Psi11U/W


Level KXP Psi11U/W
234 567
1 0 1-- ---
2 5 2-- ---
3 10 21- ---
4 20 31- ---
5 40 32- ---
6 80 321 ---
7 160 331 ---
8 250 332 ---
9 500 332 1--
10 700 333 1--
11 900 333 2--
12 1100 333 21-
13 1300 333 31-
14 1500 333 32-
15 1700 433 321
16 1900 443 331
17 2100 444 332
18 2300 444 432
19 2500 444 443
20 2700 444 444
21 2900 554 444
22 3100 555 444
23 3300 555 544
24 3500 555 554
25 3700 555 555
26 3900 665 555
27 4100 666 555
28 4300 666 655
29 4500 666 665
30 4700 666 666
31 4900 766 666
32 5100 776 666
33 5300 777 666
34 5500 777 766
35 5700 777 776
36 5900 777 777
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  7  8  3  6  1  1  2
+1  8  7  8  3  7  1  1  3
+1  9  8  8  4  7  2  1  3
+2  9  8  8  4  7  2  2  4
+3 10  9  9  4  8  2  2  4
+3 10  9  9  5  8  3  3  5
+4 11 10  9  5  9  3  3  5
+5 11 10  9  6  9  4  3  6
+5 12 10 10  6  9  4  4  6
+6 12 11 10  6 10  4  4  7
+7 13 11 10  7 10  5  5  7
+7 13 12 10  7 11  5  5  8
+8 13 12 11  8 11  6  5  8
+9 14 13 11  8 11  6  6  9
+9 14 13 11  8 12  6  6  9
+10 14 13 11  9 12  7  7 10
+11 15 14 12  9 13  7  7 10
+11 15 14 12 10 13  8  7 11
Requisites: Dex 9, Int 9, Wis 9, Chr 9
Alignment: any
HD/level: 1d12
Weapon Prof.: 4+level/3
To Hit Table: Pri
Save Table: Wiz/Pri/Psi
Reference: MTG
Groups: Psionicist
 
For powers, see the following page.
There are no PSPs in this frequency, these powers work like "Channeling" for spellcasters.
 
Many of the summon's powers are left intentionally vague; the summons can do some things that are not listed (e.g. Cell Adjustment type powers); exact details are unneeded as the DM runs these powers anyway.

Psi11U/W


[Q11U/W] Psi11U/W Powers

Level # Power Effect
2 (minor) 1 Angelic Shield All your summons get +1 rhp. You get 10 current hp. 0, sacrifice this effect: Unsummon (no save).
2 (minor) 2 Azorius First-Wing Summon a DL II Griffin, it flies, and can remove bad effects on people.
2 (minor) 3 Azorius Guildmage Summon a DL II Vedalken Wizard, it can Stop someone, and can dispel Contingency effects.
2 (minor) 4 Crystalline Sliver Summon a DL II Sliver, it can't be targetted.
2 (minor) 5 Energy Arc 1bM: In your group, weapon damage does not occur this half-segment and your next half-segment.
2 (minor) 6 Galina's Knight Summon a DL II Merfolk Knight, it is immune to area effect damaging spells/psi.
2 (minor) 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]
2 (minor) 8 Overrule 1bM, spend N additional SL's: Counterspell, unless they spend 10*N SL's, and you are cured 10*N hp.
2 (minor) 9 Pride of the Clouds Summon a DL II Elemental Cat, he flies, he has rhp = number of flying summons you control.
2 (minor) 10 Prismatic Boon Choose a school, sphere, or psionic frequency. A group is immune to that for 1s.
2 (minor) 11 Sygg, River Guide Summon a DL II Merfolk Wizard, he can give someone Water Breathing, and can counter one effect.
2 (minor) 12 Wings of Aesthir Target gets +CL TH/dmg and flying 12" for 1t.
2 (minor) 13 Wings of Hope Target gets +1 TH/dmg, +3 AC/saves, and flying 12" for 1t.
3 (major) 1 Absorb 1bM: Counterspell, and be cured 30 hp.
3 (major) 2 Azorius AEthermage Summon a DL III Human Wizard, it can refresh some of your spell/psi progressions.
3 (major) 3 Chromatic Armor Choose a school, sphere, or psionic frequency. Target is immune to that for 1t.
3 (major) 4 Daring Leap One creature flies and gets +10 TH/dmg/AC/saves this segment.
3 (major) 5 Demand (Supply/Demand) Wishoid for a SL 2 Psi11U/W spell
3 (major) 6 Guiding Spirit Summon a DL III Angel, it flies, and makes your Summon Psi11U/W powers cost only ½M each.
3 (major) 7 Hanna, Ship's Navigator Summon a DL III Human Artificer, he can rebuild dispelled effects or magic items.
3 (major) 8 Leering Gargoyle Summon a DL III Gargoyle, it flies, and it can become very tough (+20 rhp) but then cannot physically attack.
3 (major) 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).
3 (major) 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.
3 (major) 11 Phantatog Summon a DL III Atog, it dispels spell/psi effects, you can spend spell slots to increase it's DL.
3 (major) 12 Plumes of Peace Target creature is Slowed (Reflex save) and prevent his next P action (Will save)
3 (major) 13 Reparations Whenever an enemy targets you, gain 2 SL's back in Psi11U/W progression.
3 (major) 14 Riptide Crab Summon a DL III Crab, when he dies, you get ½M you can use before the end of the round.
3 (major) 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.
3 (major) 16 Silver Drake When casting, sacrifice a summon: Summon a DL IV Drake, it flies.
3 (major) 17 Sky Spirit Summon a DL III Spirit, it flies.
3 (major) 18 Spectral Shield Target gets a 20 hp Armor spell (stacks with other Armor spells), and he can't be targetted.
3 (major) 19 Tempest Drake Summon a DL III Drake, he flies and can Interpose to protect someone from being attacked.
4 (major) 1 AEthermage's Touch Get a temporary extra Summon slot this segment, summon a DL=1d4 creature, it disappears at end of segment.
4 (major) 2 Ayesha Tanaka Summon a DL IV Human Artificer, it can group monsters together, and counter magic item abilities.
4 (major) 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.
4 (major) 4 Cloud Cover Whenever someone dispels one of your spell/psi effects, you can recast that effect for ½M within the next round.
4 (major) 5 Glaciers x1 Special on room: Wacky balls cure instead of damage people. Spend a SL=2 spell slot each round to upkeep this.
4 (major) 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.
4 (major) 7 Harbor Guardian Summon a DL IV Gargoyle, he has near-infinite reach upwards.
4 (major) 8 Hazerider Drake Summon a DL IV Drake, it is immune to area effect damaging spells/psi.
4 (major) 9 Kangee, Aerie Keeper Summon a DL IV Bird Soldier, he flies, and makes your other Bird summons +3 DL's higher.
4 (major) 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]
4 (major) 11 Reviving Vapors Up to 3 targets are cured (1d10+CL)*10 hp
4 (major) 12 Sawtooth Loon When summoning, sacrifice a summon: Summon a DL V Bird, he isn't sick and can cast Psi11U/W powers.
4 (major) 13 Stand // Deliver Unsummon a summon or dispel one effect, and cure one target 80 hp.
4 (major) 14 Trial (Trial/Error) Unsummon all creatures in a group, at least one of your summons must be in that group.
4 (major) 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.
5 (major) 1 Armored Guardian Summon a DL V Cat Warrior, it can make people untargetable, and prevent damage.
5 (major) 2 Hunding Gjornersen Summon a DL V Human Warrior, he is good at attacking single groups with lots of monsters in it.
5 (major) 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).
5 (major) 4 Ordered Migration Summon CL/6 DL I Birds
5 (major) 5 Palliation Accord Whenever one of your summons physically attacks, you are cured N hp, where N is their DL.
5 (major) 6 Sky Hussar Summon a DL V Human Knight, he hastes you and all your summons by +1S action.
5 (major) 7 Swift Silence The entire "stack" of spells is countered. You get +1sM action (Slow Mental, you can use it on segment 10)
5 (major) 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.
5 (major) 9 Tobias Andrion Summon a DL V Human, he beats things.
5 (major) 10 Windreaver Summon a DL V Elemental, it flies, can interpose, if it doesn't attack it gets +10 rhp, and it can blink.
6 (grand) 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.
6 (grand) 2 Kasimir the Lone Wolf Summon a DL VI Human Warrior, he beats things down.
6 (grand) 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.
7 (grand) 1 Gosta Dirk Summon a DL VII Human Warrior, he is not sick, and can Part/Lower Water.
7 (grand) 2 Iridescent Angel Summon a DL VII Angel, it is immune to magic, psi, innates, and radiation.
7 (grand) 3 Ith, High Arcanist Summon a DL VII Human Wizard, he can save/rescue a creature from being in a nasty group of monsters.
7 (grand) 4 Jedit Ojanen Summon a DL VII Cat Warrior, he really beats things down.