[Q--2] Efficiency Psionics (Psi. Freq. --2)


Psi--2 Devotions (Minors)

# Power Disip. Check PSPs Effect Power Score Source
1 Adrenalin Command Metab Int-8 12+6/r [Pick Str, Dex, Con] Sustain that stat Exceptional that stat DM
2 Biosaveback Metab Int-7 9+5/r -2 dmg/energy att; +CL/3 saves +CL saves instead DM
3 Blink Port Con-4 11+5/r Blink Controlled Blink DM
4 Cell Arrangement Metab Int-8 2*N cures 5*N% of max hp (max N=CL*5+35) Half cost in PSPs DM
5 Connect (Contact) Telep Chr-5 Int*3/2+2/r -2 check if resisting Need only 2 tangents DM
6 Deflection Kinet Con-5 6 [pick R,M,P,I] Deflection CL*5% pick 2, or Reflection on 1 DM
7 Double [C] Metab Int-8 11 Doubles a harmful [C] section effect Becomes capital lettered DM
8 Endurance of the Land Metab Int-7 15+3/r +5 max hp; +3 AC; +3 saves; IR 25% Lasts 5r after maint. DM
9 Enhanced Int/Dex Metab Chr-8 3N+N/r +N Int or Dex, max N=CL both stats DM
10 Ethereal Projection Port Con-5 9+3/h Ethereal Perception Ethereal Projection DM
11 Gird M-Psi Con-3 2*M/m Maintain powers w/o conc. Maintain in sleep DM
12 Graft Natural Metab Int-10 15+2/r Natural attacks can use specialization -- DM
13 Hypercelerate Metab Int-7 15+15/m -3M, +1QM lose only -2M instead DM
14 Inertial Wall Kinet Int-8 11+8/r Melee: -CL dmg/att; Missile: Delay 1s Another Melee -CL/att DM
15 Inverse Carapace Metab Con-5 8+2/r +level TH; -(11-level) Wis No Wis loss DM
16 Magnify M-Psi Chr-5 25M+M/r Mult. power (Max=level/5+1) M+1, no extra cost DM
17 Receptacle M-Psi Chr-5 1/r Item PSPs = (2*Chr+Int+Con-40)*CL Can be Magnified DM
18 Resist Disease Metab Int-8 18/d Resist disease Immune disease DM

[Q--2] Efficiency Psionics (Psi. Freq. --2)


Psi--2 Sciences (Majors)

# Power Disip. Check PSPs Effect Power Score Source
1 Death Trade Metab Int-12 60 You and target up to 10*CL^3 dmg (necro) You take half DM
2 Demolish Kinet Int-8 27 CLd6 normal ele. dmg (group, save:½) (2*CL)d6 instead DM
3 Endorphin Command Metab Wis-9 24+12/r [Pick Int, Wis, Chr] Sustain that stat Exceptional that stat DM
4 Energy Command Metab Int-7 10 Pick an element, you resist it You double resist it DM
5 Ethereal Travel Port Con-5 25+12/h Go to Ethereal physically Go to Phlogiston DM
6 Immediate Healing Metab Int-5 45 Heal, can have no more Heals this day this hour instead DM
7 Put Out of Misery Kinet Chr-9 60 Put Out of Misery Really Put Out of Misery DM
8 Regen Metab Int-6 24+9/t Troll-like regen CL hp/r 2*CL instead DM
9 Split Soul M-Psi Chr-8 60+9/r +1S action +1 more S action DM

Psi--2 High Sciences (Grands)

# Power Disip. Check PSPs Effect Power Score Source
1 Alter Reality All Any-15 375 Alter Reality (any Psi major) Double CL effect DM
2 C Acceleration Metab Int-9 30/r +CL/2 C actions /r (self) +CL instead of +CL/2 DM
3 Duplicate Action M-Psi *Auto* 400 +1 of an action type you have -- DM
4 Eeelemental Composition Metab Int-9 36+5/r Can be any Normal/Para/Quasi Eeele Can be Semi Eeele DM
5 Endurance of the World Metab Int-11 15/r +9 TH; +9 dmg; IECNR +25% Lasts 5r after maint. DM
6 Grand Acidify Kinet Int-5 27 CLd20 acid damage Use d30's DM
7 Legendary Command Metab Wis-29 36+18/r [Pick Cml, Luck, CL] Sustain that stat Exceptional that stat DM
8 Nonweapon Familiarity Clair Con-13 300/d +1 slot in every nonweapon prof +CL/2 kits DM
9 UltraArmor [--X] Telep Wis-10 30 iunPaPaaPaaaPR CL*2% CL*4 instead DM

Psi--2 Supers

# Power Disip. Check PSPs Effect Power Score Source
1 Z Acceleration Metab Wis-15 45/r +CL Q0 actions /r (self) Cast Psi using 0 actions DM
2 Change Reality All Any-25 600 Change Reality (any Psi grand) Double CL effect DM
3 Psi Inertial Improver Port Str-23 105/r Psi gives no save in your group -- DM
4 Planetary Demolish Kinet Int-30 5400 1 idmg in any E=CL/6 element 2 idmg; CL/3 instead DM
5 Public Access Keyring Clair Con-25 135/r Know Truename up to CL/10 targets CL/5 x2 targets or CL/2 x1 DM
6 Spirit in the Ethereal Telep Wis-20 1/week Can't move or use V actions; can use 2S/s Can use 3S /s DM

[Q(-17)] Illogic Psionics (Psi. Freq. -17)


Psi-17 Minor Powers

# Effect
1 Chaos Ball your group (incl. yourself) for LVLd6 dmg
2 Create a LVL*10' Wall of Stone with random orientation in the room
3 Create a random trap (only enemies trigger it)
4 Darkness to all senses (infravision doesn't work)
5 Destroy door (item save vs. disintegrate)
6 Gain a random Psi9 or Psi-9 minor (use this 1/d)
7 Sleep your entire group (incl. yourself) (save)
8 Wand of Wonder effect

Psi-17 Major Powers

# Effect
1 Chain Lightning: as spell, but jumps randomly (not closest person), can hit someone more than once
2 Confusion shield (whoever hits you saves or is Confused)
3 Create a random trick (only enemies trigger it)
4 Fist of Force (LVLd8 force dmg to one target)
5 Polymorph Randomly: Target is polymorphed into a DL=LVL/3 monster (save)
6 Teleport Other Away

Psi-17 Grand Powers

# Effect
1 Call Chaos: LVL random groups take 75 Chaos dmg (include PC in possibilities)
2 Chaos Branding: Rearranges a magic item's properties (loses old properties, becomes a random Intelligent Magic Item of next lower XP value)
3 Create a random special (only enemies trigger it)
4 Earthquake your group (incl. yourself) for LVLd20 dmg, flying doesn't help

Psi-17 Super Powers

# Effect
1 Invoke Logrus: 66*LVL Vile Eldritch Chaos to a group (no save)
2 Word of Destruction: Room shape is rearranged, everyone in room (incl. PCs) take a slay (save) and a blind (no save), each object in room has 50% chance of shattering

[Q(-15)] Eelemental Psionics (Psi. Freq. -15)


Psi(-15) Alterations

Psi(-15) Minor Alterations Effect
Add Breath Weapon [1st] Breath weapon is 3/d. Choose a normal (EE=1) eelement. Breath = 50% of current hp total.
Add Breath Weapon [2nd] Breath weapon is once per 3 rounds. Choose a normal (EE=1) eelement. Breath = (CL+1)d(CL*2+2).
Add Resistance Resist one normal (EE=1) eelement, this can be taken twice for an EE=2, thrice for an EE=3, etc.
Add Slime Natural AT source = +CL
Add Tentacle Tentacle does 1d(CL*2) damage
Add Fins Water (and any other liquid) Breathing, Swim at (CL+1)*3" rate
Alter Resistances Alter two resistances (or one immunity) to be of different eelement(s) (Pick an EE factor = original)
Improve Breath Freq. Can use breath 4/d or once per 2 rounds (Pick again: 5/d or every r.) (Pick 3rd time: 6/d or per 5 s.)
Improve Breath Eelement Add 1 to the EE factor of your breath weapon element. (Choose a new element when you pick this.)
Increase Touch Damage CLdCL dmg with unarmed touch (do not add punch or weapon damage)
Increase Tentacle Damage (+0)d(+4) with tentacle attacks
Versatile Breath Element Your can alternatively use a second eelement, with EE factor equal or less than your normal breath.
 
Psi(-15) Major Alterations Effect
Add Immunity Immune to one normal (EE=1) eelement, this can be taken twice for an EE=2, thrice for an EE=3, etc.
Dial-a-Breath Eelement (<) You can use any eelement with EE factor less than your normal breath.
 
Psi(-15) Grand Alterations Effect
Add Global Resistance Resist all EE=1 eelements, this can be taken twice for EE=2 (doesn't include EE=1), thrice for EE=3, etc.
Dial-a-Breath Element (=) You can use any eelement with E factor equal to or less than your normal breath.
 
Psi(-15) Super Alterations Effect
Add Global Immunity Immune to all EE=1 eelements, this can be taken twice for EE=2 (doesn't include E=1), thrice for EE=3, etc.

[Q(-15)] Eelemental Psionics (Psi. Freq. -15)


List of Eelements

NORMAL EELEMENTS (EE=1): PARA- EELEMENTS (EE=2): QUASI- EELEMENTS (EE=3):
Black Pudding Anti-Ice Blob
Brown Mold Black Ooze [Angband] Chromatic Mold
Coral [MTG] Blue Jelly [Angband] Dark Matter
Electric / Electricity [MTG] Blue Ooze [Angband] Death Mold
Fluffiness Brown Pudding Disenchanter Mold [Angband]
Gelatinous Cube Crystal Ooze Eeelectricity
Gray Ooze Deep Mold Energon [Transformers]
Green Slime Dense Pudding Explodium
Moray Dun Pudding Grape Jelly [Angband]
Ochre Jelly Eelectricity Grave Ooze
Violet Fungi Flubber Hairy Mold [Angband]
Yellow Mold Gray Mold Illudium PU-36
Gray Pudding Jello
Green Mold [Angband] Maggot Ooze
Green Ooze [Angband] Marble Pudding
Ice-9 Mercurial Slime
Lava Ooze Shadow Ooze
Mustard Jelly Silver Slime
Olive Slime Slipstream [MTG]
Red Mold [Angband] Smudge
Red Jelly [Angband] Spotted Jelly [Angband]
Russet Mold Stone Pudding
Silver Jelly [Angband] Undead Mass [Angband]
Stun Jelly Undead Ooze
Symbiotic Jelly Uru [Marvel]
White Jelly [Angband] Visceral Mass
White Pudding Voidstone
Yellow Jelly [Angband]
SEMI- EELEMENTS (EE=4): BIZARRO EELEMENTS (EE=5+)
Acidic Cytoplasm [Angband] Bose-Einstein Condensate (EE=8)
Black [Angband] Degenerate Matter (EE=5)
Eeeelectricity E(enough e's)lectricty (EE=100)
Formless Spawn Fermionic Condensate (EE=8)
Genius Loci Gluon Ball (EE=6)
Gray Goo Higgs Boson Ball (EE=7)
Pink Quark Matter (EE=8)
Ruin Swarm Quark-Gluon Plasma (EE=9)
Spawn of Ubbo-Sathla [Angband] Strange Matter (EE=9)
Worm That Walks Venderant Flatulence (EE=17 mixed with E=17 element)
Volatile Promethium (EE=5)

[Q-12] Legalistic / Temperate / Commotion Psionics (Psi. Freq. -12 L/T/C)


[Q-12L] Legalistic Psionics (Psi. Freq. -12L)

This is psionic frequency -12L (negative 12 L). To see frequency 12L, go to section [Q12].
 
PSPs (classed) = (Con+Chr)*(Level)*2
PSPs (wild talent) = (Con or Chr)*(Level)
1 Psi-12 PSP = 0.5 of a Psi1 PSP.
Wild talents use HNCL/2 (half of highest level) for CL.
 
Psi-12 does not have power progressions, instead, each power lists what ML it is available at.
Effects that modify ML will modify your effective level for which powers you can use.
 
Psi-12 is resisted using antiPsiR.
 
Spell Levels are given for powers in case they are needed for some other effect.
There are no powers beyond level 27/42.

[Q-12] Legalistic / Temperate / Commotion Psionics (Psi. Freq. -12 L/T/C)


Psi-12L Powers

Class
Level
Wild
Level
Name PSPs Effect SL
1 1 Detect Law & Anti-Psi 3+3/t Detect Law & anti-Psi continuous (ask DM as a 0 action) 1
1 1 Anti-Psionic Resistance 4+3/t +5*CL% AntiPsiR 1
1 2 Charm Blast 8 One group is charmed (Will save), doesn't affect undead etc. 1
1 2 Blind/Unblind 9 Cure or Cause Blindness (RSW save) 1
2 3 Sort Papers 10 Sorts a CL' x CL' x CL' area of papers/books by a criteria 1
2 3 Law Bolt 11 CLxCL mental dmg to 1 target (Reflex:½); C-align x2 dmg 1
2 4 Choose Summoning I 12 Monster Summoning using ML I chart, you pick the result 1
2 4 Hold All Stats 10+3/t Hold All Stats 1
4 5 Big Brother 6+6/t Invisible Wizard Eye that follows target around (incl. Teleport) 2
4 5 Dispel Anti-Psi 14 Dispels one anti-Psi effect 2
4 6 Suggestion Blast 16 One group is suggested (Will save), all use same suggestion 2
4 6 Phantasmal Killer 18 Phantasmal Killer 2
5 7 Force Shape & Wrench 20 Force Shapechange & Wrench (no save, get ER & aNR) 2
5 7 Law Beam 22 CLxCL mental dmg in line (Reflex:½); C-align x2 dmg 2
5 8 Choose Summoning II 24 Monster Summoning using ML II chart, you pick the result 2
5 8 Hold Life 20+6/t Immune to XP/Stat Drain; Immune Aging 2
7 9 True Seeing 9+9/t True Seeing 3
7 9 Globe of Low Resistance 12+9/r Immune to SL 0-2 (all types), Resist SL 3-4 (all types) 3
7 10 Domination Blast 24 One group is dominated (Will save), *does* affect undead etc. 3
7 10 Major Creation 27 Major Creation 3
8 11 Choose Die Result 30 Choose result of one die roll (not "deep", only affects one die) 3
8 11 Law Double Beam 33 CLxCL mental dmg in 2 lines (Reflex:½); C-align x2 dmg 3
8 12 Choose Summoning III 36 Monster Summoning using ML III chart, you pick the result 3
8 12 Hold All 30+9/t Immune to XP/Stat/Multiplier/Action Drain, Aging, As You Are 3
10 13 See Through 12+12/t See through Dust of Disappearance & Mirage Arcana effects 4
10 13 Effect Immunity 16+12/t Pick any spell or power. You are immune to that effect. 4
10 14 Chain Question Mark 32 Remotely "wake up" or alert a friendly group on same DL 4
10 14 Shadow Walk 36 Shadow Walk 4
11 15 Duplicate Tech Item 40 Duplicate a x0 or x1 Technology Item 4
11 15 Law Triple Beam 44 CLxCL mental dmg in 3 lines (Reflex:½); C-align x2 dmg 4
11 16 Choose Summoning IV 48 Monster Summoning using ML IV chart, you pick the result 4
11 16 Clone 52 Clone (as spell) 4
12 18
13 20
14 22 Choose Summoning V 60 Monster Summoning using ML V chart, you pick the result 5
15 24
16 26
17 28 Law Quadruple Beam 55 CLxCLx2 mental dmg in 4 lines (no save); C-align x3 dmg 6
18 30 Choose Summoning VI 72 Monster Summoning using ML VI chart, you pick the result 7
19 32
20 34
21 36
22 37 Choose Summoning VII 84 Monster Summoning using ML VII chart, you pick the result 8
23 38
24 39 Sit Down Already! 300 All within sight (incl. party) are Set (no resistance/immunity). The current half-segment will end after the current stack, as everyone is considered to have spent all of their actions. 9+6
25 40 Law Quintruple Beam 66 CLxCLx3 mental dmg in 5 lines (no save); C-align x4 dmg 9
26 41 Choose Summoning VIII 96 Monster Summoning using ML VIII chart, you pick the result 9
27 42 Spirit Resistance 40+30/t +5*CL% XR 10

[Q-12] Legalistic / Temperate / Commotion Psionics (Psi. Freq. -12 L/T/C)


[Q-12T] Temperate Psionics (Psi. Freq. -12T)

This is psionic frequency -12T (negative 12 T). To see frequency 12T, go to section [Q12].
 
PSPs (classed) = (Dex+Int)*(Level)*2
PSPs (wild talent) = (Dex or Int)*(Level)
1 Psi-12 PSP = 0.5 of a Psi1 PSP.
Wild talents use HNCL/2 (half of highest level) for CL.
 
Psi-12 does not have power progressions, instead, each power lists what ML it is available at.
Effects that modify ML will modify your effective level for which powers you can use.
 
Psi-12 is resisted using antiPsiR.
 
Spell Levels are given for powers in case they are needed for some other effect.
There are no powers beyond level 27/42.

[Q-12] Legalistic / Temperate / Commotion Psionics (Psi. Freq. -12 L/T/C)


Psi-12T Powers

Class
Level
Wild
Level
Name PSPs Effect SL
1 1 Detect True & Anti-Magic 5+2/t Detect True & anti-Magic continuous (ask DM as a 0 action) 1
1 1 Effects Preservation 6+2/t +5*CL% AntiMR; +2*CL% ER 1
1 2 Hold Blast 8 One group is held (Will save) 1
1 2 Alter Appearance 8+2/t Change appearance (incl. touch) to look like someone else 1
2 3 Sort Paychecks 10 Get location on current DL of monster/area with the most loot 1
2 3 Ice Aura 10+2/r Anyone who melees with you takes CL ice dmg /s (no save) 1
2 4 Bring Animals I 12 Summon CL Animals using ML I chart, you pick the result 1
2 4 Spectral Natural Fighting 12+2/t Spectral Hand; no ill effects from punching/kicking things 1
4 5 Locate Scrying 12 You know location where someone is scrying for you 2
4 5 Dispel Anti-Magic 14 Dispels one anti-Magic effect (or) Halve ER (no ER or save) 2
4 6 Enchant Weapon 16+2/r Enchanted weapon gets +CL/+CL TH/dmg 2
4 6 Touch Reflection 16+4/t Touch effects are reflected back to opponent 2
5 7 Polymoph Self 20 Polymorph Self; lasts CL turns 2
5 7 Dust Aura 20+4/r Enemies in your group takes CL dust dmg /s (no save) 2
5 8 Bring Animals II 24 Summon CL Animals using ML II chart, you pick the result 2
5 8 Stay Conscious 24+4/t You stay conscious up to -10-CLxCL hp (defensive acts only) 2
7 9 Detect Location 12+6/t You know who is scrying at you, can communicate with them 3
7 9 Globe of Mid Resistance 18+6/r Immune to SL 2-4 (all types), Resist SL 1 & 3 (all types) 3
7 10 Feeblemind Blast 24 One group is feebleminded (Will save) 3
7 10 Mirage Arcana 27/d Mirage Arcana 3
8 11 Tenser's Transformation 30 Tenser's Transformation 3
8 11 Wall of Element 33 Wall of a normal/para/quasi element. Dmg is CLxCL. 3
8 12 Bring Animals III 36 Summon CL Animals using ML III chart, you pick the result 3
8 12 Heal Self 39/d 1/d (automatic): If you go below 0 hp, you are Healed 3
10 13 Vision 24 Vision (as spell) 4
10 13 Effect Familiarity 20+8/t Pick any spell/power. You resist it; and at +50% when using it. 4
10 14 Erase Question Mark 32 Erases one "question mark" (hostile/wandering encounter) 4
10 14 Improved Inallability 26+8/t Improved Invisibility (sight/sound/smell), can't be touched 4
11 15 Duplicate Natural Item 36 Duplicate a x0 or x1 Natural or Anti-Magical Item 4
11 15 Time Aura 40+8/r Enemies in your group lose 1 action /s (no save) 4
11 16 Bring Animals IV 48 Summon CL Animals using ML IV chart, you pick the result 4
11 16 Resurrect Self 52/d Teleport Away when killed, Resurrect Self 1 round later 4
12 18
13 20
14 22 Bring Animals V 60 Summon CL*2 Animals using ML V chart, you pick the result 5
15 24
16 26
17 28 Anti-Time Aura 80+16/r Enemies in your room takes CL*2 anti-time dmg /s (no save) 6
18 30 Bring Animals VI 72 Summon CL*3 Animals using ML VI chart, you pick the result 7
19 32
20 34
21 36
22 37 Bring Animals VII 84 Summon CL*4 Animals using ML VII chart, you pick the result 8
23 38
24 39 Ka-boom! 300 All within sight (incl. party) take CL idmg (no resistance/imm.). This damage is considered idmg even when using the [X] section (with a P save for 0), however, it requires a G action to use this power under the [X] section rules. (Outside of [X] section, this power is an M action to use, just like everything else here.) 9+6
25 40 Crapulence Aura 160+32/r Enemies in sight takes CL*3 crapulence dmg /s (no resistance) 9
26 41 Bring Animals VIII 96 Summon CL*5 Animals using ML VIII chart, you pick the result 9
27 42 Spirit Preservation 60+20/t +5*CL% aXR 10

[Q-12] Legalistic / Temperate / Commotion Psionics (Psi. Freq. -12 L/T/C)


[Q-12C] Commotion Psionics (Psi. Freq. -12C)

This is psionic frequency -12C (negative 12 C). To see frequency 12C, go to section [Q12].
 
PSPs (classed) = (Str+Wis)*(Level)*2
PSPs (wild talent) = (Str or Wis)*(Level)
1 Psi-12 PSP = 0.5 of a Psi1 PSP.
Wild talents use HNCL/2 (half of highest level) for CL.
 
Psi-12 does not have power progressions, instead, each power lists what ML it is available at.
Effects that modify ML will modify your effective level for which powers you can use.
 
Psi-12 is resisted using antiPsiR.
 
Spell Levels are given for powers in case they are needed for some other effect.
There are no powers beyond level 27/42.

[Q-12] Legalistic / Temperate / Commotion Psionics (Psi. Freq. -12 L/T/C)


Psi-12C Powers

Class
Level
Wild
Level
Name PSPs Effect SL
1 1 Detect Chaos & Radiation 7+1/t Detect Chaos & Radiation continuous (ask DM as a 0 action) 1
1 1 Commotion Resistance 8+1/t +CL*5% RR; Resist own effects; Resist Wild Surges 1
1 2 Taunt Blast 8 One group will attack you on their next action (no save) 1
1 2 Cthulhoid Aura 10+1/r You look like a cthulhoid beast, gaze to fear (save vs. Will) 1
2 3 Random Polymorph Self 10 Polymoph Self Randomly (use ML I or II chart); lasts 1 turn 1
2 3 Wild Invocation I 11 Random 0th (50%) or 1st (50%) SL Wizard Invocation spell 1
2 4 Cthulhoid Swarm I 12 Summon CL Monsters using ML I "Weird" chart (random) 1
2 4 High-Frequency Sample 13 Generate a High-Frequency Sampler minor effect 1
4 5 Know Next Dice Rolls 19+1/t 0,1/r: Roll dice ahead of time before action, can choose not to 2
4 5 Dispel Radiation/Tech 14 Dispels one Radioactive, Wild/Chaos, or Technological effect 2
4 6 Confusion Blast 16 One group is confused (Will save) 2
4 6 Chromatic Blast 18 Area effect Chromatic (50%) / Metallic (50%) Orb; CL=1d12 2
5 7 Anti-Technological Armor 23+1/t +5*CL% TechR (or) Resist Technology 2
5 7 Wild Invocation II 22 Random 2nd (60%) or 3rd (40%) SL Wizard Invocation spell 2
5 8 Cthulhoid Swarm II 24 Summon CL Monsters using ML II "Weird" chart (random) 2
5 8 Contagion/Enervation 26 One target is hit by Contagion & Enervation (PPD for each) 2
7 9 Contact Other Plane 18 Contact Other/Higher Plane 3
7 9 Globe of High Resistance 24+3/r Immune to SL 4-6 (all types), Resist SL 2-3 (all types)
7 10 Weird Chaos 24 Two groups: One gets hit by Weird, the other Chaos (as spells) 3
7 10 Mirror Mislead 30+3/r Does a Mislead spell, a Mirror Image, and a Displacement 3
8 11 Strip Down (Nude Bomb) 20+1/s Choose 1 target; he removes/drops 1 item /s (no save) 3
8 11 Wild Invocation III 33 Random 4th (70%) or 5th (30%) SL Wizard Invocation spell 3
8 12 Cthulhoid Swarm III 36 Summon CL Monsters using ML III "Weird" chart (random) 3
8 12 Unlimited Wish Mutation 39/t Wishes/Miracles/Alter Realities/etc. have random effects 30' r 3
10 13 Behold the Chaos 24 Identify Chaotic/Wild effect, even one that defies normal ID 4
10 13 Effect Amplification 24+4/t Pick any spell/power. You have double effect with that power. 4
10 14 Redirect Question Mark 32 Force a "question mark" to go opposite direction 4
10 14 Dancing Chaos 40+4/r Every segment, a random SL=1d10 effect hits a random target 4
11 15 Duplicate Radio. Item 40 Duplicate a x0 or x1 Radioactive Item 4
11 15 Wild Invocation IV 44 Random 6th (80%) or 7th (20%) SL Wizard Invocation spell 4
11 16 Cthulhoid Swarm IV 48 Summon CL Monsters using ML IV "Weird" chart (random) 4
11 16 Unlimited Wish Volley 52 50%: You get an Unlimited Wish; 50%: Closest enemy gets it 4
12 18
13 20
14 22 Cthulhoid Swarm V 60 Summon CL*2 Monsters using ML V "Weird" chart (random) 5
15 24
16 26
17 28 Wild Invocation V 55 Random 8 (90%) or 1d4+8 (10%) SL Wizard Invocation spell 6
18 30 Cthulhoid Swarm VI 72 Summon CL*4 Monsters using ML VI "Weird" chart (random) 7
19 32
20 34
21 36
22 37 Cthulhoid Swarm VII 84 Summon CL*6 Monsters using ML VII "Weird" chart (random) 8
23 38
24 39 Get it on! 300 All within sight (incl. party) get +1QQQQQOppF this segment. You can use it and a normal Opp action in the same segment. You may ignore the "Opp" part of this if you wish (i.e. use it on your half of the segment). 9+6
25 40 Wild Invocation VI 66 Random 10 (95%) or 2m4+10 (5%) SL Wizard Invocation spell 9
26 41 Cthulhoid Swarm VIII 96 Summon CL*9 Monsters using ML VIII "Weird" chart (random) 9
27 42 Anti-Commotion Resist. 80+10/t +CL*5% aaAllR (Anti-Anti R vs. everything) 10

[Q-9] Mutate / Anti-Radiation Psionics (Psionic Frequency -9)


Basic Psi-9 Information

This is psionic frequency -9 (negative 9). To see frequency 9, go to section [Q9].
 
An area's anti-radiation is given as a number called ARS, for Anti-Radiation Severity. If a character is subjected to radiation for longer than (Chr-ARS) turns, the effective ARS for that character goes up by one each turn until the area's ARS is reached. The character rolls Anti-Radiation Resistance (aRR), adjusted by the table below under "System Shock" each turn. If it fails, the character is Infected and makes no further aRR rolls. He suffers the permanent loss of Chr and Cml as shown below, degenerates at a rate equal to RS/h, and has a chance of developing an Sanity. He also "glows" at a radius (1st #) with his own RS (2nd #). The degeneration and glowing can be stopped with Remove Curse. If the character degenerates below 0 hp and then is cured, he will develop Mutate powers:
 
When you gain a wild talent in Psi-9, choose "Random" or "Choice". Random means your powers are randomly determined (you can drop some or all powers and reroll once per reset). Choice means you can choose your powers. Random gets more powers than Choice. Choice never gets Supers.
Regardless of the progression shown, you cannot use Majors until level 4, Grands until level 9, and Supers until level 16.
 
The check rating (CH) is equal to ½ of the character's highest level. The mutant has 6 tracks, one for each stat and equal to double the stat's normal value. A power's relevant stat track is reduced by it's check mod when it is used. A track is also reduced each time the main stat is reduced (1 for 1), even if the loss is temporary. If a track falls below it's stat, the stat is also reduced to the track's number until the track goes up again (1/h).
 
The Charisma loss is enforced and cannot be healed by any means. Classed Psi(-9) characters have no Chr loss.
 
anti-Rad
Severity
Chance
Sanity
System
Shock
Glow
Field
Chr
Loss
Cml
Loss
Random Wild
mMG S
Choice Wild
mMG S
1/4 0% +40% ½' / 0 0 -1 --- - --- -
1/2 5% +20% 1' / ¼ 0 -2 --- - --- -
1 10% 0% 1' / ½ -1 -3 1-- - 1-- -
2 15% -10% 2' / ½ -2 -4 11- - 2-- -
3 25% -20% 3' / 1 -2 -5 21- - 21- -
4 35% -30% 4' / 1 -3 -6 211 - 31- -
5 45% -40% 5' / 2 -3 -7 221 - 321 -
6 55% -50% 6' / 2 -4 -8 322 - 321 -
7 65% -60% 7' / 3 -6 -9 333 - 331 -
8 75% -70% 8' / 4 -8 -10 244 - 242 -
9 85% -80% 9' / 5 -10 -11 135 - 132 -
10 95% -90% 10' / 6 -12 -12 -26 1 -23 -

[Q-9] Mutate / Anti-Radiation Psionics (Psionic Frequency -9)


Psi-9 Minor Powers

# Name Check Description [perm. effects in brackets]
5 Blister-healer Chr/m [+1 TH, -1 dmg/att]
6 Damage Vulnerability Int/m Target gets -CH AC, +½CH dmg/att (save)
9 Gianted Wis/t [Mutate is x2 Height, -1 AC, -1 saves]
10 Electricity Suppressor Chr/r Resist Lightning
14 Reverse Epilepsy Chr/r -1P action, +1QP action
16 You'll Shoot Your Eye Out! Wis/r Target loses 1 eye (no save)
17 Loss of Limbs Wis/h Target is sharped (save)
22 Visibility Str/m Detect Invisibility
27 Lesser Anti-Psionics Power Dex/r [roll 1 Psi(-1)N minor] Uses it
33 No Poison For Me Wis/r Resist Poison ("death" becomes ½ max hp)
35 Resistance to Anti-Magic Chr/m CH*5% aMR (adjust @ 12th casting level)
37 Resistance to Anti-Psionics Dex/m CH*5% aPR (adj.@12th)
39 Nonsense Str/r Detect AntiMagic/AntiPsi/Undead/AL
43 Specific Reduction Int/m takes -1d4 dmg/m on contact w/ substance
46 Shorter Int/t [Mutant ½xHeight,-CH move rate] +CH Int
51 Steady Wis/r [+1 TH,+15% FRT/OL/PP]
53 Regenerate Limb Chr/m Regenerate a lost limb

Psi-9 Major Powers

# Name Check Description [perm. effects in brackets]
4 Become Brain-independent Dex/m Can use 2M /s, immune ment.attack
5 AntiBio Force: No Flight Chr/h Target cannot Fly/Levitate (no save)
6 AntiBio Force: Force Beam Chr/r Target in cocoon (save), no M actions
7 AntiBio Force:Vulnerability Chr/m -CH AC,+½CH dmg per attack (incl.spells) (no save)
9 AntiBio Force: Super Slow Chr/r -½CH Dex, -1P action, ÷CH move rate
14 Reintegration Beam Dex/r Cure Disintegration
23 AntiMagnetic Field Wis/m Int-CH check or metal move away CH*10'
26 Molecular Maintainer Wis/r Resist Disruption; Immune Disintegration
29 AntiParalysis Bolt Int/r Remove Paralyzation; Free Action
31 AntiPsionics Power Dex/r [roll 1 Psi(-1)N major] Uses it
33 Degenerator Chr/d Remove all regeneration sources on target (no save)
36 Stone Eyes Wis/r Gaze: Petrification (save)
42 Self-Transformer Str/r Polymorph Self
43 Trirestoration Dex/r Fix 1 effect that was dispelled within last r
44 Ultraweakness Int/r -CH Str, -CH more Str for Max.Press (no save)

[Q-9] Mutate / Anti-Radiation Psionics (Psionic Frequency -9)


Psi-9 Grand Powers

# Name Check Description [perm. effects in brackets]
1 Control Air: Armor Int/m +CH Saves, Armor has 10*CH hp
6 Energy Kinetic: Amplify Wis/r Add 3*CH dice to your next energy attack
15 Environ.: Create Clear Con/t Removes fog/smoke/darkness/etc.
16 Environ.: Remove Rainstorm Con/m Remove a rainstorm/snowstorm CH mi.rad
23 AntiGravity Kin.: Sword Chr/m Add 4*CH dmg per physical attack you do
27 Greater Psionics Power Wis/r [roll 1 Psi(-1)N grand] Uses it
28 Hyperkinetic:Hyper Inaction Wis/m -CH V actions, -CH AC (no save)
29 Hyperkinetic: Decr.Attacks Wis/r -CH P actions (yuck!) (no save)
30 Nightmare: Awaken Bolt Con/r Remove Sleep,Stun,Paralysis
32 Null AntiVoid: Magic Dex/r Caster severe allergic to & x1½ effect from magic
37 AntiPhoton Kin.: Shield Dex/r Reflects Darkness-based attacks
38 Exorcise Dex/m Remove Magic Jar, Possession
41 AntiTemporal: Start Time Str/r Removes Time Stop (can be done while time stopped!)
42 AntiTemporal: AntiTime Bolt Str/r De-ages target 10*(CHd4) years (save:½)
44 Transfixer Int/m Lend one power to target (save)

Psi-9 Super Powers

# Name Check Description [perm. effects in brackets]
1 DeAmplification Con/r (can borrow 1M) ÷CH effect on any effect
3 AntiBio Force: Lose Health Con/t -CH Con, degen all hit points each r (no save)
4 AntiBio Force: Inaccuracy Con/t People need a 20+CH to Autohit you
5 Reverse Contingency Con/d Dispel a Contingency and everything in it
6 Control Air: Less Damage Int/t x10 hp
10 Hyperkinetic: Decr.Actions Dex/r -CH/2 Swing actions (no save)
11 Hyperkinetic: Decr.Mentals Dex/r -CH Mental actions (no save)
12 Hyperkinetic:UnVersatility Dex/r -CH/4 Opposing actions (no save)
13 Polyrestoration Dex/r Trirestoration CH targets
14 Nightmare: Physical Blast Dex/r CHxCH'r,lose CHd4 physical stats (save:½)
15 Nightmare: Improver Beam Dex/r +CH/6 to being's multiplier (will be Set in 1r)
16 Null AntiVoid: Innates Dex/r Caster severe allergic to & x1½ effect from innates
21 DeShielder: DeShield Con/t 1000 dmg
24 Super Psionics Power Wis/r [pick 1 Psi(-1)N Super] Uses it
33 True Vulnerability Dex/m -CH*2% irreducible RR,MR,PsiR,InnateR,aPsiR (no ER)

[Q-6] Angelic / Gaea / First Evil Psionics (Psi. Freq. -6 G/N/E)


[Q-6G] Angelic Psionics (Psi. Freq. -6G)

This is psionic frequency -6G (negative 6 G). To see frequency 6G, go to section [Q6].
 
PSPs (classed) = (Chr or Wis/2 or Str/3) * (LVL+7)
PSPs (wild talent) = Str + Wis + Chr*2 + LVL*7
1 Psi-6 PSP = 0.5 of a Psi1 PSP.
Wild talents use HNCL/2 (half of highest level) for CL.
 
For wild talent progression, take your PSPs, divide by 20, round down, and use that number as your ML in the classes' progression.
 
Psi-6 is resisted using antiPsiR.
 
: You may use this power as a zero action. You cannot use more than one Psi(-6)G power per half-segment in this way. When you do this, put a “negative M action” flag on yourself (you can have more than one of these!). Each segment, if you have at least 1M remaining this round and you have “negative M action” flags, lose 1M action, you cannot use an M action this segment, and remove one “negative M action” flag. Note you can put yourself in a huge hole of borrowed M actions this way, especially if you keep doing stuff late in the round (when everyone is out of actions).

[Q-6] Angelic / Gaea / First Evil Psionics (Psi. Freq. -6 G/N/E)


Psi-6G First Heaven Powers

Name PSPs Effect
Angelfire 4+Q Spend Q psi points from non-Psi(-6) pools you have: Your next attack does +Q dmg
Angelic Heal 2*N Cure N hp to one target (max N = 5+CL^2)
Angelic Heal Other † N Cure N total hp to any number of targets, you lose N hp (max N = 10+2*CL^2)
Avenge 13 Choose a target, you deal double weapon damage to that target this combat
Blinding Light 13 Target is blinded (RSW save), halves his AC (Spell save), loses next P action (BW save)
Bloodboil 7/r Target takes CL holy blood dmg (no save) per segment
Exorcise 4 CL dmg & CL^3 lbs. telekinesis in a 70' line (no save); for objects, can force item saves
Glimmer † 13/r Target can't be directly targetted; effects on him (including this) can still be targetted
Guardian † N Prevent N of the damage being done to one target
Holy Light 5 Pick any number of targets, those targets and yourself get -5 AC for 1 turn (no resistance)
Lightning 6 Target takes (CL+2)d6 holy lightning dmg (save: ½)
Trumpet 3/m Each segment, if an enemy combatant does *not* attack you, he takes CL dmg (no save)

Psi-6G Second Heaven Powers

Name PSPs Effect
Angelic Blessing 13/h Non-winged flight CL*3"; +3 TH/dmg
Angelic Flight 7/h Winged flight CL*3"; If ceiling is less than 30' high, you must touch the ground every CL*5'
Angelic Wall 11/m DR 40/+CL
Brimstone 12 Three 35' radius areas: CL^2 holy fire dmg (no save)
Curator † 11/r Immune to ego of any multiplier, if you would've been controlled, you can't use the item
Pentecost 18+N 35' radius: All targets make Will save (extra -CL-N*3 penalty) or Confused CL rounds
Possess 7/s Target dominated (Will save); takes (CL+3)^2 dmg/s; you can't use actions while this runs
Renewal † 11 One target at negative hp is cured to 0 hp
Starlit 23/h Holy Fire Shield (half damage back in melee); +CL*20% RaRR; Ultravision

Psi-6G Third Heaven Powers

Name PSPs Effect
Angelic Favor † 14 Summon a DL IV Angel/Deva, lasts until destroyed
Angelic Haste † 25/r +1P, +1V actions
Angelic Light † 14 Pick any number of targets, those targets and yourself get -15 AC for 1 turn (no resist)
Angelic Shield 11/t +CL AC; 0, destroy your Angelic Shield: instead gain +2*CL AC for rest of this segment
Deflect N/s iRMaMPaPIWR 3*N%; iXR 2*N%; iGR N%; cannot move while using; max N = 30
Insist Creature 25 Target creature is dominated (save vs. Will at -CL penalty) for CL rounds
Locusts 25 Creeping doom with CL^3 insects (each having 1 hp and doing 1 dmg)
Mercy 14+N Any number of targets within sight (can include yourself) each gain N hp; max N = 30
Protector † 13/r Target gains 30 max hp (he does gain the 30 current hp too when this power is used)

[Q-6] Angelic / Gaea / First Evil Psionics (Psi. Freq. -6 G/N/E)


Psi-6G Fourth Heaven Powers

Name PSPs Effect
Banish 50 Capital S Stun demons/daemons/devils in a 70' radius (save vs. para at extra -CL)
Desolation 43+AL All psionic pools (including yours and friends) within 70' radius are emptied (use antiPsiR)
Iridescence † 35/m Immune Fire (all variants), Positive, Prismatic, Chromatic, Light, Radiance, Blindness
Luminescence 34 70' radius: Holy Fireball CLd6, Prismatic Spray effect, Chromatic Orb effect, Blind (save)
Retribution 16/r Can use an extra 1P one segment each round; doesn't stack with Wrath power below
To Salt 50 Petrify one target (save vs. petrif at extra -CL), if save take CL^2 holy salt dmg
Warp Time † 28/m Double AC vs. missiles; Resist breath weapons and area effects

Psi-6G Fifth Heaven Powers

Name PSPs Effect
Angelic Voices 22/m If everyone in your party has Psi(-6)G, whole party gets +10 AC/saves/TH/dmg
Apocalypse 60 Pick a 350' radius area, next segment, all in area take CL^3 vile dmg (no resistance)
Chorus 23 Your summoned creatures are dispelled; gain their combined hp (can go above max)
Fury † 24/m Troll regen 1/10 of max hp (round down) /s; Immune to Put Out of Misery / Coup de Grace
Insist Power † 75 Counter an effect which counters one of your effects
Platinum Angel 70/h Immune to slay and Capital S Slay; do not die at any negative hp total (still unconscious)
Resurrect/Destruct 70 Resurrection or Destruction

Psi-6G Sixth Heaven Powers

Name PSPs Effect
Holy Beam 80 Holy Bolt (1 group)
Worship 60/h Immune Opposition (as in Mirror), Truename Erased, Annihilation
Wrath † 35/r Can use an extra 1P each segment this round; Immune to Fire and Negative

Psi-6G Seventh Heaven Powers

Name PSPs Effect
Armageddon † 40/r Can use +1M/s this round; Immune Cold; Immune Shadow
Counterspell † 100 Counter an effect
Summon Angel 80 Summons a DL VIII Angel (good aligned Outer-planar creature)

[Q-6] Angelic / Gaea / First Evil Psionics (Psi. Freq. -6 G/N/E)


[Q-6N] Gaea Psionics (Psi. Freq. -6N)

This is psionic frequency -6N (negative 6 N). To see frequency 6N, go to section [Q6].
 
PSPs (classed) = (Wis or Con/2 or Dex/3) * (LVL+8)
PSPs (wild talent) = Dex + Con + Wis*2 + LVL*8
1 Psi-6 PSP = 0.5 of a Psi1 PSP.
Wild talents use HNCL/2 (half of highest level) for CL.
 
For wild talent progression, take your PSPs, divide by 20, round down, and use that number as your ML in the classes' progression.
 
Psi-6 is resisted using antiPsiR.
 
~: You may use 1P instead of 1M to activate this power. You cannot use the same power twice in the same segment by using 1P+1M. You may use the same power twice in one segment if at least one of your P or M actions are “Quick” or “Opposing”.

[Q-6] Angelic / Gaea / First Evil Psionics (Psi. Freq. -6 G/N/E)


Psi-6N First Grove Powers

Name PSPs Effect
Awaken 2*N Removes sleep/fatigue effect on up to N targets
Earth Bolt N Deal Nd10 Eldritch Earth dmg to one target (no save); max N=CL
Force of Nature I 1 Summon a Plant Elemental: AC 20, hp 20, #Att 1/1, TH +10, dmg 10
Gaea’s Bounty 24 Add one first-level Plant/Animal spell to memorization (only have one of these at one time)
Gaea’s Cradle ~ 0 One of your summoned creatures is dispelled; Add it's hp in Psi(-6)N PSPs to your pool
Gaea’s Might ~ 10/h Target gains +N AC/saves/TH/dmg; N is number of groups of classes you have
Natural Healing ~ 8 Target is cured equal to his Con score in hp
Naturalize 11 Dispel one non-natural effect (or) Turn off one non-natural item for 1 turn
Nature’s Lore 11/h Know direction & distance to an object or person (if they are touching the ground)
Soothing Word 2*N Removes fear/horror effect on up to N targets
Spiritual Energy 4*N/h +N Con; max N=CL

Psi-6N Second Grove Powers

Name PSPs Effect
Adaptation ~ 3/h NaNR +CL*10%; Immune to Hostile Environment; Need not breathe
Earth Storm 4*N Deal Nd12 Eldritch Earth dmg 40' radius (no save); max N = CL
Force of Nature II 4 Summon a Wood Elemental: AC 40, hp 80, #Att 2/1, TH +30, dmg 30
Gaea’s Balance 13 You may transfer SLs & PSPs between your magic & psi pools; use [Q11] type conversion
Gaea’s Blessing 11 Reconstruct up to three effects which were dispelled/twisted within the last turn
Gaea’s Skyfolk ~ 21/h Winged flight CL^2"
Gaea’s Touch 20/r +1QM only for Psi(-6)N/Psi6N/Bard/Druid/HOSN/Limbologist/RedRobe powers/spells
Harmony of Nature 12/r 0, 1/s, one of your summoned critters loses & can't use 1P this segment: You gain +1QP
Nature’s Blessing ~ N/h +N distributed among AC/saves/TH/dmg as you like; max N=CL
Nature’s Chosen 10/r +1S action

Psi-6N Third Grove Powers

Name PSPs Effect
Brute ~ 24 For the next turn, you get: -1M, +1P, -CL Int, +CL Str, -CL saves, +CL dmg; can't drop this
Call of the Wild 7 Summon any real-world animal (your choice), you get CL/ML of them (round up)
Force of Nature III 9 Summon a Root Elemental: AC 60, hp 180, #Att 3/1, TH +50, dmg 50
Gaea’s Embrace ~ 22/h Target gains +3 AC/saves/TH/dmg and Troll-like regen CL hp/r
Gaea’s Herald ~ 11/t When your summoned creatures go below -10 hp, they don't disappear (you can cure)
Life Essence N If target has less than N*CL current hp, it is cured so it has N*CL hp; minimum N = 1
Nature’s Cloak 12/m +CL*10 Rogue points; Any Level=CL/2 (or less) Rogue pick

[Q-6] Angelic / Gaea / First Evil Psionics (Psi. Freq. -6 G/N/E)


Psi-6N Fourth Grove Powers

Name PSPs Effect
Dual Nature ~ 24/m Whenever you summon or create creatures, you get twice as many of them
Force of Nature IV 16 Summon a Thicket Elemental: AC 80, hp 320, #Att 4/1, TH +70, dmg 70
Gaea’s Avenger ~ 4*N/s Immune to xN and lower artifact effects that you (or your party) do not control; max N=5
Nature’s Wrath 24 Turn all undead/outer-planar creatures within 80' (no turn roll, instead make Will saves)
One with Nature 10/r For each point of damage you deal in unarmed combat, add 1 to your Psi(-6)N pool
Seeds of Life 10 1 sq. mile area is restored, CL trees grow instantly, removes Defiled status

Psi-6N Fifth Grove Powers

Name PSPs Effect
Child of Gaea 33 Target becomes Int=3, Wis=3, Chr=3, CL=0 (no save) for CL days
Everhome 16/d Your home plane is every plane; when this effect ends, your home plane = current plane
Force of Nature V 25 Summon a Fungus Elemental: AC 100, hp 500, #Att 5/1, TH +90, dmg 90
Gaea’s Liege ~ 33/h Your max hp is CL^3 (and/or) Your TH bonus is +CL^2 (no other adj. can be added)

Psi-6N Sixth Grove Powers

Name PSPs Effect
Force of Nature VI 36 Summon a Thorn Elemental: AC 120, hp 720, #Att 6/1, TH +110, dmg 110

[Q-6] Angelic / Gaea / First Evil Psionics (Psi. Freq. -6 G/N/E)


[Q-6E] First Evil Psionics (Psi. Freq. -6E)

This is psionic frequency -6E (negative 6 E). To see frequency 6E, go to section [Q6].
 
PSPs (classed) = (Int or Str/2 or Wis/3) * (LVL+6)
PSPs (wild talent) = Str + Int*2 + Wis + LVL*6
1 Psi-6 PSP = 0.5 of a Psi1 PSP.
Wild talents use HNCL/2 (half of highest level) for CL.
 
For wild talent progression, take your PSPs, divide by 20, round down, and use that number as your ML in the classes' progression.
 
Psi-6 is resisted using antiPsiR.
 
N: Can use this power as ½M, in this case, you lose SL^2 current hp. You may use the same power more than once in the same segment this way.

[Q-6] Angelic / Gaea / First Evil Psionics (Psi. Freq. -6 G/N/E)


Psi-6E First Hell Powers

Name PSPs Effect
Ashes 4/r Half of your weapon dmg is vile dmg (perm hp)
Chilling Darkness 6 Target gets -1 all #Att (PP save); x½ save bonus (PPD save); lose next M act. (BW save)
Dark Ritual N 10 +1 QQQM this segment (you net gain +½QQQM this segment)
Darkbolt N 6 Target takes CLd4 darkness dmg (no save) and stun 1 segment (Para save)
Demonfire 3+Q Spend the Q points from non-Psi(-6) frequencies. Your next attack is at +Q to hit.
Drain Life N 11+N Target takes N unholy negative vile grave dmg (no save); gain N hp (can go above max)
Speak with Dead 3 Speak with Dead (as spell)

Psi-6E Second Hell Powers

Name PSPs Effect
Change Self Fully 20/m Look like one who has died (including touch, smell, etc.); 1/r: know something he knew
Circle of Nausea 13 30' r: -CL TH, saves, prof/stat checks for 1t (no save), lose 1 random action (Petrif save)
Darkbeam N 13 60' line takes CLd6 darkness dmg (no save) and stun 2 segments (Para save at -CL)
Evil Eye 14/cr Target's AC becomes 66-CL^2 (Petrif save at -CL); "/cr" means "per complete round"
Evil Presence 10 60' r: Remove forbiddance zone, holy status of area, spoil holy water & good shrines
Jovial Evil N 12 30' r: CLd6 unholy radiance (no save), good-align have no resist and take x2 dmg
Simulacrum 11 (borrow 1M from future to use) Redirect an effect targetting you to one of your summons

Psi-6E Third Hell Powers

Name PSPs Effect
Darkcone N 20 60' cone takes CLd8 darkness dmg (no save) and stun 3 segments (Para save at -CL*2)
Festering Evil 25/r Each segment, all non-E creatures within sight take CL unholy grave dmg (no save)
Lurking Evil N 30 Summon CL Horrors: AC 40, hp 400, Att 4, TH+40, dmg 40; sac Horror: 4 dmg (no resist)
Phase 30/cr (between rounds borrow 1M) "phased out" this r, pass through obj, no affecting real things
Spoils of Evil 12 For each recently-dead (within last turn) body around, add 1 Psi(-6)E PSP & cure 1 hp
Stench of Evil N 22 30'r: CL^3 stench dmg (save:½), they can use X PSP (any freq/spells, use Q11) prevent X

[Q-6] Angelic / Gaea / First Evil Psionics (Psi. Freq. -6 G/N/E)


Psi-6E Fourth Hell Powers

Name PSPs Effect
Evil Eye 2 28/cr As Evil Eye, but no save
Lurking Evil 2 N 45 Summon CL Horrors: AC 60, hp 600, Att 6, TH+60, dmg 60; sac Horror: 6 dmg (no resist)
Multi-Twist N 40 Twist (dispel) CL effects

Psi-6E Fifth Hell Powers

Name PSPs Effect
Beacon of Unrest 60 Bring a defeated monster back to life under your control (counts as a "Revive")
Evil Haste 50/r +level B actions
Gaze of Balance 40 Duplicate a Psi(-6)N 1st or 2nd
Infernal Spawn of Evil 36 Summon a Demon Beast: AC 70, hp 700, #Att 7/1, TH +70, dmg 70, 1M: 10 dmg to target

[Q-6] Angelic / Gaea / First Evil Psionics (Psi. Freq. -6 G/N/E)


Psi-6E Sixth Hell Powers

Name PSPs Effect
Bringer 6/d Immune Illusions; Immune Disease; Immune Reverse Healing
Infernal Spawn of Infernal Spawn of Evil 49 Summon a Demon Child: AC 80, hp 800, #Att 8/1, TH +80, dmg 80, 1M: 20 dmg to target

[Q-5] The Nothing / Anti-Imagination Psionics (Psi. Freq. -5)


Basic Psi-5 Information

This is psionic frequency -5 (negative 5). To see frequency 5, go to section [Q5].
 
PSPs (classed) = Str + Con - 24 + 2*Level
PSPs (wild talent) = (Str+Con)/2 - 12 + Level
Wild talents use HNCL/2 (half of highest level) for CL.
Psi-5 PSPs are regained at (Str+Con)/10 per hour.
 
Psi-5 is resisted using antiPsiR.

Psi-5 Minor Powers

Name PSPs Effect
Aging 1 Target is aged CL*CL years (no save)
Bolt of Nothing 1 CL dmg to one target (no save); that targets loses next M action (save)
Forget 1 Target forgets last minute (or) Target loses CL spells in memorization
Immobilize 1 -3xCL" move rate (no save); loses Dex bonus to saves & AC (save)
Immune to Charm 1+1/h Target is immune to charm & hypnosis
Immune to Fear 1+1/h Target is immune to fear & beguiling
Immune to Hold 1+1/h Target is immune to hold & stop
Immune to Sleep 1+1/h Target is immune to sleep & exhaustion
Nullcancel 1 Dispel one x1 effect (no save, gets ER)
Unspirit 1 Target gets -CL each to Cml, Luck, and CL (save for each point)

Psi-5 Major Powers

Name PSPs Effect
Beam of Nothing 2 CL*CL dmg in a 30' line (no save); they lose next F action (save)
Energy Drain 2 Target is energy drained CL levels in every class (1 save for each level)
Fade Away 2 30' radius area is teleported (unwilling get save), selective, 1r delay
Immune to Poison 2+2/h Target is immune to poison & disease
Zombify 2 Target gets -CL each to Int, Wis, and Chr (save for each point)

Psi-5 Grand Powers

Name PSPs Effect
Cone of Nothing 3 CL*CL*CL dmg in a 30' cone (no save); they lose next Opp action (save)
Spectrify 3 Target gets -CL each to Str, Dex, and Con (save for each point)

[Q-3] Anti-Esper Psionics (Psi. Freq. -3)


Basic Psi-3 Information

Psi-3 Wild Talents
 
There are two methods for "Wild Talents" in Psi-3. Neither require you to pick a discipline. Your Caster Level (CL) is half of your highest level. You may switch between methods during a reset.
 
Wild Talent Method 1
 
This method does not require feats.
 
Wild Talent Psi-3 Calculation = Stat+HNCL-12
where "Stat" is any ability score you choose, and "HNCL" is "Highest Non-Concordant Level" (e.g. the highest level among your classes).
 
Use the progression below for powers gained (no stat bonus). Can trade one 1st for four 0th level powers.
You can never access powers greater than SL=7 with this wild talent.
 
HNCL Psi-3 Wild
123 456 7
0-2 1-- --- -
3-5 2-- --- -
6-8 21- --- -
9-11 32- --- -
12-14 321 --- -
15-17 432 --- -
18-20 432 1-- -
21-23 543 2-- -
24-26 543 21- -
27-29 654 32- -
30-32 654 321 -
33-34 765 432 -
36+ 765 432 1
 
Wild Talent Method 2
 
This method requires feats, but you are not limited by how many powers you have, and you can get higher level powers faster.
 
Wild Talent Psi-3 Calculation = (Str+Dex+Con+Int+Wis+Chr-60) / 6 + HNCL*3
 
You get no powers for "free", you need to spend feats.
Each feat spent gives your highest level in Psi-3 power levels. A 0 level Psi3 power costs ¼ of a power level.
You need to be at least level equal to double the power level to use a power (e.g. you need to be 2nd level to use a 1st level power).
You can never access powers greater than SL=9 with this wild talent.

[Q-3] Anti-Esper Psionics (Psi. Freq. -3)


[Q-3.0] Level 0 Psi-3 Powers

## Level 0 Powers Discip. Short Description Source
1 Blob Psyport Target's speed slows by 3" for one round. DM
2 Boulder Metcre You create a short-lived boulder (1d12) DM
3 Clear Telep Creature can ignore daze/fascinate/confusion for 1 segment. DM
4 Concentrate Telep Subject's mind focuses, gets +1 bonus on actions for 1 round. DM
5 Control Shadow Psykin You control a normal shadow like a puppet. DM
6 Detect Anti-Psionics Clasen You detect the presence of anti-psionic activity. DM
7 Finger of Water Metcre You deal 1d3 water damage to one foe. DM
8 Lesser Natural Weapon Psymet You gain +1 TH. DM
9 My Darkness Psykin Your eyes emit 20-ft. cone of darkness. DM
10 Near Hand Psykin Telekinesis (CL/4)*10' falling dmg, can only affect someone in your group DM
11 Near Punch Psykin Telekinetic punch deals 2 damage to someone in your group. DM
12 Nerve Psymet Target loses 1 max hp for 1 turn. DM
13 Owlsight Psymet You have ultravision. DM
14 Rockdrop Psyport Target takes +50% falling damage. DM
15 Sink Psyport Target sinks (or loses Water Walking) DM

[Q-3.1] Level 1 Psi-3 Powers

## Level 1 Powers Discip. Short Description Source
1 Astral Destruct I Metcre Creates astral destruct to fight for you. DM
2 Biodust Psykin 1d4 dust dmg/r to up to 2 cr. DM
3 Combat Reflex Clasen You gain +1 TH. DM
4 Expansion Psymet You grow 5%/level DM
5 Fork Gaze Clasen Gaze attacks (against you) affect both you and the person gazing at you. DM
6 Lesser Metaphys. Armor Clasen Enemies need a +1 weapon to hit you. DM
7 Lesser Spirit Adjustment Psymet You heal 1d8 hp, +1 to next PP save, or restore 1 negative level. DM
8 Moralize Telep Friends gain +1 on die rolls for 1 segment. DM
9 Mortis Psymet Target loses 3 max hp for 1 turn. DM
10 Remove Sound Psykin Remove sounds in area DM
11 Reveal Thoughts Telep Target's thoughts become known to everyone in area. DM
12 Tail of the Rat Psymet Gain a tail; your base tail attack does 1d4 damage. DM
13 Turn Object Psykin Turn a golem (RSW save) DM
14 UnCharm Person Telep Remove Charm, Domination DM

[Q-3] Anti-Esper Psionics (Psi. Freq. -3)


[Q-3.2] Level 2 Psi-3 Powers

## Level 2 Powers Discip. Short Description Source
1 Astral Destruct II Metcre Create astral destruct to fight for you. DM
2 Chilling Ray Metcre Cold ray deals 3d6 damage to foe. DM
3 Clairnasience Clasen Clairnasience DM
4 Combat Presence Clasen +2 AC. DM
5 Control Earth Psykin Dig or Wall of Stone DM
6 Control Water Psykin Raise Water, Lower Water, or Part Water DM
7 Inaudibility Psykin Subject is inaudible for 10 min./level or until it attacks. DM
8 Inflict Uneasiness Telep Your mental attack deals 3d6 stat damage (random) DM
9 Muscle Lock Telep Subject cannot move or take any physical actions. DM
10 Painful Strike Psymet Your armed attacks deal extra 1d6 damage. DM
11 Psionic Trap Psyport Create a psionic trap (a minor High Frequency Sample effect) DM
12 Remove Psionic Trap Psyport Remove a psionic trap. DM
13 Spirit Adjustment Psymet You heal 3d6 hp, +3 to next PP save, or restore 2 negative levels. DM

[Q-3.3] Level 3 Psi-3 Powers

## Level 3 Powers Discip. Short Description Source
1 Astral Destruct III Metcre Astral destruct fights for you. DM
2 Blackice Metcre Deals 5d4 black ice damage in 20 ft. radius. DM
3 Cone of Earthquake Psykin Earthquake inflicts 5d4 sonic damage (group) DM
4 Curse Sense Clasen Sense curses in 30-ft. radius. DM
5 Dimension Trade Psyport Switch places with anyone you see (unwilling gets save) DM
6 Drop Psyport Target cannot fly (no save) DM
7 Duodimensional Blade Psymet +3 distributed among crit range and multiplier to all your weapons DM
8 Metaphysical Armor Metcre Enemies need a +3 weapon to hit you. DM
9 Physm Telep +1 P action per round. DM
10 Plasmic Form Psymet Plasma damaging shield (50% damage back) DM
11 Replacement Psymet Dispel displacement effect, or you ignore displacement for 1 turn DM
12 Summon Monster II Telep Summons a DL II monster, can be in addition to astral destruct DM

[Q-3] Anti-Esper Psionics (Psi. Freq. -3)


[Q-3.4] Level 4 Psi-3 Powers

## Level 4 Powers Discip. Short Description Source
1 Astral Destruct IV Metcre Astral destruct fights for you. DM
2 Dimensional Enhancer Psyport Can teleport or dim door away during combat (x1 Special) DM
3 Dismiss Elemental Metcre Dismiss an elemental (no save) DM
4 Fate of None Clasen Force an enemy to reroll a die roll (chooses worst) DM
5 Hold Monster Psyport Hold Monster DM
6 Midas Touch Metcre Transforms magic items into XP or gems (1/2 value) DM
7 Polymorph Other Psymet Polymorph Other DM
8 Psychotakeback Psymet You can use power points to boost your Int, Wis, and/or Chr ability mods. DM
9 Shards Touch Psymet Your shards touch deals 7d6 acid damage. DM
10 Spell Barrier Psykin SR 10+2*CL DM
11 Wall of Element Metcre Pick an element, it's a wall of it. Damage = CLd4 if you pass through. DM

[Q-3.5] Level 5 Psi-3 Powers

## Level 5 Powers Discip. Short Description Source
1 Astral Destruct V Metcre Astral destruct fights for you. DM
2 Darkness Blast Psykin Darkness blast inflicts 9d4 damage in 20' radius. DM
3 Ectoplasmic Weapon Metcre +10 TH DM
4 Graft Nonweapon Psymet A natural attack form of yours is considered a weapon (can spec., etc.) DM
5 Material Rearrangement Psykin Replace an object's material with another (same E factor or less) DM
6 Metamorphics Psymet Polymorph Any Object DM
7 Natural Shield Psymet +4 saves DM
8 Outcarnate Metcre One anti-psionic effect is permanent. DM
9 Physical Barrier Psymet -CL dmg per physical attack DM
10 Telemport Psyport Teleport someone you know to you (RSW save, attempt only 1/hour) DM

[Q-3.6] Level 6 Psi-3 Powers

## Level 6 Powers Discip. Short Description Source
1 Armor of Prudence Clasen +6 TH or saves. DM
2 Astral Destruct VI Metcre Astral destruct fights for you. DM
3 Breath of the Drake Psymet Breath water for 11d4 damage. DM
4 Improved Mortis Psymet Target loses 13 max hp. DM
5 Mass Confusion Telep Confusion a group (Will save) DM
6 Phlogiston Jaunt Psyport You enter the plane of Phlogiston. DM
7 Reintegrate Psykin Repair a broken item or reverse a disintegration effect DM
8 Replace Psykin Put an object into someone's inventory (Reflex save) DM
9 Suspend Death Psymet It takes CL rounds for you to die due to being at negative hp DM

[Q-3] Anti-Esper Psionics (Psi. Freq. -3)


[Q-3.7] Level 7 Psi-3 Powers

## Level 7 Powers Discip. Short Description Source
1 Astral Destruct VII Metcre Astral destruct fights for you. DM
2 Contingency Metcre Sets trigger condition for another power. DM
3 Emulate Effect Clasen Manifest any Psi-3 power 6th-level and less. DM
4 Metal Body Psymet AC +CL, saves +CL, unarmed dmg +CL, DR CL/- DM
5 Plane Shift Psyport Up to eight subjects travel to another plane. DM
6 Rebound Psykin MPaPReflection CL*15% DM
7 Sanity Telep Target is cured of insanity, confusion, feeblemind, mental effects DM
8 Teleport Without Error Psyport As Teleport with no off-targets. DM

[Q-3.8] Level 8 Psi-3 Powers

## Level 8 Powers Discip. Short Description Source
1 Astral Destruct VIII Metcre Astral destruct fights for you. DM
2 Clone Metcre Clone DM
3 Mind Write Telep Subject immune to mental/emotional effects, scrying, and remote viewing. DM
4 Recall Birth Clasen Foe vividly recalls its birth, and gains CL negative levels (no save) DM
5 Spiritual Body Psymet Planar Displaced, Immune Matter, you can't physically attack DM
6 Telepathic Sphere Psykin Mobile force globe protects group from mental attacks DM
7 Temporal Accelerate Psyport Can use 2S+1V per segment. DM

[Q-3.9] Level 9 Psi-3 Powers

## Level 9 Powers Discip. Short Description Source
1 Anti-Astral Projection Psyport Projects you and friends into Anti-Astral Plane. DM
2 Armageddon Metcre Destroy a demiplane (will probably get Objected to unless it's empty) DM
3 Astral Destruct IX Metcre Astral destruct fights for you. DM
4 Greater Emulation Metcre Manifest any Psi-3 power 8th-level or less. DM
5 Pawn Telep Pawn someone (gets a Will and a Spell save, making either is a make) DM
6 Shapechange Other Psymet Shapechange Other DM

[Q-2] Deficiency Psionics (Psi. Freq. -2)


Psi-2 Devotions (Minors)

# Power Disip. Check PSPs Effect Power Score Source
1 Adrenalin Drain Metab Con-3 8+4/r 6 Str,Dex,or Con dmg 6 to all three DM
2 Anti-Astral Projection Port Int 6+2/h Anti-Astral Projection Colorless pool nearby DM
3 Biogiveback Metab Con-2 6+3/r +2 dmg/att; +level/3 TH bonus +level TH bonus instead DM
4 Cause Disease Metab Con-3 12 Cause Disease Cause 2 diseases DM
5 Cell Adjustment Metab Con-3 1/hp max 20*level hp /r; disease=+5 PSPs Half cost in PSPs DM
6 Decelerate Metab Con-2 10+10/m Target loses next action (save) next 2 actions DM
7 Deflect Kinet Int 4 Deflect a melee attack -- DM
8 Detract Telep Wis Int+1/r -2 check if resisting Maintained 4r for free DM
9 Gird M-Psi Int-3 2*M/m Set off someone's trigger prematurely -- DM
10 Half Pain Metab Con-3 7 Take half damage from one person for 1t -- DM
11 Inertial Improver Kinet Con-3 7+5/r +1 to #Atts in your group (everyone) Missiles do +1 die of dmg DM
12 Magnify M-Psi Wis-5 25M+M/r Mult. power (Max=level/5+1) M+1, no extra cost DM
13 NoBlink Port Int+1 7+3/r Blinking does not function within 100' within 1000' DM
14 Receptacle M-Psi Wis-5 1/r Gem:1/100gp;Item:(2W+I+C-40)*L -- DM
15 Reduced Strength Metab Wis-3 2S+S/r Strength dmg, Max=level Max=2*level DM
16 Replacement Metab Con-3 6+3/r Ignore displacement Ignore mirror images DM
17 Reverse Carapace Metab Int 5+1/r -level AC; +(11-level) Dex No AC loss DM
18 Sight Less Telep Con-3 C+5/m Blindness (save) Deafness (save) DM
19 Sound Less Telep Con-2 C+4/t Deafness (save) Blindness (save) DM
20 Taste Less Telep Con-2 C+4/t Cannot taste, drink potions, eat pills (save) Target cannot smell DM
21 Time Diminish Port Int-7 54/r -3 M, -3 P, -3 V (save) -1 more each type DM
22 Time Halve Port Int-1 22/s Lose one instance of "Q" on all action types -4 AC/save; -2 TH DM
23 Ungraft Weapon Metab Con-5 10+1/r Unconnect weapon from body; -1/-1 Penalty is -4/-4 DM
24 Weakness of the Land Metab Con-2 10+2/r 25 dmg, -3 TH, -3 dmg, -25% MR Lasts 5r after maint. DM

[Q-2] Deficiency Psionics (Psi. Freq. -2)


Psi-2 Sciences (Majors)

# Power Disip. Check PSPs Effect Power Score Source
1 Acidify Kinet Con-3 18 (level)d6 acid dmg (save:½) (2*level)d6 acid damage DM
2 Complete Harming Metab Con 30 Harm at end of round (not segment) Harm at end of segment DM
3 Degenerate Metab Con-4 18+6/t Degenerate (LVL /s) 2*LVL /s DM
4 Endorphin Drain Metab Chr-6 16+8/r 6 Int,Wis,or Chr dmg 6 to all three DM
5 Energy Release Metab Con-2 1/die +CL to CL on your next damaging power -- DM
6 Fate Less Telep Con-5 C+5/t You and biggest enemy in area take 0 dmg -- DM
7 Inprobability Travel Port Int 20+8/h Go to Anti-Astral physically Colorless pool nearby DM
8 Insens. to Psychic Imp. Clair Wis-4 12+2/m Resist Psionics Resist Anti-Psionics DM
9 Life Field Metab Con-8 40 All in party all healed for LVL hp 2*LVL hp instead DM
10 Reintegrate Kinet Wis-4 40 Cure a disintegrate Cure an annihilate DM
11 Split Body M-Psi Wis-5 40+6/r +1 P action +1 more P action DM

Psi-2 High Sciences (Grands)

# Power Disip. Check PSPs Effect Power Score Source
1 A/B Acceleration Metab Con-6 20/r +CL A actions /r (range sight) B instead of A DM
2 Alter Reality All Any-10 250 Alter Reality or Psi-1 major Double CL effect DM
3 Eelemental Composition Metab Con-4 24+3/r Can be any Normal/Para/Quasi Eele Can be Semi Eele DM
4 Grand Acidify Kinet Con-5 27 CLd20 acid damage Use d30's DM
5 Legendary Drain Metab Chr-24 24+12/r 6 Cml, Luck, or CL dmg 6 all three DM
6 Mass Detract Telep Wis L+1/r L=sum of targets' levels PSP cost halved DM
7 Steal Actions M-Psi *Auto* 0 Steal an action (save) -- DM
8 Ultrasword [-X] Telep Chr-5 20 Ignore non-racial immunity to psionics -- DM
9 Weakness of the World Metab Con-6 10/r -9/-9 AC/saves, -25% RR/MR/PsiR Lasts 5r after maint. DM
10 Weapon Familiarity Clair Int-8 200/d +1 slot in every weapon prof +LVL feats DM

Psi-2 Supers

# Power Disip. Check PSPs Effect Power Score Source
1 C/X Acceleration Metab Chr-10 30/r +CL C actions /r (range sight) Can convert 14C -> 1X DM
2 Change Reality All Any-20 400 Change Reality or Psi-1 grand Double CL effect DM
3 Magic Inertial Improver Port Dex-18 70/r Spells give no save in your group -- DM
4 Planetary Acidify Kinet Con-25 3600 Acidifies 1 planet or moon (!) 2 planets or moons! DM
5 Public Access Lock Clair Int-20 90/r Your truename is unknowable Thoughts unknowable too DM
6 Spirit on the Ground Telep Chr-15 1/week Cannot use M actions; can use 2P/s Can use 3P /s DM

[Q-1] Unnatural Psionics (Psi. Freq. -1)


Basic Psi-1 Information

The reverse of Psi1. It is considered "AntiPsionic" power. You MUST be insane to have Anti-Psionics.
PSI-1 CLASS: Anti-Psionic Strength = (Str+Dex+Con)/3*(level+9).
WILD TALENTS: Anti-Psionic Strength = 64+level+(Str+Dex+Con-36)*(exceptional+1)
where "exceptional" is the number of physical stats (Str, Dex, Con) of 16 or above.
Wild Talent Power Progression:
  Potential Number of:
Str+Dex+Con Minor Major Grand Att+Def
0-7 1 0 0 1
8-15 2 0 0 2
16-23 2 1 0 3
24-31 3 1 0 4
32-39 4 1 0 5
40-47 4 2 0 6
48-55 4 2 1 7
56-63 5 2 1 8
64-71 6 3 1 9
72-79 7 3 1 10
80+ 8 4 2 11
 
It takes 1 nonweapon proficiency slot for a Minor, 3 slots for a Major, and 6 slots for a Grand to obtain 1st level of mastery.
Thereafter, 1/2 a slot will increase a power's level of mastery by 1.
Attacks and Defenses cost: A=1, B=0, C=½, D=1½, E=2, U=2½, F=0, G=½ , H=1, I=1½, J=2, X=2½ (in slots).
Psionicists get the number of powers seen in their progression at no proficiency cost, and their level of mastery is equal to their experience level. They could purchase higher levels of mastery (adding to their level).
 
 
ANTI-PSIONIC ENCHANTMENTS:
 
When you downgrade, you get (old SL-1)^2 spell levels which can be used only for spells of lower level (of at least SL 1).
e.g. a 9th level spell is converted to 64 spell levels (and can be used as eight 8th's, for example).
 
Spell Level: 2 3 4 5 6 7 8 9 10 11 12
Downgrade Cost: 1 2 4 8 16 32 64 128 256 512 1024

[Q-1] Unnatural Psionics (Psi. Freq. -1)


Anti-Psionic Rampart

ANTI-PSIONIC RAMPART UPON NON-UNNATURAL PSIONIC CREATURE (20 attack points)