The next bit:
Wilder Powers
1st level----2nd level----3rd level
Attraction----------Biofeedback-------------Body Adjustment
Detect Psionics-----Body Equilibrium---------Mental Barrier
Empty Mind---------Ego Whip---------------Mind Trap
Matter Agitation----Mass Missive-------------Psionic Blast
Mind Thrust---------Psionic Levitate---------Telekinetic Force
Sense Link----------Psionic Tongues---------Telekinetic Thrust
4th level----5th level----6th level
Correspond-------------------Adapt Body---------Co-opt Concentration
Intellect Fortress-------------Catapsi-------------Fuse Flesh
Mindwipe---------------------Leech Field---------Mass Cloud Mind
Personality Parasite-----------Power Resistance---Psionic Contingency
Psionic Freedom of Movement--Psychic Crush------Psionic Disintegrate
Telekinetic Maneuver----------Tower of Iron Will---Suspend Life
7th level----8th level----9th level
Decerebrate------------------Matter Manipulation-------Affinity Field
Insanity----------------------Psionic Mind Blank---------Apopsi
Personal Mind Blank-----------Recall Death--------------Microcosm
Psionic Moment of Prescience--True Metabolism----------Timeless Body
Psionic Phase Door
Ultrablast
Item Creation: Item creation is more difficult in the Year 271 Campaign. Many secrets of magic lore have been lost over the ages, and several item creation feats (Craft Rod, Craft Wand, Forge Ring and all psionic item creation feats) are not available at the start of the campaign. This makes magic wands, rings and rods, as well as all psionic items, especially precious, for they are not something that can be replaced. Furthermore, in order to use an item creation feat that she has to create a magic item, the character needs the formula and the ingredients for that item. Finally, the time required to craft a given magic item is doubled. However, the monetary cost is halved.
To create a magic item requires a specific process. The formula details this process of creating that item, including describing what ingredients are necessary. A character with the formula for a magic item knows how to create that item. However, before doing so she must first obtain the necessary ingredients.
Whenever a character takes an item creation feat, she learns the formulae for a number of magic items whose prerequisites she meets equal to her spellcasting attribute bonus. For example, if a 5th level wizard with an intelligence score of 18 takes the Brew Potion feat, she could choose how to brew four different types of potion, for example oil of mage armor and potions of comprehend languages, fox’s cunning and haste. She could not learn to brew a potion of cure moderate wounds, because she cannot cast that spell. (However, later on, through game play, characters can learn the formulae for items whose prerequisites they do not meet.)
The ingredients for various magic items will be set by the dm. In most cases they will be somewhat difficult to obtain, often requiring an adventure to acquire them. There will generally be one specific ‘difficult’ ingredient for an item for every 25,000 gp (or fraction thereof) of its market price. Sometimes the ingredient will be metaphysical, such as the blessings of a triton, and sometimes it will be physical, such as the hide of a displacer beast.
Character Wealth will not run along the same levels as assumed in the core rules. To begin with, in the Year 217 Campaign in the Barony of Kamenda, the value of a gold piece is sufficient to feed a peasant for a year. Likewise, characters start off with half the normal starting gold. Most people are very poor, and prices on most items are half the ‘standard’ book price. However, rare and unusual items, weapons, armor or anything unlikely to be in the hands of a peasant are all full price. Magic items will virtually never be found for sale, due to the difficulties involved in crafting them. Character wealth is therefore unlikely to follow the same standards as in a baseline 3.5 game.
Replacement Characters begin play one level lower than the dead character. If the dead character was within his level x 25 xp of going up a level, the new character starts off with enough xp to be at the halfway mark of the level; otherwise she begins at the bottom. Replacement characters roll half their starting gold as normal, then multiply by their starting level. In general, starting money cannot be spent on magic items.