Aphrux the Wizard of the Astral Mind > Ye Olde Graveyard > Abandoned Realms Forums
Aphrux created on 06th of June 2022, and is dead and gone (23 years old, 97 hours, 5 months lifetime)

Title: the Wizard of the Astral Mind
Gender: Female
Level: 50
Class: illithid psionicist

Background history:

  1. From haggard beginnings - posted at 2022-06-11 00:05:55
  2. Of crimson laced travels. - posted at 2022-06-11 00:24:21
  3. Thoughts of passions and conflict - posted at 2022-08-05 05:30:50
From haggard beginnings
They weren't sure when or how it happened, but it did. They weren't apart of it anymore, the endless stream of everything stopped and it was quiet. They were scared at first, still around everyone but of their own. No connection with others, their mind some how heightened. The thoughts they had were their own and only their own. Simple at first, but they did retain all memories of being connected, of having a place. Now however it seemed to be time for them to find their new place in this realm. Stepping out from the darkness into the light, and making a new home. It was, exhilarating and terrifying at the same time. And it was just the start of their new adventure. It started with a new venture. It seemed there was an awakening of others. Something in the dreamscape caused a rise of Psionicists. While moving and staying as well hidden as they could from city to city. Making a meager living however they could, mostly by ingesting the brains of what creatures he could, feeling the slight drain wear on its thoughts from a lack of proper nutrition. They managed to overpower a bandit and consumed their mind. While harvesting they found memories of a new guild within the city of Seringale. A guild of individuals similar to them. That was the start, after venturing there and learning within the academy. They started to become their own.


Greasy, gray flesh is stretch over the frame of this creature. Its head, not as bulbous as others of its kin seem to be more elongated upwards. A small number of tentacles stretch down from its supposed chin, the grey turning to an almost bruised purple. Sunken into the skull of its face are two eyes, beady and glowing a soft pallid gold with a black pupil. Its looks humanoid in form but still somehow misshapen. Long limbs lead down to stretched hands, on each hand three finger like appendages that end with a pointed tip with a fourth opposable appendage. His body gives no inclination of a gender as it skeletal structure seems to hide such things. Its gangly form ends in to boney, thin legs that end in a clawed feet that it stands tall on.

PK stats:

Kills: 1, Deaths: 3 (Ratio: 0.3, Efficiency: 25%)
Pinnacle Kills: 1, Pinnacle Deaths: 2 (Ratio: 0.5, Efficiency: 33%)

Kills by class:
monk: 1,
Killed by class:
monk: 2,

Nemesis: Quinace

Logs mentioning Aphrux:Mystiques mentioning Aphrux:
Books by Aphrux:


  1. We are very disappointed. We have only recently left the homeland and you were one we were seeking for knowledge of the outside world. Your accomplishments were noted. The Enclave will welcome your mind back to the Enclave upon recycling.
      [reply to Zysisphix]
    1. I've never been so frustrated in my life when you were able to fully recover from being put into shock and then killing me. It made me respect putting on saves against psi's.
      1. Let me tell you, dancing around you, while waiting for the drained condition of shock to wear off, was not easy. But you made it a tad easier cause you were constantly meditating trying to catch ticks. Jinjarak, relentless as ever, never let me have the chance once she figured out overpowered overhead smashed protective shield. Didn't win a duel against her after that.
      2. Good fights.
      3. Hardulf, I have no idea how you hit me harder than Jinjarak ever did. She used slash weapons, but yours always seemed so much more potent.
      [reply to Quinace]
    2. Grayden [reply]
      0 , 0 , 0 .
      What is the good bad and ugly of this class?

      I have not gotten around to making one because of person bias against mind bullets but somehow think illusions are amazing.
      1. The good, they are pretty durable and have plenty of tricks. The bad, illithid vuln, even with the brain to dampen it a bit, still hurts a lot when in the right hands, i took most slashing weapons used on me 'pretty well' otherwise I'd say. The ugly was playing the class while it still needed some tuning/balancing.
      2. Davairus
        2 , 0 , 0 .
        This class is a hybrid of cleric and mage. you can expect the strengths of both, also the weaknesses. if you understand how to play both those kind of classes you'll have no trouble onboarding onto a psi.

        I designed this class hoping to attract Vanisse to roll one. of course that did not work out as I'd hoped but all the things I expected needed were in place. "Good enough" personal defense, healing, decent enough escape abilities, and mechanics to ensure it will be effective as a group support. Ectoplasm is packed with unique gimmicks similar as to how a bard is full of weird songs. There's useless stuff in there thats just fun, without having to spend the practices.

        As far as choosing a psi, I do not think you are picking the right mage if your goal is just steamrolling people, precisely because of that entire dimension of support. that support power is paid for. its not going to just run people down with something like hellstream or duplicates and just drown them with damage pressure or something. eventually I think unless supremely overgeared, any psi will have to back up to do some healing. We saw that with the first couple psi's too. They did not do well at pure pk. If you are just looking at it purely offensively then the bigger picture is to pretty much to try butter people up with a spell or two first and then damge spells later on once your psi effects have fully fazed them, with a reasonable hybrid helping of attrition heals. that makes it require a bit of patience to play them since getting faze stacks is kind of random. Illthids are really good as psis because they faze the opponent more easily. Its well worth playing one even with the vuln, which as Aphrux mentioned you can dampen a bit. the vuln also means that they will do more poorly on their attrition side, but thats balancing out the factor i just mentioned. its a thoughtfully applied vuln tradeoff. of course you can always beat noobs and players who arent familiar with your tricks yet (Aphrux played this perfectly fine and we made a tweak or two to fine tune) Also ... there were no big deep cuts or anything, no change was huge, it was important to recognize that we also added "track" and changed "scan" for the ford. if anything, that was more impactful on psionicist than any class tweak made post-launch, because of their impact on attrition-using classes, although psis would stand to benefit too.
      [reply to Grayden]

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