[Q12] Law / True / Chaos Psionics (Psi. Freq. 12 L/T/C)


[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)

[Q12] Law / True / Chaos Psionics (Psi. Freq. 12 L/T/C)


[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

[Q12] Law / True / Chaos Psionics (Psi. Freq. 12 L/T/C)


[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