[Q--2] Efficiency Psionics (Psi. Freq. --2)


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

[Q--2] Efficiency Psionics (Psi. Freq. --2)


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

[Q(-17)] Illogic Psionics (Psi. Freq. -17)


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

[Q(-15)] Eelemental Psionics (Psi. Freq. -15)


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.

[Q(-15)] Eelemental Psionics (Psi. Freq. -15)


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)

[Q-12] Legalistic / Temperate / Commotion Psionics (Psi. Freq. -12 L/T/C)


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

This is psionic frequency -12L (negative 12 L). To see frequency 12L, go to section [Q12].
 
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.

[Q-12] Legalistic / Temperate / Commotion Psionics (Psi. Freq. -12 L/T/C)


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

[Q-12] Legalistic / Temperate / Commotion Psionics (Psi. Freq. -12 L/T/C)


[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.

[Q-12] Legalistic / Temperate / Commotion Psionics (Psi. Freq. -12 L/T/C)


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

[Q-12] Legalistic / Temperate / Commotion Psionics (Psi. Freq. -12 L/T/C)


[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.

[Q-12] Legalistic / Temperate / Commotion Psionics (Psi. Freq. -12 L/T/C)


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

[Q-9] Mutate / Anti-Radiation Psionics (Psionic Frequency -9)


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 -

[Q-9] Mutate / Anti-Radiation Psionics (Psionic Frequency -9)


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)

[Q-9] Mutate / Anti-Radiation Psionics (Psionic Frequency -9)


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)

[Q-6] Angelic / Gaea / First Evil Psionics (Psi. Freq. -6 G/N/E)


[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).

[Q-6] Angelic / Gaea / First Evil Psionics (Psi. Freq. -6 G/N/E)


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)

[Q-6] Angelic / Gaea / First Evil Psionics (Psi. Freq. -6 G/N/E)


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)

[Q-6] Angelic / Gaea / First Evil Psionics (Psi. Freq. -6 G/N/E)


[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”.

[Q-6] Angelic / Gaea / First Evil Psionics (Psi. Freq. -6 G/N/E)


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

[Q-6] Angelic / Gaea / First Evil Psionics (Psi. Freq. -6 G/N/E)


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

[Q-6] Angelic / Gaea / First Evil Psionics (Psi. Freq. -6 G/N/E)


[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.

[Q-6] Angelic / Gaea / First Evil Psionics (Psi. Freq. -6 G/N/E)


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

[Q-6] Angelic / Gaea / First Evil Psionics (Psi. Freq. -6 G/N/E)


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

[Q-6] Angelic / Gaea / First Evil Psionics (Psi. Freq. -6 G/N/E)


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

[Q-5] The Nothing / Anti-Imagination Psionics (Psi. Freq. -5)


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)

[Q-3] Anti-Esper Psionics (Psi. Freq. -3)


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.

[Q-3] Anti-Esper Psionics (Psi. Freq. -3)


[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

[Q-3] Anti-Esper Psionics (Psi. Freq. -3)


[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

[Q-3] Anti-Esper Psionics (Psi. Freq. -3)


[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

[Q-3] Anti-Esper Psionics (Psi. Freq. -3)


[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

[Q-2] Deficiency Psionics (Psi. Freq. -2)


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

[Q-2] Deficiency Psionics (Psi. Freq. -2)


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

[Q-1] Unnatural Psionics (Psi. Freq. -1)


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

[Q-1] Unnatural Psionics (Psi. Freq. -1)


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.

[Q-1] Unnatural Psionics (Psi. Freq. -1)


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)

[Q-1] Unnatural Psionics (Psi. Freq. -1)


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

[Q0] Martial Arts / Ki Powers (Psi. Freq. 0)


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.

[Q0] Martial Arts / Ki Powers (Psi. Freq. 0)


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

[Q0] Martial Arts / Ki Powers (Psi. Freq. 0)


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.

[Q0] Martial Arts / Ki Powers (Psi. Freq. 0)


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

[Q0.01] Pinpoint Psionics (Psi. Freq. 0.01)


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

[Q0.01] Pinpoint Psionics (Psi. Freq. 0.01)


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

[Q0.01] Pinpoint Psionics (Psi. Freq. 0.01)


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

[Q0.01] Pinpoint Psionics (Psi. Freq. 0.01)


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

[Q1] Natural (1st edition) Psionics (Psi. Freq. 1)


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

[Q1] Natural (1st edition) Psionics (Psi. Freq. 1)


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.

[Q1] Natural (1st edition) Psionics (Psi. Freq. 1)


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

[Q1] Natural (1st edition) Psionics (Psi. Freq. 1)


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

[Q1] Natural (1st edition) Psionics (Psi. Freq. 1)


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

[Q1] Natural (1st edition) Psionics (Psi. Freq. 1)


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

[Q1] Natural (1st edition) Psionics (Psi. Freq. 1)


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.

[Q1] Natural (1st edition) Psionics (Psi. Freq. 1)


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

[Q2] Proficiency (2nd edition) Psionics (Psi. Freq. 2)


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).

[Q2] Proficiency (2nd edition) Psionics (Psi. Freq. 2)


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

[Q2] Proficiency (2nd edition) Psionics (Psi. Freq. 2)


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

[Q2] Proficiency (2nd edition) Psionics (Psi. Freq. 2)


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

[Q2] Proficiency (2nd edition) Psionics (Psi. Freq. 2)


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

[Q3] 3rd Edition Psionics (Psi. Freq. 3)


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.

[Q3] 3rd Edition Psionics (Psi. Freq. 3)


[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

[Q3] 3rd Edition Psionics (Psi. Freq. 3)


[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

[Q3] 3rd Edition Psionics (Psi. Freq. 3)


[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

[Q3] 3rd Edition Psionics (Psi. Freq. 3)


[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

[Q3] 3rd Edition Psionics (Psi. Freq. 3)


[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

[Q3] 3rd Edition Psionics (Psi. Freq. 3)


[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

[Q3] 3rd Edition Psionics (Psi. Freq. 3)


[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

[Q3] 3rd Edition Psionics (Psi. Freq. 3)


[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

[Q3] 3rd Edition Psionics (Psi. Freq. 3)


[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

[Q3] 3rd Edition Psionics (Psi. Freq. 3)


[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

[Q3.5] 3.5 Edition Psionics (Psi. Freq. 3.5)


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.

[Q3.5] 3.5 Edition Psionics (Psi. Freq. 3.5)


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.

[Q3.5] 3.5 Edition Psionics (Psi. Freq. 3.5)


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.

[Q3.5] 3.5 Edition Psionics (Psi. Freq. 3.5)


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.

[Q3.5] 3.5 Edition Psionics (Psi. Freq. 3.5)


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.

[Q3.5] 3.5 Edition Psionics (Psi. Freq. 3.5)


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.

[Q3.5] 3.5 Edition Psionics (Psi. Freq. 3.5)


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.

[Q5] Imagination Psionics (Psi. Freq. 5)


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)

[Q5] Imagination Psionics (Psi. Freq. 5)


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

[Q6] Deva / Balance / Demon Psionics (Psi. Freq. 6 G/N/E)


[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

[Q6] Deva / Balance / Demon Psionics (Psi. Freq. 6 G/N/E)


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)

[Q6] Deva / Balance / Demon Psionics (Psi. Freq. 6 G/N/E)


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

[Q6] Deva / Balance / Demon Psionics (Psi. Freq. 6 G/N/E)


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)

[Q6] Deva / Balance / Demon Psionics (Psi. Freq. 6 G/N/E)


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

[Q6] Deva / Balance / Demon Psionics (Psi. Freq. 6 G/N/E)


[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

[Q6] Deva / Balance / Demon Psionics (Psi. Freq. 6 G/N/E)


[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

[Q6] Deva / Balance / Demon Psionics (Psi. Freq. 6 G/N/E)


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

[Q6] Deva / Balance / Demon Psionics (Psi. Freq. 6 G/N/E)


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

[Q6] Deva / Balance / Demon Psionics (Psi. Freq. 6 G/N/E)


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

[Q6] Deva / Balance / Demon Psionics (Psi. Freq. 6 G/N/E)


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

[Q7] Undead Psionics (Psi. Freq. 7)


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

[Q7] Undead Psionics (Psi. Freq. 7)


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)

[Q8] Cyberspace (Technology/Animation) Psionics (Psi. Freq. 8)


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

[Q8] Cyberspace (Technology/Animation) Psionics (Psi. Freq. 8)


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

[Q8] Cyberspace (Technology/Animation) Psionics (Psi. Freq. 8)


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"

[Q8] Cyberspace (Technology/Animation) Psionics (Psi. Freq. 8)


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

[Q9] Mutant (Radiation) Psionics (Psi. Freq. 9)


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.

[Q9] Mutant (Radiation) Psionics (Psi. Freq. 9)


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

[Q9] Mutant (Radiation) Psionics (Psi. Freq. 9)


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

[Q9] Mutant (Radiation) Psionics (Psi. Freq. 9)


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)

[Q9] Mutant (Radiation) Psionics (Psi. Freq. 9)


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

[Q10] Empathic (Role Aids) Psionics (Psi. Freq. 10)


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

[Q10] Empathic (Role Aids) Psionics (Psi. Freq. 10)


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

[Q10] Empathic (Role Aids) Psionics (Psi. Freq. 10)


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

[Q10] Empathic (Role Aids) Psionics (Psi. Freq. 10)


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

[Q10] Empathic (Role Aids) Psionics (Psi. Freq. 10)


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

[Q10] Empathic (Role Aids) Psionics (Psi. Freq. 10)


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

[Q10] Empathic (Role Aids) Psionics (Psi. Freq. 10)


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

[Q10] Empathic (Role Aids) Psionics (Psi. Freq. 10)


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


[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)


[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


[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

[Q14] Lycanthrope/Moon Psionics (Psi. Freq. 14)


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)

[Q14] Lycanthrope/Moon Psionics (Psi. Freq. 14)


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

[Q15] Elemental/Dragon Psionics (Psi. Freq. 15)


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

[Q15] Elemental/Dragon Psionics (Psi. Freq. 15)


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

[Q15] Elemental/Dragon Psionics (Psi. Freq. 15)


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

[Q15] Elemental/Dragon Psionics (Psi. Freq. 15)


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

[Q15] Elemental/Dragon Psionics (Psi. Freq. 15)


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)

[Q15] Elemental/Dragon Psionics (Psi. Freq. 15)


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}

[Q15] Elemental/Dragon Psionics (Psi. Freq. 15)


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

[Q16] Golem (Technology) Psionics (Psi. Freq. 16)


Psi16 powers improve your mind & body so you can interface with technology better. They also alter your body, replacing components with Golem components of various materials.
Psi16 powers are resisted using PR (Psionic Resistance), *not* TechR (Technological Resistance). TechR is used to resist Psi16 Technological Items, described on the next page.
You can have more than one Golem Form (and you get all of their effects), but you can't have the same Golem Form more than once. You can take the "Golem Form: S=" powers more than once, for different unusual materials each time.

Psi16 Minor Powers

# Name Effect
1 Construct Psi16 Item 1 Create a Psi16 item (see next page) of TechL=CL, each TechL takes 1S action
2 Create Golem I Create a DL I Golem (AC=3*CL, hp=10*CL, Str=2*CL)
3 Degrade Golem Technological item with TechL<=CL gets -1 TechL or Golem gets -1 DL (no save)
4 Detect Technology Detects Technology and gives TechL within sight
5 Identify Technology Identifies a technological item, 8% chance of failure per TechL greater than your CL
6 Improve Technology Technological item with TechL<CL gets +1 TechL (TechL% chance of destroying item)
7 Repair Golem Damage Cures 10*CL hp (CL Hull points) to a Golem
8 Speak with Golems Communicate with Golem in a way that it understands
9 Turn (Command) Golems Turn (Command) Golems (need to make a turning roll as usual)
10 Golem Form: Caryatid Column +4 saves; Weapons have 25% chance to shatter when hitting you; 1M: Feign Death
11 Golem Form: Flesh Resist fire and cold; Cured by lightning (1 hp per die of dmg)
12 Golem Form: Mud Resist blunt weapons; Both punches hit: Hug 2d6+(Str bonus)+paralyzation (PPD save)
13 Golem Form: Necrophidius 1V: Hypnosis (1 target, Will save); Bite is paralysis branded (PPD save)
14 Golem Form: S=1,2 Unusual Material of S=1,2 (cannot exceed real S number)
15 Golem Form: Scarecrow 1M, gaze: Fascinate (1 target, Will save); Punches are Fascinate branded
16 Golem Form: Skeletal +2 arms (new group of limbs), but all your arms get -10/-10 TH/dmg
17 Golem Form: Stone Guardian Double Resist edged weapons; Resist cold, fire, lightning; Halve your move rate
18 Golem Form: Wood Immune Wood; 1M: Transmute Metal to Wood (owner PP saves)

Psi16 Major Powers

# Name Effect
1 Construct Psi16 Item 2 Create a Psi16 type item (see next page) of TechL=CL, each 2 TechL takes 1S action
2 Create Golem II Create a DL IV Golem (AC=6*CL, hp=10*(CL^2), Str=4*CL)
3 Dispel Golem Dispels a Golem (it is "turned off" for 1 turn) (no save)
4 Golem Jar Magic Jar into a Golem (Magic Jar contest rules, which the golem will probably lose)
5 Golem-mind Class VI/Esper-blind to all frequencies non-divisible by 8
6 Golem Form: Amber Tracking/Trailing prof.; Clairnasience; Detect Invis. cont.
7 Golem Form: Clay Unarmed damage you deal can be cured only by a CL=17+ Heal spell (or better)
8 Golem Form: Glass Improved Invis.; 1M: Prismatic Spray your group (hole in the middle)
9 Golem Form: Juggernaut +12" move rate; 1V, charging: 10d10 dmg to one target
10 Golem Form: Maggot Immune insects, edged weapons, piercing weapons; Cannot hold weapons
11 Golem Form: Metagolem Immune lightning; 1M: Fireball; 1M: Major Missile
12 Golem Form: Rock Resist earth; Any weapon that hits you saves vs. crushing blow or destroyed
13 Golem Form: Ruby set Str 20+LVL; Immune Priest magic
14 Golem Form: S=3,4,5 Unusual Material of S=3,4,5 (cannot exceed real S number)

[Q16] Golem (Technology) Psionics (Psi. Freq. 16)


Psi16 Grand Powers

# Name Effect
1 Attune Technological Item Allow another to have & use one of the technological objects you made using Psi16
2 Construct Psi16 Item 4 Create a Psi16 item (see next page) of TechL=CL, each 4 TechL takes 1S action
3 Create Golem III Create a DL VII Golem (AC=12*CL, hp=10*(CL^3), Str=6*CL)
4 Technological Engineering Duplicate the effects of a Psi8 minor or major
5 Golem Form: Doll Resist fire; Mend spell acts as a Heal on you; Bite is Tasha's Laughter branded
6 Golem Form: Emerald Immune acid; iNR 50%; 1M: Lightning Bolt
7 Golem Form: Magic MArmoring LVL*10; Disenchant any magical effect you touch; 1M: Wild Surge
8 Golem Form: Mithral Immune innates; +1Q0 action /r
9 Golem Form: Phantom Flyer Fly 24" (C); Immune darkness; Darkvision; +2 tentacles (2d8 dmg each)
10 Golem Form: S=6,7,8 Unusual Material of S=6,7,8 (cannot exceed real S number)
11 Golem Form: Shaboath Immune water; 1P: Drown a group; 1M: Wall of Ice
12 Golem Form: Silver +1 to # attacks with each weapon; +LVL" move rate
13 Golem Form: Spiderstone Resist magic; Mouth's P: Web (1 group); FRT LVL*10%
14 Golem Form: Stone Immune earth; set Str 22+LVL; 1V: Slow

Psi16 Super Powers

# Name Effect
1 Construct Psi16 Item 8 Create a Psi16 item (see next page) of TechL=CL, each 8 TechL takes 1S action
2 Create Golem IV Create a DL X Golem (iAC=CL/12, ihp=CL/5, Str=8*CL)
3 Steal Attunement Allow another to have & use one of the technological objects *anyone* made using Psi16
4 Golem Form: Adamantite Immune magic; 1V: Trample for 8d10+(Str bonus) dmg
5 Golem Form: Bone Undead immunities; Can't be Turned; 1M: Paralyze a group
6 Golem Form: Brain +1QM action; 1M: Psi1 Psionic Blast; iPR +70%
7 Golem Form: Brass Minotaur Immune Maze (and variants); Slaying +3/+3 +wounding; 1M: Trap the Soul; 1M: Maze
8 Golem Form: Burning Man Immune fire (and variants); Eldritch Fire Shield (100% dmg back); 1M: Fear (1 group)
9 Golem Form: Diamond Immune lightning, acid; iNR 75%; 1M: Diamond wacky ball (LVLd8, no save); 1M: Sunray
10 Golem Form: Drolem [Pick an E=1 to E=3 element] Immune to that element; Mouth's P, 1/3r: Breathe that element
11 Golem Form: Gargoyle +LVL weapon needed to hit you; You punches are petrification branded
12 Golem Form: Hammer Immune magic; +4d6 dmg per physical attack
13 Golem Form: Iron set Str 24+LVL; Cured by fire dmg; Mouth's P: Breathe poison (group, half hp, BW save:1/2)
14 Golem Form: S=9,10,11 Unusual Material of S=9,10,11 (cannot exceed real S number)

[Q16] Golem (Technology) Psionics (Psi. Freq. 16)


Psi16 Technological Items

At any given moment, you may have a number of Psi16 technological items (that you created) equal to your Psi8 level. Other Psi16 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 with charges burn out when used up; you may make another item immediately after burning up this item. The temporary effect the burnt out item is generating doesn't count against the number of technological items you may have.
 
Most Psi16 items "graft" to their user and cannot be Pick Pocketed or Unequipped.
 
DM Note: This item list is rather incomplete; but it works as a starting point. They are all loosely based on Psionic Artifacts of Athas items, just "Collectivized" and made grosser. You may research new Psi16 items; each takes 1 Research Point. This requires the DM to have the Psionic Artifacts of Athas book at the session; meaning the item will probably be delayed in real life, unless the DM knew someone was playing Psi16 and brought the book ahead of time.

Psi16 Items

# TechL XPV Item Effect
1 1 100 Drun-dahn [10 Potion] Erase a "?" in dungeon
2 1 100 Face-eater -3 set Chr; -3 set Cml; +1 set Str; +1 set Dex; +1 set Con
3 1 100 Gloves of Decay Mummy rot and rot items by touch
4 1 100 Life Leech 1V, take 60 vile dmg, sharp yourself: Summon a Larva
5 2 200 Breathermask Immune poison; Resist water; Water breathing
6 2 200 Ghov-erad 2F: Generate 2d20 Rope Tricks to different (random) places in Astral
7 2 200 Preservation Fluid [10 Potion] Reattach a sharped/vorpaled body part
8 2 200 Vash-erat Cml 72 or +12 set Cml
9 3 300 Disposer Weapon Gemlet: Put Out of Misery brand
10 3 300 Oil, Dryness You cannot go above 70°F or below 30°.F
11 3 300 Senselink 1M: Tap psionic link; 1M: Capital E Extract from someone in psionic link
12 4 400 Fruit, Silt Breathing [10 Fruit] Immune vacuum, salt, air for 1t
13 4 400 Furnace 1F: +10^(1d10) °F 10' radius
14 4 400 Spore Pods, Sleep [10 Potion] Sleep (area, Spell save vs. 36)
15 5 500 Glowpods Continual Light 10'r; Immune darkness
16 5 500 Lens, Red Infravision; If already have Infravision, gives X-ray vision
17 5 500 Platons AT +21 armor
18 5 500 Vigrons set Con 24 or +3 set Con
19 6 600 Bag of Impressions Small bag of holding; Always roll a "7" on initiative
20 6 600 Erdlu Canteen 2V: Reverse a potion or Reverse a potion effect
21 7 750 Candle of Rejuvenation [10 Candles] xx4 Psi recovery rate for a reset (fully stacks with itself)
22 7 750 Sleekoil [10 Potion] All move rates become 0" within 100' for 1t (x1 Special)
23 10 1000 Ber-ethern Fly 75"
24 10 1000 Glider You get 2 parting shots against others; Immune falling damage; Resist TK
25 10 1000 Lyre of Silence Immune Sound, Words, Blasting
26 10 1000 Ring, Coolness Immune gravity; Immune temperature changes
27 10 1000 Ring, Mental Protection iMAC 1 (infinite Mental AC)
28 10 1000 Trackboots Immune web; +3/+3 pro.; tracking +120%; +6" movement rate
29 10 1000 Watchpack A Small bag of holding; +1QQF only for using generic (non-magical) equipment
30 10 1000 Watchpack B 10 billion ton (30 mile cubed) bag of holding; Capital E Enough of all generic equipment
31 10 1000 Water Sniffer Nose's P, 1/t: Detect liquid by type (can specify a potion type)
32 11 1111 Agafari Rod See ethereal, magic, spirit, hidden
33 11 1111 Periapt of Tierna All your items get +11 ego and fully stack ego; Planar Displacement that's immune to True Sight and Cosmic Awareness
34 11 1111 Red Crystal of Tyr [Has an E action] 1E: Precognition; 1E: Choose Future; 1E: Clairvoyance
35 12 1200 Deathspray [Spray bottle, 100 charges] 1P, 1 charge: Cone of poison (death/40)
36 15 1500 Bag of Creation Small bag of holding; 1M, 1/d: Summon a DL X Intelligent Sphere of Creation (from Plane of UltraWhite / IntraPlanes)
37 15 1500 Eyehand Immune gaze attacks, eyestalks
38 15 1500 Staff, Pain [25 charges] 1M, 1 charge: Double Pain (stacks with itself, each adds x+1)
39 20 2000 Climbdog 1V, 1/d, 1 at a time: Add a Lycanthrope Racial Adjective
40 20 2000 Darkcloak [Cloak +5/+5] Class VI/Esper-blind; -5 MF 30'r; Anti-Innate Shell SL 0-5
41 20 2000 Farspeaker Truename is unknowable
42 20 2000 Tail, Grasping +1 tail; set Str 12 or +1 set Str
43 25 2500 Cube of Energy Containment [Has an E action] 1E, 1/t: 200 point Magnetic Shield (stops physical or energy)
44 25 2500 Maul of Power [Weapon: Size H; 8d2/8d4; +25/+48; 3-20: x2] 30d8 random element Detonate brand
45 25 2500 Wand, Psionic Detection [100 charges] Detect Psi cont.; 1M, N charges: -5*N PaPR or -N iPaPR to one target
46 29 4000 Splitter +1 limb (any type, same group of limbs); Can wear 2 of one wear location
47 30 4500 Folding Cloak 1F: Dimension Door, no delay, can use in combat
48 31 5000 Healer Pod Vile Troll-like regen 10% of max hp /s
49 32 6500 Fire Flute Mouth's M: 30 eldritch fire dmg, up to 16 groups (no save, XR to resist)
50 33 10000 Centennial Brain [x2] set Int 36; +infinite minors and majors in psionics; PR +200%
51 34 10000 Heart of the Fire Drake [x2; ego 30; AL NJ] Protection from Stupid 10'r; Immune SL 0-5 magic and psi; "Third Level M-U Spells" spell cont.; Get an extra Mage2 progression (even if not a mage); x2 XP in Halfling0, Mage2, FMCTP1/2 (if the M component is 2nd edition)
52 35 20000 Belt of Kings [x2; ego 40; ego 120 on Wednesdays] x2 set Chr; Immune undead, dwarves; pro. missiles; free action; +4 Warrior levels
53 36 30000 Corundum Wormskin [use once, it's permanent but permanently eats a Psi16 item slot] Wormlord Racial Adj. (free): +20 HD; You are x2 being; AT +12; punch/kick x2 dmg; clairtactience (remote touching); passwall cont.; 1M: Summon Capital P Plenty sink worms (DL II insects); stone tell cont.; 1M: LVL curses (no save); 1V: Dust Devil

[Q18] Synnibarr (Radiation) Psionics (Psi. Freq. 18)


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

[Q18] Synnibarr (Radiation) Psionics (Psi. Freq. 18)


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

[Q18] Synnibarr (Radiation) Psionics (Psi. Freq. 18)


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)

[Q18] Synnibarr (Radiation) Psionics (Psi. Freq. 18)


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)

[Q18] Synnibarr (Radiation) Psionics (Psi. Freq. 18)


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)

[Q19] The Force Psionics (Psi. Freq. 19)


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.

[Q19] The Force Psionics (Psi. Freq. 19)


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

[Q19] The Force Psionics (Psi. Freq. 19)


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

[Q19] The Force Psionics (Psi. Freq. 19)


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)

[Q19] The Force Psionics (Psi. Freq. 19)


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)

[Q19] The Force Psionics (Psi. Freq. 19)


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)

[Q23] Cloud Elves' Magical Clouds (Psi. Freq. 23)


General Psi23 Information

Number of Cloud Points = [Chr + Con] * AgeCat
where AgeCat is: Juvenile=1, Young Adult=2, Adult=4, Old=7, Venerable=10
 
Wild Talents: You get 2 SL per level in progression. Minor(Lesser)=2, Major(Medium)=5, Grand(Greater)=8
 
Note: The descriptions of these powers is rather vague. The DM will determine the exact effect. All of these clouds are area effect and generally have a saving throw.

Psi23 Minor Powers (Lesser Clouds)

# Name Cloud Points Effect
1 Acid Cloud 16 + 3/round 1 point acid damage per round in area
2 Clean Cloud 2 + 1/minute Everything touched is squeaky clean!
3 Fart Cloud 1 + 1/round Very smelly, sickening cloud
4 Itchy Cloud 9 + 2/round All in area get large rashes and itches
5 Muffling Cloud 12 + 2/round Muffles sound, 30% spell failure
6 Obscuring Cloud 14 + 1/round Blocks all forms of vision (inf,ult,x-r)
7 Puffy Cloud 8 + 1/round Solid cloud, can be climbed on
8 Rainbow Cloud 20 + 2/round Rainbow and pot of illusionary gold
9 Storm Cloud 15 + 3/round Rain/thunder, mini 1-pt. lightning bolts
10 Sweet Cloud 5 + 1/round Cotton candy cloud, nausea if eaten

[Q23] Cloud Elves' Magical Clouds (Psi. Freq. 23)


Psi23 Major Powers (Medium Clouds)

# Name Cloud Points Effect
1 Conjuration Cloud 35 + 1/round Cloud/Radiance elemental to do service
2 Crystal Cloud 36 + 2/round Functions as a standard D&D crystal ball
3 Dust Cloud 21 + 3/round Very dry cloud of degeneration
4 Extradimen. Cloud 40 + 1/minute All in cloud can hide from those outside
5 Image Cloud 9 + 1/round Forms into various shapes and colors
6 Shield Cloud 24 + 4/round Gives all in area +4 bonus to AC,saves
7 Sleep Cloud 15 + 1/round Super sleep effect every round
8 Swirling Cloud 17 + 2/round Damages and confuses those in area
9 Travel Cloud 10 + 1/turn All in cloud travel at 36" movement rate
10 Wight Cloud 27 + 3/round Energy drains unnatural creatures

Psi23 Grand Powers (Greater Clouds)

# Name Cloud Points Effect
1 Chaos Cloud 60 + 3/round Does random effects every round
2 CrystalSphere Cloud 72 + 7/round Can see into alternate prime planes
3 Breath Weapon Cloud 88 + 1/day Forms into a breath weapon if triggered
4 Formation Cloud 40 + 1/round Can transform other clouds' shapes
5 House Cloud 100 + 1/day Cloud house with windows, rooms, etc.
6 Prison Cloud 180 + 1/day Captures one creature and holds there
7 Shadow Cloud 96 + 9/round Causes weakness, fear, ability loss
8 Smiley Face Cloud 117 + 7/round All in area drop their weapons and dance
9 Snow Cloud 48 + 4/round Multicolored snow (can damage/heal)
10 Talking Cloud 56 + 1/minute Loud-mouthed and sarcastic

[Q27] Fate Psionics (Psi. Freq. 27)


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

[Q27] Fate Psionics (Psi. Freq. 27)


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

[Q29] Beholder Psionics (Psi. Freq. 29)


Basic Psi29 Information

Beholder spellcasters and psionicists may cast a spell using 1M (as per normal), or through an eyestalk. If cast through an eyestalk, the power associated with that eyestalk cannot be used this round.
 
Spell level, Wiz 0-2 3-5 6-8 9-11 12-14
Spell level, Pri 1-2 3-4 5-6 7-8 9-10
Eyestalk used minor major grand super ultra
These are resisted using IR (Innate Resistance), not PR.
This calculation is only used for Psi29 characters. Beholders do not have or use Psi29 points for their eyestalks (and may use them as often as desired).
Psi29 power calculation: (level)*(Con+Chr)
Point costs:
Minor=5, Major=20, Grand=45, Super=80, Ultra=125, V=180
Eyestalk Table
Cost: Minor=1/2, Major=1, Grand=2, Super=4, beyond Super = x2 each category.
+1 category for area effect.
+1 category for continuous effect.
+1 category for no saving throw (but they still get InnateR).
-1 category if the eye has no eyestalk (fixed position).
Example: Standard Beholder has Charm Person (1/2), Charm Monster (1), Sleep (1/2), Telekinesis (1/2), Flesh to Stone (1), Disintegrate (1), Fear (1/2), Slow (1/2), Cause Serious Wounds (1/2), Death Ray (1), and a fixed [-1] continuous [+1] area [+1] no save [+1] Anti-Magic
Ray (4), total 11 eyecost and 11 eyes.

[Q29] Beholder Psionics (Psi. Freq. 29)


Psi29 Minor Powers

# Power
1 Animate Dead
2 Animate Object
3 Anti-Radiation Ray
4 Beam (Cone) of Cold
5 Blindness
6 Blink
7 Burning Hands
8 Cause Serious Wounds
9 Charm Person
10 Chromatic Orb
11 Clairvoyance
12 Color Beam (Spray)
13 Confusion
14 Create Food & Water
15 Darkness
16 Dig
17 Domination
18 Double Pain (Psi2)
19 Drain Magic Item Charges
20 Emotion
21 Enlarge/Reduce
22 ESP
23 Faerie Fire
24 Fear
25 Fumble
# Power
26 Gaze Reflection
27 Heat Metal
28 Hold Person
29 Identify
30 Irritation
31 Light
32 Lightning Bolt
33 Magic Missile
34 Mend
35 Message
36 Mind Link
37 Minor Creation
38 Mirror Image
39 Missile Deflection
40 Molecular Manipulation
41 Phantasmal Force
42 Radiation Ray
43 Ray of Enfeeblement
44 Repulsion
45 Sleep
46 Slow
47 Telekinesis
48 Telepathy
49 Tongues
50 Wrench

[Q29] Beholder Psionics (Psi. Freq. 29)


Psi29 Major Powers

# Power
1 Advanced Illusion
2 Anti-Anti-Magic Ray
3 Anti-Magic Ray
4 Anti-Psionic Ray
5 Beam (Wall) of Force
6 Boneshatter (2d6/r + broken limb)
7 Chaos Ray (Wand of Wonder)
8 Charm Monster
9 Cloudkill
10 Control Body (Psi2)
11 Control Gravity
12 Death Ray
13 Deflection
14 Demi-Shadow Magic
15 Disintegrate
16 Dispel Magic
17 Displacement
18 Drain Magic Items
19 Enervation
20 Feeblemind
21 Flesh Sear (3d8/r)
22 Flesh to Stone
23 Fork
24 Harm
25 Haste
26 Heal
# Power
27 Hold Monster
28 Inertial Beam (Barrier)
29 Insanity Ray
30 Legend Lore
31 Magic Ray
32 Major Creation
33 Megakinesis
34 Monster Summoning IV
35 Paralysis
36 Plane Shift
37 Polymorph
38 Protection (random scroll)
39 Psionic Beam (Blast)
40 Psychic Drain (Psi2)
41 Rainbow Silver effect
42 Raise Dead
43 Reverse Magic (cast reverse at effect)
44 Rust Metal
45 Serten's Spell Immunity
46 Slay Living
47 Stun
48 Suggestion
49 Teleport
50 True Seeing
51 Ultrabeam (Blast)
52 Withering

[Q29] Beholder Psionics (Psi. Freq. 29)


Psi29 Grand Powers

# Power
1 Acid Bolt LVLd10
2 Air Bolt LVLd12
3 Anti-Technology Ray
4 Astral Projection
5 Cureall/Causeall
6 Death Bolt (save or dead)
7 Duplicate Magic Item (x1)
8 Duplicate Mechanism (x1)
9 Duplicate Monster (Clone) (x1)
10 Earth Bolt LVLd12
11 Energy Kinetic: Transform Other (Psi 9)
12 Eridor's Ebony Bolt
13 Escape
14 Exaction
15 Eye of Singularity (Psi 11U) (destroys clones, simulacrums)
16 Fire Bolt LVLd12
17 Grand Detonate (Psi2)
18 Grease Bolt LVLd8
19 Ice Bolt LVLd10
20 Imprisonment
21 Instantaneous (reverse Permanency)
22 Internal Fire
23 Know Truename
24 Lend Action (you lose an action, target gains it)
25 Lightning Bolt LVLd10
# Power
26 Mana Bolt LVLd8
27 Maze
28 Mental Haste (+1M, use 2M/s this r)
29 Meteor Swarm
30 Mordenkainen's Disjunction
31 Nightmare: Dream Bolt (Psi 9)
32 Photon Kinetic: Laser Beam (Psi 9)
33 Polymorph any Object
34 Power Bolt LVLd8
35 Prismatic Beam (Spray)
36 Raise Dead Fully/Slay Living Fully
37 Ram Bolt LVL*10 vs. inanimate
38 Restoration/Energy Drain
39 Resurrection/Destruction
40 Shape Change Other
41 Spell Reflection
42 Sporacle-ize (random [C8] section effect)
43 Summon Planar Creature
44 Symbol
45 Temporal Stasis
46 Temporal: Time Bolt (Psi 9)
47 Time Shift
48 Time Stop
49 Water Bolt LVLd12
50 Wild Surge

[Q29] Beholder Psionics (Psi. Freq. 29)


Psi29 Super Powers

# Power
1 Alter Reality (each target max 1/turn)
2 Annihilation Bolt LVLd20
3 Anti-Godly Ray
4 Anti-Innate Ray
5 As You Are
6 Between
7 Eye for an Eye (Psi 11W) (fork an eye back on someone)
8 Holy/Eldritch/Unholy Bolt
9 In the Eye of Chaos (Psi 11R) (target needs double actions to do things)
10 Negation Blast
11 Nightmare: Removal Beam (Psi 9)
12 Nullfield: Null Bolt (Psi 18)
13 Photon Kinetic: Phaser Beam (Psi 9)
14 Planet Swarm
15 Planetary Detonate (Psi2)
16 Reconstruct
17 Reset (each target max 1/day)
18 Set
19 Shielder: Bolt (Psi 9)
20 Solid Stun Bolt (-LVL all actions)
21 Symbol of Wizardry
22 Thermal Kinetic: Plasma Beam (Psi 9)
23 Versatility Haste (+1F, +1Opp this r)

[Q30] Astral (Shadowrun Magic) Psionics (Psi. Freq. 30)


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).

[Q30] Astral (Shadowrun Magic) Psionics (Psi. Freq. 30)


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)

[Q30] Astral (Shadowrun Magic) Psionics (Psi. Freq. 30)


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

[Q30] Astral (Shadowrun Magic) Psionics (Psi. Freq. 30)


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

[Q30] Astral (Shadowrun Magic) Psionics (Psi. Freq. 30)


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

[Q30] Astral (Shadowrun Magic) Psionics (Psi. Freq. 30)


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

[Q36] Synnibarr Psionics (Psi. Freq. 36)


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%

[Q36] Synnibarr Psionics (Psi. Freq. 36)


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

[Q45] Marvel Psionics (Psi. Freq. 45)


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

[Q54] DC Psionics (Psi. Freq. 54)


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

[Q60] Ethereal Psionics (Psi. Freq. 60)


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)

[Q60] Ethereal Psionics (Psi. Freq. 60)


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

[Q60] Ethereal Psionics (Psi. Freq. 60)


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

[Q72] Mutants and Masterminds Psionics (Psi. Freq. 72)


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

[Q81] Champions Psionics (Psi. Freq. 81)


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"

[Q81] Champions Psionics (Psi. Freq. 81)


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

[Q81] Champions Psionics (Psi. Freq. 81)


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

[Q100] Storm Psionics (Psi. Freq. 100)


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

[Q100] Storm Psionics (Psi. Freq. 100)


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

[Q100] Storm Psionics (Psi. Freq. 100)


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

[Q100] Storm Psionics (Psi. Freq. 100)


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