[Q0] Martial Arts / Ki Powers (Psi. Freq. 0)


[Q0.1] General Psi0 Information

KiL (Ki Level) = (highest Psi0 level)*3 + (highest Monk1 level)*2 + (highest Wild Talent level).
P0Ps = Str + Dex + Con + Wis - 40 + KiL
These are restored at 1 per round until the maximum per turn (equal to KiL) is reached.
1 P0P = 20 Psi1 points = 2 Psi9 track points for purposes of Psi11 conversion.
 
In the "Action" column below (which is the actions needed to perform the maneuver), read "patt" as "punch attack" and "katt" as "kick attack".
Read "One attack:" on the Effects tables below as "Gain and do one attack, if successful, do the following:". You don't actually do damage with the attack unless noted.

[Q0.2] Psi0 Minor Powers (CF=1)

# Power P0P Action Effect
1 Acting 0 0 Acting, Spying, Disguise proficiencies; KiL*10% chance to resist Detect Lie spell
2 Arrow Cutting 1 1V You get a Dex check (with penalty = enemy's level) for each missile shot at you this round
3 Binding 0 1V Tie up a helpless/surrendered foe so they cannot escape by physical means
4 Bowyer 0 0 Bowyer/Fletcher proficiency; 1 week of F actions: Make a nonmagical +1/+0 bow.
5 Calligraphy 1 0 Copy documents; Can copy magical writings at KiL% success, (100-KiL)% destroy original
6 Catfall 1 1P Land on feet, get a Dex check versus each die of the falling damage
7 Choke 1 1P One attack: Each round target makes Con check or unconscious, maintain by using 1V
8 Classical Literature 0 0 Legend Lore KiL%
9 Climbing 1 1V Gain Climb Walls rating of KiL*10% for the round
10 Contortion 1 1V Escape Bonds (but not from Binding power above); can squeeze through small gaps
11 Dance 0 0 Dancing, Juggling, Mime proficiencies; Can communicate without using spoken words
12 Disable Limb 1 1P One attack: One limb cannot be used by target for 1t (no save)
13 Disarm 1 1P One attack: Target is disarmed (no save)
14 Entangle 1 1P One attack: Do one attack of dmg; -1 segment that target can use per round; maintain 1V
15 Fast-draw 1 0 1 of your weapon attacks occurs at start of round; can pick up 1 weapon without using 1V
16 Forced March 1 0 +KiL to movement rate for the day
17 Grapple 1 1P One attack: Do KiL + Str bonus (to damage) dmg every round, maintain by using 1V
18 Hawking 0 0 Can train a hawk to hunt or spy (not as good as a familiar, but close)
19 Horsemanship 1 1V Horsemanship proficiency; Keeps mount under control in difficult situations
20 Hurling 1 1P One attack: Throw any weapon (incl. weapons not meant to be thrown) without hit penalty
21 Kippup 1 0 Stand up without using a V action.
22 Leaping 1 1V Jump KiL*5' horizontally or KiL*2' vertically
23 Maka Wara 0 0 Each time someone hits you with an unarmed attack, he takes 1 damage back.
24 Medicine I 1 1V Choose one: Cure KiL hp; Cure Wounding; Repair disabled limb
25 Meditation -3 1 turn +KiL mental saves & Immune Fear for 1t; x2 normal healing/regenation rate in non-combat
26 Music 0 0 Music Composition, Instrumental, Singing proficiencies
27 Piercing Thrust 1 0 Do maximum damage with a piercing weapon attack.
28 Reverse Cut 0 0 Can attack to side or behind at no penalty (don't have to turn around)
29 Rhetoric 0 0 Fast-talking, Negotiation, Preaching proficiencies
30 Silent Garrote 1 1P One attack: Choke as above (you must be in Backstab position); Silence 15'r for duration.
 
(continued next page)

[Q0] Martial Arts / Ki Powers (Psi. Freq. 0)


[Q0.2] Psi0 Minor Powers (CF=1) (continued)

# Power P0P Action Effect
31 Silent Kill 1 1P One attack: Do a x2 Backstab (you must be in Backstab position); Silence 15'r for that 1s.
32 Stealthy Movement 1 1V Gain Move Silently and Hide in Shadows ratings of KiL*10% for the round
33 Swimming 1 1M Can swim underwater for the round with no chance of drowning; Resist Water for 1 round
34 Tea Ceremony X 1 turn Give to other Psi0-users in room a total of X Psi0 points, this may be above max for 1 turn
35 Theology 0 0 Religion proficiency; Detect divine beings
36 Throw 1 1P Make one attack, if successful, throw target level*10' in one direction, he takes falling dmg
37 Trip 1 1att One attack: Do KiL dmg; target is down but may spend 1V to get back up
38 Unarmed Combat 0 0 +level TH and dmg with unarmed combat

[Q0.3] Psi0 Major Powers (CF=1)

# Power P0P Action Effect
1 Air Throw 3 1P,1V One attack: Target takes KiL*5' falling damage
2 Backflip Kick 2 1kick One kicking attack to opponent's back (not a backstab): Normal damage.
3 Concealment 2 1M Invisibility
4 Death Touch 3 1P One attack: Death (save vs. PPD)
5 Double Dread Kick 2 2kick,1V Two kicking attacks: Each does normal damage and knocks the target back KiL'
6 Ear Pop 2 2punch (The 2att from seperate limbs) One attack: Target stunned and deaf (each save vs. PP)
7 Fire and Stones 2 2att (The 2att from seperate limbs) One attack: Destroys enemy's weapon (item save)
8 Flying Knee Thrust 2 1kick,1V One kicking attack: x2 normal damage.
9 Focus: Magic Resistance 3 0 KiL*5% MR for 1r
10 Foot Sweep 2 1kick One kicking attack: Normal damage, target is knocked down
11 Forward Flip Knee 2 1kick One kicking attack to opponent's back of head (not backstab) at -4 TH: Normal damage.
12 Handstand Kick 2 1kick,1V One kicking attack: Normal damage, with a bonus equal to your movement rate (in inches)
13 Medicine II 2 1V Choose one: Restore 1 stat point; Cure Disease; Neutralize Poison
14 Monkey Grab Punch 3 2punch One punch attack at +KiL to hit, cannot be parried/countered/dodged: Do normal damage.
15 Power Uppercut 2 2punch One punch attack at +KiL to hit: Do normal damage.
16 Precision Strike 0 0 All your weapons gain (+0)d(+2) on damage.
17 Returning Hurl 3 1P Hurling (above); if weapon has chain attached it has end-of-round returning.
18 San He 3 0 For 1r: Immovability; cannot be knocked back/down; cannot use V actions
19 Shockwave 3 1F Earthquake KiL' r (as spell)
20 Spinning Back Fist 2 1punch,1V One punch attack: That attack does x2 damage.
21 Stepping Front Kick 2 3kick,1V Two kicking attacks, second autohits if first hits: Normal damage, target knocked back KiL'
22 Toughskin 0 0 +KiL/2 AC bonus
23 Triple Strike 3 3att (The 3att from seperate limbs) Three attacks at same target at +KiL to hit: Normal dmg.
24 Wounded Knee 3 1kick One kicking attack: Target loses 1V action per round for 1t.

[Q7] Undead Psionics (Psi. Freq. 7)


[Q7.1] Psi7 Minor Powers (CF=1)

# PSPs Description
1 2 Curse (Spell save)
2 -10 to max Fear aura (anyone who enters your group) (Will save)
3 -10 to max Immunity to cold
4 -10 to max Immunity to disease
5 -10 to max Immunity to emotional effects
6 -10 to max Immunity to sleep, fatigue, and exhaustion
7 2/r Improved Invisibility to Undead
8 2 Moan: One group is feared (Will save)
9 -10 to max Need not breathe
10 -10 to max Need not eat or drink
11 -10 to max Need not sleep; Unaging
12 -10 to max Pick a stat. Whenever you touch someone, they take (CL+1)/2 ability damage to that stat (PPD save)
13 2 Summon a DL I Undead
14 -10 to max Whenever you touch someone, they get a disease (PPD save)
15 -10 to max You Turn Undead at +1 level, +CL to the d20 roll, and +CL/2 to the d12 roll

[Q7.2] Psi7 Major Powers (CF=1)

# PSPs Description
1 -25 to max Immunity to critical hits
2 -25 to max Immunity to paralysis and stun
3 -25 to max Immunity to poison
4 5/t Incorporealness (+20 AC, you can pass through walls, can pick up objects, but cannot attack)
5 5 Magic Jar / Possession (Will save)
6 -25 to max Regenerate at CL-3 hp /s
7 5 Slay Living (save)
8 5 Summon a DL IV Undead
9 -25 to max Vampiric Regen (CL-3)*10% of damage you deal
10 -25 to max Whenever you touch someone, they are aged CLd4 years (PPD save)
11 -25 to max Whenever you touch someone, they are energy drained (CL+3)/6 levels (no save)
12 -25 to max Whenever you touch someone, they are paralyzed (PP save)
13 5 Wither limbs (like a Sharpness effect) (CL-3 PP saves, each missed save is one lost limb)
14 5 Wrench
15 -25 to max You emit a stench like a ghast

[Q7] Undead Psionics (Psi. Freq. 7)


[Q7.1-CF2] Psi7 Minor Powers (CF=2)

# PSPs Description
16 2 Doesn't cost an additional action to use, just your eye's P or M action: Gaze to Charm (save)
17 -10 to max People need a +CL weapon to hit you

[Q7.2-CF2] Psi7 Major Powers (CF=2)

# PSPs Description
16 -25 to max Immunity to ability drain
17 -25 to max Immunity to all mind-affecting effects

[Q7.3-CF2] Psi7 Grand Powers (CF=2)

# PSPs Description
1 8 Death Spell a group (total CL*CL HD, max HD affected = CL)
3 -40 to max Immunity to any effect that requires a Fortitude save (unless the effect also works on objects)
4 -40 to max Immunity to death or slay effects
5 -40 to max Immunity to energy drain and negative levels
6 -40 to max Immunity to Turn Undead
7 8 Summon a DL VII Undead
8 8 Target is energy drained CL/2 levels (no save)
9 -40 to max Whenever you touch someone, they get Mummy Rot (no save)

[Q7.1-CF3] Psi7 Minor Powers (CF=3)

# PSPs Description
18 2 Duplicate a SL 0-1 Necromancy effect (Wizard or Priest)

[Q7.3-CF3] Psi7 Super Powers (CF=3)

# PSPs Description
1 11 As You Are
2 11 Summon a DL X Undead
3 -55 to max When you die, you go to the Negative Energy Plane, and will reform on the Prime the next day
4 -55 to max You do not go unconscious and stay offensive at any negative hp total (but will still die)
5 -55 to max Your unarmed attacks are Vile damage and hard to heal (healing effects are divided by CL-16)
 
DM Note: There are CF=4 and CF=5 Psi7 powers from the original [Q7] Collective section; no room to list them here.

[Q10] Empathic (Role Aids) Psionics (Psi. Freq. 10)


[Q10.0] Basic Psi10 Information

Psi10 (class) PSPs = (LVL+Int+Wis-20)*5
Psi10 (wild) PSPs = (LVL+Int+Wis-13)*2
1 Psi10 PSP = 2 Psi1 PSPs. Points are regained at (Int+Wis)/2 per hour, or (total multipliers of beings within 100') per hour
 
Disciplines: Empa = Empathy, Pyro = Pyromancy, Somn = Somniomancy, Telep = Telepathy, TK = Telekinetics
Powers marked with an asterisk ( * ) can be used as a 0 action.

[Q10.1] Psi10 First Level Powers (minors) (CF=1)

# Name Disc. PSPs Effect Source
1 Affect Normal Fires Pyro 1/r Affect Normal Fires RAPsi
2 Awaken Somn 2 Wakes someone up (removes a sleep effect) RAPsi
3 Detect Evil Empa 3 Detect Evil 3r RAPsi
4 Detect Lie * Telep 2/r Detect Lie RAPsi
5 Detect Lie II * Empa 3 Detect Lie 1r, Undetectable Lie doesn't work, instead gives save (at +5 bonus) RAPsi
6 Dispel Exhaustion Telep 5 Target heals 25% of damage taken RAPsi
7 Distract Telep 5/r Target cannot cast spells (save vs. spell) RAPsi
8 Dream Interpretation Somn 2 Interprets a dream; gives some insight RAPsi
9 Extrasensory Scan Telep 2/r Detect Life, Detect Psionics RAPsi
10 Feather Fall * TK 2/r Feather Fall RAPsi
11 Heat I Pyro 1/r Target takes 1d4 dmg /r RAPsi
12 Hide Emotion * Telep 3/r Undetectable emotion; immune ESP; +3 saves vs. emotion-changing effects RAPsi
13 Ignite Pyro 4 Burns an object (item save vs. fire) RAPsi
14 Instant Sleep Somn 1 Caster goes to sleep; gets x1.5 benefit per unit time RAPsi
15 Lift TK w*S/r TK up/down only; w = ln(weight in lbs.); S = ln(speed in ") RAPsi
16 Light Pyro 3/r Light RAPsi
17 Manipulate TK D/r Fine-control TK; max weight = CL lbs.; D = Dex score desired (max = Wis) RAPsi
18 Melt Pyro 5/r Melts an object (item save vs. fire), metal armors get -2 AT RAPsi
19 Resistance to Sleep Somn 2/h Immune Sleep RAPsi
20 Sleeping Awareness Somn 1/h Aware of surroundings while sleeping RAPsi
21 Sleeping Levitation Somn 1/h Levitate while sleeping (do not need to sleep on ground) RAPsi
22 Slide TK ½*w*S/r TK horizontal across floor only (max incline = CL*5°); same w and S as Lift RAPsi
23 Spook Telep 5 Fear (save vs. spell at -CL/3) RAPsi
24 Suggest Telep 8 Suggestion (save) RAPsi
25 Tongues * Telep 3/r Tongues RAPsi
26 Wakefulness Somn 1/d Need not sleep; doesn't gain natural resets while not sleeping RAPsi

[Q10] Empathic (Role Aids) Psionics (Psi. Freq. 10)


[Q10.2] Psi10 Second Level Powers (minors) (CF=1)

# Name Disc. PSPs Effect Source
1 Active Telepathy Telep 5/r Telepathy RAPsi
2 Beam of Light Pyro 5/r Line of Blindness (all in area save vs. spell or blinded) RAPsi
3 Bend TK ½*S/r Bend an object; S = Str score desired (max = Int) RAPsi
4 Break TK S/r Break an object (item save); S = Str score desired (max = Int) RAPsi
5 Confuse Telep 14 Confusion (save) RAPsi
6 Contingency Awaken Somn 3 Set a contingency for conditions to wake up RAPsi
7 Cool * Pyro 8/r Keeps object at a normal temperature; Imm. to increase temperature change RAPsi
8 Darkness Pyro 7/r Darkness (can target someone to blind them, they get a save) RAPsi
9 Detect Charm * Empa 8 Detect Charm,Suggestion,Domination,Control Actions,Magic Jar,Geas,Quest RAPsi
10 Detect Motive * Telep 10 Gives motive for why someone is asking the way he is RAPsi
11 Dream Somn 3 Sleeping target has a dream (caster has no control) RAPsi
12 Emotion Read Telep 10 Read emotional state RAPsi
13 Empathy Empa 10 Sense needs, drives, emotions of target RAPsi
14 Enforced Sleep Somn 2/target Sleep 3*CL r (save vs. spell); max HD affected /target = CL RAPsi
15 Extinguish Pyro 10 Puts out a fire, or dispel a fire-based spell (Wall of Fire, Fire Shield, etc.) RAPsi
16 False Emotion * Telep 7/r Give off a false emotional state, true emotion is undetectable RAPsi
17 Fear Telep 17 Fear (save vs. spell at -CL/3); Fumble (save vs. spell) RAPsi
18 Feeblemind Telep 10 Feeblemind (save) RAPsi
19 Fire Protection * Pyro 8/r Resist Fire RAPsi
20 Floating Disc TK w/r Floating Disc; w = log(weight in lbs.) RAPsi
21 Healing Empa 15 Take X dmg, which regen at 1 hp/r: Target is cured X hp (max X = 24) RAPsi
22 Homeostasis * Pyro 1/r Resist non-magical Heat and Cold RAPsi
23 Intensify Fire * Pyro 10/r Doubles the damage of an existing fire effect RAPsi
24 Jump * TK J Jump J" (max J = CL*4) RAPsi
25 Know Alignment * Telep 12 Know Alignment RAPsi
26 Levitate TK 5/r Levitation RAPsi
27 Message Somn 4 Sends a message; same plane RAPsi
28 Mind Read * Telep 20/r Read surface thoughts of target RAPsi
29 Pain Erase Telep 8/r Target heals 25% of damage taken; Take only 75% of damage received RAPsi
30 Pillar of Fire Pyro 10/r Makes a column of fire (10' wide by 10*CL' high), 1d10 dmg RAPsi
31 Prolonged Wakefulness Somn 2/d Need not sleep; only 1 natural reset per 2 days while not sleeping RAPsi
32 Push TK ½*S/r Push an object; S = Str score desired (max = Int) RAPsi
33 Remove Fear Telep 8 Remove Fear RAPsi
34 Shield * TK A/r AT +10+A source (max A = CL) RAPsi
35 Talk in Sleep Somn 4 Sleeping target talks in his sleep (presumably about his dream) RAPsi
36 Troubled Sleep Somn 4/h Fear (save vs. spell); if sleeping, target has nightmares RAPsi
37 Untroubled Sleep Somn 2/h Cannot be targetted by Somniomancy effects while sleeping RAPsi
38 Warmth * Pyro 8/r Keeps object at a normal temperature; Imm. to decrease temperature change RAPsi
39 Wind TK 3/r Gust of Wind RAPsi

[Q10] Empathic (Role Aids) Psionics (Psi. Freq. 10)


[Q10.3] Psi10 Third Level Powers (majors) (CF=1)

# Name Disc. PSPs Effect Source
1 Accelerated Sleep Somn 4/h While sleeping/resting, get x(CL+4)/5 benefit per unit time RAPsi
2 Alertness Somn 3/h Target has half chances of surprise RAPsi
3 Animal Communication * Telep 12/r Speak with Animals RAPsi
4 Automaton Telep 21/r Control target's V actions (save) RAPsi
5 Burn Pyro 13 Target takes (4+CL/3)d6 fire dmg (save:½) RAPsi
6 Chill Metal Pyro 11 Chill Metal RAPsi
7 Clairvoyant Dreaming Somn 10 Clairvoyance (caster is sleeping while doing this) RAPsi
8 Comprehend Languages Empa 7/r Comprehend Languages RAPsi
9 Confound * Telep 15/r Telepathy/ESP/etc. on you give false set of thoughts RAPsi
10 Control Telep 30/r Control target's P actions (save); Caster cannot use M actions RAPsi
11 Crush TK 10 Crush an item (item save vs. crushing blow) RAPsi
12 Detect Invisible Creatures Telep 15/r Detect Life; Detect Invisibility; Detect Dust of Disappearance RAPsi
13 Dream Protection Somn 5/h Immune to Somniomancy effects while sleeping RAPsi
14 Emotion Write Telep 9/r Change target's emotional state (save) RAPsi
15 Enforced Wakefulness Somn 1/3t Target cannot sleep (and does not get natural resets) RAPsi
16 Fire Curtain Pyro 9/r Circular wall of fire around caster, 3d6 dmg RAPsi
17 Fire Missiles Pyro 10 Shoot (CL-2)/2 fire missiles, each does 1d4+1 fire dmg RAPsi
18 Freeze Pyro 13 Target takes (4+CL/3)d6 cold dmg (save:½) RAPsi
19 Ground * Pyro 8/r Immune Lightning, must be touching the ground RAPsi
20 Heat Metal Pyro 11 Heat Metal RAPsi
21 Heat Ray Pyro 12 Line, all in area CLd6 heat dmg (save:½), immunity to non-magical heat works RAPsi
22 Hold Telep 5/r Hold Monster (save) RAPsi
23 Identification Somn 15 Identify any x1 item (magic, psi, techonology, etc.) RAPsi
24 Impact TK 12 (CL+3)d8 telekinetic dmg; one target; no save RAPsi
25 Insanity Telep 16/r Target gets Int set to 3; Insanity (save for each) RAPsi
26 Know Alignment II * Empa 17 Know Alignment, Unknowable Alignment doesn't work, instead gives a save RAPsi
27 Locale Somn 12 Gives Local Area Knowledge (as per proficiency) in unknown area RAPsi
28 Masks * Telep 20/r Immune Telepathy/ESP/etc. RAPsi
29 Pain Block Telep 15/r Target heals 50% of damage taken; Take only 50% of damage received RAPsi
30 Rapport Telep 10/r Telepathy, can read target's memories RAPsi
31 Remote Sensing Telep 17/r Have access to all senses of the target RAPsi
32 Remove Fear II Empa 8 Remove Fear, target is immune to fear for 1 turn RAPsi
33 Shatter TK 6 Crush an item (item save vs. crushing blow); only vs. size S or smaller items RAPsi
34 Sleeping Automaton Somn 15 Control P and V actions on a sleeping target RAPsi
35 Static Charge Pyro 10 Target takes (2+CL/3)d4 lightning dmg, this effect can be Delayed Blasted RAPsi
36 Throw TK 8 Throw a small object to deal (CL+4)d6 dmg to a target (don't need to roll to hit) RAPsi
37 Ventriloquism * Telep 18/r Ventriloquism RAPsi
38 Wall of Fire Pyro 13 Wall of Fire, 3d6 dmg RAPsi

[Q10] Empathic (Role Aids) Psionics (Psi. Freq. 10)


[Q10.4] Psi10 Fourth Level Powers (majors) (CF=1)

# Name Disc. PSPs Effect Source
1 Agony Telep 10/r -3 Int, -4 Wis, -3 saves, -3 TH, -3 dmg, can't use magic/psi, slow (save each) RAPsi
2 Chill TK w*T/r Lower temperature in object; w = ln(weight in lbs.); T = ln(change °F) RAPsi
3 Dream Projection Somn 10 Can control details of a sleeping target's dream RAPsi
4 Dream Reading Somn 6/r Can view the dreams of sleeping target RAPsi
5 Dream Suggestion Somn 18 Suggestion (CL/2 saves vs.spell) RAPsi
6 Energy Armor * Pyro 7/r AT +10 source, destroy any weapon that strikes you (save vs. lightning) RAPsi
7 Fire Stream Pyro 18/r Choose 1 target within 120' per segment, it takes 6d6 fire dmg (save:½) RAPsi
8 Forerunners Somn 16 Precognition (caster is sleeping this segment) RAPsi
9 Heat II TK w*T/r Raise temperature in object; w = ln(weight in lbs.); T = ln(change °F) RAPsi
10 Kinetic Wall TK 8/r Immobile wall that blocks missile and melee weapons; must spend 1V to pass RAPsi
11 Masquerade Empa 1/h Caster has the mind-set and thought patterns of another RAPsi
12 Memory Read Telep 8/r Read memories of target RAPsi
13 Memory Protection * Telep 5/r Immune to Memory stealing, mind reading, Capital E Extract RAPsi
14 Mental Erasure Telep 30 Forget (save at -5-CL/3) RAPsi
15 Mental Guard Somn 12/h Imm. Charm,Confusion,Fear,Feeblemind,Possession,Soul Trap,Suggestion RAPsi
16 Scare Empa 15 Fear 1d3+CL/2 r, target must save every round (even if made previous saves) RAPsi
17 Sensitivity to Psychic Imp. Empa 20 Sensitivity to Psychic Impressions RAPsi
18 Sleep of Healing Somn 21 Target sleeps this segment, cure CL/2 hp, disease, blind, feeblemind, insanity RAPsi
19 Slow TK 3/r Slow; -1P action (save for each) RAPsi
20 Stasis * Somn 18 Feign Death (can be used on willing others) RAPsi
21 Static Discharge Pyro 35 All in caster's group (except caster) take (10+CL/3)d6 lightning dmg (save:½) RAPsi
22 Waking Nightmare * Somn 5/r Target is immune to emotion changes and hallucinations RAPsi
23 Walking Sleep Somn 10/h Target is fully aware and can use Z and V actions while asleep RAPsi

[Q10.5-CF2] Psi10 Fifth Level Powers (grands) (CF=2)

# Name Disc. PSPs Effect Source
1 Charm Person Empa 15 Charm Person (make CL saves) RAPsi
2 Dream of Communion Somn 30 Contact other Plane (caster is sleeping this segment) RAPsi
3 Dream Quest Somn 30 Quest/Geas (save vs. spell) RAPsi
4 Dream Travel Somn 50 Teleport (same plane) (caster is sleeping this segment) RAPsi
5 Fire Blast Pyro 26 One group takes (8+CL/5)d6 fire dmg (save:½) RAPsi
6 Fire Strands Pyro 22 Web spell, everyone within takes Xd6 dmg /r, X is # sizes larger than size T RAPsi
7 Fly * TK S/r Fly at S*3" RAPsi
8 Hypnotism Empa 20 Hypnosis (make CL saves) RAPsi
9 Lightning Bolt Pyro 24 Lightning Bolt, CLd6 dmg (save:½) RAPsi
10 Memory Write Telep 65 Change a memory in a target (save) RAPsi
11 Object Reading Empa 35 Object Reading RAPsi
12 Plane Shift Somn 55 Plane Shift (caster is sleeping this segment) RAPsi
13 Prescient Dream Somn 62 Precognition about a person or item, more exact information than Forerunners RAPsi
14 Sleep Guard Somn 15 Contigency Awaken, wake up and do a Psi10 power (chosen ahead of time) RAPsi
15 Suggestion Empa 17 Suggestion (make CL saves) RAPsi
16 Transportation Somn 50+15P Teleport (same plane) (P=# of people) (all in the effect are sleeping this seg.) RAPsi

[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)