Mentalist


Level KXP Psi
mMG S
1 0 3-- -
2 10 4-- -
3 15 51- -
4 23 52- -
5 35 53- -
6 53 54- -
7 80 65- -
8 120 751 -
9 180 852 -
10 270 953 -
11 400 A54 -
12 600 A65 -
13 850 A75 -
14 1150 A85 -
15 1500 A95 -
16 1900 BA5 -
17 2350 CA6 1
18 2850 DA7 2
19 3400 EA8 3
20 4000 FA9 4
21 4650 FBA 5
22 5350 FCA 5
23 6100 FDA 5
24 6900 FEA 5
25 7750 GFA 5
26 8650 HFB 6
27 9600 IFC 7
28 10600 JFD 8
29 11650 KFE 9
30 12750 KGF A
31 13900 KHF A
32 15100 KIF A
33 16350 KJF A
34 17650 LKF A
35 19000 MKF B
36 20400 NKG C
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  8  2  3  1  0  2
+1  6  5  8  3  4  2  1  3
+1  6  6  9  4  5  3  1  4
+2  7  7  9  4  5  4  2  5
+3  7  8 10  5  6  4  3  6
+3  8  9 10  6  7  5  3  7
+4  8 10 11  6  7  6  4  8
+5  9 11 11  7  8  7  5  9
+5  9 12 12  8  9  8  5 10
+6 10 13 12  8 10  8  6 11
+7 11 14 13  9 11  9  7 12
+7 11 14 13 10 12 10  7 13
+8 13 15 14 12 13 11  8 14
+9 15 15 15 14 14 12  9 15
+9 15 16 16 15 15 12  9 16
+10 16 16 16 15 16 13 10 17
+11 16 16 16 16 16 14 11 18
+11 16 16 16 16 16 15 11 19
Requisites: Con 11, Int 11, Wis 18, Chr 11
Alignment: any
HD/level: ++d6
Weapon Prof.: 4+level/9
To Hit Table: Pri
Save Table: 2xPsi
Reference: DM
Groups: Psionicist
 
See the relevant [Q] sections for rules and powers.
Mentalist Psionic Pool (MPPs) = (Str+Con+Int*2+Wis*2+Chr)*level/2.
This entire class counts as 1 towards Max Number of Frequencies, regardless of other Psionic Wild Talents and classes. Note this class gives access to many frequencies, however.
The following frequencies are included in the Mentalist: Psi1, Psi2, Psi30, Psi9, and Psi18.
At level 1, you get 1 Psi1 defense and 1 Psi2 defense. Pick 1 attack or defense from Psi1 or Psi2 every level starting at level 1.
When you get a power on the Mentalist progression, pick any power from those 5 frequencies. If you pick a Psi30 power, Minor = level 3, Major = level 6, Grand = level 10, and Super = level 15.
MPPs are recovered at your level in points every round. Rejuvenation and the like may improve this point recovery rate.
These MPPs are precisely 1 point in Psi1 and Psi2. (1 MPP is actually 1 attack/1 defense in Psi1)
For Psi30, each 10 points spent is 1 Sorcery for the entire day, with a limit of Sorcery equal to your Mentalist level plus 3. These points cannot be recovered unless you turn the Sorcery off. (Example: You have 200 MPPs and get a Sorcery of 5, lowering you to 150 MPPs. You cannot regain the 50 lost MPPs until you choose to drop the Sorcery). Using a Psi30 power costs no MPPs, but you still must resist drain as per normal.
Mentalist can use Psi30 Astral Perception, but not Psi30 Astral Projection (unless that character also has Psi30 as a class or wild talent).
10 MPPs is 1 "track point" for Psi9 and Psi18. You do not have actual tracks, however, and cannot "burn" anything after you have 0 MPPs.
If you have an source of a frequency other than Mentalist, your Mentalist may use points from the appropriate frequency instead of MPPs, and your other class/Wild Talent may use MPPs instead of its own points.
Level 9: Pick another frequency to add to Mentalist availability. The frequencies allowed are: Psi5, Psi6 & Psi12(as a combo), Psi8, Psi10.
Level 18: Pick another frequency to add, as per Level 9.
Level 27: Pick another frequency to add, but it can be ANY frequency (Psi7 and the like are allowed).

Mentalist


Basic Psi1 Information

PSI1 CLASS: Psionic Strength = (Int+Wis+Chr) / 3 * (Level+9)
WILD TALENTS: Psionic Strength = 64 + level + (Int+Wis+Chr-36) * (exceptional+1)
where "exceptional" is the number of mental stats(Int,Wis,Chr) of 16 or above.
Wild Talent Power Progression:
  Potential Number of:
Int+Wis+Chr Minor Major Grand Att+Def
0-7 1 0 0 1
8-15 2 0 0 2
16-23 2 1 0 3
24-31 3 1 0 4
32-39 4 1 0 5
40-47 4 2 0 6
48-55 4 2 1 7
56-63 5 2 1 8
64-71 6 3 1 9
72-79 7 3 1 10
80+ 8 4 2 11
 
It takes 1 nonweapon proficiency slot for a Minor, 3 slots for a Major, and 6 slots for a Grand to obtain 1st level of mastery.
Thereafter, 1/2 a slot will increase a power's level of mastery by 1.
Attacks and Defenses cost: A=1, B=0, C=½, D=1½, E=2, U=2½, F=0, G=½ , H=1, I=1½, J=2, X=2½ (in slots).
Psionicists get the number of powers seen in their progression at no proficiency cost, and their level of mastery is equal to their experience level. They could purchase higher levels of mastery (adding to their level).
 
 
PSIONIC ENCHANTMENTS (spend 1 spell of each level below to get new spell level)
 
Spell Level, Wizard: 0 1 2 3 4-8 9 10 11 12 13
Spell Level, Priest: 0 1 2 3 4-6 7 8 9 10 11
Upgrade Cost: 400 800 200 150 100 150 200 800 1800 3200

Mentalist


Psionic Blast / Ultra Blast

PSIONIC BLAST ATTACK UPON NON-NATURAL-PSIONIC CREATURE (20 attack pts)
Save for Range
Int+Wis 10yd 20yd 30yd
0-5 20 19 18
6-10 18 17 16
11-13 16 15 14
14-17 14 13 12
18-21 12 11 10
22-25 10 9 8
26-29 8 7 6
30-33 6 5 4
34-35 4 3 2
36-37 2 1 0
38+ 0 -1 -2
Save Modifiers
Additions Subtractions
wizard +1 panicked -1
priest +2 enraged -1
elf +2 confused -2
Intell. Fort. +2 hopeless -3
mind blank +2 stunned -3
psionicist +3 using psi power -4
dwarf +4 using ESP -5
halfling +4 asleep -6
helm/telepathy +4 unconscious -6
Tower/Iron Will +6 feebleminded (Int=0-5)
mind bar +6 insane NA
Int+Wis Death Coma Sleep Stun Confuse Enrage Panic Feeble 2Insanity 1Insanity 1Insanity
0-5 01-77 78-91 92 93 94 95 96 97 98 99 00
6-9 01-10 11-83 84-92 93 94 95 96 97 98 99 00
10-13 01 02-15 16-84 85-93 94 95 96 97 98 99 00
14-17 01 02 03-11 12-85 86-94 95 96 97 98 99 00
18-21 01 02 03 04-17 18-86 87-95 96 97 98 99 00
22-25 01 02 03 04 05-18 19-87 88-96 97 98 99 00
26-29 01 02 03 04 05 06-19 20-88 89-97 98 99 00
30-33 01 02 03 04 05 06 07-20 21-89 90-98 99 00
34-35 01 02 03 04 05 06 07 08-26 27-85 86-99 00
36-37 01 02 03 04 05 06 07 08 09-22 23-90 91-00
38+ 01 02 03 04 05 06 07 08 09 10-23 24-00
Duration - 2d6 d 5d4 t 2d4 t 1d4 t 2d4 r 2d4 r perm. perm. 2d6 w 1d4 w
 
ULTRABLAST ATTACK UPON NON-NATURAL-PSIONIC CREATURE (75 or 100 attack pts)
Int+Wis Save Death Coma Stun Confuse Feeblemind 1Insanity 2Insanity 3Insanity 4Insanity 5Insanity
0 NA - - - - - - - - - -
1-5 20 01-19 20-36 37-51 52-64 65-75 76-84 85-91 92-96 97-99 00
6-10 19 01-16 17-34 35-50 51-63 64-74 75-83 84-90 91-95 96-98 99-00
11-15 18 01-12 13-26 27-43 44-57 58-69 70-79 80-87 88-93 94-97 98-00
16-20 17 01-09 10-20 21-34 35-50 51-64 65-75 76-84 85-91 92-96 97-00
21-25 16 01-07 08-16 17-27 28-40 41-55 56-68 69-79 80-88 89-95 96-00
26-30 15 01-05 06-12 13-21 22-32 33-45 46-60 61-73 74-84 85-93 94-00
31-35 14 01-04 05-09 10-16 17-25 26-36 37-50 51-66 67-80 81-91 92-00
36-40 13 01-03 04-07 08-13 14-21 22-31 32-43 44-57 58-74 75-88 89-00
41-45 12 01-02 03-05 06-10 11-17 18-26 27-37 38-50 51-66 67-84 85-00
46+ 11 01 02-04 05-09 10-16 17-25 26-36 37-49 50-64 65-81 82-00
Dur. - - 2d4 d 10d6r 6d6 r Perm. Perm. Perm. Perm. Perm. Perm.

Mentalist


Psi1 Minor Powers

MINOR POWERS Cost Notes
Animal Telepathy 1/r 1=mamm,5=bird,6=rept,8=fish,10=spider,14=plant
Antipathy-Sympathy 35/h Antipathy-Sympathy (as spell)
Automaton 10/r Animate Object (as spell)
Body Equilibrium 1/r Water Walking, Feather Fall, Lessen Weight
Body Weaponry 1/r +level AC, +level unarmed damage
Cell Adjustment 1/hp Max.# hp = level*5, Cure Disease=20/70
Clairaudience 5/r 30'range per level
Clairvoyance 5/r 20'range per level
Command 5 Command (as spell)
Detect Danger 1/r 10+10*level% direction, 5+5*level% distance
Detection of Good/Evil 2/r 20+10*level% exact alignment, 10*level% objects
Detection of Life 4/r Gives dir.,dist.,size class (30'range per level)
Detection of Magic 3/r Gives type, school/sphere, and approx. level
Domination 5+HD/r Save; Psionic gets control of all actions
Empathic Control 1/HD Save-3; Emotion (as spell); no limit to HD
Empathy 3 Gives basic emotions of all in 10'wide path
ESP 2/r ESP (as spell)
Expansion 5/r Max.Press=Str of level+12, +level dmg, +level'
Hypnosis 1/HD Level>10 or Int16=save; Max.HD=ä(level)
Invisibility 3/t Mental Invisibility, affects ä(level) in HD
Levitation 3/t Levitate (as spell)
Lights 1/t Faerie Fire, Dancing Lights, Light
Locate 5/t Locate object, person, or type of creature
Memory Protection 1/d Immune to Forget,Feeblemind,Incantatrix effects
Microkinesis 1/s Telekinesis on a small object (max wt = level lbs.)
Mind Over Body 5/d No need for food,water,sleep for 2*level days
Molecular Agitation 1/r 1 dmg 1st r, 2 dmg 2nd r, etc. (max.dmg=level)
Movement Acceleration 10/r +1V Action
Object Reading 1/r Detects psychic impressions left on an object
Postcognition 1/fact Can see into past, double chances of Precog.
Precognition 1/fact Int+Wis+level*level-factor% chance correct
Psionic Trigger 10/d Contingency for 1 psi power (still need points)
Rapport 5/r 1=Share Memories, 3=Detect Lie, 4=Mind Scan
Reduction 2/t -level' until 1', then halve size each time
Sense 5/t See in darkness/fog, Hear in silenced/loud room
Spirit Speak 10/r Speak with Dead (as spell)
Suspend Animation 6 Ceases life functions for max of (level) weeks
Sens. to Psychic Imp. 1/r Gives freq., type, and field of all psi in area
Tap Psionic Link 7/r Can listen into Psi Link if within 30*level'
Telekinetic Barrier 5N /t Take -N dmg per physical attack (max N = level)
Telekinetic Blade 5/r Base damage CLdCL, considered +CL/3 weapon, mental weapon
Telep. Ventriloquism 1/' Save-3; Target actually says desired phrase
Tongues 20+6/r Tongues (as spell); 1 language/level

Mentalist


Psi1 Major Powers

MAJOR POWERS Cost Notes
Astral Projection 10 Astral Spell (as spell)
Aura Alteration 10/F/h F=#AL places moved, Remove Curse,Geas,Quest=8*SL
Aura Reading 3 Detect alignment, classes, skills, exact hp
Body Control 2/t Water Breathing, Resist environment 1 HD/level
Cellular Restoration 8 Reattaches severed limb, fixes damaged organ
Controlled Blinking 5/r Blink 10'/level each round (no action after 1st)
Deflection 1/% /h Energy (non-Physical) Reflection, max=level*10%
Dimension Door 10 Dimension Door (as spell); 90'/level
Dimension Walk 1/t Cover 30 miles in (40-level) minutes
Dispel Exhaustion 14 Mental Surgery (1) but all in psi link affected
Energy Control 1/HD Max.=level in HD damage, must be energy attack
Energy Dissipation 20 Take half damage from an energy attack
Etherealness 6/t Caster+50*level lbs. in Ethereal Plane
Flying 9/t Fly (as spell)
Foresight 18 Foresight (as spell)
Geas 40 Geas (as spell)
Improved Cell Adj. 1/hp Cell Adj. but range=10'*level, Max.hp=10*level/r
Improved Invisibility 9/t Invisibility but can attack and remain Invis.
Magic Jar 20 Magic Jar (as spell), save penalty -1/level
Mass Domination 10+HD Save-4; Max.=5 creatures of level HD
Mental Surgery 10*lvl 1=Dispel Exhaustion,5=Feeblemind,6=Cure Insanity
Mind Bar 5/d Immune to Ench/Cha,Magic Jar,Domination,Invis.
Molecular Manipulation 50 Makes object weak: 1=cord,5=chain,7=wood,9=metal
Molecular Rearrangement 10/lb. 1=soft,4=brass,7=bronze,10=steel,13=Mithril
Pass-Way 20/' Can pass through any material or Wall spell (no harm)
Paralysis Bolt 15+HD Save-6; 1 creature, Max.HD=2*level
Physical Acceleration 20/r +1P Action
Probability Travel 10/P P=#planes removed, fail=21-level%
Psionic Cage 50 Reverse Wards (no one can leave)
Shape Alteration 3+W W=weight/1000, Polymorph Self (as spell)
Standing Concentration 5/d Can convert 1P+1V Action to 1M if desired each r
Submit Illusion 12/t Submit a Spectral Force to subject's mind
Telekinesis 3/r Max.Weight=3*sum(level), accel. 2"/r move rate
Telempathic Projection 6 Empathy, but can send an emotion
Telepathy 1/r Operates up to 186,000 miles away on same plane
Telepathic Projection 1/r+HD Suggestion, Possession=2*Int+Wis+Chr points
Teleportation 20+1/% Teleport (as spell), can adjust roll by 1%/point
Transmutation 10 One effect in next turn can be changed to another element
True Sensory Input 4/r True Seeing (as spell), but all 5 senses
Wards 50 Pro.Evil&Scrying, no one can enter, break=150pts
X-ray Vision 15/r As per ring of X-ray vision

Mentalist


Psi1 Grand Powers

GRAND POWERS Cost Notes
Amplification 10*#cr Save; Sleep d6+3 hr, Gain (Int+Wis+Chr)*2 points
Amplify Power 10N +N to CL (or) +N*10% effect to next Psi1 power (max N=CL)
Death Stare 75 Save-6; Death; Stun 2d4r if over 2*level HD
Energy Cancel 3/HD As Energy Control but removes entire area effect
Energy Jar 15/HD As Energy Control, can throw affect yourself once for 1M
Endowment 100 Gain psionics, one row lower on table above
God Voice Ventrilo. 25/r Loud "god voice", deafness (save), suggestion (save)
Grand Domination 3*HD/r Save at penalty equal to level; no HD limit
Interdimensional Space 40+1/h Rope Trick (as spell); duration limit=1h/level
Limited Wish 320 Limited Wish (as spell)
Mental Acceleration 30/r +1M Action (can be used for anything)
Power Transfer 100*T T:Minor=1,Major=2,Grand=3, Object=½*Caster Psi
Preservation 50 1=Preserve,2=Trap Soul,5=Permanency,7=Stasis
Psionic Acceleration 20/r +1M Action (must be used on natural psionics)
Psionic Amplification 8*Mult Multiplies a power; Max.=level/4+1
Psionic Disruption 40/r No psi powers (any freq.) can be used in 50'r
Restoration 60 Restoration, Restores Items, Stops dual-nature
Severance 20*SL Save; stops use of any 1 ability in creature
Shade 100 Creates a ghost/shade of person who died here, half powers
Suppression 3/r Cannot use or be affected by psionics, all psi effects drop

Mentalist


Psi1 Super Powers

SUPER POWERS Cost Notes
Cellular Heal/Harm X up to X targets: Heal or Harm X% of max hp
Counterspell 40*SL [0 action to use] Counters a Magic/Psi/Innate
Energy Dampen 1/HD/d Permanent Energy Cancel on self or 100'cu area
Full Acceleration 50/r +1 Full Action /r
Hero Element 700 Casts any one 1st level Hero spell
Legend Element 400 Casts any one 1st level Legend spell
Mental Deceleration 100*N Target loses next N mental actions (no save)
No Resistance 400 1 target: Lowers Class VI,PsiR,Defense X for 1t
Opposing Acceleration 60/r +1 Opposing Action /r
Physical Deceleration 50*N Target loses next N physical actions (no save)
Quick Mental Accel. 60/r +1 QM Action /r
Rapid Fire 80/r x2 number of Psi1 attacks/r, stacks with itself
Shotokan Spirit 60/r Know and can use all Psi0 minor/major/grand powers
Sinanju Spirit 60/r Know and can use all Martial Arts powers
Super Domination 10*HD Dominate one target (no save, no PsiR, no Wis)
Telekinetic Crush X 1 target: X*X*X telekinetic damage (no save)
Versatility 1000 Permanent: +1 max. # of classes or # psi.freq.
Wish 480 Wish (as spell), or any Psi2 Dev/Sci/High Sci

Mentalist


Psionic vs. Psionic in Mental Combat

Attack
Strength
Attack
#.Mode
F.Mind
Blank=1
G.Thought
Shield=2
H.Mental
Barrier=3
I.Intellect
Fortress=8
J.Tower of
Iron Will=10
1- 25 A.Psionic Blast=20 3 7 4 1 0
B.Mind Thrust=4 12 4 0 0 1
C.Ego Whip=7 8 3 0 0 0
D.Id Insinuation=10 1 6 8 1 1
E.Psychic Crush=14 2% 0% 0% 0% 0%
U.Ultrablast=75/100 6 10 8 4 2
26- 50 A.Psionic Blast=20 6 9 6 2 0
B.Mind Thrust=4 15 6 1 0 2
C.Ego Whip=7 12 4 0 0 0
D.Id Insinuation=10 2 8 10 3 3
E.Psychic Crush=14 5% 2% 1% 0% 0%
U.Ultrablast=75/100 12 19 15 8 3
51- 75 A.Psionic Blast=20 10 12 9 4 1
B.Mind Thrust=4 18 9 2 2 3
C.Ego Whip=7 17 6 1 1 1
D.Id Insinuation=10 4 11 13 7 6
E.Psychic Crush=14 9% 4% 2% 1% 0%
U.Ultrablast=75/100 18 27 21 12 5
76-100 A.Psionic Blast=20 15 16 13 7 2
B.Mind Thrust=4 22 13 5 4 5
C.Ego Whip=7 23 9 3 2 3
D.Id Insinuation=10 7 15 17 12 10
E.Psychic Crush=14 14% 7% 5% 3% 2%
U.Ultrablast=75/100 24 34 26 16 8
101-125 A.Psionic Blast=20 21 21 18 11 4
B.Mind Thrust=4 26 18 9 7 8
C.Ego Whip=7 30 13 6 4 6
D.Id Insinuation=10 11 20 22 18 15
E.Psychic Crush=14 20% 11% 9% 6% 4%
U.Ultrablast=75/100 30 40 30 20 12
126-150 A.Psionic Blast=20 28 27 18 16 7
B.Mind Thrust=4 30 24 9 11 12
C.Ego Whip=7 38 18 6 7 10
D.Id Insinuation=10 16 26 22 25 21
E.Psychic Crush=14 27% 16% 9% 10% 7%
U.Ultrablast=75/100 36 45 33 24 18
151-175 A.Psionic Blast=20 36 34 31 22 11
B.Mind Thrust=4 34 31 25 15 17
C.Ego Whip=7 47 24 15 11 15
D.Id Insinuation=10 22 33 35 33 28
E.Psychic Crush=14 35% 22% 20% 15% 11%
U.Ultrablast=75/100 42 50 36 28 24
 
OTHER ATTACK & DEFENSE MODES
 
Attack Mode T (Psionic Touch): As per attack mode A, but range touch, affects only one target, and there is no saving throw.
Attack Mode V (SuperBlast): This attack theoretically should exist based on its existence in Psi2. It would cost 250 attack points and have the same effect that it has in Psi2.
Defense Mode X (UltraShield): Costs 20 defense points per round to use; you cannot attack or be attacked psionically in any frequency.

Mentalist


Psionic Attack Upon Defenseless Psionic

Attack
Strength
Attack
#.Mode
Defender's Original Psionic Strength
10-59 60-109 110-159 160-209 210-259 260-309 310+
1- 25 A.Psionic Blast=20 D C C 15 10 5 5
B.Mind Thrust=4 W W 40 35 30 25 20
C.Ego Whip=7 30 25 20 15 10 5 5
D.Id Insinuation=10 40 35 30 25 20 15 10
E.Psychic Crush=14 72% 60% 50% 40% 30% 20% 10%
U.Ultrablast=75/100 S P W 40 30 20 10
26- 50 A.Psionic Blast=20 S D C C 15 10 5
B.Mind Thrust=4 W W W 40 35 30 25
C.Ego Whip=7 35 30 25 20 15 10 5
D.Id Insinuation=10 R 40 35 30 25 20 15
E.Psychic Crush=14 75% 62% 52% 42% 32% 22% 12%
U.Ultrablast=75/100 I S P W 40 30 20
51- 75 A.Psionic Blast=20 W S D C C 15 10
B.Mind Thrust=4 P W W W 40 35 30
C.Ego Whip=7 40 35 30 25 20 15 10
D.Id Insinuation=10 R R 40 35 30 25 20
E.Psychic Crush=14 79% 65% 55% 45% 35% 25% 15%
U.Ultrablast=75/100 K I S P W 40 30
76-100 A.Psionic Blast=20 P W S D C C 15
B.Mind Thrust=4 P P W W W 40 35
C.Ego Whip=7 P 40 35 30 25 20 15
D.Id Insinuation=10 R R R 40 35 30 25
E.Psychic Crush=14 84% 69% 59% 49% 39% 29% 19%
U.Ultrablast=75/100 K K I S P W 40
101-125 A.Psionic Blast=20 K P W S D C C
B.Mind Thrust=4 P P P W W W 40
C.Ego Whip=7 I P 40 35 30 25 20
D.Id Insinuation=10 R R R R 40 35 30
E.Psychic Crush=14 90% 74% 64% 54% 44% 34% 24%
U.Ultrablast=75/100 K K K I S P W
126-150 A.Psionic Blast=20 K K P W S D C
B.Mind Thrust=4 P P P P W W W
C.Ego Whip=7 I I P 40 35 30 25
D.Id Insinuation=10 R R R R R 40 35
E.Psychic Crush=14 97% 80% 70% 60% 50% 40% 30%
U.Ultrablast=75/100 K K K K I S P
151-175 A.Psionic Blast=20 K K K P W S D
B.Mind Thrust=4 K P P P P W W
C.Ego Whip=7 I I I P 40 35 30
D.Id Insinuation=10 R R R R R R 40
E.Psychic Crush=14 99% 87% 77% 67% 57% 47% 37%
U.Ultrablast=75/100 K K K K K I S
Code Effect
# Psionic attack points lost, beyond 0 attack pts = hp dmg
C Confused for 2d4 rounds
D Dazed for 1d4 turns, no psionic or other mental activity
I Idiocy, Int = 1d4, psionic ability lost, curable with Heal spell
K Killed
P Permanent loss of one random Psi1 power, and Dazed as above
R Robot, mind under control of attacker, save can be made every 2d4 weeks
S Sleeping in coma for 1d4 weeks
W Wounded, One random Psi1 power lost for 2d4 weeks
 
If the subject is immune to the effect (or the effect is redundant/meaningless), treat letters as a "40" instead

Mentalist


Basic Psi2 Information

Psi2 Psionicists:
PSPs = Wis*2+Int+Con-40+(Wis-5)*(level-1)
Wild Talents:
PSPs = Int+Wis+Con+4*level
Wild Talents Potential Number of:
Int+Wis+Con Devotions
(Minors)
Sciences
(Majors)
High Sci
(Grands)
Att+Def
0-14 1 0 0 1
15-29 2 0 0 2
30-44 3 1 0 3
45-59 4 2 0 4
60-74 5 3 1 5
75+ 6 4 2 6
Minimum Level: 0 3 8 0
 
It takes 1 nonweapon proficiency slot for a Devotion, 3 slots for a Science or Meta-Psionic Devotion, and 6 slots for a Meta-Psionic Science or High Science. This gives 1st level of mastery in that power.
There are no prerequisites for any power for both Wild Talents and Psionicists.
A "power score" is making the roll by 10. There are no terrible failures. If you fail, you spend no PSPs.
Each additional proficiency slot spent for a power does 1 of three things (choose 1 per slot spent):
1. Roll an extra 1d20 for check, and choose best roll.
2. Get a +1 on the target check number.
3. Increase the level of mastery (caster level) by 1. You cannot have more than double your level in CL (max = equal to level for Wild Talents).

Mentalist


Psi2 Combat

MAC (Mental Armor Class) = 25-Wis (Wis below 15 gives MAC of 10)
Use Int as if it was Balance (under Dex) to adjust MAC.
MTHAC0 (Mental THAC0) = 21-(Psi2 level)
Use Wis as if it was Efficiency (under Str) to adjust MTHAC0.
    MAC adjustment for defenses ("-" means better MAC)
#Att dmg Mind
Blank
Thought
Shield
Mental
Barrier
Intellect
Fortress
Tower of
Iron Will
Ultra-
Shield
Psionic Blast 4 1 -3 +2 -5 +4 +3 -6
Mind Thrust 3 1 +5 +3 -2 -3 -5 -5
Ego Whip 2 2 +3 +4 +2 -4 -3 -4
Id Insinuation 3 2 -5 -3 -1 +2 +5 -7
Psychic Crush 2 3 +1 -4 +4 -1 -2 -8
Ultrablast 3 3 +8 +7 +6 +5 +4 0
 
"dmg" is how many Tangents are gained on the target. 3 Tangents equal 1 Contact at which time each hit has the effect listed in the power descriptions. This system is not used against those who do not have frequency 2 psionics; the only way to get contact on them is by using Contact, Passive Contact or Mass Contact.
There will be ways of (with items) adjusting MAC and MTHAC0 in the future.
PSIONIC ENCHANTMENTS (spend 1 spell of each level below to get new spell level)
 
Spell Level, Wizard: 0 1 2-10 11 12 13 14 15 16
Spell Level, Priest: 0 1 2-9 9 10 11 12 13 14
Upgrade Cost: 200 400 100 400 900 1600 2500 3600 4900

Mentalist


Psi2 Devotions (Minors)

# Power Disip. Check PSPs Effect Power Score Source
1 Absorb Disease Metab Con-3 12 Moves a disease to psionic Destroys a disease PHBR5
2 Accelerate Metab Con-2 10+10/m Haste Super Haste (+2 P/V) WatW2
3 Acceptance Telep Int 10+2/t Captives become passive/docile Betray each other DSDK2
4 Adrenalin Control Metab Con-3 8+4/r +1d6 Str,Dex,or Con +1d6 to all three PHBR5
5 Aging Metab Con-7 15 (level)d4 years aged (level)d10 years PHBR5
6 Alignment Stabilization Telep Wis-1 15+10/d Keeps alignment from changing Maintenance 5/d DSDK2
7 All-Round Vision Clair Wis-3 6+4/m Can see in all directions Infravision gained PHBR5
8 Alter Features Metab Con-1 6+3/t Alter Self Change Self WatW2
9 Amnesia Telep Wis-2 C+5/r Amnesia Free Maint. 1d10 d WatW2
10 Animate Object Kinet Int-3 8+3/m Animates object;move rate 6 Animation is smooth PHBR5
11 Animate Shadow Kinet Wis-3 7+3/m Animates shadow;no effect Range is 100y PHBR5
12 Astral Projection Port Int 6+2/h Go to Astral with silver cord Color pool nearby PHBR5
13 Attraction Telep Wis-4 C+8/m Strong attraction for thing Obsession for thing PHBR5
14 Aversion Telep Wis-4 C+8/t Strong aversion for thing Afraid of thing PHBR5
15 Awe Telep Chr-2 C+4/r Won't attack caster (save) No save PHBR5
16 Ballistic Attack Kinet Con-2 5 Roll TH; (level)d4 damage (level)d8 damage PHBR5
17 Beast Mastery Telep Wis-3 20+H/d Control beast (Max.Int=level) 5 PSPs initial cost DSDK2
18 Biofeedback Metab Con-2 6+3/r -2 dmg/att;+level/3 AC bonus +level AC bonus PHBR5
19 Blink Port Int+1 7+3/r Blink Blink Wounding 1/r WatW2
20 Body Control Metab Con-4 7+5/m Breathe,move normally; 0 dmg terrain Can change environ. PHBR5
21 Body Equilibrium Metab Con-3 2+2/m Water Walking, Feather Fall 1 d w/o Maintenance PHBR5
22 Body Weaponry Metab Con-3 9+4/r Convert arm to weapon Weapon is +1/+0 PHBR5
23 Bone Reading Clair Wis-1 15 Know who died in this spot See last 10 min of life WatW2
24 Cannibalize M-Psi Con -8*Con +8 PSPs/Con;Con returns 1/w +8 PSPs PHBR5
25 Carapace Metab Int 5+1/r +level AC; -(11-level) Dex No Dex loss DSDK2
26 Catfall Metab Dex-2 4 30'fall:no dmg;other @ h dmg 50'fall:no dmg PHBR5
27 Cause Decay Metab Con-2 4 Item falls apart(save vs.acid) No save allowed PHBR5
28 Cause Sleep Metab Wis-2 9+2/r Sleep (save) No memory of sleep WatW2
29 Cell Adjustment Metab Con-3 1/hp 20*level hp:1r;disease=+5 PSPs Half cost in PSPs PHBR5
30 Chameleon Power Metab Con-1 6+3/m Can match surroundings well +15% HS PHBR5
31 Chemical Stimulation Metab Con-4 9+6/r level dmg acid (items save) No item saves PHBR5
32 Cognitive Trance M-Psi Int 4 Photographic Memory; cannot use V +4 Int checks 1 d WatW2
33 Combat Mind Clair Int-4 5+4/r +level/3(round up) group init. Psionic:+level/3 AC PHBR5
34 Compact Kinet Wis-1 4 Reduce object volume 90% Reduce volume 95% DSDK2
35 Conceal Thoughts Telep Wis 5+3/m Gain contest vs.ESP,Probe,etc. Imm to those powers PHBR5
36 Concentrate Water Kinet Con-3 10 Make 1-9 gal.water from area Double water amount DSDK2
37 Contact Telep Wis Int+1/r -2 check if resisting Maintained 4r for free PHBR5
38 Control Body Kinet Con-2 8+8/r Control all P,V actions Auto. win Contest PHBR5
39 Control Flames Kinet Wis-1 6+3/r x2/ 2 fire; move 9; (level)d4 x3/ 3 fire; (level)d6 PHBR5
40 Control Light Kinet Int 12+4/m Dim or brighten light Maintenance 1/r PHBR5
41 Control Sound Kinet Int-5 5+2/m Dampen,disguise,increase sound Maintenance 1/r PHBR5
42 Control Wind Kinet Con-4 16+10/r 5*level Mph; change dir. 10*level Mph PHBR5
43 Convergence M-Psi Wis 8 10y: All PSPs in link combine CLs in link combine PHBR5
44 Create Sound Kinet Int-7 8+3/r Audible Glamer (as spell) Double level PHBR5
45 Cryokinesis Kinet Wis 8+7/r Molecular Agitation but cold 1d3/r 2d3/r WatW2
46 Danger Sense Clair Wis-3 4+3/t Know if danger nearby Know distance PHBR5
47 Daydream Telep Wis C+3/r Mind wanders;+20% Thief Abil. +30% Thief Abilities PHBR5
48 Deflect Kinet Int 4 Deflect a missile -- WatW2
49 Dimension Blade Port Con-1 6+5/r Weapon ignores natural AC; +2/+2 x2 dmg WatW2
50 Dimension Walk Port Con-2 8+4/t Move 30 miles in (40-level)m Halve time PHBR5
51 Dimensional Door Port Con-1 4+2/r Can't see destination:stun 1r No stun PHBR5
52 Dimensional Screen Port Con-3 9+6/r Spherical Dim Door around you -- WatW2
53 Displacement Metab Con-3 6+3/r As per Displacer Beast AC bonus is +4 PHBR5
54 Double Pain Metab Con-3 7 All dmg phantom x2 for 1t SS or unc. each hit PHBR5
55 Dream Travel Port Wis-4 1/25M/P Move up to 500M in (48-lvl)t Halve time PHBR5
56 Duo-Dimension Port Con-2 11+4/r No thickness Wpn is Dim Blade WatW2
57 Ectoplasmic Form Metab Con-4 9+9/r Pass through solid objects Maintenance 3/r PHBR5
58 Ego Whip [C] Telep Wis-3 4 -5 rolls; Max spell=3rd: 1d4r Max spell=1st: 1d6 r PHBR5
59 Empathy Telep Wis C+1/r Sense emotions Subject of emotions PHBR5
60 Empower (weak version) M-Psi Wis-12 25+50X Object PSP=(Dev+2*Sci+3)*L -- PAoA2
61 Enhanced Strength Metab Wis-3 2S+S/r Increase strength, Max=level Max=2*level PHBR5
62 Enhancement M-Psi Wis-3 30+8/m +2 check in 1 Disc;others -1 Others not reduced PHBR5
63 Environment Clair Int-2 5 Mental image of object's loc. 1m of observation DSDK2
64 ESP Telep Wis-4 C+6/r Know surface thoughts Maintained 1r for free PHBR5
65 Ethereal Traveler Port Wis-4 15+2/r Wraithform (as spell) Maintained free 24h DSDK2
66 Expansion Metab Con-2 6+1/r Increase dimension by 50%/r Increase by 100%/r PHBR5
67 False Sensory Input Telep Int-3 C+4/m Change sensory input slightly Any false perception PHBR5
68 Feel Light Clair Wis-3 7+5/m Can feel light;+4 vs. gaze Feel in all directions PHBR5
69 Feel Moisture Clair Wis-3 5+1/m Can detect water & amount Maintained free 4h DSDK2
70 Feel Sound Clair Wis-3 5+3/m Can feel sound;+2 vs. sonic Thief DN 10*level% PHBR5
71 Fighting Trance M-Psi Wis-1 4+1/r +1 AC/saves/TH; -1 power checks another +1 WatW2
72 Flesh Armor Metab Con-3 8+4/r +roll AC, Max=level +1 more AC PHBR5
73 Focus Forgiveness Telep Wis-3 10+2/h Temporarily forget Quest,Geas Maintenance cost 1/h DSDK2
74 Forced Symmetry Metab Int-2 12 Makes 2 halves of body same Change is permanent DSDK2
75 Ghost Writing Kinet Wis-2 8+3/m Write 5 words/r:remote paper Write 15 words/r DSDK2
76 Gird M-Psi Int-3 2*M/m Maintain powers w/o conc. Maintain in sleep PHBR5
77 Graft Weapon Metab Con-5 10+1/r Connect weapon to body; +1/+1 Bonus is +4/+4 PHBR5
78 Hear Light Clair Wis-3 6+3/m Can hear light Can hear infrared PHBR5
79 Heightened Senses Metab Con 5+1/m Triple sensory sensitivity 1 sense increased 1d PHBR5
80 Hivemind M-Psi Wis-1 2 Gain 4*level PSPs from insects Gain 8*level PSPs DSDK2
81 Identity Penetration Telep Wis-3 C+6/m See through polymorph,illusion -- PHBR5
82 Immovability Metab Con-5 9+6/r Need 10*roll in Str to move Impossible to move PHBR5
83 Impossible Task Telep Wis-1 10+5/d Believes task is impossible Maintained free 1m DSDK2
84 Incarnation Awareness Telep Wis-4 C+13/r Gain info. about 1 past life/r All past lives in 1r PHBR5
85 Inertial Barrier Kinet Con-3 7+5/r Melee:delay 1r;Mis.:-dice dmg Mis.:-dice-1 dmg PHBR5
86 Inflict Pain Telep Con-4 C+2/r -4 TH; no spells (save) unc. 1d10r (save) PHBR5
87 Insect Mind Telep Int-2 7+1/m +2 Chr with insects Maintained free 1d DSDK2
88 Intensify M-Psi ***-3 5S+1/r +S Int,Wis,or Con,-S other 2 Cost is 3S+1/r PHBR5
89 Invincible Foes Telep Wis-3 C+5/r Next hit drops target 1t -- PHBR5
90 Invisibility Telep Int-5 C+2/r/P Makes someone invisible Superior Invisibility PHBR5
91 Iron Will M-Psi Wis 8+3/m Can fully act up to -10 hp Can act up to -15 hp WatW2
92 Know Course Clair Int-2 5+4/h Find the Path Radial Navigation WatW2
93 Know Direction Clair Int 1 Know which way is North Maintained for 1 day PHBR5
94 Know Location Clair Int 10 Gives simple idea of location Learn exact location PHBR5
95 Levitation Kinet Wis-3 12+2/m Up/down move rate 6 Move rate 12 PHBR5
96 Lend Health Metab Con-1 4 Transfer hp from psionic Target gets double PHBR5
97 Life Detection Telep Int-2 3+3/m Detect Life (as spell) -- PHBR5
98 Magnetize Kinet Int-1 2W Metal obj magnetised L r (W=weight) No Str check allowed WatW2
99 Magnify M-Psi Wis-5 25M+M/r Mult. power (Max=level/5+1) M+1, no extra cost PHBR5
100 Martial Trance M-Psi Wis-3 7 +1 checks; no P,V actions Only lose P actions PHBR5
101 Mass Manipulation Kinet Int-3 9+9/r Modify weight -75% to +100% -90% to +300% WatW2
102 Mental Barrier [H] Telep Wis-2 3 Costs no action to use No contact for 2r PHBR5
103 Mind Bar Telep Int-2 6+4/m 75% vs. Ench/Cha;immune Telep. +5 in contests PHBR5
104 Mind Blank [F] Telep Wis-7 0 Costs no action to use -- PHBR5
105 Mind Over Body Metab Wis-3 10/d/P Don't need food,water,sleep Don't need rest after PHBR5
106 Mind Thrust [B] Telep Wis-2 2 Lose 1 power 2d6d -- PHBR5
107 Molecular Agitation Kinet Wis 7+6/r Destroy object in 5r (save-10) Destroy in 3r PHBR5
108 Molecular Bonding Kinet Int-1 5+4/m Join 2 objects at molecular level 6 sq" /r 24 sq" /r WatW2
109 Molecular Manipulation Kinet Int-3 6+5/m Object is weakened (-2 save/r) (-4 save/r) PHBR5
110 Momentum Theft Kinet Int-2 5+ Stop (200 lbs, each x2 is +5 PSPs) Held for 1r WatW2
111 Mysterious Traveler Telep Wis-1 2 False rumors about his travels Rumors continue 3d DSDK2
112 Opposite Reaction Kinet Con-1 5 Missile returns at attacker Breaks missile DSDK2
113 Passive Contact Telep Wis-1 2*Int+1/h Like Contact, cheaper to maintain Empathy with target WatW2
114 Phase Port Wis-1 6+6/r Out of phase; cannot attack x2 move rate WatW2
115 Phase Object Port Wis-3 10+5/r Object out of phase May disintegrate WatW2
116 Pheromone Discharge Metab Int 5+1/m Smells like an insect Maintained free 4d6h DSDK2
117 Phobia Amplification Telep Wis-2 C+4/r Strong Fear of thing (save) No save PHBR5
118 Photosynthesis Metab Con+1 5+2/t Regen 1 hp/r in sunlight Sustenence in sun WatW2
119 Plant Mind Telep Int-4 11+2/m +2 Chr when dealing with plants Free maint. 1 d WatW2
120 Pocket Dimension Port Wis 14+3/t 5' cube extradimensional space 10' cube WatW2
121 Poison Sense Clair Wis 1 Detects presence of poison Gives type of poison PHBR5
122 Post-Hyp. Suggestion Telep Int-3 C+Lvl Long-term Suggestion Check not reduced PHBR5
123 Predestination Clair Wis-3 20+5/yD Gives vague feeling of destiny Can peer twice as far DSDK2
124 Probability Manipulation M-Psi Int-4 10 +4 to next die roll +4 next 3 die rolls WatW2
125 Prolong M-Psi Con-4 5+2/r Range & area of powers +50% Range & area +100% PHBR5
126 Psionic Inflation M-Psi Wis-5 20+3/m All powers double cost & main. Triple cost & main. PHBR5
127 Psionic Residue M-Psi Wis-3 15 Get 10% PSPs spent by others +10 PSPs DSDK2
128 Psionic Sense M-Psi Wis-3 4+1/m Detect Psi: PSPs,Dir.,Dist. Does all frequencies PHBR5
129 Psionic Vampirism M-Psi Wis-3 C+8+3/r Drain CL PSPs from target /r Double effect WatW2
130 Psychic Blade M-Psi Con-2 7+X+X/r Blade: 1d6/1d6 +2/+X, stun 1d6r (save) 1d10/1d10 WatW2
131 Psychic Drain M-Psi Wis-6 10P+C Drain W,I,C:10 PSPs;Amnesia 2w No Amnesia PHBR5
132 Psychic Impersonation Telep Wis 10+3/h Match other's thought patterns Cannot be detected PHBR5
133 Psychic Messenger Telep Con-4 4+3/r Send Illusion of self to area Can look like other PHBR5
134 Radial Navigation Clair Int-3 4+7/h Know dist./dir. to start point Can retrace to start PHBR5
135 Receptacle M-Psi Wis-5 1/r Gem:1/100gp;Item:(2W+I+C-40)*L -- PHBR5
136 Reduction Metab Con-2 D+1/r -1' per PSP until 1', then halve Double effect PHBR5
137 Repugnance Telep Wis-5 C+8/r Hatred for something (save) No save PHBR5
138 Reptile Mind Telep Int-1 5+1/m +2 Chr with reptiles Charms reptiles DSDK2
139 Retrospection M-Psi Wis-4 120 Similir to Commune spell -- PHBR5
140 Return Flight Kinet Con-1 3 Missile becomes returning Attack again if miss DSDK2
141 Rigidity Metab Con-2 8+3/r -1/r TH,Init,AC penalty Start at -3 DSDK2
142 Safe Path Clair Wis-4 8+5/m +4 Dex checks; Resist Traps Auto make next save WatW2
143 See Ethereal Clair Wis-5 4+2/m Can see into border Ethereal See into full Ethereal WatW2
144 See Magic Clair Wis-3 6+6/m Detect Magic Know exact type WatW2
145 See Sound Clair Wis-3 6+3/m Can see sound Maintenance 1/r PHBR5
146 Send Thoughts Telep Int-1 C+2/r Send thoughts;no spells (save) No save PHBR5
147 Sensitivity to Observation Clair Wis 5 Know when you're watched Knows location WatW2
148 Sensory Suppression Telep Int-2 C+4/r Blindness and Deafness Loses all 5 senses WatW2
149 Shadow Walk Port Con+1 9 Travel between shadows 1000 yd 2 miles WatW2
150 Share Strength Metab Con-4 6+2/r Transfer 2 Str:1 target Str Transfer 1:1 PHBR5
151 Sight Link Telep Con-3 C+5/m Can see through other eyes Sound Link gained PHBR5
152 Soften Kinet Int 4+3/r Weapon -1TH,-1dmg,-1save/r Double rate PHBR5
153 Sound Link Telep Con-2 C+4/t Can hear through other ears Sight Link gained PHBR5
154 Spatial Distortion Port Int-4 8+4/m Distance Distortion 20'cu Double effect WatW2
155 Spider Touch Metab Dex-1 4+2/m Spider Climb +2 Dex WatW2
156 Spirit Sense Clair Wis-3 10 Senses presence of spirits Knows exact location PHBR5
157 Splice M-Psi Int-2S 5S+S/r Do combined powers as 1 Mental +2 checks when used PHBR5
158 Stasis Field M-Psi Con-3 20+X/r Slows down time by x60 -- PHBR5
159 Static Discharge Kinet Int-3 5+5/r 1d4+1 dmg lightning, cumulative per r 1d6+1 instead WatW2
160 Strength of the Land Metab Con-2 10+2/r +25 hp,+3 TH,+3 dmg,25% MR Lasts 5r after maint. DSDK2
161 Summon Object Port Int-4 30 Summon a simple object max 100 lbs. Half PSP cost WatW2
162 Suppress Fear Telep Wis+1 5 Remove Fear; +4 vs. fear for 1 t +1 TH WatW2
163 Suspend Animation Metab Con-3 12 Suspend animation (level)w Aware; can awaken PHBR5
164 Synaptic Static Telep Int-4 15+10/r Must contest to use psionics +1 contest for static PHBR5
165 Taste Link Telep Con-2 C+4/t Can taste through other mouth Scent Link gained PHBR5
166 Telempathic Projection Telep Wis-2 C+4/r Send emotions Can change emotion PHBR5
167 Teleport Lock Port Int-1 8+2/r Target cannot teleport (no save) -- WatW2
168 Teleport Object Port Int-3 T+20 Teleports 1 nonliving object Automake saves 2d DSDK2
169 Teleport Trigger Port Int+1 2/h Activates Teleport (no action) No dist. Check Mod. PHBR5
170 Thought Shield [G] Telep Wis-3 1 Costs no action to use -- PHBR5
171 Time Dilation Port Int-7 54/r +3 M, +3 P, +3 V; not cumul. w/ Haste +1 more each type WatW2
172 Time Duplicate Port Int-1 22/s Can use 2M/2P/2V/6Z next segment +4 AC/save; +2 TH WatW2
173 Time Shift Port Int 16+3/rS Move into future;Max=(level)r Add 1r to Max PHBR5
174 Time/Space Anchor Port Int 5+1/m Cannot be teleported -- PHBR5
175 Trail of Destruction Clair Wis-2 10+3/m Detect use of Defiling magic Know which spells DSDK2
176 True Worship Telep Wis-1 5 Tells god worshiped & temple Knows all in range DSDK2
177 Truthear Telep Wis 4+2/m Detect Lie (as spell) Knows real truth PHBR5
178 Watcher's Ward Clair Int-2 6+2/h Can't be surprised; Detect Danger Know location danger WatW2
179 Weather Prediction Clair Int-2 10 Accurate weather forecast 24h Weather forecast 1w DSDK2
180 Wrench M-Psi Wis-4 15+8/r Undead:-level AC;cannot drain -2 init. penalty PHBR5

Mentalist


Psi2 Sciences (Majors)

# Power Disip. Check PSPs Effect Power Score Source
1 Animal Affinity Metab Con-4 15+4/m Take random animal's attribute Take 2 attributes PHBR5
2 Appraise M-Psi Int-4 14 Gives chances of success Reroll 3 future dice PHBR5
3 Aura Alteration M-Psi Wis-4 10 Disguise AL,level (level)h -- PHBR5
4 Aura Sight Clair Wis-4 9+9/m Learn 2 auras (AL or level) Learn 4 auras PHBR5
5 Banishment Port Int-1 30+10/r Target in pocket;returns @ end Cannot gate/teleport PHBR5
6 Clairaudience Clair Wis-3 6+4/m Clairaudience (as spell) Gain Clairvoyance PHBR5
7 Clairvoyance Clair Wis-4 7+4/m Clairvoyance (as spell) Gain Clairaudience PHBR5
8 Complete Healing Metab Con 30 Heal (as spell) in (24-level)h Heal in (60-3*level)m PHBR5
9 Create Object Kinet Int-4 16+3/r Creates temporary small object Object is permanent PHBR5
10 Death Field Metab Con-8 40 Set amount of dmg(others save) You take ½ amount PHBR5
11 Detection Clair Wis-2 15+6/m Detect Object 90', expands 30'/r Know concentration WatW2
12 Detonate Kinet Con-3 18 (level)d6 damage (save:½) (2*level)d6 damage PHBR5
13 Domination Telep Wis-4 2C+2C/r Get control of all actions Maintenance halved PHBR5
14 Disintegrate Kinet Wis-4 40 Disintegrate 8 cu.' (save) (save-5);16 cu.' PHBR5
15 Ejection Telep Wis-4 2S Break contact;lose 1 power 1t Opp. lose 1 power 1t PHBR5
16 Empower M-Psi Wis-12 50+100X Object PSP=(4*Dev+6*Sci+10)*L -- PHBR5
17 Endorphin Control Metab Chr-6 16+8/r +1d6 Int,Wis,or Chr +1d6 to all three DM
18 Energy Containment Metab Con-2 1/die Absorb max 1 die/lvl;glow:-2AC 0 dmg from energy PHBR5
19 Fate Link Telep Con-5 C+5/t Both take same dmg Range unlimited PHBR5
20 Hallucination Telep Int-3 C+6/r Create image in target's mind 20% of dmg is real WatW2
21 Id Insinuation [D] Telep Wis-4 5 Target loses all actions 1d4r Turn on allies 1d4r PHBR5
22 Intellect Fortress [I] Telep Wis-3 4 Costs no action to use -- PHBR5
23 Kinetic Control Kinet Int-3 15+7/r Take only 2+leak vs. physical attacks Reflect 1d10 dmg WatW2
24 Life Draining Metab Con-3 11+5/r Drain level hp/r;add to caster level*3 hp/r PHBR5
25 Mass Domination Telep Wis-6 C+2L/r Up to 5 creatures Dominated Range 100y PHBR5
26 Metamorphosis Metab Con-6 21+1/t Polymorph Self(even to object) Max 3*caster's mass PHBR5
27 Mindflame Telep Wis-6 30 <=8 HD Stun 2d6 r; >8 HD Dazed 1d3 r <=16 HD; >16 HD WatW2
28 Mindlink Telep Wis-5 C+8/m Send thoughts to each other 1 Probe question PHBR5
29 Mindwipe Telep Int-6 C+8/r -level/4 Int/Wis/Level (save) No save PHBR5
30 Molecular Rearrangement Kinet Int-5 20+10/h Change an object 1 ounce/hr Become extraordinary PHBR5
31 Nerve Manipulation Metab Con-3 14 Touch: Pain 1d3 r Stun 1d2 r WatW2
32 Object Reading Clair Wis-5 16 Detect Psi. Imp. of owners Know race,AL,age PHBR5
33 Poison Simulation Metab Con-2 16 Resist Poison; next attack is poisonous -2 on save WatW2
34 Precognition Clair Wis-5 24 Sees a possible future outcome Reroll 3 future dice PHBR5
35 Probability Travel Port Int 20+8/h Go to Astral physically Color pool nearby PHBR5
36 Probe Telep Wis-5 C+9/r True answer:1 question/r (save) 2 questions/r PHBR5
37 Project Force Kinet Con-2 10 (level)d6 damage (save:½) Knock down M target PHBR5
38 Psionic Blast [A] Telep Wis-5 10 Lose 80% hp in mind (save) Unc. 1t (save) PHBR5
39 Psychic Clone M-Psi Wis-8 50+5/r Ghostly mental body;can move Ectoplasmic Form PHBR5
40 Psychic Crush [E] Telep Wis-4 7 (level)d8 damage (save) No save PHBR5
41 Psychic Surgery M-Psi Wis-5 C+10/t Make Perm./Remove Telep. (1/t) 1 power/5r PHBR5
42 Regenerate Metab Con-4 18+6/t Regenerate Natural healing x2 WatW2
43 Sens. to Psychic Imp. Clair Wis-4 12+2/m Detect Psi. Imp. of Area Gets very clear vision PHBR5
44 Shadow-form Metab Con-6 12+3/m Become normal shadow (mv 6) Monster shadow PHBR5
45 Spirit Lore Clair Int-3 30+8/r Can Commune with Spirits Knowledgeable spirit WatW2
46 Split Personality M-Psi Wis-5 40+6/r +1 Mental action +1 more M action PHBR5
47 Subjective Reality M-Psi Wis-5 35+7/m Immune to 1 specific type of effect Can change /r WatW2
48 Summon Planar Creature Port Int-4 45*#PL Choice of plane but not exact Creature not angry PHBR5
49 Summon Planar Energies Port Int 32 3d12 dmg no resistance 4d12 dmg no resist WatW2
50 Superior Invisibility Telep Int-5 C+5/r/P No sound,smell; attack breaks Improved Invisibility PHBR5
51 Suppress Magic M-Psi Con-4 30+X/r Anti-Magic Shell (SL=X) 60' r Dispel-Magic Zone WatW2
52 Switch Personality Telep Con-4 C+30 Switch bodies (perm.);-1Con/d -1 Con/w PHBR5
53 Telekinesis Kinet Wis-3 W+hW/r Object move rate 6 Can move 2nd object PHBR5
54 Telekinetic Barrier Kinet Con-3 18+10/r Wall of Force Free maintain 3r WatW2
55 Telekinetic Flight Kinet Wis-4 15+4/m Fly 18" Fly 24" WatW2
56 Teleport Port Int 20+ Teleport (same plane) PSP cost -20% PHBR5
57 Teleport Other Port Int-2 20+ +10 PSPs per creature moved PSP cost -20% PHBR5
58 Time Travel Port Int-3 50+8/h Travel 1 yr; each x10 is +10 PSPs -- WatW2
59 Tower of Iron Will [J] Port Wis-2 6 Costs no action to use Area 10' radius PHBR5
60 True Sight Clair Wis-4 15+9/m True Sight Know Alignment WatW2
61 Ultrablast [U] Telep Wis-10 75 Fail1:Unc.2d6t;Fail2:lose Psi <= 3HD:death (save) PHBR5
62 Wormhole Port Int-2 48+16/r Dim Door 10 mi; Each x10 is +12 PSPs Half maintenance WatW2

Mentalist


Psi2 High Sciences (Grands)

# Power Disip. Check PSPs Effect Power Score Source
1 Alter Reality All Any-10 250 Alter Reality or Psi1 major Double CL effect DM
2 Conductive Clairvoyance Clair Wis-9 15/r Can use Psi powers through it Move effect at 18" DM
3 Cosmic Awareness Clair Wis-6 10/r Detect "Everything" CL*30' Range is sight WatW2
4 Elemental Composition Metab Con-4 24+3/r Can be any Normal/Para/Quasi Ele Can be Semi Ele WatW2
5 Energy Cancel Metab Con-6 1/die Cancels entire energy effect Autocancel all this s DM
6 Grand Detonate Kinet Con-5 27 CLd20 shards damage Use d30's DM
7 Legendary Control Metab Chr-24 24+12/r +1d6 Cml, Luck, or CL +1d6 all three DM
8 Lend Actions M-Psi *Auto* 0/perm [0 action]: Lend an action -- DM
9 Mass Contact Telep Wis L+1/r L=sum of targets' levels PSP cost halved WatW2
10 Megakinesis Kinet Wis-4 X/r TK, X=(lbs.)*(speed in ")/lvl^2 PSP cost halved WatW2
11 Nonweapon Familiarity Clair Int-8 200/d +1 slot in every nonweapon prof +1 every weapon prof DM
12 Physical Acceleration Metab Con-6 20/r +1 P action /r (range sight) +1 QP action /r DM
13 Planar Transportation Port Int-4 65 Teleport anywhere in multiverse No summ. sickness WatW2
14 Strength of the World Metab Con-6 10/r +9/+9 AC/saves, +25% RR/MR/PsiR Lasts 5r after maint. DM
15 Time Shift Other Port Int-S*3 S*6 Time Shift other S r (no save) -CL*5% to PsiR roll DM
16 Ultrashield [X] Telep Chr-5 20 Cannot attack / be attacked w/ Psi Can still attack DM
17 Weapon Familiarity Clair Int-4 100/d Proficient with all weapons Single Spec with all DM

Psi2 Supers

# Power Disip. Check PSPs Effect Power Score Source
1 Cellular Heal/Harm Metab Con-13 X X targets: Heal/Harm X% of max X*2% of max DM
2 Change Reality All Any-20 400 Change Reality or Psi1 grand Double CL effect DM
3 Fluidity M-Psi *Auto* 0/perm [0 action]: Swap 2 stats -- DM
4 Lady's Smirk M-Psi Chr-15 400/d Autoroll 1 on Prof.& Psi2 checks Auto power score DM
5 Magic Inertial Barrier Port Dex-18 70/r Spell delayed 1 s if hitting you Delayed 2 s DM
6 Mental Acceleration Metab Chr-10 30/r +1 M action /r (range sight) +1 QM action /r DM
7 Personal Acceleration Metab Chr-10 30/r +1 Swing action /r (range 0) +2 S actions DM
8 Planetary Detonate Kinet Con-25 3600 Detonates 1 planet or moon (!) 2 planets or moons! DM
9 Public Access Key Clair Int-20 90/r Target's Truename is visual (!) Thoughts visible too DM
10 Spirit in the Sky Telep Chr-15 1/week No physical body, can use 2 M /s Can use 3 M /s DM
11 Superblast [V] Telep Str-20 250 All in 1 mile insane (no PsiR) 2 mile radius DM
12 Trans-Planar Contact Telep Wis N+2/r N=(lvl)*(# planes +1); (no PsiR) PSP cost halved DM

Mentalist


Basic Psi9 Information

An area's radiation is given as a number called RS, for Radiation Severity. If a character is subjected to radiation for longer than (Con-RS) turns, the effective RS for that character goes up by one each turn until the area's RS is reached. The character rolls Radiation Resistance (RR), adjusted by the table below under "System Shock" each turn. If it fails, the character is Infected and makes no further RR rolls. He suffers the permanent loss of Con and Cml as shown below, degenerates at a rate equal to RS/h, and has a chance of developing an Insanity. He also "glows" at a radius (1st #) with his own RS (2nd #). The degeneration and glowing can be stopped with Cure Disease. If the character degenerates below 0 hp and then is cured, he will develop Mutant powers:
 
Radiation
Severity
Chance
Insanity
System
Shock
Glow
Field
Con
Loss
Cml
Loss
Minor Major Grand
1/4 0 0.4 ½'/0 0 -1 0 0 0
1/2 0.05 0.2 1'/¼ 0 -2 0 0 0
1 0.1 0 1'/½ -1 -3 1 0 0
2 0.15 -0.1 2'/½ -2 -4 1 1 0
3 0.25 -0.2 3'/1 -2 -5 2 1 0
4 0.35 -0.3 4'/1 -3 -6 2 1 1
5 0.45 -0.4 5'/2 -3 -7 2 2 1
6 0.55 -0.5 6'/2 -4 -8 3 2 2
7 0.65 -0.6 7'/3 -6 -9 3 3 3
8 0.75 -0.7 8'/4 -8 -10 2 4 4
9 0.85 -0.8 9'/5 -10 -11 1 3 5
10 0.95 -0.9 10'/6 -12 -12 0 2 6
 
Each power is selected RANDOMLY (with no adjustments whatsoever). The check rating (CH) is equal to ½ of the character's highest level. The mutant has 6 tracks, one for each stat and equal to double the stat's normal value. A power's relevant stat track is reduced by it's check mod when it is used. A track is also reduced each time the main stat is reduced (1 for 1), even if the loss is temporary. If a track falls below it's stat, the stat is also reduced to the track's number until the track goes up again (1/h).
 
The Constitution loss is enforced and cannot be healed by any means. Classed Psi9 characters have no Con loss. (0.5)
If you use the chart provided in the original system, the powers are rolled randomly. The original chart has a "1" in Supers at RS 10. (0.5)
Wild Talents may use this alternate chart and choose the powers. There are always 0 Supers.
 
Radiation
Severity
Minor Major Grand
1/4 0 0 0
1/2 0 0 0
1 1 0 0
2 2 0 0
3 2 1 0
4 3 1 0
5 3 2 1
6 3 2 1
7 3 3 1
8 2 4 2
9 1 3 2
10 0 2 3
 
CH = ½ level for Wild Talents, CH = level for classed Psi9 characters.
 
May use psionic enchantments. The psionic part of the cost is N+1 from each of the 6 tracks, where N+1 is the level of spell upgraded.
 
Optional: The Psi9/Psi18 stat adders use the system mentioned in 0.91: +1 for Minor, +2 for Major, +3 for Grand, +4 for Super.

Mentalist


Psi9 Minor Powers

# Power Check Description [Permanent powers in brackets]
1 Altered Appearance Chr/h Change Self (as spell)
2 Analyzer Int/r Identify mech. machine & its operation
3 Baldness Chr/d [Hair falls out] Starts growing new hair
4 Blind Wis/d [Mutant is Blind] Enhanced Hearing
5 Blisters Con/m [-1 TH, +1 dmg/att] Removes penalty
6 Damage Protection Str/m +CH AC, -½CH dmg per attack
7 Deaf Wis/d [Mutant is Deaf] Enhanced Vision
8 Decreased Attribute Stat/m [-2d4 to one stat] Gain points back
9 Dwarfed Dex/t [Mutant is ½ Height] +½CH AC, +¼CH saves
10 Electricity Generator Con/r 4d10'long, CHd6 dmg (save:½)
11 Enhanced Hearing Wis/m Can hear CH times normal distance
12 Enhanced Smell Wis/m Can smell CH times normal distance
13 Enhanced Vision Wis/m Can see CH times normal distance
14 Epilepsy Con/r [In stress, check or lose all actions]
15 Eternal Sustenance Con/w Need to eat,sleep only 1/CH normal
16 Extra Eye Dex/r [+1 eye] Can move eye around in body
17 Extra Limbs Dex/h [+1d4 limbs] Can use them normally
18 Force Field Int/r Moveable Wall of Force (solid version)
19 Gills Str/d [has gills] Can breathe underwater
20 Hypnosis Chr/h One creature hypnotized (save)
21 Increased Attribute Stat/r +½CH to any stat
22 Invisibility Int/m (non-Improved) Invisibility
23 Jumper Dex/r Can jump CH*10', kick @ +CH Str
24 Laser Vision Int/r [see in dark] Laser Beam CHd8 dmg (save)
25 Lesser Elemental Power Str/r [roll 1 1st-3rd Ele.spell] Casts it
26 Lesser Evocation Power Str/r [roll 1 1st-3rd Inv.spell] Casts it
27 Lesser Psionics Power Wis/r [roll 1 Psi1N minor/Psi2P dev.] Uses it
28 Levitation Int/m Levitate (as spell)
29 Metal Corrosion Con/r Touch:Metal items save (no mod.) vs.acid
30 Minormorph Chr/m Polymorph Self (as spell)
31 Mute Str/m [Mutant cannot speak] Mutant can speak
32 Photographic Memory Int/r Instantly remembers anything ever seen
33 Poison Claws Dex/r CHd4 damage poison in fingernails (save)
34 Poison Fangs Dex/r CHd6 damage poison in mouth (save)
35 Resistance to Magic Con/m CH*5% MR (adjust @ 12th casting level)
36 Resistance to Poison Con/h CH*5% Poison Resistance (non-adj.)
37 Resistance to Psionics Wis/m CH*5% Psionic Resistance (adj.@12th)
38 Resistance to Radiation Con/t CH*5% RR
39 Sense Int/r Detect Magic/Psi/Life/AL 3*CH' range
40 Scattershot Str/r CH Energy Pellets, 1d4 dmg ea. (no save)
41 Skin Coloration Chr/h [Skin random color] Skin another color
42 Speak with Plants Chr/m Speak with Plants (as spell)
43 Specific Allergy Str/m [takes 1d4 dmg/m in contact] No damage
44 Surface Adherence Str/m Spider Climb (as spell), any surface
45 Tail with Poison Stinger Dex/h [+1 tail] Can use tail (as Poison Fangs)
46 Taller Str/t [Mutant 2xHeight,+CH move rate] +CH Str
47 Telekinesis Int/r CH*200 lb. weight limit
48 Tentacles (no arms) Dex/d [Arms become CH' long tentacles] Can use
49 Tesseract Int/r Teleport (sight=no error)
50 Translator Int/t Can understand any language spoken
51 Twitchy Dex/r [-1 TH,-15% FRT/OL/PP] Removes penalty
52 Wings Dex/d [Gain 2 or 4 wings] Fly at 3*CH" rate
53 Withered Limb Con/m [Limb withers/useless] Can use limb
54 X-ray Vision Wis/r Can see CH" in metal, CH' in stone

Mentalist


Psi9 Major Powers

# Power Check Description [Permanent powers in brackets]
1 Absorber Con/r T:Drain ½CH Str,½CH Con to mutant temp.
2 Alter Density Int/m Pass through objects, Fly at CH" rate
3 Amphibian Con/r [Water Breathing] Sonic Blast:CH*10 dmg
4 Become Energy Wis/m Move at light speed, immune phys.attack
5 Bio Force: Bio Flight Con/h Fly at 10*CH" rate
6 Bio Force: Force Beam Con/r Target in cocoon (save), no P/V actions
7 Bio Force: Invulnerability Con/m +CH AC,-½CH dmg per attack (incl.spells)
8 Bio Force: Penetra Vision Con/r Can see 5*CH' through any material
9 Bio Force: Super Speed Con/r +½CH Dex, +1 P action, xCH move rate
10 Bio Force: Super Strength Con/r +CH Str
11 Bio Syntha Steel Str/r +CH AC,-CH dmg/att,+CH/+CH nat. weapons
12 Control Body Molecules Str/m Shapechange (as spell), even to objects
13 Control Size Dex/m Size incr/decr by x+/-CH, +/-½CH Str
14 Disintegration Beam Wis/r Disintegrate up to 100*CH lbs. (save)
15 Elemental Power Str/r [roll 1 4th-6th Ele.spell] Casts it
16 Energy Cocoon Int/h Field CH'diam.,fly:7*CH" rate,7*CH% PsiR
17 Evocation Power Str/r [roll 1 4th-6th Inv.spell] Casts it
18 Heal/Cause Pain Wis/r Target healed or harmed CH*10 hp (save)
19 Hyperflight Dex/m +CH AC, Fly at 100*CH" rate, Pro.Vacuum
20 Impact Beam Str/r Str-CH check or move CH*10' (& fall dmg)
21 Incendiary Blast Int/r Con-CH check or CHd12 damage
22 Invulnerability Wis/m +CH AC, +CH saves, 3*CH% MR,RR,PsiR
23 Magnetic Field Dex/m Str-CH check or metal move toward CH*10'
24 Matter Transformer Con/r Polymorph any Object, 500+CH*100 lbs.
25 Metamorph Con/m Shapechange Other (save)
26 Molecular Disrupter Dex/r CHd10 Disruption damage (save:½)
27 Night Lightning Dex/m Mutant->storm, CHd6 lightning/r(save:½)
28 Nova Bolt Dex/r CHd12 Fire damage, Heats Metal (save:½)
29 Paralysis Bolt Str/r Paralyzation CH t (save)
30 Plane Phaze Chr/t Turn into Ghost incl. Aging touch
31 Psionics Power Wis/r [roll 1 Psi1N major/Psi2P sci.] Uses it
32 Radar Int/r Detect Movement CH Miles (in line-sight)
33 Regenerator Con/d [Regeneration CH hp/r, Restores Memory]
34 Sensor Int/r Detect Magic/Psi/Life/AL 30*CH' range
35 Sonic Wail Dex/r 3*CH' radius: Unc. CH m (save)
36 Stone Eyes Wis/r Gaze: Petrification (save)
37 Super Speed Dex/r +CH Dex, +1 V action, x3*CH move rate
38 Suspension Int/r Temporal Stasis (save)
39 Telekinesis (master) Int/r CH*1000 lb. weight limit
40 Telepathy Int/d Link with another person
41 Teleporter Int/r Teleport without Error (same plane)
42 Transformer Int/r Polymorph Other (save), perm.
43 Tricancellation Wis/r Dispel Magic,Psionics,Energy (1 target)
44 Ultrastrength Str/r +CH Str, +CH more Str for Max.Press

Mentalist


Psi9 Grand Powers

# Power Check Description [Permanent powers in brackets]
1 Control Earth: Armor Str/m +CH AC, Armor has 10*CH hp
2 Control Earth: Lift+Throw Str/r TK Throw 1000*CH lbs.,roll TH,40*CH dmg
3 Control Earth: Mold Shape Str/r Passwall/Move Earth (5*CH)^3 cu.'
4 Control Earth: See Through Str/m See through stone(limit of normal sight)
5 Energy Kinetic: Blast Dex/r 4*CH' rad, 2*(CHd10) Energy dmg (save:½)
6 Energy Kinetic: Drain Dex/r Absorb 3*CH dice as per Energy Control
7 Energy Kinetic: Flight Dex/h Fly at 30*CH" move rate, +1 P action
8 Energy Kinetic: L.Blast Dex/r 8*CH' rad, CHd10 Energy dmg (save:½)
9 Energy Kinetic: Manipulate Dex/m +-CH dice to existing energy effect
10 Energy Kinetic: Shield Dex/m Stops CH dice per Energy attack
11 Energy Kinetic: Tr.Other Dex/m Become Energy (major) on other (save)
12 Energy Kinetic: Tr.Self Dex/t Same as Become Energy (major)
13 Environ.: Control Wind Chr/r +/-10*CH mph wind change
14 Environ.: Create Atmos. Chr/d Creates an atmosphere CH mi.rad
15 Environ.: Create Fog Chr/t Solid Fog (as spell)
16 Environ.: Create Rainstorm Chr/m Makes a rainstorm/snowstorm CH mi.rad
17 Environ.: Create Vacuum Chr/r Thins the atmosphere CH mi.rad,-1 Con
18 Environ.: Wind Flight Chr/h Fly at 20*CH" rate, +CH Max.Press Str
19 Gravity Kin.: Control Grav Con/r x+/-CH weight (all in area)
20 Gravity Kin.: Decr.Weight Con/m Target's weight becomes 0
21 Gravity Kin.: Incr.Weight Con/m Target weight x100*CH (save or crushed)
22 Gravity Kin.: Grav Flight Con/h Fly at 10*CH" rate, +10*CH Max.Press Str
23 Gravity Kin.: Shield Con/m Stops 4*CH hp per physical attack
24 Gravity Kin.: Grav Warp Con/r Teleport without Error (same planet)
25 Greater Elemental Power Str/r [roll 1 7th-9th Ele.spell] Casts it
26 Greater Evocation Power Str/r [roll 1 7th-9th Inv.spell] Casts it
27 Greater Psionics Power Wis/r [roll 1 Psi1N grand] Uses it
28 Hyperkinetic: Hyper Action Dex/m +CH V actions (max=10), +CH AC
29 Hyperkinetic: Incr.Attacks Dex/r +CH P actions (max=10) (yuck!)
30 Nightmare: Dream Bolt Chr/r Sleep for CH h (save)
31 Nightmare: Dream Wave Chr/m CH*3'rad:all go to dream plane (save)
32 Null Void: Null Field Wis/r Caster immune to and cannot use magic
33 Photon Kin.: Control Light Wis/r Can change Light,Dark,Invis. all obj.
34 Photon Kin.: Create Image Wis/m Phantasmal Force (as spell)
35 Photon Kin.: Laser Beam Wis/r 10*(CHd8) Light damage (save)
36 Photon Kin.: Photon Blast Wis/r 10*CH' radius Blindness (save)
37 Photon Kin.: Photon Shield Wis/r Reflects Light-based attacks
38 Possession Wis/m Magic Jar (as spell)
39 Temporal: Slow Time Int/r CH*10'rad(exc.caster):-1P,-1V actions
40 Temporal: Speed Up Time Int/r T:Target has +1P,+1V actions
41 Temporal: Stop Time Int/r CH*3' radius Time Stop
42 Temporal: Time Bolt Int/r Ages target 10*(CHd4) years (save:½)
43 Temporal: Time Warp Int/h Move rate x10*CH
44 Transferer Str/m Steal one power from target (save)

Mentalist


Psi9 Super Powers

# Power Check Description [Permanent powers in brackets]
1 Amplification Chr/r xCH on next Psi9 power's effect
2 Any (SemiPermanency) Any/y Duplicates any Psi9 Minor,Major,Grand
3 Bio Force: Maintain Health Chr/t +CH Con, regen all hit points each r
4 Bio Force: Super Accuracy Chr/t Roll 1d4+16 instead of 1d20 for to hit
5 Contingency Chr/d Contingency for one Psi9 power
6 Control Earth: Mass Damage Str/t Your physicals do Hp instead of hp
7 Energy Kin.: Super Blast Dex/r 100*CH'r, CHxCHxCH Energy dmg (no save)
8 Environ.: Familiar Locale Chr/y CH mile r, atmosphere same as home
9 Gravity Kin.: Super Warp Con/r Transport to any location in Multiverse
10 Hyperkinetic: Incr.Actions Wis/r +CH/2 Swing actions (max=30)
11 Hyperkinetic: Incr.Mentals Wis/r +CH Mental actions (max=10)
12 Hyperkinetic: Versatility Wis/r +CH/4 Opposing actions (max=10)
13 Polycancellation Wis/r Tricancellation CH targets
14 Nightmare: Mental Blast Wis/r CHxCH'r,lose CHd4 mental stats (save:½)
15 Nightmare: Removal Beam Wis/r -CH/6 to being's multiplier (save:½)
16 Null Void: Null Innates Wis/r Caster immune to and cannot use innates
17 Photon Kin.: Phaser Beam Wis/r 100*(CHd20) Light damage (no save/PsiR)
18 Reflector Int/t As Spell Turning, also Innates and Psi
19 Shielder: Bolt Chr/r CHxCHd8 Force damage, ignores defenses
20 Shielder: Shapes Chr/y Reform x1 object's shape, it becomes x2
21 Shielder: Shield Chr/t Non-ablative 1000 hp, up to 40'sq.
22 Super Elemental Power Int/r [pick 1 10th-11th Ele.spell] Casts it
23 Super Evocation Power Int/r [pick 1 10th-11th Inv.spell] Casts it
24 Super Psionics Power Wis/r [pick 1 Psi1N Super] Uses it
25 Superflight Dex/r AC doubles, 1V: Teleport without Error
26 Temporal: Time Travel Int/r Time travel ±CHxCH years
27 Thermal Kin.: Plasma Beam Con/r ±CHx100°, save at -CHxCH or dead
28 Thought: Bubble Int/t Replace 1M/1P/1V per segment with 3M
29 Thought: Incr.Charisma Chr/t +CH Chr, considered X2 in highest class
30 Thought: Incr.Intelligence Int/t +CH Int, extra +CH*3 non-weapon prof.
31 Thought: Incr.Wisdom Wis/t +CH Wis, all rolls are 2 dice (choose)
32 Thought: No Body Int/y You no longer have/need a physical body
33 True Invulnerability Wis/m CH*2% irreducible RR,MR,PsiR,InnateR

Mentalist


Basic Psi18 Information

May use psionic enchantments as per Psi9.
 
Optional: Reduce all "+level to Stat" to "+1 to Stat".
Optional: Reduce all powers that duplicate or let you pick from another frequency's power list.
 
In the world of Synnibarr, Mutant Psionics (frequency 9) is gained by the underdeveloped and undisciplined races. It modifies the physical body so certain improvements can be made. Eventually these modifications include the brain so these lesser races can actually compete with the more advanced ones.
True Psionics use the same system as Psi9 (in terms of tracks and such), but it counts as a seperate frequency.
If you have both Psi9 and Psi18, you get the "basic track length" equal to stat for each class.
Drain off relevant track: Minor=1, Major=3, Grand=6, Super=10.
In Synnibarr, you must first be subjected to the radiation of technentium in order to learn this frequency. This restriction is ignored, as the radiation in question has no side effects (unlike the radiation used for Psi9).
 
Psi18 wild talents: Level of Mastery is ½ of highest level.
Number of Proficiency slots needed: Minor=1, Major=3, Grand=6, Super=10.
"Knowledge" Nonweapon Proficiencies can be used for this.
 
Wild Talent Progression:
 
Wis+Chr Minor Major Grand Super
0-9 0 0 0 0
10-19 1 0 0 0
20-29 2 0 0 0
30-39 2 1 0 0
40-49 3 2 0 0
50-59 3 2 1 0
60-69 4 3 2 0
70-79 4 3 2 1
80-89 5 4 3 2

Mentalist


Psi18 Minor Powers

# Power Check Description
1 Cancel Magic and Earthpower Wis/r -LVL CL to all Magic/Ele-E affecting you
2 Clairvoyance Int/t 100+LVL/2 mi.radius Clairvoyance
3 Demi-Shadow Magic Dex Duplicate a 0th-3rd level Wizard spell, it is 50% real
4 Detect Danger Wis/m As Clr Find Traps; cannot be surprised
5 Ego Shield Int/h Immune to Mental Attacks; Undetect. Lie
6 Element Control Dex Poly. LVL lbs. Ele,Para,Quasi into other
7 Eternal Sustenance Con/h Can survive in any environment; +1 LVL Con: Fitness
8 Happy Day Any/d Any power that uses the stat used for Happy Day can use any track
9 Heal and Regrowth Wis 1 target: Regenerate; heal LVL*LVL hp
10 Hypnosis Chr 1 target: Hypnosis 1m (save)
11 Illusion Int/h 200cu.' visual illusion (can disbelieve)
12 Innate Shield Con/t 20*CL hp shield vs. Innate abilities
13 Intellect: Annihilation Int 1 target: -3d6 Int (save)& insane (save)
14 Intellect: Enforcement Int +20 PSPs any freq.; (Q11) has conversion
15 Invisibility Dex/m Invisibility; immune to Light/Radiance
16 Minor Levitation Int/t Fly at LVL*3"; +LVL Str:Muscle
17 Paralysis Bolt Wis 1 target: Paralysis 1h (save)
18 Postcognition Wis/r Look back up to LVL*10 y in this loc.
19 Psi: Bolt Chr 1 target: LVLd10 telekinetic dmg(save:½)
20 Psi: Cage Chr/h 20'x40'x40'cage; need combined Str 70+
21 Psi: Shield Chr/t Pick Phys,Magic,Psi: 10*LVL hp shield
22 Psi: Spray Chr LVL targets:1d10 telekinetic dmg(save:½)
23 Sense: Aura Wis 1 target: surface thoughts; AL; levels
24 Sense: Life Force Wis/t Detect Life (type) 100'r
25 Sense: Magic Wis/t Detect Magic (type & level) 100'r
26 Sense: Psionics Wis/t Detect Psionics (type & level) 100'r
27 Sense: Truth/Falsehood Wis/m Know truth & lies if spoken to you
28 Speak w/Inanimate Objects Int/t Object only knows of owners/surroundings
29 Telekinesis: Lift & Move Int/r 100*LVL lbs.; object moves at 10*LVL"
30 Telekinesis: Shield Int/t 10*LVL hp shield vs. physical,energy,TK
31 Telekineses: Tactile Int/t Can touch up to LVL*100'; incl. T spells
32 Telespeak Int/d Can speak with Telepathy;+100 Lang.prof.
33 Tesseract Str Teleport anywhere within sight

Mentalist


Psi18 Major Powers

# Power Check Description
1 Alter Density Int/m Pass throught objects, fly at LVL" rate
2 Apportation Wis Teleport or Teleport Other
3 Binding Chr Forcecage (as spell)
4 Create Solid Illusion Wis/h Illusion with Visual &Tactile components
5 Death Stare Wis/r Gaze: Death (save)
6 Disintegration Beam Int Disintegrate 1 target (save)
7 Empathic Control Chr Sense Emotions 100', alter them (save)
8 Levitation Int/h Fly at LVL*5"; +LVL Str:Efficiency
9 Location From Objects Wis/m Locate Object or Person (same plane)
10 Magnetic Ctrl: Disruption Int Blast: Unconscious (save),no electronics
11 Magnetic Ctrl: Flight Int/h Fly at LVL*30", +LVL Dex:Coordination
12 Magnetic Ctrl: Force Bolt Int 1 target: LVLd100 dmg (save:0)
13 Magnetic Ctrl: Lift&Manip Int/r Pick up and mold shape up to 50*LVL lbs.
14 Magnetic Ctrl: Shield Int/t Shield vs. Energy/Physical, 100*LVL hp
15 Metamorph Chr/h Shapechange (as spell), +LVL Dex:Balance
16 Psi: Amplification Chr x2 effect on next Psi (any freq.) power
17 Psi: Disruption Chr/t 30'r, no Psi works in area
18 Pyrokinetic: Heat Field Wis/h Fire Shield (as spell), +LVL Con:Health
19 Pyrokinetic: Melt& Aflame Wis 30'r, LVLd20 fire damage (save:½)
20 Pyrokinetic: Spont.Comb. Wis Spontaneously Combusts 1 target (save)
21 Scan Mind and Willforce Int/r 1 target: ESP, can Command 1/r (save)
22 Scroll Spell Int Write next Psi18 power on a psi scroll
23 Scty: Delocator Dex You and your objects cannot be located with Locate Person/Object
24 Telepathic: Control Chr LVL/3 targets: Domination (save)
25 Telepathic: Ventriloquism Chr Force 1 person to say something(no save)
26 Telepathy: Alter Memories Int Can scan and alter memories (save)
27 Telepathy: Communication Int/h Communicate with 1 person (same plane)
28 Telepathy: Create Illusion Int/m Mirage Arcana in 1 person's mind
29 Telepathy: Hypnosis Int/m LVL/2 targets: Hypnosis (save)
30 Telepathy: Psi Link Int/d Creates a Psi18 psi link
31 Telepathy: Psi Scream Int 1 target: unc. (save), no psi (save)
32 Telepathy: Psi Teaching Int/h Teach in 1/LVL time, +LVL Wis:Intuition
33 Telepathy: Psych. Lockpick Int/h -LVL*10% reducible PsiR, +LVL Chr:Presence
34 Telepathy: Psych. Shield Int/h -LVL CL,+LVL saves on Psi effects vs.you; +LVL Wis: Willpower
35 Telepathy: Scan Mind Int Scan memories & knowledge (no save)
36 Telepathy: Translation Int [permanent] 1 target learns 1 language
37 Teleport Str Teleport without Error (as spell)

Mentalist


Psi18 Grand Powers

# Power Check Description
1 Ego Beast Con 1 target loses LVLd20 Psi tracks (save)
2 Fate Wish Con Duplicate any Psi27 Major or 4 random Psi27 Minors
3 Inter Dimensional Space Chr/d Rope Trick, +LVL Int:Knowledge
4 Kinetics Any Use 1 Psi9 Energy,Gravity,Photon Kinetic
5 Limited Wish Chr Limited Wish (as spell)
6 Mass Heal Wis LVL targets: Heal
7 Mass Solid Illusion Int/h Illusion, all senses,no Wis/Int immunity
8 Mass Telekinesis Int/s LVL tons, each lb. can do 1 dmg
9 Mass Teleport Int Teleport without Error LVL mi.cu. area
10 Planeport Int Transport to any location in Multiverse
11 Porthole Wis/t Can look& use mentals into desired plane; +LVL Int: Reason
12 Psi: Enhanced Spray Chr Casts LVL Psi: Bolts (no save)
13 Psi: Invulnerability Chr/d +LVL*3 AC, +LVL TH&dmg, +LVL Chr:Leadership
14 Psi: Restoration Chr Recharges & Rebuilds 1 Magic/Psionic item
15 Psi: Slayer Chr/r Sword: 1V to swing: LVLd100 dmg, always hits
16 Psi: Transformation Chr 1 target: -1d6 each stat, add to your tracks
17 Psi: Web Chr/w 100'r, any flying creature is Imprisoned
18 Scty: Alarm Wis [permanent] Alarm (as spell), LVL locations
19 Scty: Astral Blockade Wis [permanent] No Astral Proj., lock out Astral
20 Scty: Clair Blockade Wis [permanent] Cannot clair-anything into area
21 Scty: Commun Blockade Wis [permanent] No communication in area
22 Scty: Confined Defender Wis/r Shield vs. magic/psionics 1000*LVL hp
23 Scty: Dimensional Blockade Wis [permanent] No dimension effects in area
24 Scty: Flight Blockade Wis [permanent] No flying in area
25 Scty: Illusion Wis [permanent] Mirage Arcana (as spell)
26 Scty: Invisibile Defender Wis/r Shield vs. physical/energy 1000*LVL hp
27 Scty: MagnificientDefender Wis/r No magic & psi of SL 7 or lower in area
28 Scty: Metamorph Blockade Wis [permanent] Force Shapechange, no polymorph
29 Scty: Peripheral Defender Wis/r -7*LVL dmg on all physical & energy attacks
30 Scty: Sensing Blockade Wis [permanent] None of the 5 senses work
31 Scty: Spell Trap Wis/y Contingency for any 1 power (Magic/Psi/Innate)
32 Scty: Teleport Grab Wis [permanent] Grabs Teleports to desired loc
33 Scty: Transanimation Wis/t Animate Object, it has LVL*4 Str
34 Worm Chr 1 target: Mental & Physical Domination (save)

Mentalist


Psi18 Super Powers

# Power Check Description
1 Alter Probabilities Chr/t ±20% all die rolls
2 Caprenium Silence Int/y 100'r, 100% irreducible InnateR,PsiR,or MR
3 Impart Psionics Wis [permanent] +1 Max.Psi.Freq., Psi18 wild
4 Mass Mind Control Wis 250'r, all are Hypnotised (no save)
5 Null Void: Null Bolt Wis Targets gets 5*LVL% offensive MR,PsiR,InnateR
6 Null Void: Null Dome Wis/r 3*LVL% irreducible PsiR
7 Null Void: Null Field Wis/r 3*LVL% irreducible MR
8 Possession Chr Magic Jar (no save) (no PsiR) (no immunity)
9 Power Transfer Con Drain all spells & psi points (no save)
10 Precognition Int Ask the Fates 3 questions
11 Psi: Acceleration Dex/m +LVL/3 Mentals /r, only for Psi powers
12 Psi: Bank Str [permanent, only 1] +LVL on max tracks
13 Psi: Trap Wis/y Chain Contingency, up to LVL powers any type
14 Quick Zeroes Wis/r +LVL/4 QZ actions
15 Resurrection Con [0 action, even when dead]: Resurrection
16 Sphere/Power Transform. Int/r Can transfer Psi and Spells freely, see Psi11
17 Starport Int As Planeport but no summoning sickness
18 Timeport Int Transport ±100*CH years in time, minimum=500
19 Wish Chr Wish (as spell)

Mentalist


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)

Mentalist


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)

Mentalist


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).

Mentalist


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).

Mentalist


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).

Mentalist


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)

Mentalist


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

Mentalist


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

Mentalist


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

Mentalist


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