School/Sphere
| SL
| #
| Spell
| Effect
|
Artifact
| 1
| 1
| AEther Vial
| 0, 1/r: Cast a Conjuration/Summoning spell.
| Artifact
| 1
| 2
| Ivory Tower
| Regenerate 3 hp/s.
| Artifact
| 1
| 3
| Skullclamp
| Your summons get +CL TH/dmg, -CL AC/saves/rhp
|
Artifact
| 1
| 4
| Sol Ring
| +2 SL in progression.
| Artifact
| 1
| 5
| Soul Net
| Whenever you kill someone with a spell, cure 1 hp.
| Artifact
| 1
| 6
| Summon Myr 1
| Summon a DL=1 Myr
|
Artifact
| 1
| 7
| Voltaic Key
| 1V: An item gets 1E action this segment.
| Black
| 1
| 1
| Darkness
| 1bM: Immune to a P attack from someone
| Black
| 1
| 2
| Paralyze
| Target is paralyzed (PP save)
|
Black
| 1
| 3
| Unholy Strength
| Get +2 TH and dmg (considered magical plusses), and +1 AC and saves.
| Blue
| 1
| 1
| Ancestral Recall
| This spell can be cast only once per turn. Target regains 3 SL's in memorization.
| Blue
| 1
| 2
| Flight
| Target flies at 12" (C).
|
Blue
| 1
| 3
| Mind Games
| Target loses his next action (Spell save)
| Green
| 1
| 1
| Awaken
| Removes sleep/fatigue effect on up to CL targets
| Green
| 1
| 2
| Berserk
| Attacking creature does x2 dmg and is slain this segment (not 1bM)
|
Green
| 1
| 3
| Force of Nature I
| Summon a Plant Elemental: AC 20, hp 20, #Att 1/1, TH +10, dmg 10
| Green
| 1
| 4
| Giant Growth
| Target gets +3 TH, dmg, AC, and saves this round.
| Green
| 1
| 5
| Instill Energy
| You get +1S action per round for CL r (counts as your haste).
|
Green
| 1
| 6
| Natural Healing
| Target is cured equal to his Con score in hp
| Green
| 1
| 7
| Nature’s Lore
| Know direction & distance to an object or person (if they are touching the ground)
| Red
| 1
| 1
| Earthbind
| Target loses flying and takes double normal falling damage (no save).
|
Red
| 1
| 2
| False Orders
| (1bM to cast) Force a monster to attack someone else (he will only attack his enemies)
| Red
| 1
| 3
| Lightning Bolt
| Target takes 30 lightning dmg (Spell save for 0)
| White
| 1
| 1
| Angel's Grace
| 1bM: Damage that would put you below 1 hp this segment puts you at 1 hp
|
White
| 1
| 2
| Death Ward
| 1bM, cannot act next segment: Avoid a slay effect on someone.
| White
| 1
| 3
| Healing Salve
| One target is cured 30 hp, or (1bM action) prevent the next 30 dmg to a target.
| Artifact
| 2
| 1
| Chaos Orb
| 1V, 1/reset: Destroy a magic item, effect, or creature (creature gets PPD save)
|
Artifact
| 2
| 2
| Helm of Awakening
| All spells in the room are school/sphere robed (x1 Special)
| Artifact
| 2
| 3
| Illusionary Mask
| Your summons are Dust of Disappearanced
| Artifact
| 2
| 4
| Lightning Greaves
| Your summons are not summoning sick
|
Artifact
| 2
| 5
| Scythe of the Wretched
| +1 summon slot; 1M: Animate Dead a creature you killed (it's your summon, -1 DL)
| Artifact
| 2
| 6
| Summon Myr 2
| Summon a DL=2 Myr
| Artifact
| 2
| 7
| Sun Droplet
| Regenerate 10 hp/s.
|
Black
| 2
| 1
| Animate Dead
| Animates a dead monster as your summon (1 DL lower)
| Black
| 2
| 2
| Simulacrum
| 1bM: Redirect any amount of damage from you to one of your subordinates.
| Black
| 2
| 3
| Terror
| Target is slain (PPD save, does not affect Undead or Golems, or things without souls)
|
Blue
| 2
| 1
| Aura of Dominion
| Target can use 2M this segment.
| Blue
| 2
| 2
| Force Spike
| 1bM or 1 OppM: Counter target magical/psionic effect unless its user devotes another spell/psionic slot to it.
| Blue
| 2
| 3
| Invisibility
| Improved Invisibility.
|
Blue
| 2
| 4
| Time Walk
| This spell can be cast only once per turn. You get an extra segment this round (segment 11 at end).
| Gold
| 2
| 1
| Angelic Shield
| All your summons get +1 rhp. You get 10 current hp. 0, sacrifice this effect: Unsummon (no save).
| Gold
| 2
| 2
| Azorius First-Wing
| Summon a DL II Griffin, it flies, and can remove bad effects on people.
|
Gold
| 2
| 3
| Azorius Guildmage
| Summon a DL II Vedalken Wizard, it can Stop someone, and can dispel Contingency effects.
| Gold
| 2
| 4
| Crystalline Sliver
| Summon a DL II Sliver, it can't be targetted.
| Gold
| 2
| 5
| Energy Arc
| 1bM: In your group, weapon damage does not occur this half-segment and your next half-segment.
|
Gold
| 2
| 6
| Galina's Knight
| Summon a DL II Merfolk Knight, it is immune to area effect damaging spells/psi.
| Gold
| 2
| 7
| Meddling Mage
| Summon a DL II Human Wizard, he Banhammers one spell or psi effect of SL 0-3 in the room [x1 Special]
| Gold
| 2
| 8
| Overrule
| 1bM, spend N additional SL's: Counterspell, unless they spend 10*N SL's, and you are cured 10*N hp.
|
Gold
| 2
| 9
| Pride of the Clouds
| Summon a DL II Elemental Cat, he flies, he has rhp = number of flying summons you control.
| Gold
| 2
| 10
| Prismatic Boon
| Choose a school, sphere, or psionic frequency. A group is immune to that for 1s.
| Gold
| 2
| 11
| Sygg, River Guide
| Summon a DL II Merfolk Wizard, he can give someone Water Breathing, and can counter one effect.
|
Gold
| 2
| 12
| Wings of Aesthir
| Target gets +CL TH/dmg and flying 12" for 1t.
| Gold
| 2
| 13
| Wings of Hope
| Target gets +1 TH/dmg, +3 AC/saves, and flying 12" for 1t.
| Green
| 2
| 1
| Bind
| 1bM: Counter an item ability.
|
Green
| 2
| 2
| Earth Bolt
| Deal CLd10 Eldritch Earth dmg to one target (no save)
| Green
| 2
| 3
| Gaea’s Bounty
| Regain one first-level Plant/Animal spell to memorization
| Green
| 2
| 4
| Gaea’s Cradle
| One of your summoned creatures is dispelled; Add it's hp/10 in SL to your memorization
|
Green
| 2
| 5
| Gaea’s Might
| Target gains +N AC/saves/TH/dmg; N is number of groups of classes you have
| Green
| 2
| 6
| Lifeforce
| 1bM: Counter a MTG Black, Necromancy/Necromantic, or Psi7 power.
| Green
| 2
| 7
| Naturalize
| Dispel one non-natural effect (or) Turn off one non-natural item for 1 turn
|
Green
| 2
| 8
| Regeneration
| You regenerate at CL hp/s. 0, this effect drops and you lose the spell slot: Avoid a slay effect.
| Green
| 2
| 9
| Soothing Word
| Removes fear/horror effect on up to CL targets
| Green
| 2
| 10
| Spiritual Energy
| +LVL Con
|
Red
| 2
| 1
| Echoing Ruin
| Destroy all magic items of the same exact type (Disint. save each)
| Red
| 2
| 2
| Raging River
| Create a (water based) moat that is CL*30' long and CL*10' feet wide, which lasts for CL r.
| Red
| 2
| 3
| Shatter
| Destroy or turn off one magic item for CL turns (no save) (if turned off, you can drop the turned off effect).
|
White
| 2
| 1
| Abeyance
| Target cannot use M actions this segment (Will save)
| White
| 2
| 2
| Circle of Protection
| When cast, name a school/sphere/psi freq. Lose 1 spell slot: Immune to 1 effect of that school/sphere/psi freq.
| White
| 2
| 3
| Disenchant
| Dispel an effect.
|
Artifact
| 3
| 1
| Ashnod's Altar
| 0, sacrifice a summon: Get back 2 SL in progression
| Artifact
| 3
| 2
| Blasting Station
| 1N, sacrifice a summon: Deal 10 dmg to one target (no save, TechR to resist)
| Artifact
| 3
| 3
| Brass Gnat 3-1
| 1M or 1T: 10 dmg 15' radius (Annihilation, centered on you, hole in the middle, no save). Taking this power more than once increases the damage by 10 each time.
|
Artifact
| 3
| 4
| Brass Gnat 3-2
| +(LVL+1)/2 T actions per round, only for technological effects (including Brass Gnat spells). This cannot be picked more than once, but different SL versions of this same effect exist, which can be picked (once each).
| Artifact
| 3
| 5
| Brass Gnat 3-3
| 1bV+1bP or 1bT+1bP: Get a full P action of attacks against someone you are getting a parting shot against (or) Get a parting shot against someone who is immune to parting shots, or who is blinking away / leaving the group instantaneously. This cannot be picked more than once.
| Artifact
| 3
| 6
| Brass Gnat 3-4
| Charm Resistance (CR) = CL*15%. Picking this a second time gives aCR or NR, a third time gives aCR or NR (the other that you didn't pick), and the fourth time gives aNR.
|
Artifact
| 3
| 7
| Brass Gnat 3-5
| When you take this power, pick Radiation, Magic, Psi, or Innate. 1M or 1T: Dispel an effect of the type chosen. Picking this more than once gives you another pick.
| Artifact
| 3
| 8
| Brass Gnat 3-6
| Resist "Chaos", "Colorless", "Wild", and "Wonder" elements/effects (Colorless Fire, Colorless Time, Black Ice, Wild Magic Zones, etc.). Picking this twice gives Double Resist, but third and further picks do nothing.
| Artifact
| 3
| 9
| Brass Gnat 3-7
| Resist Polymorph, Clone, Domination, Teleport Other. Picking this a second time gives Immunity.
|
Artifact
| 3
| 10
| Brass Gnat 3-8
| 1M or 1T: Duplicate a Psi8 minor ability. (This is resisted using TechR, not PsiR). Picking this twice lets you duplicate Psi16 minors.
| Artifact
| 3
| 11
| Brass Gnat 3-9
| 1M or 1T, LVL/d: Raise or lower the Physical Factor (PF) of the area by 1 (min PF = 0, max PF = 11), even if current PF=0. This cannot be picked more than once.
| Artifact
| 3
| 12
| Brass Gnat 3-10
| 1M or 1T: Raise or lower the Tech Level of an object by 1 (max Tech Level = N+LVL, where N is the number of times you pick this power).
|
Artifact
| 3
| 13
| Brass Gnat 3-11
| When you take this power, pick Radiation, Magic, Psi, or Innate. 1bM or 1bT: Counter an effect of the type chosen. Picking this more than once gives you another pick.
| Artifact
| 3
| 14
| Brass Gnat 3-12
| "Luck" effects doesn't work for anyone within sight. This cannot be picked more than once.
| Artifact
| 3
| 15
| Brass Gnat 3-13
| 1N, 1/t: Immune to Head Blown Off or Summoning Sickness. Picking this more than once lets you use this power an additional time per turn.
|
Artifact
| 3
| 16
| Brass Gnat 3-14
| When you take this power, pick Radiation, Magic, Psi, or Innate. 1M or 1T: Reverse an effect of the type chosen. (Can cast the effect's reverse within 1 round, even if the reverse is not known.) Picking this more than once gives you another pick.
| Artifact
| 3
| 17
| Brass Gnat 3-15
| 1M or 1T: Summon a DL=CL (max DL=6) Alley creature, it has a DL% chance of becoming uncontrolled per segment. Picking this more than once increases the max DL by 1, but never beyond DL=9 in any case.
| Artifact
| 3
| 18
| Caltrops
| 10 damage damaging shield (no save, TechR to resist)
|
Artifact
| 3
| 19
| Fireshrieker
| One of your summons deals double damage
| Artifact
| 3
| 20
| Forcefield
| Damage Threshold 10 from physical attacks
| Artifact
| 3
| 21
| Loxodon Warhammer
| Vampiric Regen. (can be used on one of your summons)
|
Artifact
| 3
| 22
| Summon Myr 3
| Summon a DL=3 Myr
| Black
| 3
| 1
| Attrition
| Sacrifice a summon: Target is slain (PPD save)
| Black
| 3
| 2
| Gloom
| [x1 Special] Priest spells cost triple spell slots to cast.
|
Blue
| 3
| 1
| Charisma
| Your attacks are charm branded (Will save)
| Blue
| 3
| 2
| Mana Leak
| 1bM or 1 OppM: Counter target magical/psionic effect unless its user devotes another 3 spell/psionic slots to it.
| Blue
| 3
| 3
| Psionic Blast
| Target takes 40 psionic dmg, you take 20 psionic dmg (no save) (PR to resist)
|
Gold
| 3
| 1
| Absorb
| 1bM: Counterspell, and be cured 30 hp.
| Gold
| 3
| 2
| Azorius AEthermage
| Summon a DL III Human Wizard, it can refresh some of your spell/psi progressions.
| Gold
| 3
| 3
| Chromatic Armor
| Choose a school, sphere, or psionic frequency. Target is immune to that for 1t.
|
Gold
| 3
| 4
| Daring Leap
| One creature flies and gets +10 TH/dmg/AC/saves this segment.
| Gold
| 3
| 5
| Demand (Supply/Demand)
| Wishoid for a SL 2 Psi11U/W spell
| Gold
| 3
| 6
| Guiding Spirit
| Summon a DL III Angel, it flies, and makes your Summon Psi11U/W powers cost only ˝M each.
|
Gold
| 3
| 7
| Hanna, Ship's Navigator
| Summon a DL III Human Artificer, he can rebuild dispelled effects or magic items.
| Gold
| 3
| 8
| Leering Gargoyle
| Summon a DL III Gargoyle, it flies, and it can become very tough (+20 rhp) but then cannot physically attack.
| Gold
| 3
| 9
| Minister of Impediments
| Summon a DL III Human Advisor, he can lockdown one enemy's actions (Bosses and the like get a Will save).
|
Gold
| 3
| 10
| Opaline Sliver
| Summon a DL III Sliver, if this Sliver dies due to enemy combat, you get one SL=2 spell added to your progression for 1t.
| Gold
| 3
| 11
| Phantatog
| Summon a DL III Atog, it dispels spell/psi effects, you can spend spell slots to increase it's DL.
| Gold
| 3
| 12
| Plumes of Peace
| Target creature is Slowed (Reflex save) and prevent his next P action (Will save)
|
Gold
| 3
| 13
| Reparations
| Whenever an enemy targets you, gain 2 SL's back in Psi11U/W progression.
| Gold
| 3
| 14
| Riptide Crab
| Summon a DL III Crab, when he dies, you get ˝M you can use before the end of the round.
| Gold
| 3
| 15
| Samite Archer
| Summon a DL III Human Cleric Archer, he cures 30 hp to one target and causes 30 hp to another target per action.
|
Gold
| 3
| 16
| Silver Drake
| When casting, sacrifice a summon: Summon a DL IV Drake, it flies.
| Gold
| 3
| 17
| Sky Spirit
| Summon a DL III Spirit, it flies.
| Gold
| 3
| 18
| Spectral Shield
| Target gets a 20 hp Armor spell (stacks with other Armor spells), and he can't be targetted.
|
Gold
| 3
| 19
| Tempest Drake
| Summon a DL III Drake, he flies and can Interpose to protect someone from being attacked.
| Green
| 3
| 1
| Adaptation
| NaNR +CL*10%; Immune to Hostile Environment; Need not breathe
| Green
| 3
| 2
| Ancestral Mask
| Target gets +LVL/+LVL TH/dmg for each other of same race in room
|
Green
| 3
| 3
| Force of Nature II
| Summon a Wood Elemental: AC 40, hp 80, #Att 2/1, TH +30, dmg 30
| Green
| 3
| 4
| Gaea’s Skyfolk
| Winged flight CL^2"
| Green
| 3
| 5
| Nature’s Chosen
| +1S action
|
Green
| 3
| 6
| Tranquility
| Dispel all effects on one target (use the 50% +/- 5% per CL difference rules)
| Red
| 3
| 1
| Fervor
| You and your summons are not summoning sick.
| Red
| 3
| 2
| Stone Rain
| Deal CL Hull dmg to one inanimate object (no save)
|
White
| 3
| 1
| Arenson's Aura
| 0, sacrifice a maintained effect: Dispel a maintained effect.
| White
| 3
| 2
| Reverse Damage
| 1bM: One effect that's damaging you heals you for that amount instead.
| Artifact
| 4
| 1
| Giant Fan
| 1V: Move an effect from one person to another (aER to resist)
|
Artifact
| 4
| 2
| Icy Manipulator
| 1S: Target loses his next action.
| Artifact
| 4
| 3
| Jester's Cap
| Target forgets how to cast 3 spells or effects by name
| Artifact
| 4
| 4
| Summon Myr 4
| Summon a DL=4 Myr
|
Black
| 4
| 1
| Breeding Pit
| Once per round, get a DL I Thrull as a summon (limit=LVL)
| Black
| 4
| 2
| Lich
| Cast a 1st level Lich spell. You go to 0 max and current hp for 1 turn.
| Blue
| 4
| 1
| Coastal Piracy
| Whenever you kill a creature, restore 1 SL in memorization
|
Blue
| 4
| 2
| Control Magic
| Charm Monster (Will save)
| Blue
| 4
| 3
| Counterspell
| 1bM or 1 OppM: Counter target magical/psionic effect.
| Gold
| 4
| 1
| AEthermage's Touch
| Get a temporary extra Summon slot this segment, summon a DL=1d4 creature, it disappears at end of segment.
|
Gold
| 4
| 2
| Ayesha Tanaka
| Summon a DL IV Human Artificer, it can group monsters together, and counter magic item abilities.
| Gold
| 4
| 3
| Azorius Ploy
| One creature deals no damage on his next P action; and one creature has all melee damage prevented to him for 1s.
| Gold
| 4
| 4
| Cloud Cover
| Whenever someone dispels one of your spell/psi effects, you can recast that effect for ˝M within the next round.
|
Gold
| 4
| 5
| Glaciers
| x1 Special on room: Wacky balls cure instead of damage people. Spend a SL=2 spell slot each round to upkeep this.
| Gold
| 4
| 6
| Grand Arbiter Augustin IV
| Summon a DL IV Human Advisor, he spell robes for you one Psi11U/W power for -1 SL, he also casts Psi11U/W powers.
| Gold
| 4
| 7
| Harbor Guardian
| Summon a DL IV Gargoyle, he has near-infinite reach upwards.
|
Gold
| 4
| 8
| Hazerider Drake
| Summon a DL IV Drake, it is immune to area effect damaging spells/psi.
| Gold
| 4
| 9
| Kangee, Aerie Keeper
| Summon a DL IV Bird Soldier, he flies, and makes your other Bird summons +3 DL's higher.
| Gold
| 4
| 10
| Meddling Kids
| Summon a DL IV Human Child, he Banhammers one spell or psi effect of SL 4-5 (not lower) in the room [x1 Special]
|
Gold
| 4
| 11
| Reviving Vapors
| Up to 3 targets are cured (1d10+CL)*10 hp
| Gold
| 4
| 12
| Sawtooth Loon
| When summoning, sacrifice a summon: Summon a DL V Bird, he isn't sick and can cast Psi11U/W powers.
| Gold
| 4
| 13
| Stand // Deliver
| Unsummon a summon or dispel one effect, and cure one target 80 hp.
|
Gold
| 4
| 14
| Trial (Trial/Error)
| Unsummon all creatures in a group, at least one of your summons must be in that group.
| Gold
| 4
| 15
| Vanish into Memory
| Unsummon a creature. You gain 2*N-R SL's in your Psi11U/W progression, where N is it's DL and R is it's remaining rhp's.
| Green
| 4
| 1
| Aluren
| You may cast SL 0-3 Conjuration/Summoning spells as a 0 action.
|
Green
| 4
| 2
| Earth Storm
| Deal CLd12 Eldritch Earth dmg 40' radius (no save)
| Green
| 4
| 3
| Gaea’s Balance
| You may transfer SLs & PSPs between your magic & psi pools; use [Q11] type conversion
| Green
| 4
| 4
| Gaea’s Blessing
| Reconstruct up to three effects which were dispelled/twisted within the last turn
|
Green
| 4
| 5
| Gaea’s Touch
| +1QM only for Pixie Queen spells
| Green
| 4
| 6
| Harmony of Nature
| 0, 1/s, one of your summoned critters loses & can't use 1P this segment: You gain +1QP
| Green
| 4
| 7
| Living Lands
| Summon CL Treefolk (DL=2), together they occupy 1 summon slot.
|
Green
| 4
| 8
| Nature’s Blessing
| +CL distributed among AC/saves/TH/dmg as you like
| Red
| 4
| 1
| AEther Flash
| Whenever a creature appears in room, takes 20 AEther dmg (x1 Special)
| Red
| 4
| 2
| Fork
| 1bM or 1 OppM: Copy target magical/psionic effect.
|
Red
| 4
| 3
| Orcish Oriflamme
| All your subordinates get +1 offensive DL.
| White
| 4
| 1
| Congregate
| Target gains 10*N hp, where N is the number of people in the party+summons
| White
| 4
| 2
| Resurrection
| Resurrect someone who's been killed within the past CL s.
|
Artifact
| 5
| 1
| Al-Abara's Carpet
| Immune to attackers unless they are flying
| Artifact
| 5
| 2
| Coat of Arms
| Your summons get +N AC/saves/rhp/TH/dmg for each other summon of same race
| Artifact
| 5
| 3
| Mirari
| 1bM, lose a SL=5 spell in memorization: Fork
|
Artifact
| 5
| 4
| Summon Myr 5
| Summon a DL=5 Myr
| Black
| 5
| 1
| Extinction
| Slay all creatures of one race in a group (PPD save)
| Blue
| 5
| 1
| Deflection
| 1bM or 1 OppM: Redirect target magical/psionic effect to another target.
|
Blue
| 5
| 2
| Evacuation
| A group of summons is unsummoned
| Gold
| 5
| 1
| Armored Guardian
| Summon a DL V Cat Warrior, it can make people untargetable, and prevent damage.
| Gold
| 5
| 2
| Hunding Gjornersen
| Summon a DL V Human Warrior, he is good at attacking single groups with lots of monsters in it.
|
Gold
| 5
| 3
| Isperia the Inscrutable
| Summon a DL V Sphinx, it flies and it gives you an extra summon slot for itself (max=1 of these at a time).
| Gold
| 5
| 4
| Ordered Migration
| Summon CL/6 DL I Birds
| Gold
| 5
| 5
| Palliation Accord
| Whenever one of your summons physically attacks, you are cured N hp, where N is their DL.
|
Gold
| 5
| 6
| Sky Hussar
| Summon a DL V Human Knight, he hastes you and all your summons by +1S action.
| Gold
| 5
| 7
| Swift Silence
| The entire "stack" of spells is countered. You get +1sM action (Slow Mental, you can use it on segment 10)
| Gold
| 5
| 8
| Teferi's Moat
| Specify a summon type. Creature of that type can't attack you unless they fly. You can't fly while running this.
|
Gold
| 5
| 9
| Tobias Andrion
| Summon a DL V Human, he beats things.
| Gold
| 5
| 10
| Windreaver
| Summon a DL V Elemental, it flies, can interpose, if it doesn't attack it gets +10 rhp, and it can blink.
| Green
| 5
| 1
| Brute
| For the next turn, you get: -1M, +1P, -CL Int, +CL Str, -CL saves, +CL dmg; can't drop this
|
Green
| 5
| 2
| Call of the Wild
| Summon any real-world animal (your choice), you get CL/DL of them (round up)
| Green
| 5
| 3
| Doubling Season
| Whenever you summon a creature, you get 2 instead (+1 slot too)
| Green
| 5
| 4
| Force of Nature III
| Summon a Root Elemental: AC 60, hp 180, #Att 3/1, TH +50, dmg 50
|
Green
| 5
| 5
| Gaea’s Embrace
| Target gains +3 AC/saves/TH/dmg and Troll-like regen CL hp/r
| Green
| 5
| 6
| Life Essence
| If target has less than CL*CL current hp, it is cured so it has CL*CL hp
| Red
| 5
| 1
| Fissure
| Slay target creature (RSW save), or Earthquake the floor
|
White
| 5
| 1
| Angelic Chorus
| Whenever you summon a creature, cure it's hp on yourself
| Artifact
| 6
| 1
| Brass Gnat 6-1
| 1M or 1T: Lower the CL on all effects by 2 in 30' radius (no save, can use ER). Picking this more than once increases the reduction by 2.
| Artifact
| 6
| 2
| Brass Gnat 6-2
| +(LVL+1)/2 T actions per round, only for technological effects (including Brass Gnat spells). This cannot be picked more than once, but different SL versions of this same effect exist, which can be picked (once each).
|
Artifact
| 6
| 3
| Brass Gnat 6-3
| Anti-x0/x1 Shell, SL 0-1: Immune to and cannot use 0th-1st SL x0-x1 effects.
| Artifact
| 6
| 4
| Brass Gnat 6-4
| Effects Resistance (ER) = CL*10%. Picking this a second time gives you aER.
| Artifact
| 6
| 5
| Brass Gnat 6-5
| Every other "Going Down a Hole" offense you do not actually go down the Hole. This cannot be picked more than once. (If you somehow get this effect twice, you immediately do down the Deeper Hole.)
|
Artifact
| 6
| 6
| Brass Gnat 6-6
| 1N, 1/t: Immune to Twilight or draining the MF/PF/TF. Picking this more than once lets you use this an additional time per turn.
| Artifact
| 6
| 7
| Brass Gnat 6-7
| 1M or 1T: Duplicate a Psi8 major or Psi16 minor ability. (This is resisted using TechR, not PsiR). Picking this twice lets you duplicate Psi16 majors.
| Artifact
| 6
| 8
| Brass Gnat 6-8
| 1bM or 1bT: Counter a x0 or x1 effect. This cannot be picked more than once.
|
Artifact
| 6
| 9
| Brass Gnat 6-9
| 1bM or 1bT: Counter a counterspell. Picking this a second time gives you "2bM or 2bT: Insist an effect.". This cannot be picked more than twice.
| Artifact
| 6
| 10
| Brass Gnat 6-10
| You shift TechR by CL*5%, not (CL-12)*5%. Your SL=3 Brass Gnat spells do not give TechR at all (but iTechR can be used at half percentage). This cannot be picked more than once.
| Artifact
| 6
| 11
| Joven's Tools
| 1M: Target creature ignores all defenses with one attack
|
Artifact
| 6
| 12
| Mindslaver
| 1M, 1/reset: Domination for 1 segment (no save, TechR to resist)
| Artifact
| 6
| 13
| Mirror Universe
| 1M, 1/reset: Switch current hp with target (no save, TechR to resist)
| Black
| 6
| 1
| Dark Offering
| Slay a creature (PPD save), you gain it's hp to current hp
|
Blue
| 6
| 1
| Mind's Desire
| You can cast 1d6 spells of SL=1d6 next segment as 1M
| Blue
| 6
| 2
| Quash
| 1bM or 1 OppM: Counter target magical/psionic effect. That person cannot use that effect for the rest of the day.
| Gold
| 6
| 1
| Dovescape
| x1 Special on room: Everyone has +1 summon slot for Birds; All spells and psi are countered, get N DL I Bird summons instead, where N=SL.
|
Gold
| 6
| 2
| Kasimir the Lone Wolf
| Summon a DL VI Human Warrior, he beats things down.
| Gold
| 6
| 3
| Rasputin Dreamweaver
| Summon a DL VI Human Wizard, he can restore up to 6 SL's of your Psi11U/W progression, he also casts Psi11U/W powers.
| Green
| 6
| 1
| Desert Twister
| Destroy something (PP save, like a Disintegrate spell)
|
Green
| 6
| 2
| Gaea’s Herald
| When your summoned creatures go below -10 hp, they don't disappear (you can cure)
| Green
| 6
| 3
| Nature’s Cloak
| +CL*10 Rogue points; Any Level=CL/2 (or less) Rogue pick
| Red
| 6
| 1
| Dragon Roost
| Once per round, get a DL V Dragon as a summon (limit=LVL/3)
|
Red
| 6
| 2
| Gravity Sphere
| No one can fly or levitate in the area (x1 Special) (fliers in room take falling dmg when cast)
| White
| 6
| 1
| Beacon of Immortality
| Double current hp (like a Tenser's, but a different source)
| Artifact
| 7
| 1
| Legacy Weapon
| 1M: *Destroy* (or Capital S Slay) an item, effect, or creature (TechR to resist)
|
Artifact
| 7
| 2
| Summon Myr 7
| Summon a DL=7 Myr
| Blue
| 7
| 1
| Blatant Thievery
| Pick Pockets LVL*10% on each target in a group
| Gold
| 7
| 1
| Gosta Dirk
| Summon a DL VII Human Warrior, he is not sick, and can Part/Lower Water.
|
Gold
| 7
| 2
| Iridescent Angel
| Summon a DL VII Angel, it is immune to magic, psi, innates, and radiation.
| Gold
| 7
| 3
| Ith, High Arcanist
| Summon a DL VII Human Wizard, he can save/rescue a creature from being in a nasty group of monsters.
| Gold
| 7
| 4
| Jedit Ojanen
| Summon a DL VII Cat Warrior, he really beats things down.
|
Green
| 7
| 1
| Force of Nature IV
| Summon a Thicket Elemental: AC 80, hp 320, #Att 4/1, TH +70, dmg 70
| Green
| 7
| 2
| Nature’s Wrath
| Turn all undead/outer-planar creatures within 80' (no turn roll, instead make Will saves)
| Green
| 7
| 3
| One with Nature
| For every 10 points of damage you deal in unarmed combat, add 1 SL to your memorization
|
Green
| 7
| 4
| Seeds of Life
| 1 sq. mile area is restored, CL trees grow instantly, removes Defiled status
| Green
| 7
| 5
| Tooth and Nail
| Summon DL VII, can pick type, or can pick creature within type
| Red
| 7
| 1
| Flame Wave
| CL/3 groups each take 40 eldritch fire dmg (no save)
|
White
| 7
| 1
| Look at Me, I'm the DCI
| An effect is banned from the room (x1 Special)
| Artifact
| 8
| 1
| Aladdin's Ring
| 1M: 40 damage to one target (no resistance)
| Black
| 8
| 1
| Decree of Pain
| Slay all creatures in two groups (PPD save) or one group (no save)
|
Blue
| 8
| 1
| Beacon of Tomorrows
| You get an extra segment this round (segment 11 at end)
| Green
| 8
| 1
| Biorhythm
| Each person in a group's current hp = (Number of summons)*10
| Green
| 8
| 2
| Dual Nature
| Whenever you summon or create creatures, you get twice as many of them
|
Green
| 8
| 3
| Force of Nature V
| Summon a Fungus Elemental: AC 100, hp 500, #Att 5/1, TH +90, dmg 90
| Green
| 8
| 4
| Gaea’s Avenger
| Immune to x5 and lower artifact effects that you (or your party) do not control
| Red
| 8
| 1
| Insurrection
| Charm a group (Will save, ignores immunity to Charm effects)
|
White
| 8
| 1
| Reverse the Sands
| Switch current hp totals with someone (no save)
| Artifact
| 9
| 1
| Brass Gnat 9-1
| 1M or 1T: 100 dmg 15' radius (UltraBlack damage, centered on you, hole in the middle, no save), followed by a Put Out of Misery. Taking this power more than once increases the damage by 100 each time, (or) you can use a pick to have the effect followed by Really Put Out of Misery (and again for Beast of Xvim).
| Artifact
| 9
| 2
| Brass Gnat 9-2
| 1M, 1/t: Do the T-Bear "Randomly pull an item from 20th century Earth" effect. Each time you use this power, previously pulled items disappear. Picking this more than once lets you do it an extra time per turn (and lets you have an additional item kept at the same time).
|
Artifact
| 9
| 3
| Brass Gnat 9-3
| Immune to NPC status. 1M or 1T: Dust of Disappearance or Dust of Appearance.
| Artifact
| 9
| 4
| Brass Gnat 9-4
| 1Z, eat a Larva, TechL 18+ item you control, or a DL 9+ item you control: Reset.
| Artifact
| 9
| 5
| Brass Gnat 9-5
| When you take this power, pick Radiation, Magic, Psi, or Innate. 1bM or 1bT: Capital O Object an effect of the type chosen. Picking this more than once gives you another pick.
|
Artifact
| 9
| 6
| Brass Gnat 9-6
| You may convert 2T -> 1QT as much a you like. Picking this more than once lets you convert to quicker types (second pick: 2QT -> 1QQT; third pick: 2QQT -> 1QQQT; etc.).
| Artifact
| 9
| 7
| Brass Gnat 9-7
| 1M or 1T: Duplicate a Psi8 grand or Psi16 major ability. (This is resisted using TechR, not PsiR). Picking this twice lets you duplicate Psi16 grands.
| Artifact
| 9
| 8
| Darksteel Forge
| Your items are indestructible.
|
Green
| 9
| 1
| Child of Gaea
| Target becomes Int=3, Wis=3, Chr=3, CL=0 (no save) for CL days
| Green
| 9
| 2
| Everhome
| Your home plane is every plane; when this effect ends, your home plane = current plane
| Green
| 9
| 3
| Force of Nature VI
| Summon a Thorn Elemental: AC 120, hp 720, #Att 6/1, TH +110, dmg 110
|
Green
| 9
| 4
| Gaea’s Liege
| Your max hp is CL^3 (and/or) Your TH bonus is +CL^2 (no other adj. can be added)
| White
| 9
| 1
| Blessed Wind
| Target's current hp becomes 200.
|
|