[Q0] Martial Arts / Ki Powers (Psi. Freq. 0)
[Q0.1] 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.
|
| In the "Action" 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.
|
|
[Q0.2] Psi0 Minor Powers (CF=1)
#
| Power
| P0P
| Action
| Effect
|
1
| Acting
| 0
| 0
| Acting, Spying, Disguise proficiencies; KiL*10% chance to resist Detect Lie spell
| 2
| Arrow Cutting
| 1
| 1V
| You get a Dex check (with penalty = enemy's level) for each missile shot at you this round
| 3
| Binding
| 0
| 1V
| Tie up a helpless/surrendered foe so they cannot escape by physical means
|
4
| Bowyer
| 0
| 0
| Bowyer/Fletcher proficiency; 1 week of F actions: Make a nonmagical +1/+0 bow.
| 5
| Calligraphy
| 1
| 0
| Copy documents; Can copy magical writings at KiL% success, (100-KiL)% destroy original
| 6
| Catfall
| 1
| 1P
| Land on feet, get a Dex check versus each die of the falling damage
|
7
| Choke
| 1
| 1P
| One attack: Each round target makes Con check or unconscious, maintain by using 1V
| 8
| Classical Literature
| 0
| 0
| Legend Lore KiL%
| 9
| Climbing
| 1
| 1V
| Gain Climb Walls rating of KiL*10% for the round
|
10
| Contortion
| 1
| 1V
| Escape Bonds (but not from Binding power above); can squeeze through small gaps
| 11
| Dance
| 0
| 0
| Dancing, Juggling, Mime proficiencies; Can communicate without using spoken words
| 12
| Disable Limb
| 1
| 1P
| One attack: One limb cannot be used by target for 1t (no save)
|
13
| Disarm
| 1
| 1P
| One attack: Target is disarmed (no save)
| 14
| Entangle
| 1
| 1P
| One attack: Do one attack of dmg; -1 segment that target can use per round; maintain 1V
| 15
| Fast-draw
| 1
| 0
| 1 of your weapon attacks occurs at start of round; can pick up 1 weapon without using 1V
|
16
| Forced March
| 1
| 0
| +KiL to movement rate for the day
| 17
| Grapple
| 1
| 1P
| One attack: Do KiL + Str bonus (to damage) dmg every round, maintain by using 1V
| 18
| Hawking
| 0
| 0
| Can train a hawk to hunt or spy (not as good as a familiar, but close)
|
19
| Horsemanship
| 1
| 1V
| Horsemanship proficiency; Keeps mount under control in difficult situations
| 20
| Hurling
| 1
| 1P
| One attack: Throw any weapon (incl. weapons not meant to be thrown) without hit penalty
| 21
| Kippup
| 1
| 0
| Stand up without using a V action.
|
22
| Leaping
| 1
| 1V
| Jump KiL*5' horizontally or KiL*2' vertically
| 23
| Maka Wara
| 0
| 0
| Each time someone hits you with an unarmed attack, he takes 1 damage back.
| 24
| Medicine I
| 1
| 1V
| Choose one: Cure KiL hp; Cure Wounding; Repair disabled limb
|
25
| Meditation
| -3
| 1 turn
| +KiL mental saves & Immune Fear for 1t; x2 normal healing/regenation rate in non-combat
| 26
| Music
| 0
| 0
| Music Composition, Instrumental, Singing proficiencies
| 27
| Piercing Thrust
| 1
| 0
| Do maximum damage with a piercing weapon attack.
|
28
| Reverse Cut
| 0
| 0
| Can attack to side or behind at no penalty (don't have to turn around)
| 29
| Rhetoric
| 0
| 0
| Fast-talking, Negotiation, Preaching proficiencies
| 30
| Silent Garrote
| 1
| 1P
| One attack: Choke as above (you must be in Backstab position); Silence 15'r for duration.
|
|
[Q0] Martial Arts / Ki Powers (Psi. Freq. 0)
[Q0.2] Psi0 Minor Powers (CF=1) (continued)
#
| Power
| P0P
| Action
| Effect
|
31
| Silent Kill
| 1
| 1P
| One attack: Do a x2 Backstab (you must be in Backstab position); Silence 15'r for that 1s.
| 32
| Stealthy Movement
| 1
| 1V
| Gain Move Silently and Hide in Shadows ratings of KiL*10% for the round
| 33
| Swimming
| 1
| 1M
| Can swim underwater for the round with no chance of drowning; Resist Water for 1 round
|
34
| 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
| 35
| Theology
| 0
| 0
| Religion proficiency; Detect divine beings
| 36
| Throw
| 1
| 1P
| Make one attack, if successful, throw target level*10' in one direction, he takes falling dmg
|
37
| Trip
| 1
| 1att
| One attack: Do KiL dmg; target is down but may spend 1V to get back up
| 38
| Unarmed Combat
| 0
| 0
| +level TH and dmg with unarmed combat
|
|
[Q0.3] Psi0 Major Powers (CF=1)
#
| Power
| P0P
| Action
| Effect
|
1
| Air Throw
| 3
| 1P,1V
| One attack: Target takes KiL*5' falling damage
| 2
| Backflip Kick
| 2
| 1kick
| One kicking attack to opponent's back (not a backstab): Normal damage.
| 3
| Concealment
| 2
| 1M
| Invisibility
|
4
| Death Touch
| 3
| 1P
| One attack: Death (save vs. PPD)
| 5
| Double Dread Kick
| 2
| 2kick,1V
| Two kicking attacks: Each does normal damage and knocks the target back KiL'
| 6
| Ear Pop
| 2
| 2punch
| (The 2att from seperate limbs) One attack: Target stunned and deaf (each save vs. PP)
|
7
| Fire and Stones
| 2
| 2att
| (The 2att from seperate limbs) One attack: Destroys enemy's weapon (item save)
| 8
| Flying Knee Thrust
| 2
| 1kick,1V
| One kicking attack: x2 normal damage.
| 9
| Focus: Magic Resistance
| 3
| 0
| KiL*5% MR for 1r
|
10
| Foot Sweep
| 2
| 1kick
| One kicking attack: Normal damage, target is knocked down
| 11
| Forward Flip Knee
| 2
| 1kick
| One kicking attack to opponent's back of head (not backstab) at -4 TH: Normal damage.
| 12
| Handstand Kick
| 2
| 1kick,1V
| One kicking attack: Normal damage, with a bonus equal to your movement rate (in inches)
|
13
| Medicine II
| 2
| 1V
| Choose one: Restore 1 stat point; Cure Disease; Neutralize Poison
| 14
| Monkey Grab Punch
| 3
| 2punch
| One punch attack at +KiL to hit, cannot be parried/countered/dodged: Do normal damage.
| 15
| Power Uppercut
| 2
| 2punch
| One punch attack at +KiL to hit: Do normal damage.
|
16
| Precision Strike
| 0
| 0
| All your weapons gain (+0)d(+2) on damage.
| 17
| Returning Hurl
| 3
| 1P
| Hurling (above); if weapon has chain attached it has end-of-round returning.
| 18
| San He
| 3
| 0
| For 1r: Immovability; cannot be knocked back/down; cannot use V actions
|
19
| Shockwave
| 3
| 1F
| Earthquake KiL' r (as spell)
| 20
| Spinning Back Fist
| 2
| 1punch,1V
| One punch attack: That attack does x2 damage.
| 21
| Stepping Front Kick
| 2
| 3kick,1V
| Two kicking attacks, second autohits if first hits: Normal damage, target knocked back KiL'
|
22
| Toughskin
| 0
| 0
| +KiL/2 AC bonus
| 23
| Triple Strike
| 3
| 3att
| (The 3att from seperate limbs) Three attacks at same target at +KiL to hit: Normal dmg.
| 24
| Wounded Knee
| 3
| 1kick
| One kicking attack: Target loses 1V action per round for 1t.
|
|
[Q7] Undead Psionics (Psi. Freq. 7)
[Q7.1] Psi7 Minor Powers (CF=1)
#
| PSPs
| Description
|
1
| 2
| Curse (Spell save)
| 2
| -10 to max
| Fear aura (anyone who enters your group) (Will save)
| 3
| -10 to max
| Immunity to cold
|
4
| -10 to max
| Immunity to disease
| 5
| -10 to max
| Immunity to emotional effects
| 6
| -10 to max
| Immunity to sleep, fatigue, and exhaustion
|
7
| 2/r
| Improved Invisibility to Undead
| 8
| 2
| Moan: One group is feared (Will save)
| 9
| -10 to max
| Need not breathe
|
10
| -10 to max
| Need not eat or drink
| 11
| -10 to max
| Need not sleep; Unaging
| 12
| -10 to max
| Pick a stat. Whenever you touch someone, they take (CL+1)/2 ability damage to that stat (PPD save)
|
13
| 2
| Summon a DL I Undead
| 14
| -10 to max
| Whenever you touch someone, they get a disease (PPD save)
| 15
| -10 to max
| You Turn Undead at +1 level, +CL to the d20 roll, and +CL/2 to the d12 roll
|
|
[Q7.2] Psi7 Major Powers (CF=1)
#
| PSPs
| Description
|
1
| -25 to max
| Immunity to critical hits
| 2
| -25 to max
| Immunity to paralysis and stun
| 3
| -25 to max
| Immunity to poison
|
4
| 5/t
| Incorporealness (+20 AC, you can pass through walls, can pick up objects, but cannot attack)
| 5
| 5
| Magic Jar / Possession (Will save)
| 6
| -25 to max
| Regenerate at CL-3 hp /s
|
7
| 5
| Slay Living (save)
| 8
| 5
| Summon a DL IV Undead
| 9
| -25 to max
| Vampiric Regen (CL-3)*10% of damage you deal
|
10
| -25 to max
| Whenever you touch someone, they are aged CLd4 years (PPD save)
| 11
| -25 to max
| Whenever you touch someone, they are energy drained (CL+3)/6 levels (no save)
| 12
| -25 to max
| Whenever you touch someone, they are paralyzed (PP save)
|
13
| 5
| Wither limbs (like a Sharpness effect) (CL-3 PP saves, each missed save is one lost limb)
| 14
| 5
| Wrench
| 15
| -25 to max
| You emit a stench like a ghast
|
|
[Q7] Undead Psionics (Psi. Freq. 7)
[Q7.1-CF2] Psi7 Minor Powers (CF=2)
#
| PSPs
| Description
|
16
| 2
| Doesn't cost an additional action to use, just your eye's P or M action: Gaze to Charm (save)
| 17
| -10 to max
| People need a +CL weapon to hit you
|
|
[Q7.2-CF2] Psi7 Major Powers (CF=2)
#
| PSPs
| Description
|
16
| -25 to max
| Immunity to ability drain
| 17
| -25 to max
| Immunity to all mind-affecting effects
|
|
[Q7.3-CF2] Psi7 Grand Powers (CF=2)
#
| PSPs
| Description
|
1
| 8
| Death Spell a group (total CL*CL HD, max HD affected = CL)
| 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)
|
|
[Q7.1-CF3] Psi7 Minor Powers (CF=3)
#
| PSPs
| Description
|
18
| 2
| Duplicate a SL 0-1 Necromancy effect (Wizard or Priest)
|
|
[Q7.3-CF3] Psi7 Super Powers (CF=3)
#
| PSPs
| Description
|
1
| 11
| As You Are
| 2
| 11
| Summon a DL X Undead
| 3
| -55 to max
| When you die, you go to the Negative Energy Plane, and will reform on the Prime the next day
|
4
| -55 to max
| You do not go unconscious and stay offensive at any negative hp total (but will still die)
| 5
| -55 to max
| Your unarmed attacks are Vile damage and hard to heal (healing effects are divided by CL-16)
|
|
| DM Note: There are CF=4 and CF=5 Psi7 powers from the original [Q7] Collective section; no room to list them here.
|
|
[Q10] Empathic (Role Aids) Psionics (Psi. Freq. 10)
[Q10.0] 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.
|
|
[Q10.1] Psi10 First Level Powers (minors) (CF=1)
#
| 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)
[Q10.2] Psi10 Second Level Powers (minors) (CF=1)
#
| 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
| Confuse
| Telep
| 14
| Confusion (save)
| RAPsi
| 6
| Contingency Awaken
| Somn
| 3
| Set a contingency for conditions to wake up
| RAPsi
|
7
| Cool *
| Pyro
| 8/r
| Keeps object at a normal temperature; Imm. to increase temperature change
| RAPsi
| 8
| Darkness
| Pyro
| 7/r
| Darkness (can target someone to blind them, they get a save)
| RAPsi
| 9
| Detect Charm *
| Empa
| 8
| Detect Charm,Suggestion,Domination,Control Actions,Magic Jar,Geas,Quest
| RAPsi
|
10
| Detect Motive *
| Telep
| 10
| Gives motive for why someone is asking the way he is
| RAPsi
| 11
| Dream
| Somn
| 3
| Sleeping target has a dream (caster has no control)
| RAPsi
| 12
| Emotion Read
| Telep
| 10
| Read emotional state
| RAPsi
|
13
| Empathy
| Empa
| 10
| Sense needs, drives, emotions of target
| RAPsi
| 14
| Enforced Sleep
| Somn
| 2/target
| Sleep 3*CL r (save vs. spell); max HD affected /target = CL
| RAPsi
| 15
| Extinguish
| Pyro
| 10
| Puts out a fire, or dispel a fire-based spell (Wall of Fire, Fire Shield, etc.)
| RAPsi
|
16
| False Emotion *
| Telep
| 7/r
| Give off a false emotional state, true emotion is undetectable
| RAPsi
| 17
| Fear
| Telep
| 17
| Fear (save vs. spell at -CL/3); Fumble (save vs. spell)
| RAPsi
| 18
| Feeblemind
| Telep
| 10
| Feeblemind (save)
| RAPsi
|
19
| Fire Protection *
| Pyro
| 8/r
| Resist Fire
| RAPsi
| 20
| Floating Disc
| TK
| w/r
| Floating Disc; w = log(weight in lbs.)
| RAPsi
| 21
| Healing
| Empa
| 15
| Take X dmg, which regen at 1 hp/r: Target is cured X hp (max X = 24)
| RAPsi
|
22
| Homeostasis *
| Pyro
| 1/r
| Resist non-magical Heat and Cold
| RAPsi
| 23
| Intensify Fire *
| Pyro
| 10/r
| Doubles the damage of an existing fire effect
| RAPsi
| 24
| Jump *
| TK
| J
| Jump J" (max J = CL*4)
| RAPsi
|
25
| Know Alignment *
| Telep
| 12
| Know Alignment
| RAPsi
| 26
| Levitate
| TK
| 5/r
| Levitation
| RAPsi
| 27
| Message
| Somn
| 4
| Sends a message; same plane
| RAPsi
|
28
| Mind Read *
| Telep
| 20/r
| Read surface thoughts of target
| RAPsi
| 29
| Pain Erase
| Telep
| 8/r
| Target heals 25% of damage taken; Take only 75% of damage received
| RAPsi
| 30
| Pillar of Fire
| Pyro
| 10/r
| Makes a column of fire (10' wide by 10*CL' high), 1d10 dmg
| RAPsi
|
31
| Prolonged Wakefulness
| Somn
| 2/d
| Need not sleep; only 1 natural reset per 2 days while not sleeping
| RAPsi
| 32
| Push
| TK
| ½*S/r
| Push an object; S = Str score desired (max = Int)
| RAPsi
| 33
| Remove Fear
| Telep
| 8
| Remove Fear
| RAPsi
|
34
| Shield *
| TK
| A/r
| AT +10+A source (max A = CL)
| RAPsi
| 35
| Talk in Sleep
| Somn
| 4
| Sleeping target talks in his sleep (presumably about his dream)
| RAPsi
| 36
| Troubled Sleep
| Somn
| 4/h
| Fear (save vs. spell); if sleeping, target has nightmares
| RAPsi
|
37
| Untroubled Sleep
| Somn
| 2/h
| Cannot be targetted by Somniomancy effects while sleeping
| RAPsi
| 38
| Warmth *
| Pyro
| 8/r
| Keeps object at a normal temperature; Imm. to decrease temperature change
| RAPsi
| 39
| Wind
| TK
| 3/r
| Gust of Wind
| RAPsi
|
|
[Q10] Empathic (Role Aids) Psionics (Psi. Freq. 10)
[Q10.3] Psi10 Third Level Powers (majors) (CF=1)
#
| 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)
[Q10.4] Psi10 Fourth Level Powers (majors) (CF=1)
#
| 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
| Heat II
| TK
| w*T/r
| Raise temperature in object; w = ln(weight in lbs.); T = ln(change °F)
| RAPsi
|
10
| Kinetic Wall
| TK
| 8/r
| Immobile wall that blocks missile and melee weapons; must spend 1V to pass
| RAPsi
| 11
| Masquerade
| Empa
| 1/h
| Caster has the mind-set and thought patterns of another
| RAPsi
| 12
| Memory Read
| Telep
| 8/r
| Read memories of target
| RAPsi
|
13
| Memory Protection *
| Telep
| 5/r
| Immune to Memory stealing, mind reading, Capital E Extract
| RAPsi
| 14
| Mental Erasure
| Telep
| 30
| Forget (save at -5-CL/3)
| RAPsi
| 15
| Mental Guard
| Somn
| 12/h
| Imm. Charm,Confusion,Fear,Feeblemind,Possession,Soul Trap,Suggestion
| RAPsi
|
16
| Scare
| Empa
| 15
| Fear 1d3+CL/2 r, target must save every round (even if made previous saves)
| RAPsi
| 17
| Sensitivity to Psychic Imp.
| Empa
| 20
| Sensitivity to Psychic Impressions
| RAPsi
| 18
| Sleep of Healing
| Somn
| 21
| Target sleeps this segment, cure CL/2 hp, disease, blind, feeblemind, insanity
| RAPsi
|
19
| Slow
| TK
| 3/r
| Slow; -1P action (save for each)
| RAPsi
| 20
| Stasis *
| Somn
| 18
| Feign Death (can be used on willing others)
| RAPsi
| 21
| Static Discharge
| Pyro
| 35
| All in caster's group (except caster) take (10+CL/3)d6 lightning dmg (save:½)
| RAPsi
|
22
| Waking Nightmare *
| Somn
| 5/r
| Target is immune to emotion changes and hallucinations
| RAPsi
| 23
| Walking Sleep
| Somn
| 10/h
| Target is fully aware and can use Z and V actions while asleep
| RAPsi
|
|
[Q10.5-CF2] Psi10 Fifth Level Powers (grands) (CF=2)
#
| Name
| Disc.
| PSPs
| Effect
| Source
|
1
| Charm Person
| Empa
| 15
| Charm Person (make CL saves)
| RAPsi
| 2
| Dream of Communion
| Somn
| 30
| Contact other Plane (caster is sleeping this segment)
| RAPsi
| 3
| Dream Quest
| Somn
| 30
| Quest/Geas (save vs. spell)
| RAPsi
|
4
| Dream Travel
| Somn
| 50
| Teleport (same plane) (caster is sleeping this segment)
| RAPsi
| 5
| Fire Blast
| Pyro
| 26
| One group takes (8+CL/5)d6 fire dmg (save:½)
| RAPsi
| 6
| Fire Strands
| Pyro
| 22
| Web spell, everyone within takes Xd6 dmg /r, X is # sizes larger than size T
| RAPsi
|
7
| Fly *
| TK
| S/r
| Fly at S*3"
| RAPsi
| 8
| Hypnotism
| Empa
| 20
| Hypnosis (make CL saves)
| RAPsi
| 9
| Lightning Bolt
| Pyro
| 24
| Lightning Bolt, CLd6 dmg (save:½)
| RAPsi
|
10
| Memory Write
| Telep
| 65
| Change a memory in a target (save)
| RAPsi
| 11
| Object Reading
| Empa
| 35
| Object Reading
| RAPsi
| 12
| Plane Shift
| Somn
| 55
| Plane Shift (caster is sleeping this segment)
| RAPsi
|
13
| Prescient Dream
| Somn
| 62
| Precognition about a person or item, more exact information than Forerunners
| RAPsi
| 14
| Sleep Guard
| Somn
| 15
| Contigency Awaken, wake up and do a Psi10 power (chosen ahead of time)
| RAPsi
| 15
| Suggestion
| Empa
| 17
| Suggestion (make CL saves)
| RAPsi
|
16
| Transportation
| Somn
| 50+15P
| Teleport (same plane) (P=# of people) (all in the effect are sleeping this seg.)
| RAPsi
|
|
[Q12] Law / True / Chaos Psionics (Psi. Freq. 12 L/T/C)
[Q12L.0] 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
|
|
[Q12L.1] Psi12L Powers (CF=1)
#
| Power
| LPP
| Type
| Description
|
1
| Communication
| 2/r
| Minor
| Allows communication with any creature w/Int 1+
| 2
| Detect Chaos/Psionics
| 2/r
| Minor
| Detect Chaos (and) Detect Psionics
| 3
| Order Objects
| 15
| Minor
| Arrange group of small object by some order (or) Count a group of objects (or) Weigh an object
|
4
| Protection from Chaos
| 15+2/r
| Minor
| As Pro.Evil but versus Chaotic alignment
| 5
| Command
| 20
| Minor
| Command (as spell), except can use 2 words
| 6
| Hold Person
| 35
| Minor
| Hold Person, +45 LPPs gives Hold Monster
|
7
| Personal Illusion
| 35+4/t
| Minor
| Exact illusion of a creature (except mannerisms)
| 8
| Calm Chaos
| 40
| Minor
| Calms down a group of people, removes enraged, berserk, pissed (no save)
| 9
| Enthrall
| 40
| Minor
| Fascinates a group (Will save)
|
10
| Predictability
| 45/t
| Major
| All your non-permanent die rolls of NdS instead are rolled as Nd(S-2)+N
| 11
| Search Law
| 55
| Major
| Searches law system for loopholes to use for solution of problem or to your advantage
| 12
| Charm Lawful Creature
| 60
| Major
| Charm (no save) only vs. Lawful creatures
|
13
| Rigid Thinking
| 60
| Major
| Target must continue doing what it did last for CL r (Spell save); attacking him breaks the effect
| 14
| Compulsive Order
| 75
| Major
| Target must clean his area for 1d6 r (Spell save); attacking him breaks the effect
| 15
| Defensive Harmony
| 80
| Major
| CL/2 targets each get +CL/2-1 AC for 1t
|
16
| Discipline
| 80
| Major
| Creature saves: if made it takes caster's level in damage, if missed AL shifts one towards L
| 17
| Mental Clock
| 80/d
| Major
| Function without sleep (and) Exact mental clock
| 18
| Create/Enforce Law
| 95
| Major
| Creates a logical/sensible law based on criteria (or) summons a creature who has broken a law
|
19
| Impeding Permission
| 100
| Major
| Target cannot do anything unless he gets permission from the caster for CL t (Spell save)
|
|
[Q12] Law / True / Chaos Psionics (Psi. Freq. 12 L/T/C)
[Q12L.1-CF2] Psi12L Powers (CF=2)
#
| Power
| LPP
| Type
| Description
|
20
| Legal Thoughts
| 120
| Grand
| Target must follow a certain law (Spell save)
| 21
| Summon Lawful Creature
| 120
| Grand
| Gate (as spell) for Lawful creature or for a Water or Air Elemental
| 22
| Illusionary Order
| 125+8/h
| Grand
| Illusion: creates the appearance of order/logic
|
23
| Control Weather
| 135
| Grand
| Control Weather (as spell)
| 24
| Tempus Lawfulness
| 145
| Grand
| Removes all temporal anomolies in 30'r
|
|
[Q12L.1-CF3] Psi12L Powers (CF=3)
#
| Power
| LPP
| Type
| Description
|
25
| Strength of One
| 65
| Major
| Everyone in the party's Str becomes the highest among the L aligned members of the party
| 26
| Champion's Strength
| 105
| Grand
| One member of the party gets the Str bonuses from all the other members
| 27
| Order Reality
| 160
| Grand
| Alter Reality, but effect must be Lawful intent
|
28
| Clone/Simulacrum
| 165
| Super
| Clone (or) Simulacrum (as the MU spells)
| 29
| Imprisonment
| 180
| Super
| Imprisonment (as spell)
| 30
| Enslave
| 200/r
| Super
| Target creature's AL switches to L, all of it's actions under control of caster (no save)
|
|