[PC43] Collective 4.3 Classes


Accomplice

Level KXP Accomp A-H
123 45 [1]
1 0 1-- -- [-]
2 3.3 2-- -- [-]
3 6.6 3-- -- [-]
4 13.2 4-- -- [-]
5 26.4 41- -- [-]
6 52.8 42- -- [-]
7 105.6 43- -- [-]
8 213 44- -- [-]
9 430 441 -- [-]
10 860 442 -- [-]
11 1290 443 -- [-]
12 1720 443 1- [-]
13 2150 444 1- [-]
14 2580 444 2- [-]
15 3010 444 3- [-]
16 3440 444 4- [-]
17 3870 544 4- [-]
18 4300 554 4- [-]
19 4730 555 4- [-]
20 5160 555 41 [-]
21 5590 555 51 [-]
22 6020 655 51 [-]
23 6450 655 52 [-]
24 6880 665 52 [-]
25 7310 666 52 [-]
26 7740 666 53 [-]
27 8170 666 63 [1]
28 8600 766 63 [1]
29 9030 766 64 [2]
30 9460 776 64 [2]
31 9890 777 64 [3]
32 10320 777 65 [3]
33 10750 777 75 [4]
34 11180 877 75 [4]
35 11610 887 76 [5]
36 12040 888 76 [5]
TH Saves
PD RS PP BW Sp Fo Re Wi
+4  4  2  3  1  1  1  1  0
+5  5  2  4  2  1  1  1  0
+5  5  3  4  3  2  2  2  1
+6  6  4  5  4  3  2  2  1
+6  7  5  6  5  4  3  2  1
+7  8  5  7  6  4  3  3  2
+7  8  6  7  7  5  4  3  2
+8  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
+9 11  9 10 11  8  6  5  3
+10 12 10 11 12  9  6  5  4
+10 13 11 12 13 10  7  6  4
+11 14 11 13 14 10  7  6  4
+11 14 12 13 14 11  8  6  5
+12 14 12 14 14 11  8  7  5
+12 14 13 14 14 12  9  7  5
+13 15 13 14 14 12  9  8  6
Requisites: Str 16, Int 18, Logic 7
Alignment: any E
HD/level: ++d13
Weapon Prof.: 6+level/2
To Hit Table: 4+level/2
Save Table: War
Reference: DM {Reduced Anti-Hero}
Groups: Rogue, Concordant (x1), Mirror
 
Logic is an ability score based off of Int. It is equal to 2+(Int bonus) base. Note that you will "owe" one stat point to Logic with an 18 Int (since your Logic will be only 6), unless you have Exceptional Int bonus somehow.
Gets Exc Str. Can purchase Exc Dex for 1 weapon slot and Exc Con for 4 weapon slots.
Can weapon specialize and uses the "Ranger" line for number of attacks.
Gets 80 Rogue points per level.
On the Rogue Ability table, cannot use picks to get other picks (no "chaining" of picks).
Your CCL with Anti-Hero spells is CL-26.
Lvl Ability
1 Any Bandit1 level 2 ability
1 Any Bounty Hunter1 level 2 ability
1 Any Executioner1 level 1 ability
1 Any Mercenary5 level 1 ability
1 Any Scarlet Assassin level 1 ability
1 Any The Hidden level 1 ability
5 Any Bandit1 level 6 ability
5 Any Bounty Hunter1 level 6 ability
5 Any Executioner1 level 5 ability
5 Any Mercenary5 level 5 ability
5 Any Scarlet Assassin level 5 ability
5 Any The Hidden level 5 ability
9 Any Bandit1 level 10 ability
9 Any Bounty Hunter1 level 10 ability
9 Any Executioner1 level 9 ability
9 Any Mercenary5 level 9 ability
9 Any Scarlet Assassin level 9 ability
9 Any The Hidden level 9 ability
13 Any Bandit1 level 16 ability
13 Any Bounty Hunter1 level 15 ability
13 Any Executioner1 level 13 ability
13 Any Mercenary5 level 14 ability
13 Any Scarlet Assassin level 13 ability
13 Any The Hidden level 13 ability

[PC43] Collective 4.3 Classes


Accomplice Spells

Level # Spell
1 1 10*CL% iaIR
1 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)
1 3 1M: LVLd6 dmg, E=1 element, one target, no save
1 4 1M: Target is paralyzed (PPD save)
1 5 1M: Steal an action or memory (Will save)
1 6 +CL/2 QV actions
1 7 +LVL SL's in one spell progression (Wizard or Priest)
1 8 +2 CL with psionics
1 9 +1 Str, Dex, Con, Int, Wis, and Chr
2 1 10*CL% iaMR
2 2 1M, 2/d: Causeall
2 3 +CL/3 QP actions
2 4 Pick a psionic power you have. It does not give a saving throw.
2 5 1M: Remove one Resist to something (no save, use ER)
2 6 10*CL% ER
2 7 0, 3/d: Counter a counterspell
2 8 0, 2/r: Force an extra saving throw an effect (doesn't have to be your effect; choose the worst)
2 9 0, 2/r: Force an extra to hit roll on someone is attacking (choose the worst)
3 1 10*CL% iaPR
3 2 +1 per damage die on your physical attacks; Enemies get --1 to hit you
3 3 0, 2/d: Set one target (Fort save, if they make it their hit points halve)
3 4 1M: LVLd12 dmg, E=3 element, one target, no save
3 5 0, 2/d: Incurse one target (Will save, if they make it they lose 3M actions)
3 6 +CL/4 QM actions
3 7 1M: Sporacle a group (a random [C] section effect)
3 8 1V: Lend a V action to someone
4 1 Pick a spell you have. It costs half the number of actions it normally requires.
4 2 Pick a psionic power you have. It costs half the number of actions it normally requires.
4 3 +1 to number of segments per round (i.e. you get a segment 11)]
4 4 +1 Opp action (remember you can trade 1Opp -> 1F, if Opposing actions aren't useful for you)
5 1 10*CL% aER
5 2 +CL/5 Q0 actions
5 3 Pick an action type. You are immune to actions of that type being locked down.
Anti-Hero 1 (11) 1 10*CCL% uWR (unadjustable WR, does shift, can't be lowered/halved)
Anti-Hero 1 (11) 2 1M: LVLd60 dmg, E=CCL element, one target (no save, use XR to resist)
Anti-Hero 1 (11) 3 1M: Target is Capital P Paralyzed (no save, use XR to resist)
Anti-Hero 1 (11) 4 1M: Capital E Extract, or steal actions of one type (no save, use XR to resist)
Anti-Hero 1 (11) 5 +1 QX action
Anti-Hero 1 (11) 6 +CCL to Str, Dex, Con, Int, Wis, Chr, Cml, Luck
Anti-Hero 1 (11) 7 1M: Target takes an Ego Domination attack with Ego=20*CCL (if he fails he is Dominated by you)
Anti-Hero 1 (11) 8 Duplicate a Level: ability of a non-Concordant class
Anti-Hero 1 (11) 9 Free wild talent in Psi81, PSPs=40*CCL, use ML=9+CCL in the Psi81 class.

[PC43] Collective 4.3 Classes


Anti-Barbarian100

Level KXP Warrior
123 456 789
1 0 1-- --- ---
2 6 2-- --- ---
3 12 21- --- ---
4 24 32- --- ---
5 48 421 --- ---
6 80 422 --- ---
7 150 432 1-- ---
8 275 433 2-- ---
9 500 433 21- ---
10 1000 443 22- ---
11 1500 444 33- ---
12 2000 444 441 ---
13 2500 555 442 ---
14 3000 555 442 1--
15 3500 555 552 1--
16 4000 555 553 21-
17 4500 555 553 32-
18 5000 555 553 321
19 5500 555 553 331
20 6000 555 554 332
21 6500 555 554 442
22 7000 555 555 443
23 7500 555 555 553
24 8000 555 555 554
25 8500 555 555 555
26 9000 666 655 555
27 9500 666 666 655
28 10000 666 666 666
29 10500 777 766 666
30 11000 777 777 766
31 11500 777 777 777
32 12000 888 877 777
33 12500 888 888 877
34 13000 888 888 888
35 13500 999 988 888
36 14000 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 20 10 15  5  5  5  5  0
+10 25 10 20 10  5  5  5  0
+20 25 15 20 15 10 10 10  5
+30 30 20 25 20 15 10 10  5
+40 35 25 30 25 20 15 10  5
+50 40 25 35 30 20 15 15 10
+60 40 30 35 35 25 20 15 10
+70 45 35 40 40 30 20 20 10
+80 50 40 45 45 35 25 20 15
+90 55 40 50 50 35 25 20 15
+100 55 45 50 55 40 30 25 15
+110 60 50 55 60 45 30 25 20
+120 65 55 60 65 50 35 30 20
+130 70 55 65 70 50 35 30 20
+140 70 60 65 70 55 40 30 25
+150 70 60 70 70 55 40 35 25
+160 70 65 70 70 60 45 35 25
+170 75 65 70 70 60 45 40 30
Requisites: Str 100, Con 50, Class Slots 3
Alignment: any
HD/level: & d100 (no Con bonus)
Weapon Prof.: & level*10
To Hit Table: War*10 (see note)
Save Table: War*5 (see note)
Reference: DM
Groups: Warrior, Futureshifted
 
Gets no stat bonuses from any ability score. This affects your entire character, even class abilities outside of Anti-Barbarian100. No effect will allow you to gain a stat bonus from any ability score (adding "Exc Str" doesn't work, the "Auto-Str" weapon flag doesn't work, etc.). This also affects stat bonuses to spell/psi progressions. Note you do not get stat penalties either, if your stat is low.
The "To Hit" of "Mon*10" means to read the Monster table at your level, and multiply the result by 10 (this is different from "10xMon", where you multiply your level by 10 before reading). Similarly Saves of "War*5" means to multiply the result of Warrior by 5 (not the level). The correct values are given in the TH/Saves table above.
Uses the "Barbarian" line for number of attacks.
Level 1 ¶: Rolls 1d100 to hit and for saves. Automatically hits (succeeds) on a natural 90-100. Automatically misses on a 01-09. Critical ranges for weapons are 4 times listed values (so 20+/x2 becomes 80+/x2, and 16+/x4 becomes 64+/x4). DM Note: When rolling to hit, I recommend you roll d10's (for the first digit) first, as most likely you either hit by a lot or missed by a lot.
Level 1 ¶: Rolls 1d100-40 for ability score, proficiency and skill checks.
Level 1 ¶: You may have up to LVL+2 instances of Weapon Specialization for each weapon, where each instance gives 3 half-plusses in the weapon. (e.g. at level 1 you can be Triple Specialized in Long Sword, giving +0/+9 TH/dmg).
Level 1 ¶: You are not limited to LVL when purchasing the Weapon Proficiency "Weapon Mastery"; you have no limit at all.
Level 3: You may cast Psi9 powers as if they were Warrior spells. Minor is SL=2, Major is SL=5, Grand is SL=8, and Super is SL=11. You do not have Psi9 "tracks"; the spell slot covers the cost.

[PC43] Collective 4.3 Classes


Arcane Priest

Level KXP Arcane Priest
123 456 789 A
1 0 1-- --- --- -
2 3 20- --- --- -
3 6 21- --- --- -
4 12 320 --- --- -
5 24 321 --- --- -
6 48 432 0-- --- -
7 72 432 1-- --- -
8 108 543 20- --- -
9 162 543 21- --- -
10 300 654 320 --- -
11 450 654 321 --- -
12 900 765 432 0-- -
13 1350 765 432 1-- -
14 1800 776 543 20- -
15 2250 776 543 21- -
16 2700 777 654 320 -
17 3150 777 654 321 -
18 3600 777 765 432 -
19 4050 777 776 543 -
20 4500 777 777 654 -
21 4950 777 777 765 -
22 5400 777 777 776 -
23 5850 777 777 777 -
24 6300 888 877 777 -
25 6750 888 888 877 -
26 7200 888 888 888 -
27 7650 888 888 888 b
28 8100 888 888 888 0
29 8550 888 888 888 1
30 9000 888 888 888 2
31 9450 888 888 888 3
32 9900 888 888 888 4
33 10350 888 888 888 5
34 10800 888 888 888 6
35 11250 888 888 888 7
36 11700 888 888 888 8
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  8  4  6  3  4  0  0  3
+1  9  5  6  3  4  0  1  3
+2  9  5  6  4  4  1  1  4
+3 10  6  7  4  5  1  1  4
+3 10  6  7  5  5  2  2  5
+4 11  7  8  5  6  2  2  5
+5 11  7  9  6  6  2  2  6
+5 12  7  9  6  7  3  3  6
+6 12  8  9  6  7  3  3  7
+7 13  8 10  7  8  4  3  7
+7 13  9 10  7  8  4  4  8
+8 13  9 10  7  8  4  4  8
+9 14  9 11  8  9  5  4  9
+9 14 10 11  8  9  5  5  9
+10 14 10 11  9  9  6  5 10
+11 15 11 12  9 10  6  5 10
+11 15 11 12 10 11  6  6 11
Requisites: Wis 18
Alignment: any
HD/level: d6
Weapon Prof.: 2+level/4
To Hit Table: Pri
Save Table: Pri
Reference: DM
Groups: Priest
 
Has access only to Priest spells that are from Minor Spheres, or have been written for special classes in the Collective. This class is 0.1 of a Collective edition "behind" in what spells it knows; for example in Collective 4.3 this class knows Collective 4.2 spells (and earlier). When Collective 4.4 comes out, this class will know Collective 4.3 spells.
This class cannot cast normal Priest spells at all. If you generate a "wishoid" effect that emulates a Priest (or Wizard) spell, you may pick only "common" spells (those with source RC0, PH1, UA1, PH2, or PH3). You may "wishoid" for other Arcane Priest spells, of course. Wishoids for psionic effects are limited to Psi1, Psi2, or Psi3; source PH1, PHBR5, or PsiHB3 only.
You can have grand/major/minor access in Spheres as normal, or you can ignore these rules and simply have major access in every Sphere.
Priest spells that are cross-listed with Concordant group (e.g. Proto-Lich, SemiDivine3) can be cast by this class, but at a +1 SL penalty. Spells of SL=10 and above do not suffer this penalty and are not adjusted.
 
Exceptions to spells given:
Fallen Angel5: These spells were sufficiently weak, so that I did not give them the +1 SL adjustment for Concordant group.
Pharmacist5: I assigned each of the 42 drugs an SL from 1 to 5, and listed each drug just once. If I didn't do that, the Drug Sphere would be 42*9=378 spells, which is simply too large (and it would flood the list with repeats of a lot of effects).
Warden: The "Alternate Sphere" spells are not included, because they are too similar to normal PH spells (defeats the purpose of this class). The "Warden Powers" were converted to spells, with the +1 SL adjustment.
Wizard of the Coast: Does not get MTG U (Blue) or MTG R (Red) spells, since they are noted to be Wizard Schools.
Worshiper of the UltraBlack/UltraWhite: These spells were modified by +2 SL instead of +1 SL, since these classes are DemiGod group.
 
As of Collective 4.2, this class gets spells from the following classes (number of spells in parentheses):
Eeler1 (26), Fallen Angel5 (75), Hell's Caretaker (9), Orzhov Euthanist/Necromancer (9), Pharmacist5 (42), ProtoLich (102), Quintessential Cleric6 (1), Selesnya Druid (2), SemiDivine3 (72), Sun Priest (9), Traveller Priest (8), War Priest (9), Warden (230), Wizard of the Coast (24), Worshiper of the UltraBlack/UltraWhite (9), Yuan-Ti / Snake Worshiper (24)
Total number of spells = 651, which (oddly enough) is very close to the Arcane Wizard total.

[PC43] Collective 4.3 Classes


Arcane Priest Spells

SL # Spell Sphere Effect
1 1 Alcohol (SL=1) Drugs -3 dmg/att; -1 Dex, Int, Wis
1 2 Angel's Grace MTG W 1bM: Damage that would put you below 1 hp this segment puts you at 1 hp
1 3 Berserk MTG G Attacking creature does x2 dmg and is slain this segment (not 1bM)
1 4 Black Lace (SL=1) Drugs Regen 1 hp/s
1 5 Cause Fear Death, Fear One creature of 5 HD or less flees for 1d4 rounds.
1 6 Darkness MTG B 1bM: Immune to a P attack from someone
1 7 Detect [C] Section Effect Divination Detects one [C] section effect (specify effect)
1 8 Devil Summoning 1 Summoning Summons an evil Outer DL I creature
1 9 Disguise Self Secrets, Thievery Changes your appearance.
1 10 Dorph (SL=1) Drugs Regen 2 hp/s; -1 Dex, AC
1 11 Drug of Delusion (SL=1) Drugs Identifies as different drug; 10 poison dmg instead
1 12 Dyne (SL=1) Drugs Regen 1 hp/s; -1 dmg/att; -1 Int
1 13 Ecstacy (SL=1) Drugs Regen 1 hp/s; -1 Dex, Int; Astral Perception
1 14 Find Animal Companion Animal, Charm Summons an Animal Companion with DL=CL/2 (round up).
1 15 Find Familiar Summoning, Charm Like the Wizard spell. Only certain Priest classes gain a Familiar slot.
1 16 Heroin (SL=1) Drugs Regen 1 hp/s; -1 Int; take 5 dmg at end
1 17 Inflict Light Wounds Destruction, Disease Touch deals 1d8 damage +1/level (max +5).
1 18 Leeches Eel This acts like goodberries, each casting gives 3 Leeches. Leeches can cure or cause 1 hp, and can move on their own.
1 19 Maggot Froth (SL=1) Drugs -3 dmg/att; -1 Con, Chr
1 20 Marijuana (SL=1) Drugs Regen 1 hp/s; -1 Dex; take 2 dmg at end
1 21 Mini Restoration Sun Removes 1 negative level or 1 stat damage, or causes 4+CL Positive Energy damage to one target (no save).
1 22 Obscuring Mist Darkness, Sea, Sky Fog surrounds you.
1 23 Poison Spittle 1 Snake Breathe poison: one group, dmg=(current hp)/8, no save
1 24 Protection from Good Evil +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
1 25 Reptile Summoning 1 Snake Summons a DL II Reptile.
1 26 Revive 1 Necromancy Revive a DL I monster.
1 27 Shield of Faith Revenge Aura grants +2 or higher deflection bonus.
1 28 Sticks to Snakes 1 Snake Reptile Swarm Summoning for CL*8/3 reptiles of DL=0.
1 29 Summon Eelemental 1 Eel Summon a DL I Eelemental (DM has table)
1 30 Summon Leech 1 Eel Summon a DL I Leech (DM has table)
1 31 Synthehol (SL=1) Drugs -1 dmg/att; -1 Wis; Can throw off effects anytime
1 32 Tactic Move Travellers Move 1 target from one group to another group, no parting shots, unwilling gets Reflex save (with Dex bonus).
1 33 War Charge War When charging with at least 100 Henchmen, all who see this are Feared (Will save).
2 1 Abeyance MTG W Target cannot use M actions this segment (Will save)
2 2 Animate Dead MTG B Animates a dead monster as your summon (1 DL lower)
2 3 Battle Shield War Damaging shield (50% back) of type Metal. You resist weapon special effects while running this.
2 4 Bear's Endurance Labour, Revenge, Stoicism Subject gains +4 to Con for 1 min./level.
2 5 Bind MTG G 1bM: Counter an item ability.
2 6 Blindness/Deafness Darkness Makes subject blinded or confused.
2 7 Boost (SL=2) Drugs +2 Int
2 8 Call Eelectricity Eel CLd6 Eelectricity dmg (no save; NR to resist) to one target
2 9 Death Knell Death Kill dying creature and gain 1d8 temporary hp, +2 to Str and +1 caster level..
2 10 Desecrate Evil Fills area with negative energy making undead stronger.
2 11 Devil Summoning 2 Summoning Summons an evil Outer DL II creature
2 12 Excelsior (SL=2) Drugs -4 dmg/att
2 13 Hydronalin (SL=2) Drugs Cure Radiation up to RS=4
2 14 Hyper (SL=2) Drugs Microscopic Tactile Touch
2 15 Inflict Moderate Wounds Disease Touch attack, 1d8 damage +1/level (max +10).
2 16 Invisibility Entropy, Thievery Subject invisible 1 min./level or until it attacks.
2 17 Mirror Image Secrets Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
2 18 Pan Galactic Gargle Blaster (SL=2) Drugs -12 dmg/att; -4 Int, Wis
2 19 Poison Spittle 2 Snake Breathe poison: one group, dmg=(current hp)/7, no save
2 20 Pylene 50 (SL=2) Drugs Charmed to person giving the drug (Will save -4)
2 21 Quasit Piss (SL=2) Drugs Gain a random Psi6E power
2 22 Reptile Summoning 2 Snake Summons a DL III Reptile.
2 23 Revive 2 Necromancy Revive a DL II monster.
2 24 Scare Fear Panics creatures of less than 6 HD.
2 25 Shatter Chaos, Destruction Sonic vibration damages objects or crystalline creatures.
2 26 Smash (SL=2) Drugs Regen 2 hp/s; +1 Dex; take 4 dmg at end
2 27 Speedheal (SL=2) Drugs Regen 6 hp/s; -2 Dex
2 28 Sticks to Snakes 2 Snake Reptile Swarm Summoning for CL*7/3 reptiles of DL=1.
2 29 Summon Eelemental 2 Eel Summon a DL II Eelemental (DM has table)
2 30 Summon Leech 2 Eel Summon a DL II Leech (DM has table)
2 31 Sun Shield Sun Damaging shield (50% back) of type Holy Plasma. You Resist Cold while running this.
2 32 TK Shield Travellers Damaging shield (50% back) of type Telekinesis. You Resist TK and Falling Damage while running this.
2 33 Triox Compound (SL=2) Drugs Need not breathe; Resist Vacuum
2 (1+1) 34 Combat Defense SemiDivine/Divine -2 TH; +CL AC
2 (1+1) 35 Finesse SemiDivine/Divine Use your dexterity bonus for damage instead of strength
2 (1+1) 36 Granted Powers (Chaos) Chaos You cast chaos spells at +1 caster level.
2 (1+1) 37 Granted Powers (Charity) Charity You cast magical boons upon others at +2 caster level.
2 (1+1) 38 Granted Powers (Community) Community Use calm emotions as a spell-like ability 1/day.
2 (1+1) 39 Granted Powers (Darkness) Darkness You gain blind-fight as a bonus feat.
2 (1+1) 40 Granted Powers (Death) Death You cast necromancy spells at +1 caster level.
2 (1+1) 41 Granted Powers (Destruction) Destruction You can make one smite attempt/day, gaining a +4 bonus on TH and a damage bonus equal to your level.
2 (1+1) 42 Granted Powers (Disease) Disease You cast necromancy spells at +1 caster level.
2 (1+1) 43 Granted Powers (Elf) Elf You gain point blank shot as a bonus feat.
2 (1+1) 44 Granted Powers (Entropy) Entropy You cast necromancy spells at +1 caster level.
2 (1+1) 45 Granted Powers (Evil) Evil You cast evil spells at +1 caster level.
2 (1+1) 46 Granted Powers (Fear) Fear You cast necromancy spells at +1 caster level.
2 (1+1) 47 Granted Powers (Good) Good You cast good spells at +1 caster level.
2 (1+1) 48 Granted Powers (Healing) Healing You cast healing spells at +1 caster level.
2 (1+1) 49 Granted Powers (Knowledge) Knowledge +LVL Knowledge proficiencies. You cast divination spells at +1 caster level.
2 (1+1) 50 Granted Powers (Labour) Labour You gain a +10 bonus to Endurance skill checks (+10 Con checks).
2 (1+1) 51 Granted Powers (Law) Law You cast law spells at +1 caster level.
2 (1+1) 52 Granted Powers (Love) Love You cast enchantment spells at +1 caster level.
2 (1+1) 53 Granted Powers (Luck) Luck You gain a +1 luck bonus on all saving throws.
2 (1+1) 54 Granted Powers (Madness) Madness You cast enchantment spells at +1 caster level.
2 (1+1) 55 Granted Powers (Magic) Magic Use scrolls as a wizard at one half your cleric level.
2 (1+1) 56 Granted Powers (Metalworking) Metalworking Divide the cost of unusual materials by CL.
2 (1+1) 57 Granted Powers (Moon) Moon You can turn or destroy lycanthropes.
2 (1+1) 58 Granted Powers (Mountain) Mountain You can turn or destroy air creatures. Rebuke, command or bolster earth creatures.
2 (1+1) 59 Granted Powers (Nature) Nature You can rebuke or command plant creatures as an evil cleric destroys undead.
2 (1+1) 60 Granted Powers (Peace) Peace You gain a +2 Charisma bonus.
2 (1+1) 61 Granted Powers (Revenge) Revenge 1D: Cast a priest spell against an enemy.
2 (1+1) 62 Granted Powers (Science) Science You gain a +2 bonus to Intelligence.
2 (1+1) 63 Granted Powers (Sea) Sea You can turn or destroy fire creatures. Rebuke, command or bolster sea creatures.
2 (1+1) 64 Granted Powers (Secrets) Secrets Add Bluff, Disguise and Hide to your list of cleric class skills.
2 (1+1) 65 Granted Powers (Skill) Skill You gain a +2 bonus to Dexterity.
2 (1+1) 66 Granted Powers (Sky) Sky Turn or destroy earth creatures as a good cleric turns undead. Rebuke, command or bolster air creatures.
2 (1+1) 67 Granted Powers (Stoicism) Stoicism You gain a +2 bonus to Constitution.
2 (1+1) 68 Granted Powers (Strength) Strength You gain a +2 bonus to Strength.
2 (1+1) 69 Granted Powers (Sun) Sun Once per day, you can perform a greater turning against undead. Undead creatures that would be turned are instead destroyed.
2 (1+1) 70 Granted Powers (Sword) Sword Free Martial Weapon Proficiency and Weapon Focus for any type of sword.
2 (1+1) 71 Granted Powers (Thievery) Thievery Add Bluff, Disguise and Hide to your list of cleric class skills.
2 (1+1) 72 Granted Powers (Thunder) Thunder Turn or destroy cold creatures as a good cleric turns undead. Rebuke, command or bolster air creatures.
2 (1+1) 73 Granted Powers (Time) Time You act as if hasted for a number of rounds per day equal to your cleric level.
2 (1+1) 74 Granted Powers (Travel) Travel Increase movement by 3". Add survival to your list of cleric class skills.
2 (1+1) 75 Granted Powers (War) War Free martial weapon proficiency and weapon focus with the deity's favored weapon.
2 (1+1) 76 Granted Powers (Wealth) Wealth You cast conjuration spells at +1 caster level.
2 (1+1) 77 Granted Powers (Winter) Winter You can turn or destroy fire creatures. Rebuke, command or bolster cold creatures.
2 (1+1) 78 Granted Powers (Wisdom) Wisdom You gain a +2 Wisdom bonus.
2 (1+1) 79 Improve Crit Multiplier SemiDivine/Divine +2 critical multiplier
2 (1+1) 80 Improve Crit Range SemiDivine/Divine +2 critical threat range
2 (1+1) 81 Metamagic Capacity SemiDivine/Divine Pick a spell you know. Get +1 SL effect or free material componenting this day.
2 (1+1) 82 Midwife Fertility You automatically know when a baby is due. You cast conjuration spells at +1 caster level.
2 (1+1) 83 Mysteries of Music Music Communicate with songbirds (or sonic based creatures) and learn what they know. You cast sound-based spells at +1 caster level.
2 (1+1) 84 ProtoLich 1-1 ProtoLich/Lich 1M, 1/r: Any 0th level Wizard spell
2 (1+1) 85 ProtoLich 1-2 ProtoLich/Lich 1M, 1/r: Any 0th level Priest spell
2 (1+1) 86 ProtoLich 1-3 ProtoLich/Lich 1M, 1/r: Any 0th level psionic effect
2 (1+1) 87 ProtoLich 1-4 ProtoLich/Lich 1M: Turn Undead at CL=LVL
2 (1+1) 88 ProtoLich 1-5 ProtoLich/Lich 1M: Speak with Dead or Undead; 1M: Capital E Explain to Dead or Undead
2 (1+1) 89 ProtoLich 1-6 ProtoLich/Lich +10*LVL% WR
2 (1+1) 90 ProtoLich 1-7 ProtoLich/Lich Mask Undead status; Turn as if double HD
2 (1+1) 91 ProtoLich 1-8 ProtoLich/Lich Detect Magic Items; 1M: Identify Magic Item
2 (1+1) 92 ProtoLich 1-9 ProtoLich/Lich 1M, 1/d: Gain +1 XP
2 (1+1) 93 ProtoLich 1-10 ProtoLich/Lich 1P: Create x1 Trap 15*LVL%
2 (1+1) 94 ProtoLich 1-11 ProtoLich/Lich Material componenting costs ½V action
2 (1+1) 95 ProtoLich 1-12 ProtoLich/Lich +LVL V actions, or +LVL M actions that can be used only for Proto-Lich spells
2 (1+1) 96 ProtoLich 1-13 ProtoLich/Lich Cold LVL dmg by touch
2 (1+1) 97 ProtoLich 1-14 ProtoLich/Lich +1 Research Point (or drawn sheet) per reset (see [P12])
2 (1+1) 98 ProtoLich 1-15 ProtoLich/Lich 1F or 1X, 1/d: Duplicate any level 1 Proto-Lich spell, it has (at most) duration LVL turns
2 (1+1) 99 Resist Fall SemiDivine/Divine Resist falling and TK damage
2 (1+1) 100 Speak with Fire Fire Similar to a stone tell spell except that it works with fire. Turn or destroy water creatures. Rebuke, command or bolster fire creatures.
2 (1+1) 101 Star Miracle SemiDivine/Divine 1M, 1/reset: Duplicate a SL 0-1 Priest or Wizard effect
2 (1+1) 102 Toughness SemiDivine/Divine +CL max hp
2 (1+1) 103 Weapon Resistance SemiDivine/Divine You resist the first successful blow dealt from a weapon
3 1 Ancestral Mask MTG G Target gets +LVL/+LVL TH/dmg for each other of same race in room
3 2 Animate Dead Death Creates undead skeletons and zombies.
3 3 Arenson's Aura MTG W 0, sacrifice a maintained effect: Dispel a maintained effect.
3 4 Athelas / Kingsfoil (SL=3) Drugs Cure 3d6 vile dmg
3 5 Attrition MTG B Sacrifice a summon: Target is slain (PPD save)
3 6 Blink Wounder Travellers (May cast as a 0 action): Blink. If you material component, you can blink twice this segment (you may act between the blinks)
3 7 Cocaine (SL=3) Drugs Regen 3 hp/s; +3 Dex, Int; -6 Chr
3 8 Contagion Destruction, Disease Affect subjects with chosen disease.
3 9 Crack Cocaine (SL=3) Drugs Regen 3 hp/s; +6 Dex; -6 Chr
3 10 Craze (SL=3) Drugs Roll a random drug on this table
3 11 Deeper Darkness Darkness Object sheds supernatural shadow in 60 ft. radius.
3 12 Devil Summoning 3 Summoning Summons an evil Outer DL III creature
3 13 Dispel Charm War Dispels Charm on a group, or on all of your Henchmen at once.
3 14 Fear Fear Subjects within cone flee for 1 round/level.
3 15 Magic Circle against Good Evil As protection spells, but 10 ft. radius and 10 min./level.
3 16 Methamphetamines (SL=3) Drugs Regen 3 hp/s; +3 Dex; take 30 dmg at end
3 17 Nondetection Secrets, Thievery Hides subject from divination, scrying.
3 18 Opium (SL=3) Drugs -3 dmg/att; Resist Time
3 19 Poison Spittle 3 Snake Breathe poison: one group, dmg=(current hp)/6, no save
3 20 Protection from Eelements Eel Resist all Eelements, or absorb 12*CL Eelemental dmg.
3 21 Reptile Summoning 3 Snake Summons a DL IV Reptile.
3 22 Revive 3 Necromancy Revive a DL III monster.
3 23 Searing Light Sun CLd8 Holy Light damage to one target (no save; x2 dmg vs. Undead)
3 24 Speak with Dead Revenge, Wisdom Corpse answers one question/two levels.
3 25 Sticks to Snakes 3 Snake Reptile Swarm Summoning for CL*6/3 reptiles of DL=2.
3 26 Stim (SL=3) Drugs Regen 3 hp/s; +3 Dex; -3 Will saves
3 27 Summon Eelemental 3 Eel Summon a DL III Eelemental (DM has table)
3 28 Summon Leech 3 Eel Summon a DL III Leech (DM has table)
3 29 Syncomp 15 (SL=3) Drugs Reverses a poison or a SL=3 Drug
3 (2+1) 30 Apport SemiDivine/Divine All of your weapons have End-of-Segment Returning
3 (2+1) 31 Aquatic Sea You gain the aquatic subtype, you also gain cold resistance equal to half your hit die.
3 (2+1) 32 Battle Ready War You can wear armor or carry a shield without penalty (as if you posessed the Heavy Armor Mastery and Shield Mastery feats).
3 (2+1) 33 Blessed Body Good You are immune to disease.
3 (2+1) 34 Blinded by Vengeance Revenge You are immune to any mind affecting effects.
3 (2+1) 35 Business Sense Wealth You are immune to acid based effects.
3 (2+1) 36 Chaos Ward Chaos You are immune to any transmutation based abilities (including chaos damage), spells or spell-like effects.
3 (2+1) 37 Charisma Shield Love You are immune to any type of charisma damage/draining.
3 (2+1) 38 Cheat Death Death You are immune to any death or negative energy-based effects.
3 (2+1) 39 Cloak of Mystery Secrets You are immune to divination.
3 (2+1) 40 Cold Immunity Winter You are immune to cold effects.
3 (2+1) 41 Cunning Saves SemiDivine/Divine +Int/3 saves
3 (2+1) 42 Darksight Darkness You can see in total darkness, even magical darkness, as if it were daylight.
3 (2+1) 43 Drake Companion SemiDivine/Divine Gain a drake companion (Animal Companion with 1/10 your XP)
3 (2+1) 44 Element Absorb SemiDivine/Divine Pick an element. You resist that element.
3 (2+1) 45 Faster Healing Healing You gain fast healing equal to 1/2 your hit die.
3 (2+1) 46 Fear Shield Fear You are immune to any type of strength damage/draining or fear-based attack.
3 (2+1) 47 Fertility Sheath Fertility You are immune to any type of constitution damage/draining or disease-based attack.
3 (2+1) 48 Fire Ward Fire You are immune to fire (or heat).
3 (2+1) 49 Footloose Travel You are immune to any effect that either impedes your movement and you can travel through any medium.
3 (2+1) 50 Force Field SemiDivine/Divine 1M: 25 hit point force field (lasts until destroyed or dropped)
3 (2+1) 51 Green-Skinned Nature You are immune to poison effects.
3 (2+1) 52 Guards & Wards Community You and any allies in your group are immune to any effect which would cause you to travel against your will.
3 (2+1) 53 Hard Boiled Stoicism You are immune to any type of Constitution damage/draining.
3 (2+1) 54 Immunised Disease You are immune to any type of constitution damage/draining or disease based attack.
3 (2+1) 55 Improved Charge SemiDivine/Divine Deal x3 damage on a charge, or x4 with a lance
3 (2+1) 56 Inexhaustible Labour You cannot fail endurance checks and are immune to fatigue and exhaustion.
3 (2+1) 57 Iron Guard Metalworking You cannot be harmed by metal magic weapons whose enhancement bonus is less than LVL.
3 (2+1) 58 Irrefragable Destruction You are immune to disintegration.
3 (2+1) 59 Lesser Abnormality SemiDivine/Divine +1 limb (it is not a new set of limbs)
3 (2+1) 60 Lesser Saviour SemiDivine/Divine 1bM: Interpose self in front of a spell effect (someone in same group only)
3 (2+1) 61 Light Shield Sun You are immune to any light (including prismatic effects) or positive energy based effects.
3 (2+1) 62 Lord of Undead SemiDivine/Divine You gain an Undead racial adjective of ÷(CL/10) or less
3 (2+1) 63 Luck Shield Luck You are immune to any type of dexterity damage/draining.
3 (2+1) 64 Lunar Shield Moon You are immune to any transmutation effects.
3 (2+1) 65 Mercurial Haste SemiDivine/Divine +1 attack per weapon (counts as your haste)
3 (2+1) 66 Mind Blank Madness You are immune to any mind affecting effects.
3 (2+1) 67 Mithral Body SemiDivine/Divine Your body turns to living adamantine; +4 Str; DR 10/-; +10 AC; -4 Dex
3 (2+1) 68 Poison Ward Evil You are immune to poison.
3 (2+1) 69 ProtoLich 2-1 ProtoLich/Lich 1M, 1/r: Any 0th-1st level Wizard spell
3 (2+1) 70 ProtoLich 2-2 ProtoLich/Lich 1M, 1/r: Any 0th-1st level Priest spell
3 (2+1) 71 ProtoLich 2-3 ProtoLich/Lich 1M, 1/r: Any 0th-1st level psionic effect
3 (2+1) 72 ProtoLich 2-4 ProtoLich/Lich Immune Turning
3 (2+1) 73 ProtoLich 2-5 ProtoLich/Lich 1M: Control Undead (as per Turn Undead)
3 (2+1) 74 ProtoLich 2-6 ProtoLich/Lich +10*LVL% RaRR
3 (2+1) 75 ProtoLich 2-7 ProtoLich/Lich Detect Concordant Beings; 1M: Legend Lore Concordant Being
3 (2+1) 76 ProtoLich 2-8 ProtoLich/Lich 1M: Create x1 Trick 15*LVL%
3 (2+1) 77 ProtoLich 2-9 ProtoLich/Lich Can convert Wiz <-> Pri spells (2 SL shift: Wiz5=Pri3)
3 (2+1) 78 ProtoLich 2-10 ProtoLich/Lich +LVL/3 M actions
3 (2+1) 79 ProtoLich 2-11 ProtoLich/Lich 1M, Touch: Energy Drain 2 levels
3 (2+1) 80 ProtoLich 2-12 ProtoLich/Lich Duplicate any SL 1 Concordant group spell (i.e. non-Concordant SL 1)
3 (2+1) 81 Shield of Intellect Knowledge You are immune to any type of intelligence damage/draining.
3 (2+1) 82 Shield of Kindness Charity You are immune to other's boons on themselves (e.g. you don't take extra damage from a Striking spell).
3 (2+1) 83 Shield of Law Law You are immune to any transmutationbased abilities, spells or effects.
3 (2+1) 84 Shield of Silence Music You are immune to any sonic-based abilities, spells or effects (including the effects of bardic music).
3 (2+1) 85 Sixth Sense Thievery You cannot be surprised or caught flatfooted by anyone of an equal or lower LVL.
3 (2+1) 86 Skill Shield Skill You are immune to any type of dexterity damage/draining.
3 (2+1) 87 Spell Immunity Science You are immune to spells of half LVL or less.
3 (2+1) 88 Spell Shield Magic You automatically block the first spell used against you each round.
3 (2+1) 89 Stay Thy Hand Peace You gain an AC bonus equal to its LVL for as long as you refrain from committing an aggressive act.
3 (2+1) 90 Stonelike Mountain You become immune to critical hits.
3 (2+1) 91 Storm Shield Thunder You are immune to electricity based effects.
3 (2+1) 92 Strength Shield Strength You are immune to any type of strength damage/draining.
3 (2+1) 93 Strong Minded Elf You are immune to any mind affecting effects.
3 (2+1) 94 Sword Shield Sword You are immune to the effects of any sword whose enchantment bonus is less than LVL.
3 (2+1) 95 Time Shield Time You are immune to any temporal effects.
3 (2+1) 96 Void Shield Entropy You are immune to nullification and gain cold resistance equal to half your hit die.
3 (2+1) 97 Windy Sky You are immune to wind based effects and have electricity resistance equal to half your hit die.
3 (2+1) 98 Words of Wisdom Wisdom You can automatically tell how wise your opponent is.
3 (2+1) 99 X-Ray Vision SemiDivine/Divine See through solid objects
3 (1+2) 100 Summon UltraBlack/White 1 UltraBlack/White Summons a DL II UltraBlack/White creature, AC = (1d20)*(1d4), HD = 3m2, hp = HD*(1d4). It will do a spell level = 2d2 effect when it acts, most likely of a random psionic frequency (DM rolls 1d100-45)
4 1 Aluren MTG G You may cast SL 0-3 Conjuration/Summoning spells as a 0 action.
4 2 Black Tentacles Darkness Tentacles grapple all within 15 ft. spread.
4 3 Blinkmoth Serum (SL=4) Drugs +4 Int, Wis
4 4 Breeding Pit MTG B Once per round, get a DL I Thrull as a summon (limit=LVL)
4 5 Confusion Madness, Thievery Subjects behave oddly for 1 round/level.
4 6 Congregate MTG W Target gains 10*N hp, where N is the number of people in the party+summons
4 7 Cordrazine (SL=4) Drugs Remove 4 instances of stun, hold, para., sleep, etc.
4 8 Crushing Despair Fear Subjects take -2 on attack rolls, damage rolls and save checks.
4 9 Death Ward Death, Fertility Grants immunity to death spells and negative energy effects.
4 10 Deathsticks (SL=4) Drugs Double Resist slay effects; -4 Wis
4 11 Devil Summoning 4 Summoning Summons an evil Outer DL IV creature
4 12 Dust (SL=4) Drugs Telepathy 480'
4 13 Eels Eel This acts like goodberries, each casting gives 1 Eel. Eels can remove or cause 1 [C] section effect (PPD save, effect is random).
4 14 Fire Shield Revenge, Sun Creatures attacking you take fire damage while you are protected against cold.
4 15 Henchman Recruit War Teleports in one Henchman of the same type as one you have. You must pay the gp cost of the Henchman immediately.
4 16 Inflict Critical Wonds Destruction Touch attack, 4d8 damage +1/level (max 20).
4 17 Invisibility, Greater Secrets As invisibility, but subject can attack and stay invisible.
4 18 Kamikaze (SL=4) Drugs +4 Str, Dex
4 19 Mutant Growth Hormone (SL=4) Drugs Get 4 random minors in Psi (1d8-2)*9
4 20 Phoenix Down (SL=4) Drugs Resurrect someone who's been dead < 1r
4 21 Poison Spittle 4 Snake Breathe poison: one group, dmg=(current hp)/5, no save
4 22 Reptile Summoning 4 Snake Summons a DL V Reptile.
4 23 Retinax (SL=4) Drugs Cure Blindess, Far Sight
4 24 Revive 4 Necromancy Revive a DL IV monster.
4 25 Space Dragon Travellers 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).
4 26 Sticks to Snakes 4 Snake Reptile Swarm Summoning for CL*5/3 reptiles of DL=3.
4 27 Summon Eelemental 4 Eel Summon a DL IV Eelemental (DM has table)
4 28 Summon Leech 4 Eel Summon a DL IV Leech (DM has table)
4 29 Sun Snake Sun 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).
4 30 Unholy Blight Evil Damages and sickens good creatures.
4 31 Waves of Fatigue Disease Several targets become fatigued.
4 (3+1) 32 Animal Instincts Moon +LVL on TH, dmg and AC while bathed in moonlight (or on the moon).
4 (3+1) 33 Appetite for Destruction Destruction You gain a bonus to damage equal to LVL.
4 (3+1) 34 Appliance of Science Science +LVL on attack roll, dmg and AC when attacking spellcasters.
4 (3+1) 35 Blessed At Birth Good +LVL on TH, dmg and AC whenerver you are within a consecrated area or good aligned plane.
4 (3+1) 36 Born Evil Evil +LVL on TH, dmg and AC within a desecrated area (or evil aligned plane).
4 (3+1) 37 Born Lucky Luck You have a 50% chance each day of gaining a bonus equal to LVL on TH, dmg and AC.
4 (3+1) 38 Born of Love Love +LVL on TH, dmg and AC provided you have made love within the past day.
4 (3+1) 39 Born to Vengeance Revenge +LVL on TH, dmg and AC against any favored enemies, or individuals who have attacked you within the past 24 hours.
4 (3+1) 40 Calm Under Crisis Peace +LVL on spell focus, spell penetration and SR for as long as you refrain from committing an aggressive act.
4 (3+1) 41 Chaos Born Chaos Once per round you can +LVL to any dice roll.
4 (3+1) 42 Dirty Tricks Thievery +LVL on sneak TH and add one extra die of damage to their sneak attack per LVL.
4 (3+1) 43 Disease Carrier Disease +LVL on TH, damge rolls and AC against disease ridden opponents.
4 (3+1) 44 Divination Death +LVL on TH, dmg and AC while facing living opponents.
4 (3+1) 45 Doctor Healing +LVL on TH, dmg and AC against opponents with either fast healing or regeneration.
4 (3+1) 46 Earthborn Mountain +LVL on TH, dmg, and AC when you are standing on the earth.
4 (3+1) 47 Egg Born Fertility You can give birth within seconds to an egg or cause any female you impregnate to give birth within seconds again to an egg.
4 (3+1) 48 Fervor of Greed Wealth +LVL on TH, dmg and AC against opponents carrying carrying objects of value (including equipment).
4 (3+1) 49 Fire Born Fire +LVL on all TH, damage and AC
4 (3+1) 50 Forge Born Metalworking You gain Construct traits.
4 (3+1) 51 Heroic Strength You gain a bonus to strength equal to LVL.
4 (3+1) 52 Higher Learning Knowledge You gain a bonus to Intelligence equal to LVL.
4 (3+1) 53 Ice Born Winter +LVL on TH, dmg and AC provided you are within an area where the temperature is sub-zero.
4 (3+1) 54 Job Satisfaction Labour +LVL on TH, dmg and AC provided you have done a good days work the previous day.
4 (3+1) 55 Justice Bringer Law +LVL to TH, dmg and AC while
4 (3+1) 56 Method behind the Madness Madness +LVL on TH, dmg and AC when facing intelligent opponents.
4 (3+1) 57 Music Born Music +LVL caster level and any saving throw DC's when using any sonic based ability (including bardic music) or spell.
4 (3+1) 58 Night Born Darkness +LVL to TH, damage and AC while fighting from within total darkness.
4 (3+1) 59 Ocean Born Sea +LVL on TH, dmg and AC if both you and your opponent are underwater.
4 (3+1) 60 Orc Slayer Elf +LVL on TH, dmg and AC against orcs or half orcs (or any other orc sub-species).
4 (3+1) 61 Philanthropist Charity +2 to each ability score, but you get only half money from now on.
4 (3+1) 62 Prince of Swords Sword +LVL on TH, dmg and AC when you wield a sword.
4 (3+1) 63 ProtoLich 3-1 ProtoLich/Lich 1M, 1/r: Any 0th-2nd level Wizard spell
4 (3+1) 64 ProtoLich 3-2 ProtoLich/Lich 1M, 1/r: Any 0th-2nd level Priest spell
4 (3+1) 65 ProtoLich 3-3 ProtoLich/Lich 1M, LVL/d: Grant Undead Status
4 (3+1) 66 ProtoLich 3-4 ProtoLich/Lich +10*LVL MR
4 (3+1) 67 ProtoLich 3-5 ProtoLich/Lich 1F: Create x1 Special 5*LVL%
4 (3+1) 68 ProtoLich 3-6 ProtoLich/Lich 0, Gaze: Life Trapping (as per Mirror) (save)
4 (3+1) 69 ProtoLich 3-7 ProtoLich/Lich Immune to Twilight
4 (3+1) 70 ProtoLich 3-8 ProtoLich/Lich 1M, touch: Imprisonment (save)
4 (3+1) 71 ProtoLich 3-9 ProtoLich/Lich 1M: LVLd10 Colorless Fire dmg to one target (no save)
4 (3+1) 72 ProtoLich 3-10 ProtoLich/Lich Troll-like Regen LVL hp /s
4 (3+1) 73 ProtoLich 3-11 ProtoLich/Lich Double the memorization of 1 SL (Wizard or Priest)
4 (3+1) 74 ProtoLich 3-12 ProtoLich/Lich Duplicate any SL 2 Concordant group spell (i.e. non-Concordant SL 2)
4 (3+1) 75 Rune Touched Magic +LVL on spell focus, spell penetration and SR.
4 (3+1) 76 Skill Born Skill +LVL on TH, dmg and AC against opponents more powerful than yourself.
4 (3+1) 77 Sky Born Sky +LVL on TH, dmg and AC when both you and your opponent are flying.
4 (3+1) 78 Son of the Forest Nature +LVL on TH, dmg and AC when within an area of dense vegetation (forest, jungle etc.)
4 (3+1) 79 Storm Born Thunder +LVL on TH, dmg and AC as long as there is no roof over your head.
4 (3+1) 80 Strength in Numbers Community + to saving throws equal to the number of allies in your group. (max=LVL)
4 (3+1) 81 Stygian Secrets +LVL on TH, dmg and ACduring any round in which you surprise an opponent.
4 (3+1) 82 Sun Blessed Sun +LVL on TH, dmg and AC providing the sun is shining on you.
4 (3+1) 83 Terrifying Opponent Fear +LVL on TH, damage and AC against all opponents you frighten.
4 (3+1) 84 Time Phase Time +LVL on TH, dmg and AC provided you win initiative against your opponents.
4 (3+1) 85 Travel Born Travel +LVL on TH, dmg and AC provided you move up to your full movement rate each round.
4 (3+1) 86 True Grit Stoicism +LVL on attack and dmg provided you are at half hit points or less.
4 (3+1) 87 Void Born Entropy +LVL on TH, damage and AC against immobile opponents or while both you and your opponent are within a vacuum.
4 (3+1) 88 Warrior Born War +LVL on TH, dmg and AC while engaged in combat.
4 (3+1) 89 Wisdom Block Wisdom You are immune to any type of wisdom damage/draining.
4 (2+2) 90 Summon UltraBlack/White 2 UltraBlack/White Summons a DL III UltraBlack/White creature, AC = (1d20)*(1d4+1), HD = 3m4, hp = HD*(1d8). It will do a spell level = 2d3 effect when it acts, most likely of a random psionic frequency (DM rolls 1d100-45)
5 1 Angelic Chorus MTG W Whenever you summon a creature, cure it's hp on yourself
5 2 Blue Grass (SL=5) Drugs Ethereal Projection
5 3 Devil Summoning 5 Summoning Summons an evil Outer DL V creature
5 4 Dispel Good Evil +4 bonus against attacks by good creatures.
5 5 Doubling Season MTG G Whenever you summon a creature, you get 2 instead (+1 slot too)
5 6 Extinction MTG B Slay all creatures of one race in a group (PPD save)
5 7 False Vision Secrets, Thievery Fools scrying with an illusion.
5 8 Folding Dimensional Doom Travellers Creates a rift of random Dim Doors and Dim Folds; All in group are slain (PPD save) or randomly teleported away (RSW save).
5 9 Inflict Light Wounds, Mass Destruction Deals 1d8 damage +1/level to many creatures.
5 10 Insect Plague Disease Locust swarms attack creatures
5 11 Kick (SL=5) Drugs +5 CL with Radiation powers (e.g. Psi9)
5 12 LSD (SL=5) Drugs 75% chance of Astral Projection; 15% Fear
5 13 Mark of Justice Revenge Designates action that will trigger curse on subject.
5 14 Nightmare Darkness, Fear Sends vision dealing 1d10 damage, fatigue.
5 15 Panacea (SL=5) Drugs Miracle for spell level 0-5 Healing spell
5 16 Poison Spittle 5 Snake Breathe poison: one group, dmg=(current hp)/4, no save
5 17 Prismatic Strike Sun 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.)
5 18 Reelly Put Out of Misery Eel Ignore regen buffer then Put out of Misery (lower s slay). Doesn't trigger contingencies.
5 19 Reptile Summoning 5 Snake Summons a DL VI Reptile.
5 20 Revive 5 Necromancy Revive a DL V monster.
5 21 Slay Living Death Touch attack kills subject.
5 22 Space Mead (SL=5) Drugs Suspend Animation; Astral Projection; High Freq. Sample
5 23 Sticks to Snakes 5 Snake Reptile Swarm Summoning for CL*4/3 reptiles of DL=4.
5 24 Summon Eelemental 5 Eel Summon a DL V Eelemental (DM has table)
5 25 Summon Leech 5 Eel Summon a DL V Leech (DM has table)
5 26 Synthcoke (SL=5) Drugs Regen 10 hp/s; +10 Dex; -15 Will saves
5 27 True Storm War Entire party (incl. summons and henchmen) get +20 TH on one attack this segment.
5 (4+1) 28 Aligned Friend SemiDivine/Divine Same aligned beings must save (vs. Will) to attack you
5 (4+1) 29 Anaretic SemiDivine/Divine 1 attack: Dispel Magic, Radiation, or Innate
5 (4+1) 30 Band of Brothers Community You can summon twice as many summoned creatures than the spell typically permits.
5 (4+1) 31 Best Money Can Buy Wealth Any constructs you summon have 50% more hit dice than normal.
5 (4+1) 32 Brethren of Love Love Any creatures you summon gain an charisma bonus equal to LVL.
5 (4+1) 33 Brothers of Vengeance Revenge Any creatures you summon gain a favoured enemy bonus equal to double LVL.
5 (4+1) 34 Brothers-at-Arms War Any creatures you summon gain a bonus to their TH equal to double LVL.
5 (4+1) 35 Call of the Wild Moon Any animals or lycanthropes you summon have 50% more hit die than usual.
5 (4+1) 36 Chaos Brethren Chaos Chaos-aligned creatures you summon always have 50% more hit dice than usual.
5 (4+1) 37 Chrono Time Any creatures you summon gain an initiative bonus equal to double LVL.
5 (4+1) 38 Cosmic Insight SemiDivine/Divine 0, 1/r: Dispel Invisibility or Illusion
5 (4+1) 39 Counter-attack SemiDivine/Divine +1 to number of parting shots you are allowed
5 (4+1) 40 Diseased Brethren Disease Any creatures you summon are always disease carriers (1 point of constitution damage for every LVL you have)
5 (4+1) 41 Earthen Brethren Mountain Any earth-based creatures you summon possess 50% more hit dice than normal.
5 (4+1) 42 Evil Brethren Evil Evil-aligned creatures summoned by you always have 50% more hit dice than usual.
5 (4+1) 43 Fey Brethren Elf Fey summoned by you always have 50% more hit dice than usual.
5 (4+1) 44 Fire Brethren Fire Creatures with the fire subtype summoned by you always have 50% more hit dice than usual.
5 (4+1) 45 Forge Brethren Metalworking Any creatures you summon always gain a bonus to their manufactured weapons, armor and shields equal to LVL.
5 (4+1) 46 Guardians of Magic Magic Any constructs you summon have 50% more hit dice than normal.
5 (4+1) 47 Hard Working Brethren Labour Any creatures you summon cannot be banished until the task is done.
5 (4+1) 48 Healthy Brethren Healing Any creatures you summon possess fast healing equal to LVL.
5 (4+1) 49 Holy Brethren Good Good-aligned creatures summoned by you always have 50% more hit dice than usual.
5 (4+1) 50 Horrific Breathren Fear Any creatures you summon radiate fear. Treat these creatures as if bearing a symbol of fear.
5 (4+1) 51 Horticulturist Nature Any plants summoned by you always have 50% more hit dice than usual.
5 (4+1) 52 Icy Brethren Winter Creatures with the cold sub-type summoned by you always have 50% more hit dice than usual.
5 (4+1) 53 Improve Ability Score SemiDivine/Divine +CL to one ability score
5 (4+1) 54 Improve Summoning SemiDivine/Divine Your summons get twice as many hit points (DM will write "20/10" instead of "10/10")
5 (4+1) 55 Intelligent Brethren Knowledge Any creatures you summon gain an intelligence bonus equal to LVL.
5 (4+1) 56 Lawful Brethren Law Lawful-aligned creatures summoned by you always have 50% more hit dice than usual.
5 (4+1) 57 Lithe Brethren Skill Any creatures you summon gain an Dexterity bonus equal to LVL.
5 (4+1) 58 Logic Born Wisdom You gain an insight bonus equal to LVL on any one type of die roll each round provided you act last in the round.
5 (4+1) 59 Lucky Brethren Luck You always summon the maximum number of creatures.
5 (4+1) 60 Mad Brethren Madness Any aberrations you summon have 50% more hit dice than normal.
5 (4+1) 61 Musical Brethren Music Sonic-based creatures you summon always have 50% more hit dice than usual.
5 (4+1) 62 Natural Selection Science Any animals summoned by you always have 50% more hit dice than usual.
5 (4+1) 63 Numerous Brethren Fertility You summon double the number of creatures.
5 (4+1) 64 Oblation Charity Any creatures you summon always remain twice as long.
5 (4+1) 65 Occult Brethren Secrets Any creatures you summon benefit from having greater invisibility cast upon them.
5 (4+1) 66 Peaceful Brethren Peace Any creatures you summon gain an AC bonus equal to LVL as long as they refrain from committing an aggressive act.
5 (4+1) 67 ProtoLich 4-1 ProtoLich/Lich 1M, 1/r: Any 0th-3rd level Wizard spell
5 (4+1) 68 ProtoLich 4-2 ProtoLich/Lich 1M, 1/r: Any 0th-3rd level Priest spell
5 (4+1) 69 ProtoLich 4-3 ProtoLich/Lich 1M, 1/r: Any psionic minor
5 (4+1) 70 ProtoLich 4-4 ProtoLich/Lich +10*LVL PaPR
5 (4+1) 71 ProtoLich 4-5 ProtoLich/Lich 1M: Dispel Innate or Racial ability effect
5 (4+1) 72 ProtoLich 4-6 ProtoLich/Lich 1M, 1/d: Reset
5 (4+1) 73 ProtoLich 4-7 ProtoLich/Lich 1M, 1/d: Contact Alternate Reality
5 (4+1) 74 ProtoLich 4-8 ProtoLich/Lich 1M, 1/d: Create Any DL 4 Monster
5 (4+1) 75 ProtoLich 4-9 ProtoLich/Lich 1M, touch: Steal all spells (save)
5 (4+1) 76 ProtoLich 4-10 ProtoLich/Lich 1M, touch: Lose LVLd4 stat pts
5 (4+1) 77 ProtoLich 4-11 ProtoLich/Lich 1bF: Fork
5 (4+1) 78 ProtoLich 4-12 ProtoLich/Lich Duplicate any SL 3 Concordant group spell (i.e. non-Concordant SL 3)
5 (4+1) 79 Radiant Brethren Sun Any light or positive energybased creatures you summon have 50% more hit dice than usual.
5 (4+1) 80 Semi-Quixotic SemiDivine/Divine 0,1/r: You can re-roll any dice roll (yours or friend's)
5 (4+1) 81 Semi-Slipstream SemiDivine/Divine Resist time
5 (4+1) 82 Semi-Soniferous SemiDivine/Divine 0, when using a magic item spend 4 times the charges: double the effect
5 (4+1) 83 Shadow Brethren Darkness Shadow-based creatures you summon always have 50% more hit dice than usual.
5 (4+1) 84 Shroud of Harm SemiDivine/Divine Anyone attacking you loses 50% of their current hp (for each attack)
5 (4+1) 85 Sky Brethren Sky Any creatures with the innate power of flight summoned by you always have 50% more hit dice than usual.
5 (4+1) 86 Sneaky Brethren Thievery Any creatures you summon can sneak attack dealing 1d6 damage/LVL.
5 (4+1) 87 Spawn of the Deep Sea Creatures with the aquatic subtype summoned by you always have 50% more hit dice than usual.
5 (4+1) 88 Stoic Brethren Stoicism Any creatures you summon gain an Constitution bonus equal to LVL.
5 (4+1) 89 Stormtroopers Thunder Creatures with an electricity based ability summoned by you always have 50% more hit dice than usual.
5 (4+1) 90 Strong Brethren Strength Any creatures you summon gain an strength bonus equal to LVL.
5 (4+1) 91 Sword Brethren Sword You can summon the sword of any opponent in your group to fight for you as would a dancing weapon. (Str check to avoid).
5 (4+1) 92 Time Dilate SemiDivine/Divine Can use 2M (no P's or V's) instead of 1S+1V actions per segment
5 (4+1) 93 Travel Companions Travel Any creatures you summon have their movement rate doubled.
5 (4+1) 94 Undead Brethren Death All undead created within the radius of your divine aura have 50% more hit dice than usual.
5 (4+1) 95 Underhand SemiDivine/Divine Backstab x(CL/3), round up
5 (4+1) 96 Violent Offenders Destruction Any creatures you summon are automatically enraged, gaining a damage bonus equal to LVL.
5 (4+1) 97 Void Brethren Entropy Summoned creatures within the radius of your divine aura are automatically banished.
5 (3+2) 98 Summon UltraBlack/White 3 UltraBlack/White Summons a DL IV UltraBlack/White creature, AC = (1d20)*(1d4+2), HD = 3m6, hp = HD*(1d12). It will do a spell level = 2d4 effect when it acts, most likely of a random psionic frequency (DM rolls 1d100-45)
6 1 Army Teleport War Teleports any number of (willing) beings within sight.
6 2 Banishment Revenge Banishes 2 HD/level of extraplanar creatures.
6 3 Beacon of Immortality MTG W Double current hp (like a Tenser's, but a different source)
6 4 Create Undead Death, Evil Create ghouls, ghasts, mummies or mohrgs.
6 5 Dark Offering MTG B Slay a creature (PPD save), you gain it's hp to current hp
6 6 Desert Twister MTG G Destroy something (PP save, like a Disintegrate spell)
6 7 Devil Summoning 6 Summoning Summons an evil Outer DL VI creature
6 8 Dust Sun Dusts (D) an Undead or Negative Energy creature (no save, no limit on HD or type of undead).
6 9 Harm Destruction, Disease Deals 10 points/level damage to target.
6 10 Heel Eel Remove all hp of dmg and remove 1 [C] section effect
6 11 Mislead Luck, Secrets, Thievery Turns you invisible and creates illusory double.
6 12 Poison Spittle 6 Snake Breathe poison: one group, dmg=(current hp)/3, no save
6 13 Reptile Summoning 6 Snake Summons a DL VII Reptile.
6 14 Revive 6 Necromancy Revive a DL VI monster.
6 15 Shadow Walk Darkness, Travel Step into shadows to travel rapidly.
6 16 Sticks to Snakes 6 Snake Reptile Swarm Summoning for CL reptiles of DL=5.
6 17 Summon Eelemental 6 Eel Summon a DL VI Eelemental (DM has table)
6 18 Summon Leech 6 Eel Summon a DL VI Leech (DM has table)
6 19 Symbol of Fear Fear Triggered rune panics nearby creatures.
6 20 True Teleport Travellers Your party teleports on your side of the segment (no delay).
6 (5+1) 21 Bribery Wealth Immunities and resistances are only 50% effective against your enchantment effects.
6 (5+1) 22 Chink In The Armor Metalworking You ignore magic armor or shields whose enhancement bonus is less than LVL.
6 (5+1) 23 Drowning Sea You can automatically revoke any water breathing in your group, even with creatures who are naturally aquatic like fish.
6 (5+1) 24 Escamotage Thievery Opponents immune to critical hits still suffer half your sneak attack bonus damage.
6 (5+1) 25 Extension of Elvenkind Elf Your enchantment based abilities and spells can work upon those typically immune to such effects, at half effect.
6 (5+1) 26 Green-Blooded Nature You can poison even those magically immune to poison.
6 (5+1) 27 Instrument of Change Moon Your transmutation effects can affect those otherwise immune, at half effect.
6 (5+1) 28 Instrument of Chaos Chaos Immunities and resistances are only 50% effective against your transmutation-based attacks (and chaos damage).
6 (5+1) 29 Instrument of Charity Charity Magical boons (such as healing spells) are twice as effective when you cast them on an ally.
6 (5+1) 30 Instrument of Cold Winter Immunities and resistances are only 50% effective against your cold-based attacks.
6 (5+1) 31 Instrument of Darkness Darkness Immunities and resistances are only 50% effective against your negative energy-based attacks.
6 (5+1) 32 Instrument of Death Death Immunities are only 50% effective against your death-based attacks. Those immune get a save at +10.
6 (5+1) 33 Instrument of Destruction Destruction Damage reduction is only 50% effective against your attacks.
6 (5+1) 34 Instrument of Disease Disease Immunities and resistances are only 50% effective against your disease-based attacks.
6 (5+1) 35 Instrument of Education Knowledge You know all skills.
6 (5+1) 36 Instrument of Enchantment Love Your enchantment based abilities and spells can work upon those typically immune to such effects, at half effect.
6 (5+1) 37 Instrument of Fate Luck Opponents in your group have any luck bonuses reduced by 50%.
6 (5+1) 38 Instrument of Fire Fire Immunities and resistances are only 50% effective against your fire-based attacks.
6 (5+1) 39 Instrument of Labour Labour You can cause fatigue an exhaustion even in creatures that have no constitution score, at half effect.
6 (5+1) 40 Instrument of Madness Madness Immunities are only 50% effective against your mind affecting effects and spells.
6 (5+1) 41 Instrument of Magic Magic Your magic works on those supposedly immune to magic, at half effect.
6 (5+1) 42 Instrument of Music Music Immunities and resistances are only 50% effective against your sonic based attacks.
6 (5+1) 43 Instrument of Peace Peace Your enchantment based abilities and spells can work upon those typically immune to such effects, at half effect.
6 (5+1) 44 Instrument of Revenge Revenge You can expend your own hit points to deal extra damage with each attack (max CL damage per attack).
6 (5+1) 45 Instrument of Science Science Evocation based attacks you do are 50% natural and will partially function even through anti-magic.
6 (5+1) 46 Instrument of Secrecy Secrets Your illusions have a 50% chance of fooling even true seeing or similar magic.
6 (5+1) 47 Instrument of Skill Skill You gain a Dexterity bonus equal to LVL.
6 (5+1) 48 Instrument of Stoicism Stoicism You gain a Constitution bonus equal to LVL.
6 (5+1) 49 Instrument of Strength Strength You gain a Strength bonus equal to LVL.
6 (5+1) 50 Instrument of Terror Fear Immunities and resistances are only 50% effective against your fear-based attacks.
6 (5+1) 51 Instrument of the Air Sky You can automatically revoke the ability of flight in your group.
6 (5+1) 52 Instrument of the Law Law Immunities and resistances are only 50% effective against your law-based attacks.
6 (5+1) 53 Instrument of the Void Entropy You do not suffer any miss chance against incorporeal targets.
6 (5+1) 54 Instrument of Thunder Thunder Immunities and resistances are only 50% effective against your electricity-based attacks.
6 (5+1) 55 Instrument of Travel Travel You can make a touch attack against an opponent and send them into another plane of your choice. (Reflex save)
6 (5+1) 56 Instrument of War War Damage Reduction is only 50% effective against your attacks.
6 (5+1) 57 Lightbearer Sun Immunities and resistances are only 50% effective against your light or positive energy-based attacks.
6 (5+1) 58 Meeting of Minds Community Any allies you summon gain a divine bonus to their saving throws against banishment (and similar effects) equal to LVL.
6 (5+1) 59 Monumental Mountain Your damage reduction has no negating factors.
6 (5+1) 60 ProtoLich 5-1 ProtoLich/Lich 1M, 1/r: Any 0th-4th level Wizard spell
6 (5+1) 61 ProtoLich 5-2 ProtoLich/Lich 1M, 1/r: Any 0th-4th level Priest spell
6 (5+1) 62 ProtoLich 5-3 ProtoLich/Lich +10*LVL aMR
6 (5+1) 63 ProtoLich 5-4 ProtoLich/Lich 1M: Project Image
6 (5+1) 64 ProtoLich 5-5 ProtoLich/Lich 1M: Teleport
6 (5+1) 65 ProtoLich 5-6 ProtoLich/Lich 1M: Contact Other Plane
6 (5+1) 66 ProtoLich 5-7 ProtoLich/Lich Conduct M actions through psi link (range sight)
6 (5+1) 67 ProtoLich 5-8 ProtoLich/Lich 1M, touch: Drain all psionic pools (save)
6 (5+1) 68 ProtoLich 5-9 ProtoLich/Lich 1M, touch: Slay Living (save)
6 (5+1) 69 ProtoLich 5-10 ProtoLich/Lich 1F: Get 2M you can use this segment
6 (5+1) 70 ProtoLich 5-11 ProtoLich/Lich +LVL/5 QM actions
6 (5+1) 71 ProtoLich 5-12 ProtoLich/Lich Duplicate any SL 4 Concordant group spell (i.e. non-Concordant SL 3)
6 (5+1) 72 Rapid Rejuvenation Fertility You rejuvenates as if of the next highest divine status.
6 (5+1) 73 Recovery Healing Your healing powers can restore even vile damage.
6 (5+1) 74 Riddle of Steel Sword When attacking with a sword you ignore half the opponent's damage reduction.
6 (5+1) 75 Stain of Evil Evil Any damage you deal can only be healed within a consecrated area.
6 (5+1) 76 Stigmatism Good Any damage you deal can only be healed within a consecrated area.
6 (5+1) 77 Time Shard Time Your time based abilities have a 50% chance of working on those otherwise immune to temporal effects.
6 (5+1) 78 Wisdom Touched Wisdom Any creatures you summon gain a Wisdom bonus equal to double LVL.
6 (4+2) 79 Summon UltraBlack/White 4 UltraBlack/White Summons a DL V UltraBlack/White creature, AC = (1d20)*(1d4+3), HD = 3m8, hp = HD*(1d16). It will do a spell level = 2d5 effect when it acts, most likely of a random psionic frequency (DM rolls 1d100-45)
7 1 Blasphemy Evil Kills, paralyzes, weakens, or dazes nonevil subjects.
7 2 Destruction Death Kills subject and destroys remains.
7 3 Devil Summoning 7 Summoning Summons an evil Outer DL VII creature
7 4 Disintegrate Destruction Makes one creature or object vanish.
7 5 Eyebite Fear Target becomes panicked, sickened and comatose.
7 6 Holy Word Battle War Entire party (incl. summons and henchmen) get +1QS action this segment.
7 7 Holy Word Blind Sun Target is blinded, and cannot target or attack anything (no save, no MR).
7 8 Holy Word Shift Travellers Target is plane shifted to a plane of your choice (no save, no MR).
7 9 Hovercraft Full of Eels Eel Like a Chariot of Sustarre, but it's Eels!
7 10 Look at Me, I'm the DCI MTG W An effect is banned from the room (x1 Special)
7 11 Multi Eel Eel Summons CL Eels of DL=7, which use up 1 summon slot. They aren't summoning sick!
7 12 Poison Spittle 7 Snake Breathe poison: one group, dmg=(current hp)/2, no save
7 13 Power Word Blind Darkness, Love, War Blinds creature with 200 hp or less.
7 14 Reptile Summoning 7 Snake Summons a DL VIII Reptile.
7 15 Revive 7 Necromancy Revive a DL VII monster.
7 16 Screen Secrets, Thievery Illusion hides area from vision, scrying.
7 17 Spell Turning Luck, Magic, Revenge, Stoicism Reflect 1d4+6 spell levels back at the caster.
7 18 Sticks to Snakes 7 Snake Reptile Swarm Summoning for CL*2/3 reptiles of DL=6.
7 19 Summon Eelemental 7 Eel Summon a DL VII Eelemental (DM has table)
7 20 Summon Leech 7 Eel Summon a DL VII Leech (DM has table)
7 21 Tooth and Nail MTG G Summon DL VII, can pick type, or can pick creature within type
7 22 Waves of Exhaustion Disease, Entropy Several targets become exhausted.
7 (6+1) 23 Edifying Beam SemiDivine/Divine Target's alignment changes (save)
7 (6+1) 24 Induction Skins SemiDivine/Divine Gain infinite Stoneskins
7 (6+1) 25 Interdimension SemiDivine/Divine MWaWR 75%
7 (6+1) 26 Luminal SemiDivine/Divine xCL movement rate
7 (6+1) 27 Magic Dead Zone SemiDivine/Divine Drain the MF by 1 in the area (except to you; you are unaffected)
7 (6+1) 28 Omega Effect SemiDivine/Divine Pick a spell you know. It does vile damage (or vile harming).
7 (6+1) 29 ProtoLich 6-1 ProtoLich/Lich 1M, 1/r: Any 0th-5th level Wizard spell
7 (6+1) 30 ProtoLich 6-2 ProtoLich/Lich 1M, 1/r: Any 0th-5th level Priest spell
7 (6+1) 31 ProtoLich 6-3 ProtoLich/Lich 1M, 1/r: Any psionic major
7 (6+1) 32 ProtoLich 6-4 ProtoLich/Lich 1M, 1/r: Any 0th-4th level Warrior, Rogue, or Monster spell
7 (6+1) 33 ProtoLich 6-5 ProtoLich/Lich 1M: Teleport without Error
7 (6+1) 34 ProtoLich 6-6 ProtoLich/Lich +10*LVL IR
7 (6+1) 35 ProtoLich 6-7 ProtoLich/Lich 1M, touch: Steal a random powers for 1 round (no save)
7 (6+1) 36 ProtoLich 6-8 ProtoLich/Lich 1M, touch: Erase Truename (must know their Truename first)
7 (6+1) 37 ProtoLich 6-9 ProtoLich/Lich Troll-like regen LVL hp (including vile) /s
7 (6+1) 38 ProtoLich 6-10 ProtoLich/Lich Conduct effects through psi link (within sight)
7 (6+1) 39 ProtoLich 6-11 ProtoLich/Lich +LVL/10 number of segments per round
7 (6+1) 40 ProtoLich 6-12 ProtoLich/Lich Duplicate any SL 5 Concordant group spell (i.e. non-Concordant SL 3)
7 (6+1) 41 Rectify Misery SemiDivine/Divine Anyone slain by you is Capital S Slain instead
7 (6+1) 42 Transilient SemiDivine/Divine Get 2 saves for each save, choose better result
7 (6+1) 43 Transmortal SemiDivine/Divine Your body cannot be destroyed (e.g. immune disintegrate)
7 (5+2) 44 Summon UltraBlack/White 5 UltraBlack/White Summons a DL VI UltraBlack/White creature, AC = (1d20)*(1d4+4), HD = 3m10, hp = HD*(1d20). It will do a spell level = 2d6 effect when it acts, most likely of a random psionic frequency (DM rolls 1d100-45)
8 1 Biorhythm MTG G Each person in a group's current hp = (Number of summons)*10
8 2 Create Greater Undead Darkness, Death Create shadows, wraiths, spectres or devourers.
8 3 Decree of Pain MTG B Slay all creatures in two groups (PPD save) or one group (no save)
8 4 Devil Summoning 8 Summoning Summons an evil Outer DL VIII creature
8 5 Discern Location Knowledge, Revenge Reveals exact location of creature or object.
8 6 Earthquake Destruction Intense tremor shakes 5-ft./level radius.
8 7 Higher Ground War Creates a x2 Terrain Feature that you and your henchmen get +1 to multiplier.
8 8 Horrid Wilting Disease, Entropy, Sea Deals 1d6/level damage within 30 ft.
8 9 Mind Blank Secrets, Stoicism Subject is immune to mental/emotional magic and scrying.
8 10 Poison Spittle 8 Snake Breathe poison: one group, dmg=(current hp), no save
8 11 Polymorph Any Object Thievery Changes any subject into anything else.
8 12 Reptile Summoning 8 Snake Summons a DL IX Reptile.
8 13 Reverse the Sands MTG W Switch current hp totals with someone (no save)
8 14 Revive 8 Necromancy Revive a DL VIII monster.
8 15 Star Travel Sun, Travellers 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).
8 16 Sticks to Snakes 8 Snake Reptile Swarm Summoning for CL/3 reptiles of DL=7.
8 17 Summon Eelemental 8 Eel Summon a DL VIII Eelemental (DM has table)
8 18 Summon Leech 8 Eel Summon a DL VIII Leech (DM has table)
8 19 Trap the Soul Fear, Wealth Imprisons subject within gem.
8 20 Unholy Aura Evil +4 to AC, +4 resistance, SR 25 against good spells.
8 (7+1) 21 ProtoLich 7-1 ProtoLich/Lich 1M, 1/r: Any 0th-6th level Wizard spell
8 (7+1) 22 ProtoLich 7-2 ProtoLich/Lich 1M, 1/r: Any 0th-6th level Wizard spell
8 (7+1) 23 ProtoLich 7-3 ProtoLich/Lich +10*LVL EaER
8 (7+1) 24 ProtoLich 7-4 ProtoLich/Lich 1M, touch: Annihilation (save)
8 (7+1) 25 ProtoLich 7-5 ProtoLich/Lich 1M, touch: Incursion (save)
8 (7+1) 26 ProtoLich 7-6 ProtoLich/Lich Duplicate any SL 6 Concordant group spell (i.e. non-Concordant SL 3)
8 (6+2) 27 Summon UltraBlack/White 6 UltraBlack/White Summons a DL VII UltraBlack/White creature, AC = (1d20)*(1d4+5), HD = 3m12, hp = HD*(1d24). It will do a spell level = 2d7 effect when it acts, most likely of a random psionic frequency (DM rolls 1d100-45)
9 1 Beset Travellers Target is Set and his home plane becomes this plane (no save, no MR)
9 2 Blessed Wind MTG W Target's current hp becomes 200.
9 3 Devil Summoning 9 Summoning Summons an evil Outer DL IX creature
9 4 Energy Drain Disease Subject gains 2d4 negative levels.
9 5 Implosion Destruction Kills one creature/round.
9 6 Imprisonment Secrets Entombs subject beneath the earth.
9 7 Mass Mass Heal War Heals up to 100 groups of creatures. (Yes, this can be reversed.)
9 8 Power Word Kill Darkness, War Kills creatures with 100 hp or less.
9 9 Revive 9 Necromancy Revive a DL IX monster.
9 10 Star Swarm Sun Like Planet Swarm, but 4 Stars (each does 2 idmg, no save, no MR)
9 11 Storm of Vengeance Revenge, Thunder Storm rains acid, lightning and hail.
9 12 Summon Eelemental 9 Eel Summon a DL IX Eelemental (DM has table)
9 13 Summon Leech 9 Eel Summon a DL IX Leech (DM has table)
9 14 Summon Monster IX Chaos, Evil, Good, Labour, Law Calls extraplanar creatures to fight for you.
9 15 Time Stop Thievery, Time You act freely for 1d4+1 rounds.
9 16 Wail of the Banshee Death, Entropy Kills one creatre/level.
9 17 Weird Fear, Madness As phantasmal killer, but affecst all within 30 ft.
9 (8+1) 18 Akashic SemiDivine/Divine Lower Multiplier target by 1 (no save)
9 (8+1) 19 Indissolve SemiDivine/Divine Regeneration CL hp/s
9 (8+1) 20 Nullification SemiDivine/Divine Pick an N<=6. Immune to Nth level spell effects
9 (8+1) 21 Oblivi-Permanency SemiDivine/Divine 0, 1/r: Make a spell you're casting permanent.
9 (8+1) 22 Omnific Tough SemiDivine/Divine +1 ihp
9 (8+1) 23 Omnispectacles SemiDivine/Divine Your sight can go around corners
9 (7+2) 24 Summon UltraBlack/White 7 UltraBlack/White Summons a DL VIII UltraBlack/White creature, AC = (1d20)*(1d4+6), HD = 3m14, hp = HD*(1d28). It will do a spell level = 2d8 effect when it acts, most likely of a random psionic frequency (DM rolls 1d100-45)
10 1 Automatic Metamagic Capacity (S) SemiDivine/Divine Gain a free spell level of metamagic
10 2 Automatic Writing SemiDivine/Divine Any spells you witness are automatically added to your spellbook
10 3 Cats Fall SemiDivine/Divine You can fall from any distance without injury
10 4 Combat Mastery SemiDivine/Divine Trade any amount of BAB to AC
10 5 Damnation Evil Send your foe to hell.
10 6 Divine Retribution [Divine] SemiDivine/Divine You gain one additional action after your death
10 7 Eclectic Shot SemiDivine/Divine You can fire irregular objects as if they were missiles
10 8 Eclipse Darkness A solar eclipse follows you.
10 9 Epic Potency (S) SemiDivine/Divine Your damage increases by +2
10 10 Epic Shield Focus SemiDivine/Divine Your shield protects yourself and one adjacent ally
10 11 Ether Goer SemiDivine/Divine You can become ethereal at will
10 12 Expert Strike SemiDivine/Divine Gain a cumulative +1 to attacks against the same target
10 13 Fire Baptism SemiDivine/Divine Gain a cumulative +1 to AC against the same target
10 14 Greater Critical SemiDivine/Divine Your critical threat range is trebled
10 15 Greater Critical Multiplier SemiDivine/Divine Your critical multiplier is trebled
10 16 Hellball Evil You deal 10d6 each of acid, cold, electricity and fire damage, you take 10d6 damage.
10 17 Improved Finesse SemiDivine/Divine Use your dexterity bonus for damage
10 18 Improved Spellcasting (S) SemiDivine/Divine Gain two new spell slots (any non-Concordant SL you have)
10