[MC2] Monster Collective, Psionics


[MC2.--2] Monster Psi--2

Use SL # Power Disip. Check PSPs Effect Power Score Source
d 2 1 Biosaveback Metab Int-7 9+5/r -2 dmg/energy att; +CL/3 saves +CL saves instead DM
d 2 2 Deflection Kinet Con-5 6 [pick R,M,P,I] Deflection CL*5% pick 2, or Reflection on 1 DM
d 2 3 Endurance of the Land Metab Int-7 15+3/r +5 max hp; +3 AC; +3 saves; IR 25% Lasts 5r after maint. DM
d 2 4 Inertial Wall Kinet Int-8 11+8/r Melee: -CL dmg/att; Missile: Delay 1s Another Melee -CL/att DM
d 2 5 Magnify M-Psi Chr-5 25M+M/r Mult. power (Max=level/5+1) M+1, no extra cost DM
d 2 6 Resist Disease Metab Int-8 18/d Resist disease Immune disease DM
c 2 1 Cell Arrangement Metab Int-8 2*N cures 5*N% of max hp (max N=CL*5+35) Half cost in PSPs DM
c 2 2 Double [C] Metab Int-8 11 Doubles a harmful [C] section effect Becomes capital lettered DM
d 5 1 Energy Command Metab Int-7 10 Pick an element, you resist it You double resist it DM
d 5 2 Regen Metab Int-6 24+9/t Troll-like regen CL hp/r 2*CL instead DM
c 5 1 Alter Reality All Any-15 375 Alter Reality (any Psi major) Double CL effect DM
c 5 2 Death Trade Metab Int-12 60 You and target up to 10*CL^3 dmg (necro) You take half DM
c 5 3 Demolish Kinet Int-8 27 CLd6 normal ele. dmg (group, save:½) (2*CL)d6 instead DM
c 5 4 Immediate Healing Metab Int-5 45 Heal, can have no more Heals this day this hour instead DM
c 5 5 Put Out of Misery Kinet Chr-9 60 Put Out of Misery Really Put Out of Misery DM
d 8 1 Eeelemental Composition Metab Int-9 36+5/r Can be any Normal/Para/Quasi Eeele Can be Semi Eeele DM
d 8 2 Endurance of the World Metab Int-11 15/r +9 TH; +9 dmg; IECNR +25% Lasts 5r after maint. DM
d 8 3 UltraArmor [--X] Telep Wis-10 30 iunPaPaaPaaaPR CL*2% CL*4 instead DM
c 8 1 Grand Acidify Kinet Int-5 27 CLd20 acid damage Use d30's DM
d 11 1 Z Acceleration Metab Wis-15 45/r +CL Q0 actions /r (self) Cast Psi using 0 actions DM
d 11 2 Psi Inertial Improver Port Str-23 105/r Psi gives no save in your group -- DM
c 11 1 Change Reality All Any-25 600 Change Reality (any Psi grand) Double CL effect DM
c 11 2 Planetary Demolish Kinet Int-30 5400 1 idmg in any E=CL/6 element 2 idmg; CL/3 instead DM

[MC2] Monster Collective, Psionics


[MC2.-17] Monster Psi-17

Use SL # Effect
c 2 1 Chaos Ball your group (incl. yourself) for LVLd6 dmg
c 2 2 Create a LVL*10' Wall of Stone with random orientation in the room
c 2 3 Create a random trap (only enemies trigger it)
c 2 4 Sleep your entire group (incl. yourself) (save)
c 2 5 Wand of Wonder effect
d 5 1 Confusion shield (whoever hits you saves or is Confused)
c 5 1 Chain Lightning: as spell, but jumps randomly (not closest person), can hit someone more than once
c 5 2 Create a random trick (only enemies trigger it)
c 5 3 Fist of Force (LVLd8 force dmg to one target)
c 5 4 Teleport Other Away
c 8 1 Call Chaos: LVL random groups take 75 Chaos dmg (include PC in possibilities)
c 8 2 Create a random special (only enemies trigger it)
c 8 3 Earthquake your group (incl. yourself) for LVLd20 dmg, flying doesn't help
c 11 1 Invoke Logrus: 66*LVL Vile Eldritch Chaos to a group (no save)
c 11 2 Word of Destruction: Room shape is rearranged, everyone in room (incl. PCs) take a slay (save) and a blind (no save), each object in room has 50% chance of shattering

[MC2] Monster Collective, Psionics


[MC2.-15] Monster Psi-15

Use SL # Name Effect
d 2 1 Add Breath Weapon [1st] Breath weapon is 3/d. Choose a normal (EE=1) eelement. Breath = 50% of current hp total.
d 2 2 Add Breath Weapon [2nd] Breath weapon is once per 3 rounds. Choose a normal (EE=1) eelement. Breath = (CL+1)d(CL*2+2).
d 2 3 Add Resistance Resist one normal (EE=1) eelement, this can be taken twice for an EE=2, thrice for an EE=3, etc.
d 2 4 Add Tentacle Tentacle does 1d(CL*2) damage
d 2 5 Increase Touch Damage CLdCL dmg with unarmed touch (do not add punch or weapon damage)
c 2 1 Alter Resistances Alter two resistances (or one immunity) to be of different eelement(s) (Pick an EE factor = original)
d 5 1 Add Immunity Immune to one normal (EE=1) eelement, this can be taken twice for an EE=2, thrice for an EE=3, etc.
d 5 2 Dial-a-Breath Eelement (<) You can use any eelement with EE factor less than your normal breath.
d 8 1 Add Global Resistance Resist all EE=1 eelements, this can be taken twice for EE=2 (doesn't include EE=1), thrice for EE=3, etc.
d 8 2 Dial-a-Breath Element (=) You can use any eelement with E factor equal to or less than your normal breath.
d 11 1 Add Global Immunity Immune to all EE=1 eelements, this can be taken twice for EE=2 (doesn't include E=1), thrice for EE=3, etc.

[MC2] Monster Collective, Psionics


[MC2.-12L] Monster Psi-12L

Use SL # Name PSPs Effect
d 1 1 Anti-Psionic Resistance 4+3/t +5*CL% AntiPsiR
c 1 1 Blind/Unblind 9 Cure or Cause Blindness (RSW save)
c 1 2 Charm Blast 8 One group is charmed (Will save), doesn't affect undead etc.
c 1 3 Choose Summoning I 12 Monster Summoning using ML I chart, you pick the result
c 1 4 Law Bolt 11 CLxCL mental dmg to 1 target (Reflex:½); C-align x2 dmg
d 2 1 Hold Life 20+6/t Immune to XP/Stat Drain; Immune Aging
c 2 1 Choose Summoning II 24 Monster Summoning using ML II chart, you pick the result
c 2 2 Dispel Anti-Psi 14 Dispels one anti-Psi effect
c 2 3 Force Shape & Wrench 20 Force Shapechange & Wrench (no save, get ER & aNR)
c 2 4 Law Beam 22 CLxCL mental dmg in line (Reflex:½); C-align x2 dmg
c 2 5 Phantasmal Killer 18 Phantasmal Killer
c 2 6 Suggestion Blast 16 One group is suggested (Will save), all use same suggestion
d 3 1 Choose Die Result 30 Choose result of one die roll (not "deep", only affects one die)
d 3 2 Globe of Low Resistance 12+9/r Immune to SL 0-2 (all types), Resist SL 3-4 (all types)
d 3 3 Hold All 30+9/t Immune to XP/Stat/Multiplier/Action Drain, Aging, As You Are
c 3 1 Choose Summoning III 36 Monster Summoning using ML III chart, you pick the result
c 3 2 Domination Blast 24 One group is dominated (Will save), *does* affect undead etc.
c 3 3 Law Double Beam 33 CLxCL mental dmg in 2 lines (Reflex:½); C-align x2 dmg
d 4 1 Duplicate Tech Item 40 Duplicate a x0 or x1 Technology Item
d 4 2 Effect Immunity 16+12/t Pick any spell or power. You are immune to that effect.
d 4 3 See Through 12+12/t See through Dust of Disappearance & Mirage Arcana effects
c 4 1 Chain Question Mark 32 Remotely "wake up" or alert a friendly group on same DL
c 4 2 Choose Summoning IV 48 Monster Summoning using ML IV chart, you pick the result
c 4 3 Law Triple Beam 44 CLxCL mental dmg in 3 lines (Reflex:½); C-align x2 dmg
c 5 1 Choose Summoning V 60 Monster Summoning using ML V chart, you pick the result
c 6 1 Law Quadruple Beam 55 CLxCLx2 mental dmg in 4 lines (no save); C-align x3 dmg
c 7 1 Choose Summoning VI 72 Monster Summoning using ML VI chart, you pick the result
c 8 1 Choose Summoning VII 84 Monster Summoning using ML VII chart, you pick the result
c 9 1 Choose Summoning VIII 96 Monster Summoning using ML VIII chart, you pick the result
c 9 2 Law Quintruple Beam 66 CLxCLx3 mental dmg in 5 lines (no save); C-align x4 dmg
d 10 1 Spirit Resistance 40+30/t +5*CL% XR
c 15 1 Sit Down Already! 300 All within sight (incl. party) are Set (no resistance/immunity). The current half-segment will end after the current stack, as everyone is considered to have spent all of their actions.

[MC2] Monster Collective, Psionics


[MC2.-12T] Monster Psi-12T

Use SL # Name PSPs Effect
d 1 1 Effects Preservation 6+2/t +5*CL% AntiMR; +2*CL% ER
d 1 2 Spectral Natural Fighting 12+2/t Spectral Hand; no ill effects from punching/kicking things
c 1 1 Bring Animals I 12 Summon CL Animals using ML I chart, you pick the result
c 1 2 Hold Blast 8 One group is held (Will save)
c 1 3 Ice Aura 10+2/r Anyone who melees with you takes CL ice dmg /s (no save)
d 2 1 Polymoph Self 20 Polymorph Self; lasts CL turns
d 2 2 Stay Conscious 24+4/t You stay conscious up to -10-CLxCL hp (defensive acts only)
d 2 3 Touch Reflection 16+4/t Touch effects are reflected back to opponent
c 2 1 Bring Animals II 24 Summon CL Animals using ML II chart, you pick the result
c 2 2 Dispel Anti-Magic 14 Dispels one anti-Magic effect (or) Halve ER (no ER or save)
c 2 3 Dust Aura 20+4/r Enemies in your group takes CL dust dmg /s (no save)
d 3 1 Globe of Mid Resistance 18+6/r Immune to SL 2-4 (all types), Resist SL 1 & 3 (all types)
d 3 2 Heal Self 39/d 1/d (automatic): If you go below 0 hp, you are Healed
d 3 3 Tenser's Transformation 30 Tenser's Transformation
c 3 1 Bring Animals III 36 Summon CL Animals using ML III chart, you pick the result
c 3 2 Feeblemind Blast 24 One group is feebleminded (Will save)
c 3 3 Wall of Element 33 Wall of a normal/para/quasi element. Dmg is CLxCL.
d 4 1 Duplicate Natural Item 36 Duplicate a x0 or x1 Natural or Anti-Magical Item
d 4 2 Effect Familiarity 20+8/t Pick any spell/power. You resist it; and at +50% when using it.
d 4 3 Improved Inallability 26+8/t Improved Invisibility (sight/sound/smell), can't be touched
d 4 4 Resurrect Self 52/d Teleport Away when killed, Resurrect Self 1 round later
d 4 5 Time Aura 40+8/r Enemies in your group lose 1 action /s (no save)
c 4 1 Bring Animals IV 48 Summon CL Animals using ML IV chart, you pick the result
c 5 1 Bring Animals V 60 Summon CL*2 Animals using ML V chart, you pick the result
c 6 1 Anti-Time Aura 80+16/r Enemies in your room takes CL*2 anti-time dmg /s (no save)
c 7 1 Bring Animals VI 72 Summon CL*3 Animals using ML VI chart, you pick the result
d 8 1 Bring Animals VII 84 Summon CL*4 Animals using ML VII chart, you pick the result
c 9 1 Bring Animals VIII 96 Summon CL*5 Animals using ML VIII chart, you pick the result
c 9 2 Crapulence Aura 160+32/r Enemies in sight takes CL*3 crapulence dmg /s (no resistance)
d 10 1 Spirit Preservation 60+20/t +5*CL% aXR
c 15 1 Ka-boom! 300 All within sight (incl. party) take CL idmg (no resistance/imm.). This damage is considered idmg even when using the [X] section (with a P save for 0), however, it requires a G action to use this power under the [X] section rules. (Outside of [X] section, this power is an M action to use, just like everything else here.)

[MC2] Monster Collective, Psionics


[MC2.-12C] Monster Psi-12C

Use SL # Name PSPs Effect
d 1 1 Commotion Resistance 8+1/t +CL*5% RR; Resist own effects; Resist Wild Surges
d 1 2 Cthulhoid Aura 10+1/r You look like a cthulhoid beast, gaze to fear (save vs. Will)
c 1 1 Cthulhoid Swarm I 12 Summon CL Monsters using ML I "Weird" chart (random)
c 1 2 High-Frequency Sample 13 Generate a High-Frequency Sampler minor effect
c 1 3 Taunt Blast 8 One group will attack you on their next action (no save)
c 1 4 Wild Invocation I 11 Random 0th (50%) or 1st (50%) SL Wizard Invocation spell
d 2 1 Anti-Technological Armor 23+1/t +5*CL% TechR (or) Resist Technology
d 2 2 Know Next Dice Rolls 19+1/t 0,1/r: Roll dice ahead of time before action, can choose not to
c 2 1 Chromatic Blast 18 Area effect Chromatic (50%) / Metallic (50%) Orb; CL=1d12
c 2 2 Confusion Blast 16 One group is confused (Will save)
c 2 3 Contagion/Enervation 26 One target is hit by Contagion & Enervation (PPD for each)
c 2 4 Cthulhoid Swarm II 24 Summon CL Monsters using ML II "Weird" chart (random)
c 2 5 Dispel Radiation/Tech 14 Dispels one Radioactive, Wild/Chaos, or Technological effect
c 2 6 Wild Invocation II 22 Random 2nd (60%) or 3rd (40%) SL Wizard Invocation spell
d 3 1 Globe of High Resistance 24+3/r Immune to SL 4-6 (all types), Resist SL 2-3 (all types)
d 3 2 Mirror Mislead 30+3/r Does a Mislead spell, a Mirror Image, and a Displacement
c 3 1 Cthulhoid Swarm III 36 Summon CL Monsters using ML III "Weird" chart (random)
c 3 2 Strip Down (Nude Bomb) 20+1/s Choose 1 target; he removes/drops 1 item /s (no save)
c 3 3 Weird Chaos 24 Two groups: One gets hit by Weird, the other Chaos (as spells)
c 3 4 Wild Invocation III 33 Random 4th (70%) or 5th (30%) SL Wizard Invocation spell
d 4 1 Duplicate Radio. Item 40 Duplicate a x0 or x1 Radioactive Item
d 4 2 Effect Amplification 24+4/t Pick any spell/power. You have double effect with that power.
c 4 1 Cthulhoid Swarm IV 48 Summon CL Monsters using ML IV "Weird" chart (random)
c 4 2 Dancing Chaos 40+4/r Every segment, a random SL=1d10 effect hits a random target
c 4 3 Wild Invocation IV 44 Random 6th (80%) or 7th (20%) SL Wizard Invocation spell
c 5 1 Cthulhoid Swarm V 60 Summon CL*2 Monsters using ML V "Weird" chart (random)
c 6 1 Wild Invocation V 55 Random 8 (90%) or 1d4+8 (10%) SL Wizard Invocation spell
c 7 1 Cthulhoid Swarm VI 72 Summon CL*4 Monsters using ML VI "Weird" chart (random)
c 8 1 Cthulhoid Swarm VII 84 Summon CL*6 Monsters using ML VII "Weird" chart (random)
c 9 1 Cthulhoid Swarm VIII 96 Summon CL*9 Monsters using ML VIII "Weird" chart (random)
c 9 2 Wild Invocation VI 66 Random 10 (95%) or 2m4+10 (5%) SL Wizard Invocation spell
d 10 1 Anti-Commotion Resist. 80+10/t +CL*5% aaAllR (Anti-Anti R vs. everything)
c 15 1 Get it on! 300 All within sight (incl. party) get +1QQQQQOppF this segment. You can use it and a normal Opp action in the same segment. You may ignore the "Opp" part of this if you wish (i.e. use it on your half of the segment).

[MC2] Monster Collective, Psionics


[MC2.-9] Monster Psi-9

Use SL # Name Check Description [perm. effects in brackets]
d 2 1 Blister-healer Chr/m [+1 TH, -1 dmg/att]
d 2 2 Electricity Suppressor Chr/r Resist Lightning
d 2 3 No Poison For Me Wis/r Resist Poison ("death" becomes ½ max hp)
d 2 4 Resistance to Anti-Magic Chr/m CH*5% aMR (adjust @ 12th casting level)
d 2 5 Resistance to Anti-Psionics Dex/m CH*5% aPR (adj.@12th)
d 2 6 Specific Reduction Int/m takes -1d4 dmg/m on contact w/ substance
c 2 1 Loss of Limbs Wis/h Target is sharped (save)
c 2 2 You'll Shoot Your Eye Out! Wis/r Target loses 1 eye (no save)
d 5 1 Become Brain-independent Dex/m Can use 2M /s, immune ment.attack
d 5 2 Molecular Maintainer Wis/r Resist Disruption; Immune Disintegration
d 5 3 Self-Transformer Str/r Polymorph Self
d 5 4 Stone Eyes Wis/r Gaze: Petrification (save)
c 5 1 AntiBio Force: Force Beam Chr/r Target in cocoon (save), no M actions
c 5 2 AntiBio Force: No Flight Chr/h Target cannot Fly/Levitate (no save)
c 5 3 AntiBio Force: Super Slow Chr/r -½CH Dex, -1P action, ÷CH move rate
c 5 4 AntiBio Force:Vulnerability Chr/m -CH AC,+½CH dmg per attack (incl.spells) (no save)
c 5 5 Degenerator Chr/d Remove all regeneration sources on target (no save)
c 5 6 Trirestoration Dex/r Fix 1 effect that was dispelled within last r
c 5 7 Ultraweakness Int/r -CH Str, -CH more Str for Max.Press (no save)
d 8 1 Control Air: Armor Int/m +CH Saves, Armor has 10*CH hp
d 8 2 Energy Kinetic: Amplify Wis/r Add 3*CH dice to your next energy attack
c 8 1 Hyperkinetic: Decr.Attacks Wis/r -CH P actions (yuck!) (no save)
c 8 2 Hyperkinetic:Hyper Inaction Wis/m -CH V actions, -CH AC (no save)
d 11 1 AntiBio Force: Inaccuracy Con/t People need a 20+CH to Autohit you
d 11 2 Control Air: Less Damage Int/t x10 hp
c 11 1 AntiBio Force: Lose Health Con/t -CH Con, degen all hit points each r (no save)
c 11 2 DeAmplification Con/r (can borrow 1M) ÷CH effect on any effect
c 11 3 DeShielder: DeShield Con/t 1000 dmg
c 11 4 Hyperkinetic: Decr.Mentals Dex/r -CH Mental actions (no save)
c 11 5 Nightmare: Improver Beam Dex/r +CH/6 to being's multiplier (will be Set in 1r)
c 11 6 Nightmare: Physical Blast Dex/r CHxCH'r,lose CHd4 physical stats (save:½)
c 11 7 Polyrestoration Dex/r Trirestoration CH targets
c 11 8 Reverse Contingency Con/d Dispel a Contingency and everything in it
c 11 9 True Vulnerability Dex/m -CH*2% irreducible RR,MR,PsiR,InnateR,aPsiR (no ER)

[MC2] Monster Collective, Psionics


[MC2.-6G] Monster Psi-6G

Use SL # Name PSPs Effect
d 1 1 Angelfire 4+Q Spend Q psi points from non-Psi(-6) pools you have: Your next attack does +Q dmg
d 1 2 Trumpet 3/m Each segment, if an enemy combatant does *not* attack you, he takes CL dmg (no save)
c 1 1 Angelic Heal 2*N Cure N hp to one target (max N = 5+CL^2)
c 1 2 Angelic Heal Other † N 1bM: Cure N total hp to any number of targets, you lose N hp (max N = 10+2*CL^2)
c 1 3 Avenge 13 Choose a target, you deal double weapon damage to that target this combat
c 1 4 Blinding Light 13 Target is blinded (RSW save), halves his AC (Spell save), loses next P action (BW save)
c 1 5 Bloodboil 7/r Target takes CL holy blood dmg (no save) per segment
c 1 6 Exorcise 4 CL dmg & CL^3 lbs. telekinesis in a 70' line (no save); for objects, can force item saves
c 1 7 Glimmer † 13/r 1bM: Target can't be directly targetted; effects on him (including this) can still be targetted
c 1 8 Guardian † N 1bM: Prevent N of the damage being done to one target
c 1 9 Lightning 6 Target takes (CL+2)d6 holy lightning dmg (save: ½)
d 2 1 Angelic Wall 11/m DR 40/+CL
d 2 2 Starlit 23/h Holy Fire Shield (half damage back in melee); +CL*20% RaRR; Ultravision
c 2 1 Brimstone 12 Three 35' radius areas: CL^2 holy fire dmg (no save)
c 2 2 Pentecost 18+N 35' radius: All targets make Will save (extra -CL-N*3 penalty) or Confused CL rounds
c 2 3 Possess 7/s Target dominated (Will save); takes (CL+3)^2 dmg/s; you can't use actions while this runs
c 2 4 Renewal † 11 1bM: One target at negative hp is cured to 0 hp
d 3 1 Deflect N/s iRMaMPaPIWR 3*N%; iXR 2*N%; iGR N%; cannot move while using; max N = 30
c 3 1 Angelic Favor † 14 1bM: Summon a DL IV Angel/Deva, lasts until destroyed
c 3 2 Insist Creature 25 Target creature is dominated (save vs. Will at -CL penalty) for CL rounds
c 3 3 Locusts 25 Creeping doom with CL^3 insects (each having 1 hp and doing 1 dmg)
c 3 4 Mercy 14+N Any number of targets within sight (can include yourself) each gain N hp; max N = 30
c 3 5 Protector † 13/r 1bM: Target gains 30 max hp (he does gain the 30 current hp too when this power is used)
d 4 1 Iridescence † 35/m 1bM: Immune Fire (all variants), Positive, Prismatic, Chromatic, Light, Radiance, Blindness
d 4 2 Warp Time † 28/m 1bM: Double AC vs. missiles; Resist breath weapons and area effects
c 4 1 Desolation 43+AL All psionic pools (including yours and friends) within 70' radius are emptied (use antiPsiR)
c 4 2 Luminescence 34 70' radius: Holy Fireball CLd6, Prismatic Spray effect, Chromatic Orb effect, Blind (save)
c 4 3 To Salt 50 Petrify one target (save vs. petrif at extra -CL), if save take CL^2 holy salt dmg
d 5 1 Fury † 24/m 1bM: Troll regen 1/10 of max hp (round down) /s; Immune to Put Out of Misery / Coup de Grace
d 5 2 Platinum Angel 70/h Immune to slay and Capital S Slay; do not die at any negative hp total (still unconscious)
c 5 1 Apocalypse 60 Pick a 350' radius area, next segment, all in area take CL^3 vile dmg (no resistance)
c 5 2 Chorus 23 Your summoned creatures are dispelled; gain their combined hp (can go above max)
c 5 3 Insist Power † 75 1bM: Counter an effect which counters one of your effects
c 5 4 Resurrect/Destruct 70 Resurrection or Destruction
d 6 1 Worship 60/h Immune Opposition (as in Mirror), Truename Erased, Annihilation
d 6 2 Wrath † 35/r 1bM: Can use an extra 1P each segment this round; Immune to Fire and Negative
c 6 1 Holy Beam 80 Holy Bolt (1 group)
d 7 1 Armageddon † 40/r 1bM: Can use +1M/s this round; Immune Cold; Immune Shadow
c 7 1 Counterspell † 100 1bM: Counter an effect
c 7 2 Summon Angel 80 Summons a DL VIII Angel (good aligned Outer-planar creature)

[MC2] Monster Collective, Psionics


[MC2.-6N] Monster Psi-6N

Use SL # Name PSPs Effect
c 1 1 Earth Bolt N Deal Nd10 Eldritch Earth dmg to one target (no save); max N=CL
c 1 2 Force of Nature I 1 Summon a Plant Elemental: AC 20, hp 20, #Att 1/1, TH +10, dmg 10
c 1 3 Natural Healing ~ 8 1P or 1M: Target is cured equal to his Con score in hp
c 1 4 Naturalize 11 Dispel one non-natural effect (or) Turn off one non-natural item for 1 turn
d 2 1 Adaptation ~ 3/h 1P or 1M: NaNR +CL*10%; Immune to Hostile Environment; Need not breathe
c 2 1 Earth Storm 4*N Deal Nd12 Eldritch Earth dmg 40' radius (no save); max N = CL
c 2 2 Force of Nature II 4 Summon a Wood Elemental: AC 40, hp 80, #Att 2/1, TH +30, dmg 30
c 2 3 Gaea’s Blessing 11 Reconstruct up to three effects which were dispelled/twisted within the last turn
d 3 1 Gaea’s Embrace ~ 22/h 1P or 1M: Target gains +3 AC/saves/TH/dmg and Troll-like regen CL hp/r
d 3 2 Gaea’s Herald ~ 11/t 1P or 1M: When your summoned creatures go below -10 hp, they don't disappear (you can cure)
d 3 3 Nature’s Cloak 12/m +CL*10 Rogue points; Any Level=CL/2 (or less) Rogue pick
c 3 1 Call of the Wild 7 Summon any real-world animal (your choice), you get CL/ML of them (round up)
c 3 2 Force of Nature III 9 Summon a Root Elemental: AC 60, hp 180, #Att 3/1, TH +50, dmg 50
c 3 3 Life Essence N If target has less than N*CL current hp, it is cured so it has N*CL hp; minimum N = 1
d 4 1 Dual Nature ~ 24/m 1P or 1M: Whenever you summon or create creatures, you get twice as many of them
d 4 2 Gaea’s Avenger ~ 4*N/s 1P or 1M: Immune to xN and lower artifact effects that you (or your party) do not control; max N=5
c 4 1 Force of Nature IV 16 Summon a Thicket Elemental: AC 80, hp 320, #Att 4/1, TH +70, dmg 70
d 5 1 Everhome 16/d Your home plane is every plane; when this effect ends, your home plane = current plane
d 5 2 Gaea’s Liege ~ 33/h 1P or 1M: Your max hp is CL^3 (and/or) Your TH bonus is +CL^2 (no other adj. can be added)
c 5 1 Child of Gaea 33 Target becomes Int=3, Wis=3, Chr=3, CL=0 (no save) for CL days
c 5 2 Force of Nature V 25 Summon a Fungus Elemental: AC 100, hp 500, #Att 5/1, TH +90, dmg 90
c 6 1 Force of Nature VI 36 Summon a Thorn Elemental: AC 120, hp 720, #Att 6/1, TH +110, dmg 110

[MC2] Monster Collective, Psionics


[MC2.-6E] Monster Psi-6E

Use SL # Name PSPs Effect
d 1 1 Ashes 4/r Half of your weapon dmg is vile dmg (perm hp)
d 1 2 Demonfire 3+Q Spend the Q points from non-Psi(-6) frequencies. Your next attack is at +Q to hit.
c 1 1 Chilling Darkness 6 Target gets -1 all #Att (PP save); x½ save bonus (PPD save); lose next M act. (BW save)
c 1 2 Darkbolt N 6 ½M, -1 current hp: Target takes CLd4 darkness dmg (no save) and stun 1 segment (Para save)
c 1 3 Drain Life N 11+N ½M, -1 current hp: Target takes N unholy negative vile grave dmg (no save); gain N hp (can go above max)
c 2 1 Circle of Nausea 13 30' r: -CL TH, saves, prof/stat checks for 1t (no save), lose 1 random action (Petrif save)
c 2 2 Darkbeam N 13 ½M, -4 current hp: 60' line takes CLd6 darkness dmg (no save) and stun 2 segments (Para save at -CL)
c 2 3 Evil Eye 14/cr Target's AC becomes 66-CL^2 (Petrif save at -CL); "/cr" means "per complete round"
c 2 4 Jovial Evil N 12 ½M, -4 current hp: 30' r: CLd6 unholy radiance (no save), good-align have no resist and take x2 dmg
c 2 5 Simulacrum 11 (borrow 1M from future to use) Redirect an effect targetting you to one of your summons
c 3 1 Darkcone N 20 ½M, -9 current hp: 60' cone takes CLd8 darkness dmg (no save) and stun 3 segments (Para save at -CL*2)
c 3 2 Festering Evil 25/r Each segment, all non-E creatures within sight take CL unholy grave dmg (no save)
c 3 3 Lurking Evil N 30 ½M, -9 current hp: Summon CL Horrors: AC 40, hp 400, Att 4, TH+40, dmg 40; sac Horror: 4 dmg (no resist)
c 3 4 Phase 30/cr (between rounds borrow 1M) "phased out" this r, pass through obj, no affecting real things
c 3 5 Spoils of Evil 12 For each recently-dead (within last turn) body around, add 1 Psi(-6)E PSP & cure 1 hp
c 3 6 Stench of Evil N 22 ½M, -9 current hp: 30'r: CL^3 stench dmg (save:½), they can use X PSP (any freq/spells, use Q11) prevent X
c 4 1 Evil Eye 2 28/cr As Evil Eye, but no save
c 4 2 Lurking Evil 2 N 45 ½M, -16 current hp: Summon CL Horrors: AC 60, hp 600, Att 6, TH+60, dmg 60; sac Horror: 6 dmg (no resist)
c 4 3 Multi-Twist N 40 ½M, -16 current hp: Twist (dispel) CL effects
c 5 1 Beacon of Unrest 60 Bring a defeated monster back to life under your control (counts as a "Revive")
c 5 2 Infernal Spawn of Evil 36 Summon a Demon Beast: AC 70, hp 700, #Att 7/1, TH +70, dmg 70, 1M: 10 dmg to target
d 6 1 Bringer 6/d Immune Illusions; Immune Disease; Immune Reverse Healing
c 6 1 Infernal Spawn of Infernal Spawn of Evil 49 Summon a Demon Child: AC 80, hp 800, #Att 8/1, TH +80, dmg 80, 1M: 20 dmg to target

[MC2] Monster Collective, Psionics


[MC2.-5] Monster Psi-5

Use SL # Name PSPs Effect
d 2 1 Immune to Charm 1+1/h Target is immune to charm & hypnosis
d 2 2 Immune to Fear 1+1/h Target is immune to fear & beguiling
d 2 3 Immune to Hold 1+1/h Target is immune to hold & stop
d 2 4 Immune to Sleep 1+1/h Target is immune to sleep & exhaustion
c 2 1 Aging 1 Target is aged CL*CL years (no save)
c 2 2 Bolt of Nothing 1 CL dmg to one target (no save); that targets loses next M action (save)
c 2 3 Immobilize 1 -3xCL" move rate (no save); loses Dex bonus to saves & AC (save)
c 2 4 Nullcancel 1 Dispel one x1 effect (no save, gets ER)
d 5 1 Immune to Poison 2+2/h Target is immune to poison & disease
c 5 1 Beam of Nothing 2 CL*CL dmg in a 30' line (no save); they lose next F action (save)
c 5 2 Energy Drain 2 Target is energy drained CL levels in every class (1 save for each level)
c 5 3 Zombify 2 Target gets -CL each to Int, Wis, and Chr (save for each point)
c 8 1 Cone of Nothing 3 CL*CL*CL dmg in a 30' cone (no save); they lose next Opp action (save)
c 8 2 Spectrify 3 Target gets -CL each to Str, Dex, and Con (save for each point)

[MC2] Monster Collective, Psionics


[MC2.-3] Monster Psi-3

Use SL ## Name Discip. Short Description Source
d 1 1 Lesser Metaphys. Armor Clasen Enemies need a +1 weapon to hit you. DM
d 1 2 Tail of the Rat Psymet Gain a tail; your base tail attack does 1d4 damage. DM
c 1 1 Astral Destruct I Metcre Creates astral destruct to fight for you. DM
c 1 2 Biodust Psykin 1d4 dust dmg/r to up to 2 cr. DM
c 1 3 Lesser Spirit Adjustment Psymet You heal 1d8 hp, +1 to next PP save, or restore 1 negative level. DM
c 2 1 Astral Destruct II Metcre Create astral destruct to fight for you. DM
c 2 2 Chilling Ray Metcre Cold ray deals 3d6 damage to foe. DM
c 2 3 Muscle Lock Telep Subject cannot move or take any physical actions. DM
c 2 4 Psionic Trap Psyport Create a psionic trap (a minor High Frequency Sample effect) DM
c 2 5 Spirit Adjustment Psymet You heal 3d6 hp, +3 to next PP save, or restore 2 negative levels. DM
d 3 1 Metaphysical Armor Metcre Enemies need a +3 weapon to hit you. DM
d 3 2 Plasmic Form Psymet Plasma damaging shield (50% damage back) DM
d 3 3 Replacement Psymet Dispel displacement effect, or you ignore displacement for 1 turn DM
c 3 1 Astral Destruct III Metcre Astral destruct fights for you. DM
c 3 2 Blackice Metcre Deals 5d4 black ice damage in 20 ft. radius. DM
c 3 3 Cone of Earthquake Psykin Earthquake inflicts 5d4 sonic damage (group) DM
c 3 4 Dimension Trade Psyport Switch places with anyone you see (unwilling gets save) DM
c 3 5 Drop Psyport Target cannot fly (no save) DM
c 3 6 Summon Monster II Telep Summons a DL II monster, can be in addition to astral destruct DM
d 4 1 Dimensional Enhancer Psyport Can teleport or dim door away during combat (x1 Special) DM
d 4 2 Shards Touch Psymet Your shards touch deals 7d6 acid damage. DM
d 4 3 Spell Barrier Psykin SR 10+2*CL DM
c 4 1 Astral Destruct IV Metcre Astral destruct fights for you. DM
c 4 2 Dismiss Elemental Metcre Dismiss an elemental (no save) DM
c 4 3 Hold Monster Psyport Hold Monster DM
c 4 4 Wall of Element Metcre Pick an element, it's a wall of it. Damage = CLd4 if you pass through. DM
d 5 1 Outcarnate Metcre One anti-psionic effect is permanent. DM
d 5 2 Physical Barrier Psymet -CL dmg per physical attack DM
c 5 1 Astral Destruct V Metcre Astral destruct fights for you. DM
c 5 2 Darkness Blast Psykin Darkness blast inflicts 9d4 damage in 20' radius. DM
d 6 1 Breath of the Drake Psymet Breath water for 11d4 damage. DM
d 6 2 Suspend Death Psymet It takes CL rounds for you to die due to being at negative hp DM
c 6 1 Astral Destruct VI Metcre Astral destruct fights for you. DM
c 6 2 Mass Confusion Telep Confusion a group (Will save) DM
c 6 3 Replace Psykin Put an object into someone's inventory (Reflex save) DM
d 7 1 Contingency Metcre Sets trigger condition for another power. DM
d 7 2 Metal Body Psymet AC +CL, saves +CL, unarmed dmg +CL, DR CL/- DM
d 7 3 Rebound Psykin MPaPReflection CL*15% DM
c 7 1 Astral Destruct VII Metcre Astral destruct fights for you. DM
d 8 1 Spiritual Body Psymet Planar Displaced, Immune Matter, you can't physically attack DM
d 8 2 Telepathic Sphere Psykin Mobile force globe protects group from mental attacks DM
c 8 1 Astral Destruct VIII Metcre Astral destruct fights for you. DM
c 8 2 Recall Birth Clasen Foe vividly recalls its birth, and gains CL negative levels (no save) DM
c 9 1 Armageddon Metcre Destroy a demiplane (will probably get Objected to unless it's empty) DM
c 9 2 Astral Destruct IX Metcre Astral destruct fights for you. DM
c 9 3 Pawn Telep Pawn someone (gets a Will and a Spell save, making either is a make) DM

[MC2] Monster Collective, Psionics


[MC2.-2] Monster Psi-2

Use SL # Power Disip. Check PSPs Effect Power Score Source
d 2 1 Magnify M-Psi Wis-5 25M+M/r Mult. power (Max=level/5+1) M+1, no extra cost DM
d 2 2 NoBlink Port Int+1 7+3/r Blinking does not function within 100' within 1000' DM
d 2 3 Replacement Metab Con-3 6+3/r Ignore displacement Ignore mirror images DM
c 2 1 Adrenalin Drain Metab Con-3 8+4/r 6 Str,Dex,or Con dmg 6 to all three DM
c 2 2 Cause Disease Metab Con-3 12 Cause Disease Cause 2 diseases DM
c 2 3 Cell Adjustment Metab Con-3 1/hp max 20*level hp /r; disease=+5 PSPs Half cost in PSPs DM
c 2 4 Decelerate Metab Con-2 10+10/m Target loses next action (save) next 2 actions DM
c 2 5 Deflect Kinet Int 4 Deflect a melee attack -- DM
c 2 6 Half Pain Metab Con-3 7 Take half damage from one person for 1t -- DM
c 2 7 Reduced Strength Metab Wis-3 2S+S/r Strength dmg, Max=level Max=2*level DM
c 2 8 Sight Less Telep Con-3 C+5/m Blindness (save) Deafness (save) DM
c 2 9 Sound Less Telep Con-2 C+4/t Deafness (save) Blindness (save) DM
c 2 10 Taste Less Telep Con-2 C+4/t Cannot taste, drink potions, eat pills (save) Target cannot smell DM
c 2 11 Time Diminish Port Int-7 54/r -3 M, -3 P, -3 V (save) -1 more each type DM
c 2 12 Time Halve Port Int-1 22/s Lose one instance of "Q" on all action types -4 AC/save; -2 TH DM
c 2 13 Weakness of the Land Metab Con-2 10+2/r 25 dmg, -3 TH, -3 dmg, -25% MR Lasts 5r after maint. DM
d 5 1 Energy Release Metab Con-2 1/die +CL to CL on your next damaging power -- DM
d 5 2 Insens. to Psychic Imp. Clair Wis-4 12+2/m Resist Psionics Resist Anti-Psionics DM
c 5 1 Acidify Kinet Con-3 18 (level)d6 acid dmg (save:½) (2*level)d6 acid damage DM
c 5 2 Degenerate Metab Con-4 18+6/t Degenerate (LVL /s) 2*LVL /s DM
c 5 3 Endorphin Drain Metab Chr-6 16+8/r 6 Int,Wis,or Chr dmg 6 to all three DM
c 5 4 Life Field Metab Con-8 40 All in party all healed for LVL hp 2*LVL hp instead DM
d 8 1 Eelemental Composition Metab Con-4 24+3/r Can be any Normal/Para/Quasi Eele Can be Semi Eele DM
d 8 2 Ultrasword [-X] Telep Chr-5 20 Ignore non-racial immunity to psionics -- DM
c 8 1 Alter Reality All Any-10 250 Alter Reality or Psi-1 major Double CL effect DM
c 8 2 Grand Acidify Kinet Con-5 27 CLd20 acid damage Use d30's DM
c 8 3 Steal Actions M-Psi *Auto* 0 Steal an action (save) -- DM
c 8 4 Weakness of the World Metab Con-6 10/r -9/-9 AC/saves, -25% RR/MR/PsiR Lasts 5r after maint. DM
d 11 1 Magic Inertial Improver Port Dex-18 70/r Spells give no save in your group -- DM
d 11 2 Public Access Lock Clair Int-20 90/r Your truename is unknowable Thoughts unknowable too DM
c 11 1 Change Reality All Any-20 400 Change Reality or Psi-1 grand Double CL effect DM
c 11 2 Planetary Acidify Kinet Con-25 3600 Acidifies 1 planet or moon (!) 2 planets or moons! DM

[MC2] Monster Collective, Psionics


[MC2.-1] Monster Psi-1

Use SL ## Name PSPs Short Description
d 2 1 Steadiness 3/t Immune Telekinsesis, Falling Damage, Teleport Away, Gates/DimDoors
d 2 2 Visibility 3/t Everything within 30'r is visible (counters hidden and Disappearance too)
c 2 1 Cell Rearrangement N Heals/Harms N% of max hp; Max N = level*5; Cure/Cause Curse = 20/70
c 2 2 Object Writing 1/r Item must make item saving throw or destroyed
c 2 3 Premature Trigger 10 Set off someone else's trigger prematurely (no save, ER resists)
c 2 4 Resume Animation 6 Remove one instance of Paralysis, Stun, Hold, etc. on yourself
c 2 5 Reverse ESP 2/r 0, 1/r: Target hears your thoughts and must save or insane.
d 5 1 Effects Resistance 10/h +level*5% ER; others you target -level*5% ER; no selective targetting penalties
d 5 2 Hand-to-Hand Resistance 10/h +level*5% aWR; others you target -level*5% aWR; no selective targetting penalties
d 5 3 Inverse Magic Jar 20/r Another being can use your body
c 5 1 Energy Amplification 1/HD Add dice to a damaging effect which is resolving (Max = level) only on 1 target
c 5 2 Imp. Cell Rearrangement N As Cell Rearrangement but range=10*level'; Max N = level*10
c 5 3 Mental Paralysis Bolt 15+HD Save -6; 1 creature cannot use M actions for CL rounds; Max HD = 2*level
c 5 4 Physical Surgery N*10 Pick 1: Halve hp & slow (N=1), Ray/Enfeeblement (N=5), Insanity (N=6); all have save
d 8 1 Anti-Psionic Disruption 40/r No Anti-Psi powers (any freq.) can be used in 50' r
c 8 1 Decay 50 1=Decay (item save), 2=Freedom, 5=Instantaneous, 7=Tempus Lawfulness
c 8 2 Energy Solidity 3/HD As per Energy Amplification but entire effect is amplified
d 11 1 Villain Element 600 Casts any one 1st level Villain spell
c 11 1 Cellular Cure / Cause X Up to X targets: Heal or Harm X hp; You may target someone more than once (!)
c 11 2 Insist 40 [0 action] Counters a counterspell; that same type of counterspell can't be used again
c 11 3 Limitation 1000 1 target: -CL/9 to max # of classes or # psi.freq. (no resistance)
c 11 4 No Resistance (Physical) 400 1 target: Lowers all physical immunites; lowers all WR, aWR; halves iWR, iaWR

[MC2] Monster Collective, Psionics


[MC2.0] Monster Psi0

Use SL # Power P0P Action Effect
d 2 1 Catfall 1 1P Land on feet, get a Dex check versus each die of the falling damage
d 2 2 Fast-draw 1 0 1 of your weapon attacks occurs at start of round; can pick up 1 weapon without using 1V
c 2 1 Arrow Cutting 1 1V You get a Dex check (with penalty = enemy's level) for each missile shot at you this round
c 2 2 Choke 1 1P One attack: Each round target makes Con check or unconscious, maintain by using 1V
c 2 3 Disable Limb 1 1P One attack: One limb cannot be used by target for 1t (no save)
c 2 4 Disarm 1 1P One attack: Target is disarmed (no save)
c 2 5 Medicine I 1 1V Choose one: Cure KiL hp; Cure Wounding; Repair disabled limb
c 2 6 Throw 1 1P Make one attack, if successful, throw target level*10' in one direction, he takes falling dmg
d 5 1 Focus: Magic Resistance 3 0 KiL*5% MR for 1r
d 5 2 Focus: Stay Conscious X 0 Stay Conscious at negative hp; X = -(current hp)/2, round up
c 5 1 Death Touch 3 1P One attack: Death (save vs. PPD)
c 5 2 Ear Pop 2 2patt (The 2att from seperate limbs) One attack: Target stunned and deaf (each save vs. PP)
c 5 3 Fire and Stones 2 2att (The 2att from seperate limbs) One attack: Destroys enemy's weapon (item save)
c 5 4 Flash Kick 3 1P,1V One kicking attack at +KiL to hit, ignores stoneskins/ironskins: x10 damage, knockdown
c 5 5 Lightning Stroke 3 1V Each time you miss this round you may reroll (you are actually making new 2nd attacks)
c 5 6 Shockwave 3 1F Earthquake KiL' r (as spell)
d 8 1 Acid Breath 5 MouthP Breathe Acid (as per dragon)
d 8 2 Cobra Charm 4 EyeP Gaze, target must save vs. RSW or he cannot use any actions next segment, maintain 1M
d 8 3 Energy Reflection 5 1V As Arrow Cutting (above), except vs. magical missiles (even vs. Meteor Swarms & such)
d 8 4 Extendable Limbs 0 0 Your limbs can extend an extra KiL'
d 8 5 Regeneration 0 0 Regenerate KiL hp per round (given as KiL/10 hp per segment)
d 8 6 Shock Treatment 0 0 Immune Lightning; 1 P0P, 1V: Deal KiL damage to one target (save: ½)
d 8 7 Yoga Flame 4 MouthP Breathe Fire (as per dragon)
c 8 1 Chi Kung Healing X 1M Cure X*KiL hp to one target
c 8 2 Fireball 4 1M KiLd6 dmg, KiL' radius (fire damage) (save:½, if made save again for 0)
c 8 3 Iceblast 5 1M KiLd4 dmg in a KiL*5' line (ice damage) (save:½)
c 8 4 Improved Fireball 6 1M KiLd8 dmg, KiL' radius (fire damage) (save:½, if made save again for 0)
c 8 5 Musical Accomplishment 4 MouthP Allies can reroll (choose one:) missed to hit, missed saves, missed BlahR rolls (for 1m)
c 8 6 Sonic Boom 4 1M KiLd4 dmg, KiL' radius (sound damage) (save:½, if made save again for 0)
c 8 7 Spinning Foot Sweep 4 1katt One kicking attack on each target within KiL'r: Normal damage, targets are knocked down
c 8 8 Storm Hammer 5 1P,1V One attack: Target takes KiL*10' falling damage
c 8 9 Stunning Shout 6 MouthP Target must save vs. PP or stunned 1d(KiL) segments
d 11 1 Focus: Resist Death X 0 Stay Alive (but probably unconscious) past -10 hp; X = -(current hp)/2, round down
c 11 1 Flying Fireball 8 1M,1V KiLd8 dmg in a KiL' radius (fire damage) (save:½)
c 11 2 Inferno Strike 7 1F KiLd20 dmg, KiL*3' radius (fire damage) (save:½), center at caster (who doesn't take dmg)
c 11 3 Repeating Fireball 3*X 1M Throw X Fireballs (see above)
c 11 4 Thunderclap 8 1M KiLd12 dmg, KiL' radius (sound damage) (save:½, if made save again for 0)

[MC2] Monster Collective, Psionics


[MC2.1] Monster Psi1

Use SL ## Name PSPs Short Description
d 2 1 Automaton 10/r Animate Object (as spell)
d 2 2 Psionic Trigger 10/d Contingency for 1 psi power (still need points)
d 2 3 Telekinetic Barrier 5N /t Take -N dmg per physical attack (max N = level)
c 2 1 Cell Adjustment 1/hp Max.# hp = level*5, Cure Disease=20/70
c 2 2 Command 5 Command (as spell)
c 2 3 Domination 5+HD/r Save; Psionic gets control of all actions
c 2 4 Hypnosis 1/HD Level>10 or Int16=save; Max.HD=ä(level)
c 2 5 Invisibility 3/t Mental Invisibility, affects ä(level) in HD
c 2 6 Lights 1/t Faerie Fire, Dancing Lights, Light
c 2 7 Telekinetic Blade 5/r Base damage CLdCL, considered +CL/3 weapon, mental weapon
d 5 1 Body Control 2/t Water Breathing, Resist environment 1 HD/level
d 5 2 Controlled Blinking 5/r Blink 10'/level each round (no action after 1st)
d 5 3 Deflection 1/% /h Energy (non-Physical) Reflection, max=level*10%
d 5 4 Mind Bar 5/d Immune to Ench/Cha,Magic Jar,Domination,Invis.
d 5 5 Pass-Way 20/' Can pass through any material or Wall spell (no harm)
d 5 6 Shape Alteration 3+W W=weight/1000, Polymorph Self (as spell)
d 5 7 Wards 50 Pro.Evil&Scrying, no one can enter, break=150pts
c 5 1 Dispel Exhaustion 14 Mental Surgery (1) but all in psi link affected
c 5 2 Energy Control 1/HD Max.=level in HD damage, must be energy attack
c 5 3 Energy Dissipation 20 Take half damage from an energy attack
c 5 4 Improved Cell Adj. 1/hp Cell Adj. but range=10'*level, Max.hp=10*level/r
c 5 5 Improved Invisibility 9/t Invisibility but can attack and remain Invis.
c 5 6 Magic Jar 20 Magic Jar (as spell), save penalty -1/level
c 5 7 Mass Domination 10+HD Save-4; Max.=5 creatures of level HD
c 5 8 Mental Surgery 10*lvl 1=Dispel Exhaustion,5=Feeblemind,6=Cure Insanity
c 5 9 Paralysis Bolt 15+HD Save-6; 1 creature, Max.HD=2*level
c 5 10 Telekinesis 3/r Max.Weight=3*sum(level), accel. 2"/r move rate
d 8 1 Amplify Power 10N +N to CL (or) +N*10% effect to next Psi1 power (max N=CL)
d 8 2 Psionic Amplification 8*Mult Multiplies a power; Max.=level/4+1
d 8 3 Psionic Disruption 40/r No psi powers (any freq.) can be used in 50'r
d 8 4 Shade 100 Creates a ghost/shade of person who died here, half powers
d 8 5 Suppression 3/r Cannot use or be affected by psionics, all psi effects drop
c 8 1 Death Stare 75 Save-6; Death; Stun 2d4r if over 2*level HD
c 8 2 Energy Cancel 3/HD As Energy Control but removes entire area effect
c 8 3 Energy Jar 15/HD As Energy Control, can throw affect yourself once for 1M
c 8 4 Grand Domination 3*HD/r Save at penalty equal to level; no HD limit
c 8 5 Limited Wish 320 Limited Wish (as spell)
c 8 6 Severance 20*SL Save; stops use of any 1 ability in creature
d 11 1 Energy Dampen 1/HD/d Permanent Energy Cancel on self or 100'cu area
d 11 2 Hero Element 700 Casts any one 1st level Hero spell
d 11 3 Legend Element 400 Casts any one 1st level Legend spell
d 11 4 Shotokan Spirit 60/r Know and can use all Psi0 minor/major/grand powers
d 11 5 Sinanju Spirit 60/r Know and can use all Martial Arts powers
c 11 1 Cellular Heal/Harm X up to X targets: Heal or Harm X% of max hp
c 11 2 Counterspell 40*SL [0 action to use] Counters a Magic/Psi/Innate
c 11 3 Mental Deceleration 100*N Target loses next N mental actions (no save)
c 11 4 No Resistance 400 1 target: Lowers Class VI,PsiR,Defense X for 1t
c 11 5 Physical Deceleration 50*N Target loses next N physical actions (no save)
c 11 6 Super Domination 10*HD Dominate one target (no save, no PsiR, no Wis)
c 11 7 Telekinetic Crush X 1 target: X*X*X telekinetic damage (no save)
c 11 8 Wish 480 Wish (as spell), or any Psi2 Dev/Sci/High Sci

[MC2] Monster Collective, Psionics


[MC2.2] Monster Psi2

Use SL # Power Disip. Check PSPs Effect Power Score Source
d 2 1 Awe Telep Chr-2 C+4/r Won't attack caster (save) No save PHBR5
d 2 2 Biofeedback Metab Con-2 6+3/r -2 dmg/att;+level/3 AC bonus +level AC bonus PHBR5
d 2 3 Blink Port Int+1 7+3/r Blink Blink Wounding 1/r WatW2
d 2 4 Displacement Metab Con-3 6+3/r As per Displacer Beast AC bonus is +4 PHBR5
d 2 5 Ectoplasmic Form Metab Con-4 9+9/r Pass through solid objects Maintenance 3/r PHBR5
d 2 6 Gird M-Psi Int-3 2*M/m Maintain powers w/o conc. Maintain in sleep PHBR5
d 2 7 Inertial Barrier Kinet Con-3 7+5/r Melee:delay 1r;Mis.:-dice dmg Mis.:-dice-1 dmg PHBR5
d 2 8 Invisibility Telep Int-5 C+2/r/P Makes someone invisible Superior Invisibility PHBR5
d 2 9 Iron Will M-Psi Wis 8+3/m Can fully act up to -10 hp Can act up to -15 hp WatW2
d 2 10 Magnify M-Psi Wis-5 25M+M/r Mult. power (Max=level/5+1) M+1, no extra cost PHBR5
d 2 11 Mind Bar Telep Int-2 6+4/m 75% vs. Ench/Cha;immune Telep. +5 in contests PHBR5
d 2 12 Phase Port Wis-1 6+6/r Out of phase; cannot attack x2 move rate WatW2
d 2 13 Prolong M-Psi Con-4 5+2/r Range & area of powers +50% Range & area +100% PHBR5
d 2 14 Psychic Blade M-Psi Con-2 7+X+X/r Blade: 1d6/1d6 +2/+X, stun 1d6r (save) 1d10/1d10 WatW2
d 2 15 Strength of the Land Metab Con-2 10+2/r +25 hp,+3 TH,+3 dmg,25% MR Lasts 5r after maint. DSDK2
d 2 16 Time/Space Anchor Port Int 5+1/m Cannot be teleported -- PHBR5
c 2 1 Aging Metab Con-7 15 (level)d4 years aged (level)d10 years PHBR5
c 2 2 Ballistic Attack Kinet Con-2 5 Roll TH; (level)d4 damage (level)d8 damage PHBR5
c 2 3 Cause Decay Metab Con-2 4 Item falls apart(save vs.acid) No save allowed PHBR5
c 2 4 Cause Sleep Metab Wis-2 9+2/r Sleep (save) No memory of sleep WatW2
c 2 5 Cell Adjustment Metab Con-3 1/hp 20*level hp:1r;disease=+5 PSPs Half cost in PSPs PHBR5
c 2 6 Control Body Kinet Con-2 8+8/r Control all P,V actions Auto. win Contest PHBR5
c 2 7 Deflect Kinet Int 4 Deflect a missile -- WatW2
c 2 8 Double Pain Metab Con-3 7 All dmg phantom x2 for 1t SS or unc. each hit PHBR5
c 2 9 Inflict Pain Telep Con-4 C+2/r -4 TH; no spells (save) unc. 1d10r (save) PHBR5
c 2 10 Invincible Foes Telep Wis-3 C+5/r Next hit drops target 1t -- PHBR5
c 2 11 Momentum Theft Kinet Int-2 5+ Stop (200 lbs, each x2 is +5 PSPs) Held for 1r WatW2
c 2 12 Opposite Reaction Kinet Con-1 5 Missile returns at attacker Breaks missile DSDK2
c 2 13 Phase Object Port Wis-3 10+5/r Object out of phase May disintegrate WatW2
c 2 14 Sensory Suppression Telep Int-2 C+4/r Blindness and Deafness Loses all 5 senses WatW2
c 2 15 Splice M-Psi Int-2S 5S+S/r Do combined powers as 1 Mental +2 checks when used PHBR5
c 2 16 Teleport Lock Port Int-1 8+2/r Target cannot teleport (no save) -- WatW2
c 2 17 Time Shift Port Int 16+3/rS Move into future;Max=(level)r Add 1r to Max PHBR5
d 5 1 Kinetic Control Kinet Int-3 15+7/r Take only 2+leak vs. physical attacks Reflect 1d10 dmg WatW2
d 5 2 Nerve Manipulation Metab Con-3 14 Touch: Pain 1d3 r Stun 1d2 r WatW2
d 5 3 Subjective Reality M-Psi Wis-5 35+7/m Immune to 1 specific type of effect Can change /r WatW2
d 5 4 Superior Invisibility Telep Int-5 C+5/r/P No sound,smell; attack breaks Improved Invisibility PHBR5
d 5 5 Suppress Magic M-Psi Con-4 30+X/r Anti-Magic Shell (SL=X) 60' r Dispel-Magic Zone WatW2
c 5 1 Banishment Port Int-1 30+10/r Target in pocket;returns @ end Cannot gate/teleport PHBR5
c 5 2 Death Field Metab Con-8 40 Set amount of dmg(others save) You take ½ amount PHBR5
c 5 3 Detonate Kinet Con-3 18 (level)d6 damage (save:½) (2*level)d6 damage PHBR5
c 5 4 Disintegrate Kinet Wis-4 40 Disintegrate 8 cu.' (save) (save-5);16 cu.' PHBR5
c 5 5 Domination Telep Wis-4 2C+2C/r Get control of all actions Maintenance halved PHBR5
c 5 6 Energy Containment Metab Con-2 1/die Absorb max 1 die/lvl;glow:-2AC 0 dmg from energy PHBR5
c 5 7 Mass Domination Telep Wis-6 C+2L/r Up to 5 creatures Dominated Range 100y PHBR5
c 5 8 Metamorphosis Metab Con-6 21+1/t Polymorph Self(even to object) Max 3*caster's mass PHBR5
c 5 9 Mindflame Telep Wis-6 30 <=8 HD Stun 2d6 r; >8 HD Dazed 1d3 r <=16 HD; >16 HD WatW2
c 5 10 Project Force Kinet Con-2 10 (level)d6 damage (save:½) Knock down M target PHBR5
c 5 11 Summon Planar Creature Port Int-4 45*#PL Choice of plane but not exact Creature not angry PHBR5
c 5 12 Summon Planar Energies Port Int 32 3d12 dmg no resistance 4d12 dmg no resist WatW2
c 5 13 Telekinesis Kinet Wis-3 W+hW/r Object move rate 6 Can move 2nd object PHBR5
c 5 14 Telekinetic Barrier Kinet Con-3 18+10/r Wall of Force Free maintain 3r WatW2
d 8 1 Cosmic Awareness Clair Wis-6 10/r Detect "Everything" CL*30' Range is sight WatW2
d 8 2 Elemental Composition Metab Con-4 24+3/r Can be any Normal/Para/Quasi Ele Can be Semi Ele WatW2
d 8 3 Strength of the World Metab Con-6 10/r +9/+9 AC/saves, +25% RR/MR/PsiR Lasts 5r after maint. DM
d 8 4 Ultrashield [X] Telep Chr-5 20 Cannot attack / be attacked w/ Psi Can still attack DM
c 8 1 Alter Reality All Any-10 250 Alter Reality or Psi1 major Double CL effect DM
c 8 2 Energy Cancel Metab Con-6 1/die Cancels entire energy effect Autocancel all this s DM
c 8 3 Grand Detonate Kinet Con-5 27 CLd20 shards damage Use d30's DM
c 8 4 Megakinesis Kinet Wis-4 X/r TK, X=(lbs.)*(speed in ")/lvl^2 PSP cost halved WatW2
c 8 5 Time Shift Other Port Int-S*3 S*6 Time Shift other S r (no save) -CL*5% to PsiR roll DM
d 11 1 Magic Inertial Barrier Port Dex-18 70/r Spell delayed 1 s if hitting you Delayed 2 s DM
d 11 2 Spirit in the Sky Telep Chr-15 1/week No physical body, can use 2 M /s Can use 3 M /s DM
c 11 1 Cellular Heal/Harm Metab Con-13 X X targets: Heal/Harm X% of max X*2% of max DM
c 11 2 Change Reality All Any-20 400 Change Reality or Psi1 grand Double CL effect DM
c 11 3 Planetary Detonate Kinet Con-25 3600 Detonates 1 planet or moon (!) 2 planets or moons! DM
c 11 4 Public Access Key Clair Int-20 90/r Target's Truename is visual (!) Thoughts visible too DM
c 11 5 Superblast [V] Telep Str-20 250 All in 1 mile insane (no PsiR) 2 mile radius DM

[MC2] Monster Collective, Psionics


[MC2.3] Monster Psi3

Use SL ## Power Discip. Short Description Source
d 1 1 Biocurrent Psykin Continuous bioelectrical current deals 1d4 electrical dmg/r to up to 2 cr. PsiHB3
d 1 2 Dissipating Touch Psyport Touch deals 1d8 damage. PsiHB3
d 1 3 Steadfast Gaze Clasen Gaze attacks hold no terror for you. PsiHB3
d 1 4 Vigor Psymet You gain 3 temporary hit points. PsiHB3
c 1 1 Astral Construct I Metcre Creates astral construct to fight for you. PsiHB3
c 1 2 Charm Person Telep Makes one person your friend. PsiHB3
c 1 3 Lesser Cell Adjustment Psymet You heal 1d8 hp, +1 to next poison/disease save, or heal 1 ability point. PsiHB3
d 2 1 Invisibility Psykin Subject is invisible for 10 min./level or until it attacks. PsiHB3
c 2 1 Astral Construct II Metcre Create astral construct to fight for you. PsiHB3
c 2 2 Brain Lock Telep Subject cannot move or take any mental actions. PsiHB3
c 2 3 Cell Adjustment Psymet You heal 3d6 dmg, bonus to next poison/disease save, or heal 2 ability pts. PsiHB3
c 2 4 Ecto Puppet Metcre You directly control an astral construct. PsiHB3
c 2 5 Suggestion Telep Compels subject to follow suggested action. PsiHB3
d 3 1 Claws of the Vampire Psymet Your base unarmed attack does 1d8 damage. You heal the same amount. PsiHB3
d 3 2 Displacement Psymet Attacks miss subject 50% of the time. PsiHB3
c 3 1 Astral Construct III Metcre Astral construct fights for you. PsiHB3
c 3 2 Charm Monster Telep Makes monster believe it is your ally. PsiHB3
c 3 3 Cone of Sound Psykin Sonic energy inflicts 5d4 sonic damage. PsiHB3
c 3 4 Greater Concussion Psykin Pummel foe for 5d6 damage. PsiHB3
c 3 5 Lesser Domination Telep Forces subject to obey your will. PsiHB3
c 3 6 Negate Psionics Psykin Cancels psionic powers and effects. PsiHB3
c 3 7 Time Hop Psyport Subject hops forward in time 3d6 rounds. PsiHB3
d 4 1 Dimensional Anchor Psyport Bars extradimensional movement. PsiHB3
d 4 2 Dissolving Touch Psymet Your acid touch deals 7d6 acid damage. PsiHB3
d 4 3 Freedom of Movement Psyport Move normally despite impediments. PsiHB3
d 4 4 Inertial Barrier Psykin Subject gains damage reduction (10/+5). PsiHB3
d 4 5 Polymorph Self Psymet You assume a new form. PsiHB3
c 4 1 Astral Construct IV Metcre Astral construct fights for you. PsiHB3
c 4 2 Dismissal Psyport Forces a creature to return to a native plane. PsiHB3
c 4 3 Domination Telep Subject obeys your will. PsiHB3
d 5 1 Clairtangency Psykin You can use Far Hand at any distance. PsiHB3
d 5 2 Energy Barrier Psymet You convert energy attacks to harmless light. PsiHB3
d 5 3 Metamorphosis Psymet You take the form of creatures and objects. PsiHB3
d 5 4 Power Resistance Clasen You gain power resistance. PsiHB3
d 5 5 Teleport Trigger Psyport Predetermined event triggers teleport. PsiHB3
c 5 1 Astral Construct V Metcre Astral construct fights for you. PsiHB3
c 5 2 Baleful Teleport Psyport Destructive teleport deals 9d6 damage. PsiHB3
c 5 3 Brilliant Blast Psykin Light blast inflicts 9d4 damage in 20' radius. PsiHB3
c 5 4 Greater Domination Telep Subject obeys your will. PsiHB3
d 6 1 Ablating Psykin You are buffered from one Negate Psionics effect. PsiHB3
d 6 2 Breath of the Dragon Psymet Breath fire for 11d4 damage. PsiHB3
d 6 3 Improved Vigor Psymet You gain 13 temporary hit points. PsiHB3
d 6 4 Null Psionics Field Psykin Negates psionics within 10 ft. PsiHB3
c 6 1 Astral Construct VI Metcre Astral construct fights for you. PsiHB3
c 6 2 Banishment Psyport Banishes extraplanar creatures. PsiHB3
c 6 3 Disintegrate Psykin One creature or object vanishes. PsiHB3
c 6 4 Mass Suggestion Telep Many targets follow suggested action. PsiHB3
c 6 5 Retrieve Psykin You teleport to your hand an item you can see. PsiHB3
d 7 1 Contingency Metcre Sets trigger condition for another power. PsiHB3
c 7 1 Astral Construct VII Metcre Astral construct fights for you. PsiHB3
c 7 2 Divert Teleport Psyport Choose destination for another's Teleport. PsiHB3
c 7 3 Improved Telekinesis Psykin Lift or move 50 lb./level at long range. PsiHB3
c 7 4 Insanity Telep Subject is permanently wacky. PsiHB3
c 7 5 Mass Domination Telep Many targets subject to your will. PsiHB3
c 7 6 Plane Shift Psyport Up to eight subjects travel to another plane. PsiHB3
c 7 7 Reddopsi Psykin Foe's power rebounds on her. PsiHB3
c 8 1 Astral Construct VIII Metcre Astral construct fights for you. PsiHB3
c 8 2 Recall Death Clasen Foe vividly recalls its future death, and dies. PsiHB3
c 8 3 True Domination Telep Dominated subjects less likely to defy your will. PsiHB3
d 9 1 Affinity Field Psymet Effects that affect you also affect others. PsiHB3
d 9 2 Shapechange Psymet You become any creature, change one/round. PsiHB3
c 9 1 Apopsi Telep You delete the psionic power of another. PsiHB3
c 9 2 Astral Construct IX Metcre Astral construct fights for you. PsiHB3
c 9 3 Dissolution Psykin You Disintegrate really large objects or creatures. PsiHB3
c 9 4 Monster Domination Telep Dominates any creature for less time. PsiHB3
c 9 5 Thrall Telep Target is your slave forever. PsiHB3
c 9 6 True Telekinesis Psykin Lift or move 500 lb./level at long range. PsiHB3

[MC2] Monster Collective, Psionics


[MC2.3½] Monster Psi3½

Use SL ## Power Discip. Short Description
d 1 1 Biofeedback Psion/PsyWar Gain damage reduction 2/-.
d 1 2 Prevenom PsyWar Your claws gain a poison coating.
d 1 3 Vigor Psion/PsyWar Gain 5 temporary hit points.
c 1 1 Astral Construct Metacre Creates astral construct to fight for you.
c 1 2 Catfall Psion/PsyWar Instantly save yourself from a fall.
c 1 3 Charm, Psionic Telep Makes one person your friend.
c 1 4 Daze, Psionic Psion Humanoid creature of 4 HD or less loses next action.
c 1 5 Déjà Vu Psion Your target repeats his last action.
c 1 6 Mind Thrust Psion Deal 1d10 damage.
d 2 1 Dissolving Touch PsyWar Your touch deals 4d6 acid damage.
d 2 2 Dissolving Weapon PsyWar Your weapon deals 4d6 acid damage.
d 2 3 Energy Adaptation, Specified Psion/PsyWar Gain resistance 10 against one energy type.
d 2 4 Thought Shield Psion/PsyWar Gain PR 13 against mind-affecting powers.
c 2 1 Body Adjustment Psion/PsyWar You heal 1d12 damage.
c 2 2 Brain Lock Telep Subject cannot move or take any mental actions.
c 2 3 Cloud Mind Psion You erase knowledge of your presence from target’s mind.
c 2 4 Dimension Swap Port/PsyWar You and ally or two allies switch positions.
c 2 5 Energy Missile Kines Deal 3d6 energy damage to up to five subjects.
c 2 6 Energy Stun Psion Deal 1d6 damage and stun target if it fails both saves.
c 2 7 Strength of My Enemy PsyWar Siphon away your enemy’s strength and grow stronger.
c 2 8 Suggestion, Psionic Telep Compels subject to follow stated course of action.
d 3 1 Claws of the Vampire PsyWar Heal half of your claw’s base damage.
d 3 2 Empathic Feedback Psion/PsyWar When you are hit in melee, your attacker takes damage.
d 3 3 Evade Burst Psion/PsyWar You take no damage from a burst on a successful Reflex save.
d 3 4 Exhalation of the Black Dragon PsyWar Your acid breath deals 3d6 damage to a close target.
d 3 5 Vampiric Blade PsyWar You heal half of your base weapon damage.
c 3 1 Dismiss Ectoplasm Psion Dissipates ectoplasmic targets and effects.
c 3 2 Dispel Psionics Psion Cancels psionic powers and effects.
c 3 3 Ectoplasmic Cocoon Metacre You encapsulate a foe so it can’t move.
c 3 4 Energy Wall Psion Create wall of your chosen energy type.
c 3 5 Eradicate Invisibility Psion Negate invisibility in 50-ft. burst.
c 3 6 Psionic Blast Psion Stun creatures in 30-ft. cone for 1 round.
c 3 7 Telekinetic Thrust Psion Hurl objects with the force of your mind.
c 3 8 Time Hop Psion Subject hops forward in time 1 round/level.
d 4 1 Dimensional Anchor, Psionic Port Bars extra dimensional movement.
d 4 2 Freedom of Movement, Psionic Psion/PsyWar You cannot be held or otherwise rendered immobile.
d 4 3 Immovability PsyWar You are almost impossible to move and gain DR 15/-.
d 4 4 Inertial Barrier Kines/PsyWar Gain DR 5/-.
d 4 5 Intellect Fortress Psion Those inside fortress take only half damage from all powers and psi-like abilities until your next action.
d 4 6 Metamorphosis Metab Assume shape of creature or object.
d 4 7 Steadfast Perception PsyWar Gain immunity to illusory effects, +6 bonus on Spot and Search checks.
d 4 8 Truevenom PsyWar Your natural weapons are covered in horrible poison.
d 4 9 Truevenom Weapon PsyWar Your weapon is horribly poisonous.
c 4 1 Control Body Kines Take rudimentary control of your foe’s limbs.
c 4 2 Dismissal, Psionic Port Forces a creature to return to its native plane.
c 4 3 Dominate, Psionic Telep Control target telepathically.
c 4 4 Wall of Ectoplasm Psion You create a protective barrier.
d 5 1 Catapsi Psion/PsyWar Psychic static inhibits power manifestation.
d 5 2 Clairtangent Hand Clairsent Emulate far hand at a distance.
d 5 3 Incarnate Psion Make some powers permanent.
d 5 4 Power Resistance Psion Grant PR equal to 12 + level.
d 5 5 Teleport Trigger Port Predetermined event triggers teleport.
d 5 6 Tower of Iron Will Psion Grant PR 19 against mind-affecting powers to all creatures within 10 ft. until your next turn.
c 5 1 Baleful Teleport Port Destructive teleport deals 9d6 damage.
c 5 2 Energy Current Kines Deal 9d6 damage to one foe and half to another foe as long as you concentrate.
c 5 3 Psionic Revivify Metab Return the dead to life before the psyche leaves the corpse.
c 5 4 Psychic Crush Psion Brutally crush subject’s mental essence, reducing subject to -1 hit points.
c 5 5 Second Chance Clairsent Gain a reroll.
d 6 1 Breath of the Black Dragon Psion/PsyWar Breathe acid for 11d6 damage.
d 6 2 Contingency, Psionic Psion Sets trigger condition for another power.
d 6 3 Dispelling Buffer Kines/PsyWar Subject is buffered from one dispel psionics effect.
d 6 4 Form of Doom PsyWar You transform into a frightening tentacled beast.
d 6 5 Mind Blank, Personal Psion/PsyWar You are immune to scrying and mental effects.
d 6 6 Null Psionics Field Kines Create a field where psionic power does not function.
c 6 1 Banishment, Psionic Port Banishes extraplanar creatures.
c 6 2 Co-opt Concentration Psion Take control of foe’s concentration power.
c 6 3 Crystallize Metacre Turn subject permanently to crystal.
c 6 4 Disintegrate, Psionic Psion Turn one creature or object to dust.
c 6 5 Retrieve Psion Teleport to your hand an item you can see.
d 7 1 Reddopsi Kines Powers targeting you rebound on manifester.
c 7 1 Crisis of Life Telep Stop subject’s heart.
c 7 2 Divert Teleport Psion Choose destination for another’s teleport.
c 7 3 Ectoplasmic Cocoon, Mass Metacre You encapsulate all foes in a 20-ft. radius.
c 7 4 Energy Wave Psion Deal 13d4 damage of your chosen energy type in 120-ft. cone.
c 7 5 Fate of One Clairsent Reroll any roll you just failed.
c 7 6 Insanity Psion Subject is permanently confused.
d 8 1 Mind Blank, Psionic Psion Subject immune to mental/emotional effects, scrying, and remote viewing.
d 8 2 True Metabolism Psion You regenerate 10 hit points/round.
c 8 1 Recall Death Psion Subject dies or takes 5d6 damage.
c 8 2 Time Hop, Mass Port Willing subjects hop forward in time.
d 9 1 Affinity Field Psion Effects that affect you also affect others.
d 9 2 Metamorphosis, Greater Metab Assume shape of any nonunique creature or object each round.
c 9 1 Apopsi Psion You delete target’s psionic powers.
c 9 2 Assimilate Psion Incorporate creature into your own body.
c 9 3 Timeless Body Psion Ignore all harmful, and helpful, effects for 1 round.
c 9 4 Tornado Blast Kines Vortex of air subjects your foes to 17d6 damage and moves them.

[MC2] Monster Collective, Psionics


[MC2.4] Monster X4

Use SL # Name Effect
d 2 1 Ability Score *1.25 Choose one ability score. New score = (old score - 10) * 1.25 + 10
d 2 2 AC *1.25 Your new AC = (old AC - 10) * 1.25 + 10
d 2 3 Actions *1.25 Pick one action type (M, P, V). Your number of actions of that type is multiplied by 1.25
d 2 4 Damage *1.25 Damage with one physical weapon is multiplied by 1.25
d 2 5 hp *1.25 Multiply hp by 1.25
d 2 6 Item *1.25 How many of an item exists is multiplied by 1.25 (you need a Grand to duplicate a x2 item)
d 2 7 Money *1.25 How much money you get in dungeon is multiplied by 1.25 (only affects you, not whole party)
d 2 8 Move Rate *1.25 Multiply Move Rate by 1.25
d 2 9 Multiplier *1.25 Add 1.25-1 to your multiplier (see [X]). Using a Minor does nothing. Using a Major: +1 mult. in offense or defense (not both).
d 2 10 Saves *1.25 Multiply your save rolls by 1.25, you automake saves on natural 21-1.25 or better (Minor is 19).
d 2 11 Spell *1.25 One spell that you know has it's effect multiplied by 1.25, or costs only 1/(1.25*2-1) of a spell slot
d 2 12 To Hit *1.25 Multiply your to hit rolls by 1.25, you autohit on natural 21-1.25 or better (Minor is 19).
d 5 1 Ability Score *1.5 Choose one ability score. New score = (old score - 10) * 1.5 + 10
d 5 2 AC *1.5 Your new AC = (old AC - 10) * 1.5 + 10
d 5 3 Actions *1.5 Pick one action type (M, P, V). Your number of actions of that type is multiplied by 1.5
d 5 4 Damage *1.5 Damage with one physical weapon is multiplied by 1.5
d 5 5 hp *1.5 Multiply hp by 1.5
d 5 6 Item *1.5 How many of an item exists is multiplied by 1.5 (you need a Grand to duplicate a x2 item)
d 5 7 Money *1.5 How much money you get in dungeon is multiplied by 1.5 (only affects you, not whole party)
d 5 8 Move Rate *1.5 Multiply Move Rate by 1.5
d 5 9 Multiplier *1.5 Add 1.5-1 to your multiplier (see [X]). Using a Minor does nothing. Using a Major: +1 mult. in offense or defense (not both).
d 5 10 Saves *1.5 Multiply your save rolls by 1.5, you automake saves on natural 21-1.5 or better (Minor is 19).
d 5 11 Spell *1.5 One spell that you know has it's effect multiplied by 1.5, or costs only 1/(1.5*2-1) of a spell slot
d 5 12 To Hit *1.5 Multiply your to hit rolls by 1.5, you autohit on natural 21-1.5 or better (Minor is 19).
d 8 1 Ability Score *2 Choose one ability score. New score = (old score - 10) * 2 + 10
d 8 2 AC *2 Your new AC = (old AC - 10) * 2 + 10
d 8 3 Actions *2 Pick one action type (M, P, V). Your number of actions of that type is multiplied by 2
d 8 4 Damage *2 Damage with one physical weapon is multiplied by 2
d 8 5 hp *2 Multiply hp by 2
d 8 6 Item *2 How many of an item exists is multiplied by 2 (you need a Grand to duplicate a x2 item)
d 8 7 Money *2 How much money you get in dungeon is multiplied by 2 (only affects you, not whole party)
d 8 8 Move Rate *2 Multiply Move Rate by 2
d 8 9 Multiplier *2 Add 2-1 to your multiplier (see [X]). Using a Minor does nothing. Using a Major: +1 mult. in offense or defense (not both).
d 8 10 Saves *2 Multiply your save rolls by 2, you automake saves on natural 21-2 or better (Minor is 19).
d 8 11 Spell *2 One spell that you know has it's effect multiplied by 2, or costs only 1/(2*2-1) of a spell slot
d 8 12 To Hit *2 Multiply your to hit rolls by 2, you autohit on natural 21-2 or better (Minor is 19).
d 11 1 Ability Score *2.5 Choose one ability score. New score = (old score - 10) * 2.5 + 10
d 11 2 AC *2.5 Your new AC = (old AC - 10) * 2.5 + 10
d 11 3 Actions *2.5 Pick one action type (M, P, V). Your number of actions of that type is multiplied by 2.5
d 11 4 Damage *2.5 Damage with one physical weapon is multiplied by 2.5
d 11 5 hp *2.5 Multiply hp by 2.5
d 11 6 Item *2.5 How many of an item exists is multiplied by 2.5 (you need a Grand to duplicate a x2 item)
d 11 7 Money *2.5 How much money you get in dungeon is multiplied by 2.5 (only affects you, not whole party)
d 11 8 Move Rate *2.5 Multiply Move Rate by 2.5
d 11 9 Multiplier *2.5 Add 2.5-1 to your multiplier (see [X]). Using a Minor does nothing. Using a Major: +1 mult. in offense or defense (not both).
d 11 10 Saves *2.5 Multiply your save rolls by 2.5, you automake saves on natural 21-2.5 or better (Minor is 19).
d 11 11 Spell *2.5 One spell that you know has it's effect multiplied by 2.5, or costs only 1/(2.5*2-1) of a spell slot
d 11 12 To Hit *2.5 Multiply your to hit rolls by 2.5, you autohit on natural 21-2.5 or better (Minor is 19).
d 14 1 Ability Score *3 Choose one ability score. New score = (old score - 10) * 3 + 10
d 14 2 AC *3 Your new AC = (old AC - 10) * 3 + 10
d 14 3 Actions *3 Pick one action type (M, P, V). Your number of actions of that type is multiplied by 3
d 14 4 Damage *3 Damage with one physical weapon is multiplied by 3
d 14 5 hp *3 Multiply hp by 3
d 14 6 Item *3 How many of an item exists is multiplied by 3 (you need a Grand to duplicate a x2 item)
d 14 7 Money *3 How much money you get in dungeon is multiplied by 3 (only affects you, not whole party)
d 14 8 Move Rate *3 Multiply Move Rate by 3
d 14 9 Multiplier *3 Add 3-1 to your multiplier (see [X]). Using a Minor does nothing. Using a Major: +1 mult. in offense or defense (not both).
d 14 10 Saves *3 Multiply your save rolls by 3, you automake saves on natural 21-3 or better (Minor is 19).
d 14 11 Spell *3 One spell that you know has it's effect multiplied by 3, or costs only 1/(3*2-1) of a spell slot
d 14 12 To Hit *3 Multiply your to hit rolls by 3, you autohit on natural 21-3 or better (Minor is 19).

[MC2] Monster Collective, Psionics


[MC2.5] Monster Psi5

Use SL # Name PSPs Effect
d 2 1 Invisibility Realm 3/r Improved Invis., can see other Invis.
d 2 2 Physical Protection 1/r Caster's hit points triple for duration
d 2 3 Withdraw 1/r Withdraw, can use non-offensive Mentals
c 2 1 Heal Self 1 Cure up to 100 hp, Regenerate (as spell)
c 2 2 Magical Protection 1 (Z action) Spell must make Casting Level check on d20
c 2 3 Modify Reality (least) SL^2 Duplicate 1st-3rd level Alteration spell
c 2 4 Natural Protection 1 (Z action) Natural Effect damage resistance 75% for 1s
c 2 5 Psionic Protection 1 (Z action) Power must make Casting Level check on d20
c 2 6 Reroll 6 (Z action) Reroll any die roll (yourself or other)
d 5 1 No Target 6/t Cannot be directly targetted with effects
c 5 1 Alter Reality (lesser) SL^2 Duplicate 1st-5th level Alt,Ele,Hea
c 5 2 Concentration Break 10*M Target loses M Mentals (maintenance=+M/r)
c 5 3 Disbelieve Death 13 (absolute 0 action, can do mult.) CL% chance: Not dead
c 5 4 Disjoin Magic 12 Mordenkainen's Disjunction (as spell)
c 5 5 Dispel Psionics 10 Destroy maintained psionics (all freq.)
c 5 6 Irrestible Charm 10 Charm Monster, no save
c 5 7 Magic Jar 10 Magic Jar (as spell), save at -level
c 5 8 Telekinesis 6 Telekinesis (weight limit=level+1 tons)
d 8 1 Construction 15 Builds 1 machine up to level+1 complexity
c 8 1 Alter Reality (greater) 30 Alter Reality (as spell)
c 8 2 Change Reality (lesser) SL^2 1st-7th level Alt,Cnj,Cre,Ele,Hea,Sum
c 8 3 Destroy Matter 15 Disintegrate (save), if save made takes half max hp
c 8 4 Time Stop 15 Time Stop (as spell, maintained 3/r)
d 11 1 Psionic Permanency 28/56 (freq.5/other)Perm.psi power,no maint.cost
d 11 2 Shapechange 28 Shapechange (as spell,phys.innates gained)
c 11 1 Change Reality (greater) 42 As the 10th level spell, non-phys.things
c 11 2 Godly Protection 28 (Z action) iGR = CL% for 1s, works on up to xCL beings
d 14 1 Physical Independence 36/d You do not die as a result of being at negative hp
c 14 1 Unchangeable Reality 54 As the 12th level spell

[MC2] Monster Collective, Psionics


[MC2.6G] Monster Psi6G

Use SL # Name DPPs Effect
d 1 1 Fortitude 20/d <