[MC2] Monster Collective, Psionics


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

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

[MC2] Monster Collective, Psionics


[MC2.-17] Monster Psi-17

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

[MC2] Monster Collective, Psionics


[MC2.-15] Monster Psi-15

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

[MC2] Monster Collective, Psionics


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

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

[MC2] Monster Collective, Psionics


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

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

[MC2] Monster Collective, Psionics


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

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

[MC2] Monster Collective, Psionics


[MC2.-9] Monster Psi-9

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

[MC2] Monster Collective, Psionics


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

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

[MC2] Monster Collective, Psionics


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

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

[MC2] Monster Collective, Psionics


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

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

[MC2] Monster Collective, Psionics


[MC2.-5] Monster Psi-5

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

[MC2] Monster Collective, Psionics


[MC2.-3] Monster Psi-3

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

[MC2] Monster Collective, Psionics


[MC2.-2] Monster Psi-2

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

[MC2] Monster Collective, Psionics


[MC2.-1] Monster Psi-1

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

[MC2] Monster Collective, Psionics


[MC2.0] Monster Psi0

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

[MC2] Monster Collective, Psionics


[MC2.1] Monster Psi1

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

[MC2] Monster Collective, Psionics


[MC2.2] Monster Psi2

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

[MC2] Monster Collective, Psionics


[MC2.3] Monster Psi3

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

[MC2] Monster Collective, Psionics


[MC2.3½] Monster Psi3½

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

[MC2] Monster Collective, Psionics


[MC2.4] Monster X4

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

[MC2] Monster Collective, Psionics


[MC2.5] Monster Psi5

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

[MC2] Monster Collective, Psionics


[MC2.6G] Monster Psi6G

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

[MC2] Monster Collective, Psionics


[MC2.6N] Monster Psi6N

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

[MC2] Monster Collective, Psionics


[MC2.6E] Monster Psi6E

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

[MC2] Monster Collective, Psionics


[MC2.7] Monster Psi7

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

[MC2] Monster Collective, Psionics


[MC2.8] Monster Psi8

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

[MC2] Monster Collective, Psionics


[MC2.9] Monster Psi9

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

[MC2] Monster Collective, Psionics


[MC2.10] Monster Psi10

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

[MC2] Monster Collective, Psionics


[MC2.12L] Monster Psi12L

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

[MC2] Monster Collective, Psionics


[MC2.12T] Monster Psi12T

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

[MC2] Monster Collective, Psionics


[MC2.12C] Monster Psi12C

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

[MC2] Monster Collective, Psionics


[MC2.14] Monster Psi14

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

[MC2] Monster Collective, Psionics


[MC2.15] Monster Psi15

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

[MC2] Monster Collective, Psionics


[MC2.16] Monster Psi16

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

[MC2] Monster Collective, Psionics


[MC2.18] Monster Psi18

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

[MC2] Monster Collective, Psionics


[MC2.19] Monster Psi19

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

[MC2] Monster Collective, Psionics


[MC2.23] Monster Psi23

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

[MC2] Monster Collective, Psionics


[MC2.24] Monster X24

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

[MC2] Monster Collective, Psionics


[MC2.27] Monster Psi27

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

[MC2] Monster Collective, Psionics


[MC2.29] Monster Psi29

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

[MC2] Monster Collective, Psionics


[MC2.30] Monster Psi30

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

[MC2] Monster Collective, Psionics


[MC2.45] Monster Psi45

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

[MC2] Monster Collective, Psionics


[MC2.54] Monster Psi54

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

[MC2] Monster Collective, Psionics


[MC2.60] Monster Psi60

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

[MC2] Monster Collective, Psionics


[MC2.72] Monster Psi72

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

[MC2] Monster Collective, Psionics


[MC2.81] Monster Psi81

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

[MC2] Monster Collective, Psionics


[MC2.100] Monster Psi100

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