Level
| Field
| Spell
|
1
| Command
| Can identify and operate any TechL=LVL or lower technological device.
| 1
| Defense
| Can interpose self in front of any and everyone in your group, you take double damage though
| 1
| Engineering
| Your items that use charges use only half the number of charges (retain fractions)
|
1
| Helm/Nav.
| 0, while moving: Leave a group without generating any parting shots.
| 1
| Medic
| 1P, 1/d: Deal 1 idmg to a target with at least 1 max ihp (his current hp total can be lower)
| 1
| Pers.Combat
| Your summons gain XP (possibly levels) in the dungeon.
|
1
| Psionic
| 1M, 1/t: Target charmed creature is a friend and will not betray you, don't need the charm effect.
| 1
| Science
| Eidetic Memory, can "download" your thoughts/memories to computers
| 1
| Weapons
| No range penalties; Can shoot bows in your group without penalty
|
2
| Command
| Your summons and familiars can never betray you, regardless of what happens.
| 2
| Defense
| If you set off a Trap or Trick, there is a 50% chance it will fizzle and do nothing (and is removed)
| 2
| Engineering
| You can trade spells between your spell progressions and PSPs between psionic pools.
|
2
| Helm/Nav.
| Can move in reverse as fast as you can move forward.
| 2
| Medic
| 0, 1/r: Cure or Cause 1d6 hp to one target
| 2
| Pers.Combat
| Need not breathe; Fly LVL" (C)
|
2
| Psionic
| 1M, 1V, 1/t: Move to another group. You are simultaneously in 2 groups (your old and your new)
| 2
| Science
| Troll-like regen 1 hp/s; True Seeing; Far Seeing (Eagle Eye Vision)
| 2
| Weapons
| 0, 2 attacks with a weapon: Do 1 attack, it is Permanent hp of damage
|
3
| Command
| 1N, 1/d: Remove a Hold, Stun, Paralysis, Domination, or Magic Jar effect on yourself.
| 3
| Defense
| 1N, 1/t: Put an effect back up that you just dropped for a 0 action (has to be done within 1r).
| 3
| Engineering
| 0 or 1D, 1/t: Ignore a Sharpness or Vorpal effect.
|
3
| Helm/Nav.
| Roll 1d6+6 for initiative instead of 1d12.
| 3
| Medic
| 0, 2 attacks with a weapon: Do 1 attack, if hits, causes 1d3 negative levels (no save)
| 3
| Pers.Combat
| Your summons have "1S: 10*LVL damage (random element) to 1 target." (LVL=your level)
|
3
| Psionic
| You are allowed to have 2 of the same familiar or Specialty God pick, they fully stack
| 3
| Science
| You get the opportunity to use an extra action in response to a nasty effect; Resist Time
| 3
| Weapons
| 0: Ignore the phrase "Cannot be targetted" for someone.
|
4
| Command
| Charm spells cannot be used by enemies in the room (x1 Special)
| 4
| Defense
| Immune Telekinesis
| 4
| Engineering
| You can sell items anywhere, divide price by 1d6. You can buy normal items anywhere.
|
4
| Helm/Nav.
| You have a 50% chance of taking only half damage from gross effects (like fireballs)
| 4
| Medic
| Grant a person one Captain spell slot you have (any SL).
| 4
| Pers.Combat
| 1V, 1/d: Counter an effect that would cause someone to kill themself.
|
4
| Psionic
| You have two hit point totals, your second hp total is 10, need both to drop before dropping
| 4
| Science
| 1M, 1/d: Research a new spell using the spell research rules (doesn't cost Background Pts.)
| 4
| Weapons
| Roll 1d30-5 or 1d10+5 to hit (your choice; <=1 is auto-miss, >=20 is auto-hit)
|
5
| Command
| Wishoid for two SL 1-4 Concordant (x1) spells.
| 5
| Defense
| Your shields (items) protect you all-around (this lets you effectively wear a shield on the back).
| 5
| Engineering
| 1N, 1/reset: Retroactively buy a magic item from the magic shop.
|
5
| Helm/Nav.
| Immune Boulders, Gas, Space-Time Discontinuities
| 5
| Medic
| 0, 1/d: Mass Heal
| 5
| Pers.Combat
| 0, 1/t: Set a trap that does 35 damage to a group if anyone tries to enter or leave
|
5
| Psionic
| Immune to the weird psionic effects of the T'kan Energy Barrier
| 5
| Science
| Considered 1 multiplier higher with one specific effect (by name)
| 5
| Weapons
| You are allowed to backstab a target twice, backstabbing costs ½0 action to use.
|
L.O. 1 (11)
| Command
| Can lie even under Detect Lie / Truthear / Ring of Truth; 1M: Force someone to roll a (100-Wis)% chance they will believe what you say, no matter how outrageous.
| L.O. 1 (11)
| Defense
| 0, 1/t: One of your BlahR's can be used as another BlahR type, you can't use X or G, but any number of a's in front are allowed.
| L.O. 1 (11)
| Engineering
| Resist damage, Resist all [C] section effects, Resist beneficial healing effects (can't choose to "not use" this resistance, you can drop this entire effect with 1F action)
|
L.O. 1 (11)
| Helm/Nav.
| ¼V: Move from one group to another group within LVL feet
| L.O. 1 (11)
| Medic
| 0, 1/r: Cureall
| L.O. 1 (11)
| Pers.Combat
| 1M, 1/d: Call a level=LVL/2 Beast Rider mount for yourself.
|
L.O. 1 (11)
| Psionic
| 1M: Clairvoyance+Clairaudience+Clairnasience, same plane, doesn't cause "ears burning"
| L.O. 1 (11)
| Science
| You can physically attack even while under Sanctuary / Pro. Evil / Astral Projection / etc., the effect doesn't "see" that you attacked (and isn't reduced)
| L.O. 1 (11)
| Weapons
| Ignore WR, iWR, aWR, iaWR, +needed to hit, DR, iDR, displacement, planar displacement, pro. weapons, immunity to matter, skins of all types, inertial barrier
|
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