Simic Physicalist (MTG U/G)


Level KXP Psi
mMGS
1 0 4---
2 4.625 5---
3 9.25 6---
4 18.5 61--
5 37 62--
6 74 63--
7 148 64--
8 296 65--
9 592 651-
10 1184 652-
11 1776 653-
12 2368 654-
13 2960 664-
14 3552 665-
15 4144 666-
16 4736 766-
17 5328 776-
18 5920 7761
19 6512 7771
20 7104 7772
21 7696 8772
22 8288 8773
23 8880 8873
24 9472 8874
25 10064 8884
26 10656 8885
27 11248 9885
28 11840 9886
29 12432 9986
30 13024 9987
31 13616 9997
32 14208 9998
33 14800 A998
34 15392 A999
35 15984 AA99
36 16576 AAA9
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  8  2  3  1  1  1
+1  5  4  8  2  3  1  1  2
+2  6  4  8  3  4  2  2  2
+3  6  5  8  4  4  2  2  3
+4  7  5  9  5  4  3  2  3
+5  8  6  9  6  5  3  3  4
+6  8  6  9  7  5  4  3  4
+7  9  7  9  8  6  4  4  5
+8 10  8 10  9  7  5  4  5
+9 11  8 10 10  7  5  4  6
+10 11  9 10 11  8  6  5  6
+11 12 10 11 12  9  6  5  7
+12 13 11 12 13 10  7  6  7
+13 14 11 13 14 10  7  6  8
+14 14 12 13 14 11  8  6  8
+15 14 12 14 14 11  8  7  9
+16 14 13 14 14 12  9  7  9
+17 15 13 14 14 12  9  8 10
Requisites: Con 14, Int 14, Chr 16
Alignment: LG, LN, LE, or TN
HD/level: Σ  (see note)
Weapon Prof.: level*3/2
To Hit Table: War
Save Table: Psi/War
Reference: DM
Groups: Psionicist
 
Hit Dice: "Σ" means you take the summation of your Con bonus per level. (+1=1, +2=3, +3=6, +4=10, +5=15, +6=21, +7=28, +8=36, +9=45, +10=55, etc.)
Exceptional Chr bonus.
Has access to the following psionic frequencies: -1, -5, -6N, 9.
PSPs = (Con+Int+Chr)*LVL
May use ½P instead of 1M to use psionic powers, but only one psionic power can be used in this way per 1P action. The other ½P action can be used to make 1 attack (or converted to ½V to do a half movement).
Level 2: 1M: Target person gets +LVL TH, dmg, AC, and saves, but another target person in the same party gets -LVL (no save; both targets must make aIR to avoid).
Level 2: 1M: Move an effect on 1 person to another in same party (no save; both targets aMR to avoid.) The original owner still controls the effect, so if it must be activated in order to function (e.g. Psi9 Extra Limb), this doesn't work as expected.
Level 9: 1M: Target person gets +LVL*3 distributed among TH, dmg, AC, and saves, but another target person in the same party gets negative the same amount (no save; both targets must make aIR to avoid).

Simic Physicalist (MTG U/G)


[Q-6N] Gaea Psionics (Psi. Freq. -6N)

This is psionic frequency -6N (negative 6 N). To see frequency 6N, go to section [Q6].
 
PSPs (classed) = (Wis or Con/2 or Dex/3) * (LVL+8)
PSPs (wild talent) = Dex + Con + Wis*2 + LVL*8
1 Psi-6 PSP = 0.5 of a Psi1 PSP.
Wild talents use HNCL/2 (half of highest level) for CL.
 
For wild talent progression, take your PSPs, divide by 20, round down, and use that number as your ML in the classes' progression.
 
Psi-6 is resisted using antiPsiR.
 
~: You may use 1P instead of 1M to activate this power. You cannot use the same power twice in the same segment by using 1P+1M. You may use the same power twice in one segment if at least one of your P or M actions are “Quick” or “Opposing”.

Simic Physicalist (MTG U/G)


Psi-6N First Grove Powers

Name PSPs Effect
Awaken 2*N Removes sleep/fatigue effect on up to N targets
Earth Bolt N Deal Nd10 Eldritch Earth dmg to one target (no save); max N=CL
Force of Nature I 1 Summon a Plant Elemental: AC 20, hp 20, #Att 1/1, TH +10, dmg 10
Gaea’s Bounty 24 Add one first-level Plant/Animal spell to memorization (only have one of these at one time)
Gaea’s Cradle ~ 0 One of your summoned creatures is dispelled; Add it's hp in Psi(-6)N PSPs to your pool
Gaea’s Might ~ 10/h Target gains +N AC/saves/TH/dmg; N is number of groups of classes you have
Natural Healing ~ 8 Target is cured equal to his Con score in hp
Naturalize 11 Dispel one non-natural effect (or) Turn off one non-natural item for 1 turn
Nature’s Lore 11/h Know direction & distance to an object or person (if they are touching the ground)
Soothing Word 2*N Removes fear/horror effect on up to N targets
Spiritual Energy 4*N/h +N Con; max N=CL

Psi-6N Second Grove Powers

Name PSPs Effect
Adaptation ~ 3/h NaNR +CL*10%; Immune to Hostile Environment; Need not breathe
Earth Storm 4*N Deal Nd12 Eldritch Earth dmg 40' radius (no save); max N = CL
Force of Nature II 4 Summon a Wood Elemental: AC 40, hp 80, #Att 2/1, TH +30, dmg 30
Gaea’s Balance 13 You may transfer SLs & PSPs between your magic & psi pools; use [Q11] type conversion
Gaea’s Blessing 11 Reconstruct up to three effects which were dispelled/twisted within the last turn
Gaea’s Skyfolk ~ 21/h Winged flight CL^2"
Gaea’s Touch 20/r +1QM only for Psi(-6)N/Psi6N/Bard/Druid/HOSN/Limbologist/RedRobe powers/spells
Harmony of Nature 12/r 0, 1/s, one of your summoned critters loses & can't use 1P this segment: You gain +1QP
Nature’s Blessing ~ N/h +N distributed among AC/saves/TH/dmg as you like; max N=CL
Nature’s Chosen 10/r +1S action

Psi-6N Third Grove Powers

Name PSPs Effect
Brute ~ 24 For the next turn, you get: -1M, +1P, -CL Int, +CL Str, -CL saves, +CL dmg; can't drop this
Call of the Wild 7 Summon any real-world animal (your choice), you get CL/ML of them (round up)
Force of Nature III 9 Summon a Root Elemental: AC 60, hp 180, #Att 3/1, TH +50, dmg 50
Gaea’s Embrace ~ 22/h Target gains +3 AC/saves/TH/dmg and Troll-like regen CL hp/r
Gaea’s Herald ~ 11/t When your summoned creatures go below -10 hp, they don't disappear (you can cure)
Life Essence N If target has less than N*CL current hp, it is cured so it has N*CL hp; minimum N = 1
Nature’s Cloak 12/m +CL*10 Rogue points; Any Level=CL/2 (or less) Rogue pick

Simic Physicalist (MTG U/G)


Psi-6N Fourth Grove Powers

Name PSPs Effect
Dual Nature ~ 24/m Whenever you summon or create creatures, you get twice as many of them
Force of Nature IV 16 Summon a Thicket Elemental: AC 80, hp 320, #Att 4/1, TH +70, dmg 70
Gaea’s Avenger ~ 4*N/s Immune to xN and lower artifact effects that you (or your party) do not control; max N=5
Nature’s Wrath 24 Turn all undead/outer-planar creatures within 80' (no turn roll, instead make Will saves)
One with Nature 10/r For each point of damage you deal in unarmed combat, add 1 to your Psi(-6)N pool
Seeds of Life 10 1 sq. mile area is restored, CL trees grow instantly, removes Defiled status

Psi-6N Fifth Grove Powers

Name PSPs Effect
Child of Gaea 33 Target becomes Int=3, Wis=3, Chr=3, CL=0 (no save) for CL days
Everhome 16/d Your home plane is every plane; when this effect ends, your home plane = current plane
Force of Nature V 25 Summon a Fungus Elemental: AC 100, hp 500, #Att 5/1, TH +90, dmg 90
Gaea’s Liege ~ 33/h Your max hp is CL^3 (and/or) Your TH bonus is +CL^2 (no other adj. can be added)

Psi-6N Sixth Grove Powers

Name PSPs Effect
Force of Nature VI 36 Summon a Thorn Elemental: AC 120, hp 720, #Att 6/1, TH +110, dmg 110

Simic Physicalist (MTG U/G)


Basic Psi-5 Information

This is psionic frequency -5 (negative 5). To see frequency 5, go to section [Q5].
 
PSPs (classed) = Str + Con - 24 + 2*Level
PSPs (wild talent) = (Str+Con)/2 - 12 + Level
Wild talents use HNCL/2 (half of highest level) for CL.
Psi-5 PSPs are regained at (Str+Con)/10 per hour.
 
Psi-5 is resisted using antiPsiR.

Psi-5 Minor Powers

Name PSPs Effect
Aging 1 Target is aged CL*CL years (no save)
Bolt of Nothing 1 CL dmg to one target (no save); that targets loses next M action (save)
Forget 1 Target forgets last minute (or) Target loses CL spells in memorization
Immobilize 1 -3xCL" move rate (no save); loses Dex bonus to saves & AC (save)
Immune to Charm 1+1/h Target is immune to charm & hypnosis
Immune to Fear 1+1/h Target is immune to fear & beguiling
Immune to Hold 1+1/h Target is immune to hold & stop
Immune to Sleep 1+1/h Target is immune to sleep & exhaustion
Nullcancel 1 Dispel one x1 effect (no save, gets ER)
Unspirit 1 Target gets -CL each to Cml, Luck, and CL (save for each point)

Psi-5 Major Powers

Name PSPs Effect
Beam of Nothing 2 CL*CL dmg in a 30' line (no save); they lose next F action (save)
Energy Drain 2 Target is energy drained CL levels in every class (1 save for each level)
Fade Away 2 30' radius area is teleported (unwilling get save), selective, 1r delay
Immune to Poison 2+2/h Target is immune to poison & disease
Zombify 2 Target gets -CL each to Int, Wis, and Chr (save for each point)

Psi-5 Grand Powers

Name PSPs Effect
Cone of Nothing 3 CL*CL*CL dmg in a 30' cone (no save); they lose next Opp action (save)
Spectrify 3 Target gets -CL each to Str, Dex, and Con (save for each point)

Simic Physicalist (MTG U/G)


Basic Psi-1 Information

The reverse of Psi1. It is considered "AntiPsionic" power. You MUST be insane to have Anti-Psionics.
PSI-1 CLASS: Anti-Psionic Strength = (Str+Dex+Con)/3*(level+9).
WILD TALENTS: Anti-Psionic Strength = 64+level+(Str+Dex+Con-36)*(exceptional+1)
where "exceptional" is the number of physical stats (Str, Dex, Con) of 16 or above.
Wild Talent Power Progression:
  Potential Number of:
Str+Dex+Con 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).
 
 
ANTI-PSIONIC ENCHANTMENTS:
 
When you downgrade, you get (old SL-1)^2 spell levels which can be used only for spells of lower level (of at least SL 1).
e.g. a 9th level spell is converted to 64 spell levels (and can be used as eight 8th's, for example).
 
Spell Level: 2 3 4 5 6 7 8 9 10 11 12
Downgrade Cost: 1 2 4 8 16 32 64 128 256 512 1024

Simic Physicalist (MTG U/G)


Anti-Psionic Rampart

ANTI-PSIONIC RAMPART UPON NON-UNNATURAL PSIONIC CREATURE (20 attack points)
 
Str+Dex Save Immune Untarg Immov Zombie Taunt Euphor
0-5 19 01-55 56-75 76-91 92-97 98-99 00
6-10 17 01-45 46-63 64-78 79-93 94-97 98-00
11-15 15 01-36 37-52 53-65 66-88 89-94 95-00
16-20 13 01-28 29-42 43-54 55-82 83-90 91-00
21-25 11 01-21 22-33 34-43 44-75 76-85 86-00
26-30 9 01-15 16-25 26-34 35-67 68-79 80-00
31-35 7 01-10 11-18 19-25 26-58 59-72 73-00
36-40 5 01-06 07-12 13-18 19-48 49-64 65-00
41-45 3 01-03 04-07 08-11 12-37 38-55 56-00
46+ 1 01 02-03 04-06 07-25 26-45 46-00
 
Immune: Creature cannot be affected by or use psionics for 1d6 weeks. Can still use anti-psionics.
Untarg: Creature cannot be targetted by psionics (friendly or not) for 1d8 days. Range 0 effects still work.
Immov: Creature is immovable by all means (flight, walking, teleporting, etc.) for 1d12 hours. He cannot make Dex checks or make any saving throw that gives a Dex bonus.
Zombie: Creature can use actions only to do the things he did last segment for 1d20 turns.
Taunt: Creature is Taunted (as per the Kender ability) to the Psionic Rampart attacking player for 1d30 minutes.
Euphor: Creature is euphoric and cannot harm another person (as if he was a Cavalier at negative hp) for 1d100 rounds.

Simic Physicalist (MTG U/G)


Psi-1 Minor Powers

MINOR POWERS Cost Notes
Body Fluidity 1/r +level saves; +level TH with weapons
Body Over Mind 5/d Lose LVL mental ability score points, distribute among physical ability scores
Brainwave Adjustment 1 Change your Truename; You are knocked out of Contact, PsiLinks, etc.
Cell Rearrangement N Heals/Harms N% of max hp; Max N = level*5; Cure/Cause Curse = 20/70
Clairnasience 5/r 40' range per level
Clearcognition 1/r Can use all 5 senses normally, even if some outside effect is blinding them
Darknesses 1 Target has -2 saves, deafness (save) for 1 turn
Detection of Anti-Magic 3/r Detect Anti-Magic
Expediation 5/r Weight Allow. = Str of level+12; +level TH; Elasticity
Object Writing 1/r Item must make item saving throw or destroyed
Premature Trigger 10 Set off someone else's trigger prematurely (no save, ER resists)
Resume Animation 6 Remove one instance of Paralysis, Stun, Hold, etc. on yourself
Reverse ESP 2/r 0, 1/r: Target hears your thoughts and must save or insane.
Steadiness 3/t Immune Telekinsesis, Falling Damage, Teleport Away, Gates/DimDoors
Visibility 3/t Everything within 30'r is visible (counters hidden and Disappearance too)

Psi-1 Major Powers

MAJOR POWERS Cost Notes
Dimensional Folding 25 Dimensional Folding (as spell)
Effects Resistance 10/h +level*5% ER; others you target -level*5% ER; no selective targetting penalties
Energy Amplification 1/HD Add dice to a damaging effect which is resolving (Max = level) only on 1 target
Hand-to-Hand Resistance 10/h +level*5% aWR; others you target -level*5% aWR; no selective targetting penalties
Imp. Cell Rearrangement N As Cell Rearrangement but range=10*level'; Max N = level*10
Inverse Astral Projection 10/t Inverse Astral Projection
Inverse Magic Jar 20/r Another being can use your body
Mass Mental Freedom 10+HD Max = 5 creatures; Removes charm, hypnosis, sleep, dominate, etc.
Mental Paralysis Bolt 15+HD Save -6; 1 creature cannot use M actions for CL rounds; Max HD = 2*level
Moving Concentration 5/d Can convert 1M -> 1P+1V each round if desired
Physical Surgery N*10 Pick 1: Halve hp & slow (N=1), Ray/Enfeeblement (N=5), Insanity (N=6); all have save
Shape Alteration Other 3+W W=weight/100; Polymorph Other (save)

Simic Physicalist (MTG U/G)


Psi-1 Grand Powers

GRAND POWERS Cost Notes
Anti-Psionic Disruption 40/r No Anti-Psi powers (any freq.) can be used in 50' r
Decay 50 1=Decay (item save), 2=Freedom, 5=Instantaneous, 7=Tempus Lawfulness
Endowment 100 Give someone else (who is insane) Psi-1
Energy Solidity 3/HD As per Energy Amplification but entire effect is amplified
Power Transfer 100*N N: Minor=1, Major=2, Grand=3, Super=4; Object's Anti-Psi Strength = ½ of caster's
Quick Physical Acceleration 35/r +1 QP action
Quick Anti-Psi Acceleration 35/r +1 QM action which can be used only for anti-psionics
Reattachment 20*SL One effect that someone/something can per unit of time is considered "not used" yet
Swing Acceleration 35/r +1 S action

Psi-1 Super Powers

SUPER POWERS Cost Notes
Cellular Cure / Cause X Up to X targets: Heal or Harm X hp; You may target someone more than once (!)
Insist 40 [0 action] Counters a counterspell; that same type of counterspell can't be used again
Limitation 1000 1 target: -CL/9 to max # of classes or # psi.freq. (no resistance)
No Resistance (Physical) 400 1 target: Lowers all physical immunites; lowers all WR, aWR; halves iWR, iaWR
Rapid Swing 80/r All your weapons are Ninja Speeded (x2 #Att), add one to multiplier if already have it
Villain Element 600 Casts any one 1st level Villain spell

Simic Physicalist (MTG U/G)


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.

Simic Physicalist (MTG U/G)


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

Simic Physicalist (MTG U/G)


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

Simic Physicalist (MTG U/G)


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)

Simic Physicalist (MTG U/G)


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