In ancient times, all humans had a complete dual nature, able to draw power from both Morolia and Asteria equally. Their arrogance led them to challenge Bahamut, and in His fury, he destroyed the Morolian sphere, and had to remake it. When he did, he also changed humans so they access to Asterian energy would be minimized, drastically limiting their power. However, every once in a while a human is born without such a limit placed on them, and the power they can reach is phenomenal. Some mystics choose to expand their abilities, placing them at the levels of the greatest Heralds or beyond.
Alignment: Any
Class SkillsThe mystics class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Profession (Wis), and Spellcraft (Int).
Skill Points at 1st Level: (2 + Int modifier) Χ 4. Class FeaturesAll of the following are class features of the mystic.Weapon and Armor ProficiencyMystics are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a mystics gestures, which can cause his spells to fail.SpellsA mystic casts arcane spells which are drawn primarily from the mystic/Herald spell list. He can cast any spell he knows without preparing it ahead of time.To learn or cast a spell, a mystic must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a mystics spell is 10 + the spell level + the mystics Charisma modifier. Like other spellcasters, a mystic can cast only a certain number of spells per day. Unlike Heralds, mystics channel energy directly from their umbra, and so the number of spells they can cast per day is limited by their umbral pool, as shown on Table: The Mystic. Mystics gain bonus umbra points for having high Charisma, as shown on Table: Bonus Umbra, below. To use the table, find the mystic's ability score on the left hand column, then move to the right until you've reached the highest level of spell they can cast. The result is the number of bonus umbra points the mystic receives.
A mystics selection of spells is extremely limited. A mystic begins play knowing four 0-level spells and two 1st-level spells of your choice. At each new mystic level, he gains one or more new spells, as indicated on Table: The Mystic. (The number of spells a mystic knows is not affected by his Charisma score; the numbers on Table: The Mystic are fixed.) These new spells can be common spells chosen from the mystic/Herald spell list, or they can be unusual spells that the mystic has gained some understanding of by study, subject to DM approval. The mystic cant use this method of spell acquisition to learn spells at a faster rate, however. Upon reaching 4th level, and at every even-numbered mystic level after that (6th, 8th, and so on), a mystic can choose to learn a new spell in place of one he already knows. In effect, the mystic "loses" the old spell in exchange for the new one. The new spells level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level mystic spell the mystic can cast. A mystic may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level. Unlike a Herald, a mystic need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has umbra points remaining. He does not have to decide ahead of time which spells hell cast.
Regaining Umbra |