Mind Type

**MIND**
TYPE

Mind Blade: Your blade is charged with the power of
your mind, destructively harming your opponent's body with sheer willpower.
Gives +2d6 psychic damage to your attacks with your Zanpakutou. This requires a
move action to activate.

Greater Mind Blade: Requires Mind Blade. Your
Mind Blade now deals an additional +2d6 damage, for a total of +4d6 psychic
damage.

Superior Mind Blade: Requires Greater Mind
Blade. Your Mind Blade now deals an additional +2d6 damage, for a total of +6d6
psychic damage.

Swift Mind Blade: This requires Mind Blade to
take. It allows you to manifest your Mind Blade as a Swift Action.

Mind Strike: Requires Mind Blade. Your
Zanpakutou gains the properties of a wounding weapon. However instead of
constitution damage it deals intelligence or wisdom damage instead, , the
target gets a Will save to negate this damage (Intelligence Based). This ability
may be taken twice, it allows you to choose which damage type is dealt whenever
you strike.

Sleep: This allows you to attempt to put a
target to sleep as a standard action. It functions identically to the Sleep
spell, except that it effects targets equal to 3/4 your hit die (rounded down)
and the Will save is intelligence based. You may take this ability multiple
times, each time increases the hit die it can effect by one or increases the
save DC by one.

Deep Sleep: Increases the DC of your Sleep
effect by +2. May be taken multiple times. Requires Sleep.

Endless Slumber: You may put your target to
sleep for an indefinite amount of time and they are not easily woken. Normal
stimuli, such as shouting or prodding, are insufficient to wake the subject,
but any damage will immediately awaken the target. May roll a new save each
day, does not require sustenance while sleeping in this manner. Requires Deep
Sleep taken three times.

Hiss of Sleep: Your sleep effect may affect 1
target per level. Requires Endless Slumber.

Ultimate Slumber: Your sleep targets are
affected as if under the effects of Temporal Stasis, you may only effect one
target per point of intelligence bonus. Requires Endless Slumber.

Charm: You may attempt to charm a creature as
per Charm Person. DC (Intelligence Based).

Improved Charm: Adds +2 DC. You may take this
power multiple times, it stacks. Requires Charm.

Greater Charm: Your Charm effect becomes as
per Charm Monster. Requires Charm.

Mass Charm: Your charm may affect 1 target per
level. Requires Improved Charm.

Dominate: As per Dominate Person, DC
(Intelligence Based). Requires Greater Charm. May only effect one target at a
time. The target may expend 10 Reiatsu per level of the user to attempt to
break free of the control, rolling another save.

Improved Dominate: Increase the DC of your
Dominate effect by +2. May be taken multiple times, stacks.

Greater Dominate: Improves your Dominate to as
per Dominate Monster. Requires Dominate and Improved Dominate.

Intuitive Insight: You may use your
Intelligence modifier in place of your Dexterity for Armor Class and Reflex
Saves.

Lesser Insanity: By sending flashes of random
images at your target, you may temporarily make them go insane. As a standard
action you may cause a target to suffer the effects of Lesser Confusion for 1
round, they may avoid this by making a Will save (Intelligence Based).

Insanity: Requires Lesser Insanity. Your
Lesser Insanity power is improved to a Confusion effect, lasting a number of
rounds equal to your character level.

Superior Insanity: Requires Insanity. Your
Insanity powers increase, allowing you to cause the effects of the Insanity
spell. This effect may be saved against each day, until the target succeeds.

Supreme Insanity: Requires Superior Insanity.
Your powers of insanity have been mastered, and now the target is permanently
insane unless cured by some other effect, if they fail the first save.

Insanity Strike: Requires Lesser Insanity. You
have learned to channel insanity into your Zanpakutou, allowing you to inflict
it upon your victims with a sword strike. As a standard action you may make one
melee attack on your opponent, rolling damage normally. They are also effected
by your Lesser Insanity power.

Swift Insanity Strike: Requires Insanity
Strike and Insanity. Your insanity channeling has improved to such an extent as
allowing you to strike multiple times with your blade. You may now make a full
attack action and effect your victim with your Lesser Insanity power.

Controlled Madness: Requires Insanity. You
have learned to control your power over Insanity, allowing you to subtlety
shift how the target acts. You may change the result of the % roll up or down
by up to 20%.

Improved Control: Requires Controlled Madness.
You have mastered your control to the next level, allowing greater control over
the insanity your Zanpakutou inflicts. You may change the result of the % roll
up or down by up to 30%.

Supreme Control: Requires Improved Control.
Your control over insanity is now at a master's level, you may now change the
result of the % roll up or down by up to 40%.

Waves of Insanity: Requires Supreme Control.
You may as a standard action release a wave of insanity across your victims
minds in a radius around you of 10 feet. They make saving throws normally. You
may take this ability multiple times, and each time you may extend the range by
5 feet.

Aura of Insanity: Requires Waves of Insanity
taken three times. You now have a constant aura of insanity around you, out to
a range of 5 feet. You may take this up to three times in total, extending the
range out to 15 feet.

Psychic Power: You gain resistance to Psychic
Damage of 10. You may take this multiple times to increase the psychic
resistance by 10 to a maximum of 50.

Mind Siphon: When you take damage from Psychic
damage, you instead heal one third the psychic damage you would have taken.

Psychic Blade: You may change the damage of
your zanpakutou to pure psychic. This takes a swift action.

Psychic Form You may change the damage of all
your attacks with your Zanpakutou to psychic damage.

Bad Dreams Requires Sleep and three other Mind
type abilities. The Shinigami can stir the minds of their sleeping victims into
vicious dreams, infused with enough spiritual energy to make every dreamt cut
and bruise real enough to kill. Victim of your deep sleep suffer 1d10 damage at
the start of each round, so long as they remain asleep. This ability may be
taken multiple times. Each time increases the damage by 1d10, To a max of 4d10.
This damage does not wake the subject of the ability.