SL
| #
| Spell
| Sphere
| Effect
|
1
| 1
| Alcohol (SL=1)
| Drugs
| -3 dmg/att; -1 Dex, Int, Wis
| 1
| 2
| Angel's Grace
| MTG W
| 1bM: Damage that would put you below 1 hp this segment puts you at 1 hp
| 1
| 3
| Berserk
| MTG G
| Attacking creature does x2 dmg and is slain this segment (not 1bM)
|
1
| 4
| Black Lace (SL=1)
| Drugs
| Regen 1 hp/s
| 1
| 5
| Cause Fear
| Death, Fear
| One creature of 5 HD or less flees for 1d4 rounds.
| 1
| 6
| Darkness
| MTG B
| 1bM: Immune to a P attack from someone
|
1
| 7
| Detect [C] Section Effect
| Divination
| Detects one [C] section effect (specify effect)
| 1
| 8
| Devil Summoning 1
| Summoning
| Summons an evil Outer DL I creature
| 1
| 9
| Disguise Self
| Secrets, Thievery
| Changes your appearance.
|
1
| 10
| Dorph (SL=1)
| Drugs
| Regen 2 hp/s; -1 Dex, AC
| 1
| 11
| Drug of Delusion (SL=1)
| Drugs
| Identifies as different drug; 10 poison dmg instead
| 1
| 12
| Dyne (SL=1)
| Drugs
| Regen 1 hp/s; -1 dmg/att; -1 Int
|
1
| 13
| Ecstacy (SL=1)
| Drugs
| Regen 1 hp/s; -1 Dex, Int; Astral Perception
| 1
| 14
| Find Animal Companion
| Animal, Charm
| Summons an Animal Companion with DL=CL/2 (round up).
| 1
| 15
| Find Familiar
| Summoning, Charm
| Like the Wizard spell. Only certain Priest classes gain a Familiar slot.
|
1
| 16
| Heroin (SL=1)
| Drugs
| Regen 1 hp/s; -1 Int; take 5 dmg at end
| 1
| 17
| Inflict Light Wounds
| Destruction, Disease
| Touch deals 1d8 damage +1/level (max +5).
| 1
| 18
| Leeches
| Eel
| This acts like goodberries, each casting gives 3 Leeches. Leeches can cure or cause 1 hp, and can move on their own.
|
1
| 19
| Maggot Froth (SL=1)
| Drugs
| -3 dmg/att; -1 Con, Chr
| 1
| 20
| Marijuana (SL=1)
| Drugs
| Regen 1 hp/s; -1 Dex; take 2 dmg at end
| 1
| 21
| Mini Restoration
| Sun
| Removes 1 negative level or 1 stat damage, or causes 4+CL Positive Energy damage to one target (no save).
|
1
| 22
| Obscuring Mist
| Darkness, Sea, Sky
| Fog surrounds you.
| 1
| 23
| Poison Spittle 1
| Snake
| Breathe poison: one group, dmg=(current hp)/8, no save
| 1
| 24
| Protection from Good
| Evil
| +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
|
1
| 25
| Reptile Summoning 1
| Snake
| Summons a DL II Reptile.
| 1
| 26
| Revive 1
| Necromancy
| Revive a DL I monster.
| 1
| 27
| Shield of Faith
| Revenge
| Aura grants +2 or higher deflection bonus.
|
1
| 28
| Sticks to Snakes 1
| Snake
| Reptile Swarm Summoning for CL*8/3 reptiles of DL=0.
| 1
| 29
| Summon Eelemental 1
| Eel
| Summon a DL I Eelemental (DM has table)
| 1
| 30
| Summon Leech 1
| Eel
| Summon a DL I Leech (DM has table)
|
1
| 31
| Synthehol (SL=1)
| Drugs
| -1 dmg/att; -1 Wis; Can throw off effects anytime
| 1
| 32
| Tactic Move
| Travellers
| Move 1 target from one group to another group, no parting shots, unwilling gets Reflex save (with Dex bonus).
| 1
| 33
| War Charge
| War
| When charging with at least 100 Henchmen, all who see this are Feared (Will save).
|
2
| 1
| Abeyance
| MTG W
| Target cannot use M actions this segment (Will save)
| 2
| 2
| Animate Dead
| MTG B
| Animates a dead monster as your summon (1 DL lower)
| 2
| 3
| Battle Shield
| War
| Damaging shield (50% back) of type Metal. You resist weapon special effects while running this.
|
2
| 4
| Bear's Endurance
| Labour, Revenge, Stoicism
| Subject gains +4 to Con for 1 min./level.
| 2
| 5
| Bind
| MTG G
| 1bM: Counter an item ability.
| 2
| 6
| Blindness/Deafness
| Darkness
| Makes subject blinded or confused.
|
2
| 7
| Boost (SL=2)
| Drugs
| +2 Int
| 2
| 8
| Call Eelectricity
| Eel
| CLd6 Eelectricity dmg (no save; NR to resist) to one target
| 2
| 9
| Death Knell
| Death
| Kill dying creature and gain 1d8 temporary hp, +2 to Str and +1 caster level..
|
2
| 10
| Desecrate
| Evil
| Fills area with negative energy making undead stronger.
| 2
| 11
| Devil Summoning 2
| Summoning
| Summons an evil Outer DL II creature
| 2
| 12
| Excelsior (SL=2)
| Drugs
| -4 dmg/att
|
2
| 13
| Hydronalin (SL=2)
| Drugs
| Cure Radiation up to RS=4
| 2
| 14
| Hyper (SL=2)
| Drugs
| Microscopic Tactile Touch
| 2
| 15
| Inflict Moderate Wounds
| Disease
| Touch attack, 1d8 damage +1/level (max +10).
|
2
| 16
| Invisibility
| Entropy, Thievery
| Subject invisible 1 min./level or until it attacks.
| 2
| 17
| Mirror Image
| Secrets
| Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
| 2
| 18
| Pan Galactic Gargle Blaster (SL=2)
| Drugs
| -12 dmg/att; -4 Int, Wis
|
2
| 19
| Poison Spittle 2
| Snake
| Breathe poison: one group, dmg=(current hp)/7, no save
| 2
| 20
| Pylene 50 (SL=2)
| Drugs
| Charmed to person giving the drug (Will save -4)
| 2
| 21
| Quasit Piss (SL=2)
| Drugs
| Gain a random Psi6E power
|
2
| 22
| Reptile Summoning 2
| Snake
| Summons a DL III Reptile.
| 2
| 23
| Revive 2
| Necromancy
| Revive a DL II monster.
| 2
| 24
| Scare
| Fear
| Panics creatures of less than 6 HD.
|
2
| 25
| Shatter
| Chaos, Destruction
| Sonic vibration damages objects or crystalline creatures.
| 2
| 26
| Smash (SL=2)
| Drugs
| Regen 2 hp/s; +1 Dex; take 4 dmg at end
| 2
| 27
| Speedheal (SL=2)
| Drugs
| Regen 6 hp/s; -2 Dex
|
2
| 28
| Sticks to Snakes 2
| Snake
| Reptile Swarm Summoning for CL*7/3 reptiles of DL=1.
| 2
| 29
| Summon Eelemental 2
| Eel
| Summon a DL II Eelemental (DM has table)
| 2
| 30
| Summon Leech 2
| Eel
| Summon a DL II Leech (DM has table)
|
2
| 31
| Sun Shield
| Sun
| Damaging shield (50% back) of type Holy Plasma. You Resist Cold while running this.
| 2
| 32
| TK Shield
| Travellers
| Damaging shield (50% back) of type Telekinesis. You Resist TK and Falling Damage while running this.
| 2
| 33
| Triox Compound (SL=2)
| Drugs
| Need not breathe; Resist Vacuum
|
2 (1+1)
| 34
| Combat Defense
| SemiDivine/Divine
| -2 TH; +CL AC
| 2 (1+1)
| 35
| Finesse
| SemiDivine/Divine
| Use your dexterity bonus for damage instead of strength
| 2 (1+1)
| 36
| Granted Powers (Chaos)
| Chaos
| You cast chaos spells at +1 caster level.
|
2 (1+1)
| 37
| Granted Powers (Charity)
| Charity
| You cast magical boons upon others at +2 caster level.
| 2 (1+1)
| 38
| Granted Powers (Community)
| Community
| Use calm emotions as a spell-like ability 1/day.
| 2 (1+1)
| 39
| Granted Powers (Darkness)
| Darkness
| You gain blind-fight as a bonus feat.
|
2 (1+1)
| 40
| Granted Powers (Death)
| Death
| You cast necromancy spells at +1 caster level.
| 2 (1+1)
| 41
| Granted Powers (Destruction)
| Destruction
| You can make one smite attempt/day, gaining a +4 bonus on TH and a damage bonus equal to your level.
| 2 (1+1)
| 42
| Granted Powers (Disease)
| Disease
| You cast necromancy spells at +1 caster level.
|
2 (1+1)
| 43
| Granted Powers (Elf)
| Elf
| You gain point blank shot as a bonus feat.
| 2 (1+1)
| 44
| Granted Powers (Entropy)
| Entropy
| You cast necromancy spells at +1 caster level.
| 2 (1+1)
| 45
| Granted Powers (Evil)
| Evil
| You cast evil spells at +1 caster level.
|
2 (1+1)
| 46
| Granted Powers (Fear)
| Fear
| You cast necromancy spells at +1 caster level.
| 2 (1+1)
| 47
| Granted Powers (Good)
| Good
| You cast good spells at +1 caster level.
| 2 (1+1)
| 48
| Granted Powers (Healing)
| Healing
| You cast healing spells at +1 caster level.
|
2 (1+1)
| 49
| Granted Powers (Knowledge)
| Knowledge
| +LVL Knowledge proficiencies. You cast divination spells at +1 caster level.
| 2 (1+1)
| 50
| Granted Powers (Labour)
| Labour
| You gain a +10 bonus to Endurance skill checks (+10 Con checks).
| 2 (1+1)
| 51
| Granted Powers (Law)
| Law
| You cast law spells at +1 caster level.
|
2 (1+1)
| 52
| Granted Powers (Love)
| Love
| You cast enchantment spells at +1 caster level.
| 2 (1+1)
| 53
| Granted Powers (Luck)
| Luck
| You gain a +1 luck bonus on all saving throws.
| 2 (1+1)
| 54
| Granted Powers (Madness)
| Madness
| You cast enchantment spells at +1 caster level.
|
2 (1+1)
| 55
| Granted Powers (Magic)
| Magic
| Use scrolls as a wizard at one half your cleric level.
| 2 (1+1)
| 56
| Granted Powers (Metalworking)
| Metalworking
| Divide the cost of unusual materials by CL.
| 2 (1+1)
| 57
| Granted Powers (Moon)
| Moon
| You can turn or destroy lycanthropes.
|
2 (1+1)
| 58
| Granted Powers (Mountain)
| Mountain
| You can turn or destroy air creatures. Rebuke, command or bolster earth creatures.
| 2 (1+1)
| 59
| Granted Powers (Nature)
| Nature
| You can rebuke or command plant creatures as an evil cleric destroys undead.
| 2 (1+1)
| 60
| Granted Powers (Peace)
| Peace
| You gain a +2 Charisma bonus.
|
2 (1+1)
| 61
| Granted Powers (Revenge)
| Revenge
| 1D: Cast a priest spell against an enemy.
| 2 (1+1)
| 62
| Granted Powers (Science)
| Science
| You gain a +2 bonus to Intelligence.
| 2 (1+1)
| 63
| Granted Powers (Sea)
| Sea
| You can turn or destroy fire creatures. Rebuke, command or bolster sea creatures.
|
2 (1+1)
| 64
| Granted Powers (Secrets)
| Secrets
| Add Bluff, Disguise and Hide to your list of cleric class skills.
| 2 (1+1)
| 65
| Granted Powers (Skill)
| Skill
| You gain a +2 bonus to Dexterity.
| 2 (1+1)
| 66
| Granted Powers (Sky)
| Sky
| Turn or destroy earth creatures as a good cleric turns undead. Rebuke, command or bolster air creatures.
|
2 (1+1)
| 67
| Granted Powers (Stoicism)
| Stoicism
| You gain a +2 bonus to Constitution.
| 2 (1+1)
| 68
| Granted Powers (Strength)
| Strength
| You gain a +2 bonus to Strength.
| 2 (1+1)
| 69
| Granted Powers (Sun)
| Sun
| Once per day, you can perform a greater turning against undead. Undead creatures that would be turned are instead destroyed.
|
2 (1+1)
| 70
| Granted Powers (Sword)
| Sword
| Free Martial Weapon Proficiency and Weapon Focus for any type of sword.
| 2 (1+1)
| 71
| Granted Powers (Thievery)
| Thievery
| Add Bluff, Disguise and Hide to your list of cleric class skills.
| 2 (1+1)
| 72
| Granted Powers (Thunder)
| Thunder
| Turn or destroy cold creatures as a good cleric turns undead. Rebuke, command or bolster air creatures.
|
2 (1+1)
| 73
| Granted Powers (Time)
| Time
| You act as if hasted for a number of rounds per day equal to your cleric level.
| 2 (1+1)
| 74
| Granted Powers (Travel)
| Travel
| Increase movement by 3". Add survival to your list of cleric class skills.
| 2 (1+1)
| 75
| Granted Powers (War)
| War
| Free martial weapon proficiency and weapon focus with the deity's favored weapon.
|
2 (1+1)
| 76
| Granted Powers (Wealth)
| Wealth
| You cast conjuration spells at +1 caster level.
| 2 (1+1)
| 77
| Granted Powers (Winter)
| Winter
| You can turn or destroy fire creatures. Rebuke, command or bolster cold creatures.
| 2 (1+1)
| 78
| Granted Powers (Wisdom)
| Wisdom
| You gain a +2 Wisdom bonus.
|
2 (1+1)
| 79
| Improve Crit Multiplier
| SemiDivine/Divine
| +2 critical multiplier
| 2 (1+1)
| 80
| Improve Crit Range
| SemiDivine/Divine
| +2 critical threat range
| 2 (1+1)
| 81
| Metamagic Capacity
| SemiDivine/Divine
| Pick a spell you know. Get +1 SL effect or free material componenting this day.
|
2 (1+1)
| 82
| Midwife
| Fertility
| You automatically know when a baby is due. You cast conjuration spells at +1 caster level.
| 2 (1+1)
| 83
| Mysteries of Music
| Music
| Communicate with songbirds (or sonic based creatures) and learn what they know. You cast sound-based spells at +1 caster level.
| 2 (1+1)
| 84
| ProtoLich 1-1
| ProtoLich/Lich
| 1M, 1/r: Any 0th level Wizard spell
|
2 (1+1)
| 85
| ProtoLich 1-2
| ProtoLich/Lich
| 1M, 1/r: Any 0th level Priest spell
| 2 (1+1)
| 86
| ProtoLich 1-3
| ProtoLich/Lich
| 1M, 1/r: Any 0th level psionic effect
| 2 (1+1)
| 87
| ProtoLich 1-4
| ProtoLich/Lich
| 1M: Turn Undead at CL=LVL
|
2 (1+1)
| 88
| ProtoLich 1-5
| ProtoLich/Lich
| 1M: Speak with Dead or Undead; 1M: Capital E Explain to Dead or Undead
| 2 (1+1)
| 89
| ProtoLich 1-6
| ProtoLich/Lich
| +10*LVL% WR
| 2 (1+1)
| 90
| ProtoLich 1-7
| ProtoLich/Lich
| Mask Undead status; Turn as if double HD
|
2 (1+1)
| 91
| ProtoLich 1-8
| ProtoLich/Lich
| Detect Magic Items; 1M: Identify Magic Item
| 2 (1+1)
| 92
| ProtoLich 1-9
| ProtoLich/Lich
| 1M, 1/d: Gain +1 XP
| 2 (1+1)
| 93
| ProtoLich 1-10
| ProtoLich/Lich
| 1P: Create x1 Trap 15*LVL%
|
2 (1+1)
| 94
| ProtoLich 1-11
| ProtoLich/Lich
| Material componenting costs ½V action
| 2 (1+1)
| 95
| ProtoLich 1-12
| ProtoLich/Lich
| +LVL V actions, or +LVL M actions that can be used only for Proto-Lich spells
| 2 (1+1)
| 96
| ProtoLich 1-13
| ProtoLich/Lich
| Cold LVL dmg by touch
|
2 (1+1)
| 97
| ProtoLich 1-14
| ProtoLich/Lich
| +1 Research Point (or drawn sheet) per reset (see [P12])
| 2 (1+1)
| 98
| ProtoLich 1-15
| ProtoLich/Lich
| 1F or 1X, 1/d: Duplicate any level 1 Proto-Lich spell, it has (at most) duration LVL turns
| 2 (1+1)
| 99
| Resist Fall
| SemiDivine/Divine
| Resist falling and TK damage
|
2 (1+1)
| 100
| Speak with Fire
| Fire
| Similar to a stone tell spell except that it works with fire. Turn or destroy water creatures. Rebuke, command or bolster fire creatures.
| 2 (1+1)
| 101
| Star Miracle
| SemiDivine/Divine
| 1M, 1/reset: Duplicate a SL 0-1 Priest or Wizard effect
| 2 (1+1)
| 102
| Toughness
| SemiDivine/Divine
| +CL max hp
|
2 (1+1)
| 103
| Weapon Resistance
| SemiDivine/Divine
| You resist the first successful blow dealt from a weapon
| 3
| 1
| Ancestral Mask
| MTG G
| Target gets +LVL/+LVL TH/dmg for each other of same race in room
| 3
| 2
| Animate Dead
| Death
| Creates undead skeletons and zombies.
|
3
| 3
| Arenson's Aura
| MTG W
| 0, sacrifice a maintained effect: Dispel a maintained effect.
| 3
| 4
| Athelas / Kingsfoil (SL=3)
| Drugs
| Cure 3d6 vile dmg
| 3
| 5
| Attrition
| MTG B
| Sacrifice a summon: Target is slain (PPD save)
|
3
| 6
| Blink Wounder
| Travellers
| (May cast as a 0 action): Blink. If you material component, you can blink twice this segment (you may act between the blinks)
| 3
| 7
| Cocaine (SL=3)
| Drugs
| Regen 3 hp/s; +3 Dex, Int; -6 Chr
| 3
| 8
| Contagion
| Destruction, Disease
| Affect subjects with chosen disease.
|
3
| 9
| Crack Cocaine (SL=3)
| Drugs
| Regen 3 hp/s; +6 Dex; -6 Chr
| 3
| 10
| Craze (SL=3)
| Drugs
| Roll a random drug on this table
| 3
| 11
| Deeper Darkness
| Darkness
| Object sheds supernatural shadow in 60 ft. radius.
|
3
| 12
| Devil Summoning 3
| Summoning
| Summons an evil Outer DL III creature
| 3
| 13
| Dispel Charm
| War
| Dispels Charm on a group, or on all of your Henchmen at once.
| 3
| 14
| Fear
| Fear
| Subjects within cone flee for 1 round/level.
|
3
| 15
| Magic Circle against Good
| Evil
| As protection spells, but 10 ft. radius and 10 min./level.
| 3
| 16
| Methamphetamines (SL=3)
| Drugs
| Regen 3 hp/s; +3 Dex; take 30 dmg at end
| 3
| 17
| Nondetection
| Secrets, Thievery
| Hides subject from divination, scrying.
|
3
| 18
| Opium (SL=3)
| Drugs
| -3 dmg/att; Resist Time
| 3
| 19
| Poison Spittle 3
| Snake
| Breathe poison: one group, dmg=(current hp)/6, no save
| 3
| 20
| Protection from Eelements
| Eel
| Resist all Eelements, or absorb 12*CL Eelemental dmg.
|
3
| 21
| Reptile Summoning 3
| Snake
| Summons a DL IV Reptile.
| 3
| 22
| Revive 3
| Necromancy
| Revive a DL III monster.
| 3
| 23
| Searing Light
| Sun
| CLd8 Holy Light damage to one target (no save; x2 dmg vs. Undead)
|
3
| 24
| Speak with Dead
| Revenge, Wisdom
| Corpse answers one question/two levels.
| 3
| 25
| Sticks to Snakes 3
| Snake
| Reptile Swarm Summoning for CL*6/3 reptiles of DL=2.
| 3
| 26
| Stim (SL=3)
| Drugs
| Regen 3 hp/s; +3 Dex; -3 Will saves
|
3
| 27
| Summon Eelemental 3
| Eel
| Summon a DL III Eelemental (DM has table)
| 3
| 28
| Summon Leech 3
| Eel
| Summon a DL III Leech (DM has table)
| 3
| 29
| Syncomp 15 (SL=3)
| Drugs
| Reverses a poison or a SL=3 Drug
|
3 (2+1)
| 30
| Apport
| SemiDivine/Divine
| All of your weapons have End-of-Segment Returning
| 3 (2+1)
| 31
| Aquatic
| Sea
| You gain the aquatic subtype, you also gain cold resistance equal to half your hit die.
| 3 (2+1)
| 32
| Battle Ready
| War
| You can wear armor or carry a shield without penalty (as if you posessed the Heavy Armor Mastery and Shield Mastery feats).
|
3 (2+1)
| 33
| Blessed Body
| Good
| You are immune to disease.
| 3 (2+1)
| 34
| Blinded by Vengeance
| Revenge
| You are immune to any mind affecting effects.
| 3 (2+1)
| 35
| Business Sense
| Wealth
| You are immune to acid based effects.
|
3 (2+1)
| 36
| Chaos Ward
| Chaos
| You are immune to any transmutation based abilities (including chaos damage), spells or spell-like effects.
| 3 (2+1)
| 37
| Charisma Shield
| Love
| You are immune to any type of charisma damage/draining.
| 3 (2+1)
| 38
| Cheat Death
| Death
| You are immune to any death or negative energy-based effects.
|
3 (2+1)
| 39
| Cloak of Mystery
| Secrets
| You are immune to divination.
| 3 (2+1)
| 40
| Cold Immunity
| Winter
| You are immune to cold effects.
| 3 (2+1)
| 41
| Cunning Saves
| SemiDivine/Divine
| +Int/3 saves
|
3 (2+1)
| 42
| Darksight
| Darkness
| You can see in total darkness, even magical darkness, as if it were daylight.
| 3 (2+1)
| 43
| Drake Companion
| SemiDivine/Divine
| Gain a drake companion (Animal Companion with 1/10 your XP)
| 3 (2+1)
| 44
| Element Absorb
| SemiDivine/Divine
| Pick an element. You resist that element.
|
3 (2+1)
| 45
| Faster Healing
| Healing
| You gain fast healing equal to 1/2 your hit die.
| 3 (2+1)
| 46
| Fear Shield
| Fear
| You are immune to any type of strength damage/draining or fear-based attack.
| 3 (2+1)
| 47
| Fertility Sheath
| Fertility
| You are immune to any type of constitution damage/draining or disease-based attack.
|
3 (2+1)
| 48
| Fire Ward
| Fire
| You are immune to fire (or heat).
| 3 (2+1)
| 49
| Footloose
| Travel
| You are immune to any effect that either impedes your movement and you can travel through any medium.
| 3 (2+1)
| 50
| Force Field
| SemiDivine/Divine
| 1M: 25 hit point force field (lasts until destroyed or dropped)
|
3 (2+1)
| 51
| Green-Skinned
| Nature
| You are immune to poison effects.
| 3 (2+1)
| 52
| Guards & Wards
| Community
| You and any allies in your group are immune to any effect which would cause you to travel against your will.
| 3 (2+1)
| 53
| Hard Boiled
| Stoicism
| You are immune to any type of Constitution damage/draining.
|
3 (2+1)
| 54
| Immunised
| Disease
| You are immune to any type of constitution damage/draining or disease based attack.
| 3 (2+1)
| 55
| Improved Charge
| SemiDivine/Divine
| Deal x3 damage on a charge, or x4 with a lance
| 3 (2+1)
| 56
| Inexhaustible
| Labour
| You cannot fail endurance checks and are immune to fatigue and exhaustion.
|
3 (2+1)
| 57
| Iron Guard
| Metalworking
| You cannot be harmed by metal magic weapons whose enhancement bonus is less than LVL.
| 3 (2+1)
| 58
| Irrefragable
| Destruction
| You are immune to disintegration.
| 3 (2+1)
| 59
| Lesser Abnormality
| SemiDivine/Divine
| +1 limb (it is not a new set of limbs)
|
3 (2+1)
| 60
| Lesser Saviour
| SemiDivine/Divine
| 1bM: Interpose self in front of a spell effect (someone in same group only)
| 3 (2+1)
| 61
| Light Shield
| Sun
| You are immune to any light (including prismatic effects) or positive energy based effects.
| 3 (2+1)
| 62
| Lord of Undead
| SemiDivine/Divine
| You gain an Undead racial adjective of ÷(CL/10) or less
|
3 (2+1)
| 63
| Luck Shield
| Luck
| You are immune to any type of dexterity damage/draining.
| 3 (2+1)
| 64
| Lunar Shield
| Moon
| You are immune to any transmutation effects.
| 3 (2+1)
| 65
| Mercurial Haste
| SemiDivine/Divine
| +1 attack per weapon (counts as your haste)
|
3 (2+1)
| 66
| Mind Blank
| Madness
| You are immune to any mind affecting effects.
| 3 (2+1)
| 67
| Mithral Body
| SemiDivine/Divine
| Your body turns to living adamantine; +4 Str; DR 10/-; +10 AC; -4 Dex
| 3 (2+1)
| 68
| Poison Ward
| Evil
| You are immune to poison.
|
3 (2+1)
| 69
| ProtoLich 2-1
| ProtoLich/Lich
| 1M, 1/r: Any 0th-1st level Wizard spell
| 3 (2+1)
| 70
| ProtoLich 2-2
| ProtoLich/Lich
| 1M, 1/r: Any 0th-1st level Priest spell
| 3 (2+1)
| 71
| ProtoLich 2-3
| ProtoLich/Lich
| 1M, 1/r: Any 0th-1st level psionic effect
|
3 (2+1)
| 72
| ProtoLich 2-4
| ProtoLich/Lich
| Immune Turning
| 3 (2+1)
| 73
| ProtoLich 2-5
| ProtoLich/Lich
| 1M: Control Undead (as per Turn Undead)
| 3 (2+1)
| 74
| ProtoLich 2-6
| ProtoLich/Lich
| +10*LVL% RaRR
|
3 (2+1)
| 75
| ProtoLich 2-7
| ProtoLich/Lich
| Detect Concordant Beings; 1M: Legend Lore Concordant Being
| 3 (2+1)
| 76
| ProtoLich 2-8
| ProtoLich/Lich
| 1M: Create x1 Trick 15*LVL%
| 3 (2+1)
| 77
| ProtoLich 2-9
| ProtoLich/Lich
| Can convert Wiz <-> Pri spells (2 SL shift: Wiz5=Pri3)
|
3 (2+1)
| 78
| ProtoLich 2-10
| ProtoLich/Lich
| +LVL/3 M actions
| 3 (2+1)
| 79
| ProtoLich 2-11
| ProtoLich/Lich
| 1M, Touch: Energy Drain 2 levels
| 3 (2+1)
| 80
| ProtoLich 2-12
| ProtoLich/Lich
| Duplicate any SL 1 Concordant group spell (i.e. non-Concordant SL 1)
|
3 (2+1)
| 81
| Shield of Intellect
| Knowledge
| You are immune to any type of intelligence damage/draining.
| 3 (2+1)
| 82
| Shield of Kindness
| Charity
| You are immune to other's boons on themselves (e.g. you don't take extra damage from a Striking spell).
| 3 (2+1)
| 83
| Shield of Law
| Law
| You are immune to any transmutationbased abilities, spells or effects.
|
3 (2+1)
| 84
| Shield of Silence
| Music
| You are immune to any sonic-based abilities, spells or effects (including the effects of bardic music).
| 3 (2+1)
| 85
| Sixth Sense
| Thievery
| You cannot be surprised or caught flatfooted by anyone of an equal or lower LVL.
| 3 (2+1)
| 86
| Skill Shield
| Skill
| You are immune to any type of dexterity damage/draining.
|
3 (2+1)
| 87
| Spell Immunity
| Science
| You are immune to spells of half LVL or less.
| 3 (2+1)
| 88
| Spell Shield
| Magic
| You automatically block the first spell used against you each round.
| 3 (2+1)
| 89
| Stay Thy Hand
| Peace
| You gain an AC bonus equal to its LVL for as long as you refrain from committing an aggressive act.
|
3 (2+1)
| 90
| Stonelike
| Mountain
| You become immune to critical hits.
| 3 (2+1)
| 91
| Storm Shield
| Thunder
| You are immune to electricity based effects.
| 3 (2+1)
| 92
| Strength Shield
| Strength
| You are immune to any type of strength damage/draining.
|
3 (2+1)
| 93
| Strong Minded
| Elf
| You are immune to any mind affecting effects.
| 3 (2+1)
| 94
| Sword Shield
| Sword
| You are immune to the effects of any sword whose enchantment bonus is less than LVL.
| 3 (2+1)
| 95
| Time Shield
| Time
| You are immune to any temporal effects.
|
3 (2+1)
| 96
| Void Shield
| Entropy
| You are immune to nullification and gain cold resistance equal to half your hit die.
| 3 (2+1)
| 97
| Windy
| Sky
| You are immune to wind based effects and have electricity resistance equal to half your hit die.
| 3 (2+1)
| 98
| Words of Wisdom
| Wisdom
| You can automatically tell how wise your opponent is.
|
3 (2+1)
| 99
| X-Ray Vision
| SemiDivine/Divine
| See through solid objects
| 3 (1+2)
| 100
| Summon UltraBlack/White 1
| UltraBlack/White
| Summons a DL II UltraBlack/White creature, AC = (1d20)*(1d4), HD = 3m2, hp = HD*(1d4). It will do a spell level = 2d2 effect when it acts, most likely of a random psionic frequency (DM rolls 1d100-45)
| 4
| 1
| Aluren
| MTG G
| You may cast SL 0-3 Conjuration/Summoning spells as a 0 action.
|
4
| 2
| Black Tentacles
| Darkness
| Tentacles grapple all within 15 ft. spread.
| 4
| 3
| Blinkmoth Serum (SL=4)
| Drugs
| +4 Int, Wis
| 4
| 4
| Breeding Pit
| MTG B
| Once per round, get a DL I Thrull as a summon (limit=LVL)
|
4
| 5
| Confusion
| Madness, Thievery
| Subjects behave oddly for 1 round/level.
| 4
| 6
| Congregate
| MTG W
| Target gains 10*N hp, where N is the number of people in the party+summons
| 4
| 7
| Cordrazine (SL=4)
| Drugs
| Remove 4 instances of stun, hold, para., sleep, etc.
|
4
| 8
| Crushing Despair
| Fear
| Subjects take -2 on attack rolls, damage rolls and save checks.
| 4
| 9
| Death Ward
| Death, Fertility
| Grants immunity to death spells and negative energy effects.
| 4
| 10
| Deathsticks (SL=4)
| Drugs
| Double Resist slay effects; -4 Wis
|
4
| 11
| Devil Summoning 4
| Summoning
| Summons an evil Outer DL IV creature
| 4
| 12
| Dust (SL=4)
| Drugs
| Telepathy 480'
| 4
| 13
| Eels
| Eel
| This acts like goodberries, each casting gives 1 Eel. Eels can remove or cause 1 [C] section effect (PPD save, effect is random).
|
4
| 14
| Fire Shield
| Revenge, Sun
| Creatures attacking you take fire damage while you are protected against cold.
| 4
| 15
| Henchman Recruit
| War
| Teleports in one Henchman of the same type as one you have. You must pay the gp cost of the Henchman immediately.
| 4
| 16
| Inflict Critical Wonds
| Destruction
| Touch attack, 4d8 damage +1/level (max 20).
|
4
| 17
| Invisibility, Greater
| Secrets
| As invisibility, but subject can attack and stay invisible.
| 4
| 18
| Kamikaze (SL=4)
| Drugs
| +4 Str, Dex
| 4
| 19
| Mutant Growth Hormone (SL=4)
| Drugs
| Get 4 random minors in Psi (1d8-2)*9
|
4
| 20
| Phoenix Down (SL=4)
| Drugs
| Resurrect someone who's been dead < 1r
| 4
| 21
| Poison Spittle 4
| Snake
| Breathe poison: one group, dmg=(current hp)/5, no save
| 4
| 22
| Reptile Summoning 4
| Snake
| Summons a DL V Reptile.
|
4
| 23
| Retinax (SL=4)
| Drugs
| Cure Blindess, Far Sight
| 4
| 24
| Revive 4
| Necromancy
| Revive a DL IV monster.
| 4
| 25
| Space Dragon
| Travellers
| Summons a Space Dragon (a DL VI monster). You have a Space Dragon summon slot in addition to your normal summon slot. You are allowed to have 2 Space Dragons (one in each slot).
|
4
| 26
| Sticks to Snakes 4
| Snake
| Reptile Swarm Summoning for CL*5/3 reptiles of DL=3.
| 4
| 27
| Summon Eelemental 4
| Eel
| Summon a DL IV Eelemental (DM has table)
| 4
| 28
| Summon Leech 4
| Eel
| Summon a DL IV Leech (DM has table)
|
4
| 29
| Sun Snake
| Sun
| Summons a Sun Snake (a DL VI monster). You have a Sun Snake summon slot in addition to your normal summon slot. You are allowed to have 2 Sun Snakes (one in each slot).
| 4
| 30
| Unholy Blight
| Evil
| Damages and sickens good creatures.
| 4
| 31
| Waves of Fatigue
| Disease
| Several targets become fatigued.
|
4 (3+1)
| 32
| Animal Instincts
| Moon
| +LVL on TH, dmg and AC while bathed in moonlight (or on the moon).
| 4 (3+1)
| 33
| Appetite for Destruction
| Destruction
| You gain a bonus to damage equal to LVL.
| 4 (3+1)
| 34
| Appliance of Science
| Science
| +LVL on attack roll, dmg and AC when attacking spellcasters.
|
4 (3+1)
| 35
| Blessed At Birth
| Good
| +LVL on TH, dmg and AC whenerver you are within a consecrated area or good aligned plane.
| 4 (3+1)
| 36
| Born Evil
| Evil
| +LVL on TH, dmg and AC within a desecrated area (or evil aligned plane).
| 4 (3+1)
| 37
| Born Lucky
| Luck
| You have a 50% chance each day of gaining a bonus equal to LVL on TH, dmg and AC.
|
4 (3+1)
| 38
| Born of Love
| Love
| +LVL on TH, dmg and AC provided you have made love within the past day.
| 4 (3+1)
| 39
| Born to Vengeance
| Revenge
| +LVL on TH, dmg and AC against any favored enemies, or individuals who have attacked you within the past 24 hours.
| 4 (3+1)
| 40
| Calm Under Crisis
| Peace
| +LVL on spell focus, spell penetration and SR for as long as you refrain from committing an aggressive act.
|
4 (3+1)
| 41
| Chaos Born
| Chaos
| Once per round you can +LVL to any dice roll.
| 4 (3+1)
| 42
| Dirty Tricks
| Thievery
| +LVL on sneak TH and add one extra die of damage to their sneak attack per LVL.
| 4 (3+1)
| 43
| Disease Carrier
| Disease
| +LVL on TH, damge rolls and AC against disease ridden opponents.
|
4 (3+1)
| 44
| Divination
| Death
| +LVL on TH, dmg and AC while facing living opponents.
| 4 (3+1)
| 45
| Doctor
| Healing
| +LVL on TH, dmg and AC against opponents with either fast healing or regeneration.
| 4 (3+1)
| 46
| Earthborn
| Mountain
| +LVL on TH, dmg, and AC when you are standing on the earth.
|
4 (3+1)
| 47
| Egg Born
| Fertility
| You can give birth within seconds to an egg or cause any female you impregnate to give birth within seconds again to an egg.
| 4 (3+1)
| 48
| Fervor of Greed
| Wealth
| +LVL on TH, dmg and AC against opponents carrying carrying objects of value (including equipment).
| 4 (3+1)
| 49
| Fire Born
| Fire
| +LVL on all TH, damage and AC
|
4 (3+1)
| 50
| Forge Born
| Metalworking
| You gain Construct traits.
| 4 (3+1)
| 51
| Heroic
| Strength
| You gain a bonus to strength equal to LVL.
| 4 (3+1)
| 52
| Higher Learning
| Knowledge
| You gain a bonus to Intelligence equal to LVL.
|
4 (3+1)
| 53
| Ice Born
| Winter
| +LVL on TH, dmg and AC provided you are within an area where the temperature is sub-zero.
| 4 (3+1)
| 54
| Job Satisfaction
| Labour
| +LVL on TH, dmg and AC provided you have done a good days work the previous day.
| 4 (3+1)
| 55
| Justice Bringer
| Law
| +LVL to TH, dmg and AC while
|
4 (3+1)
| 56
| Method behind the Madness
| Madness
| +LVL on TH, dmg and AC when facing intelligent opponents.
| 4 (3+1)
| 57
| Music Born
| Music
| +LVL caster level and any saving throw DC's when using any sonic based ability (including bardic music) or spell.
| 4 (3+1)
| 58
| Night Born
| Darkness
| +LVL to TH, damage and AC while fighting from within total darkness.
|
4 (3+1)
| 59
| Ocean Born
| Sea
| +LVL on TH, dmg and AC if both you and your opponent are underwater.
| 4 (3+1)
| 60
| Orc Slayer
| Elf
| +LVL on TH, dmg and AC against orcs or half orcs (or any other orc sub-species).
| 4 (3+1)
| 61
| Philanthropist
| Charity
| +2 to each ability score, but you get only half money from now on.
|
4 (3+1)
| 62
| Prince of Swords
| Sword
| +LVL on TH, dmg and AC when you wield a sword.
| 4 (3+1)
| 63
| ProtoLich 3-1
| ProtoLich/Lich
| 1M, 1/r: Any 0th-2nd level Wizard spell
| 4 (3+1)
| 64
| ProtoLich 3-2
| ProtoLich/Lich
| 1M, 1/r: Any 0th-2nd level Priest spell
|
4 (3+1)
| 65
| ProtoLich 3-3
| ProtoLich/Lich
| 1M, LVL/d: Grant Undead Status
| 4 (3+1)
| 66
| ProtoLich 3-4
| ProtoLich/Lich
| +10*LVL MR
| 4 (3+1)
| 67
| ProtoLich 3-5
| ProtoLich/Lich
| 1F: Create x1 Special 5*LVL%
|
4 (3+1)
| 68
| ProtoLich 3-6
| ProtoLich/Lich
| 0, Gaze: Life Trapping (as per Mirror) (save)
| 4 (3+1)
| 69
| ProtoLich 3-7
| ProtoLich/Lich
| Immune to Twilight
| 4 (3+1)
| 70
| ProtoLich 3-8
| ProtoLich/Lich
| 1M, touch: Imprisonment (save)
|
4 (3+1)
| 71
| ProtoLich 3-9
| ProtoLich/Lich
| 1M: LVLd10 Colorless Fire dmg to one target (no save)
| 4 (3+1)
| 72
| ProtoLich 3-10
| ProtoLich/Lich
| Troll-like Regen LVL hp /s
| 4 (3+1)
| 73
| ProtoLich 3-11
| ProtoLich/Lich
| Double the memorization of 1 SL (Wizard or Priest)
|
4 (3+1)
| 74
| ProtoLich 3-12
| ProtoLich/Lich
| Duplicate any SL 2 Concordant group spell (i.e. non-Concordant SL 2)
| 4 (3+1)
| 75
| Rune Touched
| Magic
| +LVL on spell focus, spell penetration and SR.
| 4 (3+1)
| 76
| Skill Born
| Skill
| +LVL on TH, dmg and AC against opponents more powerful than yourself.
|
4 (3+1)
| 77
| Sky Born
| Sky
| +LVL on TH, dmg and AC when both you and your opponent are flying.
| 4 (3+1)
| 78
| Son of the Forest
| Nature
| +LVL on TH, dmg and AC when within an area of dense vegetation (forest, jungle etc.)
| 4 (3+1)
| 79
| Storm Born
| Thunder
| +LVL on TH, dmg and AC as long as there is no roof over your head.
|
4 (3+1)
| 80
| Strength in Numbers
| Community
| + to saving throws equal to the number of allies in your group. (max=LVL)
| 4 (3+1)
| 81
| Stygian
| Secrets
| +LVL on TH, dmg and ACduring any round in which you surprise an opponent.
| 4 (3+1)
| 82
| Sun Blessed
| Sun
| +LVL on TH, dmg and AC providing the sun is shining on you.
|
4 (3+1)
| 83
| Terrifying Opponent
| Fear
| +LVL on TH, damage and AC against all opponents you frighten.
| 4 (3+1)
| 84
| Time Phase
| Time
| +LVL on TH, dmg and AC provided you win initiative against your opponents.
| 4 (3+1)
| 85
| Travel Born
| Travel
| +LVL on TH, dmg and AC provided you move up to your full movement rate each round.
|
4 (3+1)
| 86
| True Grit
| Stoicism
| +LVL on attack and dmg provided you are at half hit points or less.
| 4 (3+1)
| 87
| Void Born
| Entropy
| +LVL on TH, damage and AC against immobile opponents or while both you and your opponent are within a vacuum.
| 4 (3+1)
| 88
| Warrior Born
| War
| +LVL on TH, dmg and AC while engaged in combat.
|
4 (3+1)
| 89
| Wisdom Block
| Wisdom
| You are immune to any type of wisdom damage/draining.
| 4 (2+2)
| 90
| Summon UltraBlack/White 2
| UltraBlack/White
| Summons a DL III UltraBlack/White creature, AC = (1d20)*(1d4+1), HD = 3m4, hp = HD*(1d8). It will do a spell level = 2d3 effect when it acts, most likely of a random psionic frequency (DM rolls 1d100-45)
| 5
| 1
| Angelic Chorus
| MTG W
| Whenever you summon a creature, cure it's hp on yourself
|
5
| 2
| Blue Grass (SL=5)
| Drugs
| Ethereal Projection
| 5
| 3
| Devil Summoning 5
| Summoning
| Summons an evil Outer DL V creature
| 5
| 4
| Dispel Good
| Evil
| +4 bonus against attacks by good creatures.
|
5
| 5
| Doubling Season
| MTG G
| Whenever you summon a creature, you get 2 instead (+1 slot too)
| 5
| 6
| Extinction
| MTG B
| Slay all creatures of one race in a group (PPD save)
| 5
| 7
| False Vision
| Secrets, Thievery
| Fools scrying with an illusion.
|
5
| 8
| Folding Dimensional Doom
| Travellers
| Creates a rift of random Dim Doors and Dim Folds; All in group are slain (PPD save) or randomly teleported away (RSW save).
| 5
| 9
| Inflict Light Wounds, Mass
| Destruction
| Deals 1d8 damage +1/level to many creatures.
| 5
| 10
| Insect Plague
| Disease
| Locust swarms attack creatures
|
5
| 11
| Kick (SL=5)
| Drugs
| +5 CL with Radiation powers (e.g. Psi9)
| 5
| 12
| LSD (SL=5)
| Drugs
| 75% chance of Astral Projection; 15% Fear
| 5
| 13
| Mark of Justice
| Revenge
| Designates action that will trigger curse on subject.
|
5
| 14
| Nightmare
| Darkness, Fear
| Sends vision dealing 1d10 damage, fatigue.
| 5
| 15
| Panacea (SL=5)
| Drugs
| Miracle for spell level 0-5 Healing spell
| 5
| 16
| Poison Spittle 5
| Snake
| Breathe poison: one group, dmg=(current hp)/4, no save
|
5
| 17
| Prismatic Strike
| Sun
| Like Prismatic Spray, but only 1 target, and on a "8", you choose the result (instead of giving 2 random results). (You could of course material component this spell to hit a group.)
| 5
| 18
| Reelly Put Out of Misery
| Eel
| Ignore regen buffer then Put out of Misery (lower s slay). Doesn't trigger contingencies.
| 5
| 19
| Reptile Summoning 5
| Snake
| Summons a DL VI Reptile.
|
5
| 20
| Revive 5
| Necromancy
| Revive a DL V monster.
| 5
| 21
| Slay Living
| Death
| Touch attack kills subject.
| 5
| 22
| Space Mead (SL=5)
| Drugs
| Suspend Animation; Astral Projection; High Freq. Sample
|
5
| 23
| Sticks to Snakes 5
| Snake
| Reptile Swarm Summoning for CL*4/3 reptiles of DL=4.
| 5
| 24
| Summon Eelemental 5
| Eel
| Summon a DL V Eelemental (DM has table)
| 5
| 25
| Summon Leech 5
| Eel
| Summon a DL V Leech (DM has table)
|
5
| 26
| Synthcoke (SL=5)
| Drugs
| Regen 10 hp/s; +10 Dex; -15 Will saves
| 5
| 27
| True Storm
| War
| Entire party (incl. summons and henchmen) get +20 TH on one attack this segment.
| 5 (4+1)
| 28
| Aligned Friend
| SemiDivine/Divine
| Same aligned beings must save (vs. Will) to attack you
|
5 (4+1)
| 29
| Anaretic
| SemiDivine/Divine
| 1 attack: Dispel Magic, Radiation, or Innate
| 5 (4+1)
| 30
| Band of Brothers
| Community
| You can summon twice as many summoned creatures than the spell typically permits.
| 5 (4+1)
| 31
| Best Money Can Buy
| Wealth
| Any constructs you summon have 50% more hit dice than normal.
|
5 (4+1)
| 32
| Brethren of Love
| Love
| Any creatures you summon gain an charisma bonus equal to LVL.
| 5 (4+1)
| 33
| Brothers of Vengeance
| Revenge
| Any creatures you summon gain a favoured enemy bonus equal to double LVL.
| 5 (4+1)
| 34
| Brothers-at-Arms
| War
| Any creatures you summon gain a bonus to their TH equal to double LVL.
|
5 (4+1)
| 35
| Call of the Wild
| Moon
| Any animals or lycanthropes you summon have 50% more hit die than usual.
| 5 (4+1)
| 36
| Chaos Brethren
| Chaos
| Chaos-aligned creatures you summon always have 50% more hit dice than usual.
| 5 (4+1)
| 37
| Chrono
| Time
| Any creatures you summon gain an initiative bonus equal to double LVL.
|
5 (4+1)
| 38
| Cosmic Insight
| SemiDivine/Divine
| 0, 1/r: Dispel Invisibility or Illusion
| 5 (4+1)
| 39
| Counter-attack
| SemiDivine/Divine
| +1 to number of parting shots you are allowed
| 5 (4+1)
| 40
| Diseased Brethren
| Disease
| Any creatures you summon are always disease carriers (1 point of constitution damage for every LVL you have)
|
5 (4+1)
| 41
| Earthen Brethren
| Mountain
| Any earth-based creatures you summon possess 50% more hit dice than normal.
| 5 (4+1)
| 42
| Evil Brethren
| Evil
| Evil-aligned creatures summoned by you always have 50% more hit dice than usual.
| 5 (4+1)
| 43
| Fey Brethren
| Elf
| Fey summoned by you always have 50% more hit dice than usual.
|
5 (4+1)
| 44
| Fire Brethren
| Fire
| Creatures with the fire subtype summoned by you always have 50% more hit dice than usual.
| 5 (4+1)
| 45
| Forge Brethren
| Metalworking
| Any creatures you summon always gain a bonus to their manufactured weapons, armor and shields equal to LVL.
| 5 (4+1)
| 46
| Guardians of Magic
| Magic
| Any constructs you summon have 50% more hit dice than normal.
|
5 (4+1)
| 47
| Hard Working Brethren
| Labour
| Any creatures you summon cannot be banished until the task is done.
| 5 (4+1)
| 48
| Healthy Brethren
| Healing
| Any creatures you summon possess fast healing equal to LVL.
| 5 (4+1)
| 49
| Holy Brethren
| Good
| Good-aligned creatures summoned by you always have 50% more hit dice than usual.
|
5 (4+1)
| 50
| Horrific Breathren
| Fear
| Any creatures you summon radiate fear. Treat these creatures as if bearing a symbol of fear.
| 5 (4+1)
| 51
| Horticulturist
| Nature
| Any plants summoned by you always have 50% more hit dice than usual.
| 5 (4+1)
| 52
| Icy Brethren
| Winter
| Creatures with the cold sub-type summoned by you always have 50% more hit dice than usual.
|
5 (4+1)
| 53
| Improve Ability Score
| SemiDivine/Divine
| +CL to one ability score
| 5 (4+1)
| 54
| Improve Summoning
| SemiDivine/Divine
| Your summons get twice as many hit points (DM will write "20/10" instead of "10/10")
| 5 (4+1)
| 55
| Intelligent Brethren
| Knowledge
| Any creatures you summon gain an intelligence bonus equal to LVL.
|
5 (4+1)
| 56
| Lawful Brethren
| Law
| Lawful-aligned creatures summoned by you always have 50% more hit dice than usual.
| 5 (4+1)
| 57
| Lithe Brethren
| Skill
| Any creatures you summon gain an Dexterity bonus equal to LVL.
| 5 (4+1)
| 58
| Logic Born
| Wisdom
| You gain an insight bonus equal to LVL on any one type of die roll each round provided you act last in the round.
|
5 (4+1)
| 59
| Lucky Brethren
| Luck
| You always summon the maximum number of creatures.
| 5 (4+1)
| 60
| Mad Brethren
| Madness
| Any aberrations you summon have 50% more hit dice than normal.
| 5 (4+1)
| 61
| Musical Brethren
| Music
| Sonic-based creatures you summon always have 50% more hit dice than usual.
|
5 (4+1)
| 62
| Natural Selection
| Science
| Any animals summoned by you always have 50% more hit dice than usual.
| 5 (4+1)
| 63
| Numerous Brethren
| Fertility
| You summon double the number of creatures.
| 5 (4+1)
| 64
| Oblation
| Charity
| Any creatures you summon always remain twice as long.
|
5 (4+1)
| 65
| Occult Brethren
| Secrets
| Any creatures you summon benefit from having greater invisibility cast upon them.
| 5 (4+1)
| 66
| Peaceful Brethren
| Peace
| Any creatures you summon gain an AC bonus equal to LVL as long as they refrain from committing an aggressive act.
| 5 (4+1)
| 67
| ProtoLich 4-1
| ProtoLich/Lich
| 1M, 1/r: Any 0th-3rd level Wizard spell
|
5 (4+1)
| 68
| ProtoLich 4-2
| ProtoLich/Lich
| 1M, 1/r: Any 0th-3rd level Priest spell
| 5 (4+1)
| 69
| ProtoLich 4-3
| ProtoLich/Lich
| 1M, 1/r: Any psionic minor
| 5 (4+1)
| 70
| ProtoLich 4-4
| ProtoLich/Lich
| +10*LVL PaPR
|
5 (4+1)
| 71
| ProtoLich 4-5
| ProtoLich/Lich
| 1M: Dispel Innate or Racial ability effect
| 5 (4+1)
| 72
| ProtoLich 4-6
| ProtoLich/Lich
| 1M, 1/d: Reset
| 5 (4+1)
| 73
| ProtoLich 4-7
| ProtoLich/Lich
| 1M, 1/d: Contact Alternate Reality
|
5 (4+1)
| 74
| ProtoLich 4-8
| ProtoLich/Lich
| 1M, 1/d: Create Any DL 4 Monster
| 5 (4+1)
| 75
| ProtoLich 4-9
| ProtoLich/Lich
| 1M, touch: Steal all spells (save)
| 5 (4+1)
| 76
| ProtoLich 4-10
| ProtoLich/Lich
| 1M, touch: Lose LVLd4 stat pts
|
5 (4+1)
| 77
| ProtoLich 4-11
| ProtoLich/Lich
| 1bF: Fork
| 5 (4+1)
| 78
| ProtoLich 4-12
| ProtoLich/Lich
| Duplicate any SL 3 Concordant group spell (i.e. non-Concordant SL 3)
| 5 (4+1)
| 79
| Radiant Brethren
| Sun
| Any light or positive energybased creatures you summon have 50% more hit dice than usual.
|
5 (4+1)
| 80
| Semi-Quixotic
| SemiDivine/Divine
| 0,1/r: You can re-roll any dice roll (yours or friend's)
| 5 (4+1)
| 81
| Semi-Slipstream
| SemiDivine/Divine
| Resist time
| 5 (4+1)
| 82
| Semi-Soniferous
| SemiDivine/Divine
| 0, when using a magic item spend 4 times the charges: double the effect
|
5 (4+1)
| 83
| Shadow Brethren
| Darkness
| Shadow-based creatures you summon always have 50% more hit dice than usual.
| 5 (4+1)
| 84
| Shroud of Harm
| SemiDivine/Divine
| Anyone attacking you loses 50% of their current hp (for each attack)
| 5 (4+1)
| 85
| Sky Brethren
| Sky
| Any creatures with the innate power of flight summoned by you always have 50% more hit dice than usual.
|
5 (4+1)
| 86
| Sneaky Brethren
| Thievery
| Any creatures you summon can sneak attack dealing 1d6 damage/LVL.
| 5 (4+1)
| 87
| Spawn of the Deep
| Sea
| Creatures with the aquatic subtype summoned by you always have 50% more hit dice than usual.
| 5 (4+1)
| 88
| Stoic Brethren
| Stoicism
| Any creatures you summon gain an Constitution bonus equal to LVL.
|
5 (4+1)
| 89
| Stormtroopers
| Thunder
| Creatures with an electricity based ability summoned by you always have 50% more hit dice than usual.
| 5 (4+1)
| 90
| Strong Brethren
| Strength
| Any creatures you summon gain an strength bonus equal to LVL.
| 5 (4+1)
| 91
| Sword Brethren
| Sword
| You can summon the sword of any opponent in your group to fight for you as would a dancing weapon. (Str check to avoid).
|
5 (4+1)
| 92
| Time Dilate
| SemiDivine/Divine
| Can use 2M (no P's or V's) instead of 1S+1V actions per segment
| 5 (4+1)
| 93
| Travel Companions
| Travel
| Any creatures you summon have their movement rate doubled.
| 5 (4+1)
| 94
| Undead Brethren
| Death
| All undead created within the radius of your divine aura have 50% more hit dice than usual.
|
5 (4+1)
| 95
| Underhand
| SemiDivine/Divine
| Backstab x(CL/3), round up
| 5 (4+1)
| 96
| Violent Offenders
| Destruction
| Any creatures you summon are automatically enraged, gaining a damage bonus equal to LVL.
| 5 (4+1)
| 97
| Void Brethren
| Entropy
| Summoned creatures within the radius of your divine aura are automatically banished.
|
5 (3+2)
| 98
| Summon UltraBlack/White 3
| UltraBlack/White
| Summons a DL IV UltraBlack/White creature, AC = (1d20)*(1d4+2), HD = 3m6, hp = HD*(1d12). It will do a spell level = 2d4 effect when it acts, most likely of a random psionic frequency (DM rolls 1d100-45)
| 6
| 1
| Army Teleport
| War
| Teleports any number of (willing) beings within sight.
| 6
| 2
| Banishment
| Revenge
| Banishes 2 HD/level of extraplanar creatures.
|
6
| 3
| Beacon of Immortality
| MTG W
| Double current hp (like a Tenser's, but a different source)
| 6
| 4
| Create Undead
| Death, Evil
| Create ghouls, ghasts, mummies or mohrgs.
| 6
| 5
| Dark Offering
| MTG B
| Slay a creature (PPD save), you gain it's hp to current hp
|
6
| 6
| Desert Twister
| MTG G
| Destroy something (PP save, like a Disintegrate spell)
| 6
| 7
| Devil Summoning 6
| Summoning
| Summons an evil Outer DL VI creature
| 6
| 8
| Dust
| Sun
| Dusts (D) an Undead or Negative Energy creature (no save, no limit on HD or type of undead).
|
6
| 9
| Harm
| Destruction, Disease
| Deals 10 points/level damage to target.
| 6
| 10
| Heel
| Eel
| Remove all hp of dmg and remove 1 [C] section effect
| 6
| 11
| Mislead
| Luck, Secrets, Thievery
| Turns you invisible and creates illusory double.
|
6
| 12
| Poison Spittle 6
| Snake
| Breathe poison: one group, dmg=(current hp)/3, no save
| 6
| 13
| Reptile Summoning 6
| Snake
| Summons a DL VII Reptile.
| 6
| 14
| Revive 6
| Necromancy
| Revive a DL VI monster.
|
6
| 15
| Shadow Walk
| Darkness, Travel
| Step into shadows to travel rapidly.
| 6
| 16
| Sticks to Snakes 6
| Snake
| Reptile Swarm Summoning for CL reptiles of DL=5.
| 6
| 17
| Summon Eelemental 6
| Eel
| Summon a DL VI Eelemental (DM has table)
|
6
| 18
| Summon Leech 6
| Eel
| Summon a DL VI Leech (DM has table)
| 6
| 19
| Symbol of Fear
| Fear
| Triggered rune panics nearby creatures.
| 6
| 20
| True Teleport
| Travellers
| Your party teleports on your side of the segment (no delay).
|
6 (5+1)
| 21
| Bribery
| Wealth
| Immunities and resistances are only 50% effective against your enchantment effects.
| 6 (5+1)
| 22
| Chink In The Armor
| Metalworking
| You ignore magic armor or shields whose enhancement bonus is less than LVL.
| 6 (5+1)
| 23
| Drowning
| Sea
| You can automatically revoke any water breathing in your group, even with creatures who are naturally aquatic like fish.
|
6 (5+1)
| 24
| Escamotage
| Thievery
| Opponents immune to critical hits still suffer half your sneak attack bonus damage.
| 6 (5+1)
| 25
| Extension of Elvenkind
| Elf
| Your enchantment based abilities and spells can work upon those typically immune to such effects, at half effect.
| 6 (5+1)
| 26
| Green-Blooded
| Nature
| You can poison even those magically immune to poison.
|
6 (5+1)
| 27
| Instrument of Change
| Moon
| Your transmutation effects can affect those otherwise immune, at half effect.
| 6 (5+1)
| 28
| Instrument of Chaos
| Chaos
| Immunities and resistances are only 50% effective against your transmutation-based attacks (and chaos damage).
| 6 (5+1)
| 29
| Instrument of Charity
| Charity
| Magical boons (such as healing spells) are twice as effective when you cast them on an ally.
|
6 (5+1)
| 30
| Instrument of Cold
| Winter
| Immunities and resistances are only 50% effective against your cold-based attacks.
| 6 (5+1)
| 31
| Instrument of Darkness
| Darkness
| Immunities and resistances are only 50% effective against your negative energy-based attacks.
| 6 (5+1)
| 32
| Instrument of Death
| Death
| Immunities are only 50% effective against your death-based attacks. Those immune get a save at +10.
|
6 (5+1)
| 33
| Instrument of Destruction
| Destruction
| Damage reduction is only 50% effective against your attacks.
| 6 (5+1)
| 34
| Instrument of Disease
| Disease
| Immunities and resistances are only 50% effective against your disease-based attacks.
| 6 (5+1)
| 35
| Instrument of Education
| Knowledge
| You know all skills.
|
6 (5+1)
| 36
| Instrument of Enchantment
| Love
| Your enchantment based abilities and spells can work upon those typically immune to such effects, at half effect.
| 6 (5+1)
| 37
| Instrument of Fate
| Luck
| Opponents in your group have any luck bonuses reduced by 50%.
| 6 (5+1)
| 38
| Instrument of Fire
| Fire
| Immunities and resistances are only 50% effective against your fire-based attacks.
|
6 (5+1)
| 39
| Instrument of Labour
| Labour
| You can cause fatigue an exhaustion even in creatures that have no constitution score, at half effect.
| 6 (5+1)
| 40
| Instrument of Madness
| Madness
| Immunities are only 50% effective against your mind affecting effects and spells.
| 6 (5+1)
| 41
| Instrument of Magic
| Magic
| Your magic works on those supposedly immune to magic, at half effect.
|
6 (5+1)
| 42
| Instrument of Music
| Music
| Immunities and resistances are only 50% effective against your sonic based attacks.
| 6 (5+1)
| 43
| Instrument of Peace
| Peace
| Your enchantment based abilities and spells can work upon those typically immune to such effects, at half effect.
| 6 (5+1)
| 44
| Instrument of Revenge
| Revenge
| You can expend your own hit points to deal extra damage with each attack (max CL damage per attack).
|
6 (5+1)
| 45
| Instrument of Science
| Science
| Evocation based attacks you do are 50% natural and will partially function even through anti-magic.
| 6 (5+1)
| 46
| Instrument of Secrecy
| Secrets
| Your illusions have a 50% chance of fooling even true seeing or similar magic.
| 6 (5+1)
| 47
| Instrument of Skill
| Skill
| You gain a Dexterity bonus equal to LVL.
|
6 (5+1)
| 48
| Instrument of Stoicism
| Stoicism
| You gain a Constitution bonus equal to LVL.
| 6 (5+1)
| 49
| Instrument of Strength
| Strength
| You gain a Strength bonus equal to LVL.
| 6 (5+1)
| 50
| Instrument of Terror
| Fear
| Immunities and resistances are only 50% effective against your fear-based attacks.
|
6 (5+1)
| 51
| Instrument of the Air
| Sky
| You can automatically revoke the ability of flight in your group.
| 6 (5+1)
| 52
| Instrument of the Law
| Law
| Immunities and resistances are only 50% effective against your law-based attacks.
| 6 (5+1)
| 53
| Instrument of the Void
| Entropy
| You do not suffer any miss chance against incorporeal targets.
|
6 (5+1)
| 54
| Instrument of Thunder
| Thunder
| Immunities and resistances are only 50% effective against your electricity-based attacks.
| 6 (5+1)
| 55
| Instrument of Travel
| Travel
| You can make a touch attack against an opponent and send them into another plane of your choice. (Reflex save)
| 6 (5+1)
| 56
| Instrument of War
| War
| Damage Reduction is only 50% effective against your attacks.
|
6 (5+1)
| 57
| Lightbearer
| Sun
| Immunities and resistances are only 50% effective against your light or positive energy-based attacks.
| 6 (5+1)
| 58
| Meeting of Minds
| Community
| Any allies you summon gain a divine bonus to their saving throws against banishment (and similar effects) equal to LVL.
| 6 (5+1)
| 59
| Monumental
| Mountain
| Your damage reduction has no negating factors.
|
6 (5+1)
| 60
| ProtoLich 5-1
| ProtoLich/Lich
| 1M, 1/r: Any 0th-4th level Wizard spell
| 6 (5+1)
| 61
| ProtoLich 5-2
| ProtoLich/Lich
| 1M, 1/r: Any 0th-4th level Priest spell
| 6 (5+1)
| 62
| ProtoLich 5-3
| ProtoLich/Lich
| +10*LVL aMR
|
6 (5+1)
| 63
| ProtoLich 5-4
| ProtoLich/Lich
| 1M: Project Image
| 6 (5+1)
| 64
| ProtoLich 5-5
| ProtoLich/Lich
| 1M: Teleport
| 6 (5+1)
| 65
| ProtoLich 5-6
| ProtoLich/Lich
| 1M: Contact Other Plane
|
6 (5+1)
| 66
| ProtoLich 5-7
| ProtoLich/Lich
| Conduct M actions through psi link (range sight)
| 6 (5+1)
| 67
| ProtoLich 5-8
| ProtoLich/Lich
| 1M, touch: Drain all psionic pools (save)
| 6 (5+1)
| 68
| ProtoLich 5-9
| ProtoLich/Lich
| 1M, touch: Slay Living (save)
|
6 (5+1)
| 69
| ProtoLich 5-10
| ProtoLich/Lich
| 1F: Get 2M you can use this segment
| 6 (5+1)
| 70
| ProtoLich 5-11
| ProtoLich/Lich
| +LVL/5 QM actions
| 6 (5+1)
| 71
| ProtoLich 5-12
| ProtoLich/Lich
| Duplicate any SL 4 Concordant group spell (i.e. non-Concordant SL 3)
|
6 (5+1)
| 72
| Rapid Rejuvenation
| Fertility
| You rejuvenates as if of the next highest divine status.
| 6 (5+1)
| 73
| Recovery
| Healing
| Your healing powers can restore even vile damage.
| 6 (5+1)
| 74
| Riddle of Steel
| Sword
| When attacking with a sword you ignore half the opponent's damage reduction.
|
6 (5+1)
| 75
| Stain of Evil
| Evil
| Any damage you deal can only be healed within a consecrated area.
| 6 (5+1)
| 76
| Stigmatism
| Good
| Any damage you deal can only be healed within a consecrated area.
| 6 (5+1)
| 77
| Time Shard
| Time
| Your time based abilities have a 50% chance of working on those otherwise immune to temporal effects.
|
6 (5+1)
| 78
| Wisdom Touched
| Wisdom
| Any creatures you summon gain a Wisdom bonus equal to double LVL.
| 6 (4+2)
| 79
| Summon UltraBlack/White 4
| UltraBlack/White
| Summons a DL V UltraBlack/White creature, AC = (1d20)*(1d4+3), HD = 3m8, hp = HD*(1d16). It will do a spell level = 2d5 effect when it acts, most likely of a random psionic frequency (DM rolls 1d100-45)
| 7
| 1
| Blasphemy
| Evil
| Kills, paralyzes, weakens, or dazes nonevil subjects.
|
7
| 2
| Destruction
| Death
| Kills subject and destroys remains.
| 7
| 3
| Devil Summoning 7
| Summoning
| Summons an evil Outer DL VII creature
| 7
| 4
| Disintegrate
| Destruction
| Makes one creature or object vanish.
|
7
| 5
| Eyebite
| Fear
| Target becomes panicked, sickened and comatose.
| 7
| 6
| Holy Word Battle
| War
| Entire party (incl. summons and henchmen) get +1QS action this segment.
| 7
| 7
| Holy Word Blind
| Sun
| Target is blinded, and cannot target or attack anything (no save, no MR).
|
7
| 8
| Holy Word Shift
| Travellers
| Target is plane shifted to a plane of your choice (no save, no MR).
| 7
| 9
| Hovercraft Full of Eels
| Eel
| Like a Chariot of Sustarre, but it's Eels!
| 7
| 10
| Look at Me, I'm the DCI
| MTG W
| An effect is banned from the room (x1 Special)
|
7
| 11
| Multi Eel
| Eel
| Summons CL Eels of DL=7, which use up 1 summon slot. They aren't summoning sick!
| 7
| 12
| Poison Spittle 7
| Snake
| Breathe poison: one group, dmg=(current hp)/2, no save
| 7
| 13
| Power Word Blind
| Darkness, Love, War
| Blinds creature with 200 hp or less.
|
7
| 14
| Reptile Summoning 7
| Snake
| Summons a DL VIII Reptile.
| 7
| 15
| Revive 7
| Necromancy
| Revive a DL VII monster.
| 7
| 16
| Screen
| Secrets, Thievery
| Illusion hides area from vision, scrying.
|
7
| 17
| Spell Turning
| Luck, Magic, Revenge, Stoicism
| Reflect 1d4+6 spell levels back at the caster.
| 7
| 18
| Sticks to Snakes 7
| Snake
| Reptile Swarm Summoning for CL*2/3 reptiles of DL=6.
| 7
| 19
| Summon Eelemental 7
| Eel
| Summon a DL VII Eelemental (DM has table)
|
7
| 20
| Summon Leech 7
| Eel
| Summon a DL VII Leech (DM has table)
| 7
| 21
| Tooth and Nail
| MTG G
| Summon DL VII, can pick type, or can pick creature within type
| 7
| 22
| Waves of Exhaustion
| Disease, Entropy
| Several targets become exhausted.
|
7 (6+1)
| 23
| Edifying Beam
| SemiDivine/Divine
| Target's alignment changes (save)
| 7 (6+1)
| 24
| Induction Skins
| SemiDivine/Divine
| Gain infinite Stoneskins
| 7 (6+1)
| 25
| Interdimension
| SemiDivine/Divine
| MWaWR 75%
|
7 (6+1)
| 26
| Luminal
| SemiDivine/Divine
| xCL movement rate
| 7 (6+1)
| 27
| Magic Dead Zone
| SemiDivine/Divine
| Drain the MF by 1 in the area (except to you; you are unaffected)
| 7 (6+1)
| 28
| Omega Effect
| SemiDivine/Divine
| Pick a spell you know. It does vile damage (or vile harming).
|
7 (6+1)
| 29
| ProtoLich 6-1
| ProtoLich/Lich
| 1M, 1/r: Any 0th-5th level Wizard spell
| 7 (6+1)
| 30
| ProtoLich 6-2
| ProtoLich/Lich
| 1M, 1/r: Any 0th-5th level Priest spell
| 7 (6+1)
| 31
| ProtoLich 6-3
| ProtoLich/Lich
| 1M, 1/r: Any psionic major
|
7 (6+1)
| 32
| ProtoLich 6-4
| ProtoLich/Lich
| 1M, 1/r: Any 0th-4th level Warrior, Rogue, or Monster spell
| 7 (6+1)
| 33
| ProtoLich 6-5
| ProtoLich/Lich
| 1M: Teleport without Error
| 7 (6+1)
| 34
| ProtoLich 6-6
| ProtoLich/Lich
| +10*LVL IR
|
7 (6+1)
| 35
| ProtoLich 6-7
| ProtoLich/Lich
| 1M, touch: Steal a random powers for 1 round (no save)
| 7 (6+1)
| 36
| ProtoLich 6-8
| ProtoLich/Lich
| 1M, touch: Erase Truename (must know their Truename first)
| 7 (6+1)
| 37
| ProtoLich 6-9
| ProtoLich/Lich
| Troll-like regen LVL hp (including vile) /s
|
7 (6+1)
| 38
| ProtoLich 6-10
| ProtoLich/Lich
| Conduct effects through psi link (within sight)
| 7 (6+1)
| 39
| ProtoLich 6-11
| ProtoLich/Lich
| +LVL/10 number of segments per round
| 7 (6+1)
| 40
| ProtoLich 6-12
| ProtoLich/Lich
| Duplicate any SL 5 Concordant group spell (i.e. non-Concordant SL 3)
|
7 (6+1)
| 41
| Rectify Misery
| SemiDivine/Divine
| Anyone slain by you is Capital S Slain instead
| 7 (6+1)
| 42
| Transilient
| SemiDivine/Divine
| Get 2 saves for each save, choose better result
| 7 (6+1)
| 43
| Transmortal
| SemiDivine/Divine
| Your body cannot be destroyed (e.g. immune disintegrate)
|
7 (5+2)
| 44
| Summon UltraBlack/White 5
| UltraBlack/White
| Summons a DL VI UltraBlack/White creature, AC = (1d20)*(1d4+4), HD = 3m10, hp = HD*(1d20). It will do a spell level = 2d6 effect when it acts, most likely of a random psionic frequency (DM rolls 1d100-45)
| 8
| 1
| Biorhythm
| MTG G
| Each person in a group's current hp = (Number of summons)*10
| 8
| 2
| Create Greater Undead
| Darkness, Death
| Create shadows, wraiths, spectres or devourers.
|
8
| 3
| Decree of Pain
| MTG B
| Slay all creatures in two groups (PPD save) or one group (no save)
| 8
| 4
| Devil Summoning 8
| Summoning
| Summons an evil Outer DL VIII creature
| 8
| 5
| Discern Location
| Knowledge, Revenge
| Reveals exact location of creature or object.
|
8
| 6
| Earthquake
| Destruction
| Intense tremor shakes 5-ft./level radius.
| 8
| 7
| Higher Ground
| War
| Creates a x2 Terrain Feature that you and your henchmen get +1 to multiplier.
| 8
| 8
| Horrid Wilting
| Disease, Entropy, Sea
| Deals 1d6/level damage within 30 ft.
|
8
| 9
| Mind Blank
| Secrets, Stoicism
| Subject is immune to mental/emotional magic and scrying.
| 8
| 10
| Poison Spittle 8
| Snake
| Breathe poison: one group, dmg=(current hp), no save
| 8
| 11
| Polymorph Any Object
| Thievery
| Changes any subject into anything else.
|
8
| 12
| Reptile Summoning 8
| Snake
| Summons a DL IX Reptile.
| 8
| 13
| Reverse the Sands
| MTG W
| Switch current hp totals with someone (no save)
| 8
| 14
| Revive 8
| Necromancy
| Revive a DL VIII monster.
|
8
| 15
| Star Travel
| Sun, Travellers
| You fly at CL c (CL times the speed of light). You can enter a Star and either [1] Spelljam to another Star or Crystal Sphere (as if you were an Iconian Gateway), or [2] Time Travel (as if you were an Undead Robotic Chicken).
| 8
| 16
| Sticks to Snakes 8
| Snake
| Reptile Swarm Summoning for CL/3 reptiles of DL=7.
| 8
| 17
| Summon Eelemental 8
| Eel
| Summon a DL VIII Eelemental (DM has table)
|
8
| 18
| Summon Leech 8
| Eel
| Summon a DL VIII Leech (DM has table)
| 8
| 19
| Trap the Soul
| Fear, Wealth
| Imprisons subject within gem.
| 8
| 20
| Unholy Aura
| Evil
| +4 to AC, +4 resistance, SR 25 against good spells.
|
8 (7+1)
| 21
| ProtoLich 7-1
| ProtoLich/Lich
| 1M, 1/r: Any 0th-6th level Wizard spell
| 8 (7+1)
| 22
| ProtoLich 7-2
| ProtoLich/Lich
| 1M, 1/r: Any 0th-6th level Wizard spell
| 8 (7+1)
| 23
| ProtoLich 7-3
| ProtoLich/Lich
| +10*LVL EaER
|
8 (7+1)
| 24
| ProtoLich 7-4
| ProtoLich/Lich
| 1M, touch: Annihilation (save)
| 8 (7+1)
| 25
| ProtoLich 7-5
| ProtoLich/Lich
| 1M, touch: Incursion (save)
| 8 (7+1)
| 26
| ProtoLich 7-6
| ProtoLich/Lich
| Duplicate any SL 6 Concordant group spell (i.e. non-Concordant SL 3)
|
8 (6+2)
| 27
| Summon UltraBlack/White 6
| UltraBlack/White
| Summons a DL VII UltraBlack/White creature, AC = (1d20)*(1d4+5), HD = 3m12, hp = HD*(1d24). It will do a spell level = 2d7 effect when it acts, most likely of a random psionic frequency (DM rolls 1d100-45)
| 9
| 1
| Beset
| Travellers
| Target is Set and his home plane becomes this plane (no save, no MR)
| 9
| 2
| Blessed Wind
| MTG W
| Target's current hp becomes 200.
|
9
| 3
| Devil Summoning 9
| Summoning
| Summons an evil Outer DL IX creature
| 9
| 4
| Energy Drain
| Disease
| Subject gains 2d4 negative levels.
| 9
| 5
| Implosion
| Destruction
| Kills one creature/round.
|
9
| 6
| Imprisonment
| Secrets
| Entombs subject beneath the earth.
| 9
| 7
| Mass Mass Heal
| War
| Heals up to 100 groups of creatures. (Yes, this can be reversed.)
| 9
| 8
| Power Word Kill
| Darkness, War
| Kills creatures with 100 hp or less.
|
9
| 9
| Revive 9
| Necromancy
| Revive a DL IX monster.
| 9
| 10
| Star Swarm
| Sun
| Like Planet Swarm, but 4 Stars (each does 2 idmg, no save, no MR)
| 9
| 11
| Storm of Vengeance
| Revenge, Thunder
| Storm rains acid, lightning and hail.
|
9
| 12
| Summon Eelemental 9
| Eel
| Summon a DL IX Eelemental (DM has table)
| 9
| 13
| Summon Leech 9
| Eel
| Summon a DL IX Leech (DM has table)
| 9
| 14
| Summon Monster IX
| Chaos, Evil, Good, Labour, Law
| Calls extraplanar creatures to fight for you.
|
9
| 15
| Time Stop
| Thievery, Time
| You act freely for 1d4+1 rounds.
| 9
| 16
| Wail of the Banshee
| Death, Entropy
| Kills one creatre/level.
| 9
| 17
| Weird
| Fear, Madness
| As phantasmal killer, but affecst all within 30 ft.
|
9 (8+1)
| 18
| Akashic
| SemiDivine/Divine
| Lower Multiplier target by 1 (no save)
| 9 (8+1)
| 19
| Indissolve
| SemiDivine/Divine
| Regeneration CL hp/s
| 9 (8+1)
| 20
| Nullification
| SemiDivine/Divine
| Pick an N<=6. Immune to Nth level spell effects
|
9 (8+1)
| 21
| Oblivi-Permanency
| SemiDivine/Divine
| 0, 1/r: Make a spell you're casting permanent.
| 9 (8+1)
| 22
| Omnific Tough
| SemiDivine/Divine
| +1 ihp
| 9 (8+1)
| 23
| Omnispectacles
| SemiDivine/Divine
| Your sight can go around corners
|
9 (7+2)
| 24
| Summon UltraBlack/White 7
| UltraBlack/White
| Summons a DL VIII UltraBlack/White creature, AC = (1d20)*(1d4+6), HD = 3m14, hp = HD*(1d28). It will do a spell level = 2d8 effect when it acts, most likely of a random psionic frequency (DM rolls 1d100-45)
| 10
| 1
| Automatic Metamagic Capacity (S)
| SemiDivine/Divine
| Gain a free spell level of metamagic
| 10
| 2
| Automatic Writing
| SemiDivine/Divine
| Any spells you witness are automatically added to your spellbook
|
10
| 3
| Cats Fall
| SemiDivine/Divine
| You can fall from any distance without injury
| 10
| 4
| Combat Mastery
| SemiDivine/Divine
| Trade any amount of BAB to AC
| 10
| 5
| Damnation
| Evil
| Send your foe to hell.
|
10
| 6
| Divine Retribution [Divine]
| SemiDivine/Divine
| You gain one additional action after your death
| 10
| 7
| Eclectic Shot
| SemiDivine/Divine
| You can fire irregular objects as if they were missiles
| 10
| 8
| Eclipse
| Darkness
| A solar eclipse follows you.
|
10
| 9
| Epic Potency (S)
| SemiDivine/Divine
| Your damage increases by +2
| 10
| 10
| Epic Shield Focus
| SemiDivine/Divine
| Your shield protects yourself and one adjacent ally
| 10
| 11
| Ether Goer
| SemiDivine/Divine
| You can become ethereal at will
|
10
| 12
| Expert Strike
| SemiDivine/Divine
| Gain a cumulative +1 to attacks against the same target
| 10
| 13
| Fire Baptism
| SemiDivine/Divine
| Gain a cumulative +1 to AC against the same target
| 10
| 14
| Greater Critical
| SemiDivine/Divine
| Your critical threat range is trebled
|
10
| 15
| Greater Critical Multiplier
| SemiDivine/Divine
| Your critical multiplier is trebled
| 10
| 16
| Hellball
| Evil
| You deal 10d6 each of acid, cold, electricity and fire damage, you take 10d6 damage.
| 10
| 17
| Improved Finesse
| SemiDivine/Divine
| Use your dexterity bonus for damage
|
10
| 18
| Improved Spellcasting (S)
| SemiDivine/Divine
| Gain two new spell slots (any non-Concordant SL you have)
| 10
| 19
| Improved Toughness (S)
| SemiDivine/Divine
| You gain an additional hit point per hit die
| 10
| 20
| Legendary Archer
| SemiDivine/Divine
| Opponents cannot deflect your missiles
|
10
| 21
| Lord of Nightmares
| Fear
| You are possessed by a dream larva for 20 rounds and take 12d6 damage.
| 10
| 22
| Pestilence
| Disease
| Inflict slimy doom on all creatures and plants within a half mile diameter area.
| 10
| 23
| Pre-emptive Strike
| SemiDivine/Divine
| You can make one attack in segment 0 (before segment 1)
|
10
| 24
| ProtoLich 10-1
| ProtoLich/Lich
| 0, 1/r: Any 0th-5th level Wizard spell
| 10
| 25
| ProtoLich 10-2
| ProtoLich/Lich
| 0, 1/r: Any 0th-4th level Priest spell
| 10
| 26
| ProtoLich 10-3
| ProtoLich/Lich
| 0, 1/r: Any psionic cantrip
|
10
| 27
| ProtoLich 10-4
| ProtoLich/Lich
| +5*(Lich level)% WR (not irreducible) that can't be ignored
| 10
| 28
| ProtoLich 10-5
| ProtoLich/Lich
| Resist Turning (you are double the rating)
| 10
| 29
| ProtoLich 10-6
| ProtoLich/Lich
| 0: Create Snare 20*(Lich level)% (obvious trap, auto detected, needs to be removed to bypass)
|
10
| 30
| Soothsayer
| SemiDivine/Divine
| You always hear the truth
| 10
| 31
| Star Child (S)
| SemiDivine/Divine
| You gain a wish 1/reset
| 10
| 32
| Superior Quivering Palm
| SemiDivine/Divine
| Use the quivering palm attack once per round
|
10
| 33
| Superior Whirlwind Attack
| SemiDivine/Divine
| Make a 5 ft. step as part of a whirlwind attack
| 10
| 34
| Tempest of Vengeance
| Revenge, Thunder
| Tempest rains acid, lightning and hail.
| 10
| 35
| Three-Weapon Fighting
| SemiDivine/Divine
| You fight three-weapon style, juggling a third weapon
|
10
| 36
| Weapon Abatement
| SemiDivine/Divine
| You are immune to the first successful blow dealt from a weapon
| 10 (8+2)
| 37
| Summon UltraBlack/White 8
| UltraBlack/White
| Summons a DL IX UltraBlack/White creature, AC = (1d20)*(1d4+7), HD = 3m16, hp = HD*(1d32). It will do a spell level = 2d9 effect when it acts, most likely of a random psionic frequency (DM rolls 1d100-45)
| 11
| 1
| ProtoLich 11-1
| ProtoLich/Lich
| 0, 1/r: Any 1st-6th level Wizard spell
|
11
| 2
| ProtoLich 11-2
| ProtoLich/Lich
| 0, 1/r: Any 1st-5th level Priest spell
| 11
| 3
| ProtoLich 11-3
| ProtoLich/Lich
| 0, 1/r: Any psionic minor
| 11
| 4
| ProtoLich 11-4
| ProtoLich/Lich
| 1M: Banish Undead
|
11
| 5
| ProtoLich 11-5
| ProtoLich/Lich
| Speak with Dead & Undead (cont.); 1M: Capital E Extract from Dead & Undead
| 11
| 6
| ProtoLich 11-6
| ProtoLich/Lich
| +10*(Lich level)% iWR that can't be ignored
| 11
| 7
| ProtoLich 11-7
| ProtoLich/Lich
| Mask Undead status; Can't be turned
|
11
| 8
| ProtoLich 11-8
| ProtoLich/Lich
| Detect Artifacts; 1M: Legend Lore Artifact
| 11
| 9
| ProtoLich 11-9
| ProtoLich/Lich
| 1M, (lich level)/d: Gain +10 XP
| 11
| 10
| ProtoLich 11-10
| ProtoLich/Lich
| 0: Create Traps 15*(Lich level)%
|
11
| 11
| ProtoLich 11-11
| ProtoLich/Lich
| All spells cost 0 P actions; Material componenting does not cost 1 V action
| 11
| 12
| ProtoLich 11-12
| ProtoLich/Lich
| +(Lich level) OppV or QM actions
| 11
| 13
| ProtoLich 11-13
| ProtoLich/Lich
| Negative Cold (Lich level)d10 dmg by touch
|
11
| 14
| ProtoLich 11-14
| ProtoLich/Lich
| +(Lich level) Research Points per reset (see [P12])
| 11
| 15
| ProtoLich 11-15
| ProtoLich/Lich
| 1F or 1X: Duplicate any level 0 Concordant spell
| 11 (9+2)
| 16
| Summon UltraBlack/White 9
| UltraBlack/White
| Summons a DL X UltraBlack/White creature, AC = (1d20)*(1d4+8), HD = 3m18, hp = HD*(1d36). It will do a spell level = 2d10 effect when it acts, most likely of a random psionic frequency (DM rolls 1d100-45)
|
|