Arcane Wizard


Level KXP Arcane Wizard
123 456 789 A
1 0 1-- --- --- -
2 5 20- --- --- -
3 10 21- --- --- -
4 20 320 --- --- -
5 40 321 --- --- -
6 80 432 0-- --- -
7 120 432 1-- --- -
8 180 543 20- --- -
9 270 543 21- --- -
10 500 654 320 --- -
11 750 654 321 --- -
12 1500 765 432 0-- -
13 2250 765 432 1-- -
14 3000 776 543 20- -
15 3750 776 543 21- -
16 4500 777 654 320 -
17 5250 777 654 321 -
18 6000 777 765 432 -
19 6750 777 776 543 -
20 7500 777 777 654 -
21 8250 777 777 765 -
22 9000 777 777 776 -
23 9750 777 777 777 -
24 10500 888 877 777 -
25 11250 888 888 877 -
26 12000 888 888 888 -
27 12750 888 888 888 b
28 13500 888 888 888 0
29 14250 888 888 888 1
30 15000 888 888 888 2
31 15750 888 888 888 3
32 16500 888 888 888 4
33 17250 888 888 888 5
34 18000 888 888 888 6
35 18750 888 888 888 7
36 19500 888 888 888 8
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Int 18
Alignment: any
HD/level: d4
Weapon Prof.: 1+level/5
To Hit Table: Wiz
Save Table: Wiz
Reference: DM
Groups: Wizard
 
Gets Int bonus to spell progression.
Has access only to Wizard Minor Schools that have been written in the Collective. This class is 0.1 of a Collective edition "behind" in what Schools it knows, for example in Collective 3.9 this class knows Collective 3.8 minor Schools (and earlier). When Collective 4.0 comes out, this class will know Collective 3.9 minor Schools.
This class cannot cast normal Wizard spells at all. If you generate a "wishoid" effect that emulates a Wizard (or Priest) spell, you may pick only "common" spells (those with source RC0, PH1, UA1, PH2, or PH3). You may "wishoid" for other Arcane Wizard spells, of course. Wishoids for psionic effects are limited to Psi1, Psi2, or Psi3; source PH1, PHBR5, or PsiHB3 only.
May specialize in a minor School, if you do, choose an opposite minor School.
Wizard Schools that are cross-listed with Concordant group (e.g. Aspirant, Henchman) can be cast by this class, but at a +1 SL penalty. Spells of SL=10 and above do not suffer this penalty and are not adjusted.
Does not get Wizard of the Coast class MTG G (Green) and MTG W (White) spells, since they are specifically noted to be Priest Spheres (not Wizard Schools).
 
As of Collective 3.9, this class knows the following Schools (number of spells in parentheses):
Anti-Magic (33), Aspirant/Lich (102), Bovinomancy (12), Chronomancy (54), Cthulhu (114), Delusion/Illusion (42), Eelemental (72), Force (54), Henchman/Villain (72), Incantatrix (42), Logic (10), Metamagic (6), MTG B (7), MTG U (15), MTG R (9), Ovinomancy (12), Poultrymancy (12), Quintessential (2), Technology (9)
Total number of spells = 668.

Arcane Wizard


Arcane Wizard Spells

SL # Spell School Effect
0 1 Candle Communication Cthulhu Can communicate to someone you know (across planes) if they are running this spell too
0 2 Detect Life Cthulhu Detect Life
0 3 Elder Sign Cthulhu Outer planar creatures cannot cross the line
0 4 Message Cthulhu Message
1 1 Anti-Magic Armor Anti-Magic Armor has +1/+1 AC/saves for 1t
1 2 Anti-Magic Missile Anti-Magic (L+1)/2 missiles; 1d4+1 dmg gravity (no save)
1 3 Anti-Magic Mouth Anti-Magic Mouth that moves around (like Wizard Eye), can speak through it
1 4 Augury Cthulhu Augury
1 5 Bind Enemy Cthulhu Choose a target. You can't attack or target him, and vice versa.
1 6 Chant of Thoth Cthulhu +CL Int checks
1 7 Charm Chicken Poultrymancy Charm all chickens in a group (no save).
1 8 Charm Cow Bovinomancy Charm all cows in a group (no save).
1 9 Charm Eelemental N Eelemental, Enc. Charm a DL=1 Eelemental
1 10 Charm Sheep Ovinomancy Charm all sheep in a group (no save).
1 11 Chicken Person Poultrymancy Person becomes lethargic and loses all actions for CL rounds.
1 12 Chicken Swarm Summoning Poultrymancy Summons CL*10 chickens. They are DL 0 monsters, and don't do much, but they suck up a lot of damage.
1 13 Cloud Memory Cthulhu Forget (Will save)
1 14 Communication Logic Allows communication with any creature with Int 1+
1 15 Contact Human Cthulhu Contact a specific person
1 16 Control Weather Cthulhu Control Weather
1 17 Counter Wishoid Incantatrix 1bM: Counter a Wishoid or Miracle (need not be magical in nature)
1 18 Cow Person Bovinomancy Person becomes lethargic and loses all actions for CL rounds.
1 19 Cow Swarm Summoning Bovinomancy Summons CL*10 cows. They are DL 0 monsters, and don't do much, but they suck up a lot of damage.
1 20 Create Bad-Corpse Dust Cthulhu Create a line that Undead cannot cross
1 21 Create Technological Item 1 Technology Creates a technological item of TechL = 1 (duration 1 turns; material componenting may be used to double the TechL or duraton).
1 22 Darkness MTG B 1bM: Immune to a P attack from someone
1 23 Deflect Harm Cthulhu Deflect next CL physical attacks on you, but each causes 2 Int dmg to you
1 24 Delay Image Chronomancy +2 AC, +1 saves
1 25 Detect Chaos Logic Detects all Chaotic creatures within 360'
1 26 Detect Eelementals N Eelemental, Div. Detect all Eelementals within 10 feet, ID within sight
1 27 Detect Magic Cthulhu Detect Magic
1 28 Detect Temporal Anomaly Chronomancy Detect Temporal Anomaly
1 29 Detect/Identify Anti-Magic Anti-Magic Detect/Identify Anti-Magic
1 30 Detect/Locate Chicken Poultrymancy Detects and Locates chickens within CL miles.
1 31 Detect/Locate Cow Bovinomancy Detects and Locates cows within CL miles.
1 32 Detect/Locate Sheep Ovinomancy Detects and Locates sheep within CL miles.
1 33 Determine Operation of Mechanism Logic Can use a tech level object of less than or equal to LVL
1 34 Dispel Abjuration/Protection Incantatrix Dispels an Abjuration or Protection effect
1 35 Dispel Illusion/Metamagic Incantatrix Dispels an Illusion or Metamagic effect
1 36 Dominate Animal Cthulhu Dominate Animal (save)
1 37 Eelemental Ball N Eelemental, Inv. CLd1 dmg to a group, no save, EE=1
1 38 Eelemental Form N Eelemental, Alt. Become an Eelemental of EE=1
1 39 Eelemental Summoning N Eelemental, Cnj. Summon a DL=1 Eelemental
1 40 Eelusionary Double N Eelemental, Ill. 1 Mirror Images, each has 1 hp to be detected as such
1 41 Eibon’s Wheel of Mist Cthulhu Your group is Invisible
1 42 Fly 3" Force Fly at 3" (F)
1 43 Force Ball 1 Force CL*2 force dmg to one group (no save)
1 44 Force Feather Fall Force Feather Fall (or) Immune to TK or falling dmg this segment (can cast using 1bM action)
1 45 Foul Potions Anti-Magic Foul (Destroy) 10*CL doses of magical Potions in someone's inventory (no save), the potions can be fixed out of combat if done within the hour
1 46 Haste A1 Chronomancy +1A action
1 47 Heel N Eelemental, Nec. Cures 4% of max hp
1 48 Invisibility Purge Cthulhu Dispel Invisibility
1 49 Know Time Chronomancy Know date and day
1 50 Lightning Bolt MTG R Target takes 30 lightning dmg (Spell save for 0)
1 51 Magic Resistance Incantatrix MR CL*10%
1 52 Memory Protection Incantatrix Immune to one memory/action/spell stealing effect (lasts until used)
1 53 Mind Games MTG U Target loses his next action (Spell save)
1 54 Mirror of Tarkhun Atep Cthulhu Creates a mirror
1 55 Nightmare Cthulhu Target sleeping person has a nightmare
1 56 Nystul's Anti-Magic Aura Anti-Magic Makes an object radiate anti-magic; considered a +0 weapon on the damage side
1 57 Ooze Shieeld N Eelemental, Abj. Eelemental damage shield 25% (EE=1)
1 58 Order Objects Logic Arrange group of small objects by some order (or) count a group of objects (or) weigh an object
1 59 Pose Mundane Cthulhu Illusion: Room appears to be normal/ordinary (x1 Trick)
1 60 Power of Nyambe Cthulhu +2d6 SL's added to your current progression for today; -1 Con (permanent)
1 61 Precognitive Sense Chronomancy Precognition
1 62 Remove Magical Snare Incantatrix Removes a Magical Snare, a Glyph, or a Symbol (does not cover Magical Traps in general, see SL 3)
1 63 Seal of Isis Cthulhu Object will make it's next item saving throw
1 64 Shatter x0 Force Destroys a x0 item
1 65 Sheep Person / Ovinize Ovinomancy Person becomes lethargic and loses all actions for CL rounds.
1 66 Sheep Swarm Summoning Ovinomancy, MTG U Summons CL*10 sheep. They are DL 0 monsters, and don't do much, but they suck up a lot of damage.
1 67 Slow Metabolism Chronomancy Need not eat/drink
1 68 Snare Dreamer Cthulhu Dispel a Somniomancy effect
1 69 TK Push 1 Force Size M target is pushed CL*10' (takes falling damage), ×/÷ 2 for each size difference
1 70 TK Shield 1 Force AC +8+CL; +1 saves vs. anything that causes damage
1 71 True Strike Cthulhu Next attack at +20 TH
1 72 Unmask Demon Cthulhu Dispel a Change Self or Alter Appearance effect
1 73 View Gate Cthulhu Can see through a Gate to other side clearly
1 74 Voice of Ra Cthulhu +1d6+1 Chr
1 75 Warding the Eye Cthulhu Immune to the "Evil Eye" spell (on this list)
2 1 Accelerate Plant Growth Chronomancy Plant Growth
2 2 Animate Dead MTG B Animates a dead monster as your summon (1 DL lower)
2 3 Anti-Magic Resistance Anti-Magic aMR 50+CL*5% [duration 2 hours]
2 (1+1) 4 Aspirant 1-1 Aspirant/Lich 1M, 1/r: Any 0th level Wizard spell
2 (1+1) 5 Aspirant 1-2 Aspirant/Lich 1M, 1/r: Any 0th level Priest spell
2 (1+1) 6 Aspirant 1-3 Aspirant/Lich 1M, 1/r: Any 0th level psionic effect (Psi1, Psi2, or Psi3 only)
2 (1+1) 7 Aspirant 1-4 Aspirant/Lich 1M: Turn Undead at CL=LVL
2 (1+1) 8 Aspirant 1-5 Aspirant/Lich 1M: Speak with Dead or Undead; 1M: Capital E Explain to Dead or Undead
2 (1+1) 9 Aspirant 1-6 Aspirant/Lich +10*LVL% WR
2 (1+1) 10 Aspirant 1-7 Aspirant/Lich Mask Undead status; Turn as if double HD
2 (1+1) 11 Aspirant 1-8 Aspirant/Lich Detect Magic Items; 1M: Identify Magic Item
2 (1+1) 12 Aspirant 1-9 Aspirant/Lich 1M, 1/d: Gain +1 XP
2 (1+1) 13 Aspirant 1-10 Aspirant/Lich 1P: Create x1 Trap 15*LVL%
2 (1+1) 14 Aspirant 1-11 Aspirant/Lich Material componenting costs ½V action
2 (1+1) 15 Aspirant 1-12 Aspirant/Lich +LVL V actions, or +LVL M actions that can be used only for Proto-Lich spells
2 (1+1) 16 Aspirant 1-13 Aspirant/Lich Cold LVL dmg by touch
2 (1+1) 17 Aspirant 1-14 Aspirant/Lich +1 Research Point (or drawn sheet) per reset (see [P12])
2 (1+1) 18 Aspirant 1-15 Aspirant/Lich 1F or 1X, 1/d: Duplicate any level 1 Proto-Lich spell, it has (at most) duration LVL turns
2 19 Aura of Dominion MTG U Target can use 2M this segment.
2 20 Blank Anti-Magic [1Z to cast] Counter a Blink effect
2 21 Bring Pestilence Cthulhu Disease (1d4 stat dmg to Str, Dex, or Con) (Fort save)
2 22 Cast Out Shan Cthulhu Dismiss a DL I-II Insect or Undead
2 23 Cause Fear Cthulhu Fear (Will save)
2 24 Charm Eelemental N Eelemental, Enc. Charm a DL=2 Eelemental
2 25 Chickenskin Poultrymancy Get 6+CL chickenskins. Each chickenskin is a DL 20/- effect vs. one attack.
2 26 Circle of Nausea Cthulhu Nausea to one group (Fort save)
2 27 Command Logic As per priest spell but can use 2 words
2 28 Confusion Incantatrix One target is confused (save)
2 29 Contact Creature Cthulhu Contact a specific creature type
2 30 Countermagic Incantatrix 1bM: Counter a magical spell or magic item activation.
2 31 Cowskin Bovinomancy Get 6+CL cowskins. Each cowskin is a DL 20/- effect vs. one attack.
2 32 Create Technological Item 2 Technology Creates a technological item of TechL = 2 (duration 2 turns; material componenting may be used to double the TechL or duraton).
2 33 Darkness Cthulhu Darkness
2 34 Detect Eelementals N Eelemental, Div. Detect all Eelementals within 100 feet, ID within sight
2 35 Detect/Dispel Charm/Ego Incantatrix Detects/Dispels Charm or Ego Domination (for 1s, lets you drop the item)
2 36 Dismissal Cthulhu Dismiss an outer planar creature (save)
2 37 Dispel Magic Incantatrix Dispel Magic
2 38 Dispel Magic (one effect) Anti-Magic Dispels one magic effect (no option to dispel an area like normal Dispel Magic)
2 39 Disrupt Concentration Incantatrix Target cannot heavy concentrate (no save)
2 40 Dominate Person Cthulhu Dominate Person (save)
2 41 Drain Charges Anti-Magic Target magic item loses 10*CL charges (no save)
2 42 Dread Curse of Azathoth Cthulhu 1d3 Chr dmg
2 43 Echoing Ruin MTG R Destroy all magic items of the same exact type (Disint. save each)
2 44 Eelemental Ball N Eelemental, Inv. CLd2 dmg to a group, no save, EE=2
2 45 Eelemental Form N Eelemental, Alt. Become an Eelemental of EE=2
2 46 Eelemental Summoning N Eelemental, Cnj. Summon a DL=2 Eelemental
2 47 Eelusionary Double N Eelemental, Ill. 2 Mirror Images, each has 4 hp to be detected as such
2 48 Enchant Item Cthulhu Add a half plus to an item (for 1 hour)
2 49 Evil Eye Cthulhu Curse: -4 TH, checks, saves (save)
2 50 Fast-Talking Logic All targets must save vs. spell at a penalty equal to 2*CL or believe what he is saying as true
2 51 Find Gate Cthulhu Detect Gates
2 52 Fist of Yog-Sothoth Cthulhu CLd6 force dmg to one target (no save)
2 53 Flesh Ward Cthulhu DR 10/+1
2 54 Fly 9" Force Fly at 9" (E)
2 55 Force Ball 2 Force CL*4 force dmg to one group (no save)
2 56 Force Spike Metamagic, MTG U 1 bM or 1 OppM: Counter target magical/psionic effect unless its user devotes another spell/psionic slot to it.
2 57 Frozen Tracks Cthulhu Stop (save)
2 58 Grasp of Cthulhu Cthulhu Target takes 2d6 dmg /r (save)
2 59 Haste A2 Chronomancy +2A or +1B actions
2 60 Healing Touch Cthulhu Touch to cure 1d8+CL hp and 1 stat point dmg
2 61 Heel N Eelemental, Nec. Cures 9% of max hp
2 (1+1) 62 Henchman 1-1 Henchman/Villain 1P, 1/d: Create a MINIATURE GIANT ROBOT, a DL (CL+3)/2 Golem or Technological monster (treat as a summon)
2 (1+1) 63 Henchman 1-2 Henchman/Villain 0, 1/d: You MYSTERIOUSLY ESCAPE (even past all barriers) from enemies, one of the enemies must be a Hero or Sidekick.
2 (1+1) 64 Henchman 1-3 Henchman/Villain 1M: Monster Summoning (CL+1)/2
2 (1+1) 65 Henchman 1-4 Henchman/Villain You adjust all BlahR by -5*level%
2 (1+1) 66 Henchman 1-5 Henchman/Villain +10% XP in Henchman, if this is your only class (if you are single classed and getting x2 XP, you'll get x2.1 XP now)
2 (1+1) 67 Henchman 1-6 Henchman/Villain You ignore one level of Resist Elements on other people (Immune -> Double Resist, Double Resist -> Resist, Resist -> nothing)
2 (1+1) 68 Henchman 1-7 Henchman/Villain You ignore one level of Resist Hold/Stun/Para. on other people
2 (1+1) 69 Henchman 1-8 Henchman/Villain You ignore one level of Resist Action/Memory/Other Stealing on other people
2 (1+1) 70 Henchman 1-9 Henchman/Villain 1V, 1/r: Choose one creature. He cannot use any V actions on his next segment.
2 (1+1) 71 Henchman 1-10 Henchman/Villain 1bM: Counter an Avoid Fate or Energy Control (Psi1/Psi2)
2 (1+1) 72 Henchman 1-11 Henchman/Villain 1bF: Counter a counterspell effect.
2 (1+1) 73 Henchman 1-12 Henchman/Villain You can have two summons (same group).
2 74 Hide from the Eye Cthulhu Invisibility
2 75 Hypnotism Cthulhu Hypnosis (save)
2 76 Identify Spirit Cthulhu Detect Possession
2 77 Insect Plague Cthulhu Area effect 1 dmg /s insects
2 78 Levitate Cthulhu Levitate
2 79 Life Sounding Chronomancy Know target's age and how many years of natural lifespan is left
2 80 Locate Object Cthulhu Locate Object
2 81 Magic Weapon Cthulhu Weapon gets +1/+1 for 1 turn
2 82 Mass Feather Fall Force Feather Fall any number of targets within sight (each gets a save)
2 83 Mind Blank Incantatrix Mind Blank
2 84 Obscuring Mist Cthulhu Wall of Fog
2 85 Ooze Shieeld N Eelemental, Abj. Eelemental damage shield 50% (EE=1)
2 86 Preserve Chronomancy Target object is preserved and will not spoil/rot
2 87 Protection from Chaos Logic As per Pro.Evil but against Chaotic creatures
2 88 Rope Trap Anti-Magic Create a x1 magical trap of Maze
2 89 Sekhmenkenhep's Words Cthulhu Convince people that what you're saying is true (save)
2 90 Shatter x1 Force Destroys a x0 to x1 item
2 91 Sheepskin Ovinomancy Get 6+CL sheepskins. Each sheepskin is a DL 20/- effect vs. one attack.
2 92 Skin of Sedefkar Cthulhu +CL/5 AC
2 93 Song of Hastur Cthulhu Target takes 2d6 dmg /r (save)
2 94 Soul Trap Cthulhu Speak with Dead but you had to be the one who killed him
2 95 Spectral Mouth Anti-Magic Can have a breath effect start from a remote location
2 96 Spectral Razor Cthulhu Magical blade that's 2d6 dmg and counts as a +5 weapon
2 97 Suggestion Cthulhu Suggestion (save)
2 98 Time Stop Object Chronomancy Time stops an inanimate object for 1-3 rounds
2 99 Timeslip Chronomancy (can cast in response to being attacked) You disappear from the combat until next round.
2 100 TK Push 2 Force Size M target is pushed CL*20' (takes falling damage), ×/÷ 2 for each size difference
2 101 TK Shield 2 Force AC +7+CL*4/3; +3 saves vs. anything that causes damage
2 102 Voorish Sign Cthulhu The next spell you cast will be at +3 CL
2 103 Wandering Soul Cthulhu Dream Travel
2 104 Ward against Pyschics Cthulhu Psionic Feats cannot be used in the room (x1 Special)
3 1 Anti-Magic Circle Against T/N/S/J/A/Nil Anti-Magic As "Protection from [alignment]" spells, against one of T/N/S/J/A/Nil
3 2 Articus's Melee Manager Chronomancy Target gets +CL/5 melee attacks per P action for 2*CL rounds
3 (2+1) 3 Aspirant 2-1 Aspirant/Lich 1M, 1/r: Any 0th-1st level Wizard spell
3 (2+1) 4 Aspirant 2-2 Aspirant/Lich 1M, 1/r: Any 0th-1st level Priest spell
3 (2+1) 5 Aspirant 2-3 Aspirant/Lich 1M, 1/r: Any 0th-1st level psionic effect (Psi1, Psi2, or Psi3 only)
3 (2+1) 6 Aspirant 2-4 Aspirant/Lich Immune Turning
3 (2+1) 7 Aspirant 2-5 Aspirant/Lich 1M: Control Undead (as per Turn Undead)
3 (2+1) 8 Aspirant 2-6 Aspirant/Lich +10*LVL% RaRR
3 (2+1) 9 Aspirant 2-7 Aspirant/Lich Detect Concordant Beings; 1M: Legend Lore Concordant Being
3 (2+1) 10 Aspirant 2-8 Aspirant/Lich 1M: Create x1 Trick 15*LVL%
3 (2+1) 11 Aspirant 2-9 Aspirant/Lich Can convert Wiz <-> Pri spells (2 SL shift: Wiz5=Pri3)
3 (2+1) 12 Aspirant 2-10 Aspirant/Lich +LVL/3 M actions
3 (2+1) 13 Aspirant 2-11 Aspirant/Lich 1M, Touch: Energy Drain 2 levels
3 (2+1) 14 Aspirant 2-12 Aspirant/Lich Duplicate any SL 1 Concordant group spell (i.e. non-Concordant SL 1)
3 15 Attrition MTG B Sacrifice a summon: Target is slain (PPD save)
3 16 Black Binding Cthulhu Animate a dead corpse as a DL III Undead
3 17 Breath of the Deep Cthulhu Target is drowning (Fort save per segment or 2d6 dmg)
3 18 Charisma MTG U Your attacks are charm branded (Will save)
3 19 Charm Eelemental N Eelemental, Enc. Charm a DL=3 Eelemental
3 20 Chromatic Blast Delusion/Illusion Chromatic Orb for a group, don't need to roll to hit
3 21 Contact Deity Cthulhu Contact a specific deity 50+CL%; caster becomes insane (Will save)
3 22 Create Technological Item 3 Technology Creates a technological item of TechL = 3 (duration 3 turns; material componenting may be used to double the TechL or duraton).
3 23 Curse of the Stone Cthulhu Target cannot act (save) as long as you heavy concentrate (can't use M actions)
3 24 Delay Life Anti-Magic [1bM to cast] Counter a Raise effect (Resurrection still works), or Turn off someone's Regen Buffer
3 25 Detect Eelementals N Eelemental, Div. Detect all Eelementals within 1,000 feet, ID within sight
3 26 Displacement I Delusion/Illusion Displaced (AC +2, first attack misses)
3 27 Divination Cthulhu Divination
3 28 Drainheal Incantatrix Drain the local MF by 1: Heal self.
3 29 Eelemental Ball N Eelemental, Inv. CLd3 dmg to a group, no save, EE=3
3 30 Eelemental Form N Eelemental, Alt. Become an Eelemental of EE=3
3 31 Eelemental Summoning N Eelemental, Cnj. Summon a DL=3 Eelemental
3 32 Eelusionary Double N Eelemental, Ill. 3 Mirror Images, each has 9 hp to be detected as such
3 33 Fervor MTG R You and your summons are not summoning sick.
3 34 Flowform Anti-Magic Enter the nearby border Phlogiston plane
3 35 Fly 18" Force Fly at 18" (D)
3 36 Force Ball 3 Force CL*6 force dmg to one group (no save)
3 37 Fowl Play Poultrymancy, MTG U Target gets polymorphed into a chicken (PP save). If save missed target gains the mentality of a chicken (Will save).
3 38 Greater Anti-Magic Armor Anti-Magic Armor has +CL/3 AC and +CL/3 saves for 1t
3 39 Haste A3 Chronomancy +3A, +2B, or +1C actions
3 40 Heel N Eelemental, Nec. Cures 16% of max hp
3 (2+1) 41 Henchman 2-1 Henchman/Villain 1V: Twist (Remove an effect on a person)
3 (2+1) 42 Henchman 2-2 Henchman/Villain 1P, 1/d: Slay someone with the Sidekick class (PPD save)
3 (2+1) 43 Henchman 2-3 Henchman/Villain 1M, 1/d: Contact Other Plane, Ask the Local Lord a question, or reverse Tempus Lawfulness
3 (2+1) 44 Henchman 2-4 Henchman/Villain 1M, 1/r: Causeall one target.
3 (2+1) 45 Henchman 2-5 Henchman/Villain Pick a psionic power you have. +1M a round only for that psionic power, and it requires 2 saves to avoid.
3 (2+1) 46 Henchman 2-6 Henchman/Villain Pick a spell you have. It is "material componented" for range for free, and it requires 2 saves to avoid.
3 (2+1) 47 Henchman 2-7 Henchman/Villain All your innate abilities can be used one extra time per day (e.g. 3/d becomes 4/d). Your Innates require 2 saves to avoid.
3 (2+1) 48 Henchman 2-8 Henchman/Villain +1 minor in a psionic progression you have.
3 (2+1) 49 Henchman 2-9 Henchman/Villain 1P, 1/r: Choose one creature. He cannot use any P actions on his next segment.
3 (2+1) 50 Henchman 2-10 Henchman/Villain 1M, #bM, only on your segment: Dispel # effects on one target (max #=LVL, you can borrow a lot here)
3 (2+1) 51 Henchman 2-11 Henchman/Villain 1F, 1/d: Lower the "Time Reality Stability" ability on another person (PP save)
3 (2+1) 52 Henchman 2-12 Henchman/Villain May wear two suits of armor, your AT sources fully stack
3 53 Hold Monster Logic As per Enc/Cha spell, save at -2*CL
3 54 Illusion Summoning III Delusion/Illusion Summons an Illusion/Hologram, attacks as a DL IV, defends as a DL II
3 55 Imprison Mind Cthulhu Target spirit / life essence cannot leave the body it's in (save)
3 56 Life Tether Chronomancy You know when in time the target is at all times, when time travelling can use the target as anchor
3 57 Maladweomer Incantatrix Target has minimum effect with spells (others have +4 saves) for 1t, this can be reversed (Empradweomer)
3 58 Mana Leak Metamagic, MTG U 1 bM or 1 OppM: Counter target magical/psionic effect unless its user devotes another 3 spell/psionic slots to it.
3 59 Mindblast Cthulhu Insanity (save)
3 60 Mini Globe of Invulnerability Incantatrix Immune to SL 0-2 spells
3 61 Minor Paradox Chronomancy Counter an effect that just occured last segment (it is undone)
3 62 Mirror Image III Delusion/Illusion 6 Mirror Images, can't be dispelled/disbelieved
3 63 Ooze Shieeld N Eelemental, Abj. Eelemental damage shield 75% (EE=1)
3 64 Personal Illusion Logic Makes an exact illusion (all senses) of a creature
3 65 Phantom Shield Delusion/Illusion AC +CL*2; saves +CL; MDeflection CL*10%
3 66 Polymorph to Cow Bovinomancy Target gets polymorphed into a cow (PP save). If save missed target gains the mentality of a cow (Will save).
3 67 Polymorph to Sheep Ovinomancy Target gets polymorphed into a sheep (PP save). If save missed target gains the mentality of a sheep (Will save).
3 68 Pro. from Magic Armor Anti-Magic You ignore the AC plusses from magic armor for 1t
3 69 Pro. from Shields Anti-Magic Ignore damaging shield effects
3 70 Raise Night Fog Cthulhu Fog
3 71 Red Sign of Shudde M'ell Cthulhu Group takes 1d6+LVL dmg (no save)
3 72 Remove Curse Incantatrix Remove Curse
3 73 Remove Magical Trap Incantatrix Removes a Magical Trap; you have 100+CL*5% chance in it (minus the usual FRTraps shift)
3 74 Shatter x2 Force Destroys a x0 to x2 item
3 75 Shriveling Cthulhu CLd4 dark energy dmg to one target (no save)
3 76 Siren's Song Cthulhu Charm 2*CL HD of creatures (save)
3 77 Slow Chronomancy Slow (save)
3 78 Steal Magical Enchantment Incantatrix Steal a magical effect someone is running; it is on you now, you need to maintain it
3 79 Summon/Bind Creature Cthulhu Summons a DL 1d4 Outer creature
3 80 Time Snare Chronomancy Target will do the same actions it did last time it acted (Spell save each round until made)
3 81 TK Push 3 Force Size M target is pushed CL*30' (takes falling damage), ×/÷ 2 for each size difference
3 82 TK Shield 3 Force AC +6+CL*5/3; +6 saves vs. anything that causes damage
3 83 True Darkness Delusion/Illusion Total Darkness, Infravision / See in Darkness / Truesight doesn't work
3 84 Wall of Force Force Wall of Force (not solid)
3 85 Wave of Oblivion Cthulhu If near a body of water, creates a large wave (CLd4 water dmg, no save)
3 86 Wither Limb Cthulhu Sharpness a random limb (save)
3 87 Wrack Cthulhu Pain (-2 all rolls) (save)
4 1 AEther Flash MTG R Whenever a creature appears in room, takes 20 AEther dmg (x1 Special)
4 2 Airskin Anti-Magic 4+CL/2 Airskins. Each Airskin halves the damage from an energy-based attack. Can use 1Z to have a second Airskin halve it again.
4 3 Animal Form Cthulhu Polymorph Self into a specific animal
4 4 Anti-Chicken Shell Poultrymancy You are completely immune to anything a chicken might do to you. You can still affect them normally.
4 5 Anti-Cow Shell Bovinomancy You are completely immune to anything a cow might do to you. You can still affect them normally.
4 6 Anti-Magic Mirror Anti-Magic Like crystal ball but with sound and scent instead of sight
4 7 Anti-Sheep Shell Ovinomancy You are completely immune to anything a sheep might do to you. You can still affect them normally.
4 (3+1) 8 Aspirant 3-1 Aspirant/Lich 1M, 1/r: Any 0th-2nd level Wizard spell
4 (3+1) 9 Aspirant 3-2 Aspirant/Lich 1M, 1/r: Any 0th-2nd level Priest spell
4 (3+1) 10 Aspirant 3-3 Aspirant/Lich 1M, LVL/d: Grant Undead Status
4 (3+1) 11 Aspirant 3-4 Aspirant/Lich +10*LVL MR
4 (3+1) 12 Aspirant 3-5 Aspirant/Lich 1F: Create x1 Special 5*LVL%
4 (3+1) 13 Aspirant 3-6 Aspirant/Lich 0, Gaze: Life Trapping (as per Mirror) (save)
4 (3+1) 14 Aspirant 3-7 Aspirant/Lich Immune to Twilight
4 (3+1) 15 Aspirant 3-8 Aspirant/Lich 1M, touch: Imprisonment (save)
4 (3+1) 16 Aspirant 3-9 Aspirant/Lich 1M: LVLd10 Colorless Fire dmg to one target (no save)
4 (3+1) 17 Aspirant 3-10 Aspirant/Lich Troll-like Regen LVL hp /s
4 (3+1) 18 Aspirant 3-11 Aspirant/Lich Double the memorization of 1 SL (Wizard or Priest)
4 (3+1) 19 Aspirant 3-12 Aspirant/Lich Duplicate any SL 2 Concordant group spell (i.e. non-Concordant SL 2)
4 20 Bind Loup-Garou Cthulhu Force Shapechange and Dispel a Psi14 effect
4 21 Bind Soul Cthulhu Put someone's soul in a receptacle (Will save)
4 22 Blur Zone Delusion/Illusion Nothing can be targetting in the room (x1 Special)
4 23 Breeding Pit MTG B Once per round, get a DL I Thrull as a summon (limit=LVL)
4 24 Charm Eelemental N Eelemental, Enc. Charm a DL=4 Eelemental
4 25 Charm Lawful Creature Logic Target Lawful creature is charmed (no save)
4 26 Cloak of Fire Cthulhu +1d4+1 Dex; +3" move rate; Fire damaging shield (1d8 fire dmg /hit); You take 1 dmg /r
4 27 Coastal Piracy MTG U Whenever you kill a creature, restore 1 SL in memorization
4 28 Counterspell Metamagic, MTG U 1 bM or 1 OppM: Counter target magical/psionic effect.
4 29 Create Exhaustion Anti-Magic Target takes 50% more damage than the damage he's taken so far (RSW save for 25%)
4 30 Create Scrying Window Cthulhu Postcognition
4 31 Create Technological Item 4 Technology Creates a technological item of TechL = 4 (duration 4 turns; material componenting may be used to double the TechL or duraton).
4 32 Curse of the Putrid Husk Cthulhu Curse: Insanity (save)
4 33 Curse of the Rat-thing Cthulhu Animate a dead corpse as a DL IV Undead
4 34 Dark Resurrection Cthulhu Raise Dead
4 35 Deflection Incantatrix 1bM: Redirect a magical spell or magic item activation to hit a different target.
4 36 Detect Eelementals N Eelemental, Div. Detect all Eelementals within 10,000 feet, ID within sight
4 37 Disrupt Undead Incantatrix Each segment for 4 segments, choose a group of undead: <= Shadow is D(usted), <= Lich takes CLd6 dmg
4 38 Eelemental Ball N Eelemental, Inv. CLd4 dmg to a group, no save, EE=4
4 39 Eelemental Form N Eelemental, Alt. Become an Eelemental of EE=4
4 40 Eelemental Summoning N Eelemental, Cnj. Summon a DL=4 Eelemental
4 41 Eelusionary Double N Eelemental, Ill. 4 Mirror Images, each has 16 hp to be detected as such
4 42 Fly 30" Force Fly at 30" (C)
4 43 Force Ball 4 Force CL*8 force dmg to one group (no save)
4 44 Fork Metamagic, MTG R 1 bM or 1 OppM: Copy target magical/psionic effect.
4 45 Hands of Colubra Cthulhu Your arms turn into snakes that deal 1d6 dmg + 1d6 Str dmg
4 46 Haste A4 Chronomancy +4A, +3B, or +2C actions
4 47 Heel N Eelemental, Nec. Cures 25% of max hp
4 (3+1) 48 Henchman 3-1 Henchman/Villain You can have three summons (same group).
4 (3+1) 49 Henchman 3-2 Henchman/Villain You can have one familiar. This spell does the "Find Familiar" effect when you take it.
4 (3+1) 50 Henchman 3-3 Henchman/Villain 1M: Fascinate a group (Will save)
4 (3+1) 51 Henchman 3-4 Henchman/Villain 0, 1/t: Counter a chosen die roll (they have to roll it now) or rerolled die roll
4 (3+1) 52 Henchman 3-5 Henchman/Villain 1M, 1/d: Set (reverse Reset) one target.
4 (3+1) 53 Henchman 3-6 Henchman/Villain You ignore one level of Resist Elements and Eelements on other people (stacks with the lower level version of this)
4 (3+1) 54 Henchman 3-7 Henchman/Villain 1M, 1/r: Dispel a Haste effect. New Haste effects cannot be used in the room (this counts as a x1 Special).
4 (3+1) 55 Henchman 3-8 Henchman/Villain 1M, 1/d: Segment 10 will not occur this round (beings with Time/Reality Stability can ignore this effect).
4 (3+1) 56 Henchman 3-9 Henchman/Villain 1M, 1/r: Choose one creature. He cannot use any M actions on his next segment.
4 (3+1) 57 Henchman 3-10 Henchman/Villain 1M: Drop an Anti-Magic Shell, Anti-Psionic Shell, or Anti-Innate Shell
4 (3+1) 58 Henchman 3-11 Henchman/Villain Anti-Sidekick shell SL 0-3 (Sidekick effects of SL 0-3 cannot be used within 20'r)
4 (3+1) 59 Henchman 3-12 Henchman/Villain 1F, 1/d: Multiply an effect you do by x1+LVL/10.
4 60 Hold Illusion Delusion/Illusion Next Illusion spell you cast requires no maintained, doesn't drop if you drop
4 61 Illusion Summoning IV Delusion/Illusion Summons an Illusion/Hologram, attacks as a DL VI, defends as a DL II
4 62 Locate Creature Cthulhu Locate a specific creature
4 63 Look to the Future Cthulhu Can see into the future
4 64 Maintain Dampen Incantatrix Everyone in the room gets -CL to their # of maintained effects (treat as a x1 Special), or affect just one target
4 65 Mind Transfer Cthulhu Switch bodies with someone (save)
4 66 Mirror Image IV Delusion/Illusion 8 Mirror Images, can't be dispelled/disbelieved
4 67 Ooze Shieeld N Eelemental, Abj. Eelemental damage shield 100% (EE=1)
4 68 Pipes of Madness Cthulhu Insanity to a group (save)
4 69 Prophecy Chronomancy Improved Precognition
4 70 Ray of Oblivion Incantatrix Target forgets how to cast CL spells by name (the spell slots are not regained until next reset)
4 71 Return to Rest Cthulhu Destroy an undead (save)
4 72 Rope Trap Delusion/Illusion Target is ejected to Astral and Heavily Stunned (PP save)
4 73 Shatter x3 Force Destroys a x0 to x3 item
4 74 Soul Singing Cthulhu Illusion: Target sees and hears what you wish, no one else affected (save)
4 75 Speak with Dead Cthulhu Speak with Dead
4 76 Steal Mental Incantatrix Target loses 1M from his remaining mentals (or owes one), you gain 1M (target saves vs. Spell)
4 77 Steal Summon Incantatrix Steal someone's summon (your summon slot needs to be open to do this)
4 78 Summon Time Elemental Chronomancy Summons a normal (non-special) DL IV Time Elemental
4 79 Teleport Force Teleport
4 80 Temporal Push Chronomancy Target is thrown CL+1 rounds into the future (Will save)
4 81 Timeheal Chronomancy Heal (as spell), 5*N% chance of failure, where N is the number of rounds before now the target was at full health
4 82 TK Push 4 Force Size M target is pushed CL*40' (takes falling damage), ×/÷ 2 for each size difference
4 83 TK Shield 4 Force AC +5+CL*2; +10 saves vs. anything that causes damage
4 84 Unspeakable Oath Cthulhu Get a random minor magic item (50%) or +1 Int (50%) for 1 turn
4 85 Wesley's Temporal Disjunction Chronomancy -1 to #Att, always loses initiative for 1d10+5 days (Spell save)
4 86 X-ray Vision Delusion/Illusion X-ray Vision
5 1 Accelerate Animal Growth Chronomancy Age a creature CL months, is at half number of attacks for CL turns (RSW save)
5 2 Anti-Magic Jar Anti-Magic Exorcism and Remove Domination/Charm/Magic Jar on 1 target, or the target drops an item that's Ego Dominating him (no resistance)
5 3 Anti-Magic Shell (one SL) Anti-Magic Pick one SL. Turns off magical spells and effects of exactly that SL (lower or higher is not affected)
5 4 Anti-Magic Shell 5 Incantatrix Spells of SL 0-4 don't work in your group
5 5 Articus's Devolutionary Warrior Chronomancy Target gets +1d6 Str/Dex/Con and -3d6 Int/Wis/Chr (minimum 1) (Spell save)
5 (4+1) 6 Aspirant 4-1 Aspirant/Lich 1M, 1/r: Any 0th-3rd level Wizard spell
5 (4+1) 7 Aspirant 4-2 Aspirant/Lich 1M, 1/r: Any 0th-3rd level Priest spell
5 (4+1) 8 Aspirant 4-3 Aspirant/Lich 1M, 1/r: Any psionic minor (Psi1, Psi2, or Psi3 only)
5 (4+1) 9 Aspirant 4-4 Aspirant/Lich +10*LVL PaPR
5 (4+1) 10 Aspirant 4-5 Aspirant/Lich 1M: Dispel Innate or Racial ability effect
5 (4+1) 11 Aspirant 4-6 Aspirant/Lich 1M, 1/d: Reset
5 (4+1) 12 Aspirant 4-7 Aspirant/Lich 1M, 1/d: Contact Alternate Reality
5 (4+1) 13 Aspirant 4-8 Aspirant/Lich 1M, 1/d: Create Any DL 4 Monster
5 (4+1) 14 Aspirant 4-9 Aspirant/Lich 1M, touch: Steal all spells (save)
5 (4+1) 15 Aspirant 4-10 Aspirant/Lich 1M, touch: Lose LVLd4 stat pts
5 (4+1) 16 Aspirant 4-11 Aspirant/Lich 1bF: Fork
5 (4+1) 17 Aspirant 4-12 Aspirant/Lich Duplicate any SL 3 Concordant group spell (i.e. non-Concordant SL 3)
5 18 Banishment of Yde Etad Cthulhu Banish an outer planar creature to home plane (Will save)
5 19 Blind/Deafen Cthulhu Blind and Deafen target (Fort save on each)
5 20 Cast Out Devil Cthulhu Exorcise
5 21 Charm Eelemental N Eelemental, Enc. Charm a DL=5 Eelemental
5 22 Chicken Life Poultrymancy 0 action to cast, consume a chicken in your group: Heal self.
5 23 Chickening Doom Poultrymancy Like a Creeping Doom, but it's Rabid Dire Chickens. You get CL*3 chickens, each with 10 hp/dmg.
5 24 Cow Life Bovinomancy 0 action to cast, consume a cow in your group: Heal self.
5 25 Cowing Doom Bovinomancy Like a Creeping Doom, but it's Rabid Dire Cows. You get CL*3 cows, each with 10 hp/dmg.
5 26 Create Barrier of Naach-Tith Cthulhu Wall: Spells cannot pass, Str check (DC 40) to pass
5 27 Create Slipgate Chronomancy Create a temporal gate
5 28 Create Technological Item 5 Technology Creates a technological item of TechL = 5 (duration 5 turns; material componenting may be used to double the TechL or duraton).
5 29 Deflection Metamagic, MTG U 1 bM or 1 OppM: Redirect target magical/psionic effect to another target.
5 30 Detect Eelementals N Eelemental, Div. Detect all Eelementals within 100,000 feet, ID within sight
5 31 Eelemental Ball N Eelemental, Inv. CLd5 dmg to a group, no save, EE=5
5 32 Eelemental Form N Eelemental, Alt. Become an Eelemental of EE=5
5 33 Eelemental Summoning N Eelemental, Cnj. Summon a DL=5 Eelemental
5 34 Eelusionary Double N Eelemental, Ill. 5 Mirror Images, each has 25 hp to be detected as such
5 35 Evacuation MTG U A group of summons is unsummoned
5 36 Extinction MTG B Slay all creatures of one race in a group (PPD save)
5 37 False Skin Delusion/Illusion CL*3/2+5 False Skins (F.S.), each causes enemy to roll a natural "2" TH
5 38 Fissure MTG R Slay target creature (RSW save), or Earthquake the floor
5 39 Fly 45" Force Fly at 45" (B)
5 40 Force Ball 5 Force CL*10 force dmg to one group (no save)
5 41 Gravity Wave Force Increase/decrease gravity in area by +/- CL G's (treat as a x1 Special)
5 42 Haste A5 Chronomancy +5A, +4B, or +3C actions
5 43 Heel N Eelemental, Nec. Cures 36% of max hp
5 (4+1) 44 Henchman 4-1 Henchman/Villain 5F, Marry the SIDEKICK'S SWEETHEART: The Sidekick in question is Pixelated.
5 (4+1) 45 Henchman 4-2 Henchman/Villain You can't be targetted until your summons are destroyed.
5 (4+1) 46 Henchman 4-3 Henchman/Villain 1M: But wait, the other Henchman over there FORGOT ONE SMALL THING and he is Crapped and Slain. (save for each)
5 (4+1) 47 Henchman 4-4 Henchman/Villain Pick a spell you have. It costs ½M to use.
5 (4+1) 48 Henchman 4-5 Henchman/Villain Pick a psionic power you have. It costs ½M to use.
5 (4+1) 49 Henchman 4-6 Henchman/Villain Pick an innate ability you have. It costs ½M to use.
5 (4+1) 50 Henchman 4-7 Henchman/Villain 1M, 1/d: Segments 9 and 10 will not occur this round (beings with Time/Reality Stability can ignore this effect).
5 (4+1) 51 Henchman 4-8 Henchman/Villain +1 Opposing action. (Remember you can translate 1Opp -> 1F, so this still does something even if Opposings aren't available)
5 (4+1) 52 Henchman 4-9 Henchman/Villain 1F, 1/s: Choose one creature. He cannot use any F or S actions on his next segment.
5 (4+1) 53 Henchman 4-10 Henchman/Villain 1bM: Counter a Limited Wish, Alter Reality, or Miracle 0-7
5 (4+1) 54 Henchman 4-11 Henchman/Villain -1 actions of all types to everyone in the room (x1 Special)
5 (4+1) 55 Henchman 4-12 Henchman/Villain 1F, 1/d: +1 to your multiplier for 1 round
5 56 Illusion Summoning V Delusion/Illusion Summons an Illusion/Hologram, attacks as a DL VIII, defends as a DL II
5 57 Magic Jar Cthulhu Magic Jar
5 58 Mirror Image V Delusion/Illusion 10 Mirror Images, can't be dispelled/disbelieved
5 59 N-ray Vision Delusion/Illusion N-ray Vision (pick an element it's blocked by)
5 60 Ooze Shieeld N Eelemental, Abj. Eelemental damage shield 125% (EE=1)
5 61 Power Word Feeblemind Incantatrix Target with <= 80 hp is Feebleminded (no save)
5 62 Quash Incantatrix 1bM: Counter a magical spell or magic item activation. This cannot be responded to (except by Capital I Insist). This spell or item activation cannot be used again by that person for 1 turn.
5 63 Remove Magical Trap Incantatrix Removes a Magical Trap; you have 50+CL*10% chance in it (minus the usual FRTricks shift)
5 64 Shadow Anti-Magic Anti-Magic CLd6 dmg (pick a normal or para element) to a group, Int check for half damage
5 65 Shadow Magic Delusion/Illusion Wishoid for a SL 0-5 Wizard spell, has only 50% effect
5 66 Shatter x4 Force Destroys a x0 to x4 item
5 67 Sheep Life Ovinomancy 0 action to cast, consume a sheep in your group: Heal self.
5 68 Sheeping Doom Ovinomancy Like a Creeping Doom, but it's Rabid Dire Sheep. You get CL*3 sheep, each with 10 hp/dmg.
5 69 Spell Shield Incantatrix +CL saves vs. magic effects; +CL saves vs. mental effects (they do stack)
5 70 Steal Enchantment Incantatrix Steal an effect (not necessarily magical) someone is running; it is on you now, you need to maintain it
5 71 Steal Illusion Delusion/Illusion Gain control of an Illusion effect (no save, ER to resist)
5 72 Temporal Wall Chronomancy Anyone touching wall is double slowed and Wesley's Temporal Disjunction
5 73 Tempus Fugit Chronomancy Tempus Fugit
5 74 TK Push 5 Force Size M target is pushed CL*50' (takes falling damage), ×/÷ 2 for each size difference
5 75 TK Shield 5 Force AC +4+CL*7/3; +15 saves vs. anything that causes damage
6 1 *Remove Curse* Incantatrix Remove Heavy Curse
6 2 Anti-Anti-Magic Shell Anti-Magic Turns off anti-magical spells and effects of spell levels 0-5
6 (5+1) 3 Aspirant 5-1 Aspirant/Lich 1M, 1/r: Any 0th-4th level Wizard spell
6 (5+1) 4 Aspirant 5-2 Aspirant/Lich 1M, 1/r: Any 0th-4th level Priest spell
6 (5+1) 5 Aspirant 5-3 Aspirant/Lich +10*LVL aMR
6 (5+1) 6 Aspirant 5-4 Aspirant/Lich 1M: Project Image
6 (5+1) 7 Aspirant 5-5 Aspirant/Lich 1M: Teleport
6 (5+1) 8 Aspirant 5-6 Aspirant/Lich 1M: Contact Other Plane
6 (5+1) 9 Aspirant 5-7 Aspirant/Lich Conduct M actions through psi link (range sight)
6 (5+1) 10 Aspirant 5-8 Aspirant/Lich 1M, touch: Drain all psionic pools (save)
6 (5+1) 11 Aspirant 5-9 Aspirant/Lich 1M, touch: Slay Living (save)
6 (5+1) 12 Aspirant 5-10 Aspirant/Lich 1F: Get 2M you can use this segment
6 (5+1) 13 Aspirant 5-11 Aspirant/Lich +LVL/5 QM actions
6 (5+1) 14 Aspirant 5-12 Aspirant/Lich Duplicate any SL 4 Concordant group spell (i.e. non-Concordant SL 3)
6 15 Become Spectral Hunter Cthulhu You take on the stats of a random DL VII Weird monster, will be Crapped in CL rounds
6 16 Body Warping of Gorgoroth Cthulhu Polymorph Self into a creature of +/- 1 size, you get it's Str/Dex/Con
6 17 Charm Eelemental N Eelemental, Enc. Charm a DL=6 Eelemental
6 18 Clutch of Nyogtha Cthulhu Paralysis (Will save) for as long as you heavy concentrate (can't use M actions)
6 19 Conceal Temporal Anomaly Chronomancy Hides an Anomaly and reduces it's effects
6 20 Cow Machine Bovinomancy Like Cow Person, but no save. You don't see anything if you look at the target.
6 21 Create DMZ Anti-Magic Create a DMZ (Dispel Magic Zone), a x1 Special on the room
6 22 Create Gate Cthulhu Gate
6 23 Create Monster VI Quintessential Create a DL=1 monster, it's loyal, it's not a summon slot {Soulforger}
6 24 Create Technological Item 6 Technology Creates a technological item of TechL = 6 (duration 6 turns; material componenting may be used to double the TechL or duraton).
6 25 Curse of the Chaugnar Faugn Cthulhu *Curse* (subject loses 1d4 Chr per day and cannot Reset) (save)
6 26 Dark Offering MTG B Slay a creature (PPD save), you gain it's hp to current hp
6 27 Demi-Shadow Anti-Magic Anti-Magic CLd8 dmg (pick a normal, para, or quasi element) to a group, Int check for half damage
6 28 Detect Eelementals N Eelemental, Div. Detect all Eelementals within 1,000,000 feet, ID within sight
6 29 Disenchant an Item Incantatrix Item loses 1 multiplier; x(-1) means the item is destroyed
6 30 Dispel Possession Incantatrix Dispels possession, magic jar, control actions, etc.
6 31 Displacement II Delusion/Illusion Double Displaced (AC +4, first-second attacks miss)
6 32 Dragon Roost MTG R Once per round, get a DL V Dragon as a summon (limit=LVL/3)
6 33 Dust of Disappearance Delusion/Illusion Dust of Disappearance (AC +8)
6 34 Eelemental Ball N Eelemental, Inv. CLd6 dmg to a group, no save, EE=6
6 35 Eelemental Form N Eelemental, Alt. Become an Eelemental of EE=6
6 36 Eelemental Summoning N Eelemental, Cnj. Summon a DL=6 Eelemental
6 37 Eelusionary Double N Eelemental, Ill. 6 Mirror Images, each has 36 hp to be detected as such
6 38 Eldritch Fire Shield Quintessential Eldritch Fire damaging Shield (200% back) {Sun Mage}
6 39 Eyes of the Zombie Cthulhu See through the eyes of a zombie (that you control)
6 40 Fire Maze Delusion/Illusion Like Maze but the subject takes 1 cumulative dmg per segment (no resist)
6 41 Fly 63" Force Fly at 63" (A)
6 42 Force Ball 6 Force CL*12 force dmg to one group (no save)
6 43 Haste A6 Chronomancy +6A, +5B, or +4C actions
6 44 Heel N Eelemental, Nec. Cures 49% of max hp
6 (5+1) 45 Henchman 5-1 Henchman/Villain You have AN EVEN BIGGER BOSS THAN YOU, which is any same-aligned god, you Automatic Divine Intervention 1/d.
6 (5+1) 46 Henchman 5-2 Henchman/Villain You have a MOST ANNOYING CONSULTANT, you can "take back" an action once per round and try something else.
6 (5+1) 47 Henchman 5-3 Henchman/Villain 10F, tell an enemy Sidekick your MASTER PLAN: Components of your Master Plan is affected by a X4 Grand (x2 effect)
6 (5+1) 48 Henchman 5-4 Henchman/Villain You see the ERROR OF YOUR WAYS, drop Henchman class (and can never return), gain Sidekick with x1.5 your Sidekick XP.
6 (5+1) 49 Henchman 5-5 Henchman/Villain 1M: You ONE-UP a MYTH and LIE THROUGH YOUR TEETH, all Myth abilities in your group do not function for 1t.
6 (5+1) 50 Henchman 5-6 Henchman/Villain 1F: Charm or Dominate target x0 or x1 creature (save)
6 (5+1) 51 Henchman 5-7 Henchman/Villain You adjust all AllR by -5*level% (this stacks with the lower level version of this)
6 (5+1) 52 Henchman 5-8 Henchman/Villain 1V, 1/d: Ignore an Immunity to something.
6 (5+1) 53 Henchman 5-9 Henchman/Villain 0, 1/r: Choose one creature. He cannot use Zero or Opposing actions this segment.
6 (5+1) 54 Henchman 5-10 Henchman/Villain 1M: All x1 and lower effects on one target are dispelled.
6 (5+1) 55 Henchman 5-11 Henchman/Villain Lockdown X actions continuous in your group
6 (5+1) 56 Henchman 5-12 Henchman/Villain 1V, LVL/d: You ignore one level of Resist to something
6 57 Illusion Summoning VI Delusion/Illusion Summons an Illusion/Hologram, attacks as a DL IX, defends as a DL III
6 58 Magic Manager Chronomancy May use 2M /s for casting spells, after spell ends (in CL/2 rounds), you must rest for 2 rounds
6 59 Mind's Desire MTG U You can cast 1d6 spells of SL=1d6 next segment as 1M
6 60 Ooze Shieeld N Eelemental, Abj. Eelemental damage shield 150% (EE=1)
6 61 Paradox Chronomancy Duplicate a Wizard spell of SL 0-5 or a Priest spell of SL 0-4.
6 62 Power Drain Cthulhu Target loses 1d6 stat points (save), you temporarily gain the amount he lost
6 63 Quash Metamagic, MTG U 1 bM or 1 OppM: Counter target magical/psionic effect. That person cannot use that effect for the rest of the day.
6 64 Rope Special Delusion/Illusion Entire room gets Rope Tricked (x1 Special, unwilling get RSW save)
6 65 Shatter x5 Force Destroys a x0 to x5 item
6 66 Sheep Machine Ovinomancy Like Sheep Person, but no save. You don't see anything if you look at the target.
6 67 Solid Wall of Force Force Wall of Force (solid)
6 68 Spell Reflection Incantatrix iMReflection CL*5%
6 69 Steal Item Incantatrix Pick Pockets CL*20% (-5% per LVL of target or -2% per HD of target)
6 70 Stealcharge Incantatrix Target item loses CL charges, one of your items gains 1 charge (you may reduce CL down to a minimum of 2)
6 71 Tempus Lawfulness Chronomancy Fixes temporal anomolies in area
6 72 Tempus Vere Fugit Delusion/Illusion Like Tempus Fugit but x10 speed
6 73 TK Push 6 Force Size M target is pushed CL*60' (takes falling damage), ×/÷ 2 for each size difference
6 74 TK Shield 6 Force AC +3+CL*8/3; +21 saves vs. anything that causes damage
6 75 Unaging Chronomancy You do not age this day (Duration 1 day)
6 76 Undead Robotic Chicken Poultrymancy True time travel across barriers
7 1 *Dispel Magic* Incantatrix Dispels a Prismatic Wall/Sphere (in one spell), an Anti-Dispel Magic Shell, or an entire Chain Contingency chain
7 (6+1) 2 Aspirant 6-1 Aspirant/Lich 1M, 1/r: Any 0th-5th level Wizard spell
7 (6+1) 3 Aspirant 6-2 Aspirant/Lich 1M, 1/r: Any 0th-5th level Priest spell
7 (6+1) 4 Aspirant 6-3 Aspirant/Lich 1M, 1/r: Any psionic major (Psi1, Psi2, or Psi3 only)
7 (6+1) 5 Aspirant 6-4 Aspirant/Lich 1M, 1/r: Any 0th-4th level Warrior, Rogue, or Monster spell
7 (6+1) 6 Aspirant 6-5 Aspirant/Lich 1M: Teleport without Error
7 (6+1) 7 Aspirant 6-6 Aspirant/Lich +10*LVL IR
7 (6+1) 8 Aspirant 6-7 Aspirant/Lich 1M, touch: Steal a random powers for 1 round (no save)
7 (6+1) 9 Aspirant 6-8 Aspirant/Lich 1M, touch: Erase Truename (must know their Truename first)
7 (6+1) 10 Aspirant 6-9 Aspirant/Lich Troll-like regen LVL hp (including vile) /s
7 (6+1) 11 Aspirant 6-10 Aspirant/Lich Conduct effects through psi link (within sight)
7 (6+1) 12 Aspirant 6-11 Aspirant/Lich +LVL/10 number of segments per round
7 (6+1) 13 Aspirant 6-12 Aspirant/Lich Duplicate any SL 5 Concordant group spell (i.e. non-Concordant SL 3)
7 14 Blatant Thievery MTG U Pick Pockets LVL*10% on each target in a group
7 15 Charm Eelemental N Eelemental, Enc. Charm a DL=7 Eelemental
7 16 Commune with Time of Legends Chronomancy Commune with Time of Legends
7 17 Create Self-Ward Cthulhu DR 10/+1; Resist Aging
7 18 Create Technological Item 7 Technology Creates a technological item of TechL = 7 (duration 7 turns; material componenting may be used to double the TechL or duraton).
7 19 Create Time Gate Cthulhu Create a Time Gate 10^(N-4) years
7 20 Delusion Delusion/Illusion Potion of Delusion, works as real XPV LVL*100 potion unless disbelieved
7 21 Demi-Shadow Door Delusion/Illusion Plane Shift up to CL/3 planes distance or to any Inner plane, no redirection
7 22 Demi-Shadow Magic Delusion/Illusion Wishoid for a SL 0-7 Wizard spell, has only 50% effect
7 23 Detect Eelementals N Eelemental, Div. Detect all Eelementals within 10,000,000 feet, ID within sight
7 24 Disjoin Exhaustion Delusion/Illusion Cure all damage taken; Get +1P and +1V action this round
7 25 Eelemental Ball N Eelemental, Inv. CLd7 dmg to a group, no save, EE=7
7 26 Eelemental Form N Eelemental, Alt. Become an Eelemental of EE=7
7 27 Eelemental Summoning N Eelemental, Cnj. Summon a DL=7 Eelemental
7 28 Eelusionary Double N Eelemental, Ill. 7 Mirror Images, each has 49 hp to be detected as such
7 29 First Level Anti-Magic-User Spells (DM1) Anti-Magic Cast any four 1st level Anti-Magic spells simultaneously when it is cast.
7 30 First Level Anti-Magic-User Spells (DM2) Anti-Magic Can cast one 1st Level Anti-Magic spell per round as Z action
7 31 Flame Wave MTG R CL/3 groups each take 40 eldritch fire dmg (no save)
7 32 Fly 84" Force Fly at 84" (AA)
7 33 Force Ball 7 Force CL*14 force dmg to one group (no save)
7 34 Haste A7 Chronomancy +7A, +6B, or +5C actions
7 35 Heel N Eelemental, Nec. Cures 64% of max hp
7 36 Hyperkinetic Haste A Force CL A Action Haste (party); The caster (not everyone in the Haste) can convert 2V->1QV, 2P->1QP, 2QV->1QQV, 2QP->2QQP, etc.
7 37 Illusion Summoning VII Delusion/Illusion Summons an Illusion/Hologram, attacks as a DL IX, defends as a DL V
7 38 Incurse Chronomancy Target being or object is Rewritten out of time (i.e. Incursed) (RSW save)
7 39 Mordenkainen's Disjunction Incantatrix Mordenkainen's Disjunction
7 40 Nightmare Delusion/Illusion Group affected by a random SL 1d4+2 Psi10 effect (will be harmful, no save)
7 41 Ooze Shieeld N Eelemental, Abj. Eelemental damage shield 175% (EE=1)
7 42 Remove Magical Special Incantatrix Removes a Magical Special; you have CL*15% chance in it (minus the usual FRSpecials shift)
7 43 Sands of Time Chronomancy Reverse the effect of time on objects.
7 44 Shatter x6 Force Destroys a x0 to x6 item
7 45 Steal Life Cthulhu Drain 1 stat point per segment from target and add to you temporarily (save per segment)
7 46 Stealspell Incantatrix Target loses CL unused spell slots in memorization, you gain 1 of them (target saves vs. Spell) (you may reduce CL down to a minimum of 2)
7 47 Temporal Eye Chronomancy Can scry into other times at this location
7 48 TK Push 7 Force Size M target is pushed CL*70' (takes falling damage), ×/÷ 2 for each size difference
7 49 TK Shield 7 Force AC +2+CL*3; +28 saves vs. anything that causes damage
7 50 Unbinding Incantatrix Hold, Stun, Guards and Wards, Temporal Stasis, Imprisonment, Time Stop, Wizard Lock, Wall of Force, Cube of Force, Forcecage, Maze all end immediately (no effect) if comes into contact with your group. Your group walks around as a mobile DMZ.
7 51 Unfamiliar Incantatrix Target loses a familiar (the familiar is returned to the Plane of Familiars) (save vs. Spells)
7 52 Wesley's Delayed Damage Chronomancy Whenever you take damage, you take only half, the rest is delayed until the spell ends (in 10+1d10 rounds)
7 53 Word of Recall Cthulhu Word of Recall
8 1 Accelerate Lifeline Chronomancy Target ages CL years (Spell save)
8 (7+1) 2 Aspirant 7-1 Aspirant/Lich 1M, 1/r: Any 0th-6th level Wizard spell
8 (7+1) 3 Aspirant 7-2 Aspirant/Lich 1M, 1/r: Any 0th-6th level Wizard spell
8 (7+1) 4 Aspirant 7-3 Aspirant/Lich +10*LVL EaER
8 (7+1) 5 Aspirant 7-4 Aspirant/Lich 1M, touch: Annihilation (save)
8 (7+1) 6 Aspirant 7-5 Aspirant/Lich 1M, touch: Incursion (save)
8 (7+1) 7 Aspirant 7-6 Aspirant/Lich Duplicate any SL 6 Concordant group spell (i.e. non-Concordant SL 3)
8 8 Beacon of Tomorrows MTG U You get an extra segment this round (segment 11 at end)
8 9 Charm Eelemental N Eelemental, Enc. Charm a DL=8 Eelemental
8 10 Consume Likeness Cthulhu Alter Appearance to someone specific who recently died (it's very convincing)
8 11 Continuous Illusion Delusion/Illusion Next Illusion spell you cast is Continuous
8 12 Create Technological Item 8 Technology Creates a technological item of TechL = 8 (duration 8 turns; material componenting may be used to double the TechL or duraton).
8 13 Death by Flames Cthulhu Target takes 1d10 fire dmg /s (no save)
8 14 Decree of Pain MTG B Slay all creatures in two groups (PPD save) or one group (no save)
8 15 Detect Eelementals N Eelemental, Div. Detect all Eelementals within 100,000,000 feet, ID within sight
8 16 Eelemental Ball N Eelemental, Inv. CLd8 dmg to a group, no save, EE=8
8 17 Eelemental Form N Eelemental, Alt. Become an Eelemental of EE=8
8 18 Eelemental Summoning N Eelemental, Cnj. Summon a DL=8 Eelemental
8 19 Eelusionary Double N Eelemental, Ill. 8 Mirror Images, each has 64 hp to be detected as such
8 20 Eye of Light & Darkness Cthulhu All outer planar creatures take 1 Wis dmg per segment (x1 Special)
8 21 First Level Priest Spells Delusion/Illusion 0, 1/r: Cast a 1st level Priest spell
8 22 Fly 108" Force Fly at 108" (SF)
8 23 Force Ball 8 Force CL*16 force dmg to one group (no save)
8 24 Haste A8 Chronomancy +8A, +7B, or +6C actions
8 25 Heel N Eelemental, Nec. Cures 81% of max hp
8 26 Hyperkinetic Haste B Force CL B Action Haste (party); The caster (not everyone in the Haste) cannot have his hV, hP, bV, bP actions locked down
8 27 Illusion Summoning VIII Delusion/Illusion Summons an Illusion/Hologram, attacks as a DL X, defends as a DL VI
8 28 Insurrection MTG R Charm a group (Will save, ignores immunity to Charm effects)
8 29 Item Supercharger Chronomancy A magic item can be used twice as often (per turn or day) or it's effects has twice duration
8 30 Mass Mirage Arcana Delusion/Illusion As Mirage Arcana but covers CL sq. miles
8 31 Ooze Shieeld N Eelemental, Abj. Eelemental damage shield 200% (EE=1)
8 32 Planar Displacement Delusion/Illusion Planar Displacement
8 33 Prismatic Beam Delusion/Illusion Like Prismatic Spray but they take all 7 colors
8 34 Protection from Time Chronomancy Immune to and can't use temporal effects
8 35 Shatter x7 Force Destroys a x0 to x7 item
8 36 Time/Reality Stability Chronomancy Time/Reality Stability (duration 1 day), reverse removes it (Spell save)
8 37 Timereaver Chronomancy Time Travel Other +/- 5*CL years (Spell save)
8 38 TK Push 8 Force Size M target is pushed CL*80' (takes falling damage), ×/÷ 2 for each size difference
8 39 TK Shield 8 Force AC +1+CL*10/3; +36 saves vs. anything that causes damage
9 1 Change Reality Delusion/Illusion Wishoid for a SL 0-9 Wizard spell, has only 75% effect
9 2 Charm Eelemental N Eelemental, Enc. Charm a DL=9 Eelemental
9 3 Create Technological Item 9 Technology Creates a technological item of TechL = 9 (duration 9 turns; material componenting may be used to double the TechL or duraton).
9 4 Detect Eelementals N Eelemental, Div. Detect all Eelementals within 1,000,000,000 feet, ID within sight
9 5 Disbelieve Reality Delusion/Illusion Can disbelieve something that's real (Incursion - PP save)
9 6 Displacement III Delusion/Illusion Triple Displaced (AC +6, first-third attacks miss)
9 7 Eelemental Ball N Eelemental, Inv. CLd9 dmg to a group, no save, EE=9
9 8 Eelemental Form N Eelemental, Alt. Become an Eelemental of EE=9
9 9 Eelemental Summoning N Eelemental, Cnj. Summon a DL=9 Eelemental
9 10 Eelusionary Double N Eelemental, Ill. 9 Mirror Images, each has 81 hp to be detected as such
9 11 Effects Bubble Delusion/Illusion Your effects protect each other (and themselves); ER +CL*10%
9 12 Fly 135" Force Fly at 135" (SW)
9 13 Force Ball 9 Force CL*18 force dmg to one group (no save)
9 14 Haste A9 Chronomancy +9A, +8B, or +7C actions
9 15 Heel N Eelemental, Nec. Cures 100% of max hp
9 16 Hyperkinetic Haste C Force CL C Action Haste (party); The caster (not everyone in the Haste) cannot have his OppV, OppP actions locked down
9 17 Illusion Summoning IX Delusion/Illusion Summons an Illusion/Hologram, attacks as a DL X, defends as a DL VIII
9 18 Major Paradox Chronomancy Wish (as spell)
9 19 Megaskin Anti-Magic CL/4 Megaskins. Each Megaskin lets you ignore one energy based attack.
9 20 Moo Bovinomancy Does a Moo on one target ([C] section effect)
9 21 Ooze Shieeld N Eelemental, Abj. Eelemental damage shield 225% (EE=1)
9 22 Round Stop Anti-Magic The current round will end after the end of this segment (the rest of the segments this round will not occur)
9 23 Second Level Priest Spells Delusion/Illusion 0, 1/r: Cast a 2nd level Priest spell
9 24 Sever Lifeline Chronomancy You do not have or require a silver cord. Immune to aging.
9 25 Shatter x8 Force Destroys a x0 to x8 item
9 26 Stampede of Rabid Chickens Poultrymancy Like a Meteor Swarm, but damage is of type Chicken and Poison instead of Eldritch Earth and Eldritch Fire. "Chicken" is an EE=3 Eelement. "Poison" is an E=3 Element (Alcohol+Negative).
9 27 Stampede of Rabid Sheep Ovinomancy Like a Meteor Swarm, but damage is of type Sheep and Poison instead of Eldritch Earth and Eldritch Fire. "Sheep" is an EE=3 Eelement. "Poison" is an E=3 Element (Alcohol+Negative).
9 28 Temporal Shell Chronomancy Immune time
9 29 Temporal Stasis Chronomancy The flow of time stops for the subject, he ceases to grow older, he is in suspended animation. The reverse can free the creature.
9 30 Time Stop Chronomancy Stops time for 1d4 rounds
9 31 TK Push 9 Force Size M target is pushed CL*90' (takes falling damage), ×/÷ 2 for each size difference
9 32 TK Shield 9 Force AC +CL*11/3; +45 saves vs. anything that causes damage
10 1 Anti-Anti-Dispel Magic Shell Anti-Magic Lower an Anti-Dispel Magic Shell
10 2 Anti-Dispel Anti-Magic Shell Anti-Magic Your effects are immune to low MF, Instantaneous, Look at Me I'm the DCI
10 3 Aspirant 10-1 Aspirant/Lich 0, 1/r: Any 0th-5th level Wizard spell
10 4 Aspirant 10-2 Aspirant/Lich 0, 1/r: Any 0th-4th level Priest spell
10 5 Aspirant 10-3 Aspirant/Lich 0, 1/r: Any psionic cantrip (Psi1, Psi2, or Psi3 only)
10 6 Aspirant 10-4 Aspirant/Lich +5*(Lich level)% WR (not irreducible) that can't be ignored
10 7 Aspirant 10-5 Aspirant/Lich Resist Turning (you are double the rating)
10 8 Aspirant 10-6 Aspirant/Lich 0: Create Snare 20*(Lich level)% (obvious trap, auto detected, needs to be removed to bypass)
11 1 Aspirant 11-1 Aspirant/Lich 0, 1/r: Any 1st-6th level Wizard spell
11 2 Aspirant 11-2 Aspirant/Lich 0, 1/r: Any 1st-5th level Priest spell
11 3 Aspirant 11-3 Aspirant/Lich 0, 1/r: Any psionic minor (Psi1, Psi2, or Psi3 only)
11 4 Aspirant 11-4 Aspirant/Lich 1M: Banish Undead
11 5 Aspirant 11-5 Aspirant/Lich Speak with Dead & Undead (cont.); 1M: Capital E Extract from Dead & Undead
11 6 Aspirant 11-6 Aspirant/Lich +10*(Lich level)% iWR that can't be ignored
11 7 Aspirant 11-7 Aspirant/Lich Mask Undead status; Can't be turned
11 8 Aspirant 11-8 Aspirant/Lich Detect Artifacts; 1M: Legend Lore Artifact
11 9 Aspirant 11-9 Aspirant/Lich 1M, (lich level)/d: Gain +10 XP
11 10 Aspirant 11-10 Aspirant/Lich 0: Create Traps 15*(Lich level)%
11 11 Aspirant 11-11 Aspirant/Lich All spells cost 0 P actions; Material componenting does not cost 1 V action
11 12 Aspirant 11-12 Aspirant/Lich +(Lich level) OppV or QM actions
11 13 Aspirant 11-13 Aspirant/Lich Negative Cold (Lich level)d10 dmg by touch
11 14 Aspirant 11-14 Aspirant/Lich +(Lich level) Research Points per reset (see [P12])
11 15 Aspirant 11-15 Aspirant/Lich 1F or 1X: Duplicate any level 0 Concordant spell
11 16 Call Deity Cthulhu Summons the material form of the god of your choice (remember this is only a x1 effect by itself)
11 17 Dismiss Deity Cthulhu Dismisses the material form of a god (remember this is only a x1 effect by itself)
11 18 Henchman 11-1 Henchman/Villain 1/d: Create a GIANT ROBOT (a DL 10 Golem, you may make requests but exact statistics are determined by the DM).
11 19 Henchman 11-2 Henchman/Villain 1/r: You MYSTERIOUSLY ESCAPE (even past all barriers) from enemies, one of the enemies must be a Hero.
11 20 Henchman 11-3 Henchman/Villain You have an ANNOYING HENCHMAN of half your Villain Level who always ESCAPES and causes trouble for the enemy.
11 21 Henchman 11-4 Henchman/Villain You adjust all irreducible BlahR by -5*level% and all reducible BlahR to 0%.
11 22 Henchman 11-5 Henchman/Villain +10% XP in all your non-Concordant classes.
11 23 Henchman 11-6 Henchman/Villain You ignore other people's Immunity to Inner Elements (unless it comes from a x3 or greater source)
11 24 Henchman 11-7 Henchman/Villain You ignore other people's Immunity to Hold/Stun/Para (unless it comes from a x3 or greater source)
11 25 Henchman 11-8 Henchman/Villain You ignore other people's Immunity to Action/Memory/Other Stealing (unless it comes from a x3 or greater source)
11 26 Henchman 11-9 Henchman/Villain 0, 1/s: Choose one creature. He cannot use any V actions on his next segment.
11 27 Henchman 11-10 Henchman/Villain The "Avoid Fate" ability cannot be used by any other creature (friendly or not) within 100 yards of you.
11 28 Henchman 11-11 Henchman/Villain NF, may borrow: Counter a level N Concordant ability.
11 29 Henchman 11-12 Henchman/Villain xVL number of henchmen, followers, summons, familiars