The Mystic
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
Hit Die: d4
Starting Wealth: 2d6 Χ 10 gp (average 70 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Special: Mystic can only be chosen during character creation, or if the character has the Mysticism feat or adept class levels.

Table: The Mystic
Level Base Attack Bonus Fort Save Ref Save Will Save Base Umbra Points Spells Known
0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 3 4 2 — — — — — — — —
2nd +1 +0 +0 +3 5 5 2 — — — — — — — —
3rd +1 +1 +1 +3 8 5 3 — — — — — — — —
4th +2 +1 +1 +4 14 6 3 1 — — — — — — —
5th +2 +1 +1 +4 19 6 4 2 — — — — — — —
6th +3 +2 +2 +5 29 7 4 2 1 — — — — — —
7th +3 +2 +2 +5 37 7 5 3 2 — — — — — —
8th +4 +2 +2 +6 51 8 5 3 2 1 — — — — —
9th +4 +3 +3 +6 63 8 5 4 3 2 — — — — —
10th +5 +3 +3 +7 81 9 5 4 3 2 1 — — — —
11th +5 +3 +3 +7 97 9 5 5 4 3 2 — — — —
12th +6/+1 +4 +4 +8 115 9 5 5 4 3 2 1 — — —
13th +6/+1 +4 +4 +8 131 9 5 5 4 4 3 2 — — —
14th +7/+2 +4 +4 +9 149 9 5 5 4 4 3 2 1 — —
15th +7/+2 +5 +5 +9 165 9 5 5 4 4 4 3 2 — —
16th +8/+3 +5 +5 +10 183 9 5 5 4 4 4 3 2 1 —
17th +8/+3 +5 +5 +10 199 9 5 5 4 4 4 3 3 2 —
18th +9/+4 +6 +6 +11 217 9 5 5 4 4 4 3 3 2 1
19th +9/+4 +6 +6 +11 233 9 5 5 4 4 4 3 3 3 2
20th +10/+5 +6 +6 +12 249 9 5 5 4 4 4 3 3 3 3

Class Skills

The mystic’s 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.
Skill Points at Each Additional Level: 2 + Int modifier.

Class Features

All of the following are class features of the mystic.

Weapon and Armor Proficiency

Mystics are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a mystic’s gestures, which can cause his spells to fail.

Spells

A 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 mystic’s spell is 10 + the spell level + the mystic’s 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.

Table: Bonus Umbra
Charisma Bonus Umbra (By Maximum Spell Level)
0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
12-13 — 1 1 1 1 1 1 1 1 1
14-15 — 1 4 4 4 4 4 4 4 4
16-17 — 1 4 9 9 9 9 9 9 9
18-19 — 1 4 9 16 16 16 16 16 16
20-21 — 2 5 10 17 26 26 26 26 26
22-23 — 2 8 13 20 29 40 40 40 40
24-25 — 2 8 18 25 34 45 58 58 58

A mystic’s 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 can’t 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 spell’s 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 he’ll cast.

Regaining Umbra
A mystic's spells are fueled by black ether stored in his umbra, which is gathered naturally by the mystic's draws throughout the day. By spending eight hours in a state of relative rest and calm, such as sleeping, the mystic will automatically recover his full daily allotment of umbra points. Alternatively, the mystic can spend one hour in uninterrupted deep meditation and focus to recover his umbra. Since casting spells is mentally taxing, however, any umbra points used in the prior eight hours will not be recovered.