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| Power
| Check
| Description [Permanent powers in brackets]
|
1
| Alchemy: Alchemist Armor
| Con/t
| Armor spell of 10*CL hp; +2 Str
| 2
| Alchemy: Ball Lightning
| Con
| Group takes CLd4 lightning dmg (no save)
| 3
| Alchemy: Elemental Bolt
| Str
| One target takes CLd6 dmg of a normal element (no save)
|
4
| Alchemy: Control Size
| Str/t
| Target person or object's size changes by 1 categrory (non-living is permanent)
| 5
| Alchemy: Create Potion
| varies *10
| Spend 10 times PSP cost of another Psi (divisible by 9) power: Make a potion of it
| 6
| Alchemy: Ether Bolt
| Str
| Target takes CL dmg, PP save or knocked unconscious for 1dCL segments
|
7
| Alchemy: Eye of Alchemy
| Int/r
| Wizard Eye; Detect Magic, Aura, Psionics, Radiation, Anti-Radiation
| 8
| Alchemy: Elemental Summ.
| Chr
| Summon a DL II Elemental
| 9
| Alchemy: Mist of Force
| Str/h
| Wall of Telekinesis (no damage, cannot pass unless make Str-20 check)
|
10
| Alchemy: Shield
| Int/r
| Resist Spells, Magic Items, Psionics, Radiation, a Weapon class (e.g. swords), or Innates
| 11
| Alchemy: Matter to Mist
| Chr/r
| Gaseous Form, can be used on another (PP save)
| 12
| Alchemy: Self to Air
| Dex/h
| Turn into an air elemental; Fly 24" (A); Immune Air; Vulnerable Vaccum/Earth
|
13
| Alchemy: Enforcement Winds
| Str/t
| Psionics in the room are at double effect (x1 Special)
| 14
| Earthpower: Catch
| Con
| 1bM to use: Feather Fall
| 15
| Earthpower: Circle of Pro.
| Con/t
| All in group are protected by 100*CL hp shield from those outside, this doesn't move
|
16
| Earthpower: Cold Resist.
| Con/t
| Double Resist Cold
| 17
| Earthpower: Conc. Break
| Chr
| Target loses CL to max number of maintains (no save)
| 18
| Earthpower: Earth Shock
| Str
| Group is paralyzed for 1dCL segments (PP save)
|
19
| Earthpower: Earth Shout
| Str
| Group is deaf and has 50% spell failure (no save)
| 20
| Earthpower: Earth Sphere
| Con/t
| All in group are protected by 40*CL hp shield from those outside, moves (centered on you)
| 21
| Earthpower: Entangle Anim.
| Dex
| Group is entangled (PP save), do not need plants for this effect
|
22
| Earthpower: Heal
| Wis
| Target is Healed but does not get actions (except non-offensive 0 and V actions) for 1 turn
| 23
| Earthpower: Fire Resist.
| Con/t
| Double Resist Fire
| 24
| Earthpower: Invisibility
| Dex
| One group is invisible (individual people come out of invisibility as they attack)
|
25
| Earthpower: Earth Resist.
| Con/t
| Double Resist Earth
| 26
| Earthpower: Magic Resist.
| Con/t
| MR CL*15% or iMR CL*5%
| 27
| Earthpower: Reveal Traps
| Dex/r
| Find Traps, Mechanical only
|
28
| Earthpower: Sense Life
| Wis/t
| Know number of life forms and sizes in next room; 1M while running this: Know summon type
| 29
| Earthpower: Sense Psi.
| Chr/t
| Detect Psionics incl. frequency numbers, Sensitivity to Psychic Impressions
| 30
| Earthpower: Sneak
| Dex/s
| Avoid Traps (self only) CL*20%
|
31
| Earthpower: Tunnel
| Str
| Dig
| 32
| Earthpower: Unlock Door
| Dex
| Open Locks CL*10% (can try again if fail)
| 33
| Earthpower: Ward of Hiding
| Dex
| Hide in Shadows 40+CL*10%
|
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