[PC12] Planar Classes Group


Astral Physical Initiate30


Level

KXP
Psi30simple
mMG SU

TH
1 0 1-- -- +0
2 10 2-- -- +1
3 20 3-- -- +2
4 30 31- -- +3
5 40 32- -- +4
6 50 33- -- +5
7 100 331 -- +6
8 200 332 -- +7
9 300 432 -- +8
10 400 433 -- +9
11 500 443 -- +10
12 1000 443 1- +11
13 1300 443 2- +12
14 1600 443 3- +13
15 1900 444 3- +14
16 2200 444 4- +15
17 2500 544 4- +16
18 2800 554 41 +17
19 3100 554 42 +18
20 3400 555 43 +19
21 3700 555 44 +20
22 4000 555 54 +21
23 4300 555 54 +22
24 4600 555 55 +23
25 4900 665 55 +24
26 5200 666 55 +25
27 5500 666 65 +26
28 5800 666 66 +27
29 6100 776 66 +28
30 6400 777 66 +29
31 6700 777 76 +30
32 7000 777 77 +31
33 7300 887 77 +32
34 7600 888 77 +33
35 7900 888 87 +34
36 8200 888 881 +35
37 16400 888 882 +36
38 24600 888 883 +37
39 32800 888 884 +38
45 82000 998 888 +44
54 155800 AAA AA9 +53
63 229600 CCB BBB +62
72 303400 DDD DCC 1 +71
Requisites: Int 13, Wis 13, Chr 13
Alignment: any
HD/level: 2d4
Weapon Prof.: 3+level
To Hit Table: War
Reference: Shadowrun
Groups: Warrior, Psionicist, Planar
Complexity: CF=2
   
Saving Throws:  
PPD:  
RSW:  
PP:  
BW:  
Spell:  
Fort:  
Reflex:  
Will:  
   
Can use Astral Perception.
Can use Astral Projection (Int->Str, Wis->Dex, Chr->Con), and can attack normally while projected.
 
Gets Exceptional Str, Dex, or Con (pick one).
 
PSPs = (Int+Wis+Chr-36)*10 + LVL*60.
This (and the powers given below) are in the normal Psi1 PSP scale. Older printings of Psi30 used an older (10 to 1) scale.
 
May "material component" Psi30 powers by using 1V action. Note there are powers that are "Touch" for 1 target, if you material component these, you can hit your group (yourself excluded), or hit 1 target at range.
 
Level 9: Gets another Exceptional stat among Str, Dex, or Con.
Level 18: Gets the last Exceptional stat among Str, Dex, or Con.
 
In the powers list, "Field" is the same as "Discipline" in Psi3. If you generate a Psi Discipline Robe, use this column. Otherwise it is ignored.
"Drain" codes are no longer used but are being maintained for reference.
The old "Target" and "Type" columns from the old Psi30 are no longer being maintained.
 
CF=3:
Replace "Exceptional" with "Barbarian" above. Or you can alternatively have all three Exceptional stats at level 1 (and don't get any more at levels 9 and 18).
 
CF=4:
Gets Barbarian Str, Dex, and Con at level 1.

[PC12] Planar Classes Group


Psi30 Simplified Minor Powers

# Name Field Drain PSPs Notes
1 Armor Manip L3 30 +CL/2 AC; -CL dmg per physical attack
2 Combat Sense (personal) Detect L2 20 +CL initiative; +CL saves
3 Detect Psionics Detect L2 20 Gives freq. & field of psi
4 Enhanced Hearing Detect L1 10 10*CL% Detect Noise
5 Entertainment Illus L1 10 Two D'lusion (as spell)
6 Invisibility Illus L2 20 Invisibility (+2 AC)
7 Levitate Item Manip L2 20 Caster controls up+down
8 Spectacle Illus L2 20 Entertainment power with sound
9 Stun Touch Combat L1 10 Touch: Target is at -CL all actions
10 Treat Light Wounds Health L1 10 Heals 10% max hp (material componenting gives 20%)
11 Treat Mental Drain Health L34 340 Regain 10*CL PSPs in one pool
12 X-ray Gem Detect L2 20 Gem of X-ray vision (CL feet)
13 (new) Combine Construct L6 60 Combine two groups of enemies into one group (no save).
14 (new) Erase Question Mark Construct L6 60 Lock a door [or] Erase a "?".
15 (new) Twist Construct L3 30 Twist an effect on a target (use ER to resist)

Psi30 Simplified Major Powers

# Name Field Drain PSPs Notes
1 Air Bridge Manip M2 40 Beam of Air than can walk on
2 Animate Manip M2 40 Animate Object (as spell), can be used as a DL=CL/2 Golem summon
3 Antidote Toxin Health M3 60 Neutralize Poison (as spell)
4 Astral Psi Fingers Manip M2 40 Telekinesis; Str=CL, Dex=CL with it
5 Blackout Illus M2 40 Blast:Cause Blindness(as spell)
6 Clairaudience Detect M1 20 Clairaudience,can move
7 Clairvoyance Detect M1 20 Clairvoyance,can move
8 Death Touch Combat M3 60 Touch: 10*CL necromantic dmg
9 Detect Life Detect M1 20 Detect Life
10 Dimension Door Manip M4 80 Dimension Door
11 Flight Manip M1 20 Fly at 3*CL"
12 Improved Invisibility Illus M2 40 Improved Invisibility (+2 AC)
13 Know Exit Detect M2 40 Know dir./dist. to nearest exit
14 Lock/Unlock Manip M1 20 Locks/Unlocks (nonmagical lock)
15 Mana Touch Combat M2 40 Touch: 10*CL astral dmg
16 Mind Link Detect M1 20 Psionic Link
17 Petrify/Reverse Petrify Manip M6 120 Flesh to Stone, Fort save
18 Physical Mask Illus M1 20 Changes appearance physically
19 Ram Touch Combat M2 40 CL hull damage (physical) to one target
20 Stun Bolt Combat M1 20 One target: -CL all actions (max -10); (CL-10)*10 astral dmg
21 Treat Moderate Wounds Health M1 20 Heals 30% max hp (material componenting gives 60%)
22 Tri-D Spectacle Illus M3 60 Tri-D Enter. power with sound
23 (new) Become Insubstantial Construct M6 120 Become Insubstantial; pass through objects/walls (including Wall spells, but not Wards)
24 (new) Remove BlahR Construct M3 60 Remove a BlahR [or] Halve the irrBlahR from 1 target
25 (new) Stop Construct M6 120 One group Stopped (cannot move or use V actions) (InnR to resist)

[PC12] Planar Classes Group


Psi30 Simplified Grand Powers

# Name Field Drain PSPs Notes
1 Acid Bolt Manip S4 120 1 target: CL*10 acid dmg
2 Air Bolt Manip S3 90 1 target: CL*10 air dmg
3 Analyze Device Detect S2 60 How to use object & its use
4 Analyze Truth Detect S2 60 Detect Lie
5 Bind Manip S2 60 1 target: Stopped and CL/2 Str dmg
6 Confusion Illus S1 30 Confusion (as spell)
7 Control Actions Manip S4 120 Caster controls next CL/3 P actions (Str check at -CL)
8 Control Movement Manip S2 60 Caster controls next CL/2 V actions (Str check at -CL)
9 Cure Disease Health S3 90 Cure Disease (as spell)
10 Death Bolt Combat S3 90 1 target: CL*5 vile necromantic dmg
11 Detect Enemies Detect S1 30 Detect Enemies
12 Detect Planar Energy Detect S1 30 Gives color of planar cord
13 Dimension Walk Manip S3 90 Dimension Walk
14 Earth Bolt Manip S3 90 1 target: CL*10 earth dmg
15 Fire Bolt Manip S3 90 1 target: CL*10 fire dmg
16 Flame Shield Manip S2 60 Protection from Fire
17 Grease Blast Manip S3 90 Grease & area Fumble (as spell)
18 Healthy Glow Health S2 60 +CL Cml; Clean cantrip
19 Ice Bolt Manip S4 120 1 target: CL*10 ice dmg
20 Incr./Decr. Movements Health S7 210 ±CL/2 V actions (save is Dex check at -CL)
21 Lightning Bolt Manip S4 120 1 target: CL*10 lightning dmg
22 Luck Detect S2 60 Gains +CL (+5*CL%) on 1 action (once)
23 Mana Bolt Combat S2 60 1 target: CL*10 astral dmg
24 Mind Probe Detect S1 30 Ps2P "Probe", 1 question/succ
25 Movement Manip S3 90 Gives +1V action
26 Nightvision Detect S1 30 Can see in magical/psi darkness
27 Prophylaxis Health S3 90 Double Resist Poison and Drugs
28 Psi Sword Combat S2 60 Considered +CL weapon; base dmg=10*CL; cannot critical
29 Resist Allergy Health S3 90 For 1 turn, remove a Vulnerability or reduce Severe Allergy -> Vulnerability
30 Shapechange (Personal) Manip S3 90 Shapechange (self; can material component to hit someone else)
31 Spherical Vision Detect S2 60 All-Around Sight
32 Stabilize Health S1 30 Death's Door (target at negative hp goes to 1 hp)
33 Sterilize Combat S1 30 Removes bacteria, bugs, etc. (will destroy a Creeping Doom)
34 Stun Blast Combat S1 30 1 group: -CL all actions (max -10); (CL-10)*10 astral dmg
35 Treat Serious Wounds Health S1 30 Heals 60% max hp (material componenting gives 120%)
36 Turn to Goo Manip S6 180 Polymorphs target to sludge (PPD save)
37 Warpsense Detect S3 90 Infravision; Ultravision
38 Water Bolt Manip S3 90 1 target: CL*10 water dmg
39 Weather Guard Manip S3 90 Protection from Weather
40 (new) Remove Racial Ability/Immunity Construct S3 90 Remove a racial ability or immunity from a group (ER to resist).
41 (new) Restore BlahF Construct S6 180 Restore the MF/PF/TF/PsiF/TechF in area, Repair other forms of discontinuities/tears
42 (new) Time Stop Construct S6 180 Time Stop (as spell, use InnR to resist)

[PC12] Planar Classes Group


Psi30 Simplified Super Powers

# Name Field Drain PSPs Notes
1 Acid Blast /Toxic Wave Manip D4 160 1 group: CL*10 acid dmg
2 Air Blast Manip D3 120 1 group: CL*10 air dmg
3 Barrier Manip D2 80 Solid Wall of Force (as spell)
4 Control Thoughts Manip D4 160 Caster controls next CL/4 M actions (Int check at -CL)
5 Death Blast Combat D3 120 1 group: CL*5 vile necromantic dmg
6 Decrease Charisma Health D2 80 CL Chr dmg (no save)
7 Decrease Constitution Health D2 80 CL Con dmg (no save)
8 Decrease Dexterity Health D2 80 CL Dex dmg (no save)
9 Decrease Intelligence Health D2 80 CL Int dmg (no save)
10 Decrease Strength Health D2 80 CL Str dmg (no save)
11 Decrease Wisdom Health D2 80 CL Wis dmg (no save)
12 Earth Blast Manip D3 120 1 group: CL*10 earth dmg
13 Fire Blast /Hellblast Manip D3 120 1 group: CL*10 unholy fire dmg
14 Ice Blast Manip D4 160 1 group: CL*10 ice dmg
15 Ice Sheet Manip D4 160 Wall of Ice (CL*10 ice dmg)
16 Incr./Decr. Physicals Health D7 280 ±CL/3 P actions (save is Str check at -CL)
17 Increase Charisma Health D2 80 +CL Chr
18 Increase Constitution Health D2 80 +CL Con
19 Increase Dexterity Health D2 80 +CL Dex
20 Increase Intelligence Health D2 80 +CL Int
21 Increase Strength Health D2 80 +CL Str
22 Increase Wisdom Health D2 80 +CL Wis
23 Influence Manip D2 80 Command (no save); Suggestion (Will save); Demand (Will save)
24 Lightning Blast Manip D4 160 1 group: CL*10 lightning dmg
25 Mana Barrier Manip D3 120 Wall: Psionics (all freq.) cannot pass through
26 Mana Blast Combat D2 80 1 group: CL*10 astral dmg
27 Mirage Arcana Illus D5 200 (no PsiR) Even vs. those immune
28 Omniscience Detect D2 80 Divination 1 question/succ
29 Probability Travel Manip D4 160 Probability Travel
30 Ram Blast /Urban Renewal Combat D2 80 1 group of objects (or 30'x30' area): CL*10 hull dmg (inanimate objects only)
31 Resist Stun Health D1 40 Resist Stun (including Capital S Stun)
32 Slay Combat D3 120 1 target: CL*10 vile necromantic dmg
33 Spell Barrier Manip D5 200 Wall: Magic (all types) cannot pass through
34 Teleportation Manip D3 120 Teleport, no error, up to 1 plane
35 Temporary Insanity Manip D2 80 CL targets (may multi-target): Insanity (Will save for each)
36 Thunderclap Manip D5 200 1 group: CL*10 sound dmg
37 Treat Deadly Wounds Health D1 40 Heals 100% max hp (material componenting gives 200%)
38 Unhealthy Glow Health D2 80 CL Cml dmg (no save); Dirty cantrip
39 Water Blast Manip D3 120 1 group: CL*10 water dmg
40 (new) Fork Construct D6 240 1bM: Fork (can be used on up to a x8 multiplier effect)
41 (new) Defile BlahF Construct D6 240 Defile the MF/PF/TF/PsiF/TechF in area; Tempus Chaos
42 (new) Remove Class Ability/Immunity Construct D3 120 Remove a class ability or immunity from an element (affects 1 group).

[PC12] Planar Classes Group


Psi30 Simplified Ultra Powers

# Name Field Drain PSPs Notes
1 Annihilation Bolt Combat X10 500 1 group: CL*100 annihilation dmg [or] 1 idmg; Annihilated (PsiR; no save)
2 HyperGate Manip X2 100 Gate, no summoning sickness, up to CL planes removed
3 Incr./Decr. Mentals Health X7 350 ±CL/4 M actions (save is Int check at -CL)
4 Solid Stun Blast Combat X1 50 1 group: -CL*10 all actions; (CL-10)*100 astral dmg
5 Super Luck Detect X3 150 Choose result on next die roll
6 (new) Become Immaterial Construct X6 300 Insubstantial (see Major power); Immune to matter & energy; Can't be targetted.
7 (new) Halving Construct X3 150 Halve the hp on up to (CL-7)/3 targets (no save, IR to resist, may multi-target one target)
8 (new) Lock Down Construct X3 150 Lock down one action type in the room.
9 (new) Power Magnet Construct X6 300 Whenever someone targets a spell or psi effect in the room, it is redirected to you (treat as a x1 Special).
10 (new) Remove Terrain Feature Construct X6 300 Remove a Terrain Feature (-275+25*LVL%) (-100% per multiplier beyond x1).
11 (new) Set Off Triggers Construct X6 300 Cause all triggers on target to trigger prematurely, and target cannot use his next Clone (no save, ER to resist)
12 (new) Temporary Artifact Construct X9 450 Create a temporary artifact as if an Artificer of equal level, or create a Casting Cost LVL/3 or less MTG Artifact that lasts for 1 turn (see Planeswalker Artificer).

[PC12] Planar Classes Group


Basic Psi30 Information

P30Ps = Int + Wis + Chr - 36 +level*6.
Treat Wild Talents as level 0 for this calculation, elsewhere (for CL and ML) use level/2 (round up).
1 P30P = 10 PSPs (Psi1 or Psi2) for conversion purposes.
 
Drain Code: L M S D X
Type of Power: Minor Major Grand Super Ultra
P30P multiplier: x1 x2 x3 x4 x5
 
Multiply the P30P multiplier by the Drain Staging to get P30P cost.
For example, "Air Bolt" is an S3, so it's a Grand that costs 9 P30Ps.
(DM Note: The modern version of the power tables includes P30P costs for you.)
 
# Successes = Your level (or level/2 if wild talent).
 
Powers that do damage do 10% of max hp per success, with a save for half damage.
 
In the power progression, you may "three for one trade" upwards (3 Minors can be replaced with 1 Major, even at level 1).

[PC12] Planar Classes Group


Psi30 Minor Powers

Name Field Targ Type Drain P30Ps Notes
Armor Manip 3 Phys L3 3 Melee:+½ AC,-1dmg per hit/succ
Combat Sense (personal) Detect 2 Phys L2 2 +1 initiative,+1 saves/succ
Control Emotion Manip Chr Ment L4 4 Emotion:-1/succ on actions
Detect Psionics Detect R-1 Ment L2 2 Gives freq. & field of psi
Enhanced Hearing Detect 4 Ment L1 1 10%/succ Detect Noise
Entertainment Illus 2 Ment L1 1 Two D'lusion (as spell)
Hibernate Manip Con Phys L2 2 Feign Death & Suspend Animation
Invisibility Illus Int Ment L2 2 As spell, each creature resists
Levitate Item Manip W Phys L2 2 Caster controls up+down
Mask Illus Cml Ment L1 1 Alters appearance, Chr resists
Mental Armor Manip 9 Ment L6 6 -½ hit/succ per mental attack
Mob Mood Manip Int Ment L8 8 Control Emotions Blast
Object Mask Illus Cml Ment L2 2 Alters appearance, Chr resists
Spectacle Illus 3 Ment L2 2 Entertainment power with sound
Stun Touch Combat Wis Ment L1 1 Astral stunning
Treat Light Wounds Health Con Phys L1 1 Heals 10% max hp (1 succ)
Treat Mental Drain Health 7 Ment L34 34 regain 10*succ% Psi (all freq)
X-ray Gem Detect 3 Phys L2 2 Gem of X-ray vision (1'/succ)

[PC12] Planar Classes Group


Psi30 Major Powers

Name Field Targ Type Drain P30Ps Notes
[creature type] Form Manip W Phys M3 6 Polymorph Self (as spell)
Air Bridge Manip 4 Phys M2 4 Beam of Air than can walk on
Animate Manip W Phys M2 4 Animate Object (as spell)
Antidote Toxin Health Con Phys M3 6 Neutralize Poison (as spell)
Anti-Missile Barrier Manip 4 Phys M2 4 Ranged:+½ AC,-1dmg per hit/succ
Astral Psi Fingers Manip 4 Phys M2 4 1 Str,1 Dex/succ
Blackout Illus Int Ment M2 4 Blast:Cause Blindness(as spell)
Clairaudience Detect R+1 Ment M1 2 Clairaudience,can move
Clairvoyance Detect R+2 Ment M1 2 Clairvoyance,can move
Clout Manip 3 Phys M2 4 TK punch:roll TH, dmg=½*ä(succ)
Combat Sense Detect 3 Phys M2 4 +1 initiative,+1 saves/succ
Control Animal Manip Str Ment M4 8 Caster controls ½P action/succ
Death Touch Combat Wis Phys M3 6 Necromantic damage
Detect [creature type] Detect R Ment M2 4 Int resists,mult.targets
Detect [Object] Detect R Ment M2 4 Locates Object (dir./dist.)
Detect Life Detect R+2 Ment M1 2 Chr resists,mult.targets
Detect Psionics (ext.) Detect R-3 Ment M3 6 Gives freq. & field of psi
Dimension Door Manip R-2 Phys M4 8 Ps1N "Dimension Door"
Enlarge/Reduce Manip Str Phys M3 6 ñ10%/succ size
Existential Blues Manip Chr Ment M1 2 Depresses target (-½/succ)
Fashion Manip 3 Phys M1 2 Makes clothes look better
Flight Manip 3 Ment M1 2 Fly at 3"/succ
Ignite Manip W+4 Phys M4 8 Item save:magical fire+4-1/succ
Improved Invisibility Illus Int Ment M2 4 As spell, each creature resists
Know Exit Detect R+1 Ment M2 4 Know dir./dist. to nearest exit
Levitate Person Manip W+2 Phys M2 4 Caster controls, Str resists
Light/Darkness Manip 3 Phys M1 2 Modifies light in area
Lock/Unlock Manip 4 Phys M1 2 Locks/Unlocks (nonmagical lock)
Makeover Manip Cml Phys M1 2 Fixes hair,makeup,fingernails
Mana Touch Combat Int Phys M2 4 Astral damage
Mind Link Detect Int Ment M1 2 Ps2P "Mindlink", 1 target
Nausea Blast Health Con Phys M2 4 Area effect Nausea (-½TH/succ)
Object Physical Mask Illus Cml Phys M2 4 Changes appearance physically
Oxygenate Health Con Phys M3 6 +½ Con/succ vs. suffocation
Pathfinder Manip Dex Phys M3 6 Ps1N "Body Equilibrium"
Petrify/Reverse Petrify Manip Str Phys M6 12 Flesh to Stone, Con resists
Physical Mask Illus Cml Phys M1 2 Changes appearance physically
Power Touch Combat Con Phys M1 2 Astral damage
Ram Touch Combat Con Phys M2 4 1 hull point damage/succ
Seal Manip 5 Phys M2 4 Hold Portal (as spell)
Stimulation Illus Wis Ment M1 2 Euphoria:+½ (mental)hit/succ
Stun Beam Combat Wis Ment M2 4 Astral stunning
Stun Bolt Combat Wis Ment M1 2 Astral stunning
Treat Moderate Wounds Health Con Phys M1 2 Heals 30% max hp (2 succ)
Tri-D Entertainment Illus 4 Phys M2 4 Phantasmal Force with touch
Tri-D Spectacle Illus 5 Phys M3 6 Tri-D Enter. power with sound
Use [Prof.] Fingers Manip 5 Phys M4 8 Can use prof. over Psi Fingers
Warplight Manip 8 Phys M3 6 Object seen with Infra/Ultra

[PC12] Planar Classes Group


Psi30 Grand Powers

Name Field Targ Type Drain P30Ps Notes
Acid Bolt Manip 4 Phys S4 12 Acid damage, Con resists
Air Bolt Manip 3 Phys S3 9 Ele.Air damage, Dex resists
Analyze Device Detect C Ment S2 6 How to use object & its use
Analyze Psionic Item Detect C Ment S1 3 How to use item & its use
Analyze Truth Detect Wis Ment S2 6 Detects Lies,1 target
Bind Manip Dex Phys S2 6 Stopped & -½ Str/succ
Chaos Illus Int Ment S2 6 Distract:-1 TH/succ,1target
Clairaudience (ext.) Detect R-2 Ment S2 6 Clairaudience,can move
Clairvoyance (ext.) Detect R Ment S2 6 Clairvoyance,can move
Confusion Illus Int Phys S1 3 Confusion (as spell)
Control Actions Manip Str Ment S4 12 Caster controls ½P action/succ
Control Movement Manip Str Ment S2 6 Caster controls ½V action/succ
Cure Disease Health Con Phys S3 9 Cure Disease (as spell)
Death Beam Combat Wis Phys S4 12 Necromantic damage
Death Bolt Combat Wis Phys S3 9 Necromantic damage
Detect [cr. type] (ext.) Detect R-2 Ment S3 9 Int resists,mult.targets
Detect [Object] (ext.) Detect R-2 Ment S3 9 Locates Object (dir./dist.)
Detect Enemies Detect R+1 Ment S1 3 Wis resists,mult.targets
Detect Life (ext.) Detect R Ment S2 6 Chr resists,mult.targets
Detect Planar Energy Detect Chr Ment S1 3 Gives color of planar cord
Dimension Walk Manip 6 Phys S3 9 Ps1N "Dimension Walk"
Earth Bolt Manip 3 Phys S3 9 Ele.Earth damage,Con resist
Eyes of the Pack Detect Int Ment S1 3 Blast:can see through eyes
Fire Bolt Manip 3 Phys S3 9 Ele.Fire damage,Con resist
Flame Shield Manip 4 Phys S2 6 Protection from Fire
Grease Blast Manip 4 Phys S3 9 Grease & area Fumble (as spell)
Healthy Glow Health Cml Phys S2 6 +1 Cml/succ, Clean cantrip
Ice Bolt Manip 4 Phys S4 12 Ice damage, Con resists
Incr./Decr. Movements Health 8 Phys S7 21 ±1 V action /r per 2 successes
Lightning Bolt Manip 4 Phys S4 12 Lightning damage, Dex resists
Luck Detect 4 Ment S2 6 Gains +1(+5%)/succ on 1 action
Mana Beam Combat Int Phys S3 9 Astral damage
Mana Bolt Combat Int Phys S2 6 Astral damage
Mind Probe Detect Int Ment S1 3 Ps2P "Probe", 1 question/succ
Mob Rush Manip Str Ment S6 18 Control Movement Blast
Mob Scene Manip Str Ment S8 24 Control Actions Blast
Movement Manip Dex Phys S3 9 Gives +1V action
Nightvision Detect 4 Ment S1 3 Can see in magical/psi darkness
Overstimulation Illus Wis Ment S1 3 Massive Euphoria:+1 hit/succ
Poltergeist Manip 4 Phys S2 6 Objects fly around, 1 dmg/succ
Power Beam Combat Con Phys S2 6 Astral damage
Power Bolt Combat Con Phys S1 3 Astral damage
Prophylaxis Health Con Phys S3 9 +½ Con/succ vs. poison,drugs
Psi Sword Combat 5 Ment S2 6 Roll TH (+succ), dmg=ä(succ)
Psi Sword II Combat 6 Ment S3 9 As Psi Sword, can hit nonliving
Ram Beam /Wrecker Combat Con Phys S3 9 1 hull point damage/succ
Ram Bolt Combat Con Phys S2 6 1 hull point damage/succ
Resist Allergy Health * Phys S3 9 Remove -1 penalty/succ
Resist Pain Health Con Phys S1 3 Resists physical pain
Shadow (Personal) Manip Chr Phys S1 3 Polymorph & go to Shadow plane
Shapechange (Personal) Manip W Phys S3 9 Polymorph to any monster
Spark Manip W+5 Phys S4 12 Item save:lightning+2-1/succ
Spherical Vision Detect 4 Ment S2 6 All-Around Sight
Stabilize Health -hp Phys S1 3 Target at 1 hp (Target#=-hp/3)
Sterilize Combat 3 Phys S1 3 Removes bacteria,bugs,etc.
Stink Illus Con Phys S2 6 Stinking Cloud effect
Stun Blast /Sleep Combat Wis Ment S1 3 Astral stunning
Treat Serious Wounds Health Con Phys S1 3 Heals 60% max hp (3 succ)
Turn to Goo Manip Con Phys S6 18 Polymorphs target to sludge
Warpsense Detect R+1 Phys S3 9 Can see with Infra/Ultra
Water Bolt Manip 3 Phys S3 9 Ele.Water damage,Str resist
Weather Guard Manip C Phys S3 9 Protection from Weather

[PC12] Planar Classes Group


Psi30 Super Powers

Name Field Targ Type Drain P30Ps Notes
Acid Blast /Toxic Wave Manip 4 Phys D4 16 Acid damage, Con resists
Air Blast Manip 3 Phys D3 12 Ele.Air damage, Dex resists
Astral Hearing Detect 9 Ment D1 4 Clairaudience to Astral Plane
Astral Static/Fog Manip 6 Ment D3 12 +1 target#/succ penalty in area
Barrier Manip 5 Phys D2 8 Solid Wall of Force (as spell)
Chaotic World Illus Int Ment D2 8 Chaos Blast
Control Thoughts Manip Int Ment D4 16 Caster controls ½M action/succ
Death Blast Combat Wis Phys D3 12 Necromantic damage
Decrease Charisma Health Chr Ment D2 8 -1 Chr/succ
Decrease Constitution Health Con Phys D2 8 -1 Con/succ
Decrease Dexterity Health Dex Phys D2 8 -1 Dex/succ
Decrease Intelligence Health Int Ment D2 8 -1 Int/succ
Decrease Strength Health Str Phys D2 8 -1 Str/succ
Decrease Wisdom Health Wis Ment D2 8 -1 Wis/succ
Detect Enemies (ext.) Detect R-1 Ment D2 8 Wis resists,mult.targets
Earth Blast Manip 3 Phys D3 12 Ele.Earth damage,Con resist
Fire Blast /Hellblast Manip 3 Phys D3 12 Ele.Fire damage,Con resist
Foresight Detect 4 Ment D2 8 Augury of next 1r/succ
Heal Health Con Phys D2 8 Cures 1=10%,2=30%,3=60%,4=100%
Ice Blast Manip 4 Phys D4 16 Ice damage, Con resists
Ice Sheet Manip 4 Phys D4 16 Wall:Ice damage, Con resists
Incr./Decr. Physicals Health 12 Phys D7 28 ±1 P action /r per 3 successes
Increase Charisma Health Chr Ment D2 8 +1 Chr/succ
Increase Constitution Health Con Phys D2 8 +1 Con/succ
Increase Dexterity Health Dex Phys D2 8 +1 Dex/succ
Increase Intelligence Health Int Ment D2 8 +1 Int/succ
Increase Strength Health Str Phys D2 8 +1 Str/succ
Increase Wisdom Health Wis Ment D2 8 +1 Wis/succ
Influence Manip Chr Ment D2 8 1=Command,2=Suggestion,4=Demand
Lightning Blast Manip 4 Phys D4 16 Lightning damage, Dex resists
Mana Barrier Manip 6 Ment D3 12 Wall:Dead Psionics (all freq.)
Mana Blast Combat Int Phys D2 8 Astral damage
Mirage Arcana Illus 5 Ment D5 20 (no PsiR) Even vs. those immune
Mob Mind Manip Int Ment D8 32 Control Thoughts Blast (yuck!)
Omniscience Detect 4 Ment D2 8 Divination 1 question/succ
Power Blast Combat Con Phys D1 4 Astral damage
Preserve Health 5 Phys D5 20 Ps1N "Preservation", ½ lvl/succ
Probability Travel Manip 6+# Phys D4 16 Ps1N "Probability Travel"
Ram Blast /Urban Renewal Combat Con Phys D2 8 1 hull point damage/succ
Resist Stun Health Wis Ment D1 4 Resist -1TH/succ from hits
Slay [creature type] Combat R Phys D3 12 Necro. damage,1 target,Wis
Spell Barrier Manip 7 Ment D5 20 Wall:Dead Magic (all types)
Teleportation Manip 4+# Phys D3 12 No error,up to 1plane,#=#people
Temporary Insanity Manip Wis Ment D2 8 1 insanity [DMG1]/succ
Thunderclap Manip 5 Phys D5 20 Blast:Sound damage, Con resists
Transform Manip W+W Phys D3 12 Polymorph Other, Str resists
Treat Deadly Wounds Health Con Phys D1 4 Heals 100% max hp (4 succ)
Unhealthy Glow Health Cml Phys D2 8 -1 Cml/succ, Dirty cantrip
Water Blast Manip 3 Phys D3 12 Ele.Water damage,Str resist

[PC12] Planar Classes Group


Psi30 Ultra Powers

Name Field Targ Type Drain P30Ps Notes
Annihilation Bolt Combat 20 Phys X10 50 (Str+Int) resists, Annihilation
HyperGate Manip N*3 Phys X2 10 Gate, no stun, N = # of planes
Incr./Decr. Mentals Health 16 Ment X7 35 ±1 M action /r per 4 successes
Solid Stun Blast Combat Wis Ment X1 5 Astral stunning, x2 normal succ
Super Luck Detect 5 Ment X3 15 Choose result on next die roll

[PC12] Planar Classes Group


Astral Priest

Level KXP Priest
123 456 78
1 0 20- --- --
2 2 210 --- --
3 4 321 --- --
4 7.5 422 --- --
5 12.5 432 0-- --
6 20 432 1-- --
7 35 443 1-- --
8 60 443 20- --
9 90 543 21- --
10 125 543 320 --
11 200 553 321 0-
12 300 554 432 1-
13 750 655 543 2-
14 1150 666 654 3-
15 1550 666 666 4-
16 1950 666 666 5-
17 2350 666 666 6-
18 2750 666 666 60
19 3150 666 666 61
20 3550 666 666 62
21 3950 666 666 63
22 4350 666 666 64
23 4750 666 666 65
24 5150 766 666 65
25 5550 776 666 65
26 5950 777 666 65
27 6350 777 766 65
28 6750 777 776 65
29 7150 777 777 65
30 7550 777 777 75
31 7950 777 777 76
32 8350 777 777 77
33 8750 887 777 77
34 9150 888 877 77
35 9550 888 888 77
36 9950 888 888 88
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
Requisites: Int 15, Wis 12
Alignment: any
HD/level: 2d3
Weapon Prof.: 1+level/6
To Hit Table: Wiz
Save Table: Pri
Reference: DM
Groups: Priest, Planar
 
Gets Int (not Wis) bonus to spells.
Gets Exceptional Int bonus.
Bonus grand in Astral sphere.
+1 summon slot that holds up to LVL Astral Constructs (or their variants).
   
Level N (every level): Using the list below, pick an ability.
A. +1M Action.
B. Barbarian Int bonus instead of Exceptional.
C. Stun touch: You can attack (unarmed only) if you are Astrally Projected; +10*LVL Astral stunning dmg with unarmed attacks (save vs. PPD or -LVL all actions for LVL r)
D. Immune to aging attacks, or effects that would damage your Silver Cord.
E. You, your party, followers, henchmen, summons, familiars, and animal companions Fly at LVL*30" (LVL*10 mph) in non-combat situations.
F. Automatically make Int checks, Disbelief checks (regardless of penalty). Immune to Mirage Arcana.
G. ½V: Controlled Blink.
H. You and your henchmen ignore Phased Out status, Displacement, and Planar Displacement.
I. Your summons do special effects (innates, spells) as if one DL better than they are.
J. Immune to Astral sphere spells, and being Astral Construct or Astral Destruct "twisted".
K. Free GGL (Specialty God) pick in a god that has an Int requirement.
L. The party's psionic link cannot be "tapped", disrupted, and works up to 2 planes removed.
M. 1F, 1/h: Create a x1 Terrain Feature (Special with 1 mile radius), with a max SL=(LVL/2) effect.
N. Your illusion spell effects have xLVL area. ½M: Dispel Illusion.
O. Choose one other pick above (that you already have), or an Astral spell you know. Replace all instances of the word "Astral" with "Anti-Astral", "Ethereal", "Phlogiston", or "Maelstrom".
New Astral Spells:
Astral Construct N (SL=N): Summon an Astral Construct of DL=N. Astral Construct 0 is legal as an Orison (Cantrip). Reverse of this spell gives an Astral Repair (not an Astral Destruct). You may material component this spell to get 2 Astral Constructs (assuming you have the slots available).
Astral Perception (SL=1): Perceive into the Astral plane; you are considered an additional +2 weapon to hit.
Astral Form Blockade Field (SL=2): x1 Enemy Special on room: Dim Doors, Blinking, Astral Perception/Projection do not work in room ("Enemy Specials" only work on enemies; your party and summons etc. are not affected. They are removed as per Specials, with a -50% penalty).
Astral Projection (SL=3): Can project into the Astral Plane; cannot physically attack; copy Int->Str, Wis->Dex, Chr->Con.
Astral Dreadnought/Deva (SL=4): Summons an Astral Dreadnought or Deva (your choice, they are DL VI monsters). You have an Astral Dreadnought/Deva summon slot in addition to your normal summon slot (and your Astral Construct slot).
Burst Astral Destruct Swarm Summoning V (SL=5): Summons LVL Astral Destruct V's, not sick, have only 3S actions, disappear after 1r. Reverse of this spell summons Astral Fabricators.
Improved Astral Projection (SL=6): As Astral Projection, but you can physically attack.
Holy Word Stun (SL=7): Target is Capital S Stunned (no save, no MR). Material componenting this spell for area gives 2 targets, not a group.
Star Travel (SL=8): You fly at CL c (CL times the speed of light). You can enter a Star and either [1] Spelljam to another Star or Crystal Sphere (as if you were an Iconian Gateway), or [2] Time Travel (as if you were an Undead Robotic Chicken).
Custom Astral Projection (SL=9): As Improved Astral Projection, but pick Int, Wis, or Chr; this stat copies to the other 5.

[PC12] Planar Classes Group


Baron

Level KXP Baron     Duke
123 456 789 [1]
1 0 1-- --- --- [-]
2 3.3 2-- --- --- [-]
3 6.6 21- --- --- [-]
4 13 32- --- --- [-]
5 33 421 --- --- [-]
6 66 422 --- --- [-]
7 99 432 1-- --- [-]
8 166 433 2-- --- [-]
9 266 433 21- --- [-]
10 666 443 22- --- [-]
11 966 444 33- --- [-]
12 1366 444 441 --- [-]
13 1666 555 442 --- [-]
14 2066 555 442 1-- [-]
15 2466 555 552 1-- [-]
16 2666 555 553 21- [-]
17 2866 555 553 32- [-]
18 3066 555 553 321 [-]
19 3266 555 553 331 [-]
20 3466 555 554 332 [-]
21 3666 555 554 442 [-]
22 3866 555 555 443 [-]
23 4066 555 555 553 [-]
24 4266 555 555 554 [-]
25 4466 555 555 555 [-]
26 4666 666 655 555 [-]
27 4866 666 666 655 [1]
28 5066 666 666 666 [1]
29 5266 777 766 666 [1]
30 5466 777 777 766 [1]
31 5666 777 777 777 [1]
32 5866 888 877 777 [1]
33 6066 888 888 877 [2]
34 6266 888 888 888 [2]
35 6466 999 988 888 [2]
36 6666 999 999 999 [3]
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  8  2  3  1  0  1
+1  5  4  8  2  3  1  0  2
+2  6  4  8  3  4  2  0  2
+3  6  5  8  3  4  2  1  3
+4  6  5  9  3  4  2  1  3
+5  6  6  9  4  5  3  1  4
+6  7  6  9  4  5  3  2  4
+7  7  7  9  4  5  4  2  5
+8  7  7 10  5  6  4  2  5
+9  7  8 10  5  6  4  3  6
+10  8  8 10  5  6  5  3  6
+11  8  9 10  6  7  5  3  7
+12  8  9 11  6  7  6  4  7
+13  8 10 11  6  7  6  4  8
+14  9 10 11  7  8  6  4  8
+15  9 11 11  7  8  7  5  9
+16  9 11 12  7  9  7  5  9
+17  9 12 12  8  9  8  5 10
Requisites: Con 13, Int 13, Wis 13
Alignment: any E
HD/level: 3d2
Weapon Prof.: 4+level/2
To Hit Table: War
Save Table: Psi
Reference: DM {Reduced Duke / ArchDuke}
Groups: Concordant (x1), Planar
 
This class refers to lesser lords of the evil planes. The Nine Hells version is called "Baron"; the other planes have other titles. This class is not specific to Hell (AL LE); it is for all lower planes. I refer to "Demons" and "Devils" in the powers, use the type of lower being appropriate to your alignment.
Gets Exceptional Con. Can weapon specialize, using the Non-Warrior line for number of attacks.
Level 1: RMR level*13% .
Level 1 ¶: Each level, pick an Element or (non-"gross") [C] section effect. You resist it.
Level 3: Your unarmed attacks cause 1d6 stat damage (random stats, no save, aNR to resist)
Level 6: Troll-like regen LVL hp/s
Level 9: +1S action per round.
Level 9: Pick one Charanodaemon5 Level 9 ability or less (letters A-O).
Level 18: +1QF action per round.
Level 27: +1X action per round.

[PC12] Planar Classes Group


Baron Spells

Level # Name Effect Source
1 1 Ashes Half of your weapon dmg is vile dmg (perm hp) Psi-6E
1 2 Darkbolt Target takes CLd4 darkness dmg (no save) and stun 1 segment (Para save) Psi-6E
1 3 Detect Demons Detect Evil Outer (reverse is Good) RADemons-28
1 4 Dismiss Minion Dismiss an Evil Outer of DL=(LVL+1)/2 or less (no save) (reverse is Good) RADemons-29
1 5 Drain Life Target takes N unholy negative vile grave dmg (no save); gain N hp (can go above max) Psi-6E
1 6 Immunity I Immune to poison, non-silver weapons Psi6E
1 7 Intimidate Fear a group (Will save) RADemonsII-87
1 8 Larva Life Mouth's bP: Consume 1 larva to Cureall (incl. DPPs) Psi6E
1 9 Lesser Invocation Use an innate ability of an Evil Outer you've summoned RADemons-29
1 10 Minor Personal Ward Evil Outer cannot attack you unless you're offensive (reverse is Good) RADemons-29
1 11 Protection from Demons Immune to Evil Outer innates (reverse is Good) RADemons-29
1 12 Summon Minion Summons a DL II Evil Outer RADemons-30
1 13 Taint / Dispel Taint Curse (no save, IR), DM rolls in [C] section for effect RADemonsII-87
2 1 Call Minion Summons a DL III Evil Outer RADemons-31
2 2 Charm Demon Charm an Evil Outer (Will save, no BlahR) (reverse is Good) RADemons-31
2 3 Darkbeam 60' line takes CLd6 darkness dmg (no save) and stun 2 segments (Para save at -CL) Psi-6E
2 4 Detect Demonic Influence Detect Evil Charm/Domination/Possession/etc. RADemons-31
2 5 Dismiss Denizen Dismiss an Evil Outer of any DL (Fort save) (reverse is Good) RADemons-31
2 6 Evil Eye Target's AC becomes 66-CL^2 (Petrif save at -CL) Psi-6E
2 7 Immunity II Immune to fire or cold, +1 weapon to hit Psi6E
2 8 Lesser Pact Summons a DL IV Evil Outer, with a programmed task (is free afterwards, doesn't disappear) RADemons-31
2 9 Minor Ward 10' r As Minor Personal Ward (SL=1) except 10'r RADemons-32
2 10 Summon Demon Warriors Summons CL/3 DL II Evil Outer RADemons-32
2 11 Summon Soul Hounds Summons CL DL I Soul Hounds (they energy drain 1 level) RADemons-33
2 12 Temptation 3 Will saves, 1 fail=Command, 2 fail=Suggestion, 3 fail=Dominated RADemonsII-88
2 13 Torment Body Target degenerates at CL hp/s RADemonsII-88
3 1 Banish Minions Dismiss a group of Evil Outer of any DL (Fort save) (reverse is Good) RADemons-33
3 2 Call Soul Hounds Summons CL DL II Soul Hounds (they energy drain 2 levels) RADemons-33
3 3 Call Demon Warriors Summons CL/4 DL III Evil Outer RADemons-33
3 4 Darkcone 60' cone takes CLd8 darkness dmg (no save) and stun 3 segments (Para save at -CL*2) Psi-6E
3 5 Dismiss Demon Dismiss an Evil Outer of any DL (no save, IR) (reverse is Good) RADemons-33
3 6 Gaze of Ice PP Save (for 13*CL damage) or petrified to ice Psi6E
3 7 Hold Demon Hold Monster vs. Evil Outer, ignores immunity (Fort save) (reverse is Good) RADemons-34
3 8 Infernal Communion Contact Other Plane (Evil), or Commune (to Evil god) RADemons-34
3 9 Major Personal Ward Evil Outer cannot attack you until this is dispelled (reverse is Good) RADemons-34
3 10 Possession Similar to wizard spell "Magic Jar" Psi6E
3 11 Protection from Demons 10'r As Protection from Demons (SL=1) except 10'r RADemons-34
3 12 Summon Minion Summons a DL IV Evil Outer RADemons-34
3 13 Summon Nightmare Summons a DL IV Nightmare, can be used as a Mount (has 30*CL hp) RADemons-34

[PC12] Planar Classes Group


Baron Spells (cont.)

Level # Name Effect Source
4 1 Banish Denizen Dismiss a group of Evil Outer of any DL (no save, IR) (reverse is Good) RADemons-35
4 2 Bind Minion Gates in a DL IV Evil Outer, it is not a summon (it's just here) RADemons-36
4 3 Call Minions Summons CL/5 DL IV Evil Outer RADemons-36
4 4 Call Nightmare Beast Summons a DL V Nightmare Beast, can be used as a Mount (has 60*CL hp) RADemons-36
4 5 Cloak of Darkness Imp.Invis., Immune to Detection/Location Psi6E
4 6 Major Ward 10'r As Major Personal Ward (SL=3) but 10'r RADemons-36
4 7 Multi-Twist Twist (dispel) CL effects Psi-6E
4 8 Power Word Blind 200 hp of creatures blinded (no save) Psi6E
4 9 Summon Demon Summons a DL V Evil Outer RADemons-36
4 10 Summon Gatekeeper Summons a DL IV Evil Outer with the Hell's Caretaker class RADemons-37
4 11 Summon Scourge Summons a DL IV Evil Outer with the Scarlet Torturer class RADemons-37
4 12 Summon Succubus/Incubus Summons a DL IV Succubus/Incubus with the Slut1 class RADemons-38
4 13 Teleport Without Error Teleport Without Error Psi6E
5 1 Banish Demon Dismiss an Evil Outer of any DL (no save, no BlahR) (reverse is Good) RADemons-38
5 2 Beacon of Unrest Bring a defeated monster back to life under your control (counts as a "Revive") Psi-6E
5 3 Defile Consecrated Ground Destroys one good-aligned area's Aura Psi6E
5 4 Evil Haste +level B actions Psi-6E
5 5 Gate Gate Psi6E
5 6 Immunity III Immune:lightning/acid, +2 weapon to hit Psi6E
5 7 Infernal Spawn of Evil Summon a Demon Beast: AC 70, hp 700, #Att 7/1, TH +70, dmg 70, 1M: 10 dmg to target Psi-6E
5 8 Planeport As TWE but up to 6 planes removed Psi6E
5 9 Summon Minion Horde Summons CL DL II Evil Outer RADemons-38
6 1 Bringer Immune Illusions; Immune Disease; Immune Reverse Healing Psi-6E
6 2 Immunity IV Globe/Invuln., Immune:1st-2nd Dominions Psi6E
6 3 Infernal Spawn of I.S. of Evil Summon a Demon Child: AC 80, hp 800, #Att 8/1, TH +80, dmg 80, 1M: 20 dmg to target Psi-6E
6 4 Reveal Sin Target must Atone or lose a Specialty God pick (RSW Save) RADemonsII-89
6 5 Steal Soul III Transforms unwilling target to a larva (no save, IR) Psi6E
6 6 Summon Shapeless Horror Sumons a DL VI Shapeless Horror RADemons-39
7 1 Hellfire Storm (5*CL)d6 Unholy Brimstone dmg to a group (no save) BoVD-81
7 2 Summon Leviathan Summons a DL VIII Leviathan RADemons-39
7 3 Trap the Soul Trap the Soul (no save) BoVD-80
8 1 Summon Demon Lord Summons a DL IX Demon Lord (low level Duke) RADemons-40
8 2 Summon Diabolical Wyrm Summons a DL IX Demonic Dragon RADemons-40
8 3 Utterdark Capital D Darkness (even to Cosmic Awareness, True Sight) BoVD3-81
9 1 Eternity of Torture Target is helpless, all ability scores except Con drop to 0 (Fort save) BoVD3-81
9 2 Mindrape Capital E Extract, Forget (no save) BoVD3-83
Duke 1 (11) 1 Eternal Night x2 Terrain Feature: No new Summonings; No Divine Intervention; Proof vs. Teleport. RADemons-41
Duke 1 (11) 2 Genocide Kills all of a race on a single plane (can reduce area) RADemons-41
Duke 1 (11) 3 Lesser Apocalypse Earthquake up to an entire continent (can reduce area), CLd60 vile dmg (no save) RADemons-42

[PC12] Planar Classes Group


Charonodaemon5

Level KXP Wiz:Enc/Cha
123 456 789
1 6.6 (owe) 1-- --- ---
2 9.9 2-- --- ---
3 13.2 21- --- ---
4 19.8 22- --- ---
5 33 221 --- ---
6 59.4 222 --- ---
7 112.2 322 1-- ---
8 217.8 332 2-- ---
9 323.4 333 21- ---
10 429 333 32- ---
11 633.6 433 321 ---
12 1000 444 321 ---
13 1250 444 322 ---
14 1500 444 432 ---
15 1750 544 432 1--
16 2000 555 432 2--
17 2250 655 443 2--
18 2500 655 443 21-
19 2750 655 543 22-
20 3000 655 544 32-
21 3250 655 544 321
22 3500 665 554 322
23 3750 666 654 332
24 4000 776 655 432
25 4250 776 655 443
26 4500 777 665 543
27 4750 777 665 554
28 5000 887 666 654
29 5250 887 776 655
30 5500 888 777 665
31 5750 888 777 766
32 6000 988 887 776
33 6250 999 888 777
34 6500 999 988 887
35 6750 999 999 888
36 7000 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+3  1  1  1  1  1  1  1  1
+4  2  2  2  2  2  2  2  2
+5  2  2  2  2  2  2  2  2
+6  3  3  3  3  3  3  3  3
+7  3  3  3  3  3  3  3  3
+8  4  4  4  4  4  4  4  4
+9  4  4  4  4  4  4  4  4
+10  5  5  5  5  5  5  5  5
+11  5  5  5  5  5  5  5  5
+12  6  6  6  6  6  6  6  6
+13  6  6  6  6  6  6  6  6
+14  7  7  7  7  7  7  7  7
+15  7  7  7  7  7  7  7  7
+16  8  8  8  8  8  8  8  8
+17  8  8  8  8  8  8  8  8
+18  9  9  9  9  9  9  9  9
+19  9  9  9  9  9  9  9  9
+20 10 10 10 10 10 10 10 10
Requisites: Str 7, Dex 5, Con 12, Int 19, Wis 19
Alignment: NE
HD/level: & ++d12
Weapon Prof.: 6+/2
To Hit Table: Mon +2 levels
Save Table: Mon +2 levels
Reference: DM
Groups: Monster, Concordant (x1), Planar
 
Can cast Wizard Enchantment/Charm spells. Doesn't get a stat bonus to progression.
Can weapon specialize using Non-War column.
Levels Pick Description
Level 1-3: A Half of your weapon dmg is vile dmg (perm hp)
B Immune to Forget / Mental Surgery / Feeblemind / Insanity / *Forget* (River Styx)
C Pass Without Trace; 1M: Do not generate "?" in dungeon; 1M: Find the Path
D Your unarmed attacks cause 1d4 stat damage (random stats, no save, aNR to resist)
E Double Resist Fire, Unholy Fire, Water, Unholy Water, Wood, Cold
Level 4: Pick two from: Charonodaemon5 Level 1-3, Bringer5 Level 1-3, or Psi-6E/Psi6E minor
Level 5-7: F Troll-like regen LVL hp/s
G 1M: Remove forbiddance zone, holy status of area, spoil holy water & good shrines
H Eye's M, Gaze: Target saves or is petrified to ice (PP save for LVL^2 ice dmg, IR to resist)
I Your unarmed attacks cause 1 level of energy drain (no save, aNR to resist)
J 1M: Power Word Blind (hp limit = LVL^2, includes a stun)
Level 8: Pick two from: Charonodaemon5 Level 5-7, Bringer Level 5-7, or Psi-6E/Psi6E major
Level 9-12: K 1bM: "Phased out" this r, pass through obj, no affecting real things
L 1M: Plane Shift or Plane Shift Other (Spell save)
M 1M: Summon Evil Outer Planar DL=LVL/2
N 66F, 1/reset, spend 33 energy drains you've absorbed, eat a larva: +1 level in this class
O Double Resist Acid, Lightning, Poison, Salt, Shards, Steam
Level 13: Pick two from: Charonodaemon5 Level 9-12, Bringer5 Level 9-12, or Psi-6E/Psi6E grand

[PC12] Planar Classes Group


Concordant Opposer / Outlander / Rilmani

Level KXP ConcOpp
246 8AC
1 4 (owe) 2-- ---
2 8 4-- ---
3 12 6-- ---
4 20 8-- ---
5 36 81- ---
6 68 83- ---
7 132 85- ---
8 260 87- ---
9 388 871 ---
10 644 872 ---
11 900 873 ---
12 1184 874 ---
13 1468 874 1--
14 1752 874 2--
15 2036 874 3--
16 2320 874 4--
17 2604 874 41-
18 2888 874 42-
19 3172 874 43-
20 3456 874 44-
21 3740 874 441
22 4024 874 442
23 4308 874 443
24 4592 874 444
25 4876 974 444
26 5160 984 444
27 5444 985 444
28 5728 985 544
29 6012 985 554
30 6296 985 555
31 6580 A85 555
32 6864 A95 555
33 7148 A96 555
34 7432 A96 655
35 7716 A96 665
36 8000 A96 666
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  1  1  1  1  1  1  1  1
+2  3  3  3  3  3  3  3  3
+3  4  4  4  4  4  4  4  4
+4  6  6  6  6  6  6  6  6
+5  7  7  7  7  7  7  7  7
+6  9  9  9  9  9  9  9  9
+7 10 10 10 10 10 10 10 10
+8 12 12 12 12 12 12 12 12
+9 13 13 13 13 13 13 13 13
+10 15 15 15 15 15 15 15 15
+11 16 16 16 16 16 16 16 16
+12 18 18 18 18 18 18 18 18
+13 19 19 19 19 19 19 19 19
+14 21 21 21 21 21 21 21 21
+15 22 22 22 22 22 22 22 22
+16 24 24 24 24 24 24 24 24
+17 25 25 25 25 25 25 25 25
+18 27 27 27 27 27 27 27 27
Requisites: Dex 26, Con 18, Int 12, Wis 29
Alignment: TN
HD/level: 2d8
Weapon Prof.: 4+level/4
To Hit Table: Mon
Save Table: 3xMon
Reference: DM
Groups: Concordant (x1), Planar
 
Level 1: Enemies need a +1 weapon to hit you.
Level 1: Resist Acid, Gas, Poison; Immune Lightning
Level 1: aMR (LVL*10+40)%
Level 1: 1M: Know Alignment (or Obscure Alignment)
Level 2: 1M: Continual Light or Continual Darkness
Level 3: 1M: Polymorph Self
Level 4: 1M: Hold Monster (Spell save) or Remove Paralysis
Level 5: 1M: Telepathy that allows communication with any intelligent creature
Level 6: 1M: Dismissal (dismisses any summon or elemental, no save)
Level 7: 1M: Teleport without Error
Level 8: 1M: Dispel a psionic effect up to x4 multiplier
Level 9: 1M: Gate or Summon a DL=(LVL-7)/2 Rilmani

[PC12] Planar Classes Group


Concordant Opposer Spells

SL # Spell Effect
2 1 Bring Animals II Summon CL Animals using ML II chart, you pick the result
2 2 Dispel Anti-Magic Dispels one anti-Magic effect (or) Halve ER (no ER or save)
2 3 Dust Aura Enemies in your group takes CL dust dmg /s (no save)
2 4 Earth Bolt Deal Nd10 Eldritch Earth dmg to one target (no save); max N=CL
2 5 Effects Preservation +10*CL% aMR; +4*CL% ER
2 6 Forget/Remember Forget/Remember
2 7 Hold Blast One group is held (Will save)
2 8 Locate Scrying You know location where someone is scrying for you
2 9 Stay Conscious You stay conscious up to -10-CLxCL hp (defensive acts only)
4 1 Adaptation NaNR +CL*10%; Immune to Hostile Environment; Need not breathe
4 2 Bring Animals IV Summon CL Animals using ML IV chart, you pick the result
4 3 Earth Storm Deal Nd12 Eldritch Earth dmg 40' radius (no save); max N = CL
4 4 Effect Familiarity Pick any spell/power. You resist it; and at +50% when using it.
4 5 Erase Question Mark Erases one "question mark" (hostile/wandering encounter)
4 6 Feeblemind Blast One group is feebleminded (Will save)
4 7 Globe of Mid Resistance Immune to SL 2-4 (all types), Resist SL 1 & 5 (all types)
4 8 Tenser's Transformation Tenser's Transformation
4 9 Wall of Element Wall of a normal/para/quasi element. Dmg is CLxCL.
6 1 Bring Animals VI Summon CL*3 Animals using ML VI chart, you pick the result
6 2 Contact Other Plane Contact Other Plane, no insanity
6 3 Gaea’s Herald When your summoned creatures go below -10 hp, they don't disappear (you can cure)
6 4 Null Field I All spells of SL 12 or higher don't work in 100'r
6 5 Telekinesis Telekinesis CL*30' (assuming size M target)
6 6 True Seeing True Seeing
8 1 Bring Animals VIII Summon CL*4 Animals using ML VIII chart, you pick the result
8 2 Dispel Technology Dispel one Technological item or effect
8 3 Dual Nature Whenever you summon or create creatures, you get twice as many of them
8 4 Freedom [0 action to use] Reverse Imprisonment (can be used on self)
8 5 Mass Energy Drain One group is energy drained CL levels (no save)
8 6 Null Field II All spells of SL 10 or higher don't work in 100'r
10 1 Bring Animals X Summon CL*5 Animals using ML X chart, you pick the result
10 2 Crapulence Aura Enemies in sight takes CL*3 crapulence dmg /s (no resistance)
10 3 Create/Destroy Conduit Creates or Destroys 1 Conduit, Wormhole, Gate, Color Pool
12 1 Bring Animal XII Summons 1 DL XII Animal that you can comprehend
12 2 Null Field II All spells of SL 8 or higher don't work in 100'r
12 3 Spirit Preservation +5*CL% aXR

[PC12] Planar Classes Group


Cosmos Priest

Level KXP Priest
123 456 78
1 0 20- --- --
2 4 210 --- --
3 8 321 --- --
4 15 422 --- --
5 25 432 0-- --
6 40 432 1-- --
7 70 443 1-- --
8 120 443 20- --
9 180 543 21- --
10 250 543 320 --
11 400 553 321 0-
12 600 554 432 1-
13 1500 655 543 2-
14 2300 666 654 3-
15 3100 666 666 4-
16 3900 666 666 5-
17 4700 666 666 6-
18 5500 666 666 60
19 6300 666 666 61
20 7100 666 666 62
21 7900 666 666 63
22 8700 666 666 64
23 9500 666 666 65
24 10300 766 666 65
25 11100 776 666 65
26 11900 777 666 65
27 12700 777 766 65
28 13500 777 776 65
29 14300 777 777 65
30 15100 777 777 75
31 15900 777 777 76
32 16700 777 777 77
33 17500 887 777 77
34 18300 888 877 77
35 19100 888 888 77
36 19900 888 888 88
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
Requisites: Str 14, Dex 14, Int 14, Wis 12, Chr 14
Alignment: any
HD/level: +d9
Weapon Prof.: 3+level/3
To Hit Table: War
Save Table: Pri
Reference: DM
Groups: Priest, Planar
 
Gets an ability score of your choice as bonus to spell progression.
Replace the d20 roll for what you roll for Turn Undead with d30. Replace the d12's for number turned with d20's.
Can specialize in weapons using the "Non-War" line.
+(LVL+2)/3 slots for Henchmen.
Never loses control of Henchmen (auto-make Chr and Morale checks).
Divide the cost of Henchment by LVL.
Level N (every level): Choose Sun, or War. Bonus grand in that sphere.
Level N (every level): Choose two from the list below. If it's an immunity, you can alternatively pick the ability to ignore people's immunity to that effect.
Astral-A. +1M Action.
Astral-B. Barbarian Int bonus instead of Exceptional.
Astral-C. Stun touch: You can attack (unarmed only) if you are Astrally Projected; +10*LVL Astral stunning dmg with unarmed attacks (save vs. PPD or -LVL all actions for LVL r)
Astral-D. Immune to aging attacks, or effects that would damage your Silver Cord.
Astral-E. You, your party, followers, henchmen, summons, familiars, and animal companions Fly at LVL*30" (LVL*10 mph) in non-combat situations.
Astral-F. Automatically make Int checks, Disbelief checks (regardless of penalty). Immune to Mirage Arcana.
Astral-G. ½V: Controlled Blink.
Astral-H. You and your henchmen ignore Phased Out status, Displacement, and Planar Displacement.
Astral-I. Your summons do special effects (innates, spells) as if one DL better than they are.
Astral-J. Immune to Astral sphere spells, and being Astral Construct or Astral Destruct "twisted".
Astral-K. Free GGL (Specialty God) pick in a god that has an Int requirement.
Astral-L. The party's psionic link cannot be "tapped", disrupted, and works up to 2 planes removed.
Astral-M. 1F, 1/h: Create a x1 Terrain Feature (Special with 1 mile radius), with a max SL=(LVL/2) effect.
Astral-N. Your illusion spell effects have xLVL area. ½M: Dispel Illusion.
Astral-O. Choose one other pick above (that you already have), or an Astral spell you know. Replace all instances of the word "Astral" with "Anti-Astral", "Ethereal", "Phlogiston", or "Maelstrom".
Sun-A. Immune to Blindness
Sun-B. Immune to Chromatic and Color (e.g. Color Spray) effects.
Sun-C. Immune to Cold and Natural Cold (you Resist other variants such as Holy Cold).
Sun-D. Immune to Fire (and variants such as Holy Fire and Natural Fire). Immune to Heat.
Sun-E. Immune to Gravity (but not TK / falling damage)
Sun-F. Immune to Light (and all variants)
Sun-G. Immune to Plasma and Natural Plasma.
Sun-H. Immune to Positive Energy (includes Unlive positive energy levels).
Sun-I. Immune to Prismatic effects.
Sun-J. Immune to Sun sphere spells.
Sun-K. Immune to Sunstone and Midnight Sunstone (unusual materials)
Sun-L. Immune to Vacuum. Need not breathe.
Traveller-A. Can get and can use 2Z actions per half segment.
Traveller-B. Can use 2V actions per segment.
Traveller-C. Double movement rate, or +3*LVL" movement rate. Sustain movement rate.
Traveller-D. Immune to Wall, Sphere, and Forcefield effects
Traveller-E. Sustain all actions; Time/Reality stability; Immune to Hold, Stop, Time Stop, Temporal Stasis
Traveller-F. Automatically make saves that give a Dex bonus; Automatically make Reflex saves (even if no Dex bonus).
Traveller-G. Immune to TK and Falling Damage (but not high Gravity)
Traveller-H. Get 2 parting shots / attacks of opportunity instead of 1.
Traveller-I. Exceptional Dex bonus. This may be taken more than once, each is another level of Exc Dex.
Traveller-J. Immune to Traveller sphere spells.
Traveller-K. Free GGL (Specialty God) pick in a god that has a Dex requirement.
Traveller-L. Immune to Vacuum. Need not breathe.
Traveller-M. 0, 1/r: Counter someone entering your group (either by moving or by other means).
War-A. +1P Action.
War-B. Barbarian Str bonus instead of Exceptional.
War-C. All weapons are considered 1 size smaller for what you can wield.
War-D. Immune to attacks from siege machines.
War-E. You, your party, followers, henchmen, summons, familiars, and animal companions Fly at LVL*3".
War-F. Automatically make Str checks, Bend Bars/Lift Gates checks. Immune to Web and Stop effects.
War-G. Unmanned siege machines within LVL*10' of you can fire by themselves (using your attack bonuses).
War-H. You and your henchmen ignore plusses needed to hit, WR, and DR.
War-I. Your henchmen attack as if one DL better than they are.
War-J. Your henchmen defend as if one DL better than they are.
War-K. Free GGL (Specialty God) pick in a god that has a Str requirement.
War-L. You can communicate psionically with all of your henchmen. This link cannot be "tapped".
War-M. 1F, 1/h: Create a x1 Terrain Feature (Special with 1 mile radius), with a max SL=(LVL/2) effect.
War-N. Your Wall spell effects have xLVL area. ½M: Dispel a Wall effect.
New Astral Spells:
Astral Construct N (SL=N): Summon an Astral Construct of DL=N. Astral Construct 0 is legal as an Orison (Cantrip). Reverse of this spell gives an Astral Repair (not an Astral Destruct). You may material component this spell to get 2 Astral Constructs (assuming you have the slots available).
Astral Perception (SL=1): Perceive into the Astral plane; you are considered an additional +2 weapon to hit.
Astral Form Blockade Field (SL=2): x1 Enemy Special on room: Dim Doors, Blinking, Astral Perception/Projection do not work in room ("Enemy Specials" only work on enemies; your party and summons etc. are not affected. They are removed as per Specials, with a -50% penalty).
Astral Projection (SL=3): Can project into the Astral Plane; cannot physically attack; copy Int->Str, Wis->Dex, Chr->Con.
Astral Dreadnought/Deva (SL=4): Summons an Astral Dreadnought or Deva (your choice, they are DL VI monsters). You have an Astral Dreadnought/Deva summon slot in addition to your normal summon slot (and your Astral Construct slot).
Burst Astral Destruct Swarm Summoning V (SL=5): Summons LVL Astral Destruct V's, not sick, have only 3S actions, disappear after 1r. Reverse of this spell summons Astral Fabricators.
Improved Astral Projection (SL=6): As Astral Projection, but you can physically attack.
Holy Word Stun (SL=7): Target is Capital S Stunned (no save, no MR). Material componenting this spell for area gives 2 targets, not a group.
Star Travel (SL=8): You fly at CL c (CL times the speed of light). You can enter a Star and either [1] Spelljam to another Star or Crystal Sphere (as if you were an Iconian Gateway), or [2] Time Travel (as if you were an Undead Robotic Chicken).
Custom Astral Projection (SL=9): As Improved Astral Projection, but pick Int, Wis, or Chr; this stat copies to the other 5.
New Sun Spells:
Mini Restoration (SL=1): Removes 1 negative level or 1 stat damage, or causes 4+CL Positive Energy damage to one target (no save).
Sun Shield (SL=2): Damaging shield (50% back) of type Holy Plasma. You Resist Cold while running this.
Searing Light (SL=3): CLd8 Holy Light damage to one target (no save; x2 dmg vs. Undead)
Sun Snake (SL=4): Summons a Sun Snake (a DL VI monster). You have a Sun Snake summon slot in addition to your normal summon slot. You are allowed to have 2 Sun Snakes (one in each slot).
Prismatic Strike (SL=5): Like Prismatic Spray, but only 1 target, and on a "8", you choose the result (instead of giving 2 random results). (You could of course material component this spell to hit a group.)
Dust (SL=6): "Dusts" (D) an Undead or Negative Energy creature (no save, no limit on HD or type of undead).
Holy Word Blind (SL=7): Target is blinded, and cannot target or attack anything (no save, no MR).
Star Travel (SL=8): You fly at CL c (CL times the speed of light). You can enter a Star and either [1] Spelljam to another Star or Crystal Sphere (as if you were an Iconian Gateway), or [2] Time Travel (as if you were an Undead Robotic Chicken).
Star Swarm (SL=9): Like Planet Swarm, but 4 Stars (each does 2 idmg, no save, no MR)
New Traveller Spells:
Tactic Move (SL=1): Move 1 target from one group to another group, no parting shots, unwilling gets Reflex save (with Dex bonus).
TK Shield (SL=2): Damaging shield (50% back) of type Telekinesis. You Resist TK and Falling Damage while running this.
Blink Wounder (SL=3): (May cast as a 0 action): Blink. If you material component, you can blink twice this segment (you may act between the blinks)
Space Dragon (SL=4): Summons a Space Dragon (a DL VI monster). You have a Space Dragon summon slot in addition to your normal summon slot. You are allowed to have 2 Space Dragons (one in each slot).
Folding Dimensional Doom (SL=5): Creates a rift of random Dim Doors and Dim Folds; All in group are slain (PPD save) or randomly teleported away (RSW save).
True Teleport (SL=6): Your party teleports on your side of the segment (no delay).
Holy Word Shift (SL=7): Target is plane shifted to a plane of your choice (no save, no MR).
Star Travel (SL=8): You fly at CL c (CL times the speed of light). You can enter a Star and either [1] Spelljam to another Star or Crystal Sphere (as if you were an Iconian Gateway), or [2] Time Travel (as if you were an Undead Robotic Chicken).
Beset (SL=9): Target is Set and his home plane becomes this plane (no save, no MR)
New War Spells:
War Charge (SL=1): When charging with at least 100 Henchmen, all who see this are Feared (Will save).
Battle Shield (SL=2): Damaging shield (50% back) of type Metal. You resist weapon special effects while running this.
Dispel Charm (SL=3): Dispels Charm on a group, or on all of your Henchmen at once.
Henchman Recruit (SL=4): Teleports in one Henchman of the same type as one you have. You must pay the gp cost of the Henchman immediately.
True Storm (SL=5): Entire party (incl. summons and henchmen) get +20 TH on one attack this segment.
Army Teleport (SL=6): Teleports any number of (willing) beings within sight.
Holy Word Battle (SL=7): Entire party (incl. summons and henchmen) get +1QS action this segment.
Higher Ground (SL=8): Creates a x2 Terrain Feature that you and your henchmen get +1 to multiplier.
Mass Mass Heal (SL=9): Heals up to 100 groups of creatures. (Yes, this can be reversed.)

[PC12] Planar Classes Group


Cthulhu Investigator5

Level KXP Wizard
123 456 789 AB
1 0 2½- --- --- --
2 4.5 31½ --- --- --
3 14 421 --- --- --
4 33 532 ½-- --- --
5 70 643 1½- --- --
6 145 754 21- --- --
7 294 865 32½ --- --
8 593 976 43½ --- --
9 1001 A87 541 ½-- --
10 1410 A98 652 1-- --
11 1819 AA9 763 2½- --
12 2228 AAA 874 3½- --
13 2637 AAA 985 4½- --
14 3046 AAA A96 51½ --
15 3455 AAA AA7 621 --
16 3864 AAA AA8 732 --
17 4273 AAA AA9 843 --
18 4682 AAA AAA 954 ½-
19 5091 AAA AAA A65 ½-
20 5500 AAA AAA A76 1-
21 5909 AAA AAA A87 1-
22 6318 AAA AAA A98 2-
23 6727 AAA AAA AA9 2-
24 7136 AAA AAA AAA 3-
25 7545 BBB BBB BBB 3-
26 7954 BBB BBB BBB 4-
27 8363 CCC CCC CCC 4½
28 8772 CCC CCC CCC 5½
29 9181 DDD DDD DDD 5½
30 9590 DDD DDD DDD 51
31 9999 DDD DDD DDD 61
32 10408 EEE EEE EEE 61
33 10817 EEE EEE EEE 71
34 11226 FFF FFF FFF 71
35 11635 FFF FFF FFF 81
36 12044 FFF FFF FFF 82
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  7  0  1  1
+1  5  9  6  4  8  1  2  3
+2  5 10  7  5  9  2  3  4
+3  6 11  8  6 10  3  4  5
+3  7 12  9  7 11  4  5  6
+4  8 13 10  8 12  5  6  8
+5  8 14 11  9 13  6  7  9
+6  9 15 12 10 14  7  8 10
+7 10 15 13 11 15  8  9 11
+8 11 16 14 12 15  9 10 13
+8 12 16 14 13 16 10 11 14
+9 13 16 15 14 16 11 12 15
+10 14 16 15 15 16 12 13 16
+11 15 17 16 16 16 13 14 18
+11 16 17 16 16 17 15 15 18
+12 16 17 16 16 17 17 16 18
+13 17 17 17 17 17 17 16 18
+14 18 18 17 17 17 17 17 18
Requisites: Dex 12+level, Int 4+2*level
Alignment: L any (or) W any
HD/level: d10
Weapon Prof.: 6+level/6
To Hit Table: 2½xWiz
Save Table: 2½xWiz
Reference: CoC3 {Planeshifted Cthulhoid Horror5)
Groups: Wizard, Alternate, Planar
 
For abilities, see next page.

[PC12] Planar Classes Group


Cthulhu Investigator5 Abilities

The stat requirements for this class is Dex 12+LVL and Int 4+2*LVL. If you gain enough XP to raise in level and do not have the stat requirement, you still go up in level, but you "owe" stat points (can spend stat points only to Dex or Int until you fill the requirements). You cannot add this class unless you have Dex 13 and Int 6 (what you need to be level 1).
Specialized in Cthulhu school, pick an opposite. Other Wizards cannot access Cthulhu school at all unless they "know" your class; even then, they need to spend 2 slots each for them. DM Note: These spells are listed in the [PC2] section.
May weapon specialize using the "Spec Non-War" column for number of attacks.
 
Levels 1-3: Pick one of these per level:
   A. 1M: Dismiss a Ooze or Demon 10*LVL%
   B. 1M: LVL instances of Resist Insanity
   C. Immune Goo and Gray Goo
   D. 1bM, 1/r: Counter a Wild Surge or High-Frequency Sample
   E. Immune to tentacle damage.
Level 4: Pick two Cthulhoid Investigator5 Level 1-3, one Occultist5 Level 1-3, or one Alien Cultist5 Level 1-3
Levels 5-7: Pick one of these per level:
   F. 1P, 1/r: +1QM next segment.
   G. Immune head blown off, drowning (i.e. you have Water Breathing), falling (i.e. you levitate / feather fall at will)
   H. 1M+1P: Cure a Potion or Magical Pool effect that occured within the last round.
   I. 1M+1P: Contact Higher Plane
   J. 2M: Close a Gate or Dimension Door. Your room has a x1 Special of Proof against Teleportation.
Level 8: Pick two Cthulhu Investigator5 Level 5-7, one Occultist5 Level 5-7, or one Alien Cultist5 Level 5-7
Levels 9-11: Pick one of these per level:
   K. Capital S Slay is treated as (lower-case) slay for you
   L. Immune Clone Insanity, Mirror of Opposition
   M. 2F, 1/t: Cure Capital C Crapped on someone.
   N. 8F, 1/d: Cure someone's Erased Truename (you Un-Erase his Truename)
   O. 1F: Restore Multiplier; Remove Multiplier damage (incl. Vile Multiplier damage)
Level 12: Pick two Cthulhu Investigator5 Level 9-11, one Occultist5 Level 9-11, or one Alien Cultist5 Level 9-11

[PC12] Planar Classes Group


Cthulhu School Spells

Name SL Effect
Candle Communication 0 Can communicate to someone you know (across planes) if they are running this spell too
Detect Life 0 Detect Life
Elder Sign 0 Outer planar creatures cannot cross the line
Message 0 Message
Augury 1 Augury
Bind Enemy 1 Choose a target. You can't attack or target him, and vice versa.
Chant of Thoth 1 +CL Int checks
Cloud Memory 1 Forget (Will save)
Contact Human 1 Contact a specific person
Control Weather 1 Control Weather
Create Bad-Corpse Dust 1 Create a line that Undead cannot cross
Deflect Harm 1 Deflect next CL physical attacks on you, but each causes 2 Int dmg to you
Detect Magic 1 Detect Magic
Dominate Animal 1 Dominate Animal (save)
Eibon’s Wheel of Mist 1 Your group is Invisible
Invisibility Purge 1 Dispel Invisibility
Mirror of Tarkhun Atep 1 Creates a mirror
Nightmare 1 Target sleeping person has a nightmare
Pose Mundane 1 Illusion: Room appears to be normal/ordinary (x1 Trick)
Power of Nyambe 1 +2d6 SL's added to your current progression for today; -1 Con (permanent)
Seal of Isis 1 Object will make it's next item saving throw
Snare Dreamer 1 Dispel a Somniomancy effect
True Strike 1 Next attack at +20 TH
Unmask Demon 1 Dispel a Change Self or Alter Appearance effect
View Gate 1 Can see through a Gate to other side clearly
Voice of Ra 1 +1d6+1 Chr
Warding the Eye 1 Immune to the "Evil Eye" spell (on this list)
Bring Pestilence 2 Disease (1d4 stat dmg to Str, Dex, or Con) (Fort save)
Cast Out Shan 2 Dismiss a DL I-II Insect or Undead
Cause Fear 2 Fear (Will save)
Circle of Nausea 2 Nausea to one group (Fort save)
Contact Creature 2 Contact a specific creature type
Darkness 2 Darkness
Dismissal 2 Dismiss an outer planar creature (save)
Dominate Person 2 Dominate Person (save)
Dread Curse of Azathoth 2 1d3 Chr dmg
Enchant Item 2 Add a half plus to an item (for 1 hour)
Evil Eye 2 Curse: -4 TH, checks, saves (save)
Find Gate 2 Detect Gates
Fist of Yog-Sothoth 2 CLd6 force dmg to one target (no save)
Flesh Ward 2 DR 10/+1
Frozen Tracks 2 Stop (save)
Grasp of Cthulhu 2 Target takes 2d6 dmg /r (save)
Healing Touch 2 Touch to cure 1d8+CL hp and 1 stat point dmg
Hide from the Eye 2 Invisibility
Hypnotism 2 Hypnosis (save)
Identify Spirit 2 Detect Possession
Insect Plague 2 Area effect 1 dmg /s insects
Levitate 2 Levitate
Locate Object 2 Locate Object
Magic Weapon 2 Weapon gets +1/+1 for 1 turn
Obscuring Mist 2 Wall of Fog
Sekhmenkenhep's Words 2 Convince people that what you're saying is true (save)
Skin of Sedefkar 2 +CL/5 AC
Song of Hastur 2 Target takes 2d6 dmg /r (save)
Soul Trap 2 Speak with Dead but you had to be the one who killed him
Spectral Razor 2 Magical blade that's 2d6 dmg and counts as a +5 weapon
Suggestion 2 Suggestion (save)
Voorish Sign 2 The next spell you cast will be at +3 CL
Wandering Soul 2 Dream Travel
Ward against Pyschics 2 Psionic Feats cannot be used in the room (x1 Special)
Black Binding 3 Animate a dead corpse as a DL III Undead
Breath of the Deep 3 Target is drowning (Fort save per segment or 2d6 dmg)
Contact Deity 3 Contact a specific deity 50+CL%; caster becomes insane (Will save)
Curse of the Stone 3 Target cannot act (save) as long as you heavy concentrate (can't use M actions)
Divination 3 Divination
Imprison Mind 3 Target spirit / life essence cannot leave the body it's in (save)
Mindblast 3 Insanity (save)
Raise Night Fog 3 Fog
Red Sign of Shudde M'ell 3 Group takes 1d6+LVL dmg (no save)
Shriveling 3 CLd4 dark energy dmg to one target (no save)
Siren's Song 3 Charm 2*CL HD of creatures (save)
Summon/Bind Creature 3 Summons a DL 1d4 Outer creature
Wave of Oblivion 3 If near a body of water, creates a large wave (CLd4 water dmg, no save)
Wither Limb 3 Sharpness a random limb (save)
Wrack 3 Pain (-2 all rolls) (save)
Animal Form 4 Polymorph Self into a specific animal
Bind Loup-Garou 4 Force Shapechange and Dispel a Psi14 effect
Bind Soul 4 Put someone's soul in a receptacle (Will save)
Cloak of Fire 4 +1d4+1 Dex; +3" move rate; Fire damaging shield (1d8 fire dmg /hit); You take 1 dmg /r
Create Scrying Window 4 Postcognition
Curse of the Putrid Husk 4 Curse: Insanity (save)
Curse of the Rat-thing 4 Animate a dead corpse as a DL IV Undead
Dark Resurrection 4 Raise Dead
Hands of Colubra 4 Your arms turn into snakes that deal 1d6 dmg + 1d6 Str dmg
Locate Creature 4 Locate a specific creature
Look to the Future 4 Can see into the future
Mind Transfer 4 Switch bodies with someone (save)
Pipes of Madness 4 Insanity to a group (save)
Return to Rest 4 Destroy an undead (save)
Soul Singing 4 Illusion: Target sees and hears what you wish, no one else affected (save)
Speak with Dead 4 Speak with Dead
Unspeakable Oath 4 Get a random minor magic item (50%) or +1 Int (50%) for 1 turn
Banishment of Yde Etad 5 Banish an outer planar creature to home plane (Will save)
Blind/Deafen 5 Blind and Deafen target (Fort save on each)
Cast Out Devil 5 Exorcise
Create Barrier of Naach-Tith 5 Wall: Spells cannot pass, Str check (DC 40) to pass
Magic Jar 5 Magic Jar
Become Spectral Hunter 6 You take on the stats of a random DL VII Weird monster, will be Crapped in CL rounds
Body Warping of Gorgoroth 6 Polymorph Self into a creature of +/- 1 size, you get it's Str/Dex/Con
Clutch of Nyogtha 6 Paralysis (Will save) for as long as you heavy concentrate (can't use M actions)
Create Gate 6 Gate
Curse of the Chaugnar Faugn 6 *Curse* (subject loses 1d4 Chr per day and cannot Reset) (save)
Eyes of the Zombie 6 See through the eyes of a zombie (that you control)
Power Drain 6 Target loses 1d6 stat points (save), you temporarily gain the amount he lost
Create Self-Ward 7 DR 10/+1; Resist Aging
Create Time Gate 7 Create a Time Gate 10^(N-4) years
Steal Life 7 Drain 1 stat point per segment from target and add to you temporarily (save per segment)
Word of Recall 7 Word of Recall
Consume Likeness 8 Alter Appearance to someone specific who recently died (it's very convincing)
Death by Flames 8 Target takes 1d10 fire dmg /s (no save)
Eye of Light & Darkness 8 All outer planar creatures take 1 Wis dmg per segment (x1 Special)
Call Deity 11 Summons the material form of the god of your choice (remember this is only a x1 effect by itself)
Dismiss Deity 11 Dismisses the material form of a god (remember this is only a x1 effect by itself)

[PC12] Planar Classes Group


Doomdoctor3

Level KXP
Spells
1 0 (none)
2 10 +1 ML to one class
3 30 +1 ML to one class
4 60 +2 ML to one class
5 100 +2 ML to one class
6 150 +3 ML to one class
7 210 +3 ML to one class
8 280 +4 ML to one class
9 360 +4 ML to one class
10 450 +5 ML to one class
11 550 +5 ML to one class
12 660 +6 ML to one class
13 780 +6 ML to one class
14 910 +7 ML to one class
15 1050 +7 ML to one class
16 1200 +8 ML to one class
17 1360 +8 ML to one class
18 1530 +9 ML to one class
19 1710 +9 ML to one class
20 1900 +10 ML to one class
21 2100 +10 ML to one class
22 2310 +11 ML to one class
23 2530 +11 ML to one class
24 2760 +12 ML to one class
25 3000 +12 ML to one class
26 3250 +13 ML to one class
27 3510 +13 ML to one class
28 3780 +14 ML to one class
29 4060 +14 ML to one class
30 4350 +15 ML to one class
31 4650 +15 ML to one class
32 4960 +16 ML to one class
33 5280 +16 ML to one class
34 5610 +17 ML to one class
35 5950 +17 ML to one class
36 6300 +18 ML to one class
TH Saves
PD RS PP BW Sp Fo Re Wi
& +1 & +1 (all)
& +1 & +2 (all)
& +1 & +3 (all)
& +1 & +4 (all)
& +2 & +5 (all)
& +2 & +6 (all)
& +2 & +7 (all)
& +2 & +8 (all)
& +3 & +9 (all)
& +3 & +10 (all)
& +3 & +11 (all)
& +3 & +12 (all)
& +4 & +13 (all)
& +4 & +14 (all)
& +4 & +15 (all)
& +4 & +16 (all)
& +5 & +17 (all)
& +5 & +18 (all)
Requisites: Int 0, (Wizard 7)
Alignment: any
HD/level: & d5
Weapon Prof.: & (3+level)/4
To Hit Table: & +(3+level)/4
Save Table: & +level
Reference: DM {Planeshifted Doomguard3}
Groups: Wizard, Planar, Alternate
 
Gets Exceptional Int.
Level 1 ¶: +1 Research point per Reset for new spells.
Level 1 ¶: +1 Specialty school.
Level 1 ¶: +LVL to your Wizard CL (in your other Wizard classes)
Level 1: Blasting: x2 effect with Invocation spells and effects (this becomes x3 total when material componenting).
Level 2: Arcane Expertise: LVL-1 slots in Spellcraft proficiency; 1M, 1/d: Legend Lore
Level 3: Shadow Adaptation: Immune Shadow. (You can pick Positive or Negative instead if you prefer.)
Level 4: Snap or Reply: +LVL-3 stat points distributed among Dex or Int.
Level 7: Unmaking Natural: 1 attack or ½M: Dispel Natural
Level 9: Spell Gate: 1M: Spell Gate
Planar Feats:
Your 1 feat per level from this class can be used on these Planar feats, or can be used as regular feats.
Air Heritage: Immune Air; Flying 12"; +2 Dex checks
Discern Planar Location: You know what plane you're on at all times. You also know the MF, PF, TF, PsiF, TechF, and LoopF.
Earth Heritage: Immune Earth; Immune Overbear, Trip; +1 dmg w/ attacks
Elemental Spellcasting: Can shift spells you know to a lower E rating element. +1 CL with Elemental spells.
Fire Heritage: Immune Fire; Fire Shield (50%); +2 dmg with unarmed attacks
Hide in Plane [plane]: Specify a whole plane (not a layer). You do not generate "?" marks in that plane; monsters generally don't initiate combat with you (even if they see you).
Hold Plane: You are immune to any effect which would change which plane you're on (can lower this at will).
Hold Sanity: Sustain Sanity; Resist Raw Logrus; Immune to ESP, Insanity, Capital E Extract
Natural Heavyweight: Immune Gravity
Natural Lightweight: Immune TK or falling dmg (choose one per instance of this feat)
Negative Heritage: Immune Negative; Sustain Chr; (Take this feat twice: Hold XP, Life)
Outer Summoning Specialist: +1 summon slot for Outer; 1M: Summon a DL=(LVL+2)/3 Outer creature.
Planar Coloring: 0, 1/r: Add "Holy", "Eldritch" or "Unholy" as an adjective to one your Elemental spells or effects.
Planar Survival [plane]: Specify a whole plane (not a layer). You are immune to the environment of that plane.
Planar Touchstone: Gain a Psi-12, Psi-6, Psi6, or Psi12 minor (must match alignment)
Portal Feel: LVL*10% chance to know where a portal/gate/dim-door/painting/etc. goes to.
Shadow Heritage: Immune Shadow; Sustain Str; Hide in Shadows 75%
Water Heritage: Immune Water; Water Breathing; Swim 18"

[PC12] Planar Classes Group


Doomguard3

Level KXP
Spells
1 0 (none)
2 10 +1 ML to one class
3 30 +1 ML to one class
4 60 +2 ML to one class
5 100 +2 ML to one class
6 150 +3 ML to one class
7 210 +3 ML to one class
8 280 +4 ML to one class
9 360 +4 ML to one class
10 450 +5 ML to one class
11 550 +5 ML to one class
12 660 +6 ML to one class
13 780 +6 ML to one class
14 910 +7 ML to one class
15 1050 +7 ML to one class
16 1200 +8 ML to one class
17 1360 +8 ML to one class
18 1530 +9 ML to one class
19 1710 +9 ML to one class
20 1900 +10 ML to one class
21 2100 +10 ML to one class
22 2310 +11 ML to one class
23 2530 +11 ML to one class
24 2760 +12 ML to one class
25 3000 +12 ML to one class
26 3250 +13 ML to one class
27 3510 +13 ML to one class
28 3780 +14 ML to one class
29 4060 +14 ML to one class
30 4350 +15 ML to one class
31 4650 +15 ML to one class
32 4960 +16 ML to one class
33 5280 +16 ML to one class
34 5610 +17 ML to one class
35 5950 +17 ML to one class
36 6300 +18 ML to one class
TH Saves
PD RS PP BW Sp Fo Re Wi
& +1 & +1 (all)
& +2 & +2 (all)
& +3 & +3 (all)
& +4 & +4 (all)
& +5 & +5 (all)
& +6 & +6 (all)
& +7 & +7 (all)
& +8 & +8 (all)
& +9 & +9 (all)
& +10 & +10 (all)
& +11 & +11 (all)
& +12 & +12 (all)
& +13 & +13 (all)
& +14 & +14 (all)
& +15 & +15 (all)
& +16 & +16 (all)
& +17 & +17 (all)
& +18 & +18 (all)
Requisites: Con 0, (Warrior 7)
Alignment: any
HD/level: & d12
Weapon Prof.: & 0+level
To Hit Table: & +level
Save Table: & +level
Reference: PlanarHB3-46
Groups: Warrior, Planar
 
Gets Exceptional Con.
Level 1: Entropic Blow: Gain Chr bonus TH and +2*LVL dmg per attack. Your attacks ignore hardness and DR.
Level 1: Healing Resistance: Resist Healing and Necromantic spheres (this can be lowered)
Level 2: Destructive Expertise: Find/Remove Traps/Tricks/Specials LVL*5%, ignores penalties
Level 3: Negative Adaptation: Immune Negative.
Level 4: Body or Soul: +LVL-3 stat points distributed among Con or Chr.
Level 7: Unmaking Magic: 1 attack: Dispel Magic
Level 9: Disintegrate: 1 attack: Disintegrate (PP save)
Planar Feats:
Your 1 feat per level from this class can be used on these Planar feats, or can be used as regular feats.
Air Heritage: Immune Air; Flying 12"; +2 Dex checks
Earth Heritage: Immune Earth; Immune Overbear, Trip; +1 dmg w/ attacks
Elemental Spellcasting: Can shift spells you know to a lower E rating element. +1 CL with Elemental spells.
Fire Heritage: Immune Fire; Fire Shield (50%); +2 dmg with unarmed attacks
Natural Heavyweight: Immune Gravity
Outer Summoning Specialist: +1 summon slot for Outer; 1M: Summon a DL=(LVL+2)/3 Outer creature.
Planar Touchstone: Gain a Psi-12, Psi-6, Psi6, or Psi12 minor (must match alignment)
Shadow Heritage: Immune Shadow; Sustain Str; Hide in Shadows 75%
Water Heritage: Immune Water; Water Breathing; Swim 18"

[PC12] Planar Classes Group


Doomlegion3


Level

KXP
ConcX1
1

TH
1 0 1 & +1
2 10 2 & +1
3 30 3 & +1
4 60 4 & +2
5 100 5 & +2
6 150 6 & +2
7 210 7 & +3
8 280 8 & +3
9 360 9 & +3
10 450 A & +4
11 550 B & +4
12 660 C & +4
13 780 D & +5
14 910 E & +5
15 1050 F & +5
16 1200 G & +6
17 1360 H & +6
18 1530 I & +6
19 1710 J & +7
20 1900 K & +7
21 2100 L & +7
22 2310 M & +8
23 2530 N & +8
24 2760 O & +8
25 3000 P & +9
26 3250 Q & +9
27 3510 R & +9
28 3780 S & +10
29 4060 T & +10
30 4350 U & +10
31 4650 V & +11
32 4960 W & +11
33 5280 X & +11
34 5610 Y & +12
35 5950 Z & +12
36 6300 Z1 & +12
37 12600 Z2 & +13
38 18900 Z3 & +13
39 25200 Z4 & +13
45 63000 ZA & +15
54 119700 ZI1 & +18
63 176400 ZIA & +21
72 233100 ZII 1 & +24
Requisites: Chr 0, (Concordant 7)
Alignment: any
HD/level: & d7
Weapon Prof.: & level
Reference: DM
Groups: Concordant (x1), Planar
Complexity: CF=3
 
Saving Throws:
PPD: & +level Fort: & +level
RSW: & +level Reflex: & +level
PP: & +level Will: & +level
BW: & +level
Spell: & +level
 
Gets one 1st level x1 Concordant spell per level.
+LVL HNCL; this works when trying to qualify for x2 classes.
 
Planar Feats:
Your 1 feat per level from this class can be used on these Planar feats, or can be used as regular feats.
(Feats marked with * are new to this printing.)
Air Heritage: Immune Air; Flying 12"; +2 Dex checks
* Astral Tracking: You can track someone through the Astral plane. 1F: Teleport Trace.
Discern Planar Location: You know what plane you're on at all times. You also know the MF, PF, TF, PsiF, TechF, and LoopF.
Earth Heritage: Immune Earth; Immune Overbear, Trip; +1 dmg w/ attacks
Elemental Spellcasting: Can shift spells you know to a lower E rating element. +1 CL with Elemental spells.
Fire Heritage: Immune Fire; Fire Shield (50%); +2 dmg with unarmed attacks
Hide in Plane [plane]: Specify a whole plane (not a layer). You do not generate "?" marks in that plane; monsters generally don't initiate combat with you (even if they see you).
Hold Plane: You are immune to any effect which would change which plane you're on (can lower this at will).
Hold Sanity: Sustain Sanity; Resist Raw Logrus; Immune to ESP, Insanity, Capital E Extract
* Home Defense: If you are HNCL 9, you defend as a x2 being on your home plane.
Natural Heavyweight: Immune Gravity
Natural Lightweight: Immune TK or falling dmg (choose one per instance of this feat)
* Naturalized Denizen: If you are extra-planar, you cannot be turned because of this status.
Negative Heritage: Immune Negative; Sustain Chr; (Take this feat twice: Hold XP, Life)
Outer Summoning Specialist: +1 summon slot for Outer; 1M: Summon a DL=(LVL+2)/3 Outer creature.
Planar Coloring: 0, 1/r: Add "Holy", "Eldritch" or "Unholy" as an adjective to one your Elemental spells or effects.
Planar Survival [plane]: Specify a whole plane (not a layer). You are immune to the environment of that plane.
Planar Touchstone: Gain a Psi-12, Psi-6, Psi6, or Psi12 minor (must match alignment)
Portal Feel: LVL*10% chance to know where a portal/gate/dim-door/painting/etc. goes to.
Shadow Heritage: Immune Shadow; Sustain Str; Hide in Shadows 75%
* Warden Initiate: 1F, inscribe a circle, hex, or pentacle on the ground, 1/d: Protection from Demons [or] Cacodemon.
Water Heritage: Immune Water; Water Breathing; Swim 18"

[PC12] Planar Classes Group


Doomlegion3 Spells

Class # Spell
Accomplice 1 10*CL% iaIR
Accomplice 2 +10% XP in Accomplice, if this is your only class (if you are single classed and getting x2 XP, you'll get x2.1 XP now)
Accomplice 3 1M: LVLd6 dmg, E=1 element, one target, no save
Accomplice 4 1M: Target is paralyzed (PPD save)
Accomplice 5 1M: Steal an action or memory (Will save)
Accomplice 6 +CL/2 QV actions
Accomplice 7 +LVL SL's in one spell progression (Wizard or Priest)
Accomplice 8 +2 CL with psionics
Accomplice 9 +1 Str, Dex, Con, Int, Wis, and Chr
Baron 10 Ashes: Half of your weapon dmg is vile dmg (perm hp)
Baron 11 Darkbolt: Target takes CLd4 darkness dmg (no save) and stun 1 segment (Para save)
Baron 12 Detect Demons: Detect Evil Outer (reverse is Good)
Baron 13 Dismiss Minion: Dismiss an Evil Outer of DL=(LVL+1)/2 or less (no save) (reverse is Good)
Baron 14 Drain Life: Target takes N unholy negative vile grave dmg (no save); gain N hp (can go above max)
Baron 15 Immunity I: Immune to poison, non-silver weapons
Baron 16 Intimidate: Fear a group (Will save)
Baron 17 Larva Life: Mouth's bP: Consume 1 larva to Cureall (incl. DPPs)
Baron 18 Lesser Invocation: Use an innate ability of an Evil Outer you've summoned
Baron 19 Minor Personal Ward: Evil Outer cannot attack you unless you're offensive (reverse is Good)
Baron 20 Protection from Demons: Immune to Evil Outer innates (reverse is Good)
Baron 21 Summon Minion: Summons a DL II Evil Outer
Baron 22 Taint / Dispel Taint: Curse (no save, IR), DM rolls in [C] section for effect
Captain (SFB) 23 Command: Can identify and operate any TechL=LVL or lower technological device.
Captain (SFB) 24 Defense: Can interpose self in front of any and everyone in your group, you take double damage though
Captain (SFB) 25 Engineering: Your items that use charges use only half the number of charges (retain fractions)
Captain (SFB) 26 Helm/Nav.: 0, while moving: Leave a group without generating any parting shots.
Captain (SFB) 27 Medic: 1P, 1/d: Deal 1 idmg to a target with at least 1 max ihp (his current hp total can be lower)
Captain (SFB) 28 Pers.Combat: Your summons gain XP (possibly levels) in the dungeon.
Captain (SFB) 29 Psionic: 1M, 1/t: Target charmed creature is a friend and will not betray you, don't need the charm effect.
Captain (SFB) 30 Science: Eidetic Memory, can "download" your thoughts/memories to computers
Captain (SFB) 31 Weapons: No range penalties; Can shoot bows in your group without penalty
Fallen Angel5 32 Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Fallen Angel5 33 Disguise Self: Changes your appearance.
Fallen Angel5 34 Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
Fallen Angel5 35 Obscuring Mist: Fog surrounds you.
Fallen Angel5 36 Protection from Good: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Fallen Angel5 37 Shield of Faith: Aura grants +2 or higher deflection bonus.
Giant Robot8 38 1P, LVL/d: Create (LVL+1)/2 MINIATURE GIANT ROBOTS, which are DL=(LVL+1)/2 Golems (treat as a summon)
Giant Robot8 39 MPIRR 5*LVL%
Giant Robot8 40 +10% XP in Giant Robot8, if this is your only class (if you are single classed and getting x2 XP, you'll get x2.1 XP now)
Giant Robot8 41 Resist all Elements
Giant Robot8 42 Resist Hold/Stun/Para. (you become -5 / -25% on all actions if "half" stunned/held/paralyzed)
Giant Robot8 43 Resist Action/Memory/Ability Stealing
Henchman 44 1P, 1/d: Create a MINIATURE GIANT ROBOT, a DL (CL+3)/2 Golem or Technological monster (treat as a summon)
Henchman 45 0, 1/d: You MYSTERIOUSLY ESCAPE (even past all barriers) from enemies, one of the enemies must be a Hero or Sidekick.
Henchman 46 1M: Monster Summoning (CL+1)/2
Henchman 47 You adjust all BlahR by -5*level%
Henchman 48 +10% XP in Henchman, if this is your only class (if you are single classed and getting x2 XP, you'll get x2.1 XP now)
Henchman 49 You ignore one level of Resist Elements on other people (Immune -> Double Resist, Double Resist -> Resist, Resist -> nothing)
Henchman 50 You ignore one level of Resist Hold/Stun/Para. on other people
Henchman 51 You ignore one level of Resist Action/Memory/Other Stealing on other people
Henchman 52 1V, 1/r: Choose one creature. He cannot use any V actions on his next segment.
Henchman 53 1bM: Counter an Avoid Fate or Energy Control (Psi1/Psi2)
Henchman 54 1bF: Counter a counterspell effect.
Henchman 55 You can have two summons (same group).
Myth 56 All your effects with saves require two saves (pick worst result)
Myth 57 Can use 3V /s instead of standard actions per segment
Myth 58 1M, 1/d: Cast 3rd lvl Wiz or 1st lvl Pri spell (does not Twilight you)
Myth 59 Your Personality score = Con+Int+Wis+Chr+Level.
Myth 60 Immune to Coup de grace and Mind Reading / ESP
Myth 61 1P: Lower all x0 and x1 effects on you and 1 target in your group
Myth 62 +1 V action
Myth 63 Immune to Rainbow Silver effect
Myth 64 0, LVL/d: One target gets -10*LVL% MR, PR, IR, or RR
ProtoDracoLich 65 1M, 1/r: Any 0th level Warrior or Monster spell
ProtoDracoLich 66 5*LVL% iWaWR
ProtoDracoLich 67 +LVL V actions, or +LVL P actions that can be used only for unarmed attacks
ProtoDracoLich 68 Your claw damage is CLd4
ProtoDracoLich 69 1M: Summon 1 DL I Dragon or 6 DL 0 Undead
ProtoDracoLich 70 Immunity to disease
ProtoDracoLich 71 Fear aura (anyone who enters your group) (Will save)
ProtoDracoLich 72 Natural AT source = +CL*2
ProtoDracoLich 73 Breath weapon: 3/d or 1/3r. Choose a normal (E=1) element. Dmg = 50% of current hp total. (save:½)
SemiDivine3 74 Combat Defense: -2 TH; +CL AC
SemiDivine3 75 Finesse: Use your dexterity bonus for damage instead of strength
SemiDivine3 76 Improve Crit Multiplier: +2 critical multiplier
SemiDivine3 77 Improve Crit Range: +2 critical threat range
SemiDivine3 78 Metamagic Capacity: Pick a spell you know. Get +1 SL effect or free material componenting this day.
SemiDivine3 79 Resist Fall: Resist falling and TK damage
SemiDivine3 80 Star Miracle: 1M, 1/reset: Duplicate a SL 0-1 Priest or Wizard effect
SemiDivine3 81 Toughness: +CL max hp
SemiDivine3 82 Weapon Resistance: You resist the first successful blow dealt from a weapon
Sidekick 83 10*CL% IR (Innate resistance)
Sidekick 84 +10% XP in Sidekick, if this is your only class (if you are single classed and getting x2 XP, you'll get x2.1 XP now)
Sidekick 85 Resist all Elements
Sidekick 86 Resist Hold, Stun, Paralyzation, Summ. Sickness (two of these effects must affect you in order for it to work)
Sidekick 87 Resist Action/Memory/Other Stealing (take half effect, if that's meaningless, you are immune unless you are hit by 2 of them)
Sidekick 88 +CL V actions
Sidekick 89 +1 CL in one class
Sidekick 90 x1.5 max PSPs in one psionic frequency
Sidekick 91 0, 1/d: Avoid Fate @ x5 multiplier, you cannot act for 1 round afterwards
Sidekick 92 Pick a Level 1 Rogue Ability, you have 10*LVL points in it
Sidekick 93 Can combine Martial Arts & Specialization
Sidekick 94 +LVL to one ability score
Sidekick 95 xLVL Personality score (for Ego checks)
Sidekick 96 Duplicate a "Level 1:" ability of a Warrior class
Sidekick 97 Free wild talent in Psi72
Warden 98 Chaos SL=1: You cast chaos spells at +1 caster level.
Warden 99 Charity SL=1: You cast magical boons upon others at +2 caster level.
Warden 100 Community SL=1: Use calm emotions as a spell-like ability 1/day.
Warden 101 Darkness SL=1: You gain blind-fight as a bonus feat.
Warden 102 Death SL=1: You cast necromancy spells at +1 caster level.
Warden 103 Destruction SL=1: You can make one smite attempt/day, gaining a +4 bonus on TH and a damage bonus equal to your level.
Warden 104 Disease SL=1: You cast necromancy spells at +1 caster level.
Warden 105 Elf SL=1: You gain point blank shot as a bonus feat.
Warden 106 Entropy SL=1: You cast necromancy spells at +1 caster level.
Warden 107 Evil SL=1: You cast evil spells at +1 caster level.
Warden 108 Fear SL=1: You cast necromancy spells at +1 caster level.
Warden 109 Fertility SL=1: You automatically know when a baby is due. You cast conjuration spells at +1 caster level.
Warden 110 Fire SL=1: Similar to a stone tell spell except that it works with fire. Turn or destroy water creatures. Rebuke, command or bolster fire creatures.
Warden 111 Good SL=1: You cast good spells at +1 caster level.
Warden 112 Healing SL=1: You cast healing spells at +1 caster level.
Warden 113 Knowledge SL=1: +LVL Knowledge proficiencies. You cast divination spells at +1 caster level.
Warden 114 Labour SL=1: You gain a +10 bonus to Endurance skill checks (+10 Con checks).
Warden 115 Law SL=1: You cast law spells at +1 caster level.
Warden 116 Love SL=1: You cast enchantment spells at +1 caster level.
Warden 117 Luck SL=1: You gain a +1 luck bonus on all saving throws.
Warden 118 Madness SL=1: You cast enchantment spells at +1 caster level.
Warden 119 Magic SL=1: Use scrolls as a wizard at one half your cleric level.
Warden 120 Metalworking SL=1: Divide the cost of unusual materials by CL.
Warden 121 Moon SL=1: You can turn or destroy lycanthropes.
Warden 122 Mountain SL=1: You can turn or destroy air creatures. Rebuke, command or bolster earth creatures.
Warden 123 Music SL=1: Communicate with songbirds (or sonic based creatures) and learn what they know. You cast sound-based spells at +1 caster level.
Warden 124 Nature SL=1: You can rebuke or command plant creatures as an evil cleric destroys undead.
Warden 125 Peace SL=1: You gain a +2 Charisma bonus.
Warden 126 Revenge SL=1: 1D: Cast a priest spell against an enemy.
Warden 127 Science SL=1: You gain a +2 bonus to Intelligence.
Warden 128 Sea SL=1: You can turn or destroy fire creatures. Rebuke, command or bolster sea creatures.
Warden 129 Secrets SL=1: Add Bluff, Disguise and Hide to your list of cleric class skills.
Warden 130 Skill SL=1: You gain a +2 bonus to Dexterity.
Warden 131 Sky SL=1: Turn or destroy earth creatures as a good cleric turns undead. Rebuke, command or bolster air creatures.
Warden 132 Stoicism SL=1: You gain a +2 bonus to Constitution.
Warden 133 Strength SL=1: You gain a +2 bonus to Strength.
Warden 134 Sun SL=1: Once per day, you can perform a greater turning against undead. Undead creatures that would be turned are instead destroyed.
Warden 135 Sword SL=1: Free Martial Weapon Proficiency and Weapon Focus for any type of sword.
Warden 136 Thievery SL=1: Add Bluff, Disguise and Hide to your list of cleric class skills.
Warden 137 Thunder SL=1: Turn or destroy cold creatures as a good cleric turns undead. Rebuke, command or bolster air creatures.
Warden 138 Time SL=1: You act as if hasted for a number of rounds per day equal to your cleric level.
Warden 139 Travel SL=1: Increase movement by 3". Add survival to your list of cleric class skills.
Warden 140 War SL=1: Free martial weapon proficiency and weapon focus with the deity's favored weapon.
Warden 141 Wealth SL=1: You cast conjuration spells at +1 caster level.
Warden 142 Winter SL=1: You can turn or destroy fire creatures. Rebuke, command or bolster cold creatures.
Warden 143 Wisdom SL=1: You gain a +2 Wisdom bonus.

[PC12] Planar Classes Group


Doomscout3

Level KXP
Rogue Abilities
TH
1 0 (none) & +1
2 10 +1 LVL to one class's Rogue abilities & +1
3 30 +1 LVL to one class's Rogue abilities & +1
4 60 +2 LVL to one class's Rogue abilities & +2
5 100 +2 LVL to one class's Rogue abilities & +2
6 150 +3 LVL to one class's Rogue abilities & +2
7 210 +3 LVL to one class's Rogue abilities & +3
8 280 +4 LVL to one class's Rogue abilities & +3
9 360 +4 LVL to one class's Rogue abilities & +3
10 450 +5 LVL to one class's Rogue abilities & +4
11 550 +5 LVL to one class's Rogue abilities & +4
12 660 +6 LVL to one class's Rogue abilities & +4
13 780 +6 LVL to one class's Rogue abilities & +5
14 910 +7 LVL to one class's Rogue abilities & +5
15 1050 +7 LVL to one class's Rogue abilities & +5
16 1200 +8 LVL to one class's Rogue abilities & +6
17 1360 +8 LVL to one class's Rogue abilities & +6
18 1530 +9 LVL to one class's Rogue abilities & +6
19 1710 +9 LVL to one class's Rogue abilities & +7
20 1900 +10 LVL to one class's Rogue abilities & +7
21 2100 +10 LVL to one class's Rogue abilities & +7
22 2310 +11 LVL to one class's Rogue abilities & +8
23 2530 +11 LVL to one class's Rogue abilities & +8
24 2760 +12 LVL to one class's Rogue abilities & +8
25 3000 +12 LVL to one class's Rogue abilities & +9
26 3250 +13 LVL to one class's Rogue abilities & +9
27 3510 +13 LVL to one class's Rogue abilities & +9
28 3780 +14 LVL to one class's Rogue abilities & +10
29 4060 +14 LVL to one class's Rogue abilities & +10
30 4350 +15 LVL to one class's Rogue abilities & +10
31 4650 +15 LVL to one class's Rogue abilities & +11
32 4960 +16 LVL to one class's Rogue abilities & +11
33 5280 +16 LVL to one class's Rogue abilities & +11
34 5610 +17 LVL to one class's Rogue abilities & +12
35 5950 +17 LVL to one class's Rogue abilities & +12
36 6300 +18 LVL to one class's Rogue abilities & +12
37 12600 +18 LVL to one class's Rogue abilities & +13
38 18900 +19 LVL to one class's Rogue abilities & +13
39 25200 +19 LVL to one class's Rogue abilities & +13
45 63000 +22 LVL to one class's Rogue abilities & +15
54 119700 +27 LVL to one class's Rogue abilities & +18
63 176400 +31 LVL to one class's Rogue abilities & +21
72 233100 +36 LVL to one class's Rogue abilities & +24
Requisites: Dex 0, (Rogue 7)
Alignment: any
HD/level: & d7
Weapon Prof.: & (2+level)/3
To Hit Table: & +(2+level)/3
Reference: DM {Planeshifted Doomguard3}
Groups: Rogue, Planar, Alternate
Complexity: CF=3
 
Saving Throws:  
PPD: & 0+level
RSW: & 0+level
PP: & 0+level
BW: & 0+level
Spell: & 0+level
Fort: & 0+level
Reflex: & 0+level
Will: & 0+level
   
Gets Exceptional Dex.
Add this class's level adjustment to the LVL of one of your other classes' Rogue abilities. This affects how far down the chart you read (for which Rogue abilities you have), and the number of points you have. It also affects your CL (or effective level) if that is needed for anything. It does not affect "Level:" abilities, lines of text, or spellcasting.
Level 1 ¶: +1 "Any Rogue N" pick per Reset, where N is your current level. This is added to this (Doomscout3) class, not to the class you are adding the LVL adjustment to. This class does get the normal 40 Rogue points per level.
Level 1 ¶: +LVL to your CL when casting Rogue spells.
Level 2: Rogue Expertise: LVL-1 extra skill points in 3rd edition Rogue skills; 1M, 1/d: Legend Lore
Level 3: Innate Adaptation: Double Resist Innate abilities (or anything resisted using IR).
Level 4: Snap or Crash: +LVL-3 stat points distributed among Dex or Str.
Level 7: Unmaking Weapon: 1 attack or ½V: Dispel Weapon or anti-Weapon (includes damaging Shields; anything that uses WR or aWR to resist)
Level 9: Innate Gate: 1M: Innate Gate
Planar Feats:
Your 1 feat per level from this class can be used on these Planar feats, or can be used as regular feats.
Air Heritage: Immune Air; Flying 12"; +2 Dex checks
Discern Planar Location: You know what plane you're on at all times. You also know the MF, PF, TF, PsiF, TechF, and LoopF.
Earth Heritage: Immune Earth; Immune Overbear, Trip; +1 dmg w/ attacks
Elemental Spellcasting: Can shift spells you know to a lower E rating element. +1 CL with Elemental spells.
Fire Heritage: Immune Fire; Fire Shield (50%); +2 dmg with unarmed attacks
Hide in Plane [plane]: Specify a whole plane (not a layer). You do not generate "?" marks in that plane; monsters generally don't initiate combat with you (even if they see you).
Hold Plane: You are immune to any effect which would change which plane you're on (can lower this at will).
Hold Sanity: Sustain Sanity; Resist Raw Logrus; Immune to ESP, Insanity, Capital E Extract
Natural Heavyweight: Immune Gravity
Natural Lightweight: Immune TK or falling dmg (choose one per instance of this feat)
Negative Heritage: Immune Negative; Sustain Chr; (Take this feat twice: Hold XP, Life)
Outer Summoning Specialist: +1 summon slot for Outer; 1M: Summon a DL=(LVL+2)/3 Outer creature.
Planar Coloring: 0, 1/r: Add "Holy", "Eldritch" or "Unholy" as an adjective to one your Elemental spells or effects.
Planar Survival [plane]: Specify a whole plane (not a layer). You are immune to the environment of that plane.
Planar Touchstone: Gain a Psi-12, Psi-6, Psi6, or Psi12 minor (must match alignment)
Portal Feel: LVL*10% chance to know where a portal/gate/dim-door/painting/etc. goes to.
Shadow Heritage: Immune Shadow; Sustain Str; Hide in Shadows 75%
Water Heritage: Immune Water; Water Breathing; Swim 18"

[PC12] Planar Classes Group


Doomshaman3

Level KXP
Spells
1 0 (none)
2 10 +1 ML to one class
3 30 +1 ML to one class
4 60 +2 ML to one class
5 100 +2 ML to one class
6 150 +3 ML to one class
7 210 +3 ML to one class
8 280 +4 ML to one class
9 360 +4 ML to one class
10 450 +5 ML to one class
11 550 +5 ML to one class
12 660 +6 ML to one class
13 780 +6 ML to one class
14 910 +7 ML to one class
15 1050 +7 ML to one class
16 1200 +8 ML to one class
17 1360 +8 ML to one class
18 1530 +9 ML to one class
19 1710 +9 ML to one class
20 1900 +10 ML to one class
21 2100 +10 ML to one class
22 2310 +11 ML to one class
23 2530 +11 ML to one class
24 2760 +12 ML to one class
25 3000 +12 ML to one class
26 3250 +13 ML to one class
27 3510 +13 ML to one class
28 3780 +14 ML to one class
29 4060 +14 ML to one class
30 4350 +15 ML to one class
31 4650 +15 ML to one class
32 4960 +16 ML to one class
33 5280 +16 ML to one class
34 5610 +17 ML to one class
35 5950 +17 ML to one class
36 6300 +18 ML to one class
TH Saves
PD RS PP BW Sp Fo Re Wi
& +1 & +1 (all)
& +1 & +2 (all)
& +2 & +3 (all)
& +2 & +4 (all)
& +3 & +5 (all)
& +3 & +6 (all)
& +4 & +7 (all)
& +4 & +8 (all)
& +5 & +9 (all)
& +5 & +10 (all)
& +6 & +11 (all)
& +6 & +12 (all)
& +7 & +13 (all)
& +7 & +14 (all)
& +8 & +15 (all)
& +8 & +16 (all)
& +9 & +17 (all)
& +9 & +18 (all)
Requisites: Wis 0, (Priest 7)
Alignment: any
HD/level: & d9
Weapon Prof.: & (1+level)/2
To Hit Table: & +(1+level)/2
Save Table: & +level
Reference: DM {Planeshifted Doomguard3}
Groups: Priest, Planar, Alternate
 
Gets Exceptional Wis.
Level 1 ¶: +LVL to Turn Undead level (if you don't have Turn Undead at all, your Turn Undead level is -4).
Level 1 ¶: +1 Specialty Priest (GGL) pick
Level 1 ¶: +LVL to your Priest CL (in your other Priest classes)
Level 1: Veluna Healing: x2 effect with Curing spells and effects (not when reversed though). You can cure/cause to beings that are not normally affected (incorporeal undead, golems, etc.).
Level 2: Godly Expertise: LVL-1 slots in Religion proficiency; 1M, 1/d: Commune (to any god, not necessarily yours)
Level 3: Unholy Adaptation: Immune Unholy. (You can pick Holy or Eldritch instead if you prefer.)
Level 4: Snap or Retort: +LVL-3 stat points distributed among Dex or Wis.
Level 7: Unmaking Innates: 1 attack or ½M: Dispel Innate
Level 9: Gate: 1M: Gate
Planar Feats:
Your 1 feat per level from this class can be used on these Planar feats, or can be used as regular feats.
* DM Note: Feats marked with an asterisk (*) are new and did not appear in the Doomguard3 class. Doomguard3 can use these.
Air Heritage: Immune Air; Flying 12"; +2 Dex checks
* Discern Planar Location: You know what plane you're on at all times. You also know the MF, PF, TF, PsiF, TechF, and LoopF.
Earth Heritage: Immune Earth; Immune Overbear, Trip; +1 dmg w/ attacks
Elemental Spellcasting: Can shift spells you know to a lower E rating element. +1 CL with Elemental spells.
Fire Heritage: Immune Fire; Fire Shield (50%); +2 dmg with unarmed attacks
* Hide in Plane [plane]: Specify a whole plane (not a layer). You do not generate "?" marks in that plane; monsters generally don't initiate combat with you (even if they see you).
* Hold Plane: You are immune to any effect which would change which plane you're on (can lower this at will).
* Hold Sanity: Sustain Sanity; Resist Raw Logrus; Immune to ESP, Insanity, Capital E Extract
Natural Heavyweight: Immune Gravity
* Natural Lightweight: Immune TK or falling dmg (choose one per instance of this feat)
* Negative Heritage: Immune Negative; Sustain Chr; (Take this feat twice: Hold XP, Life)
Outer Summoning Specialist: +1 summon slot for Outer; 1M: Summon a DL=(LVL+2)/3 Outer creature.
* Planar Coloring: 0, 1/r: Add "Holy", "Eldritch" or "Unholy" as an adjective to one your Elemental spells or effects.
* Planar Survival [plane]: Specify a whole plane (not a layer). You are immune to the environment of that plane.
Planar Touchstone: Gain a Psi-12, Psi-6, Psi6, or Psi12 minor (must match alignment)
* Portal Feel: LVL*10% chance to know where a portal/gate/dim-door/painting/etc. goes to.
Shadow Heritage: Immune Shadow; Sustain Str; Hide in Shadows 75%
Water Heritage: Immune Water; Water Breathing; Swim 18"

[PC12] Planar Classes Group


Elemental Warrior15


Level

KXP
Wacky Balls
123 456 789 A

TH
1 0 ½-- --- --- - +0 ++1
2 3.5 1½- --- --- - +1 ++1
3 7 21- --- --- - +2 ++1
4 14 32½ --- --- - +3 ++1
5 28 431 ½-- --- - +4 ++1
6 56 542 1-- --- - +5 ++1
7 112 653 2½- --- - +6 ++1
8 224 764 3½- --- - +7 ++1
9 448 875 41½ --- - +8 ++1
10 750 986 521 --- - +9 ++1
11 1100 A97 632 ½-- - +10 ++1
12 1450 AA8 743 ½-- - +11 ++1
13 1800 AA9 854 ½-- - +12 ++1
14 2150 AAA 965 1½- - +13 ++1
15 2500 AAA A76 21- - +14 ++1
16 2850 AAA A87 32- - +15 ++1
17 3200 AAA A98 43- - +16 ++1
18 3550 AAA AA9 54½ - +17 ++1
19 3900 AAA AAA 65½ - +18 ++1
20 4250 AAA AAA 761 - +19 ++1
21 4600 AAA AAA 871 - +20 ++1
22 4950 AAA AAA 982 - +21 ++1
23 5300 AAA AAA A92 - +22 ++1
24 5650 AAA AAA AA3 - +23 ++1
25 6000 BBB BBB BB3 - +24 ++1
26 6350 BBB BBB BB4 - +25 ++1
27 6700 CCC CCC CC4 ½ +26 ++1
28 7050 CCC CCC CC5 ½ +27 ++1
29 7400 DDD DDD DD5 ½ +28 ++1
30 7750 DDD DDD DD5 1 +29 ++1
31 8100 DDD DDD DD6 1 +30 ++1
32 8450 EEE EEE EE6 1 +31 ++1
33 8800 EEE EEE EE7 1 +32 ++1
34 9150 FFF FFF FF7 1 +33 ++1
35 9500 FFF FFF FF8 1 +34 ++1
36 9850 FFF FFF FF8 21 +35 ++1
37 19700 FFF FFF FF8 22 +36 ++1
38 29550 FFF FFF FF8 32 +37 ++1
39 39400 FFF FFF FF8 33 +38 ++1
45 98500 FFF FFF FF8 66 +44 ++1
54 187150 FFF FFF FFA 991 +53 ++1
63 275800 FFF FFF FFA A99 +62 ++1
72 364450 FFF FFF FFC CBB 1 +71 ++1
Requisites: Str 15, Dex 12, Con 16
Alignment: any
HD/level: 2d6
Weapon Prof.: 6+level
Reference: DM
Groups: Warrior, Planar
Complexity: CF=3
 
Saving Throws:
PPD: level+5 Fort: level+4
RSW: level+7 Reflex: level+3
PP: level+5 Will: level+0
BW: level+9
Spell: level+5
 
Specialized in Wacky Balls. Wacky Balls do CLd(SL*2) dmg, assuming area and a Reflex save for ½.
Exceptional Str and Dex bonus. Intermediate Con bonus.
Note that this class gets ++1 to hit.
Level 1: All your weapons are branded with an E=1+LVL/4 element, that does an additional 2*LVL dmg per strike. You may change this element with 1V action. Unarmed attacks do double this bonus damage.
Level 1: You have a breath weapon which does LVL*10% of your max (not current) hp; BW save for ½. It can be used LVL times per turn. It is an E=1+LVL/5 element. The element can be changed with 1P action.
Level 1: You have a damaging shield of a E=1+LVL/3 element; it does 10*CL% dmg back. The element may be changed with 1M action.
Level 1: 1M: Summon a DL=1+LVL/2 Elemental. You may have SN of these in one summon slot (SN=Session Number).
Level 1: You do xx2 dmg with any elemental-type special weapon (Frost Brand, Flame Tongue, Ice Sickle, etc.)
Level N (every level): Immune to one element or eelement.

[PC12] Planar Classes Group


List of Elements (Normal, Para, Quasi)

NORMAL ELEMENTS (E=1):
Air
Earth
Fire
Water
Wood {extra +1}
Flesh {extra +2}
Original Time {extra +12}
PARA ELEMENTS (E=2):
Acid (Fire+Water)
Alcohol (Air+Fire+Water)
Cold (Air+Water)
Composite (Air+Ear+Fir+Wat)
Fungus/Seaweed(Wood+Wat)
Glass (Air+Earth+Water)
Heat / Warmth (Air+Fire)
Magma / Lava (Earth+Fire)
Metal (Earth+Fire+Water)
Ooze / Mud (Earth+Water)
Shards (Air+Earth)
Sound (Air+Earth+Fire)
Thorns/Thicket (Wood+Earth)
ENERGY ELEMENTS (E=2 or +1):
Negative Energy / Death
Positive Energy / Life
Shadow (Negative+Positive)
Chaos, Law
Darkness, Light
Holy {incl. Eldritch / Unholy}
Magic
Psionic / Thought
Radioactive {extra +1}
Anti-Magic {extra +1}
Anti-Psionic {extra +2}
Anti-Radioactive {extra +3}
Godly {extra +6}
Anti-Godly {extra +9}
QUASI ELEMENTS (E=3):
Ash / Cinder (Fire+Negative)
Bark (Thorns+Negative)
Blizzard (Cold+Positive)
Blood (Glass+Positive)
Bone (Flesh+Negative)
Dust (Earth+Negative)
Firestorm (Magma+Positive)
Fog (Cold+Shadow)
Ice / Snow (Cold+Negative)
Impact (Water+Shadow)
Inertia (Earth+Shadow)
Lightning (Air+Positive)
Magnetism (Metal+Positive)
Minerals (Earth+Positive)
Mist (Heat+Shadow)
Napalm (Heat+Positive)
Plasma (Fire+Shadow)
Poison (Alcohol+Negative)
Quicksand (Ooze+Negative)
Radiance (Fire+Positive)
Rainbow (Composite+Pos.)
Rot (Wood+Negative)
Rust (Metal+Negative)
Salt (Water+Negative)
Sand (Glass+Negative)
Silence (Sound+Negative)
Silt (Ooze+Negative)
Silverglade (Thorns+Positive)
Slag / Tar (Magma+Negative)
Smoke (Heat+Negative)
Splinters (Wood+Air+Shadow)
Storm (Ooze+Positive)
Sugar (Alcohol+Positive)
Steam (Water+Negative)
Thunder (Sound+Positive)
Vacid / Umbra (Comp.+Neg.)
Vacuum (Air+Negative)
Verdant (Wood+Positive)
Vibration (Air+Shadow)

[PC12] Planar Classes Group


List of Elements (others)

HOLY PARA-ELEMENTS (E=3):
Aether (Composite+Holy)
Forbiddance (Air+Holy)
Grave (Earth+Holy)
Holy Water (Water+Holy)
Pyre (Fire+Holy)
MAGICAL PARA-ELEMENTS (E=3):
Force (Air+Magic)
Tempest (Composite+Magic)
Mithril (Metal+Magic)
HOLY QUASI-ELEMENTS (E=4):
Eldritchiron (Iron+Holy+Shad.)
Heaveniron (Iron+Holy+Pos.)
Helliron (Iron+Holy+Neg.)
MAGICAL QUASI-ELEMENTS (E=4):
Adamantite (Mithril+Positive)
Animation (Force+Positive)
Chromatic (Tempest+Neg.)
Disintegration (Force+Neg.)
Harming (Magic+Negative)
Healing (Magic+Positive)
Prismatic (Tempest+Pos.)
MAGICAL HOLY ELEMENTS (E=5):
Nether (Holy+Magic+Neg.)
Spirit (Holy+Magic+Pos.)
SEMI-ELEMENTS (E=4):
Aexus (Chaos+Anti-Time)
Conduit
Diamond (Earth+Gravity)
Gravity
Imprisonment, Freedom
Nexus (Chaos+Time)
Time / Temporal
Void
Anti-Time {extra +3}
ULTRA-ELEMENTS (E=7):
Annihilation
Creation
Hole / Anti-Hole
Loop / Looporal
Anti-Loop {extra +6}
EXOTIC ELEMENTS (varies):
Abyssal Water (Water + Chaos + Imprison.) {6}
Colorpool (Water + Magic + Conduit) {7}
Furnace (Metal + Radioactive) {4}
Metallic (Composite + AntiMagic + Neg.) {5}
Rainbow Silver (Rainbow + Silver + Anti-Psi) {10}
Solid Neutronium (Gravity + Any Chem + Conduit) {13}
The Nothing (Anti-Psi + Void) {7}
Venderant Nelaborong (Godly + Aexus + Holy
+ Radioactive + Slag) {17}
Vibranium (Vibration + Disintegration) {6}

[PC12] Planar Classes Group


Halo Priest

Level KXP Priest
123 456 789
1 0 100 --- ---
2 1.9 110 --- ---
3 3.8 111 0-- ---
4 7.6 222 0-- ---
5 15.2 222 10- ---
6 30.4 222 200 ---
7 60.8 222 210 0--
8 121.6 222 220 0--
9 220 222 221 00-
10 550 222 222 00-
11 880 222 222 10-
12 1210 222 222 20-
13 1540 332 222 20-
14 1870 333 322 21-
15 2200 333 332 21-
16 2530 333 333 21-
17 2860 333 333 31-
18 3190 333 333 310
19 3520 443 333 320
20 3850 444 433 321
21 4180 444 444 321
22 4510 444 444 421
23 4840 554 444 421
24 5170 555 544 431
25 5500 555 555 431
26 5830 555 555 531
27 6160 555 555 532
28 6490 665 555 532
29 6820 666 655 542
30 7150 666 666 542
31 7480 666 666 642
32 7810 776 666 642
33 8140 777 766 642
34 8470 777 777 652
35 8800 777 777 752
36 9130 777 777 753
TH Saves
PD RS PP BW Sp Fo Re Wi
& +0  0  0  0  0  0  0  0  0
& +1  1  1  1  1  1  1  1  1
& +1  1  1  1  1  1  1  1  1
& +2  2  2  2  2  2  2  2  2
& +3  2  2  2  2  2  2  2  2
& +3  3  3  3  3  3  3  3  3
& +4  3  3  3  3  3  3  3  3
& +5  4  4  4  4  4  4  4  4
& +5  4  4  4  4  4  4  4  4
& +6  5  5  5  5  5  5  5  5
& +7  5  5  5  5  5  5  5  5
& +7  6  6  6  6  6  6  6  6
& +8  6  6  6  6  6  6  6  6
& +9  7  7  7  7  7  7  7  7
& +9  7  7  7  7  7  7  7  7
& +10  8  8  8  8  8  8  8  8
& +11  8  8  8  8  8  8  8  8
& +11  9  9  9  9  9  9  9  9
Requisites: Str 13, Int 10, Wis 18, Chr 16
Alignment: any G
HD/level: & d12
Weapon Prof.: & 4+level
To Hit Table: & Pri
Save Table: & Mon
Reference: DM
Groups: Priest, Planar
 
You get 4 Grand, 2 Major, and 0 Minor spheres. Your god may alter this amount.
You have a "Halo" which is treated as a body part.
You may cast spells with your "Halo's P" action. This means with 1P you can cast a spell and physically attack at the same time.
You can still cast spells with 1M if you wish.
You may turn undead with your "Halo's M" action. This means with 1M action you can cast a spell and turn undead at the same time.
Level 1: Immune to the effects of Ego of your multiplier or less.
Level 1: Planar Stable: You and your items do not get reduced in power due to being on another plane.
Level 1: Can weapon specialize as if a Fighter2, and use the "Spec War" line in Number of Attacks table.
Level 1: You may choose "Psi6G" as a Grand sphere, which allows you to cast Psi6G powers as if they were spells.
Level 1: You may choose "Psi(-6)G" as a Grand sphere, which allows you to cast Psi(-6)G powers as if they were spells.
Level 9: MF Stable: You do not need MF at all to cast spells of any SL. You are immune to the SL cancelling effects of the funnel in Concordant Opposition.

[PC12] Planar Classes Group


Magical Pool Mage

Level KXP Wizard
123 456 789 A
1 0 1-- --- --- -
2 2.25 20- --- --- -
3 4.5 21- --- --- -
4 9 320 --- --- -
5 18 421 --- --- -
6 35 431 a-- --- -
7 60 432 0b- --- -
8 95 432 1ac --- -
9 145 533 20b d-- -
10 220 543 21a ce- -
11 440 543 320 bdf -
12 660 554 321 ace -
13 880 554 322 0bd -
14 1100 554 322 1ac -
15 1320 554 422 20b -
16 1540 555 432 21a -
17 1760 555 532 210 -
18 1980 555 533 211 g
19 2200 555 543 221 f
20 2420 555 543 321 e
21 2640 555 554 321 d
22 2860 555 555 432 c
23 3080 555 555 532 b
24 3300 666 655 532 a
25 3520 666 666 642 0
26 3740 777 766 643 1
27 3960 777 777 743 1
28 4180 888 877 753 1
29 4400 888 888 853 1
30 4620 999 988 854 1
31 4840 999 999 964 2
32 5060 AAA A99 964 2
33 5280 AAA AAA A64 2
34 5500 BBB BAA A75 2
35 5720 BBB BBB B75 2
36 5940 CCC CCC C75 3
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Dex 14, Con 9, Int 18
Alignment: any
HD/level: d4
Weapon Prof.: 1+level/6
To Hit Table: Wiz
Save Table: Wiz
Reference: DM
Groups: Wizard, Mirror, Planar
 
Specialized in Magical Pools, no opposite.
Gets Int bonus to spells.
Level 1: Identify Tricks and Magical Pools by sight.
Level 1: Swimming proficiency. Free Action underwater.
Level 4: 1F: Restore the local MF by 1. (This may be done multiple times.)
Level 9 ¶: When drinking from a magical pool, roll 2 results and pick the better.
Level 9: 1F: Restore the local PF by 1. (This may be done multiple times.)
Level 12: 1F, 1/reset: Make a Magical Pool permanent, infinite charges, and it's effects no longer count against your limit of maintains.
Level 16: 1F: Restore the local TF by 1. (This may be done multiple times.)
Level 25: 1F: Restore the local LoopF by 1. (This may be done multiple times.)
   
Magical Pool spells:
Note 1: Magical Pools have CL charges, each charge being a "drink" from the pool. Each person may drink from a Magical Pool only once (using 1V action). If at least one person drinks from a pool, all of that pool's effects together count as 1 effect against your limit of maintains until the next reset. If the pool effect is permanent, after the reset you no longer need to maintain the effect. Only 1 magical pool may be created in a room each reset.
Note 2: These spells are only a start. There are likely variants to these spells, such as a high level Healing Pool. Research Points may be spent here.
Abjuration Pool (SL=1): Magical Pool. The effect (when drank) is a random SL=1d4 defensive effect from [MC1] Monster Collective, Spells.
Create Water (SL=1): Creates a non-magical pool of ordinary water.
Healing Pool (SL=1): Magical Pool. The effect (when drank) is a random SL=1d4 Priest Healing spell.
Protection Pool (SL=2): Magical Pool. The effect (when drank) is a random SL=1d4 defensive effect from [MC2] Monster Collective, Psionics.
Reflecting Pool (SL=2): Magical Pool. Acts as a scrying device. Has only 1 charge, if drank, gives a random Divination effect of SL=1d6.
Wonder (SL=2): Does the Wand of Wonder effect on one target.
Acid Pool (SL=3): Creates a non-magical pool of nasty acid (1d100 dmg, no save). Can be left behind as a (-50%) Trap. Can be created "through" someone (damaging them).
Exploding Pool (SL=3): Hits a group, does a random SL=1d6+1 Invocation effect to the group. Does not count as a Magical Pool.
Remove Trick (SL=3): Removes a Trick in the room (can be reversed to create a random Trick).
Defensive Pool (SL=4): Magical Pool. The effect (when drank) is a random SL=1d8 defensive effect from [MC1] Monster Collective, Spells.
Transport via Water (SL=4): Teleport from one body of water to another.
Remove Special (SL=5): Removes a Special in the room (can be reversed to create a random Special).
Color Pool (SL=5): Creates a temporary Color Pool (treat as a Gate spell). Does not count as a Magical Pool.
Enhance Pool (SL=6): Adds CL charges to an existing Magical Pool. The reverse will destroy a Magical Pool.
Monster Pool (SL=6): Magical pool. Each segment, 1 charge is automatically used, and a DL=1d6+4 monster appears. The monster is not a summon, but will not attack the party, and will attack the party's enemies.
Enhancement Pool (SL=7): Magical Pool. Items put into the pool (using a charge) gain a small benefit (DM will roll a random 1d1000 item XP flag, or a half-plus). These effects are permanent but each item can be enhanced only once per reset.
Disjuncting Pool (SL=8): Magical Pool. An item placed in the pool is Disjuncted, with no Artifact Destruction or Retributive Strike effect. The item will absorb N*N charges from the pool, where N is it's multiplier. If the pool has insufficient charges, the item is unaffected. Can alternatively remove a x1 Terrain Feature completely.
Escape Pool (SL=9): Magical Pool. The effect (when drank) is to Escape to a safe location (home or a safe city/town). The effect is instantaneous (no delay).
Concordant Sampler Pool (SL=10): Magical Pool. The effect (when drank) is a random CSL=1d4-1 Concordant spell.

[PC12] Planar Classes Group


Pioneer (Outland Pioneer)

Level KXP
Spells
1 0 (none)
2 3 (none)
3 6 (none)
4 12 (none)
5 24 (none)
6 48 (none)
7 96 (none)
8 192 (none)
9 350 (none)
10 600 (none)
11 850 (none)
12 1100 (none)
13 1350 (none)
14 1600 (none)
15 1850 (none)
16 2100 (none)
17 2350 (none)
18 2600 (none)
19 2850 (none)
20 3100 (none)
21 3350 (none)
22 3600 (none)
23 3850 (none)
24 4100 (none)
25 4350 (none)
26 4600 (none)
27 4850 (none)
28 5100 (none)
29 5350 (none)
30 5600 (none)
31 5850 (none)
32 6100 (none)
33 6350 (none)
34 6600 (none)
35 6850 (none)
36 7100 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  6  4  6  3  4  1  3  0
+0  6  5  7  3  5  1  4  1
+1  7  6  7  4  6  2  5  1
+1  7  7  8  4  7  3  6  2
+2  8  8  8  5  8  4  7  3
+2  8  9  9  5  9  5  8  3
+3  9 10  9  6 10  5  9  4
+3  9 11 10  6 11  6 10  5
+4 10 12 10  7 12  7 11  5
+4 10 13 11  7 13  8 12  6
+5 11 14 11  8 14  9 13  7
+5 12 15 12  9 14  9 14  7
+6 13 16 13 11 15 10 15  8
+6 14 16 14 13 15 11 16  9
+7 15 16 15 14 16 12 17  9
+7 16 16 16 16 16 13 18 10
+8 16 16 16 16 16 13 19 11
+8 16 17 16 16 16 14 20 11
Requisites: Dex 18, Con 12
Alignment: any
HD/level: +d6
Weapon Prof.: 4+level/3
To Hit Table: Rog
Save Table: 2xRog
Reference: DM {Planeshifted Dungeoneer}
Groups: Rogue, Alternate, Planar
 
Gets 60 Rogue points per level
Level 1: Can weapon specialize (as per "Non-Warrior" in the Number of Attacks table).
 
For Rogue Chart, see next page.

[PC12] Planar Classes Group


Pioneer (Outland Pioneer) Rogue chart

Lvl Pioneer Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Blend in (everyone believes OK that you're here) - 50 Chr-12 Chr-14
1 Comprehend Languages | Tongues | Message ( | per plane) 0 50 Int-9 Int-12
1 Ethereal Window | Astral | Phlogiston | Any Inner | Any Outer | UltraBlack MV 0 Con-12 Con-15
1 Find/Remove Specials: x1 multiplier | x2 mult. | x3 mult. (amount made = #' away) VV 20 Dex-18 Dex-22
1 Know Visual History | Object Reading | Identify | Legend Lore 0 | M 0 Wis-15 Wis-17
1 Locate Staircases on current DL || Out of Depth Monsters || Most Valuable Object MM 0 Chr-20 Chr-25
1 Pass without Trace || Etherealness || Probability Travel MV 0 Chr-15 Chr-21
1 Spying || Reflecting Pool || untraceable & without his "ears burning" - || F 10 Int-12 Int-17
1 Tightrope Walking | Water Walking | Shadow Walking | Dimension Walking V 75 Dex-11 Dex-15
1 Any Rogue 1 ability - - - -
2 Blink | Controlled Blink | Dimension Door with no Summoning Sickness M 15 Wis-13 Wis-18
2 Deeppockets | Vanish | Rope Trick ||| I'm Gone (to my own Pocket Plane) M 0 Int-8 Int-20
3 Summon a DL 1 Outer creature ( || per extra DL) M 100 Con-12 Con-16
3 Any Rogue 3 ability - - - -
4 Escape Bonds | Binding | Imprisonment/Time Stop || Get out of Put Down a Hole P 10 Str-14 Str-16
4 Wraithform | Dream Travel V 25 Con-15 Con-17
5 Dimensional Folding || Proof against Teleportation M 40 Int-7 Int-20
5 Any Rogue 5 ability - - - -
6 Ethereal Spell / Ethereal Projection | Shadow Spell (project to Plane of Shadow) MM 35 Wis-16 Wis-21
6 Locate (anything unique) Across Planes | Clairvoyance there | TWE there M 0 Int-12 Int-15
7 Energy Control | Adaptation | Immune to Hostile Environments PV 30 Con-9 Con-12
7 Any Rogue 7 ability - - - -
8 Astral Spell / Astral Projection | Concordant Spell (project to Concordant Opposition) MMM 35 Int-19 Int-25
8 Find the Path ( | for each plane removed) MM 20 Wis-10 Wis-15
9 Ask the Local Lord | Highest Lvl in Plane | Chosen God | Ultraplanar | DM a question VM 0 Chr-11 Chr-21
9 Elemental Form | Para-Ele Form | Quasi-Ele Form ||| Semi-Ele Form PP 40 Con-24 Con-24
10 Contact Other Plane | Foresight MM 0 Chr-15 Chr-18
12 Dismiss Elemental | Banishment | Dispel Evil/Good M 60 Con-12 Con-17
15 Phlogiston Spell / Phlogiston Projection | Time of Legends Spell (project to Time of Legends) MMMM 35 Cml-22 Cml-29
18 Duplicate a Psi6, 12, or 30 minor || major ||||| grand ( | -6 or -12) M 0 Con-15 Con-22
21 Be a x2 being on defense ||||| x3 ||||||| x4 ||||||||| x5 etc. 0 -150 Luck-5 Luck-10
24 Snap Silver Cord |||||| Put Target Down Deeper Hole |||||| Erase Truename M -30 HNCL-24 HNCL-24
27 Gate | Spell Gate for Innates ||||||||||||||||||||||||||||| (29 pipes) UltraBlack Gate MMMMM 50 HCL-9 HCL-18

[PC12] Planar Classes Group


Shoggoth

Level KXP Shoggoth
6DJ QW^
1 1300 6d6, choose low
2 1658 1-- ---
3 2123 2-- ---
4 2727 6d6, choose low
5 3513 3-- ---
6 4535 4-- ---
7 5864 5d6, choose low
8 7590 41- ---
9 9835 42- ---
10 12754 5d6, choose low
11 16548 43- ---
12 21480 53- ---
13 27891 4d6, choose low
14 36226 531 ---
15 47062 532 ---
16 61148 4d6, choose low
17 79461 632 ---
18 103267 642 ---
19 134214 3d6, choose low
20 174446 642 1--
21 226748 652 1--
22 294740 3d6, choose low
23 383130 662 1--
24 498037 663 1--
25 647415 2d6, choose low
26 841608 663 11-
27 1094058 664 11-
28 1422243 2d6, choose low
29 1848884 665 11-
30 2403517 666 11-
31 3124540 2d6, choose high
32 4061869 666 111
33 5280398 3d6, choose high
34 6864485 4d6, choose high
35 8923798 5d6, choose high
36 11600905 6d6, choose high
TH Saves
PD RS PP BW Sp Fo Re Wi
+6  6  6  6  6  6  6  6  6
+12 13 13 13 13 13 13 13 13
+18 19 19 19 19 19 19 19 19
+24 26 26 26 26 26 26 26 26
+30 32 32 32 32 32 32 32 32
+36 39 39 39 39 39 39 39 39
+42 45 45 45 45 45 45 45 45
+48 52 52 52 52 52 52 52 52
+54 58 58 58 58 58 58 58 58
+60 65 65 65 65 65 65 65 65
+66 71 71 71 71 71 71 71 71
+72 78 78 78 78 78 78 78 78
+78 84 84 84 84 84 84 84 84
+84 91 91 91 91 91 91 91 91
+90 97 97 97 97 97 97 97 97
+96 104 each
+102 110 each
+108 117 each
Requisites: Concordant Mini 26 or Lost 28 or Planar 29 or HNCL 35,
Str 41, Con 144, Mini Class slots 32
Alignment: CS
HD/level: & 20d8
Weapon Prof.: & level*level
To Hit Table: 6xMon
Save Table: 13xMon
Reference: COC
Groups: Concordant (x2), Lost, Planar
 
[X] Section stats
ihp +1
iTH -1
P Save +0
M Save -1
War +1
Rog +1
PPsi +1
Wiz +0
Pri -1
MPsi -1
   
Gets 1 script-X action per round. Shoggoth powers use F or script-X actions to use.
In the spell progression, 6=CSL 6; D=CSL 13; J=CSL 19; Q=CSL 26; W=CSL 32; and ^=CSL 38. Some of the SL's say something like "6d6, choose low". Roll it, with 1=CSL 6; 2=CSL 13; 3=CSL 19; 4=CSL 26; 5=CSL 32; and 6=CSL 38. These SL's are in addition to the "normal" memorization which is interspersed within the levels.
Gets LVL levels of Exceptionalness in Str, and up to 36 levels of Exceptionalness in Con. If you care, the 36th level of Exceptionalness in Con, which has no name, is bonus = (Con-82)*19. If your Con is exactly equal to 144, you're better off with the 33rd level of Exceptionalness in Con, which gives you a +1190 bonus.
Shoggoth spells are resisted using (script-X)R or (script-G)R.
Sustain all stats and actions. Immune to paralysis, hold, stun, summoning sickness, and similar effects. Immune to charm, domination, ego domination, and similar effects.
Your brain cannot be put on a plate.

[PC12] Planar Classes Group


Shoggoth Spells

CSL # Spell Effect
6 1 Body Rape Distribute CCL idmg among any number of targets.
6 2 Breathe Space Mead You breathe Space Mead, which does CCL*(current hp) dmg, a Plane Shift (no save), and an Abyssal Water effect (no save)
6 3 Cthulhoid Summon Summon a DL=6+CCL Ooze, Demon, or Weird that you comprehend
6 4 Cthulhoid Wish Wishoid for a SL 0-11 Cthulhu school spell (see the Cthulhu Investigator5 class)
6 5 Eye Rape / Tentacle Rape +CCL*20 distributed among Tentacles or Eyes. Each Tentacle is High Frequency Sample branded. Each Eye has (CCL+3)/4 Psi29 eye points.
6 6 Infiniletter Horror e Choose CCL results from the Thirteen Letter Horror class.
13 1 Contact Every Plane Like Contact Other Plane, but you may speak with up to CCL^2 divine beings at once.
13 2 Mind Rape CCL targets each gain CCL insanities and lose their next CCL actions (no resistance)
13 3 Ultrablack Gate Ultrablack Gate (can visit another Multiverse in the Omniverse), you can omit the Wandering Monsters on the way if you want to.
19 1 Dancing Potion Bottles All magic items in the room gain CCLm2 Ego (treat as a x1d13 Special)
19 2 Soul Rape CCL targets get their Truename Erased and they "Behold the Chaos" (are Capital B Blasted) (no resistance)
19 3 [X] Section Omen Do a random [X] section effect with SL=1d20+CCL/4
26 1 In Case of Emergency You and all your allies Capital E Escape, no response, no tracing/tracking, and can rest without interruption for 1 round.
26 2 Is It Time To Go Home Yet? Natural Set or Natural Reset up to CCL targets (no resistance)
26 3 It's a Raw Logrus Day The local weather in the area is Raw Logrus (x1d13 Terrain Feature, cannot be Objected to)
32 1 I'd Really Rather Not Really Really Object or Really Insist to something at x22 multiplier, then you are erased from the chalkboard.
32 2 I'll Do It Anyway You can do one thing (or use one thing for 1 segment) that is Banhammered due to an effect within the game (this does not override Banhammers due to DM ruling).
32 3 I'm Immune Anyway Be immune anyway to things that give "no resistance". If you do this more than CCL times in a segment, you go (50%) Down the Hole or (50%) On the Mound.
38 1 Infiniletter Horror π (cast 1/d) Get a random result from the Infiniletter Horror class (force the DM to write one if Infiniletter Horror currently isn't written)
38 2 Existence Rape Erase one creature or magic item from the chalkboard (no resistance, no response, x22 multiplier effect)
38 3 [iX] Section Omen Do a random [X] section effect with SL=1d30+CCL/3, and hang an extra "i" on the effect (idmg becomes iidmg, etc.)

[PC12] Planar Classes Group


Cthulhu School Spells

Name SL Effect
Candle Communication 0 Can communicate to someone you know (across planes) if they are running this spell too
Detect Life 0 Detect Life
Elder Sign 0 Outer planar creatures cannot cross the line
Message 0 Message
Augury 1 Augury
Bind Enemy 1 Choose a target. You can't attack or target him, and vice versa.
Chant of Thoth 1 +CL Int checks
Cloud Memory 1 Forget (Will save)
Contact Human 1 Contact a specific person
Control Weather 1 Control Weather
Create Bad-Corpse Dust 1 Create a line that Undead cannot cross
Deflect Harm 1 Deflect next CL physical attacks on you, but each causes 2 Int dmg to you
Detect Magic 1 Detect Magic
Dominate Animal 1 Dominate Animal (save)
Eibon’s Wheel of Mist 1 Your group is Invisible
Invisibility Purge 1 Dispel Invisibility
Mirror of Tarkhun Atep 1 Creates a mirror
Nightmare 1 Target sleeping person has a nightmare
Pose Mundane 1 Illusion: Room appears to be normal/ordinary (x1 Trick)
Power of Nyambe 1 +2d6 SL's added to your current progression for today; -1 Con (permanent)
Seal of Isis 1 Object will make it's next item saving throw
Snare Dreamer 1 Dispel a Somniomancy effect
True Strike 1 Next attack at +20 TH
Unmask Demon 1 Dispel a Change Self or Alter Appearance effect
View Gate 1 Can see through a Gate to other side clearly
Voice of Ra 1 +1d6+1 Chr
Warding the Eye 1 Immune to the "Evil Eye" spell (on this list)
Bring Pestilence 2 Disease (1d4 stat dmg to Str, Dex, or Con) (Fort save)
Cast Out Shan 2 Dismiss a DL I-II Insect or Undead
Cause Fear 2 Fear (Will save)
Circle of Nausea 2 Nausea to one group (Fort save)
Contact Creature 2 Contact a specific creature type
Darkness 2 Darkness
Dismissal 2 Dismiss an outer planar creature (save)
Dominate Person 2 Dominate Person (save)
Dread Curse of Azathoth 2 1d3 Chr dmg
Enchant Item 2 Add a half plus to an item (for 1 hour)
Evil Eye 2 Curse: -4 TH, checks, saves (save)
Find Gate 2 Detect Gates
Fist of Yog-Sothoth 2 CLd6 force dmg to one target (no save)
Flesh Ward 2 DR 10/+1
Frozen Tracks 2 Stop (save)
Grasp of Cthulhu 2 Target takes 2d6 dmg /r (save)
Healing Touch 2 Touch to cure 1d8+CL hp and 1 stat point dmg
Hide from the Eye 2 Invisibility
Hypnotism 2 Hypnosis (save)
Identify Spirit 2 Detect Possession
Insect Plague 2 Area effect 1 dmg /s insects
Levitate 2 Levitate
Locate Object 2 Locate Object
Magic Weapon 2 Weapon gets +1/+1 for 1 turn
Obscuring Mist 2 Wall of Fog
Sekhmenkenhep's Words 2 Convince people that what you're saying is true (save)
Skin of Sedefkar 2 +CL/5 AC
Song of Hastur 2 Target takes 2d6 dmg /r (save)
Soul Trap 2 Speak with Dead but you had to be the one who killed him
Spectral Razor 2 Magical blade that's 2d6 dmg and counts as a +5 weapon
Suggestion 2 Suggestion (save)
Voorish Sign 2 The next spell you cast will be at +3 CL
Wandering Soul 2 Dream Travel
Ward against Pyschics 2 Psionic Feats cannot be used in the room (x1 Special)
Black Binding 3 Animate a dead corpse as a DL III Undead
Breath of the Deep 3 Target is drowning (Fort save per segment or 2d6 dmg)
Contact Deity 3 Contact a specific deity 50+CL%; caster becomes insane (Will save)
Curse of the Stone 3 Target cannot act (save) as long as you heavy concentrate (can't use M actions)
Divination 3 Divination
Imprison Mind 3 Target spirit / life essence cannot leave the body it's in (save)
Mindblast 3 Insanity (save)
Raise Night Fog 3 Fog
Red Sign of Shudde M'ell 3 Group takes 1d6+LVL dmg (no save)
Shriveling 3 CLd4 dark energy dmg to one target (no save)
Siren's Song 3 Charm 2*CL HD of creatures (save)
Summon/Bind Creature 3 Summons a DL 1d4 Outer creature
Wave of Oblivion 3 If near a body of water, creates a large wave (CLd4 water dmg, no save)
Wither Limb 3 Sharpness a random limb (save)
Wrack 3 Pain (-2 all rolls) (save)
Animal Form 4 Polymorph Self into a specific animal
Bind Loup-Garou 4 Force Shapechange and Dispel a Psi14 effect
Bind Soul 4 Put someone's soul in a receptacle (Will save)
Cloak of Fire 4 +1d4+1 Dex; +3" move rate; Fire damaging shield (1d8 fire dmg /hit); You take 1 dmg /r
Create Scrying Window 4 Postcognition
Curse of the Putrid Husk 4 Curse: Insanity (save)
Curse of the Rat-thing 4 Animate a dead corpse as a DL IV Undead
Dark Resurrection 4 Raise Dead
Hands of Colubra 4 Your arms turn into snakes that deal 1d6 dmg + 1d6 Str dmg
Locate Creature 4 Locate a specific creature
Look to the Future 4 Can see into the future
Mind Transfer 4 Switch bodies with someone (save)
Pipes of Madness 4 Insanity to a group (save)
Return to Rest 4 Destroy an undead (save)
Soul Singing 4 Illusion: Target sees and hears what you wish, no one else affected (save)
Speak with Dead 4 Speak with Dead
Unspeakable Oath 4 Get a random minor magic item (50%) or +1 Int (50%) for 1 turn
Banishment of Yde Etad 5 Banish an outer planar creature to home plane (Will save)
Blind/Deafen 5 Blind and Deafen target (Fort save on each)
Cast Out Devil 5 Exorcise
Create Barrier of Naach-Tith 5 Wall: Spells cannot pass, Str check (DC 40) to pass
Magic Jar 5 Magic Jar
Become Spectral Hunter 6 You take on the stats of a random DL VII Weird monster, will be Crapped in CL rounds
Body Warping of Gorgoroth 6 Polymorph Self into a creature of +/- 1 size, you get it's Str/Dex/Con
Clutch of Nyogtha 6 Paralysis (Will save) for as long as you heavy concentrate (can't use M actions)
Create Gate 6 Gate
Curse of the Chaugnar Faugn 6 *Curse* (subject loses 1d4 Chr per day and cannot Reset) (save)
Eyes of the Zombie 6 See through the eyes of a zombie (that you control)
Power Drain 6 Target loses 1d6 stat points (save), you temporarily gain the amount he lost
Create Self-Ward 7 DR 10/+1; Resist Aging
Create Time Gate 7 Create a Time Gate 10^(N-4) years
Steal Life 7 Drain 1 stat point per segment from target and add to you temporarily (save per segment)
Word of Recall 7 Word of Recall
Consume Likeness 8 Alter Appearance to someone specific who recently died (it's very convincing)
Death by Flames 8 Target takes 1d10 fire dmg /s (no save)
Eye of Light & Darkness 8 All outer planar creatures take 1 Wis dmg per segment (x1 Special)
Call Deity 11 Summons the material form of the god of your choice (remember this is only a x1 effect by itself)
Dismiss Deity 11 Dismisses the material form of a god (remember this is only a x1 effect by itself)

[PC12] Planar Classes Group


Sightseer

Level KXP Divination
123 456 7
1 0 1-- --- -
2 3 2-- --- -
3 6 21- --- -
4 12 32- --- -
5 24 331 --- -
6 48 332 --- -
7 96 332 1-- -
8 192 333 2-- -
9 350 443 21- -
10 600 443 32- -
11 850 544 321 -
12 1100 655 322 -
13 1350 666 422 -
14 1600 666 532 1
15 1850 666 642 1
16 2100 777 643 1
17 2350 777 753 2
18 2600 888 864 2
19 2850 998 864 2
20 3100 999 875 2
21 3350 999 986 2
22 3600 999 996 3
23 3850 999 997 3
24 4100 999 998 3
25 4350 999 998 4
26 4600 999 999 4
27 4850 999 999 5
28 5100 999 999 6
29 5350 999 999 7
30 5600 999 999 8
31 5850 999 999 9
32 6100 AAA A99 9
33 6350 AAA AAA 9
34 6600 AAA AAA A
35 6850 BBB BAA A
36 7100 BBB BBB B
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  6  4  6  3  4  1  3  0
+0  6  5  7  3  5  1  4  1
+1  7  6  7  4  6  2  5  1
+1  7  7  8  4  7  3  6  2
+2  8  8  8  5  8  4  7  3
+2  8  9  9  5  9  5  8  3
+3  9 10  9  6 10  5  9  4
+3  9 11 10  6 11  6 10  5
+4 10 12 10  7 12  7 11  5
+4 10 13 11  7 13  8 12  6
+5 11 14 11  8 14  9 13  7
+5 12 15 12  9 14  9 14  7
+6 13 16 13 11 15 10 15  8
+6 14 16 14 13 15 11 16  9
+7 15 16 15 14 16 12 17  9
+7 16 16 16 16 16 13 18 10
+8 16 16 16 16 16 13 19 11
+8 16 17 16 16 16 14 20 11
Requisites: Dex 18, Wis 12
Alignment: any
HD/level: +d6
Weapon Prof.: 3+level/3
To Hit Table: Rog
Save Table: 3xRog
Reference: DM
Groups: Rogue, Planar
 
Gets 60 Rogue points per level
Can cast Wizard Divination or Priest Divination spells.
Level 1: Can weapon specialize (as per "Non-Warrior" in the Number of Attacks table).
Level 1: Expensive Camera: 1M: Blindness (RSW save), if blinded then gets Feared (Will save)
 
For Rogue Chart, see next page.

[PC12] Planar Classes Group


Sightseer Rogue chart

Lvl Sightseer Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Attack/backstab around corners (each 1% rating = 1 degree of angle around corner) 0 50 Wis-11 Wis-16
1 Detect Lie or Undetectable Lie (1 at a time, cont.) - - - -
1 Extra parting shots (+1 attack per 50%) - 10 Dex-9 Dex-12
1 Find/Avoid Traps/Tricks/Specials/TerrainFeatures | Magic/Psi | OutPhase ( | whole party) ( || x2 ||| x3) V 0 Dex-20 Dex-25
1 Comprehend Languages | Tongues | Message ( | per plane) 0 50 Int-9 Int-12
1 Ethereal Window | Astral | Phlogiston | Any Inner | Any Outer | UltraBlack MV 0 Con-12 Con-15
1 Know Visual History | Object Reading | Identify | Legend Lore 0 | M 0 Wis-15 Wis-17
1 Locate Staircases on current DL || Out of Depth Monsters || Most Valuable Object MM 0 Chr-20 Chr-25
1 Spying || Reflecting Pool || untraceable & without his "ears burning" - || F 10 Int-12 Int-17
1 Any Rogue 1 ability - - - -
2 X-ray vision | Use innate ability through wall (amount made/10 is #' through wall) M 0 Str-10 Str-20
2 Deeppockets | Vanish | Rope Trick ||| I'm Gone (to my own Pocket Plane) M 0 Int-8 Int-20
2 Any Rogue 2 ability - - - -
3 Summon a DL 1 Spirit of the Land creature ( || per extra DL) M 100 Con-12 Con-16
3 Any Rogue 3 ability - - - -
4 All-Around Sight | Locate Object | Treasure Finding M 25 Wis-15 Wis-19
4 Ignore or Counter an Interpose | Rescue | Escape | I'm Gone 0 0 Wis-14 Wis-19
4 Any Rogue 4 ability (or) 2 any Rogue 1 abilities - - - -
5 Identity Penetration | False Seeing | True Seeing ||| Know Truename MM 0 Wis-12 Wis-20
5 Any Rogue 5 ability (or) 2 any Rogue 2 abilities - - - -
6 Fork Innate | Psionic | Magic | Radioactive bM -10 Chr-22 Chr-22
6 Locate (anything unique) Across Planes | Clairvoyance there | TWE there M 0 Int-12 Int-15
7 Avoid Fate x1 | x2 | x3 | x4 | x5 | etc. 2bM -20 Wis*2-50 Wis*2-50
7 Any Rogue 7 ability (or) 2 any Rogue 4 abilities - - - -
8 Immune to detection / divination effects - - - -
8 Find the Path ( | for each plane removed) MM 20 Wis-10 Wis-15
9 Intrigue: 1M: Augury (that actually works) on your proposed action, or Choose Future M - - -
9 Ask the Local Lord | Highest Lvl in Plane | Chosen God | Ultraplanar | DM a question VM 0 Chr-11 Chr-21
10 Contact Other Plane | Foresight MM 0 Chr-15 Chr-18
12 Get save vs effects w/ no save, base=+0+items, each 5% is +1 - 0 Wis-20 Wis-25
15 Avoid Spirit/Conc Effect (entire party): x1 || x2 || x3 etc. - -5 Int-22 Int-30
18 Duplicate a Psi5 or Psi10 minor || major ||||| grand ( | Psi-5) M 0 Con-15 Con-22
21 Be a x2 being on offense ||||| x3 ||||||| x4 ||||||||| x5 etc. 0 -150 Luck-5 Luck-10
24 See in Capital D Darkness - - - -
27 Summon (and control) DL XI Far Realm, Immortal, Nightmare Dimension, or Tarraque World monster ( || per extra DL) MM 0 Cml-55 Cml-70

[PC12] Planar Classes Group


Traveller Priest

Level KXP Priest
123 456 78
1 0 20- --- --
2 2 210 --- --
3 4 321 --- --
4 7.5 422 --- --
5 12.5 432 0-- --
6 20 432 1-- --
7 35 443 1-- --
8 60 443 20- --
9 90 543 21- --
10 125 543 320 --
11 200 553 321 0-
12 300 554 432 1-
13 750 655 543 2-
14 1150 666 654 3-
15 1550 666 666 4-
16 1950 666 666 5-
17 2350 666 666 6-
18 2750 666 666 60
19 3150 666 666 61
20 3550 666 666 62
21 3950 666 666 63
22 4350 666 666 64
23 4750 666 666 65
24 5150 766 666 65
25 5550 776 666 65
26 5950 777 666 65
27 6350 777 766 65
28 6750 777 776 65
29 7150 777 777 65
30 7550 777 777 75
31 7950 777 777 76
32 8350 777 777 77
33 8750 887 777 77
34 9150 888 877 77
35 9550 888 888 77
36 9950 888 888 88
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+1  5  3  4  3  2  2  2  1
+2  6  4  5  4  3  2  2  1
+3  7  5  6  5  4  3  2  1
+3  8  5  7  6  4  3  3  2
+4  8  6  7  7  5  4  3  2
+5  9  7  8  8  6  4  4  2
+5 10  8  9  9  7  5  4  3
+6 11  8 10 10  7  5  4  3
+7 11  9 10 11  8  6  5  3
+7 12 10 11 12  9  6  5  4
+8 13 11 12 13 10  7  6  4
+9 14 11 13 14 10  7  6  4
+9 14 12 13 14 11  8  6  5
+10 14 12 14 14 11  8  7  5
+11 14 13 14 14 12  9  7  5
+11 15 13 14 14 12  9  8  6
Requisites: Dex 15, Wis 12
Alignment: any
HD/level: d8
Weapon Prof.: 2+level/4
To Hit Table: Pri
Save Table: Pri
Reference: DM
Groups: Priest, Planar
 
Gets Dex (not Wis) bonus to spells.
Bonus grand in Traveller sphere.
Replace the d20 roll for what you roll for Turn Undead with d30. Replace the d12's for number turned with d20's.
Level N (every level): Using the list below, pick an ability.
A. Can get and can use 2Z actions per half segment.
B. Can use 2V actions per segment.
C. Double movement rate, or +3*LVL" movement rate. Sustain movement rate.
D. Immune to Wall, Sphere, and Forcefield effects
E. Sustain all actions; Time/Reality stability; Immune to Hold, Stop, Time Stop, Temporal Stasis
F. Automatically make saves that give a Dex bonus; Automatically make Reflex saves (even if no Dex bonus).
G. Immune to TK and Falling Damage (but not high Gravity)
H. Get 2 parting shots / attacks of opportunity instead of 1.
I. Exceptional Dex bonus. This may be taken more than once, each is another level of Exc Dex.
J. Immune to Traveller sphere spells.
K. Free GGL (Specialty God) pick in a god that has a Dex requirement.
L. Immune to Vacuum. Need not breathe.
M. 0, 1/r: Counter someone entering your group (either by moving or by other means).
New Traveller Spells:
Tactic Move (SL=1): Move 1 target from one group to another group, no parting shots, unwilling gets Reflex save (with Dex bonus).
TK Shield (SL=2): Damaging shield (50% back) of type Telekinesis. You Resist TK and Falling Damage while running this.
Blink Wounder (SL=3): (May cast as a 0 action): Blink. If you material component, you can blink twice this segment (you may act between the blinks)
Space Dragon (SL=4): Summons a Space Dragon (a DL VI monster). You have a Space Dragon summon slot in addition to your normal summon slot. You are allowed to have 2 Space Dragons (one in each slot).
Folding Dimensional Doom (SL=5): Creates a rift of random Dim Doors and Dim Folds; All in group are slain (PPD save) or randomly teleported away (RSW save).
True Teleport (SL=6): Your party teleports on your side of the segment (no delay).
Holy Word Shift (SL=7): Target is plane shifted to a plane of your choice (no save, no MR).
Star Travel (SL=8): You fly at CL c (CL times the speed of light). You can enter a Star and either [1] Spelljam to another Star or Crystal Sphere (as if you were an Iconian Gateway), or [2] Time Travel (as if you were an Undead Robotic Chicken).
Beset (SL=9): Target is Set and his home plane becomes this plane (no save, no MR)

[PC12] Planar Classes Group


Vengeance Demon5


Level

KXP
Vengeance
123 456 789 A

TH
1 0 1-- --- --- - +1
2 6.6 11- --- --- - +2
3 13.2 111 --- --- - +3
4 19.8 111 1-- --- - +4
5 33 111 11- --- - +5
6 59.4 111 111 --- - +6
7 112.2 211 111 --- - +7
8 217.8 221 111 1-- - +8
9 323.4 222 111 1-- - +9
10 429 222 211 11- - +10
11 633.6 222 221 11- - +11
12 1000 222 222 111 - +12
13 1250 322 222 211 - +13
14 1500 332 222 221 - +14
15 1750 333 222 222 1 +15
16 2000 333 322 222 2 +16
17 2250 333 332 222 2 +17
18 2500 333 333 222 2 +18
19 2750 433 333 322 2 +19
20 3000 443 333 332 2 +20
21 3250 444 333 333 2 +21
22 3500 444 433 333 3 +22
23 3750 444 443 333 3 +23
24 4000 444 444 333 3 +24
25 4250 444 444 433 3 +25
26 4500 444 444 443 3 +26
27 4750 444 444 444 3 +27
28 5000 444 444 444 4 +28
29 5250 544 444 444 4 +29
30 5500 554 444 444 4 +30
31 5750 555 444 444 4 +31
32 6000 555 544 444 4 +32
33 6250 555 554 444 4 +33
34 6500 555 555 444 4 +34
35 6750 555 555 544 4 +35
36 7000 555 555 554 41 +36
37 14000 555 555 554 42 +37
38 21000 555 555 554 43 +38
39 28000 555 555 554 44 +39
45 70000 666 555 555 55 +45
54 133000 666 666 666 661 +54
63 196000 777 766 666 666 +63
72 259000 777 777 777 777 1 +72
Requisites: Str 15, Con 12, Int 15,
  Class Slots 2
Alignment: LE, LN, or NE
HD/level: & +++++d6
Weapon Prof.: & 6+level/6
Reference: Buffyverse
Groups: Custom, Monster, Planar
Complexity: CF=3
 
Saving Throws:
PPD: level*3 Fort: level+4
RSW: level*3 Reflex: level+0
PP: level Will: level-1
BW: level
Spell: level*3
 
Exceptional Str and Int bonus.
Cannot get a stat bonus to progression.
Gets one Charanodaemon5 or Witch5 pick per level; see table next page.
 
Vengeance Wishoid Spells:
Priest Wishoid (SL=N): Wishoid for a generic (non-specialty) Priest spell of SL 0 to N-1
PsiX Wishoid (SL=N): When you pick this spell slot, pick a psionic frequency you know. Wishoid for a SL 0 to N-1 effect of that frequency.
Wizard Wishoid (SL=N): Wishoid for a generic (non-specialty) Wizard spell of SL 0 to N-1
 
Vengeance Metamagic Spells:
Careful Wish (SL=N): The next SL=N wishoid you cast will not hurt the MF/PF
Counter Wish (SL=N): 1bM: Counter a wishoid of SL=N
Dispel Wish (SL=N): Counter the effects of a wishoid of SL=N
Specific Wish (SL=N+1): The next SL=N wishoid you cast may emulate a specialty spell, provided you "know" the desired spell.
Twisted Wish (SL=N-1): 1bM: "Twist" (Rules-Lawyer) the effect of a wishoid so it doesn't work properly.
Undo Wish (SL=N+10): Temporally undo the effects of a wishoid of SL=N (we back up the timeline)
 
Vengeance Classical Spells:
Classical Wish (SL=9): Give someone else (not you, but can be another party member) an old fashioned Wish where they give in words what they want. Cannot be used to emulate SL 0-8 spells (or whatever); this is pure DM discretion. It is not "twisted" (unless someone else casts Twisted Wish).
Classical Change Reality (SL=10): Like Classical Wish, except you phrase the effect instead of someone else.

[PC12] Planar Classes Group


Class Level Pick Effect
Charanodaemon5 1 A Half of your weapon dmg is vile dmg (perm hp)
Charanodaemon5 1 B Immune to Forget / Mental Surgery / Feeblemind / Insanity / *Forget* (River Styx)
Charanodaemon5 1 C Pass Without Trace; 1M: Do not generate "?" in dungeon; 1M: Find the Path
Charanodaemon5 1 D Your unarmed attacks cause 1d4 stat damage (random stats, no save, aNR to resist)
Charanodaemon5 1 E Double Resist Fire, Unholy Fire, Water, Unholy Water, Wood, Cold
Witch5 1 A Languages: +LVL Languages (can convert each to ½ a Nonweapon prof.)
Witch5 1 B Misfit: -N Chr, +N SL's in progression (max N=LVL)
Witch5 1 C Occult Knowledge: Legend Lore 45+5*LVL%
Witch5 1 D Telekinesis: 1M: Target takes (LVL+2)*10' falling damage
Witch5 1 E 1F: Dispel Magic
Charanodaemon5 5 F Troll-like regen LVL hp/s
Charanodaemon5 5 G 1M: Remove forbiddance zone, holy status of area, spoil holy water & good shrines
Charanodaemon5 5 H Eye's M, Gaze: Target saves or is petrified to ice (PP save for LVL^2 ice dmg, IR to resist)
Charanodaemon5 5 I Your unarmed attacks cause 1 level of energy drain (no save, aNR to resist)
Charanodaemon5 5 J 1M: Power Word Blind (hp limit = LVL^2, includes a stun)
Witch5 5 F Addiction: If you are single classed, you do double effect with spells
Witch5 5 G Nerd: +LVL stat points to Int or Wis
Witch5 5 H Rat-ification: 1M: Target becomes a x0 rat (save)
Witch5 5 I Sorcery: Can spend ½M+½V instead of 1M to cast spells
Witch5 5 J 1F: Remove *Curse* (Heavy Curse)
Charanodaemon5 9 K 1bM: "Phased out" this r, pass through obj, no affecting real things
Charanodaemon5 9 L 1M: Plane Shift or Plane Shift Other (Spell save)
Charanodaemon5 9 M 1M: Summon Evil Outer Planar DL=LVL/2
Charanodaemon5 9 N 66F, 1/reset, spend 33 energy drains you've absorbed, eat a larva: +1 level in this class
Charanodaemon5 9 O Double Resist Acid, Lightning, Poison, Salt, Shards, Steam