Base Class: Wizard
Where some schools of Psionics seek to expand their powers in rather dramatic ways, students of the classical school stick to the basics, and in doing so free themselves from the limitations of their minds. They are able to use their magic to gain both knowledge and perspective on all situations. Some hope to use their new mental powers to solve the greatest problems of the realm. Others seek to seize control in ways others can not.
Mental Merging
Beginning at 2nd level, you can merge your mind with another. You can use your action to touch one creature. You can communicate telepathically with that creature and perceive through that creature's senses as long as you withing 90ft of one another. You can only merge with one creature at a time.
Direct Erudition
Also at 2nd level, if you use Mental Merging on another creature, you can copy prepared wizard spells from the said creature's mind into your spell book. You can only copy one spell at a time, and you must maintain Mental Merging for the entire process. This does not affect the gold cost of copying a spell into your spell book.
Mystic Casting
Beginning at 6th level, you can incorporate your mental connection with other creatures into your spells. If you are connected to another creature using Mental Merging you can cast spells as though you were in the target creatures space.
Potent Psyonics
Starting at 10th level you have mastered the fundamentals of mental combat. You gain resistance to psychic damage, and whenever you deal psychic damage you can add your intelligence modifier to the damage rolls.
Greater Merging
Starting at 14th level, you can finally free yourself from the limitations of your mind. You can use Mental Merging on one additional target.
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