High SL Sampler


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

High SL Sampler


High SL Sampler Powers (Grand Defensive, d236)

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

High SL Sampler


High SL Sampler Powers (Grand Offensive, d305)

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

High SL Sampler


High SL Sampler Powers (Super Defensive, d190)

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

High SL Sampler


High SL Sampler Powers (Super Offensive, d239)

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