[PC54A] Supplemental sheets for Collective 5.4


Armorer - [E4.3] Armor Flags

Armor Flag gp XP Source d98 New?
+1 (individual, not whole spell) Ironskin /m, Max = 50. 16000 1600 Don 01
+1 (individual, not whole spell) Stoneskin /r, Max = 100. 8000 800 Don 02
+1 (individual, not whole spell) Uberskin /t, Max = 25. 48000 4800 Don 03
Absorption (0,lose 1 half plus: Absorb an Energy Drain) 35000 3500 RC0 04
Add an ML=X Cleric1 spell progression (No Wis bonus) (Twilighting still applies using your real HNCL) 50,000*X 5000*X DM 05 3.2
All saves of 1 are 2 5000 500 Don 06
All saves of 19 are 20 (you automake saves on a 19 or 20) 10000 1000 Don 07
Blending 3000 300 DMG1 08
Breathing (Don't need air cont.) 10000 1000 RC0 09
Charm (You charm people who hit you (save)) 20000 2000 RC0 10
Clairaudience (Clairaudience cont.) 30000 3000 RC0 11
Clairvoyance (Clairvoyance cont.) 30000 3000 RC0 12
Command 5000 500 DMG1 13
Composite Material (combine unusual material types, sum of "S" #'s <=X) 1,000*X 100*X Don 14
Cure Wounds (1M,1/d: Cure 50% of damage taken) 12000 1200 RC0 15
Deceiving (Alter Appearance I Change Self cont.) 40000 4000 RC0 16
Detect Evil/Good (cont.) 10000 1000 RC0 17
Detect Gems (cont.) 10000 1000 RC0 18
Detect Magic (cont.) 10000 1000 RC0 19
Detect Metal (cont.) 10000 1000 RC0 20
Ego Zero (this item has no ego score) 100000 10000 Don 21
Electricity (Resist Lightning; Lightning Shield) 60000 6000 RC0 22
Energy Drain (When they hit you, they lose 1 level per hit) 70000 7000 RC0 23
ESP (cont.) 30000 3000 RC0 24
Ethereality (at will) 20000 2000 RC0 25
Etherealness 15000 1500 DMG1 26
Fear 10000 1000 DMG1 27
Find Secret Doors 1000 100 RC0 28
Find Traps (cont.) 20000 2000 RC0 29
Finding (1 M: Locate Object) 30000 3000 RC0 30
Flying I (Fly cont.) 30000 3000 RC0 31
Free Action 10000 1000 Don 32
Greater Train of Thought (Your Psi & Martial Arts save using Psi1 Ultra Blast) 14000 1400 Don 33
Haste (+1 P, +1 V. does not stack with Haste) 30000 3000 RC0 34
Healing (1E action, 10/d: Cure 2d4+1 damage or 1 poison effect) 5000 500 OA 35
Healing (Heals user at 6 hp per turn) 6000 600 RC0 36
Hold All Stats 20000 2000 Don 37
Illusion (1 M: Create a Phantasmal Force) 20000 2000 RC0 38
Immune to (Basic element) 100000 10000 Angb 39
Immune to (Para element) 200000 20000 Don 40
Immune to (Quasi element) 300000 30000 Don 41
Immune to (Semi element) 500000 50000 Don 42
Immune to (school/sphere) 100000 10000 Don 43
Immune to Bludgeoning Wpn 50000 5000 Don 44
Immune to Edged Wpn 150000 15000 Don 45
Immune to Piercing Wpn 100000 10000 Don 46
Immune to Swords (or name another weapon) 40000 4000 DM 47 3.2
Invisibility (1V: Invisibility) 20000 2000 RC0 48
Ironskins (has 25 charges) (0, 1ch: +1 Ironskin) 25000 2500 DM 49 3.2
Lesser Train of Thought (Your Psi & Martial Arts save using Psi1 Psi Blast) 7000 700 DM 50
Levitation (Levitation cont.) 20000 2000 RC0 51
Martial Arts Armor (counts as no armor; +1 Martial Arts maneuver per level) 50000 5000 DM 52 3.6
Meaningless BlahR (You ignore & don't generate blahR shifts due to level) 21000 2100 DM 53
Meaningless Saves (You ignore & don't generate save shifts due to level) 13000 1300 DM 54
Missile Attraction/Attractor 1000 100 DMG1 55
No Summoning Sickness 10000 1000 Don 56
Offending (Can use +AC/saves as +TH/+dmg Slaying) 60000 6000 RC0 57
Physical Attack Armoring (-4 dmg per physical attack) 40000 4000 DM 58 3.2
Physical Attack Defense (has 75 charges) (1N, 1ch: -1 dmg per physical attack this round) 75000 7500 DM 59 3.2
Polymorphing Dragon Scale (gp value must be <= XPV*5 of this flag) 8,000+ 8000+ Don 60
Polymorphing Unusual Material (gp value must be <= XPV*5 of this flag) 4,000+ 4000+ Don 61
Possession 1000 100 OA 62
Presence 5000 500 OA 63
Protection from Magic Weapons (1M, 1/d: As per the scroll) 30000 3000 DM 64 3.2
Racial Prowess (1 race with XP divisor <= X; You have it's special abilities.) 1,000+ 1000*X Don 65
Rage 1000 100 DMG1 66
Reflection (Gaze & Light & Prismatic Reflection cont.) 50000 5000 RC0 67
Regenerate 1/4 of hp total /r 10000 1000 Don 68
Regeneration X hp/r 1,000*X 100*X Don 69
Remove Curse (Immune Curse) 20000 2000 RC0 70
Resist (Basic element) 10000 1000 Angb 71
Resist (Para element) 20000 2000 Angb 72
Resist (Quasi element) 30000 3000 Angb 73
Resist (Semi element) 50000 5000 Angb 74
Resistance: aMR (Anti-Magic Resistance) X% (multiply by 10 for irr.) 400*X 40*X Don 75
Resistance: aPR (Anti-Psionic Resistance) X% (multiply by 10 for irr.) 400*X 40*X Don 76
Resistance: aRR (Anti-Radiation Resistance) X% (multiply by 10 for irr.) 200*X 20*X Don 77
Resistance: blahR (RMPIR) X% (multiply by 10 for irr.) 750*X 75*X Don 78
Resistance: DR (Damage Resistance) X/+Y ("Silver/Iron" is Y= -0.5) 500*X*(Y+1) 50*X*(Y+1) Don 79
Resistance: GR (Godly Resistance) X% (multiply by 10 for irr.) 1,400*X 140*X Don 80
Resistance: ER (Effects Resistance) X% (multiply by 10 for irr.) 600*X 60*X Don 81
Resistance: IR (Innate Resistance) X% (multiply by 10 for irr.) 400*X 40*X Don 82
Resistance: MR (Magic Resistance) X% (multiply by 10 for irr.) 200*X 20*X Don 83
Resistance: PR (Psionic Resistance) X% (multiply by 10 for irr.) 300*X 30*X Don 84
Resistance: RR (Radiation Resistance) X% (multiply by 10 for irr.) 100*X 10*X Don 85
Resistance: WR (Weapon Resistance) X% (multiply by 10 for irr.) 500*X 50*X Don 86
Resistance: XR (Spirit Resistance) X% (multiply by 10 for irr.) 700*X 70*X Don 87
Saves (get 2 saving throw rolls, choose better) 100000 10000 DM 88 3.2
See Invis (See Invisible cont.) 20000 2000 RC0 89
Stoneskins (has 50 charges) (0, 1ch: +1 Stoneskin) 20000 2000 DM 90 3.2
Telekinesis (1 M: TK 2000 lbs.) 50000 5000 RC0 91
Telepathy (1 M: Telepathy with one creature) 20000 2000 RC0 92
Teleportation (1M:Teleport) 50000 5000 RC0 93
Uberskins (has 10 charges) (0, 1ch: +1 Uberskin) 30000 3000 DM 94 3.2
Vulnerability 1000 100 DMG1 95
Weapon Needed (opponents need a +2 weapon to hit you) 40000 4000 DM 96 3.2
Wishing (1 M, 1 ch: Wish; N = # charges #*) 30000 3000 RC0 97
X-ray vision (cont.) 50000 5000 RC0 98

[PC54A] Supplemental sheets for Collective 5.4


Armorer - [E4.4] Diablo Flags (Weapon or Armor)

Diablo Flag (Weapon or Armor) gp XP Source d183
D2R: Fine (+1 AC) 5000 500 Diablo2 001
D2R: Sturdy (+2 AC) 10000 1000 Diablo2 002
D2R: Strong (+3 AC) 15000 1500 Diablo2 003
D2R: Grand (+4 AC) 20000 2000 Diablo2 004
D2R: Valiant (+5 AC) 25000 2500 Diablo2 005
D2R: Glorious (+6 AC) 30000 3000 Diablo2 006
D2R: Blessed (+7 AC) 35000 3500 Diablo2 007
D2R: Saintly (+8 AC) 40000 4000 Diablo2 008
D2R: Awesome (+9 AC) 45000 4500 Diablo2 009
D2R: Holy (+10 AC) 50000 5000 Diablo2 010
D2R: Godly (+11 AC) 55000 5500 Diablo2 011
D2: Crysolite (Resist Acid) 32000 3200 Diablo2 012
D2: Sapphire (Resist Cold) 32000 3200 Diablo2 013
D2: Ruby (Resist Fire) 32000 3200 Diablo2 014
D2: Amber (Resist Lightning) 32000 3200 Diablo2 015
D2: Diamond (Resist Mental) 32000 3200 Diablo2 016
D2: Emerald (Resist Poison) 32000 3200 Diablo2 017
D2: Obsidian (Resist Spells) 32000 3200 Diablo2 018
D2: Topaz (+2 saves) 40000 4000 Diablo2 019
D2: Prismatic (+3 saves) 60000 6000 Diablo2 020
D2: Phasing (save or you Resist next attack) 40000 4000 Diablo2 021
D2: Howling (save or Feared) 50000 5000 Diablo2 022
D2: Fatiguing (save or Slowed 1d4 r) 50000 5000 Diablo2 023
D2: Oracular (Detect Invisibility 60'r) 20000 2000 Diablo2 024
D2: Stalking (Invis when not moving/attacking) 60000 6000 Diablo2 025
D2: Lizard's (+1 1st level spell /d) 10000 1000 Diablo2 026
D2: Spider's (+1 1st-2nd level spells /d) 20000 2000 Diablo2 027
D2: Raven's (+1 1st-3rd level spells /d) 30000 3000 Diablo2 028
D2: Snake's (+1 1st-4th level spells /d) 40000 4000 Diablo2 029
D2: Serpent's (+1 1st-5th level spells /d) 50000 5000 Diablo2 030
D2: Drake's (+1 1st-6th level spells /d) 60000 6000 Diablo2 031
D2: Dragon's (+1 1st-7th level spells /d) 70000 7000 Diablo2 032
D2: Wyrm's (+1 1st-8th level spells /d) 80000 8000 Diablo2 033
D2: Hydra's (+1 1s-9th level spells /d) 90000 9000 Diablo2 034
D2: Vulpine (lose 1 memorized spell: x3/4 dmg) 110000 11000 Diablo2 035
D2: Tough (+1 Con) 10000 1000 Diablo2 036
D2: Swift (+1 Dex) 10000 1000 Diablo2 037
D2: Brilliant (+1 Int) 10000 1000 Diablo2 038
D2: Mighty (+1 Str) 10000 1000 Diablo2 039
D2: Vibrant (+1 Wis) 10000 1000 Diablo2 040
D2: Healthy (+5 hp) 10000 1000 Diablo2 041
D2R: Bronze (+1 TH) 10000 1000 Diablo2 042
D2R: Iron (+2 TH) 20000 2000 Diablo2 043
D2R: Steel (+3 TH) 30000 3000 Diablo2 044
D2R: Silver (+4 TH) 40000 4000 Diablo2 045
D2R: Gold (+5 TH) 50000 5000 Diablo2 046
D2R: Platinum (+6 TH) 60000 6000 Diablo2 047
D2R: Mithril (+7 TH) 70000 7000 Diablo2 048
D2R: Meteoric (+8 TH) 80000 8000 Diablo2 049
D2R: Weird (+9 TH) 90000 9000 Diablo2 050
D2: Weird (Original) (+5 TH; nat 20: +1 auto-hit attack) 60000 6000 Diablo2 051
D2R: Jagged (+1 to crit range) 10000 1000 Diablo2 052
D2R: Deadly (+2 to crit range) 20000 2000 Diablo2 053
D2R: Heavy (+3 to crit range) 30000 3000 Diablo2 054
D2R: Vicious (+4 to crit range) 40000 4000 Diablo2 055
D2R: Brutal (+5 to crit range) 50000 5000 Diablo2 056
D2R: Massive (+6 to crit range) 60000 6000 Diablo2 057
D2R: Savage (+7 to crit range) 70000 7000 Diablo2 058
D2R: Ruthless (+8 to crit range) 80000 8000 Diablo2 059
D2R: Merciless (+9 to crit range) 90000 9000 Diablo2 060
D2N: Sharp (+1 TH, +1 to crit range) 15000 1500 Diablo2 061
D2N: Fine (+2 TH, +2 to crit range) 30000 3000 Diablo2 062
D2N: Warrior's (+3 TH, +3 to crit range) 45000 4500 Diablo2 063
D2N: Soldier's (+4 TH, +4 to crit range) 60000 6000 Diablo2 064
D2N: Lord's (+5 TH, +5 to crit range) 75000 7500 Diablo2 065
D2N: Knight's (+6 TH, +6 to crit range) 90000 9000 Diablo2 066
D2N: Master's (+7 TH, +7 to crit range) 105000 10500 Diablo2 067
D2N: Champion's (+8 TH, +8 to crit range) 120000 12000 Diablo2 068
D2N: King's (+9 TH, +9 to crit range) 135000 13500 Diablo2 069
D2: Jester's (1M: Random 1st-3rd level spell) 40000 4000 Diablo2 070
D2: Health (take -1 dmg/attack) 10000 1000 Diablo2 071
D2: Protection (take -2 dmg/attack) 10000 1000 Diablo2 072
D2: Absorption (take -3 dmg/attack) 10000 1000 Diablo2 073
D2: Life (take -4 dmg/attack) 10000 1000 Diablo2 074
D2: Deflection (take -5 dmg/attack) 10000 1000 Diablo2 075
D2: Thorns (1d4 dmg damaging shield) 20000 2000 Diablo2 076
D2: Spikes (2d4 dmg damaging shield) 30000 3000 Diablo2 077
D2N: Sturdiness (item gets +4 on item saves, automakes on 19-20) 15000 1500 Diablo2 078
D2N: Craftsmanship (item gets +8 on item saves, automakes on 18-20) 15000 1500 Diablo2 079
D2N: Structure (item gets +12 on item saves, automakes on 17-20) 15000 1500 Diablo2 080
D2N: Many (item gets +16 on item saves, automakes on 16-20) 15000 1500 Diablo2 081
D2N: Plenty (item gets +20 on item saves, automakes on 15-20) 20000 2000 Diablo2 082
D2: Ages (item cannot be destroyed/damaged) 30000 3000 Diablo2 083
D2: Bonding (all your items get +2 saves) 30000 3000 Diablo2 084
D2: Unity (all your items get +4 saves) 40000 4000 Diablo2 085
D2: Jackal (+4 hp) 10000 1000 Diablo2 086
D2: Fox (+6 hp) 20000 2000 Diablo2 087
D2: Jaguar (+8 hp) 30000 3000 Diablo2 088
D2: Wolf (+10 hp) 40000 4000 Diablo2 089
D2: Eagle (+12 hp) 50000 5000 Diablo2 090
D2: Tiger (+15 hp) 60000 6000 Diablo2 091
D2: Lion (+18 hp) 70000 7000 Diablo2 092
D2: Mammoth (+20 hp) 80000 8000 Diablo2 093
D2: Whale (+25 hp) 90000 9000 Diablo2 094
D2: Colossus (+30 hp) 100000 10000 Diablo2 095
D2: Zest (+2 Con) 20000 2000 Diablo2 096
D2: Skill (+2 Dex) 20000 2000 Diablo2 097
D2: Mind (+2 Int) 20000 2000 Diablo2 098
D2: Might (+2 Str) 20000 2000 Diablo2 099
D2: Leopard (+2 Wis) 20000 2000 Diablo2 100
D2: Vim (+3 Con) 30000 3000 Diablo2 101
D2: Accuracy (+3 Dex) 30000 3000 Diablo2 102
D2: Brilliance (+3 Int) 30000 3000 Diablo2 103
D2: Power (+3 Str) 30000 3000 Diablo2 104
D2: Jaguar (+3 Wis) 30000 3000 Diablo2 105
D2: Vigor (+4 Con) 40000 4000 Diablo2 106
D2: Precision (+4 Dex) 40000 4000 Diablo2 107
D2: Sorcery (+4 Int) 40000 4000 Diablo2 108
D2: Giant (+4 Str) 40000 4000 Diablo2 109
D2: Tiger (+4 Wis) 40000 4000 Diablo2 110
D2: Life (+5 Con) 50000 5000 Diablo2 111
D2: Perfection (+5 Dex) 50000 5000 Diablo2 112
D2: Wizardry (+5 Int) 50000 5000 Diablo2 113
D2: Titan (+5 Str) 50000 5000 Diablo2 114
D2: Lion (+5 Wis) 50000 5000 Diablo2 115
D2: Sky (+1 all ability scores) 60000 6000 Diablo2 116
D2: Moon (+2 all ability scores) 80000 8000 Diablo2 117
D2: Stars (+3 all ability scores) 120000 12000 Diablo2 118
D2: Heavens (+4 all ability scores) 160000 16000 Diablo2 119
D2: Zodiac (+5 all ability scores) 200000 20000 Diablo2 120
D2: Regeneration (x1.25 healing effects on you) 40000 4000 Diablo2 121
D2: Regrowth (x1.5 healing effects on you) 70000 7000 Diablo2 122
D2: Warding (1 spell / day may be 1 SL lower) 20000 2000 Diablo2 123
D2: Sentinel (2 spells / day may be 1 SL lower) 30000 3000 Diablo2 124
D2: Guarding (3 spells / day may be 1 SL lower) 40000 4000 Diablo2 125
D2: Negation (4 spells / day may be 1 SL lower) 50000 5000 Diablo2 126
D2: Osmosis (5 spells / day may be 1 SL lower) 60000 6000 Diablo2 127
D2: Thief (+33% FRT; Resist Traps) 15000 1500 Diablo2 128
D2: Remedy (extra save vs. poison, -1d6 dmg) 20000 2000 Diablo2 129
D2: Craftsmanship (+1 dmg) 10000 1000 Diablo2 130
D2: Maiming (+2 dmg) 20000 2000 Diablo2 131
D2: Gore (+3 dmg) 30000 3000 Diablo2 132
D2: Carnage (+4 dmg) 40000 4000 Diablo2 133
D2: Slaughter (+5 dmg) 50000 5000 Diablo2 134
D2: Devastation (Rolled max base dmg: x3 dmg) 35000 3500 Diablo2 135
D2: Jester (Multiply dmg by 1d4-1 per attack) 40000 4000 Diablo2 136
D2: Performance (minimum base dmg is 5) 40000 4000 Diablo2 137
D2: Haste (+1 attack/r) 50000 5000 Diablo2 138
D2: Frost (+1d6 cold dmg) 10000 1000 Diablo2 139
D2: Flame (+1d6 fire dmg) 10000 1000 Diablo2 140
D2N: Flaming (+1d10 fire dmg) 20000 2000 Diablo2 141
D2: Shock (+1d6 lightning dmg) 10000 1000 Diablo2 142
D2: Blight (+1d6 poison dmg) 10000 1000 Diablo2 143
D2: Ice (+2d6 cold dmg) 20000 2000 Diablo2 144
D2: Fire (+2d6 fire dmg) 20000 2000 Diablo2 145
D2: Lightning (+2d6 lightning dmg) 20000 2000 Diablo2 146
D2N: Lightning II (+2d10 lightning dmg) 40000 4000 Diablo2 147
D2: Venom (+2d6 poison dmg) 20000 2000 Diablo2 148
D2: Glacier (+3d6 cold dmg) 30000 3000 Diablo2 149
D2: Burning (+3d6 fire dmg) 30000 3000 Diablo2 150
D2: Thunder (+3d6 lightning dmg) 30000 3000 Diablo2 151
D2: Pestilence (+3d6 poison dmg) 30000 3000 Diablo2 152
D2: Vileness (dmg cannot be regenerated) 30000 3000 Diablo2 153
D2: Crusaders (+1 cumul dmg / att vs. same foe) 40000 4000 Diablo2 154
D2: Destruction (+target's AC in dmg, min +0) 40000 4000 Diablo2 155
D2: Peril (x2 dmg, you take x1 dmg yourself) 50000 5000 Diablo2 156
D2: Leech (each hit you heal 1d4 hp) 30000 3000 Diablo2 157
D2: Blood (each hit you heal 1d6 hp) 40000 4000 Diablo2 158
D2: Lamprey (each hit you heal 1d4 hp) 60000 6000 Diablo2 159
D2: Claw (each hit restores 1 1st-3rd Pri sp.) 40000 4000 Diablo2 160
D2: Bat (each hit restores 1 1st-3rd Wiz sp.) 40000 4000 Diablo2 161
D2: Piercing (nat 20: save or armor destroyed) 40000 4000 Diablo2 162
D2: Breaking (nat 20: save or weapon destroyed) 50000 5000 Diablo2 163
D2: Ease (auto proficiency in wpn) 20000 2000 Diablo2 164
D2: Simplicity (auto prof & single spec in wpn) 40000 4000 Diablo2 165
D2: Random1 (1M: Random 1st lvl spell) 10000 1000 Diablo2 166
D2: Random2 (2M: Random 2nd lvl spell) 20000 2000 Diablo2 167
D2: Random3 (3M: Random 3rd lvl spell) 30000 3000 Diablo2 168
D2: Random4 (4M: Random 4th lvl spell) 40000 4000 Diablo2 169
D2: Random5 (5M: Random 5th lvl spell) 50000 5000 Diablo2 170
D2: Random6 (6M: Random 6th lvl spell) 60000 6000 Diablo2 171
D2: Random7 (7M: Random 7th lvl spell) 70000 7000 Diablo2 172
D2: Random8 (8M: Random 8th Wiz/7th Pri spell) 80000 8000 Diablo2 173
D2: Random9 (9M: Random 9th Wiz/7th Pri spell) 90000 9000 Diablo2 174
D2N: Readiness (+1/2 to base #Att, +1 initiative) 10000 1000 Diablo2 175
D2N: Swiftness (+1/1 to base #Att, +2 initiative) 20000 2000 Diablo2 176
D2N: Speed (+3/2 to base #Att, +3 initiative) 30000 3000 Diablo2 177
D2N: Haste (+2/1 to base #Att, +4 initiative) 40000 4000 Diablo2 178
D2N: White (+10% MR) 5000 500 Diablo2 179
D2N: Pearl (+20% MR) 10000 1000 Diablo2 180
D2N: Ivory (+30% MR) 15000 1500 Diablo2 181
D2N: Crystal (+40% MR) 20000 2000 Diablo2 182
D2N: Diamond (+50% MR) 25000 2500 Diablo2 183

[PC54A] Supplemental sheets for Collective 5.4


Invigorator Spells (SL=3)

SL Class # Spell
3 Dejuvenator 1 1V: Harm (1 target, PPD save)
3 Dejuvenator 2 1V: Charm or Domination (1 target, Will save)
3 Dejuvenator 3 1P: Paralysis, Stun, or Hold (1 target, PPD save)
3 Dejuvenator 4 1M: Stop, Slow, or Web (1 target, no save)
3 Dejuvenator 5 1M: Target's next Clone will not trigger upon his death (no save)
3 Dejuvenator 6 1M: Troll-like degeneration 10*CL hp /s (1 target, no save)
3 Martyr 7 1V: Death's Door Other (they go to 0 current hp)
3 Martyr 8 1V: Remove Charm/Domination on Other.
3 Martyr 9 1P: Remove Paralysis, Stun, or Held on Other.
3 Martyr 10 1M: Remove an effect that's stopping someone else from using actions, like Stop, Slow, Web, etc. Lockdown, Time Stop, and Temporal Stasis can be done, but they require 10 uses of this power.
3 Martyr 11 1M: Clone Other (as spell, must be willing). You may have CL Clones in storage at a time.
3 Martyr 12 1N, 1/s: Troll-like regenerate Other 10*CL% of their max hp (note this might not get them up immediately even at level 10)
3 Rejuvenator 13 1uncV: Death's Door Self (you go to 0 current hp)
3 Rejuvenator 14 1uncV, can use while Charmed/Dominated: Remove Charm/Domination on self, you can still act on the opposing segment (presumably to do something nasty to the person that charmed you.)
3 Rejuvenator 15 1uncP: Remove Paralysis, Stun, or Held on Self.
3 Rejuvenator 16 1uncM: Remove an effect that's stopping you from using actions, like Stop, Slow, Web, etc. Lockdown, Time Stop, and Temporal Stasis can be done, but they require 10 uses of this power.
3 Rejuvenator 17 1M: Clone (as spell). You may have CL Clones in storage at a time.
3 Rejuvenator 18 Troll-like regeneration 10*CL% of max hp /s (note this might not get you up immediately even at level 10)
3 Self-Destructor 19 1S (1M or 1P): Random effect on your group (roll 1d4 for each target): 1=Harm (no save), 2=Stun (PPD save), 3=Stop (Reflex save), 4=Random dispel 1 effect (no save)
3 Invigorator 20 +1S action only for Dejuvenator/Martyr/Rejuvenator/Self-Destructor/Invigorator effects

[PC54A] Supplemental sheets for Collective 5.4


Invigorator Spells (SL=5)

SL Class # Spell
5 Dejuvenator 1 1P: Place a (non-major) [C] section effect (1 target, RSW save)
5 Dejuvenator 2 1M: Harm (1 target, no save)
5 Dejuvenator 3 Lockdown D Actions in the room continuous (does not affect "dead" Actions).
5 Dejuvenator 4 Enemy's mounts (if they have one) are considered part of them, so an effect targetting the enemy hits the mount too.
5 Dejuvenator 5 1M: Troll-like degeneration 20*CL hp /s, it is Vile dmg and Permanent hp of dmg. (1 target, no save)
5 Dejuvenator 6 1M: Super Slow: Target loses next LVL A Actions (no save)
5 Martyr 7 1P: Remove a (non-major) [C] section effect on someone else. This may be repeated to build up to a major [C] section effect.
5 Martyr 8 1M: Heal Other.
5 Martyr 9 +1D Actions in the room continuous (does not affect "dead" Actions).
5 Martyr 10 Your mount (if you have one) gets affected by every Martyr spell you do on someone else, unless you don't want it to.
5 Martyr 11 1N, 1/s: Troll-like regenerate Other 20*CL% of their max hp, this can also cure Vile dmg and Permanent hp of dmg.
5 Martyr 12 Borrowed Haste: +LVL bA Actions; does not count as your Haste; You may use Borrowed actions for any Martyr effect on this list.
5 Rejuvenator 13 1uncP: Remove a (non-major) [C] section effect from yourself. This may be repeated to build up to a major [C] section effect.
5 Rejuvenator 14 1uncM: Heal Self.
5 Rejuvenator 15 Lockdown D Actions in the room continuous (does not affect "dead" Actions).
5 Rejuvenator 16 Your mount (if you have one) is considered "Self" for you, so if you Heal yourself, your mount gets Healed too.
5 Rejuvenator 17 Troll-like regeneration 20*CL% of max hp /s, this can also cure Vile dmg and Permanent hp of dmg.
5 Rejuvenator 18 Unconscious Haste: +LVL uncA Actions; does not count as your Haste
5 Self-Destructor 19 1S (1M or 1P): Random effect on your group (roll 1d4 for each target): 1=Harm (no save), 2=Random [C] effect (RSW save), 3=Lose next CL A actions (no save), 4=Dispel all effects (no save)
5 Invigorator 20 "Unmemorize" all Invigorator spells you currently are channeling (so your spells are "open slots" again), lose 1 spell per SL (this is cumulative each time you do this today)

[PC54A] Supplemental sheets for Collective 5.4


Invigorator Spells (SL=7)

SL Class # Spell
7 Dejuvenator 1 1V: Choose a target. Everyone else in his group can do one parting shot on him (he's not actually leaving the group though).
7 Dejuvenator 2 1F: Turn Undead with CL=LVL*2.
7 Dejuvenator 3 1P: Causeall (1 target, no save)
7 Dejuvenator 4 1M: Destruction (1 target, no save)
7 Dejuvenator 5 Can "material component" Dejuvenator powers (spend +1V) to allow you to affect two targets with a power.
7 Dejuvenator 6 1M: Troll-like degeneration 30*CL hp /s, plus CL ability score dmg to each stat /s. (1 target, no save)
7 Martyr 7 1V: Target does a normal movement at half their movement rate, if they want to. Parting shots do apply.
7 Martyr 8 1F: Animate Other as an Undead. Pick an Undead Racial Adjective (it's free). Only 1 adjective at a time. Target must be willing.
7 Martyr 9 1P: Cureall Other.
7 Martyr 10 1M: Resurrect Other.
7 Martyr 11 Can "material component" Martyr powers (spend +1V; you must be conscious) to allow you to affect another target with a power. You can affect yourself as the second target with this.
7 Martyr 12 1N, 1/s: Troll-like regenerate Other 30*CL% of their max hp, this can also cure ability score dmg (at 10 hp each).
7 Rejuvenator 13 1deadV: Do a normal movement at half your movement rate. Be warned, parting shots treat your body as an object (using Item Saving Throws) if you're dead while moving away.
7 Rejuvenator 14 1deadF: Animate Self as an Undead. Pick an Undead Racial Adjective (it's free). Only 1 adjective at a time.
7 Rejuvenator 15 1deadP: Cureall Self.
7 Rejuvenator 16 1deadM: Resurrect Self.
7 Rejuvenator 17 Can "material component" Rejuvenator powers (spend +1V; you must be conscious) to allow you to affect another person with a power.
7 Rejuvenator 18 Troll-like regeneration 30*CL% of max hp /s, this can also cure ability score dmg (at 10 hp each).
7 Self-Destructor 19 1S (1M or 1P): Random effect on your group (roll 1d4 for each target): 1=Causeall (no save), 2=Destruction (no save), 3=Lose next CL segments (no save), 4=Dispel all effects including racial and class picks (no save)
7 Invigorator 20 You can benefit from LVL-7 Artificial Resets per Natural Reset, instead of just 1.

[PC54A] Supplemental sheets for Collective 5.4


Invigorator Spells (SL=9)

SL Class # Spell
9 Dejuvenator 1 1V or 1D: Move a nasty flag on yourself (such as Capital S Slain) to someone else in your group.
9 Dejuvenator 2 1X: Lockdown unconscious actions (see Rejuvenator), even if they cannot normally be locked down.
9 Dejuvenator 3 1M: True Destruction (1 target, no save)
9 Dejuvenator 4 1M, 1/d: Capital I Insist something. You can pick this more than once to use it more than once per day.
9 Dejuvenator 5 Have the DM copy your PC's status on the chalkboard to somewhere else as a backup. 1N, 1/reset: Switch your current status with your backup. This cannot be taken more than once.
9 Dejuvenator 6 1M: Troll-like degeneration 40*CL hp /s, plus CL negative levels /s. (1 target, no save)
9 Martyr 7 1F: Move a nasty flag on someone else (such as Capital S Slain) to someone else in their group.
9 Martyr 8 You can convert 1X -> 1bX actions. 2F or 1bX: Target can use a normal 1P action this segment, even though they're unconscious or dead.
9 Martyr 9 1M: True Resurrect Other.
9 Martyr 10 1M, 1/d: Capital I Insist something. You can pick this more than once to use it more than once per day.
9 Martyr 11 Have the DM copy another PC's status on the chalkboard to somewhere else as a backup. 1N, 1/reset: Switch their current status with the backup. This cannot be taken more than once. The PC must be willing.
9 Martyr 12 1N, 1/s: Troll-like regenerate Other 40*CL% of max hp, this can also cure negative levels (at 100 hp each).
9 Rejuvenator 13 1deadF: Move a nasty flag on yourself (such as Capital S Slain) to someone else in your group. Note if you have power #7.1, you can creep up to someone to deliver the flag first.
9 Rejuvenator 14 You can convert 1X -> 1uncX actions. 2deadF or 1uncX: You can use a normal 1P action this segment, even though you're unconscious or dead.
9 Rejuvenator 15 1deadM: True Resurrect Self.
9 Rejuvenator 16 1M, 1/d: Capital O Object to something. You can pick this more than once to use it more than once per day.
9 Rejuvenator 17 Have the DM copy your PC's status on the chalkboard to somewhere else as a backup. 1N, 1/reset: Switch your current status with your backup. This cannot be taken more than once.
9 Rejuvenator 18 Troll-like regeneration 40*CL% of max hp /s, this can also cure negative levels (at 100 hp each).
9 Self-Destructor 19 1S (1M or 1P): Random effect on your group (roll 1d4 for each target): 1=Loop Incursion (no save), 2=Beast of Xvim CL/3 times (no save), 3=CL random [C] section effects (no save), 4=As You Are CL times (no save)
9 Invigorator 20 You may use dead/unc actions with any Dejuvenator/Martyr/Rejuvenator/Self-Destructor/Invigorator effects (if it's listed as "1M:", you can use "1deadM:" or "1uncM:" instead).

[PC54A] Supplemental sheets for Collective 5.4


Invigorator Spells (SL=11, CSL=1)

SL Class # Spell
11 (CSL 1) Unbreakable 1 +CCL PSaves (using the [X] section saving throw rules)
11 (CSL 1) Unbreakable 2 +(CCL+1)/3 ihp
11 (CSL 1) Unbreakable 3 +(CCL+1)/3 iAC
11 (CSL 1) Unbreakable 4 Immune to CCL [C] section effects, even major ones are only 1 pick each
11 (CSL 1) Unbreakable 5 All of your items are Indestructible.
11 (CSL 1) Unbreakable 6 You are immune to all area effects. However, this power is incompatible with any "You can't be targetted" effects you have running (they shut off).
11 (CSL 1) Breaker 7 1V: Target gets -CCL PSaves (using the [X] section saving throw rules)
11 (CSL 1) Breaker 8 1V: Target takes (CCL+1)/3 idmg
11 (CSL 1) Breaker 9 1V: Target loses (CCL+1)/3 iAC
11 (CSL 1) Breaker 10 1V: Target is Severe Allergy to CCL [C] section effects, even major ones are only 1 pick each (will counter an Immunity)
11 (CSL 1) Breaker 11 You may destroy Indestructible items as if they weren't Indestructible.
11 (CSL 1) Breaker 12 You can target people who can't be targetted. You can target the floor of people whose floor cannot be targetted.
11 (CSL 1) Afterliver 1 +CCL MSaves (using the [X] section saving throw rules)
11 (CSL 1) Afterliver 2 1N, 1/s: Pick any ÷18 or less race, or a DL IX or less creature you know of. You Shapechange into it. Your stats don't change, but you can use racial/innate abilities from it.
11 (CSL 1) Afterliver 3 You can assume the form of any known dead/incursed/pixelated person or creature (this is like the First Evil's ability). You don't have the person's abilities, but you do have their memories.
11 (CSL 1) Afterliver 4 You can convert 1X -> 1deadX actions. 1deadX: Capital F Fix Self.
11 (CSL 1) Afterliver 5 You get and can use 2D Actions per death per segment. You are limited to CCL+1 D Actions you can use per reset (instead of 1).
11 (CSL 1) Afterliver 6 Rotating Truename. Rotating Home Plane. Rotating Quantum Signature. Your Silver Cord rotates color, and can't be targetted or attacked.
11 (CSL 1) Ender 7 1V: Target gets -CCL MSaves (using the [X] section saving throw rules)
11 (CSL 1) Ender 8 1N, 1/s: Force Shapechange, Dispel Illusion, and Dust of Appearance (no resistance)
11 (CSL 1) Ender 9 You can assume the form of any known dead/incursed/pixelated person or creature (this is like the First Evil's ability). You don't have the person's abilities, but you do have their memories.
11 (CSL 1) Ender 10 1X: Capital B Break (1 target, XR to resist)
11 (CSL 1) Ender 11 You get and can use 2D Actions per death per segment. You are limited to CCL+1 D Actions you can use per reset (instead of 1).
11 (CSL 1) Ender 12 1M: Erase Truename, Change Home Plane to this plane, Erase Quantum Signature, Sever Silver Cord (all of these on 1 target, XR to resist)

[PC54A] Supplemental sheets for Collective 5.4


Pixie Queen - Faerie Spells

SL # Name Effect
0 1 Detect Fey Detect Faeries
0 2 Protection from Fey Protection from Faeries (for an individual)
0 3 Speak with Animals and Plants Speak with Animals and Plants
½ 1 Animal Friendship Animal Friendship
½ 2 Fey Bane +2d6 dmg vs. Faeries
½ 3 Sense Fey Portal Detect Plant Door, Tree, Magical Grove
1 1 Dancing Lights Dancing Lights
1 2 Greater Sleep Sleep to a group, 4d4 HD, max HD=8 (save)
1 3 Magic Circle against Fey Protection from Faeries (for a group)
1 Cloak of the Trickster Invisibility as long as you're motionless
2 Nymph's Blessing Lasts for 1 turn. 0, 1/r: Charm Person (save)
3 Plant Growth Plant Growth
2 1 Kiss of the Selkie Underwater action; Water Breathing
2 2 Misdirection Misdirection
2 3 Rainbow / Rainbow Pattern Rainbow / Rainbow Pattern
1 Curse Curse (save)
2 Displacement Displaced
3 Erase Memory Forget (save)
3 1 Blinding Beauty Blindness to a group (save)
3 2 Suggestion Suggestion (save)
3 3 Summon Fey Summons a DL 1d4+1 Faerie
1 Commune with Nature Commune with Nature
2 Otto's Irresistible Dance Otto's Irresistible Dance
3 Unearthly Beauty Lasts for 1 turn. 0, 1/r: Slay Living (save)
4 1 Gift of the Leprechaun Duplicate a SL 0-8 Healing, Animal, or Plant spell
4 2 Mirage Arcana Mirage Arcana
4 3 Power Word Blind Power Word Blind (240 hp, includes Stun)

[PC54A] Supplemental sheets for Collective 5.4


Pixie Queen - Green Spells

Awaken (SL=1):Removes sleep/fatigue effect on up to CL targets
Berserk (SL=1): Attacking creature does x2 dmg and is slain this segment (not 1bM)
Force of Nature I (SL=1):Summon a Plant Elemental: AC 20, hp 20, #Att 1/1, TH +10, dmg 10
Giant Growth (SL=1): Target gets +3 TH, dmg, AC, and saves this round.
Instill Energy (SL=1): You get +1S action per round for CL r (counts as your haste).
Natural Healing (SL=1):Target is cured equal to his Con score in hp
Nature’s Lore (SL=1):Know direction & distance to an object or person (if they are touching the ground)
Bind (SL=2): 1bM: Counter an item ability.
Earth Bolt (SL=2):Deal CLd10 Eldritch Earth dmg to one target (no save)
Gaea’s Bounty (SL=2):Regain one first-level Plant/Animal spell to memorization
Gaea’s Cradle (SL=2):One of your summoned creatures is dispelled; Add it's hp/10 in SL to your memorization
Gaea’s Might (SL=2):Target gains +N AC/saves/TH/dmg; N is number of groups of classes you have
Lifeforce (SL=2): 1bM: Counter a MTG Black, Necromancy/Necromantic, or Psi7 power.
Naturalize (SL=2):Dispel one non-natural effect (or) Turn off one non-natural item for 1 turn
Regeneration (SL=2): You regenerate at CL hp/s. 0, this effect drops and you lose the spell slot: Avoid a slay effect.
Soothing Word (SL=2):Removes fear/horror effect on up to CL targets
Spiritual Energy (SL=2):+LVL Con
Adaptation (SL=3):NaNR +CL*10%; Immune to Hostile Environment; Need not breathe
Ancestral Mask (SL=3): Target gets +LVL/+LVL TH/dmg for each other of same race in room
Force of Nature II (SL=3):Summon a Wood Elemental: AC 40, hp 80, #Att 2/1, TH +30, dmg 30
Gaea’s Skyfolk (SL=3):Winged flight CL^2"
Nature’s Chosen (SL=3):+1S action
Tranquility (SL=3): Dispel all effects on one target (use the 50% +/- 5% per CL difference rules)
Aluren (SL=4): You may cast SL 0-3 Conjuration/Summoning spells as a 0 action.
Earth Storm (SL=4):Deal CLd12 Eldritch Earth dmg 40' radius (no save)
Gaea’s Balance (SL=4):You may transfer SLs & PSPs between your magic & psi pools; use [Q11] type conversion
Gaea’s Blessing (SL=4):Reconstruct up to three effects which were dispelled/twisted within the last turn
Gaea’s Touch (SL=4):+1QM only for Pixie Queen spells
Harmony of Nature (SL=4):0, 1/s, one of your summoned critters loses & can't use 1P this segment: You gain +1QP
Living Lands (SL=4): Summon CL Treefolk (DL=2), together they occupy 1 summon slot.
Nature’s Blessing (SL=4):+CL distributed among AC/saves/TH/dmg as you like
Brute (SL=5):For the next turn, you get: -1M, +1P, -CL Int, +CL Str, -CL saves, +CL dmg; can't drop this
Call of the Wild (SL=5):Summon any real-world animal (your choice), you get CL/DL of them (round up)
Doubling Season (SL=5): Whenever you summon a creature, you get 2 instead (+1 slot too)
Force of Nature III (SL=5):Summon a Root Elemental: AC 60, hp 180, #Att 3/1, TH +50, dmg 50
Gaea’s Embrace (SL=5):Target gains +3 AC/saves/TH/dmg and Troll-like regen CL hp/r
Life Essence (SL=5):If target has less than CL*CL current hp, it is cured so it has CL*CL hp
Desert Twister (SL=6): Destroy something (PP save, like a Disintegrate spell)
Gaea’s Herald (SL=6):When your summoned creatures go below -10 hp, they don't disappear (you can cure)
Nature’s Cloak (SL=6):+CL*10 Rogue points; Any Level=CL/2 (or less) Rogue pick
Force of Nature IV (SL=7):Summon a Thicket Elemental: AC 80, hp 320, #Att 4/1, TH +70, dmg 70
Nature’s Wrath (SL=7):Turn all undead/outer-planar creatures within 80' (no turn roll, instead make Will saves)
One with Nature (SL=7):For every 10 points of damage you deal in unarmed combat, add 1 SL to your memorization
Seeds of Life (SL=7):1 sq. mile area is restored, CL trees grow instantly, removes Defiled status
Tooth and Nail (SL=7): Summon DL VII, can pick type, or can pick creature within type
Biorhythm (SL=8): Each person in a group's current hp = (Number of summons)*10
Dual Nature (SL=8):Whenever you summon or create creatures, you get twice as many of them
Gaea’s Avenger (SL=8):Immune to x5 and lower artifact effects that you (or your party) do not control
Force of Nature V (SL=8):Summon a Fungus Elemental: AC 100, hp 500, #Att 5/1, TH +90, dmg 90
Child of Gaea (SL=9):Target becomes Int=3, Wis=3, Chr=3, CL=0 (no save) for CL days
Everhome (SL=9):Your home plane is every plane; when this effect ends, your home plane = current plane
Gaea’s Liege (SL=9):Your max hp is CL^3 (and/or) Your TH bonus is +CL^2 (no other adj. can be added)
Force of Nature VI (SL=9):Summon a Thorn Elemental: AC 120, hp 720, #Att 6/1, TH +110, dmg 110

[PC54A] Supplemental sheets for Collective 5.4


Psi1Blaster - Psi0.01 Psionic Pinpoint Attack

This hits one target (not a group) CL times.
Multiple hits do cause extra save penalty (-5 per instance) and a d100 shift (+/-10 per instance).
Also note the tables are slightly different.
This attack does not affect targets with Psi0.01 (they are considered immune).
Against Psi1, this attack is treated as CL Psi1 Psionic Blasts on one target.
 
Save for Range Effect (Duration is bottom row):
Int+Wis 20yd 40yd 80yd Death Coma Sleep Stun Confuse Enrage Panic Feeble 2Insanity 1Insanity 1Insanity
1-5 16 14 12 01-90 91-94 95-97 98-99 100 (101-110) (111-120) (121-130) (131-140) (141-150) (151-160)
6-10 15 13 11 01-04 05-90 91-94 95-97 98-99 100 (101-110) (111-120) (121-130) (131-140) (141-150)
11-15 14 12 10 01-03 04-07 08-90 91-94 95-97 98-99 100 (101-110) (111-120) (121-130) (131-140)
16-20 13 11 9 01-02 03-05 06-09 10-90 91-94 95-97 98-99 100 (101-110) (111-120) (121-130)
21-25 12 10 8 01 02-03 04-06 07-10 11-90 91-94 95-97 98-99 100 (101-110) (111-120)
26-30 11 9 7 (-9 to 0) 01 02-03 04-06 07-10 11-90 91-94 95-97 98-99 100 (101-110)
31-35 10 8 6 (-19 to -10) (-9 to 0) 01 02-03 04-06 07-10 11-90 91-94 95-97 98-99 100
36-40 9 7 5 (-29 to -20) (-19 to -10) (-9 to 0) 01 02-03 04-06 07-10 11-91 92-95 96-98 99-100
41-45 8 6 4 (-39 to -30) (-29 to -20) (-19 to -10) (-9 to 0) 01 02-03 04-06 07-10 11-93 94-97 98-100
46-50 7 5 3 (-49 to -40) (-39 to -30) (-29 to -20) (-19 to -10) (-9 to 0) 01 02-03 04-06 07-10 11-96 97-100
51+ 6 4 2 (-59 to -50) (-49 to -40) (-39 to -30) (-29 to -20) (-19 to -10) (-9 to 0) 01 02-03 04-06 07-10 11-100
Duration: 1d10 d 4d6 t 1d6 t 1d30 r 1d6 r 1d6 r perm. perm. 1d8 w 1d30 d

[PC54A] Supplemental sheets for Collective 5.4


Psi1Blaster - Psi0.01 Minor Powers

# MINOR POWERS Cost Notes
1 Automaton 10/r Animate one object as a DL=CL/2 Golem (counts as your summon)
2 Body Equilibrium 1/r Immune to falling damage, TK
3 Body Weaponry 1/r +3/2*CL AC or +2*CL unarmed TH
4 Cell Adjustment I 20 Cure/cause 20+CL*2 hp to one target (cannot use less PSPs for less effect)
5 Command 15 Command (Will save), 1+CL/3 words, 1 target
6 Detection of Life 4/r Name a summon type. Detects that summon type within 60*CL'
7 Domination 15+sum(HD) Domination (1+CL/3 Will saves), 1 target
8 Empathy 3/m Gives surface thoughts of target within 60' (no save)
9 Expansion 5/r +3/2*CL dmg (armed or unarmed)
10 Lights 3 1 target: Faerie Fire (-CL*4 AC) or Light (1+CL/3 saves Blindness)
11 Memory Protection 1/d Immune to next mental attack
12 Molecular Agitation cumul. 3/r 1 disruption dmg per segment to 1 target (no save)
13 Movement Acceleration 20/r +2V Actions or +3*CL" move rate
14 Object Reading 4/question Stone Tell
15 Psionic Trigger 15/d Contingency for 2 of the same psi power (still need points)
16 Rapport 15/r Share Memories or Detect Lie or Mind Scan; affects 1 target
17 Spirit Speak 6/question Speak with Dead (as spell); Cannot lie
18 Sens. to Psychic Imp. 10/r 0, 1/r: Identify Psionic effect
19 Tap Psionic Link 14/r Can join into Psionic link if originating psionicist is in your group
20 Telekinetic Barrier 10N /t Take -10*N dmg against the first physical attack per combat (max N = CL)
21 Telekinetic Blade 10/r Base damage 20+CL*2, considered +2 weapon, mental weapon, hits 1 target

[PC54A] Supplemental sheets for Collective 5.4


Psi1Blaster - Psi0.01 Major Powers

# MAJOR POWERS Cost Notes
1 Body Control 4/t Resist environment 2 HD/level
2 Controlled Blinking 10/t 0, 1/turn: Blink CL*10'
3 Dimension Door 20 Dimension Door (as spell); 900*CL'
4 Dimension Walk 1/t Cover 10 miles in (20-level) minutes
5 Dispel Exhaustion 14 Mental Surgery (1) but all in psi link affected
6 Energy Control 2/HD Max.=CL*2 in HD damage, must be energy attack, affects you only
7 Energy Dissipation 40 Take 1/10 dmg from an energy attack
8 Flying 18/t Fly 12+CL*3"
9 Improved Cell Adj. 100 Cure/cause 100+CL*10 hp to one target (cannot use less PSPs for less effect)
10 Mass Domination 30+sum(HD) Domination (Will save at -CL), hits CL targets
11 Mental Surgery 10*lvl Dispel Exhaustion or Feeblemind or Cure Insanity
12 Mind Bar 5/d iMentalR LVL*5%
13 Paralysis Bolt 45 Paralysis (CL/2 Fort saves), hits 1 target
14 Physical Acceleration 40/r +2P Actions
15 Probability Travel 10/P P=#planes removed, fail=21-level% [or] Enter the Plane of the UltraWhite (fail=10%)
16 Psionic Cage 50 Reverse Wards (no one can leave)
17 Submit Illusion 24/t Submit a Mirage Arcana to subject's mind; affects 1 target
18 Telekinesis 9/r Telekinesis CL*40' falling dmg (assuming size M); affects 1 target
19 Telempathic Projection 12 Empathy, but can send an emotion; no save; 1 target
20 True Sensory Input 4/r True Seeing (as spell), but all 5 senses
21 Wards 50 Pro.Evil&Scrying, no one can enter, break=150pts

[PC54A] Supplemental sheets for Collective 5.4


Psi1Blaster - Psi0.01 Grand Powers

# GRAND POWERS Cost Notes
1 Death Stare 225 Death or Stun 2d4r (if over 2*level HD) (CL-5 Fort saves)
2 Energy Cancel 3/HD Max.=CL/2 in HD damage, cancels whole effect, you don't need to be in that group
3 Limited Wish 320 Limited Wish (as spell)
4 Mental Acceleration 60/r +2M Actions
5 Power Transfer 200*T T:Minor=1,Major=2,Grand=3, Object=Caster Psi
6 Preservation 150 Preserve or Trap Soul or Permanency or Stasis; 1 target
7 Psionic Amplification 10*Mult Multiplies a power; Max.=level/3
8 Psionic Disruption 40/r No psi powers of one freq. can be used in 100'r
9 Restoration 120 Restoration, Regenerate, Restores Items, Stops/Restores dual-nature
10 Severance 40*SL Stops use of any 1 ability in creature (no save)
11 Shade 200 Create one Nightshade of someone who died here (treat as DL VIII Undead), 1/3 powers
12 Suppression 3/r Cannot use or be affected by psionics, all psi effects drop

Psi1Blaster - Psi0.01 Super Powers

# SUPER POWERS Cost Notes
1 Cellular Heal/Harm X up to X targets: Heal or Harm X% of max hp
2 Counterspell 40*SL [0 action to use] Counters a Magic/Psi/Innate
3 Energy Dampen 1/HD/d Permanent Energy Cancel on self or 100'cu area
4 Full Acceleration 100/r +2F Actions or +1X Action
5 Mental Deceleration 200*N Target loses next 3*N mental actions (no save)
6 Munchkin / Pawn Element 700 Step Out Of a 1st level Wizard or Priest spell [or] one 1st level Pawn ability
7 Physical Deceleration 100*N Target loses next 3*N physical actions (no save)
8 Quick Mental Accel. 120/r +2QM Actions or +1QQM Action
9 Super Spirit 60/r Get CL-10 Second Tier powers from Martial Arts or Professional Wrestling
10 Telekinetic Crush 5*X 1 target: X*X*X*X telekinetic damage (no save)
11 Versatility 1000 Permanent: +1 max. # of classes or # psi.freq.
12 Wish 480 Wish (as spell), or any Psi0.02 Dev/Sci/High Sci

[PC54A] Supplemental sheets for Collective 5.4


Psi1Blaster - Psi1 Minor Powers

MINOR POWERS Cost Notes
Animal Telepathy 1/r 1=mamm,5=bird,6=rept,8=fish,10=spider,14=plant
Antipathy-Sympathy 35/h Antipathy-Sympathy (as spell)
Automaton 10/r Animate Object (as spell)
Body Equilibrium 1/r Water Walking, Feather Fall, Lessen Weight
Body Weaponry 1/r +level AC, +level unarmed damage
Cell Adjustment 1/hp Max.# hp = level*5, Cure Disease=20/70
Clairaudience 5/r 30'range per level
Clairvoyance 5/r 20'range per level
Command 5 Command (as spell)
Detect Danger 1/r 10+10*level% direction, 5+5*level% distance
Detection of Good/Evil 2/r 20+10*level% exact alignment, 10*level% objects
Detection of Life 4/r Gives dir.,dist.,size class (30'range per level)
Detection of Magic 3/r Gives type, school/sphere, and approx. level
Domination 5+HD/r Save; Psionic gets control of all actions
Empathic Control 1/HD Save-3; Emotion (as spell); no limit to HD
Empathy 3 Gives basic emotions of all in 10'wide path
ESP 2/r ESP (as spell)
Expansion 5/r Max.Press=Str of level+12, +level dmg, +level'
Hypnosis 1/HD Level>10 or Int16=save; Max.HD=ä(level)
Invisibility 3/t Mental Invisibility, affects ä(level) in HD
Levitation 3/t Levitate (as spell)
Lights 1/t Faerie Fire, Dancing Lights, Light
Locate 5/t Locate object, person, or type of creature
Memory Protection 1/d Immune to Forget,Feeblemind,Incantatrix effects
Microkinesis 1/s Telekinesis on a small object (max wt = level lbs.)
Mind Over Body 5/d No need for food,water,sleep for 2*level days
Molecular Agitation 1/r 1 dmg 1st r, 2 dmg 2nd r, etc. (max.dmg=level)
Movement Acceleration 10/r +1V Action
Object Reading 1/r Detects psychic impressions left on an object
Postcognition 1/fact Can see into past, double chances of Precog.
Precognition 1/fact Int+Wis+level*level-factor% chance correct
Psionic Trigger 10/d Contingency for 1 psi power (still need points)
Rapport 5/r 1=Share Memories, 3=Detect Lie, 4=Mind Scan
Reduction 2/t -level' until 1', then halve size each time
Sense 5/t See in darkness/fog, Hear in silenced/loud room
Spirit Speak 10/r Speak with Dead (as spell)
Suspend Animation 6 Ceases life functions for max of (level) weeks
Sens. to Psychic Imp. 1/r Gives freq., type, and field of all psi in area
Tap Psionic Link 7/r Can listen into Psi Link if within 30*level'
Telekinetic Barrier 5N /t Take -N dmg per physical attack (max N = level)
Telekinetic Blade 5/r Base damage CLdCL, considered +CL/3 weapon, mental weapon
Telep. Ventriloquism 1/' Save-3; Target actually says desired phrase
Tongues 20+6/r Tongues (as spell); 1 language/level

[PC54A] Supplemental sheets for Collective 5.4


Psi1Blaster - Psi1 Major Powers

MAJOR POWERS Cost Notes
Astral Projection 10 Astral Spell (as spell)
Aura Alteration 10/F/h F=#AL places moved, Remove Curse,Geas,Quest=8*SL
Aura Reading 3 Detect alignment, classes, skills, exact hp
Body Control 2/t Water Breathing, Resist environment 1 HD/level
Cellular Restoration 8 Reattaches severed limb, fixes damaged organ
Controlled Blinking 5/r Blink 10'/level each round (no action after 1st)
Deflection 1/% /h Energy (non-Physical) Reflection, max=level*10%
Dimension Door 10 Dimension Door (as spell); 90'/level
Dimension Walk 1/t Cover 30 miles in (40-level) minutes
Dispel Exhaustion 14 Mental Surgery (1) but all in psi link affected
Energy Control 1/HD Max.=level in HD damage, must be energy attack
Energy Dissipation 20 Take half damage from an energy attack
Etherealness 6/t Caster+50*level lbs. in Ethereal Plane
Flying 9/t Fly (as spell)
Foresight 18 Foresight (as spell)
Geas 40 Geas (as spell)
Improved Cell Adj. 1/hp Cell Adj. but range=10'*level, Max.hp=10*level/r
Improved Invisibility 9/t Invisibility but can attack and remain Invis.
Magic Jar 20 Magic Jar (as spell), save penalty -1/level
Mass Domination 10+HD Save-4; Max.=5 creatures of level HD
Mental Surgery 10*lvl 1=Dispel Exhaustion,5=Feeblemind,6=Cure Insanity
Mind Bar 5/d Immune to Ench/Cha,Magic Jar,Domination,Invis.
Molecular Manipulation 50 Makes object weak: 1=cord,5=chain,7=wood,9=metal
Molecular Rearrangement 10/lb. 1=soft,4=brass,7=bronze,10=steel,13=Mithril
Pass-Way 20/' Can pass through any material or Wall spell (no harm)
Paralysis Bolt 15+HD Save-6; 1 creature, Max.HD=2*level
Physical Acceleration 20/r +1P Action
Probability Travel 10/P P=#planes removed, fail=21-level%
Psionic Cage 50 Reverse Wards (no one can leave)
Shape Alteration 3+W W=weight/1000, Polymorph Self (as spell)
Standing Concentration 5/d Can convert 1P+1V Action to 1M if desired each r
Submit Illusion 12/t Submit a Spectral Force to subject's mind
Telekinesis 3/r Max.Weight=3*sum(level), accel. 2"/r move rate
Telempathic Projection 6 Empathy, but can send an emotion
Telepathy 1/r Operates up to 186,000 miles away on same plane
Telepathic Projection 1/r+HD Suggestion, Possession=2*Int+Wis+Chr points
Teleportation 20+1/% Teleport (as spell), can adjust roll by 1%/point
Transmutation 10 One effect in next turn can be changed to another element
True Sensory Input 4/r True Seeing (as spell), but all 5 senses
Wards 50 Pro.Evil&Scrying, no one can enter, break=150pts
X-ray Vision 15/r As per ring of X-ray vision

[PC54A] Supplemental sheets for Collective 5.4


Psi1Blaster - Psi1 Grand Powers

GRAND POWERS Cost Notes
Amplification 10*#cr Save; Sleep d6+3 hr, Gain (Int+Wis+Chr)*2 points
Amplify Power 10N +N to CL (or) +N*10% effect to next Psi1 power (max N=CL)
Death Stare 75 Save-6; Death; Stun 2d4r if over 2*level HD
Energy Cancel 3/HD As Energy Control but removes entire area effect
Energy Jar 15/HD As Energy Control, can throw affect yourself once for 1M
Endowment 100 Gain psionics, one row lower on table above
God Voice Ventrilo. 25/r Loud "god voice", deafness (save), suggestion (save)
Grand Domination 3*HD/r Save at penalty equal to level; no HD limit
Interdimensional Space 40+1/h Rope Trick (as spell); duration limit=1h/level
Limited Wish 320 Limited Wish (as spell)
Mental Acceleration 30/r +1M Action (can be used for anything)
Power Transfer 100*T T:Minor=1,Major=2,Grand=3, Object=½*Caster Psi
Preservation 50 1=Preserve,2=Trap Soul,5=Permanency,7=Stasis
Psionic Acceleration 20/r +1M Action (must be used on natural psionics)
Psionic Amplification 8*Mult Multiplies a power; Max.=level/4+1
Psionic Disruption 40/r No psi powers (any freq.) can be used in 50'r
Restoration 60 Restoration, Restores Items, Stops dual-nature
Severance 20*SL Save; stops use of any 1 ability in creature
Shade 100 Creates a ghost/shade of person who died here, half powers
Suppression 3/r Cannot use or be affected by psionics, all psi effects drop

[PC54A] Supplemental sheets for Collective 5.4


Psi1Blaster - Psi1 Super Powers

SUPER POWERS Cost Notes
Cellular Heal/Harm X up to X targets: Heal or Harm X% of max hp
Counterspell 40*SL [0 action to use] Counters a Magic/Psi/Innate
Energy Dampen 1/HD/d Permanent Energy Cancel on self or 100'cu area
Full Acceleration 50/r +1 Full Action /r
Hero Element 700 Casts any one 1st level Hero spell
Legend Element 400 Casts any one 1st level Legend spell
Mental Deceleration 100*N Target loses next N mental actions (no save)
No Resistance 400 1 target: Lowers Class VI,PsiR,Defense X for 1t
Opposing Acceleration 60/r +1 Opposing Action /r
Physical Deceleration 50*N Target loses next N physical actions (no save)
Quick Mental Accel. 60/r +1 QM Action /r
Rapid Fire 80/r x2 number of Psi1 attacks/r, stacks with itself
Shotokan Spirit 60/r Know and can use all Psi0 minor/major/grand powers
Sinanju Spirit 60/r Know and can use all Martial Arts powers
Super Domination 10*HD Dominate one target (no save, no PsiR, no Wis)
Telekinetic Crush X 1 target: X*X*X telekinetic damage (no save)
Versatility 1000 Permanent: +1 max. # of classes or # psi.freq.
Wish 480 Wish (as spell), or any Psi2 Dev/Sci/High Sci

[PC54A] Supplemental sheets for Collective 5.4


Size Class - [C7.1] Size of Weapons which can be wielded

The following table gives how much Strength you need to wield two weapons of the same size.
For the purposes of this rule, shields are considered a weapon.
If you are Enlarged, read 1 line larger. If you are Diminished, read 1 line smaller.
This table assumes you are wielding two weapons of the same size, and you are specialized in them
 
  Str / Dex needed to wield two weapons one-handed:
Race Size U T S M L H G F E D C B A
U 3 / 0 8 / 0 18 / 9 33 / 18 53 / 20 78 / 27 108 / 29 143 / 31 183 / 36 228 / 38 278 / 39 333 / 40 393 / 41
T 0 / 0 6 / 0 12 / 0 24 / 9 42 / 18 66 / 20 96 / 27 132 / 29 174 / 35 222 / 36 276 / 37 336 / 38 402 / 39
S 0 / 9 2 / 0 9 / 0 16 / 0 30 / 9 51 / 18 79 / 24 114 / 27 156 / 33 205 / 35 261 / 36 324 / 37 394 / 38
S/M 0 / 13 1 / 4 7 / 0 15 / 0 26 / 0 45 / 15 72 / 23 106 / 26 147 / 32 196 / 34 253 / 35 318 / 36 391 / 37
M/S 0 / 16 0 / 7 5 / 0 13 / 0 22 / 0 39 / 11 64 / 22 97 / 24 138 / 31 187 / 33 244 / 34 309 / 35 382 / 36
M 0 / 18 0 / 9 4 / 0 12 / 0 20 / 0 36 / 9 60 / 20 92 / 22 132 / 29 180 / 31 236 / 32 300 / 33 372 / 34
M/L 0 / 20 0 / 11 3 / 0 11 / 0 18 / 0 33 / 6 56 / 18 87 / 20 126 / 27 173 / 29 228 / 30 291 / 31 362 / 32
L/M 0 / 24 0 / 15 2 / 5 8 / 0 16 / 0 29 / 3 49 / 14 78 / 19 116 / 25 162 / 28 216 / 29 278 / 30 348 / 31
L 0 / 27 0 / 18 0 / 9 6 / 0 15 / 0 24 / 0 42 / 9 69 / 18 105 / 22 150 / 27 204 / 28 267 / 29 339 / 30
L/H 0 / 29 0 / 20 0 / 11 5 / 0 14 / 0 22 / 0 39 / 7 65 / 16 100 / 20 144 / 25 197 / 27 259 / 28 330 / 29
H/L 0 / 33 0 / 24 0 / 15 3 / 5 11 / 0 20 / 0 34 / 4 57 / 13 89 / 19 131 / 23 183 / 26 245 / 27 317 / 28
H 0 / 36 0 / 27 0 / 18 0 / 9 8 / 0 18 / 0 28 / 0 48 / 9 78 / 18 118 / 20 168 / 21 228 / 22 298 / 23
H/G 0 / 39 0 / 30 0 / 21 0 / 12 5 / 3 15 / 0 25 / 0 42 / 6 70 / 15 110 / 20 162 / 20 226 / 21 302 / 22
G/H 0 / 42 0 / 33 0 / 24 0 / 15 2 / 6 12 / 0 23 / 0 37 / 3 62 / 12 102 / 19 157 / 19 227 / 20 312 / 21
G 0 / 45 0 / 36 0 / 27 0 / 18 0 / 9 10 / 0 21 / 0 32 / 0 54 / 9 94 / 18 152 / 18 228 / 19 322 / 20
G/F 0 / 48 0 / 39 0 / 30 0 / 21 0 / 12 6 / 3 18 / 0 29 / 0 52 / 6 90 / 15 143 / 17 211 / 18 294 / 19
F/G 0 / 51 0 / 42 0 / 33 0 / 24 0 / 15 3 / 6 15 / 0 26 / 0 50 / 6 87 / 12 137 / 16 200 / 17 276 / 18
F 0 / 54 0 / 45 0 / 36 0 / 27 0 / 18 0 / 9 12 / 0 24 / 0 48 / 0 84 / 9 132 / 15 192 / 16 264 / 17
E 0 / 63 0 / 54 0 / 45 0 / 36 0 / 27 0 / 18 3 / 9 16 / 0 42 / 0 74 / 0 112 / 6 156 / 11 206 / 15
D 0 / 72 0 / 63 0 / 54 0 / 45 0 / 36 0 / 27 0 / 18 8 / 9 36 / 0 64 / 0 92 / 0 120 / 3 148 / 0
C 0 / 81 0 / 72 0 / 63 0 / 54 0 / 45 0 / 36 0 / 27 0 / 18 30 / 9 54 / 0 72 / 0 84 / 0 90 / 0
 
Str adjustments ("secondary weapon" is the smaller of the two):
You are wielding the weapon two-handed (nothing off-hand) -8
You have nothing in the off-hand or it's 3+ sizes smaller -6
Your secondary weapon is 2 sizes smaller -4
Your secondary weapon is 1 size smaller -2
You are NOT specialized in the weapons +1 per weapon not specialized
Your race gets racial bonus with main weapon -1
Main weapon made & balanced specifically for you (x3 cost) -1
Main weapon is cursed -3
Main weapon is Dancing or Intelligent -1
Wielding a third weapon or more +X, where X is weight (in pounds) of extra weapons
 
Example 1: Human (size M) wielded a two-handed sword (size L) two-handed needs a 20-8 = 12 Str.
Example 2: Human (size M) wielding a two-handed sword (size L) and a long sword (size M) needs a 20-2 = 18 Str.
Example 3: Hill Giant (size H) wielding a class F club (size F) and a dagger (size S) needs a 48-6 = 42 Str and 18 Dex.
Example 4: Halfling (size S) with Psi9 Extra Limb wielding three long swords (size L, 4 pounds) needs a 16+4 = 20 Str.

[PC54A] Supplemental sheets for Collective 5.4


Size Class - [E2.4] Unusual Sized Weapons

This is the procedure to alter a weapon's size. First you must figure out "N":
 
Weapon is:
2 sizes smaller than normal: N=1/4
1 size smaller than normal: N=1/2
normal size: N=1
1 size larger than normal: N=2
2 sizes larger than normal: N=4
3 sizes larger than normal: N=8
 
Cost: multiply by N^2.
Weight: multiply by N^3.
Speed Factor: multiply by N.
 
Damage: adjust by (+1)d(+2) per size class difference; e.g. 2d4 becomes 3d6.
1dS becomes 1d(S/2-1) when lowered by one size (e.g. 1d8 becomes 1d3); fractional die types round up.
 
Crit range: +1 to crit range (not multiplier) per size class difference; if range is already 20 and is being lowered, lower the multiplier by 1 instead; with a minimum of 20/x2.
 
Examples:
 
Sample Weapons: Cost Weight Size Type Speed S-M L
Arquebus +1 size 2000 80 L P/X 30 2000000000000 2000000000000
Battle Axe +1 size 20 56 L S 14 2d10 2d10
Battle Axe +2 size 80 448 H S 28 3d12 3d12
Bow, Short -1 size 8 0.25 S P 4 1d3 1d3
Dagger -1 size 1 0.25 T P 1 1d1 1d1
Sickle +1 size 3 24 M S 8 2d6+1 2d6
Sword, Long -2 size 1 0.0625 T S 1 1d1 1d2
Sword, Long -1 size 4 0.5 S S 3 1d3 1d5
Sword, Long +1 size 60 32 L S 10 2d10 2d14
Sword, Long +2 size 240 256 H S 20 3d12 3d16
Sword, Long +3 size 960 2048 G S 40 4d14 4d18
Sword, Two-Hand, +1 size 200 120 H S 20 2d12 4d8