The Mind Mage

The Mind Mage is the most powerful of the all the psychic character classes. Although these people can cast no spells nor dabble with circles or symbols, their psi-powers are so great that they are among the most feared mystic and supernatural beings in the world. Mind Mages draw their spectacular abilities from themselves. They need no spells, no power words to invoke, no mystic symbols; their powers are the powers of the mind. Although many people may possess some latent psionic (or E.S.P.) abilities, it is the Mind Mage who has unlocked the innermost secrets of the mind and mastered them. Thus, they wield power that others can only dream about. This level of power tends to make most Mind Mages very self-assured, cocky, and arrogant. Even the most friendly and self-effacing Mind Mage will have a strong sense of pride and is used to being self-reliant, resourceful and cunning. Many with a selfish or evil alignment believe themselves to be superior to practitioners of magic and most everybody else. Some are so deluded or power crazed that they may challenge a dragon or godling in one to one combat. Unless the mage's opponent is sick or inexperienced, or the Mind Mage is secretly working with others to destroy it, such a challengeis a foolish one. For as powerful as the Mind Mage is, he is mortaland rarely an equal to an adult dragon. This is simply an example of the mind-set of the most maniacal of these mages and how their arrogance sometimes blinds them to their own failings and weaknesses.

Since the Mind Mage prides himself on his abilities and cunning, he is extremely reluctant to pursue other areas of knowledge. Mind mages express a particular contempt (although respectful) toward the practitioners of magic, but enjoy using magic weapons and other items. Only the mind mage who has dedicated his life to the exploration, understanding,and development of his mental abilities, can use the entire range of psionics with few limitations. Even other master psionics do not possess the full scope of abilities of the Mind Mage. A mind mage can be a follower of any religion or god(s). However, many find it difficult to follow and obey any laws of a church or accept any man (church hierarchy) as his (spiritual) leader. This has made many a Mind Mage an enemy of religious organizations/churches/cults. Some churches regard Mind Mages (and psionics in general) as servants of demons and evil forces, and have been known to accuse them of being witches. Other people fear the Mind Mage because of his incredible powers, especially those to control and manipulate others.
The Powers of the Mind Mage:

  1. Psionic Powers: At level one, the Mind Mage automatically has the power of mind block, see aura, alter aura (self), and meditation, plus he gets to select 8 powers from each of the four psionic power categories: healing, sensitive, physical and Super (24 psi-powers total). Limitations: Mind wipe, psi-sword, and possess others cannot be selected until third level. Additional psionic abilities: The character gets to select a total of three additional powers from any of the 3 lesser psionic categories, plus 4 from the super psionic category for each additional level of experience, starting at level two.
  2. I.S.P.: To determine the character's amount of Inner Strength Points, take the number of M.E.+20 as the base, roll 3D6x10, and add it to the base number. The character gets another 12 I.S.P. for each additional level of experience, starting at level one. Considered to be a master psionic.
  3. Enhanced I.S.P. Recovery: The Mind Mage recovers I.S.P. at a rate of two per hour even when active, and 12 per hour of meditation or sleep!
  4. Bonuses: As a master psionic, the Mind Mage needs to roll a 10 or higher to save versus psionic attack (plus any M.E. attribute bonuses).+6 to save vs mind controlling drugs, potions, and magic charms, +5 to save vs possession, and +3 to save vs horror factor.

The Mind Mage O.C.C.


Attribute Requirements: None, however a high I.Q. and M.E. (10 orhigher) are strongly suggested.
Alignment: Any.
Gender: Male or Female
Race: Any race capable of having psionics.
O.C.C. Skills:
    Language: Native at 98% plus 2 others of choice (+15%)
    Basic Math (+20%)
    Wilderness Survival (+10%)
    Horsemanship: General (+16%)
    First Aid (+10%)
    W.P. Two of choice
    Hand to Hand: Basic (Note - Hand to hand: basic can improved to expert at the cost of two "other" skills, or martial arts (or assassin if an evil alignment) for the cost of three "other" skills.)

O.C.C. Related Skills: Choose 5 other skills at level 1 , plus 1 per level starting at level 2. All new skills start at Lvl. one proficiency.

    Communications: Any (+10%)
    Domestic: Any
    Espionage: Any
    Horsemanship: General or Exotic Only.
    Labour: Any
    Medical: Any (+10%)
    Military: Any
    Naval: Any
    Performing Arts: Any (+10%)
    Physical: Any
    Rogue: Any
    Science: Any (+5%)
    Scholar/Noble/Technical: Any (+15%)
    Weapon Proficiencies: Any
    Wilderness: Any

Secondary Skills: Choose 4 at level 1, plus 1 per level starting at level 2. All new skills start at Lvl. one proficiency. These are additional areas of knowledge that don't get the O.C.C. bonus.

Starting Equipment: Two sets of clothing, an expensive cloak or cape,expensive leather boots, belt, blanket, backpack, two medium-sizedsacks, six small sacks, a water skin, food rations for 1D4 weeks, apocket mirror, a tin of snuff and a tinder box.

Armor: Starts with a suit of studded leather (A.R. 13, S.D.C. 38); mostprefer light, magic armor, especially magic clothing, but can wearany type of armor.

Weapons: Starts with a silver coated dagger, and two other weapons ofchoice. All are basic S.D.C. weapons of fair to good quality. Magicweapons and other equipment must be acquired later.

Money: The character starts with 150 in gold, which can be used immediately to purchase more equipment or saved. Additional money will come from payment for special services and booty. Many Mind Mages amass a fortune.

Experiance and Combat Table:
LevelExperience
10-1,930
21,931-3,860
33,861-7,720
47,721-15,200
515,201-23,300
623,301-36,666
736,667-56,666
856,667-86,666
986,667-111,666
10111,667-135,666
11135,667-166,666
12166,667-216,666
13216,667-266,666
14266,667-316,666
15316,667-386,666

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