Within the mind of any sentient being lies power to rival that of the greatest magical artifact or holy site. By accessing these staggering vaults of mental energy, the mind mage can shape the world around her, the minds of others, and pathways across the planes. No place or idea is too secret or remote for a mind mage to access, and she can pull from every type of magic. Many methods allow mind mages to tap into their mental abilities, and the disciplines they follow affect their abilities.
The mind mage is an archetype of the psychic class.
Lessen Martial Prowess
A mind mage’s base attack bonus decreases by one step (from 3/4 BAB to 1/2 BAB). Also decreases mind mage’s hit dice from d8 to d6.
Limit Break (Su)
At 1st level, a mind mage can choose an illusionist limit break instead of Psychic Bomb.
This ability may replace Psychic Bomb Limit Break.
Spells and Cantrips
Beginning at 1st level, a mind mage gains the ability to cast illusion spells, which are drawn from the illusionist spell list. A mind mage begins play with 3 1st level illusion spells of her choice. The mind mage also selects a number of additional 1st-level spells equal to her Intelligence modifier to add to her list of spells. Each time a character attains a new psychic level, she gains two spells of her choice to add to her list of spells. These two free spells must be of spell levels she can cast. Like most spellcasters, a mind mage can find or purchase scrolls with spells to add to her repertoire.
To learn or cast a spell, the mind mage must have an Intelligence score equal to at least 10 + the spell level (Int 11 for 1st-level spells, Int 12 for 2nd-level spells, and so forth). The Difficulty Class for a saving throw against a mind mage’s spell is 10 + the spell level + her Intelligence modifier. In addition, a mind mage gains additional MP for having a high attribute (Intelligence). All illusion spells learned by the mind mage uses her Intelligence modifier instead of the casting modifier used for all spells’ effects.
Reference Table: Full MP Progression
| Level | MP | Spell Level |
|---|---|---|
| 1st | 3 | 1st |
| 2nd | 4 | 1st |
| 3rd | 5 | 2nd |
| 4th | 6 | 2nd |
| 5th | 8 | 3rd |
| 6th | 11 | 3rd |
| 7th | 15 | 4th |
| 8th | 20 | 4th |
| 9th | 26 | 5th |
| 10th | 32 | 5th |
| 11th | 39 | 6th |
| 12th | 47 | 6th |
| 13th | 56 | 7th |
| 14th | 65 | 7th |
| 15th | 75 | 8th |
| 16th | 86 | 8th |
| 17th | 98 | 9th |
| 18th | 110 | 9th |
| 19th | 122 | 9th |
| 20th | 135 | 9th |
In addition, a mind mage learns a number of cantrips, or 0-level spells. These spells are cast like any other spell, but they do not consume MP and may be used again. Mind mages begin with 2 0-level spells and gain an additional 0-level spell every three levels after 1st level.
This ability replaces altered defense and mind blasts.
Mind Strike (Su)
At 2nd level, a mind mage can overwhelm the minds of those nearby. She can target one creature within 30 feet that she can see; that creature must succeed at a Will saving throw (DC = 10 + half her psychic level + her Intelligence modifier) or it takes 1d6 points of damage + 1 point for every 2 psychic levels she possesses plus an additional point for every 2 MP that remains in her MP pool and becomes shaken for 1 round. She can use this ability a number of times per day equal to 3 + her Intelligence modifier.
This ability replaces partition mind.
Mind Mage Talents
At 2nd level and every even level thereafter, a mind mage gains access to the following talents:
Ambuscading Spell (Su): During a surprise round, the mind mage’s opponents that have not yet acted take a –2 penalty on saving throws against spells he casts. Creatures that have already acted take a –1 penalty during the surprise round.
Arcane Builder (Ex): The mind mage has an exceptional understanding of the theory behind creating magical items. He can select one type of magic item (potions, wondrous items, and so on); he creates items of this type 25% faster than normal, and gains a +4 bonus on Spellcraft checks (or other checks, as appropriate) to craft items of this type. He may select this talent multiple times; its effects do not stack. Each time he selects this talent, it applies to a different type of magic item.
Arcane Fighter (Ex): The mind mage’s psychic levels stack with any warrior levels he possesses for the purposes of meeting the prerequisites for feats that specifically select his spells, such as Weapon Specialization (ray). The mind mage treats his spells as weapons for the purposes of taking feats like Improved Critical, or using feats like Arcane Strike.
Empowered Magic (Su): The mind mage can cast one spell per day as if it were modified by the Empower Spell metamagic feat. This does not increase the MP cost or the level of the spell.
Extended Magic (Su): The mind mage can cast two spells per day as if they were modified by the Extend Spell metamagic feat. This does not increase the MP cost or the level of the spell.
Familiar (Ex): The mind mage who selects this talent gains the Familiar feat. Prerequisites: Caster Level 2nd. Must be chosen at 2nd level.
Innate Spell (Sp): The mind mage learns to cast a small number of spells without spending magic points. A mind mage may select one black magic spell that is at least 2 spell levels lower than his highest spell level he may cast. He may now cast this spell once per day as a spell-like ability without needing to spend MP. The caster level for this spell is equal to the mind mage’s caster level. This talent may be selected multiple times allowing the mind mage to use this talent an additional time per day each time. Prerequisite: Mind mage 6
Knowledge is Power (Ex): The mind mage’s understanding of physical forces gives him power over them. He adds his Intelligence modifier on combat maneuver checks and to his CMD. He also adds his Intelligence modifier on Strength checks to break or lift objects.
Mage Training: The mind mage may select an item creation or metamagic feat. The mind mage must still meet all prerequisites for a bonus feat, including caster level minimums. This talent may be taken more than once. Each time, a different feat must be selected.
Magic Aid (Su): As a standard action, the mind mage can spend MP up to his maximum spell level to grant additional magic energy to an allied spellcaster within close range (25 feet + 5 feet/2 levels). If that ally casts a spell of an equal or lower MP cost before the beginning of his next turn, all level-dependent calculations and caster level checks the spell requires are made as if the ally’s caster level were 2 higher. If MP spent is at least twice the MP cost of the spell his ally casts, his ally’s caster level is treated as 4 higher instead. If his ally is able to cast more than one spell before the beginning of his next turn, only the first spell cast gains this bonus.
Reach Magic (Su): The mind mage can cast two spells per day as if they were modified by the Reach Spell metamagic feat. This does not increase the MP cost or the level of the spell.
Selective Magic (Su): The mind mage can cast two spells per day as if they were modified by the Selective Spell metamagic feat. This does not increase the MP cost or the level of the spell.
Silent Magic (Su): The mind mage can cast two spells per day as if they were modified by the Silent Spell metamagic feat. This does not increase the MP cost or the level of the spell.
Spell Focus: The mind mage gains Spell Focus as a bonus feat. The mind mage must still meet all prerequisites for this bonus feat.
Spell Lore (Ex): The mind mage adds his level to all Spellcraft checks made to identify a spell being cast. (This is most often useful when attempting to counterspell.)
Spell Sage (Ex): When the mind mage attempts a Use Magic Device check to cast a spell from a materia, he gains a +4 competence bonus to the check.
Still Magic (Su): The mind mage can cast two spells per day as if they were modified by the Still Spell metamagic feat. This does not increase the MP cost or the level of the spell.
Surecast (Su): The mind mage exercises caution when in danger, casting his spells with more care. While in a threatened square, he may choose to spend a full-round action to cast a spell, with a casting time of standard action or less. Doing so allows him to cast the spell without needing to cast defensively. Prerequisite: Combat Casting feat
Think on It (Ex): Once per day, the mind mage can re-attempt any previously failed Knowledge check. On this attempt, he adds a +5 competence bonus on the check. At 10th level, this bonus increases to +10.
These abilities may replace psychic talents.
Clear Mind (Ex)
At 5th level, in addition to regaining phrenic points, a mind mage can regain her MP quicker. The mind mage must be relaxed and must be free from overt distractions, such as combat raging nearby or other loud noises. For example, she could be riding in the back of a carriage and benefit from this ability. The mind mage does not gain this recovery if she is asleep or unconscious. The mind mage regains 1 MP per hour. This increases by 1 for every five psychic levels after 5th.
Force of Will (Su)
At 7th level, a mind mage can send thoughts and instructions telepathically to any creature within 60 feet that she has charmed or dominated as though she shared a common language. At 11th level, affected creatures can communicate back to her via the telepathic link as well. At 20th level, any creature that succeeds at a saving throw against an enfeebling spell she has just cast is still affected for 1 round if the spell has a duration greater than 1 round.
This ability replacers telepathy and enduring defense.
Irresistible Demand (Sp)
At 8th level, a mind mage can force others to do her bidding. As a standard action, she attempts to dominate a creature as though using the dominate monster spell, except that the creature must have a number of Hit Dice equal to or less than her psychic level. The targeted creature receives a Will saving throw each round to negate the effect. The DC is equal to 10 + half her psychic level + her Intelligence modifier. She can dominate creatures for a number of rounds per day equal to her psychic level. These rounds do not need to be consecutive. She must concentrate as a standard action to maintain control over a dominated creature.
This ability replaces kinetic aura.
