Game Rules for the Anulus Mentem

Here are our Pathfinder Campaign rules (original-mod) for managing the Anulus Mentem.


The Anulus Mentem gives the bearer (initially) Power Points equal to

Int Mod bonus + Wis Mod Bonus + Character Level + 3

The Bearer can use these Power Points to use the known powers below. Every time the Bearer rises in level, the DM will add powers to the Ring (also, this may happen in certain situations. The DM will arbitrate as such)

Power Points refresh daily.


A saving throw against your power has a DC 10 + the level of the power + your key ability modifier (Int, Wis or Cha)

Known Powers (Positve Mentem)

1. MIND LINK (Int)

Range: Close (25 ft. + 5 ft./2 levels); see text
Targets: You and one other willing creature within range that has an Intelligence score of 3 or higher
Duration: 10 min./level
Saving Throw: None; see text; Power Resistance Yes (harmless)
Power: Points 1

You forge a telepathic bond with your target. You can communicate telepathically through the bond even if you do not share a common language. No special power or influence is established as a result of the bond. Once the bond is formed, it works over any distance (although not from one plane to another).

Augment You can augment this power in one or both of the following ways.

  • If you spend 4 additional power points, you can attempt to create a telepathic bond with a creature that is not willing (Will save negates).
  • For every additional power point you spend, this power can affect an additional target. Any additional target cannot be more than 15 feet from another target of the power.


Range: Personal
Target: You
Duration: Instantaneous
Power Points: 1

By meditating on a subject, you can recall natural memories and knowledge otherwise inaccessible to you. On a failed Knowledge check, you can manifest this power to gain a new check with a +4 competence bonus. If successful, you instantly recall what was previously buried in your subconscious.


  • For every 2 additional power points you spend, the competence bonus increases by +1.

3. EMPATHY (Wis)

Range 30 ft.
Area 30-ft.-radius spread centered on you
Duration Concentration, up to 1 min./level (D)
Saving Throw None; Power Resistance No
Power Points 1

You detect the surface emotions of any creature you can see that is in the power’s area. You can sense basic needs, drives, and emotions. Thirst, hunger, fear, fatigue, pain, rage, hatred, uncertainty, curiosity, friendliness, and many other kinds of sensations and moods can all be perceived. You gain a +2 insight bonus on any Bluff, Diplomacy, Intimidate, or Sense Motive checks that you make in the round when you cease concentrating on this power.

Augment You can augment this power in one or both of the following ways.

  • For every additional power point you spend, this power’s range and the radius of its area increases by 5 feet.
  • If you spend 2 additional power points, this power’s maximum duration increases to 1 hour/level and you need only concentrate to gain the benefit of the power.


Range 60 ft.
Area Cone-shaped emanation centered on you
Duration Concentration, up to 1 min./level (D)
Saving Throw Will negates; see text; Power Resistance No
Power Points 3

You know the surface thoughts of the mind of any creature in the area that fails a Will save. A target that succeeds on its save is not affected by this manifestation of the power, even if it leaves the area and then reenters the area before the duration expires.

Creatures of animal intelligence have simple, instinctual thoughts that you can pick up. If you read the thoughts of a creature with an Intelligence of 26 or higher (and at least 10 points higher than your own Intelligence score), you are stunned for 1 round and the power ends. This power does not let you pinpoint the location of an affected mind if you don’t have line of sight to the subject.

Each round, you can turn to use this power in a new area. The power can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.


  • For every 2 additional power points you spend, this power’s save DC increases by 1.


Display Material
Manifesting Time 3 rounds (time to “cast” the power)


Range Touch
Target Creature touched
Duration Instantaneous
Saving Throw Will negates (harmless); Power Resistance Yes (harmless)
Power Points 11

This power cures all ability damage, and it restores all points drained from a single ability score (your choice if more than one score is drained). It also eliminates any fatigue or exhaustion suffered by the target. Cleanse spirit does not restore levels or Constitution points lost due to death.

Cleanse spirit can also remove negative levels. It can also restore one level to a creature that has had a level drained, if the number of days since the creature lost the level is equal to or less than your manifester level. In such a case, cleanse spirit brings the creature up to the minimum number of experience points necessary to advance it to the next higher level, gaining it an additional Hit Die and level benefits accordingly.

Augment By spending an additional 6 power points, the power dispels all permanent and temporary negative levels afflicting the healed creature. The power also dispels all psionic effects penalizing the creature’s abilities, cures all temporary ability damage, and restores all points permanently drained from all ability scores. It also eliminates fatigue and exhaustion, and removes all forms ofinsanity, confusion, and similar mental effects.


Prior to combat, if you spend one full round of concentration (without getting damaged or hit), you can could augment a melee or missile weapon as a “Psionic Weapon”. This weapon will remain imbued with the power equal to one round per character level and will deal an additional +1 damage (it also functions as an extra +1 weapon when determining if the weapon can hit or damage the creature).

Furthermore, if you expend a psionic point as part of an attack with the weapon weapon, that attack instead deals an extra 2d6 points of damage. You must decide whether or not to use PP prior to making an attack. If your attack misses, you still expend your psionic point.


This Signet Ring has full and complete influence over the Mind. It harnesses psychic powers of cosmic proportions. Three deities’ essences were incorporated into this Ring, their control over the domains of the Positive Mentem, Negative Mentem and the Psyche (psionics directly linked to the physical elements).


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