Master Priest Picks

A close up of a logo

Description automatically generated

Level

KXP

1

2

2

4

3

8

4

16

5

32

6

64

7

128

8

256

9

400

10

500

11

600

12

700

13

800

14

900

15

1000

16

1100

17

1200

18

1300

19

1400

20

1500

21

1600

22

1700

23

1800

24

1900

25

2000

26

2100

27

2200

28

2300

29

2400

30

2500

31

2600

32

2700

33

2800

34

2900

35

3000

36

3100

Each level you get your LVL in Master Priest picks. A simple way to figure out how many levels of picks you get is to take LVL*(LVL+1)*0.5. CF=4: You may save picks to get a bigger pick. For example, you can combine a 1st and a 17th to get an 18th.

Level 1: Overwrite the Alignment requirement of another class to be "any".

Level 1 : Whatever your "Cheat Code" ("Player Pick") is, you get two of them.  See section [X3] for definition of Cheat Codes / Player Picks.

Level 1: "Caretaker ability": 1M, sacrifice a summon: Animate Dead a x0 or x1 dead creature the party has recently killed.  This becomes your summon, and has the full stats and abilities it had in life.  A being that is Beast of Xvim'd cannot be raised by

Level 1: "Spawn Ability": 1M, sacrifice a x1 (or greater) summon: Summon N Camarids, where N is the sacrificed summon's DL.  Camarids are DL I (type Water) creatures with AC 20, hp 10, TH +10, dmg 10.  You are allowed to have up to your level in Camarid s

Level 1: +1 [X7] minor

Level 1: +1 additional Specialty Priest (GGL) pick.

Level 1: +1 grand sphere

Level 1: +1 martial arts maneuver per level.

Level 1: +1 MF level' radius.  Cannot more than double the existing MF.

Level 1: +1 tail.

Level 1: +1 XP for each grave blessed; +2 XP for each buried body.

Level 1: +1/+1 TH/dmg with weapon of choice.

Level 1: +1d12 undead turned when successfully roll Turn Undead.

Level 1: +2 language slots per level.

Level 1: +LVL damage.

Level 1: +LVL QZ actions, can transfer 1QZ -> 1hZ or 1QZ -> 1bZ

Level 1: +LVL saves  {Vengeful Survivor}

Level 1: +LVL to hit.

Level 1: +LVL to HNCL (this counts for qualifying for Concordant classes)

Level 1: +LVL*2 TH with bows.

Level 1: 0, 1/d: Divine Intervention (automatic), usually resolved as a ML=LVL Outer-planar summon

Level 1: 0, 1/r, gaze: Charm Person or Reptile (Will save)

Level 1: 0, level/d: +3 on a saving throw roll.

Level 1: 0, LVL/d: Anti-Concordant Shell (0th-1st)

Level 1: 0, LVL/d: Halve hp on a creature with at least 1000 hp

Level 1: 0, LVL/d: Ignore an immunity gained from a Concordant/Godly effect for 1 turn.

Level 1: ½M, 1 ERP: Cure 10*LVL hp to one target.

Level 1: 1/reset: Choose an alignment.  You do x2 dmg (spells & attacks) vs. that alignment

Level 1: 10F, 1/reset: Brew 10 doses of a random potion of DL=LVL/2 (round up).  The DM will determine what it is.

Level 1: 1D (even if D actions aren't being used): Slay the person that killed you (save)

Level 1: 1D or 1F, 1/t: Heal self  {Redeemer}

Level 1: 1F, 2/d: Polymorph into a normal or para elemental for (level) rounds.  Your punching damage is (level)d4.

Level 1: 1F: Add 1 to current MF, PF, or TF in the area.  The upper limit is 10+LVL.

Level 1: 1F: Cast a random priest spell of SL=1dLVL (max 10).  You must target the spell before knowing what the effect is.  You may declare you are reversing the spell (again, before knowing what it is).

Level 1: 1F: Dispel Magic

Level 1: 1M (can borrow): Counter a Divine Intervention

Level 1: 1M, 1 ERP: Remove a Trap (100+25*LVL%)  (-100% per multiplier beyond x1).

Level 1: 1M, 1 ERP: Repair a x0 or x1 magic item.

Level 1: 1M, 1/d: Gate in random demon  (1+LVL)*5%

Level 1: 1M, 1/d: Summon Aid  LVL*2%

Level 1: 1M, 1/d: Summon Aid  LVL*5%

Level 1: 1M, 1/d: Summon Animal, (Int+Wis+Con)% chance, typically has (level*3) HD.

Level 1: 1M, lose X Con until next reset: Cure X*LVL hp.

Level 1: 1M, LVL/d: Divine Intervention

Level 1: 1M, LVL/d: Gate in a DL=LVL (max 10) Outer planar creature; your choice of AL; it is not under your control (not your summon).

Level 1: 1M, LVL/d: Summon Spirit  40+LVL*5-(DL of spirit)*5+(each turn of preparation)*1%

Level 1: 1M, LVL/w: Bless an item, it gains a +LVL/4 bonus to hit (if below level 4, is considered a +0 magical weapon).

Level 1: 1M, Touch: Target loses LVL Str.  You gain LVL Con until next reset.

Level 1: 1M: Detect Deception: This allows you to detect the presence of deception-type effects: various Rogue abilities that hide/mask, Illusions, reversed Divination effects, etc.  This ability does not tell you exactly what the effect is, only that the

Level 1: 1M: Detect Drug Influence

Level 1: 1M: Everyone within 5' has +1/+1 TH/dmg vs. spirits this turn.

Level 1: 1M: Pick Pockets 70+LVL*30% (reduced downwards by LVL*10 of target)

Level 1: 1M: Shatter a magic item (save)

Level 1: 1M: Shut off target familiar or specialty priest power

Level 1: 1M: Target gets alignment changed to yours & target confused (Will save for each effect)

Level 1: 1M: Turn off all specialty priest abilities on target for 1 turn

Level 1: 1N, eat a summon: +DL*2 TH and dmg this segment, where DL is the DL of the summon

Level 1: 1V (may borrow from next segment): Knock away missile weapons.  The missile weapons must be size M or less and must be directed at the monk or a target within 10'.  The monk makes a save vs. paralyzation with a penalty equal to the number of magi

Level 1: 1V, 2/d: Fly for (level) rounds.

Level 1: 1V, 2/d: Immune to fire for (level) rounds.

Level 1: 1V, 2/d: Pass Earth for (level) rounds.

Level 1: 1V, 2/d: Water Breathing and no hampered movement in water for (level) rounds.

Level 1: 1V, lose X hp: Target is damaged for X hp.

Level 1: 1V, lose X hp: Target is healed X hp.

Level 1: 1V, when casting a touch spell: The spell is "on your hands" for 1 turn, any number of touch effects is covered by the 1 spell during that turn.  The effect may conduct through a weapon if you have the spell to weapon conduction proficiency/feat/

Level 1: 1V: Death's Door, maximum negative hp this is effective = -LVL^2.

Level 1: 1V: Summon an evil DL 1d4 Outer planar creature

Level 1: 2Z (two zero actions), 1/t: You attack as a x3 being and defend as a x0 being this segment.

Level 1: 2Z (two zero actions), LVL/d: Counter a Priest spell from someone who doesn't worship one of your gods.

Level 1: 5% per level resistance to Necromancy spells.

Level 1: 60F,1/d: Create a potion of <= LVL*100 XP value

Level 1: Against area effects that give a save for ½: the monk takes no damage if he makes his save.  This is not used for non-(hp) damaging effects.

Level 1: All BlahR's you face are reduced by 5*level%.  All irreducible BlahR's you face are reduced by level%.

Level 1: All Healing sphere spells cost ½ of a spell to cast.  Spells from the All, Divination, and Protection spheres cost 1 spell to cast.  All other spells cost 2 spells to cast.

Level 1: All range "Touch" healing spells become "Sight".  If your campaign uses Healing spells as range Sight already, Healing spells become area effect.

Level 1: All spells do not have the 1P action requirement.  If the spell would not have required 1P action to cast in the first place, one instance of Material Componenting is gained.  Does NOT get free Material Componenting for all spells as per Mage/Rob

Level 1: All spells in the sphere "All" are sphere robed (-1 SL).

Level 1: Always know exact location; cannot get lost in woods  {Anchorite}

Level 1: AMR (Anti-Magic Resistance) of level*5%.

Level 1: Animal Companion:  Gets a natural familiar.

Level 1: aNR (Necromancy Resistance) of level*20%.

Level 1: Automatically specialized in "All" sphere.

Level 1: Base movement rate is (14+level)"

Level 1: Base punch damage is d(4+LVL)

Level 1: Buy potions and general equipment at half cost  {Church Provisioner}

Level 1: Can Assassinate Undead (even if they are normally immune to this).

Level 1: Can brew potions as if an Alchemist of half level.

Level 1: Can command undead.  If you turn undead that have already been turned by a "T" result, they are destroyed (i.e. two "T" results is one "D" result).  This cannot be done by other Priests.

Level 1: Can create chemicals as if an Chemist of half level.

Level 1: Can specialize in 1 sphere for free.  Can specialize in another sphere, but then must pick an opposite.  Specialization may be either "Collective type" (1/2 cost on spells) or "2nd edition type" (+1 spell of the sphere each level).

Level 1: Can turn lycanthropes as if they were undead (DM will assign turning values).

Level 1: Can Turn Undead.

Level 1: Can turn undead.  If you turn undead that have already been turned by a "T" result, they are destroyed (i.e. two "T" results is one "D" result).  This cannot be done by other Priests.

Level 1: Can weapon specialize as a Warrior; count as a +LVL weapon  {Divine Hammer}

Level 1: Can weapon specialize as if a Fighter2, and use the "Spec War" line in Number of Attacks table.

Level 1: Can weapon specialize as per Ranger1.

Level 1: Cont. Detect Poison; 1M: Determine medicinal value of liquid; 60F,1/d: Frugal a potion

Level 1: CR (Charm Resistance) of level*10%.

Level 1: CR (Charm Resistance) of level*2%.

Level 1: Creatures you Charm and Undead you Turn are still charmed/turned even if attacked

Level 1: Deal x2 damage vs. structures (physical or spells)  {Proselyte}

Level 1: Decipher Code  23+LVL*5-(LVL of code)*5%;  takes (LVL of code-writer)/(Kabbalist LVL) hours.

Level 1: Detect [C] Section Effect (SL=1): Detects that effect, each is a separate spell  {Investigator}

Level 1: Detect Lie cont.

Level 1: Detect/Identify Radiation & Magic (as per the spells)

Level 1: Do double damage to creatures in your group when using a bow (this doubles everything, not just the arrow base damage).

Level 1: Does not suffer ill effects of casting a spell above his normal casting ability due to the Arch-Priest being too low level.  If the Arch-Priest's Willpower score isn't high enough to cast the spell, he suffers the normal effects as per a normal P

Level 1: Each day, a random [C] section effect is rolled.  1M: Dispel (or cure) that effect on someone.

Level 1: Each day, a random [C] section effect is rolled.  1M: Do that [C] section effect.  When the DM rolls the effect, he will tell you if it affects an individual or a group, and whether they get a save.

Level 1: Each day, a random [C] section effect is rolled.  If you somehow generate that effect on others today, they get no save, and are at half blahR's (normal and irreducible) and at 1 level of resist/immunity lower.

Level 1: Each day, a random [C] section effect is rolled.  You are immune to that effect today.

Level 1: Each level, pick one spell.  That spell requires only ½ of a spell to cast.  This isn't cumulative with grand spheres.

Level 1: ER (Effects Resistance) of level*2%.

Level 1: Everyone in your group (including yourself and enemies) needs a +1 weapon to hit them.

Level 1: Extra Languages: Celestial (G), Abyssal (CE), and Infernal (LE).

Level 1: Extra Languages: Sylvan, Druid.

Level 1: Flying LVL*3/2+8" (C)

Level 1: Free Grand access in one of these spheres (choose one): Astral, Guardian, Necromancy, Summoning.

Level 1: Free Martial Arts style

Level 1: Free Martial Arts style; +1 maneuver per level.

Level 1: Free single weapon specialization in Needles; attack rate is "Non-Warrior".

Level 1: Gain a minor familiar  (this is in addition to the Find Familiar spell if you have it)

Level 1: Gather Information in cities quickly; 0,1/d: "Jobber" at a Job  {Reformed Criminal}

Level 1: Get a level=LVL Rogue ability and 20*LVL rogue points  {Divine Revolutionary}

Level 1: Get double effect on your specialty priest abilities

Level 1: Gets 1 entire pantheon of specialty priest picks per level.

Level 1: Has access to materials of “S” rating up to LVL; it’s cheaper: multiply cost by S/LVL

Level 1: Have their own language called "The Language of Life".

Level 1: Healing proficiency cures 1d4+LVL hp.

Level 1: iaER (LVL^2)% (this protects you from other people's damaging shields and effects when you touch them)

Level 1: iaXR CL*10%  (iXR is irreducible anti-Spirit Resistance)

Level 1: If anyone kills the Healer in cold blood, they suffer a curse which requires LVL Wishes to remove.

Level 1: If Open Hands hit exceeds what is needed by 5, target is stunned for 1d6 r (save vs. para)

Level 1: If Open Hands stuns, chance to kill is (level)*3+(target's AC)% (no save)

Level 1: Immune Curse; *Curse* becomes Curse; **Curse** becomes *Curse*  {Pariah}

Level 1: Immune Disintegration and Reintegration.

Level 1: Immune Poison and Charm.

Level 1: Immune to blindness (can see all-around without eyes)

Level 1: Immune to illusions (the effect, not the whole school)

Level 1: Immune to the effects of Ego of your multiplier or less.

Level 1: Immune Unlive.

Level 1: In a decent sized city, can buy permanent drugs for (SL+1)^2*20 gp per dose.

Level 1: In a decent sized city, can sell your permanent drugs for (SL+1)^2*((Chr bonus)+5) gp per dose.

Level 1: Infravision and Infrared Sight (Heat Vision).

Level 1: Instead of Turn Undead, gets Turn Opposite Alignment and Control Same Alignment.  The Control Same Alignment is at a double HD penalty (e.g. A 15 HD monster is treated as if 30 HD).

Level 1: IR (Innate Resistance) of level*3%.

Level 1: iXR CL*10%  (iXR is irreducible Spirit Resistance)

Level 1: Languages: +LVL Languages (can convert each to ½ a Nonweapon prof.)

Level 1: Legend Lore 15+LVL*5%

Level 1: LVL/d: You may use a 0 action to pay for the "1M" cost of an Atheist "Level:" ability.

Level 1: Magic Mapping  LVL*5%  (maps within LVL*30').

Level 1: May use 1 instance of material componenting per spell as a 0 action.  You lose this ability if you are a Specialty Priest.

Level 1: May weapon specialize using the "Non-War" column.

Level 1: Misfit: -N Chr, +N SL's in progression (max N=LVL)

Level 1: MR (6+LVL)*5%

Level 1: MR (Magic Resistance) of level*3%.

Level 1: MR (Magic Resistance) of level*5%.

Level 1: MR adjustment is -5*level% instead of +60-5*level%.

Level 1: Multiply your hp by your multiplier

Level 1: Natural AT is 10+level

Level 1: Nature Sense:  Identify plants and animals; Identify pure water.

Level 1: No action, LVL/d: Unlock actions that are locked down

Level 1: NR (Necromancy Resistance) of level*10%.

Level 1: NR (Necromancy Resistance) of level*2%.

Level 1: nuXR CL*20%  (non-ignorable unadjustable XR)

Level 1: Occult Knowledge: Legend Lore 45+5*LVL%

Level 1: One martial arts style, +1 maneuver per level.

Level 1: One Martial Arts style; +1 Martial Arts maneuver slot /level (even if Banhammered)

Level 1: Open hand to hit bonus is (Dex bonus)+(Str bonus)+2.  Open hand damage bonus is (Str bonus).

Level 1: Opposing actions cannot be used within sight.  (Drop this only at reset)

Level 1: Poison Use proficiency (1 slot per 2 levels, round up).

Level 1: PR (Psionics Resistance) of level*10%.

Level 1: Read (but not Write) Languages continuous.

Level 1: Regenerate LVL hp/m (this is not troll-like), you can regenerate another if touching

Level 1: RR (Radiation Resistance) of level*3%.

Level 1: RR (Radiation Resistance) of level*5%.

Level 1: Sanctuary continuous, as long as the Healer is not being offensive.

Level 1: Speak Anti-Druid language  (?)

Level 1: Speak Druid language

Level 1: Specialized (spells cost 1/2 cost) in reversed Healing sphere.  (No, you can't reverse a Cause Light Wounds to get a Cure Light Wounds.  You aren't specialized in non-reversed Healing spells.)

Level 1: Specialized in Cosmos (all spells which aren't "bizarre specialty spells" in rare spheres cost only 1/2 a spell to cast).

Level 1: Specials of x2 or greater have their effect's multiplier dropped to x1

Level 1: Species Enemy:  Choose as per Ranger, your harmful spell effects are doubled on them

Level 1: Spontaneous Casting:  If using spell memorization, can replace any spell with a spell with "cure" in its name at will.

Level 1: SR 6*LVL

Level 1: Telekinesis: 1M: Target takes (LVL+2)*10' falling damage

Level 1: The "Lady's Smile" ability does not function within sight

Level 1: Turn Undead, see [S3]

Level 1: Vampiric Regeneration (for every 2 damage you deal in melee: regen 1 hp, cannot go above max).

Level 1: You attack as a x2 being

Level 1: You can have 6 Specialty God picks instead of 3, if they are all from the same pantheon.

Level 1: You defend as a x2 being (this effect cannot be dispelled/twisted)

Level 1: You may have your spells (from the Selesnya Druid class) resisted using CR (Charm Resistance) instead of MR.  Spend 1F action to switch this.

Level 1: You may have your spells (from the Selesnya Sagittar class) resisted using CR (Charm Resistance) instead of MR.  Spend 1F action to switch this.

Level 1: You may have your spells (from this class) resisted using CR (Charm Resistance) instead of MR.  Spend 1F action to switch this.

Level 1: You may use Ethereal Projection.

Level 1: Your Atheist(-7) spells have a (M-1)*100 save penalty, where M is the target's multiplier

Level 1: Your bite is poisonous; it deals an extra LVL*5 poison dmg.  Alternatively, you can make the poison deadly (they get a save vs. poison).

Level 1: Your bow attacks use the "Dagger" line for number of attacks.

Level 1: Your party gets +LVL/2 TH and +LVL" movement rate

Level 1: Your SL=0 spells have double effect

Level 1: Your touch spells can affect up to LVL targets at one time (you must touch all targets within the same segment).

Level 1: Your weapons are Wounding (for each hit, it does an extra 1 point of damage per segment).

Level 1:,2:,etc. (every level): +1 Specialty God pick per level, in a Barneyed God.  You may pick the same Barneyed God more than once.

Level 1:,2:,etc.: Get N Warden picks (e.g. at level 9 you would have 1+2+3+4+5+6+7+8+9 = 45 Warden picks).  You must choose powers within a sphere in order (1 first, 2 second, etc.).

Level 2: +1 Research Point (or drawn sheet) per reset (see [P12])

Level 2: +10*LVL% WR

Level 2: +2 XP for assisting in a child birth.

Level 2: +LVL V actions, or +LVL M actions that can be used only for Proto-Lich spells

Level 2: 1F or 1X, 1/d: Duplicate any level 1 Proto-Lich spell, it has (at most) duration LVL turns

Level 2: 1M, 1/d: Gain +1 XP

Level 2: 1M, 1/r: Any 0th level Priest spell

Level 2: 1M, 1/r: Any 0th level psionic effect

Level 2: 1M, 1/r: Any 0th level Wizard spell

Level 2: 1M,1P,1V,level/d: Summon a Demon of Dungeon Level (your level/2).

Level 2: 1M: Incite Berserker or Enraged status on your troops (not too useful for PCs).

Level 2: 1M: Speak with Dead or Undead; 1M: Capital E Explain to Dead or Undead

Level 2: 1M: Turn Undead at CL=LVL

Level 2: 1P: Create x1 Trap 15*LVL%

Level 2: 1V, 3/d: Enlarge/Reduce

Level 2: All friendly creatures within sight get +LVL/2 saves vs. poison.

Level 2: Can have a familiar.

Level 2: Cold LVL dmg by touch

Level 2: Combat Defense: -2 TH; +CL AC

Level 2: Detect Magic Items; 1M: Identify Magic Item

Level 2: Finesse: Use your dexterity bonus for damage instead of strength

Level 2: Flying LVL*3".

Level 2: For any N, you may cast Monster Summoning (N) as three SL=(N-2) spells in the Animal sphere.  For example, you may cast Monster Summoning V as three 3rd level spells.  Note you get Monster Summoning, not Animal Summoning.

Level 2: Granted Powers: +LVL Knowledge proficiencies.  You cast divination spells at +1 caster level.

Level 2: Granted Powers: 1D: Cast a priest spell against an enemy.

Level 2: Granted Powers: Add Bluff, Disguise and Hide to your list of cleric class skills.

Level 2: Granted Powers: Divide the cost of unusual materials by CL.

Level 2: Granted Powers: Free Martial Weapon Proficiency and Weapon Focus for any type of sword.

Level 2: Granted Powers: Free martial weapon proficiency and weapon focus with the deity's favored weapon.

Level 2: Granted Powers: Increase movement by 3". Add survival to your list of cleric class skills.

Level 2: Granted Powers: Once per day, you can perform a greater turning against undead. Undead creatures that would be turned are instead destroyed.

Level 2: Granted Powers: Turn or destroy cold creatures as a good cleric turns undead. Rebuke, command or bolster air creatures.

Level 2: Granted Powers: Turn or destroy earth creatures as a good cleric turns undead. Rebuke, command or bolster air creatures.

Level 2: Granted Powers: Use calm emotions as a spell-like ability 1/day.

Level 2: Granted Powers: Use scrolls as a wizard at one half your cleric level.

Level 2: Granted Powers: You act as if hasted for a number of rounds per day equal to your cleric level.

Level 2: Granted Powers: You can make one smite attempt/day, gaining a +4 bonus on TH and a damage bonus equal to your level.

Level 2: Granted Powers: You can rebuke or command plant creatures as an evil cleric destroys undead.

Level 2: Granted Powers: You can turn or destroy air creatures. Rebuke, command or bolster earth creatures.

Level 2: Granted Powers: You can turn or destroy fire creatures. Rebuke, command or bolster cold creatures.

Level 2: Granted Powers: You can turn or destroy fire creatures. Rebuke, command or bolster sea creatures.

Level 2: Granted Powers: You can turn or destroy lycanthropes.

Level 2: Granted Powers: You cast chaos spells at +1 caster level.

Level 2: Granted Powers: You cast conjuration spells at +1 caster level.

Level 2: Granted Powers: You cast enchantment spells at +1 caster level.

Level 2: Granted Powers: You cast evil spells at +1 caster level.

Level 2: Granted Powers: You cast good spells at +1 caster level.

Level 2: Granted Powers: You cast healing spells at +1 caster level.

Level 2: Granted Powers: You cast law spells at +1 caster level.

Level 2: Granted Powers: You cast magical boons upon others at +2 caster level.

Level 2: Granted Powers: You cast necromancy spells at +1 caster level.

Level 2: Granted Powers: You gain a +1 luck bonus on all saving throws.

Level 2: Granted Powers: You gain a +10 bonus to Endurance skill checks (+10 Con checks).

Level 2: Granted Powers: You gain a +2 bonus to Constitution.

Level 2: Granted Powers: You gain a +2 bonus to Dexterity.

Level 2: Granted Powers: You gain a +2 bonus to Intelligence.

Level 2: Granted Powers: You gain a +2 bonus to Strength.

Level 2: Granted Powers: You gain a +2 Charisma bonus.

Level 2: Granted Powers: You gain a +2 Wisdom bonus.

Level 2: Granted Powers: You gain blind-fight as a bonus feat.

Level 2: Granted Powers: You gain point blank shot as a bonus feat.

Level 2: Improve Crit Multiplier: +2 critical multiplier

Level 2: Improve Crit Range: +2 critical threat range

Level 2: Mask the mind from ESP and similar effects: chance is 66%+2%/level.

Level 2: Mask Undead status; Turn as if double HD

Level 2: Material componenting costs ½V action

Level 2: Metamagic Capacity: Pick a spell you know.  Get +1 SL effect or free material componenting this day.

Level 2: Midwife: You automatically know when a baby is due.  You cast conjuration spells at +1 caster level.

Level 2: Mysteries of Music: Communicate with songbirds (or sonic based creatures) and learn what they know.  You cast sound-based spells at +1 caster level.

Level 2: Resist Eelements of EE=LVL/2 and lower.

Level 2: Resist Elements of E=LVL/2 and lower.

Level 2: Resist Fall: Resist falling and TK damage

Level 2: Speak with Fire: Similar to a stone tell spell except that it works with fire.  Turn or destroy water creatures. Rebuke, command or bolster fire creatures.

Level 2: Star Miracle: 1M, 1/reset: Duplicate a SL 0-1 Priest or Wizard effect

Level 2: Toughness: +CL max hp

Level 2: Weapon Resistance: You resist the first successful blow dealt from a weapon

Level 2: Woodland Stride:  Can move through overgrown areas.

Level 2: xLVL range with bows.

Level 3:  ½M, 2 ERP: Cure 10*LVL hp to one group.

Level 3: +LVL/3 AC.

Level 3: +LVL/3 damage.

Level 3: 0, 1/r: Unspend a spell slot.

Level 3: ½M: Cure LVL hp.

Level 3: ½M: Deal LVL negative energy dmg to one target (no save; aNR to avoid).

Level 3: 1M or 1bM, 3 ERP: Heal a summon or animal companion

Level 3: 1M, 1/d: +1 to #Att, +1 AC, +3" movement, +1 TH, +1 dmg, +1 saves, Deflect as per Monk (duration 1 turn)

Level 3: 1M, 2 ERP: Add a charge to an item.

Level 3: 1M, 2 ERP: Remove a Trick (25*LVL%)  (-100% per multiplier beyond x1).

Level 3: 1M, 3 ERP: Remove a Special (-100+25*LVL%) (-100% per multiplier beyond x1).

Level 3: 1M,1P,1V,level/d: Summon a Deva of Dungeon Level (your level/3).

Level 3: 1M: Passwall.

Level 3: 1M: Swap 1 physical subability with one willing target for 1t.  At level 9, swap your stat with up to 10 others (so all 10 of them get your old stat); you get back your choice of their 10.

Level 3: 1V, 2/d: Spider Climb

Level 3: All friendly creatures within sight get +LVL/3 saves vs. disease.

Level 3: Can create a staff of instant returning; which has +LVL/3 to hit and damage, and gives an AC source of 7+LVL.  This staff also doubles the effect of all healing spells cast.  The staff is personal and will not work for anyone else.

Level 3: Gain 1 outer-planar language per level starting at 3rd.  (demon, deva, modron, etc.)  Yes, you can use these as nonweapon proficiencies instead.

Level 3: Gain 1 woodland language per level starting at 3rd.  (centaur,dryad,elf,faun,gnome,green dragon,hill giant,lizard man,manticore,nixie,pixie,sprite,treant,etc.)  Yes, you can use these as nonweapon proficiencies instead.

Level 3: Healing proficiency (binding wounds) is 2d4.

Level 3: Identify Fungus/Mold type; Identify Outer-Planar creature type; Identify potions.

Level 3: Identify Plant type; Identify Animal type; Identify pure water.

Level 3: Immune Annihilation and Creation.

Level 3: Pass through overgrown areas without trace and at full movement rate.

Level 3: Speak with animals (continuous).

Level 3: Trackless Step:  Leaves no trail; cannot be tracked.

Level 3: Vampiric Regeneration 50%.

Level 3: You may use your Priest spells as Psi4 (Superstition Psi) picks.  It costs four SL=2 spells to get a Psi4 minor, four SL=5 spells to get a Psi4 major, and four SL=8 spells to get a Psi4 grand.  You cannot use "Healing only" spells (to the right o

Level 4: +10*LVL% RaRR

Level 4: +LVL/3 M actions

Level 4: 0, (level-3)/d: Become immune to any 1 effect of your multiplier or less for 1 segment.  Lose your next available 1P action (you are in effect borrowing it from the future).

Level 4: 0, lose N current hp (max N=10*LVL): Cure N hp to one target (not above max).

Level 4: 0, sacrifice a summon: Unsummon a summoned creature.

Level 4: 1M, 1/r: Any 0th-1st level Priest spell

Level 4: 1M, 1/r: Any 0th-1st level psionic effect

Level 4: 1M, 1/r: Any 0th-1st level Wizard spell

Level 4: 1M, 1/r: Your party gets +LVL TH, dmg, AC, and saves until end of round.

Level 4: 1M, 10/t: Summon a saproling (AC 20, hp 10, TH +10, dmg 10).  Any number of saprolings count as only one summon slot, but all of them stay together in a group.

Level 4: 1M, Touch: Energy Drain 2 levels

Level 4: 1M,1P,1V,level/d: Summon a neutral outer planar creature of Dungeon Level (your level/4).

Level 4: 1M: Control Undead (as per Turn Undead)

Level 4: 1M: Create x1 Trick 15*LVL%

Level 4: 1V, 1M, touch: Cure Curse  (SL <= CL/2)

Level 4: 1V, 1M, touch: Cure Insanity  (5*CL%)

Level 4: 1V, 3/d: Alter Self;  1V, can borrow, 1/w: Cure Disease

Level 4: 1V, when casting a touch spell: Have a damaging shield of that effect instead of the touch effect.  This shield lasts 1 turn.

Level 4: All of your spells that offer a saving throw now require 2 saving throws, if either is failed, the target is treated as having not saved.

Level 4: Apport: All of your weapons have End-of-Segment Returning

Level 4: Aquatic: You gain the aquatic subtype, you also gain cold resistance equal to half your hit die.

Level 4: Battle Ready: You can wear armor or carry a shield without penalty (as if you posessed the Heavy Armor Mastery and Shield Mastery feats).

Level 4: Blessed Body: You are immune to disease.

Level 4: Blinded by Vengeance: You are immune to any mind affecting effects.

Level 4: Business Sense: You are immune to acid based effects.

Level 4: Can convert Wiz <-> Pri spells (2 SL shift: Wiz5=Pri3)

Level 4: Chaos Ward: You are immune to any transmutation based abilities (including chaos damage), spells or spell-like effects.

Level 4: Charisma Shield: You are immune to any type of charisma damage/draining.

Level 4: Cheat Death: You are immune to any death or negative energy-based effects.

Level 4: Choose another Grand access sphere from the choices in the level 1 ability.

Level 4: Cloak of Mystery: You are immune to divination.

Level 4: Cold Immunity: You are immune to cold effects.

Level 4: Cunning Saves: +Int/3 saves

Level 4: Darksight: You can see in total darkness, even magical darkness, as if it were daylight.

Level 4: Detect Concordant Beings; 1M: Legend Lore Concordant Being

Level 4: Detect Slimes, Molds, Jellies 40' cont.

Level 4: Drake Companion: Gain a drake companion  (Animal Companion with 1/10 your XP)

Level 4: Duplicate any SL 1 Concordant group spell (i.e. non-Concordant SL 1)

Level 4: Element Absorb: Pick an element.  You resist that element.

Level 4: Faster Healing: You gain fast healing equal to 1/2 your hit die.

Level 4: Fear Shield: You are immune to any type of strength damage/draining or fear-based attack.

Level 4: Fertility Sheath: You are immune to any type of constitution damage/draining or disease-based attack.

Level 4: Fire Ward: You are immune to fire (or heat).

Level 4: Footloose: You are immune to any effect that either impedes your movement and you can travel through any medium.

Level 4: Force Field: 1M: 25 hit point force field (lasts until destroyed or dropped)

Level 4: Great Swing: Can choose to make 1 attack per physical action (regardless of how many weapons the PC is using) instead of normal number of  attacks.  This "great swing" has no extra bonus to hit but does 5 times normal damage and has a 1% per leve

Level 4: Green-Skinned: You are immune to poison effects.

Level 4: Guards & Wards: You and any allies in your group are immune to any effect which would cause you to travel against your will.

Level 4: Hard Boiled: You are immune to any type of Constitution damage/draining.

Level 4: If you "Spawn" (see Level 1 ability) a Water type summon, you get 1 more Camarid than usual (DL+1 instead of DL).

Level 4: Immune Turning

Level 4: Immunised: You are immune to any type of constitution damage/draining or disease based attack.

Level 4: Immunity to disease and slow effects (continuous).

Level 4: Improved Charge: Deal x3 damage on a charge, or x4 with a lance

Level 4: Inexhaustible: You cannot fail endurance checks and are immune to fatigue and exhaustion.

Level 4: Iron Guard: You cannot be harmed by metal magic weapons whose enhancement bonus is less than LVL.

Level 4: Irrefragable: You are immune to disintegration.

Level 4: Lesser Abnormality: +1 limb (it is not a new set of limbs)

Level 4: Lesser Saviour: 1bM: Interpose self in front of a spell effect (someone in same group only)

Level 4: Light Shield: You are immune to any light (including prismatic effects) or positive energy based effects.

Level 4: Lord of Undead: You gain an Undead racial adjective of &divide;(CL/10) or less

Level 4: Luck Shield: You are immune to any type of dexterity damage/draining.

Level 4: Lunar Shield: You are immune to any transmutation effects.

Level 4: Mercurial Haste: +1 attack per weapon (counts as your haste)

Level 4: Mind Blank: You are immune to any mind affecting effects.

Level 4: Mithral Body: Your body turns to living adamantine; +4 Str; DR 10/-; +10 AC; -4 Dex

Level 4: Pick one from: Bringer5 Level 1-3, one Spellshaper5 Level 1-3, or Watcher5 Level 1-3

Level 4: Pick one Slayer5 1-3

Level 4: Pick two Dweomershaper5 Level 1-3, one Bringer5 Level 1-3, or one Rogue5 Level 1-3

Level 4: Pick two from: Bringer5 Level 1-3, one Spellshaper5 Level 1-3, or one Psi(-5) minor

Level 4: Pick two from: Fallen Angel5 Level 1-3, Bringer5 Level 1-3, or Psi-6E/Psi6E minor

Level 4: Pick two from: Pharmacist5 Level 1-3, Witch Level 1-3, or Psi30 minor

Level 4: Poison Ward: You are immune to poison.

Level 4: Resist Nature's Lore:  +4 saves vs. spell-abilities of feys (dryads, nymphs, sprites, etc.).

Level 4: Self healing (laying on hands): LVL*LVL hp, can be done once per day.

Level 4: Shield of Intellect: You are immune to any type of intelligence damage/draining.

Level 4: Shield of Kindness: You are immune to other's boons on themselves (e.g. you don't take extra damage from a Striking spell).

Level 4: Shield of Law: You are immune to any transmutationbased abilities, spells or effects.

Level 4: Shield of Silence: You are immune to any sonic-based abilities, spells or effects (including the effects of bardic music).

Level 4: Sixth Sense: You cannot be surprised or caught flatfooted by anyone of an equal or lower LVL.

Level 4: Skill Shield: You are immune to any type of dexterity damage/draining.

Level 4: Speak with anyone with Int > 10 at will.

Level 4: Spell Immunity: You are immune to spells of half LVL or less.

Level 4: Spell Shield: You automatically block the first spell used against you each round.

Level 4: Stay Thy Hand: You gain an AC bonus equal to its LVL for as long as you refrain from committing an aggressive act.

Level 4: Stonelike: You become immune to critical hits.

Level 4: Storm Shield: You are immune to electricity based effects.

Level 4: Strength Shield: You are immune to any type of strength damage/draining.

Level 4: Strong Minded: You are immune to any mind affecting effects.

Level 4: Sword Shield: You are immune to the effects of any sword whose enchantment bonus is less than LVL.

Level 4: The monk may fall 30' without taking damage if within 1' of a wall.

Level 4: Time Shield: You are immune to any temporal effects.

Level 4: Void Shield: You are immune to nullification and gain cold resistance equal to half your hit die.

Level 4: Windy: You are immune to wind based effects and have electricity resistance equal to half your hit die.

Level 4: Words of Wisdom: You can automatically tell how wise your opponent is.

Level 4: X-Ray Vision: See through solid objects

Level 4: You may pick another sphere to cost only 1 spell each to cast.

Level 4: Your turn undead chance is never worse than "20" (i.e. you never have a dash), regardless of the HD of the undead/demon.

Level 5: +1M action per round, only for Dweomershaper spells

Level 5: +1V action.

Level 5: +LVL/5 AC.

Level 5: +LVL/5 to hit.

Level 5: 0, 1/d: Counter a Divine Intervention

Level 5: 0, at -1 to -10 current hp: Can still operate and be offensive, but will drop dead next segment.

Level 5: 0, sacrifice a summon: Heal or Harm one target.

Level 5: 120F,1/d: Create a scroll of <= LVL*200 XP value

Level 5: 1F: Cure Drug Effect of SL=LVL/3 or less (no save, ER to resist)

Level 5: 1F: Remove *Curse* (Heavy Curse)

Level 5: 1F: Restore the MF/PF/TF in a LVL*10' radius, or +1 to a factor for 1r (may run this multiple times).

Level 5: 1M, spend a SL spell slot: Anti-Drug Shell levels 0 to (SL-1)

Level 5: 1M, spend a SL spell slot: Summon a DL=SL Drug Elemental; comprised of a random drug; does that effect with attacks

Level 5: 1M: Identify Drug, Potion, or Chemical

Level 5: 1M: Raise Dead.

Level 5: 1M: Target person gets +LVL TH, dmg, AC, and saves until end of turn.

Level 5: 1N, 1/reset: Follow a teleport or Escape (you arrive the following segment)

Level 5: 1V: Choose an N between -LVL*2 and LVL*2.  A group gets +N TH, you get +N TH, for 1r.

Level 5: 1V: Summon an evil DL 1d6+2 Outer planar creature

Level 5: Addiction: If you are single classed, you do double effect with spells

Level 5: All of your edged weapons are "Sharpness" branded

Level 5: Base number of attacks with any weapon is 1/1 (unless you can do better with another class).

Level 5: Can cast Wizard Enchantment/Charm and Illusion school spells as if they were Priest spells (same SL).

Level 5: Can convert P -> M actions

Level 5: Can speak Level-4 additional languages from the following list: LG,LN,LE,NG,TN,NE,CG,CN,CE,Druid,Thieves' Cant.  Can never learn more than Int-12 alignment languages.

Level 5: Can turn undead using just 1V action

Level 5: Detect/Identify Psionics & Innates (as per the spells)

Level 5: Do double damage with weapon attacks vs. Chaotic creatures

Level 5: Emulate the abilities of (LVL-3)/2 specialty priest powers

Level 5: Fly cont.;  1V, can borrow, 2/d: Cure Serious

Level 5: Gain an extra minor familiar  [this was major in Summer 2004 campaign]

Level 5: iER LVL*10%

Level 5: Immune Fire (all variants), Negative, Prismatic, Chromatic, Darkness, Radiation, Deafness

Level 5: Immune to disease and reversed Healing sphere spells

Level 5: Immune to head blown off; 1M: Know contents of scroll/book; 60F,1/d: Frugal a scroll

Level 5: Nerd: +LVL stat points to Int or Wis

Level 5: Open hands are considered a +1 weapon to hit.

Level 5: Rat-ification: 1M: Target becomes a x0 rat (save)

Level 5: Regenerate LVL hp/r (this is troll-like), restore 1 stat point or limb /m, can touch

Level 5: Sorcery: Can spend ½M+½V instead of 1M to cast spells

Level 5: Telepathy & Comprehend Languages (cut out tongue here!)

Level 5: Wild Shape:  1M, 1/d: Polymorph Self into a Small or Medium size animal.  Regains hit points as if healed for a full day.

Level 5: You and your party have reduced number of encounters in the Plane of the UltraBlack.

Level 5: You and your party have reduced number of encounters in the Plane of the UltraWhite.  TF Beings are not attracted to you.

Level 5: Your SL=0 and SL=1 spells have double effect (if already have 1-3 C, SL=0 is triple)

Level 6: +1 [X7] major

Level 6: +1 action of any action type you possess, it has the "s" prefix ("Slow", can be used only on segment 10).

Level 6: +1 Luck (the ability score)

Level 6: +1 QOpp0 only for Atheist powers

Level 6: +10*LVL MR

Level 6: +LVL C or QQZ actions

Level 6: 0, 2*LVL/d: Dispel a Concordant effect

Level 6: 0, Gaze: Life Trapping (as per Mirror) (save)

Level 6: 0, lose 2 SL in memorization: +10 TH and dmg this round.  You may run this effect more than once, you are limited only by 0 actions and SL's.

Level 6: 0, LVL/d: Anti-Concordant Shell (0th-3rd)

Level 6: 0, LVL/d: Deal 1 idmg to a creature with at least 1 ihp

Level 6: 0, LVL/d: Target creature is not Time/Reality Stable

Level 6: 10-30 Sohei followers.

Level 6: 1F: Create x1 Special 5*LVL%

Level 6: 1M (can borrow): Counter an Avoid Fate

Level 6: 1M (can borrow): Resist (1/2 effect) the effects of a material form of a god for 1 turn

Level 6: 1M, 1/r: Any 0th-2nd level Priest spell

Level 6: 1M, 1/r: Any 0th-2nd level Wizard spell

Level 6: 1M, LVL/d: Avoid Fate at x(LVL/2)

Level 6: 1M, LVL/d: Capital O Object at x(LVL/2)

Level 6: 1M, LVL/d: Deal 1 idmg to a creature without ihp

Level 6: 1M, LVL/d: Deal LVL lifedmg to a creature with lifep (life points) (no resistance; a creature at negative lifep is Capital S Slain instantly.)

Level 6: 1M, LVL/d: Grant Undead Status

Level 6: 1M, touch: Imprisonment (save)

Level 6: 1M: LVLd10 Colorless Fire dmg to one target (no save)

Level 6: 1V, 1M, touch: +1 Str, Dex, or Con  (maintained effect)  (only 1 effect per target)

Level 6: 1V, 1M, touch: Cause Insanity

Level 6: 1V, 4/d: Polymorph Self;  1V, can borrow (even while being poisoned), 2/w: Remove Poison

Level 6: 2Z (two zero actions), 1/t: You attack as a x4 being and defend as a x0 being this segment.

Level 6: Animal Instincts: +LVL on TH, dmg and AC while bathed in moonlight (or on the moon).

Level 6: Appetite for Destruction: You gain a bonus to damage equal to LVL.

Level 6: Appliance of Science: +LVL on attack roll, dmg and AC when attacking spellcasters.

Level 6: Artifacts divide their ego by their multiplier when picked up by you

Level 6: Blessed At Birth: +LVL on TH, dmg and AC whenerver you are within a consecrated area or good aligned plane.

Level 6: Born Evil: +LVL on TH, dmg and AC within a desecrated area (or evil aligned plane).

Level 6: Born Lucky: You have a 50% chance each day of gaining a bonus equal to LVL on TH, dmg and AC.

Level 6: Born of Love: +LVL on TH, dmg and AC provided you have made love within the past day.

Level 6: Born to Vengeance: +LVL on TH, dmg and AC against any favored enemies, or individuals who have attacked you within the past 24 hours.

Level 6: Calm Under Crisis: +LVL on spell focus, spell penetration and SR for as long as you refrain from committing an aggressive act.

Level 6: Chaos Born: Once per round you can +LVL to any dice roll.

Level 6: Dirty Tricks: +LVL on sneak TH and add one extra die of damage to their sneak attack per LVL.

Level 6: Disease Carrier: +LVL on TH, damge rolls and AC against disease ridden opponents.

Level 6: Divination: +LVL on TH, dmg and AC while facing living opponents.

Level 6: Doctor: +LVL on TH, dmg and AC against opponents with either fast healing or regeneration.

Level 6: Double the memorization of 1 SL (Wizard or Priest)

Level 6: Duplicate any SL 2 Concordant group spell (i.e. non-Concordant SL 2)

Level 6: Earthborn: +LVL on TH, dmg, and AC when you are standing on the earth.

Level 6: Egg Born: You can give birth within seconds to an egg or cause any female you impregnate to give birth within seconds again to an egg.

Level 6: Empathy once per day.

Level 6: Fervor of Greed: +LVL on TH, dmg and AC against opponents carrying carrying objects of value (including equipment).

Level 6: Fire Born: +LVL on all TH, damage and AC

Level 6: Forge Born: You gain Construct traits.

Level 6: Healing proficiency (binding wounds) is 3d4.

Level 6: Heroic: You gain a bonus to strength equal to LVL.

Level 6: Higher Learning: You gain a bonus to Intelligence equal to LVL.

Level 6: Ice Born: +LVL on TH, dmg and AC provided you are within an area where the temperature is sub-zero.

Level 6: Immune to Loop; Loop/Reality Stability (does not include Time/Reality Stability)

Level 6: Immune to Twilight

Level 6: Job Satisfaction: +LVL on TH, dmg and AC provided you have done a good days work the previous day.

Level 6: Justice Bringer: +LVL to TH, dmg and AC while

Level 6: Method behind the Madness: +LVL on TH, dmg and AC when facing intelligent opponents.

Level 6: Music Born: +LVL caster level and any saving throw DC's when using any sonic based ability (including bardic music) or spell.

Level 6: Night Born: +LVL to TH, damage and AC while fighting from within total darkness.

Level 6: Ocean Born: +LVL on TH, dmg and AC if both you and your opponent are underwater.

Level 6: Orc Slayer: +LVL on TH, dmg and AC against orcs or half orcs (or any other orc sub-species).

Level 6: Philanthropist: +2 to each ability score, but you get only half money from now on.

Level 6: Pick two from: Quintessential level 1-5 or 5th edition level 1-3

Level 6: Prince of Swords: +LVL on TH, dmg and AC when you wield a sword.

Level 6: Rune Touched: +LVL on spell focus, spell penetration and SR.

Level 6: School robed (spells are -1 SL) in reversed Healing sphere.

Level 6: Skill Born: +LVL on TH, dmg and AC against opponents more powerful than yourself.

Level 6: Sky Born: +LVL on TH, dmg and AC when both you and your opponent are flying.

Level 6: Son of the Forest: +LVL on TH, dmg and AC when within an area of dense vegetation (forest, jungle etc.)

Level 6: Storm Born: +LVL on TH, dmg and AC as long as there is no roof over your head.

Level 6: Strength in Numbers: + to saving throws equal to the number of allies in your group.  (max=LVL)

Level 6: Stygian: +LVL on TH, dmg and ACduring any round in which you surprise an opponent.

Level 6: Sun Blessed: +LVL on TH, dmg and AC providing the sun is shining on you.

Level 6: Terrifying Opponent: +LVL on TH, damage and AC against all opponents you frighten.

Level 6: The monk may fall 40' without taking damage if within 4' of a wall.

Level 6: Time Phase: +LVL on TH, dmg and AC provided you win initiative against your opponents.

Level 6: Time/Reality and Loop/Reality Stability.

Level 6: Time/Reality Stability

Level 6: Travel Born: +LVL on TH, dmg and AC provided you move up to your full movement rate each round.

Level 6: Troll-like Regen LVL hp /s

Level 6: True Grit: +LVL on attack and dmg provided you are at half hit points or less.

Level 6: Undead divide their HD by your LVL when calculating what they turn as

Level 6: Void Born: +LVL on TH, damage and AC against immobile opponents or while both you and your opponent are within a vacuum.

Level 6: Warrior Born: +LVL on TH, dmg and AC while engaged in combat.

Level 6: Whenever one of your summons dies, it deals 10*DL*DL holy fire dmg to one target.

Level 6: Wild Shape (see level 5) can be used 2/d.

Level 6: Wisdom Block: You are immune to any type of wisdom damage/draining.

Level 6: You attack as a x3 being

Level 6: You defend as a x5 being (this effect cannot be dispelled/twisted)

Level 7: +LVL max hp; 1N, 1/d: Get 1G action this segment  {Godslave}

Level 7: 1bV: Interpose self in front of another person.  This may be done against a P action of attacks, or a special effect.  You must spend another 1bV action to get in the other person's group (if you aren't there already), so you would lose 2V action

Level 7: 1M, lose 1 Con until next reset: Raise Dead.

Level 7: 1P, sacrifice a held/bound creature:  Get N SL's back in memorization (N=DL of creature)

Level 7: 1V, 1/d: Stoneskin

Level 7: 1V, touch: Detect Physical or Mental Illness (any kind)

Level 7: Can cast a spell through another person of same faith in your psionic link

Level 7: Detect Lie, Know Real Truth cont.  {Judge}

Level 7: Get 2 instances of one of your GGL picks, they stack  {Abandoned Child}

Level 7: Has 8-48 guild members.  50% chance a guild member will leave if guildmasters change.

Level 7: Immune Mirror (the unusual material).  Ignore all types of "blahReflection" and the spell "Spell Reflection".

Level 7: Immune Venderant Nelaborong.

Level 7: Immunity to Psionic Domination.

Level 7: Immunity to woodland Charms.

Level 7: Invisibility (psi freq. 0) level times per day.

Level 7: Locate Person 1/d.

Level 7: On the Turn Undead table, replace -'s with 20's.  (You Turn any type of undead on a 20.)

Level 7: Replace d12's with 3d6+LVL when determined number of creatures turned

Level 7: Shape Change to Mold/Slime/Jelly, Para-Elemental,  Minor Demon (each 1/day) 1M action, must be size T-L, heal 10%-60% hp

Level 7: Shape Change to Reptile/Fish, Bird, Mammal (each 1/day) 1M action, must be size T-L, heal 10%-60% hp

Level 7: Wild Shape (see level 5) can be used 3/d.

Level 7: XR LVL*5; 0, talking action, 1/h: Holy Word  {Divine Emissary}

Level 7: You have a Clone; +1QD action; +LVL TH  {Twice-Born}

Level 7: You have one Revive slot.  If you kill a creature (you put it at negative hp and/or you dealt the "slay" effect to it), you may spend 1M within 1r to revive it.

Level 8: +10*LVL PaPR

Level 8: 1bF: Fork

Level 8: 1M, 1/d: Contact Alternate Reality

Level 8: 1M, 1/d: Create Any DL 4 Monster

Level 8: 1M, 1/d: Reset

Level 8: 1M, 1/r: Any 0th-3rd level Priest spell

Level 8: 1M, 1/r: Any 0th-3rd level Wizard spell

Level 8: 1M, 1/r: Any psionic minor

Level 8: 1M, touch: Lose LVLd4 stat pts

Level 8: 1M, touch: Steal all spells (save)

Level 8: 1M: Dispel Innate or Racial ability effect

Level 8: 1M: Identify potion.

Level 8: 1M: Your multiplier becomes x2 for this round only.

Level 8: 1V, can borrow, 3/w: Heal

Level 8: Aligned Friend: Same aligned beings must save (vs. Will) to attack you

Level 8: All of your weapons and armor are considered "Of the Planes" (Planar Stable).

Level 8: Anaretic: 1 attack: Dispel Magic, Radiation, or Innate

Level 8: Band of Brothers: You can summon twice as many summoned creatures than the spell typically permits.

Level 8: Best Money Can Buy: Any constructs you summon have 50% more hit dice than normal.

Level 8: Body Control, level/2 turns/day.

Level 8: Brethren of Love: Any creatures you summon gain an charisma bonus equal to LVL.

Level 8: Brothers of Vengeance: Any creatures you summon gain a favoured enemy bonus equal to double LVL.

Level 8: Brothers-at-Arms: Any creatures you summon gain a bonus to their TH equal to double LVL.

Level 8: Call of the Wild: Any animals or lycanthropes you summon have 50% more hit die than usual.

Level 8: Chaos Brethren: Chaos-aligned creatures you summon always have 50% more hit dice than usual.

Level 8: Choose another Grand access sphere from the choices in the level 1 ability.

Level 8: Choose one: Your physical attacks or your spells are Vile.

Level 8: Chrono: Any creatures you summon gain an initiative bonus equal to double LVL.

Level 8: Cosmic Insight: 0, 1/r: Dispel Invisibility or Illusion

Level 8: Counter-attack: +1 to number of parting shots you are allowed

Level 8: Diseased Brethren: Any creatures you summon are always disease carriers (1 point of constitution damage for every LVL you have)

Level 8: Duplicate any SL 3 Concordant group spell (i.e. non-Concordant SL 3)

Level 8: Earthen Brethren: Any earth-based creatures you summon possess 50% more hit dice than normal.

Level 8: Evil Brethren: Evil-aligned creatures summoned by you always have 50% more hit dice than usual.

Level 8: Fey Brethren: Fey summoned by you always have 50% more hit dice than usual.

Level 8: Fire Brethren: Creatures with the fire subtype summoned by you always have 50% more hit dice than usual.

Level 8: Forge Brethren: Any creatures you summon always gain a bonus to their manufactured weapons, armor and shields equal to LVL.

Level 8: Guardians of Magic: Any constructs you summon have 50% more hit dice than normal.

Level 8: Hard Working Brethren: Any creatures you summon cannot be banished until the task is done.

Level 8: Healthy Brethren: Any creatures you summon possess fast healing equal to LVL.

Level 8: Holy Brethren: Good-aligned creatures summoned by you always have 50% more hit dice than usual.

Level 8: Horrific Breathren: Any creatures you summon radiate fear. Treat these creatures as if bearing a symbol of fear.

Level 8: Horticulturist: Any plants summoned by you always have 50% more hit dice than usual.

Level 8: Icy Brethren: Creatures with the cold sub-type summoned by you always have 50% more hit dice than usual.

Level 8: Improve Ability Score: +CL to one ability score

Level 8: Improve Summoning: Your summons get twice as many hit points (DM will write "20/10" instead of "10/10")

Level 8: Intelligent Brethren: Any creatures you summon gain an intelligence bonus equal to LVL.

Level 8: Lawful Brethren: Lawful-aligned creatures summoned by you always have 50% more hit dice than usual.

Level 8: Lithe Brethren: Any creatures you summon gain an Dexterity bonus equal to LVL.

Level 8: Logic Born: You gain an insight bonus equal to LVL on any one type of die roll each round provided you act last in the round.

Level 8: Lucky Brethren: You always summon the maximum number of creatures.

Level 8: Mad Brethren: Any aberrations you summon have 50% more hit dice than normal.

Level 8: Musical Brethren: Sonic-based creatures you summon always have 50% more hit dice than usual.

Level 8: Natural Selection: Any animals summoned by you always have 50% more hit dice than usual.

Level 8: Numerous Brethren: You summon double the number of creatures.

Level 8: Oblation: Any creatures you summon always remain twice as long.

Level 8: Occult Brethren: Any creatures you summon benefit from having greater invisibility cast upon them.

Level 8: Peaceful Brethren: Any creatures you summon gain an AC bonus equal to LVL as long as they refrain from committing an aggressive act.

Level 8: Pick one from: Bringer5 Level 5-7, Spellshaper5 Level 5-7, or Watcher5 Level 1-3

Level 8: Pick one: Slayer5 5-7, Atheist 1-5, Psi(-6)S minor

Level 8: Pick two from: Bringer5 Level 5-7, Spellshaper5 Level 1-3, Psi(-5) minor

Level 8: Pick two from: Dweomershaper5 Level 5-7, Bringer5 Level 1-3, Rogue5 Level 1-3

Level 8: Pick two from: Fallen Angel5 Level 5-7, Bringer5 Level 5-7, or Psi-6E/Psi6E major

Level 8: Pick two from: Pharmacist5 Level 5-7, Witch Level 5-7, or Psi30 major

Level 8: Radiant Brethren: Any light or positive energybased creatures you summon have 50% more hit dice than usual.

Level 8: Resistamce to Charm, +4 (or 18 Int) vs. psionic attacks

Level 8: Retarded Aging, Immunity to Poison, Immunity to Geas/Quest

Level 8: Semi-Quixotic: 0,1/r: You can re-roll any dice roll (yours or friend's)

Level 8: Semi-Slipstream: Resist time

Level 8: Semi-Soniferous: 0, when using a magic item spend 4 times the charges: double the effect

Level 8: Shadow Brethren: Shadow-based creatures you summon always have 50% more hit dice than usual.

Level 8: Shroud of Harm: Anyone attacking you loses 50% of their current hp (for each attack)

Level 8: Sky Brethren: Any creatures with the innate power of flight summoned by you always have 50% more hit dice than usual.

Level 8: Sneaky Brethren: Any creatures you summon can sneak attack dealing 1d6 damage/LVL.

Level 8: Spawn of the Deep: Creatures with the aquatic subtype summoned by you always have 50% more hit dice than usual.

Level 8: Stoic Brethren: Any creatures you summon gain an Constitution bonus equal to LVL.

Level 8: Stormtroopers: Creatures with an electricity based ability summoned by you always have 50% more hit dice than usual.

Level 8: Strong Brethren: Any creatures you summon gain an strength bonus equal to LVL.

Level 8: Summon Aid  20+LVL*5%

Level 8: Sword Brethren: You can summon the sword of any opponent in your group to fight for you as would a dancing weapon. (Str check to avoid).

Level 8: Time Dilate: Can use 2M (no P's or V's) instead of 1S+1V actions per segment

Level 8: Travel Companions: Any creatures you summon have their movement rate doubled.

Level 8: Undead Brethren: All undead created within the radius of your divine aura have 50% more hit dice than usual.

Level 8: Underhand: Backstab x(CL/3), round up

Level 8: Violent Offenders: Any creatures you summon are automatically enraged, gaining a damage bonus equal to LVL.

Level 8: Void Brethren: Summoned creatures within the radius of your divine aura are automatically banished.

Level 8: When you cast "Slay Living" or "Slay Living Fully", they give no saving throw.

Level 8: Wild Shape (see level 5) can be a Large size animal.

Level 8: You may pick another sphere to cost only 1 spell each to cast. (total 2)

Level 9 : Get a third instance of your "Cheat Code" ("Player Pick").

Level 9 : The saves of 1/9xDemigod means you actually get a P Save or an M Save against G action / [X] section effects.

Level 9: ½M, 3 ERP: Restore an effect that was dispelled within the last round.

Level 9: ½M: Cure LVL*(LVL-8) hp to a group or to 6 targets.

Level 9: ½M: Deal LVL*(LVL-8) negative energy dmg to a group or 6 targets (no save; aNR to avoid).

Level 9: 13bM, 6bP, 26bV (can borrow into next round): Capital O Object or Capital I Insist

Level 9: 180F,1/d: Create ring or staff of <= LVL*300 XP value

Level 9: 1F: Unholy Bolt

Level 9: 1M, spend a SL spell slot:  Enhance an existing drug (even one you didn't create or understand) up to SL+1

Level 9: 1M: Shatter a magic item (no save)

Level 9: 1M: Shut off Concordant effect (aXR to resist)

Level 9: 1M: Symbol (as spell).

Level 9: 1M: Target is Pawned (2 saved, 1 missed save = Dominated)

Level 9: 1M: Your party gets +LVL*2 distributed among TH, dmg, AC, and saves until end of round.  (Everyone in the party gets the same bonus, you don't distribute for each person.)

Level 9: 1V, can borrow, 1/d: Cure Critical

Level 9: 1V, lose X hp: Target is damaged 2*X hp.

Level 9: 1V, lose X hp: Target is healed 2*X hp.

Level 9: 1V: Summon an evil DL 1d8+5 Outer creature (treat each DL above DL=10 as having +10 max and current rhp)

Level 9: Add up your SLs together into one "mana pool"; spell of SL=X is X mana; max SL=(LVL+1)/2

Level 9: All healing spells are doubled in effect.

Level 9: All of your spells that offer a saving throw now require 3 saving throws, if any are failed, the target is treated as having not saved.

Level 9: All spells in the sphere "All" cost only 1/2 a mental to cast.

Level 9: Build a monastery.

Level 9: Can "material component" Drug spells directly at a group, and have the drug affect an entire group (save vs. Poison)

Level 9: Can build a freehold and attract followers.

Level 9: Can construct religious stronghold, cost is ½ due to religious help.  Must contain temple/cathedral/church at least 2500 sq.ft.  If cleric clears area, gains 9 sp/inhabitant from trade/taxes/tithes

Level 9: Can take or administer the same drug twice, and they stack.

Level 9: Can turn Chaotic creatures as if they were undead

Level 9: Detect Deception: can sense lies and see through all illusions with 1M.

Level 9: Detect/Identify Anti-Magic & Anti-Psi (as per spells)

Level 9: Do double spell effects vs. Chaotic creatures

Level 9: Double Vampiric Regeneration (for every 1 damage you deal in melee: regen 1 hp, cannot go above max).

Level 9: Drugs that you take or create last 1 hour instead of 1 turn.

Level 9: Gain 3-30 followers.  They are Slut1 class of level 1-4; each requires their level in SL's of drugs per day, or you lose them as followers.

Level 9: Gain an extra major familiar

Level 9: Gets Wis and Dex bonus to spell progression.

Level 9: Healing proficiency (binding wounds) is 4d4.

Level 9: Health of Caleb:  +LVL Con; all of your classes get Barbarian Con

Level 9: HyperMental: +1M for 1 round, -1M for next 2 rounds.

Level 9: Ignore immunity to Assassination.  Can assassinate things not normally affected by Assassination (such as Golems).

Level 9: iGoodR LVL*5% (Resistance vs. Good aligned beings)

Level 9: Immune to Retributive Strikes (your's or other's), Own Effects, Ego of x(LVL-6)/3 mult.

Level 9: Immune to Stun, reversed healing, and any undead touch effect.

Level 9: Inverse Astral projection

Level 9: Know all Psi(-6)E First Hell powers; Psi(-6)E PSPs=(S+I*2+W+LVL*6); +1M/r only for Psi(-6)E

Level 9: Loan: Can transfer hit points from self to any creature or group of creatures within sight (1M action).  Cannot raise above max hp.

Level 9: Mental link with a number of lieutenants (followers that are Warriors of at least 4th level) equal to level (this operates on its own unique psionic frequency).

Level 9: Pick a Sphere.  Can cast Priest spells of that Sphere.

Level 9: Pick any other Priest class you could qualify for.  You gain all abilities of that class as if you were 8 levels lower.

Level 9: Quivering Palm 1/d: If target's HD/level is equal to or less than monk's level, if hp of target is equal to or less than 2 times monk's hp, if target is not undead, if an open hand attack hits, then monk can command target to die at any time with

Level 9: Regenerate LVL hp/s (troll-like, heals vile/perm dmg), restore XP/Lvl drain, within 30'

Level 9: Set the first component of your alignment to "W" (White).  This W can be used to qualify for L, T, or C in other classes (but not A or Nil).

Level 9: Strength of Caleb:  +LVL Str; you get Barbarian Str

Level 9: Venom Immunity:  Immune to poison.

Level 9: When modifying an existing spell using spell research [S5], the base time is in days instead of weeks, and CL (Caster level) is 2 times Arch-Priest's level (for this rule only).

Level 9: You know UltraBlack Gate as a 7th level Priest spell (Astral Sphere).

Level 9: You know UltraWhite Gate as a 7th level Priest spell (Astral Sphere).

Level 9: You may "Caretaker" (see the Level 1 ability) a x2 creature, but you need to do it twice (2M and sacrifice two summons), unless you are a x2 being yourself.

Level 9: Your SL=0, SL=1, and SL=2 spells have double effect (each similar instance adds x[+1] )

Level 10: +10*LVL aMR

Level 10: +LVL/5 QM actions

Level 10: 1F: Cast one of your spells, but it affects three groups.

Level 10: 1F: Get 2M you can use this segment

Level 10: 1F: Pick aMR, RR, PR, IR, CR, NR, or aNR.  Your spells are resisted using that resistance type (instead of MR) until you change this ability again.

Level 10: 1M, 1/r: Any 0th-4th level Priest spell

Level 10: 1M, 1/r: Any 0th-4th level Wizard spell

Level 10: 1M, touch: Drain all psionic pools (save)

Level 10: 1M, touch: Slay Living (save)

Level 10: 1M: Contact Other Plane

Level 10: 1M: Etherealness.

Level 10: 1M: Project Image

Level 10: 1M: Raise Dead Fully.

Level 10: 1M: Teleport

Level 10: Base number of attacks with any weapon is 2/1 (unless you can do better with another class).

Level 10: Bribery: Immunities and resistances are only 50% effective against your enchantment effects.

Level 10: Chink In The Armor: You ignore magic armor or shields whose enhancement bonus is less than LVL.

Level 10: Conduct M actions through psi link (range sight)

Level 10: Drowning: You can automatically revoke any water breathing in your group, even with creatures who are naturally aquatic like fish.

Level 10: Duplicate any SL 4 Concordant group spell (i.e. non-Concordant SL 3)

Level 10: Escamotage: Opponents immune to critical hits still suffer half your sneak attack bonus damage.

Level 10: Extension of Elvenkind: Your enchantment based abilities and spells can work upon those typically immune to such effects, at half effect.

Level 10: Green-Blooded: You can poison even those magically immune to poison.

Level 10: Instrument of Change: Your transmutation effects can affect those otherwise immune, at half effect.

Level 10: Instrument of Chaos: Immunities and resistances are only 50% effective against your transmutation-based attacks (and chaos damage).

Level 10: Instrument of Charity: Magical boons (such as healing spells) are twice as effective when you cast them on an ally.

Level 10: Instrument of Cold: Immunities and resistances are only 50% effective against your cold-based attacks.

Level 10: Instrument of Darkness: Immunities and resistances are only 50% effective against your negative energy-based attacks.

Level 10: Instrument of Death: Immunities are only 50% effective against your death-based attacks. Those immune get a save at +10.

Level 10: Instrument of Destruction: Damage reduction is only 50% effective against your attacks.

Level 10: Instrument of Disease: Immunities and resistances are only 50% effective against your disease-based attacks.

Level 10: Instrument of Education: You know all skills.

Level 10: Instrument of Enchantment: Your enchantment based abilities and spells can work upon those typically immune to such effects, at half effect.

Level 10: Instrument of Fate: Opponents in your group have any luck bonuses reduced by 50%.

Level 10: Instrument of Fire: Immunities and resistances are only 50% effective against your fire-based attacks.

Level 10: Instrument of Labour: You can cause fatigue an exhaustion even in creatures that have no constitution score, at half effect.

Level 10: Instrument of Madness: Immunities are only 50% effective against your mind affecting effects and spells.

Level 10: Instrument of Magic: Your magic works on those supposedly immune to magic, at half effect.

Level 10: Instrument of Music: Immunities and resistances are only 50% effective against your sonic based attacks.

Level 10: Instrument of Peace: Your enchantment based abilities and spells can work upon those typically immune to such effects, at half effect.

Level 10: Instrument of Revenge: You can expend your own hit points to deal extra damage with each attack (max CL damage per attack).

Level 10: Instrument of Science: Evocation based attacks you do are 50% natural and will partially function even through anti-magic.

Level 10: Instrument of Secrecy: Your illusions have a 50% chance of fooling even true seeing or similar magic.

Level 10: Instrument of Skill: You gain a Dexterity bonus equal to LVL.

Level 10: Instrument of Stoicism: You gain a Constitution bonus equal to LVL.

Level 10: Instrument of Strength: You gain a Strength bonus equal to LVL.

Level 10: Instrument of Terror: Immunities and resistances are only 50% effective against your fear-based attacks.

Level 10: Instrument of the Air: You can automatically revoke the ability of flight in your group.

Level 10: Instrument of the Law: Immunities and resistances are only 50% effective against your law-based attacks.

Level 10: Instrument of the Void: You do not suffer any miss chance against incorporeal targets.

Level 10: Instrument of Thunder: Immunities and resistances are only 50% effective against your electricity-based attacks.

Level 10: Instrument of Travel: You can make a touch attack against an opponent and send them into another plane of your choice. (Reflex save)

Level 10: Instrument of War: Damage Reduction is only 50% effective against your attacks.

Level 10: Lightbearer: Immunities and resistances are only 50% effective against your light or positive energy-based attacks.

Level 10: Meeting of Minds: Any allies you summon gain a divine bonus to their saving throws against banishment (and similar effects) equal to LVL.

Level 10: Monumental: Your damage reduction has no negating factors.

Level 10: Rapid Rejuvenation: You rejuvenates as if of the next highest divine status.

Level 10: Recovery: Your healing powers can restore even vile damage.

Level 10: Riddle of Steel: When attacking with a sword you ignore half the opponent's damage reduction.

Level 10: Stain of Evil: Any damage you deal can only be healed within a consecrated area.

Level 10: Stigmatism: Any damage you deal can only be healed within a consecrated area.

Level 10: Time Shard: Your time based abilities have a 50% chance of working on those otherwise immune to temporal effects.

Level 10: Troll-like regen 1 hp/r

Level 10: Wild Shape (see level 5) can be used 4/d.

Level 10: Wisdom Touched: Any creatures you summon gain a Wisdom bonus equal to double LVL.

Level 11: 0, LVL/d: Anti-Concordant Shell (0th-5th)

Level 11: 0, LVL/d: Both you and a target get no actions; if you go below 0 hp this effect ends

Level 11: 0, LVL/d: Target defeated creature is put in the hole, no escape for M years (M=Mult)

Level 11: Each level starting at 11th, pick one spell.  That spell requires only ½ the number of Mental actions to cast.

Level 11: Immune to all Energy/Stat drains.

Level 11: Mask Alignment:  You appear to be no alignment at all, not subject to special effects determined by alignment

Level 11: Wild Shape (see level 5) can be a Tiny size animal.

Level 11: You defend as a x8 being (this effect cannot be dispelled/twisted)

Level 12: +10*LVL IR

Level 12: +LVL/10 number of segments per round

Level 12: 1M, 1/r: Any 0th-4th level Warrior, Rogue, or Monster spell

Level 12: 1M, 1/r: Any 0th-5th level Priest spell

Level 12: 1M, 1/r: Any 0th-5th level Wizard spell

Level 12: 1M, 1/r: Any psionic major

Level 12: 1M, touch: Erase Truename (must know their Truename first)

Level 12: 1M, touch: Steal a random powers for 1 round (no save)

Level 12: 1M: Teleport without Error

Level 12: All of your weapons and armor are considered "Of the Planes" (Planar Stable).

Level 12: Automatic proficiency in all weapons that the fighter has seen in operation (does not count as "free" slots, so 2 slots are still needed to single specialize, etc.).

Level 12: Can read Wizard scrolls (could already read Priest scrolls, just like any other Priest)

Level 12: Can transfer 1/10 of total XP to one of your children upon natural (mental aging) death.

Level 12: Conduct effects through psi link (within sight)

Level 12: Duplicate any SL 5 Concordant group spell (i.e. non-Concordant SL 3)

Level 12: Edifying Beam: Target's alignment changes (save)

Level 12: Gain three 1st to 9th level followers.

Level 12: Healing proficiency (binding wounds) is 5d4.

Level 12: Induction Skins: Gain infinite Stoneskins

Level 12: Interdimension: MWaWR 75%

Level 12: Luminal: xCL movement rate

Level 12: Magic Dead Zone: Drain the MF by 1 in the area (except to you; you are unaffected)

Level 12: Omega Effect: Pick a spell you know.  It does vile damage (or vile harming).

Level 12: Pick two from: Quintessential level 1-11 or 5th edition level 1-7

Level 12: Rectify Misery: Anyone slain by you is Capital S Slain instead

Level 12: Transilient: Get 2 saves for each save, choose better result

Level 12: Transmortal: Your body cannot be destroyed (e.g. immune disintegrate)

Level 12: Troll-like regen LVL hp (including vile) /s

Level 12: Wild Shape (see level 5) can be of a dire animal.

Level 12: You may pick another sphere to cost only 1 spell each to cast. (total 3)

Level 13: +1 summon slot.

Level 13: ½0, take SL^2 damage: Material Component a spell, may do more than once  {Bloodchild}

Level 13: 1F, talk for 1s: Do a Legendary Officer Captain's Bluff (SFB)  {Missionary}

Level 13: 1V, when casting a touch spell: Touch a target.  That effect is continuous on that target (it recasts itself every segment) for 1 turn.

Level 13: A Thousand Faces:  1M: Alter Self.

Level 13: Know which gods people worship by sight;  0, 1/d: Counter a Divine Intervention.

Level 13: Pick 2: Bringer5 Level 9-12, Spellshaper5 Level 5-7, Psi(-5) major, other5 Level 1-3

Level 13: Pick 2: Dweomershaper5 Level 9-12, Bringer5 Level 5-7, Rogue5 Level 5-7, other5 Level 1-3

Level 13: Pick one from Bringer5 Level 9-12, Spellshaper5 Level 9-12, Watcher5 Level 5-7, other5 Level 1-3

Level 13: Pick one: Slayer5 9-12, Atheist 6-10, Psi(-6)S major

Level 13: Pick two from: Fallen Angel5 Level 9-12, Bringer5 Level 9-12, or Psi-6E/Psi6E grand

Level 13: Pick two from: Pharmacist5 Level 9-12, Witch Level 9-12, or Psi30 grand

Level 13: You may pass through a T'kan Energy Barrier, if it is from your home Multiverse.

Level 13: You may pass through barriers in the Plane of Mirrors, if it is from your home Multiverse.

Level 13: Your area effects only affect people you want them to (selective targetting)

Level 13: Your poisonous effects give no save.

Level 14: +1 Animal Companion slot.

Level 14: +10*LVL EaER

Level 14: +1QM action per round, only for Dweomershaper spells

Level 14: 1M, 1/r: Any 0th-6th level Wizard spell

Level 14: 1M, touch: Annihilation (save)

Level 14: 1M, touch: Incursion (save)

Level 14: 240F,1/d: Create weapon or armor flag of <= LVL*400 XP value

Level 14: Anti-Concordant Shell 0th to (LVL-10)/4; iER LVL*3%

Level 14: Can project to any plane (pick 3 stats to copy to other stats)

Level 14: Can turn anyone not of your Religion as if they were undead

Level 14: Detect/Identify Spirit/Concordant & Anti-Innates (as per spells)

Level 14: Duplicate any SL 6 Concordant group spell (i.e. non-Concordant SL 3)

Level 14: Gain an extra major familiar  [this was grand in Summer 2004 campaign]

Level 14: Gain nine 11th level followers.

Level 14: Immune Moo

Level 14: Insubstantial (Physical):  Immune matter

Level 14: Know all Psi6E First & Second Gloom powers; Psi6E PSPs=(K*2+I+W+LVL*6); +1M/r only for Psi6E

Level 14: Knowledge of the First Evil:  +LVL Int; 1F, 1/t: Replay of the past / Commune with dead

Level 14: Regenerate LVL*10 hp/s (troll-like, heals vile/perm dmg), remove stun/loss of actions, within 30' or through psi link

Level 14: Resist all things done to you by Chaotic creatures

Level 14: Time/Reality Stability; whenever a drastic event allows you 1 action to respond to it, you get 2 actions instead

Level 14: Wild Shape (see level 5) can be used 5/d.

Level 14: Your SL=0 through SL=4 spells have double effect (each similar instance adds x[+1] )

Level 15: 1V, 3/d: Shapechange

Level 15: 6 bonus spell levels, lost when advance to Level 16.

Level 15: Base number of attacks with any weapon is 3/1 (unless you can do better with another class).

Level 15: Divine Voice: 1M+1P+1V action: all within 180' save vs. spell or Entralled (as spell).  Cleric can issue a Mass Suggestion as well.

Level 15: Gain three 13th level followers, each has 4 bonus spell levels.

Level 15: Gets an "Any Rogue Level = LVL-14" pick per level; 40 Rogue points per level (starting at level 15)

Level 15: Healing proficiency (binding wounds) is 6d4.

Level 15: Timeless Body:  Immune to aging.  No longer ages naturally.  Still dies at length of lifespan.

Level 15: Wild Shape (see level 5) can be a Huge size animal.

Level 16: 0, LVL/d: Anti-Concordant Shell (0th-7th)

Level 16: 1M (may borrow): New priest effects do nothing within sight (maintained) (may be used as a counterspell)

Level 16: 1M: Destroy up to LVL effects with Protection, Circle, or Ward in their name

Level 16: Abilities as per Anti-Druid of half level

Level 16: Add level*10 to max age, considered "Young Adult" at all ages.

Level 16: Akashic: Lower Multiplier target by 1 (no save)

Level 16: All of your spells that offer a saving throw now require 4 saving throws, if any are failed, the target is treated as having not saved.

Level 16: Alter Appearance (NO action to use, at will).  Cannot be detected by True Seeing or the like.

Level 16: Alter Appearance to appear to be another undead type.  Cannot be detected by True Seeing or the like.

Level 16: Become Undead, use Racial Adjectives modifiers, apply an additional -6 to Cml.

Level 16: Elemental Shape:  1M, 1/d: Shapechange into a normal element elemental (size L or smaller).

Level 16: Gain four 1st level Wizard spells in your memorization per day.

Level 16: Ignore non-racial immunity to fear, suggestion, possession, charm

Level 16: Immune to Forbiddance Zones, Alignment Change, Opposition

Level 16: Immunity to all diseases.

Level 16: Immunity to all poisons.

Level 16: Indissolve: Regeneration CL hp/s

Level 16: L segments of talking: Hijack the level L follower of someone else, he becomes your follower

Level 16: Nullification: Pick an N<=6.  Immune to Nth level spell effects

Level 16: Oblivi-Permanency: 0, 1/r: Make a spell you're casting permanent.

Level 16: Omnific Tough: +1 ihp

Level 16: Omnispectacles: Your sight can go around corners

Level 16: You defend as a x11 being (this effect cannot be dispelled/twisted)

Level 16: You may pick another sphere to cost only 1 spell each to cast. (total 4)

Level 16: Your Vampiric Regeneration affects your missile weapons too.

Level 17: Enter Elemental plane of Earth; Conjure Water Elemental at will; Immune to all earth and water based effects.

Level 17: Enter Elemental plane of Imprisonment; Conjure Imprisonment Elemental at will; Immune to all imprisonment and magnetism based effects.

Level 17: Hibernate; Suspend Animation up to level*10 years.

Level 18: +LVL-13 lifep (life points) to your max hp total.  (Each lifep is 1 ihp that requires a slay in between each one.)

Level 18: 1M: Mordenkainen's Disjunction

Level 18: Automatically roll maximum on all variable healing spells.

Level 18: Can automatically hit any mortal creature with a non infinite negative Armor Class when using "Great Swing".

Level 18: Divine Strength: Can adjust Wis, Str, and Chr as follows: 1M action: one stat raised to equal the cleric's level or +1; the two other stats are reduced by 2; lasts for 1 r/level; maintained effect.

Level 18: Elemental Shape (see level 16) can be used 3/d.

Level 18: Enter Elemental plane of Fire; Conjure Air Elemental at will; Immune to all fire and air based effects.

Level 18: Enter Elemental plane of Time; Conjure Time Elemental at will; Immune to all time and wood based effects.

Level 18: Healing proficiency (binding wounds) is 7d4.  This is the last time this ability improves.

Level 18: Hit points are maximum (consider all hit die rolls to be maximum possible, even if the fighter has non-warrior classes).

Level 18: Mental link to lieutenants now gives the lieutenants the ability to cast 1 first level priest spell per day (casting level = 1).

Level 18: Pick 2: Bringer5 Level 9-12, Rogue5 Level 9-12, other5 level 5-7

Level 18: Pick 2: Spellshaper5 Level 9-12, Psi(-5) grand, other5 level 5-7

Level 18: Pick one from Bringer5 Level 14-18, Spellshaper5 Level 14-18, Watcher5 Level 9-12, other5 Level 5-7

Level 18: Pick one: Slayer5 14-18, Atheist 11-15, Psi(-6)S grand

Level 18: Pick two from: Quintessential level 1-17 or 5th edition level 1-11

Level 18: Wild Shape (see level 5) can be used 6/d.

Level 19: Enter Elemental plane of Magnetism; Conjure Vacuum/Radiance Quasi-Elemental.

Level 19: Enter Elemental plane of Water; Conjure Magma/Ooze Para-Elemental.

Level 20: +5*(Lich level)% WR (not irreducible) that can't be ignored

Level 20: +LVL CL with Priest spells

Level 20: 0, 1/r: Any 0th-4th level Priest spell

Level 20: 0, 1/r: Any 0th-5th level Wizard spell

Level 20: 0, 1/r: Any psionic cantrip

Level 20: 0: Create Snare 20*(Lich level)%  (obvious trap, auto detected, needs to be removed to bypass)

Level 20: 300F,1/d: Create any magic item (of a type not listed in A,F,K,P above) of <= LVL*500 XP value

Level 20: Anti-Godly shell: Immune to one G action effect /s, even in [X] section

Level 20: Automatic Metamagic Capacity (S): Gain a free spell level of metamagic

Level 20: Automatic Writing: Any spells you witness are automatically added to your spellbook

Level 20: Base number of attacks with any weapon is 4/1 (unless you can do better with another class).  Last time for this ability.

Level 20: Cats Fall: You can fall from any distance without injury

Level 20: Combat Mastery: Trade any amount of BAB to AC

Level 20: Detect/Identify Godly & Anti-Spirit/Concordant (as per spells)

Level 20: Divine Retribution [Divine]: You gain one additional action after your death

Level 20: Eclectic Shot: You can fire irregular objects as if they were missiles

Level 20: Enter Elemental plane of Air; Conjure Ice/Ooze Para-Elemental.

Level 20: Enter Elemental plane of Wood; Conjure Minerals/Dust Quasi-Elemental.

Level 20: Epic Potency (S): Your damage increases by +2

Level 20: Epic Shield Focus: Your shield protects yourself and one adjacent ally

Level 20: Ether Goer: You can become ethereal at will

Level 20: Expert Strike: Gain a cumulative +1 to attacks against the same target

Level 20: Fire Baptism: Gain a cumulative +1 to AC against the same target

Level 20: Gain an extra grand familiar

Level 20: Gain four 2nd level Wizard spells in your memorization per day.

Level 20: Greater Critical Multiplier: Your critical multiplier is trebled

Level 20: Greater Critical: Your critical threat range is trebled

Level 20: Immune all things done to you by Chaotic creatures

Level 20: Immune Pixelation

Level 20: Improved Finesse: Use your dexterity bonus for damage

Level 20: Improved Spellcasting (S): Gain two new spell slots (any non-Concordant SL you have)

Level 20: Improved Toughness (S): You gain an additional hit point per hit die

Level 20: Insubstantial (Force): Immune energy

Level 20: Legendary Archer: Opponents cannot deflect your missiles

Level 20: Pick 1 Level 14-18 (or lower) pick from any "5th Edition" class (this may be picked multiple times)

Level 20: Pre-emptive Strike: You can make one attack in segment 0 (before segment 1)

Level 20: Regenerate LVL*100 hp/s (troll-like, heals vile/perm dmg), restore mult./truename, to anyone known across planes

Level 20: Resist Turning (you are double the rating)

Level 20: Soothsayer: You always hear the truth

Level 20: Star Child (S): You gain a wish 1/reset

Level 20: Superior Quivering Palm: Use the quivering palm attack once per round

Level 20: Superior Whirlwind Attack: Make a 5 ft. step as part of a whirlwind attack

Level 20: Three-Weapon Fighting: You fight three-weapon style, juggling a third weapon

Level 20: Use "Mixed Classing" (even if illegal) to mix one (legal) class with an evil alignment requirement into this class

Level 20: Weapon Abatement: You are immune to the first successful blow dealt from a weapon

Level 20: xLVL to CL for Turn Undead; Ignore Immune Turning

Level 20: You have no home plane; your truename cannot be erased; immune incursion

Level 20: You may "channel" spells by spending 2 spell slots each on them

Level 20: You may cast anti-magical spells by spending 2 spell slots each, these are resisted used aMR instead of MR

Level 20: Your SL=0 through SL=6 spells have double effect (each similar instance adds x[+1] )

Level 21: Each level starting at 21st, pick one spell.  That spell offers no saving throw (even with Scarab of Protection) and MR cannot be used against it, even irreducible MR.  If the target is immune to a spell's effect (Fireball vs. a Red Dragon), the

Level 21: Enter alternate Prime planes.

Level 21: Enter Para-Elemental planes.

Level 22: +(Lich level) OppV or QM actions

Level 22: +(Lich level) Research Points per reset (see [P12])

Level 22: +10*(Lich level)% iWR that can't be ignored

Level 22: 0, 1/r: Any 1st-5th level Priest spell

Level 22: 0, 1/r: Any 1st-6th level Wizard spell

Level 22: 0, 1/r: Any psionic minor

Level 22: 0: Create Traps 15*(Lich level)%

Level 22: 1F or 1X: Duplicate any level 0 Concordant spell

Level 22: 1M, (lich level)/d: Gain +10 XP

Level 22: 1M: Banish Undead

Level 22: All spells cost 0 P actions; Material componenting does not cost 1 V action

Level 22: Detect Artifacts; 1M: Legend Lore Artifact

Level 22: Enter plane of Phlogiston; immune to Phlogiston-based effects.

Level 22: Enter plane of Shadow; immune to Shadow-based effects.

Level 22: Mask Undead status; Can't be turned

Level 22: Negative Cold (Lich level)d10 dmg by touch

Level 22: Speak with Dead & Undead (cont.); 1M: Capital E Extract from Dead & Undead

Level 23: Enter any Inner plane; Roam Inner Plane Probability Lines (7th dim.); Enter Concordant Opposition; immune to Quasi-Elemental effects and Positive and Negative energy.

Level 23: Enter any Inner plane; Roam Inner Plane Probability Lines (7th dim.); Enter Concordant Opposition; immune to Semi-Elemental effects and Positive and Negative energy.

Level 25: All of your spells that offer a saving throw now require 5 saving throws, if any are failed, the target is treated as having not saved.

Level 27: 2M: Your multiplier becomes x3 for this round only.

Level 27: Ability to grant a total of (#followers) priest levels of spells (maximum spell level = 4) to followers (or himself).  The spell recipient must be able to memorize the spells the question (be a ranger, have a priest class, etc.).  The fighter ma

Level 27: Divine Will: Can throw off any one non-godly effect per day; the effect simply does not function on the cleric.

Level 27: Maximum age doubles (the fighter may be lowered 1-2 age categories).

Level 27: May heal characters above maximum at a rate of 10 per 1; e.g. if you cure someone by 40 over their max, they are now at 4 above their max.  This rate gets better by 1 until the maximum (1 per 1) is reached at level 36. This does not affect set h

Level 27: Pick 1 Level 20-26 (or lower) pick from any "5th Edition" class.

Level 27: Pick one from Bringer5 Level 20-26, Spellshaper5 Level 20-26, Watcher5 Level 14-18, other5 Level 9-12

Level 27: Pick one species (as per Ranger species enemy).  You can turn that species as if it was undead (DM will assign turning values).

Level 27: Pick one: Slayer5 20-26, Atheist 16-20, Psi(-6)S super

Level 27: Raise Self: Raise Dead on himself 1 day after death (as long as the death was due to physical damage).  This ability cannot be used more than once per year.

Level 31: Each level starting at 31st, pick one spell.  That spell can be cast as a 0 action.

Level 36: All of your spells that offer a saving throw now require 6 saving throws, if any are failed, the target is treated as having not saved.

Level 36: Healer may have his "home plane" switched to that of his alignment.