Occult Mind (3.5e Prestige Class)

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Occult Mind

You want to know whether that was a spell or a power? What makes you think there's a difference?
—Giveld, elan occult mind

Psionics and magic are widely believed to be two separate forms of manipulating reality. There are some, however, who have learned to blend them into one practice known as psychomagic. Psychomagic is what results when psionic energy and magical energy are both used to power one spell or power, rather than only using one of the two. This causes the effect to combine traits of both, and allows for much more flexibility and adaptability. Practitioners of psychomagic are commonly known as occult minds, and sometimes become so immersed in it that they have difficulty seeing the differences between magic and psionics.

Becoming an Occult Mind

A character often becomes an occult mind so that they can more seamlessly synergize between their magic and psionics and for the benefits of being able to blur the line between the two. Most often, occult minds start as multiclass psion/wizards, but sorcerer/wilders, divine mind/clerics, and ardent/druids are also fairly common. The most important abilities for an occult mind remain their manifesting and spellcasting abilities.

Entry Requirements
Skills: 8 ranks in either Spellcraft or Psicraft and 4 ranks in the other.
Spellcasting/Manifesting: Either ability to cast 2nd level spells and ability to manifest 1st-level powers OR ability to cast 1st level spells and manifest 2nd-level powers.

Table: The Occult Mind

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special Psychomagic Pool Capacity Spellcasting Manifesting
Fort Ref Will
1st +0 +0 +0 +2 4 +1 level of existing spellcasting class or +1 level of existing manifesting class
2nd +1 +0 +0 +3 8 +1 level of existing spellcasting class +1 level of existing manifesting class
3rd +1 +1 +1 +3 12 +1 level of existing spellcasting class +1 level of existing manifesting class
4th +2 +1 +1 +4 16 +1 level of existing spellcasting class or +1 level of existing manifesting class
5th +2 +1 +1 +4 20 +1 level of existing spellcasting class +1 level of existing manifesting class
6th +3 +2 +2 +5 24 +1 level of existing spellcasting class +1 level of existing manifesting class
7th +3 +2 +2 +5 28 +1 level of existing spellcasting class or +1 level of existing manifesting class
8th +4 +2 +2 +6 32 +1 level of existing spellcasting class +1 level of existing manifesting class
9th +4 +3 +3 +6 36 +1 level of existing spellcasting class +1 level of existing manifesting class
10th +5 +3 +3 +7 40 +1 level of existing spellcasting class or +1 level of existing manifesting class
11th +5 +3 +3 +7 44 +1 level of existing spellcasting class +1 level of existing manifesting class
12th +6 +4 +4 +8 48 +1 level of existing spellcasting class +1 level of existing manifesting class
13th +6 +4 +4 +8 52 +1 level of existing spellcasting class or +1 level of existing manifesting class
14th +7 +4 +4 +9 56 +1 level of existing spellcasting class +1 level of existing manifesting class
15th +7 +5 +5 +9 60 +1 level of existing spellcasting class +1 level of existing manifesting class

Class Skills (2 + Int modifier per level)
.

Table: The Epic
Level Special
11th
12th
13th
14th
15th
16th
17th
18th
19th
20th

Class Features

. All of the following are class features of the .

Spellcasting: At each level except first and every three levels thereafter, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming an occult mind, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known. At first level and every three levels thereafter, you instead gain a level in either a single spellcasting class or a single manifesting class, as you choose.

Manifesting: At each level except first and every three levels thereafter, you gain power points per day, an increase in manifester level, and new powers as if you had also gained a level in a manifesting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one manifesting class before becoming an occult mind, you must decide to which class to add each level for the purpose of determining powers, manifester level, and powers known. At first level and every three levels thereafter, you instead gain a level in either a single spellcasting class or a single manifesting class, as you choose.

Psychomagic Pool (Su): At first level, you gain the ability to expend magical and psionic energy to blend them into one practice. As a full-round action that provokes attacks of opportunity, you may expend a prepared spell or unused spell slot of any level above 0th and the amount of power points it would require to manifest a power of the same level. In exchange, you receive a number of psychomagic charges equal to the level of the expended spell or spell slot. For example, you may sacrifice a prepared level 2 spell and 3 power points in order to gain 2 psychomagic charges. Even if you have more than one spellcasting class, all psychomagic charges produced with their spells go towards the same psychomagic pool.

Psychomagic charges may be spent to either cast spells or manifest powers of any your classes that grants either of those abilities. If you are a spontaneous caster, all of your spells known are available for casting with psychomagic charges. If you are a prepared caster, every spell that you prepare is available for casting with psychomagic charges. If you later cast that spell (and therefore it is no longer prepared), it still remains available for use with your psychomagic points. The maximum number of psychomagic charges you may spend on a spell or power is equal to the caster level or manifester level of its source class. The mechanic is identical to that of spell points (introduced in Unearthed Arcana) in the case of spells, and power points in the case of powers. Metamagic may be applied to spells as normal by increasing the psychomagic charge cost of casting the spell by a number of psychomagic charges equal to twice the number of spell levels it would ordinarily be increased. Powers manifested have displays as normal, and spells cast have components as normal. Powers manifested and spells cast using psychomagic charges may be considered either spells or powers for any and all purposes, whichever is more favorable to you for a given purpose. If it is unclear which it would be more beneficial, consider it to be its actual identity. The DM has the final call on whether it is considered a spell or a power for any given purpose.

Psychomagic charges may be treated as both power points and as spell slots for all purposes. For example, if you have remaining psychomagic charges but no remaining power points, you may still gain a psionic focus, and if you have a reserve feat (described in Complete Mage) that requires an available spell slot of a certain level, you may gain the benefits of that feat as long as you have enough psychomagic charges to cast a spell of that level.

Psychomagic charges may not be used to supplement power point expenditures; you must either use power points or psychomagic charges, and cannot use a combination of both.

When cast with psychomagic charges, you may apply effects to a spell that would normally only be applicable to powers, and vice versa. This includes metamagic and metapsionic feats. In any situation where the number of power points or the level of a spell slot required is altered (such as when using a metamagic feat), treat two psychomagic charges as equivalent to one spell level or two power points. For example, applying the empower spell metamagic feat to a level 1 power costs a total of 5 psychomagic charges (1 for a level 1 power, and 4 for empower spell). Note that some effects will not be useful when applied to a spell or power when they were not intended to be. For example, the silent spell metamagic feat does no good on a power, because powers have no verbal components in the first place. Some effects simply are incompatible, no matter what conversions between magic/psionics equivalents take place. The DM has the final call on whether an effect is applicable to a spell or power.

The maximum number of psychomagic charges you can have in your psychomagic pool at any one time is equal to four times your class level.

(Ex):

'' (Ps):

'' (Sp):

(Su):

:

 : See the archmage's "High Arcana" for an example: http://www.dandwiki.com/wiki/SRD:Archmage#High_Arcana-->}} .


Bonus Feats: .

The epic gains a bonus feat (selected from the list of epic feats) every levels after .

Epic Bonus Feat List:

Campaign Information

Playing an Occult Mind

Combat:

Advancement:

Resources:

Occult Minds in the World


NPC Reactions:

Occult Mind Lore

Characters with ranks in can research to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

DC Result
11 .
16 .
21 .
26 .

Occult Minds in the Game

Adaptation:

Sample Encounter:

EL whatever:



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