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The Mindmage

"No man, beast, or god possesses power as I do."

Male psi-etched spell-stitched lich [psionic lich] Psion 20/Archpsion 5/Metamind 10/Crystalsinger 10/Crystalmaster 12/Wizard 20/Archmage 5/Planeshifter 10; CR 96; Medium-size undead/elemental (earth); HD 92d12; hp 780; Init +7; Spd 30 ft; AC 37 (touch 17, flat-footed 33); Atk +39/+30 melee (-2 Con damage + 1d4+3 damage + 1d4 electricity), +42/+37 melee (staff of power 1d6+5), or +41/+36 touch (by spell); SA Life-Draining touch, paralyzing touch, fear aura, ; SQ Metamind abilities, crystalsinger abilities, crystalmaster abilities, epic crystalmaster abilities, archmage abilities, planeshifter abilities, epic-level benefits, immunities, +4 turn resistance, DR 20/+2, undead qualities, lich qualities, psionic lich qualities, fast healing 8; PR 45; SR 87; unique powers and traits; AL LE; SV Fort +39, Ref +42, Will +67; Str 19, Dex 20, Con --, Int 45, Wis 42, Cha 39. Height: 6 ft. 1 in.

Skills and Feats: (1528 points; 76 class, 38 cross) Alchemy +57, Autohypnosis +46, Balance +38, Bluff +44, Concentration +76, Craft (Rods and Rings) +47, Diplomacy +90, Gather Information +44, Handle Animal +24, Hide +41, Innnuendo +36, Intimidate +74, Intuit Direction +26, Jump +9, Knowledge (arcana) +112, Knowledge (geography) +93, Knowledge (history) +93, Knowledge (psionics) + 112, Knowledge (the planes) +95, Listen +100, Move Silently +31, Perform () +34, Profession (gemcutter) +58, Psicraft +93, Remote View +47, Scry +77, Search +65, Sense Motive +64, Spellcraft +93, Spot +70, Swim +14, Tumble +13, Use Psionic Device +90; Alertness, Automatic Quicken Spell (0-3), Automatic Quicken Spell (4-6), Automatic Quicken Spell (7-9), Combat Casting, Combat Manifestation, Continual Power, Disarm Mind, Encode Stone, Epic Power Manifestation, Epic Spellcasting, Ignore Material Components, Improved Initiative, Improved Manifestation x3, Improved Psicrystal, Inner Strength, Iron Will, Inscribe Magical Tattoo, Inscribe Psionic Tattoo, Mental Adversary, Psionic Enhancement, Psionic Focus (Metacreativity), Psionic Focus (Telepathy), Quicken Power, Spell Exchange, Spell Focus (transmutation), Spell Focus (evocation), Spellcasting Prodigy

Bonus Feats: Craft Drilbu, Craft Wondrous Item, Epic Embed Gem (Smoky Quartz: +6 Cha enhancement for 57 hours 1/day), Inner Strength x4, Quicken Spell, Scribe Scroll, Spell Mastery (Antimagic Field, Bigby's Crushing Hand, Control Weather, Dominate Monster, Energy Drain, Globe of Invulnerability, Meteor Swarm, Mordenkainen's Disjunction, Plane Shift, Power Word, Kill, Prismatic Sphere, Shadow Walk, Teleport Without Error, Temporal Stasis, Weird),

Special Attacks: Life-Draining Touch (DC 64), Paralyzing Touch (DC 64), Fear Aura (DC 64), Psychic Vampire (Cha check (DC 21), requires 9+ PPPs in reserve) Arcane Spell Bane (range 30 ft, arcane spellcasting requires Concentration check (DC 64), Psionics, Spells.

Special Qualities: Permanent Psionic Powers: catapsi, schism. Permanent Spells Active: detect magic, detect thoughts, detect undead, detect law/chaos/good/evil, detect psionics. Spell Immunity (Su): Through use of several wishes the Mindmage has made himself permanently immune to the effects of the spellMordenkainen's Disjunction as well as any items on his person, and made himself permanently affected by spell turning, though he can deactivate it, as a free action, to affect himself with a spell. Metamind Abilities: Inner Strength x4, Power Psicrystal, Trigger Power (ubiquitous vision, dimension slide, negate psionics), Psychic Vampire, Apotheosis. Crystalsinger Abilities: Channeling, Enhanced Craft, Craft Drilbu, Item Creation, Song of the Crystal. Crystalmaster Abilities: Craft Master's Third Eye, Embed Gem x6 (Aquamarine: +6 Int enhancement for 57 hours 1/day, Calcite: +6 Wis enhancement for 57 hours 1/day, Smoky Quartz: +6 Cha enhancement for 57 hours 1/day, Chrysocolla: Probability Travel 1/day/Int mod. +1, Diamond: -1 PPP for powers from her primary discipline, to a minimum of 1 point, Moonstone: +6 insight bonus to Armor Class. Arch Psion High Psionics: Psionic Energy Discharge, Greater Psionic Focus +3, Mastery of Power Negation, Innate Psionics (Null Psionics Field, Ultrablast, ). Archmage High Arcana: Mastery of Counterspelling, Arcane Fire, Spell-Like Ability (Power Word: Kill, Prismatic Sphere, Spell Turning). Planeshifter Abilities: plane shift at will, analyze portal 10/day, Planar Survival, Morphic Stability, Grant Planar Survival, Control Planar Flux, Telepathy, Planar Area Swap, Demiplane seed. Epic-Level Benefits: 10 effective levels of psion, 20 effective levels of wizard, 10 effective levels of crystalsinger, 12 effective levels of crystalmaster5 effective levels of archmage, 5 effective levels of arch psion, 10 effective levels of planeshifter. Undead, Immunities (Ex): immune to cold, electricity, polymorph, and mind-affecting attacks. DR 20/+2, TR +4, SR 77, Ravenloftian Undead Control, Lich Sight, Animating Touch, Augmented Spellcasting, Fast Healing 8, Magic Mimicry, Power Point Boost, PR 45, Psionic Undead: Psionic undead creatures can take ability damage from psionic combat. Powers that call for a Fort save that affect an object will also affect an undead (see Monster Manual, page 6). If you allow concussion to affect objects, it also affects undead. Undead are immune to charms and compulsions, including psionic powers that have these descriptors. Unique Powers/Traits: fusion, mental library For their complete description, see below.

Power Manifestations per Day: 13/10/10/9*/7*/5*/5*/3*/3*/2*. Save DC = 32 + power level (Clairsentience), 30 + power level (Psychokinesis), 21 + power level (Psychoportation), 33 + power level (Telepathy), 35 + power level (Metacreativity). Power Points: 452 (511 before High Psionics) Add points from rings of epic psionics. Manifester Level: 57th. Free Manifestations: 60 0-level and all 1st level powers. Subclass: Shaper.
Epic Power Manifestations per Day: 7. Save DC = power's level + 26 (Clairsentience), 24 (Psychokinesis), 15 (Psychoportation), 25 (Telepathy), 28 (Metacreativity).

Powers: 0-burst, far hand, far punch, memory recall; 1st-biocurrent, call weaponry, comprehend languages, disable, dissipating touch, empathy, expanded vision, firefall; 2nd-astral construct II, brain lock, burning ray, clairaudience/clairvoyance, detect thoughts, ectoplasmic cacoon, invisibility, knock, mental disruption, sever the tie; 3rd-charm monster, dimension slide, fly, metaphysical weapon, mindlink, negate psionics, schism, time hop, ubiquitous vision, ; 4th-divination, domination, fate of one, forced mindlink, inertial barrier, mass concussion, mindwipe (fatal attraction); 5th-catapsi, incarnate, metaconcert, null psionics field, psychic vampire (baleful teleport, greater domination, mind probe); 6th-disintegrate, flaming shroud, greater biocurrent, improved fabricate, mind switch (mass suggestion); 7th-contingency, reddopsi, ultrablast (mind kill); 8th-mind seed, total domination, true creation; 9th-apopsi, thrall (detonation, dissolution, psionic reality alteration, psychic chirurgery, true telekinesis); Att/Def Modes: all/all

Epic Powers (9/day): Enslave, Kinetic Control, Memento Mori, Soul Dominion

Wizard Spells per Day (without defiling): 4/13/13/13/13/12/12/12/12/10/4/3/3/3/3/2/2/2/2. Spell Points per Day (Spell Exchange feat): 138
Base DC = 28 + spell level, 30 + spell level for evocation and transmutation spells.
Wizard Spells per Day (Defiling: Little Life): 4/13/13/13/8/5/8/7/7/6. Spell Points per Day: 84
Base DC = 57 + spell level, 59 + spell level for evocation and transmutation spells.
Wizard Spells per Day (Defiling: Badlands & Scrubs): 4/13/13/13/9/5/8/7/8/6. Spell Points per Day: 86
Base DC = 57 + spell level, 59 + spell level for evocation and transmutation spells.
Wizard Spells per Day (Defiling: Farmland & Forest): 4/13/13/13/13/9/8/8/8/7. Spell Points per Day: 87
Base DC = 59 + spell level, 61 + spell level for evocation and transmutation spells.
Epic Spells (9/day): Summon Great Wyrm, Eidolon, Epic Spell Reflection
Base DC = 48.

Spellbook: The Mindmage is a true master of magic, and knows all of the spells in the PHB, the DMG, FRCB, MoF, LoD, the MotP, and any other sources the DM (me) deems appropriate. he also has mastered several of the epic spells in the ELH, as well as psionic variants of several.

Possessions: staff of the drilbu (unified drilbu of breath of the dragon, disintegrate, detonation, monster domination, reddopsi. Each power has 50 charges), staff of anti-psionics, the Annulus, dorjes (), drilbu (destruction, influence), Mindslicer (+5 longsword that also affects its targets with baleful teleport), staff of power, staff of the magi, black robe of the archmagi, cloak of epic resistance +9, crystal mask of fear, third eye of ultrablast, moonstone master's third eye (+3 insight to AC), bracers of armor +10, , torc of power, torc of psionic might, psionatrix of telepathy, boots of haste, ring of protection +5 (on hand), ring of epic psionics XI (on hand, grants an additional 147 PPPs per day). Implanted Items: The following items have been permanently shrunk and set with and are implanted within the Mindmage's body, similar to the items of the Archmage Karsus. They are: ring of wizardry IV, epic ring of wizardry V, ring of wizardry VI, ring of wizardry VII, ring of wizardry VIII, ring of wizardry IX, crystal capacitors (3, each able to hold 17 PPPs), 3 rings of counterspelling often filled with sunburst, something, and devastate undead), ring of elemental immunity (fire), ring of elemental immunity (sonic), ring of spell turning, ring of epic psionics VIII (115 bonus PPPs/day)

Tattoos: (through above feats, both psionic and magical tattoos are permanent.) (magical) protection from arrows, protection from elements (fire), stoneskin(psionic) claws of the bear, inflict pain

Psicrystal: Resolve- +2 Will checks, Sage (the Planes)- +2 Knowledge (the Planes) checks; Int 25;

The Mindmage appears as an older man, and his flesh is only barely decayed, more dessicated than anything else. It stretches tight across his bones. His hair is long and white; tied in the back with a simple black ribbon, and his eyes are orbs of twinkling, shining silver, and these are the only part of his face often visible, due to his crystal mask. He also has a third eye of ultrablast in his forehead. In the rare instances when the Mindmage is seen without his mask, he appears as a stern, imposing man with no facial hair. Certain parts of his body are crystalline (from his Crystalsinger ability Song of the Crystal) and faint glows can be seen through his flesh from his embedded Crystalmaster's crystals. Also, he has several tattoos across his body. He wears a ring of protection +5 and a ring of power storing, bracers of armor +10, and carries a staff of the magi, staff of power, the staff of the drilbu he created, and the Annulus. He wears a black robe of the Archmagi and a cloak of resistance +5. On a belt, he has a bag of holding III that is filled with dorjes, drilbu, and other items.

The Mindmage (his true name is lost to history) is trully mighty. He is one of those beings who with his power should not be allowed to exist, yet he is very real. He is covered from head to toe in magical items, psionic crystals, powerful tattoos, and energy. Where most wizards specialize in their art, and most psions specialize in their mind, the Mindmage has blended these two into one nigh-omnipotent whole. His extreme power of psionics and magic makes him arguably the most powerful being to ever exist, and even the Gods shiver at the mention of his name.

Old enough to be of Netheril, but amazingly enough not, The Mindmage was born on Athas. The early details of his life are now known only to him. He demonstrated early aptitude with magic, but this was forbidden on Athas, and so he pursued psionics. After many decades, he was one of the most powerful psions to be found on Athas. However, he never lost his desire toward magic, and so he left his world, as a psionic lich, for Faerun. Once here, he studied magic in depth, and more decades later, he was a defiling archmage. Like the Dragon Kings of old Athas, the Mindmage has mastered mind and magic, and combined the two into a force that no being has yet been able to counter. Also, due to his power of defiling, the Mindmage can use more spells then other wizards of his level, and more of higher levels through his Spell Exchange feat. The mindmage fluctuates between periods of direct activity, where he physically acts, and times where he is physically dormant, astrally projecting his will where he desires, much as some demiliches are known to do. Regardless of which way he is seen, those who do spy him seldom survive to tell others of it.

Unique Powers and Traits of the Mindmage

The Mindmage is mighty, and demonstrates several powers not found anywhere else. They are fusion, mental library, and Balance of Mind and Soul.

Fusion--Athasian psionicists of old used this skill to combine their bodies and minds, creating super-psionicists. All of their statistics stacked and their powers united. In this state, they were much more powerful. However, those who knew how have perished, except for the Mindmage. However, due to his undead nature, fusing with a living being causes their statistics to lower, and their health to fade. He can still unite with other undead and create "super-psions".

Mental Library--In a strange way, the Mindmage is like a wizard and a sorcerer in one. He has the same limits on castings per day as a wizard and learns spells like a wizard, but they never leave his mind, like a sorcerer. He does not have to re-read his spellbooks every day, just select from his mind, though he still must prepare his spells every day. This is done through conditioning with his psionic powers. Still, he must first write it out in a book and then commit it to memory from there, so he does have rather extensive spellbooks; it's just that he doesn't need them along for the ride when he travels.

Balance of Mind and Soul--Through combination of his Spell Exchange feat and Mental Library unique power, the Mindmage can burn PPPs to cast spells amd spell levels to manifest psionic powers. He spends 2 spell slots of equal value to the psionic power's level (which costs him the spells that filled them), which covers its basic cost of manifestation only, but it then casts with verbal and somatic components, as a spell, and he can spend 10 power points per spell level to cast spells, which no longer require material components. Though he doesn't have to use this often, the versatility of this ability has helped out in the past.

Wyld Curse--People should only have so much power, and those who get more suffer for it. The sheer power of the Mindmage has somewhat warped the reality around him. Due to this, Mystra and Oghma jointly cursed him. Whenever the Mindmage would manifest a power or cast a spell, a wild surge would twist it. Through much research and sheer determintion, the Mindmage has somewhat weakened his curse, but it stll strikes more often than not. When a psionic power is manifested, roll d%: on a 1-60, a wild surge affects the power, while a 61-100 means no wild surge happens. If the roll produces a surge, roll 1d8: a 1-6 results in a medium wild surge, while a 7-8 means a major surge twists the power. Use the tables from Wild Psion for results. A spell works much the same. When the Mindmage casts a spell, roll d%: on a 1-60, a wild surge affects the spell, while a 61-100 means no wild surge happens. Then roll a d% again and use the result from the wild magic table in FRCS. As a being so attuned to and fond of Law, these chaotic surges bring endless annoyance to him.

Retributive Rage--The Mindmage is trully powerful, and as such, he is used to being obeyed. On the occasion that he is not, he begins to get angry. If, after so long (DM's discretion), or if he is somehow actually seriously damaged, the Mindmage will release pent up rage and considerable power. He physically explodes, and it is treated as a retributive strike. All of his personal possessions are contingency-rigged to teleport away right before the blast, so that when the Mindmage wakes up back at his base, he can instant-summons them (Dramijj's Instant Summons) back to his new body. If adventurerer's can drive the Mindmage to this act, and they survive it, then they receive XP as if they defeated him, and for a time, they have.

Staff of Anti-Psionics: (50 charges) This item is a +2 crystalline quarterstaff that allows the user to manifest the following powers, as a 20th-level psion: negate psionics (1 charge, catapsi (1 charge), null psionics field (2 charges), power turning (2 charges), reddopsi (2 charges), apopssi (3 charges). It was created by an unknown being to be a powerful defense against psionic persons. With its power, this staff can make psionic powers less likely to be affective against the wielder, can cancel them out all together, can redirect them against their manifesters, and even strip psionic powers from opponent's minds forever.

Demiplane of the Mindmage: The Mindmage, among his many talents, is a powerful planeshifter. He is so powerful, in fact, that he has his very own demiplane. Over the millennium that it has existed, it has grown rather large. The Mindmage has a large quantity of enslaved elementals and humanoids confined within the demiplane that do nothing but build, sleep, and build some more. To manage his demiplane in his absense, the Mindmage has around a dozen people who live there full-time. Among these are five human psions and five human wizards. These are the students of the Mindmage and the other two residents, a lich wizard and lich psion. These last two are the final authority of the plane in the Mindmage's absense. They are each approximately 19th-level in their appropriote class and both are just achieving the beginnings of their arch-class (so a Wiz19/Acm1 lich and a Psi19/Acp1 lich [psionic lich]). The others are of levels between 5th and 13th in their respective classes. Most of these are from Toril or Greyhawk. The Mindmage has two rules regarding his plane in his absense. They are no killing and no defiling. This last one is the most heavily enforced, as the Mindmage's demiplane is heavily forested (maybe he is planning som huge defiling feat at some point...). His acolytes spend most of their time in study and ordering the building slaves about their chores. They also do research for projects and rituals that the Mindmage might find interesting. On this plane, unknown to any of its denizens, resides the Mindmage's ancient spellbooks and lore crystals, covered in a layer of dust, and his long-forgotten crystalline phylactery. Near it are several bodies, held in stasis-storage so that, in the unlikely event of his destruction, or, more likely his self-destruction, the Mindmage can return as quickly and easily as possible. Also, the Mindmage himself rests here, as he rarely travels anywhere physically. Most who have seen him over the last several centuries have actually seen an astral image, or some other form of projection. His own dust-covered form has not stirred from his simple, padded chair in ages. Even his servants on his demiplane only see projections, although they might not know that. If he were to be seen there, one would notice faint flickers of light from the crystalline portions of his body, erratic flashes of lightning running along his body, and glowing tattoos criss-crossing most of his visible flesh. Since his eyes are closed (faint silver light shines through the eyelids), it appears that he is sleeping, and, in a way he is. Should he ever wake up, heaven help the worlds, if any of them even can.

Shadow Mind from the Wizards website, but also much like what the Mindmage would look like.

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Mindmage (God-Mind form)
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