Cerebremancer

Cerebremancers tap into the power of the mind and
the mystical arts. They are adepts at plumbing the
mysteries of the arcane and of exploring the internal
secrets of psionics. Most cerebremancers tend to be
ambitious, wanting access to the power of magic and
psionics, rather than what they consider to be the tedious
aspect of focusing on only a single source of power.

To become a cerebremancer, a character must
have training in both manifesting psionic powers and
casting arcane spells. While the most common sort
of cerebremancer is one who is a psion and a wizard,
other combinations such as wilder and sorcerer are also
possible. Psychic warriors rarely take up the path of
the cerebremancer, as the focus on manifesting tends to
take too much away from their focus on physical combat.

**Role:** Cerebremancers combine the flexibility of
augmenting powers, with the versatility of arcane magic.
While they slow down their access to more powerful
effects, they gain incredible utility potential due to
their access to spells and powers, allowing them to be a
veritable walking toolbox as well as a deadly opponent
from afar in combat.

**Alignment:** Any

**HD:** d6

* **Skills:** Knowledge (arcana) 3 ranks, Knowledge (psionics) 3 ranks.
* **Spells:** Able to cast 2nd-level arcane spells.
* **Psionics:** Able to manifest 2nd-level powers.

**Class Skills:** The cerebremancer’s class skills (and the key ability for each skill) are Knowledge (arcana) (Int), Knowledge (psionics) (Int), Linguistics (Int), and Spellcraft (Int).

**Skill Ranks at Each Level:** 2 + Int modifier.

### **Class Features**

All the following are class features of the cerebremancer prestige class.

### **Weapon and Armor Proficiency**

Cerebremancers
gain no proficiency with any weapon or armor.

### **Spells per Day/Powers Known**

When a new
cerebremancer level is attained, the character gains
new spells per day as if he had also attained a level in
any one arcane spellcasting class he belonged to before
he added the prestige class. He gains additional power
points per day and access to new powers as if he had also
gained a level in any one manifesting class he belonged
to previously. He does not, however, gain any other
benefit a character of either class would have gained
(bonus metamagic, metapsionic, or item creation feats,
and so on). This essentially means that he adds the level
of cerebremancer to the level of whatever other arcane
spellcasting class and manifesting class the character
has, then determines spells per day, caster level, power
points per day, powers known, and manifester level
accordingly.

If a character had more than one arcane spellcasting
class or more than one manifesting class before he
became a cerebremancer, he must decide to which
class he adds each level of cerebremancer for purpose
of determining spells per day, caster level, power points
per day, powers known, and manifester level.

### **Magical Manifesting (Su)**

A cerebremancer is
capable of using his spells to increase the power level of
powers he manifests. By expending a level one spell slot
when he manifests a power, that power is treated as one
level higher for purposes of its save DC and interacting
with effects that deal with power level, such as *minor*
*globe of invulnerability*.

At 3rd level and every two levels thereafter, the spell
slot the cerebremancer can expend increases by one,
and the power’s effective level is increased by the level
of the spell expended. He gains no other benefit of the
spell being expended, and the power is not treated as if
it was augmented. A power’s level cannot exceed 9th
level, but the cerebremancer may augment the power
normally.

For example, at 7th level cerebremancer, a
cerebremancer may expend a 4th level spell to treat a
1st level power as if it was actually a 5th level power,
increasing its save DC by 4, or expend a 3rd level spell
to treat a 3rd level power as if it was actually 6th level.

### **Mind Over Magic (Su)**

A cerebremancer learns how
to meld the augmentation of psionic powers with the
arcane nature of spells. Starting at 2nd level, when a
cerebremancer casts a spell, he may spend two power
points to increase the save DC by 1. At 6th level, the
cerebremancer may spend four power points to increase
the save DC by 2.

### **Weave the Sources (Su)**

Once a cerebremancer
reaches 10th level, he can manifest a power and cast
a spell using one action. Both the power and the spell
must have the same manifesting and casting time. The
cerebremancer can make any decisions concerning the
power and spell independently. Any target affected
by both the power and the spell takes a -2 penalty on
saves made against each. The cerebremancer receives
a +2 bonus on manifester and caster level checks made
to overcome power and spell resistance with this power
and spell. A cerebremancer may use this ability once
per day.