Mystic (Class)

Mystic
Ability Score Requirement: Wisdom 9
Prime Requisite: Wisdom
While some intellectuals cloister themselves and devote their lives to meticulous study at the cost of real world experience, members of the mystic class tend to gain the majority of their knowledge from systematic studies of the universe. They are a worldly, hardy folk, nearly as stalwart as solders. 
Hit Points
Mystics roll 1 dB for starting hit points. (The result may be modified by the Constitution bonus and may be increased by as many as 2 points. Refer to Table 3-Constitution in the Player's Handbook.) At each additional level up to and including the 9th, an additional do is rolled, modified by the character's Constitution bonus appropriate. That result is added to the hit point total. After the 9th level, the character no longer rolls for hit points with each new level, but gains 2 points per level. Constitution bonuses do not apply after the 9th level.
Level Advancement
Mystics use Table 23: Priest Experience Levels in the Player's Handbook for determining experience levels. This table is reprinted at right for convenience. A mystic who has a Wisdom score of 16 or greater receives a 10% bonus to the number of experience points that the DM awards. This allows mystics with high scores in the prime requisite to advance in level more rapidly than their peers.
Saving Throws and Attack Rolls
Mystics calculate saving throws and attack rolls in
uses a weapon with which he is not proficient suffers a-4 penalty on the attack roll. A mystic must devote at least one noweapon slot to Spiritcraft
Spell Use
Mystics are the only characters able to learn
priest spells on Gothic Earth. Like adepts, they have spent many hours in the study of lore thought to be forgotten or mythical. The magic they have mastered, while insignificant in terms of standard ADED games, represents the command of powers few mortals would dream of on Gothic Earth. A mystic begins the game with the ability to cast bless, detect evil, and detect magic. A mystic who wishes to master other spells must seek them out or invent and research them. Both processes are difficult and dangerous. Information on the use of magic by mystics is found in Chapter V Magic
Turning Undead
A mystic's knowledge and understanding of the afterlife enables him to focus energy and turn undead, following the rules in the RAVELOFT Campaign Setting. A mystic derives this power not from great faith in a deity, but from knowledge and experience of undead.
Mystic Experience Levels
the same manner as clerics in the AD&D core rules. Saving throw numbers appear in Table 60. Character Saving Throws in the Player's Handbook. Attack rolls, also known as THAC0, appear in Table 53:
Calculated THAC0s in the Player's Handbook. A mystic begins with two weapon proficiency slots and five nonweapon proficiency slots. A mystic gains one additional weapon slot with every fifth experience level. A mystic gains one additional nonweapon slot at every third level. A mystic who