Defender Psionicist


Level KXP Psi(d)
mMG SU
1 0 2-- --
2 4 3-- --
3 8 4-- --
4 16 51- --
5 32 62- --
6 65 73- --
7 131 84- --
8 263 95- --
9 527 A61 --
10 927 B72 --
11 1327 C83 --
12 1727 D94 --
13 2127 EA5 --
14 2527 FB6 --
15 2927 GC7 --
16 3327 HD8 1-
17 3727 IE9 2-
18 4127 JFA 3-
19 4527 KGB 4-
20 4927 LHC 5-
21 5327 MID 6-
22 5727 NJE 7-
23 6127 OKF 8-
24 6527 PLG 9-
25 6927 QMH A1
26 7327 RNI B2
27 7727 SOJ C3
28 8127 TPK D4
29 8527 UQL E5
30 8927 VRM F6
31 9327 WSN G7
32 9727 XTO H8
33 10127 YUP I9
34 10527 ZVQ JA
35 10927 [WR KB
36 11327 \XS LC
TH Saves
PD RS PP BW Sp Fo Re Wi
-1  5  4  8  2  3  1  0  2
-1  6  5  8  3  4  2  1  3
-1  6  6  9  4  5  3  1  4
-1  7  7  9  4  5  4  2  5
+0  7  8 10  5  6  4  3  6
+0  8  9 10  6  7  5  3  7
+0  8 10 11  6  7  6  4  8
+0  9 11 11  7  8  7  5  9
+1  9 12 12  8  9  8  5 10
+1 10 13 12  8 10  8  6 11
+1 11 14 13  9 11  9  7 12
+1 11 14 13 10 12 10  7 13
+2 13 15 14 12 13 11  8 14
+2 15 15 15 14 14 12  9 15
+2 15 16 16 15 15 12  9 16
+2 16 16 16 15 16 13 10 17
+3 16 16 16 16 16 14 11 18
+3 16 16 16 16 16 15 11 19
Requisites: Con 13, Wis 12, Chr 11
Alignment: L any (or) T any
HD/level: & 2d2
Weapon Prof.: 3+level/5
To Hit Table: Psi
Save Table: 2xPsi
Reference: DM
Groups: Psionicist
 
Has access to all "defensive" powers in [MC2] Monster Collective Psionic Powers for every frequency. These are indicated by a "d" in the "Use" column.
PSPs = (Con+Wis+Chr)*level.
These are in Psi1 PSPs, convert using the table at the beginning of [PC5].

Defender Psionicist


[MC2.--2] Monster Psi--2

Use SL # Power Disip. Check PSPs Effect Power Score Source
d 2 1 Biosaveback Metab Int-7 9+5/r -2 dmg/energy att; +CL/3 saves +CL saves instead DM
d 2 2 Deflection Kinet Con-5 6 [pick R,M,P,I] Deflection CL*5% pick 2, or Reflection on 1 DM
d 2 3 Endurance of the Land Metab Int-7 15+3/r +5 max hp; +3 AC; +3 saves; IR 25% Lasts 5r after maint. DM
d 2 4 Inertial Wall Kinet Int-8 11+8/r Melee: -CL dmg/att; Missile: Delay 1s Another Melee -CL/att DM
d 2 5 Magnify M-Psi Chr-5 25M+M/r Mult. power (Max=level/5+1) M+1, no extra cost DM
d 2 6 Resist Disease Metab Int-8 18/d Resist disease Immune disease DM
c 2 1 Cell Arrangement Metab Int-8 2*N cures 5*N% of max hp (max N=CL*5+35) Half cost in PSPs DM
c 2 2 Double [C] Metab Int-8 11 Doubles a harmful [C] section effect Becomes capital lettered DM
d 5 1 Energy Command Metab Int-7 10 Pick an element, you resist it You double resist it DM
d 5 2 Regen Metab Int-6 24+9/t Troll-like regen CL hp/r 2*CL instead DM
c 5 1 Alter Reality All Any-15 375 Alter Reality (any Psi major) Double CL effect DM
c 5 2 Death Trade Metab Int-12 60 You and target up to 10*CL^3 dmg (necro) You take half DM
c 5 3 Demolish Kinet Int-8 27 CLd6 normal ele. dmg (group, save:½) (2*CL)d6 instead DM
c 5 4 Immediate Healing Metab Int-5 45 Heal, can have no more Heals this day this hour instead DM
c 5 5 Put Out of Misery Kinet Chr-9 60 Put Out of Misery Really Put Out of Misery DM
d 8 1 Eeelemental Composition Metab Int-9 36+5/r Can be any Normal/Para/Quasi Eeele Can be Semi Eeele DM
d 8 2 Endurance of the World Metab Int-11 15/r +9 TH; +9 dmg; IECNR +25% Lasts 5r after maint. DM
d 8 3 UltraArmor [--X] Telep Wis-10 30 iunPaPaaPaaaPR CL*2% CL*4 instead DM
c 8 1 Grand Acidify Kinet Int-5 27 CLd20 acid damage Use d30's DM
d 11 1 Z Acceleration Metab Wis-15 45/r +CL Q0 actions /r (self) Cast Psi using 0 actions DM
d 11 2 Psi Inertial Improver Port Str-23 105/r Psi gives no save in your group -- DM
c 11 1 Change Reality All Any-25 600 Change Reality (any Psi grand) Double CL effect DM
c 11 2 Planetary Demolish Kinet Int-30 5400 1 idmg in any E=CL/6 element 2 idmg; CL/3 instead DM

Defender Psionicist


[MC2.-17] Monster Psi-17

Use SL # Effect
c 2 1 Chaos Ball your group (incl. yourself) for LVLd6 dmg
c 2 2 Create a LVL*10' Wall of Stone with random orientation in the room
c 2 3 Create a random trap (only enemies trigger it)
c 2 4 Sleep your entire group (incl. yourself) (save)
c 2 5 Wand of Wonder effect
d 5 1 Confusion shield (whoever hits you saves or is Confused)
c 5 1 Chain Lightning: as spell, but jumps randomly (not closest person), can hit someone more than once
c 5 2 Create a random trick (only enemies trigger it)
c 5 3 Fist of Force (LVLd8 force dmg to one target)
c 5 4 Teleport Other Away
c 8 1 Call Chaos: LVL random groups take 75 Chaos dmg (include PC in possibilities)
c 8 2 Create a random special (only enemies trigger it)
c 8 3 Earthquake your group (incl. yourself) for LVLd20 dmg, flying doesn't help
c 11 1 Invoke Logrus: 66*LVL Vile Eldritch Chaos to a group (no save)
c 11 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

Defender Psionicist


[MC2.-15] Monster Psi-15

Use SL # Name Effect
d 2 1 Add Breath Weapon [1st] Breath weapon is 3/d. Choose a normal (EE=1) eelement. Breath = 50% of current hp total.
d 2 2 Add Breath Weapon [2nd] Breath weapon is once per 3 rounds. Choose a normal (EE=1) eelement. Breath = (CL+1)d(CL*2+2).
d 2 3 Add Resistance Resist one normal (EE=1) eelement, this can be taken twice for an EE=2, thrice for an EE=3, etc.
d 2 4 Add Tentacle Tentacle does 1d(CL*2) damage
d 2 5 Increase Touch Damage CLdCL dmg with unarmed touch (do not add punch or weapon damage)
c 2 1 Alter Resistances Alter two resistances (or one immunity) to be of different eelement(s) (Pick an EE factor = original)
d 5 1 Add Immunity Immune to one normal (EE=1) eelement, this can be taken twice for an EE=2, thrice for an EE=3, etc.
d 5 2 Dial-a-Breath Eelement (<) You can use any eelement with EE factor less than your normal breath.
d 8 1 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.
d 8 2 Dial-a-Breath Element (=) You can use any eelement with E factor equal to or less than your normal breath.
d 11 1 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.

Defender Psionicist


[MC2.-12L] Monster Psi-12L

Use SL # Name PSPs Effect
d 1 1 Anti-Psionic Resistance 4+3/t +5*CL% AntiPsiR
c 1 1 Blind/Unblind 9 Cure or Cause Blindness (RSW save)
c 1 2 Charm Blast 8 One group is charmed (Will save), doesn't affect undead etc.
c 1 3 Choose Summoning I 12 Monster Summoning using ML I chart, you pick the result
c 1 4 Law Bolt 11 CLxCL mental dmg to 1 target (Reflex:½); C-align x2 dmg
d 2 1 Hold Life 20+6/t Immune to XP/Stat Drain; Immune Aging
c 2 1 Choose Summoning II 24 Monster Summoning using ML II chart, you pick the result
c 2 2 Dispel Anti-Psi 14 Dispels one anti-Psi effect
c 2 3 Force Shape & Wrench 20 Force Shapechange & Wrench (no save, get ER & aNR)
c 2 4 Law Beam 22 CLxCL mental dmg in line (Reflex:½); C-align x2 dmg
c 2 5 Phantasmal Killer 18 Phantasmal Killer
c 2 6 Suggestion Blast 16 One group is suggested (Will save), all use same suggestion
d 3 1 Choose Die Result 30 Choose result of one die roll (not "deep", only affects one die)
d 3 2 Globe of Low Resistance 12+9/r Immune to SL 0-2 (all types), Resist SL 3-4 (all types)
d 3 3 Hold All 30+9/t Immune to XP/Stat/Multiplier/Action Drain, Aging, As You Are
c 3 1 Choose Summoning III 36 Monster Summoning using ML III chart, you pick the result
c 3 2 Domination Blast 24 One group is dominated (Will save), *does* affect undead etc.
c 3 3 Law Double Beam 33 CLxCL mental dmg in 2 lines (Reflex:½); C-align x2 dmg
d 4 1 Duplicate Tech Item 40 Duplicate a x0 or x1 Technology Item
d 4 2 Effect Immunity 16+12/t Pick any spell or power. You are immune to that effect.
d 4 3 See Through 12+12/t See through Dust of Disappearance & Mirage Arcana effects
c 4 1 Chain Question Mark 32 Remotely "wake up" or alert a friendly group on same DL
c 4 2 Choose Summoning IV 48 Monster Summoning using ML IV chart, you pick the result
c 4 3 Law Triple Beam 44 CLxCL mental dmg in 3 lines (Reflex:½); C-align x2 dmg
c 5 1 Choose Summoning V 60 Monster Summoning using ML V chart, you pick the result
c 6 1 Law Quadruple Beam 55 CLxCLx2 mental dmg in 4 lines (no save); C-align x3 dmg
c 7 1 Choose Summoning VI 72 Monster Summoning using ML VI chart, you pick the result
c 8 1 Choose Summoning VII 84 Monster Summoning using ML VII chart, you pick the result
c 9 1 Choose Summoning VIII 96 Monster Summoning using ML VIII chart, you pick the result
c 9 2 Law Quintruple Beam 66 CLxCLx3 mental dmg in 5 lines (no save); C-align x4 dmg
d 10 1 Spirit Resistance 40+30/t +5*CL% XR
c 15 1 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.

Defender Psionicist


[MC2.-12T] Monster Psi-12T

Use SL # Name PSPs Effect
d 1 1 Effects Preservation 6+2/t +5*CL% AntiMR; +2*CL% ER
d 1 2 Spectral Natural Fighting 12+2/t Spectral Hand; no ill effects from punching/kicking things
c 1 1 Bring Animals I 12 Summon CL Animals using ML I chart, you pick the result
c 1 2 Hold Blast 8 One group is held (Will save)
c 1 3 Ice Aura 10+2/r Anyone who melees with you takes CL ice dmg /s (no save)
d 2 1 Polymoph Self 20 Polymorph Self; lasts CL turns
d 2 2 Stay Conscious 24+4/t You stay conscious up to -10-CLxCL hp (defensive acts only)
d 2 3 Touch Reflection 16+4/t Touch effects are reflected back to opponent
c 2 1 Bring Animals II 24 Summon CL Animals using ML II chart, you pick the result
c 2 2 Dispel Anti-Magic 14 Dispels one anti-Magic effect (or) Halve ER (no ER or save)
c 2 3 Dust Aura 20+4/r Enemies in your group takes CL dust dmg /s (no save)
d 3 1 Globe of Mid Resistance 18+6/r Immune to SL 2-4 (all types), Resist SL 1 & 3 (all types)
d 3 2 Heal Self 39/d 1/d (automatic): If you go below 0 hp, you are Healed
d 3 3 Tenser's Transformation 30 Tenser's Transformation
c 3 1 Bring Animals III 36 Summon CL Animals using ML III chart, you pick the result
c 3 2 Feeblemind Blast 24 One group is feebleminded (Will save)
c 3 3 Wall of Element 33 Wall of a normal/para/quasi element. Dmg is CLxCL.
d 4 1 Duplicate Natural Item 36 Duplicate a x0 or x1 Natural or Anti-Magical Item
d 4 2 Effect Familiarity 20+8/t Pick any spell/power. You resist it; and at +50% when using it.
d 4 3 Improved Inallability 26+8/t Improved Invisibility (sight/sound/smell), can't be touched
d 4 4 Resurrect Self 52/d Teleport Away when killed, Resurrect Self 1 round later
d 4 5 Time Aura 40+8/r Enemies in your group lose 1 action /s (no save)
c 4 1 Bring Animals IV 48 Summon CL Animals using ML IV chart, you pick the result
c 5 1 Bring Animals V 60 Summon CL*2 Animals using ML V chart, you pick the result
c 6 1 Anti-Time Aura 80+16/r Enemies in your room takes CL*2 anti-time dmg /s (no save)
c 7 1 Bring Animals VI 72 Summon CL*3 Animals using ML VI chart, you pick the result
d 8 1 Bring Animals VII 84 Summon CL*4 Animals using ML VII chart, you pick the result
c 9 1 Bring Animals VIII 96 Summon CL*5 Animals using ML VIII chart, you pick the result
c 9 2 Crapulence Aura 160+32/r Enemies in sight takes CL*3 crapulence dmg /s (no resistance)
d 10 1 Spirit Preservation 60+20/t +5*CL% aXR
c 15 1 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.)

Defender Psionicist


[MC2.-12C] Monster Psi-12C

Use SL # Name PSPs Effect
d 1 1 Commotion Resistance 8+1/t +CL*5% RR; Resist own effects; Resist Wild Surges
d 1 2 Cthulhoid Aura 10+1/r You look like a cthulhoid beast, gaze to fear (save vs. Will)
c 1 1 Cthulhoid Swarm I 12 Summon CL Monsters using ML I "Weird" chart (random)
c 1 2 High-Frequency Sample 13 Generate a High-Frequency Sampler minor effect
c 1 3 Taunt Blast 8 One group will attack you on their next action (no save)
c 1 4 Wild Invocation I 11 Random 0th (50%) or 1st (50%) SL Wizard Invocation spell
d 2 1 Anti-Technological Armor 23+1/t +5*CL% TechR (or) Resist Technology
d 2 2 Know Next Dice Rolls 19+1/t 0,1/r: Roll dice ahead of time before action, can choose not to
c 2 1 Chromatic Blast 18 Area effect Chromatic (50%) / Metallic (50%) Orb; CL=1d12
c 2 2 Confusion Blast 16 One group is confused (Will save)
c 2 3 Contagion/Enervation 26 One target is hit by Contagion & Enervation (PPD for each)
c 2 4 Cthulhoid Swarm II 24 Summon CL Monsters using ML II "Weird" chart (random)
c 2 5 Dispel Radiation/Tech 14 Dispels one Radioactive, Wild/Chaos, or Technological effect
c 2 6 Wild Invocation II 22 Random 2nd (60%) or 3rd (40%) SL Wizard Invocation spell
d 3 1 Globe of High Resistance 24+3/r Immune to SL 4-6 (all types), Resist SL 2-3 (all types)
d 3 2 Mirror Mislead 30+3/r Does a Mislead spell, a Mirror Image, and a Displacement
c 3 1 Cthulhoid Swarm III 36 Summon CL Monsters using ML III "Weird" chart (random)
c 3 2 Strip Down (Nude Bomb) 20+1/s Choose 1 target; he removes/drops 1 item /s (no save)
c 3 3 Weird Chaos 24 Two groups: One gets hit by Weird, the other Chaos (as spells)
c 3 4 Wild Invocation III 33 Random 4th (70%) or 5th (30%) SL Wizard Invocation spell
d 4 1 Duplicate Radio. Item 40 Duplicate a x0 or x1 Radioactive Item
d 4 2 Effect Amplification 24+4/t Pick any spell/power. You have double effect with that power.
c 4 1 Cthulhoid Swarm IV 48 Summon CL Monsters using ML IV "Weird" chart (random)
c 4 2 Dancing Chaos 40+4/r Every segment, a random SL=1d10 effect hits a random target
c 4 3 Wild Invocation IV 44 Random 6th (80%) or 7th (20%) SL Wizard Invocation spell
c 5 1 Cthulhoid Swarm V 60 Summon CL*2 Monsters using ML V "Weird" chart (random)
c 6 1 Wild Invocation V 55 Random 8 (90%) or 1d4+8 (10%) SL Wizard Invocation spell
c 7 1 Cthulhoid Swarm VI 72 Summon CL*4 Monsters using ML VI "Weird" chart (random)
c 8 1 Cthulhoid Swarm VII 84 Summon CL*6 Monsters using ML VII "Weird" chart (random)
c 9 1 Cthulhoid Swarm VIII 96 Summon CL*9 Monsters using ML VIII "Weird" chart (random)
c 9 2 Wild Invocation VI 66 Random 10 (95%) or 2m4+10 (5%) SL Wizard Invocation spell
d 10 1 Anti-Commotion Resist. 80+10/t +CL*5% aaAllR (Anti-Anti R vs. everything)
c 15 1 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).

Defender Psionicist


[MC2.-9] Monster Psi-9

Use SL # Name Check Description [perm. effects in brackets]
d 2 1 Blister-healer Chr/m [+1 TH, -1 dmg/att]
d 2 2 Electricity Suppressor Chr/r Resist Lightning
d 2 3 No Poison For Me Wis/r Resist Poison ("death" becomes ½ max hp)
d 2 4 Resistance to Anti-Magic Chr/m CH*5% aMR (adjust @ 12th casting level)
d 2 5 Resistance to Anti-Psionics Dex/m CH*5% aPR (adj.@12th)
d 2 6 Specific Reduction Int/m takes -1d4 dmg/m on contact w/ substance
c 2 1 Loss of Limbs Wis/h Target is sharped (save)
c 2 2 You'll Shoot Your Eye Out! Wis/r Target loses 1 eye (no save)
d 5 1 Become Brain-independent Dex/m Can use 2M /s, immune ment.attack
d 5 2 Molecular Maintainer Wis/r Resist Disruption; Immune Disintegration
d 5 3 Self-Transformer Str/r Polymorph Self
d 5 4 Stone Eyes Wis/r Gaze: Petrification (save)
c 5 1 AntiBio Force: Force Beam Chr/r Target in cocoon (save), no M actions
c 5 2 AntiBio Force: No Flight Chr/h Target cannot Fly/Levitate (no save)
c 5 3 AntiBio Force: Super Slow Chr/r -½CH Dex, -1P action, ÷CH move rate
c 5 4 AntiBio Force:Vulnerability Chr/m -CH AC,+½CH dmg per attack (incl.spells) (no save)
c 5 5 Degenerator Chr/d Remove all regeneration sources on target (no save)
c 5 6 Trirestoration Dex/r Fix 1 effect that was dispelled within last r
c 5 7 Ultraweakness Int/r -CH Str, -CH more Str for Max.Press (no save)
d 8 1 Control Air: Armor Int/m +CH Saves, Armor has 10*CH hp
d 8 2 Energy Kinetic: Amplify Wis/r Add 3*CH dice to your next energy attack
c 8 1 Hyperkinetic: Decr.Attacks Wis/r -CH P actions (yuck!) (no save)
c 8 2 Hyperkinetic:Hyper Inaction Wis/m -CH V actions, -CH AC (no save)
d 11 1 AntiBio Force: Inaccuracy Con/t People need a 20+CH to Autohit you
d 11 2 Control Air: Less Damage Int/t x10 hp
c 11 1 AntiBio Force: Lose Health Con/t -CH Con, degen all hit points each r (no save)
c 11 2 DeAmplification Con/r (can borrow 1M) ÷CH effect on any effect
c 11 3 DeShielder: DeShield Con/t 1000 dmg
c 11 4 Hyperkinetic: Decr.Mentals Dex/r -CH Mental actions (no save)
c 11 5 Nightmare: Improver Beam Dex/r +CH/6 to being's multiplier (will be Set in 1r)
c 11 6 Nightmare: Physical Blast Dex/r CHxCH'r,lose CHd4 physical stats (save:½)
c 11 7 Polyrestoration Dex/r Trirestoration CH targets
c 11 8 Reverse Contingency Con/d Dispel a Contingency and everything in it
c 11 9 True Vulnerability Dex/m -CH*2% irreducible RR,MR,PsiR,InnateR,aPsiR (no ER)

Defender Psionicist


[MC2.-6G] Monster Psi-6G

Use SL # Name PSPs Effect
d 1 1 Angelfire 4+Q Spend Q psi points from non-Psi(-6) pools you have: Your next attack does +Q dmg
d 1 2 Trumpet 3/m Each segment, if an enemy combatant does *not* attack you, he takes CL dmg (no save)
c 1 1 Angelic Heal 2*N Cure N hp to one target (max N = 5+CL^2)
c 1 2 Angelic Heal Other † N 1bM: Cure N total hp to any number of targets, you lose N hp (max N = 10+2*CL^2)
c 1 3 Avenge 13 Choose a target, you deal double weapon damage to that target this combat
c 1 4 Blinding Light 13 Target is blinded (RSW save), halves his AC (Spell save), loses next P action (BW save)
c 1 5 Bloodboil 7/r Target takes CL holy blood dmg (no save) per segment
c 1 6 Exorcise 4 CL dmg & CL^3 lbs. telekinesis in a 70' line (no save); for objects, can force item saves
c 1 7 Glimmer † 13/r 1bM: Target can't be directly targetted; effects on him (including this) can still be targetted
c 1 8 Guardian † N 1bM: Prevent N of the damage being done to one target
c 1 9 Lightning 6 Target takes (CL+2)d6 holy lightning dmg (save: ½)
d 2 1 Angelic Wall 11/m DR 40/+CL
d 2 2 Starlit 23/h Holy Fire Shield (half damage back in melee); +CL*20% RaRR; Ultravision
c 2 1 Brimstone 12 Three 35' radius areas: CL^2 holy fire dmg (no save)
c 2 2 Pentecost 18+N 35' radius: All targets make Will save (extra -CL-N*3 penalty) or Confused CL rounds
c 2 3 Possess 7/s Target dominated (Will save); takes (CL+3)^2 dmg/s; you can't use actions while this runs
c 2 4 Renewal † 11 1bM: One target at negative hp is cured to 0 hp
d 3 1 Deflect N/s iRMaMPaPIWR 3*N%; iXR 2*N%; iGR N%; cannot move while using; max N = 30
c 3 1 Angelic Favor † 14 1bM: Summon a DL IV Angel/Deva, lasts until destroyed
c 3 2 Insist Creature 25 Target creature is dominated (save vs. Will at -CL penalty) for CL rounds
c 3 3 Locusts 25 Creeping doom with CL^3 insects (each having 1 hp and doing 1 dmg)
c 3 4 Mercy 14+N Any number of targets within sight (can include yourself) each gain N hp; max N = 30
c 3 5 Protector † 13/r 1bM: Target gains 30 max hp (he does gain the 30 current hp too when this power is used)
d 4 1 Iridescence † 35/m 1bM: Immune Fire (all variants), Positive, Prismatic, Chromatic, Light, Radiance, Blindness
d 4 2 Warp Time † 28/m 1bM: Double AC vs. missiles; Resist breath weapons and area effects
c 4 1 Desolation 43+AL All psionic pools (including yours and friends) within 70' radius are emptied (use antiPsiR)
c 4 2 Luminescence 34 70' radius: Holy Fireball CLd6, Prismatic Spray effect, Chromatic Orb effect, Blind (save)
c 4 3 To Salt 50 Petrify one target (save vs. petrif at extra -CL), if save take CL^2 holy salt dmg
d 5 1 Fury † 24/m 1bM: Troll regen 1/10 of max hp (round down) /s; Immune to Put Out of Misery / Coup de Grace
d 5 2 Platinum Angel 70/h Immune to slay and Capital S Slay; do not die at any negative hp total (still unconscious)
c 5 1 Apocalypse 60 Pick a 350' radius area, next segment, all in area take CL^3 vile dmg (no resistance)
c 5 2 Chorus 23 Your summoned creatures are dispelled; gain their combined hp (can go above max)
c 5 3 Insist Power † 75 1bM: Counter an effect which counters one of your effects
c 5 4 Resurrect/Destruct 70 Resurrection or Destruction
d 6 1 Worship 60/h Immune Opposition (as in Mirror), Truename Erased, Annihilation
d 6 2 Wrath † 35/r 1bM: Can use an extra 1P each segment this round; Immune to Fire and Negative
c 6 1 Holy Beam 80 Holy Bolt (1 group)
d 7 1 Armageddon † 40/r 1bM: Can use +1M/s this round; Immune Cold; Immune Shadow
c 7 1 Counterspell † 100 1bM: Counter an effect
c 7 2 Summon Angel 80 Summons a DL VIII Angel (good aligned Outer-planar creature)

Defender Psionicist


[MC2.-6N] Monster Psi-6N

Use SL # Name PSPs Effect
c 1 1 Earth Bolt N Deal Nd10 Eldritch Earth dmg to one target (no save); max N=CL
c 1 2 Force of Nature I 1 Summon a Plant Elemental: AC 20, hp 20, #Att 1/1, TH +10, dmg 10
c 1 3 Natural Healing ~ 8 1P or 1M: Target is cured equal to his Con score in hp
c 1 4 Naturalize 11 Dispel one non-natural effect (or) Turn off one non-natural item for 1 turn
d 2 1 Adaptation ~ 3/h 1P or 1M: NaNR +CL*10%; Immune to Hostile Environment; Need not breathe
c 2 1 Earth Storm 4*N Deal Nd12 Eldritch Earth dmg 40' radius (no save); max N = CL
c 2 2 Force of Nature II 4 Summon a Wood Elemental: AC 40, hp 80, #Att 2/1, TH +30, dmg 30
c 2 3 Gaea’s Blessing 11 Reconstruct up to three effects which were dispelled/twisted within the last turn
d 3 1 Gaea’s Embrace ~ 22/h 1P or 1M: Target gains +3 AC/saves/TH/dmg and Troll-like regen CL hp/r
d 3 2 Gaea’s Herald ~ 11/t 1P or 1M: When your summoned creatures go below -10 hp, they don't disappear (you can cure)
d 3 3 Nature’s Cloak 12/m +CL*10 Rogue points; Any Level=CL/2 (or less) Rogue pick
c 3 1 Call of the Wild 7 Summon any real-world animal (your choice), you get CL/ML of them (round up)
c 3 2 Force of Nature III 9 Summon a Root Elemental: AC 60, hp 180, #Att 3/1, TH +50, dmg 50
c 3 3 Life Essence N If target has less than N*CL current hp, it is cured so it has N*CL hp; minimum N = 1
d 4 1 Dual Nature ~ 24/m 1P or 1M: Whenever you summon or create creatures, you get twice as many of them
d 4 2 Gaea’s Avenger ~ 4*N/s 1P or 1M: Immune to xN and lower artifact effects that you (or your party) do not control; max N=5
c 4 1 Force of Nature IV 16 Summon a Thicket Elemental: AC 80, hp 320, #Att 4/1, TH +70, dmg 70
d 5 1 Everhome 16/d Your home plane is every plane; when this effect ends, your home plane = current plane
d 5 2 Gaea’s Liege ~ 33/h 1P or 1M: Your max hp is CL^3 (and/or) Your TH bonus is +CL^2 (no other adj. can be added)
c 5 1 Child of Gaea 33 Target becomes Int=3, Wis=3, Chr=3, CL=0 (no save) for CL days
c 5 2 Force of Nature V 25 Summon a Fungus Elemental: AC 100, hp 500, #Att 5/1, TH +90, dmg 90
c 6 1 Force of Nature VI 36 Summon a Thorn Elemental: AC 120, hp 720, #Att 6/1, TH +110, dmg 110

Defender Psionicist


[MC2.-6E] Monster Psi-6E

Use SL # Name PSPs Effect
d 1 1 Ashes 4/r Half of your weapon dmg is vile dmg (perm hp)
d 1 2 Demonfire 3+Q Spend the Q points from non-Psi(-6) frequencies. Your next attack is at +Q to hit.
c 1 1 Chilling Darkness 6 Target gets -1 all #Att (PP save); x½ save bonus (PPD save); lose next M act. (BW save)
c 1 2 Darkbolt N 6 ½M, -1 current hp: Target takes CLd4 darkness dmg (no save) and stun 1 segment (Para save)
c 1 3 Drain Life N 11+N ½M, -1 current hp: Target takes N unholy negative vile grave dmg (no save); gain N hp (can go above max)
c 2 1 Circle of Nausea 13 30' r: -CL TH, saves, prof/stat checks for 1t (no save), lose 1 random action (Petrif save)
c 2 2 Darkbeam N 13 ½M, -4 current hp: 60' line takes CLd6 darkness dmg (no save) and stun 2 segments (Para save at -CL)
c 2 3 Evil Eye 14/cr Target's AC becomes 66-CL^2 (Petrif save at -CL); "/cr" means "per complete round"
c 2 4 Jovial Evil N 12 ½M, -4 current hp: 30' r: CLd6 unholy radiance (no save), good-align have no resist and take x2 dmg
c 2 5 Simulacrum 11 (borrow 1M from future to use) Redirect an effect targetting you to one of your summons
c 3 1 Darkcone N 20 ½M, -9 current hp: 60' cone takes CLd8 darkness dmg (no save) and stun 3 segments (Para save at -CL*2)
c 3 2 Festering Evil 25/r Each segment, all non-E creatures within sight take CL unholy grave dmg (no save)
c 3 3 Lurking Evil N 30 ½M, -9 current hp: Summon CL Horrors: AC 40, hp 400, Att 4, TH+40, dmg 40; sac Horror: 4 dmg (no resist)
c 3 4 Phase 30/cr (between rounds borrow 1M) "phased out" this r, pass through obj, no affecting real things
c 3 5 Spoils of Evil 12 For each recently-dead (within last turn) body around, add 1 Psi(-6)E PSP & cure 1 hp
c 3 6 Stench of Evil N 22 ½M, -9 current hp: 30'r: CL^3 stench dmg (save:½), they can use X PSP (any freq/spells, use Q11) prevent X
c 4 1 Evil Eye 2 28/cr As Evil Eye, but no save
c 4 2 Lurking Evil 2 N 45 ½M, -16 current hp: Summon CL Horrors: AC 60, hp 600, Att 6, TH+60, dmg 60; sac Horror: 6 dmg (no resist)
c 4 3 Multi-Twist N 40 ½M, -16 current hp: Twist (dispel) CL effects
c 5 1 Beacon of Unrest 60 Bring a defeated monster back to life under your control (counts as a "Revive")
c 5 2 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
d 6 1 Bringer 6/d Immune Illusions; Immune Disease; Immune Reverse Healing
c 6 1 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

Defender Psionicist


[MC2.-5] Monster Psi-5

Use SL # Name PSPs Effect
d 2 1 Immune to Charm 1+1/h Target is immune to charm & hypnosis
d 2 2 Immune to Fear 1+1/h Target is immune to fear & beguiling
d 2 3 Immune to Hold 1+1/h Target is immune to hold & stop
d 2 4 Immune to Sleep 1+1/h Target is immune to sleep & exhaustion
c 2 1 Aging 1 Target is aged CL*CL years (no save)
c 2 2 Bolt of Nothing 1 CL dmg to one target (no save); that targets loses next M action (save)
c 2 3 Immobilize 1 -3xCL" move rate (no save); loses Dex bonus to saves & AC (save)
c 2 4 Nullcancel 1 Dispel one x1 effect (no save, gets ER)
d 5 1 Immune to Poison 2+2/h Target is immune to poison & disease
c 5 1 Beam of Nothing 2 CL*CL dmg in a 30' line (no save); they lose next F action (save)
c 5 2 Energy Drain 2 Target is energy drained CL levels in every class (1 save for each level)
c 5 3 Zombify 2 Target gets -CL each to Int, Wis, and Chr (save for each point)
c 8 1 Cone of Nothing 3 CL*CL*CL dmg in a 30' cone (no save); they lose next Opp action (save)
c 8 2 Spectrify 3 Target gets -CL each to Str, Dex, and Con (save for each point)

Defender Psionicist


[MC2.-3] Monster Psi-3

Use SL ## Name Discip. Short Description Source
d 1 1 Lesser Metaphys. Armor Clasen Enemies need a +1 weapon to hit you. DM
d 1 2 Tail of the Rat Psymet Gain a tail; your base tail attack does 1d4 damage. DM
c 1 1 Astral Destruct I Metcre Creates astral destruct to fight for you. DM
c 1 2 Biodust Psykin 1d4 dust dmg/r to up to 2 cr. DM
c 1 3 Lesser Spirit Adjustment Psymet You heal 1d8 hp, +1 to next PP save, or restore 1 negative level. DM
c 2 1 Astral Destruct II Metcre Create astral destruct to fight for you. DM
c 2 2 Chilling Ray Metcre Cold ray deals 3d6 damage to foe. DM
c 2 3 Muscle Lock Telep Subject cannot move or take any physical actions. DM
c 2 4 Psionic Trap Psyport Create a psionic trap (a minor High Frequency Sample effect) DM
c 2 5 Spirit Adjustment Psymet You heal 3d6 hp, +3 to next PP save, or restore 2 negative levels. DM
d 3 1 Metaphysical Armor Metcre Enemies need a +3 weapon to hit you. DM
d 3 2 Plasmic Form Psymet Plasma damaging shield (50% damage back) DM
d 3 3 Replacement Psymet Dispel displacement effect, or you ignore displacement for 1 turn DM
c 3 1 Astral Destruct III Metcre Astral destruct fights for you. DM
c 3 2 Blackice Metcre Deals 5d4 black ice damage in 20 ft. radius. DM
c 3 3 Cone of Earthquake Psykin Earthquake inflicts 5d4 sonic damage (group) DM
c 3 4 Dimension Trade Psyport Switch places with anyone you see (unwilling gets save) DM
c 3 5 Drop Psyport Target cannot fly (no save) DM
c 3 6 Summon Monster II Telep Summons a DL II monster, can be in addition to astral destruct DM
d 4 1 Dimensional Enhancer Psyport Can teleport or dim door away during combat (x1 Special) DM
d 4 2 Shards Touch Psymet Your shards touch deals 7d6 acid damage. DM
d 4 3 Spell Barrier Psykin SR 10+2*CL DM
c 4 1 Astral Destruct IV Metcre Astral destruct fights for you. DM
c 4 2 Dismiss Elemental Metcre Dismiss an elemental (no save) DM
c 4 3 Hold Monster Psyport Hold Monster DM
c 4 4 Wall of Element Metcre Pick an element, it's a wall of it. Damage = CLd4 if you pass through. DM
d 5 1 Outcarnate Metcre One anti-psionic effect is permanent. DM
d 5 2 Physical Barrier Psymet -CL dmg per physical attack DM
c 5 1 Astral Destruct V Metcre Astral destruct fights for you. DM
c 5 2 Darkness Blast Psykin Darkness blast inflicts 9d4 damage in 20' radius. DM
d 6 1 Breath of the Drake Psymet Breath water for 11d4 damage. DM
d 6 2 Suspend Death Psymet It takes CL rounds for you to die due to being at negative hp DM
c 6 1 Astral Destruct VI Metcre Astral destruct fights for you. DM
c 6 2 Mass Confusion Telep Confusion a group (Will save) DM
c 6 3 Replace Psykin Put an object into someone's inventory (Reflex save) DM
d 7 1 Contingency Metcre Sets trigger condition for another power. DM
d 7 2 Metal Body Psymet AC +CL, saves +CL, unarmed dmg +CL, DR CL/- DM
d 7 3 Rebound Psykin MPaPReflection CL*15% DM
c 7 1 Astral Destruct VII Metcre Astral destruct fights for you. DM
d 8 1 Spiritual Body Psymet Planar Displaced, Immune Matter, you can't physically attack DM
d 8 2 Telepathic Sphere Psykin Mobile force globe protects group from mental attacks DM
c 8 1 Astral Destruct VIII Metcre Astral destruct fights for you. DM
c 8 2 Recall Birth Clasen Foe vividly recalls its birth, and gains CL negative levels (no save) DM
c 9 1 Armageddon Metcre Destroy a demiplane (will probably get Objected to unless it's empty) DM
c 9 2 Astral Destruct IX Metcre Astral destruct fights for you. DM
c 9 3 Pawn Telep Pawn someone (gets a Will and a Spell save, making either is a make) DM

Defender Psionicist


[MC2.-2] Monster Psi-2

Use SL # Power Disip. Check PSPs Effect Power Score Source
d 2 1 Magnify M-Psi Wis-5 25M+M/r Mult. power (Max=level/5+1) M+1, no extra cost DM
d 2 2 NoBlink Port Int+1 7+3/r Blinking does not function within 100' within 1000' DM
d 2 3 Replacement Metab Con-3 6+3/r Ignore displacement Ignore mirror images DM
c 2 1 Adrenalin Drain Metab Con-3 8+4/r 6 Str,Dex,or Con dmg 6 to all three DM
c 2 2 Cause Disease Metab Con-3 12 Cause Disease Cause 2 diseases DM
c 2 3 Cell Adjustment Metab Con-3 1/hp max 20*level hp /r; disease=+5 PSPs Half cost in PSPs DM
c 2 4 Decelerate Metab Con-2 10+10/m Target loses next action (save) next 2 actions DM
c 2 5 Deflect Kinet Int 4 Deflect a melee attack -- DM
c 2 6 Half Pain Metab Con-3 7 Take half damage from one person for 1t -- DM
c 2 7 Reduced Strength Metab Wis-3 2S+S/r Strength dmg, Max=level Max=2*level DM
c 2 8 Sight Less Telep Con-3 C+5/m Blindness (save) Deafness (save) DM
c 2 9 Sound Less Telep Con-2 C+4/t Deafness (save) Blindness (save) DM
c 2 10 Taste Less Telep Con-2 C+4/t Cannot taste, drink potions, eat pills (save) Target cannot smell DM
c 2 11 Time Diminish Port Int-7 54/r -3 M, -3 P, -3 V (save) -1 more each type DM
c 2 12 Time Halve Port Int-1 22/s Lose one instance of "Q" on all action types -4 AC/save; -2 TH DM
c 2 13 Weakness of the Land Metab Con-2 10+2/r 25 dmg, -3 TH, -3 dmg, -25% MR Lasts 5r after maint. DM
d 5 1 Energy Release Metab Con-2 1/die +CL to CL on your next damaging power -- DM
d 5 2 Insens. to Psychic Imp. Clair Wis-4 12+2/m Resist Psionics Resist Anti-Psionics DM
c 5 1 Acidify Kinet Con-3 18 (level)d6 acid dmg (save:½) (2*level)d6 acid damage DM
c 5 2 Degenerate Metab Con-4 18+6/t Degenerate (LVL /s) 2*LVL /s DM
c 5 3 Endorphin Drain Metab Chr-6 16+8/r 6 Int,Wis,or Chr dmg 6 to all three DM
c 5 4 Life Field Metab Con-8 40 All in party all healed for LVL hp 2*LVL hp instead DM
d 8 1 Eelemental Composition Metab Con-4 24+3/r Can be any Normal/Para/Quasi Eele Can be Semi Eele DM
d 8 2 Ultrasword [-X] Telep Chr-5 20 Ignore non-racial immunity to psionics -- DM
c 8 1 Alter Reality All Any-10 250 Alter Reality or Psi-1 major Double CL effect DM
c 8 2 Grand Acidify Kinet Con-5 27 CLd20 acid damage Use d30's DM
c 8 3 Steal Actions M-Psi *Auto* 0 Steal an action (save) -- DM
c 8 4 Weakness of the World Metab Con-6 10/r -9/-9 AC/saves, -25% RR/MR/PsiR Lasts 5r after maint. DM
d 11 1 Magic Inertial Improver Port Dex-18 70/r Spells give no save in your group -- DM
d 11 2 Public Access Lock Clair Int-20 90/r Your truename is unknowable Thoughts unknowable too DM
c 11 1 Change Reality All Any-20 400 Change Reality or Psi-1 grand Double CL effect DM
c 11 2 Planetary Acidify Kinet Con-25 3600 Acidifies 1 planet or moon (!) 2 planets or moons! DM

Defender Psionicist


[MC2.-1] Monster Psi-1

Use SL ## Name PSPs Short Description
d 2 1 Steadiness 3/t Immune Telekinsesis, Falling Damage, Teleport Away, Gates/DimDoors
d 2 2 Visibility 3/t Everything within 30'r is visible (counters hidden and Disappearance too)
c 2 1 Cell Rearrangement N Heals/Harms N% of max hp; Max N = level*5; Cure/Cause Curse = 20/70
c 2 2 Object Writing 1/r Item must make item saving throw or destroyed
c 2 3 Premature Trigger 10 Set off someone else's trigger prematurely (no save, ER resists)
c 2 4 Resume Animation 6 Remove one instance of Paralysis, Stun, Hold, etc. on yourself
c 2 5 Reverse ESP 2/r 0, 1/r: Target hears your thoughts and must save or insane.
d 5 1 Effects Resistance 10/h +level*5% ER; others you target -level*5% ER; no selective targetting penalties
d 5 2 Hand-to-Hand Resistance 10/h +level*5% aWR; others you target -level*5% aWR; no selective targetting penalties
d 5 3 Inverse Magic Jar 20/r Another being can use your body
c 5 1 Energy Amplification 1/HD Add dice to a damaging effect which is resolving (Max = level) only on 1 target
c 5 2 Imp. Cell Rearrangement N As Cell Rearrangement but range=10*level'; Max N = level*10
c 5 3 Mental Paralysis Bolt 15+HD Save -6; 1 creature cannot use M actions for CL rounds; Max HD = 2*level
c 5 4 Physical Surgery N*10 Pick 1: Halve hp & slow (N=1), Ray/Enfeeblement (N=5), Insanity (N=6); all have save
d 8 1 Anti-Psionic Disruption 40/r No Anti-Psi powers (any freq.) can be used in 50' r
c 8 1 Decay 50 1=Decay (item save), 2=Freedom, 5=Instantaneous, 7=Tempus Lawfulness
c 8 2 Energy Solidity 3/HD As per Energy Amplification but entire effect is amplified
d 11 1 Villain Element 600 Casts any one 1st level Villain spell
c 11 1 Cellular Cure / Cause X Up to X targets: Heal or Harm X hp; You may target someone more than once (!)
c 11 2 Insist 40 [0 action] Counters a counterspell; that same type of counterspell can't be used again
c 11 3 Limitation 1000 1 target: -CL/9 to max # of classes or # psi.freq. (no resistance)
c 11 4 No Resistance (Physical) 400 1 target: Lowers all physical immunites; lowers all WR, aWR; halves iWR, iaWR

Defender Psionicist


[MC2.0] Monster Psi0

Use SL # Power P0P Action Effect
d 2 1 Catfall 1 1P Land on feet, get a Dex check versus each die of the falling damage
d 2 2 Fast-draw 1 0 1 of your weapon attacks occurs at start of round; can pick up 1 weapon without using 1V
c 2 1 Arrow Cutting 1 1V You get a Dex check (with penalty = enemy's level) for each missile shot at you this round
c 2 2 Choke 1 1P One attack: Each round target makes Con check or unconscious, maintain by using 1V
c 2 3 Disable Limb 1 1P One attack: One limb cannot be used by target for 1t (no save)
c 2 4 Disarm 1 1P One attack: Target is disarmed (no save)
c 2 5 Medicine I 1 1V Choose one: Cure KiL hp; Cure Wounding; Repair disabled limb
c 2 6 Throw 1 1P Make one attack, if successful, throw target level*10' in one direction, he takes falling dmg
d 5 1 Focus: Magic Resistance 3 0 KiL*5% MR for 1r
d 5 2 Focus: Stay Conscious X 0 Stay Conscious at negative hp; X = -(current hp)/2, round up
c 5 1 Death Touch 3 1P One attack: Death (save vs. PPD)
c 5 2 Ear Pop 2 2patt (The 2att from seperate limbs) One attack: Target stunned and deaf (each save vs. PP)
c 5 3 Fire and Stones 2 2att (The 2att from seperate limbs) One attack: Destroys enemy's weapon (item save)
c 5 4 Flash Kick 3 1P,1V One kicking attack at +KiL to hit, ignores stoneskins/ironskins: x10 damage, knockdown
c 5 5 Lightning Stroke 3 1V Each time you miss this round you may reroll (you are actually making new 2nd attacks)
c 5 6 Shockwave 3 1F Earthquake KiL' r (as spell)
d 8 1 Acid Breath 5 MouthP Breathe Acid (as per dragon)
d 8 2 Cobra Charm 4 EyeP Gaze, target must save vs. RSW or he cannot use any actions next segment, maintain 1M
d 8 3 Energy Reflection 5 1V As Arrow Cutting (above), except vs. magical missiles (even vs. Meteor Swarms & such)
d 8 4 Extendable Limbs 0 0 Your limbs can extend an extra KiL'
d 8 5 Regeneration 0 0 Regenerate KiL hp per round (given as KiL/10 hp per segment)
d 8 6 Shock Treatment 0 0 Immune Lightning; 1 P0P, 1V: Deal KiL damage to one target (save: ½)
d 8 7 Yoga Flame 4 MouthP Breathe Fire (as per dragon)
c 8 1 Chi Kung Healing X 1M Cure X*KiL hp to one target
c 8 2 Fireball 4 1M KiLd6 dmg, KiL' radius (fire damage) (save:½, if made save again for 0)
c 8 3 Iceblast 5 1M KiLd4 dmg in a KiL*5' line (ice damage) (save:½)
c 8 4 Improved Fireball 6 1M KiLd8 dmg, KiL' radius (fire damage) (save:½, if made save again for 0)
c 8 5 Musical Accomplishment 4 MouthP Allies can reroll (choose one:) missed to hit, missed saves, missed BlahR rolls (for 1m)
c 8 6 Sonic Boom 4 1M KiLd4 dmg, KiL' radius (sound damage) (save:½, if made save again for 0)
c 8 7 Spinning Foot Sweep 4 1katt One kicking attack on each target within KiL'r: Normal damage, targets are knocked down
c 8 8 Storm Hammer 5 1P,1V One attack: Target takes KiL*10' falling damage
c 8 9 Stunning Shout 6 MouthP Target must save vs. PP or stunned 1d(KiL) segments
d 11 1 Focus: Resist Death X 0 Stay Alive (but probably unconscious) past -10 hp; X = -(current hp)/2, round down
c 11 1 Flying Fireball 8 1M,1V KiLd8 dmg in a KiL' radius (fire damage) (save:½)
c 11 2 Inferno Strike 7 1F KiLd20 dmg, KiL*3' radius (fire damage) (save:½), center at caster (who doesn't take dmg)
c 11 3 Repeating Fireball 3*X 1M Throw X Fireballs (see above)
c 11 4 Thunderclap 8 1M KiLd12 dmg, KiL' radius (sound damage) (save:½, if made save again for 0)

Defender Psionicist


[MC2.1] Monster Psi1

Use SL ## Name PSPs Short Description
d 2 1 Automaton 10/r Animate Object (as spell)
d 2 2 Psionic Trigger 10/d Contingency for 1 psi power (still need points)
d 2 3 Telekinetic Barrier 5N /t Take -N dmg per physical attack (max N = level)
c 2 1 Cell Adjustment 1/hp Max.# hp = level*5, Cure Disease=20/70
c 2 2 Command 5 Command (as spell)
c 2 3 Domination 5+HD/r Save; Psionic gets control of all actions
c 2 4 Hypnosis 1/HD Level>10 or Int16=save; Max.HD=ä(level)
c 2 5 Invisibility 3/t Mental Invisibility, affects ä(level) in HD
c 2 6 Lights 1/t Faerie Fire, Dancing Lights, Light
c 2 7 Telekinetic Blade 5/r Base damage CLdCL, considered +CL/3 weapon, mental weapon
d 5 1 Body Control 2/t Water Breathing, Resist environment 1 HD/level
d 5 2 Controlled Blinking 5/r Blink 10'/level each round (no action after 1st)
d 5 3 Deflection 1/% /h Energy (non-Physical) Reflection, max=level*10%
d 5 4 Mind Bar 5/d Immune to Ench/Cha,Magic Jar,Domination,Invis.
d 5 5 Pass-Way 20/' Can pass through any material or Wall spell (no harm)
d 5 6 Shape Alteration 3+W W=weight/1000, Polymorph Self (as spell)
d 5 7 Wards 50 Pro.Evil&Scrying, no one can enter, break=150pts
c 5 1 Dispel Exhaustion 14 Mental Surgery (1) but all in psi link affected
c 5 2 Energy Control 1/HD Max.=level in HD damage, must be energy attack
c 5 3 Energy Dissipation 20 Take half damage from an energy attack
c 5 4 Improved Cell Adj. 1/hp Cell Adj. but range=10'*level, Max.hp=10*level/r
c 5 5 Improved Invisibility 9/t Invisibility but can attack and remain Invis.
c 5 6 Magic Jar 20 Magic Jar (as spell), save penalty -1/level
c 5 7 Mass Domination 10+HD Save-4; Max.=5 creatures of level HD
c 5 8 Mental Surgery 10*lvl 1=Dispel Exhaustion,5=Feeblemind,6=Cure Insanity
c 5 9 Paralysis Bolt 15+HD Save-6; 1 creature, Max.HD=2*level
c 5 10 Telekinesis 3/r Max.Weight=3*sum(level), accel. 2"/r move rate
d 8 1 Amplify Power 10N +N to CL (or) +N*10% effect to next Psi1 power (max N=CL)
d 8 2 Psionic Amplification 8*Mult Multiplies a power; Max.=level/4+1
d 8 3 Psionic Disruption 40/r No psi powers (any freq.) can be used in 50'r
d 8 4 Shade 100 Creates a ghost/shade of person who died here, half powers
d 8 5 Suppression 3/r Cannot use or be affected by psionics, all psi effects drop
c 8 1 Death Stare 75 Save-6; Death; Stun 2d4r if over 2*level HD
c 8 2 Energy Cancel 3/HD As Energy Control but removes entire area effect
c 8 3 Energy Jar 15/HD As Energy Control, can throw affect yourself once for 1M
c 8 4 Grand Domination 3*HD/r Save at penalty equal to level; no HD limit
c 8 5 Limited Wish 320 Limited Wish (as spell)
c 8 6 Severance 20*SL Save; stops use of any 1 ability in creature
d 11 1 Energy Dampen 1/HD/d Permanent Energy Cancel on self or 100'cu area
d 11 2 Hero Element 700 Casts any one 1st level Hero spell
d 11 3 Legend Element 400 Casts any one 1st level Legend spell
d 11 4 Shotokan Spirit 60/r Know and can use all Psi0 minor/major/grand powers
d 11 5 Sinanju Spirit 60/r Know and can use all Martial Arts powers
c 11 1 Cellular Heal/Harm X up to X targets: Heal or Harm X% of max hp
c 11 2 Counterspell 40*SL [0 action to use] Counters a Magic/Psi/Innate
c 11 3 Mental Deceleration 100*N Target loses next N mental actions (no save)
c 11 4 No Resistance 400 1 target: Lowers Class VI,PsiR,Defense X for 1t
c 11 5 Physical Deceleration 50*N Target loses next N physical actions (no save)
c 11 6 Super Domination 10*HD Dominate one target (no save, no PsiR, no Wis)
c 11 7 Telekinetic Crush X 1 target: X*X*X telekinetic damage (no save)
c 11 8 Wish 480 Wish (as spell), or any Psi2 Dev/Sci/High Sci

Defender Psionicist


[MC2.2] Monster Psi2

Use SL # Power Disip. Check PSPs Effect Power Score Source
d 2 1 Awe Telep Chr-2 C+4/r Won't attack caster (save) No save PHBR5
d 2 2 Biofeedback Metab Con-2 6+3/r -2 dmg/att;+level/3 AC bonus +level AC bonus PHBR5
d 2 3 Blink Port Int+1 7+3/r Blink Blink Wounding 1/r WatW2
d 2 4 Displacement Metab Con-3 6+3/r As per Displacer Beast AC bonus is +4 PHBR5
d 2 5 Ectoplasmic Form Metab Con-4 9+9/r Pass through solid objects Maintenance 3/r PHBR5
d 2 6 Gird M-Psi Int-3 2*M/m Maintain powers w/o conc. Maintain in sleep PHBR5
d 2 7 Inertial Barrier Kinet Con-3 7+5/r Melee:delay 1r;Mis.:-dice dmg Mis.:-dice-1 dmg PHBR5
d 2 8 Invisibility Telep Int-5 C+2/r/P Makes someone invisible Superior Invisibility PHBR5
d 2 9 Iron Will M-Psi Wis 8+3/m Can fully act up to -10 hp Can act up to -15 hp WatW2
d 2 10 Magnify M-Psi Wis-5 25M+M/r Mult. power (Max=level/5+1) M+1, no extra cost PHBR5
d 2 11 Mind Bar Telep Int-2 6+4/m 75% vs. Ench/Cha;immune Telep. +5 in contests PHBR5
d 2 12 Phase Port Wis-1 6+6/r Out of phase; cannot attack x2 move rate WatW2
d 2 13 Prolong M-Psi Con-4 5+2/r Range & area of powers +50% Range & area +100% PHBR5
d 2 14 Psychic Blade M-Psi Con-2 7+X+X/r Blade: 1d6/1d6 +2/+X, stun 1d6r (save) 1d10/1d10 WatW2
d 2 15 Strength of the Land Metab Con-2 10+2/r +25 hp,+3 TH,+3 dmg,25% MR Lasts 5r after maint. DSDK2
d 2 16 Time/Space Anchor Port Int 5+1/m Cannot be teleported -- PHBR5
c 2 1 Aging Metab Con-7 15 (level)d4 years aged (level)d10 years PHBR5
c 2 2 Ballistic Attack Kinet Con-2 5 Roll TH; (level)d4 damage (level)d8 damage PHBR5
c 2 3 Cause Decay Metab Con-2 4 Item falls apart(save vs.acid) No save allowed PHBR5
c 2 4 Cause Sleep Metab Wis-2 9+2/r Sleep (save) No memory of sleep WatW2
c 2 5 Cell Adjustment Metab Con-3 1/hp 20*level hp:1r;disease=+5 PSPs Half cost in PSPs PHBR5
c 2 6 Control Body Kinet Con-2 8+8/r Control all P,V actions Auto. win Contest PHBR5
c 2 7 Deflect Kinet Int 4 Deflect a missile -- WatW2
c 2 8 Double Pain Metab Con-3 7 All dmg phantom x2 for 1t SS or unc. each hit PHBR5
c 2 9 Inflict Pain Telep Con-4 C+2/r -4 TH; no spells (save) unc. 1d10r (save) PHBR5
c 2 10 Invincible Foes Telep Wis-3 C+5/r Next hit drops target 1t -- PHBR5
c 2 11 Momentum Theft Kinet Int-2 5+ Stop (200 lbs, each x2 is +5 PSPs) Held for 1r WatW2
c 2 12 Opposite Reaction Kinet Con-1 5 Missile returns at attacker Breaks missile DSDK2
c 2 13 Phase Object Port Wis-3 10+5/r Object out of phase May disintegrate WatW2
c 2 14 Sensory Suppression Telep Int-2 C+4/r Blindness and Deafness Loses all 5 senses WatW2
c 2 15 Splice M-Psi Int-2S 5S+S/r Do combined powers as 1 Mental +2 checks when used PHBR5
c 2 16 Teleport Lock Port Int-1 8+2/r Target cannot teleport (no save) -- WatW2
c 2 17 Time Shift Port Int 16+3/rS Move into future;Max=(level)r Add 1r to Max PHBR5
d 5 1 Kinetic Control Kinet Int-3 15+7/r Take only 2+leak vs. physical attacks Reflect 1d10 dmg WatW2
d 5 2 Nerve Manipulation Metab Con-3 14 Touch: Pain 1d3 r Stun 1d2 r WatW2
d 5 3 Subjective Reality M-Psi Wis-5 35+7/m Immune to 1 specific type of effect Can change /r WatW2
d 5 4 Superior Invisibility Telep Int-5 C+5/r/P No sound,smell; attack breaks Improved Invisibility PHBR5
d 5 5 Suppress Magic M-Psi Con-4 30+X/r Anti-Magic Shell (SL=X) 60' r Dispel-Magic Zone WatW2
c 5 1 Banishment Port Int-1 30+10/r Target in pocket;returns @ end Cannot gate/teleport PHBR5
c 5 2 Death Field Metab Con-8 40 Set amount of dmg(others save) You take ½ amount PHBR5
c 5 3 Detonate Kinet Con-3 18 (level)d6 damage (save:½) (2*level)d6 damage PHBR5
c 5 4 Disintegrate Kinet Wis-4 40 Disintegrate 8 cu.' (save) (save-5);16 cu.' PHBR5
c 5 5 Domination Telep Wis-4 2C+2C/r Get control of all actions Maintenance halved PHBR5
c 5 6 Energy Containment Metab Con-2 1/die Absorb max 1 die/lvl;glow:-2AC 0 dmg from energy PHBR5
c 5 7 Mass Domination Telep Wis-6 C+2L/r Up to 5 creatures Dominated Range 100y PHBR5
c 5 8 Metamorphosis Metab Con-6 21+1/t Polymorph Self(even to object) Max 3*caster's mass PHBR5
c 5 9 Mindflame Telep Wis-6 30 <=8 HD Stun 2d6 r; >8 HD Dazed 1d3 r <=16 HD; >16 HD WatW2
c 5 10 Project Force Kinet Con-2 10 (level)d6 damage (save:½) Knock down M target PHBR5
c 5 11 Summon Planar Creature Port Int-4 45*#PL Choice of plane but not exact Creature not angry PHBR5
c 5 12 Summon Planar Energies Port Int 32 3d12 dmg no resistance 4d12 dmg no resist WatW2
c 5 13 Telekinesis Kinet Wis-3 W+hW/r Object move rate 6 Can move 2nd object PHBR5
c 5 14 Telekinetic Barrier Kinet Con-3 18+10/r Wall of Force Free maintain 3r WatW2
d 8 1 Cosmic Awareness Clair Wis-6 10/r Detect "Everything" CL*30' Range is sight WatW2
d 8 2 Elemental Composition Metab Con-4 24+3/r Can be any Normal/Para/Quasi Ele Can be Semi Ele WatW2
d 8 3 Strength of the World Metab Con-6 10/r +9/+9 AC/saves, +25% RR/MR/PsiR Lasts 5r after maint. DM
d 8 4 Ultrashield [X] Telep Chr-5 20 Cannot attack / be attacked w/ Psi Can still attack DM
c 8 1 Alter Reality All Any-10 250 Alter Reality or Psi1 major Double CL effect DM
c 8 2 Energy Cancel Metab Con-6 1/die Cancels entire energy effect Autocancel all this s DM
c 8 3 Grand Detonate Kinet Con-5 27 CLd20 shards damage Use d30's DM
c 8 4 Megakinesis Kinet Wis-4 X/r TK, X=(lbs.)*(speed in ")/lvl^2 PSP cost halved WatW2
c 8 5 Time Shift Other Port Int-S*3 S*6 Time Shift other S r (no save) -CL*5% to PsiR roll DM
d 11 1 Magic Inertial Barrier Port Dex-18 70/r Spell delayed 1 s if hitting you Delayed 2 s DM
d 11 2 Spirit in the Sky Telep Chr-15 1/week No physical body, can use 2 M /s Can use 3 M /s DM
c 11 1 Cellular Heal/Harm Metab Con-13 X X targets: Heal/Harm X% of max X*2% of max DM
c 11 2 Change Reality All Any-20 400 Change Reality or Psi1 grand Double CL effect DM
c 11 3 Planetary Detonate Kinet Con-25 3600 Detonates 1 planet or moon (!) 2 planets or moons! DM
c 11 4 Public Access Key Clair Int-20 90/r Target's Truename is visual (!) Thoughts visible too DM
c 11 5 Superblast [V] Telep Str-20 250 All in 1 mile insane (no PsiR) 2 mile radius DM

Defender Psionicist


[MC2.3] Monster Psi3

Use SL ## Power Discip. Short Description Source
d 1 1 Biocurrent Psykin Continuous bioelectrical current deals 1d4 electrical dmg/r to up to 2 cr. PsiHB3
d 1 2 Dissipating Touch Psyport Touch deals 1d8 damage. PsiHB3
d 1 3 Steadfast Gaze Clasen Gaze attacks hold no terror for you. PsiHB3
d 1 4 Vigor Psymet You gain 3 temporary hit points. PsiHB3
c 1 1 Astral Construct I Metcre Creates astral construct to fight for you. PsiHB3
c 1 2 Charm Person Telep Makes one person your friend. PsiHB3
c 1 3 Lesser Cell Adjustment Psymet You heal 1d8 hp, +1 to next poison/disease save, or heal 1 ability point. PsiHB3
d 2 1 Invisibility Psykin Subject is invisible for 10 min./level or until it attacks. PsiHB3
c 2 1 Astral Construct II Metcre Create astral construct to fight for you. PsiHB3
c 2 2 Brain Lock Telep Subject cannot move or take any mental actions. PsiHB3
c 2 3 Cell Adjustment Psymet You heal 3d6 dmg, bonus to next poison/disease save, or heal 2 ability pts. PsiHB3
c 2 4 Ecto Puppet Metcre You directly control an astral construct. PsiHB3
c 2 5 Suggestion Telep Compels subject to follow suggested action. PsiHB3
d 3 1 Claws of the Vampire Psymet Your base unarmed attack does 1d8 damage. You heal the same amount. PsiHB3
d 3 2 Displacement Psymet Attacks miss subject 50% of the time. PsiHB3
c 3 1 Astral Construct III Metcre Astral construct fights for you. PsiHB3
c 3 2 Charm Monster Telep Makes monster believe it is your ally. PsiHB3
c 3 3 Cone of Sound Psykin Sonic energy inflicts 5d4 sonic damage. PsiHB3
c 3 4 Greater Concussion Psykin Pummel foe for 5d6 damage. PsiHB3
c 3 5 Lesser Domination Telep Forces subject to obey your will. PsiHB3
c 3 6 Negate Psionics Psykin Cancels psionic powers and effects. PsiHB3
c 3 7 Time Hop Psyport Subject hops forward in time 3d6 rounds. PsiHB3
d 4 1 Dimensional Anchor Psyport Bars extradimensional movement. PsiHB3
d 4 2 Dissolving Touch Psymet Your acid touch deals 7d6 acid damage. PsiHB3
d 4 3 Freedom of Movement Psyport Move normally despite impediments. PsiHB3
d 4 4 Inertial Barrier Psykin Subject gains damage reduction (10/+5). PsiHB3
d 4 5 Polymorph Self Psymet You assume a new form. PsiHB3
c 4 1 Astral Construct IV Metcre Astral construct fights for you. PsiHB3
c 4 2 Dismissal Psyport Forces a creature to return to a native plane. PsiHB3
c 4 3 Domination Telep Subject obeys your will. PsiHB3
d 5 1 Clairtangency Psykin You can use Far Hand at any distance. PsiHB3
d 5 2 Energy Barrier Psymet You convert energy attacks to harmless light. PsiHB3
d 5 3 Metamorphosis Psymet You take the form of creatures and objects. PsiHB3
d 5 4 Power Resistance Clasen You gain power resistance. PsiHB3
d 5 5 Teleport Trigger Psyport Predetermined event triggers teleport. PsiHB3
c 5 1 Astral Construct V Metcre Astral construct fights for you. PsiHB3
c 5 2 Baleful Teleport Psyport Destructive teleport deals 9d6 damage. PsiHB3
c 5 3 Brilliant Blast Psykin Light blast inflicts 9d4 damage in 20' radius. PsiHB3
c 5 4 Greater Domination Telep Subject obeys your will. PsiHB3
d 6 1 Ablating Psykin You are buffered from one Negate Psionics effect. PsiHB3
d 6 2 Breath of the Dragon Psymet Breath fire for 11d4 damage. PsiHB3
d 6 3 Improved Vigor Psymet You gain 13 temporary hit points. PsiHB3
d 6 4 Null Psionics Field Psykin Negates psionics within 10 ft. PsiHB3
c 6 1 Astral Construct VI Metcre Astral construct fights for you. PsiHB3
c 6 2 Banishment Psyport Banishes extraplanar creatures. PsiHB3
c 6 3 Disintegrate Psykin One creature or object vanishes. PsiHB3
c 6 4 Mass Suggestion Telep Many targets follow suggested action. PsiHB3
c 6 5 Retrieve Psykin You teleport to your hand an item you can see. PsiHB3
d 7 1 Contingency Metcre Sets trigger condition for another power. PsiHB3
c 7 1 Astral Construct VII Metcre Astral construct fights for you. PsiHB3
c 7 2 Divert Teleport Psyport Choose destination for another's Teleport. PsiHB3
c 7 3 Improved Telekinesis Psykin Lift or move 50 lb./level at long range. PsiHB3
c 7 4 Insanity Telep Subject is permanently wacky. PsiHB3
c 7 5 Mass Domination Telep Many targets subject to your will. PsiHB3
c 7 6 Plane Shift Psyport Up to eight subjects travel to another plane. PsiHB3
c 7 7 Reddopsi Psykin Foe's power rebounds on her. PsiHB3
c 8 1 Astral Construct VIII Metcre Astral construct fights for you. PsiHB3
c 8 2 Recall Death Clasen Foe vividly recalls its future death, and dies. PsiHB3
c 8 3 True Domination Telep Dominated subjects less likely to defy your will. PsiHB3
d 9 1 Affinity Field Psymet Effects that affect you also affect others. PsiHB3
d 9 2 Shapechange Psymet You become any creature, change one/round. PsiHB3
c 9 1 Apopsi Telep You delete the psionic power of another. PsiHB3
c 9 2 Astral Construct IX Metcre Astral construct fights for you. PsiHB3
c 9 3 Dissolution Psykin You Disintegrate really large objects or creatures. PsiHB3
c 9 4 Monster Domination Telep Dominates any creature for less time. PsiHB3
c 9 5 Thrall Telep Target is your slave forever. PsiHB3
c 9 6 True Telekinesis Psykin Lift or move 500 lb./level at long range. PsiHB3

Defender Psionicist


[MC2.3½] Monster Psi3½

Use SL ## Power Discip. Short Description
d 1 1 Biofeedback Psion/PsyWar Gain damage reduction 2/-.
d 1 2 Prevenom PsyWar Your claws gain a poison coating.
d 1 3 Vigor Psion/PsyWar Gain 5 temporary hit points.
c 1 1 Astral Construct Metacre Creates astral construct to fight for you.
c 1 2 Catfall Psion/PsyWar Instantly save yourself from a fall.
c 1 3 Charm, Psionic Telep Makes one person your friend.
c 1 4 Daze, Psionic Psion Humanoid creature of 4 HD or less loses next action.
c 1 5 Déjà Vu Psion Your target repeats his last action.
c 1 6 Mind Thrust Psion Deal 1d10 damage.
d 2 1 Dissolving Touch PsyWar Your touch deals 4d6 acid damage.
d 2 2 Dissolving Weapon PsyWar Your weapon deals 4d6 acid damage.
d 2 3 Energy Adaptation, Specified Psion/PsyWar Gain resistance 10 against one energy type.
d 2 4 Thought Shield Psion/PsyWar Gain PR 13 against mind-affecting powers.
c 2 1 Body Adjustment Psion/PsyWar You heal 1d12 damage.
c 2 2 Brain Lock Telep Subject cannot move or take any mental actions.
c 2 3 Cloud Mind Psion You erase knowledge of your presence from target’s mind.
c 2 4 Dimension Swap Port/PsyWar You and ally or two allies switch positions.
c 2 5 Energy Missile Kines Deal 3d6 energy damage to up to five subjects.
c 2 6 Energy Stun Psion Deal 1d6 damage and stun target if it fails both saves.
c 2 7 Strength of My Enemy PsyWar Siphon away your enemy’s strength and grow stronger.
c 2 8 Suggestion, Psionic Telep Compels subject to follow stated course of action.
d 3 1 Claws of the Vampire PsyWar Heal half of your claw’s base damage.
d 3 2 Empathic Feedback Psion/PsyWar When you are hit in melee, your attacker takes damage.
d 3 3 Evade Burst Psion/PsyWar You take no damage from a burst on a successful Reflex save.
d 3 4 Exhalation of the Black Dragon PsyWar Your acid breath deals 3d6 damage to a close target.
d 3 5 Vampiric Blade PsyWar You heal half of your base weapon damage.
c 3 1 Dismiss Ectoplasm Psion Dissipates ectoplasmic targets and effects.
c 3 2 Dispel Psionics Psion Cancels psionic powers and effects.
c 3 3 Ectoplasmic Cocoon Metacre You encapsulate a foe so it can’t move.
c 3 4 Energy Wall Psion Create wall of your chosen energy type.
c 3 5 Eradicate Invisibility Psion Negate invisibility in 50-ft. burst.
c 3 6 Psionic Blast Psion Stun creatures in 30-ft. cone for 1 round.
c 3 7 Telekinetic Thrust Psion Hurl objects with the force of your mind.
c 3 8 Time Hop Psion Subject hops forward in time 1 round/level.
d 4 1 Dimensional Anchor, Psionic Port Bars extra dimensional movement.
d 4 2 Freedom of Movement, Psionic Psion/PsyWar You cannot be held or otherwise rendered immobile.
d 4 3 Immovability PsyWar You are almost impossible to move and gain DR 15/-.
d 4 4 Inertial Barrier Kines/PsyWar Gain DR 5/-.
d 4 5 Intellect Fortress Psion Those inside fortress take only half damage from all powers and psi-like abilities until your next action.
d 4 6 Metamorphosis Metab Assume shape of creature or object.
d 4 7 Steadfast Perception PsyWar Gain immunity to illusory effects, +6 bonus on Spot and Search checks.
d 4 8 Truevenom PsyWar Your natural weapons are covered in horrible poison.
d 4 9 Truevenom Weapon PsyWar Your weapon is horribly poisonous.
c 4 1 Control Body Kines Take rudimentary control of your foe’s limbs.
c 4 2 Dismissal, Psionic Port Forces a creature to return to its native plane.
c 4 3 Dominate, Psionic Telep Control target telepathically.
c 4 4 Wall of Ectoplasm Psion You create a protective barrier.
d 5 1 Catapsi Psion/PsyWar Psychic static inhibits power manifestation.
d 5 2 Clairtangent Hand Clairsent Emulate far hand at a distance.
d 5 3 Incarnate Psion Make some powers permanent.
d 5 4 Power Resistance Psion Grant PR equal to 12 + level.
d 5 5 Teleport Trigger Port Predetermined event triggers teleport.
d 5 6 Tower of Iron Will Psion Grant PR 19 against mind-affecting powers to all creatures within 10 ft. until your next turn.
c 5 1 Baleful Teleport Port Destructive teleport deals 9d6 damage.
c 5 2 Energy Current Kines Deal 9d6 damage to one foe and half to another foe as long as you concentrate.
c 5 3 Psionic Revivify Metab Return the dead to life before the psyche leaves the corpse.
c 5 4 Psychic Crush Psion Brutally crush subject’s mental essence, reducing subject to -1 hit points.
c 5 5 Second Chance Clairsent Gain a reroll.
d 6 1 Breath of the Black Dragon Psion/PsyWar Breathe acid for 11d6 damage.
d 6 2 Contingency, Psionic Psion Sets trigger condition for another power.
d 6 3 Dispelling Buffer Kines/PsyWar Subject is buffered from one dispel psionics effect.
d 6 4 Form of Doom PsyWar You transform into a frightening tentacled beast.
d 6 5 Mind Blank, Personal Psion/PsyWar You are immune to scrying and mental effects.
d 6 6 Null Psionics Field Kines Create a field where psionic power does not function.
c 6 1 Banishment, Psionic Port Banishes extraplanar creatures.
c 6 2 Co-opt Concentration Psion Take control of foe’s concentration power.
c 6 3 Crystallize Metacre Turn subject permanently to crystal.
c 6 4 Disintegrate, Psionic Psion Turn one creature or object to dust.
c 6 5 Retrieve Psion Teleport to your hand an item you can see.
d 7 1 Reddopsi Kines Powers targeting you rebound on manifester.
c 7 1 Crisis of Life Telep Stop subject’s heart.
c 7 2 Divert Teleport Psion Choose destination for another’s teleport.
c 7 3 Ectoplasmic Cocoon, Mass Metacre You encapsulate all foes in a 20-ft. radius.
c 7 4 Energy Wave Psion Deal 13d4 damage of your chosen energy type in 120-ft. cone.
c 7 5 Fate of One Clairsent Reroll any roll you just failed.
c 7 6 Insanity Psion Subject is permanently confused.
d 8 1 Mind Blank, Psionic Psion Subject immune to mental/emotional effects, scrying, and remote viewing.
d 8 2 True Metabolism Psion You regenerate 10 hit points/round.
c 8 1 Recall Death Psion Subject dies or takes 5d6 damage.
c 8 2 Time Hop, Mass Port Willing subjects hop forward in time.
d 9 1 Affinity Field Psion Effects that affect you also affect others.
d 9 2 Metamorphosis, Greater Metab Assume shape of any nonunique creature or object each round.
c 9 1 Apopsi Psion You delete target’s psionic powers.
c 9 2 Assimilate Psion Incorporate creature into your own body.
c 9 3 Timeless Body Psion Ignore all harmful, and helpful, effects for 1 round.
c 9 4 Tornado Blast Kines Vortex of air subjects your foes to 17d6 damage and moves them.

Defender Psionicist


[MC2.4] Monster X4

Use SL # Name Effect
d 2 1 Ability Score *1.25 Choose one ability score. New score = (old score - 10) * 1.25 + 10
d 2 2 AC *1.25 Your new AC = (old AC - 10) * 1.25 + 10
d 2 3 Actions *1.25 Pick one action type (M, P, V). Your number of actions of that type is multiplied by 1.25
d 2 4 Damage *1.25 Damage with one physical weapon is multiplied by 1.25
d 2 5 hp *1.25 Multiply hp by 1.25
d 2 6 Item *1.25 How many of an item exists is multiplied by 1.25 (you need a Grand to duplicate a x2 item)
d 2 7 Money *1.25 How much money you get in dungeon is multiplied by 1.25 (only affects you, not whole party)
d 2 8 Move Rate *1.25 Multiply Move Rate by 1.25
d 2 9 Multiplier *1.25 Add 1.25-1 to your multiplier (see [X]). Using a Minor does nothing. Using a Major: +1 mult. in offense or defense (not both).
d 2 10 Saves *1.25 Multiply your save rolls by 1.25, you automake saves on natural 21-1.25 or better (Minor is 19).
d 2 11 Spell *1.25 One spell that you know has it's effect multiplied by 1.25, or costs only 1/(1.25*2-1) of a spell slot
d 2 12 To Hit *1.25 Multiply your to hit rolls by 1.25, you autohit on natural 21-1.25 or better (Minor is 19).
d 5 1 Ability Score *1.5 Choose one ability score. New score = (old score - 10) * 1.5 + 10
d 5 2 AC *1.5 Your new AC = (old AC - 10) * 1.5 + 10
d 5 3 Actions *1.5 Pick one action type (M, P, V). Your number of actions of that type is multiplied by 1.5
d 5 4 Damage *1.5 Damage with one physical weapon is multiplied by 1.5
d 5 5 hp *1.5 Multiply hp by 1.5
d 5 6 Item *1.5 How many of an item exists is multiplied by 1.5 (you need a Grand to duplicate a x2 item)
d 5 7 Money *1.5 How much money you get in dungeon is multiplied by 1.5 (only affects you, not whole party)
d 5 8 Move Rate *1.5 Multiply Move Rate by 1.5
d 5 9 Multiplier *1.5 Add 1.5-1 to your multiplier (see [X]). Using a Minor does nothing. Using a Major: +1 mult. in offense or defense (not both).
d 5 10 Saves *1.5 Multiply your save rolls by 1.5, you automake saves on natural 21-1.5 or better (Minor is 19).
d 5 11 Spell *1.5 One spell that you know has it's effect multiplied by 1.5, or costs only 1/(1.5*2-1) of a spell slot
d 5 12 To Hit *1.5 Multiply your to hit rolls by 1.5, you autohit on natural 21-1.5 or better (Minor is 19).
d 8 1 Ability Score *2 Choose one ability score. New score = (old score - 10) * 2 + 10
d 8 2 AC *2 Your new AC = (old AC - 10) * 2 + 10
d 8 3 Actions *2 Pick one action type (M, P, V). Your number of actions of that type is multiplied by 2
d 8 4 Damage *2 Damage with one physical weapon is multiplied by 2
d 8 5 hp *2 Multiply hp by 2
d 8 6 Item *2 How many of an item exists is multiplied by 2 (you need a Grand to duplicate a x2 item)
d 8 7 Money *2 How much money you get in dungeon is multiplied by 2 (only affects you, not whole party)
d 8 8 Move Rate *2 Multiply Move Rate by 2
d 8 9 Multiplier *2 Add 2-1 to your multiplier (see [X]). Using a Minor does nothing. Using a Major: +1 mult. in offense or defense (not both).
d 8 10 Saves *2 Multiply your save rolls by 2, you automake saves on natural 21-2 or better (Minor is 19).
d 8 11 Spell *2 One spell that you know has it's effect multiplied by 2, or costs only 1/(2*2-1) of a spell slot
d 8 12 To Hit *2 Multiply your to hit rolls by 2, you autohit on natural 21-2 or better (Minor is 19).
d 11 1 Ability Score *2.5 Choose one ability score. New score = (old score - 10) * 2.5 + 10
d 11 2 AC *2.5 Your new AC = (old AC - 10) * 2.5 + 10
d 11 3 Actions *2.5 Pick one action type (M, P, V). Your number of actions of that type is multiplied by 2.5
d 11 4 Damage *2.5 Damage with one physical weapon is multiplied by 2.5
d 11 5 hp *2.5 Multiply hp by 2.5
d 11 6 Item *2.5 How many of an item exists is multiplied by 2.5 (you need a Grand to duplicate a x2 item)
d 11 7 Money *2.5 How much money you get in dungeon is multiplied by 2.5 (only affects you, not whole party)
d 11 8 Move Rate *2.5 Multiply Move Rate by 2.5
d 11 9 Multiplier *2.5 Add 2.5-1 to your multiplier (see [X]). Using a Minor does nothing. Using a Major: +1 mult. in offense or defense (not both).
d 11 10 Saves *2.5 Multiply your save rolls by 2.5, you automake saves on natural 21-2.5 or better (Minor is 19).
d 11 11 Spell *2.5 One spell that you know has it's effect multiplied by 2.5, or costs only 1/(2.5*2-1) of a spell slot
d 11 12 To Hit *2.5 Multiply your to hit rolls by 2.5, you autohit on natural 21-2.5 or better (Minor is 19).
d 14 1 Ability Score *3 Choose one ability score. New score = (old score - 10) * 3 + 10
d 14 2 AC *3 Your new AC = (old AC - 10) * 3 + 10
d 14 3 Actions *3 Pick one action type (M, P, V). Your number of actions of that type is multiplied by 3
d 14 4 Damage *3 Damage with one physical weapon is multiplied by 3
d 14 5 hp *3 Multiply hp by 3
d 14 6 Item *3 How many of an item exists is multiplied by 3 (you need a Grand to duplicate a x2 item)
d 14 7 Money *3 How much money you get in dungeon is multiplied by 3 (only affects you, not whole party)
d 14 8 Move Rate *3 Multiply Move Rate by 3
d 14 9 Multiplier *3 Add 3-1 to your multiplier (see [X]). Using a Minor does nothing. Using a Major: +1 mult. in offense or defense (not both).
d 14 10 Saves *3 Multiply your save rolls by 3, you automake saves on natural 21-3 or better (Minor is 19).
d 14 11 Spell *3 One spell that you know has it's effect multiplied by 3, or costs only 1/(3*2-1) of a spell slot
d 14 12 To Hit *3 Multiply your to hit rolls by 3, you autohit on natural 21-3 or better (Minor is 19).

Defender Psionicist


[MC2.5] Monster Psi5

Use SL # Name PSPs Effect
d 2 1 Invisibility Realm 3/r Improved Invis., can see other Invis.
d 2 2 Physical Protection 1/r Caster's hit points triple for duration
d 2 3 Withdraw 1/r Withdraw, can use non-offensive Mentals
c 2 1 Heal Self 1 Cure up to 100 hp, Regenerate (as spell)
c 2 2 Magical Protection 1 (Z action) Spell must make Casting Level check on d20
c 2 3 Modify Reality (least) SL^2 Duplicate 1st-3rd level Alteration spell
c 2 4 Natural Protection 1 (Z action) Natural Effect damage resistance 75% for 1s
c 2 5 Psionic Protection 1 (Z action) Power must make Casting Level check on d20
c 2 6 Reroll 6 (Z action) Reroll any die roll (yourself or other)
d 5 1 No Target 6/t Cannot be directly targetted with effects
c 5 1 Alter Reality (lesser) SL^2 Duplicate 1st-5th level Alt,Ele,Hea
c 5 2 Concentration Break 10*M Target loses M Mentals (maintenance=+M/r)
c 5 3 Disbelieve Death 13 (absolute 0 action, can do mult.) CL% chance: Not dead
c 5 4 Disjoin Magic 12 Mordenkainen's Disjunction (as spell)
c 5 5 Dispel Psionics 10 Destroy maintained psionics (all freq.)
c 5 6 Irrestible Charm 10 Charm Monster, no save
c 5 7 Magic Jar 10 Magic Jar (as spell), save at -level
c 5 8 Telekinesis 6 Telekinesis (weight limit=level+1 tons)
d 8 1 Construction 15 Builds 1 machine up to level+1 complexity
c 8 1 Alter Reality (greater) 30 Alter Reality (as spell)
c 8 2 Change Reality (lesser) SL^2 1st-7th level Alt,Cnj,Cre,Ele,Hea,Sum
c 8 3 Destroy Matter 15 Disintegrate (save), if save made takes half max hp
c 8 4 Time Stop 15 Time Stop (as spell, maintained 3/r)
d 11 1 Psionic Permanency 28/56 (freq.5/other)Perm.psi power,no maint.cost
d 11 2 Shapechange 28 Shapechange (as spell,phys.innates gained)
c 11 1 Change Reality (greater) 42 As the 10th level spell, non-phys.things
c 11 2 Godly Protection 28 (Z action) iGR = CL% for 1s, works on up to xCL beings
d 14 1 Physical Independence 36/d You do not die as a result of being at negative hp
c 14 1 Unchangeable Reality 54 As the 12th level spell

Defender Psionicist


[MC2.6G] Monster Psi6G

Use SL # Name DPPs Effect
d 1 1 Fortitude 20/d Target cannot lose sanity for the day; +7 mental saves for the day
d 1 2 Knight Sword of Crushing 10+2/r Sword of Force; attacks by itself, does 1d10 vs. evil /r
c 1 1 Repair 20 Repairs an object (as per Mend spell); works on devices up to TechL = CL
c 1 2 Self-Preservation 2*N Restores N hp to Deva
c 1 3 Silver Spears 20 Shoot CL missiles, each auto hits and does 1d6+1 dmg holy wood (no save)
d 2 1 Disease Immunity 4/d Immunity to magical/nonmagical disease
d 2 2 Field of Stillness 40+4/r 70' x 70' Stun field (save vs. RSW -level); lasts for 7 rounds
d 2 3 Mage's Staff of Light 40+4/r Dispel Evil 1/r
d 2 4 Poison Immunity 4/d Immunity to magical/nonmagical poison
c 2 1 Dispel Phantasm 40 Phantasms (non-corporeal undead of all types) are destroyed (no save)
c 2 2 Preservation 4*N Restores N hp to target (range touch)
c 2 3 Remove Demon Influence 40 Removes possession, domination, charm, etc.; Does not have to be evil source
c 2 4 Self-Sacrifice 0 All others can Escape but deva is left behind
d 4 1 Aid Mortals 8/r Super bless effect (+8 saves,+40% MR/CR) on target
d 4 2 Assume Ethereal Form 70 Dual existance (Prime / Border Ethereal); +1 more needed to hit you
d 4 3 Barbarian's Club of Might 50+16/r Auto roll 20 to hit and double base damage with one weapon strike per segment
d 4 4 Clear Mind 10/r Can see through any x1 illusion/disappearance/etc.
d 4 5 Field of Disjunction 70+8/r Destroys evil creatures/magic items (save); 1 attempt per round
d 4 6 Forsake Material Form 70/d Deva can use other object as body
d 4 7 Paralysis Immunity 8/d Immunity to paralysis, stun, and hold
d 4 8 Persistence Worm 70/r Does a 1st Dominion power over and over (1 time per segment)
c 4 1 Animate Area 70+8/r Can telekinese any number of objects in sight; Max weight = CL^3 pounds
c 4 2 Disk of Seven Heavens 70 Roll TH: If target hit is sent to Seven Heavens (no save)
c 4 3 Dispel Evil 70 As per Dispel Evil spell but with no saving throw
c 4 4 First Level Priest Spells 7 Cast one 1st level Priest spell at CL = 30
c 4 5 Whispy Stuff 35+8/r White fog 20' r; evil that enters are Blinded (save /s) and Numbed (save /s)
c 4 6 White Tornado 70+8/r Telekinesis 1 evil target away (no save); Move rate = CL*100 / (weight of target)
d 5 1 Champion Lore 40/d Paladin's abilities of level = ½*CL
d 5 2 Contingency 16/d Set up a contingency for Psi6G power
d 5 3 Forbiddance 16 Set up or remove a Forbiddance zone
d 5 4 Physical Manifestation 100 Have a spare body, 0: switch from one to the other
d 5 5 Spare Silver Cord 16/d Have an extra Silver Cord (can raise multiple times)
d 5 6 Warden Lore 40/d Abilites for warnings, advice, prophecy (undefined until a Warden class is written)
c 5 1 Escape 0 Everyone that deva wills (including self) can Escape home
c 5 2 Holy Word 16 Holy Word (as spell), x7 HD effect, CL = 40
c 5 3 Mass Preservation 4*N All good creatures in sight healed N hp
c 5 4 Second Level Priest Spell 10 Cast one 2nd level Priest spell at CL = 40
c 5 5 Zoroaster's Noonsblaze 16 10*CL' cone: Blindness (no save); (2*CL)d6 dmg vs. creatures vulnerable to light
d 7 1 Astral Eyes 13/t Can see through alterations/illusions/possession; Astral Perception
d 7 2 Field of Peace 13/r Everyone within 30' (incl. Deva) can use only V and Z actions
d 7 3 Self-Control 13 Immune to next Ego / Domination / Command-like effect
c 7 1 Limited Wish 130 Limited Wish (as spell), CL = 25
c 7 2 Summon Greater Deva 65 Summons a x2 Angel or Greater Deva
c 7 3 Third Level Priest Spell 13 Cast one 3rd level Priest spell at CL = 50
d 8 1 Aid Deva 16/r You lose 1 multiplier, target gains 1 multiplier
d 8 2 Discontinuity Immunity 32/d Immune to Annihilation, Being Put Down a Hole
d 8 3 Strength of Soul 80+64/r Immune to Misguidance, Alignment or Persona change; Immune to Truename spell
d 8 4 Wand of the Mind 64+32/r All your effects from one class are at double CL (for effect and BlahR adj.)
c 8 1 Disk of White Originator 160 One evil target "Capital S" Slain (no resistance, except he can use GR), x7 effect
c 8 2 Fourth Level Priest Spell 16 Cast one 4th level Priest spell at CL = 60
c 8 3 Psychokinesis N Telekinese N^2 lbs. at movement rate N/10, lasts for concentration (no DPPs)
c 8 4 Suneagle 64 Summons a Phoenix (see Monstrous Compendium)
c 8 5 White Hurricane 80+64/r All Evil in sight Gated to their home (no save)
d 10 1 Reduplication 19 Duplicates one (non-magical, non-psionic) item; max TechL = CL
c 10 1 Destroy Evil Spirit N Evil creature loses N stat points and N^2 permanent hp (no resistance, can use GR)
c 10 2 Fifth Level Priest Spell 19 Cast one 5th level Priest spell at CL = 70
c 10 3 MassTelepathicCommand 22 Suggestion (no save) up to CL targets
c 10 4 Wish 190 Wish (as spell), CL = 35
d 11 1 Angelic Lore 190/d You gain x2 multiplier; Angel's powers of level = (CL-21)/7
d 11 2 Expanded Spectrum 110 You are affected by up to CL Priest or Wizard Divination spells of spell level 1-7
d 11 3 Good Fortune I 220/d +CL Luck (the Concordant ability score)
d 11 4 Hero Lore 190/d You gain x2 multiplier; Hero's powers of level = (CL-21)/7
d 11 5 Inconvenience Immunity 128/d Immune to Set, Truename, Crapped, Slain, As You Are
d 11 6 Sentinel Lore 190/d You gain x2 multiplier; Sentinel's powers of level = (CL-21)/7
c 11 1 Avoid Fate 220 Avoid Fate (as spell)
c 11 2 Empyreal Guards 95 Summons CL Pers or Astral Devas ("Per" is described in Monstrous Compendium)
c 11 3 Reset 190 Resets one target in sight (max = 1 reset per real reset)
c 11 4 Sixth Level Priest Spell 22 Cast one 6th level Priest spell at CL = 80
c 11 5 Stasis 11/s Touch: Target is Temporal Stasised (no save); you control the duration with DPPs
c 11 6 Temporal Distortion 190/s Target gains another half-segment of actions after the current half-segment
c 13 1 Seventh Level Priest Spell 25 Cast one 7th level Priest spell at CL = 90
d 14 1 Celestial Chorus 250/s CL*10' x CL*10' x CL*10' area is considered to be a different plane (your choice)
d 14 2 Ultimate Lore 250/s You gain x3 multiplier but are noticeable to other deities on same plane
c 14 3 Vanish 125 One target disappears from multiverse for CL segments (unwilling may roll vs. GR)

Defender Psionicist


[MC2.6N] Monster Psi6N

Use SL # Name CPPs Type
d 1 1 True Seeing 1/m Minor
c 1 1 Remove Alteration 10 Minor
c 1 2 Self-Preservation N Minor
d 2 1 Bard or Sage Abilities, LVL 4 16/d varies-L *
d 2 2 Druid Spells, LVL 4 16/d varies-L *
d 2 3 Null Field 10 20/r varies-N *
d 2 4 Thief Abilities, LVL 4 16/d varies-L *
c 2 1 Dismiss Elemental, E=1-2 10*N Minor
c 2 2 Force Shapechange 20 Minor
c 2 3 Mental Ball 2 20 varies-N *
c 2 4 Sleep Bolt 10 Minor
c 2 5 Telekinesis N/m Minor
c 3 1 Dispel Magic 30 Minor
c 3 2 Dispel Non-Balance 30 Minor
c 3 3 Dispel Psionic 30 Minor
c 4 1 Dismiss Elemental, E=3-4 10*N Major
d 5 1 Bard or Sage Abilities, LVL 7 49/d varies-L *
d 5 2 Druid Abilities, LVL 7 49/d varies-L *
d 5 3 Druid Spells, LVL 7 49/d varies-L *
d 5 4 Null Field 7 50/r varies-N *
d 5 5 Thief Abilities, LVL 7 49/d varies-L *
c 5 1 Banish to Home Plane 50 Major
c 5 2 Mental Ball 5 50 varies-N *
c 5 3 Remove Effect 50 Major
c 5 4 Reverse Magic 50 varies-N *
c 5 5 Reverse Psionics 50 varies-N *
c 6 1 Freedom 60 Major
c 7 1 Gate 70 Major
d 8 1 Bard or Sage Abilities, LVL 9 81/d varies-L *
d 8 2 Druid Spells, LVL 9 81/d varies-L *
d 8 3 Null Field 4 80/r varies-N *
d 8 4 Thief Abilities, LVL 9 81/d varies-L *
c 8 1 Mental Ball 8 80 varies-N *
d 10 1 Create/Destroy Conduit 200 Super
d 11 1 Bard or Sage Abilities, LVL 12 144/d varies-L *
d 11 2 Druid Spells, LVL 12 144/d varies-L *
d 11 3 Null Field 1 110/r varies-N *
d 11 4 Thief Abilities, LVL 12 144/d varies-L *
c 11 1 Mental Ball 11 110 varies-N *

Defender Psionicist


[MC2.6E] Monster Psi6E

Use SL # Name DPPs Effect
d 1 1 Immunity I 13/d Immune to poison, non-silver weapons
c 1 1 Cause Moderate Wounds 13 Does 2d8+1 damage by touch (no save)
c 1 2 Charm Person 13+3/d Similar to wizard spell "Charm Person"
c 1 3 Fear I (Scare) 6 Target saves or loses 1 physical+mental
c 1 4 Hypnotic Pattern 6+3/r As the 2nd level Wizard spell
c 1 5 Produce Fire/Frost 13 Produces fire or frost (6 dmg, save:½)
c 1 6 Self-Preservation 1/hp Restores 1 hp/DPP (limit = Wis*3 /round)
c 1 7 Taunt 6 Similar to wizard spell "Taunt"
c 1 8 Temptation 13 Target saves or is suggested for 1 round
d 2 1 Ability Drain 33 Touch to drain 1d4 from an ability score
d 2 2 Bodily Restoration II 6/r Regeneration 3 hp/round, replace limbs
d 2 3 Immunity II 33/d Immune to fire or cold, +1 weapon to hit
d 2 4 Polymorph Self 33+6/d As the 4th level Wizard spell
c 2 1 Animate Dead 33 Similar to priest spell "Animate Dead"
c 2 2 Cause Critical Wounds 33 Does 5d8+6 damage by touch (no save)
c 2 3 Continual Darkness 33 As the wizard spell "Continual Darkness"
c 2 4 Fear II (Horror) 33 Target saves or loses all P/M actions
c 2 5 Larva Life 0 Consume 1 larva to Cureall (incl. DPPs)
c 2 6 Phantasmal Killer 33 As the 4th level Wizard spell
c 2 7 Sticks to Snakes 16 As the 4th level Priest spell
c 2 8 Suggestion 16 As the 3rd level Wizard spell
d 4 1 Assassin Lore 99/d Assassin's abilities of ½ level
d 4 2 Avenger Lore 99/d Anti-Paladin's abilities of ½ level
d 4 3 Death Master Lore 99/d Death Master's abilities of ½ level
d 4 4 Imbue with Special Damage 99/d Electric Aura, Acid Sting, others?
d 4 5 Sinuous Horrors 49+9/r Transforms arms to poisonous/acid snakes
d 4 6 Spinning Missiles 66+9/r Small horns break off body and attack
c 4 1 Charm or Hold Monster 66 Similar to respective wizard spells
c 4 2 Fear III (Torture) 99 Target saves or death in 6 rounds
c 4 3 Feeblemind 66 Similar to wizard spell "Feeblemind"
c 4 4 Gaseous Discharge 49+9/r Stinking Cloud/Vampiric Mist/others?
c 4 5 Gaze of Ice 99 Save (for damage) or petrified to ice
c 4 6 Possession 99+9/r Similar to wizard spell "Magic Jar"
c 4 7 Quasit/Imp Servant 99/d Transform a larva into an imp or quasit
c 4 8 Telekinesis 1/6lb. Maintenance cost=Initial/10 per round
c 4 9 Wall of Fire 49+9/r As the 4th level Wizard spell
c 4 10 Wall of Ice 66+9/r As the 4th level Wizard spell
c 4 11 Wall of Stone 99 As the 5th level Wizard spell
d 5 1 Bodily Restoration III 13/r Troll-like Regeneration 6 hp/r
d 5 2 Body Double 166 Transform a larva into a clone
d 5 3 Cloak of Darkness 166+13/r Imp.Invis., Immune to Detection/Location
d 5 4 Necromancer Lore 166/d Necromancer's abilities of ½ level
d 5 5 Psi-Trap 166+13/d Holds one power in area for triggering
d 5 6 Symbol or Glyph/Warding 83 Similar to respective priest spells
c 5 1 Blackfire 166 Polymorph Any Object to Ashes (6d10 Hp)
c 5 2 Cause Insanity 83 3 saves: each fail is 1 insanity
c 5 3 Fear IV (Id Insinuation) 166 6 simultaneous Psi.freq.2 mode D attacks
c 5 4 Hex Bolt 1/dmg 1 dmg/DPP (Save:½), Curse/Blight
c 5 5 Howling Thunder 166 Randomly summons 6d20 abyssal spirits
c 5 6 Mass Suggestion 166 As the 6th level Wizard spell
c 5 7 Mass Telekinesis 1/13lb. Maintenance cost=Initial/10 per round
c 5 8 Power Word Blind 166 200 hp of creatures blinded (no save)
c 5 9 Rotting Limb 83+13/m One limb useless, degenerate 1 hp/r
c 5 10 Shadow Bonds 83+13/r Black Bonds that hold up to Str 38
c 5 11 Summon Shapeless Horror 83 As per Demons supplement description
c 5 12 Vapors of Weakness 83+13/r 2 saves:fail 1=Str 1, fail 2=unc.6d4r
c 5 13 Voices 83+13/r 2 saves:fail 1=insan., fail 2=ultrablast
d 8 1 Forbiddance 166/d As the 6th level Priest spell
d 8 2 Immunity III 266/d Immune:lightning/acid, +2 weapon to hit
d 8 3 Shape Change 166+16/r As the 9th level Wizard spell
c 8 1 Dark Thunderbolt 1/dmg 1 dmg/DPP (darkness & sound) (no save)
c 8 2 Fear V (Vision of Weakness) 266 Lose 1d6 levels, -6 Str/Dex/Con (save)
c 8 3 Gate 266+16/r As the 9th level Wizard spell
c 8 4 Improved Phantasmal Killer 166 As the 4th level Wizard spell (no save)
c 8 5 Mass Charm 166+16/d As the 8th level Wizard spell
c 8 6 Steal Item 166 Target saves or demon gets 1 random item
c 8 7 Storm of Vengeance 266+16/r As the Quest level Priest spell
c 8 8 Unholy Word 266 As the 7th level Priest spell (doubled)
d 10 1 Astral Form Blockade Field 183/d Stops Astral Psi./Proj., Dim.Doors
d 10 2 Immunity IV 366/d Globe/Invuln., Immune:1st-2nd Dominions
d 10 3 Lich Lore 366/d Lich powers of ½ level
d 10 4 Permanency 366 Makes a Demon psi power permanent
c 10 1 Bodily Restoration IV 26/r Troll-like Regeneration ¬ of max hp/r
c 10 2 Dark Storm 1/dmg 6 Dark Thunderbolts (pay DPP cost once)
c 10 3 Fear VI (Fear Contagion) 183 As the Quest level Priest spell
c 10 4 Hell Pit 183 2 saves:fail 1=goto hell, fail 2=impris
c 10 5 Know Truename 366 As the 9th level Diviner spell
c 10 6 Steal Soul III 366 Transforms unwilling target to a larva

Defender Psionicist


[MC2.7] Monster Psi7

Use SL # PSPs Description
d 2 1 2 Doesn't cost an additional action to use, just your eye's P or M action: Gaze to Charm (save)
d 2 2 -10 to max Fear aura (anyone who enters your group) (Will save)
d 2 3 -10 to max Immunity to cold
d 2 4 -10 to max Immunity to disease
d 2 5 -10 to max Immunity to sleep, fatigue, and exhaustion
d 2 6 -10 to max Need not breathe
d 2 7 -10 to max People need a +CL weapon to hit you
d 2 8 -10 to max Pick a stat. Whenever you touch someone, they take (CL+1)/2 ability damage to that stat (PPD save)
d 2 9 -10 to max Whenever you touch someone, they get a disease (PPD save)
c 2 1 2 Curse (Spell save)
c 2 2 2 Moan: One group is feared (Will save)
c 2 3 2 Summon a DL I Undead
d 5 1 -25 to max Immunity to ability drain
d 5 2 -25 to max Immunity to all mind-affecting effects
d 5 3 -25 to max Immunity to critical hits
d 5 4 -25 to max Immunity to paralysis and stun
d 5 5 -25 to max Immunity to poison
d 5 6 -25 to max Regenerate at CL-3 hp /s
d 5 7 -25 to max Vampiric Regen (CL-3)*10% of damage you deal
d 5 8 -25 to max Whenever you touch someone, they are aged CLd4 years (PPD save)
d 5 9 -25 to max Whenever you touch someone, they are energy drained (CL+3)/6 levels (no save)
d 5 10 -25 to max Whenever you touch someone, they are paralyzed (PP save)
d 5 11 -25 to max You emit a stench like a ghast
c 5 1 5 Magic Jar / Possession (Will save)
c 5 2 5 Slay Living (save)
c 5 3 5 Summon a DL IV Undead
c 5 4 5 Wither limbs (like a Sharpness effect) (CL-3 PP saves, each missed save is one lost limb)
c 5 5 5 Wrench
d 8 1 -40 to max Immunity to any effect that requires a Fortitude save (unless the effect also works on objects)
d 8 2 -40 to max Immunity to death or slay effects
d 8 3 -40 to max Immunity to energy drain and negative levels
d 8 4 -40 to max Immunity to Turn Undead
d 8 5 -40 to max Whenever you touch someone, they get Mummy Rot (no save)
c 8 1 8 Death Spell a group (total CL*CL HD, max HD affected = CL)
c 8 2 8 Summon a DL VII Undead
c 8 3 8 Target is energy drained CL/2 levels (no save)
d 11 1 -55 to max When you die, you go to the Negative Energy Plane, and will reform on the Prime the next day
d 11 2 -55 to max You do not go unconscious and stay offensive at any negative hp total (but will still die)
d 11 3 -55 to max Your unarmed attacks are Vile damage and hard to heal (healing effects are divided by CL-16)
c 11 1 11 As You Are
c 11 2 11 Summon a DL X Undead

Defender Psionicist


[MC2.8] Monster Psi8

Use SL # Name Effect
d 2 1 Construct Control Item 1 Create a "Control" type item (see next page) of TechL=CL, each TechL takes 1S action
d 2 2 Construct Generic Item 1 Create a "Generic" type item (see next page) of TechL=CL, each TechL takes 1S action
d 2 3 Construct Power/Defensive Item 1 Create a "Power" type item (see next page) of TechL=CL, each TechL takes 1S action
d 2 4 Construct Weapon Item 1 Create a "Weapon" type item (see next page) of TechL=CL, each TechL takes 1S action
d 2 5 Create Technological Monster I Create a DL I Technological Monster (AC=4*CL, hp=8*CL, Str=2*CL)
d 2 6 Hard Resistance to Radiation Double resist radiation (1/4, save for 1/10), Ignore gaining Psi9/18/27 powers due to RS
d 2 7 Technological Armor +CL AC, +CL*2 current hp (like an Armor spell), can stack w/ Armor spell
d 2 8 Technological Shield DR (CL*2)/(+CL/2) (or) WR 10*CL% (or) Others need a +CL-1 weapon to hit you
c 2 1 Energy Discharge 80' line, CL^2 technological dmg (RSW save:½), can power tech items drained of power
c 2 2 Hack into Technological Object Hack (gain control) of a technological object with TechL<=CL (monsters get save)
c 2 3 Mend As spell
c 2 4 Repair Light Damage Cures 10 hp (1 Hull point) to a technological item
d 5 1 Construct Control Item 2 Create a "Control" type item (see next page) of TechL=CL, each 2 TechL takes 1S action
d 5 2 Construct Generic Item 2 Create a "Generic" type item (see next page) of TechL=CL, each 2 TechL takes 1S action
d 5 3 Construct Power/Defensive Item 2 Create a "Power" type item (see next page) of TechL=CL, each 2 TechL takes 1S action
d 5 4 Construct Weapon Item 2 Create a "Weapon" type item (see next page) of TechL=CL, each 2 TechL takes 1S action
d 5 5 Create Technological Monster II Create a DL IV Technological Monster (AC=8*CL, hp=8*(CL^2), Str=4*CL)
d 5 6 Hard Resistance to Chemicals Double resist chemical elements (1/4, save for 1/10), Immune to gas & poison
d 5 7 Techskin Get TechL "Techskins", each absorbs one technological attack (can't use with Stoneskin)
d 5 8 Unusual Mix May construct your tech items using "Unusual Materials" chart, this may have odd effects
c 5 1 Dispel Technology Dispels a technological effect
c 5 2 Repair Serious Damage Cures 80 hp (8 Hull points) to a technological item, fixes minor malfunctions
c 5 3 Tech Jar Magic Jar into a technological item
d 8 1 Anti-Technological Shell Reduce all technological objects within 30' by -CL TechL (min TechL=0)
d 8 2 Construct Control Item 4 Create a "Control" type item (see next page) of TechL=CL, each 4 TechL takes 1S action
d 8 3 Construct Generic Item 4 Create a "Generic" type item (see next page) of TechL=CL, each 4 TechL takes 1S action
d 8 4 Construct Power/Defensive Item 4 Create a "Power" type item (see next page) of TechL=CL, each 4 TechL takes 1S action
d 8 5 Construct Weapon Item 4 Create a "Weapon" type item (see next page) of TechL=CL, each 4 TechL takes 1S action
d 8 6 Create Technological Monster III Create a DL VIII Technological Monster (AC=16*CL, hp=8*(CL^3), Str=6*CL)
d 8 7 Cron Job Contingency or Delayed Blast for one Psi8 power
d 8 8 Hard Resistance to Anti-Matter Double resist anti-matter (1/4, save for 1/10), Can survive in anti-matter based prime
c 8 1 Repair Massive Damage Cures 640 hp (64 Hull points) to a technological item, fixes Crashed/Hung status
d 11 1 Construct Control Item 8 Create a "Control" type item (see next page) of TechL=CL, each 8 TechL takes 1S action
d 11 2 Construct Generic Item 8 Create a "Generic" type item (see next page) of TechL=CL, each 8 TechL takes 1S action
d 11 3 Construct Power/Defensive Item 8 Create a "Power" type item (see next page) of TechL=CL, each 8 TechL takes 1S action
d 11 4 Construct Weapon Item 8 Create a "Weapon" type item (see next page) of TechL=CL, each 8 TechL takes 1S action
d 11 5 Create Technological Monster IV Create a DL XII Technological Monster (iAC=CL/8, ihp=CL/8, Str=8*CL)
d 11 6 Hard Resistance to Time Double resist time (1/4, save for 1/10), Immune to Time Stop / Temporal Stasis
c 11 1 Steal Attunement Allow another to have & use one of the technological objects *anyone* made using Psi8

Defender Psionicist


[MC2.9] Monster Psi9

Use SL # Power Check Description [Permanent powers in brackets]
d 2 1 Damage Protection Str/m +CH AC, -½CH dmg per attack
d 2 2 Extra Limbs Dex/h [+1d4 limbs] Can use them normally
d 2 3 Force Field Int/r Moveable Wall of Force (solid version)
d 2 4 Metal Corrosion Con/r Touch:Metal items save (no mod.) vs.acid
d 2 5 Minormorph Chr/m Polymorph Self (as spell)
d 2 6 Poison Claws Dex/r CHd4 damage poison in fingernails (save)
d 2 7 Poison Fangs Dex/r CHd6 damage poison in mouth (save)
d 2 8 Resistance to Magic Con/m CH*5% MR (adjust @ 12th casting level)
d 2 9 Resistance to Poison Con/h CH*5% Poison Resistance (non-adj.)
d 2 10 Resistance to Psionics Wis/m CH*5% Psionic Resistance (adj.@12th)
d 2 11 Resistance to Radiation Con/t CH*5% RR
d 2 12 Tail with Poison Stinger Dex/h [+1 tail] Can use tail (as Poison Fangs)
c 2 1 Electricity Generator Con/r 4d10'long, CHd6 dmg (save:½)
c 2 2 Hypnosis Chr/h One creature hypnotized (save)
c 2 3 Laser Vision Int/r [see in dark] Laser Beam CHd8 dmg (save)
c 2 4 Scattershot Str/r CH Energy Pellets, 1d4 dmg ea. (no save)
d 5 1 Become Energy Wis/m Move at light speed, immune phys.attack
d 5 2 Bio Force: Invulnerability Con/m +CH AC,-½CH dmg per attack (incl.spells)
d 5 3 Bio Syntha Steel Str/r +CH AC,-CH dmg/att,+CH/+CH nat. weapons
d 5 4 Control Body Molecules Str/m Shapechange (as spell), even to objects
d 5 5 Energy Cocoon Int/h Field CH'diam.,fly:7*CH" rate,7*CH% PsiR
d 5 6 Hyperflight Dex/m +CH AC, Fly at 100*CH" rate, Pro.Vacuum
d 5 7 Invulnerability Wis/m +CH AC, +CH saves, 3*CH% MR,RR,PsiR
d 5 8 Plane Phaze Chr/t Turn into Ghost incl. Aging touch
d 5 9 Regenerator Con/d [Regeneration CH hp/r, Restores Memory]
d 5 10 Stone Eyes Wis/r Gaze: Petrification (save)
c 5 1 Amphibian Con/r [Water Breathing] Sonic Blast:CH*10 dmg
c 5 2 Bio Force: Force Beam Con/r Target in cocoon (save), no P/V actions
c 5 3 Disintegration Beam Wis/r Disintegrate up to 100*CH lbs. (save)
c 5 4 Heal/Cause Pain Wis/r Target healed or harmed CH*10 hp (save)
c 5 5 Impact Beam Str/r Str-CH check or move CH*10' (& fall dmg)
c 5 6 Incendiary Blast Int/r Con-CH check or CHd12 damage
c 5 7 Molecular Disrupter Dex/r CHd10 Disruption damage (save:½)
c 5 8 Nova Bolt Dex/r CHd12 Fire damage, Heats Metal (save:½)
c 5 9 Paralysis Bolt Str/r Paralyzation CH t (save)
c 5 10 Sonic Wail Dex/r 3*CH' radius: Unc. CH m (save)
c 5 11 Suspension Int/r Temporal Stasis (save)
c 5 12 Telekinesis (master) Int/r CH*1000 lb. weight limit
c 5 13 Tricancellation Wis/r Dispel Magic,Psionics,Energy (1 target)
d 8 1 Control Earth: Armor Str/m +CH AC, Armor has 10*CH hp
d 8 2 Energy Kinetic: Shield Dex/m Stops CH dice per Energy attack
d 8 3 Gravity Kin.: Shield Con/m Stops 4*CH hp per physical attack
d 8 4 Null Void: Null Field Wis/r Caster immune to and cannot use magic
c 8 5 Energy Kinetic: Blast Dex/r 4*CH' rad, 2*(CHd10) Energy dmg (save:½)
c 8 6 Energy Kinetic: Drain Dex/r Absorb 3*CH dice as per Energy Control
c 8 7 Energy Kinetic: L.Blast Dex/r 8*CH' rad, CHd10 Energy dmg (save:½)
c 8 8 Energy Kinetic: Manipulate Dex/m +-CH dice to existing energy effect
c 8 9 Gravity Kin.: Incr.Weight Con/m Target weight x100*CH (save or crushed)
c 8 10 Photon Kin.: Laser Beam Wis/r 10*(CHd8) Light damage (save)
c 8 11 Possession Wis/m Magic Jar (as spell)
c 8 12 Temporal: Stop Time Int/r CH*3' radius Time Stop
c 8 13 Temporal: Time Bolt Int/r Ages target 10*(CHd4) years (save:½)
c 8 14 Transferer Str/m Steal one power from target (save)
d 11 1 Amplification Chr/r xCH on next Psi9 power's effect
d 11 2 Bio Force: Maintain Health Chr/t +CH Con, regen all hit points each r
d 11 3 Bio Force: Super Accuracy Chr/t Roll 1d4+16 instead of 1d20 for to hit
d 11 4 Contingency Chr/d Contingency for one Psi9 power
d 11 5 Control Earth: Mass Damage Str/t Your physicals do Hp instead of hp
d 11 6 Environ.: Familiar Locale Chr/y CH mile r, atmosphere same as home
d 11 7 Null Void: Null Innates Wis/r Caster immune to and cannot use innates
d 11 8 Reflector Int/t As Spell Turning, also Innates and Psi
d 11 9 Shielder: Shield Chr/t Non-ablative 1000 hp, up to 40'sq.
d 11 10 Thought: Incr.Charisma Chr/t +CH Chr, considered X2 in highest class
d 11 11 Thought: Incr.Wisdom Wis/t +CH Wis, all rolls are 2 dice (choose)
d 11 12 Thought: No Body Int/y You no longer have/need a physical body
d 11 13 True Invulnerability Wis/m CH*2% irreducible RR,MR,PsiR,InnateR
c 11 1 Energy Kin.: Super Blast Dex/r 100*CH'r, CHxCHxCH Energy dmg (no save)
c 11 2 Nightmare: Mental Blast Wis/r CHxCH'r,lose CHd4 mental stats (save:½)
c 11 3 Nightmare: Removal Beam Wis/r -CH/6 to being's multiplier (save:½)
c 11 4 Photon Kin.: Phaser Beam Wis/r 100*(CHd20) Light damage (no save/PsiR)
c 11 5 Polycancellation Wis/r Tricancellation CH targets
c 11 6 Shielder: Bolt Chr/r CHxCHd8 Force damage, ignores defenses
c 11 7 Thermal Kin.: Plasma Beam Con/r ±CHx100°, save at -CHxCH or dead

Defender Psionicist


[MC2.10] Monster Psi10

Use SL # Name Disc. PSPs Effect Source
d 1 1 Resistance to Sleep Somn 2/h Immune Sleep RAPsi
c 1 1 Dispel Exhaustion Telep 5 Target heals 25% of damage taken RAPsi
c 1 2 Distract Telep 5/r Target cannot cast spells (save vs. spell) RAPsi
c 1 3 Feather Fall * TK 2/r Feather Fall RAPsi
c 1 4 Lift TK w*S/r TK up/down only; w = ln(weight in lbs.); S = ln(speed in ") RAPsi
c 1 5 Light Pyro 3/r Light RAPsi
c 1 6 Spook Telep 5 Fear (save vs. spell at -CL/3) RAPsi
c 1 7 Suggest Telep 8 Suggestion (save) RAPsi
d 2 1 Fire Protection * Pyro 8/r Resist Fire RAPsi
d 2 2 Pain Erase Telep 8/r Target heals 25% of damage taken; Take only 75% of damage received RAPsi
c 2 1 Beam of Light Pyro 5/r Line of Blindness (all in area save vs. spell or blinded) RAPsi
c 2 2 Break TK S/r Break an object (item save); S = Str score desired (max = Int) RAPsi
c 2 3 Confuse Telep 14 Confusion (save) RAPsi
c 2 4 Enforced Sleep Somn 2/target Sleep 3*CL r (save vs. spell); max HD affected /target = CL RAPsi
c 2 5 Fear Telep 17 Fear (save vs. spell at -CL/3); Fumble (save vs. spell) RAPsi
c 2 6 Feeblemind Telep 10 Feeblemind (save) RAPsi
c 2 7 Intensify Fire * Pyro 10/r Doubles the damage of an existing fire effect RAPsi
c 2 8 Pillar of Fire Pyro 10/r Makes a column of fire (10' wide by 10*CL' high), 1d10 dmg RAPsi
d 3 1 Detect Invisible Creatures Telep 15/r Detect Life; Detect Invisibility; Detect Dust of Disappearance RAPsi
d 3 2 Ground * Pyro 8/r Immune Lightning, must be touching the ground RAPsi
d 3 3 Pain Block Telep 15/r Target heals 50% of damage taken; Take only 50% of damage received RAPsi
c 3 1 Automaton Telep 21/r Control target's V actions (save) RAPsi
c 3 2 Burn Pyro 13 Target takes (4+CL/3)d6 fire dmg (save:½) RAPsi
c 3 3 Control Telep 30/r Control target's P actions (save); Caster cannot use M actions RAPsi
c 3 4 Crush TK 10 Crush an item (item save vs. crushing blow) RAPsi
c 3 5 Fire Curtain Pyro 9/r Circular wall of fire around caster, 3d6 dmg RAPsi
c 3 6 Fire Missiles Pyro 10 Shoot (CL-2)/2 fire missiles, each does 1d4+1 fire dmg RAPsi
c 3 7 Freeze Pyro 13 Target takes (4+CL/3)d6 cold dmg (save:½) RAPsi
c 3 8 Heat Ray Pyro 12 Line, all in area CLd6 heat dmg (save:½), immunity to non-magical heat works RAPsi
c 3 9 Hold Telep 5/r Hold Monster (save) RAPsi
c 3 10 Impact TK 12 (CL+3)d8 telekinetic dmg; one target; no save RAPsi
c 3 11 Insanity Telep 16/r Target gets Int set to 3; Insanity (save for each) RAPsi
c 3 12 Static Charge Pyro 10 Target takes (2+CL/3)d4 lightning dmg, this effect can be Delayed Blasted RAPsi
c 3 13 Throw TK 8 Throw a small object to deal (CL+4)d6 dmg to a target (don't need to roll to hit) RAPsi
c 3 14 Wall of Fire Pyro 13 Wall of Fire, 3d6 dmg RAPsi
d 4 1 Energy Armor * Pyro 7/r AT +10 source, destroy any weapon that strikes you (save vs. lightning) RAPsi
d 4 2 Memory Protection * Telep 5/r Immune to Memory stealing, mind reading, Capital E Extract RAPsi
d 4 3 Mental Guard Somn 12/h Imm. Charm,Confusion,Fear,Feeblemind,Possession,Soul Trap,Suggestion RAPsi
d 4 4 Power Shift * Telep 1/d Your psionic powers appear to be a different form of energy (magic, innate, etc.) to Detection effects DM
c 4 1 Agony Telep 10/r -3 Int, -4 Wis, -3 saves, -3 TH, -3 dmg, can't use magic/psi, slow (save each) RAPsi
c 4 2 Dream Suggestion Somn 18 Suggestion (CL/2 saves vs.spell) RAPsi
c 4 3 Fire Stream Pyro 18/r Choose 1 target within 120' per segment, it takes 6d6 fire dmg (save:½) RAPsi
c 4 4 Kinetic Wall TK 8/r Immobile wall that blocks missile and melee weapons; must spend 1V to pass RAPsi
c 4 5 Scare Empa 15 Fear 1d3+CL/2 r, target must save every round (even if made previous saves) RAPsi
c 4 6 Static Discharge Pyro 35 All in caster's group (except caster) take (10+CL/3)d6 lightning dmg (save:½) RAPsi
d 5 1 Mind Block Telep 17/h Can't be mentally targetted; auto make Will/Mental saves; can't be scryed RAPsi
d 5 2 Resistance Shift * Empa 1/d Your psionic powers are resisted using a different resistance (MR, IR, etc., but not anti's or GR/XR) DM
c 5 1 Charm Person Empa 15 Charm Person (make CL saves) RAPsi
c 5 2 Fire Blast Pyro 26 One group takes (8+CL/5)d6 fire dmg (save:½) RAPsi
c 5 3 Fire Strands Pyro 22 Web spell, everyone within takes Xd6 dmg /r, X is # sizes larger than size T RAPsi
c 5 4 Hypnotism Empa 20 Hypnosis (make CL saves) RAPsi
c 5 5 Kinetic Dome TK 10/r Kinetic Wall (see above) but is a hemisphere RAPsi
c 5 6 Lightning Bolt Pyro 24 Lightning Bolt, CLd6 dmg (save:½) RAPsi
c 5 7 Mindreave Telep 70 Target gets Int set to 3; Insanity; lose all spells; lose all PSPs (save for each) RAPsi
c 5 8 Suggestion Empa 17 Suggestion (make CL saves) RAPsi
c 6 1 Animate Fire Pyro 15/r Turn fire into 2^(X+1) HD fire elemental, where X is the # sizes beyond size T RAPsi
c 6 2 Disintegrate TK 15 Disintegrate (save) RAPsi
c 6 3 Dream of Death Somn 55 Death Spell 5d20 HD (save vs. Death Magic), sleeping targets get no save RAPsi
c 6 4 Energy Quench Pyro 40 Death Spell 4d20 HD (save vs. Death Magic), works on undead and golems RAPsi
c 6 5 Mind Quench Telep 51 Death Spell 3d20 HD (save vs. Death Magic), creatures w/ Int 1-8 get no save RAPsi
c 6 6 Summon Fire Elemental Pyro 40+5/r Summons a 12 HD Fire Elemental, or gain control of someone's Fire Ele. RAPsi

Defender Psionicist


[MC2.12L] Monster Psi12L

Use SL # Power LPP Type Description
c 1 1 Command 20 Minor Command (as spell), except can use 2 words
c 2 1 Hold Person 35 Minor Hold Person, +45 LPPs gives Hold Monster
c 3 1 Charm Lawful Creature 60 Major Charm (no save) only vs. Lawful creatures
d 4 1 Strength of One 65 Major Strength of One (TM 71)
c 4 1 Discipline 80 Major Creature saves: if made it takes caster's level in damage, if missed AL shifts one towards L
c 6 1 Summon Lawful Creature 120 Grand Gate (as spell) for Lawful creature or for a Water or Air Elemental
c 8 1 Order Reality 160 Grand Alter Reality, but effect must be Lawful intent
d 9 1 Clone/Simulacrum 165 Super Clone (or) Simulacrum (as the MU spells)
c 9 1 Imprisonment 180 Super Imprisonment (as spell)
c 10 1 Enslave 200/r Super Target creature's AL switches to L, all of it's actions under control of caster (no save)

Defender Psionicist


[MC2.12T] Monster Psi12T

Use SL # Power TPP Type Description
d 1 1 Blink Wounding 20+3/t Minor Whenever you are struck by an attack sequence, you randomly blink away after damage
c 2 1 Mass Blindness 35 Minor Blindness (as spell) but 90'r area
d 3 1 Damage Resistance 45/t Major -1/die damage (from any source)
d 3 2 Favorable Die Rolls 55/t Major All your non-permanent die rolls of NdS instead are rolled as (2*N)dS, choose N best dice
c 3 1 Dispel Illusion 50 Major Dispel Illusion (or) Dispel Invisibility
d 4 1 Magic Resistance 75/t Major Level*5% MR
c 4 1 Charm True Creature 70 Major Charm (no save) only vs. True creatures
c 4 2 Dispel Magic 70 Major Dispel Magic (as spell)
c 4 3 Mass Sleep 75 Major Sleep all creatures (save) in 90'r area
d 5 1 Psionic Resistance 95/t Major Level*5% PsiR
c 5 1 Dispel Psionics 90 Major Dispel Psionic effect (50% adj. by levels)
c 6 1 Magic Jar 110 Grand Magic Jar (as spell)
d 7 1 True Seeing 125+8/r Grand True Seeing (as spell)
c 7 1 Mass Suggestion 135 Grand Suggestion (as spell) in 90'r area, but all commands must be the same
c 7 2 Summon True Creature 130 Grand Gate (as spell) for True creature or for a Time Elemental
d 8 1 Luck 150/t Grand +1 Luck point (as per Luckstone)
d 8 2 Spell Turning 150 Grand Spell Turning (as spell)
d 9 1 Psionic Turning 170 Super Spell Turning but affects Psionic effects
c 9 1 Mass Feeblemind 175 Super Feeblemind (as spell) in 90'r area
c 10 1 Aura of Non-Sentience 200/r Super All creatures within 120' of caster (incl. the caster) lose all levels of experience, have a combined Int+Wis of 0-5, and get no actions of any type as long as Aura is maintained
c 10 2 Mass Energy Drain 195 Super Energy Drain (as spell) in 90'r area

Defender Psionicist


[MC2.12C] Monster Psi12C

Use SL # Power CPP Type Description
c 1 1 Confusion 20 Minor Confusion (as spell)
c 3 1 Charm Chaotic Creature 60 Major Charm (no save) only vs. Chaotic creatures
c 3 2 Random Telekinetics 55+3/r Major All objects in 60'r area randomly telekinese around, creatures in area take 1d6*1d10 dmg/r
c 4 1 Miscast Magic 65 Major Miscast Magic (TM 69), also works on psionics
c 4 2 Shift Towards Chaos 80 Major Creature saves: if made it takes caster's level in damage, if missed AL shifts one towards C
c 5 1 Destroy Clone 95 Major Kills a Clone, Simulacrum, or Shapechanger
c 5 2 Physical Freedom 95 Major Free Action (and) Remove Paralysis (and) Remove Domination (or) gives a path to escape local authorities
c 6 1 Summon Chaotic Creature 120 Grand Gate (as spell) for Chaotic creature or for an Earth or Fire Elemental
c 8 1 Wild Magic Surge 155 Grand Generate (level) Wild Surges within 60' each round for 1h
c 9 1 Chaos Storm 180+8/r Super All in 120'r area are affected by Weird, Maze, and Chaos (as spells) every round
d 10 1 Grand Chaos 200/r Super All die rolls by all creatures within 240' of caster become either minimum (50%) or maximum (50%), check for each grouping of dice rolled

Defender Psionicist


[MC2.14] Monster Psi14

Use SL # PSPs Description
d 2 1 2 0, when biting: Cause Lycanthropy (PPD save, if they fail, they are your slave)
d 2 2 2 0, when changing form: Cure (1d6)*10% of damage taken
d 2 3 -10 to max Can turn into one additional form; DM rolls DL=LVL/3 Lycanthrope or Animal
d 2 4 -10 to max Hit only by +LVL or better weapons
d 2 5 -10 to max Regen CL hp/s
c 2 1 2 Summon CL Animals of the type that you are the Lycanthrope of, DL=LVL
c 2 2 2 Target gets a disease (PPD save)
d 5 1 -25 to max Immune disease and poison
d 5 2 -25 to max Pick LVL unusual materials to be immune to.
c 5 1 5 [0 action to use] Change form immediately
c 5 2 5 Force Shapechange or Wrench
c 5 3 5 Group gets a disease (PPD save)
d 8 1 -40 to max Get a Rogue chart (and 20*LVL Rogue points) up to level=LVL/2
d 8 2 -40 to max Remove a vulnerability on yourself (reduce Severe Allergy -> Vulnerable)
d 8 3 -40 to max You have a breath weapon, half hp (pick acid, poison, skunk; pick 3/d or 1/3r)
d 8 4 -40 to max Your gaze causes Charm (no save, IR)
c 8 1 80 Alter your Lycanthrope form, DM rolls on LVL/2 Lycanthrope or Animal table
c 8 2 8 Summon a DL=VII Lycanthrope
d 11 1 -55 to max You do not go unconscious and stay offensive at any hp total (will still die)
d 11 2 -55 to max Your unarmed attacks are Permanent hp of damage
c 11 1 -55 to max 1D: Reincarnate as an animal of your animal form
c 11 2 11 1V, while attacking: Your natural attacks Cascade Rams one group
c 11 3 11 Summon a DL=X Lycanthrope

Defender Psionicist


[MC2.15] Monster Psi15

Use SL # Power Effect
d 1 1 Flame Walk Flame Walk (self)
d 1 2 Polymorph Self Polymorph Self
c 1 1 Blink Blink
c 1 2 Charm Person Charm Person
c 1 3 Magic Missile Magic Missile
d 2 1 Add Breath Weapon [1st] Breath weapon is 3/d. Choose a normal (E=1) element. Breath = 50% of current hp total.
d 2 2 Add Breath Weapon [2nd] Breath weapon is once per 3 rounds. Choose a normal (E=1) element. Breath = (CL+1)d(CL*2+2).
d 2 3 Add Resistance Resist one normal (E=1) element, this can be taken twice for an E=2, thrice for an E=3, etc.
d 2 4 Add Tail Tail does 1d(CL*2) damage
d 2 5 Alter Resistances Alter two resistances (or one immunity) to be of different element(s) (Pick an E factor = original)
d 2 6 Improve Breath Element Add 1 to the E factor of your breath weapon element. (Choose a new element when you pick this.)
d 2 7 Increase Breath Damage +10% of current hp total to breath dmg [or (+1)d(+2) breath dmg if using set breath dice]
d 2 8 Versatile Breath Element Your can alternatively use a second element, with E factor equal or less than your normal breath.
c 4 1 Color Spray Color Spray
c 4 2 Darkness Darkness CL*10' radius
c 4 3 Hypnotism Hypnotism
d 5 1 Add Immunity Immune to one normal (E=1) element, this can be taken twice for an E=2, thrice for an E=3, etc.
d 5 2 Dial-a-Breath Element (<) You can use any element with E factor less than your normal breath.
c 6 1 Druid Shapechange Druid Shapechange (to Reptile/Fish, Bird, or Mammal)
c 6 2 Melf's Minute Meteors Melf's Minute Meteors
c 6 3 Suggestion Suggestion
c 7 1 Hold Person Hold Person
d 8 1 Add Global Resistance Resist all E=1 elements, this can be taken twice for E=2 (doesn't include E=1), thrice for E=3, etc.
d 8 2 Dial-a-Breath Element (=) You can use any element with E factor equal to or less than your normal breath.
c 8 1 Suggestion Suggestion (up to CL targets)
d 9 1 Luckscale (Must have scales to use) Luckstone effect for 1 day
c 9 1 Hypnotism Hypnotism, up to CL targets
c 10 1 Summon Insects Summon Insects
d 11 1 Add Global Immunity Immune to all E=1 elements, this can be taken twice for E=2 (doesn't include E=1), thrice for E=3, etc.
c 12 1 Charm Reptiles Charm Reptile/Dragon (no save, can use IR)

Defender Psionicist


[MC2.16] Monster Psi16

Use SL # Name Effect
d 2 1 Construct Psi16 Item 1 Create a Psi16 item (see next page) of TechL=CL, each TechL takes 1S action
d 2 2 Create Golem I Create a DL I Golem (AC=3*CL, hp=10*CL, Str=2*CL)
d 2 3 Golem Form: Caryatid Column +4 saves; Weapons have 25% chance to shatter when hitting you; 1M: Feign Death
d 2 4 Golem Form: Flesh Resist fire and cold; Cured by lightning (1 hp per die of dmg)
d 2 5 Golem Form: Mud Resist blunt weapons; Both punches hit: Hug 2d6+(Str bonus)+paralyzation (PPD save)
d 2 6 Golem Form: Necrophidius 1V: Hypnosis (1 target, Will save); Bite is paralysis branded (PPD save)
d 2 7 Golem Form: S=1,2 Unusual Material of S=1,2 (cannot exceed real S number)
d 2 8 Golem Form: Scarecrow 1M, gaze: Fascinate (1 target, Will save); Punches are Fascinate branded
d 2 9 Golem Form: Skeletal +2 arms (new group of limbs), but all your arms get -10/-10 TH/dmg
d 2 10 Golem Form: Stone Guardian Double Resist edged weapons; Resist cold, fire, lightning; Halve your move rate
d 2 11 Golem Form: Wood Immune Wood; 1M: Transmute Metal to Wood (owner PP saves)
c 2 1 Repair Golem Damage Cures 10*CL hp (CL Hull points) to a Golem
c 2 2 Turn (Command) Golems Turn (Command) Golems (need to make a turning roll as usual)
d 5 1 Construct Psi16 Item 2 Create a Psi16 type item (see next page) of TechL=CL, each 2 TechL takes 1S action
d 5 2 Create Golem II Create a DL IV Golem (AC=6*CL, hp=10*(CL^2), Str=4*CL)
d 5 3 Golem Form: Amber Tracking/Trailing prof.; Clairnasience; Detect Invis. cont.
d 5 4 Golem Form: Clay Unarmed damage you deal can be cured only by a CL=17+ Heal spell (or better)
d 5 5 Golem Form: Glass Improved Invis.; 1M: Prismatic Spray your group (hole in the middle)
d 5 6 Golem Form: Juggernaut +12" move rate; 1V, charging: 10d10 dmg to one target
d 5 7 Golem Form: Maggot Immune insects, edged weapons, piercing weapons; Cannot hold weapons
d 5 8 Golem Form: Metagolem Immune lightning; 1M: Fireball; 1M: Major Missile
d 5 9 Golem Form: Rock Resist earth; Any weapon that hits you saves vs. crushing blow or destroyed
d 5 10 Golem Form: Ruby set Str 20+LVL; Immune Priest magic
d 5 11 Golem Form: S=3,4,5 Unusual Material of S=3,4,5 (cannot exceed real S number)
d 5 12 Golem-mind Class VI/Esper-blind to all frequencies non-divisible by 8
c 5 1 Dispel Golem Dispels a Golem (it is "turned off" for 1 turn) (no save)
c 5 2 Golem Jar Magic Jar into a Golem (Magic Jar contest rules, which the golem will probably lose)
d 8 1 Construct Psi16 Item 4 Create a Psi16 item (see next page) of TechL=CL, each 4 TechL takes 1S action
d 8 2 Create Golem III Create a DL VII Golem (AC=12*CL, hp=10*(CL^3), Str=6*CL)
d 8 3 Golem Form: Doll Resist fire; Mend spell acts as a Heal on you; Bite is Tasha's Laughter branded
d 8 4 Golem Form: Emerald Immune acid; iNR 50%; 1M: Lightning Bolt
d 8 5 Golem Form: Magic MArmoring LVL*10; Disenchant any magical effect you touch; 1M: Wild Surge
d 8 6 Golem Form: Mithral Immune innates; +1Q0 action /r
d 8 7 Golem Form: Phantom Flyer Fly 24" (C); Immune darkness; Darkvision; +2 tentacles (2d8 dmg each)
d 8 8 Golem Form: S=6,7,8 Unusual Material of S=6,7,8 (cannot exceed real S number)
d 8 9 Golem Form: Shaboath Immune water; 1P: Drown a group; 1M: Wall of Ice
d 8 10 Golem Form: Silver +1 to # attacks with each weapon; +LVL" move rate
d 8 11 Golem Form: Spiderstone Resist magic; Mouth's P: Web (1 group); FRT LVL*10%
d 8 12 Golem Form: Stone Immune earth; set Str 22+LVL; 1V: Slow
d 11 1 Construct Psi16 Item 8 Create a Psi16 item (see next page) of TechL=CL, each 8 TechL takes 1S action
d 11 2 Create Golem IV Create a DL X Golem (iAC=CL/12, ihp=CL/5, Str=8*CL)
d 11 3 Golem Form: Adamantite Immune magic; 1V: Trample for 8d10+(Str bonus) dmg
d 11 4 Golem Form: Bone Undead immunities; Can't be Turned; 1M: Paralyze a group
d 11 5 Golem Form: Brain +1QM action; 1M: Psi1 Psionic Blast; iPR +70%
d 11 6 Golem Form: Brass Minotaur Immune Maze (and variants); Slaying +3/+3 +wounding; 1M: Trap the Soul; 1M: Maze
d 11 7 Golem Form: Burning Man Immune fire (and variants); Eldritch Fire Shield (100% dmg back); 1M: Fear (1 group)
d 11 8 Golem Form: Diamond Immune lightning, acid; iNR 75%; 1M: Diamond wacky ball (LVLd8, no save); 1M: Sunray
d 11 9 Golem Form: Drolem [Pick an E=1 to E=3 element] Immune to that element; Mouth's P, 1/3r: Breathe that element
d 11 10 Golem Form: Gargoyle +LVL weapon needed to hit you; You punches are petrification branded
d 11 11 Golem Form: Hammer Immune magic; +4d6 dmg per physical attack
d 11 12 Golem Form: Iron set Str 24+LVL; Cured by fire dmg; Mouth's P: Breathe poison (group, half hp, BW save:1/2)
d 11 13 Golem Form: S=9,10,11 Unusual Material of S=9,10,11 (cannot exceed real S number)
c 11 1 Steal Attunement Allow another to have & use one of the technological objects *anyone* made using Psi16

Defender Psionicist


[MC2.18] Monster Psi18

Use SL # Power Check Description
d 2 1 Cancel Magic and Earthpower Wis/r -LVL CL to all Magic/Ele-E affecting you
d 2 2 Ego Shield Int/h Immune to Mental Attacks; Undetect. Lie
d 2 3 Innate Shield Con/t 20*CL hp shield vs. Innate abilities
d 2 4 Invisibility Dex/m Invisibility; immune to Light/Radiance
d 2 5 Psi: Shield Chr/t Pick Phys,Magic,Psi: 10*LVL hp shield
d 2 6 Telekineses: Tactile Int/t Can touch up to LVL*100'; incl. T spells
d 2 7 Telekinesis: Shield Int/t 10*LVL hp shield vs. physical,energy,TK
c 2 1 Heal and Regrowth Wis 1 target: Regenerate; heal LVL*LVL hp
c 2 2 Hypnosis Chr 1 target: Hypnosis 1m (save)
c 2 3 Intellect: Annihilation Int 1 target: -3d6 Int (save)& insane (save)
c 2 4 Paralysis Bolt Wis 1 target: Paralysis 1h (save)
c 2 5 Psi: Bolt Chr 1 target: LVLd10 telekinetic dmg(save:½)
c 2 6 Psi: Spray Chr LVL targets:1d10 telekinetic dmg(save:½)
c 2 7 Telekinesis: Lift & Move Int/r 100*LVL lbs.; object moves at 10*LVL"
d 5 1 Death Stare Wis/r Gaze: Death (save)
d 5 2 Magnetic Ctrl: Force Bolt Int 1 target: LVLd100 dmg (save:0)
d 5 3 Magnetic Ctrl: Shield Int/t Shield vs. Energy/Physical, 100*LVL hp
d 5 4 Metamorph Chr/h Shapechange (as spell), +LVL Dex:Balance
d 5 5 Psi: Amplification Chr x2 effect on next Psi (any freq.) power
d 5 6 Pyrokinetic: Heat Field Wis/h Fire Shield (as spell), +LVL Con:Health
d 5 7 Telepathy: Psych. Lockpick Int/h -LVL*10% reducible PsiR, +LVL Chr:Presence
d 5 8 Telepathy: Psych. Shield Int/h -LVL CL,+LVL saves on Psi effects vs.you; +LVL Wis: Willpower
c 5 1 Binding Chr Forcecage (as spell)
c 5 2 Disintegration Beam Int Disintegrate 1 target (save)
c 5 3 Magnetic Ctrl: Disruption Int Blast: Unconscious (save),no electronics
c 5 4 Pyrokinetic: Melt& Aflame Wis 30'r, LVLd20 fire damage (save:½)
c 5 5 Pyrokinetic: Spont.Comb. Wis Spontaneously Combusts 1 target (save)
c 5 6 Telepathic: Control Chr LVL/3 targets: Domination (save)
c 5 7 Telepathy: Hypnosis Int/m LVL/2 targets: Hypnosis (save)
c 5 8 Telepathy: Psi Scream Int 1 target: unc. (save), no psi (save)
d 8 1 Psi: Slayer Chr/r Sword: 1V to swing: LVLd100 dmg, always hits
d 8 2 Psi: Web Chr/w 100'r, any flying creature is Imprisoned
d 8 3 Scty: Confined Defender Wis/r Shield vs. magic/psionics 1000*LVL hp
d 8 4 Scty: Flight Blockade Wis [permanent] No flying in area
d 8 5 Scty: Invisibile Defender Wis/r Shield vs. physical/energy 1000*LVL hp
d 8 6 Scty: MagnificientDefender Wis/r No magic & psi of SL 7 or lower in area
d 8 7 Scty: Peripheral Defender Wis/r -7*LVL dmg on all physical & energy attacks
d 8 8 Scty: Spell Trap Wis/y Contingency for any 1 power (Magic/Psi/Innate)
c 8 1 Limited Wish Chr Limited Wish (as spell)
c 8 2 Mass Heal Wis LVL targets: Heal
c 8 3 Mass Telekinesis Int/s LVL tons, each lb. can do 1 dmg
c 8 4 Psi: Enhanced Spray Chr Casts LVL Psi: Bolts (LVLd10 telekinetic dmg) (no save)
c 8 5 Scty: Metamorph Blockade Wis [permanent] Force Shapechange, no polymorph
c 8 6 Worm Chr 1 target: Mental & Physical Domination (save)
d 11 1 Alter Probabilities Chr/t ±20% all die rolls
d 11 2 Caprenium Silence Int/y 100'r, 100% irreducible InnateR,PsiR,or MR
d 11 3 Null Void: Null Bolt Wis Targets gets 5*LVL% offensive MR,PsiR,InnateR
d 11 4 Null Void: Null Dome Wis/r 3*LVL% irreducible PsiR
d 11 5 Null Void: Null Field Wis/r 3*LVL% irreducible MR
d 11 6 Psi: Trap Wis/y Chain Contingency, up to LVL powers any type
c 11 1 Mass Mind Control Wis 250'r, all are Hypnotised (no save)
c 11 2 Possession Chr Magic Jar (no save) (no PsiR) (no immunity)
c 11 3 Power Transfer Con Drain all spells & psi points (no save)
c 11 4 Resurrection Con [0 action, even when dead]: Resurrection
c 11 5 Wish Chr Wish (as spell)

Defender Psionicist


[MC2.19] Monster Psi19

Use SL # Power PSP Cost Effect
d 2 1 Accelerate Healing 20/d Double your healing and hp regeneration rates
d 2 2 Control Disease 20/d Immune to disease
c 2 1 Acrobatics ½*P /r 1bV: Emulate a Acrobat ability of level = CL/2; P=your number of Rogue points in it
c 2 2 Control Pain 2+1/r 1bV, can use while stunned: Immune to pain, stun (not capital "S"), torture
c 2 3 Fear 20 Fear (Will save)
c 2 4 Telekinesis W + ½W/r TK, weight W*10 lbs., max W=LVL^2, move rate=W ", throw does W dmg (roll TH)
d 5 1 Cloud Judgment 50/d You cannot be detected/located using psionics, magic, or innates (incl. anti-versions)
d 5 2 Hibernation Trance 25+25/h Resist damage, need not breathe/eat/drink/sleep, cannot use any actions
c 5 1 Blood Boil 60 1M: Target takes CLd6 blood dmg (no save); target must have blood to do this
c 5 2 Bolt of Hatred 50 CLd6 force dmg to one target (no save)
c 5 3 Energy Absorption 10/die 1bM: Absorb up to CL HD of an energy attack, affects everyone in your group
c 5 4 Grip 50+5/s Strangles target at CL dmg per segment
c 5 5 Health 2/hp+20/C 1M, 1V, touch: Heal hp of damage and/or restore Con; C=number of Con restored
c 5 6 Persuasion 50+5/s Target believes what you want him to believe (Will save), 1 item per segment
c 5 7 Waves of Darkness 50 30' radius, make 2 saves vs. Will, one miss = Confusion CL r., two misses = Fear
d 8 1 Assassin Lore 130/d Abilities as per an Assassin of half level (round up)
d 8 2 Greater Force Shield 10/s AT +CL*3 source; -CL/attack (physical or energy)
d 8 3 Paladin Lore 140/d Abilities as per a Paladin of half level (round up); your light-saber is a "holy avenger"
c 8 1 Energy Absorption 10/die 1bM: Absorb up to CL HD of an energy attack, affects everyone in your group
c 8 2 Improved Health 1/hp+10/S 1M, 1V: Heal hp of damage and/or restore stats; C=number of stat pts restored
c 8 3 Lightning 100 1M: Shoots lightning from fingertips, LVLd10 dmg (no save, no PsiR, no immune psi)
c 8 4 Petrify 80+8/s Target is held (no save)
c 11 1 Force Wind 11/s Creates a tornado, CLd12 air dmg per segment (save: ½), moves at CL" rate
d 14 1 Immortality Other 140N/d N targets cannot be killed or slain this day (doesn't work on self)

Defender Psionicist


[MC2.23] Monster Psi23

Use SL # Name Cloud Points Effect
d 2 1 Acid Cloud 16 + 3/round 1 point acid damage per round in area
d 2 2 Fart Cloud 1 + 1/round Very smelly, sickening cloud
d 2 3 Muffling Cloud 12 + 2/round Muffles sound, 30% spell failure
d 2 4 Obscuring Cloud 14 + 1/round Blocks all forms of vision (inf,ult,x-r)
d 2 5 Storm Cloud 15 + 3/round Rain/thunder, mini 1-pt. lightning bolts
d 5 1 Conjuration Cloud 35 + 1/round Cloud/Radiance elemental to do service
d 5 2 Dust Cloud 21 + 3/round Very dry cloud of degeneration
d 5 3 Sleep Cloud 15 + 1/round Super sleep effect every round
d 5 4 Swirling Cloud 17 + 2/round Damages and confuses those in area
d 5 5 Wight Cloud 27 + 3/round Energy drains unnatural creatures
d 8 1 Chaos Cloud 60 + 3/round Does random effects every round
d 8 2 Breath Weapon Cloud 88 + 1/day Forms into a breath weapon if triggered
d 8 3 Prison Cloud 180 + 1/day Captures one creature and holds there
d 8 4 Shadow Cloud 96 + 9/round Causes weakness, fear, ability loss
d 8 5 Smiley Face Cloud 117 + 7/round All in area drop their weapons and dance
d 8 6 Snow Cloud 48 + 4/round Multicolored snow (can damage/heal)

Defender Psionicist


[MC2.24] Monster X24

Use SL # Name Description
d 2 1 Caster Level Increase 2 +2 Caster Level (this can be taken multiple times)
d 2 2 CL/ML toggle Pick N (can be negative); get +N ML and -N*2 CL; ML and CL must be at least 0
d 2 3 HD type: Add +0d+2 Add 2 to HD type per level
d 2 4 Level: early 4 Get a "Level:" ability in your class 4 levels early (this can be taken multiple times)
d 2 5 Level: other in group Get a "Level:" ability (your level or less) in another class in same group (can take multiple)
d 2 6 Memorization Level Increase 1 +1 Memorization Level (this is next level of picks for rogues)
d 2 7 Rogue points 10 This class gives an extra +10 Rogue points per level.
d 5 1 HD type: Add +1d+0 Add 1 to number of HD per level
d 5 2 Level: early 9 Get a "Level:" ability in your class 9 levels early (this can be taken multiple times)
d 5 3 Level: other out of group Get a "Level:" ability (your level or less) in class in any group (can take multiple times)
d 5 4 Memorization Level Increase 2 +1 Memorization Level (this is next level of picks for rogues)
d 5 5 Rogue points 20 This class gives an extra +20 Rogue points per level.
d 8 1 HD type: Add +1d+2 Add 1 to number of HD and 2 to the HD type per level
d 8 2 Level: early 16 Get a "Level:" ability in your class 16 levels early (this can be taken multiple times)
d 8 3 Memorization Level Increase 3 +1 Memorization Level (this is next level of picks for rogues)
d 8 4 Rogue points 30 This class gives an extra +30 Rogue points per level.
d 11 1 HD type: Add +2d+2 Add 2 to number of HD and 2 to the HD type per level
d 11 2 Level: early 25 Get a "Level:" ability in your class 25 levels early (this can be taken multiple times)
d 11 3 Memorization Level Increase 4 +1 Memorization Level (this is next level of picks for rogues)
d 11 4 Rogue points 40 This class gives an extra +40 Rogue points per level.

Defender Psionicist


[MC2.27] Monster Psi27

Use SL # Power Check Description
d 2 1 Cloak of Oblivion Cml/t Pick any one specific spell or psionic power. You are immune to it.
d 2 2 Dark Triangle Int/r Name 2 Wizard/Priest schools: One has double effect, the other half (30' radius)
d 2 3 Graver Company Luck/t Negative Plane Protection; Immune to Str/Dex/Con loss; vulnerable to Holy
d 2 4 Night Company Cml/t Improved Invis.; +LVL% Rogue abilities; +4/-4 pro.; vulnerable to Light and Fire
d 2 5 People's Bless Wis One die roll within 1 round is adjusted as you wish (max of ±LVL%).
d 2 6 Synnslaver Luck/r Creatures with HD < LVL must save to attack you. 1M: Sleep LVL HD (save).
d 2 7 Winery Luck Create a random potion (roll 1 Artificer effect) (use within LVL r or wasted)
c 2 1 Grace Cml Target stops fighting and will not attack again unless attacked (save)
c 2 2 Innocents Cml/s You cannot physically attack this segment. You are healed LVL^2 hp.
c 2 3 Lord Cml Command (as spell) using LVL words, up to LVL creatures within LVL*10' range
c 2 4 Pain HNCL Target takes LVLd10 dmg and is at -LVL to hit (save for half effect)
c 2 5 Wipeout Dex Assassination 10*LVL% (as Rogue ability), lasts for 1 attack
d 5 1 Armor Ceremony Cml/t Pick Physical, Magical, Psionic, or Innate. You take 1/10 dmg from that source.
d 5 2 Priests of Any God Wis/d You have an enslaved Priest: You gain his Priest memorization for the day.
d 5 3 Worshipers of Any God Chr/d You have an enslaved creature: You gain his hp in permanent hp for the day.
c 5 1 Drake Cml/r You can breathe an Inner Element once this round equal to your hp in dmg.
c 5 2 Liturgy of Despair HNCL 30’ radius: Insanity (save) and all must make Morale rolls (even if save made)
c 5 3 Smite Wis Target is Paralyzed and cannot use any M actions next round (save)
d 8 1 Diversify Luck Your next Psi27 power that has one target has LVL targets instead
d 8 2 People's Area Cml/d Forbiddance, Guards and Wards, Proof vs. Teleportation/Scrying LVL*10' radius
d 8 3 The Call Cml Choose a creature type: summons (LVL-DL)^2 of them. (DL is creature’s DL).
d 8 4 The Sorting HNCL Shapechange, but can merge and assume qualities of LVL creature types.
c 8 1 Dark Light Cml/r 30' radius: Emotion, Darkness, Weird (as spells)
c 8 2 Death Luck Target is slain (save)
c 8 3 Imprisonment/Freedom HNCL Imprisonment (as spell) or its reverse
c 8 4 Ritual of Assimilation Luck Touch: Target loses all of his current hp’s, you are healed that amount (no save)
d 11 1 Prince Luck Your "caster level" (CL) for all purposes (even non-Psi27) is raised by LVL
c 11 1 Liturgy of Armageddon Luck/r All creatures within 1 mile radius are slain (no save) or Slain (save) [choose]
c 11 2 Master Ritual of Summ. Cml Summons any one unique creature in the Multiverse to you (no resistance)
c 11 3 People's Army Cml Mass Charm Person up to LVL^3 people (no save)

Defender Psionicist


[MC2.29] Monster Psi29

Use SL # Power
d 2 1 Animate Dead
d 2 2 Animate Object
d 2 3 Anti-Radiation Ray
d 2 4 Gaze Reflection
d 2 5 Mirror Image
d 2 6 Missile Deflection
c 2 1 Beam (Cone) of Cold
c 2 2 Blindness
c 2 3 Blink
c 2 4 Cause Serious Wounds
c 2 5 Charm Person
c 2 6 Chromatic Orb
c 2 7 Color Beam (Spray)
c 2 8 Confusion
c 2 9 Darkness
c 2 10 Domination
c 2 11 Double Pain (Psi2)
c 2 12 Drain Magic Item Charges
c 2 13 Fear
c 2 14 Hold Person
c 2 15 Lightning Bolt
c 2 16 Magic Missile
c 2 17 Ray of Enfeeblement
c 2 18 Sleep
c 2 19 Telekinesis
c 2 20 Wrench
d 5 1 Anti-Anti-Magic Ray
d 5 2 Anti-Magic Ray
d 5 3 Anti-Psionic Ray
d 5 4 Displacement
d 5 5 Inertial Beam (Barrier)
d 5 6 Protection (random scroll)
d 5 7 Serten's Spell Immunity
c 5 1 Beam (Wall) of Force
c 5 2 Boneshatter (2d6/r + broken limb)
c 5 3 Chaos Ray (Wand of Wonder)
c 5 4 Charm Monster
c 5 5 Cloudkill
c 5 6 Control Body (Psi2)
c 5 7 Control Gravity
c 5 8 Death Ray
c 5 9 Deflection
c 5 10 Disintegrate
c 5 11 Dispel Magic
c 5 12 Drain Magic Items
c 5 13 Enervation
c 5 14 Feeblemind
c 5 15 Flesh to Stone
c 5 16 Fork
c 5 17 Harm
c 5 18 Heal
c 5 19 Hold Monster
c 5 20 Insanity Ray
c 5 21 Megakinesis
c 5 22 Monster Summoning IV
c 5 23 Paralysis
c 5 24 Psionic Beam (Blast)
c 5 25 Rainbow Silver effect
c 5 26 Reverse Magic (cast reverse at effect)
c 5 27 Rust Metal
c 5 28 Slay Living
c 5 29 Stun
c 5 30 Suggestion
d 8 1 Duplicate Magic Item (x1)
d 8 2 Duplicate Mechanism (x1)
d 8 3 Duplicate Monster (Clone) (x1)
d 8 4 Spell Reflection
d 8 5 Symbol
c 8 1 Acid Bolt LVLd10
c 8 2 Air Bolt LVLd12
c 8 3 Anti-Technology Ray
c 8 4 Cureall/Causeall
c 8 5 Death Bolt (save or dead)
c 8 6 Earth Bolt LVLd12
c 8 7 Eridor's Ebony Bolt: 4 perm. hp loss/lvl, no MR, cannot be resisted
c 8 8 Escape
c 8 9 Fire Bolt LVLd12
c 8 10 Grand Detonate (Psi2)
c 8 11 Grease Bolt LVLd8
c 8 12 Ice Bolt LVLd10
c 8 13 Imprisonment
c 8 14 Instantaneous (reverse Permanency)
c 8 15 Internal Fire
c 8 16 Lightning Bolt LVLd10
c 8 17 Mana Bolt LVLd8
c 8 18 Maze
c 8 19 Meteor Swarm
c 8 20 Mordenkainen's Disjunction
c 8 21 Photon Kinetic: Laser Beam (Psi 9): 10*(CHd8) Light damage (save)
c 8 22 Power Bolt LVLd8
c 8 23 Prismatic Beam (Spray)
c 8 24 Raise Dead Fully/Slay Living Fully
c 8 25 Restoration/Energy Drain
c 8 26 Resurrection/Destruction
c 8 27 Sporacle-ize (random [C8] section effect)
c 8 28 Summon Planar Creature
c 8 29 Temporal Stasis
c 8 30 Temporal: Time Bolt (Psi 9): Ages target 10*(CHd4) years (save:½)
c 8 31 Time Shift
c 8 32 Time Stop
c 8 33 Water Bolt LVLd12
c 8 34 Wild Surge
d 11 1 Anti-Godly Ray
d 11 2 Anti-Innate Ray
d 11 3 Symbol of Wizardry
d 11 4 Thermal Kinetic: Plasma Beam (Psi 9): ±CHx100°, save at -CHxCH or dead
c 11 1 Alter Reality (each target max 1/turn)
c 11 2 Annihilation Bolt LVLd20
c 11 3 As You Are
c 11 4 Eye for an Eye (Psi 11W) (fork an eye back on someone)
c 11 5 Holy/Eldritch/Unholy Bolt
c 11 6 In the Eye of Chaos (Psi 11R) (target needs double actions to do things)
c 11 7 Negation Blast
c 11 8 Nightmare: Removal Beam (Psi 9): -CH/6 to being's multiplier (save:½)
c 11 9 Photon Kinetic: Phaser Beam (Psi 9): 100*(CHd20) Light damage (no save/PsiR)
c 11 10 Planet Swarm
c 11 11 Planetary Detonate (Psi2)
c 11 12 Reconstruct
c 11 13 Reset (each target max 1/day)
c 11 14 Set
c 11 15 Shielder: Bolt (Psi 9): CHxCHd8 Force damage, ignores defenses
c 11 16 Solid Stun Bolt (-LVL all actions)

Defender Psionicist


[MC2.30] Monster Psi30

Use SL # Name Field Targ Type Drain P30Ps Notes
d 2 1 Armor Manip 3 Phys L3 3 Melee:+½ AC,-1dmg per hit/succ
c 2 1 Stun Touch Combat Wis Ment L1 1 Astral stunning
c 2 2 Treat Light Wounds Health Con Phys L1 1 Heals 10% max hp (1 succ)
d 5 1 [creature type] Form Manip W Phys M3 6 Polymorph Self (as spell)
d 5 2 Animate Manip W Phys M2 4 Animate Object (as spell)
d 5 3 Anti-Missile Barrier Manip 4 Phys M2 4 Ranged:+½ AC,-1dmg per hit/succ
c 5 1 Blackout Illus Int Ment M2 4 Blast:Cause Blindness(as spell)
c 5 2 Clout Manip 3 Phys M2 4 TK punch:roll TH, dmg=½*ä(succ)
c 5 3 Death Touch Combat Wis Phys M3 6 Necromantic damage
c 5 4 Mana Touch Combat Int Phys M2 4 Astral damage
c 5 5 Petrify/Reverse Petrify Manip Str Phys M6 12 Flesh to Stone, Con resists
c 5 6 Power Touch Combat Con Phys M1 2 Astral damage
c 5 7 Ram Touch Combat Con Phys M2 4 1 hull point damage/succ
c 5 8 Stun Beam Combat Wis Ment M2 4 Astral stunning
c 5 9 Stun Bolt Combat Wis Ment M1 2 Astral stunning
c 5 10 Treat Moderate Wounds Health Con Phys M1 2 Heals 30% max hp (2 succ)
d 8 1 Flame Shield Manip 4 Phys S2 6 Protection from Fire
d 8 2 Luck Detect 4 Ment S2 6 Gains +1(+5%)/succ on 1 action
d 8 3 Resist Allergy Health * Phys S3 9 Remove -1 penalty/succ
d 8 4 Shapechange (Personal) Manip W Phys S3 9 Polymorph to any monster
c 8 1 Acid Bolt Manip 4 Phys S4 12 Acid damage, Con resists
c 8 2 Air Bolt Manip 3 Phys S3 9 Ele.Air damage, Dex resists
c 8 3 Bind Manip Dex Phys S2 6 Stopped & -½ Str/succ
c 8 4 Confusion Illus Int Phys S1 3 Confusion (as spell)
c 8 5 Control Actions Manip Str Ment S4 12 Caster controls ½P action/succ
c 8 6 Control Movement Manip Str Ment S2 6 Caster controls ½V action/succ
c 8 7 Death Beam Combat Wis Phys S4 12 Necromantic damage
c 8 8 Death Bolt Combat Wis Phys S3 9 Necromantic damage
c 8 9 Earth Bolt Manip 3 Phys S3 9 Ele.Earth damage,Con resist
c 8 10 Fire Bolt Manip 3 Phys S3 9 Ele.Fire damage,Con resist
c 8 11 Ice Bolt Manip 4 Phys S4 12 Ice damage, Con resists
c 8 12 Incr./Decr. Movements Health 8 Phys S7 21 ±1 V action /r per 2 successes
c 8 13 Lightning Bolt Manip 4 Phys S4 12 Lightning damage, Dex resists
c 8 14 Mana Beam Combat Int Phys S3 9 Astral damage
c 8 15 Mana Bolt Combat Int Phys S2 6 Astral damage
c 8 16 Mob Rush Manip Str Ment S6 18 Control Movement Blast
c 8 17 Mob Scene Manip Str Ment S8 24 Control Actions Blast
c 8 18 Power Beam Combat Con Phys S2 6 Astral damage
c 8 19 Power Bolt Combat Con Phys S1 3 Astral damage
c 8 20 Psi Sword Combat 5 Ment S2 6 Roll TH (+succ), dmg=ä(succ)
c 8 21 Psi Sword II Combat 6 Ment S3 9 Roll TH (+succ), dmg=ä(succ), can hit nonliving
c 8 22 Ram Beam /Wrecker Combat Con Phys S3 9 1 hull point damage/succ
c 8 23 Ram Bolt Combat Con Phys S2 6 1 hull point damage/succ
c 8 24 Stun Blast /Sleep Combat Wis Ment S1 3 Astral stunning
c 8 25 Treat Serious Wounds Health Con Phys S1 3 Heals 60% max hp (3 succ)
c 8 26 Turn to Goo Manip Con Phys S6 18 Polymorphs target to sludge
c 8 27 Water Bolt Manip 3 Phys S3 9 Ele.Water damage,Str resist
c 11 1 Acid Blast /Toxic Wave Manip 4 Phys D4 16 Acid damage, Con resists
c 11 2 Air Blast Manip 3 Phys D3 12 Ele.Air damage, Dex resists
c 11 3 Barrier Manip 5 Phys D2 8 Solid Wall of Force (as spell)
c 11 4 Chaotic World Illus Int Ment D2 8 Chaos Blast
c 11 5 Control Thoughts Manip Int Ment D4 16 Caster controls ½M action/succ
c 11 6 Death Blast Combat Wis Phys D3 12 Necromantic damage
c 11 7 Decrease Charisma Health Chr Ment D2 8 -1 Chr/succ
c 11 8 Decrease Constitution Health Con Phys D2 8 -1 Con/succ
c 11 9 Decrease Dexterity Health Dex Phys D2 8 -1 Dex/succ
c 11 10 Decrease Intelligence Health Int Ment D2 8 -1 Int/succ
c 11 11 Decrease Strength Health Str Phys D2 8 -1 Str/succ
c 11 12 Decrease Wisdom Health Wis Ment D2 8 -1 Wis/succ
c 11 13 Earth Blast Manip 3 Phys D3 12 Ele.Earth damage,Con resist
c 11 14 Fire Blast /Hellblast Manip 3 Phys D3 12 Ele.Fire damage,Con resist
c 11 15 Heal Health Con Phys D2 8 Cures 1=10%,2=30%,3=60%,4=100%
c 11 16 Ice Blast Manip 4 Phys D4 16 Ice damage, Con resists
c 11 17 Ice Sheet Manip 4 Phys D4 16 Wall:Ice damage, Con resists
c 11 18 Lightning Blast Manip 4 Phys D4 16 Lightning damage, Dex resists
c 11 19 Mana Blast Combat Int Phys D2 8 Astral damage
c 11 20 Mob Mind Manip Int Ment D8 32 Control Thoughts Blast (yuck!)
c 11 21 Power Blast Combat Con Phys D1 4 Astral damage
c 11 22 Ram Blast /Urban Renewal Combat Con Phys D2 8 1 hull point damage/succ
c 11 23 Spell Barrier Manip 7 Ment D5 20 Wall:Dead Magic (all types)
c 11 24 Temporary Insanity Manip Wis Ment D2 8 1 insanity [DMG1]/succ
c 11 25 Thunderclap Manip 5 Phys D5 20 Blast:Sound damage, Con resists
c 11 26 Treat Deadly Wounds Health Con Phys D1 4 Heals 100% max hp (4 succ)
c 11 27 Water Blast Manip 3 Phys D3 12 Ele.Water damage,Str resist
d 14 1 Super Luck Detect 5 Ment X3 15 Choose result on next die roll
c 14 1 Annihilation Bolt Combat 20 Phys X10 50 (Str+Int) resists, Annihilation
c 14 2 Solid Stun Blast Combat Wis Ment X1 5 Astral stunning, x2 normal succ

Defender Psionicist


[MC2.45] Monster Psi45

Use SL # Power School Notes
d 2 1 Body Coating Self-Alteration 5*SL hp Armor spell, self only, stacks with the (Wizard) Armor spell
d 2 2 Body Resistance Physical Enhancement Physical attacks that do less than SL*2 dmg to you do nothing
d 2 3 Body Transformation Self-Alteration Change your body to be of an E=SL/2 element
d 2 4 Chemical Mimicry Self-Alteration Change your body to be of an TechL=SL chemical
d 2 5 Cosmic Awareness Mental Enhancement Grand: Cosmic Awareness
d 2 6 Electrical Control Energy Control SL/2 (round down) instances of Resist lightning; +SL*10% damage with lightning effects
d 2 7 Energy Body Self-Alteration Major: You are made of energy; cannot use P actions; resist physical damage
d 2 8 Energy Doppelganger Energy Emission Mirror Image (1 image), it has SL^3 hp; it flies at SL*3"; you can cast Psi45 effects through it
d 2 9 Energy Sheath Self-Alteration SL^2 hp Armor spell, self only, stacks with the (Wizard) Armor spell
d 2 10 Fire Control Energy Control SL/2 (round down) instances of Resist fire; +SL*10% damage with fire effects
d 2 11 Force Field Defensive Immune to spell level 0 to SL-2 effects; -(SL-1) per physical attack; ER 5*SL%
d 2 12 Force Field vs. Emotion Defensive Immune to spell level 0 to SL-1 enchantment/charm effects
d 2 13 Force Field vs. Energy Defensive Immune to spell level 0 to SL-1 energy attacks
d 2 14 Force Field vs. Hostiles Lifeform Control Enemies must make SL/2 saves to attack you
d 2 15 Force Field vs. Magic Defensive Immune to spell level 0 to SL-1 magic
d 2 16 Force Field vs. Mental Defensive Immune to spell level 0 to SL-1 mental attacks
d 2 17 Force Field vs. Physical Defensive -SL per physical attack
d 2 18 Force Field vs. Power Manipulation Defensive ER 10*SL%
d 2 19 Force Field vs. Vampirism Defensive aNR 10*SL% (including energy and stat drains)
d 2 20 Gravity Manipulation Energy Control SL/2 (round down) instances of Resist gravity/falling damage; +SL*10% damage with gravity/falling effects
d 2 21 Hard Radiation Control Energy Control SL/2 (round down) instances of Resist radiation damage; +SL*10% damage with radiation (specific, not all of Psi9/18/27) effects
d 2 22 Hyper-Invention Mental Enhancement (12-SL)M: Create a TechL=SL*2-3 object (see [Q8], can have at most LVL of these objects)
d 2 23 Illusory Duplication Illusory Mirror Image (SL images)
d 2 24 Illusory Invisibility Illusory Minor: Invis.; Major: Improved Invis.; Grand: Dust of Disappearance
d 2 25 Invisibility Self-Alteration Improved Invis.
d 2 26 Ionization Matter Conversion Lightning shield (xSL/10 damage back)
d 2 27 Kinetic Control Energy Control SL/2 (round down) instances of Resist telekinesis; +SL*10% damage with telekinesis effects
d 2 28 Light Control Energy Control SL/2 (round down) instances of Resist light; +SL*10% damage with light effects
d 2 29 Magic Control Magical +SL/2 (round down) to SL of next Psi45 power
d 2 30 Magnetic Manipulation Energy Control SL/2 (round down) instances of Resist magnetism; +SL*10% damage with magnetism effects
d 2 31 Mental Invisibility Mental Enhancement Improved Invis.: it's +SL AC instead of +4
d 2 32 Plasma Control Energy Control SL/2 (round down) instances of Resist plasma; +SL*10% damage with plasma effects
d 2 33 Power Simulation Magical The next Psi45 power you use will be resisted using MR instead of PR
d 2 34 Prehensile Hair Self-Alteration Your hair has controlled movement; can do a "Hair attack" (using your hair's P action) for 1dSL dmg
d 2 35 Reality Alteration Magical + or - SL to your next die roll
d 2 36 Reflection Defensive MPIWReflection 5*SL%
d 2 37 Regeneration Physical Enhancement Regenerate SL hp/s
d 2 38 Resist: Emotion Defensive SL/2 (round down) instances of Resist enchantment/charm
d 2 39 Resist: Energy Defensive SL/3 (round down) instances of Resist energy attacks
d 2 40 Resist: Magic Defensive SL/4 (round down) instances of Resist magic
d 2 41 Resist: Mental Defensive SL/2 (round down) instances of Resist mental attacks
d 2 42 Resist: Physical Defensive SL/4 (round down) instances of Resist physical attacks
d 2 43 Resist: Power Manipulation Defensive SL/3 (round down) instances of Resist disenchantment
d 2 44 Resist: Vampirism Defensive SL/3 (round down) instances of Resist necromancy, energy and stat drains
d 2 45 True Invulnerability Physical Enhancement SL instances of Resist distributed as you like (medium categories: a school, an element, etc.)
d 2 46 Vibration Control Energy Control SL/2 (round down) instances of Resist vibration; +SL*10% damage with vibration effects
d 2 47 Warding Magical Create a Trap (x1 Psionic) for SL/2 Psi45 powers
c 2 1 Absorption Power Energy Control bM: Absorb energy, gain 100/(12-SL)% of it in temporary hp
c 2 2 Chemical Touch Physical Enhancement Chemical effect of TechL=SL*2 or less (range touch)
c 2 3 Cold Generation Energy Emission SL*CL Cold damage (1 group, no save)
c 2 4 Combustion Matter Conversion An object explodes (item save), the person carrying it takes CL*SL/2 damage (save)
c 2 5 Control Power Control 1bM: Redirect an effect (caster makes SL/4 saves)
c 2 6 Disintegration Matter Conversion Major: Disintegrate (save)
c 2 7 Disruption Matter Control Minor: Target takes CL*SL disruption damage (no save); Grand: The damage given plus a Disintegrate effect (save)
c 2 8 Domination Power Control Dominate all actions (SL/5 saves)
c 2 9 Duplication Power Control 1bM: Fork an effect (caster makes SL/3 saves)
c 2 10 Electrical Generation Energy Emission SL*CL Lightning damage (1 group, no save)
c 2 11 Energy Conversion Energy Control 0, SL/t: Convert an element in an effect to another element (max E factor = SL/2, round down)
c 2 12 Energy Solidification Energy Control Minor: Web; Major: Iron Bands of Bilarro; Grand: Solid Wall of Force; Super: Forcecage
c 2 13 Energy Sponge Energy Control bM: SL*10% chance to absorb an entire energy attack
c 2 14 Fire Generation Energy Emission SL*CL Fire damage (1 group, no save)
c 2 15 Focus Power Control Do SL instances of another Psi45 power you know; you are Spent and Harmed at the end of effect
c 2 16 Geoforce Matter Control 1bM: Stop or Create an Earthquake, Landslide, etc. Damage would be CL*SL Earth to a group (save for 0)
c 2 17 Gestalt Power Control Major: 1M: Do 2 Minor powers that you know; Grand: 1M: Do 2 Major powers that you know; etc.
c 2 18 Hard Radiation Energy Emission SL*CL/2 Radiation damage and SL Con damage (1 group, no save)
c 2 19 Heat Energy Emission Target takes SL*CL Fire damage per segment for 1 round (no save)
c 2 20 Hypnotic Control Lifeform Control Hypnosis (SL/2 saves)
c 2 21 Iron Will Mental Enhancement 1bM: One effect that's hitting you is delayed for SL segments (it will still resolve even if the caster is dropped)
c 2 22 Kinetic Bolt Energy Emission SL*CL/2 Telekinesis dmg and knock back SL*10' (1 target, no save, Str-SL*2 check to avoid knock back)
c 2 23 Lifeform Creation Matter Creation Summon a DL=SL-1 monster
c 2 24 Light Emission Energy Emission SL*CL/2 Light damage (no save) and SL/2 instances of blindness (save)
c 2 25 Magic Domination Magical Control M Actions (SL/2 saves)
c 2 26 Mechanical Creation Matter Creation Summon a DL=SL-2 Golem or Technological monster
c 2 27 Mind Blast Mental Enhancement SL*CL Mental damage (1 group, no save)
c 2 28 Mind Control Lifeform Control Minor: Command (save); Major: Domination (SL/3 saves)
c 2 29 Mind Transferral Lifeform Control Minor: Empathy (save); Major: Magic Jar (SL/3 saves)
c 2 30 Missile Creation Matter Creation Do SL missile attacks, must roll to hit, each hit does 10 dmg (no save) and a stun (save)
c 2 31 Neural Manipulation Lifeform Control Minor: Seizure (-2 all rolls, save); Major: Paralysis (SL/3 saves)
c 2 32 Plague Carrier Lifeform Control Disease (SL saves)
c 2 33 Plasma Generation Energy Emission SL*CL Plasma damage (1 group, no save)
c 2 34 Radiowave Generation Energy Emission SL*CL/2 Radiowave damage (1 group, no save, the effect can go through a SL' wall)
c 2 35 Self-Revival Physical Enhancement 0, (SL-1)/d: Heal self
c 2 36 Serial Immortality Mental Enhancement 0, 1/d: Resurrection, self only, there is a delay of (11-SL) rounds
c 2 37 Sleep-Induced Lifeform Control Sleep (SL/2 saves)
c 2 38 Sonic Generation Energy Emission SL*CL/2 Sound damage (no save) and SL/2 instances of deafness (save)
c 2 39 Spray Matter Creation SL choking dmg to a group per segment (can leave the area)
c 2 40 Summoning Lifeform Control Summon a DL=SL Outer
c 2 41 Undead Control Lifeform Control Turn Undead at CL=(SL-2)*2
c 2 42 Vibration Energy Emission SL*CL Vibration damage (1 group, no save)
c 2 43 Weakness Creation Power Control Add SL/2 instances of a Vulnerability to something (medium scale: a school, an element, etc.) on the target (no save)
c 2 44 Zombie Animation Matter Control Animate a dead body as a Zombie with DL=SL
d 5 1 Body Coating Self-Alteration 5*SL hp Armor spell, self only, stacks with the (Wizard) Armor spell
d 5 2 Body Resistance Physical Enhancement Physical attacks that do less than SL*2 dmg to you do nothing
d 5 3 Body Transformation Self-Alteration Change your body to be of an E=SL/2 element
d 5 4 Chemical Mimicry Self-Alteration Change your body to be of an TechL=SL chemical
d 5 5 Cosmic Awareness Mental Enhancement Grand: Cosmic Awareness
d 5 6 Electrical Control Energy Control SL/2 (round down) instances of Resist lightning; +SL*10% damage with lightning effects
d 5 7 Energy Body Self-Alteration Major: You are made of energy; cannot use P actions; resist physical damage
d 5 8 Energy Doppelganger Energy Emission Mirror Image (1 image), it has SL^3 hp; it flies at SL*3"; you can cast Psi45 effects through it
d 5 9 Energy Sheath Self-Alteration SL^2 hp Armor spell, self only, stacks with the (Wizard) Armor spell
d 5 10 Fire Control Energy Control SL/2 (round down) instances of Resist fire; +SL*10% damage with fire effects
d 5 11 Force Field Defensive Immune to spell level 0 to SL-2 effects; -(SL-1) per physical attack; ER 5*SL%
d 5 12 Force Field vs. Emotion Defensive Immune to spell level 0 to SL-1 enchantment/charm effects
d 5 13 Force Field vs. Energy Defensive Immune to spell level 0 to SL-1 energy attacks
d 5 14 Force Field vs. Hostiles Lifeform Control Enemies must make SL/2 saves to attack you
d 5 15 Force Field vs. Magic Defensive Immune to spell level 0 to SL-1 magic
d 5 16 Force Field vs. Mental Defensive Immune to spell level 0 to SL-1 mental attacks
d 5 17 Force Field vs. Physical Defensive -SL per physical attack
d 5 18 Force Field vs. Power Manipulation Defensive ER 10*SL%
d 5 19 Force Field vs. Vampirism Defensive aNR 10*SL% (including energy and stat drains)
d 5 20 Gravity Manipulation Energy Control SL/2 (round down) instances of Resist gravity/falling damage; +SL*10% damage with gravity/falling effects
d 5 21 Hard Radiation Control Energy Control SL/2 (round down) instances of Resist radiation damage; +SL*10% damage with radiation (specific, not all of Psi9/18/27) effects
d 5 22 Hyper-Invention Mental Enhancement (12-SL)M: Create a TechL=SL*2-3 object (see [Q8], can have at most LVL of these objects)
d 5 23 Illusory Duplication Illusory Mirror Image (SL images)
d 5 24 Illusory Invisibility Illusory Minor: Invis.; Major: Improved Invis.; Grand: Dust of Disappearance
d 5 25 Invisibility Self-Alteration Improved Invis.
d 5 26 Ionization Matter Conversion Lightning shield (xSL/10 damage back)
d 5 27 Kinetic Control Energy Control SL/2 (round down) instances of Resist telekinesis; +SL*10% damage with telekinesis effects
d 5 28 Light Control Energy Control SL/2 (round down) instances of Resist light; +SL*10% damage with light effects
d 5 29 Magic Control Magical +SL/2 (round down) to SL of next Psi45 power
d 5 30 Magnetic Manipulation Energy Control SL/2 (round down) instances of Resist magnetism; +SL*10% damage with magnetism effects
d 5 31 Mental Invisibility Mental Enhancement Improved Invis.: it's +SL AC instead of +4
d 5 32 Plasma Control Energy Control SL/2 (round down) instances of Resist plasma; +SL*10% damage with plasma effects
d 5 33 Power Simulation Magical The next Psi45 power you use will be resisted using MR instead of PR
d 5 34 Prehensile Hair Self-Alteration Your hair has controlled movement; can do a "Hair attack" (using your hair's P action) for 1dSL dmg
d 5 35 Reality Alteration Magical + or - SL to your next die roll
d 5 36 Reflection Defensive MPIWReflection 5*SL%
d 5 37 Regeneration Physical Enhancement Regenerate SL hp/s
d 5 38 Resist: Emotion Defensive SL/2 (round down) instances of Resist enchantment/charm
d 5 39 Resist: Energy Defensive SL/3 (round down) instances of Resist energy attacks
d 5 40 Resist: Magic Defensive SL/4 (round down) instances of Resist magic
d 5 41 Resist: Mental Defensive SL/2 (round down) instances of Resist mental attacks
d 5 42 Resist: Physical Defensive SL/4 (round down) instances of Resist physical attacks
d 5 43 Resist: Power Manipulation Defensive SL/3 (round down) instances of Resist disenchantment
d 5 44 Resist: Vampirism Defensive SL/3 (round down) instances of Resist necromancy, energy and stat drains
d 5 45 True Invulnerability Physical Enhancement SL instances of Resist distributed as you like (medium categories: a school, an element, etc.)
d 5 46 Vibration Control Energy Control SL/2 (round down) instances of Resist vibration; +SL*10% damage with vibration effects
d 5 47 Warding Magical Create a Trap (x1 Psionic) for SL/2 Psi45 powers
c 5 1 Absorption Power Energy Control bM: Absorb energy, gain 100/(12-SL)% of it in temporary hp
c 5 2 Chemical Touch Physical Enhancement Chemical effect of TechL=SL*2 or less (range touch)
c 5 3 Cold Generation Energy Emission SL*CL Cold damage (1 group, no save)
c 5 4 Combustion Matter Conversion An object explodes (item save), the person carrying it takes CL*SL/2 damage (save)
c 5 5 Control Power Control 1bM: Redirect an effect (caster makes SL/4 saves)
c 5 6 Disintegration Matter Conversion Major: Disintegrate (save)
c 5 7 Disruption Matter Control Minor: Target takes CL*SL disruption damage (no save); Grand: The damage given plus a Disintegrate effect (save)
c 5 8 Domination Power Control Dominate all actions (SL/5 saves)
c 5 9 Duplication Power Control 1bM: Fork an effect (caster makes SL/3 saves)
c 5 10 Electrical Generation Energy Emission SL*CL Lightning damage (1 group, no save)
c 5 11 Energy Conversion Energy Control 0, SL/t: Convert an element in an effect to another element (max E factor = SL/2, round down)
c 5 12 Energy Solidification Energy Control Minor: Web; Major: Iron Bands of Bilarro; Grand: Solid Wall of Force; Super: Forcecage
c 5 13 Energy Sponge Energy Control bM: SL*10% chance to absorb an entire energy attack
c 5 14 Fire Generation Energy Emission SL*CL Fire damage (1 group, no save)
c 5 15 Focus Power Control Do SL instances of another Psi45 power you know; you are Spent and Harmed at the end of effect
c 5 16 Geoforce Matter Control 1bM: Stop or Create an Earthquake, Landslide, etc. Damage would be CL*SL Earth to a group (save for 0)
c 5 17 Gestalt Power Control Major: 1M: Do 2 Minor powers that you know; Grand: 1M: Do 2 Major powers that you know; etc.
c 5 18 Hard Radiation Energy Emission SL*CL/2 Radiation damage and SL Con damage (1 group, no save)
c 5 19 Heat Energy Emission Target takes SL*CL Fire damage per segment for 1 round (no save)
c 5 20 Hypnotic Control Lifeform Control Hypnosis (SL/2 saves)
c 5 21 Iron Will Mental Enhancement 1bM: One effect that's hitting you is delayed for SL segments (it will still resolve even if the caster is dropped)
c 5 22 Kinetic Bolt Energy Emission SL*CL/2 Telekinesis dmg and knock back SL*10' (1 target, no save, Str-SL*2 check to avoid knock back)
c 5 23 Lifeform Creation Matter Creation Summon a DL=SL-1 monster
c 5 24 Light Emission Energy Emission SL*CL/2 Light damage (no save) and SL/2 instances of blindness (save)
c 5 25 Magic Domination Magical Control M Actions (SL/2 saves)
c 5 26 Mechanical Creation Matter Creation Summon a DL=SL-2 Golem or Technological monster
c 5 27 Mind Blast Mental Enhancement SL*CL Mental damage (1 group, no save)
c 5 28 Mind Control Lifeform Control Minor: Command (save); Major: Domination (SL/3 saves)
c 5 29 Mind Transferral Lifeform Control Minor: Empathy (save); Major: Magic Jar (SL/3 saves)
c 5 30 Missile Creation Matter Creation Do SL missile attacks, must roll to hit, each hit does 10 dmg (no save) and a stun (save)
c 5 31 Neural Manipulation Lifeform Control Minor: Seizure (-2 all rolls, save); Major: Paralysis (SL/3 saves)
c 5 32 Plague Carrier Lifeform Control Disease (SL saves)
c 5 33 Plasma Generation Energy Emission SL*CL Plasma damage (1 group, no save)
c 5 34 Radiowave Generation Energy Emission SL*CL/2 Radiowave damage (1 group, no save, the effect can go through a SL' wall)
c 5 35 Self-Revival Physical Enhancement 0, (SL-1)/d: Heal self
c 5 36 Serial Immortality Mental Enhancement 0, 1/d: Resurrection, self only, there is a delay of (11-SL) rounds
c 5 37 Sleep-Induced Lifeform Control Sleep (SL/2 saves)
c 5 38 Sonic Generation Energy Emission SL*CL/2 Sound damage (no save) and SL/2 instances of deafness (save)
c 5 39 Spray Matter Creation SL choking dmg to a group per segment (can leave the area)
c 5 40 Summoning Lifeform Control Summon a DL=SL Outer
c 5 41 Undead Control Lifeform Control Turn Undead at CL=(SL-2)*2
c 5 42 Vibration Energy Emission SL*CL Vibration damage (1 group, no save)
c 5 43 Weakness Creation Power Control Add SL/2 instances of a Vulnerability to something (medium scale: a school, an element, etc.) on the target (no save)
c 5 44 Zombie Animation Matter Control Animate a dead body as a Zombie with DL=SL
d 8 1 Body Coating Self-Alteration 5*SL hp Armor spell, self only, stacks with the (Wizard) Armor spell
d 8 2 Body Resistance Physical Enhancement Physical attacks that do less than SL*2 dmg to you do nothing
d 8 3 Body Transformation Self-Alteration Change your body to be of an E=SL/2 element
d 8 4 Chemical Mimicry Self-Alteration Change your body to be of an TechL=SL chemical
d 8 5 Cosmic Awareness Mental Enhancement Grand: Cosmic Awareness
d 8 6 Electrical Control Energy Control SL/2 (round down) instances of Resist lightning; +SL*10% damage with lightning effects
d 8 7 Energy Body Self-Alteration Major: You are made of energy; cannot use P actions; resist physical damage
d 8 8 Energy Doppelganger Energy Emission Mirror Image (1 image), it has SL^3 hp; it flies at SL*3"; you can cast Psi45 effects through it
d 8 9 Energy Sheath Self-Alteration SL^2 hp Armor spell, self only, stacks with the (Wizard) Armor spell
d 8 10 Fire Control Energy Control SL/2 (round down) instances of Resist fire; +SL*10% damage with fire effects
d 8 11 Force Field Defensive Immune to spell level 0 to SL-2 effects; -(SL-1) per physical attack; ER 5*SL%
d 8 12 Force Field vs. Emotion Defensive Immune to spell level 0 to SL-1 enchantment/charm effects
d 8 13 Force Field vs. Energy Defensive Immune to spell level 0 to SL-1 energy attacks
d 8 14 Force Field vs. Hostiles Lifeform Control Enemies must make SL/2 saves to attack you
d 8 15 Force Field vs. Magic Defensive Immune to spell level 0 to SL-1 magic
d 8 16 Force Field vs. Mental Defensive Immune to spell level 0 to SL-1 mental attacks
d 8 17 Force Field vs. Physical Defensive -SL per physical attack
d 8 18 Force Field vs. Power Manipulation Defensive ER 10*SL%
d 8 19 Force Field vs. Vampirism Defensive aNR 10*SL% (including energy and stat drains)
d 8 20 Gravity Manipulation Energy Control SL/2 (round down) instances of Resist gravity/falling damage; +SL*10% damage with gravity/falling effects
d 8 21 Hard Radiation Control Energy Control SL/2 (round down) instances of Resist radiation damage; +SL*10% damage with radiation (specific, not all of Psi9/18/27) effects
d 8 22 Hyper-Invention Mental Enhancement (12-SL)M: Create a TechL=SL*2-3 object (see [Q8], can have at most LVL of these objects)
d 8 23 Illusory Duplication Illusory Mirror Image (SL images)
d 8 24 Illusory Invisibility Illusory Minor: Invis.; Major: Improved Invis.; Grand: Dust of Disappearance
d 8 25 Invisibility Self-Alteration Improved Invis.
d 8 26 Ionization Matter Conversion Lightning shield (xSL/10 damage back)
d 8 27 Kinetic Control Energy Control SL/2 (round down) instances of Resist telekinesis; +SL*10% damage with telekinesis effects
d 8 28 Light Control Energy Control SL/2 (round down) instances of Resist light; +SL*10% damage with light effects
d 8 29 Magic Control Magical +SL/2 (round down) to SL of next Psi45 power
d 8 30 Magnetic Manipulation Energy Control SL/2 (round down) instances of Resist magnetism; +SL*10% damage with magnetism effects
d 8 31 Mental Invisibility Mental Enhancement Improved Invis.: it's +SL AC instead of +4
d 8 32 Plasma Control Energy Control SL/2 (round down) instances of Resist plasma; +SL*10% damage with plasma effects
d 8 33 Power Simulation Magical The next Psi45 power you use will be resisted using MR instead of PR
d 8 34 Prehensile Hair Self-Alteration Your hair has controlled movement; can do a "Hair attack" (using your hair's P action) for 1dSL dmg
d 8 35 Reality Alteration Magical + or - SL to your next die roll
d 8 36 Reflection Defensive MPIWReflection 5*SL%
d 8 37 Regeneration Physical Enhancement Regenerate SL hp/s
d 8 38 Resist: Emotion Defensive SL/2 (round down) instances of Resist enchantment/charm
d 8 39 Resist: Energy Defensive SL/3 (round down) instances of Resist energy attacks
d 8 40 Resist: Magic Defensive SL/4 (round down) instances of Resist magic
d 8 41 Resist: Mental Defensive SL/2 (round down) instances of Resist mental attacks
d 8 42 Resist: Physical Defensive SL/4 (round down) instances of Resist physical attacks
d 8 43 Resist: Power Manipulation Defensive SL/3 (round down) instances of Resist disenchantment
d 8 44 Resist: Vampirism Defensive SL/3 (round down) instances of Resist necromancy, energy and stat drains
d 8 45 True Invulnerability Physical Enhancement SL instances of Resist distributed as you like (medium categories: a school, an element, etc.)
d 8 46 Vibration Control Energy Control SL/2 (round down) instances of Resist vibration; +SL*10% damage with vibration effects
d 8 47 Warding Magical Create a Trap (x1 Psionic) for SL/2 Psi45 powers
c 8 1 Absorption Power Energy Control bM: Absorb energy, gain 100/(12-SL)% of it in temporary hp
c 8 2 Chemical Touch Physical Enhancement Chemical effect of TechL=SL*2 or less (range touch)
c 8 3 Cold Generation Energy Emission SL*CL Cold damage (1 group, no save)
c 8 4 Combustion Matter Conversion An object explodes (item save), the person carrying it takes CL*SL/2 damage (save)
c 8 5 Control Power Control 1bM: Redirect an effect (caster makes SL/4 saves)
c 8 6 Disintegration Matter Conversion Major: Disintegrate (save)
c 8 7 Disruption Matter Control Minor: Target takes CL*SL disruption damage (no save); Grand: The damage given plus a Disintegrate effect (save)
c 8 8 Domination Power Control Dominate all actions (SL/5 saves)
c 8 9 Duplication Power Control 1bM: Fork an effect (caster makes SL/3 saves)
c 8 10 Electrical Generation Energy Emission SL*CL Lightning damage (1 group, no save)
c 8 11 Energy Conversion Energy Control 0, SL/t: Convert an element in an effect to another element (max E factor = SL/2, round down)
c 8 12 Energy Solidification Energy Control Minor: Web; Major: Iron Bands of Bilarro; Grand: Solid Wall of Force; Super: Forcecage
c 8 13 Energy Sponge Energy Control bM: SL*10% chance to absorb an entire energy attack
c 8 14 Fire Generation Energy Emission SL*CL Fire damage (1 group, no save)
c 8 15 Focus Power Control Do SL instances of another Psi45 power you know; you are Spent and Harmed at the end of effect
c 8 16 Geoforce Matter Control 1bM: Stop or Create an Earthquake, Landslide, etc. Damage would be CL*SL Earth to a group (save for 0)
c 8 17 Gestalt Power Control Major: 1M: Do 2 Minor powers that you know; Grand: 1M: Do 2 Major powers that you know; etc.
c 8 18 Hard Radiation Energy Emission SL*CL/2 Radiation damage and SL Con damage (1 group, no save)
c 8 19 Heat Energy Emission Target takes SL*CL Fire damage per segment for 1 round (no save)
c 8 20 Hypnotic Control Lifeform Control Hypnosis (SL/2 saves)
c 8 21 Iron Will Mental Enhancement 1bM: One effect that's hitting you is delayed for SL segments (it will still resolve even if the caster is dropped)
c 8 22 Kinetic Bolt Energy Emission SL*CL/2 Telekinesis dmg and knock back SL*10' (1 target, no save, Str-SL*2 check to avoid knock back)
c 8 23 Lifeform Creation Matter Creation Summon a DL=SL-1 monster
c 8 24 Light Emission Energy Emission SL*CL/2 Light damage (no save) and SL/2 instances of blindness (save)
c 8 25 Magic Domination Magical Control M Actions (SL/2 saves)
c 8 26 Mechanical Creation Matter Creation Summon a DL=SL-2 Golem or Technological monster
c 8 27 Mind Blast Mental Enhancement SL*CL Mental damage (1 group, no save)
c 8 28 Mind Control Lifeform Control Minor: Command (save); Major: Domination (SL/3 saves)
c 8 29 Mind Transferral Lifeform Control Minor: Empathy (save); Major: Magic Jar (SL/3 saves)
c 8 30 Missile Creation Matter Creation Do SL missile attacks, must roll to hit, each hit does 10 dmg (no save) and a stun (save)
c 8 31 Neural Manipulation Lifeform Control Minor: Seizure (-2 all rolls, save); Major: Paralysis (SL/3 saves)
c 8 32 Plague Carrier Lifeform Control Disease (SL saves)
c 8 33 Plasma Generation Energy Emission SL*CL Plasma damage (1 group, no save)
c 8 34 Radiowave Generation Energy Emission SL*CL/2 Radiowave damage (1 group, no save, the effect can go through a SL' wall)
c 8 35 Self-Revival Physical Enhancement 0, (SL-1)/d: Heal self
c 8 36 Serial Immortality Mental Enhancement 0, 1/d: Resurrection, self only, there is a delay of (11-SL) rounds
c 8 37 Sleep-Induced Lifeform Control Sleep (SL/2 saves)
c 8 38 Sonic Generation Energy Emission SL*CL/2 Sound damage (no save) and SL/2 instances of deafness (save)
c 8 39 Spray Matter Creation SL choking dmg to a group per segment (can leave the area)
c 8 40 Summoning Lifeform Control Summon a DL=SL Outer
c 8 41 Undead Control Lifeform Control Turn Undead at CL=(SL-2)*2
c 8 42 Vibration Energy Emission SL*CL Vibration damage (1 group, no save)
c 8 43 Weakness Creation Power Control Add SL/2 instances of a Vulnerability to something (medium scale: a school, an element, etc.) on the target (no save)
c 8 44 Zombie Animation Matter Control Animate a dead body as a Zombie with DL=SL
d 11 1 Body Coating Self-Alteration 5*SL hp Armor spell, self only, stacks with the (Wizard) Armor spell
d 11 2 Body Resistance Physical Enhancement Physical attacks that do less than SL*2 dmg to you do nothing
d 11 3 Body Transformation Self-Alteration Change your body to be of an E=SL/2 element
d 11 4 Chemical Mimicry Self-Alteration Change your body to be of an TechL=SL chemical
d 11 5 Cosmic Awareness Mental Enhancement Grand: Cosmic Awareness
d 11 6 Electrical Control Energy Control SL/2 (round down) instances of Resist lightning; +SL*10% damage with lightning effects
d 11 7 Energy Body Self-Alteration Major: You are made of energy; cannot use P actions; resist physical damage
d 11 8 Energy Doppelganger Energy Emission Mirror Image (1 image), it has SL^3 hp; it flies at SL*3"; you can cast Psi45 effects through it
d 11 9 Energy Sheath Self-Alteration SL^2 hp Armor spell, self only, stacks with the (Wizard) Armor spell
d 11 10 Fire Control Energy Control SL/2 (round down) instances of Resist fire; +SL*10% damage with fire effects
d 11 11 Force Field Defensive Immune to spell level 0 to SL-2 effects; -(SL-1) per physical attack; ER 5*SL%
d 11 12 Force Field vs. Emotion Defensive Immune to spell level 0 to SL-1 enchantment/charm effects
d 11 13 Force Field vs. Energy Defensive Immune to spell level 0 to SL-1 energy attacks
d 11 14 Force Field vs. Hostiles Lifeform Control Enemies must make SL/2 saves to attack you
d 11 15 Force Field vs. Magic Defensive Immune to spell level 0 to SL-1 magic
d 11 16 Force Field vs. Mental Defensive Immune to spell level 0 to SL-1 mental attacks
d 11 17 Force Field vs. Physical Defensive -SL per physical attack
d 11 18 Force Field vs. Power Manipulation Defensive ER 10*SL%
d 11 19 Force Field vs. Vampirism Defensive aNR 10*SL% (including energy and stat drains)
d 11 20 Gravity Manipulation Energy Control SL/2 (round down) instances of Resist gravity/falling damage; +SL*10% damage with gravity/falling effects
d 11 21 Hard Radiation Control Energy Control SL/2 (round down) instances of Resist radiation damage; +SL*10% damage with radiation (specific, not all of Psi9/18/27) effects
d 11 22 Hyper-Invention Mental Enhancement (12-SL)M: Create a TechL=SL*2-3 object (see [Q8], can have at most LVL of these objects)
d 11 23 Illusory Duplication Illusory Mirror Image (SL images)
d 11 24 Illusory Invisibility Illusory Minor: Invis.; Major: Improved Invis.; Grand: Dust of Disappearance
d 11 25 Invisibility Self-Alteration Improved Invis.
d 11 26 Ionization Matter Conversion Lightning shield (xSL/10 damage back)
d 11 27 Kinetic Control Energy Control SL/2 (round down) instances of Resist telekinesis; +SL*10% damage with telekinesis effects
d 11 28 Light Control Energy Control SL/2 (round down) instances of Resist light; +SL*10% damage with light effects
d 11 29 Magic Control Magical +SL/2 (round down) to SL of next Psi45 power
d 11 30 Magnetic Manipulation Energy Control SL/2 (round down) instances of Resist magnetism; +SL*10% damage with magnetism effects
d 11 31 Mental Invisibility Mental Enhancement Improved Invis.: it's +SL AC instead of +4
d 11 32 Plasma Control Energy Control SL/2 (round down) instances of Resist plasma; +SL*10% damage with plasma effects
d 11 33 Power Simulation Magical The next Psi45 power you use will be resisted using MR instead of PR
d 11 34 Prehensile Hair Self-Alteration Your hair has controlled movement; can do a "Hair attack" (using your hair's P action) for 1dSL dmg
d 11 35 Reality Alteration Magical + or - SL to your next die roll
d 11 36 Reflection Defensive MPIWReflection 5*SL%
d 11 37 Regeneration Physical Enhancement Regenerate SL hp/s
d 11 38 Resist: Emotion Defensive SL/2 (round down) instances of Resist enchantment/charm
d 11 39 Resist: Energy Defensive SL/3 (round down) instances of Resist energy attacks
d 11 40 Resist: Magic Defensive SL/4 (round down) instances of Resist magic
d 11 41 Resist: Mental Defensive SL/2 (round down) instances of Resist mental attacks
d 11 42 Resist: Physical Defensive SL/4 (round down) instances of Resist physical attacks
d 11 43 Resist: Power Manipulation Defensive SL/3 (round down) instances of Resist disenchantment
d 11 44 Resist: Vampirism Defensive SL/3 (round down) instances of Resist necromancy, energy and stat drains
d 11 45 True Invulnerability Physical Enhancement SL instances of Resist distributed as you like (medium categories: a school, an element, etc.)
d 11 46 Vibration Control Energy Control SL/2 (round down) instances of Resist vibration; +SL*10% damage with vibration effects
d 11 47 Warding Magical Create a Trap (x1 Psionic) for SL/2 Psi45 powers
c 11 1 Absorption Power Energy Control bM: Absorb energy, gain 100/(12-SL)% of it in temporary hp
c 11 2 Chemical Touch Physical Enhancement Chemical effect of TechL=SL*2 or less (range touch)
c 11 3 Cold Generation Energy Emission SL*CL Cold damage (1 group, no save)
c 11 4 Combustion Matter Conversion An object explodes (item save), the person carrying it takes CL*SL/2 damage (save)
c 11 5 Control Power Control 1bM: Redirect an effect (caster makes SL/4 saves)
c 11 6 Disintegration Matter Conversion Major: Disintegrate (save)
c 11 7 Disruption Matter Control Minor: Target takes CL*SL disruption damage (no save); Grand: The damage given plus a Disintegrate effect (save)
c 11 8 Domination Power Control Dominate all actions (SL/5 saves)
c 11 9 Duplication Power Control 1bM: Fork an effect (caster makes SL/3 saves)
c 11 10 Electrical Generation Energy Emission SL*CL Lightning damage (1 group, no save)
c 11 11 Energy Conversion Energy Control 0, SL/t: Convert an element in an effect to another element (max E factor = SL/2, round down)
c 11 12 Energy Solidification Energy Control Minor: Web; Major: Iron Bands of Bilarro; Grand: Solid Wall of Force; Super: Forcecage
c 11 13 Energy Sponge Energy Control bM: SL*10% chance to absorb an entire energy attack
c 11 14 Fire Generation Energy Emission SL*CL Fire damage (1 group, no save)
c 11 15 Focus Power Control Do SL instances of another Psi45 power you know; you are Spent and Harmed at the end of effect
c 11 16 Geoforce Matter Control 1bM: Stop or Create an Earthquake, Landslide, etc. Damage would be CL*SL Earth to a group (save for 0)
c 11 17 Gestalt Power Control Major: 1M: Do 2 Minor powers that you know; Grand: 1M: Do 2 Major powers that you know; etc.
c 11 18 Hard Radiation Energy Emission SL*CL/2 Radiation damage and SL Con damage (1 group, no save)
c 11 19 Heat Energy Emission Target takes SL*CL Fire damage per segment for 1 round (no save)
c 11 20 Hypnotic Control Lifeform Control Hypnosis (SL/2 saves)
c 11 21 Iron Will Mental Enhancement 1bM: One effect that's hitting you is delayed for SL segments (it will still resolve even if the caster is dropped)
c 11 22 Kinetic Bolt Energy Emission SL*CL/2 Telekinesis dmg and knock back SL*10' (1 target, no save, Str-SL*2 check to avoid knock back)
c 11 23 Lifeform Creation Matter Creation Summon a DL=SL-1 monster
c 11 24 Light Emission Energy Emission SL*CL/2 Light damage (no save) and SL/2 instances of blindness (save)
c 11 25 Magic Domination Magical Control M Actions (SL/2 saves)
c 11 26 Mechanical Creation Matter Creation Summon a DL=SL-2 Golem or Technological monster
c 11 27 Mind Blast Mental Enhancement SL*CL Mental damage (1 group, no save)
c 11 28 Mind Control Lifeform Control Minor: Command (save); Major: Domination (SL/3 saves)
c 11 29 Mind Transferral Lifeform Control Minor: Empathy (save); Major: Magic Jar (SL/3 saves)
c 11 30 Missile Creation Matter Creation Do SL missile attacks, must roll to hit, each hit does 10 dmg (no save) and a stun (save)
c 11 31 Neural Manipulation Lifeform Control Minor: Seizure (-2 all rolls, save); Major: Paralysis (SL/3 saves)
c 11 32 Plague Carrier Lifeform Control Disease (SL saves)
c 11 33 Plasma Generation Energy Emission SL*CL Plasma damage (1 group, no save)
c 11 34 Radiowave Generation Energy Emission SL*CL/2 Radiowave damage (1 group, no save, the effect can go through a SL' wall)
c 11 35 Self-Revival Physical Enhancement 0, (SL-1)/d: Heal self
c 11 36 Serial Immortality Mental Enhancement 0, 1/d: Resurrection, self only, there is a delay of (11-SL) rounds
c 11 37 Sleep-Induced Lifeform Control Sleep (SL/2 saves)
c 11 38 Sonic Generation Energy Emission SL*CL/2 Sound damage (no save) and SL/2 instances of deafness (save)
c 11 39 Spray Matter Creation SL choking dmg to a group per segment (can leave the area)
c 11 40 Summoning Lifeform Control Summon a DL=SL Outer
c 11 41 Undead Control Lifeform Control Turn Undead at CL=(SL-2)*2
c 11 42 Vibration Energy Emission SL*CL Vibration damage (1 group, no save)
c 11 43 Weakness Creation Power Control Add SL/2 instances of a Vulnerability to something (medium scale: a school, an element, etc.) on the target (no save)
c 11 44 Zombie Animation Matter Control Animate a dead body as a Zombie with DL=SL

Defender Psionicist


[MC2.54] Monster Psi54

Use SL # Power School Notes
d 2 1 Absorption Field Physical Stops SL/2 mental attacks or mental-affecting powers on you
d 2 2 Acrobatics Skill-like Any Acrobat SL-1 pick; 5*CL Rogue points in it
d 2 3 Animate Objects Mystical Animate Objects as if they were a DL=SL Golem summon
d 2 4 Aura of Fear Mental Fear by sight (SL saves)
d 2 5 Energy Absorption Physical CL*SL*3 hp ablative Force Field (vs. energy attacks)
d 2 6 Flame Being Physical Fire Shield (SL*10% damage back to attacker); Deal +SL fire dmg with melee attacks
d 2 7 Flame Immunity Physical SL/2 instances of Resist Fire
d 2 8 Force Field Physical CL*SL*2 hp ablative Force Field (vs. physical or energy attacks)
d 2 9 Force Shield Mental CL*SL*3 hp ablative Force Field (vs. physical or energy attacks, only one enemy /s)
d 2 10 Gadgetry Skill-like 1M, 1/d: Build a TechL=SL Psi8 item
d 2 11 Gravity Decrease Mental Increase gravity in room or object/person by SL G's (x1 Special)
d 2 12 Gravity Increase Mental Decrease gravity in room or object/person by SL G's (x1 Special)
d 2 13 Icing Physical SL/2 instances of Resist Cold/Ice
d 2 14 Invisibility Physical Minor: Invisibility; Major: Improved Invisibility; Grand: Dust of Disappearance
d 2 15 Invulnerability Physical -CL*SL/2 dmg per attack
d 2 16 Magic Shield Mystical Stops SL/2 magical attacks on you
d 2 17 Mind Over Matter Mental Stay conscious (and offensive) for up to SL segments after being reduced below -10 hp
d 2 18 Molecular Chameleon Mental Polymorph your body into an unusual material that you're touching (max S factor = SL)
d 2 19 Mystic Shield Mental SR SL*CL
d 2 20 Poison Touch Physical Your next attack is poisonous (Death or (SL-1)*10 dmg if they make the save)
d 2 21 Split Physical You are two beings (two places at once); it costs 3 actions to have each body do 1 action
d 2 22 Stretching Physical Can melee up to SL people per round that aren't in your group
d 2 23 Systematic Antidote Physical SL/2 instances of Resist Poison/Drugs
d 2 24 Thief Skill-like Any Thief SL-1 pick; 5*CL Rogue points in it
d 2 25 Truesight Mental Minor: Detect Invis./Illusion; Major: True Seeing; Grand: Cosmic Awareness
c 2 1 Acid Physical CL*(SL+2) acid dmg to one target (no save)
c 2 2 Air Animation Mental Summon a DL=SL Air Elemental
c 2 3 Air Control Mental Gust of Wind / Wall of Air
c 2 4 Animal Summoning Mystical Summon a DL=SL-1 Animal
c 2 5 Animate Image Mystical Summon a DL=SL creature based on an picture/painting you have (the image is consumed)
c 2 6 Bio-Energy Blast Physical CL*(SL+2) force dmg to one target (no save)
c 2 7 Bomb Physical CL*SL explosion dmg to your group (no save, hole in the middle)
c 2 8 Cell Rot Mental Cell Adjustment (reversed) CL*SL*2 dmg (no save)
c 2 9 Control Mental Domination one target (SL/2 saves)
c 2 10 Damage Transference Mental Cell Adjustment CL*SL*2 hp
c 2 11 Darkness Physical Darkness (can blind a person, make SL saves)
c 2 12 Earth Animation Mental Summon a DL=SL Earth Elemental
c 2 13 Flame Animation Mental Summon a DL=SL Fire Elemental
c 2 14 Flame Project Physical CL*(SL+2) fire dmg to one target (no save)
c 2 15 Flash Physical Light (can blind a person, make SL saves)
c 2 16 Heat Vision Mental 1M to start: Every segment for 1 round, as a 0 action, deal SL heat dmg to one target (no save)
c 2 17 Hypnotism Mental Hypnosis (SL saves)
c 2 18 Ice Animation Mental Summon a DL=SL Ice Elemental
c 2 19 Ice Control Mental Wall of Ice
c 2 20 Ice Production Physical CL*(SL+2) ice dmg to one target (no save)
c 2 21 Lightning Mystical CL*SL lightning dmg to one group (no save)
c 2 22 Magic Blast Mystical CL*SL force dmg to one group (no save)
c 2 23 Matter Manipulation Mental CL*(SL+2) explosion dmg to one target (no save)
c 2 24 Mimic Physical 1bM: Fork a spell level 0 to SL effect
c 2 25 Mind Blast Mental SL Int dmg to one target (no save)
c 2 26 Personality Transfer Mental Magic Jar (SL/2 saves)
c 2 27 Phobia Mental Fear (SL saves)
c 2 28 Psychic Will Mental Wall of Force
c 2 29 Sonic Beam Physical CL*(SL+2) sound dmg to one target (no save)
c 2 30 Spiritual Drain Mystical Target loses CL*SL hp (necromantic, no save), you gain CL*SL hp (not above max)
c 2 31 Starbolt Physical CL*(SL+2) plasma dmg to one target (no save)
c 2 32 Super Breath Physical CL*SL air dmg to one group (no save)
c 2 33 Telekinesis Mental Telekinesis CL*SL*10 lbs.
c 2 34 Vampirism Mystical Target gets SL/2 negative levels (energy drain, no save), you gain CL*SL hp (not above max)
c 2 35 Water Animation Mental Summon a DL=SL Water Elemental
c 2 36 Water Control Mental Wall of Water / Part Water / Lower Water
d 5 1 Absorption Field Physical Stops SL/2 mental attacks or mental-affecting powers on you
d 5 2 Acrobatics Skill-like Any Acrobat SL-1 pick; 5*CL Rogue points in it
d 5 3 Animate Objects Mystical Animate Objects as if they were a DL=SL Golem summon
d 5 4 Aura of Fear Mental Fear by sight (SL saves)
d 5 5 Energy Absorption Physical CL*SL*3 hp ablative Force Field (vs. energy attacks)
d 5 6 Flame Being Physical Fire Shield (SL*10% damage back to attacker); Deal +SL fire dmg with melee attacks
d 5 7 Flame Immunity Physical SL/2 instances of Resist Fire
d 5 8 Force Field Physical CL*SL*2 hp ablative Force Field (vs. physical or energy attacks)
d 5 9 Force Shield Mental CL*SL*3 hp ablative Force Field (vs. physical or energy attacks, only one enemy /s)
d 5 10 Gadgetry Skill-like 1M, 1/d: Build a TechL=SL Psi8 item
d 5 11 Gravity Decrease Mental Increase gravity in room or object/person by SL G's (x1 Special)
d 5 12 Gravity Increase Mental Decrease gravity in room or object/person by SL G's (x1 Special)
d 5 13 Icing Physical SL/2 instances of Resist Cold/Ice
d 5 14 Invisibility Physical Minor: Invisibility; Major: Improved Invisibility; Grand: Dust of Disappearance
d 5 15 Invulnerability Physical -CL*SL/2 dmg per attack
d 5 16 Magic Shield Mystical Stops SL/2 magical attacks on you
d 5 17 Mind Over Matter Mental Stay conscious (and offensive) for up to SL segments after being reduced below -10 hp
d 5 18 Molecular Chameleon Mental Polymorph your body into an unusual material that you're touching (max S factor = SL)
d 5 19 Mystic Shield Mental SR SL*CL
d 5 20 Poison Touch Physical Your next attack is poisonous (Death or (SL-1)*10 dmg if they make the save)
d 5 21 Split Physical You are two beings (two places at once); it costs 3 actions to have each body do 1 action
d 5 22 Stretching Physical Can melee up to SL people per round that aren't in your group
d 5 23 Systematic Antidote Physical SL/2 instances of Resist Poison/Drugs
d 5 24 Thief Skill-like Any Thief SL-1 pick; 5*CL Rogue points in it
d 5 25 Truesight Mental Minor: Detect Invis./Illusion; Major: True Seeing; Grand: Cosmic Awareness
c 5 1 Acid Physical CL*(SL+2) acid dmg to one target (no save)
c 5 2 Air Animation Mental Summon a DL=SL Air Elemental
c 5 3 Air Control Mental Gust of Wind / Wall of Air
c 5 4 Animal Summoning Mystical Summon a DL=SL-1 Animal
c 5 5 Animate Image Mystical Summon a DL=SL creature based on an picture/painting you have (the image is consumed)
c 5 6 Bio-Energy Blast Physical CL*(SL+2) force dmg to one target (no save)
c 5 7 Bomb Physical CL*SL explosion dmg to your group (no save, hole in the middle)
c 5 8 Cell Rot Mental Cell Adjustment (reversed) CL*SL*2 dmg (no save)
c 5 9 Control Mental Domination one target (SL/2 saves)
c 5 10 Damage Transference Mental Cell Adjustment CL*SL*2 hp
c 5 11 Darkness Physical Darkness (can blind a person, make SL saves)
c 5 12 Earth Animation Mental Summon a DL=SL Earth Elemental
c 5 13 Flame Animation Mental Summon a DL=SL Fire Elemental
c 5 14 Flame Project Physical CL*(SL+2) fire dmg to one target (no save)
c 5 15 Flash Physical Light (can blind a person, make SL saves)
c 5 16 Heat Vision Mental 1M to start: Every segment for 1 round, as a 0 action, deal SL heat dmg to one target (no save)
c 5 17 Hypnotism Mental Hypnosis (SL saves)
c 5 18 Ice Animation Mental Summon a DL=SL Ice Elemental
c 5 19 Ice Control Mental Wall of Ice
c 5 20 Ice Production Physical CL*(SL+2) ice dmg to one target (no save)
c 5 21 Lightning Mystical CL*SL lightning dmg to one group (no save)
c 5 22 Magic Blast Mystical CL*SL force dmg to one group (no save)
c 5 23 Matter Manipulation Mental CL*(SL+2) explosion dmg to one target (no save)
c 5 24 Mimic Physical 1bM: Fork a spell level 0 to SL effect
c 5 25 Mind Blast Mental SL Int dmg to one target (no save)
c 5 26 Personality Transfer Mental Magic Jar (SL/2 saves)
c 5 27 Phobia Mental Fear (SL saves)
c 5 28 Psychic Will Mental Wall of Force
c 5 29 Sonic Beam Physical CL*(SL+2) sound dmg to one target (no save)
c 5 30 Spiritual Drain Mystical Target loses CL*SL hp (necromantic, no save), you gain CL*SL hp (not above max)
c 5 31 Starbolt Physical CL*(SL+2) plasma dmg to one target (no save)
c 5 32 Super Breath Physical CL*SL air dmg to one group (no save)
c 5 33 Telekinesis Mental Telekinesis CL*SL*10 lbs.
c 5 34 Vampirism Mystical Target gets SL/2 negative levels (energy drain, no save), you gain CL*SL hp (not above max)
c 5 35 Water Animation Mental Summon a DL=SL Water Elemental
c 5 36 Water Control Mental Wall of Water / Part Water / Lower Water
d 8 1 Absorption Field Physical Stops SL/2 mental attacks or mental-affecting powers on you
d 8 2 Acrobatics Skill-like Any Acrobat SL-1 pick; 5*CL Rogue points in it
d 8 3 Animate Objects Mystical Animate Objects as if they were a DL=SL Golem summon
d 8 4 Aura of Fear Mental Fear by sight (SL saves)
d 8 5 Energy Absorption Physical CL*SL*3 hp ablative Force Field (vs. energy attacks)
d 8 6 Flame Being Physical Fire Shield (SL*10% damage back to attacker); Deal +SL fire dmg with melee attacks
d 8 7 Flame Immunity Physical SL/2 instances of Resist Fire
d 8 8 Force Field Physical CL*SL*2 hp ablative Force Field (vs. physical or energy attacks)
d 8 9 Force Shield Mental CL*SL*3 hp ablative Force Field (vs. physical or energy attacks, only one enemy /s)
d 8 10 Gadgetry Skill-like 1M, 1/d: Build a TechL=SL Psi8 item
d 8 11 Gravity Decrease Mental Increase gravity in room or object/person by SL G's (x1 Special)
d 8 12 Gravity Increase Mental Decrease gravity in room or object/person by SL G's (x1 Special)
d 8 13 Icing Physical SL/2 instances of Resist Cold/Ice
d 8 14 Invisibility Physical Minor: Invisibility; Major: Improved Invisibility; Grand: Dust of Disappearance
d 8 15 Invulnerability Physical -CL*SL/2 dmg per attack
d 8 16 Magic Shield Mystical Stops SL/2 magical attacks on you
d 8 17 Mind Over Matter Mental Stay conscious (and offensive) for up to SL segments after being reduced below -10 hp
d 8 18 Molecular Chameleon Mental Polymorph your body into an unusual material that you're touching (max S factor = SL)
d 8 19 Mystic Shield Mental SR SL*CL
d 8 20 Poison Touch Physical Your next attack is poisonous (Death or (SL-1)*10 dmg if they make the save)
d 8 21 Split Physical You are two beings (two places at once); it costs 3 actions to have each body do 1 action
d 8 22 Stretching Physical Can melee up to SL people per round that aren't in your group
d 8 23 Systematic Antidote Physical SL/2 instances of Resist Poison/Drugs
d 8 24 Thief Skill-like Any Thief SL-1 pick; 5*CL Rogue points in it
d 8 25 Truesight Mental Minor: Detect Invis./Illusion; Major: True Seeing; Grand: Cosmic Awareness
c 8 1 Acid Physical CL*(SL+2) acid dmg to one target (no save)
c 8 2 Air Animation Mental Summon a DL=SL Air Elemental
c 8 3 Air Control Mental Gust of Wind / Wall of Air
c 8 4 Animal Summoning Mystical Summon a DL=SL-1 Animal
c 8 5 Animate Image Mystical Summon a DL=SL creature based on an picture/painting you have (the image is consumed)
c 8 6 Bio-Energy Blast Physical CL*(SL+2) force dmg to one target (no save)
c 8 7 Bomb Physical CL*SL explosion dmg to your group (no save, hole in the middle)
c 8 8 Cell Rot Mental Cell Adjustment (reversed) CL*SL*2 dmg (no save)
c 8 9 Control Mental Domination one target (SL/2 saves)
c 8 10 Damage Transference Mental Cell Adjustment CL*SL*2 hp
c 8 11 Darkness Physical Darkness (can blind a person, make SL saves)
c 8 12 Earth Animation Mental Summon a DL=SL Earth Elemental
c 8 13 Flame Animation Mental Summon a DL=SL Fire Elemental
c 8 14 Flame Project Physical CL*(SL+2) fire dmg to one target (no save)
c 8 15 Flash Physical Light (can blind a person, make SL saves)
c 8 16 Heat Vision Mental 1M to start: Every segment for 1 round, as a 0 action, deal SL heat dmg to one target (no save)
c 8 17 Hypnotism Mental Hypnosis (SL saves)
c 8 18 Ice Animation Mental Summon a DL=SL Ice Elemental
c 8 19 Ice Control Mental Wall of Ice
c 8 20 Ice Production Physical CL*(SL+2) ice dmg to one target (no save)
c 8 21 Lightning Mystical CL*SL lightning dmg to one group (no save)
c 8 22 Magic Blast Mystical CL*SL force dmg to one group (no save)
c 8 23 Matter Manipulation Mental CL*(SL+2) explosion dmg to one target (no save)
c 8 24 Mimic Physical 1bM: Fork a spell level 0 to SL effect
c 8 25 Mind Blast Mental SL Int dmg to one target (no save)
c 8 26 Personality Transfer Mental Magic Jar (SL/2 saves)
c 8 27 Phobia Mental Fear (SL saves)
c 8 28 Psychic Will Mental Wall of Force
c 8 29 Sonic Beam Physical CL*(SL+2) sound dmg to one target (no save)
c 8 30 Spiritual Drain Mystical Target loses CL*SL hp (necromantic, no save), you gain CL*SL hp (not above max)
c 8 31 Starbolt Physical CL*(SL+2) plasma dmg to one target (no save)
c 8 32 Super Breath Physical CL*SL air dmg to one group (no save)
c 8 33 Telekinesis Mental Telekinesis CL*SL*10 lbs.
c 8 34 Vampirism Mystical Target gets SL/2 negative levels (energy drain, no save), you gain CL*SL hp (not above max)
c 8 35 Water Animation Mental Summon a DL=SL Water Elemental
c 8 36 Water Control Mental Wall of Water / Part Water / Lower Water
d 11 1 Absorption Field Physical Stops SL/2 mental attacks or mental-affecting powers on you
d 11 2 Acrobatics Skill-like Any Acrobat SL-1 pick; 5*CL Rogue points in it
d 11 3 Animate Objects Mystical Animate Objects as if they were a DL=SL Golem summon
d 11 4 Aura of Fear Mental Fear by sight (SL saves)
d 11 5 Energy Absorption Physical CL*SL*3 hp ablative Force Field (vs. energy attacks)
d 11 6 Flame Being Physical Fire Shield (SL*10% damage back to attacker); Deal +SL fire dmg with melee attacks
d 11 7 Flame Immunity Physical SL/2 instances of Resist Fire
d 11 8 Force Field Physical CL*SL*2 hp ablative Force Field (vs. physical or energy attacks)
d 11 9 Force Shield Mental CL*SL*3 hp ablative Force Field (vs. physical or energy attacks, only one enemy /s)
d 11 10 Gadgetry Skill-like 1M, 1/d: Build a TechL=SL Psi8 item
d 11 11 Gravity Decrease Mental Increase gravity in room or object/person by SL G's (x1 Special)
d 11 12 Gravity Increase Mental Decrease gravity in room or object/person by SL G's (x1 Special)
d 11 13 Icing Physical SL/2 instances of Resist Cold/Ice
d 11 14 Invisibility Physical Minor: Invisibility; Major: Improved Invisibility; Grand: Dust of Disappearance
d 11 15 Invulnerability Physical -CL*SL/2 dmg per attack
d 11 16 Magic Shield Mystical Stops SL/2 magical attacks on you
d 11 17 Mind Over Matter Mental Stay conscious (and offensive) for up to SL segments after being reduced below -10 hp
d 11 18 Molecular Chameleon Mental Polymorph your body into an unusual material that you're touching (max S factor = SL)
d 11 19 Mystic Shield Mental SR SL*CL
d 11 20 Poison Touch Physical Your next attack is poisonous (Death or (SL-1)*10 dmg if they make the save)
d 11 21 Split Physical You are two beings (two places at once); it costs 3 actions to have each body do 1 action
d 11 22 Stretching Physical Can melee up to SL people per round that aren't in your group
d 11 23 Systematic Antidote Physical SL/2 instances of Resist Poison/Drugs
d 11 24 Thief Skill-like Any Thief SL-1 pick; 5*CL Rogue points in it
d 11 25 Truesight Mental Minor: Detect Invis./Illusion; Major: True Seeing; Grand: Cosmic Awareness
c 11 1 Acid Physical CL*(SL+2) acid dmg to one target (no save)
c 11 2 Air Animation Mental Summon a DL=SL Air Elemental
c 11 3 Air Control Mental Gust of Wind / Wall of Air
c 11 4 Animal Summoning Mystical Summon a DL=SL-1 Animal
c 11 5 Animate Image Mystical Summon a DL=SL creature based on an picture/painting you have (the image is consumed)
c 11 6 Bio-Energy Blast Physical CL*(SL+2) force dmg to one target (no save)
c 11 7 Bomb Physical CL*SL explosion dmg to your group (no save, hole in the middle)
c 11 8 Cell Rot Mental Cell Adjustment (reversed) CL*SL*2 dmg (no save)
c 11 9 Control Mental Domination one target (SL/2 saves)
c 11 10 Damage Transference Mental Cell Adjustment CL*SL*2 hp
c 11 11 Darkness Physical Darkness (can blind a person, make SL saves)
c 11 12 Earth Animation Mental Summon a DL=SL Earth Elemental
c 11 13 Flame Animation Mental Summon a DL=SL Fire Elemental
c 11 14 Flame Project Physical CL*(SL+2) fire dmg to one target (no save)
c 11 15 Flash Physical Light (can blind a person, make SL saves)
c 11 16 Heat Vision Mental 1M to start: Every segment for 1 round, as a 0 action, deal SL heat dmg to one target (no save)
c 11 17 Hypnotism Mental Hypnosis (SL saves)
c 11 18 Ice Animation Mental Summon a DL=SL Ice Elemental
c 11 19 Ice Control Mental Wall of Ice
c 11 20 Ice Production Physical CL*(SL+2) ice dmg to one target (no save)
c 11 21 Lightning Mystical CL*SL lightning dmg to one group (no save)
c 11 22 Magic Blast Mystical CL*SL force dmg to one group (no save)
c 11 23 Matter Manipulation Mental CL*(SL+2) explosion dmg to one target (no save)
c 11 24 Mimic Physical 1bM: Fork a spell level 0 to SL effect
c 11 25 Mind Blast Mental SL Int dmg to one target (no save)
c 11 26 Personality Transfer Mental Magic Jar (SL/2 saves)
c 11 27 Phobia Mental Fear (SL saves)
c 11 28 Psychic Will Mental Wall of Force
c 11 29 Sonic Beam Physical CL*(SL+2) sound dmg to one target (no save)
c 11 30 Spiritual Drain Mystical Target loses CL*SL hp (necromantic, no save), you gain CL*SL hp (not above max)
c 11 31 Starbolt Physical CL*(SL+2) plasma dmg to one target (no save)
c 11 32 Super Breath Physical CL*SL air dmg to one group (no save)
c 11 33 Telekinesis Mental Telekinesis CL*SL*10 lbs.
c 11 34 Vampirism Mystical Target gets SL/2 negative levels (energy drain, no save), you gain CL*SL hp (not above max)
c 11 35 Water Animation Mental Summon a DL=SL Water Elemental
c 11 36 Water Control Mental Wall of Water / Part Water / Lower Water

Defender Psionicist


[MC2.60] Monster Psi60

Use SL # Name Field Targ Type Drain P60Ps Notes
d 2 1 Armor Manip 3 Phys L3 3 Melee:+LVL AC, -LVL/2 dmg per hit
c 2 1 Cure Light Wounds Health Con Phys L1 1 Cure 1d8+LVL hp
c 2 2 Stun Touch Combat Wis Ment L1 1 LVL*5 dmg + stun (save)
d 5 1 Anti-Missile Barrier Manip 4 Phys M2 4 Ranged: +LVL/2 AC, -LVL dmg per hit/succ
c 5 1 Blink Manip R-2 Phys M4 8 Blink (controlled)
c 5 2 Cure Moderate Wounds Health Con Phys M1 2 Cure 3d8+3*LVL hp
c 5 3 Toxin Health Con Phys M3 6 Poison (as spell)
d 8 1 Luck Detect 4 Ment S2 6 Gains +1(+5%)*LVL on 1 action
c 8 1 AEther Bolt Manip 4 Phys S4 12 LVL*10 dmg AEther, ignores PsiR
c 8 2 Cure Serious Wounds Health Con Phys S1 3 Cure 6d8+6*LVL hp
c 8 3 Insanity Illus Int Phys S1 3 Cause Insanity (save)
c 8 4 Nether Bolt Manip 3 Phys S3 9 LVL*10 dmg Nether, vile damage
c 11 1 Barrier Manip 5 Phys D2 8 Wall that blocks psionics (1 way)
c 11 2 Cureall Health Con Phys D2 8 Cureall
c 11 3 Telekinesis Manip 4+# Phys D3 12 TK LVL*10' falling damage area
d 14 1 Super Unluck Detect 5 Ment X3 15 Choose result on next die roll on enemy
c 14 1 Creation Bolt Combat 20 Phys X10 50 (Str+Int) resists, Creation

Defender Psionicist


[MC2.72] Monster Psi72

Use SL #
d 1 1
d 1 2
d 2 1
d 2 2
d 2 3
d 2 4
d 2 5
d 2 6
c 2 1
c 2 2
c 2 3
c 2 4
c 2 5
c 2 6
c 2 7
c 2 8
c 2 9
c 2 10
c 2 11
c 2 12
c 2 13
d 3 1
d 3 2
c 3 3
c 3 4
c 4 1
d 5 1
d 5 2
c 5 1
Power PP Cost Action Freq. Description
Force Field 1 1M 1/t +PL current hp
Incorporeal 1 1M 1/h Cannot harm or be harmed by physical objects for 1 turn
Animation 2 1M 1/t Animate Object (hp=PL*4, #Att=1, TH +PL, dmg PLd2)
Duplication 2 1M 1/s Create 1 Mirror Image (max = PL)
Energy Control 2 1M 1/r -10% dmg to Cold, Darkness, Electricity, Fire, Gravity, Kinetic, Light, Magnetic, Radiation, Sonic, or Vibration
Luck 2 0 1/h +/- PL to one die roll
Reincarnate 2 1D 1/d You Reincarnate upon death, inactive and Feign Death for the rest of this combat
Shapeshift 2 1M 1/h Polymorph Self, max difference in weight = PL^2 lbs.
Dazzle 2 1M 1/r Blind one sense to everyone in one group (RSW save)
Deflection 2 0 1/r Take -PL^2 dmg on one physical attack
Disintegration 2 1M 1/t Disintegrate one nonliving object
Energy Blast - Personal 2 1M 1/r One target takes PL energy dmg (no save)
Energy Field 2 1M 1/t Damaging shield, PL energy dmg for 1 turn
Mind Control 2 1M 1/t Control V actions (Will save), P actions (Will save at +5), or M actions (Will save at +10)
Neutralize 2 1M 1/r An effect loses PL-1 SL's, if it is reduced below 0 SL, it is dispelled
Paralysis 2 1M 1/t Paralyze one target (PPD save)
Plant Control 2 1M 1/t Entangle
Regeneration 2 (none) (cont.) Regenerate PL hp/r
Snare 2 1M 1/t Target can't move (Reflex save)
Stun 2 1M 1/t Stun one target (Fort save)
Telekinesis 2 1M 1/t TK 100*PL lbs.
Absorption - Energy 3 (none) (cont.) -PL dmg per energy attack
Absorption - Physical 3 (none) (cont.) -PL dmg per physical attack
Healing 3 1M 1/r Cure PL hp; Can use 5 to cure Nausea, 10 to cure Stun
Suffocate 3 1M 1/t Suffocate one target (no save, takes 1 cumulative dmg per segment)
Energy Blast - Explosive 4 1M 1/r One group takes PL energy dmg (no save)
Alternate Form - Energy 5 1F 1/t Nonsolid (still take damage normally); Cannot attack; Fly PL"; Immune to one form of energy
Alternate Form - Semisolid 5 1F 1/t Elasticity; Resist piercing weapons; Attack at half damage
Mental Blast 5 1M 1/r Stun one target (Will save)

Defender Psionicist


[MC2.81] Monster Psi81

Use SL # Power PSPs Notes
d 2 1 Absoption, Energy 0 -CL dmg /energy attack; gain that amount in next damaging energy attack
d 2 2 Absoption, Physical 0 -CL dmg /physical attack; gain that amount in next damaging physical attack
d 2 3 Armor 0 -CL dmg distributed among /energy or /physical attacks
d 2 4 Damage Reduction, Energy, 25% 0 Take x0.75 damage from energy
d 2 5 Damage Reduction, Physical, 25% 0 Take x0.75 damage from physical attacks
d 2 6 Density Increase 2 2/r x2 mass; +2 Str; -2/attack (physical or energy)
d 2 7 Extra Limbs -2 to max +1 arm, +1 tail, +2 legs, or +2 tentacles
d 2 8 Flash Defense -2 to max Resist getting your senses blinded
d 2 9 Force Field 2/r -CL*2 dmg distributed among /energy or /physical attacks
d 2 10 Growth 2 2/r +1 size; +2 Str; +2*CL max hp
d 2 11 Knockback Resistance 0 Take -10*CL' less from TK/Push effects
d 2 12 Life Support, Resist Heat/Cold 0 Resist Heat/Cold
d 2 13 Life Support, Resist Vacuum 0 Resist Vacuum and High Pressure
d 2 14 Missile Deflection 2/r Deflect 1 missile per P attack
d 2 15 Regeneration 0 Regenerate CL hp/s
d 2 16 Stretching 2/t Can attack (CL+3)/4 groups per segment without actually entering them
c 2 1 Dispel 2 2 Dispel a SL 0-2 effect
c 2 2 Drain 2 Target loses -CL to a stat
c 2 3 Energy Blast I 2 [Pick an element] CLd5 dmg of that element (one group, no save)
c 2 4 Entangle 2 Entangle
c 2 5 Flash 2 Blind a sense (Spell save)
d 5 1 Damage Reduction, Energy, 50% 0 Take x0.5 damage from energy
d 5 2 Damage Reduction, Physical, 50% 0 Take x0.5 damage from physical attacks
d 5 3 Density Increase 5 2/r x32 mass; +5 Str; -5/attack (physical or energy)
d 5 4 Growth 5 5/r +2 size; +4 Str; +4*CL max hp
d 5 5 Invisibility 2/r Improved Invisibility
d 5 6 Life Support, Immune Disease 0 Immune Disease
d 5 7 Life Support, Resist Radiation 0 Resist Radiation
d 5 8 Missile Reflection 5/r Reflect 1 missile per P attack
d 5 9 Power Defense -5 to max Resist stat damage, Incantatrix effects, Polymorph effects
d 5 10 Shape Shift 5 Polymorph Self
c 5 1 Dispel 5 5 Dispel a SL 0-5 effect
c 5 2 Ego Attack 5 CLd10 mental dmg (one target, no save)
c 5 3 Energy Blast II 2 [Pick an element] CLd10 dmg of that element (one group, no save)
c 5 4 Force Wall 5/r Solid Wall of Force
c 5 5 Summon 5 Summon a DL V Outer planar creature
c 5 6 Telekinesis 5 TK CL*20' (assuming a Size M creature)
d 8 1 Damage Reduction, Energy, 75% 0 Take x0.25 damage from energy
d 8 2 Damage Reduction, Physical, 75% 0 Take x0.25 damage from physical attacks
d 8 3 Density Increase 8 2/r x256 mass; +8 Str; -8/attack (physical or energy)
d 8 4 Desolidification 8/r You pass through objects as if they weren't there
d 8 5 Growth 8 8/r +3 size; +6 Str; +6*CL max hp
d 8 6 Killing Attack, Hand-to-Hand 8/attack +CL*2 dmg and +CL Con dmg with unarmed attack
d 8 7 Mental Defense -8 to max Resist mental attacks
d 8 8 Multiform 8 Shapechange Self
c 8 1 Dispel 8 8 Dispel a SL 0-8 effect
c 8 2 Energy Blast III 2 [Pick an element] CLd20 dmg of that element (one group, no save)
c 8 3 Mind Control 8 Control M actions (Will save)
c 8 4 Suppress 8/s Target cannot use a particular power (no save)
d 11 1 Damage Reduction, Energy, 90% 0 Take x0.1 damage from energy
d 11 2 Damage Reduction, Physical, 90% 0 Take x0.1 damage from physical attacks
d 11 3 Duplication 8/r There are two of you
d 11 4 Growth 11 11/r +4 size; +8 Str; +8*CL max hp
d 11 5 Magic Defense -11 to max Resist magic
c 11 1 Dispel 11 11 Dispel a SL 0-11 effect
c 11 2 Energy Blast IV 2 [Pick an element] CLd30 dmg of that element (one group, no save)

Defender Psionicist


[MC2.100] Monster Psi100

Use SL # Power Cost Notes
d 2 1 Psionic Trigger 20/d Contingency for 2 psi powers (still need points)
d 2 2 Telekinetic Barrier 10N /t Take -N/2 dmg per physical or energy attack (max N = level)
d 2 3 Telekinetic Blade 10/r Base damage 1dCL, considered +CL/3 weapon, mental weapon, hits whole group
c 2 1 Automaton 10/r Animate CL objects as DL I Golems (count as your summon)
c 2 2 Cell Adjustment I N Cure/cause N hp, hits 2+CL/9 groups, max N = CL*2
c 2 3 Command 15 Command (Will save), hits 2+CL/9 groups
c 2 4 Domination 15+sum(HD) Domination (Will save), hits 2+CL/9 groups
c 2 5 Molecular Agitation cumul. 3/r 1 dmg /s (1st r), 2 dmg /s (2nd r), etc.; affects 2+CL/9 groups
d 5 1 Controlled Blinking 10/r Blink CL' each segment
d 5 2 Mind Bar 5/d Ench/Charm, Magic Jar, Domination, Invis. can't be used in room (x1 Special)
d 5 3 Psionic Cage 50 Reverse Wards (no one can leave)
c 5 1 Dispel Exhaustion 14 Mental Surgery (1) but all in psi link affected
c 5 2 Energy Control 1/HD Max.=CL/2 in HD damage, must be energy attack, affects everyone in group
c 5 3 Energy Dissipation 40/t Take 3/4 damage from every energy attack
c 5 4 Improved Cell Adj. N Cure/cause N hp, hits 3+CL/9 groups, max N = CL*4
c 5 5 Mass Domination 30+sum(HD) Domination (Will save at -CL), hits 3+CL/9 groups
c 5 6 Mental Surgery 10*lvl 1=Dispel Exhaustion,5=Feeblemind,6=Cure Insanity
c 5 7 Paralysis Bolt 45 Paralysis (Fort save), hits 3+CL/9 groups
c 5 8 Telekinesis 9/r Telekinesis CL*10' falling dmg (assuming size M); affects 2+CL/9 groups
d 8 1 Preservation 150 1=Preserve,2=Trap Soul,5=Permanency,7=Stasis; affects 2+CL/9 groups
d 8 2 Psionic Amplification 8*Mult Multiplies a power; Max.=level/4+1
d 8 3 Psionic Disruption 40/r No psi powers (any freq.) can be used in 50'r
d 8 4 Suppression 3/r Cannot use or be affected by psionics, all psi effects drop
c 8 1 Death Stare 225 Death or Stun 2d4r (if over 2*level HD) (Fort save); affects 2+CL/9 groups
c 8 2 Energy Cancel 3/HD Max.=CL/2 in HD damage, cancels whole effect, you don't need to be in that group
c 8 3 Limited Wish 320 Limited Wish (as spell)
c 8 4 Severance 60*SL Save; stops use of any 1 ability in creature; affects 2+CL/9 groups
d 11 1 Energy Dampen 1/HD/d Permanent Energy Cancel on self or 100'cu area
d 11 2 Wrestling Spirit 60/r Know and can use all Professional Wrestling powers
d 11 3 X7 Element 700 Casts any one X7 grand
c 11 1 Cellular Heal/Harm X up to X targets: Heal or Harm X% of max hp
c 11 2 Counterspell 40*SL [0 action to use] Counters a Magic/Psi/Innate
c 11 3 Mental Deceleration 200*N Target loses next N mental actions (no save); affects 1+CL/9 groups
c 11 4 Physical Deceleration 100*N Target loses next N physical actions (no save); affects 1+CL/9 groups
c 11 5 Telekinetic Crush 2*X X*X*X telekinetic damage (no save); affects 1+CL/9 groups
c 11 6 Wish 480 Wish (as spell), or any Psi200 Dev/Sci/High Sci