Mystic

## **Class Overview**

A powerful blending of two magical bloodlines, those few born from such a union while near a magical convergence or nexus can tap into both divine and arcane magic. They can draw upon the traces and essences of past magic to alter their existing magical spells.

### Role

Mystics can fill a variety of roles within the party depending on spell choice, however they are always the dedicated caster.

### Starting Wealth

4d6 × 10 gp (average 140 gp) In addition, each begins play with an outfit worth 10 gp or less.

### Class Skills

Appraise (Cha), Craft (Int), Knowledge (Arcana), Knowledge (Religion) (Int), Knowledge (Planes) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).

## Class Abilities

### Weapon Proficiency

Mystics are proficient with all simple weapons. They are not proficient with any armor or shields.

### Mysticism (Myst)

The Mystic’s abilities and spellcasting use a blend of Intelligence and Wisdom called Mysticism (Myst). Mysticism is a temporary stat exclusive to the Mystic class that adds the Mystic’s Intelligence and Wisdom stats then divides by 2 and rounds up, ex: (INT 18 + WIS 18 /2 = Mysticism 18) (INT 15 + WIS 20 /2 = Mysticism 18). When an ability calls for the Mysticism Modifier (Myst) you calculate it the same as you would for any other stat (10-11=0, 12-13=1, 14-15=2, 16-17=3, 18-19=4, etc)

### Mystic Spellcasting

A Mystic can cast spells from both Arcane and Divine magics. They draw their spells from the Sorcerer/Wizard and the Oracle/Cleric spell lists. Mystics must choose and prepare their spells in advance. The Mystic’s spellcasting uses the Mysticism stat.

To learn, prepare, or cast a spell, the Mystic must have a Mysticism score equal to at least 10 + the spell circle. The Difficulty Class for a saving throw against a Mystic’s spell is 10 + the spell circle + the Mystic’s Mysticism modifier.

A Mystic can only prepare and cast a certain number of spells of each spell circle per day. Their base daily spell allotment is given on the table below. In addition, they receive bonus spells per day equal to their Mysticism Modifier.

A Mystic may know any number of spells. They must choose and prepare their spells in advance by getting 8 hours of sleep or equivalent and spend 1 hour focusing on their source. While focusing, the Mystic decides which spells to prepare.

Starting Spells: A Mystic’s source begins with all 0th circle spells from the Sorcerer/Wizard and the Oracle/Cleric spell lists.

Spells Gained at a New Level: At each new Mystic level, they can add new spells to their spell source equal to their Mysticism modifier, these spells must be of a spell circle they have the ability to cast from. Increasing their Mysticism Modifier does not retroactively increase the number of spells learned from earlier levels. The Mystic can also add spells found throughout their travels to their source, see Mystic Source.

Alternate Mana System Rules: The Mystic gains mana per level equivalent to a Tier 2 caster. Where they differ from the norm is that they add both their primary stats (INT & WIS) to their Base Mana calculation. The Mystic gains (INT+WIS+CON+Talent)/3 as their Base Mana, this is multiplied by their level to find their Max Mana. Base Mana is regenerated each day after resting.

### Mystic Source

At 1st level, the Mystic forms an Essence Source. This Source is a repository for their knowledge and a power source for their abilities. The Source is created in the form of a gem which is bound to a piece of jewelry (Ring, Necklace, etc) and does not use up that slot of gear. At each new level the Mystic must “feed” the Source with gold equal to 100 times their new Mystic level, until this has been completed, they do not gain the effects of a level up.

The Mystic’s spell knowledge is stored inside the Source, they can meditate with it for an hour to prepare their spells for the day. They can add spells to their repertoire by having someone cast a spell that is on their spell list directly into the Source while performing a ritual in which they must “feed” the source gold equal to 100 times the circle of the spell, they can also learn magic from a scroll by the same process. This ritual takes 1 minute per circle of the spell being absorbed.

The Source contains a power called Essence; this is used to fuel many of their class abilities. The Source provides Mystic level + Mysticism modifier Essence Points which refresh daily while the Mystic prepares their spells.

Essence Points may be used in several ways, some gained at higher levels. The duration of these effects is 1 hour per Mystic level, they can be activated as a full-round action, their Essence Point cost per activation is listed beside each effect, you are the origin point of the spell, otherwise they function as the spell.

Available at 1st level:

Detect Magic (1 Points)

Deathwatch (1 Points)

Available at 6th level:

Detect Magic, Greater (3 Points)

Comprehend Languages (3 Points)

Available at 12th level:

Covetous Aura (3 Points)

Hallow/Unhallow (6 Points)

Available at 18th level:

Holy/Unholy Aura (9 Points)

Mind Blank (9 Points)

### Metamagic Mastery

At 3rd/6th/9th/12th/15th/18th level the Mystic gains an additional Metamagic feat.

The Mystic may also spend 1 to 4 Essence Points to reduce the increased level cost when using a Metamagic feat.

### Mystic Shield

At 5th level, the Mystic can create an invisible shield of pure magical energy at the cost of 5 Essence Points. This barrier lasts until depleted and absorbs points of damage equal to the Mystic’s Mysticism modifier times the Mystic’s level. This shield absorbs all forms of damage however magical damage deals double damage to the shield. If the shield is broken by magical damage, the Mystic gains 1 hit point per 2 damage absorbed.

(Alternate Mana System Rule: At 20th level, the Shield also absorbs mana from the spells that hit it. The Mystic regains 1 mote of Mana per 2 magic damage absorbed.)

### Mystic Familiar

At 7th level, the Mystic can create a Mystic Familiar tied to their source that functions as a Familiar however it can become incorporeal. When the Mystic gains 18th level, it can also turn invisible.

### Essence Drain

At 9th level, the Mystic learns to drain the innate magic in items and creatures. The Mystic can perform the following actions:

Item Drain

As a full-round action the Mystic can drain magic out of an item temporarily suppressing it while it recovers its power. Make a caster level check (1d20 + Mysticism modifier + Mystic level) against the spell effect on the item (DC= 20 + the spell’s Caster level). If successful, the Mystic gains 1 Essence Point for every 2 caster levels suppressed. The Suppression lasts for 24 hours. If the Mystic fails the caster level check, the item is completely drained of magic and crumbles to dust.

Magic Leech

As a standard action, the Mystic can make a melee touch attack. If it hits, the Mystic can make a Caster level check opposed by the targets Will Saving Throw.  If the target fails, the Will Saving Throw they lose a combination of unspent spell slots equal to half their caster level and the Mystic gains 1 Essence Points per 2 caster levels of the target. (Alternate Mana System Rules: The target loses Mana Points equal to 3 per level.)

The Mystic can use this ability up to their Mysticism modifier times per day.

### Convert Essence

At 11th level, the Mystic can convert Essence into Magic. By spending 1 minute concentrating, the Mystic can spend 1 Essence Point per spell circle to recover a spent spell slot.

(Alternate Mana System Rules: 1 Essence can be consumed to regain 3 points of Mana.)

### Magical Craftsman

At 13th level, the Mystic gains a Magic Item Creation feat. For each Magic Item Creation feat, the Mystic possesses they gain a +1 Eldritch bonus to all Craft and Spellcraft checks.

### Domain or Wizard School

At 15th level, the Mystic gains a single domain or wizard school. If they choose a domain, it must be within their ideals and alignment. They gain all the associated abilities and spells of the domain and school, and their Mystic levels are treated as their level for the ability’s purposes.

### Greater Magical Craftsman

At 17th level, the Mystic gains a Magic Item Creation feat. The Eldritch bonus to Craft and Spellcraft checks now increases to +2 per Magic Item Creation feat possessed.

### Domain or Wizard School 2

At 19th level, the Mystic gains a single domain or wizard school. They must choose the opposite that they chose the first time. If they have a domain, they must choose a school or vice versa. If they choose a domain, it must be within their ideals and alignment. They gain all the associated abilities and spells of the domain or school, and their Mystic levels are treated as their level for the ability’s purposes.

### True Sacred Magi

At 20th level, the Mystic merges with their Source, permanently altering their being into one of Magic. The Mystics spells are treated as both Divine and Arcane as well as penetrate spell resistance and immunity. They also gain Spell Resistance equal to their Mystic level plus their Mysticism modifier.