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New Class: The Mystic:(All in the Top Post!)
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<blockquote data-quote="Merlion" data-source="post: 845170" data-attributes="member: 10397"><p>I shall soon be running a small campaign, and I am making some relatively strong changes. Removing the Arcane/Divine magic divide, giving all classes access to many "Cleric" spells (including Healing), removing the Law/Chaos aspect of alignment and adding a new class...the Mystic.</p><p>They focus on healing and defense. Heres the info for you...mind, this is a first draft.</p><p></p><p>The Mystic</p><p></p><p>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.</p><p></p><p></p><p>Adventures:</p><p>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.</p><p></p><p></p><p>Characteristics:</p><p>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.</p><p></p><p>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.</p><p></p><p>Religion:</p><p></p><p></p><p></p><p></p><p></p><p>Background:</p><p>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.</p><p></p><p></p><p>Races:</p><p>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.</p><p></p><p>Other Classes:</p><p>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.</p><p></p><p></p><p>Game Rule Information:</p><p>Mystics have the following game statistics</p><p>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.</p><p>Alignment: Any</p><p>Hit Die: d6</p><p></p><p>Class Skills</p><p>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)</p><p>Skill Points and Each level: (4+ Int modifier) x4</p><p>Skill Points At Each Additional Level: 4+ Int modifier</p><p></p><p>Class Features</p><p>All of the following are class features of the Mystic</p><p>Weapon and Armor Proficiency: the Mystic is proficient with all simple weapons. Mystics are not proficient with any armor or shields.</p><p></p><p>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.</p><p>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.</p><p></p><p>Spheres:</p><p>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.</p><p>Spells which do not fall into any Sphere are considered universal and may be learned and cast by any Mystic.</p><p></p><p>Mystic Gifts:</p><p>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.</p><p></p><p>Transcendence:</p><p>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).</p><p></p><p></p><p>BAB and Saves are as a Wizard. Spells per Day and Spells known are attached as files down towards the bottom of the thread. Sorry about that <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":-)" title="Smile :-)" data-smilie="1"data-shortname=":-)" /></p><p></p><p>1st:</p><p>Alarm</p><p>Endure Elements</p><p>Entropic Shield</p><p>Hold Portal</p><p>Protection From Good/Evil</p><p>Mage Armor</p><p>Holy Bolt*</p><p>Shield</p><p>Summon Monster 1</p><p>Comprehend Languages</p><p>Detect Undead</p><p>Detect Secret Doors</p><p>Identify</p><p>Sleep</p><p>Message</p><p>Magic Weapon</p><p>Calm Animals</p><p>Cure Light Wounds</p><p>Bless/Curse Water</p><p>Deathwatch</p><p>Detect Evil/Good</p><p>Inflict Light Wounds</p><p>Remove Fear</p><p>Sanctuary</p><p>Expeditious Retreat </p><p>2nd:</p><p>Aid</p><p>Augury</p><p>Bull's Strength</p><p>Cat's Grace</p><p>Endurance</p><p>Darkness</p><p>Daylight</p><p>Detect Thoughts</p><p>Magic Missile</p><p>Death Knell</p><p>Delay Poison</p><p>Consecrate/Desecrate</p><p>Cure Moderate Wounds</p><p>Calm Emotions</p><p>Enthrall</p><p>Inflict Moderate Wounds</p><p>Hold Person</p><p>Lesser Restoration</p><p>Remove Paralysis</p><p>Resist Elements</p><p>Shield Other</p><p>Silence</p><p>Speak With Animals</p><p>Summon Monster 2</p><p>Undetectable Alignment</p><p>Charm Person or Animal</p><p>Arcane Lock</p><p>See Invisible</p><p>Misdirection</p><p>Spectral Hand</p><p>Darkvision</p><p>Levitate</p><p>Knock</p><p>Rope Trick</p><p>Whispering Wind</p><p>Magic Circle Against Evil/Good</p><p>Negative Energy Protection</p><p>Protection From Arrows</p><p>3rd:</p><p>Locate/Obscure Object</p><p>Spiritual Weapon</p><p>Invisibility</p><p>Disruption Blast*</p><p>Zone of Truth</p><p>Bestow Curse</p><p>Continual Flame</p><p>Create Food/Water</p><p>Cure Serious Wounds</p><p>Deeper Darkness</p><p>Dispel Magic</p><p>Glyph of Warding</p><p>Helping Hand</p><p>Inflict Serious Wounds</p><p>Animate Dead</p><p>Invisibility Purge</p><p>Protection From Elements</p><p>Remove Blindness/Deafness</p><p>Blindness/Deafness</p><p>Remove Curse</p><p>Remove Disease</p><p>Searing Light</p><p>Speak With Dead</p><p>Speak With Plants</p><p>Summon Monster 3</p><p>Water Breathing</p><p>Water Walk</p><p>Nondetection</p><p>Clairaudience/Clairvoyance</p><p>Blink</p><p>Fly</p><p>Gaseous Form</p><p>Halt Undead</p><p>Displacement</p><p>Leomund'd Tiny Hut</p><p>Death Ward</p><p>4th:</p><p>Break Enchantment</p><p>Spell Resistance</p><p>Cure Critical Wounds</p><p>Dimensional Anchor</p><p>Holy Smite/Unholy Blight</p><p>Contagion</p><p>Suggestion</p><p>Tongues</p><p>Greater Magic Weapon</p><p>Dismissal</p><p>Divination</p><p>Freedom Of Movement</p><p>Inflict Critical Wounds</p><p>Neutralize Poison</p><p>Poison</p><p>Restoration</p><p>Spell Immunity</p><p>Status</p><p>Summon Monster 4</p><p>Minor Globe of Invulnerability</p><p>Stoneskin</p><p>Arcane Eye</p><p>Locate Creature</p><p>Confusion</p><p>Emotion</p><p>Enervation</p><p>5th:</p><p>Discern Lies</p><p>Antiplant Shell</p><p>Sending</p><p>Atonement</p><p>Mage Bolts*</p><p>Circle of Doom</p><p>Contact Other Plane(or Commune haven’t decided)</p><p>Dispel Evil/Good</p><p>Sending</p><p>True Seeing</p><p>Summon Monster 5</p><p>Hallow/Unhallow</p><p>Lesser Planar Binding</p><p>Charm Monster</p><p>Dimension Door</p><p>Phantasmal Killer</p><p>Improved Invisibility</p><p>Polymorph Self</p><p>Rary's Telepathic Bond</p><p>Hold Monster</p><p>Wall of Force</p><p>Dream/Nightmare</p><p>Magic Jar</p><p>Telekinesis</p><p>Permanency</p><p>Mark of Justice</p><p>Healing Circle</p><p></p><p></p><p></p><p></p><p>6th:</p><p>Planeshift</p><p>Forcecage</p><p>Teleport</p><p>Animate Objects</p><p>Antilife Shell</p><p>Ethereal Jaunt</p><p>Create Undead</p><p>Forbiddance</p><p>Greater Dispelling</p><p>Greater Glyph of Warding</p><p>Harm</p><p>Heal</p><p>Summon Monster 6</p><p>Antimagic Field</p><p>Globe of Invulnerability</p><p>Repulsion</p><p>Planar Binding</p><p>Analyze Dweomer</p><p>Circle of Death</p><p>Spell Turning</p><p></p><p>7th:</p><p>Geas/Quest</p><p>Etherealness</p><p>Word of Recall</p><p>Find the Path</p><p>Mass Suggestion</p><p>Greater Restoration</p><p>Greater Scrying</p><p>Holy/Unholy Word</p><p>Refuge</p><p>Greater Mark of Justice*</p><p>Regenerate</p><p>Resurrection</p><p>Summon Monster 7</p><p>Holy/Unholy Aura</p><p>Mind Blank</p><p>Sunbeam</p><p>Sequester</p><p>Insanity</p><p>Prismatic Spray</p><p>Shadow Walk</p><p>Finger of Death</p><p>Control Undead</p><p></p><p>8th:</p><p>Reverse Gravity</p><p>Teleport Without Error</p><p>Create Greater Undead</p><p>Discern Location</p><p>Mass Heal</p><p>Summon Monster 8</p><p>Symbol</p><p>Prismatic Wall</p><p>Greater Planar Binding</p><p>Maze</p><p>Trap the Soul</p><p>Demand</p><p>Sunburst</p><p>Mass Charm</p><p></p><p>9th:</p><p>Astral Projection</p><p>Energy Drain</p><p>Gate</p><p>Implosion</p><p>Soul Bind</p><p>Summon Monster 9</p><p>True Resurrection</p><p>Freedom</p><p>Imprisonment</p><p>Prismatic Sphere</p><p>Power Word: Kill</p><p>Foresight</p><p>Mordenkainen’s Disjunction</p><p>Weird</p><p>Shapechange</p><p>Temporal Stasis</p><p>Time Stop</p><p></p><p></p><p></p><p>Protection Grouping: </p><p>0th:</p><p>Resistance</p><p>1st:</p><p>Alarm, Endure Elements, Hold Portal, Mage Armor, Shield, Sanctuary, Protection From Evil/Good, Protection From Arrows</p><p>2nd:</p><p>Resist Elements, Shield Other, Silence, Arcane Lock, Magic Circle Against Evil/Good, Negative Energy Protection</p><p>3rd:</p><p>Invisibility, Glyph of Warding, Protection From Elements, Nondetection, Displacement, Death Ward</p><p>4th:</p><p>Spell Resistance, Spell Immunity, Minor Globe of Invulnerability, Stoneskin, Freedom of Movement </p><p>5th:</p><p>Antiplant Shell, Improved Invisibility, Wall Of Force </p><p>6th:</p><p>Forcecage, Antilife Shell, Forbiddance, Greater Glyph Of Warding, Antimagic Field, Greater Globe Of Invulnerability, Repulsion, Spellturning </p><p>7th:</p><p>Refuge, Holy/Unholy Aura, Mindblank, Sequester</p><p>8th: </p><p>Symbol, Prismatic Wall</p><p>9th:</p><p>Prismatic Sphere, Foresight </p><p></p><p></p><p>Life Sphere:</p><p>0th:</p><p>Cure Minor Wounds</p><p>1st:</p><p>Cure Light Wounds, Deathwatch, Expeditious Retreat</p><p>2nd:</p><p>Aid, Cure Moderate Wounds, Bull’s Strength, Cat’s Grace, Endurance, Death Knell, Lesser Restoration, Delay Poison, Remove Paralysis</p><p>3rd:</p><p>Create Food/Water, Cure Serious Wounds, Blindness/Deafness, Remove Blindness/Deafness, Remove Disease, Death Ward</p><p>4th:</p><p>Neutralize Poison, Restoration, Cure Critical Wounds, Status</p><p>5th:</p><p>Healing Circle, Polymorph Self</p><p>6th:</p><p>Heal</p><p>7th:</p><p>Greater Restoration, Regeneration, Resurrection </p><p>8th:</p><p>Mass Heal</p><p>9th:</p><p>True Resurrection, Shapechange </p><p></p><p>Mind Sphere</p><p>0th:</p><p>Mage Hand, Detect Poison</p><p>1st:</p><p>Comprehend Languages, Detect Undead, Detect Secret Doors, Identify, Sleep, Calm Animals, Message</p><p>2nd:</p><p>Augury, Calm Emotions, Enthrall, Detect Thoughts, Hold Person, Speak With Animals, Charm Person Or Animal, See Invisible</p><p>3rd:</p><p>Locate/Obscure Object, Zone of Truth, Invisibility Purge, Speak With Plants, Clairaudience/Clairvoyance</p><p>4th:</p><p>Divination, Tongues, Suggestion, Arcane Eye, Confusion, Emotion, Locate Creature</p><p>5th:</p><p>Discern Lies, Sending, Contact Other Plane, True Seeing, Charm Monster, Hold Monster, Phantasmal Killer, Rary’s Telepathic Bond, Telekinesis, Dream/Nightmare, Lesser Geas, Scrying</p><p>6th:</p><p>Analyze Dweomer </p><p>7th:</p><p>Insanity, Geas/Quest, Mass Suggestion, Find the Path, Greater Scrying</p><p>8th:</p><p>Discern Location, Trap the Soul</p><p>9th:</p><p>Astral Projection, Foresight, Weird </p><p></p><p>Antilife Grouping:</p><p>0th:</p><p>Inflict Minor Wounds</p><p>1st:</p><p>Deathwatch, Inflict Light Wounds</p><p>2nd:</p><p>Death Knell, Inflict Moderate Wounds</p><p>3rd:</p><p>Animate Dead, Halt Undead, Inflict Serious Wounds</p><p>4th:</p><p>Enervation, Inflict Critical Wounds</p><p>5th:</p><p>Circle Of Doom, Phantasmal Killer</p><p>6th:</p><p>Circle of Death, Create Undead, Harm</p><p>7th:</p><p>Control Undead, Finger of Death</p><p>8th:</p><p>Create Greater Undead</p><p>9th:</p><p>Energy Drain, Power Word: Kill, Weird</p><p></p><p>Dimension Grouping:</p><p>0th:</p><p>1st:</p><p>Summon Monster 1</p><p>2nd:</p><p>Rope Trick, Summon Monster 2</p><p>3rd:</p><p>Blink, Summon Monster 3</p><p>4th:</p><p>Dimensional Anchor, Dismissal, Summon Monster 4</p><p>5th:</p><p>Contact Other Plane, Dimension Door, Lesser Planar Binding, Summon Monster 5</p><p>6th:</p><p>Ethereal Jaunt, Planeshift, Planar Binding, Summon Monster 6, Teleport</p><p>7th:</p><p>Etherealness, Shadow Walk, Summon Monster 7, Word of Recall</p><p>8th:</p><p>Greater Planar Binding, Maze, Summon Monster 8, Teleport Without Error</p><p>9th:</p><p>Astral Projection, Gate, Summon Monster 9</p><p></p><p>Smiting Grouping:</p><p>0th:</p><p>1st:</p><p>Inflict Light Wounds, Holy Bolt, Magic Weapon, Holy Bolt*</p><p>2nd:</p><p>Inflict Moderate Wounds, Magic Missile</p><p>3rd:</p><p>Bestow Curse, Blindness/Deafness, Inflict Serious Wounds, Searing Light, Spiritual Weapon, Disruption Blast*</p><p>4th:</p><p>Contagion, Greater Magic Weapon, Holy Smite/Unholy Blight, Inflict Critical Wounds, Poison</p><p>5th:</p><p>Circle of Doom, Dispel Evil/Good, Phantasmal Killer, Mage Bolts*</p><p>6th:</p><p>Circle of Death, Harm</p><p>7th:</p><p>Finger of Death, Prismatic Spray, Sunbeam</p><p>8th:</p><p>Sunburst</p><p>9th:</p><p>Energy Drain, Implosion, Power Word: Kill, Weird</p><p></p><p>Dispelling Grouping:</p><p>0th:</p><p>1st:</p><p>Remove Fear</p><p>2nd:</p><p>Calm Emotions, Lesser Restoration, Remove Paralysis</p><p>3rd:</p><p>Dispel Magic, Remove Curse, Invisibility Purge, Remove Blindness/Deafness</p><p>4th:</p><p>Break Enchantment, Dismissal, Neutralize Poison, Restoration</p><p>5th:</p><p>Dispel Evil/Good</p><p>6th:</p><p>Banishment, Greater Dispelling</p><p>7th:</p><p>Greater Restoration, Holy/Unholy Word</p><p>8th:</p><p>Maze</p><p>9th:</p><p>Imprisonment, Mordenkainen’s Disjunction</p><p></p><p>Duality Grouping:</p><p>0th:</p><p>Light, Disrupt Undead</p><p>1st:</p><p>Bless/Curse Water, Detect Evil/Good, Holy/Unholy Bolt, Protection from Evil/Good, Holy Bolt*</p><p>2nd:</p><p>Consecrate/Desecrate, Daylight, Darkness, Death Knell, Magic Circle Against Evil/Good, Undetectable Alignment, Disruption Blast*</p><p>3rd:</p><p>Animate Dead, Deeper Darkness, Halt Undead, Searing Light</p><p>4th:</p><p>Holy Smite/Unholy Blight</p><p>5th:</p><p>Atonement, Dispel Evil/Good, Hallow/Unhallow, Lesser Planar Binding, Mark of Justice</p><p>6th:</p><p>Create Undead, Planar Binding</p><p>7th:</p><p>Control Undead, Holy/Unholy Aura, Holy/Unholy Word, Sunbeam, Greater Mark Of Justice*</p><p>8th:</p><p>Create Greater Undead, Greater Planar Binding, Sunburst</p><p>9th:</p><p>Freedom, Gate, Imprisonment, Soulbind</p><p></p><p></p><p></p><p>Mystic Class Abilities:</p><p>Protection Sphere:</p><p>1st level:</p><p>Mystic Force Field: At first level, the Mystic applies his Charisma modifier, if positive, as a deflection bonus to Armor class.</p><p>7th level: </p><p>Extended Protection: at 7th level, once per day the Mystic may cast a Protection sphere spell that will last for double the normal duration. </p><p>13th:</p><p>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. </p><p>20th level:</p><p>Invincibility:</p><p>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.</p><p></p><p></p><p></p><p></p><p>Life Sphere:</p><p>1st level:</p><p>Turn Undead: as Cleric</p><p>7th level:</p><p>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. </p><p>13th level:</p><p>Guarded Life:</p><p>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. </p><p>20th level:</p><p>Empower Life:</p><p>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.</p><p></p><p>Antilife Sphere:</p><p>1st level:</p><p>Rebuke/Command Undead (as Cleric ability)</p><p>7th level: </p><p>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.</p><p>13th level:</p><p>General of Undeath:</p><p>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.</p><p>20th level:</p><p>Siphon Life:</p><p>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.</p><p></p><p>Smiting Sphere:</p><p>1st level:</p><p>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.</p><p>7th level:</p><p>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.</p><p>13th level:</p><p>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.</p><p>20th level:</p><p>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.</p><p></p><p>Dimension Sphere:</p><p>1st level:</p><p>At 1st level the Mystic gains the Augmented Summoning feat</p><p>7th level:</p><p>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.</p><p>13th level:</p><p>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.</p><p>20th level:</p><p>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.</p><p></p><p></p><p>Mind Sphere:</p><p>1st level:</p><p>Still Mind: at 1st level the Mystic gains a +2 bonus to saving throws against Enchantment spells and effects</p><p>7th level:</p><p>Slippery Mind:</p><p>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.</p><p>13th level:</p><p>Telepathy: at 13th level the Mystic is able to communicate telepathically with any creature within 60 feet that shares a language with the Mystic.</p><p>20th level:</p><p>Mind Mastery:</p><p>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.</p><p></p><p>Dispelling Sphere: </p><p>1st level:</p><p>At first level the Mystic gains the Spell Penetration feat</p><p>7th level:</p><p>Enhanced Dispelling: </p><p>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</p><p>13th level: </p><p>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.</p><p>20th level:</p><p>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.</p><p></p><p></p><p>Duality Sphere</p><p>1st Level:</p><p>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</p><p>7th level:</p><p>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).</p><p>13th level:</p><p>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</p><p>20th level:</p><p>At 20th level the Mystic gains the Celestial template, if good, or the Fiendish template, if evil.</p><p></p><p></p><p></p><p></p><p></p><p>And heres the new spells mentioned:</p><p></p><p></p><p>Holy Bolt</p><p>Evocation [Good]</p><p>Level: Clr 2, Good 2, Mys 1, Wiz/Sorc 2</p><p>Components: V, S, DF</p><p>Casting Time: 1 action</p><p>Range: Medium (100 ft +10ft/level)</p><p>Target: 1 or more creatures, no two of which can be more than 15 ft apart</p><p>Duration: Instantaneous </p><p>Saving Throw: Reflex Half</p><p>Spell Resistance: Yes</p><p></p><p></p><p>This spell creates a bolt of holy energy that speeds from your hand to your targets.. Each bolt deals 1d8+1 points of damage.Only evil beings and undead are damaged by this spell. You have 1 bolt at 1st level, 2 at 3rd and an additional bolt for every three levels beyond 3rd (3 at 6th 4 at 9th and the maximum of 5 at 12th level).</p><p></p><p></p><p>Disruption Blast</p><p>Evocation [Good]</p><p>Level: Sor/Wiz 3, Mys 3</p><p>Components: V, S</p><p></p><p>As Fireball, accept this spell creates a blast of intense positive energy. This energy deals 1d6 damage per caster level (max 10d6) to undead and evil extraplanar beings. Other beings take no damage.</p><p></p><p></p><p></p><p></p><p>Celestial Flames</p><p>Evocation [Good]</p><p>Mys 4, Sor/Wiz 5</p><p>Components: V, S, F</p><p>Range: Medium (100ft +10 ft/level)</p><p>Area: 20 ft radius</p><p>Duration: Instantaneous</p><p>Saving Throw: See Text</p><p>Spell Resistance: Yes</p><p></p><p>This spell calls upon the power of goodness to smite the wicked. The area of effect is filled with what appear as shining white flames (although no heat or fire damage is involved). Evil creatures caught in this blast take 1d8 points of holy damage for every two caster levels, starting with first, to a maximum of 10d8 damage, and are blinded for 1d4 rounds. A successful Reflex save halves the damage, and a successful Will save halves the duration of the blindness. Good beings and nonsentient life forms are not harmed by this spell.</p><p></p><p></p><p></p><p></p><p>Mage Bolts </p><p>Evocation [Force]</p><p>Level: Sor/Wiz 3, Mys 5</p><p>Target: 1 or more creatures or objects no two of which may be more than 15 ft apart</p><p></p><p>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. </p><p></p><p></p><p>Greater Mark Of Justice</p><p>Transmutation</p><p>Level: Clr 7, Mys 7</p><p></p><p>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</p><p></p><p></p><p>Tell me what you think</p></blockquote><p></p>
[QUOTE="Merlion, post: 845170, member: 10397"] I shall soon be running a small campaign, and I am making some relatively strong changes. Removing the Arcane/Divine magic divide, giving all classes access to many "Cleric" spells (including Healing), removing the Law/Chaos aspect of alignment and adding a new class...the Mystic. They focus on healing and defense. Heres the info for you...mind, this is a first draft. 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 a Wizard. Spells per Day and Spells known are attached as files down towards the bottom of the thread. Sorry about that :-) 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 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 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. And heres the new spells mentioned: Holy Bolt Evocation [Good] Level: Clr 2, Good 2, 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: Reflex Half Spell Resistance: Yes This spell creates a bolt of holy energy that speeds from your hand to your targets.. Each bolt deals 1d8+1 points of damage.Only evil beings and undead are damaged by this spell. You have 1 bolt at 1st level, 2 at 3rd and an additional bolt for every three levels beyond 3rd (3 at 6th 4 at 9th and the maximum of 5 at 12th level). Disruption Blast Evocation [Good] Level: Sor/Wiz 3, Mys 3 Components: V, S As Fireball, accept this spell creates a blast of intense positive energy. This energy deals 1d6 damage per caster level (max 10d6) to undead and evil extraplanar beings. Other beings take no damage. Celestial Flames Evocation [Good] Mys 4, Sor/Wiz 5 Components: V, S, F Range: Medium (100ft +10 ft/level) Area: 20 ft radius Duration: Instantaneous Saving Throw: See Text Spell Resistance: Yes This spell calls upon the power of goodness to smite the wicked. The area of effect is filled with what appear as shining white flames (although no heat or fire damage is involved). Evil creatures caught in this blast take 1d8 points of holy damage for every two caster levels, starting with first, to a maximum of 10d8 damage, and are blinded for 1d4 rounds. A successful Reflex save halves the damage, and a successful Will save halves the duration of the blindness. Good beings and nonsentient life forms are not harmed by this spell. 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. 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 Tell me what you think [/QUOTE]
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New Class: The Mystic:(All in the Top Post!)
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