While most individuals are limited to five senses with which to experience their environment, a cerebrist learns to use a highly developed sixth sense. A cerebrist activates this sixth sense with the power of a disciplined and expanded mind.

Astral projection, remote viewing, prognostication, object reading, intuitive healing, telekinesis, and telepathy are among the powers a cerebrist employs to achieve success in their adventuring careers. Cerebrists are trained in elite monasteries where grandmasters teach how to use monk weapons, one’s body, and the power of the mind as offensive tools to devastating effect.

Role: A cerebrist can serve a variety of party functions depending upon their discipline, with the potential to be a capable combatant, back-up healer, information gatherer, or battlefield controller.

Alignment: Any non-chaotic

Hit Dice: d8

Starting Wealth: 4d6 x 10 gp (average 140 gp). In addition, a cerebrist begins play with an outfit worth 10 gp or less.

Class Skills

The cerebrist’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Stealth (Dex), and Swim (Str).

Skill Ranks Per Level: 6 + Int modifier.

Table: Cerebrist
Level Base Attack Bonus Fort Save Ref Save Will Save Special Fast Movement Psi-strike Damage Mental Discipline
1st +1 +0 +2 +2 Fast movement, guided defense, martial arts, monastic tradition +10 ft.    
2nd +2 +0 +3 +3 Mental discipline, chi pool, psi- strike +10 ft. 1d6 + Wisdom modifier Discipline focus, manifestations, tier 1 chi powers
3rd +3 +1 +3 +3 Extrasensory perception (ESP), unbridled +10 ft. 1d6 + Wisdom modifier  
4th +4 +1 +4 +4 AC bonus +1, centered mind, psychic flexibility (focus & manifestations) +10 ft. 1d6 + Wisdom modifier  
5th +5 +1 +4 +4 Purity of body +20 ft. 1d8 + Wisdom modifier Tier 2 chi powers
6th +6/+1 +2 +5 +5 ESP +20 ft. 1d8 + Wisdom modifier  
7th +7/+2 +2 +5 +5 Psychic flexibility (chi power), unbridled +20 ft. 1d8 + Wisdom modifier  
8th +8/+3 +2 +6 +6 AC bonus +2, bonus feat +20 ft. 1d10 + Wisdom modifier Tier 3 chi powers
9th +9/+4 +3 +6 +6 Chi pool increase, ESP +2 +30 ft. 1d10 + Wisdom modifier  
10th +10/+5 +3 +7 +7 Psychic flexibility (chi power) +30 ft. 1d10 + Wisdom modifier  
11th +11/+6/+1 +3 +7 +7 Unbridled +30 ft. 2d6 + Wisdom modifier Tier 4 chi powers
12th +12/+7/+2 +4 +8 +8 AC bonus +3, bonus feat +40 ft. 2d6 + Wisdom modifier  
13th +13/+8/+3 +4 +8 +8 Mind to mind, psychic flexibility (chi power) +40 ft. 2d6 + Wisdom modifier  
14th +14/+9/+4 +4 +9 +9 ESP +3 +40 ft. 2d8 + Wisdom modifier Tier 5 chi powers
15th +15/+10/+5 +5 +9 +9 Unbridled +50 ft. 2d8 + Wisdom modifier  
16th +16/+11/+6/+1 +5 +10 +10 AC bonus +4, bonus feat, psychic flexibility (chi power) +50 ft. 2d8 + Wisdom modifier  
17th +17/+12/+7/+2 +5 +10 +10   +50 ft. 2d10 + Wisdom modifier Tier 6 chi powers, Greater focus
18th +18/+13/+8/+3 +6 +11 +11 Flawless mind +60 ft. 2d10 + Wisdom modifier  
19th +19/+14/+9/+4 +6 +11 +11 ESP +4, psychic flexibility (chi power), unbridled +60 ft. 2d10 + Wisdom modifier  
20th +20/+15/+10/+5 +6 +12 +12 AC bonus +5, bonus feat, potential perfected +60 ft. 2d12 + Wisdom modifier Tier 7 chi powers

Class Features

The following are class features of the cerebrist.

Weapon and Armor Proficiency

A cerebrist is proficient with the club, blowgun, dagger, dart, halberd, handaxe, light crossbow, longbow, shortbow, short sword, shortspear, sling, spear, and any weapon with the monk special weapon quality.

Cerebrists are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a cerebrist loses their fast movement ability and AC bonus.

Fast Movement

At 1st level, a cerebrist gains an enhancement bonus to their land speed, as shown on Table: Cerebrist.

Guided Defense (Ex)

At 1st level, when unarmored, not using a shield, unencumbered, and conscious, a cerebrist adds their Wisdom bonus (if any) to their AC and CMD.

In addition, the cerebrist gains a +1 bonus to their AC and CMD at 4th level. This bonus increases by 1 for every four cerebrist levels thereafter (up to a maximum of +5 at 20th level). These bonuses to AC apply even against touch attacks or when the cerebrist is flat-footed. The cerebrist loses this bonus when they are immobilized or helpless. These bonuses do not stack with the monk AC bonus class feature.

Martial Arts

Cerebrists learn to use their bodies, including bare-handed fighting, throws, pins, intricate footwork, and disarming techniques as an effective weapon against their enemies. At 1st level, a cerebrist chooses one of the following bonus feats (without needing to meet the prerequisites) to indicate which line of training they specialized in: Improved Bull Rush, Improved Disarm, Improved Grapple, Improved Trip, or Improved Unarmed Strike.

If Improved Unarmed Strike is selected, the cerebrist’s attacks can be with fists, elbows, knees, or feet. This means that a cerebrist can make unarmed strikes with their hands full. There is no such thing as an off-hand attack for a cerebrist (with this feat) striking unarmed.

A cerebrist can apply their full ability modifier bonus on damage rolls for all their unarmed strikes. A cerebrist’s unarmed strikes are treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. The damage dealt by a Medium cerebrist with the Improved Unarmed Strike feat from this ability is 1d6 (a Small cerebrist deals 1d4 and a Large cerebrist deals 1d8).

Monastic Tradition

At 1st level, a cerebrist chooses either unarmed strike or one weapon with the monk special weapon quality. With this selection, the cerebrist can use their Wisdom modifier in place of their Strength or Dexterity modifier on attack rolls and damage rolls.

Psi-strike (Su)

Beginning at 2nd level, when taking a full-attack action, a cerebrist can attempt a psi-strike. After attempting a melee attack made with either an unarmed strike or a weapon with the monk special weapon quality, a cerebrist can use a swift action to follow the attack with a burst of mental energy that deals force damage equal to 1d6 + the cerebrist’s Wisdom modifier. This damage increases as shown on Table: Cerebrist. To execute a psi-strike, a cerebrist must make a successful melee touch attack using their base attack bonus plus their Wisdom modifier on their attack roll.

Mental Discipline (Su)

At 2nd level, a cerebrist selects a mental discipline from the options below which defines their area of psychic specialty. A cerebrist’s discipline grants access to manifestations, tier 1 chi powers (which require the expenditure of chi points from their chi pool to activate), and a unique focus at 2nd level. A cerebrist gains additional chi powers and a greater focus at higher levels as shown on Table: Cerebrist on page 3 in the Mental Discipline column.

Manifestations are supernatural abilities which emulate 0-level spells. As supernatural abilities, manifestations do not require components, consume spell slots, or provoke attacks of opportunity, nor can they benefit from metamagic feats. A cerebrist can use all of the manifestations gained from their mental discipline an unlimited number of times per day.

Chi Pool (Su)

At 2nd level, a cerebrist gains a pool of chi points which fuels their psychic power and allows them to use supernatural chi powers. At 2nd level, the number of points in a cerebrist’s chi pool is equal to 1/2 their cerebrist level + their Wisdom modifier. At 9th level, the number of chi points in a cerebrist’s chi pool increases, becoming equal to their cerebrist level + their Wisdom modifier.

This pool refreshes once each day after a cerebrist has gotten 8 hours of rest and has spent 10 minutes in quiet meditation to focus their mind. As long as a cerebrist has at least 1 point in their chi pool, they add +1 point of force damage on unarmed strikes and weapon attacks. At 8th, 14th, and 20th level, this bonus force damage increases by +1.

A cerebrist must expend chi points to activate chi powers. The few chi powers that are an exception to this rule and do not require the expenditure of chi points to activate have a 0 beside them. Each chi power mimics a spell. Activating a supernatural chi power uses the same action type as defined in the spell’s description and does not provoke attacks of opportunity. A chi power acts in all ways as described in the spell’s description, except that it does not require components, does not expend a spell slot, and is unaffected by spell resistance and metamagic feats. When a chi power refers to caster level, a cerebrist uses their cerebrist level, and when a chi power grants a saving throw, the DC is 10 + 1/2 the cerebrist’s level + the cerebrist’s Wisdom modifier.

A cerebrist’s chi powers are defined by the mental discipline chosen at 2nd level. Each discipline contains seven tiers of powers, all requiring the expenditure of different amounts of chi to activate the power. Once a cerebrist gains access to a tier of chi powers, they know all of the powers listed, but they can only fix a certain number of powers in their mind for use on any given day. After a full night’s rest, a cerebrist can select two chi powers from each tier available to them to fix in their minds. The cerebrist can then activate any of their fixed powers in any combination so long as they have the required number of chi points to do so.

For example, a 2nd level cerebrist with the blaster mental discipline who has a 12 Wisdom would have 2 chi points in their chi pool; 1 (1/2 cerebrist level) +1 (Wisdom modifier) = 2. This same cerebrist gains access to their tier 1 chi powers at 2nd level, so they know all six powers listed, but can only select two to fix in their mind on any given day. If the cerebrist selects magic missile (costs 2 chi) and shield (costs 1 chi) for the day, they can use the chi powers magic missile once OR shield twice. If on a different day, this same cerebrist chose shield (cost 1 chi) and shocking grasp (cost 1 chi) instead, they could use shield twice, OR shocking grasp twice, OR shield and shocking grasp once each.

Extrasensory Perception (Ex)

A cerebrist can sense danger moments before it strikes. This manifests in a variety of ways as the cerebrist gains power.

At 3rd level, cerebrists gain a +1 insight bonus on Initiative rolls and cannot be caught flat-footed, nor do they lose their Dexterity bonus to AC if the attacker is invisible. A cerebrist loses their Dexterity bonus to Armor Class if immobilized, and can still lose their Dexterity bonus to Armor Class if an opponent successfully uses the faint action against them. (For the purposes of qualifying for feats and prerequisites, this counts as the uncanny dodge class feature.)

By 6th level, the cerebrist can no longer be flanked.

In order for a creature to use its sneak attack ability by flanking against a cerebrist, it must have at least four more levels than the cerebrist. (For the purposes of qualifying for feats and prerequisites, this counts as the improved uncanny dodge class ability.) If the cerebrist has uncanny dodge from another class, the levels from the other class and their cerebrist levels stack when determining the minimum level required to flank the cerebrist.

At 9th level, and every five levels thereafter, the insight bonus on Initiative rolls increases by +1 to a maximum of +4 at 19th level.

Unbridled (Ex)

A cerebrist learns to overcome certain restrictions on the body with the power of their mind. This manifests in a variety of ways as the cerebrist gains power.

At 3rd level, a cerebrist can use one or two move actions per round to traverse a wall or other vertical surface as long as they begin and end their movement for the round on a horizontal surface. If they are not on a horizontal surface that will support their weight by the end of the movement, the cerebrist falls prone, taking falling damage as appropriate for the distance above the ground. A cerebrist treats a wall as normal floor for the purpose of measuring this movement, allowing the cerebrist to change surfaces freely.

At 7th level, a cerebrist can slow their respirations, decreasing the amount of oxygen needed to survive—a cerebrist can hold their breath for 1 hour per level (maximum 20). Taking standard or full-round actions while holding their breath never decreases the time a cerebrist can hold their breath.

At 11th level, a cerebrist can move while barely touching the surface beneath them. As a full round action, the cerebrist can move up to twice their speed, ignoring difficult terrain, both magical and mundane. While moving in this way, any surface will support them, no matter how much they weigh. This allows a cerebrist to move across water, lava, or even tree branches. A cerebrist must end their move on a surface that can support them normally.

The cerebrist cannot move across air in this way. When moving in this way, a cerebrist does not take damage from surfaces or hazards that react to being touched, such as lava or caltrops, nor do they need to make Acrobatics checks to avoid falling on slippery or rough surfaces.

Finally, when using this ability, a cerebrist ignores any mechanical traps that use a location-based trigger. (For the purposes of qualifying for feats and prerequisites, this counts as the light steps class feature.)

At 15th level, the cerebrist can overcome even greater physical restrictions. The cerebrist needs to eat and drink only 1/2 as often as normal and needs only 4 hours of sleep each night (including to replenish their chi pool each dawn).

At 19th level, the cerebrist can overcome the physical detriments to aging while enjoying the benefits of increased wisdom, knowledge, and social grace that comes with the experience of time. The cerebrist is considered to be under the constant effects of age resistance.

Centered Mind (Ex)

At 4th level, a cerebrist gains a +2 bonus on all Will saving throws. (For the purposes of qualifying for feats and prerequisites, this counts as the still mind class feature.)

Psychic Flexibility

At 4th level, a cerebrist expands their psychic repertoire and chooses a secondary mental discipline, gaining access to all of its manifestations and its focus power.

At 7th level, and every three levels thereafter, a cerebrist can select one additional chi power to fix in their mind each dawn, to a maximum of 5 additional chi powers at 19th level. These chi powers must be chosen from the cerebrist’s mental discipline or their secondary mental discipline and must be of a tier they have access to.

Purity of Body (Ex)

At 5th level, a cerebrist gains immunity to all diseases, including supernatural and magical diseases.

Bonus Feat

At 8th level, and every 4 levels thereafter, a cerebrist can select a bonus feat. These feats must be taken from the following list and the cerebrist must possess all prerequisites unless specified otherwise: Acrobatic Steps, Deny Death, Diehard, Dodge, Endurance, Extra Ki, Gliding Steps, Greater Bull Rush (Improved Unarmed Strike is not required as a prerequisite), Greater Disarm (Improved Unarmed Strike is not required as a prerequisite), Greater Grapple (Improved Unarmed Strike is not required as a prerequisite), Greater Trip (Improved Unarmed Strike is not required as a prerequisite), Improved Initiative, Iron Will, Ki Stand, Lightning Reflexes, Mobility, Nimble Moves, Psychic Sensitivity, Spring Attack.

Mind to Mind (Ex)

At 13th level, a cerebrist can understand and speak with any living creature, as if under a permanent tongues effect.

Greater Focus

At 17th level, once per day, when an intuitive performs a psychic surgery, they heal their target of all hit point damage as long as the target had 0 or more hit points to begin with.

Flawless Mind (Ex)

At 18th level, a cerebrist gains total control over their mental faculties. Whenever a cerebrist attempts a Will save, they can roll twice and take the better result. If a cerebrist fails their Will saving throw against a spell or effect that has a duration longer than 1 hour, the cerebrist can attempt a new saving throw at the end of each hour to end the effect.

Potential Perfected (Ex)

At 20th level, a cerebrist’s Wisdom score increases by 4 points and they gain the greater focus power of their secondary mental discipline. Additionally, once per day, the cerebrist can use a standard action to focus their mind which restores their chi pool to its maximum number of chi points.

Mental Disciplines

Blaster Cerebrist Mental Discipline

A blaster cerebrist focuses on gathering energy into a condensed force effect to interact with the physical environment. This includes the powers of pyrokinesis (fire starting), ergokinesis (electricity manipulation), and telekinesis (mentally moving things).

Focus: At 2nd level, once per day, as an immediate action, a blaster can generate a supernatural force field around themself that grants a +1 deflection bonus to AC for a number of rounds equal to 1/2 the blaster’s cerebrist level + their Wisdom modifier. At 10th level, this bonus increases to +2.

Manifestations: mage hand, open/close, spark, telekinetic projectile

Tier 1 chi powers, (chi points required): animate rope (1), burning hands (1), dancing lantern (1), magic missile (2), shield (1), shocking grasp (1)

Tier 2 chi powers: cushioning bands (2), defensive shock (1), fiery shuriken (2), pilfering hand (1), spontaneous immolation (1)

Tier 3 chi powers: firestream (3), force punch (2), hostile levitation (2), telekinetic maneuver (2)

Tier 4 chi powers: pyrotechnic eruption (2), resilient sphere (2), telekinetic charge (2), wall of fire (3)

Tier 5 chi powers: fire snake (3), synapse overload (2), telekinetic charge (2) wall of force (3)

Tier 6 chi powers: blade barrier (4), fire storm (4), leashed shackles (3), move earth (2)

Tier 7 chi powers: deflection (4), telekinetic sphere (4), telekinetic storm (5)

Greater Focus: At 17th level, once per day, when a blaster uses their psi-strike class ability, they automatically inflict 48 points of damage + their Wisdom modifier.

Diviner Cerebrist Mental Discipline

A diviner cerebrist can sense danger moments before it strikes and focuses on exceptional powers of perception such as precognition and retrocognition (divining future and past events), mind reading, dream visitation, spirit contact, astral projection, remote viewing, and animal communication.

Focus: At 2nd level, a cerebrist gains the rogue talent trap spotter. Additionally, upon gaining awareness of a magical trap (from your trap spotter talent, by making a successful Perception skill check, through using find traps, or some other means), a diviner can roll a Knowledge (arcana) check in place of a Disable Device check to disarm the magical trap using the same DCs listed under Disable Device. A diviner can also use the Knowledge (arcana) skill in place of a Spellcraft check to identify the properties of a magic item using detect magic. When using Knowledge (arcana) for either of these purposes, a diviner adds their Wisdom modifier as a bonus on the check.

Manifestations: detect magic, know direction, sift

Tier 1 chi powers, (chi points required): anticipate peril (1), detect thoughts (1), detect secret doors (1), mental barrier 1 (1), thought shield (1), true strike (a diviner can choose to use this chi power as a swift action, but if they do, the bonus granted is +2 rather than +20) (1)

Tier 2 chi powers: anticipate thoughts (1), augury (1), calm spirit (1), commune with birds (1), find traps (1), speak with animals (1)

Tier 3 chi powers: aura sight (1), blood biography, speak with dead (1), witness (2)

Tier 4 chi powers: discern lies (2), divination (2), dream (1), thoughtsense (a diviner can use this chi power as a swift action) (2)

Tier 5 chi powers: astral projection, lesser (4), commune with nature (2), find quarry (2), replay tracks (3), true seeing (self only) (3)

Tier 6 chi powers: analyze dweomer (3), battlemind link (3), stonetell (3)

Tier 7 chi powers: contact entity IV (3), foresight (3), moment of prescience (4)

Greater Focus: At 17th level, a diviner can use the chi powers augury and divination once each per day without expending chi points even if they did not fix those powers in their mind during their morning meditation.

Emoter Cerebrist Mental Discipline

As an empath cerebrist, an emoter can both discern and influence another’s emotional state.

Focus: At 2nd level, an emoter gains the bonus feat Skill Focus (Sense Motive) and 1 extra skill point per level which must be invested in Sense Motive.

Manifestation: resistance, with the caveat that it provides a +2 bonus (rather than +1) and the emoter can only use it on themself—at 10th level, the bonus increases to +3

Tier 1 chi powers, (chi points required): cause fear (1), compel hostility (1), delusional pride (1), doom (1), mindlink (1), telempathic projection (1)

Tier 2 chi powers: calm emotions (1), hideous laughter, Id insinuation 1 (2), oppressive boredom (1), scare (1)

Tier 3 chi powers: ego whip 1 (1), good hope (3), reckless infatuation (2), unadulterated loathing (2)

Tier 4 chi powers: aura of doom (2), crushing despair, fear (2), terrible remorse (2)

Tier 5 chi powers: castigate, mass (3), pessimism, serenity (3), smug narcissism (2)

Tier 6 chi powers: envious urge (3), joyful rapture, phobia (3)

Tier 7 chi powers: euphoric tranquility (3), overwhelming presence (5), waves of ecstasy (4), unshakable zeal (6)

Greater Focus: At 17th level, an emoter constantly exudes confidence which is daunting to their opponents. When an emoter makes a successful melee attack against a creature, the creature takes a -2 penalty on all future melee attack rolls against the emoter for the next 24 hours.

Influencer Cerebrist Mental Discipline

An influencer cerebrist focuses on telepathy and infiltrating another’s mind to manipulate its behavior.

Focus: At 2nd level, the influencer learns two additional languages and the DC of saves against an influencer’s manifestations and chi powers with the mind-affecting descriptor increases by +1.

Manifestations: daze, lullaby, message

Tier 1 chi powers, (chi points required): aphasia (1), charm person (2), confusion, lesser (1), murderous command (1), sow thought (1), vanish (self only, duration not limited to 5 rounds) (2)

Tier 2 chi powers: deflect blame (1), demand offering, hidden presence (1), inflict pain (1), mental block (1)

Tier 3 chi powers: babble (2), deep slumber (2), phantasmal affliction (2), synaptic pulse (2)

Tier 4 chi powers: charm monster (3), confusion (2), synaptic pulse, greater (3), telepathy (1)

Tier 5 chi powers: cloak of dreams (2), dominate person (duration limited to 1 day) (3), modify memory (1), phantasmal web (3)

Tier 6 chi powers: hold person, mass (4), inflict pain, mass (3), synesthesia, mass (4), irresistible dance (3)

Tier 7 chi powers: Akashic form (6), dominate monster (duration limited to 1 day) (5), unshakable zeal (6)

Greater Focus: At 17th level, an influencer can exert their superior mental control to overcome physical discomfort and challenges—an influencer gains immunity to the fatigued condition and adds their Wisdom modifier to their Fortitude saving throws.

Intuitive Cerebrist Mental Discipline

As a psychic surgeon cerebrist, an intuitive pinpoints obstructions in the body’s flow of chi. By creating or removing blockages, an intuitive can heal or harm—inflicting pain or providing relief from it as they choose.

Focus: At 2nd level, an intuitive gains Heal as a class skill and does not take a penalty on their Heal checks when not using a healer’s kit. Additionally, an intuitive can conduct a supernatural psychic surgery on themself or another person to heal a number of hit points equal to the cerebrist’s level + two times the cerebrist’s Wisdom modifier. Performing psychic surgery on another creature requires a standard action but if an intuitive performs the surgery on themself, they can choose to use a swift or an immediate action. An intuitive can perform a number of psychic surgeries per day equal to 3 + their Wisdom modifier.

Manifestations: bleed, stabilize, touch of fatigue

Tier 1 chi powers, (chi points required): burst of adrenaline (an intuitive is not fatigued after using this chi power) (1), deathwatch (0), diagnose disease (0), polypurpose panacea (0), ray of enfeeblement (1), virtue (0)

Tier 2 chi powers: cat’s grace (self only) (1), inflict pain, pain strike (1), pox pustules (1), restoration, lesser (1), status (0)

Tier 3 chi powers: catatonia (1), ray of exhaustion (2), remove disease (1), synesthesia (2)

Tier 4 chi powers: contagion (3), neutralize poison (0), pain strike, mass (2), restoration (2)

Tier 5 chi powers: blight (1), explode head (3), psychic crush 1 (3), waves of fatigue (3)

Tier 6 chi powers: inflict pain, mass (4), power word blind (3), psychic surgery (3), wither limb (3)

Tier 7 chi powers: energy drain (4), implosion (5), power word stun (5), synesthesia, mass (4)

Designer’s Notes

Though this ability counts as ki pool for the purpose of qualifying for feats and other prerequisites and serves a similar function as ki pool, this ability was termed chi pool to distinguish it from the unchained monk’s ki powers. These chi powers are most similar to quinggong ki powers, but are expected to be used more frequently.

See Mental Discipline (Su) for the list of mental disciplines and their corresponding chi powers. The level at which a cerebrist gains each tier is shown on Table: Cerebrist in the mental discipline column. (For the purposes of qualifying for feats and prerequisites, this is treated as the ki pool class feature.)


Expanded Mind

Your repertoire of psychic powers is greater than most.

Prerequisite: Psychic flexibility class feature.

Benefit: Once, when you get the ability to select a chi power with your psychic flexibility class feature, you can select it from any mental discipline.

Normal: When you get the ability to select a chi power with your psychic flexibility class feature, the chi power must come from your primary or secondary mental discipline only.

Developer’s Note

If you are using the Dreamscarred Press psionics rules (or classes etc.), this class can be adapted with relative ease. You’ll just need to use their powers list to substitute for the spells I’ve used to generate the chi powers for each mental discipline.

The egoist categories of psychometabolism, psychokinesis, clairsentience already group the spells for you in categories that can quickly be substituted for the appropriate corresponding mental disciplines of intuitive, blaster, diviner etc. Or, you can create your own list of chi powers through individual selection. In general, my mental discipline categories roughly correspond to Dreamscarred Press’ discipline descriptors as follows: blaster/psychokinesis & metacreativity intuitive/psychometabolism diviner/clairsentience & telepathy emoter & influencer/ telepathy spells that inflict damage or exert control over others rather than the ones that divine information.

Section 15: Copyright Notice

The Cerebrist, © 2021, Anja Svare Productions; Author: Beth Jones

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