The psychic is a sub-class of magic-user that learns to focus his innate mental powers to create astounding psychic phenomena. Psychics must go though a training regimen not dissimilar to monks. But where monks train their bodies, psychics train their minds.

  • Prime Attribute: Intelligence & Wisdom, 13+ (+5% experience)
  • Hit Dice: 1d6 per level, +1 hit point per level after level 9
  • Armor/Shield Permitted: Leather.
  • Weapons Permitted: Club, dagger, dart, hand axe, short bow, sling, spear, staff.

Fortress of the Mind (1st): Psychics train their minds to be a veritable fortress of intellect. This gives them a +1 bonus on saving throws against mental magics (ESP, charm person, etc) and the powers of other psychics. At 6th level, their intellect fortress becomes a tower of iron will and their saving throw bonus improves to +2.

Psychic Powers (1st): At levels 1, 3, 5, 7, 9, and 11 the psychic opens the door to a new psychic power. To use a power, the psychic must succeed at a saving throw, and his victim (if there is one) must fail a saving throw. The subject of a psychic power must be within the psychic’s field of vision. If, during the day, a psychic fails a saving throw to activate a power, that power closes to him for the remainder of the day and until he rest for 8 hours and spends one hour in meditation the next day. See Spellcasting for choice of powers and their descriptions.

Sixth Sense (1st): The most basic ability a psychic has is his “sixth sense”, which warns him of danger. Because of their sixth sense, psychics are only surprised on a roll of 1 on 1d8. Psychics receive a +1 bonus on saving throws made to avoid traps, and have a 4 in 6 chance of finding a secret door when searching as well as a 1 in 6 chance of noticing one just by passing by it.

Psychic Progression Table

Level Experience Hit Dice Attack Save Title Abilities
1 0 1 +0 15 Learner Fortress of the Mind +1, 1st Psychic Power, Sixth Sense
2 1,800 2 +0 14 Mentalist
3 3,600 3 +0 13 Sensitive 2nd Psychic Power
4 7,200 4 +1 12 Channeler
5 14,400 5 +1 11 Esper 3rd Psychic Power
6 30,000 6 +2 10 Savant Fortress of the Mind +2
7 60,000 7 +2 9 Yogi 4th Psychic Power
8 120,000 8 +3 8 Guru
9 240,000 9 +3 7 Mind Lord 5th Psychic Power
10 390,000 +1 hp +4 6 Mind Lord
11 540,000 +2 hp +5 5 Mind Lord 6th Psychic Power
12 690,000 +3 hp +5 4 Mind Lord


Into The Land Of Nod Psikonetic782