School of Mentalism
In worlds where psionics are rare or unknown, some wizards take up the study of mind‑affecting spells and enchantments. The mentalist is such a character. Although the mentalist is closely related to the enchanter, the mentalist’s spells focus more exclusively on the mind.
Most desired spells: The school of mentalism includes spells such as ESP, domination, and suggestion. It is opposed by the schools of alteration and necromancy.
At 11th level, the mentalist gains the ability to detect charm or mental influence three times per day by pointing at the individual to be examined and concentrating one round. This power resembles the priest spell detect charm, but only one creature can be scanned per use. When the mentalist reaches 14th level, he can dispel charm or mental influence once per day with a 50% chance of success. This is modified by ±5% per level/Hit Die difference between the mentalist and the caster of the charm. The mentalist must be within 10 yards of the subject and must concentrate for one round in order to use this power.