Mind Mage (3.5e class)

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Mind Mage[edit]

The Mind Mage is a blend of Arcane and Psionic energies. The two being similar yet different has been a moot point for either class, but this class is a bold faced look at what happens when the two are melded together. The combined energies create some interesting results.

Making a Mind Mage[edit]

The Mind Mage is about the infusion of Psionic and Arcane. For a drawback of weak health scores and not as many spells or powers as a sorcerer or a wilder (respectively), the mind mage makes up for in versatile casting spells and manifesting powers. The Mind Mage is more or less the spellcaster of the group. Though not entirely reliant on spellcasting, making for some use in an Antimagic Field. Likewise, the Mind Mage is more or less a psion of the group. Though not entirely reliant on powers, making for some use in an Antipsionic Field.

Abilities: Charisma is the most important score of the Mind Mage, as it helps boost both the psionic manifestations and arcane spells. Dexterity and Constitution are secondary for dexterity bonuses to armor class and compensating for low HP. Strength is the least important attribute given there are no weapon proficiencies nor a realistic need for weapon proficiencies given the supernatural 'weapon' gained from this class.

Races: Races with traces of psionic or arcane bloodlines in their lineage would be best suited for this. Though given the nature of the class, any creature could realistically have an innate tallent for this blend.

Alignment: Any.

Starting Gold: 3d4×10 gp (90 gp).

Starting Age: Simple.

Table: The Mind Mage

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special Spells per Day Power
Maximum Power
Level Known
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Psyacane Blast, Summon Psignet ring, Wild Surge +1, Psychic Enervation 5 1 1 1 1st
2nd +1 +0 +0 +3 Elude Touch 6 2 3 2 1st
3rd +1 +1 +1 +3 Wild Surge +2 6 2 5 2 1st
4th +2 +1 +1 +4 Surging Euphoria +1 6 3 1 8 3 2nd
5th +2 +1 +1 +4 Volatile Mind (1 Power Point) 6 3 2 12 3 2nd
6th +3 +2 +2 +5 6 3 2 1 17 4 3rd
7th +3 +2 +2 +5 Wild Surge +3 6 3 3 2 23 4 3rd
8th +4 +2 +2 +6 6 3 3 2 1 29 5 4th
9th +4 +3 +3 +6 6 3 3 3 2 36 5 4th
10th +5 +3 +3 +7 6 3 3 3 2 1 44 6 5th
11th +5 +3 +3 +7 Wild Surge +4 6 3 3 3 3 2 53 6 5th
12th +6/+1 +4 +4 +8 Surging Euphoria +2 6 3 3 3 3 2 1 63 7 6th
13th +6/+1 +4 +4 +8 Volatile Mind (3 Power Points) 6 3 3 3 3 3 2 73 7 6th
14th +7/+2 +4 +4 +9 6 3 3 3 3 3 2 1 85 8 7th
15th +7/+2 +5 +5 +9 Wild Surge +5 6 3 3 3 3 3 3 2 97 8 7th
16th +8/+3 +5 +5 +10 6 3 3 3 3 3 3 3 2 110 9 8th
17th +8/+3 +5 +5 +10 Volatile Mind (4 Power Points) 6 3 3 3 3 3 3 3 2 125 9 8th
18th +9/+4 +6 +6 +11 6 3 3 3 3 3 3 3 3 1 140 10 9th
19th +9/+4 +6 +6 +11 6 3 3 3 3 3 3 3 3 2 155 10 9th
20th +10/+5 +6 +6 +12 6 3 3 3 3 3 3 3 3 3 171 11 9th

Class Skills (3 + Int modifier per level, ×4 at 1st level)
Autohypnosis (Wis), Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Knowledge (psionics) (Int), Perform (Cha), Profession (Wis), Psicraft (Int), Spellcraft (Int).

Class Features[edit]

All the following are class features of the mind mage.

Weapon and Armor Proficiency: Mind Mages are not proficient with any normally known weapons. There is a 'weapon' granted from taking this class that is an infusion of the arcane and psionic. It is called a Psiacane Blast. no armor or shield proficiencies either.

Spells: A Mind Mage casts arcane spells which are drawn primarily from the sorcerer/wizard spell list. She can cast any spell she knows without preparing it ahead of time, the way a wizard or a cleric must (see below).

To learn or cast a spell, a Mind Mage must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Mind Mage’s spell is 10 + the spell level + the Mind Mage’s Charisma modifier.

Like other spellcasters, a Mind Mage can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Mind Mage. In addition, she receives bonus spells per day if she has a high Charisma score.

A Mind Mage's selection of spells is extremely limited. A Mind Mage begins play knowing four 0-level spells and two 1st-level spell of your choice. At each new Mind Mage level, she gains one or more new spells, as indicated on Table: Mind Mage Spells Known. (Unlike spells per day, the number of spells a Mind Mage knows is not affected by her Charisma score; the numbers on Table: Mind Mage Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the Mind Mage has gained some understanding of by study. The Mind Mage can’t use this method of spell acquisition to learn spells at a faster rate, however.

Upon reaching 4th level, and at every even-numbered Mind Mage level after that (6th, 8th, and so on), a Mind Mage can choose to learn a new spell in place of one she already knows. In effect, the Mind Mage “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level Mind Mage spell the Mind Mage can cast. A Mind Mage may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

Unlike a wizard or a cleric, a Mind Mage need not prepare her spells in advance. she can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. She does not have to decide ahead of time which spells she’ll cast.

Table: Mind Mage Spells Known
Level Spells Known
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 4 2
2nd 5 2
3rd 5 3
4th 6 3 1
5th 6 4 2
6th 7 4 2 1
7th 7 5 3 2
8th 8 5 3 2 1
9th 8 5 4 3 2
10th 9 5 4 3 2 1
11th 9 5 5 4 3 2
12th 9 5 5 4 3 2 1
13th 9 5 5 4 4 3 2
14th 9 5 5 4 4 3 2 1
15th 9 5 5 4 4 4 3 2
16th 9 5 5 4 4 4 3 2 1
17th 9 5 5 4 4 4 3 3 2
18th 9 5 5 4 4 4 3 3 2 1
19th 9 5 5 4 4 4 3 3 3 2
20th 9 5 5 4 4 4 3 3 3 3

Power Points/Day: A mind mage’s ability to manifest powers is limited by the power points she has available. Her base daily allotment of power points is given on Table: The mind mage. In addition, she receives bonus power points per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Power Points). Her race may also provide bonus power points per day, as may certain feats and items.

Powers Known: A Mind Mage begins play knowing one wilder power of your choice. At every even-numbered class level after 1st, she unlocks the knowledge of new powers.

Choose the powers known from the wilder power list. (Exception: The feats Expanded Knowledge and Epic Expanded Knowledge do allow a Mind mage to learn powers from the lists of other classes.) A Mind Mage can manifest any power that has a power point cost equal to or lower than her manifester level.

The total number of powers a Mind Mage can manifest in a day is limited only by her daily power points.

A Mind Mage simply knows her powers; they are ingrained in her mind. She does not need to prepare them (in the way that some spellcasters prepare their spells), though she must get a good night’s sleep each day to regain all her spent power points.

The Difficulty Class for saving throws against Mind Mage powers is 10 + the power’s level + the Mind Mage’s Charisma modifier.

Maximum Power Level Known: A Mind Mage begins play with the ability to learn 1st-level powers. As she attains higher levels, she may gain the ability to master more complex powers.

To learn or manifest a power, a Mind Mage must have a Charisma score of at least 10 + the power’s level.

Psiacane Blast (Su): As mentioned in Weapon/Armor Proficiency, this supernatural cone of infused arcane and psionic energies takes place of any weapons that could be wielded. The cone does 1d6 damage, the damage type is half element (of the Mind Mage's choice) and half psionic. Damage dealt by this increases to 1d8 at 7th level, 2d6 at 13th level, and finally 2d8 at 19th level. The cone has a length of 25 ft and increases by a 5 ft interval every odd level. Creatures immune to mind affecting spells/manifestations only take half damage (rounded down, essentially ignoring the psionic half), this blast is also subject to DR of the chosen element (if DR applies), if both of these reductions apply, apply the DR first, then divide by 2 and round down.

Psignent ring: A Mind Mage starts off during play with a masterwork signet ring with a small deep crystal in the ring's center. The ring allows for use of a single spell and a single power 1/day each. The Mind Mage must take time to set the spell and power in the ring at the beginning of each day or otherwise the ring cannot be used. The spell/power is/are unleashed at the command of the Mind Mage. This can be set that either each has an individual command, or both are released simultaneously with one command. Activation of the spell/power can be done as a move action that provokes attacks of opportunity.

Wild Surge (Su): A mind mage can let her passion and emotion rise to the surface in a wild surge when she manifests a power. During a wild surge, a Mind Mage gains phenomenal psionic strength, but may harm herself by the reckless use of her power (see Psychic Enervation, below).

A Mind Mage can choose to invoke a wild surge whenever she manifests a power. When she does so, she gains +1 to her manifester level with that manifestation of the power. The manifester level boost gives her the ability to augment her powers to a higher degree than she otherwise could; however, she pays no extra power point for this wild surge. Instead, the additional 1 power point that would normally be required to augment the power is effectively supplied by the wild surge.

Level-dependent power effects are also improved, depending on the power a Mind Mage manifests with her wild surge.

This improvement in manifester level does not grant her any other benefits (psicrystal abilities do not advance, she does not gain higher-level class abilities, and so on).

She cannot use the Overchannel psionic feat and invoke her wild surge at the same time.

At 3rd level, a Mind Mage can choose to boost her manifester level by two instead of one. At 7th level, she can boost her manifester level by up to three; at 11th level, by up to four; at 15th level, by up to five.

In all cases, the wild surge effectively pays the extra power point cost that is normally required to augment the power; only the unaugmented power point cost is subtracted from the Mind Mage’s power point reserve.

Psychic Enervation (Ex): Pushing oneself by invoking a wild surge is dangerous. Immediately following each wild surge, a Mind Mage may be overcome by the strain of her effort. The chance of suffering psychic enervation is equal to 5% per manifester level added with the wild surge.

A Mind Mage who is overcome by psychic enervation is dazed until the end of her next turn and loses a number of power points equal to her Mind Mage level.

Elude Touch (Ex): Starting at 2nd level, a Mind Mage’s intuition supersedes her intellect, alerting her to danger from touch attacks (including rays). She gains a bonus to Armor Class against all touch attacks equal to her Charisma bonus; however, her touch AC can never exceed her Armor Class against normal attacks.

Surging Euphoria (Ex): Starting at 4th level, when a Mind Mage uses her wild surge ability, she gains a +1 morale bonus on attack rolls, damage rolls, and saving throws for a number of rounds equal to the intensity of her wild surge.

If a Mind Mage is overcome by psychic enervation following her wild surge, she does not gain the morale bonus for this use of her wild surge ability.

At 12th level, the morale bonus on a Mind Mage’s attack rolls, damage rolls, and saving throws increases to +2.

Volatile Mind (Ex): A Mind Mage’s temperamental mind is hard to encompass with the discipline of telepathy. When any telepathy power is manifested on a Mind Mage of 5th level or higher, the manifester of the power must pay 1 power point more than she otherwise would have spent.

The extra cost is not a natural part of that power’s cost. It does not augment the power; it is simply a wasted power point. The Mind Mage’s volatile mind can force the manifester of the telepathy power to exceed the normal power point limit of 1 point per manifester level. If the extra cost raises the telepathy power’s cost to more points than the manifester has remaining in her reserve, the power simply fails, and the manifester exhausts the rest of her power points.

At 9th level, the penalty assessed against telepathy powers manifested on a Mind Mage is increased to 2 power points. At 13th level, the penalty increases to 3 power points, and at 17th level it increases to 4 power points.

As a standard action, a Mind Mage can choose to lower this effect for 1 round.

Ex-Mind Mages[edit]

Due to the nature of this being inbred into an individual, only final death would mean an end to being a Mind Mage. However, gaining an undead template (or similar) reinstates the psionic abilities. Converting the undead to a spellstitched (gaining the spellstitched template) regains the Mind Mage's features and abilities (No longer an Ex-Mind Mage).

Epic Mind Mage[edit]

Table: The Epic Mind Mage

Hit Die: d4

Level Special
21st Wild Surge +6
22nd Surging Euphoria +3
23rd Bonus Feat
24th Volatile Mind (5 Power Points)
25th [#Wild Surge|Wild Surge]] +7
26th Bonus Feat
27th Volatile Mind (6 Power Points)
29th Bonus Feat, Wild Surge +8
30th Surging Euphoria +4

Class Skills (3 + Int modifier per level, ×4 at 1st level)
Autohypnosis (Wis), Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Knowledge (psionics) (Int), Perform (Cha), Profession (Wis), Psicraft (Int), Spellcraft (Int).

Powers: The epic Mind Mage’s manifester level is equal to her class level. The Mind Mage’s power points and powers known do not increase after 20th level (except through the use of epic feats).

Wild Surge: The epic Mind Mages’s wild surge continues to increase after 20th level. At 21st level and every four levels higher than 21st, the wild surge continues to gain an additional +1 boost to manifester level when used.

Surging Euphoria: The Mind Mage’s surging euphoria progression continues past 20th level. At 22nd level and every eight levels higher than 28th, the morale bonus on her attack rolls, damage rolls, and saving throws increases by 1.

Volatile Mind: The epic Mind Mage’s volatile mind ability continues to increase. At 24th level and every four levels higher than 24th, the penalty assessed against telepathy powers manifested on the Mind Mage is increased by 1 power point.

Bonus Feats: The epic Mind Mage gains a bonus feat that she qualifies for every 3 levels after 20th.

Human Mind Mage Starting Package[edit]

Weapons: Psiacane Blast (1d6).

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Autohypnosis 4 Wis -
Consentration 4 Con -
Craft 4 Int -
Knowledge (Arcana) 4 Int -
Knowledge (Psionics) 4 Int -
Perform 4 Cha -
Profession 4 Wis -
Psicraft 4 Int -
Spellcraft 4 Int -

Feat: Psionic Body.

Bonus Feats: Toughness.

Gear: Psignet Ring, Backpack with waterskin, one day’s trail rations, bedroll, sack, and flint and steel. Ten candles, map case.

Gold: 1d4 * 10 gp.

Campaign Information[edit]

Playing a Mind Mage[edit]

Religion: Mind Mages generally don't have a set deity to worship, though a mind mage is free to worship any deity she pleases.

Other Classes: Mind Mages tend to work well with both Spellcasting and Psionic Classes as the Mind Mage has a blend of their abilities. Warriors and Barbarians are more seen as bodyguards or the ones doing the grunt work while the Mind Mage sits back and casts spells or manifests powers to shift the tide of battle to her favor. Rogues and any long range attackers tend to do fine with the Mind Mage, as some spells/powers help them out too. Divine Spellcasters and Mind Mages are more or less complimentary for party members as the Healer Buffer duo. Making for an overall positive companionship. Paladins tend to look at the alignment of a Particular Mind Mage as the Mind Mage can be of any alignment and act according to their vows. This can lead to near any sort of relationship from good friends to bitter enemies.

Combat: Mind Mages would serve as the spellcaster/psion or buffer in the adventuring party. The Psiacane blast gives some ranged attacking power, but best left to someone with a ranged weapon so the Mind Mage can focus on her spells/powers.

Advancement: The Mind Mage has no realistic Multiclass penalties to speak of. The Mind Mage would qualify for some Psionic Prestige classes, and possibly Spellcasting Prestige classes as well.

Mind Mages in the World[edit]

"The dividing line between the powers of a psionic kind and the spellcasting of a magic sort is blurry at best. We work right at that blurred line"
—Jaqueline, Arcane Elanian Mind Mage

Mind Mages are most seen as an odd sort of individual with a versatile use of their abilities. Some have been found to have traces of Aberrations and strongly Arcane heritages through their lineage. Others may seem normal, until the fight's on.

Daily Life: Mind Mages are ones looking to explore their surroundings and expand their powerful blend of abilities to its utmost limits. Some settle down and pick up a craft or profession with gems, jewelery, enchanting, potion brewing, and similar.

Notables: Jaqueline

Organizations: Mind Mages have no real need to congregate together. If any do it's more out of a curiosity of seeing what sort of abilities a fellow Mind Mage has developed, or to chronicle the advancement of the Psiacanic abilities. For those that settle down from adventuring, it is possible that Mind Mages with the same Craft/Profession/Performance congregate simply for that particular Craft/Profession/Performance and maybe to exchange some tips of the trade to help one another out.

NPC Reactions: Mind Mages tend to be looked at as their constituents (As Psionic Classes or Mage Classes), or an unusual individual, or even a handy individual.

Mind Mage Lore[edit]

Characters with ranks in Knowledge (arcane) or Knowledge (psionic) can research Mind Mages to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs. Synergy mechanics apply if a character has sufficient ranks in both.

Knowledge (Arcana) and/or Knowledge(Psionics)
DC Result
5 Mind Mages can both cast spells and manifest powers.
10 Mind Mages call their unique blend of magic and psionic power 'Psiacanic'.
15 Two valued possessions of a Mind Mage tend to be their 'Psignet Ring' and 'Psiacane Blast' ability.
20 A particular Mind Mage, where they were last located, and their latest deed.

Mind Mages in the Game[edit]

Mind Mages more or less would replace classes like the Sorcerer and Wilder. Though they would also make interesting characters of a profession that ties in to arcane or psionic themes (An Enchanter would be a perfect example).

Adaptation: If looking for a template for a Gestalt Character, this would make a rather excellent basis for a Gestalt Sorcerer/Wilder character. Simply doubling spells/day, doubling power points, 1 more class skill/level, and adding in all class skills between Sorcerer/Wilder not listed on this page would make this an excellent Gestalt class. This could also be used as a Gestalt Prestige Class.

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