#
| Power
| School
| Notes
|
1
| Abnormal Sensitivity
| Detection
| Pick SL/2: See infrared, ultraviolet, radio waves, radiation, high sound pitches, low sound pitches
| 2
| Absorption Power
| Energy Control
| bM: Absorb energy, gain 100/(12-SL)% of it in temporary hp
| 3
| Age-Shift
| Self-Alteration
| Adjust apparent age by +/- SL*10 years
|
4
| Alter Ego
| Self-Alteration
| Have an alter ego; people don't know the "two of you" are the same person
| 5
| Anatomical Separation
| Self-Alteration
| Your separated body parts still function; can reattach severed body parts; Grand: Immune Vorpal
| 6
| Animal Mimicry
| Self-Alteration
| Duplicate the abilities of a DL=SL-1 Animal (DM rolls randomly, like the Uncommoner3 class)
|
7
| Animal Transformation
| Self-Alteration
| Polymorph Self into a DL=SL-1 Animal (you do get to choose)
| 8
| Animate Image
| Illusory
| Minor: Phantasmal Force; Major: Advanced Illusion; Grand: Mirage Arcana
| 9
| Armor Skin
| Physical Enhancement
| AT +SL*3
|
10
| Artifact Creation
| Matter Creation
| 1/reset: +(SL^2)*10 item XP
| 11
| Astral Body
| Travel
| Minor: Astral Projection (but you can't attack); Major: Astral Spell
| 12
| Berserker
| Fighting
| +SL Str, +SL TH, +SL dmg, -SL Int, -SL Wis, cannot use M actions until dropped
|
13
| Biophysical Control
| Lifeform Control
| Cure SL hp; Major: Cure Disease or Poison; Grand: Cure Aging
| 14
| Bio-Vampirism
| Lifeform Control
| 1P, consume a dead body, SL/t: +1 to Str, Con, Wis, or +1 SL to another power for 1 turn
| 15
| Blending
| Self-Alteration
| Meld into Surroundings
|
16
| Body Adaptation
| Self-Alteration
| SL/2 instances of Resist Hostile Environments
| 17
| Body Armor
| Defensive
| AT +SL^2
| 18
| Body Coating
| Self-Alteration
| 5*SL hp Armor spell, self only, stacks with the (Wizard) Armor spell
|
19
| Body Resistance
| Physical Enhancement
| Physical attacks that do less than SL*2 dmg to you do nothing
| 20
| Body Transformation
| Self-Alteration
| Change your body to be of an E=SL/2 element
| 21
| Body Transformation—Others
| Lifeform Control
| Polymorph Other (SL/2 saves)
|
22
| Bonding
| Matter Control
| (12-SL)M: Merge two objects
| 23
| Bouncing Ball
| Self-Alteration
| You can bounce.
| 24
| Carrier Wave
| Travel
| Fly at SL*12"
|
25
| Catalytic Control
| Energy Control
| xSL or /SL rate at which Chemical reactions occur (x1 Special)
| 26
| Chemical Mimicry
| Self-Alteration
| Change your body to be of an TechL=SL chemical
| 27
| Chemical Touch
| Physical Enhancement
| Chemical effect of TechL=SL*2 or less (range touch)
|
28
| Circular Vision
| Detection
| All around sight; Immune to backstab/backstrike/etc.; -(11-SL) Chr
| 29
| Clairaudience
| Mental Enhancement
| Clairaudience
| 30
| Clairvoyance
| Mental Enhancement
| Clairvoyance
|
31
| Cold Generation
| Energy Emission
| SL*CL Cold damage (1 group, no save)
| 32
| Coldshaping
| Energy Control
| +/- SL*10 degrees temperature (x1 Special)
| 33
| Collection
| Matter Control
| (12-SL)M, SL/d: Teleport up to SL gp value of objects (of specified type) to yourself
|
34
| Coloration
| Matter Conversion
| Color an object/person or +/- SL/2 to the Chemical factor of a chemical (see Chemist)
| 35
| Combustion
| Matter Conversion
| An object explodes (item save), the person carrying it takes CL*SL/2 damage (save)
| 36
| Communicate with Animals
| Mental Enhancement
| Speak with Animals
|
37
| Communicate with Cybernetics
| Mental Enhancement
| Speak with Golems / Technological Monsters+Devices
| 38
| Communicate with Non-Living
| Mental Enhancement
| Speak with anything not alive or animated; Stone Tell
| 39
| Communicate with Plants
| Mental Enhancement
| Speak with Plants
|
40
| Control
| Power Control
| 1bM: Redirect an effect (caster makes SL/4 saves)
| 41
| Cosmic Awareness
| Mental Enhancement
| Grand: Cosmic Awareness
| 42
| Creation
| Power Control
| Wish for a spell level = 0 to (SL-3)/2 spell (Warrior, Wizard, Priest, or Rogue)
|
43
| Crystallization
| Matter Control
| Object is indestructible for SL rounds
| 44
| Danger Sense
| Mental Enhancement
| Danger Sense
| 45
| Darkforce Manipulation
| Energy Control
| +SL dmg per unarmed attack; Darkness SL*10' r; Fly SL*3"; (12-SL)M: Dimension Door
|
46
| Digestive Adaptation
| Physical Enhancement
| Can digest anything; +SL*2 saves vs. poison
| 47
| Dimension Travel
| Travel
| Plane Shift up to SL/2 planes removed
| 48
| Diminution
| Matter Control
| /SL size to a person or object (save)
|
49
| Disintegration
| Matter Conversion
| Major: Disintegrate (save)
| 50
| Disruption
| Matter Control
| Minor: Target takes CL*SL disruption damage (no save); Grand: The damage given plus a Disintegrate effect (save)
| 51
| Domination
| Power Control
| Dominate all actions (SL/5 saves)
|
52
| Dreamtravel
| Mental Enhancement
| Dream Travel
| 53
| Duplication
| Power Control
| 1bM: Fork an effect (caster makes SL/3 saves)
| 54
| Electrical Control
| Energy Control
| SL/2 (round down) instances of Resist lightning; +SL*10% damage with lightning effects
|
55
| Electrical Generation
| Energy Emission
| SL*CL Lightning damage (1 group, no save)
| 56
| Elemental Conversion
| Matter Conversion
| Alter a periodic table element effect to another (within SL elements on periodic table)
| 57
| Elemental Creation
| Matter Creation
| Create SL^2 lbs. of an element (max E=SL/2)
|
58
| Elongation
| Self-Alteration
| Elasticity (length only); Can do SL melee attacks on someone without actually joining their group
| 59
| Emotion Control
| Lifeform Control
| Emotion (SL saves)
| 60
| Empathy
| Mental Enhancement
| Empathy
|
61
| Enchantment
| Magical
| Make a stone that holds SL^2 PSPs in Psi45
| 62
| Energy Body
| Self-Alteration
| Major: You are made of energy; cannot use P actions; resist physical damage
| 63
| Energy Conversion
| Energy Control
| 0, SL/t: Convert an element in an effect to another element (max E factor = SL/2, round down)
|
64
| Energy Detection
| Detection
| Detect and identify energy
| 65
| 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
| 66
| Energy Path
| Travel
| Fly at (CL*SL)^2"; you are incorporeal and cannot use P actions
|
67
| Energy Sheath
| Self-Alteration
| SL^2 hp Armor spell, self only, stacks with the (Wizard) Armor spell
| 68
| Energy Solidification
| Energy Control
| Minor: Web; Major: Iron Bands of Bilarro; Grand: Solid Wall of Force; Super: Forcecage
| 69
| Energy Source
| Power Control
| +SL^2 max PSPs in Psi45 as long as you are within SL planes of the Astral plane
|
70
| Energy Source Creation
| Power Control
| +SL*5 max PSPs in Psi45
| 71
| Energy Sponge
| Energy Control
| bM: SL*10% chance to absorb an entire energy attack
| 72
| Energy Vampirism
| Energy Control
| 1M: Target takes SL Str, Con, or Wis damage and you gain that amount for 1 round (save)
|
73
| Enlargement
| Matter Control
| xSL size to a person or object (save)
| 74
| Environmental Awareness
| Detection
| Increased sensitivity to disturbances/influences on environment
| 75
| Evolution
| Self-Alteration
| Add the "Greater" Racial Adjective to yourself for free. Super: Add "Chosen One" for free.
|
76
| Exorcism
| Lifeform Control
| Minor: Detect Possession; Major: Exorcism (SL/2 saves)
| 77
| Extradimensional
| Detection
| See things existing in other dimensions nearby (Border Astral, etc.)
| 78
| Fire Control
| Energy Control
| SL/2 (round down) instances of Resist fire; +SL*10% damage with fire effects
|
79
| Fire Generation
| Energy Emission
| SL*CL Fire damage (1 group, no save)
| 80
| Floating Disc
| Travel
| Floating Disc; Major: Frisky Chest
| 81
| Focus
| Power Control
| Do SL instances of another Psi45 power you know; you are Spent and Harmed at the end of effect
|
82
| Force Field
| Defensive
| Immune to spell level 0 to SL-2 effects; -(SL-1) per physical attack; ER 5*SL%
| 83
| Force Field vs. Emotion
| Defensive
| Immune to spell level 0 to SL-1 enchantment/charm effects
| 84
| Force Field vs. Energy
| Defensive
| Immune to spell level 0 to SL-1 energy attacks
|
85
| Force Field vs. Hostiles
| Lifeform Control
| Enemies must make SL/2 saves to attack you
| 86
| Force Field vs. Magic
| Defensive
| Immune to spell level 0 to SL-1 magic
| 87
| Force Field vs. Mental
| Defensive
| Immune to spell level 0 to SL-1 mental attacks
|
88
| Force Field vs. Physical
| Defensive
| -SL per physical attack
| 89
| Force Field vs. Power Manipulation
| Defensive
| ER 10*SL%
| 90
| Force Field vs. Vampirism
| Defensive
| aNR 10*SL% (including energy and stat drains)
|
91
| Forced Reincarnation
| Lifeform Control
| 1M, SL/d: Reincarnation (target must have died within the last 2^SL segments)
| 92
| Free Spirit
| Mental Enhancement
| Minor: Astral Perception; Major: Astral Projection
| 93
| Gateway
| Travel
| Major: Dimension Door; Grand: Gate
|
94
| Geoforce
| Matter Control
| 1bM: Stop or Create an Earthquake, Landslide, etc. Damage would be CL*SL Earth to a group (save for 0)
| 95
| Gestalt
| Power Control
| Major: 1M: Do 2 Minor powers that you know; Grand: 1M: Do 2 Major powers that you know; etc.
| 96
| Gliding
| Travel
| Fly at whatever the wind speed is
|
97
| Grafting
| Lifeform Control
| 1M: Graft Weapon/Armor or Surgery (at TechL=SL*2)
| 98
| Gravity Manipulation
| Energy Control
| SL/2 (round down) instances of Resist gravity/falling damage; +SL*10% damage with gravity/falling effects
| 99
| Growth
| Self-Alteration
| xSL size; +SL Str
|
100
| Hallucinations
| Mental Enhancement
| Hallucinations (SL saves)
| 101
| Hard Radiation
| Energy Emission
| SL*CL/2 Radiation damage and SL Con damage (1 group, no save)
| 102
| 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
|
103
| Heat
| Energy Emission
| Target takes SL*CL Fire damage per segment for 1 round (no save)
| 104
| Hyper-Digging
| Travel
| Tunneling
| 105
| Hyper-Hearing
| Detection
| xSL range with hearing; Hear Noise 10*SL%
|
106
| Hyper-Intelligence
| Mental Enhancement
| +SL Int
| 107
| Hyper-Invention
| Mental Enhancement
| (12-SL)M: Create a TechL=SL*2-3 object (see [Q8], can have at most LVL of these objects)
| 108
| Hyper-Leaping
| Travel
| Jump SL*10'
|
109
| Hyper-Olfactory
| Detection
| xSL range with smell; Clairnasience
| 110
| Hyper-Running
| Travel
| +SL/2 V actions only for actual movement
| 111
| Hyper-Speed
| Physical Enhancement
| xSL movement rate
|
112
| Hyper-Swimming
| Travel
| Swim at full movement rate
| 113
| Hyper-Touch
| Detection
| Detect extremely fine surface details; Fine manipulation
| 114
| Hypnotic Control
| Lifeform Control
| Hypnosis (SL/2 saves)
|
115
| Hypnotic Voice
| Physical Enhancement
| Hypnosis (SL/2 groups, save, must be able to hear you)
| 116
| Illusion-Casting
| Illusory
| 1M: Demi-Shadow Magic for a spell level = SL-2 effect in Psi45
| 117
| Illusory Duplication
| Illusory
| Mirror Image (SL images)
|
118
| Illusory Invisibility
| Illusory
| Minor: Invis.; Major: Improved Invis.; Grand: Dust of Disappearance
| 119
| Imitation-Face Changer
| Self-Alteration
| Alter Appearance; Disguise (face only) SL*20%
| 120
| Imitation-Human Changeling
| Self-Alteration
| Alter Appearance; Disguise SL*15%
|
121
| Incarnation Awareness
| Mental Enhancement
| Remember your last SL/5 previous incarnations of your life
| 122
| Internal Limbo
| Magical
| Minor: Rope Trick; Grand: I'm Gone (to own Pocket Dimension)
| 123
| Invisibility
| Self-Alteration
| Improved Invis.
|
124
| Ionization
| Matter Conversion
| Lightning shield (xSL/10 damage back)
| 125
| 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)
| 126
| 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)
|
127
| Kinetic Control
| Energy Control
| SL/2 (round down) instances of Resist telekinesis; +SL*10% damage with telekinesis effects
| 128
| Levitation
| Travel
| Levitate
| 129
| Life Detection
| Detection
| Detect Life SL*10' (even through walls); 1M: Identify Life
|
130
| Lifeform Creation
| Matter Creation
| Summon a DL=SL-1 monster
| 131
| Light Control
| Energy Control
| SL/2 (round down) instances of Resist light; +SL*10% damage with light effects
| 132
| Light Emission
| Energy Emission
| SL*CL/2 Light damage (no save) and SL/2 instances of blindness (save)
|
133
| Linguistics
| Mental Enhancement
| +SL^2 language slots
| 134
| Lung Adaptability
| Physical Enhancement
| Need not breathe; Water Breathing
| 135
| Machine Animation
| Matter Control
| Control P Actions of a Psi8 object (SL saves)
|
136
| Magic Control
| Magical
| +SL/2 (round down) to SL of next Psi45 power
| 137
| Magic Creation
| Magical
| Wish for a spell level = 0 to SL-2 Wizard spell
| 138
| Magic Detection
| Detection
| Detect Magic SL*10' (even through walls); 1M: Identify Magic
|
139
| Magic Domination
| Magical
| Control M Actions (SL/2 saves)
| 140
| Magic Transferral
| Magical
| Spend any amount of Psi45 PSPs. The target gets that PSPs in his pool.
| 141
| Magic Vampirism
| Magical
| 1M, SL/t: Target loses SL spell levels in magic memorization (save), if fails you get +1 to Str, Con, Wis, or +1 SL to another power for 1 turn
|
142
| Magnetic Manipulation
| Energy Control
| SL/2 (round down) instances of Resist magnetism; +SL*10% damage with magnetism effects
| 143
| Magnetism
| Energy Emission
| Magnetism; Metal items weigh xSL normal
| 144
| Martial Supremacy
| Fighting
| +SL Martial Arts or Professional Wrestling maneuvers (you don't need a style)
|
145
| Mass Decrease
| Self-Alteration
| /SL weight on an object
| 146
| Mass Increase
| Self-Alteration
| xSL weight on an object
| 147
| Matter Animation
| Matter Control
| Animate Object up to SL^2 lbs.
|
148
| Mechanical Creation
| Matter Creation
| Summon a DL=SL-2 Golem or Technological monster
| 149
| Mental Duplication
| Mental Enhancement
| Capital E Extract (SL/3 saves)
| 150
| Mental Invisibility
| Mental Enhancement
| Improved Invis.: it's +SL AC instead of +4
|
151
| Mental Probe
| Mental Enhancement
| Probe (SL saves)
| 152
| Micro-Environment
| Matter Control
| Create a bubble of friendly environment for up to SL people (must stay in same group)
| 153
| Microscopic Vision
| Detection
| x10^SL Microsopic Vision
|
154
| Mind Blast
| Mental Enhancement
| SL*CL Mental damage (1 group, no save)
| 155
| Mind Control
| Lifeform Control
| Minor: Command (save); Major: Domination (SL/3 saves)
| 156
| Mind Drain
| Mental Enhancement
| Forget (SL saves)
|
157
| Mind Transferral
| Lifeform Control
| Minor: Empathy (save); Major: Magic Jar (SL/3 saves)
| 158
| Missile Creation
| Matter Creation
| Do SL missile attacks, must roll to hit, each hit does 10 dmg (no save) and a stun (save)
| 159
| Molding
| Matter Control
| (12-SL)M: Shape Alter Any Object (the resultant item must be of the same type of material)
|
160
| Molecular Conversion
| Matter Conversion
| Alter a periodic table compound effect to another
| 161
| Molecular Creation
| Matter Creation
| Create SL lbs. of an element (max E=SL)
| 162
| Natural Weaponry
| Fighting
| +SL TH and dmg with natural attacks
|
163
| Nemesis
| Power Control
| Wish for a spell level 0 to SL-2 effect that will most affect the target (DM will determine)
| 164
| Neural Manipulation
| Lifeform Control
| Minor: Seizure (-2 all rolls, save); Major: Paralysis (SL/3 saves)
| 165
| Penetration Vision
| Detection
| X-ray vision SL*2'
|
166
| Phasing
| Self-Alteration
| Minor: Phase out (like a Blink dog); Major: Pass Wall
| 167
| Pheromones
| Physical Enhancement
| Command (SL words, save)
| 168
| Physical Gestalt
| Self-Alteration
| Grand: Merge bodies with someone else (must be willing), combine AC, hp, and effects
|
169
| Plague Carrier
| Lifeform Control
| Disease (SL saves)
| 170
| Plant Control
| Lifeform Control
| Charm Plant (SL saves)
| 171
| Plant Growth
| Lifeform Control
| Plant Growth xSL
|
172
| Plant Mimicry
| Self-Alteration
| Tree
| 173
| Plasma Control
| Energy Control
| SL/2 (round down) instances of Resist plasma; +SL*10% damage with plasma effects
| 174
| Plasma Generation
| Energy Emission
| SL*CL Plasma damage (1 group, no save)
|
175
| Plasticity
| Self-Alteration
| Elasticity (full); Can do SL/2 melee attacks on someone without actually joining their group
| 176
| Postcognition
| Mental Enhancement
| Postcognition
| 177
| Power Detection
| Detection
| Detect Radiation SL*10' (even through walls); 1M: Identify Radiation
|
178
| Power Simulation
| Magical
| The next Psi45 power you use will be resisted using MR instead of PR
| 179
| Power Transferral
| Power Control
| Lend a Minor to someone's progression (you lose a Psi45 minor, they gain a Psi45 minor)
| 180
| Power Vampirism
| Power Control
| 1M, SL/t: Target loses an innate ability (save), if fails you get +1 to Str, Con, Wis, or +1 SL to another power for 1 turn
|
181
| Precognition
| Mental Enhancement
| Precognition
| 182
| Prehensile Hair
| Self-Alteration
| Your hair has controlled movement; can do a "Hair attack" (using your hair's P action) for 1dSL dmg
| 183
| Psionic Detection
| Detection
| Detect Psionics SL*10' (even through walls); 1M: Identify Psionics
|
184
| Psionic Vampirism
| Mental Enhancement
| 1M, SL/t: Target loses (SL^2)*10 PSPs (Psi1 scale, save), if fails you get +1 to Str, Con, Wis, or +1 SL to another power for 1 turn
| 185
| Radarsense
| Detection
| Emit and sense Radar waves
| 186
| Radiowave Control
| Energy Control
| Emit and Sense Radio waves
|
187
| Radiowave Generation
| Energy Emission
| SL*CL/2 Radiowave damage (1 group, no save, the effect can go through a SL' wall)
| 188
| Reality Alteration
| Magical
| + or - SL to your next die roll
| 189
| Reflection
| Defensive
| MPIWReflection 5*SL%
|
190
| Regeneration
| Physical Enhancement
| Regenerate SL hp/s
| 191
| Remote Sensing
| Mental Enhancement
| Increase all senses by x(1+SL/4)
| 192
| Residual Absorption
| Power Control
| Whenever a Psi45 power is used against you, gain it's SL/2 PSPs.
|
193
| Resist: Emotion
| Defensive
| SL/2 (round down) instances of Resist enchantment/charm
| 194
| Resist: Energy
| Defensive
| SL/3 (round down) instances of Resist energy attacks
| 195
| Resist: Magic
| Defensive
| SL/4 (round down) instances of Resist magic
|
196
| Resist: Mental
| Defensive
| SL/2 (round down) instances of Resist mental attacks
| 197
| Resist: Physical
| Defensive
| SL/4 (round down) instances of Resist physical attacks
| 198
| Resist: Power Manipulation
| Defensive
| SL/3 (round down) instances of Resist disenchantment
|
199
| Resist: Vampirism
| Defensive
| SL/3 (round down) instances of Resist necromancy, energy and stat drains
| 200
| Rocket
| Travel
| Fly at SL*30" but you can turn only once per segment
| 201
| Selection
| Power Control
| Major: You know all Psi45 Minors but can run only 1 Minor at a time; Grand: Know all Majors, etc.
|
202
| Self-Duplication
| Self-Alteration
| Make SL/5 duplicates of yourself
| 203
| Self-Revival
| Physical Enhancement
| 0, (SL-1)/d: Heal self
| 204
| Self-Sustenance
| Physical Enhancement
| Need not drink or eat
|
205
| Self-Vegetation
| Self-Alteration
| Polymorph Self into a DL=SL-1 Plant (you do get to choose)
| 206
| Sense Alteration
| Lifeform Control
| Negate or restore 1 sense (save)
| 207
| Sensory Link
| Mental Enhancement
| Link SL/2 senses to another person
|
208
| Serial Immortality
| Mental Enhancement
| 0, 1/d: Resurrection, self only, there is a delay of (11-SL) rounds
| 209
| Shadowcasting
| Energy Emission
| Darkness, reduce radiation in room by RS=SL
| 210
| Shadowshaping
| Energy Control
| See through shadows 10*SL' (even through walls); Meld into Shadows; 1M: Summon Shadow (DL=SL)
|
211
| Shapechange-Others
| Lifeform Control
| Minor: Alter Appearance (save); Major: Disguise (save); Grand: Shapechange Other (save)
| 212
| Shapeshifting
| Self-Alteration
| Polymorph Self into a DL=SL-4 monster (you do get to choose)
| 213
| Shrinking
| Self-Alteration
| /SL size; +SL Dex
|
214
| Skywalk
| Travel
| You walk on the air as if it was the ground (i.e. Fly at your ground movement rate)
| 215
| Sleep-Induced
| Lifeform Control
| Sleep (SL/2 saves)
| 216
| Sonar
| Detection
| Emit and sense Sonar waves
|
217
| Sonic Generation
| Energy Emission
| SL*CL/2 Sound damage (no save) and SL/2 instances of deafness (save)
| 218
| Sound Manipulation
| Energy Control
| xSL or /SL amount of sound in room (x1 Special)
| 219
| Speechthrowing
| Mental Enhancement
| Ventriloquism
|
220
| Spiderclimb
| Travel
| Spider Climb; Climb Walls SL*20%
| 221
| Spirit Gestalt
| Self-Alteration
| Grand: Join minds with another person (must be willing), can use each other's mental abilities
| 222
| Spirit Storage
| Lifeform Control
| Can hold SL spirits within self as a receptacle
|
223
| Spirit Vampirism
| Magical
| 1M, SL/t: Target loses SL Int and Wis dmg (save), if fails you get +1 to Str, Con, Wis, or +1 SL to another power for 1 turn
| 224
| Spray
| Matter Creation
| SL choking dmg to a group per segment (can leave the area)
| 225
| Stealth
| Physical Enhancement
| Move Silently 10*SL%
|
226
| Summoning
| Lifeform Control
| Summon a DL=SL Outer
| 227
| Suspended Animation
| Physical Enhancement
| Feign Death (need to make a Int-SL check to attack you, you cannot attack until this is dropped)
| 228
| Sympathetic Magic
| Magical
| 1 Reset: Create a voodoo doll of someone (must have a real object from him); 1M, SL/h: Center an effect on that person, if on same plane
|
229
| Telekinesis
| Mental Enhancement
| Telekinesis 10*SL^2 lbs.
| 230
| Telelocation
| Mental Enhancement
| Locate Person (within (SL-2)/2 planes)
| 231
| Telepathy
| Mental Enhancement
| Telepathy; Psi45 psionic link
|
232
| Teleport Others
| Travel
| Teleport SL-2 Others
| 233
| Teleport Self
| Travel
| Teleport Self; at Minor there is a M% chance of failure, where M is the number of miles travelled
| 234
| Telereformation
| Travel
| Teleport Self; at Minor all your effects drop as you do this
|
235
| Telescopic Vision
| Detection
| x2^SL Eagle Eye Vision
| 236
| Thermal Control
| Energy Control
| SL/2 (round down) instances of Resist temperature change; +SL*10% effect with temperature change effects
| 237
| Thermal Vision
| Detection
| Infravision; Immune Darkness
|
238
| Time Travel
| Travel
| Time Travel 10^SL seconds; 15-SL% chance of bizarre failure (very far time travel, a loop travel, etc.)
| 239
| Total Memory
| Mental Enhancement
| Eidetic Memory
| 240
| Tracking
| Detection
| SL slots in Tracking
|
241
| Troubleseeker
| Travel
| Sense Danger (to innocents, not yourself)
| 242
| True Flight
| Travel
| Fly at (SL^2)*3"
| 243
| True Invulnerability
| Physical Enhancement
| SL instances of Resist distributed as you like (medium categories: a school, an element, etc.)
|
244
| True Sight
| Detection
| Minor: Detect Illusion/Invis.; Major: True Sight; Grand: Immune Dust/Disapp.; Super: Cosmic Awareness
| 245
| Two-dimensionality
| Self-Alteration
| You are 2-dimensional.
| 246
| Undead Control
| Lifeform Control
| Turn Undead at CL=(SL-2)*2
|
247
| UV Vision
| Detection
| Ultravision
| 248
| Vibration
| Energy Emission
| SL*CL Vibration damage (1 group, no save)
| 249
| Vibration Control
| Energy Control
| SL/2 (round down) instances of Resist vibration; +SL*10% damage with vibration effects
|
250
| Vocal Control
| Physical Enhancement
| Mimic Voices; xSL sound with voice
| 251
| Warding
| Magical
| Create a Trap (x1 Psionic) for SL/2 Psi45 powers
| 252
| Water Freedom
| Physical Enhancement
| Free Action in Water
|
253
| Water Walking
| Travel
| Water Walking
| 254
| Waterbreathing
| Physical Enhancement
| Water Breathing
| 255
| 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)
|
256
| Weakness Detection
| Detection
| Know a weakness/vulnerability of target (increase next effect by x(SL+2)/2, round down)
| 257
| Weapons Creation
| Fighting
| 1M: Create a gp=SL^2 weapon (lasts for 1 turn; 1 weapon per day may be permanent instead)
| 258
| Weapons Tinkering
| Fighting
| (12-SL)M: Polymorph Any Object (the resultant item must be a weapon)
|
259
| Weather
| Matter Control
| Control Weather within SL miles
| 260
| Webcasting
| Matter Creation
| Web (SL saves)
| 261
| Whirlwind
| Travel
| Major: Air Walk 30" (area); Grand: Wind Walk 60" (area)
|
262
| Zombie Animation
| Matter Control
| Animate a dead body as a Zombie with DL=SL
|
|