
Xenocrat |
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Glimpses of the obscure secrets of the universe loan you power. You become trained in one skill of your choice. Additionally, once per day, you can spend 1 minute to choose one mental occult spell you don’t know and add it to your spell repertoire. You lose this temporary spell the next time you make your daily preparations (though you can use this ability to add it again later).
Below are the mental occult spells. For the rare occasions you get access to an uncommon spell (via Learn a Spell skill activity) but don't actually add it to your repertoire at level up, I've noted those spells with a (U) as they should be selectable.
1: Bane, Bless, Charm, Command, Fear, Mind Link, Phantom Pain, Sleep, Soothe
2: Calm Emotions, Hideous Laughter, Paranoia, Touch of Idiocy
3: Dream Message, Heroism, Mind Reading(U), Paralyze, Zone of Truth(3)
4: Confusion, Discern Lies(U), Glibness(U), Modify Memory(U), Nightmare, Outcast's Curse, Phantasmal Killer, Suggestion, Telepathy
5: Crushing Despair, Dreaming Potential, Hallucination, Mind Probe(U), Sending, Subconscious Suggestion, Synaptic Pulse, Synesthesia, Telepathic Bond(U)
6: Dominate(U), Feeblemind, Phantasmal Calamity, Repulsion
7: Mask of Terror, Possession(U), Power Word Blind(U), Visions of Danger, Warp Mind
8: Dream Council, Power Word Stun(U), Uncontrollable Dance
9: Foresight, Overwhelming Presence, Power Word Kill(U), Telepathic Demand, Unfathomable Song, Weird
10: Fabricated Truth
While at 19th level you stop using this for anything but Fabricated Truth (and learn Time Stop and Alter Reality as you always 10th level spells), before that you've got a wide variety of great combat spells to choose from that you might not be able to fit into your permanent repertoire.
And don't forget the things you'd never take on a spontaneous caster except for temporary plot use, like Dream Message, Nightmare, Dreaming Potential, Dream Council, and Telepathic Demand.