TEXT: mentalist
  by Chris Kümmel
  A 4th Edition Roleplaying Game Supplement
  Phrenic Power
  
  Phrenic Power: Mentalist 
  Page 1
  MENTALIST
  “No need to draw that axe, good sir. I am already in your 
  mind, and I won’t be leaving anytime soon…”
  Phrenic Power - the internal energies of all sentient beings, 
  made evident through the expression of emotions and harnessed 
  either with a steel discipline or complete abandonment of 
  controlling those emotions.
  CLASS TRAITS
  Role: Controller. You control the battlefield by the might of 
  your will and your devotions, impairing and hindering your 
  enemies’ movements.
  Power Source:  Phrenic
  Key Abilities: Intelligence, Charisma, Constitution
  Armor Proficiencies: Cloth
  Weapon Proficiencies: All simple (one-handed) melee 
  weapons and simple (one-handed) ranged weapons.
  Implements: Orbs, psicrystals
  Bonus to Defense: +2 Will
  Hit Points at 1st Level: 10 + Constitution score
  Hit Points per Level Gained: 4
  Healing Surges per Day: 6 + Constitution modifier
  Trained Skills: Insight (Wis). From the class skills list below, 
  choose three more trained skills at 1st level.
  Class Skills: Arcana (Int),  Bluff (Cha), Diplomacy (Cha), 
  History (Int), Nature  (Int), Religion (Int)
  Build Options: Empath, Kineticist
  Class Features: Telekinesis, Telepathy, Psi focus, Meditate, 
  Force of Will, Forceful Blast, Lingering Fire
  At the dawn of recorded history, most sentient races were 
  enslaved by tentacled horrors from the Great Beyond who had 
  created a plane-spanning empire. When the empire collapsed 
  and the horrors disappeared, a remnant of them remained. This 
  legacy of the mind has since been developed and expanded. 
  Today, the people who adhere to the legacy are called 
  mentalists.
  According to some, mentalists are the result of some bizarre 
  magical and/or biological experiments conducted by the 
  tentacled overlords. Other sages claim that the mentalists are 
  a secret order dedicated to the return of these same overlords. 
  Yet another theory is that the first mentalists stole a holy relic 
  from the tentacled horrors. This sacred relic is called the Book 
  of the Mind, which explains and unlocks the secrets to control 
  the mind and the emotions. They then founded a secret cabal to 
  protect the relic, because if it should ever fall into the hands of 
  the original owners, the tentacled overlords would once again 
  return in force and rule the cosmos. The only thing that seems 
  certain is that no one really knows for sure.
   
  Mentalists are the masters of the mind. Other classes rely on 
  exterior influences to produce mystical effects. The mentalist, 
  instead, taps into the inner core of themselves in order to 
  produce truly staggering achievements. However these mental 
  juggernauts, able to squeeze the metaphysical until it conforms 
  to their desires, almost bending reality to their will by tapping 
  into their emotions, do not come easily to this power. Almost 
  all have a long road of learning absolute control of body, spirit, 
  and emotions before they can call themselves a mentalist. When 
  they get that far, they gain a wide arsenal of powers. Whether 
  it is blasting their enemies with a cone of mental anguish, 
  completely and utterly dominating other creatures, or setting 
  fire to people, the mentalists have many ways of effectively 
  dealing with their enemies and controlling the battlefield.
  Phrenic Power
  Mentalist
  Author: Chris Kümmel
  Editing: Andreas Rönnqvist
  Proofreading: Jake Rudd
  Design / Layout: Jeremy Smith
  Interior Illustrations: Toby Gregory, Shaman’s Stock Art, V. 
  Shane, Aaron Henson
  DUNGEONS & DRAGONS, THE DUNGEONS & DRAGONS compatibility 
  Logo, D&D, PLAYER’S HANDBOOK, DUNGEON MASTER’S GUIDE, and 
  MONSTER MANUAL are trademarks of Wizards of the Coast, Inc. in the 
  usa and other countries and are used with permission. certain materials, 
  including 4E References in this publication, D&D core rules mechanics, and 
  all D&D characters and their distinctive likenesses, are property of Wizards 
  of the Coast, Inc., and are used with permission under the DUNGEONS & 
  DRAGONS 4TH EDITION GAME SYSTEM LICENSE. all 4E References are 
  listed in the 4E system Reference document, available at http://www.wizards.
  com/d20. 
  DUNGEONS & DRAGONS 4TH EDITION PLAYER’S HANDBOOK, written 
  by Rob Heinsoo, Andy Collins, and James Wyatt; DUNGEON MASTER’S 
  GUIDE, written by James Wyatt; and MONSTER MANUAL, written by Mike 
  Mearls, Stephen Schubert and James Wyatt © 2008 Wizards of the Coast, 
  Inc. all rights reserved.
  This document is a work of fiction. Any similarity to actual people, 
  organizations, places, or events is purely coincidental.
  “Some artwork in this book is ©2006 Reality Deviant Publications, used 
  with permission 
  The Phrenic Power Source exPlored
  Where some heroes draw their power from the magical 
  energy that permeates the cosmos, the gods, or even from 
  intense physical training, there are those that draw on the 
  strength of their psyche and emotions. The phrenic power 
  source represents the power inherent in all sentient beings, 
  the ability to draw forth the spark of life, that inner fire which 
  gives strength to convictions. In some, it takes the form of 
  extreme dedication, unusual courage, or an unbreakable 
  discipline. But in others, it takes on physical form. Their 
  font of power is so great that they can manipulate the world 
  around them by using it. This is the phrenic power source.
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  Phrenic Power: Mentalist 
  Page 2
  CREATING A MENTALIST
  Mentalists have a wide range of different powers, but tend 
  to specialize into two character builds: Empath or Kineticist. 
  Every mentalist relies on intelligence for attack powers and 
  secondarily on Charisma and/or Constitution in order to 
  augment his powers.
  EMPATH
  All mentalists rely on mastering their emotions and maintaining 
  strict discipline, but it is how you use those emotions which 
  differentiate you from other mentalists. As an Empath, you take 
  your emotions and lock them away deep inside your core self, 
  causing you to become cold, distant, and to have difficulties 
  feeling empathy for others. You then feed off and manipulate 
  these locked away emotions to power and amplify your will 
  and thus control another’s will and emotions.
  Most of your powers are not loud or flashy, but that is the 
  way you prefer them. You stay at range to hinder and slow 
  down your enemies, crippling them so that your allies gain a 
  significant advantage. First and foremost though, you control 
  your enemies. You get inside their heads and force them to fight 
  on your side. Your attacks are all based on your intelligence 
  score, so make that your best score. Any augmentation of the 
  powers that you will typically favor is based on your charisma, 
  so make that your second-best score. A good constitution score 
  is also useful in case you should select other powers. You gain 
  the Telepathy and the Force of Will class feature.
  Suggested Feat: Improved Initiative (Human feat: 
  Toughness)
  Suggested Skills: Bluff, Diplomacy, Insight, History
  Suggested At-Will Powers: Mind Assault, Mindblast
  Suggested Encounter Power: Phobia
  Suggested Daily Power: Charm
  KINETICIST
  If the Empath is cold and distant, you are exactly the opposite. 
  While as a kineticist you also lock your emotions away and 
  harness them, you channel those outwards more often in great 
  outbursts of psychic force or fire. You follow your emotions 
  where they take you, and you love nothing more than getting 
  in the middle of the battle, literally blasting the minds out of 
  your enemies.
  Your attacks are all based on your intelligence score, so make 
  that your best score. Any augmentation of the powers that you 
  will typically favor is based on your constitution, so make 
  that your second-best score. A good charisma score is also 
  useful in case you should select other powers. You gain the 
  Telekinesis and either the Forceful Blast or the Lingering Fire 
  class features.
  Suggested Feat: Astral Fire (Human feat: Toughness), or 
  Toughness (Human feat: Action Surge)
  Suggested Skills: Arcana, Endurance, Insight, Nature
  Suggested At-Will Powers: Binding Flames or Force 
  Grasp
  Suggested Encounter Power: Pyrokinetic Blast or Forceful 
  Retort
  Suggested Daily Power: Energy Storm or Invasion
  IMPLEMENTS
  Mentalists make use of orbs and psi-crystals to help enhance 
  and direct  their phrenic powers. A mentalist wielding a magic 
  orb or a magic psicrystal can add its enhancement bonus to the 
  attack rolls and the damage rolls of his mentalist powers as 
  well as mentalist paragon path powers that have the implement 
  keyword. Without an orb or a psicrystal, a mentalist can still 
  use these powers, but he doesn’t gain the bonus provided by 
  the magic implement.
  Psicrystals - Small focus crystals imbued with a sliver of 
  psionic energy and personality, thus becoming more in tune 
  with certain manifestations of phrenic power. Psicrystals vary 
  in shape and size, but are usually somewhere between the size 
  of a walnut and an apple.
  MENTALIST CLASS FEATURES
  You have the following class features: 
  TELEKINESIS
  Telekinesis is a minor devotion that you get at 1st level and 
  can use as an at-will power. All kinecists know the Telekinesis 
  at-will power.
  TELEPATHY
  Telepathy is a minor devotion that you get at 1st level and 
  can use as an at-will power. All empaths know the Telepathy 
  at-will power.
  A mentalist needs little from the material world, theirs is the power 
  of the mind and heart.
  
  Phrenic Power: Mentalist 
  Page 3
  FOCUS SURGES
  Like all other phrenic classes, you have a number of focus 
  surges equal to your Charisma or Constitution modifier, 
  whichever is higher. This choice must be made at character 
  creation and may not be altered.  When you spend a focus 
  surge (via Mediate or a power) you recharge your psi focus.
  MEDITATE
  Once per encounter, you  can  recharge your psi focus and gain 
  a bonus against attacks that target Will.  
  FORCE OF WILL
  Using Force of Will, an Empath makes it more difficult for a 
  creature to shake off the condition the Empath has inflicted 
  upon it. All empaths know the Force of Will encounter power.
  FORCEFUL BLAST
  Using Forceful Blast, kineticists push and knock over a 
  creature hit by any of their powers. All kinecists know either 
  the Forceful Blast encounter power or the Lingering Fire 
  encounter power.
  LINGERING FIRE
  Using Lingering Fire, kineticists sets fire to an enemy, causing 
  him to have a difficult time hitting anything. All kinecists know 
  either the Forceful Blast encounter power or the Lingering Fire 
  encounter power.
  PSI FOCUS
  Expending your psi focus causes your devotion to become 
  even more powerful.
  MENTALIST POWERS
  Your powers are known as devotions. All devotions use your 
  intelligence score. Some devotions are better for an Empath, 
  while others are better for a Kineticist, but you are free to 
  choose any power.  Some of your class features work like 
  powers and are thus presented below.
  CLASS FEATURES
  Meditate 
  Mentalist Class Feature
  You shift your mind, refocusing and bolstering yourself 
  against mental attacks.
  Encounter * Phrenic
  Standard Action 
  Personal
  Effect: You spend a focus surge and gain a +2 bonus to your 
  Will defense until the beginning of your next turn.
  Telekinesis 
  Mentalist Devotion
  An infinitely small part of your mind focuses on a nearby
  object. As if by magic, the object starts to move through the
  air to the desired location.
  At-Will * Phrenic
  Minor Action 
  Ranged 5
  Effect: Using only your will, you pick up, move, or 
  manipulate a number of objects weighing a combined 20 
  pounds or less and carry them each up to 5 squares. If you 
  are holding the object when you use this power, you can 
  move the object into a pack, a pouch, a sheath, or a similar 
  container and simultaneously move any one object carried or 
  worn anywhere on your body into your hand.
  As a move action, you can move objects up to 5 squares. As 
  a free action, you can drop an object you are holding, and 
  as a minor action, you can pick up or manipulate a different 
  object.
  Sustain Minor: You can sustain the power indefinitely.
  Telepathy 
  Mentalist Devotion
  You send out mental tangents, contacting a nearby creature.
  At-Will * Phrenic
  Minor Action 
  Close Burst 10
  Effect: You establish a telepathic link that allows you to
  communicate telepathically with the target out to a range of
  10 squares until the end of your next turn.
  The target must be intelligent and have a language. Telepathy 
  allows for two-way communication.
  Sustain Minor: The effect persists.
  Psi Focus 
  Mentalist Class Feature
  Utilizing your phrenic power, you heighten a power or ability 
  beyond what others could fathom.
  At-will (special)* Phrenic
  Free Action 
  Personal
  Trigger: You attack using a Phrenic power that can be 
  augmented.
  Effect: You use the Augment on a Phrenic power you 
  activate.
  Special: You cannot use Psi Focus unless it is recharged.
  Psi focus recharges on a 4, 5 and 6 after using it to augment
  an at-will power, on a 5 and 6 after using it to augment an
  encounter power, or on a 6 after using it to augment a
  daily power.
  
  Phrenic Power: Mentalist 
  Page 4
  Force of Will 
  Mentalist Class Feature
  Your enemy learns the hard way that your mental might is 
  hard to get rid off. 
  Encounter * Phrenic
  Immediate Interrupt 
  Close Burst 5
  Trigger: An enemy in burst makes a save against one of 
  your powers.
  Effect: The target rerolls the saving throw.
  Augmentation: The reroll suffers a penalty equal to half 
  your Charisma modifier.  
  Forceful Blast 
  Mentalist Class Feature
  You enhance your mental attack, and your enemy is hindered 
  in his movements. 
  Encounter * Phrenic
  Free Action 
  Close Burst 5
  Trigger: An enemy in burst is affected by one of your 
  powers
  Effect: The target is pushed 1 square and knocked prone.
  Augmentation: The target is pushed a number of squares 
  equal to 1 + Constitution modifier.
  Lingering Fire 
  Mentalist Class Feature
  You enhance your mental attack, and your enemy burns a 
  little bit more
  Encounter * Phrenic
  Free Action 
  Close Burst 5
  Trigger: An enemy in burst is affected by one of your 
  powers.
  Effect: The target takes a -2 penalty to his attack rolls and a 
  -2 penalty to his saves against ongoing fire damage until the 
  end of your next turn.
  Augmentation: The penalty to his save is equal to 2 + your 
  Constitution modifier.
   
  LEvEL 1 AT-WILL DEvOTIONS 
    
  Mind Assault 
  Mentalist Attack 1 
  A mental bombardment causes your foe to stumble around 
  on the battlefield. 
  At-Will * Phrenic, Implement, Psychic 
  Standard Action 
  Ranged 10 
  Targets: One or two creatures 
  Attack: Intelligence vs. Will 
  Hit: 1d6 + Intelligence modifier psychic damage and you 
  slide the target 1 square.
  Increase damage to 2d6 + Intelligence modifier at 21st 
  level. 
  Augmentation: The target slides 1 + Charisma modifier 
  squares.
  Binding Flames 
  Mentalist Attack 1 
  You set your enemy on fire, and when he moves, the fires 
  flare up. 
  At-Will * Phrenic, Implement, Fire 
  Standard Action 
  Area burst 1 within 10 
  Target: Each creature in burst 
  Attack: Intelligence vs. Reflex 
  Hit: 1d6 + Intelligence modifier fire damage. If the target 
  moves before the end of your next turn, it takes 5 fire damage. 
  Increase damage to 2d6 + Intelligence modifier fire damage 
  and 10 fire damage at 21st level. 
  Augmentation: Add Constitution modifier damage to the 
  extra damage.
  Force Grasp 
  Mentalist Attack 1 
  The invisible and physical manifestation of your will 
  ensnares your enemy. 
  At-Will * Phrenic, Implement, Force 
  Standard Action 
  Close burst 3 
  Target: Each creature in burst 
  Attack: Intelligence vs. Fortitude 
  Hit: Intelligence modifier force damage and the target is 
  slowed until the end of your next turn. 
  Increase damage to 1d10 + Intelligence modifier at 21st 
  level. 
  Augmentation: The target grants combat advantage until 
  the end of your next turn.
   
  A dwarven kineticist unleashes his fiery emotions upon the world.
  
  Phrenic Power: Mentalist 
  Page 5
  Mindblast 
  Mentalist Attack 1 
  A single thought from you, and your enemies are screaming 
  from the pain in their heads. 
  At-Will *Phrenic, Implement, Psychic 
  Standard Action 
  Close blast 3 
  Target: Each creature in blast 
  Attack: Intelligence vs. Will 
  Hit: 1d6 + Intelligence modifier psychic damage. 
  Increase damage to 2d6 + Intelligence modifier at 21st 
  level. 
  Augmentation:  The target grants combat advantage to any 
  adjacent creature until the end of your next turn.
   
  LEvEL 1 ENCOUNTER DEvOTIONS 
    
  Phobia 
  Mentalist Attack 1 
  You confront your enemy with his worst fears. 
  Encounter * Phrenic, Implement, Fear, Psychic 
  Standard Action 
  Ranged 10 
  Target: One creature 
  Attack: Intelligence vs. Will 
  Hit: 1d6 + Intelligence modifier psychic damage and the 
  target can not move closer to you until the end of your next 
  turn. 
  Augmentation: The target moves a number of squares away 
  from you equal to twice your Charisma modifier. 
    
  Forceful Retort 
  Mentalist Attack 1 
  The wave of force you unleash from your mind knocks over 
  your enemies. 
  Encounter *Phrenic, Implement, Force 
  Standard Action 
  Close burst 3 
  Target: Each creature in burst 
  Attack: Intelligence vs. Fortitude 
  Hit: 1d6 + Intelligence modifier force damage and the target 
  is knocked prone 
  Augmentation: The target is knocked prone and can not 
  stand up until the end of your next turn.
   
  Pyrokinetic Blast 
  Mentalist Attack 1 
  The explosion created with your mind blasts your enemies 
  away 
  Encounter * Phrenic, Implement, Fire 
  Standard Action 
  Area burst 1 within 10 
  Target: Each creature in burst 
  Attack: Intelligence vs. Reflex 
  Hit: 1d8 + Intelligence modifier fire damage and you push 
  the target 2 squares. 
  Augmentation: Push the target 1 + your Constitution 
  modifier squares instead.
   
  Psychic Blast 
  Mentalist Attack 1 
  Your foes all reel under your mental assault. 
  Encounter *Phrenic, Implement, Psychic 
  Standard Action 
  Close blast 5 
  Target: Each enemy in blast 
  Attack: Intelligence vs. Will 
  Hit: The target is dazed and slowed until the end of your 
  next turn. 
  Augmentation: The target takes a penalty to his Will defense 
  equal to your Charisma modifier until the end of your next 
  turn. 
  Telekinetic Barrage 
  Mentalist Attack 1 
  With a burst of telekinesis, you throw loose and unattended 
  objects at your foes. 
  Encounter * Phrenic, Implement 
  Standard Action 
  Area burst 1 within 10 
  Target: Each creature in burst 
  Attack: Intelligence vs. Reflex 
  Hit: 1d10 + Intelligence modifier damage and you slide the 
  target 1 square.
  Special: On a critical hit, the target is dazed until the end of 
  your next turn,
  Augmentation: The target takes a penalty to hit equal to half 
  your Constitution modifier until the end of your next turn.
  LEvEL 1 DAILy DEvOTIONS 
    
  Charm 
  Mentalist Attack 1 
  In a split second, you invade the mind of your enemy. Now 
  he belongs to you. 
  Daily * Phrenic, Implement, Charm 
  Standard Action 
  Ranged 10 
  Target: One creature 
  Attack: Intelligence vs. Will 
  Hit: The target is dominated until the end of your next turn. 
  Sustain Minor: Repeat the attack against the target as long 
  as the target is within range.
  Miss: The target is dazed until the end of your next turn. 
  Special: If you or any of your allies does damage or inflict any 
  conditions to the charmed creature, the creature immediately 
  ceases to be dominated. 
  Augmentation: The target adds your Charisma modifier to 
  its damage rolls.
   
  
  Phrenic Power: Mentalist 
  Page 6
  Invasion 
  Mentalist Attack 1 
  The force of your mental intrusion renders your enemy 
  incapable of moving around while it revitalizes your mental 
  focus.
  Daily *Phrenic, Implement, Force 
  Standard Action 
  Close blast 3 
  Target:  Each enemy in blast 
  Attack: Intelligence vs. Will 
  Hit: 1d10 + Intelligence modifier force damage, the target is 
  immobilized (save ends), and you may spend a focus surge.
  Miss: The target takes half damage and is slowed (save 
  ends) 
  Augmentation: The target suffers a penalty to its save equal 
  to half your Constitution modifier. 
    
  Disjoint Brain 
  Mentalist Attack 1 
  Your mental thrust disjoints the target’s brain, causing 
  great pain every time he moves, while your mental focus 
  refreshes. 
  Daily * Phrenic, Implement, Psychic 
  Standard Action 
  Area burst 2 within 10 
  Target: Each creature in burst 
  Attack: Intelligence vs. Fortitude 
  Hit: 1d8 + Intelligence modifier psychic damage, and you 
  may spend a focus surge. 
  Effect: Until the end of your next turn, if the target moves 
  more than one square, he takes 1d8 + Intelligence modifier 
  psychic damage. 
  Augmentation: The target suffers ongoing psychic damage 
  equal to your Charisma modifier (save ends). 
    
  Kinetic Storm 
  Mentalist Attack 1 
  Your assault batters your enemies with kinetic punches, 
  rendering them senseless. 
  Daily *Phrenic, Implement, Force 
  Standard Action 
  Close burst 2 
  Target: Each enemy in burst 
  Attack: Intelligence vs. Fortitude 
  Hit: 1d6 + Intelligence modifier force damage, and the target 
  is dazed (save ends) 
  Miss: The target takes half damage and is slowed until the 
  end of your next turn. 
  Augmentation: The target suffers a penalty to its save equal 
  to half your Constitution modifier.
   
  LEvEL 2 UTILITy DEvOTIONS 
    
  Conceal Thoughts 
  Mentalist Utility 2 
  You mask your thoughts, showing no outward signs of what 
  you think. 
  Daily * Phrenic 
  Minor Action 
  Personal 
  Effect: You gain a +4 power bonus to Bluff checks until the 
  end of the encounter. 
  Augmentation: Add your Charisma modifier to the power 
  bonus. 
    
  Link 
  Mentalist Utility 2 
  Your mind becomes the communication hub of your friends. 
  Daily * Phrenic 
  Minor Action 
  Close burst 20 
  Target: All chosen allies in burst 
  Effect: You can all communicate telepathically until the end 
  of the encounter. 
  In order to communicate telepathically with an ally, it must 
  be intelligent and have a language.
  Augmentation: You and all your allies gain a bonus to insight 
  and perception checks equal to your Charisma modifier.
  Burst of Speed 
  Mentalist Utility 2 
  Your mental faculties take control of your muscles and move 
  impossibly quick through the battlefield. 
  Encounter * Phrenic 
  Minor Action 
  Personal 
  Effect: You move your speed. 
  Augmentation: Add your Constitution modifier to the 
  movement.
   
  Shield the Psyche 
  Mentalist Utility 2 
  With a thought, you block a psychic attack 
  Daily *Phrenic 
  Immediate Interrupt 
  Personal 
  Effect: You gain a +4 bonus to your Will defense until the 
  end of your next turn. 
  Augmentation: Add your Constitution modifier to the bonus 
  to your Will defense.
  Shield the Body 
  Mentalist Utility 2 
  With a thought, you block an attack against your body 
  Daily *Phrenic 
  Immediate Interrupt 
  Personal 
  Effect: You gain a +4 bonus to your Fortitude defense until 
  the end of your next turn. 
  Augmentation: Add your Charisma modifier to the bonus to 
  your Fortitude defense. 
  
  Phrenic Power: Mentalist 
  Page 7
  LEvEL 3 ENCOUNTER DEvOTIONS 
    
  Solid Air 
  Mentalist Attack 3 
  Air solidifies, striking your enemies and knocking them 
  over. 
  Encounter * Phrenic, Implement, Force 
  Standard Action 
  Close burst 3 
  Target: Each enemy in burst 
  Attack: Intelligence vs. Fortitude 
  Hit: 1d10 + Intelligence modifier force damage, and the 
  target is knocked prone and can not stand up until the end 
  of your next turn. 
  Augmentation: You can also push the target a number of 
  squares equal to your Constitution modifier.
   
  Burning Rings 
  Mentalist Attack 3 
  Rings of solid fire appear around the legs of your enemies, 
  keeping them in place. 
  Encounter * Phrenic, Implement, Fire 
  Standard Action 
  Area burst 1 within 10 
  Target: Each creature in burst 
  Attack: Intelligence vs. Reflex 
  Hit: 1d8 + Intelligence modifier fire damage, and the target 
  is immobilized until the end of your next turn. 
  Augmentation: You deal additional damage equal to your 
  Constitution modifier.
   
  Switch Alliance 
  Mentalist Attack 3 
  For a moment, your mental attack confuses your enemy, 
  making it think of you and your allies as friends. 
  Encounter *Phrenic, Implement, Psychic, Charm 
  Standard Action 
  Ranged 10 
  Target: One creature 
  Attack: Intelligence vs. Will 
  Hit: 1d6 + Intelligence modifier psychic damage, and the 
  target become your ally for the purpose of flanking and 
  opportunity attacks until the end of your next turn. Unless 
  attacked, the target will not attack you or your allies. 
  Augmentation: The target takes advantage of any 
  opportunity attack provoked by his original allies. 
    
  Ego Whip 
  Mentalist Attack 3 
  You attack your enemies mind, making him feel worthless. 
  Encounter * Phrenic, Implement, Psychic 
  Standard Action 
  Close blast 3 
  Target: Each creature in blast 
  Attack: Intelligence vs. Will 
  Hit: 1d6 + Intelligence modifier psychic damage, and the 
  target is dazed until the end of your next turn. 
  Augmentation: Target takes a penalty to his attack rolls 
  equal to your Charisma modifier until the end of your next 
  turn. 
  Suspended Situation 
  Mentalist Attack 3 
  You pull your enemy off the ground, suspending him in the 
  air. 
  Encounter * Phrenic, Implement, Force 
  Standard Action 
  Range 10 
  Target: One creature 
  Attack: Intelligence vs. Fortitude 
  Hit: 1d6  +  Intelligence modifer  force  damage  and  target 
  is  restrained, suspended 10 feet above the ground, until  the 
  end  of  your  next  turn.
  Aftereffect: The target drops down, taking 1d10 damage and 
  is knocked prone. 
  Augmentation: Add your Constitution modifier to both the 
  initial damage and to the fall damage. 
  LEvEL 5 DAILy DEvOTIONS 
    
  Confused Mind 
  Mentalist Attack 5 
  You penetrate the mind of your enemy, making him wonder 
  who his allies are. 
  Daily * Phrenic, Implement, Psychic, Charm 
  Standard Action 
  Ranged 10 
  Target: One creature 
  Attack: Intelligence vs. Will 
  Hit: 2d6 + Intelligence modifier psychic damage. 
  Effect: On his next turn, the target attacks the closest 
  creature within reach or range with his basic attack power. 
  If necessary, he will charge to do this. If attacking is not an 
  option, he simply stands there. 
  Sustain Minor: Repeat the attack against the target as long 
  as the target is within range.
  Miss: The effect can not be sustained. 
  Augmentation: The target gains a bonus to his damage rolls 
  equal to your Charisma modifier. 
    
  
  Phrenic Power: Mentalist 
  Page 8
  Blindness 
  Mentalist Attack 5 
  With one swift thought, you cut off your enemy’s access to 
  his optic system. 
  Daily * Phrenic, Implement, Psychic 
  Standard Action 
  Close blast 3 
  Target: Each enemy in blast 
  Attack: Intelligence vs. Will 
  Hit: 1d8 + Intelligence modifier psychic damage, and the 
  target is blinded (save ends). 
  Miss: Target takes half damage and suffers a -2 penalty to 
  his attack rolls (save ends) 
  Augmentation: You may slide the target a number of squares 
  equal to your Charisma modifier.
   
  Body Lock 
  Mentalist Attack 5 
  You materialize solid bands of force around your enemy, 
  locking his muscles and hindering his movements. 
  Daily * Phrenic, Implement, Force 
  Standard Action 
  Area burst 1 within 10 
  Target: Each creature in burst 
  Attack: Intelligence vs. Reflex 
  Hit: 1d8 + Intelligence modifier force damage, and the target 
  is restrained and dazed (save ends). 
  Miss: Target takes half damage and is slowed (save ends). 
  Augmentation: Aftereffect: The target is slowed (save 
  ends).
  Psychic Howl 
  Mentalist Attack 5 
  Your tightly focused scream hits your enemies in waves, 
  sending them stumbling around. 
  Daily * Phrenic, Implement, Psychic 
  Standard Action 
  Close burst 3 
  Target: All enemies in burst 
  Attack: Intelligence vs. Fortitude 
  Hit: 2d6 + Intelligence modifier psychic damage, and 
  you can slide the target a number of squares equal to your 
  Constitution modifier. 
  Miss: The target takes half damage, and you can slide him 
  1 square. 
  Augmentation: Target is knocked prone.
    
  LEvEL 6 UTILITy DEvOTIONS 
    
  Recall 
  Mentalist Utility 6 
  You draw upon your mastery of the brain to remember what 
  you need to know. 
  Daily * Phrenic 
  Free Action 
  Personal 
  Effect: You gain a +5 power bonus to any one knowledge 
  check. 
  Augmentation:  You also add your Charisma modifier to 
  the bonus. 
  ESP 
  Mentalist Utility 6 
  You enter the outer layer of its mind, getting a better 
  understanding of the creature. 
  Daily * Phrenic 
  Minor Action 
  Ranged 10 
  Target: One creature 
  Effect: You gain a rudimentary understanding of the target’s 
  desires and goals. Gain a +5 bonus to any diplomacy, bluff, 
  insight, or intimidate skill check regarding the target until 
  the end of the encounter. 
  Augmentation: You also add your Charisma modifier to the 
  bonus. 
  For the mentalist, the mind can heal the body by itself.
  
  Phrenic Power: Mentalist 
  Page 9
  Feign Death 
  Mentalist Utility 6 
  You drop to the floor, seemingly dead. 
  Daily * Phrenic, Healing, Illusion 
  Immediate Interrupt 
  Personal 
  Trigger: You are hit by an attack that would kill you. 
  Effect: You spend a healing surge and are knocked prone. 
  Until the end of your next turn, you gain a +20 bonus to 
  Bluff checks to appear dead. 
  Augmentation: You can add twice your Constitution 
  modifier to the hit points regained. 
    
  Mind Over Body 
  Mentalist Utility 6 
  Your mental powers suppress the pain, renewing your 
  strength. 
  Encounter * Phrenic 
  Minor Action 
  Personal 
  Effect: You spend a healing surge. 
  Augmentation: You also regain hit points equal to your 
  Constitution modifier. 
    
  Unmovable 
  Mentalist Utility 6 
  You increase gravity on yourself, making it impossible for 
  enemies to move you. 
  Encounter * Phrenic 
  Immediate Interrupt 
  Personal 
  Effect: You ignore push, pull, and slide effects until the end 
  of your next turn. 
  Augmentation: You can also ignore being knocked prone. 
    
  LEvEL 7 ENCOUNTER DEvOTIONS 
    
  Hallucinations 
  Mentalist Attack 7 
  Your mental power penetrates your enemies’ defenses, 
  causing them to see things that aren’t there. 
  Encounter * Phrenic, Implement, Psychic, Illusion 
  Standard Action 
  Close burst 5 
  Target: All enemies in burst
  Attack: Intelligence vs. Will 
  Hit: 1d6 +  Intelligence modifer  psychic damage,  and target 
  treats the whole encounter area as diffcult terrain until the 
  end of your next turn.
  Augmentation: You slide the targets a number of squares 
  equal to your Charisma modifier. 
    
  Empathic Overload 
  Mentalist Attack 7 
  By amplifying your enemy’s empathic input, you render 
  him incapable of doing anything for a moment while your 
  phrenic energies are renewed.
  Encounter * Phrenic, Implement, Psychic 
  Standard Action 
  Ranged 10 
  Target: One creature 
  Attack: Intelligence vs. Will 
  Hit: The target is stunned until the end of your next turn, and 
  you may spend a focus surge. 
  Augmentation: The target takes a penalty to his Will defense 
  equal to your Charisma modifier until the end of your next 
  turn. 
    
  Recall Pain 
  Mentalist Attack 7 
  Your attack tricks the brain of your enemy to relive a recent 
  pain. 
  Encounter * Phrenic, Implement, Psychic 
  Standard Action 
  Ranged 10 
  Target: One creature 
  Attack: Intelligence vs. Fortitude 
  Hit: Intelligence modifier psychic damage, and the target 
  takes psychic damage equal to the last damage it took before 
  being affected by this power. 
  Augmentation: The target takes a penalty equal to your 
  Constitution modifier to its attack rolls until the end of your 
  next turn. 
    
  Kinetic Barrage 
  Mentalist Attack 7 
  You create a zone of static force that hammers mercilessly on 
  anyone inside it. 
  Encounter * Phrenic, Implement, Force, Zone 
  Standard Action 
  Close burst 2 
  Target: All creatures in burst
  Attack: Intelligence vs. Will 
  Hit: 1d6 + Intelligence modifier force damage, and the target 
  is dazed until the end of your next turn. 
  Effect: The burst creates a zone that lasts until the end of 
  your next turn. Any creature starting or entering in the zone 
  takes force damage equal to your intelligence modifier. 
  Augmentation: Add your Constitution modifier to the 
  damage taken by entering or starting in the zone. 
  
  Phrenic Power: Mentalist 
  Page 10
  Telekinetic Throw 
  Mentalist Attack 7 
  You pick up an enemy and throw him across the battlefield, 
  charging him with telekinetic energy that erupts as he lands
  Encounter * Phrenic, Implement, Force 
  Standard Action 
  Ranged 10 
  Target: One creature 
  Attack: Intelligence vs. Fortitude 
  Hit: You slide the target 2 squares and the target is knocked 
  prone.
  Effect: Make a secondary attack
  Secondary Targets: Each creature adjacent to the target
  Secondary Attack: Intelligence vs Reflex
  Hit: 1d6 + Intelligence force damage and target is dazed 
  until the end of your next turn.
  Effect: The target is knocked prone.
  Augmentation: You slide the target up to 2 + Constitution 
  modifier squares. 
  LEvEL 9 DAILy DEvOTIONS 
    
  Control Body 
  Mentalist Attack 9 
  Using your mastery of kinetic effects, you move an enemy’s 
  limbs as if he was a puppet tied to the strings of your will. 
  Daily * Phrenic, Implement, Force, Charm 
  Standard Action 
  Ranged 10 
  Target: One creature 
  Attack: Intelligence vs. Fortitude 
  Hit: 2d8 + Intelligence modifier force damage, and the target 
  makes a basic attack as a free action against a secondary 
  target chosen by you within his reach. Otherwise the target 
  remains in control of his actions. 
  Miss: Half damage, and the target is dazed 
  Sustain Minor: The target makes another attack against a 
  creature within his reach. 
  Augmentation: Add your Constitution modifier as a bonus 
  to hit to the target’s opportunity attacks. 
  It Ain’t Real 
  Mentalist Attack 9 
  Your assault completely twists your enemy’s perception, 
  making him think that every attack aimed at him connects. 
  Daily * Phrenic, Implement, Psychic, Illusion 
  Standard Action Ranged 10 
  Target: One creature 
  Attack: Intelligence vs. Will 
  Hit: 2d6 + Intelligence modifier psychic damage, and the 
  target takes ongoing 5 psychic damage (save ends). Every 
  time the target is missed by an attack, he takes psychic 
  damage equal to your Intelligence modifier (save ends). 
  Miss: Ongoing 5 psychic damage (save ends). 
  Augmentation:  Aftereffect: Every time the target is missed 
  by an attack, he takes psychic damage equal to your Charisma 
  modifier (save ends).  
    
  Kinetic Prison 
  Mentalist Attack 9 
  A single thought from you stuns your enemy. 
  Daily * Phrenic, Implement, Psychic 
  Standard Action Ranged 10 
  Target: One creature 
  Attack: Intelligence vs. Fortitude 
  Hit: 2d8 + Intelligence modifier psychic damage, and target 
  is stunned (save ends). Aftereffect: The target is dazed until 
  the end of your next turn. 
  Miss: Half damage, and the target is dazed (save ends) 
  Augmentation: The target is pushed 1 + Constitution 
  modifier squares. 
    
  A half-elven empath can unleash your inner beast all too easily.
  
  Phrenic Power: Mentalist 
  Page 11
  Unleash the Beast 
  Mentalist Attack 9 
  You dig into the mind of your enemy, forcing out his inner 
  beast. 
  Daily * Phrenic, Implement, Psychic 
  Standard Action Close burst 3 
  Target: All enemies in burst
  Attack: Intelligence vs. Will 
  Hit: 2d6 + Intelligence modifier psychic damage. The target 
  takes a -2 penalty to AC, and the only powers the target can 
  use are melee and ranged basic attacks (save ends). 
  Miss: Half damage, and the target takes a -2 penalty to AC 
  (save ends) 
  Augmentation: The target takes a penalty to his attack rolls 
  equal to your Charisma modifier. 
    
  LEvEL 10 UTILITy DEvOTIONS 
    
  Probability Revision 
  Mentalist Utility 10 
  In a split second, your mind goes into overdrive and 
  calculates every possible effect, allowing you to rethink your 
  move as it happens. 
  Daily *Phrenic 
  Free Action Personal 
  Effect: Reroll any attack roll, skill check, or save. You must 
  use the second roll, even if it is worse. 
  Augmentation: Add your Charisma modifier as a bonus to 
  the roll. 
    
  Meta-faculty 
  Mentalist Utility 10 
  You expand your mind beyond mortal comprehension, 
  tapping into the subconscious minds of all creatures.
  Daily * Phrenic 
  Minor Action 
  Personal 
  Effect: You gain all knowledge about one creature that a 
  successful knowledge check could provide. 
  Augmentation:  You may gain knowledge about two 
  different creatures. 
    
  Inner Eye 
  Mentalist Utility 10 
  You close your eyes and focus your mind’s eye on the 
  surroundings. 
  Daily * Phrenic 
  Minor Action 
  Personal 
  Effect: Ignore darkness, concealment, and total concealment 
  within 10 squares for the rest of the encounter. 
  Augmentation: You can not grant combat advantage as long 
  as you are capable of taking actions. 
    
  Dimensional Rift 
  Mentalist Utility 10 
  You open a rift between dimensions, allowing you to cover 
  distances in the blink of an eye. 
  Daily * Phrenic 
  Move Action 
  Personal 
  Effect: You teleport 10 squares. 
  Augmentation: Every creature adjacent to your square of 
  origin takes damage equal to your Constitution modifier.
    
  LEvEL 13 ENCOUNTER DEvOTIONS 
    
  Pyromania 
  Mentalist Attack 13 
  You set your enemies on fire, forcing them to move or keep 
  burning. 
  Encounter * Phrenic, Implement, Fire 
  Standard Action 
  Area burst 1 within 10 
  Target: Every creature in burst 
  Attack: Intelligence vs. Fortitude 
  Hit: 2d10 + Constitution modifier fire damage, and if a target 
  doesn’t move on his turn, he takes fire damage equal to your 
  Constitution modifier. 
  Augmentation: Any creature starting its turn adjacent to an 
  affected target takes fire damage equal to your Constitution 
  modifier. 
    
  Cloud Mind 
  Mentalist Attack 13 
  Your assault renders you impossible to be located by your 
  enemy for a brief moment. 
  Encounter * Phrenic, Implement, Psychic, Illusion 
  Standard Action 
  Ranged 10 
  Target: One, two, or three creatures 
  Attack: Intelligence vs. Will 
  Hit: 2d6 + Intelligence modifier psychic damage, the target 
  is slowed, and you are invisible to the target until the end of 
  your next turn.
  Augmentation: You slide the target a number of squares 
  equal to your Charisma modifier. 
    
  
  Phrenic Power: Mentalist 
  Page 12
  Mind Thrust 
  Mentalist Attack 13 
  You short-circuit the synapses of your enemy, cutting off 
  access to his most powerful abilities. 
  Encounter * Phrenic, Implement, Psychic 
  Standard Action 
  Close blast 3 
  Target: Each enemy in blast 
  Attack: Intelligence vs. Will 
  Hit: 2d6 + Intelligence modifier psychic damage, and target 
  can not use any rechargeable, encounter, and daily powers 
  until the end of your next turn. 
  Augmentation: Target takes a penalty equal to half your 
  Charisma modifier to all defenses until the end of your next 
  turn. 
    
  Be Gone! 
  Mentalist Attack 13 
  With a single mental push, you fling your enemy far away. 
  Encounter * Phrenic, Implement, Force 
  Standard Action 
  Close burst 1 
  Target: Each enemy in burst 
  Attack: Intelligence vs. Fortitude 
  Hit: 2d8 + Intelligence modifier force damage, and the target 
  is pushed 5 and knocked prone. 
  Augmentation: The target is pushed 5 + Constitution 
  modifier squares. 
    
  LEvEL 15 DAILy DEvOTIONS 
    
  Psychic Mirror 
  Mentalist Attack 15 
  You redirect a mental attack back upon your enemy. 
  Daily * Phrenic, Implement
  Immediate Interrupt 
  Close burst 10 
  Trigger: A target in burst uses an attack that targets your 
  Will defense. 
  Effect: You gain +10 bonus to your Will defense.
  Special: If the attack misses, it is reflected upon the target. 
  You must make a new roll to see if the reflected attack hits 
  the target. 
  Augmentation: If the attack is reflected, add a bonus equal 
  to your Charisma modifier to the attack roll. 
    
  Mind Blast 
  Mentalist Attack 15 
  A powerful burst of mental energy leaves your enemies 
  overcome. 
  Daily * Phrenic, Implement, Psychic 
  Standard Action 
  Close blast 5 
  Target: Each enemy in blast 
  Attack: Intelligence vs. Will 
  Hit: 3d8 + Intelligence modifier psychic damage, and the 
  target is dazed (save ends). 
  Miss: Half damage, and the target is slowed (save ends). 
  Augmentation: The target takes a penalty to its save equal 
  to half your Charisma modifier. 
    
  Fate Link 
  Mentalist Attack 15 
  You link the target to you, transferring waves of pain every 
  time you are hurt. 
  Daily *Phrenic, Implement, Psychic 
  Standard Action 
  Ranged 10 
  Target: One creature 
  Attack: Intelligence vs. Fortitude 
  Hit: 2d10 + Intelligence modifier psychic damage. 
  Effect: Until  the  end  of  your next turn,  the  target  takes 
  psychic damage equal to any damage you take.  
  Sustain Minor: The effect persists. 
  Augmentation:  Range is increased by a number of squares 
  equal to your Charisma modifier. 
    
  Psychic Wall 
  Mentalist Attack 15 
  Bending reality, you create a wall of psychic energy. 
  Daily * Phrenic, Implement, Psychic, Force 
  Standard Action 
  Wall 6 within 10 
  Effect: You conjure a wall that consists of contiguous squares 
  filled with psychic energy and force. It can be up to 6 squares 
  long and up to 3 squares high. The wall lasts until the end 
  of your next turn. If a creature moves into the wall’s space 
  or starts its turn there, the creature takes 2d10 + Intelligence 
  modifier psychic and force damage and is dazed (save ends). 
  Entering a square occupied by the wall costs 2 extra squares 
  of movement. The wall blocks all heavy thrown and ranged 
  missiles. 
  Sustain Minor: The wall persists. 
  Augmentation: Add ½ your Constitution modifier in squares 
  to the maximum length of the wall. 
    
  
  Phrenic Power: Mentalist 
  Page 13
  LEvEL 16 UTILITy DEvOTIONS 
    
  Dimensional Warp 
  Mentalist Utility 16 
  You bend reality to your will, changing places with your ally 
  in the blink of a moment. 
  Encounter * Phrenic 
  Move Action 
  Ranged 10 
  Target: One or two allies 
  Effect: You switch places with an ally or appear between 
  two allies within range. 
  Augmentation: Add your Constitution modifier to the 
  range. 
    
  Precognition 
  Mentalist Utility 16 
  You heighten your senses to better anticipate and resist 
  attacks. 
  Daily * Phrenic 
  Minor Action 
  Personal 
  Effect: You gain a +2 power bonus to all defenses and resist 
  5 to all damage until the end of the encounter. 
  Augmentation: Add your Charisma modifier to the resist 5 
  to all damage. 
    
  Intellect Fortress 
  Mentalist Utility 16 
  You call forth the powers of your superego to protect the 
  minds of you and your friends from attacks. 
  Daily * Phrenic 
  Standard Action 
  Close burst 2 
  Targets: You and each ally in burst 
  Effect: All targets gain a resist 10 psychic damage until the 
  end of the encounter. 
  Augmentation:  Increase size of burst to a number of squares 
  equal to your Charisma modifier.  
  Superior Mind 
  Mentalist Utility 16 
  You reenergize both mind and body. 
  Daily * Phrenic 
  Minor Action 
  Personal 
  Effect: You may spend a healing surge and/or a focus 
  surge. 
  Augmentation: Add twice your Constitution modifier to the 
  number of hit points regained if you spend a healing surge. 
  LEvEL 17 ENCOUNTER DEvOTIONS 
    
  Psychic Link 
  Mentalist Attack 17 
  You link the minds of two creatures, making them share each 
  other’s pains. 
  Encounter * Phrenic, Implement, Psychic 
  Standard Action 
  Ranged 10 
  Target: Two creatures 
  Attack: Intelligence vs. Will 
  Hit: 1d8 + Intelligence modifier psychic damage. 
  Effect: If both targets are hit by the attack they are linked 
  until the end of your next turn. Linked  creatures  are  both 
  damaged when  one  of  them  is damaged. If one suffers a 
  condition, both are affected by it. 
  Augmentation:  Every time the target is damaged, he 
  takes additional psychic damage equal to your Charisma 
  modifier. 
    
  Psychic Scream 
  Mentalist Attack 17 
  An almost primal, but channeled, scream sends your enemies 
  stumbling before they are unable to move. 
  Encounter * Phrenic, Implement, Psychic 
  Standard Action 
  Close blast 5 
  Target: Every enemy in blast 
  Attack: Intelligence vs. Fortitude 
  Hit: 2d10 + Intelligence modifier psychic damage, you slide 
  the target 2 squares. and the target is immobilized until the 
  end of your next turn. 
  Augmentation: The target takes a penalty equal to your 
  Charisma modifier to his attack rolls until the end of your 
  next turn. 
  The superior mind of a mentalist takes time and focus to attain.
  
  Phrenic Power: Mentalist 
  Page 14
  Spontaneous Combustion 
  Mentalist Attack 17 
  You will your enemies to burst into flames, intensifying the 
  flames if they attack. 
  Encounter * Phrenic, Implement, Fire 
  Standard Action 
  Ranged 10 
  Target: One, two, or three enemies 
  Attack: Intelligence vs. Reflex 
  Hit: 2d10 + Intelligence modifier fire damage. If the target 
  makes any attack until the end of your next turn, it takes an 
  additional 2d10 + Intelligence modifier fire damage. 
  Augmentation:  Add your Constitution modifier to both the 
  base damage and the additional damage. 
    
  Forcespear 
  Mentalist Attack 17 
  Your mental spear of force plunges into your enemy’s brain, 
  exploding in a shower of blinding light while you ready your 
  mental focus.
  Encounter * Phrenic, Implement, Radiant, Force 
  Standard Action 
  Area burst 1 within 10 
  Target: Each creature in burst 
  Attack: Intelligence vs. Fortitude 
  Hit: 1d10 + Intelligence modifier radiant and force damage. 
  Target is blinded, immobilized, and the target is knocked 
  prone and can not stand up until the end of your next turn 
  and you may spend a focus surge. 
  Augmentation: You slide the target a number of squares 
  equal to 1 + Constitution modifier. 
  LEvEL 19 DAILy DEvOTIONS 
    
  Hostile Takeover 
  Mentalist Attack 19 
  Your mind leaves your body, suppressing your enemy’s mind 
  and will, and you take control of your enemy. 
  Daily * Phrenic, Implement, Psychic, Charm 
  Standard Action 
  Ranged 10 
  Target: One creature 
  Attack: Intelligence vs. Will 
  Hit: 4d6 + Intelligence modifier psychic damage, and you 
  can spend a minor, move, or standard action as if you were 
  the target (save ends). You likewise lose control of your 
  own body, and it is considered stunned as long as you have 
  control over the target. You can end this power with a minor 
  action. 
  Miss: Half damage, and the target is weakened (save ends). 
  Augmentation:  The target takes a penalty to his saves equal 
  to half your Charisma modifier. 
    
  Suicidal Tendencies 
  Mentalist Attack 19 
  You make your enemy try to kill himself. 
  Daily * Phrenic, Implement, Psychic, Charm 
  Standard Action 
  Ranged 10 
  Target: One creature 
  Attack: Intelligence vs. Will 
  Hit: 4d6 + Intelligence modifier psychic damage and is 
  dazed. On his turn, the target spends a standard action and 
  hits himself with the best available melee attack which is 
  automatically a critical hit (save ends both). 
  Miss: Target is dazed and takes ongoing 10 psychic damage 
  (save ends).
  Augmentation: The target takes a penalty to his saves equal 
  to half your Charisma modifier. 
    
  Overload 
  Mentalist Attack 19 
  You create a zone of mental energy that overloads anyone 
  entering the zone with psychic energy. 
  Daily *Phrenic, Implement, Zone, Psychic 
  Standard Action 
  Area burst 3 within 10 squares 
  Target: Each creature in burst 
  Attack: Intelligence vs. Fortitude 
  Hit: 3d6 + Intelligence modifier psychic damage. 
  Effect: The burst creates a zone of psychic energy and 
  interference that lasts until the end of the encounter. Any 
  creature starting inside or entering the zone takes 1d6 + 
  Intelligence modifier psychic damage and is dazed (save 
  ends). If the target is already dazed, he is stunned (save 
  ends). 
  Augmentation:  All squares in the zone are considered 
  difficult terrain. 
    
  Kinetic Crush 
  Mentalist Attack 19 
  Your will solidifies and hammers into and hinders your 
  enemies. 
  Daily * Phrenic, Implement, Force 
  Standard Action 
  Close burst 5 
  Target: Each enemy in burst 
  Attack: Intelligence vs. Fortitude 
  Hit: 2d6 + Intelligence modifier force damage, and the target 
  is dazed and immobilized (save ends both). 
  Miss: Half damage, and the target is slowed (save ends). 
  Augmentation: Target takes additional damage equal to 
  your Constitution modifier 
    
  
  Phrenic Power: Mentalist 
  Page 15
  LEvEL 22 UTILITy DEvOTIONs 
    
  Personal Freedom 
  Mentalist Utility 22 
  You throw up a shield of mental energy that allows you to 
  break any restraints. 
  Encounter * Phrenic 
  Minor Action 
  Personal 
  Effect: You ignore grab, restrain, and immobilize effects 
  until the end of your next turn. 
  Augmentation:  You may shift a number of squares equal to 
  ½ your movement the first time you ignore a grab, restrain, 
  or immobilize effect 
    
  Telekinetic Flight 
  Mentalist Utility 22 
  You are propelled through the air by the power of your 
  mind. 
  Daily * Phrenic 
  Minor Action 
  Personal 
  Effect: You gain a speed of fly 6 until the end of your next 
  turn. 
  Sustain Minor: You sustain the effect until the end of your 
  next turn. 
  Augmentation:  You gain a speed of fly 10. 
    
  Evacuation 
  Mentalist Utility 22 
  In the blink of an eye, you teleport everyone around you far 
  away. 
  Daily * Phrenic 
  Standard Action 
  Close burst 1 
  Effect: You and all willing allies in burst are teleported up 
  to 20 squares. 
  Augmentation: Change area to close burst 3. 
    
  Multiport 
  Mentalist Utility 22 
  Bending the fabric of the world to your will, you teleport 
  around the battlefield as easily as others move. 
  Daily * Phrenic 
  Minor Action 
  Personal 
  Effect: Until the end of the encounter, you can teleport 6 as 
  a move action. 
  Augmentation: You teleport 8 each time. 
    
  LEvEL 23 ENCOUNTER DEvOTIONS 
    
  Phrenic vampire 
  Mentalist Attack 23 
  You send out mental strands infused with necrotic matter, 
  draining your enemies. 
  Encounter * Phrenic, Implement, Psychic, Necrotic 
  Standard Action 
  Range 10 
  Target: One, two, or three creatures
  Attack: Intelligence vs. Fortitude 
  Hit: 4d6  +  Intelligence  modifer  psychic  and  necrotic 
  damage and the target  is weakened until the end of your next 
  turn. You recharge your psi focus.  
  Augmentation:  The target takes a penalty equal to your 
  Charisma modifier to his to hit rolls. 
    
  Wipe Memory 
  Mentalist Attack 23 
  Your mental assault make the enemy forget all but the 
  basics. 
  Encounter * Phrenic, Implement, Psychic 
  Standard Action 
  Ranged 10 
  Target: One or two creatures 
  Attack: Intelligence vs. Will 
  Hit: 4d6 +  Intelligence modifer  psychic  damage,  and  the 
  target can only use basic attacks until the end of ýour next 
  turn. 
  Augmentation:  The target takes a penalty equal to your 
  Charisma modifier to his to hit roll. 
    
  For an empath, a person is just as much a tool as a weapon is.
  
  Phrenic Power: Mentalist 
  Page 16
  Radiant Forceblast 
  Mentalist Attack 23 
  The explosion of force causes all nearby enemies to be 
  blind. 
  Encounter * Phrenic, Implement, Radiant, Force 
  Standard Action 
  Close burst 3 
  Target: Each enemy in burst 
  Attack: Intelligence vs. Will 
  Hit: 2d6 + Intelligence modifier radiant and force damage, 
  and the target is blind until the end of your next turn.
  Augmentation: You can slide the target a number of squares 
  equal to 1 + your Constitution modifier. 
    
  Ultrablast 
  Mentalist Attack 23 
  Igniting your enemy, you create a mental explosion that 
  dazes and slows almost every enemy in sight. 
  Encounter * Phrenic, Implement, Psychic, Fire 
  Standard Action 
  Ranged 10 
  Target: One creature 
  Attack: Intelligence vs. Fortitude 
  Hit: 4d6 + Intelligence modifier psychic and fire damage. 
  Effect: If the target dies, make a secondary attack 
  Secondary Targets: All other enemies within 10 squares 
  of the target. 
  Secondary Attack: Intelligence vs. Fortitude 
  Hit: The secondary target is dazed and slowed until the 
  end of your next turn. 
  Augmentation: The secondary target is pushed a number of 
  squares equal to your ½ Constitution modifier. 
  LEvEL 25 DAILy DEvOTIONS 
    
  Expulsion Effect 
  Mentalist Attack 25 
  You create a lingering effect that continuously and forcefully 
  pushes creatures away. 
  Daily * Phrenic, Implement, Zone, Force 
  Standard Action 
  Close burst 5 
  Target: One creature in burst 
  Attack: Intelligence vs. Fortitude 
  Hit: 4d8 + Intelligence modifer force damage, and slide the 
  target  a number of  squares  equal  to 1 + your Constitution 
  modifier. You create a zone where all enemies treat the area 
  as diffcult terrain. The zone lasts until the end of your next 
  turn. 
  Sustain Minor: The zone lasts until the end of your next 
  turn. Make an attack against 1 creature within the zone; 
  Intelligence vs. Fortitude; 2d8 + Intelligence modifer force 
  damage, and slide the target 1 + Constitution modifer 
  squares 
  Augmentation: Target is slowed (save ends). 
    
  The mentalist changes the world around them with the power 
  of their mind.
  
  Phrenic Power: Mentalist 
  Page 17
  Parasitic Imprisonment 
  Mentalist Attack 25 
  You form twisting veins of force that are charged with 
  parasitic phrenic energies that leech away your enemy’s life 
  force. 
  Daily * Phrenic, Implement, Psychic, Necrotic 
  Standard Action 
  Ranged 10 
  Target: One creature 
  Attack: Intelligence vs. Fortitude 
  Hit: 3d8 + Intelligence modifier psychic and necrotic 
  damage, and the target is dazed and immobilized (save 
  ends). Aftereffect: You make a secondary attack. 
  Effect: You heal as if you had spent a healing surge.
  Secondary Target: All creatures in a close burst 2 area 
  from the target. 
  Secondary Attack: Intelligence vs. Fortitude
  Hit: 2d6 + Intelligence modifier psychic and necrotic 
  damage, and the secondary target is dazed and immobilized 
  until the end of your next turn.
  Augmentation: Add your Constitution modifier to the 
  number of hit points healed. 
    
  Mass Domination 
  Mentalist Attack 25 
  You expand your mind and dominate every enemy nearby. 
  Daily * Phrenic, Implement, Psychic 
  Standard Action 
  Close burst 3 
  Target: Each enemy in burst 
  Attack: Intelligence vs. Will 
  Hit: Target is dominated (save ends). Aftereffect: The target 
  is dazed until the end of your next turn. 
  Miss: Target is dazed (save ends). 
  Augmentation:  The target takes a penalty to his saves equal 
  to half your Charisma modifier. 
    
  Mindlock 
  Mentalist Attack 25 
  You lock your enemy’s mind far away.
  Daily * Phrenic, Implement, Psychic 
  Standard Action 
  Ranged 10 
  Target: One creature 
  Attack: Intelligence vs. Fortitude 
  Hit: 3d6 + Intelligence modifier psychic damage, and the 
  target is stunned until the end of your next turn.
  Special: If the target is damaged, the stunned condition 
  immediately ends.
  Sustain Minor: The target is stunned until the end of your 
  next turn.
  Augmentation: If you do not sustain this power, the target is 
  dazed (save ends) after their stunned condition ends. 
    
  LEvEL 27 ENCOUNTER DEvOTIONS 
    
  Awe 
  Mentalist Attack 27 
  Your enemies reel before your mental might, which refocuses 
  you.
  Encounter * Phrenic, Implement 
  Standard Action 
  Close burst 5 
  Target: Each enemy in burst 
  Attack: Intelligence vs. Will 
  Hit: Target is dazed and the target is knocked prone and can 
  not stand until the end of your next turn and you may spend 
  a focus surge.
  Augmentation:  The target takes a -4 penalty to his AC until 
  the end of your next turn.
  Death Field 
  Mentalist Attack 27 
  By drawing upon your own life force, you drain all the 
  enemies around you. 
  Encounter * Phrenic, Implement, Psychic, Necrotic 
  Standard Action 
  Close burst 2 
  Target: Each creature in burst 
  Attack: Intelligence vs. Fortitude 
  Hit: 3d6 + Intelligence modifier psychic and necrotic 
  damage. 
  Effect: As a free action, you can choose to take psychic 
  damage equal to your bloodied value. If you do so, each 
  target hit takes damage equal to ½ their bloodied value. 
  Augmentation: You gain Resist 5 + your Charisma modifier 
  against the psychic damage you take from using this power. 
    
  Detonate 
  Mentalist Attack 27 
  You ignite the air around your enemies, blowing them off 
  their feet. The fire renews your mental focus. 
  Encounter * Phrenic, Implement, Fire 
  Standard Action 
  Area burst 2 within 10 
  Target: Each enemy in burst 
  Attack: Intelligence vs. Fortitude 
  Hit: 2d10 + Intelligence modifier fire damage, the target is 
  knocked prone, and you may spend a focus surge. 
  Augmentation: The target is knocked prone and can not 
  stand until the end of your next turn.
    
  
  Phrenic Power: Mentalist 
  Page 18
  Telekinetic Disassembly 
  Mentalist Attack 27 
  You pick apart your enemy, tiny piece by tiny piece, and 
  reconfigure his energy to heal yourself. 
  Encounter * Phrenic, Implement, Necrotic 
  Standard Action 
  Ranged 10 
  Target: One creature 
  Attack: Intelligence vs. Fortitude 
  Hit: 1d8 + Intelligence modifier necrotic damage 
  Effect: You heal as if you had spent a healing surge, and the 
  target takes necrotic damage equal to your surge. 
  Augmentation: You heal additional hit points equal to your 
  Constitution modifier. 
    
  LEvEL 29 DAILy DEvOTIONS 
    
  Complete Dominance 
  Mentalist Attack 29 
  You assume complete control of your enemy. 
  Daily * Phrenic, Implement, Psychic 
  Standard Action 
  Range 10 
  Target: One creature 
  Attack: Intelligence vs. Will 
  Hit: The target is dominated until the end of the encounter 
  Special: If the target is damaged or affected by a condition 
  by one of your allies, he immediately saves against this effect 
  and can spend a healing surge.
  Miss: The target is dazed and weakened (save ends). 
  Nightmare 
  Mentalist Attack 29 
  You unleash your enemy’s worst nightmares upon his mind. 
  Daily * Phrenic, Implement, Psychic 
  Standard Action 
  Area burst 1 within 10 
  Target: Each creature in burst 
  Attack: Intelligence vs. Will 
  Hit: 4d10 + Intelligence modifier psychic damage, and the 
  target is dazed (save ends). First failed save: The target is 
  unconscious (save ends). Aftereffect: The target is dazed and 
  takes 5 ongoing psychic damage (save ends)
  Miss: Half damage, and the target is dazed (save ends). 
  Augmentation: The target takes a penalty to his Will defense 
  (save ends) equal to half your Charisma modifier. 
    
  Phrenic Shockwave 
  Mentalist Attack 29 
  The psychic wave renders all nearby creatures helpless for 
  a short instant. 
  Daily * Phrenic, Implement, Psychic 
  Standard Action 
  Close burst 5 
  Target: Each creature within burst 
  Attack: Intelligence vs. Will 
  Hit: The target is knocked prone and helpless (save ends) 
  Miss: The target is dazed (save ends). First failed save: The 
  target is stunned (save ends). 
  Augmentation: The target takes a penalty to his saves equal 
  to half your Constitution modifier. 
    
  Unassailable Fortress 
  Mentalist Attack 29 
  You weave threads of pure force around you, creating an 
  impenetrable fortress that slices enemies and stops them 
  dead in their tracks.
  Daily * Phrenic, Implement, Force 
  Standard Action 
  Close blast 5 
  Target: Each enemy in burst 
  Attack: Intelligence vs. Will 
  Hit: 5d8 + Intelligence modifier force damage, and the target 
  is stunned (save ends). 
  Miss: Half damage, and the target is dazed (save ends). 
  Augmentation: Aftereffect: The target takes a penalty to his 
  move equal to half your Constitution modifier (save ends).
   
  
  Phrenic Power: Mentalist 
  Page 19
  PARAGON PATHS
  MINDBENDER
   “My will is the law of the universe” 
  Prerequisite: Mentalist class, Force of Will class feature 
  While all mentalists are about “mind over matter”, the 
  Mindbender takes this to an extreme. The Mindbender is 
  all about control: control of himself and control of others. 
  By following this path, you emphasize the control aspect of 
  many mentalist powers, particularly those which dominate 
  or otherwise rob the will of the target. Your abilities are thus 
  focused on maintaining an already established control. In fact, 
  your powers of control are so great that weakened and nearby 
  enemies find themselves subject to the superiority of your 
  mind. 
  MINDBENDER PATH FEATURES
  Force of Will (11th level): When you spend an action point 
  to take an extra action, you also gain a +4 bonus to attack rolls 
  until the start of your next turn. You can also spend your action 
  to force the enemy to reroll a save he has made. 
  Mind Static (11th level): Any bloodied enemy within 5 
  squares of you takes a -3 penalty to saves against all effects 
  caused by your powers.
  Regain Focus (16th level): When first bloodied, you 
  immediately recharge your psi focus. 
  MINDBENDER DEvOTIONS
  Teleempathic Aversion 
  Mindbender Attack 11 
  With a simple thought, every enemy nearby finds himself 
  unable to move anywhere.
  Encounter * Phrenic, Implement, Psychic 
  Standard Action 
  Close burst 8 
  Target: Each enemy in burst 
  Attack: Intelligence vs. Will 
  Hit: 1d6 + Intelligence modifier psychic damage, and the 
  target is immobilized until the end of your next turn. 
  Augmentation: The target is knocked prone. 
  Focus! 
  Mindbender Utility 12 
  In the briefest of instants, you renew your focus.
  Daily * Phrenic 
  Minor Action 
  Personal 
  Effect: One enemy takes a -2 penalty to saves against  all 
  effects from you until the end of the encounter, and you 
  recharge your Psi Focus.
  Contagious Domination 
  Mindbender Attack 20 
  You infuse the mind of your enemy with your will, spreading 
  it by fear and hopelessness.
  Daily * Phrenic, Implement, Psychic 
  Standard Action 
  Ranged 10 
  Target: One creature 
  Attack: Intelligence vs. Will 
  Hit: 1d6 + Intelligence modifier psychic damage, and the 
  target is dominated (save ends).
  Effect: The first time the target hits one of his allies, he 
  transfers the dominated condition to the ally he hit (save 
  ends).
  Augmentation: The target takes a penalty to his saves equal 
  to half your Charisma modifier.
  PyROKINETIC 
  I love to see things burn. Things like... the world! 
    
  Prerequisite: Mentalist class, Lingering Fire class feature
    
  Some mentalists put a lot of stock into subtlety and discreet 
  powers, but you were never like that. You wear your emotions 
  on your sleeves, and you know nothing better than setting your 
  enemies on fire and blasting them with mental flames.  Maybe 
  it all started when you were a kid, with things combusting 
  Pyrokinetics excel at the use of fire.
  
  Phrenic Power: Mentalist 
  Page 20
  spontaneously around you, or maybe it is just a fascination 
  that has developed over the years. Either way, taking this path, 
  you have learned to harness your fiery tendencies. 
  PyROKINETIC PATH FEATURES
  Burn, baby, burn! (11th level): When you spend an action 
  point to take an extra action, you also add fire damage equal to 
  your level to all damage rolls until the start of your next turn. 
  Friend of Fire (11th level):  You gain resist fire 5 + ½ level. 
  If you already have fire resistance, you add 5 to that fire 
  resistance. 
  Blood of Fire (16th level): When you are bloodied, the target 
  who bloodied you takes ongoing fire damage equal to 5 + 
  intelligence modifier (save ends). 
  PyROKINETIC DEvOTIONS
  Pyrokinetic Shield 
  Pyrokinetic Attack 11 
  You ignite the air around you, reveling in the destruction. 
  Once the flames calm down, you call them back to you, 
  fanning the flames with your emotions
  Encounter * Phrenic, Implement, Fire 
  Standard Action 
  Close burst 3 
  Target: Each creature in blast 
  Attack: Intelligence vs. Reflex 
  Hit: 2d10 + Intelligence modifier fire damage. 
  Effect: Until the end of your next turn, you deal 2d10 + 
  intelligence modifier fire damage to any enemy that hits you 
  with a melee attack. 
  Augmentation: Any creature that takes damage from this 
  power’s initial hit or effect takes a penalty to AC equal to 
  your Constitution modifier until the end of your next turn. 
  Living Fire 
  Pyrokinetic Utility 12 
  You wrap yourself in living fire, infused with your passion 
  and anger. Any enemy that targets you with an attack is 
  swiftly punished. 
  Daily * Phrenic, Fire 
  Minor Action 
  Personal 
  Effect: You become insubstantial until the end of your next 
  turn. Any enemy that attacks you with a melee attack takes 
  fire damage equal to your level. 
  Sustain Minor: You sustain the effect.  
  Augmentation: You gain a bonus to all your defenses equal 
  to ½ your Constitution modifier as long as you sustain this 
  power. 
  Pyrokinetic Embrace 
  Pyrokinetic Attack 20 
  You literally become flame bound in mortal flesh. As you 
  stride across the battlefield like a ghostly fire, you burn 
  hotter and hotter. As you release that energy, the world 
  erupts in flames.
  Daily * Phrenic, Implement, Fire, Polymorph 
  Minor Action 
  Personal 
  Effect: You assume the form of a fire elemental until the end 
  of the encounter. While you are in this form, you gain resist 
  fire 30, +2 speed, and ignore difficult terrain. 
  Once during the encounter, you can make the following 
  attack 
  Standard Action 
  Close Burst 3 
  Target: All creatures within burst 
  Attack: Intelligence vs. Reflex 
  Hit: 2d10 + Intelligence modifier fire damage and 10 ongoing 
  fire damage (save ends). 
  Augmentation: This power only targets enemies.
  FACELESS AETHERITE
  “You might see me, but you have no clue who I am”
  Prerequisite: Mentalist class, Forceful Blast or Force of Will 
  class feature, trained in stealth 
    
  The amount of discipline and control that being a mentalist 
  necessitates has taught you a lot. You now have all the tools 
  necessary right at hand. Reading minds, changing your 
  appearance, turning invisible, and slipping through cracks 
  of reality. Is it any wonder that you choose to use and abuse 
  them? 
  Faceless aetherites are feared and respected everywhere. 
  Members of a secret order trained to be everyone and no-one. 
  Often connected with thieves’ guilds, they are just as likely 
  to be working for the local king or queen. They are the spy 
  that you never know of, the advisor that reads your mind, or 
  An aetherite can be anybody, anywhere. Beware the faceless ones.
  
  Phrenic Power: Mentalist 
  Page 21
  the assassin that walks in your bedroom masquerading as your 
  loving wife. 
  FACELESS AETHERITE PATH FEATURES
  Flexible Action (11th level): When you spend an action 
  point to take an extra action, you gain a +4 bonus to hit until 
  the end of your next turn. You may also spend an action point 
  to gain +3d6 damage bonus against any enemy that you have 
  combat advantage against until the end of your next turn.
  Quick Aim (11th level): You gain +2 to hit with any attack 
  power used during the surprise round.
  Impersonator (16th level): You suffer no penalty to your 
  bluff check when impersonating a specific creature with 
  Morph.
  FACELESS AETHERITE DEvOTIONS
  Silencing Will 
  Faceless Aetherite Attack 11 
  Your mental attack silences your opponents as it wrecks their 
  mental capabilities. 
  Encounter * Phrenic, Implement, Psychic 
  Standard Action 
  Area Burst 3 within 10
  Target: Each creature in burst 
  Attack: Intelligence vs. Will 
  Hit: 2d6 + Intelligence modifier psychic damage, and the 
  target is dazed until the end of your next turn. 
  Effect: The target is silenced and incapable of communicating 
  verbally in any way.
  Augmentation: Target is slowed until the end of your next 
  turn.
    
  Morph 
  Faceless Aetherite Utility 12 
  You morph your form to look like another humanoid. 
  At-Will * Phrenic 
  Minor Action 
  Personal 
  Effect: You can alter your corporeal form to take the 
  appearance of any small or medium sized humanoid, 
  including that of any unique individual. This power also 
  uses the rules for “Change Shape”; see the D&D Monsters’ 
  Manual. 
   Fade Out 
  Faceless Aetherite Attack 20 
  As you prepare to attack your enemy, you fade from view, 
  only to reappear a fraction of a second later. 
  Daily * Phrenic, Implement, Psychic 
  Standard Action 
  Ranged 10 
  Target: One creature 
  Attack: Intelligence vs. Will 
  Effect: You become invisible until the end of your turn. 
  Hit: 2d6 + Intelligence modifier psychic damage, and the 
  target is stunned (save ends). 
  Sustain Minor: Until the end of the encounter, you become 
  invisible at the start of your next turn and reappear at the end 
  of the same turn. 
  Augmentation: Aftereffect: Target is dazed (save ends).
  new FeaTS
  HEROIC TIER FEATS
  Phrenic FeaTS
  These feats are only available to classes or characters with the 
  Phrenic Feature, either as a racial or class feature.
  HUMAN ADAPTION 
  Prerequisites: Human, Psi Focus class feature
  Benefit:  When making a saving throw, you may expend your 
  Psi Focus to gain a bonus equal to your Charisma modifier to 
  the roll. This counts as using your Psi Focus for an encounter 
  power.
  IMMOvABLE DOMINION 
  Prerequisites: Dwarf, Psi Focus class feature
  Benefit: Expend your Psi Focus as a free action when being 
  pushed, pulled, or slid.  Reduce the distance moved by your 
  Charisma modifier.  This counts as using your Psi Focus for an 
  encounter power.
  MIND AND BODy
  Prerequisites: Focus Surge class feature
  Benefit:  When you spend a Focus Surge, regain hit points 
  equal to your Charisma or Constitution modifier, whichever 
  is higher.
  MIND-EyE ACCURACy
  Prerequisites: Elf, elven accuracy racial power, Psi Focus 
  class feature
  Benefit: When using your elven accuracy racial power, you 
  may expend your Psi Focus  to gain a bonus on the attack roll 
  equal to your Charisma or Constitution bonus, whichever is 
  higher. This counts as using your psi focus for an encounter 
  power.
  PHRENIC BREATH 
  Prerequisites: Dragonborn, dragon breath racial power, Psi 
  Focus class feature
  
  Phrenic Power: Mentalist 
  Page 22
  Benefit:  Expend your Psi Focus to make your dragon breath 
  a Blast 3 + your Charisma modifier instead of Blast 3. This 
  counts as using your Psi Focus for an encounter power.
  PSYCHIC BREATH 
  Prerequisites: Dragonborn, dragon breath racial power, Psi 
  Focus class feature
  Benefit:  Expend your Psi Focus to make your dragon breath 
  deal psychic damage. This counts as using your Psi Focus for 
  an encounter power.
  PHRENIC SIDESTEP
  Prerequisites:  Halfling, second chance racial power, Psi 
  Focus class feature
  Benefit: When using your second chance racial power and the 
  enemy misses you on their re-roll, you may expend your Psi 
  Focus instead of your racial power. This counts as using your 
  psi focus for an encounter power.
  PHRENIC FEYSTEP
  Prerequisites: Eladrin, fey step racial power, Psi focus class 
  feature
  Benefit: When using your fey step racial power, you can 
  expend your Psi Focus to teleport a number of additional 
  squares equal to your Charisma or Constitution modifier, 
  whichever is higher. This counts as using your Psi Focus for 
  an encounter power.
  PHRENIC MEDITATION
  Prerequisite: Meditate class feature
  Benefit: You can perform the Meditate action as a minor action 
  once per encounter.
  PHRENIC RESERvOIR 
  Prerequisites: Half-elf, Psi Focus class feature
  Benefit: When using the power from your dilettante racial 
  ability, you may expend your Psi Focus and retain the use 
  of the power gained from your dilettante racial ability. This 
  counts as using your Psi Focus for an encounter power.
  PHRENIC TALENT
  Prerequisite: Focus Surge class feature
  Benefit: Increase your number of Focus Surges by one. 
  Special: This feat can be taken more than once.
  PHRENIC WRATH
  Prerequisites:  Tiefling, infernal wrath racial power, Psi Focus 
  class feature
  Benefit: You may expend your Psi Focus as a free action to 
  use your infernal wrath racial power, even against an enemy 
  which hasn’t hit you. This counts as using your Psi Focus for 
  an encounter power.
  SURGING MIND
  Prerequisites: Psi Focus class feature
  Benefit: When you use your Psi Focus, you gain temporary hit 
  points equal to your Constitution modifier. After 11th level, you 
  gain 5 + Constitution modifier temporary hit points when you 
  use your Psi Focus. After 21st level, you gain 10 + constitution 
  modifier temporary hit points when you use your Psi Focus.
  TELEPATH
  Prerequisites: Telepathy class feature, Psi Focus class 
  feature
  Benefits: You can sustain the link created with Telepathy as a 
  free action. 
  Special: You may still only have one link at a time.
  TELEKINETIC STRENGTH
  Prerequisites: Telekinesis class feature
  Benefits: You increase the maximum weight you can carry 
  with your telekinesis devotion to 30 lbs. At 11th level, you 
  increase the maximum weight you can carry to 60 lbs. and 120 
  lbs. at 21st level.
   
  TELEKINETIC TALENT
  Prerequisites: Telekinesis class feature
  Benefits: Add 5 squares to the range of Telekinesis. The range 
  increases another 5 at 11th level and 5 more at 21st level.
  WILLFUL DEFENSE
  Prerequisites: Meditate class feature
  Benefits: When you use the Meditate action, you gain an 
  additional +4 bonus to your will defense until the end of your 
  next turn.
  PARAGON TIER FEATS
  ENHANCED PSI FOCUS
  Prerequisites: 11th level, Psi Focus class feature
  Benefits: Once per encounter, you may re-roll your Psi Focus 
  recharge roll.
  DWARvEN RESILIENCE
  Prerequisites: Dwarf, Psi Focus class feature
  Benefit: Expend your Psi Focus as a free action when using 
  your second wind.  You gain a bonus to your defenses equal 
  to your Constitution modifier instead of +2 until the end of 
  your next turn.  This counts as using your Psi Focus for a daily 
  power.
  FOCUSED MIND
  Prerequisites: 11th level, Focus Surge class feature
  Benefits: When you spend a Focus Surge, you may roll an 
  immediate saving throw against one condition affecting you.
  FORCEFUL BREATH
  Prerequisites: 11th level, dragon breath racial power, 
  Dragonborn, Forceful Blast or Lingering Fire class feature
  Benefits: You may apply your Forceful Blast or Lingering Fire 
  class feature to your dragon breath racial power.
  MULTILINKS
  Prerequisites: 11th level, Telepathy class feature, Telepath
  Benefits: You may have links with up to 5 people, sustaining 
  them all with one minor action. 
  Special: The core of the mental link is you, and thus the 
  others within the link can not communicate directly amongst 
  themselves. As soon as you form a link with more than one 
  person, the cost of sustaining the link becomes a minor 
  action.
  
  Phrenic Power: Mentalist 
  Page 23
  FEy FOCUS
  Prerequisites: 11th level, Eladrin, fey step racial power, Focus 
  Surge class feature
  Benefits: Once per encounter, you may spend a Focus Surge 
  as a free action and teleport 5 + Charisma or Constitution 
  modifier, whichever is higher, squares when you fey step. Your 
  fey step racial power is not expended.
  FOCUSED BREATH
  Prerequisites: 11th level, dragon breath racial power, 
  Dragonborn, Psi Focus class feature
  Benefits: Expend your Psi Focus to make your dragon breath 
  do 5 ongoing damage to every creature hit by the power. This 
  counts as using your Psi Focus for a daily power.
  FOCUSED WRATH
  Prerequisites:  Tiefling, infernal wrath racial power, Psi Focus 
  class feature
  Benefit: You may expend your Psi Focus as a free action to 
  retain your infernal wrath racial power when using it. This 
  counts as using your psi focus for a daily power.
  FORCEFUL BLAST MASTERy
  Prerequisites: 11th level, Lingering Fire class feature
  Benefit: When you use your Lingering Fire class feature, you 
  may choose to affect any enemy adjacent to the target with the 
  effect.
  FORCEFUL BLAST MASTERy
  Prerequisites: 11th level, Forceful Blast class feature
  Benefit: When you use your Forceful Blast class feature, you 
  may choose to affect one enemy adjacent to the target with the 
  effect.
  UNSHAKABLE DOMINION
  Prerequisites: 11th level, Dwarf, Psi Focus class feature
  Benefits: Expend your Psi Focus to get an immediate save 
  against a stun or daze effect. This counts as using your Psi 
  Focus for a daily power.
  FORCE OF WILL MASTERy
  Prerequisites: 11th level, Force of Will class feature
  Benefit: When you use your Force of Will class feature and the 
  target fails his saving throw, you may affect an enemy adjacent 
  to the target with the condition that the target missed a save 
  against. The original target still retains the condition.
  EPIC TIER FEATS
  BURNING FOCUS
  Prerequisites: 21st level, Mentalist, Con 17
  Benefit: When you score a critical hit with a phrenic fire power, 
  the target takes ongoing damage equal to 5 + constitution 
  modifier.
  FOCUSED SKILL
  Prerequisites: 21st level, Psi Focus class feature
  Benefits: Expend your Psi Focus and gain a +4 modifier to 
  any skill check. This counts as using the Psi Focus for a daily 
  power.
  MENTAL AGONy
  Prerequisites: 21st level, Mentalist, Cha 17
  Benefit: When you score a critical hit with a phrenic psychic 
  power, the target is also dazed until the end of your next turn.
  MENTALIST IMPLEMENT EXPERTISE
  Prerequisites: Mentalist, Con 15, Cha 15, Int 21
  Benefit: When you wield a mentalist implement while using a 
  phrenic power, you can score a critical hit on a roll of 19-20
  MIND OF THE FLAyER
  Prerequisites: 21st level, Focus Surge class feature, Focused 
  Mind, Psi Focus class feature
  Benefits: When you use Focused Mind, gain a bonus to 
  your save equal to your Charisma or Constitution modifier, 
  whichever is higher.
  STUNNING FORCE
  Prerequisites: 21st level, Mentalist, Con 17
  Benefit: When you score a critical hit with a phrenic force 
  at-will power, the target is also stunned until the end of your 
  next turn.
  ULTIMATE FOCUS
  Prerequisites: 21st level, Focus surge class feature, Focused 
  Mind, Psi Focus class feature
  Benefits: When you use Focused Mind, you may roll saving 
  throws against all conditions affecting you.
  MULTICLASS FEAT
  INITIATE OF THE MIND
  [MULTICLASS MENTALIST]
  Prerequisite: Int 13
  Benefit: You gain training in the Insight skill. Choose a 
  1st level mentalist at-will power. You can use that once per 
  encounter. Once per day, you gain the ability to augment one 
  of your devotions. In addition, you can use orbs and psicrystals 
  as implements when using a mentalist power or a mentalist 
  paragon path power.
  MenTaliST nPc
  Power Source: Phrenic.  Role: Controller
  Defenses: +2 Will
  Hit points: 8 per level + Constitution score
  Weapon proficiency: Dagger, quarterstaff
  Armor proficiency: Cloth
  Trained skills: Insight plus one other skill from the mentalist 
  class list
  Class Features: Psi Focus, Force of Will or Forceful Blast or 
  Lingering Fire
  Implements: Orbs and psicrystals
  
  Phrenic Power: Mentalist 
  Page 24
  PSICRYSTALS
  A psicrystal is a semi-sentient stone imbued with phrenic 
  energies which gives you the possibility of harnessing the 
  crystal’s feelings. A psicrystal attunes itself to whatever 
  creature has carried it around for more than 24 hours. When a 
  psicrystal attunes itself to a creature, it hovers nearby, around 
  one foot away, and follows that creature around. A psicrystal 
  must be attuned to you before you can use it as an implement.  
  PSICRYSTALS
  Lvl
  Name
  Price (gp)
  1
  Magic psicrystal +1
  360
  2
  Radiant Aquamarine psicrystal +1
  520
  2
  Infused Topaz psicrystal +1
  520
  3
  Lucent Opal psicrystal +1
  680
  3
  Stark Pearl psicrystal +1
  680
  4
  Lambent Spinnel psicrystal +1
  840
  5
  Jagged Emerald psicrystal +1
  1,000
  5
  Pristine Diamond psicrystal +1
  1,000
  6
  Magic psicrystal +2
  1,800
  7
  Radiant Aquamarine psicrystal +2
  2,600
  7
  Infused Topaz psicrystal +2
  2,600
  8
  Lucent Opal psicrystal +2
  3,400
  8
  Stark Pearl psicrystal +2
  3,400
  8
  Sovereign Ruby psicrystal +2
  3,400
  9
  Lambent Spinnel psicrystal +2
  4,200
  10
  Jagged Emerald psicrystal +2
  5,000
  10
  Pristine Diamond psicrystal +2
  5,000
  11
  Magic psicrystal +3
  9,000
  12
  Radiant Aquamarine psicrystal +3
  13,000
  12
  Infused Topaz psicrystal +3
  13,000
  13
  Lucent Opal psicrystal +3
  17,000
  13
  Stark Pearl psicrystal +3
  17,000
  13
  Sovereign Ruby psicrystal +3
  17,000
  14
  Lambent Spinnel psicrystal +3
  21,000
  15
  Jagged Emerald psicrystal +3
  25,000
  15
  Pristine Diamond psicrystal +3
  25,000
  16
  Magic psicrystal +4
  45,000
  17
  Radiant Aquamarine psicrystal +4
  65,000
  17
  Infused Topaz psicrystal +4
  65,000
  18
  Lucent Opal psicrystal +4
  85,000
  18
  Stark Pearl psicrystal +4
  85,000
  18
  Pristine Diamond psicrystal +4
  85,000
  19
  Lambent Spinnel psicrystal +4
  105,000
  20
  Jagged Emerald psicrystal +4
  125,000
  20
  Pristine Diamond psicrystal +4
  125,000
  21
  Magic psicrystal +5
  225,000
  22
  Radiant Aquamarine psicrystal +5
  325,000
  22
  Infused Topaz psicrystal +5
  325,000
  23
  Lucent Opal psicrystal +5
  425,000
  23
  Stark Pearl psicrystal +5
  425,000
  23
  Sovereign Ruby psicrystal +5
  425,000
  24
  Lambent Spinnel psicrystal +5
  525,000
  25
  Jagged Emerald psicrystal +5
  625,000
  25
  Pristine Diamond psicrystal +5
  625,000
  26
  Magic psicrystal +6
  1,125,000
  27
  Radiant Aquamarine psicrystal +6
  1,625,000
  27
  Infused Topaz psicrystal +6
  1,625,000
  28
  Lucent Opal psicrystal +6
  2,125,000
  28
  Stark Pearl psicrystal +6
  2,125,000
  28
  Sovereign Ruby psicrystal +6
  2,125,000
  29
  Lambent Spinnel psicrystal +6
  2,625,000
  30
  Jagged Emerald psicrystal +6
  3,125,000
  30
  Pristine Diamond psicrystal +6
  3,125,000
  Infused Topaz Psicrystal 
  Level 2+
  This blue psicrystal is said to be able to turn negative energy 
  into positive energy.
  Lvl 2
  +1
  520 gp
  Lvl 17
  +4
  65,000 gp
  Lvl 7
  +2
  2,600 gp
  Lvl 22
  +5
  325,000 gp
  Lvl 12
  +3
  13,000 gp
  Lvl 27
  +6
  1,625,000 gp
  Implement (Psicrystal)
  Enhancement: Attack rolls and damage rolls
  Critical: +1d6 damage per plus, 1d12 against undead
  Power (Daily): Free Action. For the rest of the encounter, all 
  your powers deal radiant damage.
  Jagged Emerald Psicrystal 
  Level 5+
  This stone has edges so sharp that you have to handle it 
  carefully, unless you wish to cut yourself.
  Lvl 5
  +1
  1,000 gp
  Lvl 20
  +4
  125,000 gp
  Lvl 10
  +2
  5,000 gp
  Lvl 25
  +5
  625,000 gp
  Lvl 15
  +3
  25,000 gp
  Lvl 30
  +6
  3,125,000 gp
  Implement (Psicrystal)
  Enhancement: Attack rolls and damage rolls
  Critical: +1d12 damage per plus
  
  Phrenic Power: Mentalist 
  Page 25
  Lambent Spinnel Psicrystal 
  Level 4+
  It is as if there is something inside this psicrystal, a swirling 
  mist that almost causes confusion if you stare long enough 
  at it.
  Lvl 4
  +1
  840 gp
  Lvl 19
  +4
  105,000 gp
  Lvl 9
  +2
  4,200 gp
  Lvl 24
  +5
  525,000 gp
  Lvl 14
  +3
  21,000 gp
  Lvl 29
  +6
  2,625,000 gp
  Implement (Psicrystal)
  Enhancement: Attack rolls and damage rolls
  Critical: +1d8 psychic damage per plus
  Power (Daily): Free Action. Trigger: You hit an enemy 
  with a psychic attack power using this psicrystal. Effect: 
  The enemy attacks or charges his nearest ally with a basic 
  melee attack as a free action.
  Lucent Opal Psicrystal 
  Level 3+
  This psicrystal has a greedy personality that wishes to 
  possess another’s body.
  Lvl 3
  +1
  680 gp
  Lvl 18
  +4
  85,000 gp
  Lvl 8 
  +2
  3,400 gp
  Lvl 23
  +5
  425,000 gp
  Lvl 13
  +3
  17,000 gp
  Lvl 28
  +6
  2,125,000 gp
  Implement (psicrystal)
  Enhancement: Attack rolls and damage rolls
  Critical: +1d10 force damage per plus.
  Power (Daily): Free Action. Trigger: You hit a target with a 
  force attack power using this psicrystal. Effect: The target is 
  restrained until the end of your next turn.
  Magic Psicrystal 
  Level 1+
  This item is a simple psicrystal that channels phrenic 
  energy.
  Lvl 1
  +1
  360 gp
  Lvl 16
  +4
  45,000 gp
  Lvl 6
  +2
  1,800 gp
  Lvl 21
  +5
  225,000 gp
  Lvl 11
  +3
  9,000 gp
  Lvl 26
  +6
  1,125,000 gp
  Implement (Psicrystal)
  Enhancement: Attack rolls and damage rolls
  Critical: +1d6 damage per plus
  Pristine Diamond Psicrystal 
  Level 5+
  This psicrystal is a symbol of the perfect mind. Clear, hard, 
  and sharp.
  Lvl 5
  +1
  1,000 gp
  Lvl 20
  +4
  125,000 gp
  Lvl 10
  +2
  5,000 gp
  Lvl 25
  +5
  625,000 gp
  Lvl 15
  +3
  25,000 gp
  Lvl 30
  +6
  3,125,000 gp
  Implement (Psicrystal)
  Enhancement: Attack rolls and damage rolls
  Critical: +1d6 damage per plus
  Power (Daily): Free Action. Trigger: You hit an enemy with 
  a power that inflicts a condition. Effect: An aftereffect equal 
  to the original condition is applied to the power.
  Radiant Aquamarine Psicrystal 
  Level 2+
  This psicrystal is gently radiating a blue glow that feels 
  warm and soothing, giving you a clear head.
  Lvl 2
  +1
  520 gp
  Lvl 17
  +4
  65,000 gp
  Lvl 7
  +2
  2,600 gp
  Lvl 22
  +5
  325,000 gp
  Lvl 12
  +3
  13,000 gp
  Lvl 27
  +6
  1,625,000 gp
  Implement (Psicrystal)
  Enhancement: Attack rolls and damage rolls
  Critical: +1d6 damage per plus
  Power (Daily): Free Action. You get a saving throw against 
  a charm, fear, daze, or stun effect, with a modifier equal to 
  the 1+ psicrystal’s enhancement bonus.
  Sovereign Ruby Psicrystal 
  Level 8+
  This psicrystal, worthy of kings and queens, almost seems to 
  flare up when it comes in contact with blood.
  Lvl 8
  +2
  3,400 gp
  Lvl 23
  +5
  425,000 gp
  Lvl 13
  +3
  17,000 gp
  Lvl 28
  +6
  2,125,000 gp
  Lvl 18
  +4
  85,000 gp
  Implement (Psicrystal)
  Enhancement: Attack rolls and damage rolls
  Critical: +1d12 damage per plus against a bloodied target.
  Power (at-will): Minor. Trigger: You bloody an enemy
  with a phrenic ranged attack power using this psicrystal. 
  Effect: The enemy is dazed until the end of your next turn.
  Stark Pearl Psicrystal 
  Level 3+
  This rather ugly psicrystals emanates with fiery will at 
  times.
  Lvl 3
  +1
  680 gp
  Lvl 18
  +4
  85,000 gp
  Lvl 8
  +2
  3,400 gp
  Lvl 23
  +5
  425,000 gp
  Lvl 13
  +3
  17,000 gp
  Lvl 28
  +6
  2,125,000 gp
  Implement (Psicrystal)
  Enhancement: Attack rolls and damage rolls
  Critical: +1d10 fire damage per plus.
  Power (Daily): Free Action. Trigger: You hit an enemy with 
  a fire attack power using this psicrystal. Effect: The enemy 
  takes fire damage equal to twice the enhancement bonus of 
  the psicrystal per square he moves voluntarily until the end 
  of your next turn.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Party/4th Edition/Dreamscarred Press/Phrenic Power - Mentalist.pdf