[Q12] Law / True / Chaos Psionics (Psi. Freq. 12 L/T/C)


[Q12L.0] Law Psionics (Psi. Freq. 12L)

This psionic frequency is based on the first element of a creature's alignment.
If a creature takes this frequency and also frequency 6, they both count as only one frequency towards the number of frequencies limit.
Anyone with frequency 12 psionics has access to all powers of that alignment within frequency 12; there are no slots or selections to make.
All of these powers (except Mental Freedom in Psi12C) cost 1 Mental action to use. Each type of these psionics gain 1 point back per round (6/m or 60/t) if the character is not engaged in combat.
 
Law Psionic Points (LPPs) for Psionicists = (Int + Str) * (Psi12L level)
LPPs for Wild Talents = (higher of Int or Str) * (highest level) / 3

[Q12L.1] Psi12L Powers (CF=1)

# Power LPP Type Description
1 Communication 2/r Minor Allows communication with any creature w/Int 1+
2 Detect Chaos/Psionics 2/r Minor Detect Chaos (and) Detect Psionics
3 Order Objects 15 Minor Arrange group of small object by some order (or) Count a group of objects (or) Weigh an object
4 Protection from Chaos 15+2/r Minor As Pro.Evil but versus Chaotic alignment
5 Command 20 Minor Command (as spell), except can use 2 words
6 Hold Person 35 Minor Hold Person, +45 LPPs gives Hold Monster
7 Personal Illusion 35+4/t Minor Exact illusion of a creature (except mannerisms)
8 Calm Chaos 40 Minor Calms down a group of people, removes enraged, berserk, pissed (no save)
9 Enthrall 40 Minor Fascinates a group (Will save)
10 Predictability 45/t Major All your non-permanent die rolls of NdS instead are rolled as Nd(S-2)+N
11 Search Law 55 Major Searches law system for loopholes to use for solution of problem or to your advantage
12 Charm Lawful Creature 60 Major Charm (no save) only vs. Lawful creatures
13 Rigid Thinking 60 Major Target must continue doing what it did last for CL r (Spell save); attacking him breaks the effect
14 Compulsive Order 75 Major Target must clean his area for 1d6 r (Spell save); attacking him breaks the effect
15 Defensive Harmony 80 Major CL/2 targets each get +CL/2-1 AC for 1t
16 Discipline 80 Major Creature saves: if made it takes caster's level in damage, if missed AL shifts one towards L
17 Mental Clock 80/d Major Function without sleep (and) Exact mental clock
18 Create/Enforce Law 95 Major Creates a logical/sensible law based on criteria (or) summons a creature who has broken a law
19 Impeding Permission 100 Major Target cannot do anything unless he gets permission from the caster for CL t (Spell save)

[Q12] Law / True / Chaos Psionics (Psi. Freq. 12 L/T/C)


[Q12L.1-CF2] Psi12L Powers (CF=2)

# Power LPP Type Description
20 Legal Thoughts 120 Grand Target must follow a certain law (Spell save)
21 Summon Lawful Creature 120 Grand Gate (as spell) for Lawful creature or for a Water or Air Elemental
22 Illusionary Order 125+8/h Grand Illusion: creates the appearance of order/logic
23 Control Weather 135 Grand Control Weather (as spell)
24 Tempus Lawfulness 145 Grand Removes all temporal anomolies in 30'r

[Q12L.1-CF3] Psi12L Powers (CF=3)

# Power LPP Type Description
25 Strength of One 65 Major Everyone in the party's Str becomes the highest among the L aligned members of the party
26 Champion's Strength 105 Grand One member of the party gets the Str bonuses from all the other members
27 Order Reality 160 Grand Alter Reality, but effect must be Lawful intent
28 Clone/Simulacrum 165 Super Clone (or) Simulacrum (as the MU spells)
29 Imprisonment 180 Super Imprisonment (as spell)
30 Enslave 200/r Super Target creature's AL switches to L, all of it's actions under control of caster (no save)