Psionicist

Ability Requirements :Clairsentient	Psychokinetic	Psychometabolism	Psychoportive	Telepathic
	Strength		          9		          9			15	          9		       9
	Dexterity		          9	                            9			9	        15		       9
	Constitution	        10		        15			9	          9		     10
	Intelligence	        12		        11			11	        11		     16
	Wisdom		        16		        12			12	        12		     12

Prime Requisite:	Wisdom	Constitution	Strength	Dexterity	Intelligence 
			Constitution	Intelligence	Intelligence	Intelligence	Constitution

Allowed Races :	All

	A Psionicist may have any alignment.
	A Psionicist with a score of 16 or more in their prime requisite receive a bonus of 5% per prime requisite ability to their character experience points.
	Psionicists can use the following weapons: Short bow, hand crossbow, light crossbow, dagger, dirk, knife, club, hand axe, throwing axe, horseman’s mace, horseman’s pick, scimitar, spear, shoet sword, war hammer. They may also use all armors and shields but will suffer some penalty to their psionic powers.
	A Psionicist have a hit dice of d6, the thaco of rogue, and the saving throws of psionicist.
	Psionicists can use all magical items allowed to psionicists.
	All characters from any class group can purchase a wild talent as a trait for 9 character points but must still roll randomly to determine what the wild talent is.

Psionicist Psionic Power Progression
Psionicist	Total		Total		Total		Psionic		Wild Talent
Level		Disciplines	Sciences	Devotions	Att/Def	Att/Def
1		1		1		3		1/1		1/1
2		2		1		5		1/1		1/1
3		2		2		7		2/2		1/1
4		2		2		9		2/2		1/1
5		2		3		10		3/3		2/2
6		3		3		11		3/3		2/2
7		3		4		12		4/4		2/2
8		3		4		13		4/4		2/2
9		3		5		14		5/5		3/3
10		4		5		15		5/5		3/3
11		4		6		16		5/5		3/3
12		4		6		17		5/5		3/3
13		4		7		18		5/5		3/3
14		5		7		19		5/5		3/3
15		5		8		20		5/5		3/3
16		5		8		21		5/5		3/3
17		5		9		22		5/5		3/3
18		5		9		23		5/5		3/3
19		5		10		24		5/5		3/3
20		5		10		25		5/5		3/3
21		5		11		26		5/5		3/3
22		5		11		27		5/5		3/3
23		5		12		28		5/5		3/3
24		5		12		29		5/5		3/3
25		5		13		30		5/5		3/3
26		5		13		31		5/5		3/3
27		5		14		32		5/5		3/3
28		5		14		33		5/5		3/3
29		5		15		34		5/5		3/3
30		5		15		35		5/5		3/3

Base MAC and PSP Bonuses
Ability	Base	MAC		PSP
Score	MAC	Modifier	Bonus
0	10	+3		-8
1	10	+3		-7
2	10	+2		-6
3	10	+2		-5
4	10	+2		-4
5	10	+1		-3
6	10	+1		-2
7	10	+1		-1
8	10	0		0
9	10	0		0
10	10	0		0
11	9	-1		0
12	8	-1		1
13	7	-1		1
14	6	-2		1
15	5	-2		1
16	4	-2		1
17	3	-3		2
18	2	-3		3
19	1	-3		4
20	0	-4		5
21	-1	-4		6
22	-2	-4		7
23	-3	-5		8
24	-4	-5		9
25	-5	-5		10
	To Determine a base MAC, find the character’s wisdom score on the upper table. Then find the character’s intelligence score and add the indicated MAC modifier. MACs can be improved trough proficiencies and other means.1
Psionicist have the thaco of a warrior of the same level to determine their Mthaco(Mental thaco).
	Psionicist determines their initial PSP total by adding bonuses awarded for their high Ability Requirements score to a base of 15, then adding the result of a 1d6 roll. With every level increase, up to the 9th level, a Psionicist gains additional PSPs by adding the bonuses for High Ability Requirements score to a 1d6 roll. Starting at level 9th, a Psionicist gains just 3 PSPs per level, plus their first Prime Requisite ability score bonus.
	Psionicist can do the following actions in a single round:
•	Make as many psionic attack as his experience level indicates/ activate one psionic power against a now open mind due to a successful attack in the same round.
•	Use one psionic defense.
•	Activate one psionic power against an open mind.
•	Maintain as many previously successfully activated powers as he wishes, provided he can afford to continue paying the PSP costs.
When making a psionic attack, the psionicist can only move at half his movement rate and must not be disturb from the beginning of the round up to his initiative roll or he will lose his attack(s) and lose 1 PSP.
When engage in psionic combat, psionicists are consider open minded.

Psionicist # of Psionic Attack per Round
Psionicist	
Level		# Att/rnd
1-6	1/1
7-12	3/2
13+		2/1

Mthaco Modifiers
Psionicist
Intelligence	Mthaco
Score		Modifier
0		-4
1		-4
2		-3
3		-3
4		-2
5		-2
6		-1
7		-1
8		0
9		0
10		0
11		0
12		0
13		0
14		0
15		0
16		+1
17		+1
18		+2
19		+2
20		+3
21		+3
22		+4
23		+4
24		+5
25		+5

Psionic Attacks vs. Psionic Defenses
		Mthaco bonus(+) or penalty(-) against PsionicDefenses
Psionic		Mind	Thought	Mental		Intellect	Tower of
Attacks	Blank	Shield		Barrier		Fortress	Iron Will
Mind Thrust	+5	+3		-2		-3		-5
Ego Whip	+3	+4		+2		-4		-3
Id Insinuation	-5	-3		-1		+2		+5
Psychic Crush	+1	-4		+4		-1		-2
Psionic Blast	-3	+2		-5		+4		+3

Psionics and subabilities: Use the following subabilities to determine a psionicist PSP total: Strenght/Stamina, Dexterity/Aim, Constitution/Fitness, Intelligence/Reason, Wisdom/Intuition.

	Psionicists can achieve criticals when using their psionic attack the same way a character would do when attacking a creature. A successful critical upon a psionicistsmind will open it’s mind. When a mind is force opened by a successful psionic attack or a critical, the target will receive a +2 penalty to it’s next initiative roll. A character can close back it’s mind by spending double the PSP cost of the last defense it used. If the character doesn’t have enough PSP to close it’s mind or simply don’t want to reclosed it, he will be able to make a wisdom check with a –3 penalty in 1d4+1 round. Only one check per round can be made and it will be the only action the character can do during that round. Remember that when a PSP pool reaches 0, the mind becomes immediately opened, afterward the only way to close it again is through wisdom rolls.

Wild Talents
	Wild talent must buy the contact proficiency in order to gain psionic attact/defense mode. A wild talent determines his initial PSP total by adding bonuses awarded for high Ability Requirements scores determine by the psionic power gained (if more than one power is gained, use the Ability Requirements scores of the first power gained) to a base of 10, then adding the result to a 1d4 roll, and finally adding enough PSPs to use the power(s) once. With every level increae, up to the level 9th, a wild talent gains additional PSPs by adding the bonus for high Ability Requirements scores determine by the psionic power gained (if more than one power is gained, use the Ability Requirements scores of the first power gained) to a 1d4 roll. Starting at level 9th, a wild talent gains just 4 PSPs per level with no more bonus for high Ability Requirements Scores. Wild talents possesses a Mthaco roll equal to a rogue of the same level.

	Psionicist recovers 1/8 of their total PSP pool per hour of sleep or meditation.

Proficiency Group Crossovers: General, Psionicist.
Weapon Proficiencies			Nonweapon Proficiencies
Initial	# Levels	Thaco Penalty	Initial		# Levels
   2	 	    5		-4		   3		  	   3

Wealth Option: 3d4 x 10 GP

Psionicist can specialize in only one of the following fighting style : One Handed, Two-Handed, Weapon & Shield; but can use all of them.

# of Attack Per Round
Psionicist
Level		# of Att/rnd
1-10		1/1
11-20		3/2
21+		2/1

Critical Hits

Psionic Attack vs.  Humanoids, animals, and monsters

Hit Location: Brain

Severity	Effect
1-3		No unusual effect
4		Brain damage, -1 penalty to attack rolls(effects like grazed)
5		Brain damage, -2 penalty to attack rolls(effects like struck)
6		Brain injured, HP reduce to 50%, -2 to attack rolls, stunned 1d6 rnds
7		Brain injured, HP reduce to 50%, stunned 1d6 rnds, -4 to attack rolls, ½ move
8		Brain injured, HP reduce to 50%, victim blinded, stunned 1d6 rnds, ½ move
9		Brain severly injured(like broken), HP reduce to 50%, victim blinded, no move or attacks, minor bleeding
10		Brain severly injured(like destroy), HP reduce to 50%, victim blinded, no move or attacks, major bleeding
11		Brain nearly destroyed, HP reduce to 50%, victim blinded, no move or attacks, severly bleeding
12		Brain destroyed, immediate death
13+		Head explosed, immediate death

Psionicists receive 45 character points to purchase their abilities.

5/10/15Armor Bypass(See below)
10	Attack Mode of Choice(See below)
5/15/20Combat Bonus(Priest/Warrior/Monster thaco)
5/10	Contact(See below)
5/10	Followers(See below)
5/10	Guarded Mind(See below)
5/10/15Hit Point Bonus(d8/d10/d12)
5/10	Mental Defense(See below)
10	Penetrating Mind(See below)
10	PSP Bonus(The Psionicist roll d8 dices instead of the d6 dice when calculating PSPs)
10	Psychic Adept(See below)
5/10	Range Bonus(See below)
15/20	Warrior Ability Bonus[See the Priest Section in Spells & Magic]
15	Weapon Specialization[See the Fighter Section in Skills & Powers]
10	Weapon Use(All weapons)
9/15	Wild Talent(See below)
15	Access to Discipline
	3	Psychometabolism
	3	Psychokinesis
	3	Psychoportation
	3	Clairsentience
	3	Telepathy
5	Science Knowledge(1 Science PSP’s cost is halved)
2	Devotion Knowledge(1 Devotion PSP’s cost is halved)
10	Spell Resistance(+1 to all saving throws vs, Spells)
15	Immunity to Magic[See the Priest section in Spells & Magic]
15	Quick PSP’s Recovery(Recovery of PSP’s are doubled)
5+	Nonweapon Proficiency Group Crossovers[See the Priest Section in Spells & Magic]
10+	Weapon Proficiency Group Crossovers(10 character points per new class)
3/5	Weapon Proficiency Bonus: 1/5 level for 3 points, 1/4 level for 5 points
3/5	Nonweapon Proficiency Bonus: +1 initial, +1/level after 1st level for 3 points, +2 initial, +1/even level, +2/odd level for 5 points
10	Create Psicrystals(See below)
1	One Nonweapon Proficiency Bonus
2	One Weapon Proficiency Bonus
5	Climb Walls(See below)[See the Thief section in Skills & Powers]
5	Detect Noise(See below)[See the Thief section in Skills & Powers]
5	Hide in Shadows(See below)[See the Thief section in Skills & Powers]
5	Move Silently(See below)[See the Thief section in Skills & Powers]
2	Able to Use the Fighting Style Two Weapon
5	Mthaco Bonus(Monster thaco)

Restriction
2	Behavior/Taboo[See the Wizard section in Spells & Magic]
5+		Limited Magical Item Use[See the Fighter section in Skills & Powers]
5		Reduced Hit Dice(d4)
5/10/15	Limited Armor(Medium/Light/None)
5/10		Weapon Selection(Wizard/None)
5		Reduced Combat Ability(Wizard thaco)
10/15/20	Mthaco Reduction(Priest/Rogue/Wizard thaco)

	Armor Bypass: The psionicist can employ for 5 character points light armors, for 10 character points medium armors, and for 15 character points heavy armors without having any penalty to their psionic powers.
	Attack Mode of Choice: The psionicist develops extra skill in using one particular psionic attack mode and gain a +1 bonus to mental attack rolls when using that attack mode.
	Contact: The psionicist receives the contact proficiency and gains attack modes as shown on the upper table. As a 10-point ability, the psionicist receives extra attack modes as though he were two levels higher than his actual level.
	Followers: The psionicist become a complentative master at 9th level. A 1st-level psionicist arrives each month to study with the master. Students serve without pay if they receive at least 10 hours of training each week (they leave to seek new masters if they do not receive sufficient training). The maximum number of students the master attracts is equal to one half the masters charisma score, rounded down. If the master builds a sanctuary, he can attract a number of students equal to his charisma score. As a 10-point ability, the psionicist becomes a renowed teacher and can attract students at any level, subject to the limits noted above.
	Guarded Mind: The psionicist can block or resist attempts to usurp his will and gains a +1 bonus to all saving throws against spells from the enchantment/charm school. As a 10-point ability, the psionicist gains a +2 bonus instead.
	Mental Defense: The psionicist can close his mind to psychic contact and gains defense modes as shown in the upper table. As a 10-point ability, the psionicist receives extra defense modes as though he was two levels higher than his actual level. If the psionicist does not choose this power, he has an open mind, just as if he were a non-psionic character. The character gains in addition the mental armor proficiency for free with the purchase of this ability be it a 5 or 10 points cost.
	Penetrating Mind: The psionicist can penetrate physical barriers with his mind more readily than other psionicists can. It take two inches of lead iron, four inches of absidian, or two feet of rock to block the psionicists clairsentient and telepathic powers. This ability does not negate a blocked line of sight, nor does it has any effect on psionic combat and does not allow the psionicist to ignore magical or psychic barriers that block psionic powers.
	Psychic Adept: The psionicist receives extra powers according to the table below instead of the normal table. The two disciplines the psionicist chooses at first level count as primary disciplines

Psychic Adept Power Progression
Psionicist	Total		Total		Total
Level		Disciplines	Sciences	Devotions
1		2		2		4
2		3		2		6
3		3		3		8
4		3		3		10
5		3		4		11
6		4		4		12
7		4		5		13
8		4		5		14
9		4		6		15
10		5		6		61
11		5		7		17
12		5		7		18
13		5		8		19
14		5		8		20
15		5		9		21
16		5		9		22
17		5		10		23
18		5		10		24
19		5		11		25
20		5		11		26
21		5		12		27
22		5		12		28
23		5		13		29
24		5		13		30
25		5		14		31
26		5		14		32
27		5		15		33
28		5		15		34
29		5		16		35
30		5		16		36

	Range Boost : The range of all powers within the psionicist primary discipline increase by 25%. If the psionicist is a psychic adept, he has two primary disciplines. At a base 5-point ability, only one discipline is increase. For a 10-point ability, both disciplines are increased. All powers with ranges of 0, self, or touch remain unaffected byt his ability.
	Wild Talent: A character gains a wild talent but must still roll randomly to determine what the wild talent is. For a 15-point ability, the character can choose his wild talent but must still be choosen from the wild talent table.
	Create Psicrystal: A Psionic can encode a psicrystal. Doing so take a day and requires materials that cost 100 GP(usually, the gem used as the basis for the psicrystal represent at least 50% of the total cost). A psicrystal is  psionically  charged crystalline stone no more than 1 inch in diameter, It carries a fragment personality seede fom the psionicist own mind, with which the psionicist can empathically interact and from which he can derive benefits. A psionicist may possess no more than 1 psicrystal at any one time.
		The psionicist chooses the type of psicrystal he gets, that is, what fragment of his personality is encoded in the stone.  As the psionicist increases in level, his psicrystal also increases in utility.
		If the psicrystal is destroyed, whether by accident or on purpose, the psionicist must make a save vs. death. If the saving throw fails, the psionicist loses 500 experience points per class level. A successful saving throw reduces the loss by half. However, a psionicist’s experience can never go below 0 as the result of a psicrystal destruction, the psionicist will be reduce to 1 experience point maximum. A destroyed psicrystal cannot be replaced for six months.
Psicrystal
Personality	Special
Artiste		Owner gains +2 bonus on Craft checks.
Bully		Owner gains +2 bonus on Intimidation checks.
Coward	Owner gains +2/10% bonus on Hide/Hide in Shadows checks.
Friendly	Owner gains +2 bonus on Diplomacy checks.
Hero		Owner gains +2 bonus on Death saves.
Liar		Owner gains +2 bonus on Craft checks.
Meticulous	Owner gains +2 bonus on Search checks.
Observant	Owner gains +2 bonus on Hearing/Vision checks.
Poised		Owner gains +2 bonus on Balance checks.
Resolve	Owner gains +2 bonus on Will checks.
Sage		Owner gains +2 bonus on any Knowledge proficiency he already knows; once chosen, this does not vary checks.
Singleminded	Owner gains +1 bonus on Concentration checks.
Sneak		Owner gains +10% bonus on Move Silently checks.
Sympathetic	Owner gains +2 bonus on reaction adjustment checks.
Psicrystal Personality Descriptions: All psicrystals have distinct personalities. At 1st-level, the psionicist only gets a feel for the crystal’s personality through strong feelings, but at higher levels the psicrystal is free to telephatically provide the psionicist with advice, severly slanted toward the psicrystal’s particular world view. The owner always sees a bit of herself in her psicrystal, even if magnified and therefore distorted.
	Artiste: This splinter personality notes without humility that it is wonderfully talented in almost any occupation, be it dancing, opera, or cooking. Equal parts truth and pertension make up this claim.
	Bully: Sometimes bad seeds are still good for something. The bully splinter personality’s overbaring harangues and nearly constant insistence that only its way is right is trying, but its influence is sometimes handy for the psionicist.
	Coward: Buried deep in everyone is a healthy dose of self-preservation. When captured and magnified, the essence of cowardliness aids the psionicist in finding safe harbor in dangerous situations. However, this psicrystal is far to eager to urge the psionicist to run and hide, even in only moderately dangerous situations.
	Friendly: This splinter personality is disposed to promote the well-being of another, even of a revealed enemy. The psionicist owner puts up with lectures on his hard-hearted ways, but in return the psionicist is better able to deal with creatures in a nonviolent manner.
	Liar: The lying psicrystal just can’t help telling falsehoods, even to its owner who knows all to well when it is prevaricating and when it is communicating truthfully. This doesn’t stop the psicrystal. Its lying ways serve the psionicist in good stead when she is forced to attempt the same.
	Meticulous: The meticulous psicrystal has a hard time discerning between important details and those that are irrelevant. In describing itself, it would say it is “puncticulous in its attention to the rules of etiquette, and furthermore marked by extreme care in the treatement of details.” Sometimes maddening, this trait is sometimes useful to the psionicist who attempts a precise study of his environment.
	Observant: “Did you see that?” is the most common communication between a psicrystal and its owner. Often enough, the psionicist has seen the proffered sight and ignored it as unimportant. Sometimes, though this observant quality allows the psionicist to note things she might have otherwise passed by.
	Poised: The ability to be constantly aware of your body and how it interacts with your surroundings is something often lost in the welter of more important thoughts. Not so for this psicrystal, which is perfectly poised and sure of itself, if not its owner. It often preaches the importance of equilibrium and the readiness for action, and its influence actually grants the psionicist a bonus in situation where balance is important.
	Resolve: A quality everyone wishes they had, this psicrystal has it in spades. It is firm in purpose and belief, and its advice and observations are characterize by firmness and determination. Or, as the psionicist might say, it is a stubborn so-and-so. Still, this unshakable faith aids the psionicist in all contest of will.
	Sage: This splinter personality attempts to be a mentor to its owner, even though it is drawn from the owner’s mind. Still, unfettered with any other personality type, the sage sees itself as the be-all, end-all master of spiritual and philosophical topics, not to mention the area of Knowledge in which it is specialized. Beyond its specialization, the sage psicrystal’s advice is sometimes suspect.
	Singleminded: The ability to focus in on the task at hand, ignoring all other environmental and emotional factors, is the personality seeded in this psicrystal. Sometimes the psionicist has a very difficult time getting the psicrystal’s attention if it is focused on  a specific task, but its influence also magnifies the psionicist’s own concentration abilities.
	Sneak: Why announce your presence with loud footfalls when you could just as easily glide in with less noise than a breath of air? Or so asks the sneaky psicrystal, who believes wholeheartly in the rule that silence is golden. It is given to hushing its owner, and it’s owner’s compagnions, at higher levels. Still, its experience in the area of quiet locomotion can’t be denied.
	Sympathetic: This quality allows the psicrystal to see into the hearts of other living things by putting itself in their shoes. Unfortunately, the psicrystal also spends a lot of time analyzing the psionicist and his compagnions, commenting on their mental states, and making pronouncements about the fitness of their actions. Of course, this is useful when the psionicist wants to determine the motives of a potential enemy.
Psicrystal Special Abilities
Psionicist	Psicrystal
Level		Intelligence	Special
1-2		6		Sighted, Empathic Link
3-4		7		Telepathic Link
5-6		8		Self-propulsion
7-8		9		Speak With Other Creatures
9-10		10		
11-12		11		Power Resistance
13-14		12		Sight Link
15-16		13		Channel Power
17-18		14
19+		15
Psionicist Level: The level of the Psionicist.
Psicrystal Intelligence: The psicrystal’s Intelligence score. Psicrystal are smart, but their personality trait colors all empathic, telepathic, or verbal interaction.
Sighted: Though is possesses no physical sensory organs, a psicrystal can telepathically sense its environment as well as a sighted, hearing creature can. Darkness (even supernatural darkness) is irrelevant, as are areas of supernatural silence, though a psicrystal still can’t discern invisible or ethereal beings. The psicrystal’s sighted range is 40 feet.
Empathic Link: The psionicist has an empathic link with his or her psicrystal to a distance of up to one mile. Psionicists cannot see using the psicrystal’s sighted ability, but they can communicate empathetically. The empathic link between a psicrystal and its owner limits communication to strong feelings, such as confidence, fear, uncertainty, resolve, and so on, so misunderstanding are always possible.
Telepathic Link: The psionicist has a telepathic link with his or her psicrystal up to a distance of up to one mile. Psionicists cannot see using the psicrystal’s sighted ability, but they can communicate telepathically. The telepathic link allows actual communication. Psicrystals know all the languages their psionicist owners know.
Self-propulsion: If the psionicist pays the cost of 1 PSP, his or her psicrystal forms spidery, ectoplasmic legs for a day. The legs grant the psicrystal a speed of 30 feet. The psicrystal can climb walls and ceilings with its legs like a real spider at a speed of 20 feet. The legs fade to nothingness when their duration expires, or if the psicrystal takes 1 or more points of damage that penetrate its hardness.
Speak With Other Creatures: The psicrystal can communicate mentally with its owner, other creatures, or psicrystals within 60 feet, using any language known to its psionicist owner (other creatures must speak aloud to return communication, except for the owner and other psicrystals). To those familiar with the psionicist, the psicrystal’s mental voice sounds very similar, however, all exchanges are colored by the psicrystal’s particular personality trait.
Power Resistance: The psicrystal’s power resistance (PR) equals the psionicist owner’s level plus 25. To affect the psicrystal with a psionic power, an enemy psionic must make a percentil roll against the psycrystal’s PR and must be higher than the psicrystal’s power resistance. A Psicrystal Spell Resistance is equal to half it’s power resistance rounded down.
Sight Link: Once per day, the psicrystal’s owner can see what the crystal sees for a period of 1 hour, as long as the psionicist and the psicrystal are not separated by more than one mile.

Thief Ability: To determine a psionicist’s % chance in a thieving skill that he has
Bought as a class ability, see below:
PsionicistMove	Hide In	  Detect	Climb			
Level	Silently	Shadows  Noise	Walls
1	10	5	  15	60
2	15	10	  20	65
3	20	15	  25	70
4	25	20	  30	75
5	30	25	  35	80
6	35	30	  40	85
7	40	35	  45	90
8	45	40	  50	95
9	50	45	  55	99
10	55	50	  60	99
11	60	55	  65	99
12	65	60	  70	99
13	70	65	  75	99
14	75	70	  80	99
15	80	75	  85	99
16	85	80	  90	99
17	90	85	  95	99
18	95	90	  99	99
19	99	95	  99	99
20	99	99	  99	99

Wild Talents
	
	Every character has a base chance of 1% to possess wild powers. This is modidied as shown below:

Each Wis, Con, or Int score of 18	+3
Each Wis, Con, or Int score of 17	+2
Each Wis, Con, or Int score of 16	+1
Character is 5th-8th level		+1
Character is 9th level or higher	+2
Mage, Cleric, or nonhuman*		x1/2
* Round fractions up. Apply this penalty only once, even if more than one of these description fits.
	Once you’ve determine the character’s chance to be a wild talent, roll percentile dice. Subtract 2 from the roll if the character is under the guidance of a psychic surgeon. If the result is less than or equal to the modified chance, the character has at least one wild power. If the number is 97 or higher, the character suffers dire consequences (Note that this applies only when a psionicist tries to unleash a wild talent within a character with the use of the Psychic Surgery power).

Die Roll	Result
97	Save vs. death or Wisdom reduced by 1d6 points – permanently
98	Save vs. death or Intelligence reduced by 1d6 points – permanently
99	Save vs. death or Constitution reduced by 1d6 points – permanently
100	Save vs. death with –5 penalty or Wisdom, Intelligence, and Constitution are all  reduced to 3 – permanently

Wild Talent Table
Roll
D100	Wild Devotion
-Clairsentient Devotions-
01-02	All-round Vision1
03	Combat Mind1
04-05	Danger Sense1
06-07	Feel Light
08	Feel Sound1
09	Hear Light
10	Know Direction
11-12	Know Location1
13	Poison Sense1
14	Radial Navigation
15-16	See Sound1
17	Spirit Sense
18	Weather Prediction2,4
-Psychokinetic Devotions-
19	Animate Object1,2
20	Animate Shadow
21	Control Flames2
22	Control Light
23	Control Sound1
24	Create Sound2
25	Levitation1,2
26	Molecular Agitation1
27	Soften
-Psychometabolic Devotions-
28-29	Absorb Disease
30-31	Adrenaline Control1
32	Aging
33-34	Biofeedback
35	Body Control1
36	Body Equilibrium1
37-38	Body Weaponry1
39-40	Catfall
41	Cause Decay
42-43	Call Adjustment1
44-45	Chameleon Power1
46	Chemical Simulation
47	Displacement
48-49	Double Pain
50	Ectoplasmic Form
51-52	Enhanced Strength
53	Expansion
54-55	Flesh Armor
56	Graft Weapon
57-58	Heightened Senses1
59	Immovability
60-61	Lend Health
62-63	Mind Over Body
64	Pheromone Discharge4
65-66	Reduction
67-68	Share Strength
69	Suspend Animation
-Psychoportive Devotions-
70-71	Astral Projection1
72-73	Blink1,2,3
74-75	Dimensional Door1
76-77	Dimendion Walk1
78-79	Dream Travel
80	Phase1,3
-Telepathic Devotions-
81	Attraction2
82-83	Awe1,2
84-85	Concealed Thoughts1
86-87	Empathy
88-89	ESP
90-91	Life Destruction1
92-93	Psychic Messenger
94-96	Send Thoughts1
97-98	Roll Two Devotions
99	Roll One Science
100	Roll One Devotion & One Science

Roll
D100	Wild Science
-Clairsentient Science-
01-06	Aura Sight1
07-14	Clairaudience1
15-22	Clairvoyance1
23-27	Object Reading1
28-32	Precognition
33-36	Sensitivity to Psychic Impression
-Psycokinetic Science-
37-40	Detonate1,2
41-44	Telekinesis1
-Psychometabolic Science-
45-49	Animal Affinity1
50-53	Complete Healing1
54-55	Death Field
56-61	Energy Containment
62-63	Life Draining
64-72	Metamorphosis1
73-80	Shadowform1
-Psychoportive Science-
81-83	Probability Travel
84-86	Teleport
-Telepathic Science-
87-92	Mind Link
93-95	Aura Alteration2
96-100	Roll Two Sciences
1 Revised power describe in the Skills & Powers handbook.
2 Power requires a prerequisite to use.
3 Power described in the Will and the Way
4Power described in Dragon Kings