Use
| SL
| #
| Power
| School
| Notes
|
d
| 2
| 1
| Body Coating
| Self-Alteration
| 5*SL hp Armor spell, self only, stacks with the (Wizard) Armor spell
| d
| 2
| 2
| Body Resistance
| Physical Enhancement
| Physical attacks that do less than SL*2 dmg to you do nothing
| d
| 2
| 3
| Body Transformation
| Self-Alteration
| Change your body to be of an E=SL/2 element
|
d
| 2
| 4
| Chemical Mimicry
| Self-Alteration
| Change your body to be of an TechL=SL chemical
| d
| 2
| 5
| Cosmic Awareness
| Mental Enhancement
| Grand: Cosmic Awareness
| d
| 2
| 6
| Electrical Control
| Energy Control
| SL/2 (round down) instances of Resist lightning; +SL*10% damage with lightning effects
|
d
| 2
| 7
| Energy Body
| Self-Alteration
| Major: You are made of energy; cannot use P actions; resist physical damage
| d
| 2
| 8
| 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
| d
| 2
| 9
| Energy Sheath
| Self-Alteration
| SL^2 hp Armor spell, self only, stacks with the (Wizard) Armor spell
|
d
| 2
| 10
| Fire Control
| Energy Control
| SL/2 (round down) instances of Resist fire; +SL*10% damage with fire effects
| d
| 2
| 11
| Force Field
| Defensive
| Immune to spell level 0 to SL-2 effects; -(SL-1) per physical attack; ER 5*SL%
| d
| 2
| 12
| Force Field vs. Emotion
| Defensive
| Immune to spell level 0 to SL-1 enchantment/charm effects
|
d
| 2
| 13
| Force Field vs. Energy
| Defensive
| Immune to spell level 0 to SL-1 energy attacks
| d
| 2
| 14
| Force Field vs. Hostiles
| Lifeform Control
| Enemies must make SL/2 saves to attack you
| d
| 2
| 15
| Force Field vs. Magic
| Defensive
| Immune to spell level 0 to SL-1 magic
|
d
| 2
| 16
| Force Field vs. Mental
| Defensive
| Immune to spell level 0 to SL-1 mental attacks
| d
| 2
| 17
| Force Field vs. Physical
| Defensive
| -SL per physical attack
| d
| 2
| 18
| Force Field vs. Power Manipulation
| Defensive
| ER 10*SL%
|
d
| 2
| 19
| Force Field vs. Vampirism
| Defensive
| aNR 10*SL% (including energy and stat drains)
| d
| 2
| 20
| Gravity Manipulation
| Energy Control
| SL/2 (round down) instances of Resist gravity/falling damage; +SL*10% damage with gravity/falling effects
| d
| 2
| 21
| 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
|
d
| 2
| 22
| Hyper-Invention
| Mental Enhancement
| (12-SL)M: Create a TechL=SL*2-3 object (see [Q8], can have at most LVL of these objects)
| d
| 2
| 23
| Illusory Duplication
| Illusory
| Mirror Image (SL images)
| d
| 2
| 24
| Illusory Invisibility
| Illusory
| Minor: Invis.; Major: Improved Invis.; Grand: Dust of Disappearance
|
d
| 2
| 25
| Invisibility
| Self-Alteration
| Improved Invis.
| d
| 2
| 26
| Ionization
| Matter Conversion
| Lightning shield (xSL/10 damage back)
| d
| 2
| 27
| Kinetic Control
| Energy Control
| SL/2 (round down) instances of Resist telekinesis; +SL*10% damage with telekinesis effects
|
d
| 2
| 28
| Light Control
| Energy Control
| SL/2 (round down) instances of Resist light; +SL*10% damage with light effects
| d
| 2
| 29
| Magic Control
| Magical
| +SL/2 (round down) to SL of next Psi45 power
| d
| 2
| 30
| Magnetic Manipulation
| Energy Control
| SL/2 (round down) instances of Resist magnetism; +SL*10% damage with magnetism effects
|
d
| 2
| 31
| Mental Invisibility
| Mental Enhancement
| Improved Invis.: it's +SL AC instead of +4
| d
| 2
| 32
| Plasma Control
| Energy Control
| SL/2 (round down) instances of Resist plasma; +SL*10% damage with plasma effects
| d
| 2
| 33
| Power Simulation
| Magical
| The next Psi45 power you use will be resisted using MR instead of PR
|
d
| 2
| 34
| Prehensile Hair
| Self-Alteration
| Your hair has controlled movement; can do a "Hair attack" (using your hair's P action) for 1dSL dmg
| d
| 2
| 35
| Reality Alteration
| Magical
| + or - SL to your next die roll
| d
| 2
| 36
| Reflection
| Defensive
| MPIWReflection 5*SL%
|
d
| 2
| 37
| Regeneration
| Physical Enhancement
| Regenerate SL hp/s
| d
| 2
| 38
| Resist: Emotion
| Defensive
| SL/2 (round down) instances of Resist enchantment/charm
| d
| 2
| 39
| Resist: Energy
| Defensive
| SL/3 (round down) instances of Resist energy attacks
|
d
| 2
| 40
| Resist: Magic
| Defensive
| SL/4 (round down) instances of Resist magic
| d
| 2
| 41
| Resist: Mental
| Defensive
| SL/2 (round down) instances of Resist mental attacks
| d
| 2
| 42
| Resist: Physical
| Defensive
| SL/4 (round down) instances of Resist physical attacks
|
d
| 2
| 43
| Resist: Power Manipulation
| Defensive
| SL/3 (round down) instances of Resist disenchantment
| d
| 2
| 44
| Resist: Vampirism
| Defensive
| SL/3 (round down) instances of Resist necromancy, energy and stat drains
| d
| 2
| 45
| True Invulnerability
| Physical Enhancement
| SL instances of Resist distributed as you like (medium categories: a school, an element, etc.)
|
d
| 2
| 46
| Vibration Control
| Energy Control
| SL/2 (round down) instances of Resist vibration; +SL*10% damage with vibration effects
| d
| 2
| 47
| Warding
| Magical
| Create a Trap (x1 Psionic) for SL/2 Psi45 powers
| c
| 2
| 1
| Absorption Power
| Energy Control
| bM: Absorb energy, gain 100/(12-SL)% of it in temporary hp
|
c
| 2
| 2
| Chemical Touch
| Physical Enhancement
| Chemical effect of TechL=SL*2 or less (range touch)
| c
| 2
| 3
| Cold Generation
| Energy Emission
| SL*CL Cold damage (1 group, no save)
| c
| 2
| 4
| Combustion
| Matter Conversion
| An object explodes (item save), the person carrying it takes CL*SL/2 damage (save)
|
c
| 2
| 5
| Control
| Power Control
| 1bM: Redirect an effect (caster makes SL/4 saves)
| c
| 2
| 6
| Disintegration
| Matter Conversion
| Major: Disintegrate (save)
| c
| 2
| 7
| Disruption
| Matter Control
| Minor: Target takes CL*SL disruption damage (no save); Grand: The damage given plus a Disintegrate effect (save)
|
c
| 2
| 8
| Domination
| Power Control
| Dominate all actions (SL/5 saves)
| c
| 2
| 9
| Duplication
| Power Control
| 1bM: Fork an effect (caster makes SL/3 saves)
| c
| 2
| 10
| Electrical Generation
| Energy Emission
| SL*CL Lightning damage (1 group, no save)
|
c
| 2
| 11
| Energy Conversion
| Energy Control
| 0, SL/t: Convert an element in an effect to another element (max E factor = SL/2, round down)
| c
| 2
| 12
| Energy Solidification
| Energy Control
| Minor: Web; Major: Iron Bands of Bilarro; Grand: Solid Wall of Force; Super: Forcecage
| c
| 2
| 13
| Energy Sponge
| Energy Control
| bM: SL*10% chance to absorb an entire energy attack
|
c
| 2
| 14
| Fire Generation
| Energy Emission
| SL*CL Fire damage (1 group, no save)
| c
| 2
| 15
| Focus
| Power Control
| Do SL instances of another Psi45 power you know; you are Spent and Harmed at the end of effect
| c
| 2
| 16
| Geoforce
| Matter Control
| 1bM: Stop or Create an Earthquake, Landslide, etc. Damage would be CL*SL Earth to a group (save for 0)
|
c
| 2
| 17
| Gestalt
| Power Control
| Major: 1M: Do 2 Minor powers that you know; Grand: 1M: Do 2 Major powers that you know; etc.
| c
| 2
| 18
| Hard Radiation
| Energy Emission
| SL*CL/2 Radiation damage and SL Con damage (1 group, no save)
| c
| 2
| 19
| Heat
| Energy Emission
| Target takes SL*CL Fire damage per segment for 1 round (no save)
|
c
| 2
| 20
| Hypnotic Control
| Lifeform Control
| Hypnosis (SL/2 saves)
| c
| 2
| 21
| 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)
| c
| 2
| 22
| 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)
|
c
| 2
| 23
| Lifeform Creation
| Matter Creation
| Summon a DL=SL-1 monster
| c
| 2
| 24
| Light Emission
| Energy Emission
| SL*CL/2 Light damage (no save) and SL/2 instances of blindness (save)
| c
| 2
| 25
| Magic Domination
| Magical
| Control M Actions (SL/2 saves)
|
c
| 2
| 26
| Mechanical Creation
| Matter Creation
| Summon a DL=SL-2 Golem or Technological monster
| c
| 2
| 27
| Mind Blast
| Mental Enhancement
| SL*CL Mental damage (1 group, no save)
| c
| 2
| 28
| Mind Control
| Lifeform Control
| Minor: Command (save); Major: Domination (SL/3 saves)
|
c
| 2
| 29
| Mind Transferral
| Lifeform Control
| Minor: Empathy (save); Major: Magic Jar (SL/3 saves)
| c
| 2
| 30
| Missile Creation
| Matter Creation
| Do SL missile attacks, must roll to hit, each hit does 10 dmg (no save) and a stun (save)
| c
| 2
| 31
| Neural Manipulation
| Lifeform Control
| Minor: Seizure (-2 all rolls, save); Major: Paralysis (SL/3 saves)
|
c
| 2
| 32
| Plague Carrier
| Lifeform Control
| Disease (SL saves)
| c
| 2
| 33
| Plasma Generation
| Energy Emission
| SL*CL Plasma damage (1 group, no save)
| c
| 2
| 34
| Radiowave Generation
| Energy Emission
| SL*CL/2 Radiowave damage (1 group, no save, the effect can go through a SL' wall)
|
c
| 2
| 35
| Self-Revival
| Physical Enhancement
| 0, (SL-1)/d: Heal self
| c
| 2
| 36
| Serial Immortality
| Mental Enhancement
| 0, 1/d: Resurrection, self only, there is a delay of (11-SL) rounds
| c
| 2
| 37
| Sleep-Induced
| Lifeform Control
| Sleep (SL/2 saves)
|
c
| 2
| 38
| Sonic Generation
| Energy Emission
| SL*CL/2 Sound damage (no save) and SL/2 instances of deafness (save)
| c
| 2
| 39
| Spray
| Matter Creation
| SL choking dmg to a group per segment (can leave the area)
| c
| 2
| 40
| Summoning
| Lifeform Control
| Summon a DL=SL Outer
|
c
| 2
| 41
| Undead Control
| Lifeform Control
| Turn Undead at CL=(SL-2)*2
| c
| 2
| 42
| Vibration
| Energy Emission
| SL*CL Vibration damage (1 group, no save)
| c
| 2
| 43
| 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)
|
c
| 2
| 44
| Zombie Animation
| Matter Control
| Animate a dead body as a Zombie with DL=SL
| d
| 5
| 1
| Body Coating
| Self-Alteration
| 5*SL hp Armor spell, self only, stacks with the (Wizard) Armor spell
| d
| 5
| 2
| Body Resistance
| Physical Enhancement
| Physical attacks that do less than SL*2 dmg to you do nothing
|
d
| 5
| 3
| Body Transformation
| Self-Alteration
| Change your body to be of an E=SL/2 element
| d
| 5
| 4
| Chemical Mimicry
| Self-Alteration
| Change your body to be of an TechL=SL chemical
| d
| 5
| 5
| Cosmic Awareness
| Mental Enhancement
| Grand: Cosmic Awareness
|
d
| 5
| 6
| Electrical Control
| Energy Control
| SL/2 (round down) instances of Resist lightning; +SL*10% damage with lightning effects
| d
| 5
| 7
| Energy Body
| Self-Alteration
| Major: You are made of energy; cannot use P actions; resist physical damage
| d
| 5
| 8
| 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
|
d
| 5
| 9
| Energy Sheath
| Self-Alteration
| SL^2 hp Armor spell, self only, stacks with the (Wizard) Armor spell
| d
| 5
| 10
| Fire Control
| Energy Control
| SL/2 (round down) instances of Resist fire; +SL*10% damage with fire effects
| d
| 5
| 11
| Force Field
| Defensive
| Immune to spell level 0 to SL-2 effects; -(SL-1) per physical attack; ER 5*SL%
|
d
| 5
| 12
| Force Field vs. Emotion
| Defensive
| Immune to spell level 0 to SL-1 enchantment/charm effects
| d
| 5
| 13
| Force Field vs. Energy
| Defensive
| Immune to spell level 0 to SL-1 energy attacks
| d
| 5
| 14
| Force Field vs. Hostiles
| Lifeform Control
| Enemies must make SL/2 saves to attack you
|
d
| 5
| 15
| Force Field vs. Magic
| Defensive
| Immune to spell level 0 to SL-1 magic
| d
| 5
| 16
| Force Field vs. Mental
| Defensive
| Immune to spell level 0 to SL-1 mental attacks
| d
| 5
| 17
| Force Field vs. Physical
| Defensive
| -SL per physical attack
|
d
| 5
| 18
| Force Field vs. Power Manipulation
| Defensive
| ER 10*SL%
| d
| 5
| 19
| Force Field vs. Vampirism
| Defensive
| aNR 10*SL% (including energy and stat drains)
| d
| 5
| 20
| Gravity Manipulation
| Energy Control
| SL/2 (round down) instances of Resist gravity/falling damage; +SL*10% damage with gravity/falling effects
|
d
| 5
| 21
| 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
| d
| 5
| 22
| Hyper-Invention
| Mental Enhancement
| (12-SL)M: Create a TechL=SL*2-3 object (see [Q8], can have at most LVL of these objects)
| d
| 5
| 23
| Illusory Duplication
| Illusory
| Mirror Image (SL images)
|
d
| 5
| 24
| Illusory Invisibility
| Illusory
| Minor: Invis.; Major: Improved Invis.; Grand: Dust of Disappearance
| d
| 5
| 25
| Invisibility
| Self-Alteration
| Improved Invis.
| d
| 5
| 26
| Ionization
| Matter Conversion
| Lightning shield (xSL/10 damage back)
|
d
| 5
| 27
| Kinetic Control
| Energy Control
| SL/2 (round down) instances of Resist telekinesis; +SL*10% damage with telekinesis effects
| d
| 5
| 28
| Light Control
| Energy Control
| SL/2 (round down) instances of Resist light; +SL*10% damage with light effects
| d
| 5
| 29
| Magic Control
| Magical
| +SL/2 (round down) to SL of next Psi45 power
|
d
| 5
| 30
| Magnetic Manipulation
| Energy Control
| SL/2 (round down) instances of Resist magnetism; +SL*10% damage with magnetism effects
| d
| 5
| 31
| Mental Invisibility
| Mental Enhancement
| Improved Invis.: it's +SL AC instead of +4
| d
| 5
| 32
| Plasma Control
| Energy Control
| SL/2 (round down) instances of Resist plasma; +SL*10% damage with plasma effects
|
d
| 5
| 33
| Power Simulation
| Magical
| The next Psi45 power you use will be resisted using MR instead of PR
| d
| 5
| 34
| Prehensile Hair
| Self-Alteration
| Your hair has controlled movement; can do a "Hair attack" (using your hair's P action) for 1dSL dmg
| d
| 5
| 35
| Reality Alteration
| Magical
| + or - SL to your next die roll
|
d
| 5
| 36
| Reflection
| Defensive
| MPIWReflection 5*SL%
| d
| 5
| 37
| Regeneration
| Physical Enhancement
| Regenerate SL hp/s
| d
| 5
| 38
| Resist: Emotion
| Defensive
| SL/2 (round down) instances of Resist enchantment/charm
|
d
| 5
| 39
| Resist: Energy
| Defensive
| SL/3 (round down) instances of Resist energy attacks
| d
| 5
| 40
| Resist: Magic
| Defensive
| SL/4 (round down) instances of Resist magic
| d
| 5
| 41
| Resist: Mental
| Defensive
| SL/2 (round down) instances of Resist mental attacks
|
d
| 5
| 42
| Resist: Physical
| Defensive
| SL/4 (round down) instances of Resist physical attacks
| d
| 5
| 43
| Resist: Power Manipulation
| Defensive
| SL/3 (round down) instances of Resist disenchantment
| d
| 5
| 44
| Resist: Vampirism
| Defensive
| SL/3 (round down) instances of Resist necromancy, energy and stat drains
|
d
| 5
| 45
| True Invulnerability
| Physical Enhancement
| SL instances of Resist distributed as you like (medium categories: a school, an element, etc.)
| d
| 5
| 46
| Vibration Control
| Energy Control
| SL/2 (round down) instances of Resist vibration; +SL*10% damage with vibration effects
| d
| 5
| 47
| Warding
| Magical
| Create a Trap (x1 Psionic) for SL/2 Psi45 powers
|
c
| 5
| 1
| Absorption Power
| Energy Control
| bM: Absorb energy, gain 100/(12-SL)% of it in temporary hp
| c
| 5
| 2
| Chemical Touch
| Physical Enhancement
| Chemical effect of TechL=SL*2 or less (range touch)
| c
| 5
| 3
| Cold Generation
| Energy Emission
| SL*CL Cold damage (1 group, no save)
|
c
| 5
| 4
| Combustion
| Matter Conversion
| An object explodes (item save), the person carrying it takes CL*SL/2 damage (save)
| c
| 5
| 5
| Control
| Power Control
| 1bM: Redirect an effect (caster makes SL/4 saves)
| c
| 5
| 6
| Disintegration
| Matter Conversion
| Major: Disintegrate (save)
|
c
| 5
| 7
| Disruption
| Matter Control
| Minor: Target takes CL*SL disruption damage (no save); Grand: The damage given plus a Disintegrate effect (save)
| c
| 5
| 8
| Domination
| Power Control
| Dominate all actions (SL/5 saves)
| c
| 5
| 9
| Duplication
| Power Control
| 1bM: Fork an effect (caster makes SL/3 saves)
|
c
| 5
| 10
| Electrical Generation
| Energy Emission
| SL*CL Lightning damage (1 group, no save)
| c
| 5
| 11
| Energy Conversion
| Energy Control
| 0, SL/t: Convert an element in an effect to another element (max E factor = SL/2, round down)
| c
| 5
| 12
| Energy Solidification
| Energy Control
| Minor: Web; Major: Iron Bands of Bilarro; Grand: Solid Wall of Force; Super: Forcecage
|
c
| 5
| 13
| Energy Sponge
| Energy Control
| bM: SL*10% chance to absorb an entire energy attack
| c
| 5
| 14
| Fire Generation
| Energy Emission
| SL*CL Fire damage (1 group, no save)
| c
| 5
| 15
| Focus
| Power Control
| Do SL instances of another Psi45 power you know; you are Spent and Harmed at the end of effect
|
c
| 5
| 16
| Geoforce
| Matter Control
| 1bM: Stop or Create an Earthquake, Landslide, etc. Damage would be CL*SL Earth to a group (save for 0)
| c
| 5
| 17
| Gestalt
| Power Control
| Major: 1M: Do 2 Minor powers that you know; Grand: 1M: Do 2 Major powers that you know; etc.
| c
| 5
| 18
| Hard Radiation
| Energy Emission
| SL*CL/2 Radiation damage and SL Con damage (1 group, no save)
|
c
| 5
| 19
| Heat
| Energy Emission
| Target takes SL*CL Fire damage per segment for 1 round (no save)
| c
| 5
| 20
| Hypnotic Control
| Lifeform Control
| Hypnosis (SL/2 saves)
| c
| 5
| 21
| 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)
|
c
| 5
| 22
| 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)
| c
| 5
| 23
| Lifeform Creation
| Matter Creation
| Summon a DL=SL-1 monster
| c
| 5
| 24
| Light Emission
| Energy Emission
| SL*CL/2 Light damage (no save) and SL/2 instances of blindness (save)
|
c
| 5
| 25
| Magic Domination
| Magical
| Control M Actions (SL/2 saves)
| c
| 5
| 26
| Mechanical Creation
| Matter Creation
| Summon a DL=SL-2 Golem or Technological monster
| c
| 5
| 27
| Mind Blast
| Mental Enhancement
| SL*CL Mental damage (1 group, no save)
|
c
| 5
| 28
| Mind Control
| Lifeform Control
| Minor: Command (save); Major: Domination (SL/3 saves)
| c
| 5
| 29
| Mind Transferral
| Lifeform Control
| Minor: Empathy (save); Major: Magic Jar (SL/3 saves)
| c
| 5
| 30
| Missile Creation
| Matter Creation
| Do SL missile attacks, must roll to hit, each hit does 10 dmg (no save) and a stun (save)
|
c
| 5
| 31
| Neural Manipulation
| Lifeform Control
| Minor: Seizure (-2 all rolls, save); Major: Paralysis (SL/3 saves)
| c
| 5
| 32
| Plague Carrier
| Lifeform Control
| Disease (SL saves)
| c
| 5
| 33
| Plasma Generation
| Energy Emission
| SL*CL Plasma damage (1 group, no save)
|
c
| 5
| 34
| Radiowave Generation
| Energy Emission
| SL*CL/2 Radiowave damage (1 group, no save, the effect can go through a SL' wall)
| c
| 5
| 35
| Self-Revival
| Physical Enhancement
| 0, (SL-1)/d: Heal self
| c
| 5
| 36
| Serial Immortality
| Mental Enhancement
| 0, 1/d: Resurrection, self only, there is a delay of (11-SL) rounds
|
c
| 5
| 37
| Sleep-Induced
| Lifeform Control
| Sleep (SL/2 saves)
| c
| 5
| 38
| Sonic Generation
| Energy Emission
| SL*CL/2 Sound damage (no save) and SL/2 instances of deafness (save)
| c
| 5
| 39
| Spray
| Matter Creation
| SL choking dmg to a group per segment (can leave the area)
|
c
| 5
| 40
| Summoning
| Lifeform Control
| Summon a DL=SL Outer
| c
| 5
| 41
| Undead Control
| Lifeform Control
| Turn Undead at CL=(SL-2)*2
| c
| 5
| 42
| Vibration
| Energy Emission
| SL*CL Vibration damage (1 group, no save)
|
c
| 5
| 43
| 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)
| c
| 5
| 44
| Zombie Animation
| Matter Control
| Animate a dead body as a Zombie with DL=SL
| d
| 8
| 1
| Body Coating
| Self-Alteration
| 5*SL hp Armor spell, self only, stacks with the (Wizard) Armor spell
|
d
| 8
| 2
| Body Resistance
| Physical Enhancement
| Physical attacks that do less than SL*2 dmg to you do nothing
| d
| 8
| 3
| Body Transformation
| Self-Alteration
| Change your body to be of an E=SL/2 element
| d
| 8
| 4
| Chemical Mimicry
| Self-Alteration
| Change your body to be of an TechL=SL chemical
|
d
| 8
| 5
| Cosmic Awareness
| Mental Enhancement
| Grand: Cosmic Awareness
| d
| 8
| 6
| Electrical Control
| Energy Control
| SL/2 (round down) instances of Resist lightning; +SL*10% damage with lightning effects
| d
| 8
| 7
| Energy Body
| Self-Alteration
| Major: You are made of energy; cannot use P actions; resist physical damage
|
d
| 8
| 8
| 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
| d
| 8
| 9
| Energy Sheath
| Self-Alteration
| SL^2 hp Armor spell, self only, stacks with the (Wizard) Armor spell
| d
| 8
| 10
| Fire Control
| Energy Control
| SL/2 (round down) instances of Resist fire; +SL*10% damage with fire effects
|
d
| 8
| 11
| Force Field
| Defensive
| Immune to spell level 0 to SL-2 effects; -(SL-1) per physical attack; ER 5*SL%
| d
| 8
| 12
| Force Field vs. Emotion
| Defensive
| Immune to spell level 0 to SL-1 enchantment/charm effects
| d
| 8
| 13
| Force Field vs. Energy
| Defensive
| Immune to spell level 0 to SL-1 energy attacks
|
d
| 8
| 14
| Force Field vs. Hostiles
| Lifeform Control
| Enemies must make SL/2 saves to attack you
| d
| 8
| 15
| Force Field vs. Magic
| Defensive
| Immune to spell level 0 to SL-1 magic
| d
| 8
| 16
| Force Field vs. Mental
| Defensive
| Immune to spell level 0 to SL-1 mental attacks
|
d
| 8
| 17
| Force Field vs. Physical
| Defensive
| -SL per physical attack
| d
| 8
| 18
| Force Field vs. Power Manipulation
| Defensive
| ER 10*SL%
| d
| 8
| 19
| Force Field vs. Vampirism
| Defensive
| aNR 10*SL% (including energy and stat drains)
|
d
| 8
| 20
| Gravity Manipulation
| Energy Control
| SL/2 (round down) instances of Resist gravity/falling damage; +SL*10% damage with gravity/falling effects
| d
| 8
| 21
| 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
| d
| 8
| 22
| Hyper-Invention
| Mental Enhancement
| (12-SL)M: Create a TechL=SL*2-3 object (see [Q8], can have at most LVL of these objects)
|
d
| 8
| 23
| Illusory Duplication
| Illusory
| Mirror Image (SL images)
| d
| 8
| 24
| Illusory Invisibility
| Illusory
| Minor: Invis.; Major: Improved Invis.; Grand: Dust of Disappearance
| d
| 8
| 25
| Invisibility
| Self-Alteration
| Improved Invis.
|
d
| 8
| 26
| Ionization
| Matter Conversion
| Lightning shield (xSL/10 damage back)
| d
| 8
| 27
| Kinetic Control
| Energy Control
| SL/2 (round down) instances of Resist telekinesis; +SL*10% damage with telekinesis effects
| d
| 8
| 28
| Light Control
| Energy Control
| SL/2 (round down) instances of Resist light; +SL*10% damage with light effects
|
d
| 8
| 29
| Magic Control
| Magical
| +SL/2 (round down) to SL of next Psi45 power
| d
| 8
| 30
| Magnetic Manipulation
| Energy Control
| SL/2 (round down) instances of Resist magnetism; +SL*10% damage with magnetism effects
| d
| 8
| 31
| Mental Invisibility
| Mental Enhancement
| Improved Invis.: it's +SL AC instead of +4
|
d
| 8
| 32
| Plasma Control
| Energy Control
| SL/2 (round down) instances of Resist plasma; +SL*10% damage with plasma effects
| d
| 8
| 33
| Power Simulation
| Magical
| The next Psi45 power you use will be resisted using MR instead of PR
| d
| 8
| 34
| Prehensile Hair
| Self-Alteration
| Your hair has controlled movement; can do a "Hair attack" (using your hair's P action) for 1dSL dmg
|
d
| 8
| 35
| Reality Alteration
| Magical
| + or - SL to your next die roll
| d
| 8
| 36
| Reflection
| Defensive
| MPIWReflection 5*SL%
| d
| 8
| 37
| Regeneration
| Physical Enhancement
| Regenerate SL hp/s
|
d
| 8
| 38
| Resist: Emotion
| Defensive
| SL/2 (round down) instances of Resist enchantment/charm
| d
| 8
| 39
| Resist: Energy
| Defensive
| SL/3 (round down) instances of Resist energy attacks
| d
| 8
| 40
| Resist: Magic
| Defensive
| SL/4 (round down) instances of Resist magic
|
d
| 8
| 41
| Resist: Mental
| Defensive
| SL/2 (round down) instances of Resist mental attacks
| d
| 8
| 42
| Resist: Physical
| Defensive
| SL/4 (round down) instances of Resist physical attacks
| d
| 8
| 43
| Resist: Power Manipulation
| Defensive
| SL/3 (round down) instances of Resist disenchantment
|
d
| 8
| 44
| Resist: Vampirism
| Defensive
| SL/3 (round down) instances of Resist necromancy, energy and stat drains
| d
| 8
| 45
| True Invulnerability
| Physical Enhancement
| SL instances of Resist distributed as you like (medium categories: a school, an element, etc.)
| d
| 8
| 46
| Vibration Control
| Energy Control
| SL/2 (round down) instances of Resist vibration; +SL*10% damage with vibration effects
|
d
| 8
| 47
| Warding
| Magical
| Create a Trap (x1 Psionic) for SL/2 Psi45 powers
| c
| 8
| 1
| Absorption Power
| Energy Control
| bM: Absorb energy, gain 100/(12-SL)% of it in temporary hp
| c
| 8
| 2
| Chemical Touch
| Physical Enhancement
| Chemical effect of TechL=SL*2 or less (range touch)
|
c
| 8
| 3
| Cold Generation
| Energy Emission
| SL*CL Cold damage (1 group, no save)
| c
| 8
| 4
| Combustion
| Matter Conversion
| An object explodes (item save), the person carrying it takes CL*SL/2 damage (save)
| c
| 8
| 5
| Control
| Power Control
| 1bM: Redirect an effect (caster makes SL/4 saves)
|
c
| 8
| 6
| Disintegration
| Matter Conversion
| Major: Disintegrate (save)
| c
| 8
| 7
| Disruption
| Matter Control
| Minor: Target takes CL*SL disruption damage (no save); Grand: The damage given plus a Disintegrate effect (save)
| c
| 8
| 8
| Domination
| Power Control
| Dominate all actions (SL/5 saves)
|
c
| 8
| 9
| Duplication
| Power Control
| 1bM: Fork an effect (caster makes SL/3 saves)
| c
| 8
| 10
| Electrical Generation
| Energy Emission
| SL*CL Lightning damage (1 group, no save)
| c
| 8
| 11
| Energy Conversion
| Energy Control
| 0, SL/t: Convert an element in an effect to another element (max E factor = SL/2, round down)
|
c
| 8
| 12
| Energy Solidification
| Energy Control
| Minor: Web; Major: Iron Bands of Bilarro; Grand: Solid Wall of Force; Super: Forcecage
| c
| 8
| 13
| Energy Sponge
| Energy Control
| bM: SL*10% chance to absorb an entire energy attack
| c
| 8
| 14
| Fire Generation
| Energy Emission
| SL*CL Fire damage (1 group, no save)
|
c
| 8
| 15
| Focus
| Power Control
| Do SL instances of another Psi45 power you know; you are Spent and Harmed at the end of effect
| c
| 8
| 16
| Geoforce
| Matter Control
| 1bM: Stop or Create an Earthquake, Landslide, etc. Damage would be CL*SL Earth to a group (save for 0)
| c
| 8
| 17
| Gestalt
| Power Control
| Major: 1M: Do 2 Minor powers that you know; Grand: 1M: Do 2 Major powers that you know; etc.
|
c
| 8
| 18
| Hard Radiation
| Energy Emission
| SL*CL/2 Radiation damage and SL Con damage (1 group, no save)
| c
| 8
| 19
| Heat
| Energy Emission
| Target takes SL*CL Fire damage per segment for 1 round (no save)
| c
| 8
| 20
| Hypnotic Control
| Lifeform Control
| Hypnosis (SL/2 saves)
|
c
| 8
| 21
| 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)
| c
| 8
| 22
| 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)
| c
| 8
| 23
| Lifeform Creation
| Matter Creation
| Summon a DL=SL-1 monster
|
c
| 8
| 24
| Light Emission
| Energy Emission
| SL*CL/2 Light damage (no save) and SL/2 instances of blindness (save)
| c
| 8
| 25
| Magic Domination
| Magical
| Control M Actions (SL/2 saves)
| c
| 8
| 26
| Mechanical Creation
| Matter Creation
| Summon a DL=SL-2 Golem or Technological monster
|
c
| 8
| 27
| Mind Blast
| Mental Enhancement
| SL*CL Mental damage (1 group, no save)
| c
| 8
| 28
| Mind Control
| Lifeform Control
| Minor: Command (save); Major: Domination (SL/3 saves)
| c
| 8
| 29
| Mind Transferral
| Lifeform Control
| Minor: Empathy (save); Major: Magic Jar (SL/3 saves)
|
c
| 8
| 30
| Missile Creation
| Matter Creation
| Do SL missile attacks, must roll to hit, each hit does 10 dmg (no save) and a stun (save)
| c
| 8
| 31
| Neural Manipulation
| Lifeform Control
| Minor: Seizure (-2 all rolls, save); Major: Paralysis (SL/3 saves)
| c
| 8
| 32
| Plague Carrier
| Lifeform Control
| Disease (SL saves)
|
c
| 8
| 33
| Plasma Generation
| Energy Emission
| SL*CL Plasma damage (1 group, no save)
| c
| 8
| 34
| Radiowave Generation
| Energy Emission
| SL*CL/2 Radiowave damage (1 group, no save, the effect can go through a SL' wall)
| c
| 8
| 35
| Self-Revival
| Physical Enhancement
| 0, (SL-1)/d: Heal self
|
c
| 8
| 36
| Serial Immortality
| Mental Enhancement
| 0, 1/d: Resurrection, self only, there is a delay of (11-SL) rounds
| c
| 8
| 37
| Sleep-Induced
| Lifeform Control
| Sleep (SL/2 saves)
| c
| 8
| 38
| Sonic Generation
| Energy Emission
| SL*CL/2 Sound damage (no save) and SL/2 instances of deafness (save)
|
c
| 8
| 39
| Spray
| Matter Creation
| SL choking dmg to a group per segment (can leave the area)
| c
| 8
| 40
| Summoning
| Lifeform Control
| Summon a DL=SL Outer
| c
| 8
| 41
| Undead Control
| Lifeform Control
| Turn Undead at CL=(SL-2)*2
|
c
| 8
| 42
| Vibration
| Energy Emission
| SL*CL Vibration damage (1 group, no save)
| c
| 8
| 43
| 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)
| c
| 8
| 44
| Zombie Animation
| Matter Control
| Animate a dead body as a Zombie with DL=SL
|
d
| 11
| 1
| Body Coating
| Self-Alteration
| 5*SL hp Armor spell, self only, stacks with the (Wizard) Armor spell
| d
| 11
| 2
| Body Resistance
| Physical Enhancement
| Physical attacks that do less than SL*2 dmg to you do nothing
| d
| 11
| 3
| Body Transformation
| Self-Alteration
| Change your body to be of an E=SL/2 element
|
d
| 11
| 4
| Chemical Mimicry
| Self-Alteration
| Change your body to be of an TechL=SL chemical
| d
| 11
| 5
| Cosmic Awareness
| Mental Enhancement
| Grand: Cosmic Awareness
| d
| 11
| 6
| Electrical Control
| Energy Control
| SL/2 (round down) instances of Resist lightning; +SL*10% damage with lightning effects
|
d
| 11
| 7
| Energy Body
| Self-Alteration
| Major: You are made of energy; cannot use P actions; resist physical damage
| d
| 11
| 8
| 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
| d
| 11
| 9
| Energy Sheath
| Self-Alteration
| SL^2 hp Armor spell, self only, stacks with the (Wizard) Armor spell
|
d
| 11
| 10
| Fire Control
| Energy Control
| SL/2 (round down) instances of Resist fire; +SL*10% damage with fire effects
| d
| 11
| 11
| Force Field
| Defensive
| Immune to spell level 0 to SL-2 effects; -(SL-1) per physical attack; ER 5*SL%
| d
| 11
| 12
| Force Field vs. Emotion
| Defensive
| Immune to spell level 0 to SL-1 enchantment/charm effects
|
d
| 11
| 13
| Force Field vs. Energy
| Defensive
| Immune to spell level 0 to SL-1 energy attacks
| d
| 11
| 14
| Force Field vs. Hostiles
| Lifeform Control
| Enemies must make SL/2 saves to attack you
| d
| 11
| 15
| Force Field vs. Magic
| Defensive
| Immune to spell level 0 to SL-1 magic
|
d
| 11
| 16
| Force Field vs. Mental
| Defensive
| Immune to spell level 0 to SL-1 mental attacks
| d
| 11
| 17
| Force Field vs. Physical
| Defensive
| -SL per physical attack
| d
| 11
| 18
| Force Field vs. Power Manipulation
| Defensive
| ER 10*SL%
|
d
| 11
| 19
| Force Field vs. Vampirism
| Defensive
| aNR 10*SL% (including energy and stat drains)
| d
| 11
| 20
| Gravity Manipulation
| Energy Control
| SL/2 (round down) instances of Resist gravity/falling damage; +SL*10% damage with gravity/falling effects
| d
| 11
| 21
| 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
|
d
| 11
| 22
| Hyper-Invention
| Mental Enhancement
| (12-SL)M: Create a TechL=SL*2-3 object (see [Q8], can have at most LVL of these objects)
| d
| 11
| 23
| Illusory Duplication
| Illusory
| Mirror Image (SL images)
| d
| 11
| 24
| Illusory Invisibility
| Illusory
| Minor: Invis.; Major: Improved Invis.; Grand: Dust of Disappearance
|
d
| 11
| 25
| Invisibility
| Self-Alteration
| Improved Invis.
| d
| 11
| 26
| Ionization
| Matter Conversion
| Lightning shield (xSL/10 damage back)
| d
| 11
| 27
| Kinetic Control
| Energy Control
| SL/2 (round down) instances of Resist telekinesis; +SL*10% damage with telekinesis effects
|
d
| 11
| 28
| Light Control
| Energy Control
| SL/2 (round down) instances of Resist light; +SL*10% damage with light effects
| d
| 11
| 29
| Magic Control
| Magical
| +SL/2 (round down) to SL of next Psi45 power
| d
| 11
| 30
| Magnetic Manipulation
| Energy Control
| SL/2 (round down) instances of Resist magnetism; +SL*10% damage with magnetism effects
|
d
| 11
| 31
| Mental Invisibility
| Mental Enhancement
| Improved Invis.: it's +SL AC instead of +4
| d
| 11
| 32
| Plasma Control
| Energy Control
| SL/2 (round down) instances of Resist plasma; +SL*10% damage with plasma effects
| d
| 11
| 33
| Power Simulation
| Magical
| The next Psi45 power you use will be resisted using MR instead of PR
|
d
| 11
| 34
| Prehensile Hair
| Self-Alteration
| Your hair has controlled movement; can do a "Hair attack" (using your hair's P action) for 1dSL dmg
| d
| 11
| 35
| Reality Alteration
| Magical
| + or - SL to your next die roll
| d
| 11
| 36
| Reflection
| Defensive
| MPIWReflection 5*SL%
|
d
| 11
| 37
| Regeneration
| Physical Enhancement
| Regenerate SL hp/s
| d
| 11
| 38
| Resist: Emotion
| Defensive
| SL/2 (round down) instances of Resist enchantment/charm
| d
| 11
| 39
| Resist: Energy
| Defensive
| SL/3 (round down) instances of Resist energy attacks
|
d
| 11
| 40
| Resist: Magic
| Defensive
| SL/4 (round down) instances of Resist magic
| d
| 11
| 41
| Resist: Mental
| Defensive
| SL/2 (round down) instances of Resist mental attacks
| d
| 11
| 42
| Resist: Physical
| Defensive
| SL/4 (round down) instances of Resist physical attacks
|
d
| 11
| 43
| Resist: Power Manipulation
| Defensive
| SL/3 (round down) instances of Resist disenchantment
| d
| 11
| 44
| Resist: Vampirism
| Defensive
| SL/3 (round down) instances of Resist necromancy, energy and stat drains
| d
| 11
| 45
| True Invulnerability
| Physical Enhancement
| SL instances of Resist distributed as you like (medium categories: a school, an element, etc.)
|
d
| 11
| 46
| Vibration Control
| Energy Control
| SL/2 (round down) instances of Resist vibration; +SL*10% damage with vibration effects
| d
| 11
| 47
| Warding
| Magical
| Create a Trap (x1 Psionic) for SL/2 Psi45 powers
| c
| 11
| 1
| Absorption Power
| Energy Control
| bM: Absorb energy, gain 100/(12-SL)% of it in temporary hp
|
c
| 11
| 2
| Chemical Touch
| Physical Enhancement
| Chemical effect of TechL=SL*2 or less (range touch)
| c
| 11
| 3
| Cold Generation
| Energy Emission
| SL*CL Cold damage (1 group, no save)
| c
| 11
| 4
| Combustion
| Matter Conversion
| An object explodes (item save), the person carrying it takes CL*SL/2 damage (save)
|
c
| 11
| 5
| Control
| Power Control
| 1bM: Redirect an effect (caster makes SL/4 saves)
| c
| 11
| 6
| Disintegration
| Matter Conversion
| Major: Disintegrate (save)
| c
| 11
| 7
| Disruption
| Matter Control
| Minor: Target takes CL*SL disruption damage (no save); Grand: The damage given plus a Disintegrate effect (save)
|
c
| 11
| 8
| Domination
| Power Control
| Dominate all actions (SL/5 saves)
| c
| 11
| 9
| Duplication
| Power Control
| 1bM: Fork an effect (caster makes SL/3 saves)
| c
| 11
| 10
| Electrical Generation
| Energy Emission
| SL*CL Lightning damage (1 group, no save)
|
c
| 11
| 11
| Energy Conversion
| Energy Control
| 0, SL/t: Convert an element in an effect to another element (max E factor = SL/2, round down)
| c
| 11
| 12
| Energy Solidification
| Energy Control
| Minor: Web; Major: Iron Bands of Bilarro; Grand: Solid Wall of Force; Super: Forcecage
| c
| 11
| 13
| Energy Sponge
| Energy Control
| bM: SL*10% chance to absorb an entire energy attack
|
c
| 11
| 14
| Fire Generation
| Energy Emission
| SL*CL Fire damage (1 group, no save)
| c
| 11
| 15
| Focus
| Power Control
| Do SL instances of another Psi45 power you know; you are Spent and Harmed at the end of effect
| c
| 11
| 16
| Geoforce
| Matter Control
| 1bM: Stop or Create an Earthquake, Landslide, etc. Damage would be CL*SL Earth to a group (save for 0)
|
c
| 11
| 17
| Gestalt
| Power Control
| Major: 1M: Do 2 Minor powers that you know; Grand: 1M: Do 2 Major powers that you know; etc.
| c
| 11
| 18
| Hard Radiation
| Energy Emission
| SL*CL/2 Radiation damage and SL Con damage (1 group, no save)
| c
| 11
| 19
| Heat
| Energy Emission
| Target takes SL*CL Fire damage per segment for 1 round (no save)
|
c
| 11
| 20
| Hypnotic Control
| Lifeform Control
| Hypnosis (SL/2 saves)
| c
| 11
| 21
| 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)
| c
| 11
| 22
| 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)
|
c
| 11
| 23
| Lifeform Creation
| Matter Creation
| Summon a DL=SL-1 monster
| c
| 11
| 24
| Light Emission
| Energy Emission
| SL*CL/2 Light damage (no save) and SL/2 instances of blindness (save)
| c
| 11
| 25
| Magic Domination
| Magical
| Control M Actions (SL/2 saves)
|
c
| 11
| 26
| Mechanical Creation
| Matter Creation
| Summon a DL=SL-2 Golem or Technological monster
| c
| 11
| 27
| Mind Blast
| Mental Enhancement
| SL*CL Mental damage (1 group, no save)
| c
| 11
| 28
| Mind Control
| Lifeform Control
| Minor: Command (save); Major: Domination (SL/3 saves)
|
c
| 11
| 29
| Mind Transferral
| Lifeform Control
| Minor: Empathy (save); Major: Magic Jar (SL/3 saves)
| c
| 11
| 30
| Missile Creation
| Matter Creation
| Do SL missile attacks, must roll to hit, each hit does 10 dmg (no save) and a stun (save)
| c
| 11
| 31
| Neural Manipulation
| Lifeform Control
| Minor: Seizure (-2 all rolls, save); Major: Paralysis (SL/3 saves)
|
c
| 11
| 32
| Plague Carrier
| Lifeform Control
| Disease (SL saves)
| c
| 11
| 33
| Plasma Generation
| Energy Emission
| SL*CL Plasma damage (1 group, no save)
| c
| 11
| 34
| Radiowave Generation
| Energy Emission
| SL*CL/2 Radiowave damage (1 group, no save, the effect can go through a SL' wall)
|
c
| 11
| 35
| Self-Revival
| Physical Enhancement
| 0, (SL-1)/d: Heal self
| c
| 11
| 36
| Serial Immortality
| Mental Enhancement
| 0, 1/d: Resurrection, self only, there is a delay of (11-SL) rounds
| c
| 11
| 37
| Sleep-Induced
| Lifeform Control
| Sleep (SL/2 saves)
|
c
| 11
| 38
| Sonic Generation
| Energy Emission
| SL*CL/2 Sound damage (no save) and SL/2 instances of deafness (save)
| c
| 11
| 39
| Spray
| Matter Creation
| SL choking dmg to a group per segment (can leave the area)
| c
| 11
| 40
| Summoning
| Lifeform Control
| Summon a DL=SL Outer
|
c
| 11
| 41
| Undead Control
| Lifeform Control
| Turn Undead at CL=(SL-2)*2
| c
| 11
| 42
| Vibration
| Energy Emission
| SL*CL Vibration damage (1 group, no save)
| c
| 11
| 43
| 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)
|
c
| 11
| 44
| Zombie Animation
| Matter Control
| Animate a dead body as a Zombie with DL=SL
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