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*Pathfinder & Starfinder
Mystic core class [low magic]
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<blockquote data-quote="gpetruc" data-source="post: 638454" data-attributes="member: 2255"><p>Actually with "Spells known: as druid" I mas meaning that <em>the number of spells the mystic knows are equal to the number of spells that a druid could cast every day</em> and not that they have the same spell list.</p><p></p><p>About the DC's I'm not sure if they are high enough, but still (considering there will be no magic items that give bonuses to those skills and also very rare items boosting mental ability scores) the skill modifier should go up at +1/lvl +1/8 levels, while the DC of the highest spell level he can cast goes up by +5/ two levels, and so it will be very hard for them to cast high level spells except through long meditation and similar devices. (Anyway I'll probably keep all the campaign low level)</p><p></p><p>I've finally made the spell list for the Mystic:</p><p><strong>Lvl 0</strong> - Cure Minor Wounds, Detect Poison, Guidance (only skills or saves), Purify food and Drink, Resistance, Virtue</p><p><strong>Lvl 1</strong> - Calm Animals, Charm Person, Cure Light Wounds, Endure Elements, Feather Fall, Pass without Trace, Protection from Evil, Remove Fear, Sanctuary, Shield of Faith, Sleep, Speak with Animals</p><p><strong>Lvl 2</strong> - Animal Frienship, Animal Messenger, Animal Trance, Augury, Calm Emotions, Delay Poison, Hold Animal, Hold Person, Lesser Restoration, Protection from Arrows, Remove Paralysis, Resist Elements, Shield Other, Undetectable Alignment, Zone of Truth</p><p><strong>Lvl 3</strong> - Clairaudience/Clairovoyance, Cure Moderate Wounds, Detect Thoughts, Magic Circle Against Evil, Neutralize Poison, Protection from Elements, Remove Blindness/Deafness, Silence, Slow, Speak with Plants, Thongues (self only), Water Walk</p><p><strong>Lvl 4</strong> - Charm Monster, Cure Serious Wounds, Death Ward, Dispel Magic, Discern Lies, Divination, Emotion (Frienship and Hope only), Hold Monster, Nondetection, Remove Curse, Restoration, Status </p><p><strong>Lvl 5</strong> - Atonement, Break Enchantment, Cure Critical Wounds, Dream, Freedom of Movement, Locate Creature, Sending</p><p><strong>Lvl 6</strong> - Find the Path, Greater Dispelling, Healing Circle, Spell Resistance</p><p><strong>Lvl 7</strong> - Antimagic field, Greater Restoration, Heal, Legend Lore, True Seeing</p><p><strong>Lvl 8</strong> - Discern Location, Holy Aura, Mind Blank, Protection from Spells</p><p><strong>Lvl 9</strong> - Foresight, Freedom, Mass Heal, Time Stop</p></blockquote><p></p>
[QUOTE="gpetruc, post: 638454, member: 2255"] Actually with "Spells known: as druid" I mas meaning that [i]the number of spells the mystic knows are equal to the number of spells that a druid could cast every day[/i] and not that they have the same spell list. About the DC's I'm not sure if they are high enough, but still (considering there will be no magic items that give bonuses to those skills and also very rare items boosting mental ability scores) the skill modifier should go up at +1/lvl +1/8 levels, while the DC of the highest spell level he can cast goes up by +5/ two levels, and so it will be very hard for them to cast high level spells except through long meditation and similar devices. (Anyway I'll probably keep all the campaign low level) I've finally made the spell list for the Mystic: [b]Lvl 0[/b] - Cure Minor Wounds, Detect Poison, Guidance (only skills or saves), Purify food and Drink, Resistance, Virtue [b]Lvl 1[/b] - Calm Animals, Charm Person, Cure Light Wounds, Endure Elements, Feather Fall, Pass without Trace, Protection from Evil, Remove Fear, Sanctuary, Shield of Faith, Sleep, Speak with Animals [b]Lvl 2[/b] - Animal Frienship, Animal Messenger, Animal Trance, Augury, Calm Emotions, Delay Poison, Hold Animal, Hold Person, Lesser Restoration, Protection from Arrows, Remove Paralysis, Resist Elements, Shield Other, Undetectable Alignment, Zone of Truth [b]Lvl 3[/b] - Clairaudience/Clairovoyance, Cure Moderate Wounds, Detect Thoughts, Magic Circle Against Evil, Neutralize Poison, Protection from Elements, Remove Blindness/Deafness, Silence, Slow, Speak with Plants, Thongues (self only), Water Walk [b]Lvl 4[/b] - Charm Monster, Cure Serious Wounds, Death Ward, Dispel Magic, Discern Lies, Divination, Emotion (Frienship and Hope only), Hold Monster, Nondetection, Remove Curse, Restoration, Status [b]Lvl 5[/b] - Atonement, Break Enchantment, Cure Critical Wounds, Dream, Freedom of Movement, Locate Creature, Sending [b]Lvl 6[/b] - Find the Path, Greater Dispelling, Healing Circle, Spell Resistance [b]Lvl 7[/b] - Antimagic field, Greater Restoration, Heal, Legend Lore, True Seeing [b]Lvl 8[/b] - Discern Location, Holy Aura, Mind Blank, Protection from Spells [b]Lvl 9[/b] - Foresight, Freedom, Mass Heal, Time Stop [/QUOTE]
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Mystic core class [low magic]
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