Mystic Class (Long post, heavily revised from my old versions. Please read and coment

Merlion

First Post
Ok guys tell me what you think. The spells known/per day wont post right so I've attached it as a file
To clarify, the Paths together with he general spell list represent the Mystic spell list. All Mystics have access to all the spells. Also, they are not specfied as Arcane or Divine because they were designed for the world in my head, where there is no such divide. In standard DnD I suppose they'd be Divine.



The Mystic

The Mystic is a Spellcaster whose power stems from a deep understanding of the world around them, and themselves. They spend hours in intensive meditation and observation of the world around them. Their spells focus on healing, defense, and spiritual matters. They focus on specific types of spells, and as they grow in experience they gain special gifts linked to their deep understandings.


Adventures:
Mystics general adventure to gain knowledge and knew experiences. Since their power stems mainly from understanding, the more things and people they can observe and learn about, the greater their power becomes. Many good mystics are devoted to using their powers to heal and protect the innocent, while many evil ones work as advisers and magical support for powerful evil rulers in exchange for political power and luxuries.


Characteristics:
The power of a Mystics stems from their observation and understanding of the world around them, and of their own spirits. Their spells involve mainly healing and defense but the also have some offensive power and many spells that deal with other planes and dimensions. As they gain in knowledge an understanding, they also gain special gifts as a result of their insights.
Alignment: The majority of Mystics are good, using their powers to heal and protect the innocent. However many Mystics use their powers to control the minds of others, or become advisers and healers for powerful warlords in exchange for power and leisure.

Religion:





Background:
Mystics come from various backgrounds. Many are self taught…many seek out reclusive master Mystics to learn their ways. Many serve as healers and finders of lost things in small villages. Most discover their calling at an early age, but some choose to pursue the path of understanding later in life.


Races:
All races are drawn to the path of the Mystic. Humans and Elves are probably the most common, and many half elves are also drawn to a life of contemplation as an escape from prejudice. Half-Orcs especially those raised by Orcs, feel the path of the Mystic to be weak and inconsequential. Many nomadic Halflings become Mystics, since their travels give them ample opportunity to observe the world and its peoples. Gnome mystics tend to focus on using their powers to ward and defend gnomish communities.

Other Classes:
Mystics are great lovers of variety and diversity, and so tend to get along well with many types of people. Mystics get along particularly well with Monks, who the see as a different side of the same coin from themselves. Wizards and Sorcerers are fascinated and some times perhaps a little envious of the Mystic’s alternate approach to magic, and find their defensive powers an excellent compliment to their own destructive powers. Druids view Mystics as being a little unrealistic, but as most Mystics have a love of nature the two groups tend to get along well. Bards share the Mystics love of knowledge, knew experiences and travel. Rogues, especially those with criminal tendencies, tend to be a touch wary of Mystics and their keen perceptions. The warrior classes appreciate the Mystic for his healing and defensive powers. There is often a certain strain between Clerics and Mystics since they cast many of the same spells, but in different ways.


Game Rule Information:
Mystics have the following game statistics
Abilities: Wisdom determines how powerful a spell a Mystic can cast, how many spells a Mystic can cast per day, and how hard those spells are to resist. To cast a spell a Mystic must have a Wisdom score of 10+ the level of the spell. A Mystic gains bonus spells based on Wisdom. The saving throw DC for a Mystics spell is 10 + the spells level + the Mystics Wisdom modifier. Charisma affects a Mystics Disciplines, and Constitution increases the Mystic’s hit points.
Alignment: Any
Hit Die: d6

Class Skills
The Mystics class skills (and the key ability for each skill) are Craft (Int), Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Heal (Wis), Knowledge (All skills, taken individually) (Int), Profession (Wis), Scry (Int), Sense Motive (Wis), and Spellcraft (Int)
Skill Points and Each level: (4+ Int modifier) x4
Skill Points At Each Additional Level: 4+ Int modifier

Class Features
All of the following are class features of the Mystic

Weapon and Armor Proficiency: the Mystic is proficient with all simple weapons. Mystics are not proficient with any armor or shields.

Spells: A Mystic casts XXXXXX spells. A Mystics selection of spells is limited, Your Mystic begins play knowing 4 0th level spells, and 3 first level spells of your choice. At each level a Mystic gains one or more new spells and indicated on the Mystic Spells Known table. A Mystics number of spells known is unaffected by his Wisdom modifier..
A Mystic is limited to casting a certain number of spells per day, but he need not prepare them ahead of time. A Mystic’s bonus spells are based on Wisdom, and the saving throw DC for a Mystic’s spells is 10+ the level of the spell, + the Mystic’s Wisdom modifier.

Mystic Paths
Each Mystic chooses to walk down a certain path. This path determines which Disciplines a Mystic will learn as he advances, and which spells he will cast most effectively. A Mystic recieves a +1 bonus to caster level when casting spells from his chosen Path, and all such spells receive a +1 bonus to saving throw DC.


Disciplines

A Mystic gains special powers known as Disciplines as he advances down his personal path of knowledge and enlightenment. He recieves a Disicpline at 1st, 7th, 13th and 20th level. The Disciplines a Mystic gains are determined by his chosen Path.

Mystic Paths


The Path of The Mind

0th: Daze, Mage Hand, Open/Close

1st: Cause Fear, Charm Person, Command, Sleep

2nd: Calm Emotions, Daze Monster, Detect Thoughts, Eagle's Splendor,
Fox's Cunning, Owl's Wisdom, Touch of Idiocy, Scare

3rd: Clairaudienece/Clairvoyance, Deep Slumber, Hold Person, Suggestion

4th: Charm Monster, Confusion, Fear, Geas, Lesser

5th: Command, Greater, Dream, Feeblemind, Hold Monster, Nightmare, Rary's Telepathic Bond, Sending, Symbol of Sleep, Telekinesis

6th: Dominate Person, Eagle's Splendor, Mass, Fox's Cunning, Mass, Geas/Quest, Ow's Wisdom, Mass, Suggestion, Mass, Symbol of Fear, Symbol of Persuasion

7th: Hold Person, Mass, Insanity, Symbol of Stunning

8th: Charm Monster, Mass, Demand, Mind Blank, Moment of Prescience*, Power Word, Stun, Symbol of Insanity

9th: Astral Projection, Dominate Monster, Foresight, Hold Monster, Mass


The Path of The Guardian

0th: Resistance

1st: Alarm, Hold Portal, Mage Armor, Protection from Chaos/Evil/Good/Law, Sanctuary

2nd: Arcane Lock, Protection from Arrows, Magic Circle Against Chaos/Evil/Good/Law, Resist Energy, Shield Other, Status

3rd: Death Ward, Glyph of Warding, Nondetection, Protection From Energy

4th: Globe of Invulnerability, Lesser, Stoneskin, Spell Immunity

5th: Mordenkainen's Private Sanctum, Spell Resistance, Wall of Force

6th: Antilife Shell, Antimagic Field, Forbiddance, Globe of Invulnerability, Glyph of Warding, Greater, Guards and Wards, Repulsion,

7th: Forcecage, Sequester, Spell Turning

8th: Holy Aura/Cloak of Chaos/Shield of Law/Unholy Aura, Mind Blank, Prismatic Wall, Protection from Spells, Spell Immunity, Greater

9th: Prismatic Sphere,


The Path of Mysteries

0th: Detect Poison

1st: Comprehend Languages, Detect Chaos/Evil/Good/Law, Detect Undead, Identify

2nd: Augury, Detect Thoughts, See Invisibility

3rd: Arcane Sight, Clairaudience/Clairvoyance, Invisibility Purge, Locate Object, Speak with Animals, Speak with Dead

4th: Divination, Discern Lies, Locate Creature, Scrying, Speak with Plants

5th: Contact Other Plane, Legend Lore, Tongues, True Seeing

6th: Analyze Dweomer, Find the Path, Scrying, Greater

7th: Arcane Sight, Greater, Vision

8th: Discern Location

9th: Foresight


The Path of Vitality

0th: Cure Minor Wounds, Virtue

1st: Cure Light Wounds, Divine Favor, Expeditious Retreat

2nd: Aid, Bear's Endurance, Bull's Strength, Cat's Grace, Cure Moderate Wounds, Delay Poison, Restoration, Lesser, Status

3rd: Cure Serious Wounds, Haste, Remove Blindness/Deafness, Remove Disease

4th: Cure Critical Wounds, Divine Power, Neutralize Poison, Restoration

5th: Cure Light Wounds, Mass, Righteous Might, Raise Dead

6th: Animate Objects, Cat's Grace, Mass, Cure Moderate Wounds, Mass, Bear's Endurance, Mass, Bull's Strength, Mass, Heal, Hero's Feast

7th: Cure Serious Wounds, Mass, Regenerate, Restoration, Greater, Ressurection

8th: Cure Critical Wounds, Mass

9th: Heal, Mass, True Ressurection


The Path of Devotion

0th: Light

1st: Detect Chaos/Evil/Good/Law, Protection from Chaos/Evil/Good/Law

2nd: Align Weapon, Darkness, Magic Circle Against Chaos/Evil/Good/Law, Spiritual Weapon

3rd: Daylight, Deeper Darkness, Prayer, Searing Light

4th: Holy Smite/Unholy Blight, Planar Binding, Lesser

5th: Atonement, Dispel Chaos/Evil/Good/Law, Hallow/Unhallow, Mark of Justice

6th: Planar Binding

7th: Blasphemy/Dictum/Holy Word/Word of Chaos, Sunbeam

8th: Cloak of Chaos/Holy Aura/Unholy Aura/Shield of Law, Planar Binding, Greater, Sunburst

9th: Gate


The Path of Dimensions

0th:

1st: Expeditious Retreat, Summon Monster 1

2nd: Levitate, Rope Trick, Summon Monster 2

3rd: Blink, Displacement, Summon Monster 3

4th: Dimensional Anchor, Dimension Door, Planar Binding, Lesser, Summon Monster 4

5th: Dismissal, Contact Other Plane, Summon Monster 5

6th: Ethereal Jaunt, Planar Binding, Plane Shift, Shadow Walk, Summon Monster 6, Teleport

7th: Banishment, Mordenkainen's Magnificient Mansion, Phase Door, Summon Monster 7

8th: Dimensional Lock, Maze, Planar Binding, Greater, Teleport, Greater, Temporal Stasis

9th: Ethrealness, Gate, Refuge, Summon Monster 9, Time Stop


The Path of Twilight

0th: Touch of Fatigue

1st: Cause Fear, Doom, Inflict Light Wounds, Ray of Enfeeblement, Sleep

2nd: Blindness/Deafness, Darkness, Darkvision, Death Knell, Gentle Repose, Inflict Moderate Wounds, Spectral Hand

3rd: Animate Dead, Contagion, Deep Slumber, Inflict Serious Wounds, Ray of Exhaustion, Vampiric Touch

4th: Bestow Curse, Enervation, Fear, Inflict Critical Wounds, Phantasmal Killer

5th: Inflict Light Wounds, Mass, Slay Living, Symbol of Sleep, Waves of Fatigue

6th: Create Undead, Circle of Death, Harm, Symbol of Fear, Undeath to Death

7th: Control Undead, Finger of Death, Symbol of Weakness, Waves of Exhaustion

8th: Create Greater Undead, Symbol of Death,

9th: Energy Drain, Power Word, Kill, Weird


The Path of Destruction

0th: Inflict Minor Wounds

1st: Inflict Light Wounds, Magic Weapon

2nd: Inflict Moderate Wounds, Magic Missile, Spiritual Weapon

3rd: Contagion, Inflict Serious Wounds, Searing Light

4th: Chaos Hammer, Enervation, Holy Smite, Inflict Critical Wounds, Magic Weapon, Greater, Order's Wrath, Phantasmal Killer, Unholy Blight

5th: Dispel Chaos/Evil/Good/Law, Disrupting Weapon, Inflict Light Wounds, Mass, Slay Living

6th: Circle of Death, Harm, Inflict Moderate Wounds, Mass, Undeath to Death

7th: Finger of Death, Prismatic Spray, Sunbeam

8th: Sunburst, Symbol of Death

9th: Energy Drain, Implosion, Power Word, Kill, Weird

General Spells

0th: Detect Magic, Mending, Message, Read Magic

1st: Remove Fear

2nd: Make Whole

3rd: Continual Flame, Create Food and Water, Dispel Magic, Remove Curse, Water Breathing, Water Walk

4th: Break Enchantment

5th: Permanency

6th: Dispel Magic, Greater

7th:

8th:

9th: Freedom, Imprisonment, Mordenkainen's Dysjunction


Mystic Disciplines

Path of The Mind Disciplines

Mental Barrier: at first level, the Mystic recieves a +4 competence bonus on all saving throws against mind affecting spells and abilities.

Telepathy: at 7th level the Mystic gains the ability to communicate telepathicaly with any creature within 60 feet with whom he shares a common langauge.

Greater Telepathy: at 13th level te Mystic's telepathic abilities increase. He gains the ability to communicate telepathicaly with any creature within 100 feet who has a language, and additionally he may duplicate the effect of a Detect Thoughts spell once per day.

Master Telepath: The Mystic has reached the pinnacle of his telepathic abilities. He gains Spell resistance equal to his level plus his Wisdom bonus(if positive) against all mind effecting effects, and gains the ability to use Detect Thoughts a number of times per day equal to his Charisma bonus. A Mystic with no Charisma bonus gains one additional usage per day of Detect Thoughts.

Alternate Telekinetic disciplines:

Telekinetic Barrier: Once per day the Mystic may surround himself with a field of telekinetic energy which grants a +4 deflection bonus to Armor Class. This ability lasts for 10 minutes per Mystic level.

Fartouch: at 7th level, the Mystic gains the ability to use Mage Hand a number of times per day equal to his Mystic level

Telekinesis: at 13th level the Mystic may use Telekinesis once per day as a spell like ability

Greater Telekinesis: At 20th level the Mystic reaches the peak of his telekinetic abilities. He may use Telekinesis a total of 4 times per day as a spell-like ability, and the Mystic's weight limit for both this ability and the Telekinesis spell increases by one-half (rounded down).


Path of the Guardian Disciplines

Mystic Ward: at 1st level the Mystic recieves either a +1 Deflection bonus to AC, or a +1 Resistance bonus to all saving thows. This decision cannot be changed once made. This bonus increases by +1 at 7th, 13th, and 20th level. If she so chooses, the Mystic may transfer her bonus to another willing creature by touch. The Mystic looses the bonus for the period it is transfered to another. The bonus remains with the receipient until the Mystic revokes it ( as a standard action, target must be within line of sight), or until one day passes whichever comes first.

Extended Protection: Once per day at 7th level the Mystic may cast a single spell from the Guardian Path as though it had the Extend Spell feat applied to it. This does not effect the spell slot used or casting time of the spell.

Mass Protection: at 13th level once per day the Mystic may cast a single spell from the Guardian Path with a single target, a target of "You" a range of Touch, or a range of 0 as an area spell with a radius of 30 feet that targets up to one creature or object per 3 Mystic levels.

Superior Ward: at 20th level the Mystic may grant herself or a single touched creature the following benefits: a +6 Deflection bonus to AC, a +6 Resistance bonus to all saving throws, and spell resistance equal to the Mystic's level plus her Charisma modifier, if positive. Thease benfits last for 1 round per Mystic level

Path of Mysteries Disciplines:

Mysterious Knowledge: This ability is exactly like Bardic Knowledge, accept the Mystic adds his Wisdom modifier to his Mystic Level for the check

Deep Knowledge: At 7th level the Mystic gains a +2 competence bonus to any two knowledge skills of his choice, and to all Spellcraft checks

Reveal Secrets: Once per day at 13th level the Mystic may use an effect identical to Legend Lore accept that it only requires one minute to use regardless of wether the Mystic is in the area or has the subject in hand or not.

Pillage Secrets: at 20th level the Mystic may use Analyze Dweomer twice times per day, and her Deep Knowledge bonuses increase by an additional +2

Path of Vitality Disciplines:

Gift of Healing: Once per day, the Mystic may cast a single spell from the Way of Vitality to maximum effect as though effected by the Maximize Spell feat. This does not alter the casting time of the spell, or the spell slot used.

Ward of Vitality: at 7th level, the Mystic recieves a +4 competence bonus to saves against all engery drain, negative energy, and death spells and effects.

Gift of Vitality: Once per day at 13th level the Mystic may invest herself or another creature, by touch, with the following benefits: 10 temporary hit points per 5 Mystic levels, and a total +6 bonus spread between Str, Con, and Dex as the Mystic chooses at the time of casting. No one statistic may receive more than +4. Thease benefits last for 1 round per Mystic level.

Gift of Life: At 20th level once per day a Mystic may cure herself or another touched willing being of 100 points of hitpoint damage, plus curing all disease, blindness, deafness and ability damage. Aditionally, the receipeint of this ability gains a +4 bonus to Strength, Dexterity and Constition, and 10 temporary hitpoints per 5 Mystic levels

Path of Devotion Disciplines

Grace of Devotion: at 1st level, the Mystic may apply his Charisma modifier as a bonus to all saving throws against spells and abilities from beings who's alignment is in oposition to his own, or spells with an alignment descriptor oposed to his alignment. There must be a direction oposition in alignment (for instance a Chaotic Good mystic would recieve the bonus versus Lawful or Evil foes).

Turn Outsiders: at 7th level, the Mystic gains the ability to turn Outsiders and other Extraplanar beings who's alignment is oposed to his own alignment (for instance, a Lawful Good Mystic could turn evil or chaotic extraplanar beings). This ability functions exactly like the cleric's ability to turn undead. Extraplanar beings gain a "turn resistance" equal to one quarter their CR.

Shield of Faith: at 13th level the Mystic gains a Spell Resistance of 12+ Mystic level against spells and abilities used by being's who's alignment is oposite his own on one or more axis, and against spells with an alignment discriptor oposed to his own alignment

Ascension: at 20th level the Mystic becomes a paragon of his ideals. His type changes to Outsider (Native) and he gains damage reduction 10/oposite alignment (the Mystic may choose which part of his alignment to key his DR to).


Path of Dimensions Disciplines

Augmented Summoning: At 1st level the Mystic gains Augment Summoning as a bonus feat, even if she does not meet the prerequisites.

Banish: at 7th level the Mystic gains great skill in dealing with extraplanar beings. He recieves a +2 competence bonus to all caster level checks to overcome the spell resistance of extraplanar beings, and to all dispel attempts made against the spells and spell-like abilities of extraplanar beings. This bonus also applies to the saving throw DC of any Path of Dimensions spell used to banish an extraplanar being.

Dimension Slide: at 13th level the Mystic gains the ability to cover distance in an instant by slipping between dimensions. This ability is identical to a Dimension Door spell cast at the Mystic's class level, and may be used once per day.

Planewalker: at 20th level the Mystic is able to pass between dimensions more easily than most. She may use Planeshift once per day as a spell-like ability. Additionally, the Mystic becomes immune to the negative effects of one plane that she has previously visited. By spending a week in meditiation on another plane and sacrificing 3,000 xp, she may attune hersself to additionall planes.


Path of Twilight Disciplines

Eyes of Twilight: at 1st level, the Mystic gains the ability to see three times as well as a human in conditions of poor illumination. If the Mystic already possess low-light vision, its range doubles

Lifetap: Once per day at 7th level, when you deal damage to a creature with a spell from the Path of Twilight, you are healed for the same amount of damage. In the case of a spell with multiple targets, you gain hitpoints from the damage dealt to a single tartget only.

Disempower: at 13th level, once per day the Mystic may infilict a penalty of -1 per Mystic level to an ability score or ability scores of a target creature. This ability has a range of Close (25 feet +5 feet/2 level) and a duration of 2 rounds per level. The Mystic may spread the penalty out among the targets ability scores as he sees fit, however no score may be lowered below 3 by this ability.

Drain Life: at 20th level once per day the Mystic may make a touch attack against a single living creature that deals 70 points of damage, and inflicts a -4 penalty to the targets Strength, Dexterity and Constitution scores. A Fortitude save (DC 10 + half Mystic's level +Mystic's Charisma modifier) reduces the damage to half and negates the ability penalties. Any damage deal to the target heals the Mystic for a like amount, and if the target fails there saving throw the Mystic receives a +4 bonus to Str Dex and Con. The ability penalty/bonus lasts for 1 minute/Mystic level.


Path of Destruction Disciplines

Enhance Destruction: Once per day per Mystic level a 1st level Mystic may add one die of damage to any spell from the Path of Destruction that deals damage. At 7th level, he may add 2 dice.

Empowered Destruction: Once per day at 7th level the Mystic may cast a single spell from the Path of Destruction as though under the effect of the Empower Spell feat. This does not change the spell slot used by the spell, or the casting time.

Greater Destruction: Once per day at 13th level the Mystic may cast a single spell from the Path of Destruction and apply his positive Charisma modifier as either a bonus to each die of damage, or as a bonus to the saving throw DC. This ability may not be combined with Empowered Destruction.

Supreme Destruction: Once per day at 20th level the Mystic may cast a single spell from the Path of Destruction and either double the damage of the spell, or add twice his positive Charisma modifier to the saving throw DC.
 

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Arkhandus

First Post
What's the Mystic got for base attack bonus and base saving throws? Are their spells divine or arcane? Are their spells spontaneous or prepared? Is their spells per day progression close to a cleric, or a sorcerer, or a wizard, or what? I'm not opening no file attachments. As it is now, without that data, the Mystic seems comparable to a cleric in general.... No domains and no turning/rebuking, fewer proficiencies, fewer hit points, but better skill points and four disciplines over time. As for the individual disciplines.....

Path Of The Mind - Mental Barrier is less potent than the Iron Will feat, and overall less potent than the other 1st-level disciplines. Bump it up to a +4. Greater Telepathy should probably increase Telepathy range to 100 feet instead of leaving it at 60 feet. Telekinetic Barrier is too powerful due to its deflection bonus (much better than an armor bonus from Mage Armor or Inertial Armor), so reduce it to a +2 bonus. Fartouch should be improved, say, 1/day per Mystic level. Greater Telekinesis should maybe grant 4 uses per day instead of 3.

Path Of The Guardian - Mystic Ward should only grant +1 initially, and should have a limit to how long the benefits may be transferred, such as a maximum of 1 day each time. Superior Ward needs to be explained, such as whether it is a permanent benefit (I sure as hell hope not), or has a certain duration, or whatever, and how is it activated? I would suggest one use per day, 1 round per Mystic level for duration.

Path Of Mysteries - Mysterious Knowledge probably shouldn't be quite as potent as Bardic Knowledge, so remove the Wisdom/Intelligence bonus on the check. Hidden Lore should probably only grant Analyze Dweomer 1/day or 2/day, and the +2 increase to Deep Knowledge.

Path Of Vitality - Ward Of Vitality should probably be improved to a +3 or +4 bonus, since all those save types are generally Fortitude saves; a meager +2 would only be equal to Great Fortitude at best, since a rare few of those save types are occasionally Reflex or Will. Gift Of Life should be specified as useable only once per day, and maybe should be weakened just a tad, say, 20 or 15 temporary HP instead of 30.

Path Of Devotion - Turn Outsiders should only consider outsiders to have turn resistance equal to one-quarter their CR or something. Shield Of Faith should probably only grant SR of 10 + Mystic level.

Path Of Dimensions - Not sure if any of these are overpowered or underpowered, but at least they all seem reasonably close to balanced as-is. Not sure how anyone could attune themselves to another plane with Planewalker though, since they'd likely die to any 'negative effects' of the plane in less than a week of meditation....

Path Of Twilight - Eyes Of Twilight should probably grant low light vision of 3x the human range instead of 2x. Lifetap should only be useable once per day, period, and should only be based on the damage dealt to a single target of the spell (so as not to be horribly amplified by any area-effect spell). Disempower should only last 1 round per Mystic level, maybe 2 rounds per Mystic level. Drain Life should have its damage and ability modifiers reduced by half, otherwise it's wwwaaaayyy more powerful than the similar ability from Path Of Vitality.

Path Of Destruction - Enhance Destruction should probably be limited to, say, 1 use per day per Mystic level. This path seems overall somewhere close to balanced, but it's difficult to say how close.
 

Merlion

First Post
Ok..dont know why you wont open a file but their spells known/per day is simliar to a sorcerers, but they have slightly more spells known and slightly less per day. Also the can pick up new spell levels faster than a sorcerer but its not a sure thing...for instance at 7th level they have 0 4th level spells and there 4th level spells known is 2* (only if they have suffcient wisdom bonus etc) much like a bard. Saves and attack bonus is as wizard. Casting is as a sorcerer..I'm pretty sure thats in the descreption. In my design their spells are neither arcane nor divine cause I designed them originaly primarily to be used in my own game world(that I have never gotten to run :) where there is no Arcane/Divine divide. Id leave that up to any DM that wants to use it...I find the concept of Arcane/Divine magic silly so I didnt even try to assign one.
Ok lets see here...you bring up some good points...of course some of the stuff is just clarification text I forgot to throw in while I was writing..

Path of the Mind: That all sounds good to me, accept I dont really see Telekinetic Barrier as being to powerful..and I definitly dont think Mystic Ward is..and if I made TB +2 it'd be identical to MW accept for having a duration..but you may be right that may be better for both of them. Do you like the Telepathic or Telekinetic version better? or should I perhaps intersperse them or something?

Path of The Guardian: I though I already gave the transference of the Mystic Ward a one day time limit but I will check...yes I forgot to give details on Superior Ward..what you mentioned sounds about right tho.

Path of Mysteries: Well you may be right that having it be less potent might not hurt(although I think its fine) but removing the Wis bonus and not adding anything makes it very weak seemingly. Your probably right about Analyze Dweomer.

Path of Vitality: Beefing up Ward of Vitality sounds good. Gift of Life already does say useable once per day...reducing the temporary hit points a tad might not hurt...but since its a 20th level ability and monsters hit awful hard at that point, I want em to actualy mean something. 20 or 25 would be ok.

Path of Devotion: Yea your right about the turn resistance. How about 12+ Mystic level for Shield of Faith?

Path of Dimensions: I think this path is pretty well balanced. I wouldnt mind suggestions for some more interesting things tho. I assume a 20th level Mystic would use spells to survive the attunement period to an extremely hostile plane (like Fire)

Path of Twilight: x3 sounds good for eyes of twilight. I think Lifetap is fine as is but once a day would probably be fine to. And yes I do need a provision for multi target spells. Stuff like that I some times think of as "dummy text" and some times I forget to put it in :) 2 rounds/level would be good for disempower...and yes the damage at least of Drain Life does probably need to be reduced.

Path of Destruction: Sounds good for Enhance destruction. I agree the other abilities are all probably good as is.

Well I really apreciate this I rarely get deceit feedback with actual thought behnd it. I was begining to think I had actualy underpowered some things in my quest to avoid cries of "overpowered".
Whats your thoughts on the spell list, and the path "specialization" system?
 
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gpetruc

First Post
Nice

About the Arcane/Divine split: what about spell failure due to armor ? Maybe I'll keep it (I can imagine that otherwise minmaxing by adding 1 level of paladin for full armor and weapon proficiency, some additional HP, ... too good), unless, of course, you want mystics to be armored and in this case it would be probably better to give them armor proficiency; you can also use the 3.5 bard rule (no spell failure due to light armor only) if you feel better with them wearing chain shirt at the cost getting proficient in it.

The path spell lists are considerably different. Without looking carefully to a spell chart I don't know which of them benefits more from the +1 DC, +1 Caster Level (for example Time Stop gains nothing from it, while Mass Hold Monster could gain much more). Anyway I assume they are balanced, or that balance is not an issue in your campaign.
Maybe you could have also "opposite paths" so that if you specialize in destruction you have to give up at least part of healing (cast at lower caster level, or limited to a maximum of lvl 6 spells, or something else) ... just to add some more difference.

What about undead ? do you have them in your campaign, and how many ?
This could make a huge difference in comparing this class with a cleric (if fighting undead is a common business then turning is something really important, otherwise it's much less)
 

Merlion

First Post
Well sadly their is no actual campaign. It was designed to fit into the world that exists in my head that I have never gotten to run.
they are not designed to wear armor. They are purely a spellcasting class.
I thought about adding in a penalty of some kind with another path, but the bonus seems pretty minor, and I would have to decide which to opose to which. But I may do something like that eventualy.
A previous version of the Mystic could have the ability to turn undead (it was the first level ability for the Life Sphere as it was known then). I figured most people would feel that this class would never fit in with any game where their were clerics since it sort of steals there thunder as far as healing. I mostly just want opnions on its overall balance, and any suggestions on what people might find interesting to add, remove or alter.
 

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