Crystal Eye of the Mind

The mind who is broken, Daeminthos grants psychic powers to those who manage to acquire his fragmented attention.

Summoning Rules

Spirit Level: 9th
Constellation: Mage
Binding DC: 30
Totems: You gain a totem bonus on the spirit’s binding check if you meet some or all of these conditions.

  • You are capable of reading minds through the use of a spell, spell-like ability, supernatural ability, or so forth.
  • You are Old or older or you have sufficient knowledge to impress Daeminthos, which requires 18 ranks in Knowledge (arcana).
  • You draw the seal with powdered diamond (2,000 gp, which is consumed in the manifestation).

Ceremony: You sit in the center of the seal, turning over a perfectly formed crystal in your hands as you gaze into it.
Manifestation: The shattered image of Daeminthos appears in the crystal, his features separated by the jewel’s sides. He beckons you to begin with your pact.


The spirit known as Daeminthos was once a powerful psychic who sought an apprentice in order to leave a legacy. Even after finding a lad with great potential to carry on his legacy, however, the master psychic quickly grew frustrated with the lad’s fallacies and craved his own youth more and more. Legends say that Daeminthos attempted a forbidden ritual: a mindswapping ceremony that made use of a crystal apparatus in order to steal the youthful body of his apprentice. However, Daeminthos arrogantly underestimated his apprentice, and the apparatus came crashing down upon Daeminthos, killing him and separating his consciousness into a thousand crystals shards that became lost to time.

Granted Abilities

Major Granted Abilities

  • Crystal Shard: As a standard action you create a massive crystal and launch it at a creature within 30 feet as a ranged touch attack. If it hits, the target takes 5d6 points of damage. Half of this damage is piercing and the rest is slashing. In addition, the shard explodes with psychic energy upon impact, dealing an additional 10d6 points of untyped damage to all creatures within 10 feet of the target. A successful Reflex save reduces this additional damage by half. After using this ability, it becomes expended for 5 rounds.
  • Capstone Empowerment: If the touch attack portion of your crystal shard attack misses, randomly determine which square is struck as if this ability were a splash weapon. The psychic explosion originates from that square.

Minor Granted Abilities

  • Hold Monster: You gain the ability to paralyze a creature as if you were using hold monster. You may only paralyze one creature at a time with this ability. Paralyzing a creature immediately ends the effect on other creatures. A successful saving throw causes a creature to become immune to this ability for 24 hours.
  • Psychic Foresight: You gain a number of psychic motes equal to your Charisma bonus (minimum 1). You can spend 1 mote as a swift action in order to grant yourself a +10 insight bonus to any d20 roll that you make. These motes last 24 hours or until your pact with Daeminthos ends.
  • Psychic Sense: You gain blindsense out to 60 feet.
  • Telepathy: You gain telepathy. Your telepathy has a range equal to 5 feet per binder level you possess.

Signs and Influence

Physical Sign: Your hair, limp appendages, and loose articles of clothing float about on their own as if you were submerged in water with imperceptible currents.
Personality: You become cold and reclusive, constantly weaving plots and schemes to further your ends.
Favored Ally: Constructs (any)
Favored Enemy: Humanoids (creatures without psychic powers)

Vestigial Companion

You gain the service of a paracletus familiar for the duration of the pact. Treat your binder level as your wizard level to determine your familiar’s abilities. You are treated as neutral for the purpose of adjudicating the familiar. This ability replaces psychic foresight.

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