[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 Q∞0 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
|
|