depth - 2 times/day DMG1 90
Dimension Door (R lo', DR lr, EF 360'; X13) 0D&D-Master 91
Disarm Attack (DR 6T) 0D&D-Master 92
Dispel Evil (R 30', DR 1T; X8) 0D&D-Master 93
Dissolve (R 120', DR 3-18 days, EF 3,000 sq.ft. x 10'; C20) 0D&D-Master 94
Dodge normal missiles (DR lT, EF Save vs. wands) 0D&D-Master 95
Elasticity (DR 12T, EF 1/2 Dmg blunt weapons) 0D&D-Master 96
ESP (30’-60' range) - 3 times/day DMG1 97
ESP(R 60', DR 12T; B41) 0D&D-Master 98
ESP, 30' range - 3 times/day 1 round per use DMG1 99
Feather fall on wielder 1/day ELH3? 100
Feather fall when grasped and ordered DMG1 101
Feeblemind (R 240', EF -4S?, INT 2; 0D&D-Master 102
Find Secret Doors (R lo', DR 6T) 0D&D-Master 103
Find traps - 3 times/day DMG1 104
Find Traps (DR 2T, EF 30' ; X5) 0D&D-Master 105
Find traps at will ELH3? 106
Find Traps, 60% (DR 6T) 0D&D-Master 107
Find Traps, 70% (DR 6T) 0D&D-Master 108
Find Traps, 80% (DR 6T) 0D&D-Master 109
Fly (DR 40 + ld6T, MV 360'; X12) 0D&D-Master 110
Fly when held and ordered - 1 time/day DMG1 111
flying, 12" - 1 hour/day DMG1 112
fnfravision when held or worn DMG1 113
Free Monster* (R 120', EF up to 4 cr; X15) 0D&D-Master 114
Free Person* (R 120', EF up to 4 cr; 0D&D-Master 115
Gaseous Form (DR 3T) 0D&D-Master 116
Growth of Animal (R 120', DR 12T, EF 0D&D-Master 117
Growth of Plants (R 120', EF 3,000 0D&D-Master 118
Hallucinatory Terrain (R 240'; X13) 0D&D-Master 119
Harden* (R 120', EF 3,000 sq.ft. X 0D&D-Master 120
Haste (R 240', DR 3T, EF 24 cr in 60'; 0D&D-Master 121
heal - 1 time/day DMG1 122
Hear Noise, 50% (DR 12T) 0D&D-Master 123
Heat Metal (R 30', DR 7r; M4) 0D&D-Master 124
Hide in Shadows, 30% (DR 6T) 0D&D-Master 125
Hide in Shadows, 50% (DR 6T) 0D&D-Master 126
Hit points bonus + 1 per Hit Die (DR 0D&D-Master 127
Hit rolls bonus + 2 (DR 1T) 0D&D-Master 128
Hit rolls bonus + 3 (DR 1T) 0D&D-Master 129
Hit rolls bonus + 4 (DR 1T) 0D&D-Master 130
Hold Monster (R 120', DR 46T, EF up to 4 cr; X15) 0D&D-Master 131
Hold Person (R 120 I , DR 40T, EF up to 4 cr; X12) 0D&D-Master 132
Hold Portal (DR 12T; B39) 0D&D-Master 133
Hypnotic pattern (when moved) - 3 times/day DMG1 134
Ice, Storm (R 120', EF 20d6 D, 20' cube; X13) 0D&D-Master 135
Ice, Wall (R 120', DR 12T, EF 1200 sq.ft.; X13) 0D&D-Master 136
illusion, 120' range - 2 times/day, as the wand DMG1 137
Immune to Disease (R Touch, DR 18T) 0D&D-Master 138
Immune to Paralysis (R Touch, DR 6T) 0D&D-Master 139
Immune to Poison (DR 18T, EF self 0D&D-Master 140
Infravision (R Touch, DR 1 day, EF see 60'; X12) 0D&D-Master 141
Invisibility (B41) 0D&D-Master 142
Invisibility (improved) - 3 times/day DMG1 143
Invisibility lO'radius(R 120'; X12) 0D&D-Master 144
Item creates wall of fire in a ring with the wielder at the center 1/day 10000 DMG3.5? 145
Jump for 20 minutes on wielder 1/day ELH3? 146
Knock (R 60'; B41) 0D&D-Master 147
Know Alignment (DR lr, EF R 30; X5) 0D&D-Master 148
Know alignment when held and ordered - 1 time/day DMG1 149
Leap to 30', + 2 Hit roll bonus (DR 1T) 0D&D-Master 150
Levitate when held and ordered - 3 times/day DMG1 151
levitation, 1 turn duration - 3 times/day ot 6th level of magic DMG1 152
Light (R 120', DR 46T, EF 30' dia; B40) 0D&D-Master 153
Light-7 time/week DMG1 154
Locate object in a 120-ft. radius ELH3? 155
Locate Object(DR 6T, EF 120'; X6) 0D&D-Master 156
Lower Water (R 240', DR lOT, EF 1/2 height; X16) 0D&D-Master 157
Magic Door (R lo', DR 7 uses; C22) 0D&D-Master 158
Massmorph (R 240', EF 100 mansize; X13) 0D&D-Master 159
Memorize + 2 bonus spell levels 0D&D-Master 160
Memorize + 3 bonus spell levels 0D&D-Master 161
Memorize + 4 bonus spell levels 0D&D-Master 162
Merging (DR 18T, EF 7 cr) 0D&D-Master 163
Mind blank - 3 times/day DMG1 164
MirrorImage(DR 6T, EF 5 false images; B42) 0D&D-Master 165
Move Silently, 50% (DR 6T) 0D&D-Master 166
Neutralize Poison (R Touch; X8) 0D&D-Master 167
Obscure (DR 40T, EF 400fsq/40'high; C15) 0D&D-Master 168
Obscurement- 1 time/day DMG1 169
Open Locks, 70% (DR 6T) 0D&D-Master 170
Open Locks, 80% (DR 6T) 0D&D-Master 171
Parry (DR 6T) 0D&D-Master 172
Pass Plant (EF 300-600 yards; C16) 0D&D-Master 173
Pass without trace - 1 time/day DMG1 174
Pass-Wall(R 60', DR 6T, EF 5' X 10'; C22) 0D&D-Master 175
Pick Pockets, 50% (DR 6T) 0D&D-Master 176
Plant Door(DR 40T; C15) 0D&D-Master 177
Polymorph Other(R 60', up to 2x HD; X13) 0D&D-Master 178
Possessor immune to disease DMG1 179
Possessor immune to fear DMG1 180
Possessor immune to gas of any type DMG1 181
Possessor need neither eat nor drink for up to 1 week DMG1 182
Protection +2 when held or worn DMG1 183
Protection from Evil IO' Radius (DR 12T, EF + 1 ST; X8) 0D&D-Master 184
Protection from Lightning (R Touch, DR 40T, EF 40 dice D; C 15) 0D&D-Master 185
Protection from many creatures (DR 6T, EF up to 15HD) 0D&D-Master 186
Protection from Normal Missiles (R 30', DR 12T X12) 0D&D-Master 187
Protection from Poison (R Touch, DR 40T, EF + 4 vs. breath; M5) 0D&D-Master 188
Protection from some creatures (DR 6T, EF up to 5 HD) 0D&D-Master 189
Remove fear by touch DMG1 190
Remove Geas* (R 30'; X16) 0D&D-Master 191
Remove Traps, 50% (DR 6T) 0D&D-Master 192
Repair temporary magical object (1 obj) 0D&D-Master 193
Sanctuary when held or worn - 1 time/day DMG1 194
Saving Throws bonus + 2 (DR 6T) 0D&D-Master 195
Security (EF Trap 5 items, alarm only) 0D&D-Master 196
Set normal Trap, 50% (DR 6T) 0D&D-Master 197
Set normal Trap, 70% (DR 6T) 0D&D-Master 198
Shelter 0D&D-Master 199
Shield, when held or worn, upon command - 3 times/day DMG1 200
Shrink Plants* (R 120', EF 3,000 sq.ft.; 0D&D-Master 201
Silence15'radius(R 180', DR 12T; X6) 0D&D-Master 202
Size Control (DR 6T, 3' to 18') 0D&D-Master 203
Slow* (R 240', DR 3T, EF up to 24 cr, 30' radius; X12) 0D&D-Master 204
Speak with animals- 3 timedday DMG1 205
Speak with dead- 1 timelday DMG1 206
Speak with plants - 7 times/week DMG1 207
Speak with Plants(R 30', DR 3T; X8) 0D&D-Master 208
Speak with the Dead (R 30', EF 3 questions; X7) 0D&D-Master 209
Spell damage bonus, + l/die (DR 1 spell) 0D&D-Master 210
Spider climb for 20 minutes on wielder 1/day ELH3? 211
status effect, usable at will 11000 DMG3.5? 212
strength - 1 time/day (upon wielder only) DMG1 213
Striking (R 30', DR lT, EF + ld6 D; 0D&D-Master 214
Summon Animals (R 360', DR 3T; M5) 0D&D-Master 215
Telekinesis (R 120', DR 6r, EF 8000 cn, MV 20'/r; C20) 0D&D-Master 216
telekinesis, 2,500 g.p. wt. maximum - 2 times/day, 1 round each DMG1 217
telepathy, 60' range - 2 times/day DMG1 218
teleportation - 1 time/day 6,000 g.p. wt. maximum, 2 segments DMG1 219
Tongues when held or worn and commanded DMG1 220
Tracking (DR 6 hours, EF 90% outdoor, 50% indoor) 0D&D-Master 221
Transport Through Plants (EF +2 cr;C16) 0D&D-Master 222
Turn Undead as Cleric L12 (DR 2T) 0D&D-Master 223
Turn Undead as Cleric L6 (DR 1T) 0D&D-Master 224
Turn undead bonus + 2 to roll, + 1d6 HD (DR 1T) 0D&D-Master 225
Turn undead bonus + 4 to roll, + 2d6 HD (DR 1T) 0D&D-Master 226
Turn Wood(R 30', DR 40T, EF 120' X 60'; M5) 0D&D-Master 227
Ultravision when held or worn DMG1 228
Ventriloquism upon command - 3 times/day DMG1 229
Wall of Stone (R 60', EF 1,000 cu.ft.; X15) 0D&D-Master 230
Wall ofFire(R 60', DRConc., EF 1200 sq.ft.; X14) 0D&D-Master 231
Water breathing upon command DMG1 232
Water walking ability DMG1 233
Weapon damage bonus + 3 (DR 1T) 0D&D-Master 234
Weapon damage bonus + 4 (DR 1T) 0D&D-Master 235
Weapon damage bonus + 5 (DR 1T) 0D&D-Master 236
Weapon strength bonus + 1 (DR 1T) 0D&D-Master 237
Weapon strength bonus + 2 (DR 1T) 0D&D-Master 238
Wearer immune ta charm or hold spells DMG1 239
Wearer immune to magic missiles DMG1 240
Web- 1 time/day DMG1 241
Web movement (DR 12T) 0D&D-Master 242
Wielder can use see invisibility at will ELH3? 243
Wielder does not need to breathe ELH3? 244
Wielder does not need to sleep ELH3? 245
Wielder has free use of Blind-Fight ELH3? 246
Wielder has free use of Combat Expertise ELH3? 247
Wielder has free use of Combat Reflexes ELH3? 248
Wielder has free use of evasion ELH3? 249
Wielder has free use of Improved Initiative ELH3? 250
Wielder has free use of Improved Sunder ELH3? 251
Wielder has free use of Mobility ELH3? 252
Wielder has free use of uncanny dodge (as a 5th-level barbarian) ELH3? 253
Wizard lock - 7 time/week DMG1 254
Wizard Lock (R 10'; B42) 0D&D-Master 255
WizardEye (R 240', DR 6I', MV 120'; X14) 0D&D-Master 256
Write - 1 time/day DMG1 257
X-ray vision, 40' range - 2 times/day 1 turn per use DMG1 258
Zombie animation - 1 time/week DMG1 259

[PC5] Psionicist Classes Group


[Q24.6] Intelligent Item Psionics - Grand

Effect gp cost (3E) Source d209
+2 to armor class of possessor or AC 20, whichever is better DMG1 1
1E: 10d6 fireball 60000 DMG3.5? 2
1E: 10d6 lightning bolt 60000 DMG3.5? 3
1E: 15d6 greater shout 3/day 130000 DMG3.5? 4
1E: Clairaudience/clairvoyance (100-ft. range, 1 minute per use) ELH3? 5
1E: confusion 50000 DMG3.5? 6
1E: contagion (heightened to 4th level) as touch attack 56000 DMG3.5? 7
1E: crushing despair 50000 DMG3.5? 8
1E: dimension door on itself and wielder 50000 DMG3.5? 9
1E: Finger of death (100 ft. range, DC 171) ELH3? 10
1E: Globe of invulnerability ELH3? 11
1E: Heal ELH3? 12
1E: ice storm 50000 DMG3.5? 13
1E: Lightning bolt (8d6 points of damage, 200-ft. range, DC 131) ELH3? 14
1E: Magic missile (200-ft. range, 3 missiles) ELH3? 15
1E: mass inflict light wounds 81000 DMG3.5? 16
1E: phantasmal killer 50000 DMG3.5? 17
1E: poison (heightened to 4th level) as touch attack 56000 DMG3.5? 18
1E: prying eyes 81000 DMG3.5? 19
1E: rusting grasp as touch attack 56000 DMG3.5? 20
1E: song of discord 81000 DMG3.5? 21
1E: Stoneskin (wielder only, 10 minutes per use) ELH3? 22
1E: Summon monster III ELH3? 23
1E: Summon monster VI ELH3? 24
1E: Telekinesis (250 lb. maximum, 1 minute each use) ELH3? 25
1E: Teleport, 600 lb. maximum ELH3? 26
1E: true resurrection on wielder, once per month 200000 DMG3.5? 27
1E: Wall of force ELH3? 28
1E: waves of exhaustion 164000 DMG3.5? 29
Ability Score bonus (DR 6T, EF 3 random scores) 0D&D-Master 30
AC bonus -6 (DR 6T) 0D&D-Master 31
Acid Breath (EF 30' X 5') 0D&D-Master 32
Animal summoning (II or III)-2 times/day DMG1 33
Animate object upon command- 1 time/day DMG1 34
Animate Objects (R 60', DR 6T, EF 4,000 cn; X9) 0D&D-Master 35
AnimateDead(R60', EF40 HD; X14) 0D&D-Master 36
Anti-Magic 30% (DR 6T) 0D&D-Master 37
Anti-Magic 40% (DR 6T) 0D&D-Master 38
Anti-Magic Shell (DR 12T; X15) 0D&D-Master 39
Appear+ (R 240', DR lT, EF 20'cube; 0D&D-Master 40
Babble* (R 60', DR 40T; X9) 0D&D-Master 41
Barrier (R 60', DR 12T, EF 7-70 D; 0D&D-Master 42
blindness brand (2-12 rounds) DMG1 43
Bull’s strength (wielder only) ELH3? 44
Buoyancy, any weight (DR 36T) 0D&D-Master 45
Buoyancy, to 80,000 cn (DR 24T) 0D&D-Master 46
Burrowing (DR 6T, MV lo', 30', or60 ' ) 0D&D-Master 47
Cat’s grace (wielder only) ELH3? 48
Cause serious wounds by touch DMG1 49
Charm monster-2 time/day DMG1 50
Charm person (DC 111) on contact ELH3? 51
Charm person -7 times/week DMG1 52
Climb Walls, 110% (DR 12T) 0D&D-Master 53
Climb Walls, 120% (DR 12T) 0D&D-Master 54
Cone of cold (9-12 dice) -2 times/day DMG1 55
Confusion - 1 time/day DMG1 56
confusion brand (2-12 rounds) DMG1 57
Container, to 25,000 cn (DR 6 hours) 0D&D-Master 58
Container, to 30,000 cn (DR 6 hours) + mounts; X8) 0D&D-Master 59
Container, to 35,000 cn (DR 6 hours) 0D&D-Master 60
Control Animals (DR 20T, EF up to 40HD, 20 cr) 0D&D-Master 61
Control Lesser Undead (DR 20T, EF up to 7 HD, 20 HD, 10 cr) 0D&D-Master 62
Create normal objects (EF up to 1,000 0D&D-Master 63
Cure blindness by touch DMG1 64
Cure disease by touch DMG1 65
Dance (R Touch, DR 8r, EF -4STIAC; C24) 0D&D-Master 66
Death Spell (R 240', EF 32 HD in 60' cube, to HD 7 + ; X16) 0D&D-Master 67
Defeat/slay a particular creature type (see the bane special ability for choices) DMG3.5? 68
Defeat/slay a particular race or kind of creature DMG3.5? 69
Defeat/slay all (other than the item and the wielder) DMG3.5? 70
Defeat/slay arcane spellcasters (including spellcasting monsters and those that use spell-like abilities) DMG3.5? 71
Defeat/slay diametrically opposed alignment DMG3.5? 72
Defeat/slay divine spellcasters (including divine entities and servitors) DMG3.5? 73
Defeat/slay nonspellcasters DMG3.5? 74
Defeat/slay the servants of a specific deity DMG3.5? 75
Defend a particular race or kind of creature DMG3.5? 76
Defend the servants and interests of a specific deity DMG3.5? 77
Delayed Blast Fire Ball (R 240 ' , DR 0-60r, EF 20d6 D; C22) 0D&D-Master 78
Detect thoughts (100-ft. range, 1 minute per use) ELH3? 79
Dimension door- 2 times/day DMG1 80
Disintegrate - 1 time/day DMG1 81
disintegrate brand DMG1 82
Dispel illusion upon command - 2 times/day DMG1 83
Dispel magic upon command- 2 timeslday DMG1 84
DispelMagic(R 120', EF 20'cube; X8) 0D&D-Master 85
Dodge any missiles (DR lT, EF Save vs. Wands) 0D&D-Master 86
Dodge directional attacks (DR lT, EF Save vs. Wands) 0D&D-Master 87
Double movement speed (on foot) DMG1 88
Double weapon damage (DR 1T) 0D&D-Master 89
Emotion - 2 times/day DMG1 90
Exorcise - 1 timelmonth DMG1 91
Explosive Cloud (R l', DR 6T, EF 20' x 30' x 30', 20hplr; C24) 0D&D-Master 92
fear brand (1-4 rounds) DMG1 93
Fear by touch or gaze DMG1 94
Feeblemind by touch ELH3? 95
Find Traps, 100 % (DR 6T) 0D&D-Master 96
Find Traps, 110% (DR 6T) 0D&D-Master 97
Find Traps, 90% (DR 6T) 0D&D-Master 98
Finger ofDeath*(R 60'; X9, C12) 0D&D-Master 99
Fire Ball (R 240', EF 20d6 D; X11) 0D&D-Master 100
Fire Breath (EF 30' x 10' D = hp) 0D&D-Master 101
Fire shield- 2 times/day DMG1 102
Fireball (9-12 dice) - 2 times/day DMG1 103
Flesh to Stone* (R 120', EF 1 cr or 10' cube; X16) 0D&D-Master 104
Fly (30 minutes per use) ELH3? 105
Geas Another (R 30'; X16) 0D&D-Master 106
Giant strength (determine type) for 2 turns DMG1 107
Haste - 1 time/day DMG1 108
Haste (wielder only, 10 rounds) ELH3? 109
Heal - 1 time/day DMG1 110
Hear Noise, 140% (DR 36T) 0D&D-Master 111
Hear Noise, 90% (DR 24T) 0D&D-Master 112
Hide in Shadows, 70% (DR 6T) 0D&D-Master 113
Hit points bonus + 2 per Hit Die (DR 0D&D-Master 114
Hit rolls bonus + 5 (DR 1T) 0D&D-Master 115
Hit rolls bonus + 6 (DR 1T) 0D&D-Master 116
Hold animal - 1 time/day DMG1 117
Hold monster- 1 time/day DMG1 118
Hold person - 1 time/day DMG1 119
Ice Breath (EF 30' x 10' D = hp) 0D&D-Master 120
Immune to Aging attacks (R Touch, DR 0D&D-Master 121
insanity brand (1-4 rounds) DMG1 122
Invisibility (wielder only, up to 30 minutes per use) ELH3? 123
Leap to 60', + 4 Hit roll bonus (DR 1T) 0D&D-Master 124
Leap to go', + 6 Hit roll bonus (DR 1T) 0D&D-Master 125
Levitation (wielder only, 10 minute duration) ELH3? 126
Lie Detection (R 120', DR 3T) 0D&D-Master 127
Life Drain' (R Touch; EF Drains 1 level; C13) 0D&D-Master 128
Lightning bolt (9-12 dice) -2 times/day DMG1 129
Lightning Bolt (R 180', EF 20d6 D, 0D&D-Master 130
Lore (DR 1T or 1 day; C22) 0D&D-Master 131
Magic Lock*(R lo', DR 7 uses, EF 10' 0D&D-Master 132
Mapmaking (DR lT, EF Sense 60' range) 0D&D-Master 133
Mass Charm (R 120', EF 30HD, -2 Save; C24) 0D&D-Master 134
MassInvisibility(R 240', EF 60'sq, 300 man-size; C22) 0D&D-Master 135
Memorize + 5 bonus spell levels 0D&D-Master 136
Memorize + 6 spell bonus levels 0D&D-Master 137
Memorize + 7 bonus spell levels 0D&D-Master 138
Minor globe of invulnerability - 1 time/day DMG1 139
Move Earth (R 240', DR 6T C21) 0D&D-Master 140
Move Silently, 70% (DR 6T) 0D&D-Master 141
Move Silently, 90% (DR 6T) 0D&D-Master 142
Open Locks, 100% (DR 6T) 0D&D-Master 143
Open Locks, 90% (DR 6T) 0D&D-Master 144
paralysis brand (1-4 rounds) DMG1 145
Paralyzation by touch DMG1 146
Passwall ELH3? 147
Passwall-2 times/day DMG1 148
Phantasmal killer- 1 time/day DMG1 149
PhantasmalForce(R 240', EF 40'cube; B42) 0D&D-Master 150
Pick Pockets, 75% (DR 6T) 0D&D-Master 151
Plane Travel (self only, 1 shift) 0D&D-Master 152
Poison gas breath (DR 3r, EF 20') 0D&D-Master 153
Polymorph Any Object (R 240', DR 40-240T, EF l0'cube; C25) 0D&D-Master 154
Polymorph Self (DR 46T; X14) 0D&D-Master 155
Polymorph self-7 timeslweek DMG1 156
Power Word Stun (R 120', DR up to 35hp = 12r, up to 70hp = 6r; C22) 0D&D-Master 157
Projected Image (R 240', DR 6T; X16) 0D&D-Master 158
Protection from most creatures (DR 6T, EF up to 15 HD) 0D&D-Master 159
Raise Dead (R 120', EF 132 days dead; 0D&D-Master 160
Regenerate 2 h.p./turn (but not if killed) DMG1 161
Remove Barrier*(R 60'; C12) 0D&D-Master 162
Remove Charm* (R 120', EF up to X12) 0D&D-Master 163
Remove curse by touch - 7 times/week DMG1 164
Remove Traps, 75% (DR 6T) 0D&D-Master 165
Repair permanent magical object (1 obj) 0D&D-Master 166
Reverse Gravity (R go', EF 30'cube; 0D&D-Master 167
Rulership (EF + 10 to + 50 Confidence) 0D&D-Master 168
Saving Throws bonus + 4 (DR 6T) 0D&D-Master 169
Saving Throws bonus + 6 (DR 6T) 0D&D-Master 170
Set normal Trap, 90% (DR 6T) 0D&D-Master 171
Shield on wielder ELH3? 172
Slow- 1 time/day DMG1 173
Speak with monster- 2 times/day DMG1 174
Speak with Monsters (DR 6T; X9) 0D&D-Master 175
Spell damage bonus, + 2/die (DR 1 spell) 0D&D-Master 176
Statue (DR 80T, EF + 2 Init; C23) 0D&D-Master 177
Stone to flesh - 1 time/day DMG1 178
Stone to Flesh (R 120', EF l0'cube; X16) 0D&D-Master 179
Suggestion - 2 times/day DMG1 180
Summon Weather (DR 240T, EF 30 miles; C 16) 0D&D-Master 181
Survival (DR 48 hours; M3) 0D&D-Master 182
Sword(R 30', DR 40r, EF as 2-Handed, 2 atWr; C24) 0D&D-Master 183
Telekinesis (1,000-6,000 g.p. weight) -- 2 times/day DMG1 184
Telepathy (100 ft. range) ELH3? 185
Teleport (no error) - 2 times/day DMG1 186
Teleport (R 10'; X15) 0D&D-Master 187
Tracking (DR 6 hours, EF 90% anywhere) 0D&D-Master 188
Transmute rock to mud - 2 times/day DMG1 189
Treasure Finding (DR 6T, EF 400') 0D&D-Master 190
True seeing ELH3? 191
True seeing - 1 time/day DMG1 192
Truesight (DR 5T, EF 120'; '212) 0D&D-Master 193
Turn Undead as Cleric L24 (DR 3T) 0D&D-Master 194
Turn Undead bonus +6 to roll, +3d6 HD (DR 1T) 0D&D-Master 195
Turn wood- 1 time/day DMG1 196
Victory (EF +25 CR Roll, on CRT worst 91-100) 0D&D-Master 197
Wall of fire - 2 time/day DMG1 198
Wall of ice - 2 times/day DMG1 199
Wall of Iron (R120', EF500sq. ft.;C21) 0D&D-Master 200
Wall of thorns - 2 times/day DMG1 201
Weapon damage is +2 hit points DMG1 202
Weapon strength bonus + 3 (DR 1T) 0D&D-Master 203
Weapon strength bonus + 4 (DR 1T) 0D&D-Master 204
Wielder gets +2 luck bonus on attacks, saves, and checks 80000 DMG3.5? 205
Wind walk - 1 time/day DMG1 206
Wizard eye - 2 times/day DMG1 207
Word of recall - 1 time/day DMG1 208
X-ray vision - 2 times/day DMG1 209

[PC5] Psionicist Classes Group


[Q24.7] Intelligent Item Psionics - Super

Effect gp cost (3E) Source d170
1E: Chain lightning (enhanced; 20d6 damage; DC 161) ELH3? 1
1E: Finger of death (heightened to 9th level; DC 191) ELH3? 2
1E: Gate ELH3? 3
1E: Greater teleport ELH3? 4
1E: Mass heal ELH3? 5
1E: Meteor Swarm (DC 191) ELH3? 6
1E: Phase Door ELH3? 7
1E: Prismatic Sphere (DC 191) ELH3? 8
1E: Summon monster IX ELH3? 9
1E: Sunburst (heightened to 9th level; DC 191) ELH3? 10
Ability Scores bonus (DR 6T, EF 4 random scores) 0D&D-Master 11
Ability Scores bonus (DR 6T, EF all scores) 0D&D-Master 12
AC bonus -10 (DR 6T) 0D&D-Master 13
AC bonus -8 (DR 6T) 0D&D-Master 14
All of possessor's ability totals permanently raised 2 points each upon pronouncement of a command word (18 maximum) DMG1 15
All of possessor's ability totals raised to 18 each upon pronouncement of a command word DMG1 16
Anti-Magic 50% (DR 6T) 0D&D-Master 17
Anti-Magic Ray (DR lT, EF 100%) 0D&D-Master 18
Astral projection ELH3? 19
Bear’s endurance (wielder only; intensified; +10 enhancement bonus to Constitution) ELH3? 20
Blasting (EF 60' x 20', 2d6 + deafen) 0D&D-Master 21
Blend with surroundings (DR 6T) 0D&D-Master 22
Bones/exoskeleton/cartilage of opponent turned to jelly - 1 time/day DMG1 23
Bull’s strength (wielder only; intensified; +10 enhancement bonus to Strength) ELH3? 24
Cacodemon-like power summons a demon lord, arch-devil, or nycadaemon - 1 time/month DMG1 25
Cat’s grace (wielder only; intensified; +10 enhancement bonus to Dexterity) ELH3? 26
Clone (R 10'; M6) 0D&D-Master 27
Close Gate*(R 30'; C26) 0D&D-Master 28
Container, to 40,000 cn (DR 6 hours) 0D&D-Master 29
Container, to 50,000 cn (DR 6 hours) 0D&D-Master 30
Control Dragons (DR ZOT, EF one type, 3 Small or 1 Large) 0D&D-Master 31
Control Giants (DR 20T, EF one type, 4 0D&D-Master 32
Control Greater Undead (DR ZOT, EF any, 40 HD, 20 cr) 0D&D-Master 33
Control Humans (DR 20T, EF up to 7 HD, 40 HD total, 20 cr) 0D&D-Master 34
Create Magical Monsters (R 60', DR 3T, EF 40 HD total; M7) 0D&D-Master 35
CreateAnyMonster(R go', DR 4T, EF 40 HD; M8) 0D&D-Master 36
Creeping doom callable- 1 time/day DMG1 37
Death spell power of 110%-200% effectiveness with respect to number of levels affected - 1 time/day DMG1 38
Deoth ray equal to a finger of death with no saving throw - 1 time/day DMG1 39
Disintegrate (R 60', EF 1 cr; X16) 0D&D-Master 40
Dominate monster (DC 191) on contact ELH3? 41
Earthquake (R 120 yards, DR lT, EF 175'sq; C13) 0D&D-Master 42
Energy drain (DC 191) on contact ELH3? 43
Find the Path (DR 46T; XU) 0D&D-Master 44
Force Field (R 120', DR 6T, EF 5000 sq.ft.; M8) 0D&D-Master 45
Foresight (wielder only) ELH3? 46
Gate (R 30', DR 1T or d%T; C26) 0D&D-Master 47
Gate spell power, 100% effective - 1 time/day DMG1 48
Greater invisibility (wielder only; extended; 40-minute duration) ELH3? 49
Haste (wielder only; extended; 40-round duration) ELH3? 50
Heal (R Touch; M9) 0D&D-Master 51
Hit points bonus +3 per Hit Die (DR 0D&D-Master 52
Immune to Breath Weapons (R Touch, DR 1T) 0D&D-Master 53
Immune to Energy Drain (R Touch, DR 0D&D-Master 54
Immunity (DR 40T, EF blocks L1 -3 spells and half effect of magic weapons + L4,L5; M9) 0D&D-Master 55
Imprisonment spell power - 1 time/week DMG1 56
Inertia control (DR 4 hours, 1 obj) 0D&D-Master 57
Legend lore, commune, or contact higher plane (7th-10th) - 1 time/week DMG1 58
Life Trapping 0D&D-Master 59
Luck (DR lT, EF Choose result of 1 roll) 0D&D-Master 60
Magical resistance of 50%-75% for possessor upon command word- 1 time/day DMG1 61
Major attribute permanently raised to 19 upon command word DMG1 62
Maze (R 60', DR 6T to 4r; C26) 0D&D-Master 63
Memorize + 10 bonus spell levels 0D&D-Master 64
Memorize + 8 bonus spell levels 0D&D-Master 65
Memorize + 9 bonus spell levels 0D&D-Master 66
Metal to Wood (R 120', EF 2,000 cn; C16) 0D&D-Master 67
Meteor Swarm (R 240', EF 4 for 8d6 + 8d6 or 8 for 4d6 + 4d6; C26) 0D&D-Master 68
Meteorswarm - 1 time/day DMG1 69
Mind Barrier (R lo', DR 48 hours, EF + 8 ST; C24) 0D&D-Master 70
Monster summoning VIII- 2 times/day DMG1 71
Obliterate* (R 60', EF kill 7 HD; to 12 HD ST at -4, 12 + HD 6d10; C13) 0D&D-Master 72
Open Locks, 110% (DR 6T) 0D&D-Master 73
Open Locks, 120% (DR 6T) 0D&D-Master 74
Open Mind' (R Touch, EF -8ST; C24) 0D&D-Master 75
Permanence (R 10'; C25) 0D&D-Master 76
Pick Pockets, 100% (DR 6T) 0D&D-Master 77
Plane shift- 1 time/day DMG1 78
Polymorph any object- 1 time/day DMG1 79
Power word blind/kill/stun - 1 time/day DMG1 80
Power Word Kill (R 120', EF kill 60 hp, stun 61-100 hp, DR 4T; C26) 0D&D-Master 81
Power WordBlind(R 120', DR up to 40 hp = 4 days, up to 80 hp = 2d4 hrs; C25) 0D&D-Master 82
Premonition of death or serious harm to possessor DMG1 83
Prismatic spray- 1 time/day DMG1 84
Prismatic Wall (R 60', DR 6T, EF 10'radius or 500 sq.ft.; M9) 0D&D-Master 85
Protection from all creatures (DR 6T) 0D&D-Master 86
Protection from Magical Detection (DR 6T, EF self + items) 0D&D-Master 87
Raise Dead Fully (R 60', EF up to 8 years dead; C 13) 0D&D-Master 88
Random Avangion2 spell, CSL=1, CCL=9 (see [PC7]) DM 89
Random Avangion2 spell, CSL=2, CCL=8 (see [PC7]) DM 90
Random Avangion2 spell, CSL=3, CCL=7 (see [PC7]) DM 91
Random Bug spell, CSL=3, CCL=7 (see [PC7]) DM 92
Random Bug spell, CSL=6, CCL=4 (see [PC7]) DM 93
Random Bug spell, CSL=9, CCL=1 (see [PC7]) DM 94
Random Clerical Elemental2 spell, CSL=1, CCL=9 (see [PC7]) DM 95
Random Clerical Elemental2 spell, CSL=2, CCL=8 (see [PC7]) DM 96
Random Clerical Elemental2 spell, CSL=3, CCL=7 (see [PC7]) DM 97
Random Hero spell, CSL=1, CCL=9 (see [PC7]) DM 98
Random Hero spell, CSL=2, CCL=8 (see [PC7]) DM 99
Random Hero spell, CSL=3, CCL=7 (see [PC7]) DM 100
Random Hero spell, CSL=4, CCL=6 (see [PC7]) DM 101
Random Hero spell, CSL=5, CCL=5 (see [PC7]) DM 102
Random Immortal0 spell, CSL=9, CCL=1 (see [PC7]) DM 103
Random Legend spell, CSL=1, CCL=9 (see [PC7]) DM 104
Random Legend spell, CSL=2, CCL=8 (see [PC7]) DM 105
Random Legend spell, CSL=3, CCL=7 (see [PC7]) DM 106
Random Legend spell, CSL=4, CCL=6 (see [PC7]) DM 107
Random Legend spell, CSL=5, CCL=5 (see [PC7]) DM 108
Random Legend spell, CSL=6, CCL=4 (see [PC7]) DM 109
Random Legend spell, CSL=7, CCL=3 (see [PC7]) DM 110
Random Legend spell, CSL=8, CCL=2 (see [PC7]) DM 111
Random Lich spell, CSL=0, CCL=10 (see [PC7]) DM 112
Random Lich spell, CSL=1, CCL=9 (see [PC7]) DM 113
Random Lich spell, CSL=2, CCL=8 (see [PC7]) DM 114
Random Lich spell, CSL=3, CCL=7 (see [PC7]) DM 115
Random Lich spell, CSL=4, CCL=6 (see [PC7]) DM 116
Random Lich spell, CSL=5, CCL=5 (see [PC7]) DM 117
Random Lich spell, CSL=6, CCL=4 (see [PC7]) DM 118
Random Lich spell, CSL=7, CCL=3 (see [PC7]) DM 119
Random Lich spell, CSL=8, CCL=2 (see [PC7]) DM 120
Random Psi14 super, CCL=9 (see [PC7]) DM 121
Random Psi14 ultra, CCL=6 (see [PC7]) DM 122
Random Psi14 ultra+1, CCL=3 (see [PC7]) DM 123
Random Psi7 super, CCL=9 (see [PC7]) DM 124
Random Psi7 ultra, CCL=6 (see [PC7]) DM 125
Random Psi7 ultra+1, CCL=3 (see [PC7]) DM 126
Random Villain spell, CSL=1, CCL=9 (see [PC7]) DM 127
Random Villain spell, CSL=2, CCL=8 (see [PC7]) DM 128
Random Villain spell, CSL=3, CCL=7 (see [PC7]) DM 129
Random Villain spell, CSL=4, CCL=6 (see [PC7]) DM 130
Random Villain spell, CSL=5, CCL=5 (see [PC7]) DM 131
Random Villain spell, CSL=6, CCL=4 (see [PC7]) DM 132
Random Warlord spell, CSL=4, CCL=6 (see [PC7]) DM 133
Random Warlord spell, CSL=8, CCL=2 (see [PC7]) DM 134
Regeneration (EF 3hP'r for IT) 0D&D-Master 135
Remove Traps, 100% (DR 6T) 0D&D-Master 136
Restoration - 1 time/day DMG1 137
Resurrection - 7 times/week DMG1 138
Shades - 2 times/day DMG1 139
Shape change - 2 times/day DMG1 140
Shapechange (DR 40T, EF any cr or obj 40'/4000cn; M9) 0D&D-Master 141
Smash attack (DR 1T) 0D&D-Master 142
Spell absorption, 19-24 levels- 1 time/week DMG1 143
Spell damage bonus, + 3/die (DR 1 spell) 0D&D-Master 144
Spell damage bonus,-+ 4/die (DR 1 spell) 0D&D-Master 145
Stoneskin (wielder only; extended; 400-minute duration) ELH3? 146
Summon 1 of each type of elemental, 16 hit dice each, no need for control - 1 time/week DMG1 147
Summon diinn or efreet lord (8 h.p./die, f 2 "to hit" and +4 damage) for 1 day of service- 1 time/week DMG1 148
Super sleep spell affects double the number of creatures plus up to 2 5th or 6th and 1 7th or 8th level creature DMG1 149
Teleport any Object (EF 1 cr/obj/lO' cube or seif safe, -2 save other; C24) 0D&D-Master 150
Temporal stasis, no saving throw, upon touch - 1 time/month DMG1 151
Time stop of twice normal duration - 1 time/week DMG1 152
Timestop (DR 1 + ld4r; M10) 0D&D-Master 153
Total fire/heat resistance for all creatures within 20' of the item DMG1 154
Total immunity from all forms of cold DMG1 155
Total immunity from all forms of mental and psionic attacks DMG1 156
Trap the soul with 90% effectiveness- 1 time/month DMG1 157
Travel(DR 40T, MV 360'/720'gaseous; 0D&D-Master 158
Triple weapon damage (DR 1T) 0D&D-Master 159
Turn Undead as Cleric L36 (DR 3T) 0D&D-Master 160
User can cast combination spells (if a spell caster) as follows (d4): DMG1 161
Vanish -2 timeslday DMG1 162
Vision - 1 time/day DMG1 163
Weapon strength bonus + 5 (DR 1T) 0D&D-Master 164
Weather Control (DR Conc., EF 240 yards; C16) 0D&D-Master 165
Wish - 1 time/day DMG1 166
Wish (M10) 0D&D-Master 167
Word of Recall (X9) 0D&D-Master 168
X-Ray Vision (R 30', DR 1T) 0D&D-Master 169
Youth restored to creature touched - 1 time/month DMG1 170

[PC5] Psionicist Classes Group


Psi27

Level KXP Psi27
mMG S
1 Any 9 1-- -
2 1 2-- -
3 3 31- -
4 9 41- -
5 27 52- -
6 81 62- -
7 243 731 -
8 540 831 -
9 810 941 -
10 1080 A42 -
11 1350 B52 -
12 1620 C52 -
13 1890 D63 1
14 2160 E63 1
15 2430 F73 1
16 2700 G74 1
17 2970 H84 2
18 3240 I84 2
19 3510 J95 2
20 3780 K95 2
21 4050 LA5 3
22 4320 MA6 3
23 4590 NB6 3
24 4860 OB7 3
25 5130 PC7 4
26 5400 QC7 4
27 5670 RD8 4
28 5940 SD8 4
29 6210 TE8 5
30 6480 UE9 5
31 6750 VF9 5
32 7020 WF9 5
33 7290 XGA 6
34 7560 YGA 6
35 7830 ZHA 6
36 8100 [HB 6
TH Saves
PD RS PP BW Sp Fo Re Wi
-6  0  0  0  0  0  0  0  0
-5  1  1  1  1  1  1  1  1
-4  1  1  1  1  1  1  1  1
-3  2  2  2  2  2  2  2  2
-2  2  2  2  2  2  2  2  2
-1  3  3  3  3  3  3  3  3
+0  3  3  3  3  3  3  3  3
+1  4  4  4  4  4  4  4  4
+2  4  4  4  4  4  4  4  4
+3  5  5  5  5  5  5  5  5
+4  5  5  5  5  5  5  5  5
+5  6  6  6  6  6  6  6  6
+6  6  6  6  6  6  6  6  6
+7  7  7  7  7  7  7  7  7
+8  7  7  7  7  7  7  7  7
+9  8  8  8  8  8  8  8  8
+10  8  8  8  8  8  8  8  8
+11  9  9  9  9  9  9  9  9
Requisites: Luck 9, Cml 9, HNCL 9
Alignment: any
HD/level: 2d2
Weapon Prof.: 1+level/2
To Hit Table: lvl-7
Save Table: Mon
Reference: SynUAG
Groups: Psionicist
 
See [Q27] for rules and powers.
You gain Comeliness, Luck, and HNCL tracks which function similarly to Psi9/Psi18 tracks.
You also gain tracks for the 6 standard ability scores if you don't have them already (they don't stack with Psi9/Psi18).
Each turn, CL/4 (round up) of your tracks get restored to full.

[PC5] Psionicist Classes Group


Basic Psi27 Information

Another Synnibarr psionic frequency, based on Raven c.s. McCracken's Ultimate Adventurer's Guide (The Book of Fate).
The class has Comeliness as a prerequisite. It is also based on the Immortal Luck score (which is generally equal to your Immortal level), and your highest non-Concordant Level (hereafter called HNCL).
Psi27 Wild Talents use half their true CL for the CL in these rules.
You gain Comeliness, Luck, and HNCL tracks which function similarly to Psi9/Psi18 tracks.
You also gain tracks for the 6 standard ability scores if you don't have them already (they don't stack with Psi9/Psi18).
Psi27 regains points in the following way: Each turn, CL/4 (round up) of your tracks get restored to full.
 
Psi27 Wild Talents:
Calculate Combined Score = Comeliness + Luck + HNCL.
# Minors = (Combined Score) / 9, round down.
# Majors = (Combined Score) / 18, round down.
# Grands = (Combined Score) / 27, round down.
# Supers = (Combined Score) / 36, round down.

Psi27 Minor Powers

# Power Check Description
1 Cloak of Oblivion Cml/t Pick any one specific spell or psionic power. You are immune to it.
2 Dark Triangle Int/r Name 2 Wizard/Priest schools: One has double effect, the other half (30' radius)
3 Death Ritual HNCL Sacrifice a dead body: Party will gain double XP from that creature (max LVL/d)
4 Grace Cml Target stops fighting and will not attack again unless attacked (save)
5 Graver Company Luck/t Negative Plane Protection; Immune to Str/Dex/Con loss; vulnerable to Holy
6 Innocents Cml/s You cannot physically attack this segment. You are healed LVL^2 hp.
7 Lawson Company HNCL/t Haste (self only); +LVL on #Att table; +4/-4 TH/dmg; vulnerable to Magic
8 Lord Cml Command (as spell) using LVL words, up to LVL creatures within LVL*10' range
9 Metaphysical Power Str/t You may convert M ® P actions.
10 Night Company Cml/t Improved Invis.; +LVL% Rogue abilities; +4/-4 pro.; vulnerable to Light and Fire
11 Pain HNCL Target takes LVLd10 dmg and is at -LVL to hit (save for half effect)
12 People's Bless Wis One die roll within 1 round is adjusted as you wish (max of ±LVL%).
13 Pregnancy Luck Target becomes pregnant (save) [!]
14 Ritual of Aging Luck Target ages LVL years (save), if save missed you get healed LVL hp.
15 Synncon HNCL/r Fly (as spell). 1M: make an item of up to LVL gp value, it lasts for 1 segment.
16 Synnlight Cml/r Light (as spell). 1M: one target takes LVL light dmg (save:0).
17 Synnslaver Luck/r Creatures with HD < LVL must save to attack you. 1M: Sleep LVL HD (save).
18 Trader HNCL Sacrifice an object: Split either it's gp value (in gp) or XP value (in XP) for party
19 Winery Luck Create a random potion (roll 1 Artificer effect) (use within LVL r or wasted)
20 Wipeout Dex Assassination 10*LVL% (as Rogue ability), lasts for 1 attack

[PC5] Psionicist Classes Group


Psi27 Major Powers

# Power Check Description
1 Aridius Cml Cure Disease and Restore Con in LVL*10' radius
2 Armor Ceremony Cml/t Pick Physical, Magical, Psionic, or Innate. You take 1/10 dmg from that source.
3 Bi'reel Str/r All (friendly or not) within LVL*10' radius lose LVL Str points for duration
4 Drake Cml/r You can breathe an Inner Element once this round equal to your hp in dmg.
5 Experience Level HNCL/r Your *lowest* non-Concordant level is raised by one for the duration.
6 Knight HNCL/t +LVL bonus to to hit, damage, AC, or saves (pick one)
7 Liturgy of Despair HNCL 30’ radius: Insanity (save) and all must make Morale rolls (even if save made)
8 People's Item Con/d Item can reroll the next item saving throw next time it fails.
9 Priests of Any God Wis/d You have an enslaved Priest: You gain his Priest memorization for the day.
10 Sight Int/t Detect spirits, astral forms, invisibility, alignment, magic, emotion, lies, illusions
11 Smite Wis Target is Paralyzed and cannot use any M actions next round (save)
12 The Skull HNCL Name a class or alignment. Find the Path to closest NPC with that class/AL.
13 The Walk Dex/t Teleport, Shadow Walk, or Dimension Walk
14 Time Trooper Luck Time travel: X=10^(2d4). Roll 1dX - X/2, you travel that distance in years.
15 Worshipers of Any God Chr/d You have an enslaved creature: You gain his hp in permanent hp for the day.

Psi27 Grand Powers

# Power Check Description
1 Baron Chr/t +LVL to any stat (you *can* raise your effective Cml, HNCL, or Luck with this)
2 Dark Light Cml/r 30' radius: Emotion, Darkness, Weird (as spells)
3 Death Luck Target is slain (save)
4 Diversify Luck Your next Psi27 power that has one target has LVL targets instead
5 Hydra Dex/r Choose a body part: Gain +LVL P actions with that body part this round.
6 Imprisonment/Freedom HNCL Imprisonment (as spell) or its reverse
7 People's Area Cml/d Forbiddance, Guards and Wards, Proof vs. Teleportation/Scrying LVL*10' radius
8 Ritual of Assimilation Luck Touch: Target loses all of his current hp’s, you are healed that amount (no save)
9 The Call Cml Choose a creature type: summons (LVL-DL)^2 of them. (DL is creature’s DL).
10 The Sorting HNCL Shapechange, but can merge and assume qualities of LVL creature types.

Psi27 Super Powers

# Power Check Description
1 Eternal HNCL/y You stop aging and are Immune to aging. You cannot die from having a 0 stat.
2 Liturgy of Armageddon Luck/r All creatures within 1 mile radius are slain (no save) or Slain (save) [choose]
3 Master Ritual of Summ. Cml Summons any one unique creature in the Multiverse to you (no resistance)
4 People's Army Cml Mass Charm Person up to LVL^3 people (no save)
5 Prince Luck Your "caster level" (CL) for all purposes (even non-Psi27) is raised by LVL

[PC5] Psionicist Classes Group


Psi30

Level KXP Psi30
mMG SU
1 0 6-- --
2 10 7-- --
3 20 83- --
4 30 94- --
5 40 A5- --
6 50 B62 --
7 60 C73 --
8 100 D84 --
9 200 E95 --
10 300 FA6 1-
11 400 GB7 2-
12 500 HC8 3-
13 600 ID9 4-
14 1000 JEA 5-
15 1600 KFB 61
16 2200 LGC 72
17 2800 MHD 83
18 3400 NIE 94
19 4000 OJF A5
20 4600 PKG B6
21 5200 QLH C7
22 5800 RMI D8
23 6400 SNJ E9
24 7000 TOK FA
25 7600 UPL GB
26 8200 VQM HC
27 8800 WRN ID
28 9400 XSO JE
29 10000 YTP KF
30 10600 ZUQ LG
31 11200 [VR MH
32 11800 \WS NI
33 12400 ]XT OJ
34 13000 ^YU PK
35 13600 _ZV QL
36 14200 `[W RM
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  8  2  3  1  0  1
+1  5  4  8  2  3  1  0  2
+1  6  4  8  3  4  2  0  2
+2  6  5  8  3  4  2  1  3
+3  6  5  9  3  4  2  1  3
+3  6  6  9  4  5  3  1  4
+4  7  6  9  4  5  3  2  4
+5  7  7  9  4  5  4  2  5
+5  7  7 10  5  6  4  2  5
+6  7  8 10  5  6  4  3  6
+7  8  8 10  5  6  5  3  6
+7  8  9 10  6  7  5  3  7
+8  8  9 11  6  7  6  4  7
+9  8 10 11  6  7  6  4  8
+9  9 10 11  7  8  6  4  8
+10  9 11 11  7  8  7  5  9
+11  9 11 12  7  9  7  5  9
+11  9 12 12  8  9  8  5 10
Requisites: Int 12, Wis 12, Chr 12
Alignment: any
HD/level: d6
Weapon Prof.: 2+level/4
To Hit Table: Pri
Save Table: Psi
Reference: Shadowrun
Groups: Psionicist
 
See [Q30] for rules and powers.
P3Ps = Int + Wis + Chr - 36 +level*6.
1 P3P = 10 PSPs (Psi1 or Psi2) for conversion purposes.
Drain Code L = Minor = P3P Multiplier x1
Drain Code M = Major = P3P Multiplier x2
Drain Code S = Grand = P3P Multiplier x3
Drain Code D = Super = P3P Multiplier x4
Drain Code X = Ultra = P3P Multiplier x5
Multiply the P3P multiplier by the Drain Staging to get P3P cost.
For example, "Air Bolt" is an S3, so it's a Grand that costs 9 P3Ps.
# Successes = Your level (or level/2 if wild talent).
Powers that do damage do 10% of max hp per success, with a save for half damage.
You may "three for one trade" upwards (3 Minors can be replaced with 1 Major, even at level 1).

[PC5] Psionicist Classes Group


Psi30 Simplified Minor Powers

# Name Field Drain PSPs Notes
1 Armor Manip L3 30 +CL/2 AC; -CL dmg per physical attack
2 Combat Sense (personal) Detect L2 20 +CL initiative; +CL saves
3 Detect Psionics Detect L2 20 Gives freq. & field of psi
4 Enhanced Hearing Detect L1 10 10*CL% Detect Noise
5 Entertainment Illus L1 10 Two D'lusion (as spell)
6 Invisibility Illus L2 20 Invisibility (+2 AC)
7 Levitate Item Manip L2 20 Caster controls up+down
8 Spectacle Illus L2 20 Entertainment power with sound
9 Stun Touch Combat L1 10 Touch: Target is at -CL all actions
10 Treat Light Wounds Health L1 10 Heals 10% max hp (material componenting gives 20%)
11 Treat Mental Drain Health L34 340 Regain 10*CL PSPs in one pool
12 X-ray Gem Detect L2 20 Gem of X-ray vision (CL feet)
13 (new) Combine Construct L6 60 Combine two groups of enemies into one group (no save).
14 (new) Erase Question Mark Construct L6 60 Lock a door [or] Erase a "?".
15 (new) Twist Construct L3 30 Twist an effect on a target (use ER to resist)

Psi30 Simplified Major Powers

# Name Field Drain PSPs Notes
1 Air Bridge Manip M2 40 Beam of Air than can walk on
2 Animate Manip M2 40 Animate Object (as spell), can be used as a DL=CL/2 Golem summon
3 Antidote Toxin Health M3 60 Neutralize Poison (as spell)
4 Astral Psi Fingers Manip M2 40 Telekinesis; Str=CL, Dex=CL with it
5 Blackout Illus M2 40 Blast:Cause Blindness(as spell)
6 Clairaudience Detect M1 20 Clairaudience,can move
7 Clairvoyance Detect M1 20 Clairvoyance,can move
8 Death Touch Combat M3 60 Touch: 10*CL necromantic dmg
9 Detect Life Detect M1 20 Detect Life
10 Dimension Door Manip M4 80 Dimension Door
11 Flight Manip M1 20 Fly at 3*CL"
12 Improved Invisibility Illus M2 40 Improved Invisibility (+2 AC)
13 Know Exit Detect M2 40 Know dir./dist. to nearest exit
14 Lock/Unlock Manip M1 20 Locks/Unlocks (nonmagical lock)
15 Mana Touch Combat M2 40 Touch: 10*CL astral dmg
16 Mind Link Detect M1 20 Psionic Link
17 Petrify/Reverse Petrify Manip M6 120 Flesh to Stone, Fort save
18 Physical Mask Illus M1 20 Changes appearance physically
19 Ram Touch Combat M2 40 CL hull damage (physical) to one target
20 Stun Bolt Combat M1 20 One target: -CL all actions (max -10); (CL-10)*10 astral dmg
21 Treat Moderate Wounds Health M1 20 Heals 30% max hp (material componenting gives 60%)
22 Tri-D Spectacle Illus M3 60 Tri-D Enter. power with sound
23 (new) Become Insubstantial Construct M6 120 Become Insubstantial; pass through objects/walls (including Wall spells, but not Wards)
24 (new) Remove BlahR Construct M3 60 Remove a BlahR [or] Halve the irrBlahR from 1 target
25 (new) Stop Construct M6 120 One group Stopped (cannot move or use V actions) (InnR to resist)

[PC5] Psionicist Classes Group


Psi30 Simplified Grand Powers

# Name Field Drain PSPs Notes
1 Acid Bolt Manip S4 120 1 target: CL*10 acid dmg
2 Air Bolt Manip S3 90 1 target: CL*10 air dmg
3 Analyze Device Detect S2 60 How to use object & its use
4 Analyze Truth Detect S2 60 Detect Lie
5 Bind Manip S2 60 1 target: Stopped and CL/2 Str dmg
6 Confusion Illus S1 30 Confusion (as spell)
7 Control Actions Manip S4 120 Caster controls next CL/3 P actions (Str check at -CL)
8 Control Movement Manip S2 60 Caster controls next CL/2 V actions (Str check at -CL)
9 Cure Disease Health S3 90 Cure Disease (as spell)
10 Death Bolt Combat S3 90 1 target: CL*5 vile necromantic dmg
11 Detect Enemies Detect S1 30 Detect Enemies
12 Detect Planar Energy Detect S1 30 Gives color of planar cord
13 Dimension Walk Manip S3 90 Dimension Walk
14 Earth Bolt Manip S3 90 1 target: CL*10 earth dmg
15 Fire Bolt Manip S3 90 1 target: CL*10 fire dmg
16 Flame Shield Manip S2 60 Protection from Fire
17 Grease Blast Manip S3 90 Grease & area Fumble (as spell)
18 Healthy Glow Health S2 60 +CL Cml; Clean cantrip
19 Ice Bolt Manip S4 120 1 target: CL*10 ice dmg
20 Incr./Decr. Movements Health S7 210 ±CL/2 V actions (save is Dex check at -CL)
21 Lightning Bolt Manip S4 120 1 target: CL*10 lightning dmg
22 Luck Detect S2 60 Gains +CL (+5*CL%) on 1 action (once)
23 Mana Bolt Combat S2 60 1 target: CL*10 astral dmg
24 Mind Probe Detect S1 30 Ps2P "Probe", 1 question/succ
25 Movement Manip S3 90 Gives +1V action
26 Nightvision Detect S1 30 Can see in magical/psi darkness
27 Prophylaxis Health S3 90 Double Resist Poison and Drugs
28 Psi Sword Combat S2 60 Considered +CL weapon; base dmg=10*CL; cannot critical
29 Resist Allergy Health S3 90 For 1 turn, remove a Vulnerability or reduce Severe Allergy -> Vulnerability
30 Shapechange (Personal) Manip S3 90 Shapechange (self; can material component to hit someone else)
31 Spherical Vision Detect S2 60 All-Around Sight
32 Stabilize Health S1 30 Death's Door (target at negative hp goes to 1 hp)
33 Sterilize Combat S1 30 Removes bacteria, bugs, etc. (will destroy a Creeping Doom)
34 Stun Blast Combat S1 30 1 group: -CL all actions (max -10); (CL-10)*10 astral dmg
35 Treat Serious Wounds Health S1 30 Heals 60% max hp (material componenting gives 120%)
36 Turn to Goo Manip S6 180 Polymorphs target to sludge (PPD save)
37 Warpsense Detect S3 90 Infravision; Ultravision
38 Water Bolt Manip S3 90 1 target: CL*10 water dmg
39 Weather Guard Manip S3 90 Protection from Weather
40 (new) Remove Racial Ability/Immunity Construct S3 90 Remove a racial ability or immunity from a group (ER to resist).
41 (new) Restore BlahF Construct S6 180 Restore the MF/PF/TF/PsiF/TechF in area, Repair other forms of discontinuities/tears
42 (new) Time Stop Construct S6 180 Time Stop (as spell, use InnR to resist)

[PC5] Psionicist Classes Group


Psi30 Simplified Super Powers

# Name Field Drain PSPs Notes
1 Acid Blast /Toxic Wave Manip D4 160 1 group: CL*10 acid dmg
2 Air Blast Manip D3 120 1 group: CL*10 air dmg
3 Barrier Manip D2 80 Solid Wall of Force (as spell)
4 Control Thoughts Manip D4 160 Caster controls next CL/4 M actions (Int check at -CL)
5 Death Blast Combat D3 120 1 group: CL*5 vile necromantic dmg
6 Decrease Charisma Health D2 80 CL Chr dmg (no save)
7 Decrease Constitution Health D2 80 CL Con dmg (no save)
8 Decrease Dexterity Health D2 80 CL Dex dmg (no save)
9 Decrease Intelligence Health D2 80 CL Int dmg (no save)
10 Decrease Strength Health D2 80 CL Str dmg (no save)
11 Decrease Wisdom Health D2 80 CL Wis dmg (no save)
12 Earth Blast Manip D3 120 1 group: CL*10 earth dmg
13 Fire Blast /Hellblast Manip D3 120 1 group: CL*10 unholy fire dmg
14 Ice Blast Manip D4 160 1 group: CL*10 ice dmg
15 Ice Sheet Manip D4 160 Wall of Ice (CL*10 ice dmg)
16 Incr./Decr. Physicals Health D7 280 ±CL/3 P actions (save is Str check at -CL)
17 Increase Charisma Health D2 80 +CL Chr
18 Increase Constitution Health D2 80 +CL Con
19 Increase Dexterity Health D2 80 +CL Dex
20 Increase Intelligence Health D2 80 +CL Int
21 Increase Strength Health D2 80 +CL Str
22 Increase Wisdom Health D2 80 +CL Wis
23 Influence Manip D2 80 Command (no save); Suggestion (Will save); Demand (Will save)
24 Lightning Blast Manip D4 160 1 group: CL*10 lightning dmg
25 Mana Barrier Manip D3 120 Wall: Psionics (all freq.) cannot pass through
26 Mana Blast Combat D2 80 1 group: CL*10 astral dmg
27 Mirage Arcana Illus D5 200 (no PsiR) Even vs. those immune
28 Omniscience Detect D2 80 Divination 1 question/succ
29 Probability Travel Manip D4 160 Probability Travel
30 Ram Blast /Urban Renewal Combat D2 80 1 group of objects (or 30'x30' area): CL*10 hull dmg (inanimate objects only)
31 Resist Stun Health D1 40 Resist Stun (including Capital S Stun)
32 Slay Combat D3 120 1 target: CL*10 vile necromantic dmg
33 Spell Barrier Manip D5 200 Wall: Magic (all types) cannot pass through
34 Teleportation Manip D3 120 Teleport, no error, up to 1 plane
35 Temporary Insanity Manip D2 80 CL targets (may multi-target): Insanity (Will save for each)
36 Thunderclap Manip D5 200 1 group: CL*10 sound dmg
37 Treat Deadly Wounds Health D1 40 Heals 100% max hp (material componenting gives 200%)
38 Unhealthy Glow Health D2 80 CL Cml dmg (no save); Dirty cantrip
39 Water Blast Manip D3 120 1 group: CL*10 water dmg
40 (new) Fork Construct D6 240 1bM: Fork (can be used on up to a x8 multiplier effect)
41 (new) Defile BlahF Construct D6 240 Defile the MF/PF/TF/PsiF/TechF in area; Tempus Chaos
42 (new) Remove Class Ability/Immunity Construct D3 120 Remove a class ability or immunity from an element (affects 1 group).

[PC5] Psionicist Classes Group


Psi30 Simplified Ultra Powers

# Name Field Drain PSPs Notes
1 Annihilation Bolt Combat X10 500 1 group: CL*100 annihilation dmg [or] 1 idmg; Annihilated (PsiR; no save)
2 HyperGate Manip X2 100 Gate, no summoning sickness, up to CL planes removed
3 Incr./Decr. Mentals Health X7 350 ±CL/4 M actions (save is Int check at -CL)
4 Solid Stun Blast Combat X1 50 1 group: -CL*10 all actions; (CL-10)*100 astral dmg
5 Super Luck Detect X3 150 Choose result on next die roll
6 (new) Become Immaterial Construct X6 300 Insubstantial (see Major power); Immune to matter & energy; Can't be targetted.
7 (new) Halving Construct X3 150 Halve the hp on up to (CL-7)/3 targets (no save, IR to resist, may multi-target one target)
8 (new) Lock Down Construct X3 150 Lock down one action type in the room.
9 (new) Power Magnet Construct X6 300 Whenever someone targets a spell or psi effect in the room, it is redirected to you (treat as a x1 Special).
10 (new) Remove Terrain Feature Construct X6 300 Remove a Terrain Feature (-275+25*LVL%) (-100% per multiplier beyond x1).
11 (new) Set Off Triggers Construct X6 300 Cause all triggers on target to trigger prematurely, and target cannot use his next Clone (no save, ER to resist)
12 (new) Temporary Artifact Construct X9 450 Create a temporary artifact as if an Artificer of equal level, or create a Casting Cost LVL/3 or less MTG Artifact that lasts for 1 turn (see Planeswalker Artificer).

[PC5] Psionicist Classes Group


Basic Psi30 Information

P30Ps = Int + Wis + Chr - 36 +level*6.
Treat Wild Talents as level 0 for this calculation, elsewhere (for CL and ML) use level/2 (round up).
1 P30P = 10 PSPs (Psi1 or Psi2) for conversion purposes.
 
Drain Code: L M S D X
Type of Power: Minor Major Grand Super Ultra
P30P multiplier: x1 x2 x3 x4 x5
 
Multiply the P30P multiplier by the Drain Staging to get P30P cost.
For example, "Air Bolt" is an S3, so it's a Grand that costs 9 P30Ps.
(DM Note: The modern version of the power tables includes P30P costs for you.)
 
# Successes = Your level (or level/2 if wild talent).
 
Powers that do damage do 10% of max hp per success, with a save for half damage.
 
In the power progression, you may "three for one trade" upwards (3 Minors can be replaced with 1 Major, even at level 1).

[PC5] Psionicist Classes Group


Psi30 Minor Powers

Name Field Targ Type Drain P30Ps Notes
Armor Manip 3 Phys L3 3 Melee:+½ AC,-1dmg per hit/succ
Combat Sense (personal) Detect 2 Phys L2 2 +1 initiative,+1 saves/succ
Control Emotion Manip Chr Ment L4 4 Emotion:-1/succ on actions
Detect Psionics Detect R-1 Ment L2 2 Gives freq. & field of psi
Enhanced Hearing Detect 4 Ment L1 1 10%/succ Detect Noise
Entertainment Illus 2 Ment L1 1 Two D'lusion (as spell)
Hibernate Manip Con Phys L2 2 Feign Death & Suspend Animation
Invisibility Illus Int Ment L2 2 As spell, each creature resists
Levitate Item Manip W Phys L2 2 Caster controls up+down
Mask Illus Cml Ment L1 1 Alters appearance, Chr resists
Mental Armor Manip 9 Ment L6 6 -½ hit/succ per mental attack
Mob Mood Manip Int Ment L8 8 Control Emotions Blast
Object Mask Illus Cml Ment L2 2 Alters appearance, Chr resists
Spectacle Illus 3 Ment L2 2 Entertainment power with sound
Stun Touch Combat Wis Ment L1 1 Astral stunning
Treat Light Wounds Health Con Phys L1 1 Heals 10% max hp (1 succ)
Treat Mental Drain Health 7 Ment L34 34 regain 10*succ% Psi (all freq)
X-ray Gem Detect 3 Phys L2 2 Gem of X-ray vision (1'/succ)

[PC5] Psionicist Classes Group


Psi30 Major Powers

Name Field Targ Type Drain P30Ps Notes
[creature type] Form Manip W Phys M3 6 Polymorph Self (as spell)
Air Bridge Manip 4 Phys M2 4 Beam of Air than can walk on
Animate Manip W Phys M2 4 Animate Object (as spell)
Antidote Toxin Health Con Phys M3 6 Neutralize Poison (as spell)
Anti-Missile Barrier Manip 4 Phys M2 4 Ranged:+½ AC,-1dmg per hit/succ
Astral Psi Fingers Manip 4 Phys M2 4 1 Str,1 Dex/succ
Blackout Illus Int Ment M2 4 Blast:Cause Blindness(as spell)
Clairaudience Detect R+1 Ment M1 2 Clairaudience,can move
Clairvoyance Detect R+2 Ment M1 2 Clairvoyance,can move
Clout Manip 3 Phys M2 4 TK punch:roll TH, dmg=½*ä(succ)
Combat Sense Detect 3 Phys M2 4 +1 initiative,+1 saves/succ
Control Animal Manip Str Ment M4 8 Caster controls ½P action/succ
Death Touch Combat Wis Phys M3 6 Necromantic damage
Detect [creature type] Detect R Ment M2 4 Int resists,mult.targets
Detect [Object] Detect R Ment M2 4 Locates Object (dir./dist.)
Detect Life Detect R+2 Ment M1 2 Chr resists,mult.targets
Detect Psionics (ext.) Detect R-3 Ment M3 6 Gives freq. & field of psi
Dimension Door Manip R-2 Phys M4 8 Ps1N "Dimension Door"
Enlarge/Reduce Manip Str Phys M3 6 ñ10%/succ size
Existential Blues Manip Chr Ment M1 2 Depresses target (-½/succ)
Fashion Manip 3 Phys M1 2 Makes clothes look better
Flight Manip 3 Ment M1 2 Fly at 3"/succ
Ignite Manip W+4 Phys M4 8 Item save:magical fire+4-1/succ
Improved Invisibility Illus Int Ment M2 4 As spell, each creature resists
Know Exit Detect R+1 Ment M2 4 Know dir./dist. to nearest exit
Levitate Person Manip W+2 Phys M2 4 Caster controls, Str resists
Light/Darkness Manip 3 Phys M1 2 Modifies light in area
Lock/Unlock Manip 4 Phys M1 2 Locks/Unlocks (nonmagical lock)
Makeover Manip Cml Phys M1 2 Fixes hair,makeup,fingernails
Mana Touch Combat Int Phys M2 4 Astral damage
Mind Link Detect Int Ment M1 2 Ps2P "Mindlink", 1 target
Nausea Blast Health Con Phys M2 4 Area effect Nausea (-½TH/succ)
Object Physical Mask Illus Cml Phys M2 4 Changes appearance physically
Oxygenate Health Con Phys M3 6 +½ Con/succ vs. suffocation
Pathfinder Manip Dex Phys M3 6 Ps1N "Body Equilibrium"
Petrify/Reverse Petrify Manip Str Phys M6 12 Flesh to Stone, Con resists
Physical Mask Illus Cml Phys M1 2 Changes appearance physically
Power Touch Combat Con Phys M1 2 Astral damage
Ram Touch Combat Con Phys M2 4 1 hull point damage/succ
Seal Manip 5 Phys M2 4 Hold Portal (as spell)
Stimulation Illus Wis Ment M1 2 Euphoria:+½ (mental)hit/succ
Stun Beam Combat Wis Ment M2 4 Astral stunning
Stun Bolt Combat Wis Ment M1 2 Astral stunning
Treat Moderate Wounds Health Con Phys M1 2 Heals 30% max hp (2 succ)
Tri-D Entertainment Illus 4 Phys M2 4 Phantasmal Force with touch
Tri-D Spectacle Illus 5 Phys M3 6 Tri-D Enter. power with sound
Use [Prof.] Fingers Manip 5 Phys M4 8 Can use prof. over Psi Fingers
Warplight Manip 8 Phys M3 6 Object seen with Infra/Ultra

[PC5] Psionicist Classes Group


Psi30 Grand Powers

Name Field Targ Type Drain P30Ps Notes
Acid Bolt Manip 4 Phys S4 12 Acid damage, Con resists
Air Bolt Manip 3 Phys S3 9 Ele.Air damage, Dex resists
Analyze Device Detect C Ment S2 6 How to use object & its use
Analyze Psionic Item Detect C Ment S1 3 How to use item & its use
Analyze Truth Detect Wis Ment S2 6 Detects Lies,1 target
Bind Manip Dex Phys S2 6 Stopped & -½ Str/succ
Chaos Illus Int Ment S2 6 Distract:-1 TH/succ,1target
Clairaudience (ext.) Detect R-2 Ment S2 6 Clairaudience,can move
Clairvoyance (ext.) Detect R Ment S2 6 Clairvoyance,can move
Confusion Illus Int Phys S1 3 Confusion (as spell)
Control Actions Manip Str Ment S4 12 Caster controls ½P action/succ
Control Movement Manip Str Ment S2 6 Caster controls ½V action/succ
Cure Disease Health Con Phys S3 9 Cure Disease (as spell)
Death Beam Combat Wis Phys S4 12 Necromantic damage
Death Bolt Combat Wis Phys S3 9 Necromantic damage
Detect [cr. type] (ext.) Detect R-2 Ment S3 9 Int resists,mult.targets
Detect [Object] (ext.) Detect R-2 Ment S3 9 Locates Object (dir./dist.)
Detect Enemies Detect R+1 Ment S1 3 Wis resists,mult.targets
Detect Life (ext.) Detect R Ment S2 6 Chr resists,mult.targets
Detect Planar Energy Detect Chr Ment S1 3 Gives color of planar cord
Dimension Walk Manip 6 Phys S3 9 Ps1N "Dimension Walk"
Earth Bolt Manip 3 Phys S3 9 Ele.Earth damage,Con resist
Eyes of the Pack Detect Int Ment S1 3 Blast:can see through eyes
Fire Bolt Manip 3 Phys S3 9 Ele.Fire damage,Con resist
Flame Shield Manip 4 Phys S2 6 Protection from Fire
Grease Blast Manip 4 Phys S3 9 Grease & area Fumble (as spell)
Healthy Glow Health Cml Phys S2 6 +1 Cml/succ, Clean cantrip
Ice Bolt Manip 4 Phys S4 12 Ice damage, Con resists
Incr./Decr. Movements Health 8 Phys S7 21 ±1 V action /r per 2 successes
Lightning Bolt Manip 4 Phys S4 12 Lightning damage, Dex resists
Luck Detect 4 Ment S2 6 Gains +1(+5%)/succ on 1 action
Mana Beam Combat Int Phys S3 9 Astral damage
Mana Bolt Combat Int Phys S2 6 Astral damage
Mind Probe Detect Int Ment S1 3 Ps2P "Probe", 1 question/succ
Mob Rush Manip Str Ment S6 18 Control Movement Blast
Mob Scene Manip Str Ment S8 24 Control Actions Blast
Movement Manip Dex Phys S3 9 Gives +1V action
Nightvision Detect 4 Ment S1 3 Can see in magical/psi darkness
Overstimulation Illus Wis Ment S1 3 Massive Euphoria:+1 hit/succ
Poltergeist Manip 4 Phys S2 6 Objects fly around, 1 dmg/succ
Power Beam Combat Con Phys S2 6 Astral damage
Power Bolt Combat Con Phys S1 3 Astral damage
Prophylaxis Health Con Phys S3 9 +½ Con/succ vs. poison,drugs
Psi Sword Combat 5 Ment S2 6 Roll TH (+succ), dmg=ä(succ)
Psi Sword II Combat 6 Ment S3 9 As Psi Sword, can hit nonliving
Ram Beam /Wrecker Combat Con Phys S3 9 1 hull point damage/succ
Ram Bolt Combat Con Phys S2 6 1 hull point damage/succ
Resist Allergy Health * Phys S3 9 Remove -1 penalty/succ
Resist Pain Health Con Phys S1 3 Resists physical pain
Shadow (Personal) Manip Chr Phys S1 3 Polymorph & go to Shadow plane
Shapechange (Personal) Manip W Phys S3 9 Polymorph to any monster
Spark Manip W+5 Phys S4 12 Item save:lightning+2-1/succ
Spherical Vision Detect 4 Ment S2 6 All-Around Sight
Stabilize Health -hp Phys S1 3 Target at 1 hp (Target#=-hp/3)
Sterilize Combat 3 Phys S1 3 Removes bacteria,bugs,etc.
Stink Illus Con Phys S2 6 Stinking Cloud effect
Stun Blast /Sleep Combat Wis Ment S1 3 Astral stunning
Treat Serious Wounds Health Con Phys S1 3 Heals 60% max hp (3 succ)
Turn to Goo Manip Con Phys S6 18 Polymorphs target to sludge
Warpsense Detect R+1 Phys S3 9 Can see with Infra/Ultra
Water Bolt Manip 3 Phys S3 9 Ele.Water damage,Str resist
Weather Guard Manip C Phys S3 9 Protection from Weather

[PC5] Psionicist Classes Group


Psi30 Super Powers

Name Field Targ Type Drain P30Ps Notes
Acid Blast /Toxic Wave Manip 4 Phys D4 16 Acid damage, Con resists
Air Blast Manip 3 Phys D3 12 Ele.Air damage, Dex resists
Astral Hearing Detect 9 Ment D1 4 Clairaudience to Astral Plane
Astral Static/Fog Manip 6 Ment D3 12 +1 target#/succ penalty in area
Barrier Manip 5 Phys D2 8 Solid Wall of Force (as spell)
Chaotic World Illus Int Ment D2 8 Chaos Blast
Control Thoughts Manip Int Ment D4 16 Caster controls ½M action/succ
Death Blast Combat Wis Phys D3 12 Necromantic damage
Decrease Charisma Health Chr Ment D2 8 -1 Chr/succ
Decrease Constitution Health Con Phys D2 8 -1 Con/succ
Decrease Dexterity Health Dex Phys D2 8 -1 Dex/succ
Decrease Intelligence Health Int Ment D2 8 -1 Int/succ
Decrease Strength Health Str Phys D2 8 -1 Str/succ
Decrease Wisdom Health Wis Ment D2 8 -1 Wis/succ
Detect Enemies (ext.) Detect R-1 Ment D2 8 Wis resists,mult.targets
Earth Blast Manip 3 Phys D3 12 Ele.Earth damage,Con resist
Fire Blast /Hellblast Manip 3 Phys D3 12 Ele.Fire damage,Con resist
Foresight Detect 4 Ment D2 8 Augury of next 1r/succ
Heal Health Con Phys D2 8 Cures 1=10%,2=30%,3=60%,4=100%
Ice Blast Manip 4 Phys D4 16 Ice damage, Con resists
Ice Sheet Manip 4 Phys D4 16 Wall:Ice damage, Con resists
Incr./Decr. Physicals Health 12 Phys D7 28 ±1 P action /r per 3 successes
Increase Charisma Health Chr Ment D2 8 +1 Chr/succ
Increase Constitution Health Con Phys D2 8 +1 Con/succ
Increase Dexterity Health Dex Phys D2 8 +1 Dex/succ
Increase Intelligence Health Int Ment D2 8 +1 Int/succ
Increase Strength Health Str Phys D2 8 +1 Str/succ
Increase Wisdom Health Wis Ment D2 8 +1 Wis/succ
Influence Manip Chr Ment D2 8 1=Command,2=Suggestion,4=Demand
Lightning Blast Manip 4 Phys D4 16 Lightning damage, Dex resists
Mana Barrier Manip 6 Ment D3 12 Wall:Dead Psionics (all freq.)
Mana Blast Combat Int Phys D2 8 Astral damage
Mirage Arcana Illus 5 Ment D5 20 (no PsiR) Even vs. those immune
Mob Mind Manip Int Ment D8 32 Control Thoughts Blast (yuck!)
Omniscience Detect 4 Ment D2 8 Divination 1 question/succ
Power Blast Combat Con Phys D1 4 Astral damage
Preserve Health 5 Phys D5 20 Ps1N "Preservation", ½ lvl/succ
Probability Travel Manip 6+# Phys D4 16 Ps1N "Probability Travel"
Ram Blast /Urban Renewal Combat Con Phys D2 8 1 hull point damage/succ
Resist Stun Health Wis Ment D1 4 Resist -1TH/succ from hits
Slay [creature type] Combat R Phys D3 12 Necro. damage,1 target,Wis
Spell Barrier Manip 7 Ment D5 20 Wall:Dead Magic (all types)
Teleportation Manip 4+# Phys D3 12 No error,up to 1plane,#=#people
Temporary Insanity Manip Wis Ment D2 8 1 insanity [DMG1]/succ
Thunderclap Manip 5 Phys D5 20 Blast:Sound damage, Con resists
Transform Manip W+W Phys D3 12 Polymorph Other, Str resists
Treat Deadly Wounds Health Con Phys D1 4 Heals 100% max hp (4 succ)
Unhealthy Glow Health Cml Phys D2 8 -1 Cml/succ, Dirty cantrip
Water Blast Manip 3 Phys D3 12 Ele.Water damage,Str resist

[PC5] Psionicist Classes Group


Psi30 Ultra Powers

Name Field Targ Type Drain P30Ps Notes
Annihilation Bolt Combat 20 Phys X10 50 (Str+Int) resists, Annihilation
HyperGate Manip N*3 Phys X2 10 Gate, no stun, N = # of planes
Incr./Decr. Mentals Health 16 Ment X7 35 ±1 M action /r per 4 successes
Solid Stun Blast Combat Wis Ment X1 5 Astral stunning, x2 normal succ
Super Luck Detect 5 Ment X3 15 Choose result on next die roll

[PC5] Psionicist Classes Group


Psi36

Level KXP Psi36
mMG S
1 0 1-- -
2 5 2-- -
3 10 3-- -
4 20 41- -
5 40 51- -
6 80 61- -
7 160 62- -
8 320 72- -
9 640 721 -
10 1250 731 -
11 1875 831 -
12 2500 832 -
13 3125 842 -
14 3750 942 -
15 4375 943 -
16 5000 953 1
17 5625 A53 1
18 6250 A54 1
19 6875 A64 2
20 7500 B64 2
21 8125 B65 2
22 8750 B75 3
23 9375 C75 3
24 10000 C76 3
25 10625 C86 4
26 11250 D86 4
27 11875 D87 4
28 12500 D97 5
29 13125 E97 5
30 13750 E98 5
31 14375 EA8 6
32 15000 FA8 6
33 15625 FA9 6
34 16250 FB9 7
35 16875 GB9 7
36 17500 GBA 7
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  0  0  0  0  0  0  0  0
+1  1  1  1  1  1  1  1  1
+1  1  1  1  1  1  1  1  1
+2  2  2  2  2  2  2  2  2
+3  2  2  2  2  2  2  2  2
+3  3  3  3  3  3  3  3  3
+4  3  3  3  3  3  3  3  3
+5  4  4  4  4  4  4  4  4
+5  4  4  4  4  4  4  4  4
+6  5  5  5  5  5  5  5  5
+7  5  5  5  5  5  5  5  5
+7  6  6  6  6  6  6  6  6
+8  6  6  6  6  6  6  6  6
+9  7  7  7  7  7  7  7  7
+9  7  7  7  7  7  7  7  7
+10  8  8  8  8  8  8  8  8
+11  8  8  8  8  8  8  8  8
+11  9  9  9  9  9  9  9  9
Requisites: Str 8, Dex 8, Con 8, Int 8, Wis 8, Chr 8
Alignment: any
HD/level: d9
Weapon Prof.: 2+level
To Hit Table: Pri
Save Table: Mon
Reference: Synn
Groups: Psionicist
 
See [Q36] for rules and powers.

[PC5] Psionicist Classes Group


Psi36 Minor Powers

# Power Check Description [Permanent powers in brackets]
1 Alchemy: Alchemist Armor Con/t Armor spell of 10*CL hp; +2 Str
2 Alchemy: Ball Lightning Con Group takes CLd4 lightning dmg (no save)
3 Alchemy: Elemental Bolt Str One target takes CLd6 dmg of a normal element (no save)
4 Alchemy: Control Size Str/t Target person or object's size changes by 1 categrory (non-living is permanent)
5 Alchemy: Create Potion varies *10 Spend 10 times PSP cost of another Psi (divisible by 9) power: Make a potion of it
6 Alchemy: Ether Bolt Str Target takes CL dmg, PP save or knocked unconscious for 1dCL segments
7 Alchemy: Eye of Alchemy Int/r Wizard Eye; Detect Magic, Aura, Psionics, Radiation, Anti-Radiation
8 Alchemy: Elemental Summ. Chr Summon a DL II Elemental
9 Alchemy: Mist of Force Str/h Wall of Telekinesis (no damage, cannot pass unless make Str-20 check)
10 Alchemy: Shield Int/r Resist Spells, Magic Items, Psionics, Radiation, a Weapon class (e.g. swords), or Innates
11 Alchemy: Matter to Mist Chr/r Gaseous Form, can be used on another (PP save)
12 Alchemy: Self to Air Dex/h Turn into an air elemental; Fly 24" (A); Immune Air; Vulnerable Vaccum/Earth
13 Alchemy: Enforcement Winds Str/t Psionics in the room are at double effect (x1 Special)
14 Earthpower: Catch Con 1bM to use: Feather Fall
15 Earthpower: Circle of Pro. Con/t All in group are protected by 100*CL hp shield from those outside, this doesn't move
16 Earthpower: Cold Resist. Con/t Double Resist Cold
17 Earthpower: Conc. Break Chr Target loses CL to max number of maintains (no save)
18 Earthpower: Earth Shock Str Group is paralyzed for 1dCL segments (PP save)
19 Earthpower: Earth Shout Str Group is deaf and has 50% spell failure (no save)
20 Earthpower: Earth Sphere Con/t All in group are protected by 40*CL hp shield from those outside, moves (centered on you)
21 Earthpower: Entangle Anim. Dex Group is entangled (PP save), do not need plants for this effect
22 Earthpower: Heal Wis Target is Healed but does not get actions (except non-offensive 0 and V actions) for 1 turn
23 Earthpower: Fire Resist. Con/t Double Resist Fire
24 Earthpower: Invisibility Dex One group is invisible (individual people come out of invisibility as they attack)
25 Earthpower: Earth Resist. Con/t Double Resist Earth
26 Earthpower: Magic Resist. Con/t MR CL*15% or iMR CL*5%
27 Earthpower: Reveal Traps Dex/r Find Traps, Mechanical only
28 Earthpower: Sense Life Wis/t Know number of life forms and sizes in next room; 1M while running this: Know summon type
29 Earthpower: Sense Psi. Chr/t Detect Psionics incl. frequency numbers, Sensitivity to Psychic Impressions
30 Earthpower: Sneak Dex/s Avoid Traps (self only) CL*20%
31 Earthpower: Tunnel Str Dig
32 Earthpower: Unlock Door Dex Open Locks CL*10% (can try again if fail)
33 Earthpower: Ward of Hiding Dex Hide in Shadows 40+CL*10%

[PC5] Psionicist Classes Group


Psi36 Major Powers

# Power Check Description [Permanent powers in brackets]
1 Alchemy: Binding Dex Contingency for a Psi36 power
2 Alchemy: Ambrosia Wis Create a Potion of Heal (still need 1V to drink it), only 1 potion at a time per slot on this power
3 Alchemy: Cloud Carry Wis/h Cloud that can carry CL people, moves at 60" (B)
4 Alchemy: Create Creature Chr Monster Summoning IV, you can pick the summon type
5 Alchemy: Reflect and Amplify Wis 1bM to use: Reflect a power/spell that required 1M to use; add your CL to it's CL
6 Alchemy: Werewind Wis 1 group; Roll 1d4: 1=Banish, 2=Disintegrate, 3=Dispel an effect, 4=CL*6 Sand dmg (all have PP save)
7 Earthpower: Create Matter Con Create CL*2 gp of normal items; once per day these can be permanent
8 Earthpower: Ego Refreshment Chr Restore all Int, Wis, Chr, Log, San, Cml dmg; Throw off an Ego Domination (drop item)
9 Earthpower: Heal Insanity Chr Cures Insanity, Feeblemind, or one Psi1 Psionic Blast "letter" result (incl. K=Killed if within CL r)
10 Earthpower: Orb of Location Int/m Locate Person or Object
11 Earthpower: Poison Resist. Con/t Double Resist Poison
12 Earthpower: Innate Resist. Con/t InnR CL*12% or iInnR CL*4%
13 Earthpower: Telekinesis Str TK 1 target; CL*20' falling damage (assuming size M)
14 Earthpower: Vision Through Int X-ray Vision; Detect Illusion
15 Earthpower: Ward of Warning Dex You are alerted (if on same plane) if anyone enters area (x1 Psionic Trap)

Psi36 Grand Powers

# Power Check Description [Permanent powers in brackets]
1 Alchemy: Ele. Swarm Summ. Chr Summon CL/2 DL VII Elementals
2 Alchemy: Transmutation Chr Polymorph any Object (or) Shapechange Other
3 Earthpower: Argium Pit Str/s All in group take CL Str and Con dmg per segment (no save)
4 Earthpower: Enforcement Int/r Psi36 powers can be used in area, even in Anti-Radiation Shell, DRZ, low PsiF, etc. (x1 Special)
5 Earthpower: Remove Ench. Wis Remove Curse, *Curse*, Geas, Quest; CL% chance to remove Ancient Foul Curse (**Curse**) or Pawned
6 Earthpower: Tremor Con Two groups get their hp halved or CL*10 earth dmg (no save); may target same group twice

[PC5] Psionicist Classes Group


Psi72

Level KXP Psi72
PPs
1 0 15
2 3.5 30
3 7 45
4 14 60
5 28 75
6 56 90
7 112 105
8 224 120
9 448 135
10 900 150
11 1400 165
12 1900 180
13 2400 195
14 2900 210
15 3400 225
16 3900 240
17 4400 255
18 4900 270
19 5400 285
20 5900 300
21 6400 315
22 6900 330
23 7400 345
24 7900 360
25 8400 375
26 8900 390
27 9400 405
28 9900 420
29 10400 435
30 10900 450
31 11400 465
32 11900 480
33 12400 495
34 12900 510
35 13400 525
36 13900 540
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  8  2  3  1  0  1
+1  5  4  8  2  3  1  0  2
+2  6  4  8  3  4  2  0  2
+3  6  5  8  3  4  2  1  3
+4  6  5  9  3  4  2  1  3
+5  6  6  9  4  5  3  1  4
+6  7  6  9  4  5  3  2  4
+7  7  7  9  4  5  4  2  5
+8  7  7 10  5  6  4  2  5
+9  7  8 10  5  6  4  3  6
+10  8  8 10  5  6  5  3  6
+11  8  9 10  6  7  5  3  7
+12  8  9 11  6  7  6  4  7
+13  8 10 11  6  7  6  4  8
+14  9 10 11  7  8  6  4  8
+15  9 11 11  7  8  7  5  9
+16  9 11 12  7  9  7  5  9
+17  9 12 12  8  9  8  5 10
Requisites: Str 14, Dex 14, Con 14
Alignment: any
HD/level: d10
Weapon Prof.: 3+level*2
To Hit Table: War
Save Table: Psi
Reference: M&M
Groups: Psionicist
 
See [Q72] for rules and powers.

[PC5] Psionicist Classes Group


This is not meant to be a faithful representation of the Mutants and Masterminds d20 system. I've made numerous changes for my individual D&D rules. If you're looking for an accurate Mutants and Masterminds reference, look elsewhere!
Power Points:
Wild Talents: 10 PP per level.
Psi72 classed: 15 PP per level.
Choosing powers:
When you choose a power, it's PL (Power Level) is 1.
Each additional time you pick a power, you can either increase it's PL by 1, or it's Frequency (how often you can use it) by 1.
Your real level or CL (Caster Level) usually does not factor into power's effects, use PL instead.
There are no "PSPs", each power may be used as often as you like (up to the Freq. limit).
 
Power PP Cost Action Freq. Description
Absorption - Energy 3 (none) (cont.) -PL dmg per energy attack
Absorption - Physical 3 (none) (cont.) -PL dmg per physical attack
Alternate Form - Energy 5 1F 1/t Nonsolid (still take damage normally); Cannot attack; Fly PL"; Immune to one form of energy
Alternate Form - Explosive 5 1F 1/t Everyone in your group takes PL dmg per round
Alternate Form - Gaseous 5 1F 1/t Nonsolid (still take damage normally); Attack at half damage; Fly PL"; 1P: Suffocate someone (BW save)
Alternate Form - Liquid 5 1F 1/t Underwater breathing; Swim PL"; Attack at half damage
Alternate Form - Semisolid 5 1F 1/t Elasticity; Resist piercing weapons; Attack at half damage
Alternate Form - Shadow 5 1F 1/t Two-dimensional; Climb walls/ceilings; Attack at half damage
Alternate Form - Solid 5 1F 1/t +PL Str; +PL AC
Amazing Save 1 (none) (cont.) +PL saves in one category
Animation 2 1M 1/t Animate Object (hp=PL*4, #Att=1, TH +PL, dmg PLd2)
Armor 1 (none) (cont.) AT +PL
Astral Projection 5 1M 1/h Astral Projection for 1 turn
Blending 1 1V 1/r Hide in Shadows PL*10%
Boost 2 1M 1/h +PL to one ability score for 1 turn
Clinging 1 1V 1/r Climb Walls PL*10%
Combat Sense 1 (none) (cont.) +PL Initiative; +PL Unaware AC (cannot exceed real AC)
Comprehend 2 (none) (cont.) +PL languages
Corrosion 1 (none) (cont.) Your touch does +PL dmg to objects
Cosmic Power 8 (omitted) (omitted) (omitted)
Create Object 2 1F 1/h Minor creation, max weight = PL^2 lbs., max E factor = PL/4
Datalink 2 1M 1/s Can mentally interface with computers, golems, etc.
Dazzle 2 1M 1/r Blind one sense to everyone in one group (RSW save)
Deflection 2 0 1/r Take -PL^2 dmg on one physical attack
Density Control 5 1M 1/h +PL Str; +PL AC; -PL" move rate; x2^PL weight
Dimensional Travel 2 1F 1/h Plane Shift; make a check: DC 10 = Familiar, DC 15 = Known, DC 20 = Not known
Disintegration 2 1M 1/t Disintegrate one nonliving object
Drain 2 1M 1/r Target takes PL ability score dmg (save)
Duplication 2 1M 1/s Create 1 Mirror Image (max = PL)
Elasticity 4 1V 1/r Elasticity 5*PL'
Element Control 2 1M 1/t Telekinesis on one element
Energy Blast - Personal 2 1M 1/r One target takes PL energy dmg (no save)
Energy Blast - Explosive 4 1M 1/r One group takes PL energy dmg (no save)
Energy Control 2 1M 1/r -10% dmg to Cold, Darkness, Electricity, Fire, Gravity, Kinetic, Light, Magnetic, Radiation, Sonic, or Vibration
Energy Field 2 1M 1/t Damaging shield, PL energy dmg for 1 turn
ESP 2 1M 1/t ESP 5^PL'
Fatigue 2 1M 1/r Target exhausted (PPD save)
Flight 2 (none) (cont.) Fly PL"
Force Field 1 1M 1/t +PL current hp
Gadgets 1 1F 1/h Create a temporary Psi8 item with TechL=sqr(PL)
Growth 6 1P 1/h +PL half size classes for 1 turn
Healing 3 1M 1/r Cure PL hp; Can use 5 to cure Nausea, 10 to cure Stun
Illusion 2 1M 1/t Create illusions
Immovability 1 (none) (cont.) You weigh normally, but considered x2^PL weight for TK, etc.
Incorporeal 1 1M 1/h Cannot harm or be harmed by physical objects for 1 turn
Invisibility 2 1M 1/t Invisibility
Leaping 2 1V 1/r Jump PL*5'
Luck 2 0 1/h +/- PL to one die roll
Mental Blast 5 1M 1/r Stun one target (Will save)
Mental Protection 3 (none) (cont.) +PL Will saves, Mental saves, Int checks, Wis checks
Microscopic Vision 2 1M 1/t Can see really small stuff
Mimic 1 1M 1/h Copy (can use) a target's ability score (max=PL*2 pts) or power (max SL=sqr(PL))
Mind Control 2 1M 1/t Control V actions (Will save), P actions (Will save at +5), or M actions (Will save at +10)
Natural Weapon 2 (none) (cont.) +PL dmg w/ natural attacks
Neutralize 2 1M 1/r An effect loses PL-1 SL's, if it is reduced below 0 SL, it is dispelled
Obscure 2 1M 1/t Obscuring wall (non-solid)
Paralysis 2 1M 1/t Paralyze one target (PPD save)
Plant Control 2 1M 1/t Entangle
Postcognition 3 1F 1/h Can see back in time at place or object
Precognition 3 1F 1/h Can see ahead in time at place or object
Protection 3 (none) (cont.) AC +PL
Regeneration 2 (none) (cont.) Regenerate PL hp/r
Reincarnate 2 1D 1/d You Reincarnate upon death, inactive and Feign Death for the rest of this combat
Running 4 (none) (cont.) +PL*3" move rate; Can use 5 PL for +1V instead
Sensory Protection 2 (none) (cont.) One sense is immune to be blinded/flashed/dazzled/dazed/fascinated
Shape Matter 1 1M 1/t Polymorph any Object, max weight = PL lbs.
Shapeshift 2 1M 1/h Polymorph Self, max difference in weight = PL^2 lbs.
Shrinking 2 1P 1/h -PL half size classes for 1 turn
Slick 2 1M 1/t Grease
Slow 2 1M 1/r Target slowed (PPD save)
Snare 2 1M 1/t Target can't move (Reflex save)
Sorcery 7 1M 1/h Pick a spell of SL=PL/2 when you pick this power. You can cast it as if a mage with CL=PL.
Space-Flight 2 (none) (cont.) Move at 2^(PL-1) c in space
Spinning 2 (omitted) (omitted) (omitted)
Strike 2 (none) (cont.) +PL TH w/ natural attacks
Stun 2 1M 1/t Stun one target (Fort save)
Suffocate 3 1M 1/t Suffocate one target (no save, takes 1 cumulative dmg per segment)
Super-Charisma 4 (none) (cont.) +PL Chr
Super-Constitution 4 (none) (cont.) +PL Con
Super-Dexterity 4 (none) (cont.) +PL Dex
Super-Intelligence 4 (none) (cont.) +PL Int
Super-Senses 2 (none) (cont.) Heightened sense
Super-Skill 1 (none) (cont.) +PL checks with a skill or proficiency
Super-Speed 6 1M 1/h +PL*3" move rate; Can use 5 PL for +1V instead; AC +PL; +PL Reflex saves
Super-Strength 4 (none) (cont.) +PL Str
Super-Wisdom 4 (none) (cont.) +PL Wis
Swimming 2 (none) (cont.) You can swim at PL*3" move rate
Swinging 1 (omitted) (omitted) (omitted)
Telekinesis 2 1M 1/t TK 100*PL lbs.
Telepathy 2 1M 1/t Telepathy
Teleportation 2 1F (or 0) 1/h Teleport 2^(PL-1) miles, or PL*5' as a Blink (no summ. sick.)
Telescopic Sense 1 (none) (cont.) Eagle-eye vision
Time Control 9 1M 1/h +PL B actions for 1t
Time Travel 2 1F 1/d Time travel 2^(PL-1) years
Transfer 3 1M 1/h Transfer PL levels of Psi72 powers to someone else for 1t
Transformation 3 1M 1/t Polymorph Other (PP save)
Transmutation 3 (omitted) (omitted) (omitted)
Tunneling 2 1M 1/t Passwall / Dig
Weapon - Damage 1 1M 1/h +PL dmg with one individual weapon for 1t
Weapon - To Hit 2 1M 1/h +PL TH with one individual weapon for 1t
Weather Control 2 1M 1/d Controls the weather

[PC5] Psionicist Classes Group


Psi81 (Champions)

Level KXP Psi81
mMG SU
1 0 1-- --
2 3 2-- --
3 6 3-- --
4 12 31- --
5 24 32- --
6 48 33- --
7 96 43- --
8 192 44- --
9 375 441 --
10 750 442 --
11 1125 443 --
12 1500 444 --
13 1875 544 --
14 2250 554 --
15 2625 555 --
16 3000 655 --
17 3375 665 --
18 3750 665 1-
19 4125 665 2-
20 4500 665 3-
21 4875 665 4-
22 5250 665 5-
23 5625 666 5-
24 6000 666 6-
25 6375 766 6-
26 6750 776 6-
27 7125 776 61
28 7500 776 62
29 7875 776 63
30 8250 776 64
31 8625 776 65
32 9000 776 66
33 9375 777 66
34 9750 777 76
35 10125 777 77
36 10500 877 77
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  3  8  2  3  1  0  1
+2  5  4  8  2  3  1  0  2
+3  6  4  8  3  4  2  0  2
+4  6  5  8  3  4  2  1  3
+5  6  5  9  3  4  2  1  3
+6  6  6  9  4  5  3  1  4
+7  7  6  9  4  5  3  2  4
+8  7  7  9  4  5  4  2  5
+9  7  7 10  5  6  4  2  5
+10  7  8 10  5  6  4  3  6
+11  8  8 10  5  6  5  3  6
+12  8  9 10  6  7  5  3  7
+13  8  9 11  6  7  6  4  7
+14  8 10 11  6  7  6  4  8
+15  9 10 11  7  8  6  4  8
+16  9 11 11  7  8  7  5  9
+17  9 11 12  7  9  7  5  9
+18  9 12 12  8  9  8  5 10
Requisites: Con 18
Alignment: any
HD/level: d20
Weapon Prof.: 4+level/2
To Hit Table: Mon
Save Table: Psi
Reference: Champions
Groups: Psionicist
 
See [Q81] for rules and powers. This is a "mutant" frequency and is resisted using RR. It is added to the options for the ArchMutant class.
PSPs (Psi 81) = Con*LVL
Exceptional Str and Con. Gets Exceptional Str and Con bonus (both) to hit dice.

[PC5] Psionicist Classes Group


Psi81 Minor Powers

# Power PSPs Notes
1 Absoption, Energy 0 -CL dmg /energy attack; gain that amount in next damaging energy attack
2 Absoption, Physical 0 -CL dmg /physical attack; gain that amount in next damaging physical attack
3 Aid 2/r Target gets +CL to one stat for 1 turn, or to his CL on next effect
4 Armor 0 -CL dmg distributed among /energy or /physical attacks
5 Change Environment 2/t Create light, change temperature, create magnetic field, nothing too powerful
6 Characteristics 0 +CL distributed among your stats
7 Clinging 0 Climb Walls (with the pipes) 60+LVL*20%
8 Damage Reduction, Energy, 25% 0 Take x0.75 damage from energy
9 Damage Reduction, Physical, 25% 0 Take x0.75 damage from physical attacks
10 Darkness 1/t Makes room dark to one sense (x1 Special)
11 Density Increase 2 2/r x2 mass; +2 Str; -2/attack (physical or energy)
12 Discriminatory Sense -2 to max Identify something by a sense (e.g. smell)
13 Dispel 2 2 Dispel a SL 0-2 effect
14 Drain 2 Target loses -CL to a stat
15 Energy Blast I 2 [Pick an element] CLd5 dmg of that element (one group, no save)
16 Enhanced Perception -2 to max "Eagle Eye" / "Distance" version of a sense
17 Entangle 2 Entangle
18 Extra Limbs -2 to max +1 arm, +1 tail, +2 legs, or +2 tentacles
19 Flash 2 Blind a sense (Spell save)
20 Flash Defense -2 to max Resist getting your senses blinded
21 Flight 2/t Fly at CL*3"
22 Force Field 2/r -CL*2 dmg distributed among /energy or /physical attacks
23 Gliding 0 Fly at CL"
24 Growth 2 2/r +1 size; +2 Str; +2*CL max hp
25 Hand-to-Hand Attack 2/attack +CL dmg per punch/claw
26 High Range Radio Hearing -2 to max High Range Radio Hearing
27 Images 2/r Phantasmal Force
28 Infrared Vision -2 to max Infravision
29 Instant Change 2 Alter Appearance
30 Knockback Resistance 0 Take -10*CL' less from TK/Push effects
31 Lack of Weakness 0 Resist people looking at you to find your weaknesses
32 Life Support, Breathing 0 Can breathe in unusual environments (e.g. water)
33 Life Support, Food 0 Need not eat, excrete, sleep
34 Life Support, Resist Heat/Cold 0 Resist Heat/Cold
35 Life Support, Resist Vacuum 0 Resist Vacuum and High Pressure
36 Mental Awareness -2 to max Sensitivity to Psychic Impressions
37 Microscopic Vision -2 to max Microscopic Vision
38 Mind Link 0 Psi81 Psionic Link
39 Mind Scan 2/s Scan mind for information (Will save)
40 Missile Deflection 2/r Deflect 1 missile per P attack
41 Radio Listen and Transmit -2 to max Radio Listen and Transmit
42 Regeneration 0 Regenerate CL hp/s
43 Running 0 +CL*3" movement rate
44 Shrinking 2 2/r -1 size; +CL*2 AC
45 Skill 0 +CL slots in a Nonweapon proficiency
46 Stretching 2/t Can attack (CL+3)/4 groups per segment without actually entering them
47 Superleap 2 Jump CL*6"
48 Swimming 0 Swimming CL*3"

[PC5] Psionicist Classes Group


Psi81 Major Powers

# Power PSPs Notes
1 Active Sonar -5 to max Active Sonar
2 Clairsentience 4/r Pick a "Clair" type (voy, aud, nas, tact, taste)
3 Damage Reduction, Energy, 50% 0 Take x0.5 damage from energy
4 Damage Reduction, Physical, 50% 0 Take x0.5 damage from physical attacks
5 Density Increase 5 2/r x32 mass; +5 Str; -5/attack (physical or energy)
6 Dispel 5 5 Dispel a SL 0-5 effect
7 Ego Attack 5 CLd10 mental dmg (one target, no save)
8 END Reserve 0 +5*LVL max PSPs
9 Energy Blast II 2 [Pick an element] CLd10 dmg of that element (one group, no save)
10 Force Wall 5/r Solid Wall of Force
11 Growth 5 5/r +2 size; +4 Str; +4*CL max hp
12 Invisibility 2/r Improved Invisibility
13 Life Support, Immune Aging 0 Immune Aging
14 Life Support, Immune Disease 0 Immune Disease
15 Life Support, Need Not Breather 0 Need not breathe
16 Life Support, Resist Radiation 0 Resist Radiation
17 Mental Illusions 5/r Mirage Arcana
18 Missile Reflection 5/r Reflect 1 missile per P attack
19 N-Ray Vision -5 to max N-Ray Vision (pick an element it's blocked by)
20 Power Defense -5 to max Resist stat damage, Incantatrix effects, Polymorph effects
21 Radar Sense -5 to max Radar Sense
22 Shape Shift 5 Polymorph Self
23 Shrinking 5 5/r -2 size; +CL*4 AC
24 Spatial Awareness -5 to max Can sense surroundings without senses
25 Summon 5 Summon a DL V Outer planar creature
26 Telekinesis 5 TK CL*20' (assuming a Size M creature)
27 Telepathy 5/r Telepathy
28 Teleportation 5 Teleport
29 Transfer 5 You get -CL to a stat, target gets +CL (lasts 1 turn)
30 Tunneling 5 Passwall

[PC5] Psionicist Classes Group


Psi81 Grand Powers

# Power PSPs Notes
1 Damage Reduction, Energy, 75% 0 Take x0.25 damage from energy
2 Damage Reduction, Physical, 75% 0 Take x0.25 damage from physical attacks
3 Density Increase 8 2/r x256 mass; +8 Str; -8/attack (physical or energy)
4 Desolidification 8/r You pass through objects as if they weren't there
5 Dispel 8 8 Dispel a SL 0-8 effect
6 Energy Blast III 2 [Pick an element] CLd20 dmg of that element (one group, no save)
7 Extra-Dimensional Movement 8 Plane Shift or Teleport Without Error
8 Faster-than-Light (FTL) Travel 0 Move at Warp CL
9 Growth 8 8/r +3 size; +6 Str; +6*CL max hp
10 Killing Attack, Hand-to-Hand 8/attack +CL*2 dmg and +CL Con dmg with unarmed attack
11 Mental Defense -8 to max Resist mental attacks
12 Mind Control 8 Control M actions (Will save)
13 Multiform 8 Shapechange Self
14 Shrinking 8 8/r -3 size; +CL*6 AC
15 Suppress 8/s Target cannot use a particular power (no save)

Psi81 Super Powers

# Power PSPs Notes
1 Damage Reduction, Energy, 90% 0 Take x0.1 damage from energy
2 Damage Reduction, Physical, 90% 0 Take x0.1 damage from physical attacks
3 Dispel 11 11 Dispel a SL 0-11 effect
4 Duplication 8/r There are two of you
5 Energy Blast IV 2 [Pick an element] CLd30 dmg of that element (one group, no save)
6 Growth 11 11/r +4 size; +8 Str; +8*CL max hp
7 Magic Defense -11 to max Resist magic
8 Shrinking 11 11/r -4 size; +CL*8 AC
9 Transform 11 Shapechange Other

[PC5] Psionicist Classes Group


Psi100

Level KXP Psi100
mMG S
1 0 1-- -
2 3.75 2-- -
3 7.5 3-- -
4 15 4-- -
5 22.5 41- -
6 37.5 51- -
7 75 52- -
8 112.5 62- -
9 150 63- -
10 187.5 73- -
11 225 74- -
12 450 741 -
13 675 841 -
14 1125 851 -
15 1500 852 -
16 1950 952 -
17 2400 962 -
18 2900 A62 1
19 3400 A72 1
20 3900 A73 1
21 4400 B83 2
22 4900 C84 2
23 5400 D94 2
24 5900 E95 3
25 6400 FA5 3
26 6900 GA6 3
27 7400 HB6 4
28 7900 IB7 4
29 8400 JC7 4
30 8900 KC8 5
31 9400 LD8 5
32 9900 MD9 5
33 10400 NE9 6
34 10900 OEA 6
35 11400 PFA 6
36 11900 QFB 7
TH Saves
PD RS PP BW Sp Fo Re Wi
-1  5  4  8  2  3  1  0  2
-1  6  5  8  3  4  2  1  3
-1  6  6  9  4  5  3  1  4
-1  7  7  9  4  5  4  2  5
+0  7  8 10  5  6  4  3  6
+0  8  9 10  6  7  5  3  7
+0  8 10 11  6  7  6  4  8
+0  9 11 11  7  8  7  5  9
+1  9 12 12  8  9  8  5 10
+1 10 13 12  8 10  8  6 11
+1 11 14 13  9 11  9  7 12
+1 11 14 13 10 12 10  7 13
+2 13 15 14 12 13 11  8 14
+2 15 15 15 14 14 12  9 15
+2 15 16 16 15 15 12  9 16
+2 16 16 16 15 16 13 10 17
+3 16 16 16 16 16 14 11 18
+3 16 16 16 16 16 15 11 19
Requisites: Dex 10, Con 10, Wis 10, Chr 10, 2 of these must be 16
Alignment: any
HD/level: d10
Weapon Prof.: 3+level/4
To Hit Table: Psi
Save Table: 2xPsi
Reference: DM {Planeshifted Psi1}
Groups: Psionicist, Alternate
 
See [Q100] for rules and powers.
Psionic Strength = (Dex+Con+Wis+Chr)/4*(Level+9)
Level 1: Spend 1 Non-Weapon proficiency: Permanently raise two abilities' CL by 1 (or +2 CL to one ability). You may not more than double your level doing this.

[PC5] Psionicist Classes Group


Basic Psi100 Information

PSI100 CLASS: Psionic Strength = (Dex+Con+Wis+Chr) / 4 * (Level+9)
WILD TALENTS: Psionic Strength = 64 + level + (Dex+Con+Wis+Chr-48) * (exceptional+1)
where "exceptional" is the number of mental stats(Dex,Con,Wis,Chr) of 16 or above.
Wild Talent Power Progression:
  Potential Number of:
Dex+Con+Wis+Chr Minor Major Grand
0-10 1 0 0
11-21 2 0 0
22-32 2 1 0
33-43 3 1 0
44-54 4 1 0
55-65 4 2 0
66-76 4 2 1
77-87 5 2 1
88-98 6 3 1
99-109 7 3 1
110+ 8 4 2
Min Level 1 6 12

Psi100 Psionic Storm Attack

This hits 2+LVL/9 groups.
Unlike Psi1, multiple hits do *not* cause extra save penalty or a d100 shift)
Also note the tables are slightly different.
This attack does not affect targets with Psi100 (they are considered immune).
Against Psi1, this attack is treated as a Psi1 Psionic Blast with half effect.
 
Save for Range Effect (Duration is bottom row):
Int+Wis 10yd 30yd 50yd Death Coma Sleep Stun Confuse Enrage Panic Feeble 2Insanity 1Insanity 1Insanity
0-5 19 18 17 01-67 68-82 83-84 85-86 87-88 89-90 91-92 93-94 95-96 97-98 99-00
6-9 17 16 15 01-11 12-74 75-84 85-86 87-88 89-90 91-92 93-94 95-96 97-98 99-00
10-13 15 14 13 01-02 03-17 18-66 67-86 87-88 89-90 91-92 93-94 95-96 97-98 99-00
14-17 13 12 11 01-02 03-04 05-14 15-78 79-88 89-90 91-92 93-94 95-96 97-98 99-00
18-21 11 10 9 01-02 03-04 05-06 07-21 22-80 81-90 91-92 93-94 95-96 97-98 99-00
22-25 9 8 7 01-02 03-04 05-06 07-08 09-23 24-82 83-92 93-94 95-96 97-98 99-00
26-29 7 6 5 01-02 03-04 05-06 07-08 09-10 11-25 26-84 85-94 95-96 97-98 99-00
30-33 5 4 3 01-02 03-04 05-06 07-08 09-10 11-12 13-27 28-86 87-96 97-98 99-00
34-37 3 2 1 01-02 03-04 05-06 07-08 09-10 11-12 13-14 15-34 35-83 84-98 99-00
38-41 1 0 -1 01-02 03-04 05-06 07-08 09-10 11-12 13-14 15-16 17-31 32-98 99-00
42+ -1 -2 -3 01-02 03-04 05-06 07-08 09-10 11-12 13-14 15-16 17-18 19-33 34-00
Duration: 1d10 d 4d6 t 1d6 t 1d30 r 1d6 r 1d6 r perm. perm. 1d8 w 1d30 d

[PC5] Psionicist Classes Group


Psi100 Minor Powers

# MINOR POWERS Cost Notes
1 Automaton 10/r Animate CL objects as DL I Golems (count as your summon)
2 Body Equilibrium 1/r Water Walking and Feather Fall entire party
3 Body Weaponry 1/r +CL/2 AC; +CL/2 saves; +CL/2 damage (armed or unarmed)
4 Cell Adjustment I N Cure/cause N hp, hits 2+CL/9 groups, max N = CL*2
5 Command 15 Command (Will save), hits 2+CL/9 groups
6 Detection of Life 4/r Gives direction and distance (300*CL' range)
7 Domination 15+sum(HD) Domination (Will save), hits 2+CL/9 groups
8 Empathy 3/m Gives basic emotions of all within 30'
9 Expansion 5/r Max.Press=Str of CL+12; +CL/2 TH; +CL/2 dmg (armed or unarmed); +CL' height
10 Lights 3 Faerie Fire, Dancing Lights, or Light (affects 2+CL/9 groups)
11 Memory Protection 1/d Forget, Feeblemind, Incantatrix effects do not work in room (x1 Special)
12 Molecular Agitation cumul. 3/r 1 dmg /s (1st r), 2 dmg /s (2nd r), etc.; affects 2+CL/9 groups
13 Movement Acceleration 20/r +1V Action; +CL" move rate
14 Object Reading 1/r Detects psychic impressions left on objects in area
15 Psionic Trigger 20/d Contingency for 2 psi powers (still need points)
16 Rapport 15/r 1=Share Memories, 3=Detect Lie, 4=Mind Scan; affects 2+CL/9 groups
17 Spirit Speak 20/r Speak with Dead (as spell); hits multiple dead beings in area
18 Sens. to Psychic Imp. 1/r Gives freq., type, and field of all psi in area
19 Tap Psionic Link 14/r Can listen into Psi Links if within 100*level'
20 Telekinetic Barrier 10N /t Take -N/2 dmg per physical or energy attack (max N = level)
21 Telekinetic Blade 10/r Base damage 1dCL, considered +CL/3 weapon, mental weapon, hits whole group

[PC5] Psionicist Classes Group


Psi100 Major Powers

# MAJOR POWERS Cost Notes
1 Body Control 4/t Water Breathing, Resist environment 1 HD/level (whole party)
2 Controlled Blinking 10/r Blink CL' each segment
3 Dimension Door 20 Dimension Door (as spell); 900*CL'
4 Dimension Walk 1/t Cover 100 miles in (60-level) minutes
5 Dispel Exhaustion 14 Mental Surgery (1) but all in psi link affected
6 Energy Control 1/HD Max.=CL/2 in HD damage, must be energy attack, affects everyone in group
7 Energy Dissipation 40/t Take 3/4 damage from every energy attack
8 Flying 18/t Fly CL*2"; affects whole party
9 Improved Cell Adj. N Cure/cause N hp, hits 3+CL/9 groups, max N = CL*4
10 Mass Domination 30+sum(HD) Domination (Will save at -CL), hits 3+CL/9 groups
11 Mental Surgery 10*lvl 1=Dispel Exhaustion,5=Feeblemind,6=Cure Insanity
12 Mind Bar 5/d Ench/Charm, Magic Jar, Domination, Invis. can't be used in room (x1 Special)
13 Paralysis Bolt 45 Paralysis (Fort save), hits 3+CL/9 groups
14 Physical Acceleration 20/r +1P Action; +1 attack per P action
15 Probability Travel 10/P P=#planes removed, fail=21-level%
16 Psionic Cage 50 Reverse Wards (no one can leave)
17 Submit Illusion 24/t Submit a Spectral Force to subject's mind; affects 3+CL/9 groups
18 Telekinesis 9/r Telekinesis CL*10' falling dmg (assuming size M); affects 2+CL/9 groups
19 Telempathic Projection 12 Empathy, but can send an emotion; affects 3+CL/9 groups
20 True Sensory Input 4/r True Seeing (as spell), but all 5 senses
21 Wards 50 Pro.Evil&Scrying, no one can enter, break=150pts

[PC5] Psionicist Classes Group


Psi100 Grand Powers

# GRAND POWERS Cost Notes
1 Death Stare 225 Death or Stun 2d4r (if over 2*level HD) (Fort save); affects 2+CL/9 groups
2 Energy Cancel 3/HD Max.=CL/2 in HD damage, cancels whole effect, you don't need to be in that group
3 Limited Wish 320 Limited Wish (as spell)
4 Mental Acceleration 30/r +1M Action; can convert 3M->1QM
5 Power Transfer 200*T T:Minor=1,Major=2,Grand=3, Object=Caster Psi
6 Preservation 150 1=Preserve,2=Trap Soul,5=Permanency,7=Stasis; affects 2+CL/9 groups
7 Psionic Amplification 8*Mult Multiplies a power; Max.=level/4+1
8 Psionic Disruption 40/r No psi powers (any freq.) can be used in 50'r
9 Restoration 180 Restoration, Restores Items, Stops dual-nature; affects 2+CL/9 groups
10 Severance 60*SL Save; stops use of any 1 ability in creature; affects 2+CL/9 groups
11 Shade 200 Create up to CL ghosts/shades of people who died here, 1/3 powers
12 Suppression 3/r Cannot use or be affected by psionics, all psi effects drop

Psi100 Super Powers

# SUPER POWERS Cost Notes
1 Cellular Heal/Harm X up to X targets: Heal or Harm X% of max hp
2 Counterspell 40*SL [0 action to use] Counters a Magic/Psi/Innate
3 Energy Dampen 1/HD/d Permanent Energy Cancel on self or 100'cu area
4 Full Acceleration 50/r +1 Full Action /r
5 Mental Deceleration 200*N Target loses next N mental actions (no save); affects 1+CL/9 groups
6 Physical Deceleration 100*N Target loses next N physical actions (no save); affects 1+CL/9 groups
7 Quick Mental Accel. 60/r +1 QM Action /r
8 Wrestling Spirit 60/r Know and can use all Professional Wrestling powers
9 Telekinetic Crush 2*X X*X*X telekinetic damage (no save); affects 1+CL/9 groups
10 Versatility 1000 Permanent: +1 max. # of classes or # psi.freq.
11 Wish 480 Wish (as spell), or any Psi200 Dev/Sci/High Sci
12 X7 Element 700 Casts any one X7 grand

[PC5] Psionicist Classes Group


Psi1200L


Level

KXP
Psi1200L
mMG S

TH
1 0 1-- - +1
2 2.15 2-- - +2
3 4.3 3-- - +3
4 8.6 31- - +4
5 17.2 32- - +5
6 34.4 33- - +6
7 68.8 43- - +7
8 127.6 44- - +8
9 225.2 441 - +9
10 390.4 442 - +10
11 680.4 443 - +11
12 1440 544 - +12
13 1910 554 - +13
14 2380 555 - +14
15 2850 655 - +15
16 3320 665 - +16
17 3790 666 - +17
18 4260 666 1 +18
19 4730 666 2 +19
20 5200 666 3 +20
21 5670 666 4 +21
22 6140 666 5 +22
23 6610 666 6 +23
24 7080 766 6 +24
25 7550 776 6 +25
26 8020 777 6 +26
27 8490 777 7 +27
28 8960 877 7 +28
29 9430 887 7 +29
30 9900 888 7 +30
31 10370 888 8 +31
32 10840 988 8 +32
33 11310 998 8 +33
34 11780 999 8 +34
35 12250 999 9 +35
36 12720 999 91 +36
37 25440 999 92 +37
38 38160 999 93 +38
39 50880 999 94 +39
45 127200 A99 99 +45
54 241680 BBB BB +54
63 356160 DDD DC +63
72 470640 FFE EE1 +72
Requisites: Con 10, Int 10, Wis 10, Chr 10
Alignment: L any
HD/level: 4d1
Weapon Prof.: 5+level/3
Reference: DM {Storm Psi12L}
Groups: Psionicist, Overt
Complexity: CF=3
 
Saving Throws:
PPD: level*2 Fort: level*2
RSW: level*3 Reflex: level
PP: level*2 Will: level*3
BW: level
Spell: level
 
See [Q1200L] for rules and powers.
PSPs = (Con+Int+Wis+Chr) * LVL
Level 1: Immune Chaos, Wild Magic, Black Ice.
Level 1: Immune to harmful area effects from other party members
Level 1: 0, 1/r: Ignore someone else's immunity to Law for this segment.
 

[PC5] Psionicist Classes Group


[Q1200L] Psi1200L Powers

Type # Power PSPs Effect
Minor 1 Behold the Law 6 Group takes CL Chr dmg (no save)
Minor 2 Law Blast 6 Deal CLd4 Law dmg to one group (no save)
Minor 3 Daze Area 10 Daze (CL targets or 1 group, Will save)
Minor 4 Modron Swarm I 13 Summon CL ML I or CL/2 ML II Modrons
Minor 5 Dispel Radiation/Demon Blast 15 Dispels CL Radioactive, Wild/Chaos, or Demonic effects
Minor 6 Feast Area 20 10'x10' area has food; this counts as a goodberry spell; potions have x1.5 effect
Minor 7 Restoration Touch 27 Restoration 1 level or CL stat dmg
Minor 8 Tongues/Comprehend Area 7 x1 Special: Tongues and Comprehend Languages to everyone else in area
Minor 9 Protection from Chaos 10'r 7+1/r Protection from Chaos 10'r
Minor 10 Selective Grouping 6 Group CL individual targets as you like into other groups
Minor 11 Morale Check Blast 9 Force CL target creatures or 1 group to make a Morale check
Minor 12 Summon Protector Zone 1/s x1 Enemy Special: Enemies will attack your summons before they attack you
Major 1 Lawful Combat Zone 38 x1 Special: Everyone rolls exactly a "10" to hit on the 1d20 roll
Major 2 Contact Other/Higher Plane 17 Contact Other/Higher Plane or Commune, up to CL planes removed
Major 3 Modron Horror Swarm II 47 Summon CL/2 ML III or CL/3 ML IV or CL/4 ML V Modrons
Major 4 True Sight 29+2/r True Sight; Immune Mislead, Mirror Image, Displacement
Major 5 Gravity Zone 28+1/s x1 Enemy Special: Gravity increased by CL-3 G's
Major 6 Reduced Causality 28 Creature saves vs. RSW or his physical attacks do 1/10 damage
Major 7 Anti-Sporacle 32 Anti-Sporacle (random beneficial [C] section effect; see Exhilarator class) a target; may have one running at a time
Major 8 Sweep Up 19+1/s All loose items in the room are put into your inventory
Major 9 Wishoid Stability Zone 38/t x1 Special: Wishoids do not drain the MF/PF
Grand 1 Area Amplification 23 Your next Psi1200L power has double area (e.g. CL targets -> CL*2 targets; 1 group -> 2 groups)
Grand 2 Modron Swarm III 170 Summon CL/3 ML VI or CL/4 ML VII or CL/5 ML VIII Modrons
Grand 3 Enhance Technology 54 Improve the Tech of an item by 1 (to a max of TechL=CL)
Grand 4 Bring Forth 108 Teleport / Plane Shift a known unique creature to you (RSW save); They get initiative on you (they act first)
Grand 5 Control Weather 10/r x1 Terrain Feature: Control Weather; 1M: A group takes CLd20 Natural Weather dmg
Grand 6 Wandering Monster Modification 11/r x1 Terrain Feature: Wandering monsters occur either (choose:) x2 or ÷2 as often
Super 1 Modron Swarm IV 614 Summon CL/4 ML IX or CL/5 ML X or CL/6 ML XI Modrons
Super 2 Invoke Tranquility 48/s x1 Terrain Feature: Lockdown P and V actions, Dispel one effect per creature per segment, Reduce all stats by 1 per segment
Super 3 Pure Stasis 320 All enemies you can see (up to CL groups) take CL^2 Law dmg (no save) and lose CL San (Will save for half)

[PC5] Psionicist Classes Group


Psi1200C

Level KXP
Spells
1 0 (none)
2 2.15 (none)
3 4.3 (none)
4 8.6 (none)
5 17.2 (none)
6 34.4 (none)
7 68.8 (none)
8 127.6 (none)
9 225.2 (none)
10 390.4 (none)
11 680.4 (none)
12 1440 (none)
13 1910 (none)
14 2380 (none)
15 2850 (none)
16 3320 (none)
17 3790 (none)
18 4260 (none)
19 4730 (none)
20 5200 (none)
21 5670 (none)
22 6140 (none)
23 6610 (none)
24 7080 (none)
25 7550 (none)
26 8020 (none)
27 8490 (none)
28 8960 (none)
29 9430 (none)
30 9900 (none)
31 10370 (none)
32 10840 (none)
33 11310 (none)
34 11780 (none)
35 12250 (none)
36 12720 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  1  1  1  1  1  1  1  1
+2  2  2  2  2  2  2  2  2
+3  3  3  3  3  3  3  3  3
+4  4  4  4  4  4  4  4  4
+5  5  5  5  5  5  5  5  5
+6  6  6  6  6  6  6  6  6
+7  7  7  7  7  7  7  7  7
+8  8  8  8  8  8  8  8  8
+9  9  9  9  9  9  9  9  9
+10 10 10 10 10 10 10 10 10
+11 11 11 11 11 11 11 11 11
+12 12 12 12 12 12 12 12 12
+13 13 13 13 13 13 13 13 13
+14 14 14 14 14 14 14 14 14
+15 15 15 15 15 15 15 15 15
+16 16 16 16 16 16 16 16 16
+17 17 17 17 17 17 17 17 17
+18 18 18 18 18 18 18 18 18
Requisites: Str 10, Dex 10, Wis 10, Chr 10
Alignment: C any
HD/level: 2d15-6
Weapon Prof.: 7+level
To Hit Table: Mon
Save Table: 2xMon
Reference: DM
Groups: Psionicist, Overt
 
See [Q1200C] for rules and powers. You know all the powers, as long as you have the CPPs to run them. This means that yes, you can throw Majors (or even Grands/Supers) at level 1 if you have the points.
Chaos Psionic Points (CPPs) = (Str+Dex+Wis+Chr) * (Psi1200C level)
Level 1: Immune Chaos, Wild Magic, Black Ice.
Level 1: Immune to your own effects.
Level 1: 0, 1/r: Ignore someone else's immunity to Chaos for this segment.
 
Note: Psi1200C effects that say "CL targets" can choose the same target more than once. This is an exception to the normal Collective rules on this.

[PC5] Psionicist Classes Group


[Q1200C] Psi1200C Powers

Type # Power CPPs Effect
Minor 1 Behold the Chaoticness 6 Rope-like shapes appear; Group is Insane (RSW save to lose CL San points instead)
Minor 2 Chaos Blast 6 Deal CLd4 Chaos dmg to one group (no save)
Minor 3 Confusion Area 10 Confusion (CL targets or 1 group, Will save)
Minor 4 Cthulhoid Horror Swarm I 13 Summon CL ML I or CL/2 ML II Cthulhoid Horror monsters
Minor 5 Dispel Radiation/Tech Blast 15 Dispels CL Radioactive, Wild/Chaos, or Technological effects
Minor 6 Dissension's Feast Area 20 10'x10' area has food spoiled; ruins goodberries; shuts off potions
Minor 7 Enervation Area 27 Enervation (CL targets or 1 group, PPD save)
Minor 8 Mistaken Missive Area 7 10'x10' area of writings (incl. magical writings, scrolls) becomes illegible; Removes Glyphs/Symbols
Minor 9 Protection from Law 10'r 7+1/r Protection from Law 10'r
Minor 10 Push Wave 6 Throw a group back (10*CL' Falling dmg, no save)
Minor 11 Taunt Blast 9 CL target creatures or 1 group will attack you on their next action (no save)
Minor 12 Trip/Fumble Zone 1/s x1 Enemy Special: Enemies Trip (Fort save) and Fumble (Reflex save) each segment
Major 1 Chaotic Combat Zone 38 x1 Special: Everyone rolls 1d10 to hit, "1"-"5" results are left alone (they mean 1-5), "6"-"10" means 16-20 (add 10 to the result)
Major 2 Contact Other/Higher Plane 17 Contact Other/Higher Plane or Commune, up to CL planes removed
Major 3 Cthulhoid Horror Swarm II 47 Summon CL/2 ML III or CL/3 ML IV or CL/4 ML V Cthulhoid Horror monsters
Major 4 Mirror Mislead 29+2/r Does a Non-Detection, a Mislead, a Mirror Image, and a Displacement
Major 5 Random Push Zone 28+1/s x1 Enemy Special: Enemies take 10*CL' Falling dmg per segment
Major 6 Reverse Causality 28 Creature saves vs. RSW or his physical attacks damage himself instead of others
Major 7 Sporacle 32 Sporacle (random [C] section effect) a group.
Major 8 Strip Down (Nude Bomb) 19+1/s Choose 1 target; he removes/drops 1 item and 1 effect /s (no save)
Major 9 Wishoid Mutation Zone 38/t x1 Special: Wishoids have random effects
Grand 1 Area Amplification 23 Your next Psi1200C power has double area (e.g. CL targets -> CL*2 targets; 1 group -> 2 groups)
Grand 2 Cthulhoid Horror Swarm III 170 Summon CL/3 ML VI or CL/4 ML VII or CL/5 ML VIII Cthulhoid Horror monsters
Grand 3 Enhance Radiation 54 The radiation level in the room is raised or lowered (your choice) by RS=CL/3
Grand 4 Hornung's Area Dispatcher 108 Plane Shift away (CL targets or 1 group, each goes to a random plane, Will save)
Grand 5 Uncontrolled Weather Zone 10/r x1 Terrain Feature: Weather in area become extreme; Everyone takes CLd20 Natural Weather dmg /r
Grand 6 Wandering Monster Modification 11/r x1 Terrain Feature: Wandering monsters occur either (choose:) x2 or ÷2 as often
Super 1 Cthulhoid Horror Swarm IV 614 Summon CL/4 ML IX or CL/5 ML X or CL/6 ML XI Cthulhoid Horror monsters
Super 2 Invoke Devastation 48/s x1 Terrain Feature: It's raining Colorless Fire; All in area are Wild Surged, Wand of Wondered, Sporacled, and DNA Scrambled /s
Super 3 Raw Logrus 320 All enemies you can see (up to CL groups) take CL^2 Chaos dmg (no save) and lose CL San (Will save for half)

[PC5] Psionicist Classes Group


Psionic Dabbler

Level KXP Psi
m
1 0 2
2 1.1 4
3 2.2 6
4 4.4 8
5 8.8 10
6 17.6 12
7 35.2 14
8 70.4 16
9 140.8 18
10 281.6 20
11 500 22
12 720 24
13 940 26
14 1160 28
15 1380 30
16 1600 32
17 1820 34
18 2040 36
19 2260 38
20 2480 40
21 2700 42
22 2920 44
23 3140 46
24 3360 48
25 3580 50
26 3800 52
27 4020 54
28 4240 56
29 4460 58
30 4680 60
31 4900 62
32 5120 64
33 5340 66
34 5560 68
35 5780 70
36 6000 72
TH Saves
PD RS PP BW Sp Fo Re Wi
-1  5  3  8  2  3  1  0  1
-1  5  4  8  2  3  1  0  2
-1  6  4  8  3  4  2  0  2
-1  6  5  8  3  4  2  1  3
+0  6  5  9  3  4  2  1  3
+0  6  6  9  4  5  3  1  4
+0  7  6  9  4  5  3  2  4
+0  7  7  9  4  5  4  2  5
+1  7  7 10  5  6  4  2  5
+1  7  8 10  5  6  4  3  6
+1  8  8 10  5  6  5  3  6
+1  8  9 10  6  7  5  3  7
+2  8  9 11  6  7  6  4  7
+2  8 10 11  6  7  6  4  8
+2  9 10 11  7  8  6  4  8
+2  9 11 11  7  8  7  5  9
+3  9 11 12  7  9  7  5  9
+3  9 12 12  8  9  8  5 10
Requisites: Int 10, Wis 10, Chr 10
Alignment: any
HD/level: d4
Weapon Prof.: 1+level/3
To Hit Table: Psi
Save Table: Psi
Reference: DM
Groups: Psionicist
 
Gets two Psionic minor powers per level. Knows all minor Psionic powers of all frequencies.
Psionic Strength = (highest of Int,Wis,Chr)*2/3*(level+9)
This is in Psi1 points.

[PC5] Psionicist Classes Group


Psionic Mystic0/10

Level KXP Psi0/Psi10
123 456 789
1 0 1-- --- ---
2 3 2-- --- ---
3 6 21- --- ---
4 12 32- --- ---
5 24 43- --- ---
6 48 431 --- ---
7 96 542 --- ---
8 180 653 --- ---
9 360 653 1-- ---
10 540 764 2-- ---
11 720 875 3-- ---
12 900 986 4-- ---
13 1080 986 41- ---
14 1260 A97 52- ---
15 1440 AA8 63- ---
16 1620 AA9 74- ---
17 1800 AAA 851 ---
18 1980 AAA 962 ---
19 2160 AAA A73 ---
20 2340 AAA A84 ---
21 2520 AAA A95 ---
22 2700 AAA AA6 1--
23 2880 AAA AA7 2--
24 3060 AAA AA8 3--
25 3240 AAA AA9 4--
26 3420 AAA AAA 5--
27 3600 AAA AAA 6--
28 3780 AAA AAA 71-
29 3960 AAA AAA 82-
30 4140 AAA AAA 93-
31 4320 AAA AAA A4-
32 4500 AAA AAA A5-
33 4680 AAA AAA A6-
34 4860 AAA AAA A7-
35 5040 AAA AAA A81
36 5220 AAA AAA A92
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  3  8  2  3  1  0  1
+1  5  4  8  2  3  1  0  2
+2  6  4  8  3  4  2  0  2
+3  6  5  8  3  4  2  1  3
+3  6  5  9  3  4  2  1  3
+4  6  6  9  4  5  3  1  4
+5  7  6  9  4  5  3  2  4
+5  7  7  9  4  5  4  2  5
+6  7  7 10  5  6  4  2  5
+7  7  8 10  5  6  4  3  6
+7  8  8 10  5  6  5  3  6
+8  8  9 10  6  7  5  3  7
+9  8  9 11  6  7  6  4  7
+9  8 10 11  6  7  6  4  8
+10  9 10 11  7  8  6  4  8
+11  9 11 11  7  8  7  5  9
+11  9 11 12  7  9  7  5  9
+12  9 12 12  8  9  8  5 10
Requisites: Str 9, Dex 13, Int 10, Wis 18, Chr 10
Alignment: any
HD/level: d6
Weapon Prof.: 2+level/3
To Hit Table: Ftr0
Save Table: Psi
Reference: DM {Planeshifted Mystic0}
Groups: Rogue, Psionicist, Alternate
 
For abilities, see next page.

[PC5] Psionicist Classes Group


Psionic Mystic0/10 Abilities

Can access Psi0 and Psi10 powers. See [Q10] for rules and powers.
PSPs = (LVL+Str+Dex+Con+Int+Wis-60)*3.
These are in Psi0 or Psi10 points. Note that the Psi0 powers will appear to be quite cheap, since Psi0 and Psi10 points are normally not 1 to 1 compatible.
These PSPs are each 2 Psi1 PSPs for conversion purposes.
 
Psi10 powers marked with a asterisk ( * ) can be used as a 0 action.
Your "KiL" is 2 times your CL (i.e. you count as a "Monk" in [Q0]).
 
The progression given is for Psi10. You can also pick Psi0 powers, in the following (somewhat non-standard) way:
SL=1, 2, 3 can be used for Psi0 minors.
SL=4, 5, 6 can be used for Psi0 majors.
SL=7, 8, 9 can be used for Psi0 grands.
 
This class also gets the standard Mystic0 abilities: (DM note: These are unchanged from the normal Mystic0 class.)
Level 1: One Martial Arts style (may not be custom).
Level 1: +1 Martial Arts maneuver slot per level.
Level 1: +1 AC per level if not wearing armor.
Level 1: +1" to movement rate per level.
Level 1: +1 dmg with open hand attacks per level. Base number of open hand attacks = (level+3)/4.
Level 1: Gets 1 "Any Monk or Acrobat" pick per level. Gets 40 rogue points per level.
Level 2: Cannot be surprised. Always attack first even if party loses initiative.
Level 4: 1V, 1/d: Cure Con*level hp of damage. This may be broken up into smaller amounts over the day if desired.
Level 6: Speak with Animals continuous.
Level 8: Resist Magic and Breath Weapons.
Level 9: Gets another Martial Arts style. It may be custom, even if you already have a custom style.
Level 9: Smash: 0: Get -5 to hit, but add an additional Str bonus to damage.
Level 9: Parry: +N AC for each weapon you are wielding (N=0 for small, N=1 for medium, N=4 for large).
Level 9: Disarm: 0: An attack you do does no damage, roll 1d20+(your Dex)-(target's Dex)*2, if greater than 0 he is disarmed.
Level 10: Speak with Anyone continuous.
Level 12: Immune to Enchantment/Charm spells, Resist Psionics.
Level 12: (level-11)*4% iPR
Level 14: 2V: Leave the Multiverse, physically travel up to 1V action relative distance (even through objects), then reappear.
Level 14: 0, touch, 5/d: Gentle Touch. Choose an effect: Charm, Cureall, Death, Quest, Paralysis. You get one of each per day. None of these effects have a saving throw.

[PC5] Psionicist Classes Group


General Psi0 Information

KiL (Ki Level) = (highest Psi0 level)*3 + (highest Monk1 level)*2 + (highest Wild Talent level).
 
P0Ps = Str + Dex + Con + Wis - 40 + KiL
These are restored at 1 per round until the maximum per turn (equal to KiL) is reached.
1 P0P = 20 Psi1 points = 2 Psi9 track points for purposes of Psi11 conversion.
 
Psi0 and Monk1 get a progression (this replaces the "1 Martial Arts slot per level" in the Collective). You may downgrade if desired.
Wild Talents must buy these using Martial Arts slots (1 for Minor, 2 for Major, 3 for Grand, 4 for Super). They get the ability to take 1 power per level, levels 1-9 is Minor, 10-18 is Major, 19-27 is Grand, 28-36 is Super. You may take lesser types if desired.
 
In the "Act" column below (which is the actions needed to perform the maneuver), read "patt" as "punch attack" and "katt" as "kick attack".
 
Read "One attack:" on the Effects tables below as "Gain and do one attack, if successful, do the following:". You don't actually do damage with the attack unless noted.

[PC5] Psionicist Classes Group


Psi0 Minor Powers

# Power P0P Action Effect
1 Acting 0 0 Acting, Spying, Disguise proficiencies; KiL*10% chance to resist Detect Lie spell
2 Armory 0 0 Armor Optimization, Armor/Weapon Identification, Armor/Weapon Repair proficiencies
3 Arrow Cutting 1 1V You get a Dex check (with penalty = enemy's level) for each missile shot at you this round
4 Binding 0 1V Tie up a helpless/surrendered foe so they cannot escape by physical means
5 Bowyer 0 0 Bowyer/Fletcher proficiency; 1 week of F actions: Make a nonmagical +1/+0 bow.
6 Calligraphy 1 0 Copy documents; Can copy magical writings at KiL% success, (100-KiL)% destroy original
7 Catfall 1 1P Land on feet, get a Dex check versus each die of the falling damage
8 Choke 1 1P One attack: Each round target makes Con check or unconscious, maintain by using 1V
9 Classical Literature 0 0 Legend Lore KiL%
10 Climbing 1 1V Gain Climb Walls rating of KiL*10% for the round
11 Contortion 1 1V Escape Bonds (but not from Binding power above); can squeeze through small gaps
12 Dance 0 0 Dancing, Juggling, Mime proficiencies; Can communicate without using spoken words
13 Double Attack 1 1att Do two attacks, each rolls 1d10 to hit, these cannot be traded in to do something else
14 Disable Limb 1 1P One attack: One limb cannot be used by target for 1t (no save)
15 Disarm 1 1P One attack: Target is disarmed (no save)
16 Entangle 1 1P One attack: Do one attack of dmg; -1 segment that target can use per round; maintain 1V
17 Fast-draw 1 0 1 of your weapon attacks occurs at start of round; can pick up 1 weapon without using 1V
18 Focus: Skill 1 1M +1 slot in a non-weapon proficiency (even if you don't have the proficiency) for 1r
19 Forced March 1 0 +KiL to movement rate for the day
20 Grapple 1 1P One attack: Do KiL + Str bonus (to damage) dmg every round, maintain by using 1V
21 Hawking 0 0 Can train a hawk to hunt or spy (not as good as a familiar, but close)
22 Horsemanship 1 1V Horsemanship proficiency; Keeps mount under control in difficult situations
23 Hurling 1 1P One attack: Throw any weapon (incl. weapons not meant to be thrown) without hit penalty
24 Kippup 1 0 Stand up without using a V action.
25 Leaping 1 1V Jump KiL*5' horizontally or KiL*2' vertically
26 Maka Wara 0 0 Each time someone hits you with an unarmed attack, he takes 1 damage back.
27 Medicine I 1 1V Choose one: Cure KiL hp; Cure Wounding; Repair disabled limb
28 Meditation -3 1 turn +KiL mental saves & Immune Fear for 1t; x2 normal healing/regenation rate in non-combat
29 Music 0 0 Music Composition, Instrumental, Singing proficiencies
30 Piercing Thrust 1 0 Do maximum damage with a piercing weapon attack.
31 Reverse Cut 0 0 Can attack to side or behind at no penalty (don't have to turn around)
32 Rhetoric 0 0 Fast-talking, Negotiation, Preaching proficiencies
33 Silent Garrote 1 1P One attack: Choke as above (you must be in Backstab position); Silence 15'r for duration.
34 Silent Kill 1 1P One attack: Do a x2 Backstab (you must be in Backstab position); Silence 15'r for that 1s.
35 Smashing Blow 1 1att Double the "to hit" roll with a blunt attack; Natural 19-20 is automatic hit.
36 Stealthy Movement 1 1V Gain Move Silently and Hide in Shadows ratings of KiL*10% for the round
37 Strike 1 0 Add your Str hit and damage bonus a second time for all attacks for this segment
38 Swimming 1 1M Can swim underwater for the round with no chance of drowning; Resist Water for 1 round
39 Tea Ceremony X 1 turn Give to other Psi0-users in room a total of X Psi0 points, this may be above max for 1 turn
40 Theology 0 0 Religion proficiency; Detect divine beings
41 Throw 1 1P Make one attack, if successful, throw target level*10' in one direction, he takes falling dmg
42 Trip 1 1att One attack: Do KiL dmg; target is down but may spend 1V to get back up
43 Unarmed Combat 0 0 +level TH and dmg with unarmed combat

[PC5] Psionicist Classes Group


Psi0 Major Powers

# Power P0P Action Effect
1 Air Throw 3 1P,1V One attack: Target takes KiL*5' falling damage
2 Backflip Kick 2 1katt One kicking attack to opponent's back (not a backstab): Normal damage.
3 Buffalo Punch 2 2patt One punching attack: x3 normal damage.
4 Concealment 2 1M Invisibility
5 Death Touch 3 1P One attack: Death (save vs. PPD)
6 Double Dread Kick 2 2katt,1V Two kicking attacks: Each does normal damage and knocks the target back KiL'
7 Double-Hit Kick 2 0 Repeat damage of last kicking attack to same target
8 Double-Hit Knee 2 1katt Two kicking attacks: Normal damage; both must be vs. same target.
9 Dragon Kick 2 1P One kicking attack: That attack does Hp (hull points) instead of hp; target knocked down
10 Dragon Punch 2 1P One punching attack: That attack does Hp (hull points) instead of hp; target knocked down
11 Ear Pop 2 2patt (The 2att from seperate limbs) One attack: Target stunned and deaf (each save vs. PP)
12 Fire and Stones 2 2att (The 2att from seperate limbs) One attack: Destroys enemy's weapon (item save)
13 Flash Kick 3 1P,1V One kicking attack at +KiL to hit, ignores stoneskins/ironskins: x10 damage, knockdown
14 Flying Knee Thrust 2 1katt,1V One kicking attack: x2 normal damage.
15 Flying Thrust Kick 3 2katt,1V One kicking attack: x5 normal damage, knocked down.
16 Focus: Magic Resistance 3 0 KiL*5% MR for 1r
17 Focus: Stay Conscious X 0 Stay Conscious at negative hp; X = -(current hp)/2, round up
18 Foot Sweep 2 1katt One kicking attack: Normal damage, target is knocked down
19 Forward Flip Knee 2 1katt One kicking attack to opponent's back of head (not backstab) at -4 TH: Normal damage.
20 Handstand Kick 2 1katt,1V One kicking attack: Normal damage, with a bonus equal to your movement rate (in inches)
21 Head Butt 2 1HeadP One attack: Do double normal punching damage with your head.
22 Hundred Hand Slap 3 1F Ten punching attacks: Each does normal punching damage; all must be vs. same target
23 Hurricane Kick 2 1P,1V Do 1 attack on each target in a KiL*5' line: Normal damage plus knocked down.
24 Hyper Fist 3 1patt Three punching attacks: Each does normal punching damage; all must be vs. same target
25 Lightning Leg 3 1P,1M Ten kicking attacks: Each does normal kicking damage; all must be vs. same target
26 Lightning Stroke 3 1V Each time you miss this round you may reroll (you are actually making new 2nd attacks)
27 Medicine II 2 1V Choose one: Restore 1 stat point; Cure Disease; Neutralize Poison
28 Monkey Grab Punch 3 2patt One punch attack at +KiL to hit, cannot be parried/countered/dodged: Do normal damage.
29 Power Uppercut 2 2patt One punch attack at +KiL to hit: Do normal damage.
30 Precision Strike 0 0 All your weapons gain (+0)d(+2) on damage.
31 Rekka Ken 3 0 Ability to use 2P actions (but only for unarmed combat) this segment.
32 Returning Hurl 3 1P Hurling (above); if weapon has chain attached it has end-of-round returning.
33 San He 3 0 For 1r: Immovability; cannot be knocked back/down; cannot use V actions
34 Shockwave 3 1F Earthquake KiL' r (as spell)
35 Slide Kick 2 1katt One kicking attack, auto hits if target is not flying: Normal damage, target is knocked down
36 Spinning Back Fist 2 1patt,1V One punch attack: That attack does x2 damage.
37 Spinning Clothesline 3 1P One punching attack on each target within KiL'r: Do normal damage.
38 Spinning Knuckle 3 0 Repeat damage of last punching attack on same target
39 Stepping Front Kick 2 3katt,1V Two kicking attacks, second autohits if first hits: Normal damage, target knocked back KiL'
40 Toughskin 0 0 +KiL/2 AC bonus
41 Triple Strike 3 3att (The 3att from seperate limbs) Three attacks at same target at +KiL to hit: Normal dmg.
42 Whirlwind Kick 3 1P One kicking attack on each target within KiL'r: Do normal damage.
43 Wounded Knee 3 1katt One kicking attack: Target loses 1V action per round for 1t.

[PC5] Psionicist Classes Group


Psi0 Grand Powers

# Power P0P Action Effect
1 Acid Breath 5 MouthP Breathe Acid (as per dragon)
2 Air Hurricane Kick 4 1P,1V Do 1 attack on each target in a KiL*5' line even in air: Normal damage plus knocked down.
3 Channel-strike 4 0 One attack: Normal results of attack. All Channel-strike in round must be vs. same target.
4 Chi Kung Healing X 1M Cure X*KiL hp to one target
5 Cobra Charm 4 EyeP Gaze, target must save vs. RSW or he cannot use any actions next segment, maintain 1M
6 Divination 6 1 turn Ask the DM a question, answer is given as (choose one:) 1 English word or cryptic phrase
7 Energy Reflection 5 1V As Arrow Cutting (above), except vs. magical missiles (even vs. Meteor Swarms & such)
8 Extendable Limbs 0 0 Your limbs can extend an extra KiL'
9 Fireball 4 1M KiLd6 dmg, KiL' radius (fire damage) (save:½, if made save again for 0)
10 Flaming Dragon Punch 4 1P Dragon Punch (above); Do an extra set of hull damage (elemental fire damage) (save:½)
11 Focus: Ability 6 1F +1 to an ability score for 1t
12 Ghost Form 6 1M Out-of-phase for 1r (cannot affect or be affected by solid objects), maintain 1M and 1 P0P
13 Great Wall of China 6 1P,1V KiL kicking attacks distributed among targets within KiL'r: Do normal damage.
14 Iceblast 5 1M KiLd4 dmg in a KiL*5' line (ice damage) (save:½)
15 Improved Fireball 6 1M KiLd8 dmg, KiL' radius (fire damage) (save:½, if made save again for 0)
16 Mind Reading 4 1M ESP; Know what the target is going to do next round
17 Musical Accomplishment 4 MouthP Allies can reroll (choose one:) missed to hit, missed saves, missed BlahR rolls (for 1m)
18 Regeneration 0 0 Regenerate KiL hp per round (given as KiL/10 hp per segment)
19 Shock Treatment 0 0 Immune Lightning; 1 P0P, 1V: Deal KiL damage to one target (save: ½)
20 Sonic Boom 4 1M KiLd4 dmg, KiL' radius (sound damage) (save:½, if made save again for 0)
21 Spinning Foot Sweep 4 1katt One kicking attack on each target within KiL'r: Normal damage, targets are knocked down
22 Storm Hammer 5 1P,1V One attack: Target takes KiL*10' falling damage
23 Stunning Shout 6 MouthP Target must save vs. PP or stunned 1d(KiL) segments
24 Telepathy 4 1M Telepathy (as spell)
25 TurboSpinningClothesline 6 1P Two attacks on each target within KiL'r: Do normal damage.
26 Yoga Flame 4 MouthP Breathe Fire (as per dragon)
27 Yoga Teleport 6 1M Tesseract (as spell effect), KiL% chance of not being stunned afterwards

Psi0 Super Powers

# Power P0P Action Effect
1 Flying Fireball 8 1M,1V KiLd8 dmg in a KiL' radius (fire damage) (save:½)
2 Focus: Resist Death X 0 Stay Alive (but probably unconscious) past -10 hp; X = -(current hp)/2, round down
3 Inferno Strike 7 1F KiLd20 dmg, KiL*3' radius (fire damage) (save:½), center at caster (who doesn't take dmg)
4 Repeating Fireball 3*X 1M Throw X Fireballs (see above)
5 Thunderclap 8 1M KiLd12 dmg, KiL' radius (sound damage) (save:½, if made save again for 0)
6 Zen No Mind 10 0 Ability to use 2M actions per segment

[PC5] Psionicist Classes Group


Basic Psi10 Information

Psi10 (class) PSPs = (LVL+Int+Wis-20)*5
Psi10 (wild) PSPs = (LVL+Int+Wis-13)*2
 
1 Psi10 PSP = 2 Psi1 PSPs. Points are regained at (Int+Wis)/2 per hour, or (total multipliers of beings within 100') per hour
 
Disciplines: Empa = Empathy, Pyro = Pyromancy, Somn = Somniomancy, Telep = Telepathy, TK = Telekinetics
 
Powers marked with an asterisk ( * ) can be used as a 0 action.
 
Level requirement for SL's for Wild Talents:
SL1=1, SL2=4, SL3=8, SL4=12, SL5=17, SL6=22
 
Wild Talent Progression:
 
Int+Wis+level Psi10
123 456
14-18 2-- ---
19-21 4-- ---
22-24 6-- ---
25-30 71- ---
31-35 82- ---
36-40 93- ---
41-45 A31 ---
46-50 A42 ---
51-55 A53 ---
56-60 A63 1--
61-65 A64 2--
66-70 A74 3--
71-75 A84 31-
76-80 A85 32-
81-85 A85 43-
86-90 A95 431
91-95 A96 432

[PC5] Psionicist Classes Group


Psi10 First Level Powers (minors)

# Name Disc. PSPs Effect Source
1 Affect Normal Fires Pyro 1/r Affect Normal Fires RAPsi
2 Awaken Somn 2 Wakes someone up (removes a sleep effect) RAPsi
3 Detect Evil Empa 3 Detect Evil 3r RAPsi
4 Detect Lie * Telep 2/r Detect Lie RAPsi
5 Detect Lie II * Empa 3 Detect Lie 1r, Undetectable Lie doesn't work, instead gives save (at +5 bonus) RAPsi
6 Dispel Exhaustion Telep 5 Target heals 25% of damage taken RAPsi
7 Distract Telep 5/r Target cannot cast spells (save vs. spell) RAPsi
8 Dream Interpretation Somn 2 Interprets a dream; gives some insight RAPsi
9 Extrasensory Scan Telep 2/r Detect Life, Detect Psionics RAPsi
10 Feather Fall * TK 2/r Feather Fall RAPsi
11 Heat I Pyro 1/r Target takes 1d4 dmg /r RAPsi
12 Hide Emotion * Telep 3/r Undetectable emotion; immune ESP; +3 saves vs. emotion-changing effects RAPsi
13 Ignite Pyro 4 Burns an object (item save vs. fire) RAPsi
14 Instant Sleep Somn 1 Caster goes to sleep; gets x1.5 benefit per unit time RAPsi
15 Lift TK w*S/r TK up/down only; w = ln(weight in lbs.); S = ln(speed in ") RAPsi
16 Light Pyro 3/r Light RAPsi
17 Manipulate TK D/r Fine-control TK; max weight = CL lbs.; D = Dex score desired (max = Wis) RAPsi
18 Melt Pyro 5/r Melts an object (item save vs. fire), metal armors get -2 AT RAPsi
19 Resistance to Sleep Somn 2/h Immune Sleep RAPsi
20 Sleeping Awareness Somn 1/h Aware of surroundings while sleeping RAPsi
21 Sleeping Levitation Somn 1/h Levitate while sleeping (do not need to sleep on ground) RAPsi
22 Slide TK ½*w*S/r TK horizontal across floor only (max incline = CL*5°); same w and S as Lift RAPsi
23 Spook Telep 5 Fear (save vs. spell at -CL/3) RAPsi
24 Suggest Telep 8 Suggestion (save) RAPsi
25 Tongues * Telep 3/r Tongues RAPsi
26 Wakefulness Somn 1/d Need not sleep; doesn't gain natural resets while not sleeping RAPsi

[PC5] Psionicist Classes Group


Psi10 Second Level Powers (minors)

# Name Disc. PSPs Effect Source
1 Active Telepathy Telep 5/r Telepathy RAPsi
2 Beam of Light Pyro 5/r Line of Blindness (all in area save vs. spell or blinded) RAPsi
3 Bend TK ½*S/r Bend an object; S = Str score desired (max = Int) RAPsi
4 Break TK S/r Break an object (item save); S = Str score desired (max = Int) RAPsi
5 Chameleon * Telep 7/r +4 set Chr RAPsi
6 Confuse Telep 14 Confusion (save) RAPsi
7 Contingency Awaken Somn 3 Set a contingency for conditions to wake up RAPsi
8 Cool * Pyro 8/r Keeps object at a normal temperature; Imm. to increase temperature change RAPsi
9 Darkness Pyro 7/r Darkness (can target someone to blind them, they get a save) RAPsi
10 Detect Charm * Empa 8 Detect Charm,Suggestion,Domination,Control Actions,Magic Jar,Geas,Quest RAPsi
11 Detect Motive * Telep 10 Gives motive for why someone is asking the way he is RAPsi
12 Dream Somn 3 Sleeping target has a dream (caster has no control) RAPsi
13 Emotion Read Telep 10 Read emotional state RAPsi
14 Empathy Empa 10 Sense needs, drives, emotions of target RAPsi
15 Enforced Sleep Somn 2/target Sleep 3*CL r (save vs. spell); max HD affected /target = CL RAPsi
16 Extinguish Pyro 10 Puts out a fire, or dispel a fire-based spell (Wall of Fire, Fire Shield, etc.) RAPsi
17 False Emotion * Telep 7/r Give off a false emotional state, true emotion is undetectable RAPsi
18 Fear Telep 17 Fear (save vs. spell at -CL/3); Fumble (save vs. spell) RAPsi
19 Feeblemind Telep 10 Feeblemind (save) RAPsi
20 Fire Protection * Pyro 8/r Resist Fire RAPsi
21 Floating Disc TK w/r Floating Disc; w = log(weight in lbs.) RAPsi
22 Healing Empa 15 Take X dmg, which regen at 1 hp/r: Target is cured X hp (max X = 24) RAPsi
23 Homeostasis * Pyro 1/r Resist non-magical Heat and Cold RAPsi
24 Intensify Fire * Pyro 10/r Doubles the damage of an existing fire effect RAPsi
25 Jump * TK J Jump J" (max J = CL*4) RAPsi
26 Know Alignment * Telep 12 Know Alignment RAPsi
27 Levitate TK 5/r Levitation RAPsi
28 Message Somn 4 Sends a message; same plane RAPsi
29 Mind Read * Telep 20/r Read surface thoughts of target RAPsi
30 Pain Erase Telep 8/r Target heals 25% of damage taken; Take only 75% of damage received RAPsi
31 Pillar of Fire Pyro 10/r Makes a column of fire (10' wide by 10*CL' high), 1d10 dmg RAPsi
32 Prolonged Wakefulness Somn 2/d Need not sleep; only 1 natural reset per 2 days while not sleeping RAPsi
33 Push TK ½*S/r Push an object; S = Str score desired (max = Int) RAPsi
34 Remove Fear Telep 8 Remove Fear RAPsi
35 Shield * TK A/r AT +10+A source (max A = CL) RAPsi
36 Talk in Sleep Somn 4 Sleeping target talks in his sleep (presumably about his dream) RAPsi
37 Troubled Sleep Somn 4/h Fear (save vs. spell); if sleeping, target has nightmares RAPsi
38 Untroubled Sleep Somn 2/h Cannot be targetted by Somniomancy effects while sleeping RAPsi
39 Warmth * Pyro 8/r Keeps object at a normal temperature; Imm. to decrease temperature change RAPsi
40 Wind TK 3/r Gust of Wind RAPsi

[PC5] Psionicist Classes Group


Psi10 Third Level Powers (majors)

# Name Disc. PSPs Effect Source
1 Accelerated Sleep Somn 4/h While sleeping/resting, get x(CL+4)/5 benefit per unit time RAPsi
2 Alertness Somn 3/h Target has half chances of surprise RAPsi
3 Animal Communication * Telep 12/r Speak with Animals RAPsi
4 Automaton Telep 21/r Control target's V actions (save) RAPsi
5 Burn Pyro 13 Target takes (4+CL/3)d6 fire dmg (save:½) RAPsi
6 Chill Metal Pyro 11 Chill Metal RAPsi
7 Clairvoyant Dreaming Somn 10 Clairvoyance (caster is sleeping while doing this) RAPsi
8 Comprehend Languages Empa 7/r Comprehend Languages RAPsi
9 Confound * Telep 15/r Telepathy/ESP/etc. on you give false set of thoughts RAPsi
10 Control Telep 30/r Control target's P actions (save); Caster cannot use M actions RAPsi
11 Crush TK 10 Crush an item (item save vs. crushing blow) RAPsi
12 Detect Invisible Creatures Telep 15/r Detect Life; Detect Invisibility; Detect Dust of Disappearance RAPsi
13 Dream Protection Somn 5/h Immune to Somniomancy effects while sleeping RAPsi
14 Emotion Write Telep 9/r Change target's emotional state (save) RAPsi
15 Enforced Wakefulness Somn 1/3t Target cannot sleep (and does not get natural resets) RAPsi
16 Fire Curtain Pyro 9/r Circular wall of fire around caster, 3d6 dmg RAPsi
17 Fire Missiles Pyro 10 Shoot (CL-2)/2 fire missiles, each does 1d4+1 fire dmg RAPsi
18 Freeze Pyro 13 Target takes (4+CL/3)d6 cold dmg (save:½) RAPsi
19 Ground * Pyro 8/r Immune Lightning, must be touching the ground RAPsi
20 Heat Metal Pyro 11 Heat Metal RAPsi
21 Heat Ray Pyro 12 Line, all in area CLd6 heat dmg (save:½), immunity to non-magical heat works RAPsi
22 Hold Telep 5/r Hold Monster (save) RAPsi
23 Identification Somn 15 Identify any x1 item (magic, psi, techonology, etc.) RAPsi
24 Impact TK 12 (CL+3)d8 telekinetic dmg; one target; no save RAPsi
25 Insanity Telep 16/r Target gets Int set to 3; Insanity (save for each) RAPsi
26 Know Alignment II * Empa 17 Know Alignment, Unknowable Alignment doesn't work, instead gives a save RAPsi
27 Locale Somn 12 Gives Local Area Knowledge (as per proficiency) in unknown area RAPsi
28 Masks * Telep 20/r Immune Telepathy/ESP/etc. RAPsi
29 Pain Block Telep 15/r Target heals 50% of damage taken; Take only 50% of damage received RAPsi
30 Rapport Telep 10/r Telepathy, can read target's memories RAPsi
31 Remote Sensing Telep 17/r Have access to all senses of the target RAPsi
32 Remove Fear II Empa 8 Remove Fear, target is immune to fear for 1 turn RAPsi
33 Shatter TK 6 Crush an item (item save vs. crushing blow); only vs. size S or smaller items RAPsi
34 Sleeping Automaton Somn 15 Control P and V actions on a sleeping target RAPsi
35 Static Charge Pyro 10 Target takes (2+CL/3)d4 lightning dmg, this effect can be Delayed Blasted RAPsi
36 Throw TK 8 Throw a small object to deal (CL+4)d6 dmg to a target (don't need to roll to hit) RAPsi
37 Ventriloquism * Telep 18/r Ventriloquism RAPsi
38 Wall of Fire Pyro 13 Wall of Fire, 3d6 dmg RAPsi

[PC5] Psionicist Classes Group


Psi10 Fourth Level Powers (majors)

# Name Disc. PSPs Effect Source
1 Agony Telep 10/r -3 Int, -4 Wis, -3 saves, -3 TH, -3 dmg, can't use magic/psi, slow (save each) RAPsi
2 Chill TK w*T/r Lower temperature in object; w = ln(weight in lbs.); T = ln(change °F) RAPsi
3 Dream Projection Somn 10 Can control details of a sleeping target's dream RAPsi
4 Dream Reading Somn 6/r Can view the dreams of sleeping target RAPsi
5 Dream Suggestion Somn 18 Suggestion (CL/2 saves vs.spell) RAPsi
6 Energy Armor * Pyro 7/r AT +10 source, destroy any weapon that strikes you (save vs. lightning) RAPsi
7 Fire Stream Pyro 18/r Choose 1 target within 120' per segment, it takes 6d6 fire dmg (save:½) RAPsi
8 Forerunners Somn 16 Precognition (caster is sleeping this segment) RAPsi
9 Friends * Empa 15 Set Chr 19 for CL/3 turns RAPsi
10 Heat II TK w*T/r Raise temperature in object; w = ln(weight in lbs.); T = ln(change °F) RAPsi
11 Kinetic Wall TK 8/r Immobile wall that blocks missile and melee weapons; must spend 1V to pass RAPsi
12 Masquerade Empa 1/h Caster has the mind-set and thought patterns of another RAPsi
13 Memory Read Telep 8/r Read memories of target RAPsi
14 Memory Protection * Telep 5/r Immune to Memory stealing, mind reading, Capital E Extract RAPsi
15 Mental Erasure Telep 30 Forget (save at -5-CL/3) RAPsi
16 Mental Guard Somn 12/h Imm. Charm,Confusion,Fear,Feeblemind,Possession,Soul Trap,Suggestion RAPsi
17 Nightmare Somn 18 Target does not gain next natural reset, takes 1d10 dmg (save vs. spell) RAPsi
18 Power Shift * Telep 1/d Your psionic powers appear to be a different form of energy (magic, innate, etc.) to Detection effects DM
19 Scare Empa 15 Fear 1d3+CL/2 r, target must save every round (even if made previous saves) RAPsi
20 Sensitivity to Psychic Imp. Empa 20 Sensitivity to Psychic Impressions RAPsi
21 Sleep of Healing Somn 21 Target sleeps this segment, cure CL/2 hp, disease, blind, feeblemind, insanity RAPsi
22 Slow TK 3/r Slow; -1P action (save for each) RAPsi
23 Stasis * Somn 18 Feign Death (can be used on willing others) RAPsi
24 Static Discharge Pyro 35 All in caster's group (except caster) take (10+CL/3)d6 lightning dmg (save:½) RAPsi
25 Waking Nightmare * Somn 5/r Target is immune to emotion changes and hallucinations RAPsi
26 Walking Sleep Somn 10/h Target is fully aware and can use Z and V actions while asleep RAPsi

[PC5] Psionicist Classes Group


Psi10 Fifth Level Powers (grands)

# Name Disc. PSPs Effect Source
1 Charm Person Empa 15 Charm Person (make CL saves) RAPsi
2 Cleave * TK N/r Mental weapon: Use 1M to get #Att=2, dmg=1dN, considered +N/5 wpn RAPsi
3 Dream of Communion Somn 30 Contact other Plane (caster is sleeping this segment) RAPsi
4 Dream Quest Somn 30 Quest/Geas (save vs. spell) RAPsi
5 Dream Travel Somn 50 Teleport (same plane) (caster is sleeping this segment) RAPsi
6 Fire Blast Pyro 26 One group takes (8+CL/5)d6 fire dmg (save:½) RAPsi
7 Fire Strands Pyro 22 Web spell, everyone within takes Xd6 dmg /r, X is # sizes larger than size T RAPsi
8 Fly * TK S/r Fly at S*3" RAPsi
9 Hypnotism Empa 20 Hypnosis (make CL saves) RAPsi
10 Kinetic Dome TK 10/r Kinetic Wall (see above) but is a hemisphere RAPsi
11 Lightning Bolt Pyro 24 Lightning Bolt, CLd6 dmg (save:½) RAPsi
12 Madness Somn 35 Nightmare (see above); Target gains 1 insanity (save vs. spell) RAPsi
13 Memory Write Telep 65 Change a memory in a target (save) RAPsi
14 Mind Block Telep 17/h Can't be mentally targetted; auto make Will/Mental saves; can't be scryed RAPsi
15 Mindreave Telep 70 Target gets Int set to 3; Insanity; lose all spells; lose all PSPs (save for each) RAPsi
16 Object Reading Empa 35 Object Reading RAPsi
17 Plane Shift Somn 55 Plane Shift (caster is sleeping this segment) RAPsi
18 Prescient Dream Somn 62 Precognition about a person or item, more exact information than Forerunners RAPsi
19 Resistance Shift * Empa 1/d Your psionic powers are resisted using a different resistance (MR, IR, etc., but not anti's or GR/XR) DM
20 Sleep Guard Somn 15 Contigency Awaken, wake up and do a Psi10 power (chosen ahead of time) RAPsi
21 Suggestion Empa 17 Suggestion (make CL saves) RAPsi
22 Transportation Somn 50+15P Teleport (same plane) (P=# of people) (all in the effect are sleeping this seg.) RAPsi

[PC5] Psionicist Classes Group


Psi10 Sixth Level Powers (grands)

# Name Disc. PSPs Effect Source
1 Animate Fire Pyro 15/r Turn fire into 2^(X+1) HD fire elemental, where X is the # sizes beyond size T RAPsi
2 Astral Dreaming Somn 55+15P Astral spell (P=# of people) (all in the effect are sleeping this segment) RAPsi
3 Compress TK 10/r Target gets -1 size (max weight affected = 2^CL pounds) RAPsi
4 Disintegrate TK 15 Disintegrate (save) RAPsi
5 Dream of Death Somn 55 Death Spell 5d20 HD (save vs. Death Magic), sleeping targets get no save RAPsi
6 Energy Quench Pyro 40 Death Spell 4d20 HD (save vs. Death Magic), works on undead and golems RAPsi
7 Enlarge TK 10/r Target gets +1 size (max weight affected = 2^CL pounds) RAPsi
8 Group Mind * Telep 15/r Group has each other's proficiencies, feats, kits, memories, thoughts RAPsi
9 Mind Quench Telep 51 Death Spell 3d20 HD (save vs. Death Magic), creatures w/ Int 1-8 get no save RAPsi
10 Mindwipe Telep 65 Wipe all memories in target (save) RAPsi
11 Sleeping Wish Somn 60 Duplicate a SL 1-5 Psi10 power (caster is sleeping this segment) RAPsi
12 Summon Fire Elemental Pyro 40+5/r Summons a 12 HD Fire Elemental, or gain control of someone's Fire Ele. RAPsi
13 Telempathic Projection Empa 21 All others around you can sense your thoughts, feelings, emotions RAPsi
14 Telepathy Empa 10/r Telepathy (across planes) RAPsi
15 Trigger Telep 70 Delayed Blast Mind Quench, only 1 target, will go off on a set condition RAPsi

[PC5] Psionicist Classes Group


Psi10 Seventh Level Powers (grands)

# Name Disc. PSPs Effect Source
1 Chain Contingency Somn 70 Chain Contingency for Psi10 powers DM
2 Improved Sleep Somn 70 Sleep a group (no save, CR to resist) DM
3 Magnify Fire * Pyro 35 xCL dmg to a fire effect being cast DM
4 Remove Charm Empa 35 Remove Charm,Suggestion,Domination,Control Actions,Magic Jar,Geas,Quest DM
5 Spirit Chameleon Telep 70 +1 permanent Int, Wis, or Chr (max=LVL*2) DM
6 Super Push TK 35 Target takes CL*20' falling damage DM

Psi10 Eighth Level Powers (supers)

# Name Disc. PSPs Effect Source
1 Automaton II Telep 40 Control all actions (save) DM
2 Falsename * Telep 80 You give off a false Truename (it's someone else's) DM
3 Fire Protection * Pyro 80 Immune any element with a fire component DM
4 Improved Rest Somn 80 Get 2 resets per reset DM
5 Mass Impact TK 40 (CL+4)d10 TK dmg to a group (no save) DM
6 Predict and Counter * Empa 40 Predict what someone is about to do, can counter it DM

Psi10 Ninth Level Powers (supers)

# Name Disc. PSPs Effect Source
1 Fire Armor * Pyro 90 AT +CL*5 source; Disintegration shield (100% dmg back) DM
2 Mass Agony Telep 45 Group takes CL Int and Wis dmg (no save) DM
3 Mass Suggestion Somn 45 Group is Suggested (CL saves to avoid) DM
4 Megaslow * TK 45 Target loses next CL P actions (save for each) DM
5 Static Blast Pyro 90 (11+CL)d8 Electricity dmg to a group (no save) DM
6 True Friends * Empa 90 Mirage Arcana that you are the monster's friends DM

Psi10 Tenth Level Powers (supers)

# Name Disc. PSPs Effect Source
1 Annihilate TK 100 Target is Annihilated (save) DM
2 Between Somn 100 Between (teleport across planes ignoring defenses) DM
3 Cleaver * TK 50 Mental weapon; #Att=CL; dmg=1dCL DM
4 Fire Prison Pyro 50 Imprisonment; Takes 1 vile dmg /s (no resistance) DM
5 Irresistable Charm Empa 100 Charm (no save, CR to resist) DM
6 Mindrape Telep 50 Capital E Extract; Set Int 2 (no save) DM

[PC5] Psionicist Classes Group


Psionic Usher


Level

KXP
Priest/Psi
123 456 78

TH
1 0 a-- --- -- +0
2 1.75 0a- --- -- +1
3 3.5 10a --- -- +1
4 7 20a --- -- +2
5 14 310 --- -- +3
6 28 420 a-- -- +3
7 56 530 a-- -- +4
8 112 641 0a- -- +5
9 224 752 0a- -- +5
10 399 863 0a- -- +6
11 574 974 0a- -- +7
12 749 A85 10a -- +7
13 924 B96 20a -- +8
14 1099 CA7 30a -- +9
15 1274 DB8 40a -- +9
16 1624 EC9 50a -- +10
17 1799 FDA 610 a- +11
18 2149 GEB 720 a- +11
19 2499 HFC 830 a- +12
20 2849 IGD 940 a- +13
21 3199 JHE A50 a- +13
22 3549 KIF B60 a- +14
23 3899 LJG C71 0a +15
24 4249 MKH D82 0a +15
25 4599 NLI E93 0a +16
26 4949 OMJ FA4 0a +17
27 5649 PNK GB5 0a +17
28 6349 QOL HC6 0a +18
29 7049 RPM ID7 0a +19
30 7749 SQN JE8 10 +19
31 8449 TRO KF9 20 +20
32 9149 USP LGA 30 +21
33 9849 VTQ MHB 40 +21
34 10549 WUR NIC 50 +22
35 11249 XVS OJD 61 +23
36 12649 YWT PKE 711 +23
37 25298 YWT PKE 721 +24
38 37947 YWT PKE 722 +25
39 50596 YWT PKE 732 +25
45 126490 YWT PKE 765 +29
54 240331 YWT PKE 998 1 +35
63 354172 YWT PKE 999 9 +41
72 468013 YWT PKE BBB B1 +47
Requisites: Int 9, Wis 13, Con or Chr 11,
  Class Slots 2
Alignment: any
HD/level: 2d2
Weapon Prof.: 1+level/3
To Hit Table: Pri
Reference: DM {Mirror Attendant}
Groups: Priest, Psionicist, Mirror
Complexity: CF=2
   
Saving Throws:  
PPD: level+7
RSW: level+3
PP: level+4
BW: level+1
Spell: level+2
Fort: level+0
Reflex: level+0
Will: level+4
   
Free Grand spheres in Knowledge, Psionics, and Thought.
Can turn Aliens (creatures from alternate prime planes or other planets, but not outer or ultra planar) as if they were Undead.
 
Has access to one psionic frequency from the following list:
1, 2, 3, 4, 7, 8, 10, 14, 15, 16, 24, 30
Reminder: None of these are X frequencies (4=4th edition when it becomes available, 7=Undead, 14=Lycanthrope, 24=Intelligent Items)
Variants of these frequencies (0.01, 1Blaster, -2, 3.5, 100, etc.) are also legal to pick from, if they are in the Collective.
 
For the purposes of this progression, the SL's for psionics is as follows: Minor=1, Major=3, Grand=5, Super=7, Ultra=9, etc.
 
Level 9: +1 psionic frequency from the list of available choices.
Level 18: +1 psionic frequency from the list of available choices.
Level 27: +1 psionic frequency from the list of available choices.
Level 36: +1 psionic frequency from the list of available choices.
 
CF=3:
Add 12, 18, and 60 to the list of available frequencies to choose from.
 
CF=4:
Gets Psi29 at level 1 in addition to the other psionic frequencies.
Add 5, 6, and 27 to the list of available frequencies to choose from.
 
CF=5:
May choose from any psionic frequencies available in the setting.
The Level 27 and 36 picks may choose X frequencies.

[PC5] Psionicist Classes Group


Psychic Warrior3

Level KXP Psi3
(0) 123 456 78
1 0 (2) a-- --- --
2 10 (3) 0-- --- --
3 30 (3) 1-- --- --
4 60 (3) 20- --- --
5 100 (3) 31- --- --
6 150 (3) 320 --- --
7 210 (3) 321 --- --
8 280 (3) 331 --- --
9 360 (3) 332 0-- --
10 450 (3) 332 1-- --
11 550 (3) 333 1-- --
12 660 (3) 333 20- --
13 780 (3) 333 21- --
14 910 (3) 333 31- --
15 1050 (3) 333 320 --
16 1200 (3) 333 321 --
17 1360 (3) 333 331 --
18 1530 (3) 333 332 --
19 1710 (3) 433 332 --
20 1900 (3) 433 333 --
21 2100 (3) 443 333 --
22 2310 (3) 444 333 --
23 2530 (3) 444 433 --
24 2760 (3) 444 443 a-
25 3000 (3) 444 444 0-
26 3250 (3) 444 444 1-
27 3510 (3) 544 444 1-
28 3780 (3) 554 444 2-
29 4060 (4) 555 444 2-
30 4350 (5) 555 544 3-
31 4650 (6) 555 554 3-
32 4960 (7) 555 555 4-
33 5280 (8) 555 555 50
34 5610 (9) 555 555 51
35 5950 (A) 655 555 51
36 6300 (B) 665 555 52
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+3  7  5  6  5  4  3  2  1
+4  8  5  7  6  4  3  3  2
+5  8  6  7  7  5  4  3  2
+6  9  7  8  8  6  4  4  2
+6 10  8  9  9  7  5  4  3
+7 11  8 10 10  7  5  4  3
+8 11  9 10 11  8  6  5  3
+9 12 10 11 12  9  6  5  4
+9 13 11 12 13 10  7  6  4
+10 14 11 13 14 10  7  6  4
+11 14 12 13 14 11  8  6  5
+12 14 12 14 14 11  8  7  5
+12 14 13 14 14 12  9  7  5
+13 15 13 14 14 12  9  8  6
Requisites: Str 0 (10), Dex 0 (10), Con 0 (10), Int 0 (10), Wis 0 (10), Chr 0 (10)
Alignment: any
HD/level: d8
Weapon Prof.: 10+level/9
To Hit Table: +level*3/4
Save Table: War
Reference: PsiHB3-13
Groups: Warrior, Psionicist
 
Has Psi3 powers.
P3P calculation = (Level*Level+2*Level-3)/3+Stat/4.
Level 1: +1 feat.
Level 1: Gain two psionic combat modes. Gain 1 extra mode at each of the following levels: 3, 7, 9, 10, 12, 13, 15, 16.
Level 2: +1 feat. Gain another feat every 3 levels after level 2.
Level 6: Gain the Weapon Specialization feat.

[PC5] Psionicist Classes Group


Basic Psi3 Information

Psi3 Wild Talents
 
There are two methods for "Wild Talents" in Psi3. Neither require you to pick a discipline. Your Caster Level (CL) is half of your highest level. You may switch between methods during a reset.
 
Wild Talent Method 1
 
This method does not require feats.
 
Wild Talent Psi3 Calculation = Stat+HNCL-12
where "Stat" is any ability score you choose, and "HNCL" is "Highest Non-Concordant Level" (e.g. the highest level among your classes).
 
Use the progression below for powers gained (no stat bonus). Can trade one 1st for four 0th level powers.
You can never access powers greater than SL=7 with this wild talent.
 
HNCL Psi3 Wild
123 456 7
0-2 1-- --- -
3-5 2-- --- -
6-8 21- --- -
9-11 32- --- -
12-14 321 --- -
15-17 432 --- -
18-20 432 1-- -
21-23 543 2-- -
24-26 543 21- -
27-29 654 32- -
30-32 654 321 -
33-34 765 432 -
36+ 765 432 1
 
Wild Talent Method 2
 
This method requires feats, but you are not limited by how many powers you have, and you can get higher level powers faster.
 
Wild Talent Psi3 Calculation = (Str+Dex+Con+Int+Wis+Chr-60) / 6 + HNCL*3
 
You get no powers for "free", you need to spend feats.
Each feat spent gives your highest level in Psi3 power levels. A 0 level Psi3 power costs ¼ of a power level.
You need to be at least level equal to double the power level to use a power (e.g. you need to be 2nd level to use a 1st level power).
You can never access powers greater than SL=9 with this wild talent.

[PC5] Psionicist Classes Group


[Q3.0] Level 0 Psi3 Powers

## Level 0 Powers Discip. Short Description Source
1 Bolt Metcre You create a short-lived bolt, arrow or bullet. PsiHB3
2 Burst Psyport Target speed improves by 5 ft. for one round. PsiHB3
3 Catfall Psyport You recover well from a fall. PsiHB3
4 Control Shadow Psykin You control a normal shadow like a puppet. PsiHB3
5 Daze Telep Creature loses next action. PsiHB3
6 Detect Psionics Clasen You detect the presence of psionic activity. PsiHB3
7 Distract Telep Subject's mind wanders, imparting -1 penalty on some actions. PsiHB3
8 Elfsight Psymet You have lowlight vision. PsiHB3
9 Far Hand Psykin Minor telekinesis PsiHB3
10 Far Punch Psykin Telekinetic punch deals 1 damage. PsiHB3
11 Finger of Fire Metcre You deal 1d3 fire damage to one foe. PsiHB3
12 Float Psyport You buoy a target in water or other liquid. PsiHB3
13 Inkling Clasen You are 50% likely to know whether an intended action is good or bad. PsiHB3
14 Know Direction Clasen You know which way is north. PsiHB3
15 Lesser Natural Armor Psymet You gain +1 natural armor bonus. PsiHB3
16 Missive Telep You send a one-way telepathic message to subject. PsiHB3
17 My Light Psykin Your eyes emit 20-ft. cone of light. PsiHB3
18 Talons Psymet Your unarmed attacks do +1 damage. PsiHB3
19 Telempathic Projection Telep You modify subject's emotions. PsiHB3
20 Trinket Metcre You create a short-lived trinket. PsiHB3
21 Verve Psymet You gain 1 temporary hit point. PsiHB3

[PC5] Psionicist Classes Group


[Q3.1] Level 1 Psi3 Powers

## Level 1 Powers Discip. Short Description Source
1 Astral Construct I Metcre Creates astral construct to fight for you. PsiHB3
2 Attraction Telep Subject has mild attraction you specify. PsiHB3
3 Biocurrent Psykin Continuous bioelectrical current deals 1d4 electrical dmg/r to up to 2 cr. PsiHB3
4 Biofeedback Psymet Self control allows you to take some damage as subdual damage. PsiHB3
5 Bite of the Wolf Psymet Your base bite attack does 1d8 damage. PsiHB3
6 Call Weaponry Psyport Never lack for a weapon. PsiHB3
7 Charm Person Telep Makes one person your friend. PsiHB3
8 Combat Precognition Clasen You gain a +1 insight bonus to AC. PsiHB3
9 Compression Psymet You shrink 10%/level (max -50%). PsiHB3
10 Conceal Thoughts Telep You conceal your motives. PsiHB3
11 Control Light Psykin Control light levels up or down 20%/level. PsiHB3
12 Control Object Psykin You telekinetically animate a small object. PsiHB3
13 Create Sound Psykin You create the sound you desire. PsiHB3
14 Demoralize Telep Foes suffer -1 penalty on some actions. PsiHB3
15 Destiny Dissonance Clasen Your touch hurts your opponent's mind, dealing 1d8 subdual damage. PsiHB3
16 Disable Telep Subjects incorrectly believe they are disabled. PsiHB3
17 Dissipating Touch Psyport Touch deals 1d8 damage. PsiHB3
18 Empathic Transfer Psymet You absorb others' hurts. PsiHB3
19 Empathy Telep You know the subject's surface emotions. PsiHB3
20 Expanded Vision Clasen Wider vision allows you to see more. PsiHB3
21 Feather Fall Psyport Objects or creatures fall slowly. PsiHB3
22 Feel Light Psymet You use tactile sensation to see. PsiHB3
23 Feel Sound Psymet You use tactile sensation to hear. PsiHB3
24 Firefall Metcre Fiery sparks deal 1d4 fire damage in 10 ft. radius. PsiHB3
25 Grease Metcre Makes 10 ft. square or one object slippery. PsiHB3
26 Hammer Psymet Touch deals 1d8 bludgeoning damage. PsiHB3
27 Hear Light Psymet You use auditory sensation to see. PsiHB3
28 Hustle Psymet You gain one extra partial action. PsiHB3
29 Identify Clasen Identify single feature of psionic item. PsiHB3
30 Know Location Clasen You know, generally, where you are. PsiHB3
31 Lesser Cell Adjustment Psymet You heal 1d8 hp, +1 to next poison/disease save, or heal 1 ability point. PsiHB3
32 Lesser Concussion Psykin Pummel foe for 1d6 damage. PsiHB3
33 Lesser Metaphysical Wpn Clasen Weapon gains +1 bonus. PsiHB3
34 Lesser Mind Link Telep You forge a limited mental bond with another creature. PsiHB3
35 Minor Creation Metcre Creates one cloth or wood object. PsiHB3
36 Molecular Agitation Psykin You heat a creature or object. PsiHB3
37 Object Reading Clasen You know about an object's past. PsiHB3
38 Psycholuminesence Clasen Object sheds 20-ft. radius light. PsiHB3
39 See Sound Psymet You use visual sensation to hear. PsiHB3
40 Sense Link Telep You sense what the subject senses (one sense) PsiHB3
41 Skate Psyport Target slides (skillfully) along the ground as if ice. PsiHB3
42 Spider Climb Psyport Target can walk on walls and ceilings. PsiHB3
43 Steadfast Gaze Clasen Gaze attacks hold no terror for you. PsiHB3
44 Stomp Psykin Shock waves in the ground knock your foes prone. PsiHB3
45 Vigor Psymet You gain 3 temporary hit points. PsiHB3

[PC5] Psionicist Classes Group


[Q3.2] Level 2 Psi3 Powers

## Level 2 Powers Discip. Short Description Source
1 Animal Affinity Psymet You possess one ability score or the natural armor of a chosen animal. PsiHB3
2 Astral Construct II Metcre Create astral construct to fight for you. PsiHB3
3 Augury Clasen You find out if intended actions will be good or bad. PsiHB3
4 Aversion Telep Subject has aversion you specify. PsiHB3
5 Body Equilibrium Psymet You can walk on nonsolid surfaces. PsiHB3
6 Brain Lock Telep Subject cannot move or take any mental actions. PsiHB3
7 Burning Ray Metcre Fiery ray deals 3d6 damage to foe. PsiHB3
8 Cell Adjustment Psymet You heal 3d6 dmg, bonus to next poison/disease save, or heal 2 ability pts. PsiHB3
9 Chameleon Psymet Gain a +10 enhancement bonus to Hide checks. PsiHB3
10 Clairaudience/Clairvoy. Clasen Hear or see at a distance. PsiHB3
11 Claws of the Bear Psymet You gain a claw attack that inflicts 1d12 damage. PsiHB3
12 Combat Prescience Clasen +2 insight bonus to your attack roll. PsiHB3
13 Concussion Psykin Pummel foe for 3d6 damage. PsiHB3
14 Control Body Psykin You take rudimentary control of foe's limbs. PsiHB3
15 Control Flames Psykin You control heat and movement of a fire. PsiHB3
16 Control Wind Psykin Wind increased/decreased by up to 10 mph + 5 mph/level. PsiHB3
17 Darkvision Clasen You can see in the dark. PsiHB3
18 Detect Thoughts Telep You detect subject's surface thoughts. PsiHB3
19 Ecto Puppet Metcre You directly control an astral construct. PsiHB3
20 Ectoplasmic Cocoon Metcre You encapsulate a foe so it can't move. PsiHB3
21 Expansion Psymet You grow +10%/level (max +100%). PsiHB3
22 Glide Psyport Subject glides at speed of 20. PsiHB3
23 Inflict Pain Telep Your mental attack deals 3d6 damage. PsiHB3
24 Intrusive Sense Link Telep Subject senses what you sense. PsiHB3
25 Invisibility Psykin Subject is invisible for 10 min./level or until it attacks. PsiHB3
26 Knock Psyport Opens locked or psionically locked doors. PsiHB3
27 Levitate Psyport Subject moves up and down at your direction. PsiHB3
28 Painful Touch Psymet Your unarmed attacks deal extra 1d6 subdual damage. PsiHB3
29 Psionic Lock Psyport Psionically locks a portal or chest. PsiHB3
30 Recall Pain Clasen Foe takes damage from painful memory. PsiHB3
31 See Invisibility Clasen Reveals invisible creatures or objects. PsiHB3
32 Sense Psychoportation Psyport Know when others use this discipline. PsiHB3
33 Sensitivity to Psychic Imp. Clasen You can find out about an area's past. PsiHB3
34 Sever the Tie Psykin You deal 3d8 damage to undead in 10 ft. radius. PsiHB3
35 Sudden Minor Creation Metcre Quickly create cloth or wood object. PsiHB3
36 Suggestion Telep Compels subject to follow suggested action. PsiHB3
37 Sustenance Psymet You can go without food and water. PsiHB3

[PC5] Psionicist Classes Group


[Q3.3] Level 3 Psi3 Powers

## Level 3 Powers Discip. Short Description Source
1 Astral Construct III Metcre Astral construct fights for you. PsiHB3
2 Astral Steed Psyport Astral steed appears for one hour/level. PsiHB3
3 Bite of the Tiger Psymet Your base bite attack does 2d8 damage. PsiHB3
4 Charm Monster Telep Makes monster believe it is your ally. PsiHB3
5 Claws of the Vampire Psymet Your base unarmed attack does 1d8 damage. You heal the same amount. PsiHB3
6 Cone of Sound Psykin Sonic energy inflicts 5d4 sonic damage. PsiHB3
7 Control Sound Psykin You can create very specific sounds. PsiHB3
8 Create Food and Water Metcre Feeds three humans or one horse/level. PsiHB3
9 Crisis of Breath Telep You disrupt the target's breathing. PsiHB3
10 Danger Sense Clasen +2 bonus vs. trap. PsiHB3
11 Dimension Slide Psyport Instantly move to any spot you can see in Close range. PsiHB3
12 Displacement Psymet Attacks miss subject 50% of the time. PsiHB3
13 Duodimensional Hand Psymet Your unarmed attacks do slashing damage with an increased crit range. PsiHB3
14 Ectoplasmic Form Psymet Your amorphous form is hard to hurt. PsiHB3
15 False Sensory Input Telep You falsify one of the target's senses. PsiHB3
16 Fate Link Telep You link the fates of two targets. PsiHB3
17 Fly Psyport Subject flies at speed of 90. PsiHB3
18 Greater Concussion Psykin Pummel foe for 5d6 damage. PsiHB3
19 Improved Biofeedback Psymet You take charge of your body's damage. PsiHB3
20 Invisibility Purge Clasen Dispels invisibility within 5 ft./level. PsiHB3
21 Lesser Domination Telep Forces subject to obey your will. PsiHB3
22 Metaphysical Weapon Metcre Weapon gains +3 enhancement bonus. PsiHB3
23 Mind Link Telep You have a mental bond with others. PsiHB3
24 Negate Psionics Psykin Cancels psionic powers and effects. PsiHB3
25 Nondetection Clasen Hides subject from Clairsentient powers, and remote viewing. PsiHB3
26 Poison Sense Clasen Sense poison in 30-ft. radius. PsiHB3
27 Rejuvenation Psymet You heal 1 point temp. ability damage/hour. PsiHB3
28 Remote View Clasen You see subject from a distance. PsiHB3
29 Schism Telep Splits your mind into two independently functional parts. PsiHB3
30 Time Hop Psyport Subject hops forward in time 3d6 rounds. PsiHB3
31 Ubiquitous Vision Clasen You have all-around vision. PsiHB3
32 Undead Sense Clasen You sense the presence of undead. PsiHB3
33 Whitefire Metcre Deals 5d4 fire damage in 20 ft. radius. PsiHB3

[PC5] Psionicist Classes Group


[Q3.4] Level 4 Psi3 Powers

## Level 4 Powers Discip. Short Description Source
1 Amplified Invisibility Psykin Attack once and stay unseen. PsiHB3
2 Anchored Navigation Clasen You navigate from a fixed reference point that you mentally sense. PsiHB3
3 Astral Construct IV Metcre Astral construct fights for you. PsiHB3
4 Aura Sight Clasen You can read things in other's auras. PsiHB3
5 Detect Remote Viewing Clasen You know when others spy on you remotely. PsiHB3
6 Dimension Door Psyport Teleports you and 500 lb., 90 ft./level. PsiHB3
7 Dimensional Anchor Psyport Bars extradimensional movement. PsiHB3
8 Dismiss Ectoplasm Metcre Dissipates ectoplasmic targets. PsiHB3
9 Dismissal Psyport Forces a creature to return to a native plane. PsiHB3
10 Dissolving Touch Psymet Your acid touch deals 7d6 acid damage. PsiHB3
11 Divination Clasen Gain specific advice for proposed actions. PsiHB3
12 Domination Telep Subject obeys your will. PsiHB3
13 Fabricate Metcre Transforms raw goods to finished items. PsiHB3
14 Fatal Attraction Telep Implants death urge in target. PsiHB3
15 Fate of One Clasen You can reroll a bad roll. PsiHB3
16 Forced Mind Link Telep Creates mental bond with unwilling target. PsiHB3
17 Freedom of Movement Psyport Move normally despite impediments. PsiHB3
18 Immovability Psymet You are almost impossible to move. PsiHB3
19 Inertial Barrier Psykin Subject gains damage reduction (10/+5). PsiHB3
20 Mass Concussion Psykin Foes take 7d4 damage in 20 ft. radius. PsiHB3
21 Mindwipe Telep Target's recent experiences wiped away. PsiHB3
22 Polymorph Self Psymet You assume a new form. PsiHB3
23 Psychofeedback Psymet You can use power points to boost your Str, Con, and/or Dex ability mods. PsiHB3
24 Quintessence Metcre You collapse a bit of time into a physical substance. PsiHB3
25 Tailor Memory Telep False memory implanted in target. PsiHB3
26 Telekinesis Psykin Lift or move 25 lb./level at long range. PsiHB3
27 Wall of Ectoplasm Metcre You create a protective barrier. PsiHB3

[PC5] Psionicist Classes Group


[Q3.5] Level 5 Psi3 Powers

## Level 5 Powers Discip. Short Description Source
1 Adapt Body Psymet You adapt your body to hostile environments. PsiHB3
2 Astral Construct V Metcre Astral construct fights for you. PsiHB3
3 Baleful Teleport Psyport Destructive teleport deals 9d6 damage. PsiHB3
4 Brilliant Blast Psykin Light blast inflicts 9d4 damage in 20' radius. PsiHB3
5 Catapsi Telep Psychic static is a drag on power manifestation. PsiHB3
6 Clairtangency Psykin You can use Far Hand at any distance. PsiHB3
7 Ectoplasmic Armor Metcre You gain a +10 armor bonus. PsiHB3
8 Ectoplasmic Shambler Metcre Fog-like predator engulfs foes, dealing 2 dmg/r to foes while surrounded. PsiHB3
9 Energy Barrier Psymet You convert energy attacks to harmless light. PsiHB3
10 Graft Weapon Psymet A weapon becomes a natural part of you. PsiHB3
11 Greater Domination Telep Subject obeys your will. PsiHB3
12 Incarnate Metcre You make some psionic effects permanent. PsiHB3
13 Major Creation Metcre As Minor Creation, plus stone and metal. PsiHB3
14 Metaconcert Telep Mental concert of 2+ psions increases the total power of the participants. PsiHB3
15 Metamorphosis Psymet You take the form of creatures and objects. PsiHB3
16 Mind Probe Telep You discover the target's secret thoughts. PsiHB3
17 Molecular Rearrangement Psykin You transmute one metal to another. PsiHB3
18 Natural Armor Psymet You gain +4 natural armor bonus. PsiHB3
19 Power Resistance Clasen You gain power resistance. PsiHB3
20 Psychic Vampire Psykin Your touch attacks drains 2 power points/level from foe, which you gain. PsiHB3
21 Recall Agony Clasen Foe takes more damage from painful memory. PsiHB3
22 Sending Psyport Delivers short message anywhere instantly. PsiHB3
23 Sense Psionics Clasen You sense psionic powers and effects. PsiHB3
24 Teleport Psyport Instantly transports you anywhere. PsiHB3
25 Teleport Trigger Psyport Predetermined event triggers teleport. PsiHB3
26 True Seeing Clasen See all things as they really are. PsiHB3

[PC5] Psionicist Classes Group


[Q3.6] Level 6 Psi3 Powers

## Level 6 Powers Discip. Short Description Source
1 Ablating Psykin You are buffered from one Negate Psionics effect. PsiHB3
2 Astral Construct VI Metcre Astral construct fights for you. PsiHB3
3 Aura Alteration Telep Targets seems something it is not. PsiHB3
4 Banishment Psyport Banishes extraplanar creatures. PsiHB3
5 Breath of the Dragon Psymet Breath fire for 11d4 damage. PsiHB3
6 Disintegrate Psykin One creature or object vanishes. PsiHB3
7 Ethereal Jaunt Psyport You become ethereal for one round/level. PsiHB3
8 Flaming Shroud Metcre Encased foe takes 11d6 fire damage. PsiHB3
9 Greater Biocurrent Psykin Continuous bioelectrical current, 4d6 electrical dmg/r to up to 4 creatures. PsiHB3
10 Improved Fabricate Metcre As Fabricate, but ten times as much. PsiHB3
11 Improved Fly Psyport Subject flies at speed of 180. PsiHB3
12 Improved Vigor Psymet You gain 13 temporary hit points. PsiHB3
13 Mass Suggestion Telep Many targets follow suggested action. PsiHB3
14 Mind Switch Telep You switch minds with another. PsiHB3
15 Null Psionics Field Psykin Negates psionics within 10 ft. PsiHB3
16 Precognition Clasen More in-depth than Divination. PsiHB3
17 Remote View Trap Clasen Enemy remote viewers take 4d4 damage. PsiHB3
18 Retrieve Psykin You teleport to your hand an item you can see. PsiHB3
19 Shield of Prudence Clasen +6 insight bonus to AC. PsiHB3
20 Suspend Life Psymet Your life functions slow to imperceptibility. PsiHB3
21 Trace Teleport Psyport Learn origin or goal of subject's Teleport. PsiHB3

[PC5] Psionicist Classes Group


[Q3.7] Level 7 Psi3 Powers

## Level 7 Powers Discip. Short Description Source
1 Astral Construct VII Metcre Astral construct fights for you. PsiHB3
2 Contingency Metcre Sets trigger condition for another power. PsiHB3
3 Divert Teleport Psyport Choose destination for another's Teleport. PsiHB3
4 Emulate Power Clasen Manifest any psion power 6th-level and less. PsiHB3
5 Energy Conversion Psymet You convert energy attacks to one ray energy attack of your own. PsiHB3
6 Etherealness Psyport Travel to the Ethereal Plane with companions. PsiHB3
7 Fission Psymet You briefly duplicate yourself. PsiHB3
8 Imp. Anchored Navigation Clasen You can navigate from a fixed point even across planar boundaries. PsiHB3
9 Improved Telekinesis Psykin Lift or move 50 lb./level at long range. PsiHB3
10 Insanity Telep Subject is permanently wacky. PsiHB3
11 Mass Cocoon Metcre Ectoplasmic Cocoon, but bigger. PsiHB3
12 Mass Domination Telep Many targets subject to your will. PsiHB3
13 Oak Body Psymet You body becomes living wood. PsiHB3
14 Phase Door Psyport Invisible passage through wood or stone. PsiHB3
15 Plane Shift Psyport Up to eight subjects travel to another plane. PsiHB3
16 Reddopsi Psykin Foe's power rebounds on her. PsiHB3
17 Sequester Clasen Subject invisible to sight and remote viewing. PsiHB3
18 Teleport Without Error Psyport As Teleport with no off-targets. PsiHB3
19 True Concussion Psykin Pummels foe for 13d6 damage. PsiHB3
20 Ultrablast Telep Your mental scream deals 13d4 damage. PsiHB3

[PC5] Psionicist Classes Group


[Q3.8] Level 8 Psi3 Powers

## Level 8 Powers Discip. Short Description Source
1 Astral Construct VIII Metcre Astral construct fights for you. PsiHB3
2 Dream Travel Psyport You travel to other places through dreams. PsiHB3
3 Foresight Clasen Psionic senses warn you of impending danger. PsiHB3
4 Hypercognition Clasen You can deduce almost anything. PsiHB3
5 Improved Clairtangency Psykin You use Telekinesis at any distance. PsiHB3
6 Improved Etherealness Psyport Stay ethereal longer. PsiHB3
7 Iron Body Psymet Your body becomes living iron. PsiHB3
8 Mind Blank Telep Subject immune to mental/emotional effects, scrying, and remote viewing. PsiHB3
9 Mind Seed Telep Target slowly becomes you. PsiHB3
10 Mind Store Metcre Store your personality against future need. PsiHB3
11 Molecular Manipulation Psykin You increase or decrease an object's base hardness by 5. PsiHB3
12 Recall Death Clasen Foe vividly recalls its future death, and dies. PsiHB3
13 Shadow Body Psymet You become a living shadow (not the creature). PsiHB3
14 Telekinetic Sphere Psykin Mobile force globe protects one subject. PsiHB3
15 Teleportation Circle Psyport Circle teleports any creature inside to designated spot. PsiHB3
16 Temporal Acceleration Psyport Your time frame accelerates for two rounds. PsiHB3
17 True Creation Metcre As Major Creation but items are permanent. PsiHB3
18 True Domination Telep Dominated subjects less likely to defy your will. PsiHB3

[PC5] Psionicist Classes Group


[Q3.9] Level 9 Psi3 Powers

## Level 9 Powers Discip. Short Description Source
1 Affinity Field Psymet Effects that affect you also affect others. PsiHB3
2 Apopsi Telep You delete the psionic power of another. PsiHB3
3 Astral Construct IX Metcre Astral construct fights for you. PsiHB3
4 Astral Projection Psyport Projects you and friends into Astral Plane. PsiHB3
5 Confidante Telep You and another are permanently mentally bonded. PsiHB3
6 Detonation Psykin Pummels foe for 17d6 damage. PsiHB3
7 Dissolution Psykin You Disintegrate really large objects or creatures. PsiHB3
8 Genesis Metcre You instigate a new demiplane in the Astral Plane. PsiHB3
9 Greater Emulation Metcre Manifest any power 8th-level or less. PsiHB3
10 Metafaculty Clasen Subject cannot hide name or location from you. PsiHB3
11 Microcosm Telep Target explores imaginary world at the expense of the real one. PsiHB3
12 Monster Domination Telep Dominates any creature for less time. PsiHB3
13 Probability Travel Psyport You and friends physically enter Astral. PsiHB3
14 Psychic Surgery Telep Repair psychic dmg, impart knowledge of new powers, and similar things. PsiHB3
15 Shapechange Psymet You become any creature, change one/round. PsiHB3
16 Temporal Velocity Psyport Your time frame accelerates for 3d4 rounds. PsiHB3
17 Thrall Telep Target is your slave forever. PsiHB3
18 Time Regression Psyport Relive the last four rounds. PsiHB3
19 True Metabolism Psymet Regenerate 10 points/round for one minute. PsiHB3
20 True Telekinesis Psykin Lift or move 500 lb./level at long range. PsiHB3

[PC5] Psionicist Classes Group


Pyrokineticist3

Level KXP
Spells
1 Psi5 (none)
2 10 (none)
3 30 (none)
4 60 (none)
5 100 (none)
6 150 (none)
7 210 (none)
8 280 (none)
9 360 (none)
10 450 (none)
11 550 (none)
12 660 (none)
13 780 (none)
14 910 (none)
15 1050 (none)
16 1200 (none)
17 1360 (none)
18 1530 (none)
19 1710 (none)
20 1900 (none)
21 2100 (none)
22 2310 (none)
23 2530 (none)
24 2760 (none)
25 3000 (none)
26 3250 (none)
27 3510 (none)
28 3780 (none)
29 4060 (none)
30 4350 (none)
31 4650 (none)
32 4960 (none)
33 5280 (none)
34 5610 (none)
35 5950 (none)
36 6300 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  8  2  3  1  0  1
+1  5  4  8  2  3  1  0  2
+2  6  4  8  3  4  2  0  2
+3  6  5  8  3  4  2  1  3
+3  6  5  9  3  4  2  1  3
+4  6  6  9  4  5  3  1  4
+5  7  6  9  4  5  3  2  4
+6  7  7  9  4  5  4  2  5
+6  7  7 10  5  6  4  2  5
+7  7  8 10  5  6  4  3  6
+8  8  8 10  5  6  5  3  6
+9  8  9 10  6  7  5  3  7
+9  8  9 11  6  7  6  4  7
+10  8 10 11  6  7  6  4  8
+11  9 10 11  7  8  6  4  8
+12  9 11 11  7  8  7  5  9
+12  9 11 12  7  9  7  5  9
+13  9 12 12  8  9  8  5 10
Requisites:  
Alignment: C any
HD/level: d6
Weapon Prof.: 0+level/9
To Hit Table: +level*3/4
Save Table: Psi
Reference: PsiHB3-110
Groups: Psionicist
 
Level 1: +((LVL*2+11)/3) Psi3 power points.

[PC5] Psionicist Classes Group


Basic Psi3 Information

Psi3 Wild Talents
 
There are two methods for "Wild Talents" in Psi3. Neither require you to pick a discipline. Your Caster Level (CL) is half of your highest level. You may switch between methods during a reset.
 
Wild Talent Method 1
 
This method does not require feats.
 
Wild Talent Psi3 Calculation = Stat+HNCL-12
where "Stat" is any ability score you choose, and "HNCL" is "Highest Non-Concordant Level" (e.g. the highest level among your classes).
 
Use the progression below for powers gained (no stat bonus). Can trade one 1st for four 0th level powers.
You can never access powers greater than SL=7 with this wild talent.
 
HNCL Psi3 Wild
123 456 7
0-2 1-- --- -
3-5 2-- --- -
6-8 21- --- -
9-11 32- --- -
12-14 321 --- -
15-17 432 --- -
18-20 432 1-- -
21-23 543 2-- -
24-26 543 21- -
27-29 654 32- -
30-32 654 321 -
33-34 765 432 -
36+ 765 432 1
 
Wild Talent Method 2
 
This method requires feats, but you are not limited by how many powers you have, and you can get higher level powers faster.
 
Wild Talent Psi3 Calculation = (Str+Dex+Con+Int+Wis+Chr-60) / 6 + HNCL*3
 
You get no powers for "free", you need to spend feats.
Each feat spent gives your highest level in Psi3 power levels. A 0 level Psi3 power costs ¼ of a power level.
You need to be at least level equal to double the power level to use a power (e.g. you need to be 2nd level to use a 1st level power).
You can never access powers greater than SL=9 with this wild talent.

[PC5] Psionicist Classes Group


[Q3.0] Level 0 Psi3 Powers

## Level 0 Powers Discip. Short Description Source
1 Bolt Metcre You create a short-lived bolt, arrow or bullet. PsiHB3
2 Burst Psyport Target speed improves by 5 ft. for one round. PsiHB3
3 Catfall Psyport You recover well from a fall. PsiHB3
4 Control Shadow Psykin You control a normal shadow like a puppet. PsiHB3
5 Daze Telep Creature loses next action. PsiHB3
6 Detect Psionics Clasen You detect the presence of psionic activity. PsiHB3
7 Distract Telep Subject's mind wanders, imparting -1 penalty on some actions. PsiHB3
8 Elfsight Psymet You have lowlight vision. PsiHB3
9 Far Hand Psykin Minor telekinesis PsiHB3
10 Far Punch Psykin Telekinetic punch deals 1 damage. PsiHB3
11 Finger of Fire Metcre You deal 1d3 fire damage to one foe. PsiHB3
12 Float Psyport You buoy a target in water or other liquid. PsiHB3
13 Inkling Clasen You are 50% likely to know whether an intended action is good or bad. PsiHB3
14 Know Direction Clasen You know which way is north. PsiHB3
15 Lesser Natural Armor Psymet You gain +1 natural armor bonus. PsiHB3
16 Missive Telep You send a one-way telepathic message to subject. PsiHB3
17 My Light Psykin Your eyes emit 20-ft. cone of light. PsiHB3
18 Talons Psymet Your unarmed attacks do +1 damage. PsiHB3
19 Telempathic Projection Telep You modify subject's emotions. PsiHB3
20 Trinket Metcre You create a short-lived trinket. PsiHB3
21 Verve Psymet You gain 1 temporary hit point. PsiHB3

[PC5] Psionicist Classes Group


[Q3.1] Level 1 Psi3 Powers

## Level 1 Powers Discip. Short Description Source
1 Astral Construct I Metcre Creates astral construct to fight for you. PsiHB3
2 Attraction Telep Subject has mild attraction you specify. PsiHB3
3 Biocurrent Psykin Continuous bioelectrical current deals 1d4 electrical dmg/r to up to 2 cr. PsiHB3
4 Biofeedback Psymet Self control allows you to take some damage as subdual damage. PsiHB3
5 Bite of the Wolf Psymet Your base bite attack does 1d8 damage. PsiHB3
6 Call Weaponry Psyport Never lack for a weapon. PsiHB3
7 Charm Person Telep Makes one person your friend. PsiHB3
8 Combat Precognition Clasen You gain a +1 insight bonus to AC. PsiHB3
9 Compression Psymet You shrink 10%/level (max -50%). PsiHB3
10 Conceal Thoughts Telep You conceal your motives. PsiHB3
11 Control Light Psykin Control light levels up or down 20%/level. PsiHB3
12 Control Object Psykin You telekinetically animate a small object. PsiHB3
13 Create Sound Psykin You create the sound you desire. PsiHB3
14 Demoralize Telep Foes suffer -1 penalty on some actions. PsiHB3
15 Destiny Dissonance Clasen Your touch hurts your opponent's mind, dealing 1d8 subdual damage. PsiHB3
16 Disable Telep Subjects incorrectly believe they are disabled. PsiHB3
17 Dissipating Touch Psyport Touch deals 1d8 damage. PsiHB3
18 Empathic Transfer Psymet You absorb others' hurts. PsiHB3
19 Empathy Telep You know the subject's surface emotions. PsiHB3
20 Expanded Vision Clasen Wider vision allows you to see more. PsiHB3
21 Feather Fall Psyport Objects or creatures fall slowly. PsiHB3
22 Feel Light Psymet You use tactile sensation to see. PsiHB3
23 Feel Sound Psymet You use tactile sensation to hear. PsiHB3
24 Firefall Metcre Fiery sparks deal 1d4 fire damage in 10 ft. radius. PsiHB3
25 Grease Metcre Makes 10 ft. square or one object slippery. PsiHB3
26 Hammer Psymet Touch deals 1d8 bludgeoning damage. PsiHB3
27 Hear Light Psymet You use auditory sensation to see. PsiHB3
28 Hustle Psymet You gain one extra partial action. PsiHB3
29 Identify Clasen Identify single feature of psionic item. PsiHB3
30 Know Location Clasen You know, generally, where you are. PsiHB3
31 Lesser Cell Adjustment Psymet You heal 1d8 hp, +1 to next poison/disease save, or heal 1 ability point. PsiHB3
32 Lesser Concussion Psykin Pummel foe for 1d6 damage. PsiHB3
33 Lesser Metaphysical Wpn Clasen Weapon gains +1 bonus. PsiHB3
34 Lesser Mind Link Telep You forge a limited mental bond with another creature. PsiHB3
35 Minor Creation Metcre Creates one cloth or wood object. PsiHB3
36 Molecular Agitation Psykin You heat a creature or object. PsiHB3
37 Object Reading Clasen You know about an object's past. PsiHB3
38 Psycholuminesence Clasen Object sheds 20-ft. radius light. PsiHB3
39 See Sound Psymet You use visual sensation to hear. PsiHB3
40 Sense Link Telep You sense what the subject senses (one sense) PsiHB3
41 Skate Psyport Target slides (skillfully) along the ground as if ice. PsiHB3
42 Spider Climb Psyport Target can walk on walls and ceilings. PsiHB3
43 Steadfast Gaze Clasen Gaze attacks hold no terror for you. PsiHB3
44 Stomp Psykin Shock waves in the ground knock your foes prone. PsiHB3
45 Vigor Psymet You gain 3 temporary hit points. PsiHB3

[PC5] Psionicist Classes Group


[Q3.2] Level 2 Psi3 Powers

## Level 2 Powers Discip. Short Description Source
1 Animal Affinity Psymet You possess one ability score or the natural armor of a chosen animal. PsiHB3
2 Astral Construct II Metcre Create astral construct to fight for you. PsiHB3
3 Augury Clasen You find out if intended actions will be good or bad. PsiHB3
4 Aversion Telep Subject has aversion you specify. PsiHB3
5 Body Equilibrium Psymet You can walk on nonsolid surfaces. PsiHB3
6 Brain Lock Telep Subject cannot move or take any mental actions. PsiHB3
7 Burning Ray Metcre Fiery ray deals 3d6 damage to foe. PsiHB3
8 Cell Adjustment Psymet You heal 3d6 dmg, bonus to next poison/disease save, or heal 2 ability pts. PsiHB3
9 Chameleon Psymet Gain a +10 enhancement bonus to Hide checks. PsiHB3
10 Clairaudience/Clairvoy. Clasen Hear or see at a distance. PsiHB3
11 Claws of the Bear Psymet You gain a claw attack that inflicts 1d12 damage. PsiHB3
12 Combat Prescience Clasen +2 insight bonus to your attack roll. PsiHB3
13 Concussion Psykin Pummel foe for 3d6 damage. PsiHB3
14 Control Body Psykin You take rudimentary control of foe's limbs. PsiHB3
15 Control Flames Psykin You control heat and movement of a fire. PsiHB3
16 Control Wind Psykin Wind increased/decreased by up to 10 mph + 5 mph/level. PsiHB3
17 Darkvision Clasen You can see in the dark. PsiHB3
18 Detect Thoughts Telep You detect subject's surface thoughts. PsiHB3
19 Ecto Puppet Metcre You directly control an astral construct. PsiHB3
20 Ectoplasmic Cocoon Metcre You encapsulate a foe so it can't move. PsiHB3
21 Expansion Psymet You grow +10%/level (max +100%). PsiHB3
22 Glide Psyport Subject glides at speed of 20. PsiHB3
23 Inflict Pain Telep Your mental attack deals 3d6 damage. PsiHB3
24 Intrusive Sense Link Telep Subject senses what you sense. PsiHB3
25 Invisibility Psykin Subject is invisible for 10 min./level or until it attacks. PsiHB3
26 Knock Psyport Opens locked or psionically locked doors. PsiHB3
27 Levitate Psyport Subject moves up and down at your direction. PsiHB3
28 Painful Touch Psymet Your unarmed attacks deal extra 1d6 subdual damage. PsiHB3
29 Psionic Lock Psyport Psionically locks a portal or chest. PsiHB3
30 Recall Pain Clasen Foe takes damage from painful memory. PsiHB3
31 See Invisibility Clasen Reveals invisible creatures or objects. PsiHB3
32 Sense Psychoportation Psyport Know when others use this discipline. PsiHB3
33 Sensitivity to Psychic Imp. Clasen You can find out about an area's past. PsiHB3
34 Sever the Tie Psykin You deal 3d8 damage to undead in 10 ft. radius. PsiHB3
35 Sudden Minor Creation Metcre Quickly create cloth or wood object. PsiHB3
36 Suggestion Telep Compels subject to follow suggested action. PsiHB3
37 Sustenance Psymet You can go without food and water. PsiHB3

[PC5] Psionicist Classes Group


[Q3.3] Level 3 Psi3 Powers

## Level 3 Powers Discip. Short Description Source
1 Astral Construct III Metcre Astral construct fights for you. PsiHB3
2 Astral Steed Psyport Astral steed appears for one hour/level. PsiHB3
3 Bite of the Tiger Psymet Your base bite attack does 2d8 damage. PsiHB3
4 Charm Monster Telep Makes monster believe it is your ally. PsiHB3
5 Claws of the Vampire Psymet Your base unarmed attack does 1d8 damage. You heal the same amount. PsiHB3
6 Cone of Sound Psykin Sonic energy inflicts 5d4 sonic damage. PsiHB3
7 Control Sound Psykin You can create very specific sounds. PsiHB3
8 Create Food and Water Metcre Feeds three humans or one horse/level. PsiHB3
9 Crisis of Breath Telep You disrupt the target's breathing. PsiHB3
10 Danger Sense Clasen +2 bonus vs. trap. PsiHB3
11 Dimension Slide Psyport Instantly move to any spot you can see in Close range. PsiHB3
12 Displacement Psymet Attacks miss subject 50% of the time. PsiHB3
13 Duodimensional Hand Psymet Your unarmed attacks do slashing damage with an increased crit range. PsiHB3
14 Ectoplasmic Form Psymet Your amorphous form is hard to hurt. PsiHB3
15 False Sensory Input Telep You falsify one of the target's senses. PsiHB3
16 Fate Link Telep You link the fates of two targets. PsiHB3
17 Fly Psyport Subject flies at speed of 90. PsiHB3
18 Greater Concussion Psykin Pummel foe for 5d6 damage. PsiHB3
19 Improved Biofeedback Psymet You take charge of your body's damage. PsiHB3
20 Invisibility Purge Clasen Dispels invisibility within 5 ft./level. PsiHB3
21 Lesser Domination Telep Forces subject to obey your will. PsiHB3
22 Metaphysical Weapon Metcre Weapon gains +3 enhancement bonus. PsiHB3
23 Mind Link Telep You have a mental bond with others. PsiHB3
24 Negate Psionics Psykin Cancels psionic powers and effects. PsiHB3
25 Nondetection Clasen Hides subject from Clairsentient powers, and remote viewing. PsiHB3
26 Poison Sense Clasen Sense poison in 30-ft. radius. PsiHB3
27 Rejuvenation Psymet You heal 1 point temp. ability damage/hour. PsiHB3
28 Remote View Clasen You see subject from a distance. PsiHB3
29 Schism Telep Splits your mind into two independently functional parts. PsiHB3
30 Time Hop Psyport Subject hops forward in time 3d6 rounds. PsiHB3
31 Ubiquitous Vision Clasen You have all-around vision. PsiHB3
32 Undead Sense Clasen You sense the presence of undead. PsiHB3
33 Whitefire Metcre Deals 5d4 fire damage in 20 ft. radius. PsiHB3

[PC5] Psionicist Classes Group


[Q3.4] Level 4 Psi3 Powers

## Level 4 Powers Discip. Short Description Source
1 Amplified Invisibility Psykin Attack once and stay unseen. PsiHB3
2 Anchored Navigation Clasen You navigate from a fixed reference point that you mentally sense. PsiHB3
3 Astral Construct IV Metcre Astral construct fights for you. PsiHB3
4 Aura Sight Clasen You can read things in other's auras. PsiHB3
5 Detect Remote Viewing Clasen You know when others spy on you remotely. PsiHB3
6 Dimension Door Psyport Teleports you and 500 lb., 90 ft./level. PsiHB3
7 Dimensional Anchor Psyport Bars extradimensional movement. PsiHB3
8 Dismiss Ectoplasm Metcre Dissipates ectoplasmic targets. PsiHB3
9 Dismissal Psyport Forces a creature to return to a native plane. PsiHB3
10 Dissolving Touch Psymet Your acid touch deals 7d6 acid damage. PsiHB3
11 Divination Clasen Gain specific advice for proposed actions. PsiHB3
12 Domination Telep Subject obeys your will. PsiHB3
13 Fabricate Metcre Transforms raw goods to finished items. PsiHB3
14 Fatal Attraction Telep Implants death urge in target. PsiHB3
15 Fate of One Clasen You can reroll a bad roll. PsiHB3
16 Forced Mind Link Telep Creates mental bond with unwilling target. PsiHB3
17 Freedom of Movement Psyport Move normally despite impediments. PsiHB3
18 Immovability Psymet You are almost impossible to move. PsiHB3
19 Inertial Barrier Psykin Subject gains damage reduction (10/+5). PsiHB3
20 Mass Concussion Psykin Foes take 7d4 damage in 20 ft. radius. PsiHB3
21 Mindwipe Telep Target's recent experiences wiped away. PsiHB3
22 Polymorph Self Psymet You assume a new form. PsiHB3
23 Psychofeedback Psymet You can use power points to boost your Str, Con, and/or Dex ability mods. PsiHB3
24 Quintessence Metcre You collapse a bit of time into a physical substance. PsiHB3
25 Tailor Memory Telep False memory implanted in target. PsiHB3
26 Telekinesis Psykin Lift or move 25 lb./level at long range. PsiHB3
27 Wall of Ectoplasm Metcre You create a protective barrier. PsiHB3

[PC5] Psionicist Classes Group


[Q3.5] Level 5 Psi3 Powers

## Level 5 Powers Discip. Short Description Source
1 Adapt Body Psymet You adapt your body to hostile environments. PsiHB3
2 Astral Construct V Metcre Astral construct fights for you. PsiHB3
3 Baleful Teleport Psyport Destructive teleport deals 9d6 damage. PsiHB3
4 Brilliant Blast Psykin Light blast inflicts 9d4 damage in 20' radius. PsiHB3
5 Catapsi Telep Psychic static is a drag on power manifestation. PsiHB3
6 Clairtangency Psykin You can use Far Hand at any distance. PsiHB3
7 Ectoplasmic Armor Metcre You gain a +10 armor bonus. PsiHB3
8 Ectoplasmic Shambler Metcre Fog-like predator engulfs foes, dealing 2 dmg/r to foes while surrounded. PsiHB3
9 Energy Barrier Psymet You convert energy attacks to harmless light. PsiHB3
10 Graft Weapon Psymet A weapon becomes a natural part of you. PsiHB3
11 Greater Domination Telep Subject obeys your will. PsiHB3
12 Incarnate Metcre You make some psionic effects permanent. PsiHB3
13 Major Creation Metcre As Minor Creation, plus stone and metal. PsiHB3
14 Metaconcert Telep Mental concert of 2+ psions increases the total power of the participants. PsiHB3
15 Metamorphosis Psymet You take the form of creatures and objects. PsiHB3
16 Mind Probe Telep You discover the target's secret thoughts. PsiHB3
17 Molecular Rearrangement Psykin You transmute one metal to another. PsiHB3
18 Natural Armor Psymet You gain +4 natural armor bonus. PsiHB3
19 Power Resistance Clasen You gain power resistance. PsiHB3
20 Psychic Vampire Psykin Your touch attacks drains 2 power points/level from foe, which you gain. PsiHB3
21 Recall Agony Clasen Foe takes more damage from painful memory. PsiHB3
22 Sending Psyport Delivers short message anywhere instantly. PsiHB3
23 Sense Psionics Clasen You sense psionic powers and effects. PsiHB3
24 Teleport Psyport Instantly transports you anywhere. PsiHB3
25 Teleport Trigger Psyport Predetermined event triggers teleport. PsiHB3
26 True Seeing Clasen See all things as they really are. PsiHB3

[PC5] Psionicist Classes Group


[Q3.6] Level 6 Psi3 Powers

## Level 6 Powers Discip. Short Description Source
1 Ablating Psykin You are buffered from one Negate Psionics effect. PsiHB3
2 Astral Construct VI Metcre Astral construct fights for you. PsiHB3
3 Aura Alteration Telep Targets seems something it is not. PsiHB3
4 Banishment Psyport Banishes extraplanar creatures. PsiHB3
5 Breath of the Dragon Psymet Breath fire for 11d4 damage. PsiHB3
6 Disintegrate Psykin One creature or object vanishes. PsiHB3
7 Ethereal Jaunt Psyport You become ethereal for one round/level. PsiHB3
8 Flaming Shroud Metcre Encased foe takes 11d6 fire damage. PsiHB3
9 Greater Biocurrent Psykin Continuous bioelectrical current, 4d6 electrical dmg/r to up to 4 creatures. PsiHB3
10 Improved Fabricate Metcre As Fabricate, but ten times as much. PsiHB3
11 Improved Fly Psyport Subject flies at speed of 180. PsiHB3
12 Improved Vigor Psymet You gain 13 temporary hit points. PsiHB3
13 Mass Suggestion Telep Many targets follow suggested action. PsiHB3
14 Mind Switch Telep You switch minds with another. PsiHB3
15 Null Psionics Field Psykin Negates psionics within 10 ft. PsiHB3
16 Precognition Clasen More in-depth than Divination. PsiHB3
17 Remote View Trap Clasen Enemy remote viewers take 4d4 damage. PsiHB3
18 Retrieve Psykin You teleport to your hand an item you can see. PsiHB3
19 Shield of Prudence Clasen +6 insight bonus to AC. PsiHB3
20 Suspend Life Psymet Your life functions slow to imperceptibility. PsiHB3
21 Trace Teleport Psyport Learn origin or goal of subject's Teleport. PsiHB3

[PC5] Psionicist Classes Group


[Q3.7] Level 7 Psi3 Powers

## Level 7 Powers Discip. Short Description Source
1 Astral Construct VII Metcre Astral construct fights for you. PsiHB3
2 Contingency Metcre Sets trigger condition for another power. PsiHB3
3 Divert Teleport Psyport Choose destination for another's Teleport. PsiHB3
4 Emulate Power Clasen Manifest any psion power 6th-level and less. PsiHB3
5 Energy Conversion Psymet You convert energy attacks to one ray energy attack of your own. PsiHB3
6 Etherealness Psyport Travel to the Ethereal Plane with companions. PsiHB3
7 Fission Psymet You briefly duplicate yourself. PsiHB3
8 Imp. Anchored Navigation Clasen You can navigate from a fixed point even across planar boundaries. PsiHB3
9 Improved Telekinesis Psykin Lift or move 50 lb./level at long range. PsiHB3
10 Insanity Telep Subject is permanently wacky. PsiHB3
11 Mass Cocoon Metcre Ectoplasmic Cocoon, but bigger. PsiHB3
12 Mass Domination Telep Many targets subject to your will. PsiHB3
13 Oak Body Psymet You body becomes living wood. PsiHB3
14 Phase Door Psyport Invisible passage through wood or stone. PsiHB3
15 Plane Shift Psyport Up to eight subjects travel to another plane. PsiHB3
16 Reddopsi Psykin Foe's power rebounds on her. PsiHB3
17 Sequester Clasen Subject invisible to sight and remote viewing. PsiHB3
18 Teleport Without Error Psyport As Teleport with no off-targets. PsiHB3
19 True Concussion Psykin Pummels foe for 13d6 damage. PsiHB3
20 Ultrablast Telep Your mental scream deals 13d4 damage. PsiHB3

[PC5] Psionicist Classes Group


[Q3.8] Level 8 Psi3 Powers

## Level 8 Powers Discip. Short Description Source
1 Astral Construct VIII Metcre Astral construct fights for you. PsiHB3
2 Dream Travel Psyport You travel to other places through dreams. PsiHB3
3 Foresight Clasen Psionic senses warn you of impending danger. PsiHB3
4 Hypercognition Clasen You can deduce almost anything. PsiHB3
5 Improved Clairtangency Psykin You use Telekinesis at any distance. PsiHB3
6 Improved Etherealness Psyport Stay ethereal longer. PsiHB3
7 Iron Body Psymet Your body becomes living iron. PsiHB3
8 Mind Blank Telep Subject immune to mental/emotional effects, scrying, and remote viewing. PsiHB3
9 Mind Seed Telep Target slowly becomes you. PsiHB3
10 Mind Store Metcre Store your personality against future need. PsiHB3
11 Molecular Manipulation Psykin You increase or decrease an object's base hardness by 5. PsiHB3
12 Recall Death Clasen Foe vividly recalls its future death, and dies. PsiHB3
13 Shadow Body Psymet You become a living shadow (not the creature). PsiHB3
14 Telekinetic Sphere Psykin Mobile force globe protects one subject. PsiHB3
15 Teleportation Circle Psyport Circle teleports any creature inside to designated spot. PsiHB3
16 Temporal Acceleration Psyport Your time frame accelerates for two rounds. PsiHB3
17 True Creation Metcre As Major Creation but items are permanent. PsiHB3
18 True Domination Telep Dominated subjects less likely to defy your will. PsiHB3

[PC5] Psionicist Classes Group


[Q3.9] Level 9 Psi3 Powers

## Level 9 Powers Discip. Short Description Source
1 Affinity Field Psymet Effects that affect you also affect others. PsiHB3
2 Apopsi Telep You delete the psionic power of another. PsiHB3
3 Astral Construct IX Metcre Astral construct fights for you. PsiHB3
4 Astral Projection Psyport Projects you and friends into Astral Plane. PsiHB3
5 Confidante Telep You and another are permanently mentally bonded. PsiHB3
6 Detonation Psykin Pummels foe for 17d6 damage. PsiHB3
7 Dissolution Psykin You Disintegrate really large objects or creatures. PsiHB3
8 Genesis Metcre You instigate a new demiplane in the Astral Plane. PsiHB3
9 Greater Emulation Metcre Manifest any power 8th-level or less. PsiHB3
10 Metafaculty Clasen Subject cannot hide name or location from you. PsiHB3
11 Microcosm Telep Target explores imaginary world at the expense of the real one. PsiHB3
12 Monster Domination Telep Dominates any creature for less time. PsiHB3
13 Probability Travel Psyport You and friends physically enter Astral. PsiHB3
14 Psychic Surgery Telep Repair psychic dmg, impart knowledge of new powers, and similar things. PsiHB3
15 Shapechange Psymet You become any creature, change one/round. PsiHB3
16 Temporal Velocity Psyport Your time frame accelerates for 3d4 rounds. PsiHB3
17 Thrall Telep Target is your slave forever. PsiHB3
18 Time Regression Psyport Relive the last four rounds. PsiHB3
19 True Metabolism Psymet Regenerate 10 points/round for one minute. PsiHB3
20 True Telekinesis Psykin Lift or move 500 lb./level at long range. PsiHB3

[PC5] Psionicist Classes Group


Quintessential Psion6

Level KXP Psi
mMG SU
1 0 2-- --
2 6 3-- --
3 18 30- --
4 36 41- --
5 60 42- --
6 90 43- --
7 126 53- --
8 168 54- --
9 216 540 --
10 486.4 641 --
11 729.6 652 --
12 972.8 653 --
13 1216 753 --
14 1459.2 764 --
15 1702.4 764 --
16 1945.6 864 0-
17 2188.8 875 1-
18 2432 875 2-
19 2675.2 975 3-
20 2918.4 986 3-
21 3161.6 986 4-
22 3404.8 A86 4-
23 3648 A97 4-
24 3891.2 A97 5-
25 4134.4 B97 5-
26 4377.6 BA8 5-
27 4620.8 BA8 6-
28 4864 CA8 6-
29 5107.2 CB9 6-
30 5350.4 CB9 7-
31 5593.6 DB9 70
32 5836.8 DCA 71
33 6080 DCA 82
34 6323.2 ECA 83
35 6566.4 EDB 83
36 6809.6 EDB 84
TH Saves
PD RS PP BW Sp Fo Re Wi
-1  5  3  8  2  3  1  0  1
-1  5  4  8  2  3  1  0  2
-1  6  4  8  3  4  2  0  2
-1  6  5  8  3  4  2  1  3
+0  6  5  9  3  4  2  1  3
+0  6  6  9  4  5  3  1  4
+0  7  6  9  4  5  3  2  4
+0  7  7  9  4  5  4  2  5
+1  7  7 10  5  6  4  2  5
+1  7  8 10  5  6  4  3  6
+1  8  8 10  5  6  5  3  6
+1  8  9 10  6  7  5  3  7
+2  8  9 11  6  7  6  4  7
+2  8 10 11  6  7  6  4  8
+2  9 10 11  7  8  6  4  8
+2  9 11 11  7  8  7  5  9
+3  9 11 12  7  9  7  5  9
+3  9 12 12  8  9  8  5 10
Requisites: Chr 20
Alignment: any
HD/level: d10
Weapon Prof.: 5+level/10
To Hit Table: Psi
Save Table: Psi
Reference: Quintessential Psion3
Groups: Psionicist
 
Gains access to one psionic frequency per level.
Gets Chr bonus to psionic progression.
PSPs = Chr*(Level+10).
(This is in Psi1 PSPs.)  
Levels 1-5:
(2/level)
A. 1N, take 1 dmg: Gain 1 PSP {Living Power}
B. Access to all frequencies, lose LVL powers per type (minor, major, etc.)
C. +LVL Chr, -LVL Wis {Imbalanced}
D. Ethereal Perception; Can cast psi effects into Ethereal {Ectoplasmic}
E. Gain +LVL SL's in a psionic progression {Fragmount}
F. Have access to Psi0 Quintessential Psion6 class {Hand of Thought}
G. Have access to Psi3 or Psi3.5 with Quintessential Psion6 class.
H. Immune disease, mental damage; Sustain Int, Wis, Chr {Healthy Mind}
I. -LVL dmg / energy effect {Traumatised}
J. Regain PSPs like the Psi10 class (people around you) {Infector}
K. Replace Chr bonus with Int bonus to progression {Touched}
L. +LVL Will saves; cannot generate Psionic links {Introvert}
Level 6: Pick two from: Quintessential level 1-5 or 5th edition level 1-3
Levels 7-11:
(2/level)
M. Can psionically affect Undead as if they weren't Undead {Necropath}
N. 1bM: Can use +1P action this segment {Invisible Friends}
O. Gain PSPs back at x2 rate; Mummy Racial Adj. {Psychic Mummy}
P. "High Frequency Sample" is a legal frequency to pick {Psi. Investigator}
Q. +1M action for psi; +LVL Nonweapon proficiencies {Personality Shard}
R. One psi frequency has half PSP costs, others double {Specialized Mind}
S. 1M: Summon a DL=LVL/2 Psionic monster.
T. When using a psi power, can spend an extra 1M: x2 effect {Obsessive}
U. You will not die at any negative hp total, still can't act {Left for Dead}
Level 12: Pick two from: Quintessential level 1-11 or 5th edition level 1-7
Levels 13-17:
(2/level)
V. Can material component psionic powers (spend 1V)
W. Gain a Rogue chart at half your LVL, 30*LVL Rogue pts {Pspy)
X. +1QM action for psi
Y. +1 summon slot; 1M: Summon a DL=LVL/2 Golem. {Puppet Master}
Z. X7 is a legal "frequency" to pick, each power costs 4 slots
AA. X-7 is a legal "frequency" to pick, each power costs 5 slots
Level 18: Pick two from: Quintessential level 1-17 or 5th edition level 1-11

[PC5] Psionicist Classes Group


Rixthaxth

Level KXP Wizard/Psi1&2
123 456 789 ABC
TH
1 0 1-- --- --- +1
2 3.5 20- --- --- +2
3 7 21- --- --- +3
4 14 32a --- --- +4
5 28 421 --- --- +5
6 56 422 b-- --- +6
7 112 432 1-- --- +7
8 224 433 2c- --- +8
9 448 433 21- --- +9
10 896 443 22- --- +10
11 1323 444 33d --- +11
12 1548 444 441 --- +12
13 1773 555 442 e-- +13
14 1998 555 442 1-- +14
15 2223 555 552 1f- +15
16 2448 555 553 21- +16
17 2673 555 553 32g +17
18 2898 555 553 321 +18
19 3123 555 553 331 +19
20 3348 555 554 332 +20
21 3573 555 554 442 +21
22 3798 555 555 443 +22
23 4023 555 555 553 +23
24 4248 555 555 554 +24
25 4473 555 555 555 +25
26 4698 666 655 555 +26
27 4923 666 666 655 +27
28 5148 666 666 666 +28
29 5373 777 766 666 +29
30 5598 777 777 766 +30
31 5823 777 777 777 +31
32 6048 888 877 777 +32
33 6273 888 888 877 +33
34 6498 888 888 888 +34
35 6723 999 988 888 +35
36 6948 999 999 999 1 +36
37 13896 999 999 999 2 +37
38 20844 999 999 999 3 +38
39 27792 999 999 999 4 +39
45 69480 A99 999 999 9 +45
54 132012 AAA AAA AAA 91 +54
63 194544 AAA AAA AAA A9 +63
72 257076 BBB BBB BAA AA1 +72
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
+0 +0 +0 +5 +4 -4 -6 +10 +0 +4 ÷1
 
Requisites: Int 19, Wis 16,
  Race Slots 1, Class Slots 2
Alignment: L any (or) any E
HD/level: & ++++d10
Weapon Prof.: 2+level/2
To Hit Table: Mon
Save Table: Mon +4 levels
Reference: DM
Groups: Psionicist, Monster, Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: level+2
RSW: level+2
PP: level+2
BW: level+2
Spell: level+2
Fort: level+2
Reflex: level+2
Will: level+2
   
Considered a "Mind Flayer" and a "Rakshasa" race.
Gets Int bonus to progression. Can cast Wizard spells, Psi1 powers, and/or Psi2 powers. For this class, psionic powers use the following SL's: Minor=1, Major=3, Grand=6, Super=9.
Specialized in Necromancy (no opposite).
You are not slain by blessed crossbow bolts; that is a function of the Rakshasa race, not class.
PSPs = (Con+Int*2+Wis*2+Chr)/5*(Level+9). Gets one attack or defense per level, with defense F (Mind Blank) in Psi1 being free.
Level N (each level): +1 Int.
Level 1: CF=4: Barbarian Int bonus; i.e. bonus is (Int-14)*2. Your Nonweapon Proficiencies = Int*2 +level.
Level 1: Sustain Int.
Level 1: +1M action only for psionics.
Level 1: You have 4 mouth-tentacles that do 1dLVL dmg. It uses your Mouth's P to attack with them. If all 4 hit on one target, you have drawn the enemy's brain forth (RSW save). You cannot wield weapons or other objects with these mouth-tentacles.
Level 1: MR 45+LVL*5%.
Level 4: +1 to number of psionic frequencies; meaning you can use powers from another psionic frequency that you know.
Level 9: CF=5: Extra Barbarian Int bonus; i.e. bonus is (Int-16)*5/2, round down. Your Nonweapon Proficiencies = Int*3 +level.
Level 9: +1QM action only for psionics.
Level 18: CF=6: Super Barbarian Int bonus; i.e. bonus is (Int-18)*3. Your Nonweapon Proficiencies = Int*4 +level.
Level 18: +1QQM action only for psionics.
Each level, get one "5th edition" pick from the choices below.
 
Levels Pick Description
Level 1-3: A AT +14 source
B Enemies need a +LVL weapon to hit you
C 1M, 1/t: Magic Jar (Magic Jar save); you may keep the new body permanently if you like
D Immune to 0th-2nd level spells
E Immune Aging (natural and artificial)
Level 4: Pick two Rakshasa5 Level 1-3, one Cthulhoid Horror5 Level 1-3, or one Vampire5 Level 1-3
Level 5-7: F +1 head
G 0, when casting a spell from this class: Your spell is resisted using MR, aNR, or IR (your choice)
H +1M action
I Immune to 3rd-4th level spells
J +LVL TH and dmg unarmed
Level 8: Pick two Rakshasa5 Level 5-7, one Cthulhoid Horror5 Level 5-7, or one Vampire5 Level 5-7
Level 9-12: K Get 4 minors, 2 minors + 1 major, or 2 majors chosen from Psi7 or Psi14
L Replace this class's spell progression with another Wizard class you know, using <= amount of XP
M 1D, 8/lifetime: Resurrect self
N Immune to 5th-6th level spells
O Immune to minor psionic powers
Level 13: Pick two Rakshasa5 Level 9-12, one Charanodaemon5 Level 9-12, or one Vampire5 Level 9-12
Level 14-18: P +2 limbs of any kind (incl. more heads)
Q 1M, 1/t: Trap the Soul (no save); body is still here for you to take over
R +1QM action
S Immune to 7th-8th level spells
T Immune to major psionic powers
Level 18: Pick two Rakshasa5 Level 14-18, one Bringer5 Level 14-18, or one Vampire5 Level 14-18

[PC5] Psionicist Classes Group


Basic Psi1 Information

PSI1 CLASS: Psionic Strength = (Int+Wis+Chr) / 3 * (Level+9)
WILD TALENTS: Psionic Strength = 64 + level + (Int+Wis+Chr-36) * (exceptional+1)
where "exceptional" is the number of mental stats(Int,Wis,Chr) of 16 or above.
Wild Talent Power Progression:
  Potential Number of:
Int+Wis+Chr Minor Major Grand Att+Def
0-7 1 0 0 1
8-15 2 0 0 2
16-23 2 1 0 3
24-31 3 1 0 4
32-39 4 1 0 5
40-47 4 2 0 6
48-55 4 2 1 7
56-63 5 2 1 8
64-71 6 3 1 9
72-79 7 3 1 10
80+ 8 4 2 11
 
It takes 1 nonweapon proficiency slot for a Minor, 3 slots for a Major, and 6 slots for a Grand to obtain 1st level of mastery.
Thereafter, 1/2 a slot will increase a power's level of mastery by 1.
Attacks and Defenses cost: A=1, B=0, C=½, D=1½, E=2, U=2½, F=0, G=½ , H=1, I=1½, J=2, X=2½ (in slots).
Psionicists get the number of powers seen in their progression at no proficiency cost, and their level of mastery is equal to their experience level. They could purchase higher levels of mastery (adding to their level).
 
 
PSIONIC ENCHANTMENTS (spend 1 spell of each level below to get new spell level)
 
Spell Level, Wizard: 0 1 2 3 4-8 9 10 11 12 13
Spell Level, Priest: 0 1 2 3 4-6 7 8 9 10 11
Upgrade Cost: 400 800 200 150 100 150 200 800 1800 3200

[PC5] Psionicist Classes Group


Psionic Blast / Ultra Blast

PSIONIC BLAST ATTACK UPON NON-NATURAL-PSIONIC CREATURE (20 attack pts)
Save for Range
Int+Wis 10yd 20yd 30yd
0-5 20 19 18
6-10 18 17 16
11-13 16 15 14
14-17 14 13 12
18-21 12 11 10
22-25 10 9 8
26-29 8 7 6
30-33 6 5 4
34-35 4 3 2
36-37 2 1 0
38+ 0 -1 -2
Save Modifiers
Additions Subtractions
wizard +1 panicked -1
priest +2 enraged -1
elf +2 confused -2
Intell. Fort. +2 hopeless -3
mind blank +2 stunned -3
psionicist +3 using psi power -4
dwarf +4 using ESP -5
halfling +4 asleep -6
helm/telepathy +4 unconscious -6
Tower/Iron Will +6 feebleminded (Int=0-5)
mind bar +6 insane NA
Int+Wis Death Coma Sleep Stun Confuse Enrage Panic Feeble 2Insanity 1Insanity 1Insanity
0-5 01-77 78-91 92 93 94 95 96 97 98 99 00
6-9 01-10 11-83 84-92 93 94 95 96 97 98 99 00
10-13 01 02-15 16-84 85-93 94 95 96 97 98 99 00
14-17 01 02 03-11 12-85 86-94 95 96 97 98 99 00
18-21 01 02 03 04-17 18-86 87-95 96 97 98 99 00
22-25 01 02 03 04 05-18 19-87 88-96 97 98 99 00
26-29 01 02 03 04 05 06-19 20-88 89-97 98 99 00
30-33 01 02 03 04 05 06 07-20 21-89 90-98 99 00
34-35 01 02 03 04 05 06 07 08-26 27-85 86-99 00
36-37 01 02 03 04 05 06 07 08 09-22 23-90 91-00
38+ 01 02 03 04 05 06 07 08 09 10-23 24-00
Duration - 2d6 d 5d4 t 2d4 t 1d4 t 2d4 r 2d4 r perm. perm. 2d6 w 1d4 w
 
ULTRABLAST ATTACK UPON NON-NATURAL-PSIONIC CREATURE (75 or 100 attack pts)
Int+Wis Save Death Coma Stun Confuse Feeblemind 1Insanity 2Insanity 3Insanity 4Insanity 5Insanity
0 NA - - - - - - - - - -
1-5 20 01-19 20-36 37-51 52-64 65-75 76-84 85-91 92-96 97-99 00
6-10 19 01-16 17-34 35-50 51-63 64-74 75-83 84-90 91-95 96-98 99-00
11-15 18 01-12 13-26 27-43 44-57 58-69 70-79 80-87 88-93 94-97 98-00
16-20 17 01-09 10-20 21-34 35-50 51-64 65-75 76-84 85-91 92-96 97-00
21-25 16 01-07 08-16 17-27 28-40 41-55 56-68 69-79 80-88 89-95 96-00
26-30 15 01-05 06-12 13-21 22-32 33-45 46-60 61-73 74-84 85-93 94-00
31-35 14 01-04 05-09 10-16 17-25 26-36 37-50 51-66 67-80 81-91 92-00
36-40 13 01-03 04-07 08-13 14-21 22-31 32-43 44-57 58-74 75-88 89-00
41-45 12 01-02 03-05 06-10 11-17 18-26 27-37 38-50 51-66 67-84 85-00
46+ 11 01 02-04 05-09 10-16 17-25 26-36 37-49 50-64 65-81 82-00
Dur. - - 2d4 d 10d6r 6d6 r Perm. Perm. Perm. Perm. Perm. Perm.

[PC5] Psionicist Classes Group


Psi1 Minor Powers

MINOR POWERS Cost Notes
Animal Telepathy 1/r 1=mamm,5=bird,6=rept,8=fish,10=spider,14=plant
Antipathy-Sympathy 35/h Antipathy-Sympathy (as spell)
Automaton 10/r Animate Object (as spell)
Body Equilibrium 1/r Water Walking, Feather Fall, Lessen Weight
Body Weaponry 1/r +level AC, +level unarmed damage
Cell Adjustment 1/hp Max.# hp = level*5, Cure Disease=20/70
Clairaudience 5/r 30'range per level
Clairvoyance 5/r 20'range per level
Command 5 Command (as spell)
Detect Danger 1/r 10+10*level% direction, 5+5*level% distance
Detection of Good/Evil 2/r 20+10*level% exact alignment, 10*level% objects
Detection of Life 4/r Gives dir.,dist.,size class (30'range per level)
Detection of Magic 3/r Gives type, school/sphere, and approx. level
Domination 5+HD/r Save; Psionic gets control of all actions
Empathic Control 1/HD Save-3; Emotion (as spell); no limit to HD
Empathy 3 Gives basic emotions of all in 10'wide path
ESP 2/r ESP (as spell)
Expansion 5/r Max.Press=Str of level+12, +level dmg, +level'
Hypnosis 1/HD Level>10 or Int16=save; Max.HD=ä(level)
Invisibility 3/t Mental Invisibility, affects ä(level) in HD
Levitation 3/t Levitate (as spell)
Lights 1/t Faerie Fire, Dancing Lights, Light
Locate 5/t Locate object, person, or type of creature
Memory Protection 1/d Immune to Forget,Feeblemind,Incantatrix effects
Microkinesis 1/s Telekinesis on a small object (max wt = level lbs.)
Mind Over Body 5/d No need for food,water,sleep for 2*level days
Molecular Agitation 1/r 1 dmg 1st r, 2 dmg 2nd r, etc. (max.dmg=level)
Movement Acceleration 10/r +1V Action
Object Reading 1/r Detects psychic impressions left on an object
Postcognition 1/fact Can see into past, double chances of Precog.
Precognition 1/fact Int+Wis+level*level-factor% chance correct
Psionic Trigger 10/d Contingency for 1 psi power (still need points)
Rapport 5/r 1=Share Memories, 3=Detect Lie, 4=Mind Scan
Reduction 2/t -level' until 1', then halve size each time
Sense 5/t See in darkness/fog, Hear in silenced/loud room
Spirit Speak 10/r Speak with Dead (as spell)
Suspend Animation 6 Ceases life functions for max of (level) weeks
Sens. to Psychic Imp. 1/r Gives freq., type, and field of all psi in area
Tap Psionic Link 7/r Can listen into Psi Link if within 30*level'
Telekinetic Barrier 5N /t Take -N dmg per physical attack (max N = level)
Telekinetic Blade 5/r Base damage CLdCL, considered +CL/3 weapon, mental weapon
Telep. Ventriloquism 1/' Save-3; Target actually says desired phrase
Tongues 20+6/r Tongues (as spell); 1 language/level

[PC5] Psionicist Classes Group


Psi1 Major Powers

MAJOR POWERS Cost Notes
Astral Projection 10 Astral Spell (as spell)
Aura Alteration 10/F/h F=#AL places moved, Remove Curse,Geas,Quest=8*SL
Aura Reading 3 Detect alignment, classes, skills, exact hp
Body Control 2/t Water Breathing, Resist environment 1 HD/level
Cellular Restoration 8 Reattaches severed limb, fixes damaged organ
Controlled Blinking 5/r Blink 10'/level each round (no action after 1st)
Deflection 1/% /h Energy (non-Physical) Reflection, max=level*10%
Dimension Door 10 Dimension Door (as spell); 90'/level
Dimension Walk 1/t Cover 30 miles in (40-level) minutes
Dispel Exhaustion 14 Mental Surgery (1) but all in psi link affected
Energy Control 1/HD Max.=level in HD damage, must be energy attack
Energy Dissipation 20 Take half damage from an energy attack
Etherealness 6/t Caster+50*level lbs. in Ethereal Plane
Flying 9/t Fly (as spell)
Foresight 18 Foresight (as spell)
Geas 40 Geas (as spell)
Improved Cell Adj. 1/hp Cell Adj. but range=10'*level, Max.hp=10*level/r
Improved Invisibility 9/t Invisibility but can attack and remain Invis.
Magic Jar 20 Magic Jar (as spell), save penalty -1/level
Mass Domination 10+HD Save-4; Max.=5 creatures of level HD
Mental Surgery 10*lvl 1=Dispel Exhaustion,5=Feeblemind,6=Cure Insanity
Mind Bar 5/d Immune to Ench/Cha,Magic Jar,Domination,Invis.
Molecular Manipulation 50 Makes object weak: 1=cord,5=chain,7=wood,9=metal
Molecular Rearrangement 10/lb. 1=soft,4=brass,7=bronze,10=steel,13=Mithril
Pass-Way 20/' Can pass through any material or Wall spell (no harm)
Paralysis Bolt 15+HD Save-6; 1 creature, Max.HD=2*level
Physical Acceleration 20/r +1P Action
Probability Travel 10/P P=#planes removed, fail=21-level%
Psionic Cage 50 Reverse Wards (no one can leave)
Shape Alteration 3+W W=weight/1000, Polymorph Self (as spell)
Standing Concentration 5/d Can convert 1P+1V Action to 1M if desired each r
Submit Illusion 12/t Submit a Spectral Force to subject's mind
Telekinesis 3/r Max.Weight=3*sum(level), accel. 2"/r move rate
Telempathic Projection 6 Empathy, but can send an emotion
Telepathy 1/r Operates up to 186,000 miles away on same plane
Telepathic Projection 1/r+HD Suggestion, Possession=2*Int+Wis+Chr points
Teleportation 20+1/% Teleport (as spell), can adjust roll by 1%/point
Transmutation 10 One effect in next turn can be changed to another element
True Sensory Input 4/r True Seeing (as spell), but all 5 senses
Wards 50 Pro.Evil&Scrying, no one can enter, break=150pts
X-ray Vision 15/r As per ring of X-ray vision

[PC5] Psionicist Classes Group


Psi1 Grand Powers

GRAND POWERS Cost Notes
Amplification 10*#cr Save; Sleep d6+3 hr, Gain (Int+Wis+Chr)*2 points
Amplify Power 10N +N to CL (or) +N*10% effect to next Psi1 power (max N=CL)
Death Stare 75 Save-6; Death; Stun 2d4r if over 2*level HD
Energy Cancel 3/HD As Energy Control but removes entire area effect
Energy Jar 15/HD As Energy Control, can throw affect yourself once for 1M
Endowment 100 Gain psionics, one row lower on table above
God Voice Ventrilo. 25/r Loud "god voice", deafness (save), suggestion (save)
Grand Domination 3*HD/r Save at penalty equal to level; no HD limit
Interdimensional Space 40+1/h Rope Trick (as spell); duration limit=1h/level
Limited Wish 320 Limited Wish (as spell)
Mental Acceleration 30/r +1M Action (can be used for anything)
Power Transfer 100*T T:Minor=1,Major=2,Grand=3, Object=½*Caster Psi
Preservation 50 1=Preserve,2=Trap Soul,5=Permanency,7=Stasis
Psionic Acceleration 20/r +1M Action (must be used on natural psionics)
Psionic Amplification 8*Mult Multiplies a power; Max.=level/4+1
Psionic Disruption 40/r No psi powers (any freq.) can be used in 50'r
Restoration 60 Restoration, Restores Items, Stops dual-nature
Severance 20*SL Save; stops use of any 1 ability in creature
Shade 100 Creates a ghost/shade of person who died here, half powers
Suppression 3/r Cannot use or be affected by psionics, all psi effects drop

[PC5] Psionicist Classes Group


Psi1 Super Powers

SUPER POWERS Cost Notes
Cellular Heal/Harm X up to X targets: Heal or Harm X% of max hp
Counterspell 40*SL [0 action to use] Counters a Magic/Psi/Innate
Energy Dampen 1/HD/d Permanent Energy Cancel on self or 100'cu area
Full Acceleration 50/r +1 Full Action /r
Hero Element 700 Casts any one 1st level Hero spell
Legend Element 400 Casts any one 1st level Legend spell
Mental Deceleration 100*N Target loses next N mental actions (no save)
No Resistance 400 1 target: Lowers Class VI,PsiR,Defense X for 1t
Opposing Acceleration 60/r +1 Opposing Action /r
Physical Deceleration 50*N Target loses next N physical actions (no save)
Quick Mental Accel. 60/r +1 QM Action /r
Rapid Fire 80/r x2 number of Psi1 attacks/r, stacks with itself
Shotokan Spirit 60/r Know and can use all Psi0 minor/major/grand powers
Sinanju Spirit 60/r Know and can use all Martial Arts powers
Super Domination 10*HD Dominate one target (no save, no PsiR, no Wis)
Telekinetic Crush X 1 target: X*X*X telekinetic damage (no save)
Versatility 1000 Permanent: +1 max. # of classes or # psi.freq.
Wish 480 Wish (as spell), or any Psi2 Dev/Sci/High Sci

[PC5] Psionicist Classes Group


Psionic vs. Psionic in Mental Combat

Attack
Strength
Attack
#.Mode
F.Mind
Blank=1
G.Thought
Shield=2
H.Mental
Barrier=3
I.Intellect
Fortress=8
J.Tower of
Iron Will=10
1- 25 A.Psionic Blast=20 3 7 4 1 0
B.Mind Thrust=4 12 4 0 0 1
C.Ego Whip=7 8 3 0 0 0
D.Id Insinuation=10 1 6 8 1 1
E.Psychic Crush=14 2% 0% 0% 0% 0%
U.Ultrablast=75/100 6 10 8 4 2
26- 50 A.Psionic Blast=20 6 9 6 2 0
B.Mind Thrust=4 15 6 1 0 2
C.Ego Whip=7 12 4 0 0 0
D.Id Insinuation=10 2 8 10 3 3
E.Psychic Crush=14 5% 2% 1% 0% 0%
U.Ultrablast=75/100 12 19 15 8 3
51- 75 A.Psionic Blast=20 10 12 9 4 1
B.Mind Thrust=4 18 9 2 2 3
C.Ego Whip=7 17 6 1 1 1
D.Id Insinuation=10 4 11 13 7 6
E.Psychic Crush=14 9% 4% 2% 1% 0%
U.Ultrablast=75/100 18 27 21 12 5
76-100 A.Psionic Blast=20 15 16 13 7 2
B.Mind Thrust=4 22 13 5 4 5
C.Ego Whip=7 23 9 3 2 3
D.Id Insinuation=10 7 15 17 12 10
E.Psychic Crush=14 14% 7% 5% 3% 2%
U.Ultrablast=75/100 24 34 26 16 8
101-125 A.Psionic Blast=20 21 21 18 11 4
B.Mind Thrust=4 26 18 9 7 8
C.Ego Whip=7 30 13 6 4 6
D.Id Insinuation=10 11 20 22 18 15
E.Psychic Crush=14 20% 11% 9% 6% 4%
U.Ultrablast=75/100 30 40 30 20 12
126-150 A.Psionic Blast=20 28 27 18 16 7
B.Mind Thrust=4 30 24 9 11 12
C.Ego Whip=7 38 18 6 7 10
D.Id Insinuation=10 16 26 22 25 21
E.Psychic Crush=14 27% 16% 9% 10% 7%
U.Ultrablast=75/100 36 45 33 24 18
151-175 A.Psionic Blast=20 36 34 31 22 11
B.Mind Thrust=4 34 31 25 15 17
C.Ego Whip=7 47 24 15 11 15
D.Id Insinuation=10 22 33 35 33 28
E.Psychic Crush=14 35% 22% 20% 15% 11%
U.Ultrablast=75/100 42 50 36 28 24
 
OTHER ATTACK & DEFENSE MODES
 
Attack Mode T (Psionic Touch): As per attack mode A, but range touch, affects only one target, and there is no saving throw.
Attack Mode V (SuperBlast): This attack theoretically should exist based on its existence in Psi2. It would cost 250 attack points and have the same effect that it has in Psi2.
Defense Mode X (UltraShield): Costs 20 defense points per round to use; you cannot attack or be attacked psionically in any frequency.

[PC5] Psionicist Classes Group


Psionic Attack Upon Defenseless Psionic

Attack
Strength
Attack
#.Mode
Defender's Original Psionic Strength
10-59 60-109 110-159 160-209 210-259 260-309 310+
1- 25 A.Psionic Blast=20 D C C 15 10 5 5
B.Mind Thrust=4 W W 40 35 30 25 20
C.Ego Whip=7 30 25 20 15 10 5 5
D.Id Insinuation=10 40 35 30 25 20 15 10
E.Psychic Crush=14 72% 60% 50% 40% 30% 20% 10%
U.Ultrablast=75/100 S P W 40 30 20 10
26- 50 A.Psionic Blast=20 S D C C 15 10 5
B.Mind Thrust=4 W W W 40 35 30 25
C.Ego Whip=7 35 30 25 20 15 10 5
D.Id Insinuation=10 R 40 35 30 25 20 15
E.Psychic Crush=14 75% 62% 52% 42% 32% 22% 12%
U.Ultrablast=75/100 I S P W 40 30 20
51- 75 A.Psionic Blast=20 W S D C C 15 10
B.Mind Thrust=4 P W W W 40 35 30
C.Ego Whip=7 40 35 30 25 20 15 10
D.Id Insinuation=10 R R 40 35 30 25 20
E.Psychic Crush=14 79% 65% 55% 45% 35% 25% 15%
U.Ultrablast=75/100 K I S P W 40 30
76-100 A.Psionic Blast=20 P W S D C C 15
B.Mind Thrust=4 P P W W W 40 35
C.Ego Whip=7 P 40 35 30 25 20 15
D.Id Insinuation=10 R R R 40 35 30 25
E.Psychic Crush=14 84% 69% 59% 49% 39% 29% 19%
U.Ultrablast=75/100 K K I S P W 40
101-125 A.Psionic Blast=20 K P W S D C C
B.Mind Thrust=4 P P P W W W 40
C.Ego Whip=7 I P 40 35 30 25 20
D.Id Insinuation=10 R R R R 40 35 30
E.Psychic Crush=14 90% 74% 64% 54% 44% 34% 24%
U.Ultrablast=75/100 K K K I S P W
126-150 A.Psionic Blast=20 K K P W S D C
B.Mind Thrust=4 P P P P W W W
C.Ego Whip=7 I I P 40 35 30 25
D.Id Insinuation=10 R R R R R 40 35
E.Psychic Crush=14 97% 80% 70% 60% 50% 40% 30%
U.Ultrablast=75/100 K K K K I S P
151-175 A.Psionic Blast=20 K K K P W S D
B.Mind Thrust=4 K P P P P W W
C.Ego Whip=7 I I I P 40 35 30
D.Id Insinuation=10 R R R R R R 40
E.Psychic Crush=14 99% 87% 77% 67% 57% 47% 37%
U.Ultrablast=75/100 K K K K K I S
Code Effect
# Psionic attack points lost, beyond 0 attack pts = hp dmg
C Confused for 2d4 rounds
D Dazed for 1d4 turns, no psionic or other mental activity
I Idiocy, Int = 1d4, psionic ability lost, curable with Heal spell
K Killed
P Permanent loss of one random Psi1 power, and Dazed as above
R Robot, mind under control of attacker, save can be made every 2d4 weeks
S Sleeping in coma for 1d4 weeks
W Wounded, One random Psi1 power lost for 2d4 weeks
 
If the subject is immune to the effect (or the effect is redundant/meaningless), treat letters as a "40" instead

[PC5] Psionicist Classes Group


Basic Psi2 Information

Psi2 Psionicists:
PSPs = Wis*2+Int+Con-40+(Wis-5)*(level-1)
Wild Talents:
PSPs = Int+Wis+Con+4*level
Wild Talents Potential Number of:
Int+Wis+Con Devotions
(Minors)
Sciences
(Majors)
High Sci
(Grands)
Att+Def
0-14 1 0 0 1
15-29 2 0 0 2
30-44 3 1 0 3
45-59 4 2 0 4
60-74 5 3 1 5
75+ 6 4 2 6
Minimum Level: 0 3 8 0
 
It takes 1 nonweapon proficiency slot for a Devotion, 3 slots for a Science or Meta-Psionic Devotion, and 6 slots for a Meta-Psionic Science or High Science. This gives 1st level of mastery in that power.
There are no prerequisites for any power for both Wild Talents and Psionicists.
A "power score" is making the roll by 10. There are no terrible failures. If you fail, you spend no PSPs.
Each additional proficiency slot spent for a power does 1 of three things (choose 1 per slot spent):
1. Roll an extra 1d20 for check, and choose best roll.
2. Get a +1 on the target check number.
3. Increase the level of mastery (caster level) by 1. You cannot have more than double your level in CL (max = equal to level for Wild Talents).

[PC5] Psionicist Classes Group


Psi2 Combat

MAC (Mental Armor Class) = 25-Wis (Wis below 15 gives MAC of 10)
Use Int as if it was Balance (under Dex) to adjust MAC.
MTHAC0 (Mental THAC0) = 21-(Psi2 level)
Use Wis as if it was Efficiency (under Str) to adjust MTHAC0.
    MAC adjustment for defenses ("-" means better MAC)
#Att dmg Mind
Blank
Thought
Shield
Mental
Barrier
Intellect
Fortress
Tower of
Iron Will
Ultra-
Shield
Psionic Blast 4 1 -3 +2 -5 +4 +3 -6
Mind Thrust 3 1 +5 +3 -2 -3 -5 -5
Ego Whip 2 2 +3 +4 +2 -4 -3 -4
Id Insinuation 3 2 -5 -3 -1 +2 +5 -7
Psychic Crush 2 3 +1 -4 +4 -1 -2 -8
Ultrablast 3 3 +8 +7 +6 +5 +4 0
 
"dmg" is how many Tangents are gained on the target. 3 Tangents equal 1 Contact at which time each hit has the effect listed in the power descriptions. This system is not used against those who do not have frequency 2 psionics; the only way to get contact on them is by using Contact, Passive Contact or Mass Contact.
There will be ways of (with items) adjusting MAC and MTHAC0 in the future.
PSIONIC ENCHANTMENTS (spend 1 spell of each level below to get new spell level)
 
Spell Level, Wizard: 0 1 2-10 11 12 13 14 15 16
Spell Level, Priest: 0 1 2-9 9 10 11 12 13 14
Upgrade Cost: 200 400 100 400 900 1600 2500 3600 4900

[PC5] Psionicist Classes Group


Psi2 Devotions (Minors)

# Power Disip. Check PSPs Effect Power Score Source
1 Absorb Disease Metab Con-3 12 Moves a disease to psionic Destroys a disease PHBR5
2 Accelerate Metab Con-2 10+10/m Haste Super Haste (+2 P/V) WatW2
3 Acceptance Telep Int 10+2/t Captives become passive/docile Betray each other DSDK2
4 Adrenalin Control Metab Con-3 8+4/r +1d6 Str,Dex,or Con +1d6 to all three PHBR5
5 Aging Metab Con-7 15 (level)d4 years aged (level)d10 years PHBR5
6 Alignment Stabilization Telep Wis-1 15+10/d Keeps alignment from changing Maintenance 5/d DSDK2
7 All-Round Vision Clair Wis-3 6+4/m Can see in all directions Infravision gained PHBR5
8 Alter Features Metab Con-1 6+3/t Alter Self Change Self WatW2
9 Amnesia Telep Wis-2 C+5/r Amnesia Free Maint. 1d10 d WatW2
10 Animate Object Kinet Int-3 8+3/m Animates object;move rate 6 Animation is smooth PHBR5
11 Animate Shadow Kinet Wis-3 7+3/m Animates shadow;no effect Range is 100y PHBR5
12 Astral Projection Port Int 6+2/h Go to Astral with silver cord Color pool nearby PHBR5
13 Attraction Telep Wis-4 C+8/m Strong attraction for thing Obsession for thing PHBR5
14 Aversion Telep Wis-4 C+8/t Strong aversion for thing Afraid of thing PHBR5
15 Awe Telep Chr-2 C+4/r Won't attack caster (save) No save PHBR5
16 Ballistic Attack Kinet Con-2 5 Roll TH; (level)d4 damage (level)d8 damage PHBR5
17 Beast Mastery Telep Wis-3 20+H/d Control beast (Max.Int=level) 5 PSPs initial cost DSDK2
18 Biofeedback Metab Con-2 6+3/r -2 dmg/att;+level/3 AC bonus +level AC bonus PHBR5
19 Blink Port Int+1 7+3/r Blink Blink Wounding 1/r WatW2
20 Body Control Metab Con-4 7+5/m Breathe,move normally; 0 dmg terrain Can change environ. PHBR5
21 Body Equilibrium Metab Con-3 2+2/m Water Walking, Feather Fall 1 d w/o Maintenance PHBR5
22 Body Weaponry Metab Con-3 9+4/r Convert arm to weapon Weapon is +1/+0 PHBR5
23 Bone Reading Clair Wis-1 15 Know who died in this spot See last 10 min of life WatW2
24 Cannibalize M-Psi Con -8*Con +8 PSPs/Con;Con returns 1/w +8 PSPs PHBR5
25 Carapace Metab Int 5+1/r +level AC; -(11-level) Dex No Dex loss DSDK2
26 Catfall Metab Dex-2 4 30'fall:no dmg;other @ h dmg 50'fall:no dmg PHBR5
27 Cause Decay Metab Con-2 4 Item falls apart(save vs.acid) No save allowed PHBR5
28 Cause Sleep Metab Wis-2 9+2/r Sleep (save) No memory of sleep WatW2
29 Cell Adjustment Metab Con-3 1/hp 20*level hp:1r;disease=+5 PSPs Half cost in PSPs PHBR5
30 Chameleon Power Metab Con-1 6+3/m Can match surroundings well +15% HS PHBR5
31 Chemical Stimulation Metab Con-4 9+6/r level dmg acid (items save) No item saves PHBR5
32 Cognitive Trance M-Psi Int 4 Photographic Memory; cannot use V +4 Int checks 1 d WatW2
33 Combat Mind Clair Int-4 5+4/r +level/3(round up) group init. Psionic:+level/3 AC PHBR5
34 Compact Kinet Wis-1 4 Reduce object volume 90% Reduce volume 95% DSDK2
35 Conceal Thoughts Telep Wis 5+3/m Gain contest vs.ESP,Probe,etc. Imm to those powers PHBR5
36 Concentrate Water Kinet Con-3 10 Make 1-9 gal.water from area Double water amount DSDK2
37 Contact Telep Wis Int+1/r -2 check if resisting Maintained 4r for free PHBR5
38 Control Body Kinet Con-2 8+8/r Control all P,V actions Auto. win Contest PHBR5
39 Control Flames Kinet Wis-1 6+3/r x2/ 2 fire; move 9; (level)d4 x3/ 3 fire; (level)d6 PHBR5
40 Control Light Kinet Int 12+4/m Dim or brighten light Maintenance 1/r PHBR5
41 Control Sound Kinet Int-5 5+2/m Dampen,disguise,increase sound Maintenance 1/r PHBR5
42 Control Wind Kinet Con-4 16+10/r 5*level Mph; change dir. 10*level Mph PHBR5
43 Convergence M-Psi Wis 8 10y: All PSPs in link combine CLs in link combine PHBR5
44 Create Sound Kinet Int-7 8+3/r Audible Glamer (as spell) Double level PHBR5
45 Cryokinesis Kinet Wis 8+7/r Molecular Agitation but cold 1d3/r 2d3/r WatW2
46 Danger Sense Clair Wis-3 4+3/t Know if danger nearby Know distance PHBR5
47 Daydream Telep Wis C+3/r Mind wanders;+20% Thief Abil. +30% Thief Abilities PHBR5
48 Deflect Kinet Int 4 Deflect a missile -- WatW2
49 Dimension Blade Port Con-1 6+5/r Weapon ignores natural AC; +2/+2 x2 dmg WatW2
50 Dimension Walk Port Con-2 8+4/t Move 30 miles in (40-level)m Halve time PHBR5
51 Dimensional Door Port Con-1 4+2/r Can't see destination:stun 1r No stun PHBR5
52 Dimensional Screen Port Con-3 9+6/r Spherical Dim Door around you -- WatW2
53 Displacement Metab Con-3 6+3/r As per Displacer Beast AC bonus is +4 PHBR5
54 Double Pain Metab Con-3 7 All dmg phantom x2 for 1t SS or unc. each hit PHBR5
55 Dream Travel Port Wis-4 1/25M/P Move up to 500M in (48-lvl)t Halve time PHBR5
56 Duo-Dimension Port Con-2 11+4/r No thickness Wpn is Dim Blade WatW2
57 Ectoplasmic Form Metab Con-4 9+9/r Pass through solid objects Maintenance 3/r PHBR5
58 Ego Whip [C] Telep Wis-3 4 -5 rolls; Max spell=3rd: 1d4r Max spell=1st: 1d6 r PHBR5
59 Empathy Telep Wis C+1/r Sense emotions Subject of emotions PHBR5
60 Empower (weak version) M-Psi Wis-12 25+50X Object PSP=(Dev+2*Sci+3)*L -- PAoA2
61 Enhanced Strength Metab Wis-3 2S+S/r Increase strength, Max=level Max=2*level PHBR5
62 Enhancement M-Psi Wis-3 30+8/m +2 check in 1 Disc;others -1 Others not reduced PHBR5
63 Environment Clair Int-2 5 Mental image of object's loc. 1m of observation DSDK2
64 ESP Telep Wis-4 C+6/r Know surface thoughts Maintained 1r for free PHBR5
65 Ethereal Traveler Port Wis-4 15+2/r Wraithform (as spell) Maintained free 24h DSDK2
66 Expansion Metab Con-2 6+1/r Increase dimension by 50%/r Increase by 100%/r PHBR5
67 False Sensory Input Telep Int-3 C+4/m Change sensory input slightly Any false perception PHBR5
68 Feel Light Clair Wis-3 7+5/m Can feel light;+4 vs. gaze Feel in all directions PHBR5
69 Feel Moisture Clair Wis-3 5+1/m Can detect water & amount Maintained free 4h DSDK2
70 Feel Sound Clair Wis-3 5+3/m Can feel sound;+2 vs. sonic Thief DN 10*level% PHBR5
71 Fighting Trance M-Psi Wis-1 4+1/r +1 AC/saves/TH; -1 power checks another +1 WatW2
72 Flesh Armor Metab Con-3 8+4/r +roll AC, Max=level +1 more AC PHBR5
73 Focus Forgiveness Telep Wis-3 10+2/h Temporarily forget Quest,Geas Maintenance cost 1/h DSDK2
74 Forced Symmetry Metab Int-2 12 Makes 2 halves of body same Change is permanent DSDK2
75 Ghost Writing Kinet Wis-2 8+3/m Write 5 words/r:remote paper Write 15 words/r DSDK2
76 Gird M-Psi Int-3 2*M/m Maintain powers w/o conc. Maintain in sleep PHBR5
77 Graft Weapon Metab Con-5 10+1/r Connect weapon to body; +1/+1 Bonus is +4/+4 PHBR5
78 Hear Light Clair Wis-3 6+3/m Can hear light Can hear infrared PHBR5
79 Heightened Senses Metab Con 5+1/m Triple sensory sensitivity 1 sense increased 1d PHBR5
80 Hivemind M-Psi Wis-1 2 Gain 4*level PSPs from insects Gain 8*level PSPs DSDK2
81 Identity Penetration Telep Wis-3 C+6/m See through polymorph,illusion -- PHBR5
82 Immovability Metab Con-5 9+6/r Need 10*roll in Str to move Impossible to move PHBR5
83 Impossible Task Telep Wis-1 10+5/d Believes task is impossible Maintained free 1m DSDK2
84 Incarnation Awareness Telep Wis-4 C+13/r Gain info. about 1 past life/r All past lives in 1r PHBR5
85 Inertial Barrier Kinet Con-3 7+5/r Melee:delay 1r;Mis.:-dice dmg Mis.:-dice-1 dmg PHBR5
86 Inflict Pain Telep Con-4 C+2/r -4 TH; no spells (save) unc. 1d10r (save) PHBR5
87 Insect Mind Telep Int-2 7+1/m +2 Chr with insects Maintained free 1d DSDK2
88 Intensify M-Psi ***-3 5S+1/r +S Int,Wis,or Con,-S other 2 Cost is 3S+1/r PHBR5
89 Invincible Foes Telep Wis-3 C+5/r Next hit drops target 1t -- PHBR5
90 Invisibility Telep Int-5 C+2/r/P Makes someone invisible Superior Invisibility PHBR5
91 Iron Will M-Psi Wis 8+3/m Can fully act up to -10 hp Can act up to -15 hp WatW2
92 Know Course Clair Int-2 5+4/h Find the Path Radial Navigation WatW2
93 Know Direction Clair Int 1 Know which way is North Maintained for 1 day PHBR5
94 Know Location Clair Int 10 Gives simple idea of location Learn exact location PHBR5
95 Levitation Kinet Wis-3 12+2/m Up/down move rate 6 Move rate 12 PHBR5
96 Lend Health Metab Con-1 4 Transfer hp from psionic Target gets double PHBR5
97 Life Detection Telep Int-2 3+3/m Detect Life (as spell) -- PHBR5
98 Magnetize Kinet Int-1 2W Metal obj magnetised L r (W=weight) No Str check allowed WatW2
99 Magnify M-Psi Wis-5 25M+M/r Mult. power (Max=level/5+1) M+1, no extra cost PHBR5
100 Martial Trance M-Psi Wis-3 7 +1 checks; no P,V actions Only lose P actions PHBR5
101 Mass Manipulation Kinet Int-3 9+9/r Modify weight -75% to +100% -90% to +300% WatW2
102 Mental Barrier [H] Telep Wis-2 3 Costs no action to use No contact for 2r PHBR5
103 Mind Bar Telep Int-2 6+4/m 75% vs. Ench/Cha;immune Telep. +5 in contests PHBR5
104 Mind Blank [F] Telep Wis-7 0 Costs no action to use -- PHBR5
105 Mind Over Body Metab Wis-3 10/d/P Don't need food,water,sleep Don't need rest after PHBR5
106 Mind Thrust [B] Telep Wis-2 2 Lose 1 power 2d6d -- PHBR5
107 Molecular Agitation Kinet Wis 7+6/r Destroy object in 5r (save-10) Destroy in 3r PHBR5
108 Molecular Bonding Kinet Int-1 5+4/m Join 2 objects at molecular level 6 sq" /r 24 sq" /r WatW2
109 Molecular Manipulation Kinet Int-3 6+5/m Object is weakened (-2 save/r) (-4 save/r) PHBR5
110 Momentum Theft Kinet Int-2 5+ Stop (200 lbs, each x2 is +5 PSPs) Held for 1r WatW2
111 Mysterious Traveler Telep Wis-1 2 False rumors about his travels Rumors continue 3d DSDK2
112 Opposite Reaction Kinet Con-1 5 Missile returns at attacker Breaks missile DSDK2
113 Passive Contact Telep Wis-1 2*Int+1/h Like Contact, cheaper to maintain Empathy with target WatW2
114 Phase Port Wis-1 6+6/r Out of phase; cannot attack x2 move rate WatW2
115 Phase Object Port Wis-3 10+5/r Object out of phase May disintegrate WatW2
116 Pheromone Discharge Metab Int 5+1/m Smells like an insect Maintained free 4d6h DSDK2
117 Phobia Amplification Telep Wis-2 C+4/r Strong Fear of thing (save) No save PHBR5
118 Photosynthesis Metab Con+1 5+2/t Regen 1 hp/r in sunlight Sustenence in sun WatW2
119 Plant Mind Telep Int-4 11+2/m +2 Chr when dealing with plants Free maint. 1 d WatW2
120 Pocket Dimension Port Wis 14+3/t 5' cube extradimensional space 10' cube WatW2
121 Poison Sense Clair Wis 1 Detects presence of poison Gives type of poison PHBR5
122 Post-Hyp. Suggestion Telep Int-3 C+Lvl Long-term Suggestion Check not reduced PHBR5
123 Predestination Clair Wis-3 20+5/yD Gives vague feeling of destiny Can peer twice as far DSDK2
124 Probability Manipulation M-Psi Int-4 10 +4 to next die roll +4 next 3 die rolls WatW2
125 Prolong M-Psi Con-4 5+2/r Range & area of powers +50% Range & area +100% PHBR5
126 Psionic Inflation M-Psi Wis-5 20+3/m All powers double cost & main. Triple cost & main. PHBR5
127 Psionic Residue M-Psi Wis-3 15 Get 10% PSPs spent by others +10 PSPs DSDK2
128 Psionic Sense M-Psi Wis-3 4+1/m Detect Psi: PSPs,Dir.,Dist. Does all frequencies PHBR5
129 Psionic Vampirism M-Psi Wis-3 C+8+3/r Drain CL PSPs from target /r Double effect WatW2
130 Psychic Blade M-Psi Con-2 7+X+X/r Blade: 1d6/1d6 +2/+X, stun 1d6r (save) 1d10/1d10 WatW2
131 Psychic Drain M-Psi Wis-6 10P+C Drain W,I,C:10 PSPs;Amnesia 2w No Amnesia PHBR5
132 Psychic Impersonation Telep Wis 10+3/h Match other's thought patterns Cannot be detected PHBR5
133 Psychic Messenger Telep Con-4 4+3/r Send Illusion of self to area Can look like other PHBR5
134 Radial Navigation Clair Int-3 4+7/h Know dist./dir. to start point Can retrace to start PHBR5
135 Receptacle M-Psi Wis-5 1/r Gem:1/100gp;Item:(2W+I+C-40)*L -- PHBR5
136 Reduction Metab Con-2 D+1/r -1' per PSP until 1', then halve Double effect PHBR5
137 Repugnance Telep Wis-5 C+8/r Hatred for something (save) No save PHBR5
138 Reptile Mind Telep Int-1 5+1/m +2 Chr with reptiles Charms reptiles DSDK2
139 Retrospection M-Psi Wis-4 120 Similir to Commune spell -- PHBR5
140 Return Flight Kinet Con-1 3 Missile becomes returning Attack again if miss DSDK2
141 Rigidity Metab Con-2 8+3/r -1/r TH,Init,AC penalty Start at -3 DSDK2
142 Safe Path Clair Wis-4 8+5/m +4 Dex checks; Resist Traps Auto make next save WatW2
143 See Ethereal Clair Wis-5 4+2/m Can see into border Ethereal See into full Ethereal WatW2
144 See Magic Clair Wis-3 6+6/m Detect Magic Know exact type WatW2
145 See Sound Clair Wis-3 6+3/m Can see sound Maintenance 1/r PHBR5
146 Send Thoughts Telep Int-1 C+2/r Send thoughts;no spells (save) No save PHBR5
147 Sensitivity to Observation Clair Wis 5 Know when you're watched Knows location WatW2
148 Sensory Suppression Telep Int-2 C+4/r Blindness and Deafness Loses all 5 senses WatW2
149 Shadow Walk Port Con+1 9 Travel between shadows 1000 yd 2 miles WatW2
150 Share Strength Metab Con-4 6+2/r Transfer 2 Str:1 target Str Transfer 1:1 PHBR5
151 Sight Link Telep Con-3 C+5/m Can see through other eyes Sound Link gained PHBR5
152 Soften Kinet Int 4+3/r Weapon -1TH,-1dmg,-1save/r Double rate PHBR5
153 Sound Link Telep Con-2 C+4/t Can hear through other ears Sight Link gained PHBR5
154 Spatial Distortion Port Int-4 8+4/m Distance Distortion 20'cu Double effect WatW2
155 Spider Touch Metab Dex-1 4+2/m Spider Climb +2 Dex WatW2
156 Spirit Sense Clair Wis-3 10 Senses presence of spirits Knows exact location PHBR5
157 Splice M-Psi Int-2S 5S+S/r Do combined powers as 1 Mental +2 checks when used PHBR5
158 Stasis Field M-Psi Con-3 20+X/r Slows down time by x60 -- PHBR5
159 Static Discharge Kinet Int-3 5+5/r 1d4+1 dmg lightning, cumulative per r 1d6+1 instead WatW2
160 Strength of the Land Metab Con-2 10+2/r +25 hp,+3 TH,+3 dmg,25% MR Lasts 5r after maint. DSDK2
161 Summon Object Port Int-4 30 Summon a simple object max 100 lbs. Half PSP cost WatW2
162 Suppress Fear Telep Wis+1 5 Remove Fear; +4 vs. fear for 1 t +1 TH WatW2
163 Suspend Animation Metab Con-3 12 Suspend animation (level)w Aware; can awaken PHBR5
164 Synaptic Static Telep Int-4 15+10/r Must contest to use psionics +1 contest for static PHBR5
165 Taste Link Telep Con-2 C+4/t Can taste through other mouth Scent Link gained PHBR5
166 Telempathic Projection Telep Wis-2 C+4/r Send emotions Can change emotion PHBR5
167 Teleport Lock Port Int-1 8+2/r Target cannot teleport (no save) -- WatW2
168 Teleport Object Port Int-3 T+20 Teleports 1 nonliving object Automake saves 2d DSDK2
169 Teleport Trigger Port Int+1 2/h Activates Teleport (no action) No dist. Check Mod. PHBR5
170 Thought Shield [G] Telep Wis-3 1 Costs no action to use -- PHBR5
171 Time Dilation Port Int-7 54/r +3 M, +3 P, +3 V; not cumul. w/ Haste +1 more each type WatW2
172 Time Duplicate Port Int-1 22/s Can use 2M/2P/2V/6Z next segment +4 AC/save; +2 TH WatW2
173 Time Shift Port Int 16+3/rS Move into future;Max=(level)r Add 1r to Max PHBR5
174 Time/Space Anchor Port Int 5+1/m Cannot be teleported -- PHBR5
175 Trail of Destruction Clair Wis-2 10+3/m Detect use of Defiling magic Know which spells DSDK2
176 True Worship Telep Wis-1 5 Tells god worshiped & temple Knows all in range DSDK2
177 Truthear Telep Wis 4+2/m Detect Lie (as spell) Knows real truth PHBR5
178 Watcher's Ward Clair Int-2 6+2/h Can't be surprised; Detect Danger Know location danger WatW2
179 Weather Prediction Clair Int-2 10 Accurate weather forecast 24h Weather forecast 1w DSDK2
180 Wrench M-Psi Wis-4 15+8/r Undead:-level AC;cannot drain -2 init. penalty PHBR5

[PC5] Psionicist Classes Group


Psi2 Sciences (Majors)

# Power Disip. Check PSPs Effect Power Score Source
1 Animal Affinity Metab Con-4 15+4/m Take random animal's attribute Take 2 attributes PHBR5
2 Appraise M-Psi Int-4 14 Gives chances of success Reroll 3 future dice PHBR5
3 Aura Alteration M-Psi Wis-4 10 Disguise AL,level (level)h -- PHBR5
4 Aura Sight Clair Wis-4 9+9/m Learn 2 auras (AL or level) Learn 4 auras PHBR5
5 Banishment Port Int-1 30+10/r Target in pocket;returns @ end Cannot gate/teleport PHBR5
6 Clairaudience Clair Wis-3 6+4/m Clairaudience (as spell) Gain Clairvoyance PHBR5
7 Clairvoyance Clair Wis-4 7+4/m Clairvoyance (as spell) Gain Clairaudience PHBR5
8 Complete Healing Metab Con 30 Heal (as spell) in (24-level)h Heal in (60-3*level)m PHBR5
9 Create Object Kinet Int-4 16+3/r Creates temporary small object Object is permanent PHBR5
10 Death Field Metab Con-8 40 Set amount of dmg(others save) You take ½ amount PHBR5
11 Detection Clair Wis-2 15+6/m Detect Object 90', expands 30'/r Know concentration WatW2
12 Detonate Kinet Con-3 18 (level)d6 damage (save:½) (2*level)d6 damage PHBR5
13 Domination Telep Wis-4 2C+2C/r Get control of all actions Maintenance halved PHBR5
14 Disintegrate Kinet Wis-4 40 Disintegrate 8 cu.' (save) (save-5);16 cu.' PHBR5
15 Ejection Telep Wis-4 2S Break contact;lose 1 power 1t Opp. lose 1 power 1t PHBR5
16 Empower M-Psi Wis-12 50+100X Object PSP=(4*Dev+6*Sci+10)*L -- PHBR5
17 Endorphin Control Metab Chr-6 16+8/r +1d6 Int,Wis,or Chr +1d6 to all three DM
18 Energy Containment Metab Con-2 1/die Absorb max 1 die/lvl;glow:-2AC 0 dmg from energy PHBR5
19 Fate Link Telep Con-5 C+5/t Both take same dmg Range unlimited PHBR5
20 Hallucination Telep Int-3 C+6/r Create image in target's mind 20% of dmg is real WatW2
21 Id Insinuation [D] Telep Wis-4 5 Target loses all actions 1d4r Turn on allies 1d4r PHBR5
22 Intellect Fortress [I] Telep Wis-3 4 Costs no action to use -- PHBR5
23 Kinetic Control Kinet Int-3 15+7/r Take only 2+leak vs. physical attacks Reflect 1d10 dmg WatW2
24 Life Draining Metab Con-3 11+5/r Drain level hp/r;add to caster level*3 hp/r PHBR5
25 Mass Domination Telep Wis-6 C+2L/r Up to 5 creatures Dominated Range 100y PHBR5
26 Metamorphosis Metab Con-6 21+1/t Polymorph Self(even to object) Max 3*caster's mass PHBR5
27 Mindflame Telep Wis-6 30 <=8 HD Stun 2d6 r; >8 HD Dazed 1d3 r <=16 HD; >16 HD WatW2
28 Mindlink Telep Wis-5 C+8/m Send thoughts to each other 1 Probe question PHBR5
29 Mindwipe Telep Int-6 C+8/r -level/4 Int/Wis/Level (save) No save PHBR5
30 Molecular Rearrangement Kinet Int-5 20+10/h Change an object 1 ounce/hr Become extraordinary PHBR5
31 Nerve Manipulation Metab Con-3 14 Touch: Pain 1d3 r Stun 1d2 r WatW2
32 Object Reading Clair Wis-5 16 Detect Psi. Imp. of owners Know race,AL,age PHBR5
33 Poison Simulation Metab Con-2 16 Resist Poison; next attack is poisonous -2 on save WatW2
34 Precognition Clair Wis-5 24 Sees a possible future outcome Reroll 3 future dice PHBR5
35 Probability Travel Port Int 20+8/h Go to Astral physically Color pool nearby PHBR5
36 Probe Telep Wis-5 C+9/r True answer:1 question/r (save) 2 questions/r PHBR5
37 Project Force Kinet Con-2 10 (level)d6 damage (save:½) Knock down M target PHBR5
38 Psionic Blast [A] Telep Wis-5 10 Lose 80% hp in mind (save) Unc. 1t (save) PHBR5
39 Psychic Clone M-Psi Wis-8 50+5/r Ghostly mental body;can move Ectoplasmic Form PHBR5
40 Psychic Crush [E] Telep Wis-4 7 (level)d8 damage (save) No save PHBR5
41 Psychic Surgery M-Psi Wis-5 C+10/t Make Perm./Remove Telep. (1/t) 1 power/5r PHBR5
42 Regenerate Metab Con-4 18+6/t Regenerate Natural healing x2 WatW2
43 Sens. to Psychic Imp. Clair Wis-4 12+2/m Detect Psi. Imp. of Area Gets very clear vision PHBR5
44 Shadow-form Metab Con-6 12+3/m Become normal shadow (mv 6) Monster shadow PHBR5
45 Spirit Lore Clair Int-3 30+8/r Can Commune with Spirits Knowledgeable spirit WatW2
46 Split Personality M-Psi Wis-5 40+6/r +1 Mental action +1 more M action PHBR5
47 Subjective Reality M-Psi Wis-5 35+7/m Immune to 1 specific type of effect Can change /r WatW2
48 Summon Planar Creature Port Int-4 45*#PL Choice of plane but not exact Creature not angry PHBR5
49 Summon Planar Energies Port Int 32 3d12 dmg no resistance 4d12 dmg no resist WatW2
50 Superior Invisibility Telep Int-5 C+5/r/P No sound,smell; attack breaks Improved Invisibility PHBR5
51 Suppress Magic M-Psi Con-4 30+X/r Anti-Magic Shell (SL=X) 60' r Dispel-Magic Zone WatW2
52 Switch Personality Telep Con-4 C+30 Switch bodies (perm.);-1Con/d -1 Con/w PHBR5
53 Telekinesis Kinet Wis-3 W+hW/r Object move rate 6 Can move 2nd object PHBR5
54 Telekinetic Barrier Kinet Con-3 18+10/r Wall of Force Free maintain 3r WatW2
55 Telekinetic Flight Kinet Wis-4 15+4/m Fly 18" Fly 24" WatW2
56 Teleport Port Int 20+ Teleport (same plane) PSP cost -20% PHBR5
57 Teleport Other Port Int-2 20+ +10 PSPs per creature moved PSP cost -20% PHBR5
58 Time Travel Port Int-3 50+8/h Travel 1 yr; each x10 is +10 PSPs -- WatW2
59 Tower of Iron Will [J] Port Wis-2 6 Costs no action to use Area 10' radius PHBR5
60 True Sight Clair Wis-4 15+9/m True Sight Know Alignment WatW2
61 Ultrablast [U] Telep Wis-10 75 Fail1:Unc.2d6t;Fail2:lose Psi <= 3HD:death (save) PHBR5
62 Wormhole Port Int-2 48+16/r Dim Door 10 mi; Each x10 is +12 PSPs Half maintenance WatW2

[PC5] Psionicist Classes Group


Psi2 High Sciences (Grands)

# Power Disip. Check PSPs Effect Power Score Source
1 Alter Reality All Any-10 250 Alter Reality or Psi1 major Double CL effect DM
2 Conductive Clairvoyance Clair Wis-9 15/r Can use Psi powers through it Move effect at 18" DM
3 Cosmic Awareness Clair Wis-6 10/r Detect "Everything" CL*30' Range is sight WatW2
4 Elemental Composition Metab Con-4 24+3/r Can be any Normal/Para/Quasi Ele Can be Semi Ele WatW2
5 Energy Cancel Metab Con-6 1/die Cancels entire energy effect Autocancel all this s DM
6 Grand Detonate Kinet Con-5 27 CLd20 shards damage Use d30's DM
7 Legendary Control Metab Chr-24 24+12/r +1d6 Cml, Luck, or CL +1d6 all three DM
8 Lend Actions M-Psi *Auto* 0/perm [0 action]: Lend an action -- DM
9 Mass Contact Telep Wis L+1/r L=sum of targets' levels PSP cost halved WatW2
10 Megakinesis Kinet Wis-4 X/r TK, X=(lbs.)*(speed in ")/lvl^2 PSP cost halved WatW2
11 Nonweapon Familiarity Clair Int-8 200/d +1 slot in every nonweapon prof +1 every weapon prof DM
12 Physical Acceleration Metab Con-6 20/r +1 P action /r (range sight) +1 QP action /r DM
13 Planar Transportation Port Int-4 65 Teleport anywhere in multiverse No summ. sickness WatW2
14 Strength of the World Metab Con-6 10/r +9/+9 AC/saves, +25% RR/MR/PsiR Lasts 5r after maint. DM
15 Time Shift Other Port Int-S*3 S*6 Time Shift other S r (no save) -CL*5% to PsiR roll DM
16 Ultrashield [X] Telep Chr-5 20 Cannot attack / be attacked w/ Psi Can still attack DM
17 Weapon Familiarity Clair Int-4 100/d Proficient with all weapons Single Spec with all DM

Psi2 Supers

# Power Disip. Check PSPs Effect Power Score Source
1 Cellular Heal/Harm Metab Con-13 X X targets: Heal/Harm X% of max X*2% of max DM
2 Change Reality All Any-20 400 Change Reality or Psi1 grand Double CL effect DM
3 Fluidity M-Psi *Auto* 0/perm [0 action]: Swap 2 stats -- DM
4 Lady's Smirk M-Psi Chr-15 400/d Autoroll 1 on Prof.& Psi2 checks Auto power score DM
5 Magic Inertial Barrier Port Dex-18 70/r Spell delayed 1 s if hitting you Delayed 2 s DM
6 Mental Acceleration Metab Chr-10 30/r +1 M action /r (range sight) +1 QM action /r DM
7 Personal Acceleration Metab Chr-10 30/r +1 Swing action /r (range 0) +2 S actions DM
8 Planetary Detonate Kinet Con-25 3600 Detonates 1 planet or moon (!) 2 planets or moons! DM
9 Public Access Key Clair Int-20 90/r Target's Truename is visual (!) Thoughts visible too DM
10 Spirit in the Sky Telep Chr-15 1/week No physical body, can use 2 M /s Can use 3 M /s DM
11 Superblast [V] Telep Str-20 250 All in 1 mile insane (no PsiR) 2 mile radius DM
12 Trans-Planar Contact Telep Wis N+2/r N=(lvl)*(# planes +1); (no PsiR) PSP cost halved DM

[PC5] Psionicist Classes Group


Simic Physicalist (MTG U/G)

Level KXP Psi
mMGS
1 0 4---
2 4.625 5---
3 9.25 6---
4 18.5 61--
5 37 62--
6 74 63--
7 148 64--
8 296 65--
9 592 651-
10 1184 652-
11 1776 653-
12 2368 654-
13 2960 664-
14 3552 665-
15 4144 666-
16 4736 766-
17 5328 776-
18 5920 7761
19 6512 7771
20 7104 7772
21 7696 8772
22 8288 8773
23 8880 8873
24 9472 8874
25 10064 8884
26 10656 8885
27 11248 9885
28 11840 9886
29 12432 9986
30 13024 9987
31 13616 9997
32 14208 9998
33 14800 A998
34 15392 A999
35 15984 AA99
36 16576 AAA9
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  8  2  3  1  1  1
+1  5  4  8  2  3  1  1  2
+2  6  4  8  3  4  2  2  2
+3  6  5  8  4  4  2  2  3
+4  7  5  9  5  4  3  2  3
+5  8  6  9  6  5  3  3  4
+6  8  6  9  7  5  4  3  4
+7  9  7  9  8  6  4  4  5
+8 10  8 10  9  7  5  4  5
+9 11  8 10 10  7  5  4  6
+10 11  9 10 11  8  6  5  6
+11 12 10 11 12  9  6  5  7
+12 13 11 12 13 10  7  6  7
+13 14 11 13 14 10  7  6  8
+14 14 12 13 14 11  8  6  8
+15 14 12 14 14 11  8  7  9
+16 14 13 14 14 12  9  7  9
+17 15 13 14 14 12  9  8 10
Requisites: Con 14, Int 14, Chr 16
Alignment: LG, LN, LE, or TN
HD/level: Σ  (see note)
Weapon Prof.: level*3/2
To Hit Table: War
Save Table: Psi/War
Reference: DM
Groups: Psionicist
 
Hit Dice: "Σ" means you take the summation of your Con bonus per level. (+1=1, +2=3, +3=6, +4=10, +5=15, +6=21, +7=28, +8=36, +9=45, +10=55, etc.)
Exceptional Chr bonus.
Has access to the following psionic frequencies: -1, -5, -6N, 9.
PSPs = (Con+Int+Chr)*LVL
May use ½P instead of 1M to use psionic powers, but only one psionic power can be used in this way per 1P action. The other ½P action can be used to make 1 attack (or converted to ½V to do a half movement).
Level 2: 1M: Target person gets +LVL TH, dmg, AC, and saves, but another target person in the same party gets -LVL (no save; both targets must make aIR to avoid).
Level 2: 1M: Move an effect on 1 person to another in same party (no save; both targets aMR to avoid.) The original owner still controls the effect, so if it must be activated in order to function (e.g. Psi9 Extra Limb), this doesn't work as expected.
Level 9: 1M: Target person gets +LVL*3 distributed among TH, dmg, AC, and saves, but another target person in the same party gets negative the same amount (no save; both targets must make aIR to avoid).

[PC5] Psionicist Classes Group


[Q-6N] Gaea Psionics (Psi. Freq. -6N)

This is psionic frequency -6N (negative 6 N). To see frequency 6N, go to section [Q6].
 
PSPs (classed) = (Wis or Con/2 or Dex/3) * (LVL+8)
PSPs (wild talent) = Dex + Con + Wis*2 + LVL*8
1 Psi-6 PSP = 0.5 of a Psi1 PSP.
Wild talents use HNCL/2 (half of highest level) for CL.
 
For wild talent progression, take your PSPs, divide by 20, round down, and use that number as your ML in the classes' progression.
 
Psi-6 is resisted using antiPsiR.
 
~: You may use 1P instead of 1M to activate this power. You cannot use the same power twice in the same segment by using 1P+1M. You may use the same power twice in one segment if at least one of your P or M actions are “Quick” or “Opposing”.

[PC5] Psionicist Classes Group


Psi-6N First Grove Powers

Name PSPs Effect
Awaken 2*N Removes sleep/fatigue effect on up to N targets
Earth Bolt N Deal Nd10 Eldritch Earth dmg to one target (no save); max N=CL
Force of Nature I 1 Summon a Plant Elemental: AC 20, hp 20, #Att 1/1, TH +10, dmg 10
Gaea’s Bounty 24 Add one first-level Plant/Animal spell to memorization (only have one of these at one time)
Gaea’s Cradle ~ 0 One of your summoned creatures is dispelled; Add it's hp in Psi(-6)N PSPs to your pool
Gaea’s Might ~ 10/h Target gains +N AC/saves/TH/dmg; N is number of groups of classes you have
Natural Healing ~ 8 Target is cured equal to his Con score in hp
Naturalize 11 Dispel one non-natural effect (or) Turn off one non-natural item for 1 turn
Nature’s Lore 11/h Know direction & distance to an object or person (if they are touching the ground)
Soothing Word 2*N Removes fear/horror effect on up to N targets
Spiritual Energy 4*N/h +N Con; max N=CL

Psi-6N Second Grove Powers

Name PSPs Effect
Adaptation ~ 3/h NaNR +CL*10%; Immune to Hostile Environment; Need not breathe
Earth Storm 4*N Deal Nd12 Eldritch Earth dmg 40' radius (no save); max N = CL
Force of Nature II 4 Summon a Wood Elemental: AC 40, hp 80, #Att 2/1, TH +30, dmg 30
Gaea’s Balance 13 You may transfer SLs & PSPs between your magic & psi pools; use [Q11] type conversion
Gaea’s Blessing 11 Reconstruct up to three effects which were dispelled/twisted within the last turn
Gaea’s Skyfolk ~ 21/h Winged flight CL^2"
Gaea’s Touch 20/r +1QM only for Psi(-6)N/Psi6N/Bard/Druid/HOSN/Limbologist/RedRobe powers/spells
Harmony of Nature 12/r 0, 1/s, one of your summoned critters loses & can't use 1P this segment: You gain +1QP
Nature’s Blessing ~ N/h +N distributed among AC/saves/TH/dmg as you like; max N=CL
Nature’s Chosen 10/r +1S action

Psi-6N Third Grove Powers

Name PSPs Effect
Brute ~ 24 For the next turn, you get: -1M, +1P, -CL Int, +CL Str, -CL saves, +CL dmg; can't drop this
Call of the Wild 7 Summon any real-world animal (your choice), you get CL/ML of them (round up)
Force of Nature III 9 Summon a Root Elemental: AC 60, hp 180, #Att 3/1, TH +50, dmg 50
Gaea’s Embrace ~ 22/h Target gains +3 AC/saves/TH/dmg and Troll-like regen CL hp/r
Gaea’s Herald ~ 11/t When your summoned creatures go below -10 hp, they don't disappear (you can cure)
Life Essence N If target has less than N*CL current hp, it is cured so it has N*CL hp; minimum N = 1
Nature’s Cloak 12/m +CL*10 Rogue points; Any Level=CL/2 (or less) Rogue pick

[PC5] Psionicist Classes Group


Psi-6N Fourth Grove Powers

Name PSPs Effect
Dual Nature ~ 24/m Whenever you summon or create creatures, you get twice as many of them
Force of Nature IV 16 Summon a Thicket Elemental: AC 80, hp 320, #Att 4/1, TH +70, dmg 70
Gaea’s Avenger ~ 4*N/s Immune to xN and lower artifact effects that you (or your party) do not control; max N=5
Nature’s Wrath 24 Turn all undead/outer-planar creatures within 80' (no turn roll, instead make Will saves)
One with Nature 10/r For each point of damage you deal in unarmed combat, add 1 to your Psi(-6)N pool
Seeds of Life 10 1 sq. mile area is restored, CL trees grow instantly, removes Defiled status

Psi-6N Fifth Grove Powers

Name PSPs Effect
Child of Gaea 33 Target becomes Int=3, Wis=3, Chr=3, CL=0 (no save) for CL days
Everhome 16/d Your home plane is every plane; when this effect ends, your home plane = current plane
Force of Nature V 25 Summon a Fungus Elemental: AC 100, hp 500, #Att 5/1, TH +90, dmg 90
Gaea’s Liege ~ 33/h Your max hp is CL^3 (and/or) Your TH bonus is +CL^2 (no other adj. can be added)

Psi-6N Sixth Grove Powers

Name PSPs Effect
Force of Nature VI 36 Summon a Thorn Elemental: AC 120, hp 720, #Att 6/1, TH +110, dmg 110

[PC5] Psionicist Classes Group


Basic Psi-5 Information

This is psionic frequency -5 (negative 5). To see frequency 5, go to section [Q5].
 
PSPs (classed) = Str + Con - 24 + 2*Level
PSPs (wild talent) = (Str+Con)/2 - 12 + Level
Wild talents use HNCL/2 (half of highest level) for CL.
Psi-5 PSPs are regained at (Str+Con)/10 per hour.
 
Psi-5 is resisted using antiPsiR.

Psi-5 Minor Powers

Name PSPs Effect
Aging 1 Target is aged CL*CL years (no save)
Bolt of Nothing 1 CL dmg to one target (no save); that targets loses next M action (save)
Forget 1 Target forgets last minute (or) Target loses CL spells in memorization
Immobilize 1 -3xCL" move rate (no save); loses Dex bonus to saves & AC (save)
Immune to Charm 1+1/h Target is immune to charm & hypnosis
Immune to Fear 1+1/h Target is immune to fear & beguiling
Immune to Hold 1+1/h Target is immune to hold & stop
Immune to Sleep 1+1/h Target is immune to sleep & exhaustion
Nullcancel 1 Dispel one x1 effect (no save, gets ER)
Unspirit 1 Target gets -CL each to Cml, Luck, and CL (save for each point)

Psi-5 Major Powers

Name PSPs Effect
Beam of Nothing 2 CL*CL dmg in a 30' line (no save); they lose next F action (save)
Energy Drain 2 Target is energy drained CL levels in every class (1 save for each level)
Fade Away 2 30' radius area is teleported (unwilling get save), selective, 1r delay
Immune to Poison 2+2/h Target is immune to poison & disease
Zombify 2 Target gets -CL each to Int, Wis, and Chr (save for each point)

Psi-5 Grand Powers

Name PSPs Effect
Cone of Nothing 3 CL*CL*CL dmg in a 30' cone (no save); they lose next Opp action (save)
Spectrify 3 Target gets -CL each to Str, Dex, and Con (save for each point)

[PC5] Psionicist Classes Group


Basic Psi-1 Information

The reverse of Psi1. It is considered "AntiPsionic" power. You MUST be insane to have Anti-Psionics.
PSI-1 CLASS: Anti-Psionic Strength = (Str+Dex+Con)/3*(level+9).
WILD TALENTS: Anti-Psionic Strength = 64+level+(Str+Dex+Con-36)*(exceptional+1)
where "exceptional" is the number of physical stats (Str, Dex, Con) of 16 or above.
Wild Talent Power Progression:
  Potential Number of:
Str+Dex+Con Minor Major Grand Att+Def
0-7 1 0 0 1
8-15 2 0 0 2
16-23 2 1 0 3
24-31 3 1 0 4
32-39 4 1 0 5
40-47 4 2 0 6
48-55 4 2 1 7
56-63 5 2 1 8
64-71 6 3 1 9
72-79 7 3 1 10
80+ 8 4 2 11
 
It takes 1 nonweapon proficiency slot for a Minor, 3 slots for a Major, and 6 slots for a Grand to obtain 1st level of mastery.
Thereafter, 1/2 a slot will increase a power's level of mastery by 1.
Attacks and Defenses cost: A=1, B=0, C=½, D=1½, E=2, U=2½, F=0, G=½ , H=1, I=1½, J=2, X=2½ (in slots).
Psionicists get the number of powers seen in their progression at no proficiency cost, and their level of mastery is equal to their experience level. They could purchase higher levels of mastery (adding to their level).
 
 
ANTI-PSIONIC ENCHANTMENTS:
 
When you downgrade, you get (old SL-1)^2 spell levels which can be used only for spells of lower level (of at least SL 1).
e.g. a 9th level spell is converted to 64 spell levels (and can be used as eight 8th's, for example).
 
Spell Level: 2 3 4 5 6 7 8 9 10 11 12
Downgrade Cost: 1 2 4 8 16 32 64 128 256 512 1024

[PC5] Psionicist Classes Group


Anti-Psionic Rampart

ANTI-PSIONIC RAMPART UPON NON-UNNATURAL PSIONIC CREATURE (20 attack points)
 
Str+Dex Save Immune Untarg Immov Zombie Taunt Euphor
0-5 19 01-55 56-75 76-91 92-97 98-99 00
6-10 17 01-45 46-63 64-78 79-93 94-97 98-00
11-15 15 01-36 37-52 53-65 66-88 89-94 95-00
16-20 13 01-28 29-42 43-54 55-82 83-90 91-00
21-25 11 01-21 22-33 34-43 44-75 76-85 86-00
26-30 9 01-15 16-25 26-34 35-67 68-79 80-00
31-35 7 01-10 11-18 19-25 26-58 59-72 73-00
36-40 5 01-06 07-12 13-18 19-48 49-64 65-00
41-45 3 01-03 04-07 08-11 12-37 38-55 56-00
46+ 1 01 02-03 04-06 07-25 26-45 46-00
 
Immune: Creature cannot be affected by or use psionics for 1d6 weeks. Can still use anti-psionics.
Untarg: Creature cannot be targetted by psionics (friendly or not) for 1d8 days. Range 0 effects still work.
Immov: Creature is immovable by all means (flight, walking, teleporting, etc.) for 1d12 hours. He cannot make Dex checks or make any saving throw that gives a Dex bonus.
Zombie: Creature can use actions only to do the things he did last segment for 1d20 turns.
Taunt: Creature is Taunted (as per the Kender ability) to the Psionic Rampart attacking player for 1d30 minutes.
Euphor: Creature is euphoric and cannot harm another person (as if he was a Cavalier at negative hp) for 1d100 rounds.

[PC5] Psionicist Classes Group


Psi-1 Minor Powers

MINOR POWERS Cost Notes
Body Fluidity 1/r +level saves; +level TH with weapons
Body Over Mind 5/d Lose LVL mental ability score points, distribute among physical ability scores
Brainwave Adjustment 1 Change your Truename; You are knocked out of Contact, PsiLinks, etc.
Cell Rearrangement N Heals/Harms N% of max hp; Max N = level*5; Cure/Cause Curse = 20/70
Clairnasience 5/r 40' range per level
Clearcognition 1/r Can use all 5 senses normally, even if some outside effect is blinding them
Darknesses 1 Target has -2 saves, deafness (save) for 1 turn
Detection of Anti-Magic 3/r Detect Anti-Magic
Expediation 5/r Weight Allow. = Str of level+12; +level TH; Elasticity
Object Writing 1/r Item must make item saving throw or destroyed
Premature Trigger 10 Set off someone else's trigger prematurely (no save, ER resists)
Resume Animation 6 Remove one instance of Paralysis, Stun, Hold, etc. on yourself
Reverse ESP 2/r 0, 1/r: Target hears your thoughts and must save or insane.
Steadiness 3/t Immune Telekinsesis, Falling Damage, Teleport Away, Gates/DimDoors
Visibility 3/t Everything within 30'r is visible (counters hidden and Disappearance too)

Psi-1 Major Powers

MAJOR POWERS Cost Notes
Dimensional Folding 25 Dimensional Folding (as spell)
Effects Resistance 10/h +level*5% ER; others you target -level*5% ER; no selective targetting penalties
Energy Amplification 1/HD Add dice to a damaging effect which is resolving (Max = level) only on 1 target
Hand-to-Hand Resistance 10/h +level*5% aWR; others you target -level*5% aWR; no selective targetting penalties
Imp. Cell Rearrangement N As Cell Rearrangement but range=10*level'; Max N = level*10
Inverse Astral Projection 10/t Inverse Astral Projection
Inverse Magic Jar 20/r Another being can use your body
Mass Mental Freedom 10+HD Max = 5 creatures; Removes charm, hypnosis, sleep, dominate, etc.
Mental Paralysis Bolt 15+HD Save -6; 1 creature cannot use M actions for CL rounds; Max HD = 2*level
Moving Concentration 5/d Can convert 1M -> 1P+1V each round if desired
Physical Surgery N*10 Pick 1: Halve hp & slow (N=1), Ray/Enfeeblement (N=5), Insanity (N=6); all have save
Shape Alteration Other 3+W W=weight/100; Polymorph Other (save)

[PC5] Psionicist Classes Group


Psi-1 Grand Powers

GRAND POWERS Cost Notes
Anti-Psionic Disruption 40/r No Anti-Psi powers (any freq.) can be used in 50' r
Decay 50 1=Decay (item save), 2=Freedom, 5=Instantaneous, 7=Tempus Lawfulness
Endowment 100 Give someone else (who is insane) Psi-1
Energy Solidity 3/HD As per Energy Amplification but entire effect is amplified
Power Transfer 100*N N: Minor=1, Major=2, Grand=3, Super=4; Object's Anti-Psi Strength = ½ of caster's
Quick Physical Acceleration 35/r +1 QP action
Quick Anti-Psi Acceleration 35/r +1 QM action which can be used only for anti-psionics
Reattachment 20*SL One effect that someone/something can per unit of time is considered "not used" yet
Swing Acceleration 35/r +1 S action

Psi-1 Super Powers

SUPER POWERS Cost Notes
Cellular Cure / Cause X Up to X targets: Heal or Harm X hp; You may target someone more than once (!)
Insist 40 [0 action] Counters a counterspell; that same type of counterspell can't be used again
Limitation 1000 1 target: -CL/9 to max # of classes or # psi.freq. (no resistance)
No Resistance (Physical) 400 1 target: Lowers all physical immunites; lowers all WR, aWR; halves iWR, iaWR
Rapid Swing 80/r All your weapons are Ninja Speeded (x2 #Att), add one to multiplier if already have it
Villain Element 600 Casts any one 1st level Villain spell

[PC5] Psionicist Classes Group


Basic Psi9 Information

An area's radiation is given as a number called RS, for Radiation Severity. If a character is subjected to radiation for longer than (Con-RS) turns, the effective RS for that character goes up by one each turn until the area's RS is reached. The character rolls Radiation Resistance (RR), adjusted by the table below under "System Shock" each turn. If it fails, the character is Infected and makes no further RR rolls. He suffers the permanent loss of Con and Cml as shown below, degenerates at a rate equal to RS/h, and has a chance of developing an Insanity. He also "glows" at a radius (1st #) with his own RS (2nd #). The degeneration and glowing can be stopped with Cure Disease. If the character degenerates below 0 hp and then is cured, he will develop Mutant powers:
 
Radiation
Severity
Chance
Insanity
System
Shock
Glow
Field
Con
Loss
Cml
Loss
Minor Major Grand
1/4 0 0.4 ½'/0 0 -1 0 0 0
1/2 0.05 0.2 1'/¼ 0 -2 0 0 0
1 0.1 0 1'/½ -1 -3 1 0 0
2 0.15 -0.1 2'/½ -2 -4 1 1 0
3 0.25 -0.2 3'/1 -2 -5 2 1 0
4 0.35 -0.3 4'/1 -3 -6 2 1 1
5 0.45 -0.4 5'/2 -3 -7 2 2 1
6 0.55 -0.5 6'/2 -4 -8 3 2 2
7 0.65 -0.6 7'/3 -6 -9 3 3 3
8 0.75 -0.7 8'/4 -8 -10 2 4 4
9 0.85 -0.8 9'/5 -10 -11 1 3 5
10 0.95 -0.9 10'/6 -12 -12 0 2 6
 
Each power is selected RANDOMLY (with no adjustments whatsoever). The check rating (CH) is equal to ½ of the character's highest level. The mutant has 6 tracks, one for each stat and equal to double the stat's normal value. A power's relevant stat track is reduced by it's check mod when it is used. A track is also reduced each time the main stat is reduced (1 for 1), even if the loss is temporary. If a track falls below it's stat, the stat is also reduced to the track's number until the track goes up again (1/h).
 
The Constitution loss is enforced and cannot be healed by any means. Classed Psi9 characters have no Con loss. (0.5)
If you use the chart provided in the original system, the powers are rolled randomly. The original chart has a "1" in Supers at RS 10. (0.5)
Wild Talents may use this alternate chart and choose the powers. There are always 0 Supers.
 
Radiation
Severity
Minor Major Grand
1/4 0 0 0
1/2 0 0 0
1 1 0 0
2 2 0 0
3 2 1 0
4 3 1 0
5 3 2 1
6 3 2 1
7 3 3 1
8 2 4 2
9 1 3 2
10 0 2 3
 
CH = ½ level for Wild Talents, CH = level for classed Psi9 characters.
 
May use psionic enchantments. The psionic part of the cost is N+1 from each of the 6 tracks, where N+1 is the level of spell upgraded.
 
Optional: The Psi9/Psi18 stat adders use the system mentioned in 0.91: +1 for Minor, +2 for Major, +3 for Grand, +4 for Super.

[PC5] Psionicist Classes Group


Psi9 Minor Powers

# Power Check Description [Permanent powers in brackets]
1 Altered Appearance Chr/h Change Self (as spell)
2 Analyzer Int/r Identify mech. machine & its operation
3 Baldness Chr/d [Hair falls out] Starts growing new hair
4 Blind Wis/d [Mutant is Blind] Enhanced Hearing
5 Blisters Con/m [-1 TH, +1 dmg/att] Removes penalty
6 Damage Protection Str/m +CH AC, -½CH dmg per attack
7 Deaf Wis/d [Mutant is Deaf] Enhanced Vision
8 Decreased Attribute Stat/m [-2d4 to one stat] Gain points back
9 Dwarfed Dex/t [Mutant is ½ Height] +½CH AC, +¼CH saves
10 Electricity Generator Con/r 4d10'long, CHd6 dmg (save:½)
11 Enhanced Hearing Wis/m Can hear CH times normal distance
12 Enhanced Smell Wis/m Can smell CH times normal distance
13 Enhanced Vision Wis/m Can see CH times normal distance
14 Epilepsy Con/r [In stress, check or lose all actions]
15 Eternal Sustenance Con/w Need to eat,sleep only 1/CH normal
16 Extra Eye Dex/r [+1 eye] Can move eye around in body
17 Extra Limbs Dex/h [+1d4 limbs] Can use them normally
18 Force Field Int/r Moveable Wall of Force (solid version)
19 Gills Str/d [has gills] Can breathe underwater
20 Hypnosis Chr/h One creature hypnotized (save)
21 Increased Attribute Stat/r +½CH to any stat
22 Invisibility Int/m (non-Improved) Invisibility
23 Jumper Dex/r Can jump CH*10', kick @ +CH Str
24 Laser Vision Int/r [see in dark] Laser Beam CHd8 dmg (save)
25 Lesser Elemental Power Str/r [roll 1 1st-3rd Ele.spell] Casts it
26 Lesser Evocation Power Str/r [roll 1 1st-3rd Inv.spell] Casts it
27 Lesser Psionics Power Wis/r [roll 1 Psi1N minor/Psi2P dev.] Uses it
28 Levitation Int/m Levitate (as spell)
29 Metal Corrosion Con/r Touch:Metal items save (no mod.) vs.acid
30 Minormorph Chr/m Polymorph Self (as spell)
31 Mute Str/m [Mutant cannot speak] Mutant can speak
32 Photographic Memory Int/r Instantly remembers anything ever seen
33 Poison Claws Dex/r CHd4 damage poison in fingernails (save)
34 Poison Fangs Dex/r CHd6 damage poison in mouth (save)
35 Resistance to Magic Con/m CH*5% MR (adjust @ 12th casting level)
36 Resistance to Poison Con/h CH*5% Poison Resistance (non-adj.)
37 Resistance to Psionics Wis/m CH*5% Psionic Resistance (adj.@12th)
38 Resistance to Radiation Con/t CH*5% RR
39 Sense Int/r Detect Magic/Psi/Life/AL 3*CH' range
40 Scattershot Str/r CH Energy Pellets, 1d4 dmg ea. (no save)
41 Skin Coloration Chr/h [Skin random color] Skin another color
42 Speak with Plants Chr/m Speak with Plants (as spell)
43 Specific Allergy Str/m [takes 1d4 dmg/m in contact] No damage
44 Surface Adherence Str/m Spider Climb (as spell), any surface
45 Tail with Poison Stinger Dex/h [+1 tail] Can use tail (as Poison Fangs)
46 Taller Str/t [Mutant 2xHeight,+CH move rate] +CH Str
47 Telekinesis Int/r CH*200 lb. weight limit
48 Tentacles (no arms) Dex/d [Arms become CH' long tentacles] Can use
49 Tesseract Int/r Teleport (sight=no error)
50 Translator Int/t Can understand any language spoken
51 Twitchy Dex/r [-1 TH,-15% FRT/OL/PP] Removes penalty
52 Wings Dex/d [Gain 2 or 4 wings] Fly at 3*CH" rate
53 Withered Limb Con/m [Limb withers/useless] Can use limb
54 X-ray Vision Wis/r Can see CH" in metal, CH' in stone

[PC5] Psionicist Classes Group


Psi9 Major Powers

# Power Check Description [Permanent powers in brackets]
1 Absorber Con/r T:Drain ½CH Str,½CH Con to mutant temp.
2 Alter Density Int/m Pass through objects, Fly at CH" rate
3 Amphibian Con/r [Water Breathing] Sonic Blast:CH*10 dmg
4 Become Energy Wis/m Move at light speed, immune phys.attack
5 Bio Force: Bio Flight Con/h Fly at 10*CH" rate
6 Bio Force: Force Beam Con/r Target in cocoon (save), no P/V actions
7 Bio Force: Invulnerability Con/m +CH AC,-½CH dmg per attack (incl.spells)
8 Bio Force: Penetra Vision Con/r Can see 5*CH' through any material
9 Bio Force: Super Speed Con/r +½CH Dex, +1 P action, xCH move rate
10 Bio Force: Super Strength Con/r +CH Str
11 Bio Syntha Steel Str/r +CH AC,-CH dmg/att,+CH/+CH nat. weapons
12 Control Body Molecules Str/m Shapechange (as spell), even to objects
13 Control Size Dex/m Size incr/decr by x+/-CH, +/-½CH Str
14 Disintegration Beam Wis/r Disintegrate up to 100*CH lbs. (save)
15 Elemental Power Str/r [roll 1 4th-6th Ele.spell] Casts it
16 Energy Cocoon Int/h Field CH'diam.,fly:7*CH" rate,7*CH% PsiR
17 Evocation Power Str/r [roll 1 4th-6th Inv.spell] Casts it
18 Heal/Cause Pain Wis/r Target healed or harmed CH*10 hp (save)
19 Hyperflight Dex/m +CH AC, Fly at 100*CH" rate, Pro.Vacuum
20 Impact Beam Str/r Str-CH check or move CH*10' (& fall dmg)
21 Incendiary Blast Int/r Con-CH check or CHd12 damage
22 Invulnerability Wis/m +CH AC, +CH saves, 3*CH% MR,RR,PsiR
23 Magnetic Field Dex/m Str-CH check or metal move toward CH*10'
24 Matter Transformer Con/r Polymorph any Object, 500+CH*100 lbs.
25 Metamorph Con/m Shapechange Other (save)
26 Molecular Disrupter Dex/r CHd10 Disruption damage (save:½)
27 Night Lightning Dex/m Mutant->storm, CHd6 lightning/r(save:½)
28 Nova Bolt Dex/r CHd12 Fire damage, Heats Metal (save:½)
29 Paralysis Bolt Str/r Paralyzation CH t (save)
30 Plane Phaze Chr/t Turn into Ghost incl. Aging touch
31 Psionics Power Wis/r [roll 1 Psi1N major/Psi2P sci.] Uses it
32 Radar Int/r Detect Movement CH Miles (in line-sight)
33 Regenerator Con/d [Regeneration CH hp/r, Restores Memory]
34 Sensor Int/r Detect Magic/Psi/Life/AL 30*CH' range
35 Sonic Wail Dex/r 3*CH' radius: Unc. CH m (save)
36 Stone Eyes Wis/r Gaze: Petrification (save)
37 Super Speed Dex/r +CH Dex, +1 V action, x3*CH move rate
38 Suspension Int/r Temporal Stasis (save)
39 Telekinesis (master) Int/r CH*1000 lb. weight limit
40 Telepathy Int/d Link with another person
41 Teleporter Int/r Teleport without Error (same plane)
42 Transformer Int/r Polymorph Other (save), perm.
43 Tricancellation Wis/r Dispel Magic,Psionics,Energy (1 target)
44 Ultrastrength Str/r +CH Str, +CH more Str for Max.Press

[PC5] Psionicist Classes Group


Psi9 Grand Powers

# Power Check Description [Permanent powers in brackets]
1 Control Earth: Armor Str/m +CH AC, Armor has 10*CH hp
2 Control Earth: Lift+Throw Str/r TK Throw 1000*CH lbs.,roll TH,40*CH dmg
3 Control Earth: Mold Shape Str/r Passwall/Move Earth (5*CH)^3 cu.'
4 Control Earth: See Through Str/m See through stone(limit of normal sight)
5 Energy Kinetic: Blast Dex/r 4*CH' rad, 2*(CHd10) Energy dmg (save:½)
6 Energy Kinetic: Drain Dex/r Absorb 3*CH dice as per Energy Control
7 Energy Kinetic: Flight Dex/h Fly at 30*CH" move rate, +1 P action
8 Energy Kinetic: L.Blast Dex/r 8*CH' rad, CHd10 Energy dmg (save:½)
9 Energy Kinetic: Manipulate Dex/m +-CH dice to existing energy effect
10 Energy Kinetic: Shield Dex/m Stops CH dice per Energy attack
11 Energy Kinetic: Tr.Other Dex/m Become Energy (major) on other (save)
12 Energy Kinetic: Tr.Self Dex/t Same as Become Energy (major)
13 Environ.: Control Wind Chr/r +/-10*CH mph wind change
14 Environ.: Create Atmos. Chr/d Creates an atmosphere CH mi.rad
15 Environ.: Create Fog Chr/t Solid Fog (as spell)
16 Environ.: Create Rainstorm Chr/m Makes a rainstorm/snowstorm CH mi.rad
17 Environ.: Create Vacuum Chr/r Thins the atmosphere CH mi.rad,-1 Con
18 Environ.: Wind Flight Chr/h Fly at 20*CH" rate, +CH Max.Press Str
19 Gravity Kin.: Control Grav Con/r x+/-CH weight (all in area)
20 Gravity Kin.: Decr.Weight Con/m Target's weight becomes 0
21 Gravity Kin.: Incr.Weight Con/m Target weight x100*CH (save or crushed)
22 Gravity Kin.: Grav Flight Con/h Fly at 10*CH" rate, +10*CH Max.Press Str
23 Gravity Kin.: Shield Con/m Stops 4*CH hp per physical attack
24 Gravity Kin.: Grav Warp Con/r Teleport without Error (same planet)
25 Greater Elemental Power Str/r [roll 1 7th-9th Ele.spell] Casts it
26 Greater Evocation Power Str/r [roll 1 7th-9th Inv.spell] Casts it
27 Greater Psionics Power Wis/r [roll 1 Psi1N grand] Uses it
28 Hyperkinetic: Hyper Action Dex/m +CH V actions (max=10), +CH AC
29 Hyperkinetic: Incr.Attacks Dex/r +CH P actions (max=10) (yuck!)
30 Nightmare: Dream Bolt Chr/r Sleep for CH h (save)
31 Nightmare: Dream Wave Chr/m CH*3'rad:all go to dream plane (save)
32 Null Void: Null Field Wis/r Caster immune to and cannot use magic
33 Photon Kin.: Control Light Wis/r Can change Light,Dark,Invis. all obj.
34 Photon Kin.: Create Image Wis/m Phantasmal Force (as spell)
35 Photon Kin.: Laser Beam Wis/r 10*(CHd8) Light damage (save)
36 Photon Kin.: Photon Blast Wis/r 10*CH' radius Blindness (save)
37 Photon Kin.: Photon Shield Wis/r Reflects Light-based attacks
38 Possession Wis/m Magic Jar (as spell)
39 Temporal: Slow Time Int/r CH*10'rad(exc.caster):-1P,-1V actions
40 Temporal: Speed Up Time Int/r T:Target has +1P,+1V actions
41 Temporal: Stop Time Int/r CH*3' radius Time Stop
42 Temporal: Time Bolt Int/r Ages target 10*(CHd4) years (save:½)
43 Temporal: Time Warp Int/h Move rate x10*CH
44 Transferer Str/m Steal one power from target (save)

[PC5] Psionicist Classes Group


Psi9 Super Powers

# Power Check Description [Permanent powers in brackets]
1 Amplification Chr/r xCH on next Psi9 power's effect
2 Any (SemiPermanency) Any/y Duplicates any Psi9 Minor,Major,Grand
3 Bio Force: Maintain Health Chr/t +CH Con, regen all hit points each r
4 Bio Force: Super Accuracy Chr/t Roll 1d4+16 instead of 1d20 for to hit
5 Contingency Chr/d Contingency for one Psi9 power
6 Control Earth: Mass Damage Str/t Your physicals do Hp instead of hp
7 Energy Kin.: Super Blast Dex/r 100*CH'r, CHxCHxCH Energy dmg (no save)
8 Environ.: Familiar Locale Chr/y CH mile r, atmosphere same as home
9 Gravity Kin.: Super Warp Con/r Transport to any location in Multiverse
10 Hyperkinetic: Incr.Actions Wis/r +CH/2 Swing actions (max=30)
11 Hyperkinetic: Incr.Mentals Wis/r +CH Mental actions (max=10)
12 Hyperkinetic: Versatility Wis/r +CH/4 Opposing actions (max=10)
13 Polycancellation Wis/r Tricancellation CH targets
14 Nightmare: Mental Blast Wis/r CHxCH'r,lose CHd4 mental stats (save:½)
15 Nightmare: Removal Beam Wis/r -CH/6 to being's multiplier (save:½)
16 Null Void: Null Innates Wis/r Caster immune to and cannot use innates
17 Photon Kin.: Phaser Beam Wis/r 100*(CHd20) Light damage (no save/PsiR)
18 Reflector Int/t As Spell Turning, also Innates and Psi
19 Shielder: Bolt Chr/r CHxCHd8 Force damage, ignores defenses
20 Shielder: Shapes Chr/y Reform x1 object's shape, it becomes x2
21 Shielder: Shield Chr/t Non-ablative 1000 hp, up to 40'sq.
22 Super Elemental Power Int/r [pick 1 10th-11th Ele.spell] Casts it
23 Super Evocation Power Int/r [pick 1 10th-11th Inv.spell] Casts it
24 Super Psionics Power Wis/r [pick 1 Psi1N Super] Uses it
25 Superflight Dex/r AC doubles, 1V: Teleport without Error
26 Temporal: Time Travel Int/r Time travel ±CHxCH years
27 Thermal Kin.: Plasma Beam Con/r ±CHx100°, save at -CHxCH or dead
28 Thought: Bubble Int/t Replace 1M/1P/1V per segment with 3M
29 Thought: Incr.Charisma Chr/t +CH Chr, considered X2 in highest class
30 Thought: Incr.Intelligence Int/t +CH Int, extra +CH*3 non-weapon prof.
31 Thought: Incr.Wisdom Wis/t +CH Wis, all rolls are 2 dice (choose)
32 Thought: No Body Int/y You no longer have/need a physical body
33 True Invulnerability Wis/m CH*2% irreducible RR,MR,PsiR,InnateR

[PC5] Psionicist Classes Group


Sith19D

Level KXP Psi19D
mMG S
1 0 1-- -
2 6 2-- -
3 12 3-- -
4 24 4-- -
5 48 5-- -
6 96 51- -
7 192 61- -
8 384 62- -
9 768 72- -
10 1300 73- -
11 1900 83- -
12 2500 831 -
13 3100 841 -
14 3700 851 -
15 4300 852 -
16 4900 862 -
17 5500 872 -
18 6100 872 1
19 6700 873 1
20 7300 874 1
21 7900 875 1
22 8500 875 2
23 9100 876 2
24 9700 877 2
25 10300 887 2
26 10900 887 3
27 11500 888 3
28 12100 988 3
29 12700 998 3
30 13300 998 4
31 13900 999 4
32 14500 999 5
33 15100 999 6
34 15700 999 7
35 16300 999 8
36 16900 999 9
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  4  6  2  3  0  2  0
+3  6  5  6  3  4  1  3  0
+5  6  5  7  3  5  1  4  1
+7  7  6  7  4  6  2  5  1
+9  7  7  7  4  6  3  5  2
+11  7  8  8  4  7  3  6  2
+13  8  8  8  5  8  4  7  3
+15  8  9  9  5  9  5  8  3
+17  8 10  9  5  9  5  8  4
+19  9 11  9  6 10  6  9  4
+21  9 11 10  6 11  6 10  5
+23 10 12 10  7 12  7 11  5
+25 10 13 10  7 12  7 11  6
+27 10 14 11  8 13  8 12  6
+29 11 14 11  8 14  9 13  7
+31 12 15 12  9 14  9 14  7
+33 12 15 13 10 14 10 14  8
+35 13 16 14 12 15 11 15  8
Requisites: Str 15, Wis 16
Alignment: any E
HD/level: d12
Weapon Prof.: & 6+level/2
To Hit Table: 2xWar
Save Table: 1½xRog
Reference: Star Wars
Groups: Warrior, Psionicist
 
Gets Barbarian Str and Con (but not Dex).
Uses the Barbarian line for number of attacks at double level.
Gets Psi19D powers, see progression.
PSPs = (Str+Con)*Level.
 
Level 1: 1 reset of actions: Create a light-saber. You may have at most one light-saber at a time. It is a size M weapon, 1 pound weight, damage 1d16/1d16, and a crit range of 20 for x4. Your light-saber is "red"; it has +LVL/2 TH (round down) and +LVL*3/2 dmg (round down) in plusses. It has the sharpness flag with range 19-20, the range improves by 1 per 9 levels. You must still hit the target in order for the sharpness flag to trigger.
Level 1: 1V, may borrow from the future: May parry up to LVL attacks this segment. Use your total attack bonus with the weapon (or you can use your bare hands, in case add Str+Dex+2 as usual), this is the amount of damage is reduced from the attack. You may parry each attack only once.
Level 1: 0, 1 attack: Attempt to disarm your opponent. Roll to hit and damage normally, but you do no damage, instead, keep track of this pseudo-damage. When it exceeds the target's Dex+HNCL (treating Warrior as double level and Psi19 classes as triple level), the target is disarmed and the weapon flies off (1d10)*10' in a random direction.
Level 8: Immune to poison.
Level 9: If your Dex is at least 20, you may parry each attack twice (reducing damage by twice your attack bonus).
Level 16: Immune to gas.
Level 18: If your Dex is at least 40, you may parry each attack three times (reducing damage by thrice your attack bonus).
Level 27: Can create a "black" light-saber instead of "red". This has a crit range of 20 for x5; +LVL TH (round down) and +LVL*3/2 dmg (round down). It is vorpal instead of sharpness, with one less range than the sharpness flag.

[PC5] Psionicist Classes Group


Basic Psi19 Information

Wild Talents: PSPs = (Wis+Chr-20 or Str+Con-20)*Level
If you pick Wis+Chr, you can take Light and Both powers.
If you pick Str+Con, you take Dark and Both powers.
 
Wis+Chr+2*level
or
Str+Con+2*level
minor major grand
0-27 - - -
28-36 1 - -
37-45 2 - -
46-54 3 - -
55-63 3 1 -
64-72 3 2 -
73-81 4 3 -
82-90 4 3 1
91-99 4 3 2
100+ 5 4 3
 
Not all Psi19 powers require a mental to use. Use the action type (if listed) for the power instead of 1M. This action is used to start the power; maintaining a power is no action.
Actions listed like "1bV" mean "a movement action, can borrow from the future."
 
Psi19 PSPs are regained at Str+Con or Wis+Chr per hour. This cannot be improved with the various proficiencies.

[PC5] Psionicist Classes Group


Psi19 Minor Powers

# Power PSP Cost Effect
1 Accelerate Healing 20/d Double your healing and hp regeneration rates
2 Acrobatics ½*P /r 1bV: Emulate a Acrobat ability of level = CL/2; P=your number of Rogue points in it
3 Combat Reflexes 10+1/m 1V: +CL/2 AC, +CL/2 TH, +CL/3 initiative, +CL Dex checks, cannot be surprised
4 Concentration 20 +CL slots on next nonweapon proficiency check (must be a nonweapon you have)
5 Control Disease 20/d Immune to disease
6 Danger Sense 20+20/h Sense danger in self or someone you know
7 Empathy L Read the surface emotions of a target with L=LVL/2; Psi19-users are ½ cost
8 Enhance Body 20S+S/r +S distributed among Str, Dex, Con; max S=CL
9 Enhance Mind 20S+S/r +S distributed among Int, Wis, Chr; max S=CL
10 Forget/Remember 20 Target forgets or remembers one event (unwilling get Will save)
11 Improved Blindfight. N/s 0: Ignore penalties due to lack of senses, N=number of senses "blinded"
12 Language 2/m Speak/Comprehend (but not Read/Write) a language (or) Speak with Animal
13 Jump S 1V: Jump 10*S feet, max S=CL
14 Psyche L Read the surface thoughts of a target with L=LVL; Psi19-users are ½ cost
15 Sense Force 2/s Detect Psi19 (and "light" vs. "dark"), 1/r can identify a Psi19 effect or item
16 Sneak 2/m Move Silently & Hide In Shadows CL*10%
17 Speed 10N+N/s Multiply movement rate by x1.5 (N=1), x2 (N=2), x2.5 (N=4), or x3 (N=6)
18 Telekinesis W + ½W/r TK, weight W*10 lbs., max W=LVL^2, move rate=W ", throw does W dmg (roll TH)

Psi19L Light Minor Powers

# Power PSP Cost Effect
L-19 Battle Meditation 20/h 2F: You get +CL/2 TH, +CL Will and mental saves (stacks with Battle Influence major)
L-20 Control Pain 2+1/r 1bV, can use while stunned: Immune to pain, stun (not capital "S"), torture
L-21 Detect Lie 2/r Detect Lie; if the target cannot be read the power gives "cannot be read"
L-22 Detoxify 20 1M, 1V: Target gets a new save +CL*2 vs. a poison effect, can use within 1r of death
L-23 Force Harmony 20/h PR CL*10% only vs. evil Psi19 users or Psi19D powers (even if they aren't evil)
L-24 Remove Fatigue 15 1M, can be used while sleeping: Removes sleep or fatigue effect

Psi19D Dark Minor Powers

# Power PSP Cost Effect
D-25 Anger 13/r You have +CL TH/dmg but -CL AC/saves
D-26 Contort/Escape 20 2V: Get out of bonds, web spells, entangle spells, etc.
D-27 Dim Other's Senses 10+1/s Target must save every segment for each sense he tries to use
D-28 Fear 20 Fear (Will save)
D-29 Seeing 2/h Can see in darkness, magical darkness, fog
D-30 Undetectable Lie 2/r Undetectable Lie (you cannot be read with Detect Lie); can lie with Ring of Truth on

[PC5] Psionicist Classes Group


Psi19 Major Powers

# Power PSP Cost Effect
1 Battle Influence 50/h Everyone on your "side" get immune fear, +CL/2 TH, +CL Will and mental saves
2 Detect Death 50/d Detect death CL*10' (x0 beings are not included), x10 range for people you know
3 Future Sight 50/m Can see a most likely event of 1d(10^(1d4)) days in the future
4 Lesser Force Shield 5/s AT +CL*2 source
5 Magnify Senses 30+3/m Can use senses at x2 distance/sensitivity, no range penalties w/ seeking weapons
6 Projective Telepathy 5/s Send a mental message to someone on the same planet

Psi19L Light Major Powers

# Power PSP Cost Effect
L-7 Energy Absorption 10/die 1bM: Absorb up to CL HD of an energy attack, affects everyone in your group
L-8 Enhance Cooperation 20/h Everyone on your "side" has each other's nonweapon proficiencies
L-9 Force of Will 25+2/m +CL*3 Will and mental saves
L-10 Health 2/hp+20/C 1M, 1V, touch: Heal hp of damage and/or restore Con; C=number of Con restored
L-11 Hibernation Trance 25+25/h Resist damage, need not breathe/eat/drink/sleep, cannot use any actions
L-12 Persuasion 50+5/s Target believes what you want him to believe (Will save), 1 item per segment

Psi19D Dark Major Powers

# Power PSP Cost Effect
D-13 Anger II (Hatred) 33/r Pick an enemy. You are at x2 #Att with light-sabers vs. that enemy, and -1 to others.
D-14 Blood Boil 60 1M: Target takes CLd6 blood dmg (no save); target must have blood to do this
D-15 Bolt of Hatred 50 CLd6 force dmg to one target (no save)
D-16 Cloud Judgment 50/d You cannot be detected/located using psionics, magic, or innates (incl. anti-versions)
D-17 Grip 50+5/s Strangles target at CL dmg per segment
D-18 Waves of Darkness 50 30' radius, make 2 saves vs. Will, one miss = Confusion CL r., two misses = Fear

[PC5] Psionicist Classes Group


Psi19 Grand Powers

# Power PSP Cost Effect
1 Electronic Manip. 50 1F: Change the programming in a Psi8 item of TechL<=CL/2
2 Greater Force Shield 10/s AT +CL*3 source; -CL/attack (physical or energy)
3 Instinctive Astrogation 80/h Find the Path
4 Life Detection 50/m Detect Life CL*10'; if they have Psi19 and are not clouded, you know their identity
5 Lightsaber Throw 40 0: Can throw a lightsaber this segment (get Str+Dex), range CL*10', no range pen.

Psi19L Light Grand Powers

# Power PSP Cost Effect
L-6 Aura of Calmness 80/h If a creature randomly chooses you, you may have him reroll (reroll until it's not you)
L-7 Energy Absorption 10/die 1bM: Absorb up to CL HD of an energy attack, affects everyone in your group
L-8 Improved Health 1/hp+10/S 1M, 1V: Heal hp of damage and/or restore stats; C=number of stat pts restored
L-9 Paladin Lore 140/d Abilities as per a Paladin of half level (round up); your light-saber is a "holy avenger"

Psi19D Dark Grand Powers

# Power PSP Cost Effect
D-10 Anger III (Rage) 66/r +1QS; your M/QM/P/QP actions can be used only for Psi19 and light-saber attacks
D-11 Assassin Lore 130/d Abilities as per an Assassin of half level (round up)
D-12 Aura of Uneasiness 80/h If a creature randomly chooses you, he automatically rerolls (once only)
D-13 Dark Side Web X 30'r; lose X*2 Psi19 PSPs (no save; can roll aPR to halve); no effect on non-Psi19
D-14 Lightning 100 1M: Shoots lightning from fingertips, LVLd10 dmg (no save, no PsiR, no immune psi)
D-15 Petrify 80+8/s Target is held (no save)

[PC5] Psionicist Classes Group


Psi19 Super Powers

# Power PSP Cost Effect
1 Force Wind 11/s Creates a tornado, CLd12 air dmg per segment (save: ½), moves at CL" rate
2 Galactic Sensing 110/d Empathy, Psyche, Detect Danger, Detect Death anywhere within the same galaxy

Psi19L Light Super Powers

# Power PSP Cost Effect
L-3 Is Spirit after Death ALL 1D (even if D actions aren't being used): Become a non-corporeal ghost after death

Psi19D Dark Super Powers

# Power PSP Cost Effect
D-0     (There are none here)

[PC5] Psionicist Classes Group


Psi19 Ultra Powers

# Power PSP Cost Effect
1 Create Life 1400000 6000 resets of actions: Target female is pregnant; baby will have powerful Psi19
2 Immortality Other 140N/d N targets cannot be killed or slain this day (doesn't work on self)
3 Unaging 140/d You don't age anymore

Psi19L Light Ultra Powers

# Power PSP Cost Effect
L-0     (There are none here)

Psi19D Dark Ultra Powers

# Power PSP Cost Effect
D-0     (There are none here)

[PC5] Psionicist Classes Group


Sporacle of Chaos

Level KXP Psi12C,29
mMG SUV WX
TH
1 0 0-- -- +1
2 2.3 1e- -- +2
3 4.6 10- -- +3
4 9.2 21h -- +4
5 18.4 210 -- +5
6 35 321 l- +6
7 65 432 k- +7
8 130 432 0- +8
9 230 543 1v +9
10 460 654 2u +10
11 690 765 3t +11
12 920 876 4s +12
13 1150 987 5r +13
14 1380 A98 6q +14
15 1610 BA9 7p +15
16 1840 CBA 8o +16
17 2070 DCB 9n +17
18 2300 DCB 90 +18
19 2530 DCB 91 +19
20 2760 DCB 92 +20
21 2990 DCB 93 +21
22 3220 DCB 94 +22
23 3450 DCB 95 +23
24 3680 DCB 96 +24
25 3910 DCB 97 +25
26 4140 DCB 98 +26
27 4370 DCB 99 +27
28 4600 DCB A9 +28
29 4830 DCB AA +29
30 5060 DCB BA +30
31 5290 DCB BB +31
32 5520 DCC BB +32
33 5750 DCC CB +33
34 5980 DCC CC +34
35 6210 DDC CC +35
36 6440 DDD CC1 +36
37 12880 DDD CC2 +37
38 19320 DDD CC3 +38
39 25760 DDD CC4 +39
45 64400 DDD CCA +45
54 122360 EEE EDD +54
63 180320 GFF FFF +63
72 238280 HHH GGG 1 +72
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
-3 +0 +3 +5 +0 +1 -3 +6 +13 +0 ÷1
 
Requisites: Con 13, Int 17, Chr 6,
  Race Slots 1, Class Slots 2
Alignment: C any
HD/level: ++d4
Weapon Prof.: 1+level/4
To Hit Table: Mon
Reference: DM
Groups: Psionicist, Overt, Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: 0+level
RSW: 8+level
PP: 4+level
BW: 0+level
Spell: 5+level
Fort: 4+level
Reflex: -1+level
Will: -2+level
   
Considered a "Beholder" race.
You have 0 arms and 0 legs. Your bite attack is 1d12 dmg. You fly at (LVL+2)*3" (D).
 
PSPs = (Dex+Int*2+Wis)*LVL
Has access to Psi(-12)C, 12C, 1200C, and 29.
Gets Int bonus to psionic progression.
For Psi29, has LVL*2 Eye Points and LVL+1 Eyes, one of which must be fixed. Psi29 powers do not count against progression, but you must have at least a "1" in a power level to get a Psi29 eye of that type (e.g. you need to have at least 1 Major to get a Major eye).
"Sporacle-ize" is a Psi29 Minor for you.
Psionic effects that say "CL targets" can choose the same target more than once. This is an exception to the normal Collective rules on this.
 
Level 1: Immune Chaos, Wild Magic, Black Ice.
Level 1: Immune to your own effects.
Level 1: 0, 1/r: Ignore someone else's immunity to Chaos for this segment.

[PC5] Psionicist Classes Group


Psi(-12)C,12C,1200C Powers

Type # Power PSPs Description
Minor 1 Anti-Technological Armor 12+1/t +5*CL% TechR (or) Resist Technology
Minor 2 Behold the Chaoticness 12 Rope-like shapes appear; Group is Insane (RSW save to lose CL San points instead)
Minor 3 Chaos Blast 12 Deal CLd4 Chaos dmg to one group (no save)
Minor 4 Chaos Shield 20 Chaos Shield (TM 21)
Minor 5 Chromatic Blast 9 Area effect Chromatic (50%) / Metallic (50%) Orb; CL=1d12
Minor 6 Commotion Resistance 4+1/t +CL*5% RR; Resist own effects; Resist Wild Surges
Minor 7 Confusion 10 Confusion (as spell)
Minor 8 Confusion Area 20 Confusion (CL targets or 1 group, Will save)
Minor 9 Confusion Blast 8 One group is confused (Will save)
Minor 10 Contagion/Enervation 13 One target is hit by Contagion & Enervation (PPD for each)
Minor 11 Cthulhoid Aura 5+1/r You look like a cthulhoid beast, gaze to fear (save vs. Will)
Minor 12 Cthulhoid Horror Swarm I 26 Summon CL ML I or CL/2 ML II Cthulhoid Horror monsters
Minor 13 Cthulhoid Swarm I 6 Summon CL Monsters using ML I "Weird" chart (random)
Minor 14 Cthulhoid Swarm II 12 Summon CL Monsters using ML II "Weird" chart (random)
Minor 15 Detect Chaos & Radiation 4+1/t Detect Chaos & Radiation continuous (ask DM as a 0 action)
Minor 16 Detect Law/Psionics 1/r Detect Law (and) Detect Psionics
Minor 17 Disorder Objects 8 Group of objects become chaotically arranged
Minor 18 Dispel Radiation/Tech 7 Dispels one Radioactive, Wild/Chaos, or Technological effect
Minor 19 Dispel Radiation/Tech Blast 30 Dispels CL Radioactive, Wild/Chaos, or Technological effects
Minor 20 Dissension's Feast 20 Dissension's Feast (TM 57)
Minor 21 Dissension's Feast Area 40 10'x10' area has food spoiled; ruins goodberries; shuts off potions
Minor 22 Enervation Area 54 Enervation (CL targets or 1 group, PPD save)
Minor 23 Entropy 18/t Disorder Objects continuous in 180'r
Minor 24 High-Frequency Sample 7 Generate a High-Frequency Sampler minor effect
Minor 25 Know Next Dice Rolls 10+1/t 0,1/r: Roll dice ahead of time before action, can choose not to
Minor 26 Mistaken Missive 8 Mistaken Missive (TM 53)
Minor 27 Mistaken Missive Area 14 10'x10' area of writings (incl. magical writings, scrolls) becomes illegible; Removes Glyphs/Symbols
Minor 28 Protection from Law 8+1/r As Pro.Evil but versus Lawful alignment
Minor 29 Protection from Law 10'r 14+2/r Protection from Law 10'r
Minor 30 Push Wave 12 Throw a group back (10*CL' Falling dmg, no save)
Minor 31 Random Polymorph Self 5 Polymoph Self Randomly (use ML I or II chart); lasts 1 turn
Minor 32 Shifting Appearance 20/t Appearance shifts to a random combination of creatures each round (strange to behold)
Minor 33 Taunt Blast 4 One group will attack you on their next action (no save)
Minor 34 Taunt Blast 18 CL target creatures or 1 group will attack you on their next action (no save)
Minor 35 Trip/Fumble Zone 2/s x1 Enemy Special: Enemies Trip (Fort save) and Fumble (Reflex save) each segment
Minor 36 Wild Invocation I 6 Random 0th (50%) or 1st (50%) SL Wizard Invocation spell
Minor 37 Wild Invocation II 11 Random 2nd (60%) or 3rd (40%) SL Wizard Invocation spell
Major 1 Behold the Chaos 12 Identify Chaotic/Wild effect, even one that defies normal ID
Major 2 Chaotic Combat 38 Chaotic Combat (TM 75)
Major 3 Chaotic Combat Zone 76 x1 Special: Everyone rolls 1d10 to hit, "1"-"5" results are left alone (they mean 1-5), "6"-"10" means 16-20 (add 10 to the result)
Major 4 Chaotic Commands 48 Chaotic Commands (TM 89)
Major 5 Chaotic Sleep 38 Chaotic Sleep (TM 76)
Major 6 Charm Chaotic Creature 30 Charm (no save) only vs. Chaotic creatures
Major 7 Contact Other Plane 9 Contact Other/Higher Plane
Major 8 Contact Other/Higher Plane 34 Contact Other/Higher Plane or Commune, up to CL planes removed
Major 9 Cthulhoid Horror Swarm II 94 Summon CL/2 ML III or CL/3 ML IV or CL/4 ML V Cthulhoid Horror monsters
Major 10 Cthulhoid Swarm III 18 Summon CL Monsters using ML III "Weird" chart (random)
Major 11 Cthulhoid Swarm IV 24 Summon CL Monsters using ML IV "Weird" chart (random)
Major 12 Dancing Chaos 20+2/r Every segment, a random SL=1d10 effect hits a random target
Major 13 Destroy Clone 48 Kills a Clone, Simulacrum, or Shapechanger
Major 14 Duplicate Radio. Item 20 Duplicate a x0 or x1 Radioactive Item
Major 15 Effect Amplification 12+2/t Pick any spell/power. You have double effect with that power.
Major 16 Globe of High Resistance 12+2/r Immune to SL 4-6 (all types), Resist SL 2-3 (all types)
Major 17 Inverted Ethics 40 Inverted Ethics (TM 80)
Major 18 Mirror Mislead 15+2/r Does a Mislead spell, a Mirror Image, and a Displacement
Major 19 Mirror Mislead 58+4/r Does a Non-Detection, a Mislead, a Mirror Image, and a Displacement
Major 20 Miscast Magic 33 Miscast Magic (TM 69), also works on psionics
Major 21 Physical Freedom 48 Free Action (and) Remove Paralysis (and) Remove Domination (or) gives a path to escape local authorities
Major 22 Random Causality 28 Random Causality (TM 69)
Major 23 Random Push Zone 56+2/s x1 Enemy Special: Enemies take 10*CL' Falling dmg per segment
Major 24 Random Telekinetics 28+2/r All objects in 60'r area randomly telekinese around, creatures in area take 1d6*1d10 dmg/r
Major 25 Randomness 23/t All your non-permanent die rolls of NdS instead are rolled as Nd(S+2)-N
Major 26 Redirect Question Mark 16 Force a "question mark" to go opposite direction
Major 27 Reverse Causality 56 Creature saves vs. RSW or his physical attacks damage himself instead of others
Major 28 Shift Towards Chaos 40 Creature saves: if made it takes caster's level in damage, if missed AL shifts one towards C
Major 29 Sporacle 64 Sporacle (random [C] section effect) a group.
Major 30 Strip Down (Nude Bomb) 10+1/s Choose 1 target; he removes/drops 1 item /s (no save)
Major 31 Strip Down (Nude Bomb) 38+2/s Choose 1 target; he removes/drops 1 item and 1 effect /s (no save)
Major 32 Unlimited Wish Mutation 20/t Wishes/Miracles/Alter Realities/etc. have random effects 30' r
Major 33 Unlimited Wish Volley 26 50%: You get an Unlimited Wish; 50%: Closest enemy gets it
Major 34 Weird Chaos 12 Two groups: One gets hit by Weird, the other Chaos (as spells)
Major 35 Wild Invocation III 17 Random 4th (70%) or 5th (30%) SL Wizard Invocation spell
Major 36 Wild Invocation IV 22 Random 6th (80%) or 7th (20%) SL Wizard Invocation spell
Major 37 Wishoid Mutation Zone 76/t x1 Special: Wishoids have random effects
Grand 1 Area Amplification 46 Your next Psi1200C power has double area (e.g. CL targets -> CL*2 targets; 1 group -> 2 groups)
Grand 2 Cthulhoid Horror Swarm III 340 Summon CL/3 ML VI or CL/4 ML VII or CL/5 ML VIII Cthulhoid Horror monsters
Grand 3 Cthulhoid Swarm V 30 Summon CL*2 Monsters using ML V "Weird" chart (random)
Grand 4 Enhance Radiation 108 The radiation level in the room is raised or lowered (your choice) by RS=CL/3
Grand 5 Hornung's Area Dispatcher 216 Plane Shift away (CL targets or 1 group, each goes to a random plane, Will save)
Grand 6 Mental Freedom 63 Ejection (and) Restore Memories/Clarity of Mind (and) Remove Possession; This effect costs no actions to use
Grand 7 Random Dispatcher 80 Hornung's Random Dispatcher (TM 44), no save
Grand 8 Random Gravity 70 Gravity in 1 mile radius becomes random (1d6-3 times normal gravity each round)
Grand 9 Summon Chaotic Creature 60 Gate (as spell) for Chaotic creature or for an Earth or Fire Elemental
Grand 10 Uncontrolled Weather 70 Weather Patterns in area become random/extreme
Grand 11 Uncontrolled Weather Zone 20/r x1 Terrain Feature: Weather in area become extreme; Everyone takes CLd20 Natural Weather dmg /r
Grand 12 Wandering Monster Modification 22/r x1 Terrain Feature: Wandering monsters occur either (choose:) x2 or ÷2 as often
Grand 13 Wild Invocation V 28 Random 8 (90%) or 1d4+8 (10%) SL Wizard Invocation spell
Grand 14 Wild Magic Surge 78 Generate (level) Wild Surges within 60' each round for 1h
Grand 15 Wildstrike 60 Wildstrike (TM 39)
Super 1 Chaos Storm 180+8/r All in 120'r area are affected by Weird, Maze, and Chaos (as spells) every round
Super 2 Cthulhoid Horror Swarm IV 1228 Summon CL/4 ML IX or CL/5 ML X or CL/6 ML XI Cthulhoid Horror monsters
Super 3 Cthulhoid Swarm VI 36 Summon CL*4 Monsters using ML VI "Weird" chart (random)
Super 4 Cthulhoid Swarm VII 42 Summon CL*6 Monsters using ML VII "Weird" chart (random)
Super 5 Grand Chaos 200/r All die rolls by all creatures within 240' of caster become either minimum (50%) or maximum (50%), check for each grouping of dice rolled
Super 6 Invoke Devastation 96/s x1 Terrain Feature: It's raining Colorless Fire; All in area are Wild Surged, Wand of Wondered, Sporacled, and DNA Scrambled /s
Super 7 Raw Logrus 640 All enemies you can see (up to CL groups) take CL^2 Chaos dmg (no save) and lose CL San (Will save for half)
Ultra 1 Anti-Commotion Resist. 40+5/t +CL*5% aaAllR (Anti-Anti R vs. everything)
Ultra 2 Cthulhoid Swarm VIII 48 Summon CL*9 Monsters using ML VIII "Weird" chart (random)
Ultra 3 Get it on! 150 All within sight (incl. party) get +1QQQQQOppF this segment. You can use it and a normal Opp action in the same segment. You may ignore the "Opp" part of this if you wish (i.e. use it on your half of the segment).
Ultra 4 Wild Invocation VI 33 Random 10 (95%) or 2m4+10 (5%) SL Wizard Invocation spell

[PC5] Psionicist Classes Group


Treva Renewer (MTG U/G/W)

Level KXP Priest
123 456 789 AB
Psi
mMG SUV
TH
1 0 0-- --- -- 6-- - +0
2 5.375 10- --- -- 8-- - +1
3 10.75 210 --- -- A0- - +2
4 21.5 321 --- -- A2- - +3
5 43 321 0-- -- A4- - +4
6 86 432 1-- -- A6- - +5
7 172 432 10- -- B7a - +6
8 344 543 21- -- B90 - +7
9 688 543 210 -- B92 - +8
10 1376 654 321 -- B94 - +9
11 2064 654 321 0- B96 - +10
12 2752 665 432 1- B98 - +11
13 3440 666 543 2- BB8 - +12
14 4128 666 543 20 BBA - +13
15 4816 666 543 21 CBB b +14
16 5504 666 654 32 DCB a +15
17 6192 666 665 43 DDC 0 +16
18 6880 666 666 54 DDC 2 +17
19 7568 666 666 65 DDD 3 +18
20 8256 666 666 66 DDD 5 +19
21 8944 666 666 66 EDD 6 +20
22 9632 766 666 66 EDD 8 +21
23 10320 766 666 66 EED 9 +22
24 11008 776 666 66 FED A +23
25 11696 776 666 66 FFE A +24
26 12384 777 666 66 FFF B +25
27 13072 777 666 66 GFF C +26
28 13760 777 766 66 HFF D +27
29 14448 777 766 66 HHF D +28
30 15136 777 776 66 HHG E +29
31 15824 777 776 66 HHH F +30
32 16512 777 777 66 IHH G +31
33 17200 777 777 66 JIH G +32
34 17888 777 777 76 JII H +33
35 18576 777 777 76 JJI I +34
36 19264 777 777 771 KJJ I1 +35
37 38528 777 777 772 KJJ I2 +36
38 57792 777 777 773 KJJ I3 +37
39 77056 777 777 774 KJJ I4 +38
45 192640 888 888 777 KJJ IA +44
54 366016 999 998 888 1 KJJ JI +53
63 539392 999 999 988 8 LLL LK +62
72 712768 AAA AA9 999 91 NNM MM1 +71
Requisites: Con 21, Int 21, Wis 16, Chr 35,
  Class Slots 2
Alignment: LG
HD/level: d20
Weapon Prof.: 4+level*3/2
To Hit Table: War
Reference: DM
Groups: Priest, Psionicist, Monster
Complexity: CF=4
   
Saving Throws:  
PPD: 7+level*3/2
RSW: 7+level*3/2
PP: 7+level*3/2
BW: 7+level*3/2
Spell: 7+level*3/2
Fort: 6+level*3/2
Reflex: 0+level*3/2
Will: 4+level*3/2
   
Barbarian Chr bonus. Exceptional Wis bonus.
Grand in Animal, Plant, and Charm spheres. Spells of these spheres cost ½M to cast.
 
Gets Chr bonus to psionic progression, with their SLs shifted down by 1 (m=1, M=4, G=7, S=10).
Has access to Psi11U/W, plus one psionic frequency per level (including level 1).
PSPs = (Con+Int+Chr*2)*LVL
Note that Psi11U/W uses no PSPs; these powers work like "Channeling" for spellcasters.
May use ½P instead of 1M to use psionic powers, but only one psionic power can be used in this way per 1P action. The other ½P action can be used to make 1 attack (or converted to ½V to do a half movement).
Any psionic power that cures hp or removes baneful effects costs only ½M to use, costs ½ the number of PSPs, and is only ½ a memorization slot.
 
Has an "Animal Companion" slot. This is a monster who is allied to you and stays with you even between resets. It has 1/10 your XP and may be single classed. It may use items. Unlike a familiar it may be damaged. You play the Animal Companion.
Has a "Familiar" slot.
Level 1: You may have your spells (from this class) resisted using CR (Charm Resistance) instead of MR. Spend 1F action to switch this.
Level 2: 1M: Target person gets +LVL TH, dmg, AC, and saves, but another target person in the same party gets -LVL (no save; both targets must make aIR to avoid).
Level 2: 1M: Move an effect on 1 person to another in same party (no save; both targets aMR to avoid.) The original owner still controls the effect, so if it must be activated in order to function (e.g. Psi9 Extra Limb), this doesn't work as expected.
Level 3: 1M: Target loses LVL worth of C actions from his remaining number of actions. (e.g. if he has 2P+1V+1M remaining, and you're level 3, he can choose to lose 1P+1V or 1M.)
Level 3: 1M: Counter an effect from an item.
Level 4: 1M, 10/t: Summon a saproling (AC 20, hp 10, TH +10, dmg 10). Any number of saprolings count as only one summon slot, but all of them stay together in a group.
Level 4: 1M, 1/r: Your party gets +LVL TH, dmg, AC, and saves until end of round.
Level 9: 1M: Target person gets +LVL*3 distributed among TH, dmg, AC, and saves, but another target person in the same party gets negative the same amount (no save; both targets must make aIR to avoid).
Level 9: (n)M: Counter an effect from a x(n) item. This is a x(n) effect.
Level 9: 1M: Your party gets +LVL*2 distributed among TH, dmg, AC, and saves until end of round. (Everyone in the party gets the same bonus, you don't distribute for each person.)
Level 14: +1 Animal Companion slot.

[PC5] Psionicist Classes Group


[Q11U/W] Psi11U/W Powers

Level # Power Effect
2 (minor) 1 Angelic Shield All your summons get +1 rhp. You get 10 current hp. 0, sacrifice this effect: Unsummon (no save).
2 (minor) 2 Azorius First-Wing Summon a DL II Griffin, it flies, and can remove bad effects on people.
2 (minor) 3 Azorius Guildmage Summon a DL II Vedalken Wizard, it can Stop someone, and can dispel Contingency effects.
2 (minor) 4 Crystalline Sliver Summon a DL II Sliver, it can't be targetted.
2 (minor) 5 Energy Arc 1bM: In your group, weapon damage does not occur this half-segment and your next half-segment.
2 (minor) 6 Galina's Knight Summon a DL II Merfolk Knight, it is immune to area effect damaging spells/psi.
2 (minor) 7 Meddling Mage Summon a DL II Human Wizard, he Banhammers one spell or psi effect of SL 0-3 in the room [x1 Special]
2 (minor) 8 Overrule 1bM, spend N additional SL's: Counterspell, unless they spend 10*N SL's, and you are cured 10*N hp.
2 (minor) 9 Pride of the Clouds Summon a DL II Elemental Cat, he flies, he has rhp = number of flying summons you control.
2 (minor) 10 Prismatic Boon Choose a school, sphere, or psionic frequency. A group is immune to that for 1s.
2 (minor) 11 Sygg, River Guide Summon a DL II Merfolk Wizard, he can give someone Water Breathing, and can counter one effect.
2 (minor) 12 Wings of Aesthir Target gets +CL TH/dmg and flying 12" for 1t.
2 (minor) 13 Wings of Hope Target gets +1 TH/dmg, +3 AC/saves, and flying 12" for 1t.
3 (major) 1 Absorb 1bM: Counterspell, and be cured 30 hp.
3 (major) 2 Azorius AEthermage Summon a DL III Human Wizard, it can refresh some of your spell/psi progressions.
3 (major) 3 Chromatic Armor Choose a school, sphere, or psionic frequency. Target is immune to that for 1t.
3 (major) 4 Daring Leap One creature flies and gets +10 TH/dmg/AC/saves this segment.
3 (major) 5 Demand (Supply/Demand) Wishoid for a SL 2 Psi11U/W spell
3 (major) 6 Guiding Spirit Summon a DL III Angel, it flies, and makes your Summon Psi11U/W powers cost only ½M each.
3 (major) 7 Hanna, Ship's Navigator Summon a DL III Human Artificer, he can rebuild dispelled effects or magic items.
3 (major) 8 Leering Gargoyle Summon a DL III Gargoyle, it flies, and it can become very tough (+20 rhp) but then cannot physically attack.
3 (major) 9 Minister of Impediments Summon a DL III Human Advisor, he can lockdown one enemy's actions (Bosses and the like get a Will save).
3 (major) 10 Opaline Sliver Summon a DL III Sliver, if this Sliver dies due to enemy combat, you get one SL=2 spell added to your progression for 1t.
3 (major) 11 Phantatog Summon a DL III Atog, it dispels spell/psi effects, you can spend spell slots to increase it's DL.
3 (major) 12 Plumes of Peace Target creature is Slowed (Reflex save) and prevent his next P action (Will save)
3 (major) 13 Reparations Whenever an enemy targets you, gain 2 SL's back in Psi11U/W progression.
3 (major) 14 Riptide Crab Summon a DL III Crab, when he dies, you get ½M you can use before the end of the round.
3 (major) 15 Samite Archer Summon a DL III Human Cleric Archer, he cures 30 hp to one target and causes 30 hp to another target per action.
3 (major) 16 Silver Drake When casting, sacrifice a summon: Summon a DL IV Drake, it flies.
3 (major) 17 Sky Spirit Summon a DL III Spirit, it flies.
3 (major) 18 Spectral Shield Target gets a 20 hp Armor spell (stacks with other Armor spells), and he can't be targetted.
3 (major) 19 Tempest Drake Summon a DL III Drake, he flies and can Interpose to protect someone from being attacked.
4 (major) 1 AEthermage's Touch Get a temporary extra Summon slot this segment, summon a DL=1d4 creature, it disappears at end of segment.
4 (major) 2 Ayesha Tanaka Summon a DL IV Human Artificer, it can group monsters together, and counter magic item abilities.
4 (major) 3 Azorius Ploy One creature deals no damage on his next P action; and one creature has all melee damage prevented to him for 1s.
4 (major) 4 Cloud Cover Whenever someone dispels one of your spell/psi effects, you can recast that effect for ½M within the next round.
4 (major) 5 Glaciers x1 Special on room: Wacky balls cure instead of damage people. Spend a SL=2 spell slot each round to upkeep this.
4 (major) 6 Grand Arbiter Augustin IV Summon a DL IV Human Advisor, he spell robes for you one Psi11U/W power for -1 SL, he also casts Psi11U/W powers.
4 (major) 7 Harbor Guardian Summon a DL IV Gargoyle, he has near-infinite reach upwards.
4 (major) 8 Hazerider Drake Summon a DL IV Drake, it is immune to area effect damaging spells/psi.
4 (major) 9 Kangee, Aerie Keeper Summon a DL IV Bird Soldier, he flies, and makes your other Bird summons +3 DL's higher.
4 (major) 10 Meddling Kids Summon a DL IV Human Child, he Banhammers one spell or psi effect of SL 4-5 (not lower) in the room [x1 Special]
4 (major) 11 Reviving Vapors Up to 3 targets are cured (1d10+CL)*10 hp
4 (major) 12 Sawtooth Loon When summoning, sacrifice a summon: Summon a DL V Bird, he isn't sick and can cast Psi11U/W powers.
4 (major) 13 Stand // Deliver Unsummon a summon or dispel one effect, and cure one target 80 hp.
4 (major) 14 Trial (Trial/Error) Unsummon all creatures in a group, at least one of your summons must be in that group.
4 (major) 15 Vanish into Memory Unsummon a creature. You gain 2*N-R SL's in your Psi11U/W progression, where N is it's DL and R is it's remaining rhp's.
5 (major) 1 Armored Guardian Summon a DL V Cat Warrior, it can make people untargetable, and prevent damage.
5 (major) 2 Hunding Gjornersen Summon a DL V Human Warrior, he is good at attacking single groups with lots of monsters in it.
5 (major) 3 Isperia the Inscrutable Summon a DL V Sphinx, it flies and it gives you an extra summon slot for itself (max=1 of these at a time).
5 (major) 4 Ordered Migration Summon CL/6 DL I Birds
5 (major) 5 Palliation Accord Whenever one of your summons physically attacks, you are cured N hp, where N is their DL.
5 (major) 6 Sky Hussar Summon a DL V Human Knight, he hastes you and all your summons by +1S action.
5 (major) 7 Swift Silence The entire "stack" of spells is countered. You get +1sM action (Slow Mental, you can use it on segment 10)
5 (major) 8 Teferi's Moat Specify a summon type. Creature of that type can't attack you unless they fly. You can't fly while running this.
5 (major) 9 Tobias Andrion Summon a DL V Human, he beats things.
5 (major) 10 Windreaver Summon a DL V Elemental, it flies, can interpose, if it doesn't attack it gets +10 rhp, and it can blink.
6 (grand) 1 Dovescape x1 Special on room: Everyone has +1 summon slot for Birds; All spells and psi are countered, get N DL I Bird summons instead, where N=SL.
6 (grand) 2 Kasimir the Lone Wolf Summon a DL VI Human Warrior, he beats things down.
6 (grand) 3 Rasputin Dreamweaver Summon a DL VI Human Wizard, he can restore up to 6 SL's of your Psi11U/W progression, he also casts Psi11U/W powers.
7 (grand) 1 Gosta Dirk Summon a DL VII Human Warrior, he is not sick, and can Part/Lower Water.
7 (grand) 2 Iridescent Angel Summon a DL VII Angel, it is immune to magic, psi, innates, and radiation.
7 (grand) 3 Ith, High Arcanist Summon a DL VII Human Wizard, he can save/rescue a creature from being in a nasty group of monsters.
7 (grand) 4 Jedit Ojanen Summon a DL VII Cat Warrior, he really beats things down.

[PC5] Psionicist Classes Group


UnDeath Machine1


Level

KXP
Wizard
123 456 789
Priest
123 456 7
Psi7
mMG S

TH
1 0 1-- --- --- 10- --- - 2-- - +2
2 12.5 2-- --- --- 210 --- - 4-- - +3
3 25 21- --- --- 321 0-- - 6-- - +4
4 50 32- --- --- 432 1-- - 71- - +5
5 100 421 --- --- 543 20- - 73- - +6
6 200 422 --- --- 543 21a - 75- - +7
7 350 432 1-- --- 554 320 - 77- - +8
8 600 433 2-- --- 555 431 - 88- - +9
9 900 433 21- --- 555 555 - 981 - +10
10 1250 443 22- --- 555 555 b 983 - +11
11 1850 444 33- --- 555 555 a 985 - +12
12 2450 444 441 --- 555 555 0 987 - +13
13 3050 555 442 --- 555 555 1 998 - +14
14 3650 555 442 1-- 555 555 2 A99 - +15
15 4250 555 552 1-- 555 555 3 AAA - +16
16 4850 555 553 21- 555 555 4 BBA - +17
17 5450 555 553 32- 555 555 5 CBB - +18
18 6050 555 553 321 655 555 5 CCB 1 +19
19 6650 555 553 331 665 555 5 CCC 2 +20
20 7250 555 554 332 666 555 5 DCC 3 +21
21 7850 555 554 442 666 655 5 DDC 4 +22
22 8450 555 555 443 666 665 5 DDD 5 +23
23 9050 555 555 553 666 666 5 EDD 6 +24
24 9650 555 555 554 766 666 5 EED 7 +25
25 10250 555 555 555 776 666 5 EEE 8 +26
26 10850 666 655 555 777 666 5 FEE 9 +27
27 11450 666 666 655 777 766 5 FFE A +28
28 12050 666 666 666 777 776 5 FFF B +29
29 12650 777 766 666 777 777 5 GFF C +30
30 13250 777 777 766 777 777 6 GGF D +31
31 13850 777 777 777 877 777 6 GGG E +32
32 14450 888 877 777 887 777 6 HGG F +33
33 15050 888 888 877 888 777 6 HHG G +34
34 15650 888 888 888 888 877 6 HHH H +35
35 16250 999 988 888 888 887 6 IIH H +36
36 16850 999 999 999 1 888 888 61 III I1 +37
37 17450 999 999 999 2 888 888 62 III I2 +38
38 18050 999 999 999 3 888 888 63 III I3 +39
39 18650 999 999 999 4 888 888 64 III I4 +40
45 22250 A99 999 999 9 888 888 88 III IA +46
54 27650 AAA AAA AAA 91 999 999 991 III II1 +55
63 33050 AAA AAA AAA A9 A99 999 999 III IIA +64
72 38450 BBB BBB BAA AA1 AAA AAA AAA 1 III III1 +73
Requisites: Str 20, Dex 20, Con 20, Int 20, Wis 20,
  Class Slots 3
Alignment: any E
HD/level: 2d12
Weapon Prof.: 6+level/2
To Hit Table: War+2
Reference: DM {Planeshifted Death Machine}
Groups: Custom, Alternate
Complexity: CF=2
   
Saving Throws:  
PPD: level+10
RSW: level+10
PP: level+10
BW: level+10
Spell: level+10
Fort: level+10
Reflex: level+10
Will: level+10
   
For abilities, see next pages.

[PC5] Psionicist Classes Group


UnDeath Machine1 Abilities (page 1)

This is a combined Anti-Paladin / Anti-Magic-User / Anti-Druid / Anti-Thief / Psi7 / Anti-Custom.
Gets "All Warrior", "All Wizard", "All Priest", "All Rogue", and "All Psionicist" abilities.
Specialization in Anti-Magic; no opposite.
Gets no Rogue abilities.
As a Psi7 character, you are still alive, but are imbuing yourself with undead-type powers. Psi7 by itself does not make you vulnerable to Turn Undead.
PSPs (Psi7) = (LVL+3)*30.
 
Pick one ability per level:
1. 1M: Dispel a racial ability for 1 turn.
2. 1M: Dispel a class ability for 1 turn.
3. 1M: Dispel or remove a feat or kit from someone for 1 turn.
4. 1M: Dispel a familiar ability for 1 turn.
5. 1M: Drop all ER, iER, xER, and ixER on target (no resistance).
6. Lockdown all Opposing (Opp) actions within sight.
7. Lockdown all Quick (Q) actions within sight. (This includes QQ, QQQ, etc.)
8. Lockdown all Instantaneous (I) actions within sight.
9. Lockdown all Borrowed (b) actions within sight.
10. Lockdown all Held (h) actions within sight.
11. Within sight, any spell that is higher SL than it's caster's level is countered, and causes the caster to be Capital C Crapped (no resistance, no immunity).
12. Within sight, any psionic ability that is higher SL than it's caster's level is countered, and causes the caster to be Capital C Crapped (no resistance, no immunity). (Note this will affect 1st level characters throwing a minor.)
13. When attacking someone, multiply your to hit rolls by the number of classes he has (max=LVL).
14. When attacking someone, multiply your damage by the number of classes he has (max=LVL).
15. When casting a spell at someone, multiply your damage by the number of classes he has (max=LVL).
16. Within sight, all counterspells are automatically countered.
17. Within sight, all "Capital I Insist" effects automatically get "Really Objected" to.
18. 1M: Dispel LVL magic, psionic, or innate effects on one target.

[PC5] Psionicist Classes Group


UnDeath Machine1 Abilities (page 2)

Level 1: +level Cml or -level Cml (your choice, you may switch sign during a reset).
Level 1: Immunity to disease.
Level 1: 1M, 1/d: Cause 2*level hp damage by touch (no save) or cure same amount to self.
Level 1: Protection from Good cont.
Level 1: Backstab x(level/9+2), round down.
Level 1: Poison Use proficiency.
Level 1: Control Undead as if a Cleric 2 levels lower.
Level 1: May use 1 material component effect per spell as a zero action.
Level 1: iIR (Irreducible Innate Resistance) = level*4% up to level 10. After level 10, it becomes 25+level*2%.
Level 1: Immune to Pick Pockets.
Level 3: Attract undead followers.
Level 3: Identify Fungus/Mold type; Identify Outer-Planar creature type; Identify potions.
Level 3: 1M: Passwall.
Level 3: Gain 1 outer-planar language per level starting at 3rd. (demon, deva, modron, etc.) Yes, you can use these as nonweapon proficiencies instead.
Level 4: Summon Warhorse: usually a demonic beast or a Nightmare.
Level 4: 1M, can borrow from next segment: Counter a Rogue ability that was just used.
Level 4: 1V: Target loses 1V action.
Level 7: Immunity to Psionic Domination.
Level 7: Shape Change to Mold/Slime/Jelly, Para-Elemental, Minor Demon (each 1/day) 1M action, must be size T-L, heal 10%-60% hp
Level 9: All Rogue abilities within 30' of you are lowered by 100%.
Level 9: 1V: Lower a Rogue ability effect on someone (such as Invisibility).
Level 15: 6 bonus spell levels, lost when advance to Level 16.
Level 16: Alter Appearance to appear to be another undead type. Cannot be detected by True Seeing or the like.
Level 17: Hibernate; Suspend Animation up to level*10 years.
Level 17: Enter Elemental plane of Imprisonment; Conjure Imprisonment Elemental at will; Immune to all imprisonment and magnetism based effects.
Level 18: Enter Elemental plane of Time; Conjure Time Elemental at will; Immune to all time and wood based effects.
Level 19: Enter Elemental plane of Magnetism; Conjure Vacuum/Radiance Quasi-Elemental.
Level 20: Enter Elemental plane of Wood; Conjure Minerals/Dust Quasi-Elemental.
Level 21: Enter alternate Prime planes.
Level 22: Enter plane of Phlogiston; immune to Phlogiston-based effects.
Level 23: Enter any Inner plane; Roam Inner Plane Probability Lines (7th dim.); Enter Concordant Opposition; immune to Semi-Elemental effects and Positive and Negative energy.

[PC5] Psionicist Classes Group


Psi7 Minor Powers

# PSPs Description
1 2 Curse (Spell save)
2 2 Doesn't cost an additional action to use, just your eye's P or M action: Gaze to Charm (save)
3 2 Duplicate a SL 0-1 Necromancy effect (Wizard or Priest)
4 -10 to max Fear aura (anyone who enters your group) (Will save)
5 -10 to max Immunity to cold
6 -10 to max Immunity to disease
7 -10 to max Immunity to emotional effects
8 -10 to max Immunity to sleep, fatigue, and exhaustion
9 2/r Improved Invisibility to Undead
10 2 Moan: One group is feared (Will save)
11 -10 to max Need not breathe
12 -10 to max Need not eat or drink
13 -10 to max Need not sleep; Unaging
14 -10 to max People need a +CL weapon to hit you
15 -10 to max Pick a stat. Whenever you touch someone, they take (CL+1)/2 ability damage to that stat (PPD save)
16 2 Summon a DL I Undead
17 -10 to max Whenever you touch someone, they get a disease (PPD save)
18 -10 to max You Turn Undead at +1 level, +CL to the d20 roll, and +CL/2 to the d12 roll

Psi7 Major Powers

# PSPs Description
1 5 Duplicate a SL 0-3 Necromancy effect (Wizard or Priest) or a SL 1 ProtoLich spell
2 -25 to max Immunity to ability drain
3 -25 to max Immunity to all mind-affecting effects
4 -25 to max Immunity to critical hits
5 -25 to max Immunity to paralysis and stun
6 -25 to max Immunity to poison
7 5/t Incorporealness (+20 AC, you can pass through walls, can pick up objects, but cannot attack)
8 5 Magic Jar / Possession (Will save)
9 -25 to max Regenerate at CL-3 hp /s
10 5 Slay Living (save)
11 5 Summon a DL IV Undead
12 -25 to max Vampiric Regen (CL-3)*10% of damage you deal
13 -25 to max Whenever you touch someone, they are aged CLd4 years (PPD save)
14 -25 to max Whenever you touch someone, they are energy drained (CL+3)/6 levels (no save)
15 -25 to max Whenever you touch someone, they are paralyzed (PP save)
16 5 Wither limbs (like a Sharpness effect) (CL-3 PP saves, each missed save is one lost limb)
17 5 Wrench
18 -25 to max You emit a stench like a ghast

[PC5] Psionicist Classes Group


Psi7 Grand Powers

# PSPs Description
1 8 Death Spell a group (total CL*CL HD, max HD affected = CL)
2 8 Duplicate a SL 0-5 Necromancy effect (Wizard or Priest) or a SL 2 ProtoLich spell
3 -40 to max Immunity to any effect that requires a Fortitude save (unless the effect also works on objects)
4 -40 to max Immunity to death or slay effects
5 -40 to max Immunity to energy drain and negative levels
6 -40 to max Immunity to Turn Undead
7 8 Summon a DL VII Undead
8 8 Target is energy drained CL/2 levels (no save)
9 -40 to max Whenever you touch someone, they get Mummy Rot (no save)

Psi7 Super Powers

# PSPs Description
1 11 As You Are
2 11 Duplicate a SL 0-7 Necromancy effect (Wizard or Priest) or a SL 3 ProtoLich spell
3 11 Summon a DL X Undead
4 -55 to max When you die, you go to the Negative Energy Plane, and will reform on the Prime the next day
5 -55 to max You do not go unconscious and stay offensive at any negative hp total (but will still die)
6 -55 to max Your unarmed attacks are Vile damage and hard to heal (healing effects are divided by CL-16)

[PC5] Psionicist Classes Group


Vorosh Hunter (MTG B/U/G)

Level KXP Psi
mMG S
1 0 4-- -
2 5.225 5-- -
3 10.45 6-- -
4 20.9 61- -
5 41.8 62- -
6 83.6 63- -
7 167.2 64- -
8 334.4 65- -
9 668.8 651 -
10 1337.6 652 -
11 2006.4 653 -
12 2675.2 654 -
13 3344 664 -
14 4012.8 665 -
15 4681.6 666 -
16 5350.4 766 -
17 6019.2 776 -
18 6688 776 1
19 7356.8 777 1
20 8025.6 777 2
21 8694.4 877 2
22 9363.2 877 3
23 10032 887 3
24 10700.8 887 4
25 11369.6 888 4
26 12038.4 888 5
27 12707.2 988 5
28 13376 988 6
29 14044.8 998 6
30 14713.6 998 7
31 15382.4 999 7
32 16051.2 999 8
33 16720 A99 8
34 17388.8 A99 9
35 18057.6 AA9 9
36 18726.4 AAA 9
TH Saves
PD RS PP BW Sp Fo Re Wi
+4  5  3  8  2  3  1  1  1
+5  5  4  8  2  3  1  1  2
+6  6  4  8  3  4  2  2  2
+7  6  5  8  4  4  2  2  3
+8  7  5  9  5  4  3  2  3
+9  8  6  9  6  5  3  3  4
+10  8  6  9  7  5  4  3  4
+11  9  7  9  8  6  4  4  5
+12 10  8 10  9  7  5  4  5
+13 11  8 10 10  7  5  4  6
+14 11  9 10 11  8  6  5  6
+15 12 10 11 12  9  6  5  7
+16 13 11 12 13 10  7  6  7
+17 14 11 13 14 10  7  6  8
+18 14 12 13 14 11  8  6  8
+19 14 12 14 14 11  8  7  9
+20 14 13 14 14 12  9  7  9
+21 15 13 14 14 12  9  8 10
Requisites: Str 16, Dex 16, Con 18,
  Int 18, Wis 18, Chr 16,
  Class slots 2
Alignment: LE or TN
HD/level: 2½d0+13  (see note)
Weapon Prof.: 5+level*3/2
To Hit Table: Mon +3 levels
Save Table: War/Rog/Psi
Reference: DM
Groups: Rogue, Psionicist, Monster
 
Hit Dice: "2½d0+13" means you get 2½ times your Con bonus, plus an additional 13 (not multiplied by 2½), per level (round down).
Exceptional Str, Dex, and Chr bonus.
Gets Wis bonus to physical attacks in addition to Str and/or Dex.
Can weapon specialize and uses the "Ranger" line for number of attacks.
Has 60+40*LVL Rogue points.
Some of this class's rogue abilities duplicate psionic powers. The number of PSPs being used (if this is needed, for effects like Cell Adjustment) is equal to the amount the roll is made by. The limit on how many PSPs can be spent is still obeyed.
This class counts as 1 level higher for purposes of twilighting. You will twilight if you use a psionic power that is too high SL for you.
Has access to the following psionic frequencies: -1, -5, -6N, 9. DM Note: A list of -1, -5, -6N powers follows, but I didn't list Psi9 because it's so long.
PSPs = (Con+Int+Chr)*LVL
May use ½P instead of 1M to use psionic powers, but only one psionic power can be used in this way per 1P action. The other ½P action can be used to make 1 attack (or converted to ½V to do a half movement).
Level 1: Vampiric Regeneration (for every 2 damage you deal in melee: regen 1 hp, cannot go above max).
Level 2: 1M: Target person gets +LVL TH, dmg, AC, and saves, but another target person in the same party gets -LVL (no save; both targets must make aIR to avoid).
Level 2: 1M: Move an effect on 1 person to another in same party (no save; both targets aMR to avoid.) The original owner still controls the effect, so if it must be activated in order to function (e.g. Psi9 Extra Limb), this doesn't work as expected.
Level 4: 1V: +1 QV next segment.
Level 4: 1V: Target cannot use V actions next segment (no save; aIR to avoid).
Level 5: 1M: Raise Dead.
Level 5: 1M: Target person gets +LVL TH, dmg, AC, and saves until end of turn.
Level 9: 1M: Target person gets +LVL*3 distributed among TH, dmg, AC, and saves, but another target person in the same party gets negative the same amount (no save; both targets must make aIR to avoid).
Level 9: 1P: +1 QP next segment.
Level 9: 1P: Target cannot use P actions next segment (no save; aIR to avoid).
Level 9: Double Vampiric Regeneration (for every 1 damage you deal in melee: regen 1 hp, cannot go above max).
Level 10: 1M: Raise Dead Fully.
Level 16: Your Vampiric Regeneration affects your missile weapons too.
Lvl Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Duplicate a Psi1 minor ||| major ||| grand ||| super 1M 0 Chr-9 Chr-12
1 Duplicate a Psi2 minor ||| major ||| grand ||| super 1M 0 Con-9 Con-12
1 Duplicate a Psi3 SL=1 | SL=2 | SL=3 | etc. 1M 0 Any-18 Any-24
1 Any Rogue Level 1 ability - - - -
1 Any Rogue Level 1 ability - - - -
1 Any Rogue Level 1 ability - - - -
2 Duplicate a Psi10 minor ||| major ||| grand ||| super 1M 0 Int+Wis-24 Int+Wis-32
3 Duplicate a Psi5 minor ||| major ||| grand ||| super 1M 0 Chr-15 Chr-20
3 Any Rogue Level 3 ability - - - -
4 Any Rogue Level 4 ability - - - -
5 Any Rogue Level 5 ability - - - -
6 Any Rogue Level 6 ability - - - -
6 Any Rogue Level 6 ability - - - -
7 Any Rogue Level 7 ability - - - -
8 Any Rogue Level 8 ability - - - -
9 Any Rogue Level 9 ability - - - -
9 Any Rogue Level 9 ability - - - -
9 Any Rogue Level 9 ability - - - -
9 Any Rogue Level 9 ability - - - -
12 Any Rogue Level 12 ability - - - -
15 Any Rogue Level 15 ability - - - -
18 Any Rogue Level 18 ability - - - -
21 Any Rogue Level 21 ability - - - -
24 Any Rogue Level 24 ability - - - -
27 Any Rogue Level 27 ability - - - -
30 Any Rogue Level 30 ability - - - -
33 Any Rogue Level 33 ability - - - -
36 Any Rogue Level 36 ability - - - -

[PC5] Psionicist Classes Group


Psi -1, -5, -6N Minor Powers

Freq Minor Powers Cost Notes
Psi-1 Body Fluidity 1/r +level saves; +level TH with weapons
Psi-1 Body Over Mind 5/d Lose LVL mental ability score points, distribute among physical ability scores
Psi-1 Brainwave Adjustment 1 Change your Truename; You are knocked out of Contact, PsiLinks, etc.
Psi-1 Cell Rearrangement N Heals/Harms N% of max hp; Max N = level*5; Cure/Cause Curse = 20/70
Psi-1 Clairnasience 5/r 40' range per level
Psi-1 Clearcognition 1/r Can use all 5 senses normally, even if some outside effect is blinding them
Psi-1 Darknesses 1 Target has -2 saves, deafness (save) for 1 turn
Psi-1 Detection of Anti-Magic 3/r Detect Anti-Magic
Psi-1 Expediation 5/r Weight Allow. = Str of level+12; +level TH; Elasticity
Psi-1 Object Writing 1/r Item must make item saving throw or destroyed
Psi-1 Premature Trigger 10 Set off someone else's trigger prematurely (no save, ER resists)
Psi-1 Resume Animation 6 Remove one instance of Paralysis, Stun, Hold, etc. on yourself
Psi-1 Reverse ESP 2/r 0, 1/r: Target hears your thoughts and must save or insane.
Psi-1 Steadiness 3/t Immune Telekinsesis, Falling Damage, Teleport Away, Gates/DimDoors
Psi-1 Visibility 3/t Everything within 30'r is visible (counters hidden and Disappearance too)
Psi-5 Aging 1 Target is aged CL*CL years (no save)
Psi-5 Bolt of Nothing 1 CL dmg to one target (no save); that targets loses next M action (save)
Psi-5 Forget 1 Target forgets last minute (or) Target loses CL spells in memorization
Psi-5 Immobilize 1 -3xCL" move rate (no save); loses Dex bonus to saves & AC (save)
Psi-5 Immune to Charm 1+1/h Target is immune to charm & hypnosis
Psi-5 Immune to Fear 1+1/h Target is immune to fear & beguiling
Psi-5 Immune to Hold 1+1/h Target is immune to hold & stop
Psi-5 Immune to Sleep 1+1/h Target is immune to sleep & exhaustion
Psi-5 Nullcancel 1 Dispel one x1 effect (no save, gets ER)
Psi-5 Unspirit 1 Target gets -CL each to Cml, Luck, and CL (save for each point)
Psi-6N Awaken 2*N Removes sleep/fatigue effect on up to N targets
Psi-6N Earth Bolt N Deal Nd10 Eldritch Earth dmg to one target (no save); max N=CL
Psi-6N Force of Nature I 1 Summon a Plant Elemental: AC 20, hp 20, #Att 1/1, TH +10, dmg 10
Psi-6N Gaea’s Bounty 24 Add one first-level Plant/Animal spell to memorization (only have one of these at one time)
Psi-6N Gaea’s Cradle ~ 0 One of your summoned creatures is dispelled; Add it's hp in Psi(-6)N PSPs to your pool
Psi-6N Gaea’s Might ~ 10/h Target gains +N AC/saves/TH/dmg; N is number of groups of classes you have
Psi-6N Natural Healing ~ 8 Target is cured equal to his Con score in hp
Psi-6N Naturalize 11 Dispel one non-natural effect (or) Turn off one non-natural item for 1 turn
Psi-6N Nature’s Lore 11/h Know direction & distance to an object or person (if they are touching the ground)
Psi-6N Soothing Word 2*N Removes fear/horror effect on up to N targets
Psi-6N Spiritual Energy 4*N/h +N Con; max N=CL
Psi-6N Adaptation ~ 3/h NaNR +CL*10%; Immune to Hostile Environment; Need not breathe
Psi-6N Earth Storm 4*N Deal Nd12 Eldritch Earth dmg 40' radius (no save); max N = CL
Psi-6N Force of Nature II 4 Summon a Wood Elemental: AC 40, hp 80, #Att 2/1, TH +30, dmg 30
Psi-6N Gaea’s Balance 13 You may transfer SLs & PSPs between your magic & psi pools; use [Q11] type conversion
Psi-6N Gaea’s Blessing 11 Reconstruct up to three effects which were dispelled/twisted within the last turn
Psi-6N Gaea’s Skyfolk ~ 21/h Winged flight CL^2"
Psi-6N Gaea’s Touch 20/r +1QM only for Psi(-6)N/Psi6N/Bard/Druid/HOSN/Limbologist/RedRobe powers/spells
Psi-6N Harmony of Nature 12/r 0, 1/s, one of your summoned critters loses & can't use 1P this segment: You gain +1QP
Psi-6N Nature’s Blessing ~ N/h +N distributed among AC/saves/TH/dmg as you like; max N=CL
Psi-6N Nature’s Chosen 10/r +1S action

[PC5] Psionicist Classes Group


Psi -1, -5, -6N Major Powers

Freq Major Powers Cost Notes
Psi-1 Dimensional Folding 25 Dimensional Folding (as spell)
Psi-1 Effects Resistance 10/h +level*5% ER; others you target -level*5% ER; no selective targetting penalties
Psi-1 Energy Amplification 1/HD Add dice to a damaging effect which is resolving (Max = level) only on 1 target
Psi-1 Hand-to-Hand Resistance 10/h +level*5% aWR; others you target -level*5% aWR; no selective targetting penalties
Psi-1 Imp. Cell Rearrangement N As Cell Rearrangement but range=10*level'; Max N = level*10
Psi-1 Inverse Astral Projection 10/t Inverse Astral Projection
Psi-1 Inverse Magic Jar 20/r Another being can use your body
Psi-1 Mass Mental Freedom 10+HD Max = 5 creatures; Removes charm, hypnosis, sleep, dominate, etc.
Psi-1 Mental Paralysis Bolt 15+HD Save -6; 1 creature cannot use M actions for CL rounds; Max HD = 2*level
Psi-1 Moving Concentration 5/d Can convert 1M -> 1P+1V each round if desired
Psi-1 Physical Surgery N*10 Pick 1: Halve hp & slow (N=1), Ray/Enfeeblement (N=5), Insanity (N=6); all have save
Psi-1 Shape Alteration Other 3+W W=weight/100; Polymorph Other (save)
Psi-5 Beam of Nothing 2 CL*CL dmg in a 30' line (no save); they lose next F action (save)
Psi-5 Energy Drain 2 Target is energy drained CL levels in every class (1 save for each level)
Psi-5 Fade Away 2 30' radius area is teleported (unwilling get save), selective, 1r delay
Psi-5 Immune to Poison 2+2/h Target is immune to poison & disease
Psi-5 Zombify 2 Target gets -CL each to Int, Wis, and Chr (save for each point)
Psi-6N Brute ~ 24 For the next turn, you get: -1M, +1P, -CL Int, +CL Str, -CL saves, +CL dmg; can't drop this
Psi-6N Call of the Wild 7 Summon any real-world animal (your choice), you get CL/ML of them (round up)
Psi-6N Force of Nature III 9 Summon a Root Elemental: AC 60, hp 180, #Att 3/1, TH +50, dmg 50
Psi-6N Gaea’s Embrace ~ 22/h Target gains +3 AC/saves/TH/dmg and Troll-like regen CL hp/r
Psi-6N Gaea’s Herald ~ 11/t When your summoned creatures go below -10 hp, they don't disappear (you can cure)
Psi-6N Life Essence N If target has less than N*CL current hp, it is cured so it has N*CL hp; minimum N = 1
Psi-6N Nature’s Cloak 12/m +CL*10 Rogue points; Any Level=CL/2 (or less) Rogue pick
Psi-6N Dual Nature ~ 24/m Whenever you summon or create creatures, you get twice as many of them
Psi-6N Force of Nature IV 16 Summon a Thicket Elemental: AC 80, hp 320, #Att 4/1, TH +70, dmg 70
Psi-6N Gaea’s Avenger ~ 4*N/s Immune to xN and lower artifact effects that you (or your party) do not control; max N=5
Psi-6N Nature’s Wrath 24 Turn all undead/outer-planar creatures within 80' (no turn roll, instead make Will saves)
Psi-6N One with Nature 10/r For each point of damage you deal in unarmed combat, add 1 to your Psi(-6)N pool
Psi-6N Seeds of Life 10 1 sq. mile area is restored, CL trees grow instantly, removes Defiled status

[PC5] Psionicist Classes Group


Psi -1, -5, -6N Grand Powers

Freq Grand Powers Cost Notes
Psi-1 Anti-Psionic Disruption 40/r No Anti-Psi powers (any freq.) can be used in 50' r
Psi-1 Decay 50 1=Decay (item save), 2=Freedom, 5=Instantaneous, 7=Tempus Lawfulness
Psi-1 Endowment 100 Give someone else (who is insane) Psi-1
Psi-1 Energy Solidity 3/HD As per Energy Amplification but entire effect is amplified
Psi-1 Power Transfer 100*N N: Minor=1, Major=2, Grand=3, Super=4; Object's Anti-Psi Strength = ½ of caster's
Psi-1 Quick Physical Acceleration 35/r +1 QP action
Psi-1 Quick Anti-Psi Acceleration 35/r +1 QM action which can be used only for anti-psionics
Psi-1 Reattachment 20*SL One effect that someone/something can per unit of time is considered "not used" yet
Psi-1 Swing Acceleration 35/r +1 S action
Psi-5 Cone of Nothing 3 CL*CL*CL dmg in a 30' cone (no save); they lose next Opp action (save)
Psi-5 Spectrify 3 Target gets -CL each to Str, Dex, and Con (save for each point)
Psi-6N Child of Gaea 33 Target becomes Int=3, Wis=3, Chr=3, CL=0 (no save) for CL days
Psi-6N Everhome 16/d Your home plane is every plane; when this effect ends, your home plane = current plane
Psi-6N Force of Nature V 25 Summon a Fungus Elemental: AC 100, hp 500, #Att 5/1, TH +90, dmg 90
Psi-6N Gaea’s Liege ~ 33/h Your max hp is CL^3 (and/or) Your TH bonus is +CL^2 (no other adj. can be added)
Psi-6N Force of Nature VI 36 Summon a Thorn Elemental: AC 120, hp 720, #Att 6/1, TH +110, dmg 110

[PC5] Psionicist Classes Group


Psi -1, -5, -6N Super Powers

Freq Super Powers Cost Notes
Psi-1 Cellular Cure / Cause X Up to X targets: Heal or Harm X hp; You may target someone more than once (!)
Psi-1 Insist 40 [0 action] Counters a counterspell; that same type of counterspell can't be used again
Psi-1 Limitation 1000 1 target: -CL/9 to max # of classes or # psi.freq. (no resistance)
Psi-1 No Resistance (Physical) 400 1 target: Lowers all physical immunites; lowers all WR, aWR; halves iWR, iaWR
Psi-1 Rapid Swing 80/r All your weapons are Ninja Speeded (x2 #Att), add one to multiplier if already have it
Psi-1 Villain Element 600 Casts any one 1st level Villain spell

[PC5] Psionicist Classes Group


X(-40) (old Psi-4)

Level KXP Psi-40
mMG SU
1 0 1-- --
2 1.2 2-- --
3 2.4 31- --
4 4.8 41- --
5 9.6 52- --
6 19.2 621 --
7 38.4 731 --
8 76.8 831 --
9 153.6 942 --
10 307.2 942 1-
11 540 952 1-
12 780 953 1-
13 1020 963 1-
14 1260 963 2-
15 1500 974 2-
16 1740 974 3-
17 1980 984 3-
18 2220 985 3-
19 2460 995 4-
20 2700 996 4-
21 2940 996 5-
22 3180 997 5-
23 3420 997 6-
24 3660 998 6-
25 3900 998 7-
26 4140 999 7-
27 4380 999 71
28 4620 999 72
29 4860 999 73
30 5100 999 74
31 5340 999 75
32 5580 999 76
33 5820 999 77
34 6060 999 87
35 6300 999 88
36 6540 999 99
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  3  8  2  3  1  0  1
+2  5  4  8  2  3  1  0  2
+3  6  4  8  3  4  2  0  2
+4  6  5  8  3  4  2  1  3
+5  6  5  9  3  4  2  1  3
+6  6  6  9  4  5  3  1  4
+7  7  6  9  4  5  3  2  4
+8  7  7  9  4  5  4  2  5
+9  7  7 10  5  6  4  2  5
+10  7  8 10  5  6  4  3  6
+11  8  8 10  5  6  5  3  6
+12  8  9 10  6  7  5  3  7
+13  8  9 11  6  7  6  4  7
+14  8 10 11  6  7  6  4  8
+15  9 10 11  7  8  6  4  8
+16  9 11 11  7  8  7  5  9
+17  9 11 12  7  9  7  5  9
+18  9 12 12  8  9  8  5 10
Requisites: Dex 0, Con 0, San 6
Alignment: any
HD/level: d8
Weapon Prof.: 4+level
To Hit Table: Mon
Save Table: Psi
Reference: DM
Groups: Psionicist, Mirror
 
See [Q-40] Reality Psionics for rules and powers.
The PSPs of this frequency are unenforced, but P-40Ps = Level - Dex + 20.
1 P-40P = 100 PSPs (Psi1 or Psi2) for conversion.
Minor = ÷1.25 one effect
Major = ÷1.5 one effect
Grand = ÷2 one effect
Super = ÷2.5 one effect
 
There's only one power in Psi-40:
1M or 1bM, 1 P-40P: Multiply the chosen effect by the Psi-40D = power's divisor (x1.25, x1.5, x2, or x2.5). Some examples:
Ability Score: Choose one ability score. It is divided by Psi-40D (round down, no save).
AC: Divide target's AC by Psi-40D (no save)
Actions: Pick one action type (M, P, V). Target's number of actions of that type is divided by Psi-40D (PP save)
Damage: Target's physical damage is divided by Psi-40D
hp: Divide target's hp by Psi-40D (no save)
Move Rate: Divide target's Move Rate by Psi-40D (no save)
Multiplier: Subtract Psi-40D -1 to target's multiplier (Spell save). Using a Minor does nothing. Using a Major: -1 mult. in offense or defense (not both).
Saves: Divide target's save rolls by Psi-40D (no save), automisses saves on natural (Psi-40D)*2 or worse (Minor is 2 or worse).
Spell: One spell, psionic power, or innate ability has it's effect divided by Psi-40D
To Hit: Divide target's to hit rolls by Psi-40D, automisses on natural (Psi-40D)*2 or worse (Minor is 2 or worse).
 
Level 1: Can convert 1M -> 1bM only for Psi-40.

[PC5] Psionicist Classes Group


X0.13 (Pinpoint X13)

Level KXP X0.13
SUV W
1 0 1-- -
2 130 2-- -
3 390 3-- -
4 780 4-- -
5 1300 5-- -
6 1950 6-- -
7 2600 7-- -
8 3900 8-- -
9 5200 81- -
10 6500 82- -
11 7800 83- -
12 9100 84- -
13 10400 85- -
14 11700 86- -
15 13000 87- -
16 14300 88- -
17 15600 98- -
18 16900 981 -
19 18200 982 -
20 19500 983 -
21 20800 984 -
22 22100 985 -
23 23400 986 -
24 24700 987 -
25 26000 988 -
26 27300 998 -
27 28600 998 1
28 29900 998 2
29 31200 998 3
30 32500 998 4
31 33800 998 5
32 35100 998 6
33 36400 998 7
34 37700 998 8
35 39000 999 8
36 40300 999 91
37 80600 999 92
38 120900 999 93
39 161200 999 94
45 403000 A99 99
54 765700 BBB BB
63 1128400 DDD DC
72 1491100 FFE EE1
Requisites: Psionicist 19 or HNCL 26,
  Dex 26, Int 21, Wis 26, Chr 13
Alignment: any
HD/level: & d13
Weapon Prof.: 3+level/2
To Hit: & +level/2
Saves: & +level/2
Reference: DM
Groups: Concordant (x2),
  Psionicist
 
[X] Section stats
ihp +0
iTH +0
P Save +0
M Save +3
War +0
Rog +0
PPsi +3
Wiz +0
Pri +0
MPsi +3
       
Gets +1RX action per round. (This can be used in addition to a normal X action in a segment.)
Level 5: Your X0.13 Super powers give no XR.
Level 13: Your X0.13 Ultra powers give no XR.
Level 22: Your X0.13 Ultra+1 (V) powers give no XR.
Level 31: Your X0.13 Ultra+2 (W) powers give no XR.

[PC5] Psionicist Classes Group


X0.13 Super Powers (SL=11, Concordant SL=1)

# Power
1 1 target: (CCL+4)^4 dmg, untyped, vile
2 1 target: Loses next CCL segments of actions (including 0, N, D, Speaking actions)
3 1 target: CCL *'s of Curse (e.g. CCL=6 is ******Curse******)
4 1 target: Capital F Folded
5 1 target: Break or Natural Set
6 1 target: Cure (CCL+4)^4 hp, can go above max (effect wears off after 1 round)
7 1X, lose 1 of any action type: Target gets 1R of that action type
8 1 target: Remove CCL Status Effects (good or bad)
9 1 target: x2 effect of all effects currently running on target (both good and bad)
10 (can use 1bX action): Capital O Object
11 Duplicate any Grand or less "Pinpoint" psionic frequency power (two known as of this writing: Psi0.00, Psi0.01)
12 1 target: The next effect that hits the target (within 1 round) has x2^CCL effect

X0.13 Ultra Powers (SL=14, Concordant SL=4)

# Power
1 1 target: CCL idmg, untyped, vile, no resistance
2 1 target: All effects drop (no ER) or drop all his blahR's (even iunx types)
3 1 target: Pixelated
4 1 target: Loop shifted to another timeline, banned from this timeline for 10 years (Loop Stability to ignore)
5 1 target: Cure CCL ihp, can go above max (effect wears off after 1 segment)
6 1 target: Fix
7 Capital I Insist
8 1 target: Must spend all pending proficiencies, picks, slots (no "Open" things left)
9 (costs 1V to use) Fork an X frequency power

X0.13 V [Ultra+1] Powers (SL=17, Concordant SL=7)

# Power
1 1 target: 1 iidmg or 1 lifedmg, untyped, permanent, no resistance
2 (can use 1bX action, may borrow 2X's from the future if you used Capital O Object): Capital R Really Object
3 Do an X0.13 Super power on a group instead of 1 target
4 1 target: Cure 1 iihp, can go above max (effect wears off at the end of this half-segment)
5 (can use 1bX action): No Sale (you are Immune to an effect, take no damage)
6 Step Out of It, no Down a Hole at end

X0.13 W [Ultra+2] Powers (SL=20, Concordant SL=10)

# Power
1 1 target: Loses all subordinates (Summons, Henchmen, Animal Companions, Mounts, Familiars, Followers)
2 Do an X0.13 Ultra power on a group instead of 1 target
3 Mental Fury, no Crapped at end

X4A

Level KXP X4
mMG S
1 0 1-- -
2 1.2 2-- -
3 2.4 11- -
4 4.8 21- -
5 9.6 12- -
6 19.2 111 -
7 38.4 211 -
8 76.8 121 -
9 153.6 112 -
10 307.2 111 1
11 540 211 1
12 780 121 1
13 1020 112 1
14 1260 111 2
15 1500 211 2
16 1740 121 2
17 1980 112 2
18 2220 222 2
19 2460 322 2
20 2700 232 2
21 2940 223 2
22 3180 222 3
23 3420 322 3
24 3660 232 3
25 3900 223 3
26 4140 333 3
27 4380 433 3
28 4620 343 3
29 4860 334 3
30 5100 333 4
31 5340 433 4
32 5580 343 4
33 5820 334 4
34 6060 444 4
35 6300 554 4
36 6540 555 5
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  3  8  2  3  1  0  1
+2  5  4  8  2  3  1  0  2
+3  6  4  8  3  4  2  0  2
+4  6  5  8  3  4  2  1  3
+5  6  5  9  3  4  2  1  3
+6  6  6  9  4  5  3  1  4
+7  7  6  9  4  5  3  2  4
+8  7  7  9  4  5  4  2  5
+9  7  7 10  5  6  4  2  5
+10  7  8 10  5  6  4  3  6
+11  8  8 10  5  6  5  3  6
+12  8  9 10  6  7  5  3  7
+13  8  9 11  6  7  6  4  7
+14  8 10 11  6  7  6  4  8
+15  9 10 11  7  8  6  4  8
+16  9 11 11  7  8  7  5  9
+17  9 11 12  7  9  7  5  9
+18  9 12 12  8  9  8  5 10
Requisites: Wis 0, Chr 0, Cml 6
Alignment: any
HD/level: d8
Weapon Prof.: 1+level/4
To Hit Table: Mon
Save Table: Psi
Reference: DM
Groups: Psionicist, Concordant [x1]
 
See [X4] for rules and powers.
P4Ps = Level - Wis +20.
1 P4P = 100 PSPs (Psi1 or Psi2) for conversion.
Minor = x1.25 in one effect (chosen from the list in the original X4 writeup or in X4A writeup)
Major = x1.5 in one effect ( " )
Grand = x2 in one effect ( " )
Super = x2.5 in one effect ( " )
When you get a Major, it must be converted from a Minor you already have (see progression).
There's only one power in X4:
1M, 1 P4P: Multiply the chosen effect by the power's multiplier (x1.25, x1.5, x2, or x2.5).

[PC5] Psionicist Classes Group


Basic X4 Information

A superstition is a belief that some event/object will have a certain effect. Usually this is harmless and has no game effect. However, some superstitions are so strong for the believer that they actually have a "real"-world effect. In this case superstitions becomes a passive psionic frequency. Most believers of superstitions are simply that, and never develop powers.
The superstition psionic frequency (also called Psi frequency 4) is called passive because the believer (or "psionic") does not know that he is really the source of the effect, not the trigger. A superstition "psionicist" would be someone who spreads rumor and fear among people, and therefore increase Belief Ratings in the area.
Superstitions are not directly related to Imagination Psionics, Omens, Miracles, or Awe Power, but any of these could give someone a Belief Rating.
 
There is an older (original) system for X4 presented in [Z13].

[X4.1] X4 Powers

None of the original X4 rules are used here. The idea is the fantasy society has advanced to the point where people now understand how X4 works, and people consciously have (and manipulate) X4 powers. Because of this, the applications for X4 are much more practical than the older system presented in [Z13].
Use the progression for the X4A class seen in [PC5].
Wild Talents are considered their highest level divided by 2 (round down; a level 0 X4A still gets 1 Minor).
 
Basically, for each "power" in your progression, choose an effect to have multiplied.
The multiplier (referenced as "X4M" below) is 1.25 for Minors, 1.5 for Majors, 2 for Grands, and 2.5 for Supers.
 
There are certainly more things you can believe in than the list below; check with the DM if you have an idea. Inherently or obviously broken ideas (believing in your level, your XP, or how many of you there are) will not be approved.
 
# Belief Effect
1 Ability Score Choose one ability score. New score = (old score - 10) * X4M + 10
2 AC Your new AC = (old AC - 10) * X4M + 10
3 Actions Pick one action type (M, P, V). Your number of actions of that type is multiplied by X4M
4 Damage Damage with one physical weapon is multiplied by X4M
5 hp Multiply hp by X4M
6 Item How many of an item exists is multiplied by X4M (you need a Grand to duplicate a x2 item)
7 Money How much money you get in dungeon is multiplied by X4M (only affects you, not whole party)
8 Move Rate Multiply Move Rate by X4M
9 Multiplier Add X4M-1 to your multiplier (see [X]). Using a Minor does nothing. Using a Major: +1 mult. in offense or defense (not both).
10 Saves Multiply your save rolls by X4M, you automake saves on natural 21-X4M or better (Minor is 19).
11 Spell One spell that you know has it's effect multiplied by X4M, or costs only 1/(X4M*2-1) of a spell slot
12 To Hit Multiply your to hit rolls by X4M, you autohit on natural 21-X4M or better (Minor is 19).
P4Ps (unenforced rule):
This limits how often you can use your X4 powers.
P4Ps = Level - Wis + 20
Where "Level" is half your level if a Wild Talent. Note that Wisdom reduces the number of P4Ps. If this number is negative, you cannot use X4 at all.
Each time a X4 multiplier is used (or every hour for continuous effects), a P4P is lost from the pool. When your P4P pool is empty, you cannot use X4 powers. The P4P pool refills at 1 P4P per hour. 1 P4P = 100 PSPs in Psi1 for conversion purposes.

[PC5] Psionicist Classes Group


X7A

Level KXP [X7]
mMG SUV W
1 70 1-- --- -
2 140 2-- --- -
3 210 3-- --- -
4 280 4-- --- -
5 350 5-- --- -
6 700 6-- --- -
7 1400 7-- --- -
8 2100 8-- --- -
9 2800 81- --- -
10 3500 82- --- -
11 7000 83- --- -
12 10500 84- --- -
13 14000 85- --- -
14 17500 86- --- -
15 21000 87- --- -
16 24500 88- --- -
17 28000 98- --- -
18 31500 981 --- -
19 35000 982 --- -
20 38500 983 --- -
21 42000 984 --- -
22 45500 985 --- -
23 49000 986 --- -
24 52500 986 1-- -
25 56000 986 2-- -
26 59500 986 3-- -
27 63000 986 31- -
28 66500 986 32- -
29 70000 986 33- -
30 73500 986 43- -
31 77000 986 44- -
32 80500 986 54- -
33 84000 986 541 -
34 87500 986 542 -
35 91000 986 543 -
36 94500 986 543 1
TH Saves
PD RS PP BW Sp Fo Re Wi
Conc 18 18 18 18 18 18 18 18
+22 19 19 19 19 19 19 19 19
+22 19 19 19 19 19 19 19 19
+24 20 20 20 20 20 20 20 20
+24 20 20 20 20 20 20 20 20
+26 21 21 21 21 21 21 21 21
+26 21 21 21 21 21 21 21 21
+28 22 22 22 22 22 22 22 22
+28 22 22 22 22 22 22 22 22
+30 23 23 23 23 23 23 23 23
+30 23 23 23 23 23 23 23 23
+32 24 24 24 24 24 24 24 24
+32 24 24 24 24 24 24 24 24
+34 25 25 25 25 25 25 25 25
+34 25 25 25 25 25 25 25 25
+36 26 26 26 26 26 26 26 26
+36 26 26 26 26 26 26 26 26
+38 27 27 27 27 27 27 27 27
Requisites: HNCL 9, Str 0, Dex 0, Con 0, Int 0, Wis 0, Chr 0
Alignment: any
HD/level: & d7
Weapon Prof.: 7+level/2
To Hit Table: ½xConc
Save Table: ½xConc
Reference: DM
Groups: Psionicist, Concordant (x1)
 
See [X7] for rules and powers.

[PC5] Psionicist Classes Group


X7 Minor Powers (SL=2, Concordant SL=0)

# Power
1 Trade 5 of an action type for 1 Quick of that action type.
2 Trade 7 of an action type for 1 Opposing of that action type.
3 Limit of 5 classes
4 -0.25 to XP divisor due to race (minimum 1).

X7 Major Powers (SL=5, Concordant SL=0)

# Power
1 Trade 4 of an action type for 1 Quick of that action type.
2 Trade 6 of an action type for 1 Opposing of that action type.
3 Limit of 6 classes
4 -0.5 to XP divisor due to race (minimum 1).
5 x1.1 hp
6 x1.1 CL

X7 Grand Powers (SL=8, Concordant SL=0)

# Power
1 Trade 3 of an action type for 1 Quick of that action type.
2 Trade 5 of an action type for 1 Opposing of that action type.
3 Limit of 7 classes
4 -0.75 to XP divisor due to race (minimum 1).
5 Considered a x2 being on either attack or defense (change at reset)
6 x1.5 hp
7 x1.5 CL

[PC5] Psionicist Classes Group


X7 Super Powers (SL=11, Concordant SL=1)

# Power
1 You are considered a x2 being.
2 You attack as a x1 being, but defend as a x3 being.
3 You attack as a x3 being, but defend as a x1 being.
4 You can trade 2 of an action type for 1 Quick version of that action type.
5 You can trade 4 of an action type for 1 Opposing version of that action type.
6 x2 hp.
7 x2 CL.
8 Limit of 8 classes.
9 You have a free "H" for purposes of qualifying for classes, kits, and feats.
10 Planar Stable (immune to effects of being on another plane).
11 -1 to XP divisor due to race (minimum 1).
12 Immune to SL 0 to SL ((your level)/3, round down) effects.
13 (your level)*2% iGR; works even in section [X].
14 Immune to one effect in the [C] section.
15 0: Duplicate any 0th level Concordant spell until next reset. You can have up to 2 spell levels total running (0 level spells count as 1/4).
16 x1.5 ML (Memorization Level) in one class.

X7 Ultra Powers (SL=14, Concordant SL=4)

# Power
1 0: Duplicate any 0th-2nd level Concordant spell until next reset. You can have up to 6 spell levels total running.
2 You attack as a xN being, but defend as a x(6-N) being, where N is between 1 and 4.
3 You can trade 3 of an action type for 1 Opposing version of that action type.
4 You may "borrow" actions of any type (assuming you have them).
5 You may "hold" actions of any type (assuming you have them).
6 x10 hp.
7 x3 CL.
8 x2 ML (Memorization Level) in one class.
9 Ignore all forms of XP divisors.

[PC5] Psionicist Classes Group


X7 V [Ultra+1] Powers (SL=17, Concordant SL=7)

# Power
1 0: Duplicate any 0th-4th level Concordant spell until next reset. You can have up to 18 spell levels total running.
2 You attack as a xN being, but defend as a x(6-N) being, where N is between 1 and 5.
3 You can trade 2 of an action type for 1 Opposing version of that action type.
4 x50 hp.
5 x4 CL.
6 x2.5 ML (Memorization Level) in one class.

X7 W [Ultra+2] Powers (SL=20, Concordant SL=10)

# Power
1 0: Duplicate any 0th-6th level Concordant spell until next reset. You can have up to 54 spell levels total running.
2 You attack as a xN being, but defend as a x(7-N) being, where N is between 1 and 6.
3 x200 hp.
4 x5 CL.
5 x3 ML (Memorization Level) in one class.

X7 X [Ultra+3] Powers (SL=23, Concordant SL=13)

# Power
1 0: Duplicate any 0th-8th level Concordant spell until next reset. You can have up to 162 spell levels total running.
2 You attack as a xN being, but defend as a x(8-N) being, where N is between 1 and 7.
3 x1000 hp.
4 x6 CL.
5 x3.5 ML (Memorization Level) in one class.