With the recent increase in Timelord (and possibly the other ultra-dimensional beings') hit points, this seems to render some of the [Effects] useless.
Reasoning: By multiplying the deities hit points, you are essentially cutting the effectiveness of Effects by the same amount. Not that game balance matters to Timelords, but this could also apply to Elder ones and up, which are imminently playable to some degree.
Anti-matter effect now deals less damage than poisonous effect to a Timelord. Ultima effect it about as useful as dealing 20 damage/turn when used by timelords on timelords. Transcendant effect might be useful, but probably will do less than a scratch. Heck, Gravitic Effect becomes MORE powerful now. (About 1000x more effective on timelords!)
In order to deal any appreciable damage to beings with such high hit point totals, you would need to apply the Telluric, Vengeful, Quantum, and Talismanic Effect multipliers to your effects just so the opponent doesn't laugh as hard while they punch you to death.
Of all the Transient Effects, only Omega Effect and Astro Effect even matter in many cases. Any deity taking Ultima, Antimatter, or Transcendent effects is wastering their time. (Unless they want to blow 36 divine slots on a power useable only on mooks)
Solution: Perhaps a Transcendent Effect multiplier that just flat out multiplies the hit dice of the deity for the purposes of [Effects]. (perhaps by 10?)