Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Million Dollar TTRPG Crowdfunders
Most Anticipated Tabletop RPGs Of The Year
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
New Class: The Mystic-Complete Version(Shortened)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Merlion" data-source="post: 890842" data-attributes="member: 10397"><p>Ok here it is at last. what I hope to be the final version of my Mystic class.</p><p> Remember this class was designed mainly for a campaign where the Cleric does not exist, nor does the Arcane/divine magic divide, or alignments besides Good and Evil. However I most likely will eventaly do a more "standard" version for submission purposes.</p><p> The spells know/spells per day tables wont post so I will attach them.</p><p></p><p></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></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 loses access to another Sphere, depending upon which Sphere he chooses to focus on. Below is a list of the Spheres, and the antisphere choices available for a Mystic who chooses to focus on them. 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>Mystic Spheres and Antispheres:</p><p>Antilife: Life</p><p>Dimension: Dispelling or Smiting</p><p>Dispelling: Dimension or Smiting</p><p>Duality: Any</p><p>Life: Antilife</p><p>Mind: Dispelling or Smiting</p><p>Protection: Dimension or Smiting</p><p>Smiting: Dimension or Protection</p><p></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/magic.</p><p></p><p>Mystic Gifts:</p><p></p><p>Antilife Sphere:</p><p>1st level: Rebuke/Command Undead (as Cleric ability)</p><p>Lifetap (Su): Once per day, whenever you successfully damage a creature with an Antilife sphere spell, you are healed for the amount of damage dealt. You may use this ability an additional time per day at 13th level.</p><p>General of Undeath (Su):</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>Siphon Life (Sp):</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>Dimension Sphere:</p><p>At 1st level the Mystic gains the Augmented Summoning feat</p><p>Send Away (Ex):</p><p>7th 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>Dimension Slip (Sp):</p><p>At 13th level, once per day the Mystic may cover distant in an instant by slipping between planes. This ability is identical to a Dimension Door spell cast at the Mystic’s level, and may be used once per day. </p><p>Planewalker (Su): 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>Dispelling Sphere: </p><p>At first level the Mystic gains the Spell Penetration feat</p><p>Enhanced Dispelling (Ex): </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>Empowered Dispelling (Ex): 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 treat the check as though the Mystic had rolled a natural 20.</p><p>Supreme Dispel (Ex): 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>Duality Sphere</p><p>Shield of Faith (Su): 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>Turn Evil/Good (Su): at 7th level, the Mystic gains the ability to turn or destroy outsiders and extraplanar beings whose alignment is opposite the Mystic’s own. This ability functions like Turn Undead. Outsiders and Extraplanar beings gain a turn resistance equal to half the CR</p><p>Know Alignment (Su): at 13th level, the Mystic may discern the alignment of any being by concentrating for a single round. If the being is protected by a spell that shields alignment, the Mystic may make a caster level check with a DC of 13 plus the level of the caster of the protective spell to see through the protection. This ability also allows a Mystic to send alignment in or on objects and areas. For instance, an Unholy weapon would register as evil, and an area under the effects of a Hallow spell would register as good.</p><p>Celestial Transformation (Su): at 20th level, the Mystic gains the following benefits: Acid, Cold and Electricity resistance 10 (If good) or Acid, Cold and Fire resistance 10 (if evil), and a +2 inherent bonus to Charisma. Additionally, the Mystic’s DR changes to 5/Unholy (if the Mystic is good) or 5/Holy (if the Mystic is evil), and his Spell Resistance increases by 5 against spells with an alignment descriptor opposite his own alignment.</p><p></p><p>Life Sphere:</p><p>1st level: Turn Undead: as Cleric</p><p>Healing Gift (Ex): 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>Guarded Life (Su):</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>Empower Life (Sp):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. The ability increases and temporary hit points last for 3 rounds +1/round per point of the Mystic’s Charisma bonus.</p><p></p><p>Mind Sphere:</p><p>Still Mind (Ex): at 1st level the Mystic gains a +2 bonus to saving throws against Enchantment spells and effects</p><p>Bond of Understanding (Su):</p><p>At 7th level the Mystic gains a limited telepathic ability that aids in communicating with other creatures. This ability functions like a Comprehend Languages spell, accept it does not allow a Mystic to read or write a language, and it allows the Mystic to be understood by the creature as well as vice versa. This ability is always active but only functions with one being at a time. It only translates spoken communication, so it does not allow the Mystic to communicate with beings that have no spoken language </p><p>Slippery Mind:</p><p>At 13th level the Mystic gains the Slippery Mind ability. This is identical to the Rogue class feature of the same name.</p><p>Mind Mastery (Su):</p><p>At 20th level the Mystic gains a Spell Resistance of 35 against all mind affecting spells and effects, and a +4 bonus to saving throws against such effects(this bonus stacks with all others).Additionally, the Mystic may communicate telepathically with any living creature within 60 ft.</p><p></p><p></p><p>Protection Sphere: 1st level:</p><p>Mystic Force Field (Su): At first level, the Mystic gains a +2 deflection bonus to AC. This increases to +3 at 7th level, +4 at 13th level, and +5 at 20th level: </p><p>Extended Protection (Ex): at 7th level, once per day the Mystic may cast a Protection sphere spell that will last for double the normal duration. </p><p>Mass Protection (Ex): 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>Invincibility (Sp):</p><p>At 20th level once per day the Mystic may grant herself or a single touched creature the following benefits: a +8 Sacred (if the Mystic is Good) or Profane (if the Mystic is evil) bonus to AC, Spell Resistance equal to 22+ the Mystic’s Charisma Modifier, and Damage Reduction 15/Unholy (if the Mystic is good) or 15/Holy (If the Mystic is evil). These benefits last for 3 rounds+ the Mystic’s Charisma modifier.</p><p></p><p>Smiting Sphere:</p><p>Strengthened Smite (Su):</p><p>At 1st level, the Mystic may add one die of damage to any Smiting Sphere spell that deals hit point damage once per day.</p><p>Empowered Smite (Ex): Once per day at 7th level, the Mystic may cast a single Smiting Sphere spell as though under the effects of the Empower Spell feat. This does not affect the spell slot used by the spell.</p><p>Great Smite (Su):</p><p>Once per day at 13th level, the Mystic may cast a single Smiting Sphere spell and add his positive Charisma modifier as a bonus to each die of damage, or to the saving throw DC. This ability may not be combined with Empowered Smite.</p><p>Supreme Smite (Su):</p><p>Once per day at 20th level, a Mystic may cast a single Smiting Sphere spell with the following benefits: double damage, +5 to saving throw DC, and checks to overcome spell resistance</p><p></p><p>Mystic Spell List:</p><p></p><p></p><p>Mystic Spell List2</p><p></p><p>Antilife</p><p>0th Level: Inflict Minor Wounds</p><p>1st Level: Deathwatch, Inflict Light Wounds</p><p>2ndLevel: Death Knell, Inflict Moderate Wounds</p><p>3rd Level: Animate Dead, Halt Undead, Inflict Serious Wounds</p><p>4th Level: Enervation, Inflict Critical Wounds</p><p>5th Level: Circle Of Doom, Phantasmal Killer</p><p>6th Level: Circle of Death, Create Undead, Harm</p><p>7th Level: Control Undead, Finger of Death</p><p>8th Level: Create Greater Undead</p><p>9th Level: Energy Drain, Power Word: Kill, Weird</p><p></p><p></p><p>Dimension:</p><p>0th Level:</p><p>1st Level: Summon Monster 1</p><p>2nd Level: Rope Trick, Summon Monster 2</p><p>3rd Level: Blink, Summon Monster 3</p><p>4th Level: Dimensional Anchor, Dismissal, Summon Monster 4</p><p>5th Level: Contact Other Plane, Dimension Door, Lesser Planar Binding, Summon Monster 5</p><p>6th Level: Ethereal Jaunt, Planeshift, Planar Binding, Summon Monster 6, Teleport</p><p>7th Level: Etherealness, Shadow Walk, Summon Monster 7, Word of Recall</p><p>8th Level: Greater Planar Binding, Maze, Reverse Gravity, Summon Monster 8, Teleport Without Error</p><p>9th Level: Astral Projection, Gate, Summon Monster 9</p><p></p><p></p><p>Dispelling:</p><p>0th Level:</p><p>1st Level: Remove Fear</p><p>2nd Level: Calm Emotions, Lesser Restoration, Remove Paralysis</p><p>3rd Level: Dispel Magic, Remove Curse, Invisibility Purge, Remove Blindness/Deafness</p><p>4th Level: Break Enchantment, Dismissal, Neutralize Poison, Restoration</p><p>5th Level: Dispel Evil/Good</p><p>6th Level: Banishment, Greater Dispelling</p><p>7th Level: Blasphemy, Greater Restoration, Holy Word, </p><p>8th Level Maze</p><p>9th Level: Imprisonment, Mordenkainen’s Disjunction</p><p></p><p></p><p>Duality:</p><p>0th Level: Light, Disrupt Undead</p><p>1st Level: Bless/Curse Water, Detect Evil/Good, *Holy Bolt, Protection from Evil/Good, Unholy Bolt*</p><p>2nd Level: Consecrate/Desecrate, Daylight, Darkness, Death Knell, Magic Circle Against Evil/Good, Undetectable Alignment, </p><p>3rd Level: Animate Dead, Deeper Darkness, Disruption Blast* Halt Undead, Searing Light</p><p>4th Level: Celestial Flames (Holy Smite/Unholy Blight)</p><p>5th Level: Atonement, Dispel Evil/Good, Hallow, Lesser Planar Binding, Mark of Justice, Unhallow</p><p>6th Level: Create Undead, Planar Binding</p><p>7th Level: Blasphemy, Control Undead, Greater Mark Of Justice*, Heaven’s Charge*, Holy Aura, Holy Word, Sunbeam, Unholy Aura</p><p>8th Level: Create Greater Undead, Greater Planar Binding, Sunburst</p><p>9th Level: Freedom, Gate, Imprisonment, Soulbind</p><p></p><p>Life:</p><p>0th Level: Cure Minor Wounds</p><p>1st Level: Cure Light Wounds, Deathwatch, Expeditious Retreat</p><p>2nd Level: Aid, Bull’s Strength, Cat’s Grace, Cure Moderate Wounds, Delay Poison, Endurance, Lesser Restoration, Remove Paralysis</p><p>3rd Level: Create Food and Water, Cure Serious Wounds, Death Ward, Remove Blindness/Deafness, Remove Disease, Water Breathing</p><p>4th Level: Cure Critical Wounds, Neutralize Poison, Restoration, Status</p><p>5th Level: Healing Circle, Polymorph Self</p><p>6th Level: Animate Objects, Heal</p><p>7th Level: Greater Restoration, Regeneration, Resurrection </p><p>8th Level: Mass Heal</p><p>9th Level: True Resurrection, Shapechange </p><p></p><p></p><p>Mind:</p><p>0th Level: Daze, Detect Poison, Mage Hand</p><p>1st Level: Calm Animals, Comprehend Languages, Detect Secret Doors, Detect Undead, Identify, Message, Sleep</p><p>2nd Level: Augury, Calm Emotions, Charm Person Or Animal, Detect Thoughts, Enthrall, Hold Person, See Invisible, Speak with Animals</p><p>3rd Level: Clairaudience/Clairvoyance, Invisibility Purge, Locate Object, Obscure Object, Speak with Plants, Tongues, Zone of Truth</p><p>4th Level: Arcane Eye, Confusion, Detect Scrying, Divination, Emotion, Locate Creature, Suggestion</p><p>5th Level: Charm Monster, Contact Other Plane, Discern Lies, Dream, Hold Monster, Lesser Geas, Nightmare, Phantasmal Killer, Rary’s Telepathic Bond, Sending, Scrying, Telekinesis, True Seeing</p><p>6th Level: Analyze Dweomer </p><p>7th Level: Find the Path, Geas/Quest, Greater Scrying, Insanity, Mass Suggestion</p><p>8th Level: Demand, Discern Location, Mass Charm, Trap the Soul</p><p>9th Level: Astral Projection, Foresight, Weird </p><p></p><p></p><p>Protection:</p><p>0th Level: Resistance</p><p>1st Level: Alarm, Endure Elements, Entropic Shield, Hold Portal, Mage Armor, Protection From Arrows, Protection From Chaos/Evil/Good/Law, Shield</p><p>2nd Level: Arcane Lock, Magic Circle Against Chaos/Evil/Good/Law, Resist Elements, Negative Energy Protection, Shield Other, Silence</p><p>3rd Level: Death Ward, Displacement, Glyph Of Warding, Invisibility, Nondetection, Protection From Elements</p><p>4th Level: Freedom Of Movement, Minor Globe of Invulnerability, Spell Immunity, Spell Resistance, Stoneskin</p><p>5th Level: Antiplant Shell, Improved Invisibility, Wall Of Force </p><p>6th Level: Antilife Shell, Antimagic Field, Forbiddance, Forcecage, Globe of Invulnerability Greater Glyph of Warding, Repulsion, Spell Turning</p><p>7th Level: Holy Aura, Mindblank, Refuge, Sequester, Unholy Aura</p><p>8th Level: Prismatic Wall, Protection From Spells, Symbol</p><p>9th Level: Foresight, Prismatic Sphere</p><p></p><p>Smiting:</p><p>0th Level: Disrupt Undead</p><p>1st Level: Holy Bolt*, Inflict Light Wounds, Magic Weapon, Unholy Bolt</p><p>2nd Level: Inflict Moderate Wounds, Magic Missile, Spectral Hand</p><p>3rd Level: Bestow Curse, Blindness/Deafness, Disruption Blast*, Inflict Serious Wounds, Searing Light, Spiritual Weapon</p><p>4th Level: Celestial Flames*(Holy Smite), Contagion, Greater Magic Weapon, Hellfire*(Unholy Blight), Inflict Critical Wounds, Poison</p><p>5th Level: Circle of Doom, Dispel Evil/Good, Mage Bolts*, Phantasmal Killer</p><p>6th Level: Circle of Death, Harm</p><p>7th Level: Finger of Death, Heaven’s Charge*, Hell’s Assault*, Prismatic Spray, Sunbeam</p><p>8th Level: Sunburst</p><p>9th Level: Energy Drain, Implosion, Power Word: Kill, Weird</p><p></p><p></p><p>Universal:</p><p>0th Level: Arcane Mark, Create Water, Dancing Lights, Detect Magic, Ghost Sound, Guidance, Know Direction, Mending, Purify Food and Drink, Prestidigitation, Read Magic, Virtue</p><p>1st Level:</p><p>2nd Level: Darkvision, Levitate, Knock, Misdirection, See Invisible</p><p>3rd Level: Continual Flame, Dispel Magic*, Fly, Gaseous Form, Helping Hand, Leomund’s Tiny Hut Water Walk</p><p>4th Level:</p><p>5th Level: Magic Jar, Permanency</p><p>6th Level:</p><p>7th Level:</p><p>8th Level:</p><p>9th Level: Temporal Stasis, Time Stop</p></blockquote><p></p>
[QUOTE="Merlion, post: 890842, member: 10397"] Ok here it is at last. what I hope to be the final version of my Mystic class. Remember this class was designed mainly for a campaign where the Cleric does not exist, nor does the Arcane/divine magic divide, or alignments besides Good and Evil. However I most likely will eventaly do a more "standard" version for submission purposes. The spells know/spells per day tables wont post so I will attach them. 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. 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 loses access to another Sphere, depending upon which Sphere he chooses to focus on. Below is a list of the Spheres, and the antisphere choices available for a Mystic who chooses to focus on them. 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 Spheres and Antispheres: Antilife: Life Dimension: Dispelling or Smiting Dispelling: Dimension or Smiting Duality: Any Life: Antilife Mind: Dispelling or Smiting Protection: Dimension or Smiting Smiting: Dimension or Protection 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/magic. Mystic Gifts: Antilife Sphere: 1st level: Rebuke/Command Undead (as Cleric ability) Lifetap (Su): Once per day, whenever you successfully damage a creature with an Antilife sphere spell, you are healed for the amount of damage dealt. You may use this ability an additional time per day at 13th level. General of Undeath (Su): 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. Siphon Life (Sp): 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. Dimension Sphere: At 1st level the Mystic gains the Augmented Summoning feat Send Away (Ex): 7th 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. Dimension Slip (Sp): At 13th level, once per day the Mystic may cover distant in an instant by slipping between planes. This ability is identical to a Dimension Door spell cast at the Mystic’s level, and may be used once per day. Planewalker (Su): 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. Dispelling Sphere: At first level the Mystic gains the Spell Penetration feat Enhanced Dispelling (Ex): 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 Empowered Dispelling (Ex): 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 treat the check as though the Mystic had rolled a natural 20. Supreme Dispel (Ex): 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 Shield of Faith (Su): 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 Turn Evil/Good (Su): at 7th level, the Mystic gains the ability to turn or destroy outsiders and extraplanar beings whose alignment is opposite the Mystic’s own. This ability functions like Turn Undead. Outsiders and Extraplanar beings gain a turn resistance equal to half the CR Know Alignment (Su): at 13th level, the Mystic may discern the alignment of any being by concentrating for a single round. If the being is protected by a spell that shields alignment, the Mystic may make a caster level check with a DC of 13 plus the level of the caster of the protective spell to see through the protection. This ability also allows a Mystic to send alignment in or on objects and areas. For instance, an Unholy weapon would register as evil, and an area under the effects of a Hallow spell would register as good. Celestial Transformation (Su): at 20th level, the Mystic gains the following benefits: Acid, Cold and Electricity resistance 10 (If good) or Acid, Cold and Fire resistance 10 (if evil), and a +2 inherent bonus to Charisma. Additionally, the Mystic’s DR changes to 5/Unholy (if the Mystic is good) or 5/Holy (if the Mystic is evil), and his Spell Resistance increases by 5 against spells with an alignment descriptor opposite his own alignment. Life Sphere: 1st level: Turn Undead: as Cleric Healing Gift (Ex): 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. Guarded Life (Su): 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. Empower Life (Sp):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. The ability increases and temporary hit points last for 3 rounds +1/round per point of the Mystic’s Charisma bonus. Mind Sphere: Still Mind (Ex): at 1st level the Mystic gains a +2 bonus to saving throws against Enchantment spells and effects Bond of Understanding (Su): At 7th level the Mystic gains a limited telepathic ability that aids in communicating with other creatures. This ability functions like a Comprehend Languages spell, accept it does not allow a Mystic to read or write a language, and it allows the Mystic to be understood by the creature as well as vice versa. This ability is always active but only functions with one being at a time. It only translates spoken communication, so it does not allow the Mystic to communicate with beings that have no spoken language Slippery Mind: At 13th level the Mystic gains the Slippery Mind ability. This is identical to the Rogue class feature of the same name. Mind Mastery (Su): At 20th level the Mystic gains a Spell Resistance of 35 against all mind affecting spells and effects, and a +4 bonus to saving throws against such effects(this bonus stacks with all others).Additionally, the Mystic may communicate telepathically with any living creature within 60 ft. Protection Sphere: 1st level: Mystic Force Field (Su): At first level, the Mystic gains a +2 deflection bonus to AC. This increases to +3 at 7th level, +4 at 13th level, and +5 at 20th level: Extended Protection (Ex): at 7th level, once per day the Mystic may cast a Protection sphere spell that will last for double the normal duration. Mass Protection (Ex): 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. Invincibility (Sp): At 20th level once per day the Mystic may grant herself or a single touched creature the following benefits: a +8 Sacred (if the Mystic is Good) or Profane (if the Mystic is evil) bonus to AC, Spell Resistance equal to 22+ the Mystic’s Charisma Modifier, and Damage Reduction 15/Unholy (if the Mystic is good) or 15/Holy (If the Mystic is evil). These benefits last for 3 rounds+ the Mystic’s Charisma modifier. Smiting Sphere: Strengthened Smite (Su): At 1st level, the Mystic may add one die of damage to any Smiting Sphere spell that deals hit point damage once per day. Empowered Smite (Ex): Once per day at 7th level, the Mystic may cast a single Smiting Sphere spell as though under the effects of the Empower Spell feat. This does not affect the spell slot used by the spell. Great Smite (Su): Once per day at 13th level, the Mystic may cast a single Smiting Sphere spell and add his positive Charisma modifier as a bonus to each die of damage, or to the saving throw DC. This ability may not be combined with Empowered Smite. Supreme Smite (Su): Once per day at 20th level, a Mystic may cast a single Smiting Sphere spell with the following benefits: double damage, +5 to saving throw DC, and checks to overcome spell resistance Mystic Spell List: Mystic Spell List2 Antilife 0th Level: Inflict Minor Wounds 1st Level: Deathwatch, Inflict Light Wounds 2ndLevel: Death Knell, Inflict Moderate Wounds 3rd Level: Animate Dead, Halt Undead, Inflict Serious Wounds 4th Level: Enervation, Inflict Critical Wounds 5th Level: Circle Of Doom, Phantasmal Killer 6th Level: Circle of Death, Create Undead, Harm 7th Level: Control Undead, Finger of Death 8th Level: Create Greater Undead 9th Level: Energy Drain, Power Word: Kill, Weird Dimension: 0th Level: 1st Level: Summon Monster 1 2nd Level: Rope Trick, Summon Monster 2 3rd Level: Blink, Summon Monster 3 4th Level: Dimensional Anchor, Dismissal, Summon Monster 4 5th Level: Contact Other Plane, Dimension Door, Lesser Planar Binding, Summon Monster 5 6th Level: Ethereal Jaunt, Planeshift, Planar Binding, Summon Monster 6, Teleport 7th Level: Etherealness, Shadow Walk, Summon Monster 7, Word of Recall 8th Level: Greater Planar Binding, Maze, Reverse Gravity, Summon Monster 8, Teleport Without Error 9th Level: Astral Projection, Gate, Summon Monster 9 Dispelling: 0th Level: 1st Level: Remove Fear 2nd Level: Calm Emotions, Lesser Restoration, Remove Paralysis 3rd Level: Dispel Magic, Remove Curse, Invisibility Purge, Remove Blindness/Deafness 4th Level: Break Enchantment, Dismissal, Neutralize Poison, Restoration 5th Level: Dispel Evil/Good 6th Level: Banishment, Greater Dispelling 7th Level: Blasphemy, Greater Restoration, Holy Word, 8th Level Maze 9th Level: Imprisonment, Mordenkainen’s Disjunction Duality: 0th Level: Light, Disrupt Undead 1st Level: Bless/Curse Water, Detect Evil/Good, *Holy Bolt, Protection from Evil/Good, Unholy Bolt* 2nd Level: Consecrate/Desecrate, Daylight, Darkness, Death Knell, Magic Circle Against Evil/Good, Undetectable Alignment, 3rd Level: Animate Dead, Deeper Darkness, Disruption Blast* Halt Undead, Searing Light 4th Level: Celestial Flames (Holy Smite/Unholy Blight) 5th Level: Atonement, Dispel Evil/Good, Hallow, Lesser Planar Binding, Mark of Justice, Unhallow 6th Level: Create Undead, Planar Binding 7th Level: Blasphemy, Control Undead, Greater Mark Of Justice*, Heaven’s Charge*, Holy Aura, Holy Word, Sunbeam, Unholy Aura 8th Level: Create Greater Undead, Greater Planar Binding, Sunburst 9th Level: Freedom, Gate, Imprisonment, Soulbind Life: 0th Level: Cure Minor Wounds 1st Level: Cure Light Wounds, Deathwatch, Expeditious Retreat 2nd Level: Aid, Bull’s Strength, Cat’s Grace, Cure Moderate Wounds, Delay Poison, Endurance, Lesser Restoration, Remove Paralysis 3rd Level: Create Food and Water, Cure Serious Wounds, Death Ward, Remove Blindness/Deafness, Remove Disease, Water Breathing 4th Level: Cure Critical Wounds, Neutralize Poison, Restoration, Status 5th Level: Healing Circle, Polymorph Self 6th Level: Animate Objects, Heal 7th Level: Greater Restoration, Regeneration, Resurrection 8th Level: Mass Heal 9th Level: True Resurrection, Shapechange Mind: 0th Level: Daze, Detect Poison, Mage Hand 1st Level: Calm Animals, Comprehend Languages, Detect Secret Doors, Detect Undead, Identify, Message, Sleep 2nd Level: Augury, Calm Emotions, Charm Person Or Animal, Detect Thoughts, Enthrall, Hold Person, See Invisible, Speak with Animals 3rd Level: Clairaudience/Clairvoyance, Invisibility Purge, Locate Object, Obscure Object, Speak with Plants, Tongues, Zone of Truth 4th Level: Arcane Eye, Confusion, Detect Scrying, Divination, Emotion, Locate Creature, Suggestion 5th Level: Charm Monster, Contact Other Plane, Discern Lies, Dream, Hold Monster, Lesser Geas, Nightmare, Phantasmal Killer, Rary’s Telepathic Bond, Sending, Scrying, Telekinesis, True Seeing 6th Level: Analyze Dweomer 7th Level: Find the Path, Geas/Quest, Greater Scrying, Insanity, Mass Suggestion 8th Level: Demand, Discern Location, Mass Charm, Trap the Soul 9th Level: Astral Projection, Foresight, Weird Protection: 0th Level: Resistance 1st Level: Alarm, Endure Elements, Entropic Shield, Hold Portal, Mage Armor, Protection From Arrows, Protection From Chaos/Evil/Good/Law, Shield 2nd Level: Arcane Lock, Magic Circle Against Chaos/Evil/Good/Law, Resist Elements, Negative Energy Protection, Shield Other, Silence 3rd Level: Death Ward, Displacement, Glyph Of Warding, Invisibility, Nondetection, Protection From Elements 4th Level: Freedom Of Movement, Minor Globe of Invulnerability, Spell Immunity, Spell Resistance, Stoneskin 5th Level: Antiplant Shell, Improved Invisibility, Wall Of Force 6th Level: Antilife Shell, Antimagic Field, Forbiddance, Forcecage, Globe of Invulnerability Greater Glyph of Warding, Repulsion, Spell Turning 7th Level: Holy Aura, Mindblank, Refuge, Sequester, Unholy Aura 8th Level: Prismatic Wall, Protection From Spells, Symbol 9th Level: Foresight, Prismatic Sphere Smiting: 0th Level: Disrupt Undead 1st Level: Holy Bolt*, Inflict Light Wounds, Magic Weapon, Unholy Bolt 2nd Level: Inflict Moderate Wounds, Magic Missile, Spectral Hand 3rd Level: Bestow Curse, Blindness/Deafness, Disruption Blast*, Inflict Serious Wounds, Searing Light, Spiritual Weapon 4th Level: Celestial Flames*(Holy Smite), Contagion, Greater Magic Weapon, Hellfire*(Unholy Blight), Inflict Critical Wounds, Poison 5th Level: Circle of Doom, Dispel Evil/Good, Mage Bolts*, Phantasmal Killer 6th Level: Circle of Death, Harm 7th Level: Finger of Death, Heaven’s Charge*, Hell’s Assault*, Prismatic Spray, Sunbeam 8th Level: Sunburst 9th Level: Energy Drain, Implosion, Power Word: Kill, Weird Universal: 0th Level: Arcane Mark, Create Water, Dancing Lights, Detect Magic, Ghost Sound, Guidance, Know Direction, Mending, Purify Food and Drink, Prestidigitation, Read Magic, Virtue 1st Level: 2nd Level: Darkvision, Levitate, Knock, Misdirection, See Invisible 3rd Level: Continual Flame, Dispel Magic*, Fly, Gaseous Form, Helping Hand, Leomund’s Tiny Hut Water Walk 4th Level: 5th Level: Magic Jar, Permanency 6th Level: 7th Level: 8th Level: 9th Level: Temporal Stasis, Time Stop [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
New Class: The Mystic-Complete Version(Shortened)
Top