Occult Class Review: Medium part 2
(art by MadAndPerplexed on DeviantArt)
So we have the medium as a class, letâs see what it actually offers!
The base medium is a Ÿ progression attacker (akin to the magus and other mid casters, with only good will saves, and 4 skill points per level with a decent selection of skills.
The magus also has access to minor psychic spellcasting, capping out at 4th level spells. Their spell list focuses heavily on divination and necromancy, particularly in terms of predicting the future, revealing the past, and dealing with undead, haunts, and spirits. The rest of their list also has practical abjurations and transmutations and illusions, definitely leaning them towards battlefield support and control. The fact they cast psychically means they donât have to worry about being bound or gagged, but disrupting their concentration or hitting them hostile emotion spells becomes a problem.
However, unlike every minor caster in the game, mediums actually have access to 0-level spells, which are called knacks for psychic spellcasters. This means that a medium can be casting minor spells at first level unlike a paladin, ranger, or the like.
The core component of this class, however, is the spirit. Each day, the medium can hold a séance to invite a spirit that is either bound to or attracted to their current location into themselves. These spirits come in one of 6 broad types (not including modifications from archetypes or legendary spirits. These include archmage and hierophant, which provide additional arcane and divine spellcasting and themed abilities, champion and guardian, providing offensive or defensive combat options, and marshal and trickster for party support and devious trickery. You may note that each of these spirit types coincides with the 6 mythic paths, and consequently the 6 ability scores.
Each spirit grants a selection of abilities depending on the mediumâs level, though the medium can forgo the higher ones to get more spirit surges and accept taboos to get more of the same. (more on that later).
The medium also gains a passive bonus for the séance itself, which can be shared with allies that participate in the séance with the medium.
However, inviting the spirit in also grants it influence over the medium. At about half influence, the spiritâs influence begins to interfere with and distract the medium, and at maximum, the spirit takes over, essentially coming under GM control for the rest of the day, doing as the spirit wills, which can be interesting or dangerous, depending on the nature of the spirit. The only exception to this is if the spirit gained influence due to a broken taboo, in which case the spirit just leaves, depriving the medium of their power.
Just having the spirt grants a passive buff based on the nature of the spirit. Champions buff attacks and damage, archmages buff concentration, and the like.
Whenever they try an activity and seem about to fail, sometimes their possessing spirit compels their body to a burst of activity, a spirit surge if you will, to possibly turn that incoming failure into a success. Normally, doing this causes the spirit to gain more influence over the medium, but as mentioned before, there are ways to gain free spirit surges each day, including choosing not to gain certain powers, or by accepting a taboo.
These taboos vary based on the spirit they are channeling, but usually involve either not doing something that runs counter to the spirit, or doing something when presented the opportunity to do so. For example, a spirit of an archmage may insist you use a magical solution to a problem whenever possible even if the mundane option would be easier or less resource-intensive, while a trickster might insist that you only tell lies that day. In return you get two extra spirit surges, but the cost of breaking them, even by accident, is distraction as the spirit complains and an increase in influence, albeit at the risk of the spirit leaving rather than taking over.
One of their more impressive abilities is dealing with haunts without channeling positive energy or prayer. Indeed, mediums are always able to sense haunts before they manifest, and can act, either absorbing some of the spiritual energy of the haunt into themselves to weaken it, or put themselves at risk by absorbing the whole haunt into themselves. Doing so guarantees that they suffer the full effects of the haunt, but nobody else does. Meanwhile, the haunt takes over in the same way as a max-influence spirit. This can be either a bad or good thing, as especially monstrous haunts might attack the party or try to achieve a monstrous goal. Haunts that simply want their torment to end, however, might actually work with the party to achieve that, albeit under GM direction.
They can also call up the spirits of the dead at their final resting place, inviting them into their body to speak through them so that they and their companions can learn from the dead. Of course, this does carry risk of malevolent spirits creeping in instead.
Later on, they can perform such seances anywhere as long as they have something of the deceased, and if they have someone more familiar with the spirit than themselves, they can use that connection to better secure an audience with the correct spirit.
Just as spirits can be angered or overtaxed, they can be soothed as well, and with a ritual that varies by individual spirit, the medium can reduce the influence of the spirit once a day.
Reaching across planar boundaries with their mind, mediums can ask questions of otherworldly beings on occasion.
Taking this further, they can even use a minor form of astral projection, though they can only wander the astral and cannot use their magical items.
Sometimes one spirit is not enough, and by ceding a bit of influence, the mystic can briefly call a second spirit into themselves to grant one of their powers, Though powers with limited uses do not get refreshed if they call the same type of spirit again later that day.
Mediums have a lot of metaphysical room inside themselves, and powerful individuals can take advantage of that space in the event that an ally dies, inviting them into their body. This temporarily suppresses any other spirit within, but it does give the two of them joint control of the body, and access to any metaphysical abilities the deceased had at the time of death, such a ki or spells, as well as their skill, (but not physicality obviously) in combat. They can maintain this state of affairs indefinitely, or end it by pushing the spirit out to continue itâs journey or by having them resurrected.
Near the zenith of their power, these mediums become minor celebrities in the spirit world, able to encourage a few extra spirit surges out of their spirit, and even more so if they forgo powers, as the medium is seen as a friend to the spirit world (or perhaps a scourge not to be crossed) worthy of such beneficent boons.
The absolute zenith of mediums are living conduits to the astral plane, and at any moment can temporarily gain most of the benefits of any spirit category by temporarily channeling those spirits alongside their primary. Additionally, each spirit type accrues their own influence throughout the day rather than just contributing to the influence of the primary spirit.
Of course, like all classes, the medium got some alternate capstones with Chronicle of Legends. The one meant specifically for mediums is Hardened Soul, which increases the degree of influence that a spirit has to achieve to actually take over significantly, and improves the benefits of spirit surge even more than what 20th level normally does.
The more generic options, include Deep Magics, for mediums with an even greater understanding of magic; Perfect Body, Flawless Mind for those who have become the pinnacle of physical or mental aspects as a result of their bond with such spirits; The Boss to represent mediums whose influence extends into the real world instead of just the spirit world, perhaps forming schools of the occult; With This Sword, for those that have created an artifact tied to their channeling arts, and Wonât Stay Dead for mediums that persist just as much as the spirits they call.
This class has a lot of options for versatility and for dealing with certain spiritual matters, but that versatility is on a day to day basis even more so than the shaman class. As such, with 6 different possible power suites, it can be difficult but not impossible to build with all 6 spirits in mind. (See the Legendary Influence and Improved Legendary Influence feats for that). More realistically, youâll probably build for two or three spirits, four tops. For example, one medium might prefer melee combat, so prefer to channel the champion or guardian spirits, with maybe a minor in the trickster, while a more spellcasting-focused might prefer the archmage or hierophant, with maybe the marshal as a backup due to itâs support abilities.
This of course leads to the issue that even with the GM deciding certain locations might suffice to channel a spirit that are not on the official list⊠eventually youâll find yourself in a situation where none of your preferred spirits are available and you are forced to pick a spirit that your character is not built for. This is actually what forgoing the higher level abilities for spirit surges is for, giving you something that you are guaranteed to benefit from on those off days rather than leaving you stuck with abilities youâre not going to use.
Beyond that, this class is all about managing the spirit and itâs demands to make the best of the situation. When do you accrue influence? What taboos do you pick for the spirit to minimize the risk of breaking them that day? What kind of situations to you consider spending that last point of influence on and being stuck at the mercy of whatever spirit you channeled for the rest of the day?
With their spell list being the way it is, this class is geared to a lot of utility, support, and control, with additional roles based on whatever spirit they can work with that day, be it front line, added spellcasting, and the like. As such, the medium can be a great class to play in parties that have all their bases otherwise covered. Additionally, it gives us an option for dealing with haunts when nobody is playing a cleric or paladin, so thatâs nice. Ad hocing rules for using knowledge religion rolls, holy water, or burning cure spells to defeat haunts can only get you so far.
That will do for today though. My next entry will be from the hotel at GenCon, and weâll cover archetypes then!