New Class: The Mystic:(All in the Top Post!)

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Holy Bolt
Evocation [Good]
Level: Clr 1, Good 1, Mys 1, Wiz/Sorc 2
Components: V, S, DF
Casting Time: 1 action
Range: Medium (100 ft +10ft/level)
Target: 1 or more creatures, no two of which can be more than 15 ft apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

This spell creates a bolt of holy energy that speeds from your hand to your targets. You must succeed at a ranged touch attack to hit your targets. Each bolt deals 1d6+1 points of damage. Only evil beings and undead are damaged by this spell. You can create one bolt for every two levels of experience, so you have 2 bolts at 3rd level, 3 at 5th etc up to the maximum of 5 bolts at 9th level.

I created this as a first level offensive spell for my mystic class. the level listings up their include cleric as it would also be a cleric spell in a typical campaign
 

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Ok here is the first draft of the class abilities for the Mystic. theirs a set tied to each sphere. a Mystic who specialiazes recives that suite of abilities, one who does not can pick from any ability at the right levels.


Bear in mind, this is a first draft.

Mystic Class Abilities:
Protection Sphere:
1st level:
Mystic Force Field: At first level, the Mystic applies his Charisma modifier, if positive, as a deflection bonus to Armor class.
7th level:
Extended Protection: at 7th level, once per day the Mystic may cast a Protection sphere spell that will last for double the normal duration.
13th:
Mass Protection: at 13th level once per day a Mystic may cast a single Protection sphere spell with a range of touch or a target of one creature or object as an area spell with a radius of 30 ft that targets a number of creatures or objects equal to the Mystic’s Charisma modifier.
20th level:
Invincibility:
At 20th level once per day the Mystic may grant herself or a single touched creature the following benefits: a sacred (if the Mystic is good) or profane (if the Mystic is evil) bonus to armor class equal to twice the Mystic’s Charisma modifier, Damage Reduction 15/Unholy (if the Mystic is good) or 15/Holy (if the Mystic is evil) and a Spell Resistance of 30.Thease abilities last for 1 round/level. Invincibility is a spell-like Abjuration ability.




Life Sphere:
1st level:
Turn Undead: as Cleric
7th level:
Healing Gift: Once per day at 7th level the Mystic may cast a single Conjuration (healing) spell as though under the effects of the Maximize Spell feat. This does not affect the spell slot used by the spell, or the casting time.
13th level:
Guarded Life:
At 13th level, the Mystic may add her positive Charisma modifier as a bonus to all saving throws against energy drain, ability damage, ability drain and any form of negative energy attack.
20th level:
Empower Life:
Once per day at 20th level the Mystic may grant herself or another touched being the following benefits: Cure the target of all hit point damage, diseases, poisons, and ability damage, and confer a +4 bonus to Strength, Dexterity and Constitution, and a number of temporary hit points equal to her Charisma modifier(if positive) x10. This is a spell-like, Conjuration (Healing) ability.

Antilife Sphere:
1st level:
Rebuke/Command Undead (as Cleric ability)
7th level:
Lifetap: whenever you successfully damage an opponent with an Antilife Sphere spell, you are healed for half the amount of damage dealt. Any excess hit points beyond your maximum are lost.
13th level:
General of Undeath:
At 13th level the number of hit dice worth of undead you can control with your Command Undead power, and through the casting of Animate Dead (each separately) increases by one-half. So you can command or create a number of Hit Dice of undead equal to your level x1.5.
20th level:
Siphon Life:
At 20th level once per day the Mystic may make a touch attack against a living creature with the following affects: the creature suffers 150 points of damage Fortitude save for half damage), and the Mystic is healed for half the damage taken as per the Lifetap ability, the subject takes 1d4+1 points of ability damage to Strength, Dexterity and Constitution and the Mystic gains half the damage taken as an enhancement bonus to his own ability scores. The DC for the Fortitude save against the damage is 12+ the Mystic’s Charisma Modifier.

Smiting Sphere:
1st level:
Smite: Once per day at 1st level the Mystic may cast a single Smiting Sphere spell and add his Charisma modifier as either a bonus to each die of damage (for damaging spells) or to the saving throw DC (for other spells). The ability may be applied to spells affected by a metamagic feat. The Mystic can use this ability an additional time per day at 10th level.
7th level:
Great Smite: Once per day at 7th level, the Mystic may cast a single Smiting Sphere spells as though under the effects of the Maximize Spell feat. This does not affect the casting time or spell slot used of the spell. This ability may not be combined with the Smite ability.
13th level:
Strengthened Smiting: Starting at 13th level, the Mystic’s Smiting sphere spells gain the following benefits: +1 die of damage, +2 to caster level checks to overcome spell resistance. This bonus stacks with that granted by the Spell Penetration feat.
20th level:
Supreme Smite: Once per day at 20th level the Mystic may cast a single Smiting sphere spell with the following benefits: Double damage, +4 save DC, +4 to caster level checks to overcome spell resistance.

Dimension Sphere:
1st level:
At 1st level the Mystic gains the Augmented Summoning feat
7th level:
Dimension Slip: at 7th level the Mystic can slide between the dimensions to cover distance in an instant. This ability is similar to the spell Dimension Door, but the Mystic can only move up to 20 feet per class level.
13th level:
Send Away: at 13th level the Mystic becomes highly proficient at dealing with extraplanar beings. The Mystic gains a +2 bonus to all dispel attempts against extraplanar beings, as well as to caster level checks to overcome the spell resistance of such creatures. This bonus is also added to the saving throw DCs of all Dimension sphere spells when used to banish extraplanar beings.
20th level:
Planewalker: At 20th level the Mystic becomes able to move between the planes more easily than most. She can Plane Shift once per day, and becomes immune to the harmful effects of a single plane other than her home plane that she has visited at some point. Additionally by spending a week’s time in meditation on another plane and expending 5,000 XP the Mystic may so attune herself to additional planes. This is a supernatural ability.


Mind Sphere:
1st level:
Still Mind: at 1st level the Mystic gains a +2 bonus to saving throws against Enchantment spells and effects
7th level:
Slippery Mind:
At 7th level if the Mystic is subjected to an Enchantment and fails her saving throw, one round later she may attempt the save again. She only gets this one extra chance to succeed at her saving throw.
13th level:
Telepathy: at 13th level the Mystic is able to communicate telepathically with any creature within 60 feet that shares a language with the Mystic.
20th level:
Mind Mastery:
At 20th level the Mystic becomes immune to all Enchantment spells and effects. Additionally, she may use her Telepathy ability to communicate with any creature that has a language.

Dispelling Sphere:
1st level:
At first level the Mystic gains the Spell Penetration feat
7th level:
Enhanced Dispelling:
At 7th level the Mystic receives a +2 bonus to all Dispel checks. This includes caster level checks made for the casting of spells such as Break Enchantment
13th level:
Empowered Dispelling: once per day at 13th level the Mystic may cast a single Dispelling Sphere spell that requires a Dispel Check (such as Dispel Magic or Break Enchantment) and automatically succeed at the check. The use of this ability must be announced before the spell is cast.
20th level:
Supreme Dispel: at 20th level the Mystic gains an additional +2 bonus to all dispel checks(this stacks with Enhanced Dispelling). Additionally, once per day the Mystic may cast a single Dispelling Sphere spell as a free action without altering the slot used by the spell.


Duality Sphere
1st Level:
Shield of Faith: at 1st level the Mystic applies her positive Charisma modifier as a bonus to all saving throws against spells and abilities cast or used by beings whose alignment is opposed to your own, and spells with an alignment descriptor opposed to your own alignment
7th level:
Turn Evil/Good: at 7th level, the Mystic gains the ability to turn and destroy (if the Mystic is good), or rebuke and command (if the Mystic is evil) undead creatures. At 13th level the Mystic can also turn evil outsiders (if good) or good outsiders (if evil).
13th level:
Know Alignment: at 13th level, the Mystic always knows the alignment of any being he looks upon. If the being is protected by a spell that shields alignment, the Mystic may make a caster level check with a DC of 11 plus the level of the spell to perceive the beings alignment in spite of the protection
20th level:
At 20th level the Mystic gains the Celestial template, if good, or the Fiendish template, if evil.
 
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At Last, the Whole Thing!

Ok heres the first draft of everything for my Mystic class, starting with the basics.


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 can 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. Eventually, Mystics transcend the mortal sphere and become magical beings.

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 special gifts, 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, however a Mystic who chooses to specialize in a sphere of Mystic spells gains an additional spell known at each spell level, but the extra spell must be from his specialty sphere.
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.

Spheres:
Most Mystic spells are divided into Spheres. These are groupings of spells with a similar nature or theme, along with a set of Mystic gifts. At 1st level a Mystic may choose to specialize in a single Sphere of spells. Doing this grants the Mystic one extra known spell at each spell level which must be chosen from his specialty sphere, and a +2 bonus on Spellcraft checks relating to spells of that Sphere. The Mystic must choose any one other Sphere of spells, to which he loses access. He cannot learn these spells, nor cast them from scrolls or wands. Additionally, a Mystic who chooses to specialize in a Sphere automatically gains the Mystic Gifts associated with that Sphere at the appropriate levels. A Mystic who does not specialize may choose any Mystic Gift of the appropriate level when reaching a given level.
Spells which do not fall into any Sphere are considered universal and may be learned and cast by any Mystic.

Mystic Gifts:
A Mystic gains certain special gifts as a result of his insight and understanding of the world. At 1st, 7th, 13th, and 20th level a Mystic may choose a Mystic Gift from the Mystic Gift list of the appropriate level. The Gifts are tied to the various Spheres of Mystic spells, and a Mystic who chooses to specialize in a Sphere of magic automatically gains the Gifts for that Sphere at the appropriate levels. The effects of various Mystic Gifts are based on the Mystic’s Charisma modifier.

Transcendence:
Upon reaching 20th level the Mystic has reached a supernatural state of enlightenment and attunement with the cosmos. His type changes to Outsider, so he becomes immune to spells that only affect humanoids such as Charm Person, but he becomes subject to hedging out with a Magic Circle against his alignment and similar spells. Additionally, the Mystic gains a spell resistance of 25 and DR 5/Unholy (If the Mystic is good) or 5/Holy (If the Mystic is evil).


BAB and Saves are as Wizard. I have attached spells per day and spells known as files since they dont want to past right. I will attach one to this post and post another for the other one.

Now the Mystic Gifts:
Mystic Class Abilities:
Protection Sphere:
1st level:
Mystic Force Field: At first level, the Mystic applies his Charisma modifier, if positive, as a deflection bonus to Armor class.
7th level:
Extended Protection: at 7th level, once per day the Mystic may cast a Protection sphere spell that will last for double the normal duration.
13th:
Mass Protection: at 13th level once per day a Mystic may cast a single Protection sphere spell with a range of touch or a target of one creature or object as an area spell with a radius of 30 ft that targets a number of creatures or objects equal to the Mystic’s Charisma modifier.
20th level:
Invincibility:
At 20th level once per day the Mystic may grant herself or a single touched creature the following benefits: a sacred (if the Mystic is good) or profane (if the Mystic is evil) bonus to armor class equal to twice the Mystic’s Charisma modifier, Damage Reduction 15/Unholy (if the Mystic is good) or 15/Holy (if the Mystic is evil) and a Spell Resistance of 30.Thease abilities last for 1 round/level. Invincibility is a spell-like Abjuration ability.




Life Sphere:
1st level:
Turn Undead: as Cleric
7th level:
Healing Gift: Once per day at 7th level the Mystic may cast a single Conjuration (healing) spell as though under the effects of the Maximize Spell feat. This does not affect the spell slot used by the spell, or the casting time.
13th level:
Guarded Life:
At 13th level, the Mystic may add her positive Charisma modifier as a bonus to all saving throws against energy drain, ability damage, ability drain and any form of negative energy attack.
20th level:
Empower Life:
Once per day at 20th level the Mystic may grant herself or another touched being the following benefits: Cure the target of all hit point damage, diseases, poisons, and ability damage, and confer a +4 bonus to Strength, Dexterity and Constitution, and a number of temporary hit points equal to her Charisma modifier(if positive) x10. This is a spell-like, Conjuration (Healing) ability.

Antilife Sphere:
1st level:
Rebuke/Command Undead (as Cleric ability)
7th level:
Lifetap: whenever you successfully damage an opponent with an Antilife Sphere spell, you are healed for half the amount of damage dealt. Any excess hit points beyond your maximum are lost.
13th level:
General of Undeath:
At 13th level the number of hit dice worth of undead you can control with your Command Undead power, and through the casting of Animate Dead (each separately) increases by one-half. So you can command or create a number of Hit Dice of undead equal to your level x1.5.
20th level:
Siphon Life:
At 20th level once per day the Mystic may make a touch attack against a living creature with the following affects: the creature suffers 150 points of damage Fortitude save for half damage), and the Mystic is healed for half the damage taken as per the Lifetap ability, the subject takes 1d4+1 points of ability damage to Strength, Dexterity and Constitution and the Mystic gains half the damage taken as an enhancement bonus to his own ability scores. The DC for the Fortitude save against the damage is 12+ the Mystic’s Charisma Modifier.

Smiting Sphere:
1st level:
Smite: Once per day at 1st level the Mystic may cast a single Smiting Sphere spell and add his Wisdom modifier as either a bonus to each die of damage (for damaging spells) or to the saving throw DC (for other spells). The ability may be applied to spells affected by a metamagic feat. The Mystic can use this ability an additional time per day at 10th level.
7th level:
Great Smite: Once per day at 7th level, the Mystic may cast a single Smiting Sphere spells as though under the effects of the Maximize Spell feat. This does not affect the casting time or spell slot used of the spell. This ability may not be combined with the Smite ability.
13th level:
Strengthened Smiting: Starting at 13th level, the Mystic’s Smiting sphere spells gain the following benefits: +1 die of damage, +2 to caster level checks to overcome spell resistance. This bonus stacks with that granted by the Spell Penetration feat.
20th level:
Supreme Smite: Once per day at 20th level the Mystic may cast a single Smiting sphere spell with the following benefits: Double damage, +4 save DC, +4 to caster level checks to overcome spell resistance.

Dimension Sphere:
1st level:
At 1st level the Mystic gains the Augmented Summoning feat
7th level:
Dimension Slip: at 7th level the Mystic can slide between the dimensions to cover distance in an instant. This ability is similar to the spell Dimension Door, but the Mystic can only move up to 20 feet per class level.
13th level:
Send Away: at 13th level the Mystic becomes highly proficient at dealing with extraplanar beings. The Mystic gains a +2 bonus to all dispel attempts against extraplanar beings, as well as to caster level checks to overcome the spell resistance of such creatures. This bonus is also added to the saving throw DCs of all Dimension sphere spells when used to banish extraplanar beings.
20th level:
Planewalker: At 20th level the Mystic becomes able to move between the planes more easily than most. She can Plane Shift once per day, and becomes immune to the harmful effects of a single plane other than her home plane that she has visited at some point. Additionally by spending a week’s time in meditation on another plane and expending 5,000 XP the Mystic may so attune herself to additional planes. This is a supernatural ability.


Mind Sphere:
1st level:
Still Mind: at 1st level the Mystic gains a +2 bonus to saving throws against Enchantment spells and effects
7th level:
Slippery Mind:
At 7th level if the Mystic is subjected to an Enchantment and fails her saving throw, one round later she may attempt the save again. She only gets this one extra chance to succeed at her saving throw.
13th level:
Telepathy: at 13th level the Mystic is able to communicate telepathically with any creature within 60 feet that shares a language with the Mystic.
20th level:
Mind Mastery:
At 20th level the Mystic becomes immune to all Enchantment spells and effects. Additionally, she may use her Telepathy ability to communicate with any creature that has a language.

Dispelling Sphere:
1st level:
At first level the Mystic gains the Spell Penetration feat
7th level:
Enhanced Dispelling:
At 7th level the Mystic receives a +2 bonus to all Dispel checks. This includes caster level checks made for the casting of spells such as Break Enchantment
13th level:
Empowered Dispelling: once per day at 13th level the Mystic may cast a single Dispelling Sphere spell that requires a Dispel Check (such as Dispel Magic or Break Enchantment) and automatically succeed at the check. The use of this ability must be announced before the spell is cast.
20th level:
Supreme Dispel: at 20th level the Mystic gains an additional +2 bonus to all dispel checks(this stacks with Enhanced Dispelling). Additionally, once per day the Mystic may cast a single Dispelling Sphere spell as a free action without altering the slot used by the spell.


Duality Sphere
1st Level:
Shield of Faith: at 1st level the Mystic applies her positive Charisma modifier as a bonus to all saving throws against spells and abilities cast or used by beings whose alignment is opposed to your own, and spells with an alignment descriptor opposed to your own alignment
7th level:
Turn Evil/Good: at 7th level, the Mystic gains the ability to turn and destroy (if the Mystic is good), or rebuke and command (if the Mystic is evil) undead creatures. At 13th level the Mystic can also turn evil outsiders (if good) or good outsiders (if evil).
13th level:
Know Alignment: at 13th level, the Mystic always knows the alignment of any being he looks upon. If the being is protected by a spell that shields alignment, the Mystic may make a caster level check with a DC of 11 plus the level of the spell to perceive the beings alignment in spite of the protection
20th level:
At 20th level the Mystic gains the Celestial template, if good, or the Fiendish template, if evil.



Now the Spheres:




Protection Grouping:
0th:
Resistance
1st:
Alarm, Endure Elements, Hold Portal, Mage Armor, Shield, Sanctuary, Protection From Evil/Good, Protection From Arrows
2nd:
Resist Elements, Shield Other, Silence, Arcane Lock, Magic Circle Against Evil/Good, Negative Energy Protection
3rd:
Invisibility, Glyph of Warding, Protection From Elements, Nondetection, Displacement, Death Ward
4th:
Spell Resistance, Spell Immunity, Minor Globe of Invulnerability, Stoneskin, Freedom of Movement
5th:
Antiplant Shell, Improved Invisibility, Wall Of Force
6th:
Forcecage, Antilife Shell, Forbiddance, Greater Glyph Of Warding, Antimagic Field, Greater Globe Of Invulnerability, Repulsion, Spellturning
7th:
Refuge, Holy/Unholy Aura, Mindblank, Sequester
8th:
Symbol, Prismatic Wall
9th:
Prismatic Sphere, Foresight


Life Sphere:
0th:
Cure Minor Wounds
1st:
Cure Light Wounds, Deathwatch, Expeditious Retreat
2nd:
Aid, Cure Moderate Wounds, Bull’s Strength, Cat’s Grace, Endurance, Death Knell, Lesser Restoration, Delay Poison, Remove Paralysis
3rd:
Create Food/Water, Cure Serious Wounds, Blindness/Deafness, Remove Blindness/Deafness, Remove Disease, Death Ward
4th:
Neutralize Poison, Restoration, Cure Critical Wounds, Status
5th:
Healing Circle, Polymorph Self
6th:
Heal
7th:
Greater Restoration, Regeneration, Resurrection
8th:
Mass Heal
9th:
True Resurrection, Shapechange

Mind Sphere
0th:
Mage Hand, Detect Poison
1st:
Comprehend Languages, Detect Undead, Detect Secret Doors, Identify, Sleep, Calm Animals, Message
2nd:
Augury, Calm Emotions, Enthrall, Detect Thoughts, Hold Person, Speak With Animals, Charm Person Or Animal, See Invisible
3rd:
Locate/Obscure Object, Zone of Truth, Invisibility Purge, Speak With Plants, Clairaudience/Clairvoyance
4th:
Divination, Tongues, Suggestion, Arcane Eye, Confusion, Emotion, Locate Creature
5th:
Discern Lies, Sending, Contact Other Plane, True Seeing, Charm Monster, Hold Monster, Phantasmal Killer, Rary’s Telepathic Bond, Telekinesis, Dream/Nightmare, Lesser Geas, Scrying
6th:
Analyze Dweomer
7th:
Insanity, Geas/Quest, Mass Suggestion, Find the Path, Greater Scrying
8th:
Discern Location, Trap the Soul
9th:
Astral Projection, Foresight, Weird

Antilife Grouping:
0th:
Inflict Minor Wounds
1st:
Deathwatch, Inflict Light Wounds
2nd:
Death Knell, Inflict Moderate Wounds
3rd:
Animate Dead, Halt Undead, Inflict Serious Wounds
4th:
Enervation, Inflict Critical Wounds
5th:
Circle Of Doom, Phantasmal Killer
6th:
Circle of Death, Create Undead, Harm
7th:
Control Undead, Finger of Death
8th:
Create Greater Undead
9th:
Energy Drain, Power Word: Kill, Weird

Dimension Grouping:
0th:
1st:
Summon Monster 1
2nd:
Rope Trick, Summon Monster 2
3rd:
Blink, Summon Monster 3
4th:
Dimensional Anchor, Dismissal, Summon Monster 4
5th:
Contact Other Plane, Dimension Door, Lesser Planar Binding, Summon Monster 5
6th:
Ethereal Jaunt, Planeshift, Planar Binding, Summon Monster 6, Teleport
7th:
Etherealness, Shadow Walk, Summon Monster 7, Word of Recall
8th:
Greater Planar Binding, Maze, Summon Monster 8, Teleport Without Error
9th:
Astral Projection, Gate, Summon Monster 9

Smiting Grouping:
0th:
1st:
Inflict Light Wounds, Holy Bolt, Magic Weapon, Holy Bolt*
2nd:
Inflict Moderate Wounds, Magic Missile
3rd:
Bestow Curse, Blindness/Deafness, Inflict Serious Wounds, Searing Light, Spiritual Weapon, Disruption Blast*
4th:
Contagion, Greater Magic Weapon, Holy Smite/Unholy Blight, Inflict Critical Wounds, Poison
5th:
Circle of Doom, Dispel Evil/Good, Phantasmal Killer, Mage Bolts*
6th:
Circle of Death, Harm
7th:
Finger of Death, Prismatic Spray, Sunbeam
8th:
Sunburst
9th:
Energy Drain, Implosion, Power Word: Kill, Weird

Dispelling Grouping:
0th:
1st:
Remove Fear
2nd:
Calm Emotions, Lesser Restoration, Remove Paralysis
3rd:
Dispel Magic, Remove Curse, Invisibility Purge, Remove Blindness/Deafness
4th:
Break Enchantment, Dismissal, Neutralize Poison, Restoration
5th:
Dispel Evil/Good
6th:
Banishment, Greater Dispelling
7th:
Greater Restoration, Holy/Unholy Word
8th:
Maze
9th:
Imprisonment, Mordenkainen’s Disjunction

Duality Grouping:
0th:
Light, Disrupt Undead
1st:
Bless/Curse Water, Detect Evil/Good, Holy/Unholy Bolt, Protection from Evil/Good, Holy Bolt*
2nd:
Consecrate/Desecrate, Daylight, Darkness, Death Knell, Magic Circle Against Evil/Good, Undetectable Alignment, Disruption Blast*
3rd:
Animate Dead, Deeper Darkness, Halt Undead, Searing Light
4th:
Holy Smite/Unholy Blight
5th:
Atonement, Dispel Evil/Good, Hallow/Unhallow, Lesser Planar Binding, Mark of Justice
6th:
Create Undead, Planar Binding
7th:
Control Undead, Holy/Unholy Aura, Holy/Unholy Word, Sunbeam, Greater Mark Of Justice*
8th:
Create Greater Undead, Greater Planar Binding, Sunburst
9th:
Freedom, Gate, Imprisonment, Soulbind


And the main spell list:
1st:
Alarm
Endure Elements
Entropic Shield
Hold Portal
Protection From Good/Evil
Mage Armor
Holy Bolt*
Shield
Summon Monster 1
Comprehend Languages
Detect Undead
Detect Secret Doors
Identify
Sleep
Message
Magic Weapon
Calm Animals
Cure Light Wounds
Bless/Curse Water
Deathwatch
Detect Evil/Good
Inflict Light Wounds
Remove Fear
Sanctuary
Expeditious Retreat
2nd:
Aid
Augury
Bull's Strength
Cat's Grace
Endurance
Darkness
Daylight
Detect Thoughts
Magic Missile
Death Knell
Delay Poison
Consecrate/Desecrate
Cure Moderate Wounds
Calm Emotions
Enthrall
Inflict Moderate Wounds
Hold Person
Lesser Restoration
Remove Paralysis
Resist Elements
Shield Other
Silence
Speak With Animals
Summon Monster 2
Undetectable Alignment
Charm Person or Animal
Arcane Lock
See Invisible
Misdirection
Spectral Hand
Darkvision
Levitate
Knock
Rope Trick
Whispering Wind
Magic Circle Against Evil/Good
Negative Energy Protection
Protection From Arrows
3rd:
Locate/Obscure Object
Spiritual Weapon
Invisibility
Disruption Blast*
Zone of Truth
Bestow Curse
Continual Flame
Create Food/Water
Cure Serious Wounds
Deeper Darkness
Dispel Magic
Glyph of Warding
Helping Hand
Inflict Serious Wounds
Animate Dead
Invisibility Purge
Protection From Elements
Remove Blindness/Deafness
Blindness/Deafness
Remove Curse
Remove Disease
Searing Light
Speak With Dead
Speak With Plants
Summon Monster 3
Water Breathing
Water Walk
Nondetection
Clairaudience/Clairvoyance
Blink
Fly
Gaseous Form
Halt Undead
Displacement
Leomund'd Tiny Hut
Death Ward
4th:
Break Enchantment
Spell Resistance
Cure Critical Wounds
Dimensional Anchor
Holy Smite/Unholy Blight
Contagion
Suggestion
Tongues
Greater Magic Weapon
Dismissal
Divination
Freedom Of Movement
Inflict Critical Wounds
Neutralize Poison
Poison
Restoration
Spell Immunity
Status
Summon Monster 4
Minor Globe of Invulnerability
Stoneskin
Arcane Eye
Locate Creature
Confusion
Emotion
Enervation
5th:
Discern Lies
Antiplant Shell
Sending
Atonement
Mage Bolts*
Circle of Doom
Contact Other Plane(or Commune haven’t decided)
Dispel Evil/Good
Sending
True Seeing
Summon Monster 5
Hallow/Unhallow
Lesser Planar Binding
Charm Monster
Dimension Door
Phantasmal Killer
Improved Invisibility
Polymorph Self
Rary's Telepathic Bond
Hold Monster
Wall of Force
Dream/Nightmare
Magic Jar
Telekinesis
Permanency
Mark of Justice
Healing Circle




6th:
Planeshift
Forcecage
Teleport
Animate Objects
Antilife Shell
Ethereal Jaunt
Create Undead
Forbiddance
Greater Dispelling
Greater Glyph of Warding
Harm
Heal
Summon Monster 6
Antimagic Field
Globe of Invulnerability
Repulsion
Planar Binding
Analyze Dweomer
Circle of Death
Spell Turning

7th:
Geas/Quest
Etherealness
Word of Recall
Find the Path
Mass Suggestion
Greater Restoration
Greater Scrying
Holy/Unholy Word
Refuge
Greater Mark of Justice*
Regenerate
Resurrection
Summon Monster 7
Holy/Unholy Aura
Mind Blank
Sunbeam
Sequester
Insanity
Prismatic Spray
Shadow Walk
Finger of Death
Control Undead

8th:
Reverse Gravity
Teleport Without Error
Create Greater Undead
Discern Location
Mass Heal
Summon Monster 8
Symbol
Prismatic Wall
Greater Planar Binding
Maze
Trap the Soul
Demand
Sunburst
Mass Charm

9th:
Astral Projection
Energy Drain
Gate
Implosion
Soul Bind
Summon Monster 9
True Resurrection
Freedom
Imprisonment
Prismatic Sphere
Power Word: Kill
Foresight
Mordenkainen’s Disjunction
Weird
Shapechange
Temporal Stasis
Time Stop


And lastly, my new spells:







Mage Bolts
Evocation [Force]
Level: Sor/Wiz 3, Mys 5
Target: 1 or more creatures or objects no two of which may be more than 15 ft apart

As Magic Missile accept as above, and as follows: each bolt inflicts 2d6+2 points of damage, and each bolt requires a ranged touched attack to hit its target. Alternatively, the caster may choose to discharge the spell as a single bolt doing 10d6 points of damage.


Greater Mark Of Justice
Transmutation
Level: Clr 7, Mys 7

As Mark of Justice, accept that the caster may choose the following affects for the mark to visit on the target: 10d6 points of damage of any type chosen by the caster, stunning for 5d6 rounds, or 2d6 points of Constitution damage. Additionally, these affects take place upon the subject each and every time he attempts to take the prohibited action or actions



Disruption Blast
Evocation
Level: Sor/Wiz 3, Mys 3
Components: V, S
Casting Time: 1 action
Range: Close (25 ft +5 ft/2 levels)
Area: Cone
Duration: Instantaneous
Saving Throw: Reflex Half
Spell Resistance: Yes

This spell creates a blast of intense positive energy. This energy deals 1d4 points of damage per two caster levels (maximum 10d4) to living creatures, but it deals 1d8 points of damage per caster level (maximum 10d8) to undead and evil outsiders.


Holy Bolt
Evocation [Good]
Level: Clr 1, Good 1, Mys 1, Wiz/Sorc 2
Components: V, S, DF
Casting Time: 1 action
Range: Medium (100 ft +10ft/level)
Target: 1 or more creatures, no two of which can be more than 15 ft apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes


This spell creates a bolt of holy energy that speeds from your hand to your targets. You must succeed at a ranged touch attack to hit your targets. Each bolt deals 1d6+1 points of damage, and stuns the target unless they make a successful Fortitude save. Only evil beings and undead are damaged by this spell. You can create one bolt for every two levels of experience, so you have 2 bolts at 3rd level, 3 at 5th etc up to the maximum of 5 bolts at 9th level.
 

Attachments



I couldn't get the spells known list, but judging by first level (1 extra spell known over sorc) I think your theme is 1 less spell/day than a sorc, but 1 more spell known. I'll kick this off by saying this isn't wise balance. The bard knows many spells, but can only cast a few. The sorceror knows a few spells, but can cast many. You are eliminating part of the sorceror's lack, thus your class starts off more powerful.

Your class also has equal progression to a wizard (though only with bonus slots, as all casters max their spellcasting stat, this becomes irrelevant).

Then you took the "school specialization" thing and ran with it, creating a specialization concept that also rewards you every 6 levels. Except even non-specialists get rewarded, so there is no reason to be a specialist (except 1 extra spell known, oh wait, they already know plenty and cast almost as much as the sorc, why lose access to some of these great spells?!).

Speaking of spells, as this class is replacing the cleric but is less focused on combat (bad BAB, no armor, lower hp) it deserves its own custom list. Note, I did not say "a list of the wizard's best spells bumped a level ", which is incidentally what that list looks like to me.

A quick "to-fix" list for you:

-Recheck the balance on spells known vs spells per day. The bard and the sorceror both have to make hard choice (the sorceror when levelling up, the bard on a daily basis), the mystic doesnt have.

-Re-adjust the balance on your "sphere" mechanic. I suggest just giving a specific metamagic feat (make the mystic apply it and charge them the level loss on spells). Right now it seems to prestige-classy to me.

-Think long and hard about which wizard spells to let in. I would take the cleric's list, subtract all the spells dealing with melee combat, then add some utility. Right now I guess there is too much utility, and too much totally out of place like Phatasmal Killer.

-Your class has more skill points than any of the core spellcasting classes except druid, who pretty much needs to devote points to wilderness lore and handle animal to be druid-y. Any reason for this bump?

Thats a good start anyway,

Technik
 

I couldn't get the spells known list, but judging by first level (1 extra spell known over sorc) I think your theme is 1 less spell/day than a sorc, but 1 more spell known. I'll kick this off by saying this isn't wise balance. The bard knows many spells, but can only cast a few. The sorceror knows a few spells, but can cast many. You are eliminating part of the sorceror's lack, thus your class starts off more powerful

Actualy my starting base was 1 more spell per day than the Wizard, one more spell known than Monte Cook's variant Sorcerer. The Bard is a minor spellcaster. The PHB sorcerer is underpowered. Additionaly, I am not totaly eliminating any of his lack. Also your reasoning is flawed...a class having more of a certain something or being more powerful in a certain area doesnt make that a more powerful class overall. The Sorcerer has far greater access to firepower and several forms of utility than the Mystic. Also remember again that things work differently in my world...in my world sorcerers can do essentialy all the things a mystic can in terms of spells including healing. the Mystic is a better healer and probably better at defense than the Sorcerer, but the Sorcerer is better at damage and most utilities.


(though only with bonus slots, as all casters max their spellcasting stat, this becomes irrelevant).

I disagree with this on a number of levels. What do you mean by "max" their spellcasting stat? If you mean that all casters put their highest starting ability score in their spellcasting ability your mostly right. the large majority do. Some dont however..some opt to put the second score their and the first in Dex or Con. and the Mystic also must have a decent Charisma for their special abilities. Either way even with a Wisdom of 18, thats only bonus 4th level spells. Most are more likely to have a 15 or 16 which is at most bonus 3rd level spells. Most Mystics will be able to cast a single spell per day of a given spell level at the wizard-level for it, for the lower and mid levels. Thats hardly irrelevant. Now if you mean maxing with items well perhaps to an extent. I dont feel that every spellcaster spends all their resources on items to improve their casting stat however. That aside, magic items are not going to be quite as common in my world as in standard DnD anyway. We wont know for sure until its playtested of course though, it might have to be changed. Truth is in standard DnD where magic items are so easy to aquire the difference in spells per day between the wizard and sorcerer...one of the great balance factors between them...becomes quite a bit less.


Then you took the "school specialization" thing and ran with it, creating a specialization concept that also rewards you every 6 levels. Except even non-specialists get rewarded, so there is no reason to be a specialist (except 1 extra spell known, oh wait, they already know plenty and cast almost as much as the sorc, why lose access to some of these great spells?!).

Its called character concept. Roleplaying. Theme. That aside, one extra spell is one extra spell. plus the spellcraft benefits.
That aside it seems rather odd to me that you seem to think all of my work is overpowered...the sort of thing that theirs no "reason not to take" but then this comment seems to say that specialization should give greater benefits than nonspecialization. Truth is, I want the two to be as balanced as possible. I dont want everyone who plays a mystic to automaticaly specialize, or automaticaly not. I want the decsion to be based on taste and character development.


Speaking of spells, as this class is replacing the cleric but is less focused on combat (bad BAB, no armor, lower hp) it deserves its own custom list. Note, I did not say "a list of the wizard's best spells bumped a level ", which is incidentally what that list looks like to me

Again I think you are identifying the Mystic a little to much with the Cleric. It is "replacing" the cleric only in a limited technical sense. I am taking out the Cleric and putting in the Mystic. and the Mystic will be the best healer...well even that isnt entirly 100% true...IMC Druids will have the same access to healing magic as the Mystic so the only real advantage is the casting on the fly...so just dont fall into thinking of the Mystic as some sort of variant cleric.
As to the last part...well you must not be looking very closely. No Fireball, Lightning Bolt, Ice Storm, Melfs Acid Arrow, Flaming Sphere, Cone of Cold, Acid Fog, Delayed Blast Fireball, Invisibility Circle, no Illusions(Besides Invisibility which I am considering taking out...i'm not sure it fits), no Dominate spells, no Incendiary Cloud, no Disintegrate, no Meteor Swarm, no Fire Shield no Otiluke's Sphere spells, no Wall of Fire or Ice, No Horrid Wilting, no Wail of the Banshee, No Passwall, Vision, Legend Lore, Mordenkainen's Sword, Bigby's Hand spells...in short plenty of good wizard spells got left off. I used the Spell Lists for Variant spellcasters section of the DMG as my guide when writing the Mystic spell list. I assigned it strengths and weaknesses. the vast majority of their spells involve defense healing and divination. Their pretty decent at a couple of other forms of utility. the have some offense, litle of it involving damage. they essentialy have no illusion powers. I am very happy with the spell list...I think its perhaps the best part and the one that will need the least work.



Recheck the balance on spells known vs spells per day. The bard and the sorceror both have to make hard choice (the sorceror when levelling up, the bard on a daily basis), the mystic doesnt have

I disagree wth that...even a wizard often has to make hard choices when learning spells...I know, I played one for 15 levels. However, the spells known/per day IS one of the areas most likely to need tweaks after and possibly even before playtesting. I dont think its as bad as you say though.

Re-adjust the balance on your "sphere" mechanic. I suggest just giving a specific metamagic feat (make the mystic apply it and charge them the level loss on spells). Right now it seems to prestige-classy to me.

No to the specfic metamagic feats. To generic, to little flavour, and to much like a lesser version of the wizards bonus feats. I tried to make the first 2 abilities for each sphere about on par with a good feat, the 13th level ability along the lines of a really good feat or a bit above, and I just went all out with the 20th level abilities(also, all classes will be getting special things at 20th level IMC). I think the specialization part is going to work out pretty well. The Gifts themselves might need a little tweaking...playtesting will tell. Many around here complain that base classes give to little reason to stay wth them rather than take a Prestige Class....in a way I am trying to adress that...the Mystic gets benefits at all levels instead of having most of them scrunched up before 6th level or so like most of the base classes.

Think long and hard about which wizard spells to let in. I would take the cleric's list, subtract all the spells dealing with melee combat, then add some utility. Right now I guess there is too much utility, and too much totally out of place like Phatasmal Killer.

Thats essentialy what I did. We just disagree about what constitutes to much utility. Phantasmal Killer is not out of place...most of a Mystic's attack spells are either death spells or alignment related. Their spiritual nature gives them many life and death related powers.



Your class has more skill points than any of the core spellcasting classes except druid, who pretty much needs to devote points to wilderness lore and handle animal to be druid-y. Any reason for this bump?

My campaign will be using Monte Cook's Sorcerer which also has 4 skill points. I will probably be bumping the Wizards as well. I think more skills are rarely a bad idea across the board....they make great roleplaying aids and tools with little chance of negative balance ramifications when used in a manner that fits a groups playstyle.


All of this being said remember in case you missed it...this is a first draft, and a work in progress. Its not perfect. I think its pretty decent. I hope to get to playtest it soon, and I'm sure changes will be made. However I get a somewhat condescending vibe from you. This may well be unintentional but either way I find it a tad...annoying. try to remember that everyone's style of play and concept of balance is different. Rember also that I post rough drafts to recieve ideas and constructive criticism...for my fellow EN worlders to point out mistakes and concerns. your posts have felt more like lectures. Its probably unintentional but I just wanted you to know your coming across that way a tad.
 

Its just criticism. I feel you come across in a certain way as well, but there is little sense talking about it. You came to the boards for criticism on your homebrewed mechanics, and I have given rather detailed opinions on what you have. You have the benefit of knowing all the other little things you will change in your campaign, I don't so I try to go by the phb, dmg, and mm. To me, a lot of your stuff seems overpowered but instead of really addressing it you just say "thats how it works in my campaign".

I can only shrug. If you want further help tweaking things, I will try and help. I am not perfect either, but feedback is better than nothing.

I have noticed you have a problem with peoples' "tone" in other posts, really I would just try and take what people are getting at and focus less on the semantics, if someone is replying they are probably just trying to help.

Technik
 

Uh huh. well thats another one of those matter of opnion things. Its often diffacult to relate when two people have very different aproachs to this sort of thing.
I realize I know all of the changes I am going to make. l.But I've mentioned a good few of them in threads you've visited and you've seemed to pretty much ignore them. and I have addressed it when you've said a thing is overpowered. usualy I just disagree since most of it just seems about normal to me. Disruption Blast needed a change, and a changed it. but you even came to the conclusion that Mage Bolts is a pretty normal 3rd level spel
Truth is, I think most of this stuff would be pretty balanced...especialy once I can playtest it and get out the bugs...in more mainstream DnD. Once I have fine tuned this class for my own purposes, I may well try and submit an altered version to say Dragon or some such....probably bill it as an additional divine caster or "alternate cleric" and of course it will need substantial change for that.
But many of our differences really have little to do with the stuff relating to my campaign. I'm more interested in flavour than number by number balance for instance. I dont figure out damage ratios and stuff...I leave that sort of thing at the basics...level caps for damage different die types etc. I think theirs a lot of "core" stuff thats so weak theirs no reason for anyone TOO take it...like Sound Burst and Augment Summoning for instance.
Now if you really wanna help me out get a little more specfic. A lot of your statements just seemed pretty far out to me...like saying the spell list is just the best wizard spells bumped up a level. Where exactly is the too much utility? Teleportation? The communication spells?
What sort of specialization mechanic would you implement? How would you do their spell progression? You've done a lot of telling me what I did wrong with no telling me what I've done right or how I should actualy fix any of it. So your right its just criticism...but not really constructive critizism or advice.
 

I think generally you are too quick to ignore current spells and embrace the damage die table advice for making new spells. Arguing that lower level cleric spells are too weak is sort of a weak argument, as first of all the spells aren't all that weak, and second those spells belong to the most powerful class in the game. The tables for what a wizard damage spell should do per level don't generally apply to the cleric, except in certain higher level spells, generally speaking.

There is no guideline or table for making feats. Augment Summoning is considered by many to be a pretty good feat for a caster who summons a lot. Personally, I think it is quite good, as adding an extra hit die, bonus to hit, bonus to damage every time you cast a certain spell is a strong bonus. What if there was an Augment Rays which gave a +1 bonus to hit and damage (per die) for any ray spell you cast? Would that be balanced? If so, then I feel Augment Summoning is also balanced, especially because Augment Rays seems overpowered!

As far as your spell list, utility is all well and good, but ask yourself this: "Is there a reason to play specialist wizard X based on the mystic's spell list?". If you can do that for all the specialist wizard types, then thats a good start. For me, eyeballing the list, it seems like a transmuter might as well be a mystic, as most of the spells are there in terms of buffs, and you can pick up healing spells.

Now we come to one of those points where its difficult to give accurate advice. You plan on giving all casters of magic access to healing magic, so it seems the whole lot of spellcasters is pretty muddled. One of the defining differences between arcane magic and divine magic (which I realize you are not using, the division) is that one can heal and one can burn. Generally, wizards enjoy more utility as well. You are blurring the lines which makes it difficult to see why you need all those spellcasters.

It seems like possibly making the sorceror fit your needs would be a better option. Delete the cleric, create the mystic, a cha-using core class which can spontaneously cast most spells from the cleric list with some homebrewed ones and some from the wizard and druid lists. This way you end up with less wis-based (divine magic in regular d&d is defined by the WIS modifier) magic.

I don't think there is room for another progression, personally. As I said in another post this is the balance (between spontaneous casters) Few Known Spells, Many Spells Per Day or Many Known Spells, Few Cast Per Day. There aren't really more variables to throw in there, so by getting rid of the sorceror (who the mystic is very close to as of now) and getting rid of the cleric (who the mystic's spell list is mostly emulating) each class can retain something in a very magic-open environment.

As far as specialization, I would go with the core material (as usual). Clerics don't have specializations, they have domains. Perhaps you could implement domains for mystics, which would give access to some of your homebrewed (powerful, imo) spells. Basically take the spheres and change them into domains (mechanically. you could still call them spheres). This way you could also give them certain benefits for having certain domains, as well as powerful unique spells.

For instance, under this system, a mystic would have to have the "Life" sphere in order to cast healing spells and the "Smite" sphere for access to the good offensive spells. You already have written up groupings of spells, this would cause you to shorten the lists for these (spells not in domains can be taken by any mystic). Further, you could implement a bonus ability for sphere, like with the Life sphere you get Turn Undead as a cleric.

Its hard for me to judge the higher level sphere abilities since you said you planned on doing this for all classes, so its hard for me to see the balance. Also, if you feel it is balanced and are on the playtest stage, then it seems house rules isn't really the forum for you. If you've already made up your mind that it follows the rules in the dmg, and is a good spell for your campaign, then posting here and asking for criticism doesn't make sense.

Anyway, thats my advice. It is probably a little too radical, but I agree we aren't exactly on the same page anyway. I hope everything works out well with your new class and spells.

Technik
 
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Ok this is much more constructive :-)
I am not sure exactly when I am going to playtest it will probably be a couple of weeks or so. And I will probably do a little more refining of certain points before we move on to that. So I am putting my stuff here to try and get a broad range of opnions and advice and ideas. Now to address what your saying specficaly:


I think generally you are too quick to ignore current spells and embrace the damage die table advice for making new spells. Arguing that lower level cleric spells are too weak is sort of a weak argument, as first of all the spells aren't all that weak, and second those spells belong to the most powerful class in the game. The tables for what a wizard damage spell should do per level don't generally apply to the cleric, except in certain higher level spells, generally speaking.

Well Divine magic of course has its own table in the DMG, and when designing more new Mystic spells I will probably be using both. I DO ignore some current spells. I usualy disregard those I feel are drasticaly underpowered and/or dont relate much to what I am doing as I see it. Now your right about the Cleric being the most powerful class in the game (and I wonder how you feel about that given your focus on balance), but while the Cleric is a big source of material for my Mystic especialy in spell list terms theirs a lot of big differences. the Mystic doesnt get the Clerics inherent combat abilities (Armor, BAB, HD) and they lose a lot of the more combat enhancing related spells( Divine Power, Righteous Might, Divine Favor etc), but they get somewhat better attack spells usualy with a narrow range, and more utility spells.


There is no guideline or table for making feats. Augment Summoning is considered by many to be a pretty good feat for a caster who summons a lot. Personally, I think it is quite good, as adding an extra hit die, bonus to hit, bonus to damage every time you cast a certain spell is a strong bonus. What if there was an Augment Rays which gave a +1 bonus to hit and damage (per die) for any ray spell you cast? Would that be balanced? If so, then I feel Augment Summoning is also balanced, especially because Augment Rays seems overpowered!

Actualy Augment Ray would seem underpowered to me since their are only a handful of core ray spells and none of them deal damage...so it basicaly gives you the same bonus as Weapon Focus(Rays). and if you want to increase the DC for the saves of the best of the ray spells, Disintegrate, you've got Spell Focus (Transmutation). Now where I'm going with this is many "magical aproachs" already have a lot of feat support, especialy those involving targeting spells and damage spells. Evocation, Transmutation and Enchantment all benefit enourmously from Spell Focus(and Greater Spell Focus). Damage spells of all sorts benefit from spells such as Empower and Maximize spell. Even protective spells can benefit a lot from Extend Spell(and Persistent Spell). However the Summoning aproach has little support. Yes Extend can increase the duration and Empower/Maximize can increase the number of lesser creatures you can summon...but thats really not much of a benefit. Augment Summoning would be pretty good if you can take it at first level. and the whole deal would be good if their were multiple summoning enhancement feats. and remember it does NOT add an extra Hit Die as you say it adds 1 hit point per hit die, and +1 attack and damage. Now at 1st up through third level or so this would be decent. but you cant take it until 3rd level. and by 7th level or so its almost useless...the +1 attack and damage is essentialy meaningless...and the hit points are not that great especialy with the so so creatures you can summon with standard summoning. Now how would you feel if my Augmented Summoning was the same as Augment Summoning, but attainble at 1st level, and the others the same(a logical extension chain with each previous as a prerequisite?)

As far as your spell list, utility is all well and good, but ask yourself this: "Is there a reason to play specialist wizard X based on the mystic's spell list?". If you can do that for all the specialist wizard types, then thats a good start. For me, eyeballing the list, it seems like a transmuter might as well be a mystic, as most of the spells are there in terms of buffs, and you can pick up healing spells.

Here I think our difference in aproach comes in. For me the most important factor overall, generaly, in most choices and especialy choice of class, is flavour and character concept. now obviously theirs some overlap here. But take the standard wizard and Sorcerer. Given the Sorcerers spell list and casting method/spells per day, is their any reason to play any sort of specialist wizard? You can just play a Sorcerer and pick mostly spells from that school and take Spell Focus, and you'll be able to cast more of them per day, without having to prepare them.
I'm not sure what you mean about the Transmuter and buffs. Wizards dont really get many buffs...the basic Ability Score increasers(which all spellcasters get at least some of...including the Druid IMC)...Haste(which the Mystic doesnt get)...Keen Edge...etc. Now of course the Mystic gets some Cleric-y buffs but of course they are focused mainly on healing defense and divination. What buffs do you think are excessive? I also made a point of giving them minimal form changing, and only self-changing...they get Polymorph Self(as a 5th level spell) and Shapechange. I intentionaly left out Polymorph Other and Poly Any Object. And I bumped the teleportation up a level. Hmm...I might consider making Rope Trick 3rd level tho it can be abused pretty well...

Now we come to one of those points where its difficult to give accurate advice. You plan on giving all casters of magic access to healing magic, so it seems the whole lot of spellcasters is pretty muddled. One of the defining differences between arcane magic and divine magic (which I realize you are not using, the division) is that one can heal and one can burn. Generally, wizards enjoy more utility as well. You are blurring the lines which makes it difficult to see why you need all those spellcasters.


I think this is another major source of our miscommunication. Yes, I am blurring the lines. Its quite intentional. I dont "need" all those spellcasters. I WANT all those spellcasters. I dont feel that theirs just 2 magical roles that need filling. Because beside magical effect, their is also magical aproach. Now let me clarify something...I try to use the mechanics of this game to reflect fantasy litertaure and mythology(or at least my favorites there of :-) and in most such stories, magic is magic. Different types of magic have a lot to do with aproach and somewhat to do with effect. Theirs certain things almost anyone who can use magic can do to a lesser or greater extent. Attack, defend, heal. their are eceptions to this of course but its sort of what I'm going with. Any magical type can do just about anything IMC but some are better at some things than others. Wizards and Sorcerers are best by far at offense especialy damaging offense(as oposed to insta death etc) and probably roughly tied with Druids for mastery of Elemental Magic. Mystics and Druids are best at healing, and Mystics are the masters of Defense. They can all do some of everything but the difference and the interest comes in aproach and execution. Wizards and Sorcerers are much the same as in standard...Wizards the tomes and learned magic, Sorcerers inborn/bloodline based, the Mystic with their medititation and observation(in aproach I see them as a bit like the magical equivalant of the Monk) and Druids drawing power from life and nature. When Arcana Unearthed comes out if this campaign gets off the ground and is still running I will probably be implementing a lot of its mechanics especialy as far as magic...unified spell list etc. What I am doing is sort of a DnD version of that. So I have no desire to delete any of the other spellcasting classes. the Cleric was the only one that didnt fit into my world...plus I feel that the standard DnD Cleric is overpowered and since what little of the concept I like can be emulated by the Mystic(or in truth, anyone) their was no reason to go to the trouble of revising it. However, your ideas would work well if I was going for something like you describe...something more minimalist. They'd be perfect if you wanted to just tweak basic DnD a little and narrow the focus of the magic users..but my goal is to broaden both focus and aproach.

As far as specialization, I would go with the core material (as usual). Clerics don't have specializations, they have domains. Perhaps you could implement domains for mystics, which would give access to some of your homebrewed (powerful, imo) spells. Basically take the spheres and change them into domains (mechanically. you could still call them spheres). This way you could also give them certain benefits for having certain domains, as well as powerful unique spells.

I'm not sure I entirly understand what your describing. are you saying remove a lot of spells from the base spell list and make them avaible only via the spheres? Thats a good idea although it would require a pretty massive overhaul. Also as I said I like most of whats in the spell list and want all Mystics to have access to most of it, for instance your example of having to have the Life sphere to cast healing spells...healing spells are one of the main focuses of the class, in any form. However as you say it would be useful for some spells I might want to create to have them avaible only via the spheres and not on the standard list. I will definitly keep that in mind. I do want to try and preserve a specialzation mechanic as oposed to a cleric-like automatic "domain" sort of thing. I have always liked the idea of spellcasters focusing specialy on a certain type of magic. However this is an area that may well need work, and I may end up implementing a system more simliar to domains so I would like more detail and clarification of your ideas.



Its hard for me to judge the higher level sphere abilities since you said you planned on doing this for all classes, so its hard for me to see the balance

This is very true. Havent even come up with the 20th level abilities for the other classes(well, the Monk's is built in...incdentaly what do you think of renaming the Monk the Adept(no aept NPC class IMC). I just kind of figure that a character should get something pretty big for finishing out the standard progression :-)
 

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