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Offline Nunkuruji

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Brain Power: A Mind Mage Handbook
« on: February 02, 2012, 07:54:20 PM »
Brain Power: A Mind Mage Handbook

-This is a work in progress, it will take me some time to properly format and clean up some material-

Index

Introduction
Class Features & Optimization Potential
Base Class Combination / Prestige Class
Example Builds
Campaign Playthrough Breakdown Analysis
Races
Feats
Basic Class Tactics & Tricks
Notable Spells & Powers
Items
The existence and acquisition of spell & power knowledge
Dirtier Tricks
Links
« Last Edit: February 04, 2012, 12:56:43 PM by Nunkuruji »

Offline Nunkuruji

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Re: Brain Power: A Mind Mage Handbook
« Reply #1 on: February 02, 2012, 07:55:24 PM »
Introduction

Mind Mage is a dual  8/10 progression arcane / psionic prestige class from Dragon #313. The PrC offers a host of theurgic class features, unlike the Cerebremancer. It was printed under the 3.0 psionic rules, just as the 3.5 psionic rules were being published.

This guide is written to cover the class & associated Psi-Spell feats from Dragon #313, as well as incorporating the Psiotheurgy material from Dragon #349. It’s main purpose is on chassis builds, and class feature combo optimizations. High end arcane and psionic optimization and tricks are already covered in depth by other well written handbooks.

Given that if a DM is willing to accept a Dragon Magazine PrC, this guide assumes they’re pretty flexible, so it also contains some notes on Untapped Potential (UP) and Hyperconcious (HC) material.

This is the first handbook I have written. I’ve primarily modeled it after the Ultimate Magus handbook since the classes share a common theme. Feedback is more than welcome. I may work on other Dragon or 3rd party handbooks in the future, as there is some interesting material out there that is usually left untouched.
« Last Edit: February 04, 2012, 12:57:06 PM by Nunkuruji »

Offline Nunkuruji

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Re: Brain Power: A Mind Mage Handbook
« Reply #2 on: February 02, 2012, 07:56:29 PM »
Class Features & Optimization Potential

Requirements
Feats: 2 spi-spell feats
Spells: Ability cast 3rd level spells
Powers: Ability to manifest 2nd level powers


Class Features

HD: d4

Skills (2 + int modifier): Autohypnosis, Concentration, Craft, Knowledge (all), Psi-craft, Spellcraft, any 2 skills from base psionic class

Spells/Level increase: 1, 3, 5-10th level
Powers/Level increase: 2, 4 ,5-10th level

Misprint (Text-Trumps-Table): The Dragon Magazine text lists Twin Wells as the 5th level class feature, and Focus of Discipline as the 7th level class feature. The table has this reversed.

Psionic Components(Ex): Substitute PP for verbal, somatic or inexpensive material components. Silent, Still and/or Eschew Materials on the fly at the cost of PP. Nice in a pinch.

Compensation(Ex): Pay for metamagic spell slot increase with PP, or pay for metapsionic PP cost with spell slots. Does not allow one to cast effective higher level slot spell + metamagic, as one might do with Divine Metamagic. However, it can increase the potency of mid to lower level spell slots and preserve higher level slots, or preserve PP costs on metapsionics.

Psionic Reinforcement: Bonus spell DC for maintaining a PP reserve.

Force Touch(Su): Deliver Touch attack as a ranged touch attack spell spell when manifesting concussion. Force Touch will only apply the spell component to one target of a multi-target concussion. Target of the spell component must be within line of sight & effect. Decent double nuke action economy.

Twin Wells(Su): Add Mind Mage class level to either caster level or manifester level.

Magical Reinforcement(Su): 1/day heighten power +1. This doesn’t exist in 3.5 psionics. RAI 3.5, simply treat it as a +1 DC to a manifested power 1/day.

Focus of Discipline(Ex): Lower spell level and slot by expending PP, or lower power level and pp cost  by expending spell slots; DC is lowered accordingly. This is useful for casting normally uncastable / prepareable higher level spells in lower level spell slots. A prepared caster (wizard) or spontaneous known spells list (warmage / dread necro) could conceivably prepare and cast spells ahead of their progression. Ultimately, the Wizard / Psion Early Entry build below, could prepare 9th level spells from his spellbook, in his 8th level spell slots using Focus of Discipline.

Painful Premonition(Su): ability-mod#/day. Deliver additional nonlethal damage equal  to damage of spell, and -2 saves. Will negate. Another nuke booster, on a different save than usual fort/reflex nukes. Situational, but has its uses.

Twin Wells Same Source: Add Mind Mage class level to both caster level or manifester level. Add together key ability modifiers for psionic and arcane classes for psi-spell abilities.


Optimization Potential

The class can lend itself well to combo battlefield control-blasting. Massive ML/CL boosts, as well as adding battlefield control and debuff properties through prerequisite Psi-Spell feats, and action efficient damage buffing with Force Touch or Painful Premonition. DC boosts on spells via Psionic Reinforcement, DC boosts on Psi-Spell effects with Twin Wells: Same Source, and DC boosts via augmenting powers with a massive ML.

3.5 Psionics was designed fairly conservatively as to manifester level boosting, in at least tying it to overchannel/wild surge/etc and usually a psionic focus expenditure. Due to this, Mind Mage is most appropriate in high power campaign that would allow other classes such as optimized Red Wizards and Shadowcraft Mages. The class isn’t any more broken than other such caster builds, it’s simply more self-contained, and less externally or DM reliant.

Additionally, the Mind Mage has superb action economy within its own class feature set. The class features require no additional action time for the most part, with one of the major caveats being unable to use psi-spell feats in conjunction with compensation. If the class were designed in 3.5, it may have tied some of the capabilities to a swift action, or expending psionic focus.
« Last Edit: February 04, 2012, 01:01:57 PM by Nunkuruji »

Offline Nunkuruji

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Re: Brain Power: A Mind Mage Handbook
« Reply #3 on: February 02, 2012, 07:57:28 PM »
Base Class Combination / Prestige Class

Arcane Side

Wizard
Intelligence based casting
Specialist/Focused Specialist - extended resources, in spells, slots for Compensation, or using Cannibalize spell for more PP.
Eidetic Spellcaster (Dragon #357) - Combined with Compensation, requires very few possessions to prepare and cast spells & manifest powers
Elven Generalist - extra spells known, and extra highest level spell slot
Changeling Dual Specialist - Perhaps if you want to build out with two Psiotheurgist specializations
UA Enchanter (Cohort) - nice to have a pal for metaconcert or other experiments
UA Conjurer (Rapid Summoning) - If you want to focus heavily on Dual-Plane Summons

Sorcerer
Charisma based casting
Slower progression than Wizard
Dragonblood Sorcerer - Good if planning to specialize in dragonblood boosted spells, or otherwise need the dragonblood subtype. UMD may allow for runestaff trick described in the items section.
Domain Access - Get access to a domain & it’s power.
Metamagic Specialist - Quicker application of metamagic, useful in combination with metamagics and compensation
Knowstones - Expand spells known

Bard
Charisma based casting
Slower progression than Sorcerer
Very little synergy in spell list and class features

Dread Necromancer
Charisma based casting
Sorcerer progression
Necromancy focused fixed spell list, which can compensate for psionics lack of necromatic ability
Necromancy lacks the capability of psiotheurgist

Beguiler
Intelligence based casting
Sorcerer progression
Fixed spell list focusing on illusion & enchantment with more spells known than sorcerer
Illusion & Enchantment have psiotheurgist capability

Warmage
Charisma based casting
Sorcerer progression
Fixed spell list focusing on evocation with more spells known than sorcerer
Evocation has psiotheurgist capability

Duskblade
Intelligence based casting
Slow spell progression

Hexblade
Charisma based casting
Slow spell progression

Spell Thief

Charisma based casting
Slow spell progression

Sha’ir (Dragon Compendium)
Charisma based casting
Wizard progression
Unique method of retrieving spells for the day

Assassin
Intelligence based casting
Slow spell progression

Suel Arcanamach
High BAB requirement

Nar Demonbinder
Charisma based casting
Unique progression, starts with 4th level spells
The ability to cast Blasphemy acting as Holy Word, Dictum, or Word of Chaos is very powerful in combination with the high caster level capabilities of the Mind Mage, particularly with Psiotherugist. Dual-Plane Summons on Summon Monster VIII is not too bad either. Unfortunately can’t use Focus of Discipline trick to cast SM IX since it is not on it’s spell list. Given that the spell list isn’t heavily focused on spells that require a save, it can be more comfortably paired with a class using a different ability modifier as their primary casting stat.

Sublime Chord
Charisma based casting
Unique progression, starts with 4th level spells
Complicates build structure and jagged character progression due to high level entry requirements


Psionic Side

Psion
Intelligence based manifesting.
Kineticist - Energy Missile is excellent with Psi-Spell feats
Constructor - Astral Construct leads into Dual-Plane Summons
Telepath - At high level, Psychic Chirurgery can potentially learn any desired power
Egoist - Manifest powerful Metamorphosis forms early with psiotherugist
UP Elan Psion - discounted cost of using racial abilities if manifesting in that round. Expanded knowledge without 1 level lower restriction, making discipline selection a little easier.

Erudite
Intelligence based manifesting.
Bad candidate due to losing the ability to add additional powers once other psionic class levels are higher than Erudite level.
Might have some merit if starting with an epic build.

Ardent
Wisdom based manifesting.
Ability to lose a lot of manifester levels and still be able to attain 9th level powers with Practiced Manifester
ACF: Create an Psi-Spell mantle with the optimal power list for all your psi-spell feats
Magic Mantle: Transparency benefits

Wilder
Charisma based manifesting
Fewer powers known than Psion & lack of discipline
Wild Surge for even more ML
Mantled Wilder - Powers from mantle. Better with a DM who allows a custom mantle.
UP Manaed Wilder - No daze on wild surge. Surging Outburst wild surge boost.

Psychic Warrior
Wisdom based manifesting.
Power list and power progression is ill-suited to Mind Mage


Cerebremancer
Default dual-progression filler prestige class
« Last Edit: February 12, 2012, 10:25:28 AM by Nunkuruji »

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Re: Brain Power: A Mind Mage Handbook
« Reply #4 on: February 02, 2012, 07:58:39 PM »
Example Builds


Dragon Magazine Example

Wizard 5 / Psion 5 / Mind Mage 10
7th level powers
7th level spells
Caster Level / Mainfester Level (Twin Wells): 23
Requirement: 2 Psi-Spell feats

The classic example simply illustrates the compounding nature of Twin Wells on caster and manifester level. We can do much better.


Wizard / Psion Early Entry

Wizard 1 / Psion 3 / Cerebremancer 4 / Mind Mage 10 / Cerebremancer 2
9th level powers
8th level spells
Manifester Level (Twin Wells): 27
Caster Level (Twin Wells): 25
Requirement: Precocious Apprentice, 2 Psi-Spell feats, Know (Arcana, Psionics) 6 ranks

This is a fairly standard early entry style build. SAD on intelligence.


Sorcerer / Wilder Early Entry

Sorcerer 1 / Wilder 4 / Cerebremancer 5 / Mind Mage 10
8th level powers
7th level spells
Manifester Level (Twin Wells): 27, Wild Surge +2
Caster Level (Twin Wells): 25
Requirement: Versatile Spellcaster, Heighten Spell, 2 Psi-Spell feats, Know (Arcana, Psionics) 6 ranks

This is a fairly standard early entry style build. SAD on Charisma. Flaws are necessary to meet the feat requirements. Kobolds can potentially bump up to 8th or 9th level spells, given enough cheese.


Wizard / Ardent Double 9s

Wizard 1 / Ardent 2 / Cerebremancer 4 / Mind Mage 10 / Cerebremancer 3
9th level powers
9th level spells
Manifester Level (Twin Wells, Practiced Manifester): 29
Caster Level (Twin Wells): 27
Requirement: Practiced Manifester, 2 Psi-Spell feats, Know (Arcana, Psionics) 6 ranks

Uses the Ardent’s manifesting progression based on ML combined with Practiced Manifester to aquire 2nd level powers and qualify for Cerebremancer. MAD on intelligence and wisdom.


Blaspheming Psi Demon Binder

There are a few different paths to building a Psi Demon Binder, certainly builds that are less MAD. The main purpose is to abuse Nar Demonbinders ability to cast Blasphemy acting as Holy Word, Dictum, or Word of Chaos, using Mind Mages skyrocketed CL, particularly if combined with Psiotheurgy. Added bonus of being able to cast decent Dual-Plane Psi-Spell Summon Monsters.

MAD Quick Entry
Wizard 1 / Ardent 2 / Cerebremancer 5 / Mind Mage 1 / Nar Demonbinder 1 / Mind Mage 9 / Cerebremancer  1

Charisma Focused
Sha'ir 1 / Wilder 4 / Cerebremancer 4 / Mind Mage 3 / Nar Demonbinder 1 / Mind Mage 7


Another method of entry might use a liberal interpretation of Magic Mantle. Magic Mantles transparency may qualify the Ardent for Nar Demonbinder's spellcasting prerequisite, which then leaves fulfilling the "knowledge of at least one summon monster spell".

Ardent 7 / Nar Demonbinder 1 / Mind Mage 10 / X 2

« Last Edit: February 06, 2012, 11:05:21 PM by Nunkuruji »

Offline Nunkuruji

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Re: Brain Power: A Mind Mage Handbook
« Reply #5 on: February 02, 2012, 08:00:55 PM »
Campaign Playthrough Breakdown

Theurge builds can be a rough ride if played through in a campaign 1-20. A rough breakdown might look like this for the Wizard / Psion Early Entry build.

L1: Typical wizard. Sleep, grease. Keep in mind to learn or buy psi-spell prereq spells
L2: Pick up psion powers. Keep in mind to learn psi-spell prereq powers
L3-9: CL falls behind. Likely scenario is to use powers for offensive tactics, sacrifice spell slots towards psi-spell.
L10-11: Compensation. Can get a little more mileage out of spells or powers with a meta feat, but its fairly limited efficiency without the boosted CL/ML, and the build is falling behind on CL/ML in these levels of Mind Mage.
L12: Force Touch: Concussion Blast + Touch Attack spells. Great offensive action economy vs. single targets.
L13-15: Twin Wells: Add class level  to ML or CL. Adding to ML potentially allows for some awesome augments at this point, increasing the ease at which to also optionally add Compensation-meta or Psi-spells.
L16-17: Painful Premonition: nuke even harder against targets subject to mind-affecting and non-lethal damage.
L18-20: Twin Wells: Add class level to both ML and CL. Ready to rock the BBEG of the campaign.

As illustrated, the PrC is a bit of a slow starter. Careful planning and/or PsyRef needs to be utilized to ensure that the character doesn’t fall off hard in the mid levels due to the stunted CL/ML progression. Much like the classic Mystic Theurge, your spells & powers make you a swiss army knife caster for the early-to-mid levels. Once it reaches Twin Wells, it’s power ramps up pretty fast, especially with the ease of high augments.


Progression Optimization

L8-9: Psychic Reformation is available. This is a good time to pick up the Spell Focus, Psiotheurgist chain, or at least be  thinking about Practiced Manifester for the upcoming CL/ML drops through L9-12.

L15: Focus of Discipline. At this point you have 5th level spell slots, with a Twin Wells ML of 19, Practiced Manifester ML of 22 or potentially a Psiotheurgist ML of upwards of at least 29. Thus, you can use Discipline to prepare at the very least, 7th level spells, and if a Psiotheurgist potentially 9th level spells with Psiotheurgist + Practiced. Granted, you still have to have the spell scribed in your spellbook to prepare it. Full arcane casters are already casting 8th level spells at this point. From a practical standpoint,  it is more or less a catchup in utility capability at this point, at the very least spells like Plane Shift and Greater Teleport, if you want to spec specifically for it, you can belt out Gate, Genesis, etc.
« Last Edit: February 04, 2012, 02:15:58 PM by Nunkuruji »

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Re: Brain Power: A Mind Mage Handbook
« Reply #6 on: February 02, 2012, 08:02:53 PM »
Races

LA +0

Human: Bonus feat, bonus skill points. Always a good choice.
Silverbrow Human: If you need the dragonblood subtype
Illumian: Mini practiced spellcaster
Lesser Tiefling: +2 Int, +2 Dex, -2 Cha. Stats you want for wiz/psion and Force Touch ranged touch attacks.
Lesser Assimar: +2 Wis, +2 Cha.
Deep Imaskari: +2 int, -2 dex. Qualifies for Otherworldly.
Elan: -2 Cha, Naturally psionic, excellent defensive racial abilities & Untapped Potential sublevels
Kalashtar: Naturally psionic, ability to use embedded shards to further increase manifesting limits
Spellscale: +2 Cha, -2 Con. Dragonblood. Flexible racial metamagic ability.
Elf (gray, fire, sun): +2 int, -2 con
Changeling: Psion & Wizard sub-levels, Racial Emulation tricks
Venerable Dragonwrought Kobold: Boosted mental stats, +1 sorc level ritual, loredrake cheese


LA +1

With level adjustment buyoff, LA1 races can be reasonable. Anything beyond LA1 buyoff is too painful in campaign play due to delayed progression.

cru maintains a handbook with appropriate LA1 races
http://www.minmaxboards.com/index.php?topic=342.msg1537
« Last Edit: February 07, 2012, 11:05:34 AM by Nunkuruji »

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Re: Brain Power: A Mind Mage Handbook
« Reply #7 on: February 02, 2012, 08:06:21 PM »
Feats

Practiced Manifester: Catch up on lost manifester levels and PP
Practiced Spellcaster: Catch up on lost caster levels
Precocious Apprentice: Early entry prepared arcane caster
Versatile Spellcaster: Early entry spontaneous arcane caster, and general spontaneous caster flexibility
Heighten Spell: Early entry spontaneous arcane caster, and useful to boost DCs using Compensation
Empower/Maximize Spell/Power: Mind Mage’s Compensation ability, combined with high caster/manifester level makes the often dismissed damage booster metas mathmatically and resource efficient.
Energy Substitution: An interesting option for those focusing on Psi-Spell feats
Blistering / Flash Frost Spell: An interesting option for Pyro/Cryomancers with the associated Psi-Spell feat
Chain Spell/Power: Buff party using Compensation to avoid spending higher level spell slots
Extend Spell: Buff using Compensation to avoid spending higher level spell slots. Respectable durations with high caster level.
Persist Spell: Despite Compensation, can’t buff spells higher than 3rd level.
Quicken Spell: Despite Compensation, cant buff spells higher than 5th level. However, can quicken higher level powers as manifester level continues to rise.
Favored Energy: For Psi-Spell manifesters focusing on one energy type
Spell Focus: As a prerequisite to Psiotheurgist
Reserves of Strength: With transparency, allows one to boost CL or ML


Dragon #313

Agitated Causticity: Fort Save or take -1 AC / 5pts of acid damage of spell / power. Unfortunately there are few acid type powers.

Astral Fire: No Save, target ignited for ability modifier # of rounds, for damage equal to 1 point per 5 points of initial fire damage done.

Bioelectrical Surge: Fort Save or take -2 Dex damage per 10pts of electrical damage of spell / power.

Bull Blast: Bull Rush with spell, DC = Spell/Power DC + 1/die

Concussive Blast: Add bonus force damage dice. 3pp/die or 1 spell level/die

Dual-Plane Summons: Manifest Astral Construct during Summon Monster at ½ pp to add menu abilities to summoned monster.

Energy Flare: Increase energy damage dice by 1 step

Harden Energy: Convert half of energy type to force damage

Sold Freeze: Fort save or immobilized, success is ½ speed for 1d4 rounds. Full round strength check DC to break free equal to DC of spell / power. -5 hardness for ability modifier number of rounds


Notes on Psi-Spell feats

The spell slot cost for adding a Psi-Spell effect to a psionic power is based on the level of the power. Due to the augmentation system that exists in 3.5, and did not exist in 3.0, the ability to Psi-Spell a lower level power that has been augmented is more powerful than originally intended. On the flip-side, it has always been just as powerful to Psi-Spell a low level arcane spell that scales well with caster level.

You can not pay a PP cost for a Psi-Spell that is higher than your manifester level, just as if manifesting a power. It becomes prohibitive to applying a Psi-Spell feat to higher levels spells in terms of required manifester level, and the drain on PP. It is more favorable to apply Psi-Spell feats to lower level spells and powers that scale well.


Dragon #349

Hypnotic Focus - Autohypnosis is always a class skill. Bonus on Autohypnosis checks.

Cannibalize Spell - Sacrifice Spell Slots to gain PP

Cerebremetamagic - Sacrifice PP to pay for Metamagic Spell slot increase. Compensation makes this unnecessary.

Chameleon Crafting - Create Arcane items with Psionic Powers, or vice versa

Mystic Focus - Swift sacrifice 1st level Spell Slot to get PP & Psionic Focus

Mystic Stability - Sacrifice spell slot to decrease chance of enervation

Psiomancer- Sacrifice PP to prepare 1 additional spell. Essentially a scaling Extra Slot feat.

Psiotheurgist - Combine caster and manifester level for one specific school & discipline. This feat allows for absurd CL & ML.
« Last Edit: May 15, 2012, 02:54:55 PM by Nunkuruji »

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Re: Brain Power: A Mind Mage Handbook
« Reply #8 on: February 02, 2012, 08:07:10 PM »
Basic Class Tactics & Tricks

Solid Freeze + Numbing Sphere / Energy Wall / Ice Web / Freezing Fog: Immobilize enemy in area spell, forcing them to take round/level damage.

Astral Fire + Compensation (Empower/Maximize Fire Spell/Power): Target burns for 20% of damage for ability-mod # of rounds. Basic big fire nuke tactic.

Agitated Causticity: Targeting fort save makes this primarily useful for debuffing the AC of rogue-like enemies. As such, comboing this with Orb of Acid makes sense. Acid Storm targets reflex, and multiple enemies.

Bioelectrical Surge: Targeting fort save makes this primarily useful for debuffing the Dex of rogue-like enemies. As such, comboing this with Orb of Lightning makes sense.

Bull Blast + Harden Energy + Beatsticks or (Dual-Plane) Summons: Use Bull Blast to provoke AoOs from your beatsticks. Could go so far as to be a Rapid Summon Conjurer + Schism + (Dual-Plane) Summons + Harden Energy + Bull Blast. Schism Mind summons, followed by Nuke-Harden Energy-Bull Blast provoking AoO from summoned creature.

Painful Premonition (Force Touch (Augmented Concussion Blast, Compensation (Emp/Max Nuke Touch Attack Spell))): Large double nuke, with the addition of nonlethal damage for the base amount. Effective against typical living corporeal creatures subject to non-lethal damage.

Schism + Psionic Components: By eliminating components on your spells, you can use your schism second mind to cast spells, as casting becomes a purely mental action without components. The schism second mind RAW does not take a penalty to caster level, only manifester level, but DM might nerf this with a transparency call.
« Last Edit: February 04, 2012, 02:23:24 PM by Nunkuruji »

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Re: Brain Power: A Mind Mage Handbook
« Reply #9 on: February 02, 2012, 08:07:49 PM »
Notable Spells & Powers

Force Touch combo spells

Shivering Touch: classic dex depletion
Bestow Curse (Greater): Destroy an enemy’s ability to act normally
Plane Shift: Dump enemies on a hostile plane
Seed of Undeath: Slain target immediately rises as per animate dead, under your control. Can quickly turn a mook into an ally.. Still has the unfortunate cost of black onyx.
Smokey Confinement: Transform target into gas and trap them in the focus
Touch of Vecna: Paralyze opponents
Stop Heart: Pretty close to slay living for arcane. Cheap drug component required.
Backlash (SpC): Causes enemies next spell or Su to backfire
Combust (SpC): Reasonable low level fire nuke, can catch target on fire
Corporeal Instability (SpC): Turn enemy into useless blob each round they fail a fort save.
Dimension Hop (PHII): Move the enemy to a more favorable position
Dispelling Touch (PHII): Strip buffs
Ghoul Gauntlet (SpC): Kill enemy, gain ally
Ghoul Touch (SRD): Paralyze enemy
Imprisonment (SRD)
Irresistible Dance (SRD)
Maddening Scream (SRD)
Mind Poison (SpC): Wisdom damage
Mummify (Sand): SoD
Night's Caress (LM): Nuke & Con damage
Sap Strength (BoVD): Exhaust
Simbul's Skeletal Deliquescence (MoF): Turn enemy into useless blob
Spider Poison (MoF): Str damage
Contagion (SRD): Various stat damage via disease
Spirit Worm (MoF): Con damage
Storm Touch (MoE): Electricity & stun
Temporal Statis (SRD)
Thalassemia (Storm): Nuke
Touch of Idiocy (SRD)
Touch of Fatigue (SRD)
Transfusion (DR 339): Damage enemy ability score, increases your own
Unearthly Heat (Sand): Damage/round, exhaust/fatigue
Vampiric Touch (SRD): Nuke, gain temp hp
Vulnerability (Drac): Reduce DR


Spells

Mental Pinnacle: Another pool of PP and powers for a short time


Powers

Energy Missile/Stun/Wall/etc: Flexible energy nukes that can be used with several Psi-Spell abilities
Concussion Blast: A must to use the Force Blast ability
Astral Construct: With Dual-Plane Summons, having a Fiendish Dire Tyrannosaurus sprout astral wings is pretty awesome.
Metamorphosis: Taking Psiotheurgist early allows for early access to some powerful transformations
Psychic Chirurgery: Learn any power
Schism: Use partitioned mind to cast spells via Psionic Components, potentially at no penalty
« Last Edit: February 06, 2012, 02:04:20 PM by Nunkuruji »

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Re: Brain Power: A Mind Mage Handbook
« Reply #10 on: February 02, 2012, 08:08:37 PM »
Items


Quori Embedded Shards: +1ML / -1HP: Usable by Kalashtar and Changelings with the Racial Emulation feat
Orange Iuon Stone: +1CL
Psionic Tattoos: Covered in great detail http://www.minmaxboards.com/index.php?topic=2814
Create Magic Tattoo: +1CL, various other effects
Torc of Power Preservation: -1 PP cost, min 1
Psionatrix: +1 DC to discipline powers


Chameleon Crafting

It stands to reason that with Chameleon Crafting, Magic Mantle, or another such method, that you can create Runestaffs with Psionic powers. Given that Runestaffs cast from your spell slot and caster level, it’s an efficient use of resources once CL is high. Imbue a staff with useful low level powers, rather than burn a ton of PP on augmentation. However, such a runestaff is an arcane item with a ‘spell’ that does not exist on any class list, so Use Magic Device is likely required. Unfortunately neither Mind Mage nor Cerebremancer have Use Magic Device on their skill list, but a Dragonblood Sorcerer does. This feat may also allow one to blend spells into Psionic Tattoos, attach powers to Delicate Disks, or other such things.
« Last Edit: February 12, 2012, 10:46:26 AM by Nunkuruji »

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Re: Brain Power: A Mind Mage Handbook
« Reply #11 on: February 02, 2012, 08:10:00 PM »
The acquisition of spell & power knowledge

Certain precedents exist such that all spells can exist as arcane spells, and all arcane spells can exist as powers. Wyrm Wizard, Recaster, etc. allow any spell to be learned as an arcane spell and added to their spell list. Spell-to-Power Erudite allows any arcane spell to be learned as a power. The Tome of Ancient Lore contains all the arcane spells in existence. Some dragons have access to both the wizard/sorc and cleric lists, casting all such spells as arcane spells. Psychic Chirurgery allows for limitless learning of powers. Chameleon Crafting allows for psionic powers to be imprinted on arcane items, and spells to be imbued in traditionally psionic items, completing the circle and allowing all powers to exist as arcane spells via scribe scroll. Now all it seems to take is time.

The practical existence of such things as a Realms DM - my personal opinions

I don’t stick strictly to canon, in the interest of: everything exists, nothing is denied. However the practicality of obtaining such things is difficult. My group plays through campaign modules, they get some downtime, but are encouraged to be as self-contained in their builds as possible. Characters don’t show up at level 20 with a millenia of knowledge, and backpack full of esoteric trinkets.

Healing & recovery magic primarily exists in the hands of Divine spellcasters. Given the need of the general populace for such services, coupled with the church and specifically Deities need for faith to sustain divinity, said deities and the church will protect their ‘miracles’. Mages suddenly casting miracles would likely be labeled heretics, if not outright hunted in certain regions. On the other hand, such practice may be embraced, such as the regions for Southern Magician. Archivists existing outside of the Churches constructs may also be looked on unfavorably. The Tome of Ancient Lore is closely guarded by Mystra/Azuth/etc, especially given the history of Netherese wizards.

High level psionic power exists primiarly within the realm of Illithids, extraplanar races such as Githyanki/Githzerai, and the Evereska elves of the Kaliesh’erai. Lesser scattered organizations also exist, described in PGtF. There’s actually a good shot at finding whatever Psionic or Arcane resource you’re looking for in Evereska, they have the longevity and society to back it. However, they don’t have the widespread trade network that the Red Wizards do in distributing arcane goods. Thus, travel and time are required to acquire such services, which may not be practical to a campaign until higher levels.

Finally, there is the DM permission option of Independent Research or Sorcerers gaining “unusual” spells. I don’t particularly like to provide this easy of an option, unless there is fun-factor suffered by the party lacking some sort of necessary spells utility. The plus side is still being able use it as a hook.

Additionally, Genesis doesn’t have the alternate time flowing trait available. To my knowledge, there are no alternate flowing time planes connected to Toril, other than The Fughe plane being timeless. Straight up DM nerf.

Essentially, I attempt to enforce that Gold, Experience, Time, NPC relationships, and the surrounding campaign world always remain valuable resources, and that the acquisition of such rare treasures remains as a challenge. Cheat codes ruin games.
« Last Edit: February 04, 2012, 07:03:50 PM by Nunkuruji »

Offline Nunkuruji

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Re: Brain Power: A Mind Mage Handbook
« Reply #12 on: February 02, 2012, 08:10:47 PM »
Dirtier Tricks

KellKheraptis conjectures absurd caster levels and node magics
http://brilliantgameologists.com/boards/index.php?topic=6654.0
« Last Edit: February 04, 2012, 07:04:18 PM by Nunkuruji »

Offline Nunkuruji

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Re: Brain Power: A Mind Mage Handbook
« Reply #13 on: February 02, 2012, 08:11:53 PM »
Links

Handbook Index. For further optimization on chosen base arcane/psionic classes
http://www.minmaxboards.com/index.php?topic=399.0

Shadow Templar as the base arcane class
http://brilliantgameologists.com/boards/index.php?topic=11851.0

Google Search for other Mind Mage threads
http://www.google.com/#sclient=psy-ab&hl=en&source=hp&q=mind+mage+dragon+magazine+313&pbx=1&oq=mind+mage+dragon+magazine+313
« Last Edit: February 04, 2012, 07:04:36 PM by Nunkuruji »