Merlion
First Post
Ok here is the latest version of my on-going project, the Mystic class. Tell me what you think
The Mystic is a Spellcaster whose power stems from the divine power of understanding and contemplation. Most Mystic’s also draw power from the divine forces of Good or Evil, although some few Mystics instead contemplate Light and Darkness as abstract forces, or draw power from a philosophy of Balance.
Adventures:
Mystics general adventure to gain knowledge and new experiences. Since their power stems mainly from understanding, the more things and people they can observe and learn about, the greater their power becomes. Many good mystics are devoted to using their powers to heal and protect the innocent, while many evil ones work as advisers and magical support for powerful evil rulers in exchange for political power and luxuries.
Characteristics:
The power of a Mystics stems from their observation and understanding of the world around them, and of their own spirits. Their spells involve mainly healing and defense but the also have some offensive power and many spells that deal with other planes and dimensions. As they gain in knowledge an understanding, they also gain special gifts as a result of their insights.
Alignment: The majority of Mystics are good, using their powers to heal and protect the innocent. However many Mystics use their powers to control the minds of others, or become advisers and healers for powerful warlords in exchange for power and leisure.
Religion:
Background:
Mystics come from various backgrounds. Many are self taught, many seek out reclusive master Mystics to learn their ways. Many serve as healers and finders of lost things in small villages. Most discover their calling at an early age, but some choose to pursue the path of understanding later in life.
Races:
All races are drawn to the path of the Mystic. Humans and Elves are probably the most common, and many half elves are also drawn to a life of contemplation as an escape from prejudice. Half-Orcs especially those raised by Orcs, feel the path of the Mystic to be weak and inconsequential. Many nomadic Halflings become Mystics, since their travels give them ample opportunity to observe the world and its peoples. Gnome mystics tend to focus on using their powers to ward and defend gnomish communities.
Other Classes:
Mystics are great lovers of variety and diversity, and so tend to get along well with many types of people. Mystics get along particularly well with Monks, who the see as a different side of the same coin from themselves. Wizards and Sorcerers are fascinated and some times perhaps a little envious of the Mystic’s alternate approach to magic, and find their defensive powers an excellent compliment to their own destructive powers. Druids view Mystics as being a little unrealistic, but as most Mystics have a love of nature the two groups tend to get along well. Bards share the Mystics love of knowledge, knew experiences and travel. Rogues, especially those with criminal tendencies, tend to be a touch wary of Mystics and their keen perceptions. The warrior classes appreciate the Mystic for his healing and defensive powers. There is often a certain strain between Clerics and Mystics since they cast many of the same spells, but from somewhat different sources.
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 protective powers, 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), Sense Motive (Wis), and Spellcraft (Int)
Skill Points at 1st 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 the club, crossbow, dagger, and quarterstaff. A Mystic has no proficiency with any armor or shields.
Spells: A Mystic casts “Divine” spells. Unlike many divine spellcasters, Mystic’s only know a limited number of spells, but they are able to learn more spells through meditation and contemplation
A 1st level Mystic begins play knowing a number of 0th level spells equal to 6 + the Mystic’s Wisdom bonus, and a number of 1st level spells equal to 4 + the Mystic’s Wisdom bonus.
Whenever a Mystic gains a level, he learns three new spells of any level he can cast, as determined by his new level. So for instance when a Mystic attains 3rd level, he may learn three new 2nd level spells, or two new 2nd level spells and a new 1st level spell, or any other combination of three spells of 0th-2nd level.
A Mystic may learn new spells through intense meditation. This requires 1 day per spell level of the learned spell, and the process requires special incenses costing 100 gold pieces per spell level.
A Mystic prepares his spells ahead of time as a Cleric does. The Mystic must designate a certain time of the day for his meditations. He needs no period of rest before preparing new spells.
Perception: A Mystic has incredible powers of perception. At 1st level, the Mystic gains a +2 bonus on all Listen, Sense Motive, and Spot checks.
Mystic Gift: Upon attaining 5th level, the Mystic is granted a special protective gift through his intense meditation and understanding. He may choose one of the following gifts:
Mystic Shield: The Mystic gains a deflection bonus to armor class equal to his Charisma bonus, or a resistance bonus to saving throws equal to his Charisma bonus. Once chosen, the bonus cannot be changed.
Whichever bonus is chosen, the Mystic may choose to impart some or all of the bonus to others by touch, once per day. He may divide the imparted bonuses as he sees fit, amongst however many individual’s he chooses. Fort instance, a Mystic who has chosen Mystic Shield and has a Charisma of 16 (+3 bonus) could impart a +1 bonus to three individuals, or a +2 bonus to one individual and a +1 to another, or impart the entire +3 bonus to one person.
The transfer lasts for 1 hour, and the Mystic loses any portion of his Mystic Gift bonus imparted to others for that period.
Healing Touch: The Mystic may heal wounds by touch. The Mystic may heal a number of hit points of damage each day equal to his Charisma bonus times his level. The Mystic may heal himself. The healing need not be used all at once.
Alternately the Mystic may use the healing as a touch attack to damage undead.
Mystic Sight: The Mystic may make a Spot check to determine if a character is a spellcaster or possess spell like or supernatural abilities. The Mystic’s spot check may be opposed by a Disguise or Bluff check from the target if the target is attempting to conceal its identity.
Mystic Aura: At 10th level, the Mystic gains the ability to create one of three powerful auras.
Protective Aura: Once per day the Mystic may create an aura around himself with a radius of ten feet. All allies within the area gain either a deflection bonus to armor class, or a resistance bonus to saving throws of +1 per five Mystic levels. The aura lasts for one minute per level of the Mystic.
Healing Aura: Once per day the Mystic may release positive energy in an aura with a radius of ten feet around himself. The aura heals all allies of the Mystic within the area a number of hit points equal to the Mystic’s Charisma bonus times his level. Undead within the area are damaged for the same amount.
Revealing Aura: Once per day the Mystic may create an aura centered on himself with a radius of ten feet. The Mystic automatically knows the location, strength and school of magic of each magically aura within the area. The aura lasts for one minute per Mystic level.
Greater Mystic Gift: at 15th level the Mystic gains a more powerful mystic gift. He may choose one of the following:
Impart Protection: The Mystic may cast any spell that grants a bonus to armor class or saves, a miss chance, or a resistance or immunity as though it had a range of Touch, regardless of its actual range.
Maximized Healing: Three times per day the Mystic may cast a single Cure spell as though under the effect of the Maximize Spell feat. This does not change the spell slot or casting time of the spell.
Analyze Dweomer: Once per day the Mystic may create an effect identical to an analyze Dweomer spell.
Transcendence: At 20th level, the Mystic has attuned himself to the universe through meditation and contemplation, and becomes a magical creature. His type changes to Outsider, and he gains the (Native) subtype, along with the alignment subtypes that match his alignment. He gains Damage reduction 10/evil if of good alignment, or 10/good if of evil alignment. A rare neutral Mystic may choose which type of damage reduction to gain.
The Mystic becomes immune to spells that affect humanoids (such as charm person) but can be hedged out by a magic circle against his alignment or similar magic.
Spells Per Day
Level Base Attack Bonus Fort Save Ref Save Will Save Special 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 +0 +0 +0 +2 Perception 3 1 -- --- --- --- --- --- --- ---
2 +1 +0 +0 +3 4 2 -- --- --- --- --- --- --- ---
3 +1 +1 +1 +3 4 2 1 --- --- --- --- --- --- ---
4 +2 +1 +1 +4 5 3 2 --- --- --- --- --- --- ---
5 +2 +1 +1 +4 Mystic Gift 5 3 2 1 --- --- --- --- --- ---
6 +3 +2 +2 +5 5 3 3 2 --- --- --- --- --- ---
7 +3 +2 +2 +5 6 4 3 2 1 --- --- --- --- ---
8 +4 +2 +2 +6 6 4 3 3 2 --- --- --- --- ---
9 +4 +3 +3 +6 6 4 4 3 2 1 --- --- --- ---
10 +5 +3 +3 +7 Mystic Aura 6 4 4 3 3 2 --- --- --- ---
11 +5 +3 +3 +7 6 5 4 4 3 2 1 --- --- ---
12 +6/+1 +4 +4 +8 6 5 4 4 3 3 2 --- --- ---
13 +6/+1 +4 +4 +8 6 5 5 4 4 3 2 1 --- ---
14 +7/+2 +4 +4 +9 6 5 5 4 4 3 3 2 --- ---
15 +7/+2 +5 +5 +9 Greater Mystic Gift 6 5 5 5 4 4 3 2 1 ---
16 +8/+3 +5 +5 +10 6 5 5 5 4 4 3 3 2 ---
17 +8/+3 +5 +5 +10 6 5 5 5 5 4 4 3 2 1
18 +9/+4 +6 +6 +11 6 5 5 5 5 4 4 3 3 2
19 +9/+4 +6 +6 +11 6 5 5 5 5 5 4 4 3 3
20 +10/+5 +6 +6 +12 Transendence 6 5 5 5 5 5 4 4 4 4
Mystic Spell List:
0th level: Create Water, Cure Minor Wounds, Detect Magic, Disrupt Undead, Guidance, Inflict Minor Wounds, Light, Mage Hand, Mending, Message, Purify Food and Drink, Read Magic, Resistance, Virtue
1st level:
Alarm
Bane
Bless
Bless Water
Cause Fear
Command
Comprehend Languages
Cure Light Wounds
Curse Water
Deathwatch
Detect Evil/Good
Detect Undead
Doom
Endure Elements
Enlarge Person
Entropic Shield
Hide From Undead
Hold Portal
Holy Blast*
Inflict Light Wounds
Mage Armor
Magic Weapon
Protection from Evil/Good
Ray of Enfeeblement
Ray of Light*
Reduce Person
Remove Fear
Sanctuary
Shield of Faith
Sleep
Summon Monster 1
Unholy Blast*
2nd level:
Aid
Align Weapon (Good or Evil only)
Augury
Bear’s Endurance
Blur
Bull’s Strength
Calm Emotions
Cat’s Grace
Consecrate
Darkness
Death Knell
Detect Thoughts
Delay Poison
Desecrate
Eagle’s Splendor
Enthrall
Gentle Repose
Make Whole
Magic Missile
Mirror Image
Mystic Lock*
Owl’s Wisdom
Remove Paralysis
Resist Energy
Restoration, Lesser
Scare
Shield
Shield Other
Silence
Spiritual Weapon
Status
Summon Monster 2
Zone of Truth
3rd level:
Bestow Curse
Blink
Blindness/Deafness
Clairaudience/Clairvoyance
Continual Flame
Create Food and Water
Cure Moderate Wounds
Daylight
Deeper Darkness
Deep Slumber
Dispel Magic
Displacement
Glyph of Warding
Haste
Helping Hand
Heroism
Hold Person
Inflict Moderate Wounds
Invisibility
Invisibility Purge
Locate Object
Magic Circle Against Evil/Good
Magic Vestment
Mystic Sight*
Nondetection
Obscure Object
Prayer
Protection from Energy
Remove Blindness/Deafness
Remove Curse
Remove Disease
Searing Light
Slow
Speak with Dead
Summon Monster 3
Water Breathing
Water Walk
4th level:
Aid, Greater*
Animate Dead
Confusion
Contagion
Control Water
Crushing Despair
Cure Serious Wounds
Death Ward
Detect Scrying
Dimensional Anchor
Discern Lies
Dismissal
Divination
Enervation
Enlarge Person, Mass
Fear
Freedom of Movement
Globe of Invulnerability, Lesser
Holy Smite
Imbue With Spell Ability
Inflict Serious Wounds
Locate Creature
Magic Weapon, Greater
Neutralize Poison
Planar Ally, Lesser
Poison
Reduce Person, Mass
Repel Vermin
Resilient Sphere*
Restoration
Sending
Scrying
Spell Immunity
Stoneskin
Summon Monster 4
Tongues
Unholy Blight
5th level:
Atonement
Break Enchantment
Command, Greater
Contact Other Plane
Dispel Evil/Good
Disrupting Weapon
Faithful Guardian*
Feeblemind
Hallow
Hold Monster
Invisibility, Greater
Mark of Justice
Mystic Sanctum*
Permanency
Prying Eyes
Raise Dead
Slay Living
Spell Resistance
Summon Monster 5
Symbol of Pain
Symbol of Sleep
Telepathic Bond*
True Seeing
Unhallow
Wall of Force
Waves of Fatigue
6th level:
Analyze Dweomer
Animate Objects
Antilife Shell
Banishment
Bear’s Endurance, Mass
Blade Barrier
Bull’s Strength, Mass
Cat’s Grace, Mass
Circle of Death
Create Undead
Cure Light Wounds, Mass
Dispel Magic, Greater
Eagle’s Splendor, Mass
Find the Path
Flesh to Stone
Forbiddance
Geas/Quest
Globe of Invulnerability
Glyph of Warding, Greater
Hero’s Feast
Heroism, Greater
Inflict Light Wounds, Mass
Legend Lore
Owl’s Wisdom, Mass
Planar Ally
Plane Shift
Repulsion
Spell Turning
Stone to Flesh
Summon Monster 6
Symbol of Fear
Symbol of Persuasion
Teleport
Undeath to Death
7th level:
Anitmagic Field
Blasphemy
Control Undead
Cure Moderate Wounds, Mass
Destruction
Ethereal Jaunt
Harm
Heal
Hold Person, Mass
Holy Word
Inflict Serious Wounds, Mass
Insanity
Mystic Sight, Greater*
Power Word, Blind
Refuge
Restoration, Greater
Resurrection
Reverse Gravity
Scrying, Greater
Summon Monster 7
Sunbeam
Symbol of Stunning
Symbol of Weakness
Sequester
Vision
Waves of Exhaustion
8th level:
Binding
Create Greater Undead
Cure Serious Wounds, Mass
Demand
Dimensional Lock
Discern Location
Forcecage
Holy Aura
Planar Ally, Greater
Power Word, Stun
Pristmatic Wall
Prying Eyes, Greater
Protection from Spells
Inflict Serious Wounds, Mass
Irresistible Dance*
Maze
Mind Blank
Moment of Prescience
Spell Immunity, Greater
Sunburst
Summon Monster 8
Symbol of Death
Symbol of Insanity
Telekinetic Sphere*
Teleport, Greater
Temporal Stasis
Unholy Aura
9th level:
Astral Projection
Energy Drain
Etherealness
Foresight
Freedom
Gate
Hold Monster, Mass
Implosion
Imprisonment
Mystic Disjunction*
Power Word, Kill
Prismatic Sphere
Soul Bind
Summon Monster 9
Time Stop
True Resurrection
The Mystic is a Spellcaster whose power stems from the divine power of understanding and contemplation. Most Mystic’s also draw power from the divine forces of Good or Evil, although some few Mystics instead contemplate Light and Darkness as abstract forces, or draw power from a philosophy of Balance.
Adventures:
Mystics general adventure to gain knowledge and new experiences. Since their power stems mainly from understanding, the more things and people they can observe and learn about, the greater their power becomes. Many good mystics are devoted to using their powers to heal and protect the innocent, while many evil ones work as advisers and magical support for powerful evil rulers in exchange for political power and luxuries.
Characteristics:
The power of a Mystics stems from their observation and understanding of the world around them, and of their own spirits. Their spells involve mainly healing and defense but the also have some offensive power and many spells that deal with other planes and dimensions. As they gain in knowledge an understanding, they also gain special gifts as a result of their insights.
Alignment: The majority of Mystics are good, using their powers to heal and protect the innocent. However many Mystics use their powers to control the minds of others, or become advisers and healers for powerful warlords in exchange for power and leisure.
Religion:
Background:
Mystics come from various backgrounds. Many are self taught, many seek out reclusive master Mystics to learn their ways. Many serve as healers and finders of lost things in small villages. Most discover their calling at an early age, but some choose to pursue the path of understanding later in life.
Races:
All races are drawn to the path of the Mystic. Humans and Elves are probably the most common, and many half elves are also drawn to a life of contemplation as an escape from prejudice. Half-Orcs especially those raised by Orcs, feel the path of the Mystic to be weak and inconsequential. Many nomadic Halflings become Mystics, since their travels give them ample opportunity to observe the world and its peoples. Gnome mystics tend to focus on using their powers to ward and defend gnomish communities.
Other Classes:
Mystics are great lovers of variety and diversity, and so tend to get along well with many types of people. Mystics get along particularly well with Monks, who the see as a different side of the same coin from themselves. Wizards and Sorcerers are fascinated and some times perhaps a little envious of the Mystic’s alternate approach to magic, and find their defensive powers an excellent compliment to their own destructive powers. Druids view Mystics as being a little unrealistic, but as most Mystics have a love of nature the two groups tend to get along well. Bards share the Mystics love of knowledge, knew experiences and travel. Rogues, especially those with criminal tendencies, tend to be a touch wary of Mystics and their keen perceptions. The warrior classes appreciate the Mystic for his healing and defensive powers. There is often a certain strain between Clerics and Mystics since they cast many of the same spells, but from somewhat different sources.
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 protective powers, 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), Sense Motive (Wis), and Spellcraft (Int)
Skill Points at 1st 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 the club, crossbow, dagger, and quarterstaff. A Mystic has no proficiency with any armor or shields.
Spells: A Mystic casts “Divine” spells. Unlike many divine spellcasters, Mystic’s only know a limited number of spells, but they are able to learn more spells through meditation and contemplation
A 1st level Mystic begins play knowing a number of 0th level spells equal to 6 + the Mystic’s Wisdom bonus, and a number of 1st level spells equal to 4 + the Mystic’s Wisdom bonus.
Whenever a Mystic gains a level, he learns three new spells of any level he can cast, as determined by his new level. So for instance when a Mystic attains 3rd level, he may learn three new 2nd level spells, or two new 2nd level spells and a new 1st level spell, or any other combination of three spells of 0th-2nd level.
A Mystic may learn new spells through intense meditation. This requires 1 day per spell level of the learned spell, and the process requires special incenses costing 100 gold pieces per spell level.
A Mystic prepares his spells ahead of time as a Cleric does. The Mystic must designate a certain time of the day for his meditations. He needs no period of rest before preparing new spells.
Perception: A Mystic has incredible powers of perception. At 1st level, the Mystic gains a +2 bonus on all Listen, Sense Motive, and Spot checks.
Mystic Gift: Upon attaining 5th level, the Mystic is granted a special protective gift through his intense meditation and understanding. He may choose one of the following gifts:
Mystic Shield: The Mystic gains a deflection bonus to armor class equal to his Charisma bonus, or a resistance bonus to saving throws equal to his Charisma bonus. Once chosen, the bonus cannot be changed.
Whichever bonus is chosen, the Mystic may choose to impart some or all of the bonus to others by touch, once per day. He may divide the imparted bonuses as he sees fit, amongst however many individual’s he chooses. Fort instance, a Mystic who has chosen Mystic Shield and has a Charisma of 16 (+3 bonus) could impart a +1 bonus to three individuals, or a +2 bonus to one individual and a +1 to another, or impart the entire +3 bonus to one person.
The transfer lasts for 1 hour, and the Mystic loses any portion of his Mystic Gift bonus imparted to others for that period.
Healing Touch: The Mystic may heal wounds by touch. The Mystic may heal a number of hit points of damage each day equal to his Charisma bonus times his level. The Mystic may heal himself. The healing need not be used all at once.
Alternately the Mystic may use the healing as a touch attack to damage undead.
Mystic Sight: The Mystic may make a Spot check to determine if a character is a spellcaster or possess spell like or supernatural abilities. The Mystic’s spot check may be opposed by a Disguise or Bluff check from the target if the target is attempting to conceal its identity.
Mystic Aura: At 10th level, the Mystic gains the ability to create one of three powerful auras.
Protective Aura: Once per day the Mystic may create an aura around himself with a radius of ten feet. All allies within the area gain either a deflection bonus to armor class, or a resistance bonus to saving throws of +1 per five Mystic levels. The aura lasts for one minute per level of the Mystic.
Healing Aura: Once per day the Mystic may release positive energy in an aura with a radius of ten feet around himself. The aura heals all allies of the Mystic within the area a number of hit points equal to the Mystic’s Charisma bonus times his level. Undead within the area are damaged for the same amount.
Revealing Aura: Once per day the Mystic may create an aura centered on himself with a radius of ten feet. The Mystic automatically knows the location, strength and school of magic of each magically aura within the area. The aura lasts for one minute per Mystic level.
Greater Mystic Gift: at 15th level the Mystic gains a more powerful mystic gift. He may choose one of the following:
Impart Protection: The Mystic may cast any spell that grants a bonus to armor class or saves, a miss chance, or a resistance or immunity as though it had a range of Touch, regardless of its actual range.
Maximized Healing: Three times per day the Mystic may cast a single Cure spell as though under the effect of the Maximize Spell feat. This does not change the spell slot or casting time of the spell.
Analyze Dweomer: Once per day the Mystic may create an effect identical to an analyze Dweomer spell.
Transcendence: At 20th level, the Mystic has attuned himself to the universe through meditation and contemplation, and becomes a magical creature. His type changes to Outsider, and he gains the (Native) subtype, along with the alignment subtypes that match his alignment. He gains Damage reduction 10/evil if of good alignment, or 10/good if of evil alignment. A rare neutral Mystic may choose which type of damage reduction to gain.
The Mystic becomes immune to spells that affect humanoids (such as charm person) but can be hedged out by a magic circle against his alignment or similar magic.
Spells Per Day
Level Base Attack Bonus Fort Save Ref Save Will Save Special 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 +0 +0 +0 +2 Perception 3 1 -- --- --- --- --- --- --- ---
2 +1 +0 +0 +3 4 2 -- --- --- --- --- --- --- ---
3 +1 +1 +1 +3 4 2 1 --- --- --- --- --- --- ---
4 +2 +1 +1 +4 5 3 2 --- --- --- --- --- --- ---
5 +2 +1 +1 +4 Mystic Gift 5 3 2 1 --- --- --- --- --- ---
6 +3 +2 +2 +5 5 3 3 2 --- --- --- --- --- ---
7 +3 +2 +2 +5 6 4 3 2 1 --- --- --- --- ---
8 +4 +2 +2 +6 6 4 3 3 2 --- --- --- --- ---
9 +4 +3 +3 +6 6 4 4 3 2 1 --- --- --- ---
10 +5 +3 +3 +7 Mystic Aura 6 4 4 3 3 2 --- --- --- ---
11 +5 +3 +3 +7 6 5 4 4 3 2 1 --- --- ---
12 +6/+1 +4 +4 +8 6 5 4 4 3 3 2 --- --- ---
13 +6/+1 +4 +4 +8 6 5 5 4 4 3 2 1 --- ---
14 +7/+2 +4 +4 +9 6 5 5 4 4 3 3 2 --- ---
15 +7/+2 +5 +5 +9 Greater Mystic Gift 6 5 5 5 4 4 3 2 1 ---
16 +8/+3 +5 +5 +10 6 5 5 5 4 4 3 3 2 ---
17 +8/+3 +5 +5 +10 6 5 5 5 5 4 4 3 2 1
18 +9/+4 +6 +6 +11 6 5 5 5 5 4 4 3 3 2
19 +9/+4 +6 +6 +11 6 5 5 5 5 5 4 4 3 3
20 +10/+5 +6 +6 +12 Transendence 6 5 5 5 5 5 4 4 4 4
Mystic Spell List:
0th level: Create Water, Cure Minor Wounds, Detect Magic, Disrupt Undead, Guidance, Inflict Minor Wounds, Light, Mage Hand, Mending, Message, Purify Food and Drink, Read Magic, Resistance, Virtue
1st level:
Alarm
Bane
Bless
Bless Water
Cause Fear
Command
Comprehend Languages
Cure Light Wounds
Curse Water
Deathwatch
Detect Evil/Good
Detect Undead
Doom
Endure Elements
Enlarge Person
Entropic Shield
Hide From Undead
Hold Portal
Holy Blast*
Inflict Light Wounds
Mage Armor
Magic Weapon
Protection from Evil/Good
Ray of Enfeeblement
Ray of Light*
Reduce Person
Remove Fear
Sanctuary
Shield of Faith
Sleep
Summon Monster 1
Unholy Blast*
2nd level:
Aid
Align Weapon (Good or Evil only)
Augury
Bear’s Endurance
Blur
Bull’s Strength
Calm Emotions
Cat’s Grace
Consecrate
Darkness
Death Knell
Detect Thoughts
Delay Poison
Desecrate
Eagle’s Splendor
Enthrall
Gentle Repose
Make Whole
Magic Missile
Mirror Image
Mystic Lock*
Owl’s Wisdom
Remove Paralysis
Resist Energy
Restoration, Lesser
Scare
Shield
Shield Other
Silence
Spiritual Weapon
Status
Summon Monster 2
Zone of Truth
3rd level:
Bestow Curse
Blink
Blindness/Deafness
Clairaudience/Clairvoyance
Continual Flame
Create Food and Water
Cure Moderate Wounds
Daylight
Deeper Darkness
Deep Slumber
Dispel Magic
Displacement
Glyph of Warding
Haste
Helping Hand
Heroism
Hold Person
Inflict Moderate Wounds
Invisibility
Invisibility Purge
Locate Object
Magic Circle Against Evil/Good
Magic Vestment
Mystic Sight*
Nondetection
Obscure Object
Prayer
Protection from Energy
Remove Blindness/Deafness
Remove Curse
Remove Disease
Searing Light
Slow
Speak with Dead
Summon Monster 3
Water Breathing
Water Walk
4th level:
Aid, Greater*
Animate Dead
Confusion
Contagion
Control Water
Crushing Despair
Cure Serious Wounds
Death Ward
Detect Scrying
Dimensional Anchor
Discern Lies
Dismissal
Divination
Enervation
Enlarge Person, Mass
Fear
Freedom of Movement
Globe of Invulnerability, Lesser
Holy Smite
Imbue With Spell Ability
Inflict Serious Wounds
Locate Creature
Magic Weapon, Greater
Neutralize Poison
Planar Ally, Lesser
Poison
Reduce Person, Mass
Repel Vermin
Resilient Sphere*
Restoration
Sending
Scrying
Spell Immunity
Stoneskin
Summon Monster 4
Tongues
Unholy Blight
5th level:
Atonement
Break Enchantment
Command, Greater
Contact Other Plane
Dispel Evil/Good
Disrupting Weapon
Faithful Guardian*
Feeblemind
Hallow
Hold Monster
Invisibility, Greater
Mark of Justice
Mystic Sanctum*
Permanency
Prying Eyes
Raise Dead
Slay Living
Spell Resistance
Summon Monster 5
Symbol of Pain
Symbol of Sleep
Telepathic Bond*
True Seeing
Unhallow
Wall of Force
Waves of Fatigue
6th level:
Analyze Dweomer
Animate Objects
Antilife Shell
Banishment
Bear’s Endurance, Mass
Blade Barrier
Bull’s Strength, Mass
Cat’s Grace, Mass
Circle of Death
Create Undead
Cure Light Wounds, Mass
Dispel Magic, Greater
Eagle’s Splendor, Mass
Find the Path
Flesh to Stone
Forbiddance
Geas/Quest
Globe of Invulnerability
Glyph of Warding, Greater
Hero’s Feast
Heroism, Greater
Inflict Light Wounds, Mass
Legend Lore
Owl’s Wisdom, Mass
Planar Ally
Plane Shift
Repulsion
Spell Turning
Stone to Flesh
Summon Monster 6
Symbol of Fear
Symbol of Persuasion
Teleport
Undeath to Death
7th level:
Anitmagic Field
Blasphemy
Control Undead
Cure Moderate Wounds, Mass
Destruction
Ethereal Jaunt
Harm
Heal
Hold Person, Mass
Holy Word
Inflict Serious Wounds, Mass
Insanity
Mystic Sight, Greater*
Power Word, Blind
Refuge
Restoration, Greater
Resurrection
Reverse Gravity
Scrying, Greater
Summon Monster 7
Sunbeam
Symbol of Stunning
Symbol of Weakness
Sequester
Vision
Waves of Exhaustion
8th level:
Binding
Create Greater Undead
Cure Serious Wounds, Mass
Demand
Dimensional Lock
Discern Location
Forcecage
Holy Aura
Planar Ally, Greater
Power Word, Stun
Pristmatic Wall
Prying Eyes, Greater
Protection from Spells
Inflict Serious Wounds, Mass
Irresistible Dance*
Maze
Mind Blank
Moment of Prescience
Spell Immunity, Greater
Sunburst
Summon Monster 8
Symbol of Death
Symbol of Insanity
Telekinetic Sphere*
Teleport, Greater
Temporal Stasis
Unholy Aura
9th level:
Astral Projection
Energy Drain
Etherealness
Foresight
Freedom
Gate
Hold Monster, Mass
Implosion
Imprisonment
Mystic Disjunction*
Power Word, Kill
Prismatic Sphere
Soul Bind
Summon Monster 9
Time Stop
True Resurrection
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