Astral Physical Initiate30



Level

KXP
Psi30simple
mMG SU

TH
1 0 1-- -- +0
2 10 2-- -- +1
3 20 3-- -- +2
4 30 31- -- +3
5 40 32- -- +4
6 50 33- -- +5
7 100 331 -- +6
8 200 332 -- +7
9 300 432 -- +8
10 400 433 -- +9
11 500 443 -- +10
12 1000 443 1- +11
13 1300 443 2- +12
14 1600 443 3- +13
15 1900 444 3- +14
16 2200 444 4- +15
17 2500 544 4- +16
18 2800 554 41 +17
19 3100 554 42 +18
20 3400 555 43 +19
21 3700 555 44 +20
22 4000 555 54 +21
23 4300 555 54 +22
24 4600 555 55 +23
25 4900 665 55 +24
26 5200 666 55 +25
27 5500 666 65 +26
28 5800 666 66 +27
29 6100 776 66 +28
30 6400 777 66 +29
31 6700 777 76 +30
32 7000 777 77 +31
33 7300 887 77 +32
34 7600 888 77 +33
35 7900 888 87 +34
36 8200 888 881 +35
37 16400 888 882 +36
38 24600 888 883 +37
39 32800 888 884 +38
45 82000 998 888 +44
54 155800 AAA AA9 +53
63 229600 CCB BBB +62
72 303400 DDD DCC 1 +71
Requisites: Int 13, Wis 13, Chr 13
Alignment: any
HD/level: 2d4
Weapon Prof.: 3+level
To Hit Table: War
Reference: Shadowrun
Groups: Warrior, Psionicist, Planar
Complexity: CF=2
   
Saving Throws:  
PPD:  
RSW:  
PP:  
BW:  
Spell:  
Fort:  
Reflex:  
Will:  
   
Can use Astral Perception.
Can use Astral Projection (Int->Str, Wis->Dex, Chr->Con), and can attack normally while projected.
 
Gets Exceptional Str, Dex, or Con (pick one).
 
PSPs = (Int+Wis+Chr-36)*10 + LVL*60.
This (and the powers given below) are in the normal Psi1 PSP scale. Older printings of Psi30 used an older (10 to 1) scale.
 
May "material component" Psi30 powers by using 1V action. Note there are powers that are "Touch" for 1 target, if you material component these, you can hit your group (yourself excluded), or hit 1 target at range.
 
Level 9: Gets another Exceptional stat among Str, Dex, or Con.
Level 18: Gets the last Exceptional stat among Str, Dex, or Con.
 
In the powers list, "Field" is the same as "Discipline" in Psi3. If you generate a Psi Discipline Robe, use this column. Otherwise it is ignored.
"Drain" codes are no longer used but are being maintained for reference.
The old "Target" and "Type" columns from the old Psi30 are no longer being maintained.
 
CF=3:
Replace "Exceptional" with "Barbarian" above. Or you can alternatively have all three Exceptional stats at level 1 (and don't get any more at levels 9 and 18).
 
CF=4:
Gets Barbarian Str, Dex, and Con at level 1.

Astral Physical Initiate30


Psi30 Simplified Minor Powers

# Name Field Drain PSPs Notes
1 Armor Manip L3 30 +CL/2 AC; -CL dmg per physical attack
2 Combat Sense (personal) Detect L2 20 +CL initiative; +CL saves
3 Detect Psionics Detect L2 20 Gives freq. & field of psi
4 Enhanced Hearing Detect L1 10 10*CL% Detect Noise
5 Entertainment Illus L1 10 Two D'lusion (as spell)
6 Invisibility Illus L2 20 Invisibility (+2 AC)
7 Levitate Item Manip L2 20 Caster controls up+down
8 Spectacle Illus L2 20 Entertainment power with sound
9 Stun Touch Combat L1 10 Touch: Target is at -CL all actions
10 Treat Light Wounds Health L1 10 Heals 10% max hp (material componenting gives 20%)
11 Treat Mental Drain Health L34 340 Regain 10*CL PSPs in one pool
12 X-ray Gem Detect L2 20 Gem of X-ray vision (CL feet)
13 (new) Combine Construct L6 60 Combine two groups of enemies into one group (no save).
14 (new) Erase Question Mark Construct L6 60 Lock a door [or] Erase a "?".
15 (new) Twist Construct L3 30 Twist an effect on a target (use ER to resist)

Psi30 Simplified Major Powers

# Name Field Drain PSPs Notes
1 Air Bridge Manip M2 40 Beam of Air than can walk on
2 Animate Manip M2 40 Animate Object (as spell), can be used as a DL=CL/2 Golem summon
3 Antidote Toxin Health M3 60 Neutralize Poison (as spell)
4 Astral Psi Fingers Manip M2 40 Telekinesis; Str=CL, Dex=CL with it
5 Blackout Illus M2 40 Blast:Cause Blindness(as spell)
6 Clairaudience Detect M1 20 Clairaudience,can move
7 Clairvoyance Detect M1 20 Clairvoyance,can move
8 Death Touch Combat M3 60 Touch: 10*CL necromantic dmg
9 Detect Life Detect M1 20 Detect Life
10 Dimension Door Manip M4 80 Dimension Door
11 Flight Manip M1 20 Fly at 3*CL"
12 Improved Invisibility Illus M2 40 Improved Invisibility (+2 AC)
13 Know Exit Detect M2 40 Know dir./dist. to nearest exit
14 Lock/Unlock Manip M1 20 Locks/Unlocks (nonmagical lock)
15 Mana Touch Combat M2 40 Touch: 10*CL astral dmg
16 Mind Link Detect M1 20 Psionic Link
17 Petrify/Reverse Petrify Manip M6 120 Flesh to Stone, Fort save
18 Physical Mask Illus M1 20 Changes appearance physically
19 Ram Touch Combat M2 40 CL hull damage (physical) to one target
20 Stun Bolt Combat M1 20 One target: -CL all actions (max -10); (CL-10)*10 astral dmg
21 Treat Moderate Wounds Health M1 20 Heals 30% max hp (material componenting gives 60%)
22 Tri-D Spectacle Illus M3 60 Tri-D Enter. power with sound
23 (new) Become Insubstantial Construct M6 120 Become Insubstantial; pass through objects/walls (including Wall spells, but not Wards)
24 (new) Remove BlahR Construct M3 60 Remove a BlahR [or] Halve the irrBlahR from 1 target
25 (new) Stop Construct M6 120 One group Stopped (cannot move or use V actions) (InnR to resist)

Astral Physical Initiate30


Psi30 Simplified Grand Powers

# Name Field Drain PSPs Notes
1 Acid Bolt Manip S4 120 1 target: CL*10 acid dmg
2 Air Bolt Manip S3 90 1 target: CL*10 air dmg
3 Analyze Device Detect S2 60 How to use object & its use
4 Analyze Truth Detect S2 60 Detect Lie
5 Bind Manip S2 60 1 target: Stopped and CL/2 Str dmg
6 Confusion Illus S1 30 Confusion (as spell)
7 Control Actions Manip S4 120 Caster controls next CL/3 P actions (Str check at -CL)
8 Control Movement Manip S2 60 Caster controls next CL/2 V actions (Str check at -CL)
9 Cure Disease Health S3 90 Cure Disease (as spell)
10 Death Bolt Combat S3 90 1 target: CL*5 vile necromantic dmg
11 Detect Enemies Detect S1 30 Detect Enemies
12 Detect Planar Energy Detect S1 30 Gives color of planar cord
13 Dimension Walk Manip S3 90 Dimension Walk
14 Earth Bolt Manip S3 90 1 target: CL*10 earth dmg
15 Fire Bolt Manip S3 90 1 target: CL*10 fire dmg
16 Flame Shield Manip S2 60 Protection from Fire
17 Grease Blast Manip S3 90 Grease & area Fumble (as spell)
18 Healthy Glow Health S2 60 +CL Cml; Clean cantrip
19 Ice Bolt Manip S4 120 1 target: CL*10 ice dmg
20 Incr./Decr. Movements Health S7 210 ±CL/2 V actions (save is Dex check at -CL)
21 Lightning Bolt Manip S4 120 1 target: CL*10 lightning dmg
22 Luck Detect S2 60 Gains +CL (+5*CL%) on 1 action (once)
23 Mana Bolt Combat S2 60 1 target: CL*10 astral dmg
24 Mind Probe Detect S1 30 Ps2P "Probe", 1 question/succ
25 Movement Manip S3 90 Gives +1V action
26 Nightvision Detect S1 30 Can see in magical/psi darkness
27 Prophylaxis Health S3 90 Double Resist Poison and Drugs
28 Psi Sword Combat S2 60 Considered +CL weapon; base dmg=10*CL; cannot critical
29 Resist Allergy Health S3 90 For 1 turn, remove a Vulnerability or reduce Severe Allergy -> Vulnerability
30 Shapechange (Personal) Manip S3 90 Shapechange (self; can material component to hit someone else)
31 Spherical Vision Detect S2 60 All-Around Sight
32 Stabilize Health S1 30 Death's Door (target at negative hp goes to 1 hp)
33 Sterilize Combat S1 30 Removes bacteria, bugs, etc. (will destroy a Creeping Doom)
34 Stun Blast Combat S1 30 1 group: -CL all actions (max -10); (CL-10)*10 astral dmg
35 Treat Serious Wounds Health S1 30 Heals 60% max hp (material componenting gives 120%)
36 Turn to Goo Manip S6 180 Polymorphs target to sludge (PPD save)
37 Warpsense Detect S3 90 Infravision; Ultravision
38 Water Bolt Manip S3 90 1 target: CL*10 water dmg
39 Weather Guard Manip S3 90 Protection from Weather
40 (new) Remove Racial Ability/Immunity Construct S3 90 Remove a racial ability or immunity from a group (ER to resist).
41 (new) Restore BlahF Construct S6 180 Restore the MF/PF/TF/PsiF/TechF in area, Repair other forms of discontinuities/tears
42 (new) Time Stop Construct S6 180 Time Stop (as spell, use InnR to resist)

Astral Physical Initiate30


Psi30 Simplified Super Powers

# Name Field Drain PSPs Notes
1 Acid Blast /Toxic Wave Manip D4 160 1 group: CL*10 acid dmg
2 Air Blast Manip D3 120 1 group: CL*10 air dmg
3 Barrier Manip D2 80 Solid Wall of Force (as spell)
4 Control Thoughts Manip D4 160 Caster controls next CL/4 M actions (Int check at -CL)
5 Death Blast Combat D3 120 1 group: CL*5 vile necromantic dmg
6 Decrease Charisma Health D2 80 CL Chr dmg (no save)
7 Decrease Constitution Health D2 80 CL Con dmg (no save)
8 Decrease Dexterity Health D2 80 CL Dex dmg (no save)
9 Decrease Intelligence Health D2 80 CL Int dmg (no save)
10 Decrease Strength Health D2 80 CL Str dmg (no save)
11 Decrease Wisdom Health D2 80 CL Wis dmg (no save)
12 Earth Blast Manip D3 120 1 group: CL*10 earth dmg
13 Fire Blast /Hellblast Manip D3 120 1 group: CL*10 unholy fire dmg
14 Ice Blast Manip D4 160 1 group: CL*10 ice dmg
15 Ice Sheet Manip D4 160 Wall of Ice (CL*10 ice dmg)
16 Incr./Decr. Physicals Health D7 280 ±CL/3 P actions (save is Str check at -CL)
17 Increase Charisma Health D2 80 +CL Chr
18 Increase Constitution Health D2 80 +CL Con
19 Increase Dexterity Health D2 80 +CL Dex
20 Increase Intelligence Health D2 80 +CL Int
21 Increase Strength Health D2 80 +CL Str
22 Increase Wisdom Health D2 80 +CL Wis
23 Influence Manip D2 80 Command (no save); Suggestion (Will save); Demand (Will save)
24 Lightning Blast Manip D4 160 1 group: CL*10 lightning dmg
25 Mana Barrier Manip D3 120 Wall: Psionics (all freq.) cannot pass through
26 Mana Blast Combat D2 80 1 group: CL*10 astral dmg
27 Mirage Arcana Illus D5 200 (no PsiR) Even vs. those immune
28 Omniscience Detect D2 80 Divination 1 question/succ
29 Probability Travel Manip D4 160 Probability Travel
30 Ram Blast /Urban Renewal Combat D2 80 1 group of objects (or 30'x30' area): CL*10 hull dmg (inanimate objects only)
31 Resist Stun Health D1 40 Resist Stun (including Capital S Stun)
32 Slay Combat D3 120 1 target: CL*10 vile necromantic dmg
33 Spell Barrier Manip D5 200 Wall: Magic (all types) cannot pass through
34 Teleportation Manip D3 120 Teleport, no error, up to 1 plane
35 Temporary Insanity Manip D2 80 CL targets (may multi-target): Insanity (Will save for each)
36 Thunderclap Manip D5 200 1 group: CL*10 sound dmg
37 Treat Deadly Wounds Health D1 40 Heals 100% max hp (material componenting gives 200%)
38 Unhealthy Glow Health D2 80 CL Cml dmg (no save); Dirty cantrip
39 Water Blast Manip D3 120 1 group: CL*10 water dmg
40 (new) Fork Construct D6 240 1bM: Fork (can be used on up to a x8 multiplier effect)
41 (new) Defile BlahF Construct D6 240 Defile the MF/PF/TF/PsiF/TechF in area; Tempus Chaos
42 (new) Remove Class Ability/Immunity Construct D3 120 Remove a class ability or immunity from an element (affects 1 group).

Astral Physical Initiate30


Psi30 Simplified Ultra Powers

# Name Field Drain PSPs Notes
1 Annihilation Bolt Combat X10 500 1 group: CL*100 annihilation dmg [or] 1 idmg; Annihilated (PsiR; no save)
2 HyperGate Manip X2 100 Gate, no summoning sickness, up to CL planes removed
3 Incr./Decr. Mentals Health X7 350 ±CL/4 M actions (save is Int check at -CL)
4 Solid Stun Blast Combat X1 50 1 group: -CL*10 all actions; (CL-10)*100 astral dmg
5 Super Luck Detect X3 150 Choose result on next die roll
6 (new) Become Immaterial Construct X6 300 Insubstantial (see Major power); Immune to matter & energy; Can't be targetted.
7 (new) Halving Construct X3 150 Halve the hp on up to (CL-7)/3 targets (no save, IR to resist, may multi-target one target)
8 (new) Lock Down Construct X3 150 Lock down one action type in the room.
9 (new) Power Magnet Construct X6 300 Whenever someone targets a spell or psi effect in the room, it is redirected to you (treat as a x1 Special).
10 (new) Remove Terrain Feature Construct X6 300 Remove a Terrain Feature (-275+25*LVL%) (-100% per multiplier beyond x1).
11 (new) Set Off Triggers Construct X6 300 Cause all triggers on target to trigger prematurely, and target cannot use his next Clone (no save, ER to resist)
12 (new) Temporary Artifact Construct X9 450 Create a temporary artifact as if an Artificer of equal level, or create a Casting Cost LVL/3 or less MTG Artifact that lasts for 1 turn (see Planeswalker Artificer).

Astral Physical Initiate30


Basic Psi30 Information

P30Ps = Int + Wis + Chr - 36 +level*6.
Treat Wild Talents as level 0 for this calculation, elsewhere (for CL and ML) use level/2 (round up).
1 P30P = 10 PSPs (Psi1 or Psi2) for conversion purposes.
 
Drain Code: L M S D X
Type of Power: Minor Major Grand Super Ultra
P30P multiplier: x1 x2 x3 x4 x5
 
Multiply the P30P multiplier by the Drain Staging to get P30P cost.
For example, "Air Bolt" is an S3, so it's a Grand that costs 9 P30Ps.
(DM Note: The modern version of the power tables includes P30P costs for you.)
 
# Successes = Your level (or level/2 if wild talent).
 
Powers that do damage do 10% of max hp per success, with a save for half damage.
 
In the power progression, you may "three for one trade" upwards (3 Minors can be replaced with 1 Major, even at level 1).

Astral Physical Initiate30


Psi30 Minor Powers

Name Field Targ Type Drain P30Ps Notes
Armor Manip 3 Phys L3 3 Melee:+½ AC,-1dmg per hit/succ
Combat Sense (personal) Detect 2 Phys L2 2 +1 initiative,+1 saves/succ
Control Emotion Manip Chr Ment L4 4 Emotion:-1/succ on actions
Detect Psionics Detect R-1 Ment L2 2 Gives freq. & field of psi
Enhanced Hearing Detect 4 Ment L1 1 10%/succ Detect Noise
Entertainment Illus 2 Ment L1 1 Two D'lusion (as spell)
Hibernate Manip Con Phys L2 2 Feign Death & Suspend Animation
Invisibility Illus Int Ment L2 2 As spell, each creature resists
Levitate Item Manip W Phys L2 2 Caster controls up+down
Mask Illus Cml Ment L1 1 Alters appearance, Chr resists
Mental Armor Manip 9 Ment L6 6 -½ hit/succ per mental attack
Mob Mood Manip Int Ment L8 8 Control Emotions Blast
Object Mask Illus Cml Ment L2 2 Alters appearance, Chr resists
Spectacle Illus 3 Ment L2 2 Entertainment power with sound
Stun Touch Combat Wis Ment L1 1 Astral stunning
Treat Light Wounds Health Con Phys L1 1 Heals 10% max hp (1 succ)
Treat Mental Drain Health 7 Ment L34 34 regain 10*succ% Psi (all freq)
X-ray Gem Detect 3 Phys L2 2 Gem of X-ray vision (1'/succ)

Astral Physical Initiate30


Psi30 Major Powers

Name Field Targ Type Drain P30Ps Notes
[creature type] Form Manip W Phys M3 6 Polymorph Self (as spell)
Air Bridge Manip 4 Phys M2 4 Beam of Air than can walk on
Animate Manip W Phys M2 4 Animate Object (as spell)
Antidote Toxin Health Con Phys M3 6 Neutralize Poison (as spell)
Anti-Missile Barrier Manip 4 Phys M2 4 Ranged:+½ AC,-1dmg per hit/succ
Astral Psi Fingers Manip 4 Phys M2 4 1 Str,1 Dex/succ
Blackout Illus Int Ment M2 4 Blast:Cause Blindness(as spell)
Clairaudience Detect R+1 Ment M1 2 Clairaudience,can move
Clairvoyance Detect R+2 Ment M1 2 Clairvoyance,can move
Clout Manip 3 Phys M2 4 TK punch:roll TH, dmg=½*ä(succ)
Combat Sense Detect 3 Phys M2 4 +1 initiative,+1 saves/succ
Control Animal Manip Str Ment M4 8 Caster controls ½P action/succ
Death Touch Combat Wis Phys M3 6 Necromantic damage
Detect [creature type] Detect R Ment M2 4 Int resists,mult.targets
Detect [Object] Detect R Ment M2 4 Locates Object (dir./dist.)
Detect Life Detect R+2 Ment M1 2 Chr resists,mult.targets
Detect Psionics (ext.) Detect R-3 Ment M3 6 Gives freq. & field of psi
Dimension Door Manip R-2 Phys M4 8 Ps1N "Dimension Door"
Enlarge/Reduce Manip Str Phys M3 6 ñ10%/succ size
Existential Blues Manip Chr Ment M1 2 Depresses target (-½/succ)
Fashion Manip 3 Phys M1 2 Makes clothes look better
Flight Manip 3 Ment M1 2 Fly at 3"/succ
Ignite Manip W+4 Phys M4 8 Item save:magical fire+4-1/succ
Improved Invisibility Illus Int Ment M2 4 As spell, each creature resists
Know Exit Detect R+1 Ment M2 4 Know dir./dist. to nearest exit
Levitate Person Manip W+2 Phys M2 4 Caster controls, Str resists
Light/Darkness Manip 3 Phys M1 2 Modifies light in area
Lock/Unlock Manip 4 Phys M1 2 Locks/Unlocks (nonmagical lock)
Makeover Manip Cml Phys M1 2 Fixes hair,makeup,fingernails
Mana Touch Combat Int Phys M2 4 Astral damage
Mind Link Detect Int Ment M1 2 Ps2P "Mindlink", 1 target
Nausea Blast Health Con Phys M2 4 Area effect Nausea (-½TH/succ)
Object Physical Mask Illus Cml Phys M2 4 Changes appearance physically
Oxygenate Health Con Phys M3 6 +½ Con/succ vs. suffocation
Pathfinder Manip Dex Phys M3 6 Ps1N "Body Equilibrium"
Petrify/Reverse Petrify Manip Str Phys M6 12 Flesh to Stone, Con resists
Physical Mask Illus Cml Phys M1 2 Changes appearance physically
Power Touch Combat Con Phys M1 2 Astral damage
Ram Touch Combat Con Phys M2 4 1 hull point damage/succ
Seal Manip 5 Phys M2 4 Hold Portal (as spell)
Stimulation Illus Wis Ment M1 2 Euphoria:+½ (mental)hit/succ
Stun Beam Combat Wis Ment M2 4 Astral stunning
Stun Bolt Combat Wis Ment M1 2 Astral stunning
Treat Moderate Wounds Health Con Phys M1 2 Heals 30% max hp (2 succ)
Tri-D Entertainment Illus 4 Phys M2 4 Phantasmal Force with touch
Tri-D Spectacle Illus 5 Phys M3 6 Tri-D Enter. power with sound
Use [Prof.] Fingers Manip 5 Phys M4 8 Can use prof. over Psi Fingers
Warplight Manip 8 Phys M3 6 Object seen with Infra/Ultra

Astral Physical Initiate30


Psi30 Grand Powers

Name Field Targ Type Drain P30Ps Notes
Acid Bolt Manip 4 Phys S4 12 Acid damage, Con resists
Air Bolt Manip 3 Phys S3 9 Ele.Air damage, Dex resists
Analyze Device Detect C Ment S2 6 How to use object & its use
Analyze Psionic Item Detect C Ment S1 3 How to use item & its use
Analyze Truth Detect Wis Ment S2 6 Detects Lies,1 target
Bind Manip Dex Phys S2 6 Stopped & -½ Str/succ
Chaos Illus Int Ment S2 6 Distract:-1 TH/succ,1target
Clairaudience (ext.) Detect R-2 Ment S2 6 Clairaudience,can move
Clairvoyance (ext.) Detect R Ment S2 6 Clairvoyance,can move
Confusion Illus Int Phys S1 3 Confusion (as spell)
Control Actions Manip Str Ment S4 12 Caster controls ½P action/succ
Control Movement Manip Str Ment S2 6 Caster controls ½V action/succ
Cure Disease Health Con Phys S3 9 Cure Disease (as spell)
Death Beam Combat Wis Phys S4 12 Necromantic damage
Death Bolt Combat Wis Phys S3 9 Necromantic damage
Detect [cr. type] (ext.) Detect R-2 Ment S3 9 Int resists,mult.targets
Detect [Object] (ext.) Detect R-2 Ment S3 9 Locates Object (dir./dist.)
Detect Enemies Detect R+1 Ment S1 3 Wis resists,mult.targets
Detect Life (ext.) Detect R Ment S2 6 Chr resists,mult.targets
Detect Planar Energy Detect Chr Ment S1 3 Gives color of planar cord
Dimension Walk Manip 6 Phys S3 9 Ps1N "Dimension Walk"
Earth Bolt Manip 3 Phys S3 9 Ele.Earth damage,Con resist
Eyes of the Pack Detect Int Ment S1 3 Blast:can see through eyes
Fire Bolt Manip 3 Phys S3 9 Ele.Fire damage,Con resist
Flame Shield Manip 4 Phys S2 6 Protection from Fire
Grease Blast Manip 4 Phys S3 9 Grease & area Fumble (as spell)
Healthy Glow Health Cml Phys S2 6 +1 Cml/succ, Clean cantrip
Ice Bolt Manip 4 Phys S4 12 Ice damage, Con resists
Incr./Decr. Movements Health 8 Phys S7 21 ±1 V action /r per 2 successes
Lightning Bolt Manip 4 Phys S4 12 Lightning damage, Dex resists
Luck Detect 4 Ment S2 6 Gains +1(+5%)/succ on 1 action
Mana Beam Combat Int Phys S3 9 Astral damage
Mana Bolt Combat Int Phys S2 6 Astral damage
Mind Probe Detect Int Ment S1 3 Ps2P "Probe", 1 question/succ
Mob Rush Manip Str Ment S6 18 Control Movement Blast
Mob Scene Manip Str Ment S8 24 Control Actions Blast
Movement Manip Dex Phys S3 9 Gives +1V action
Nightvision Detect 4 Ment S1 3 Can see in magical/psi darkness
Overstimulation Illus Wis Ment S1 3 Massive Euphoria:+1 hit/succ
Poltergeist Manip 4 Phys S2 6 Objects fly around, 1 dmg/succ
Power Beam Combat Con Phys S2 6 Astral damage
Power Bolt Combat Con Phys S1 3 Astral damage
Prophylaxis Health Con Phys S3 9 +½ Con/succ vs. poison,drugs
Psi Sword Combat 5 Ment S2 6 Roll TH (+succ), dmg=ä(succ)
Psi Sword II Combat 6 Ment S3 9 As Psi Sword, can hit nonliving
Ram Beam /Wrecker Combat Con Phys S3 9 1 hull point damage/succ
Ram Bolt Combat Con Phys S2 6 1 hull point damage/succ
Resist Allergy Health * Phys S3 9 Remove -1 penalty/succ
Resist Pain Health Con Phys S1 3 Resists physical pain
Shadow (Personal) Manip Chr Phys S1 3 Polymorph & go to Shadow plane
Shapechange (Personal) Manip W Phys S3 9 Polymorph to any monster
Spark Manip W+5 Phys S4 12 Item save:lightning+2-1/succ
Spherical Vision Detect 4 Ment S2 6 All-Around Sight
Stabilize Health -hp Phys S1 3 Target at 1 hp (Target#=-hp/3)
Sterilize Combat 3 Phys S1 3 Removes bacteria,bugs,etc.
Stink Illus Con Phys S2 6 Stinking Cloud effect
Stun Blast /Sleep Combat Wis Ment S1 3 Astral stunning
Treat Serious Wounds Health Con Phys S1 3 Heals 60% max hp (3 succ)
Turn to Goo Manip Con Phys S6 18 Polymorphs target to sludge
Warpsense Detect R+1 Phys S3 9 Can see with Infra/Ultra
Water Bolt Manip 3 Phys S3 9 Ele.Water damage,Str resist
Weather Guard Manip C Phys S3 9 Protection from Weather

Astral Physical Initiate30


Psi30 Super Powers

Name Field Targ Type Drain P30Ps Notes
Acid Blast /Toxic Wave Manip 4 Phys D4 16 Acid damage, Con resists
Air Blast Manip 3 Phys D3 12 Ele.Air damage, Dex resists
Astral Hearing Detect 9 Ment D1 4 Clairaudience to Astral Plane
Astral Static/Fog Manip 6 Ment D3 12 +1 target#/succ penalty in area
Barrier Manip 5 Phys D2 8 Solid Wall of Force (as spell)
Chaotic World Illus Int Ment D2 8 Chaos Blast
Control Thoughts Manip Int Ment D4 16 Caster controls ½M action/succ
Death Blast Combat Wis Phys D3 12 Necromantic damage
Decrease Charisma Health Chr Ment D2 8 -1 Chr/succ
Decrease Constitution Health Con Phys D2 8 -1 Con/succ
Decrease Dexterity Health Dex Phys D2 8 -1 Dex/succ
Decrease Intelligence Health Int Ment D2 8 -1 Int/succ
Decrease Strength Health Str Phys D2 8 -1 Str/succ
Decrease Wisdom Health Wis Ment D2 8 -1 Wis/succ
Detect Enemies (ext.) Detect R-1 Ment D2 8 Wis resists,mult.targets
Earth Blast Manip 3 Phys D3 12 Ele.Earth damage,Con resist
Fire Blast /Hellblast Manip 3 Phys D3 12 Ele.Fire damage,Con resist
Foresight Detect 4 Ment D2 8 Augury of next 1r/succ
Heal Health Con Phys D2 8 Cures 1=10%,2=30%,3=60%,4=100%
Ice Blast Manip 4 Phys D4 16 Ice damage, Con resists
Ice Sheet Manip 4 Phys D4 16 Wall:Ice damage, Con resists
Incr./Decr. Physicals Health 12 Phys D7 28 ±1 P action /r per 3 successes
Increase Charisma Health Chr Ment D2 8 +1 Chr/succ
Increase Constitution Health Con Phys D2 8 +1 Con/succ
Increase Dexterity Health Dex Phys D2 8 +1 Dex/succ
Increase Intelligence Health Int Ment D2 8 +1 Int/succ
Increase Strength Health Str Phys D2 8 +1 Str/succ
Increase Wisdom Health Wis Ment D2 8 +1 Wis/succ
Influence Manip Chr Ment D2 8 1=Command,2=Suggestion,4=Demand
Lightning Blast Manip 4 Phys D4 16 Lightning damage, Dex resists
Mana Barrier Manip 6 Ment D3 12 Wall:Dead Psionics (all freq.)
Mana Blast Combat Int Phys D2 8 Astral damage
Mirage Arcana Illus 5 Ment D5 20 (no PsiR) Even vs. those immune
Mob Mind Manip Int Ment D8 32 Control Thoughts Blast (yuck!)
Omniscience Detect 4 Ment D2 8 Divination 1 question/succ
Power Blast Combat Con Phys D1 4 Astral damage
Preserve Health 5 Phys D5 20 Ps1N "Preservation", ½ lvl/succ
Probability Travel Manip 6+# Phys D4 16 Ps1N "Probability Travel"
Ram Blast /Urban Renewal Combat Con Phys D2 8 1 hull point damage/succ
Resist Stun Health Wis Ment D1 4 Resist -1TH/succ from hits
Slay [creature type] Combat R Phys D3 12 Necro. damage,1 target,Wis
Spell Barrier Manip 7 Ment D5 20 Wall:Dead Magic (all types)
Teleportation Manip 4+# Phys D3 12 No error,up to 1plane,#=#people
Temporary Insanity Manip Wis Ment D2 8 1 insanity [DMG1]/succ
Thunderclap Manip 5 Phys D5 20 Blast:Sound damage, Con resists
Transform Manip W+W Phys D3 12 Polymorph Other, Str resists
Treat Deadly Wounds Health Con Phys D1 4 Heals 100% max hp (4 succ)
Unhealthy Glow Health Cml Phys D2 8 -1 Cml/succ, Dirty cantrip
Water Blast Manip 3 Phys D3 12 Ele.Water damage,Str resist

Astral Physical Initiate30


Psi30 Ultra Powers

Name Field Targ Type Drain P30Ps Notes
Annihilation Bolt Combat 20 Phys X10 50 (Str+Int) resists, Annihilation
HyperGate Manip N*3 Phys X2 10 Gate, no stun, N = # of planes
Incr./Decr. Mentals Health 16 Ment X7 35 ±1 M action /r per 4 successes
Solid Stun Blast Combat Wis Ment X1 5 Astral stunning, x2 normal succ
Super Luck Detect 5 Ment X3 15 Choose result on next die roll