Indoctrinated into mad cults and religions by their peers, Cult Chemists use their sanity rending magic to create horrific poisons.
Spellcasting
This functions as the Alchemist’s regular spellcasting, except they draw from the Madness spell list instead of the Rune spell list.
Eldritch Curse
As a standard action you can make a Smarts or Magic-based attack against the Mental Defense against an opponent within 6 squares. On a successful hit the opponent cannot attack you or your allies else they take 10 sanity damage. This lasts until the beginning of their next turn.
This replaces Potions Initiate.
Mad God's Thesis
Choose Persuasion or Deception. When making Persuasion or Deception checks against opponents, use Smarts or Luck (whichever is higher) and gain a bonus equal to 1/2 level on top of any Training bonuses.
This replaces Tattooed Spell.
Invoke the Beyond
As a standard action you can spend 4 MP to open a gate to the 4th dimension, summoning a 4th dimensional fiend as per the Call Being spell. This fiend however attacks Mental Defense, and deals 5 sanity damage on a successful hit.
Call Being
Tags: Called
Target: Adjacent square
Description: You summon forth a being from the ether, creating a semi-real entity that does your bidding. This creature has 8 HP, 14 in all Defenses, and a single melee or ranged attack (your choice upon summoning them) that can be done. This attack deals 3k1 points of damage, and relies on your Magic for the attack. This creature has a 6 square movement speed, and lasts for 1d5+5 rounds. Only one can exist at a time.
This replaces Distant Potion.
Banish Mind
As a swift action you can separate your consciousness from your mind, separating yourself from from the world. You are unable to move (but not helpless or paralyzed), and immune to all mind-affecting effects. This lasts until the beginning of your next turn.
This alters Tattooed Spell.
Being of Terror
Persuasion checks made to intimidate and Deception checks made to feint deal an additional 1d5 + MAG points of sanity damage on top of their normal application.
This replaces Unhinged Potion.
Sanity Link
As a move action choose an enemy within 6 squares and make a Smarts or Magic-based attack roll against their Mental Defense. On a successful hit, their current Sanity and your current Sanity are linked together (but cannot go over the total limit).
While this is active you can choose to lose 2 points of Sanity at the beginning of your turn so long as this link is active. Both you and the enemy recover and lose Sanity together. This effect lasts for 1 minute.
This replaces Drugged Potion.
Mental Link
As a standard action make an attack against the Mental Defense of an opponent within 6 squares and on a successful hit the opponent begins taking 1 point of Sanity damage incrementally (by 1) per round. In place of taking Sanity damage the enemy can instead choose to sacrifice an equal amount of MP. If the enemy does not possess MP through their class or other features, they instead sacrifice Hit Points.
Mental Leak persists until the opponent is reduce to 0 Sanity, 0 MP, or 0 HP (whichever is reached first, if the opponent is sacrifice MP/HP).
This replaces Master of Potion.