Advanced Dungeons & Dragons 2nd Edition Wiki
Advanced Dungeons & Dragons 2nd Edition Wiki
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See also Specialist Wizard (POSM)#Mentalist.
Mentalist (Specialist Wizard Subclass)
Ability Score
Requirements:
Intelligence 15
Wisdom 16
Prime Requisite: Intelligence
Races Allowed: Human
Alignment Allowed: All
  • The Mentalist is Specialist Wizard who specializes in Mentalism Spells and finding/stopping charms.
  • +1 bonus for saving throws against Mentalism Spells.
    • At 8th level, bonus increases to +2 total
  • Other have -1 penalty when rolling saving throws against an Mentalist's Mentalism Spells.
  • One extra spell slot at each spell level. This slot has to be an Mentalism Spell.
  • +15% chance when learning Mentalism Spells.
  • -15% chance when learning spells from other school
  • Learns one Mentalism Spells at level up.
  • Cannot Learn Invocation/Evocation, Necromancy spells.
  • At 11th level, 3 times per day, gains the ability to detect charm or mental influence.
    • 1 Round Concentration, Somatic only. Target one creature only, no swapping targets per casting (unlike detect charm).
  • At 14th level, 1 time per day, gains the ability to dispel charm or mental influence.
    • 50% chance of success (modified by ±5% per level/Hit Die difference between the mentalist and the caster of the charm)
    • 1 Round Concentration. Range: 10 Yards.
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