J3. Mentalist UC
The Mentalist is a wizard specialist of a most unusual nature. They exist as leaches on the rest of the true wizard world
and the world of magic. They have little power where there is no magic to manipulate. They basically bind various types of
magic together to react against those of real significance. A mentalist needs to be around other spell casters to truly be
useful.
The Mentalist has the same requirements, as any other wizard except they must also possess at least a 14 intelligence,
13 dexterity, and a 14 wisdom. The Mentalist cannot be multi-classed.
The Mentalist has extremely unusual spells that can only be learned by them. This makes all schools opposing to the mentalist
and unusable. Items with spells in them that the Mentalist can use normally are usable by the specialized wizard but those
that cast spells the mentalist cannot cast are unusable. The same is true for other specialist wizards and generalist.
The very nature of mentalist spells themselves are quite different then any other wizard. Due to the nature of understanding
and manipulation of the spell, Wisdom is important in regaining spells on a daily basis. The Mentalist is sometimes called
a viralist because his magic acts like a virus with other kinds of magic. Because of this, a wizard may flee when confronted
by a mentalist. Most often Mentalist seek out wizards to destroy them or help them out in some manner. This could be an act
of leaving a city or advancing the spells of another wizard.
The Mentalists require the same experience points as others however they gain 10% bonus for all experience for each intelligence
point above 15. An 18 intelligence would give the Mentalist a 30% bonus to experience. As a 0-level human trying to become
a wizard, the Mentalist in training, will be required to do memory games to increase potential. They will also only be able
to attain the following spells. Read magic & Cantrips.
As the wizard attains 1st level they will immediately gain 4 new spells. Detect magic, cure petty wound, confuse math,
and instant match. These spells are mental spells only and will require only deep thought. The Mentalist does not particularly
need a book to regain these spells on a daily basis. They regain these spells by serious mental concentration. The passages
and components are permanently held in their brains, the release of them is what takes so much time to generate the power
within a wizards soul.
Mentalists titles are: 1st Sembeler, 2nd Arcolot, 3rd Mesmeralist, 4th Ctaajmonger, 5th
Reverser, 6th Transferist, 7th Muliblist, 8th Abdigator, 9th Alterist, 10th
Viralist, 11th Mentalist, 12th Mental Mage, Mage or Lord Mentalist.
The Mentalist attains the number of possible learned spells for their class through their intelligence score. However,
they can memorize their spells on a totally different level. Their wisdom factors into their thinking so much, that it can
hinder but mostly help in their daily acquisition of spells. An extremely low Intelligence or Wisdom will weaken prospect
of becoming a Mentalist. Additional spells per wisdom point listed below.
Wisdom Bonus for Spell Acquisition
14....1st level spell 18....4th
15....1st & 2nd 19....1st, 2nd, 3rd & 4th
16....2nd 20....4th & 5th
17....3rd 21....Special..*Ask DM
Below is a list of spells available to the Mentalist UC (Spells still 2nd Edition)
1st Level
Affect Normal Fire Body Putty** Buoyant Body** Cantrip
Confuse Math** Contort Vision** Cure Petty Wounds** Detect Magic
Distorted Missile** Dog Hearing** Enhance Spider Climb** Feign Death
Instant Match** Lengthen Speech** Obscure Magic** Partial Deafness**
Read Magic Rockling Skin** Sicken Mount**
2nd Level
Alter Self Bandar's Cadged Fire** Blindness Blur
Choke Destroy Detection** Deafness Dumati's Knock Lock**
Extend Flight** Filter Forget Healing Paralysis**
Hornung's Baneful Deflector Misdirection
Merclitus's Marvelous Leap** Obscure Direction** Reverse Hold Person**
Slow Speech** Sonic Pulse** Surge Probability**
Turn Sand Into Water Vocalize Wizard Lock
3rd Level
Alacrity Anti-Invisibility Shield** Augmentation I
Bandar's Resistant Magic** Curse This Blade** Dumati's Revenge**
Eagle Sight** Energy Repulsion** Enhance Summoning**
Explosive Haste** Extension I Delude
Dispel Magic Far Reaching I Freeze Solid**
Intensify Fireball** Merclitus's Fantastic Voyage** Iron Mind
Non-detection Positive Energy Shock** Serious Fire Power**
4th Level
Deckion Distortion** Dilation I Divination Enhancement
Dumati's Storm Emotion Extension II
Far Reaching II Horrific Nightmares** Major Slumber**
Protection/ Missile Attacks Rary's Mnemonic Enhancer RaYak's Disease**
Slow Melt** Tame Wild Magic**
5th Level
Airy Water Augmentation II Chain Reaction**
Contagion Fire** Dumati's Unscrupulous Revenge** Far Reaching III
Feeblemind Force Shapechange Hold Monster
Lower Resistance Magic Missile Pact** Reverse Gate**
6th Level
Anti-Magic Spell Blackmantle Contingency
Dilation II Bandar's Defensive Annihilation** Defoliate
Fearward Globe of Invulnerability Mislead
Project Image Vernon's Robe**
7th Level
Power Word Infect** Power Word Silence