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Mystic

The great mystery of the arcane weave, unraveling power which flows to those with the supernatural capacity or studious fortitude to comprehend it's workings. The divine power of the deities, handed down to those worshipers who have the faith to wield their god's power. Spell casters strive for one of these great powers, spend their entire lives dedicated to the use of their own particular brand of magic. But there are few, the children of knowledge, who have gained the supernatural ability to wield both of these mighty magics. Blessed by their God Nom, these Mystics are truly the epitome of spell masters.

Role: The mystic is the master of magic, the weaver of both divine and arcane; from his hands flows both restoration and destruction.

Alignment: Any Neutral

Deity: Nom

Hit Die: d8



Starting Wealth: 2d6 × 10 gp (average 70 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills
The Mystic’s Class Skills are Craft (Int), Diplomacy (Cha), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis) and Spellcraft (Int).


Skill Ranks per Level: 4 + Int Modifier

Table: Mystic
Level
BaB
Fort
Ref
Will
Special
Spells per Day
1
2
3
4
5
6
7
8
9
1st
+0
+0
+0
+2
Cantrips, Channel Magic
3
-
-
-
-
-
-
-
-
2nd
+1
+0
+0
+3

4
-
-
-
-
-
-
-
-
3rd
+1
+1
+1
+3
Gift of Nom 1/Day
5
3
-
-
-
-
-
-
-
4th
+2
+1
+1
+4
Meditation
6
4
-
-
-
-
-
-
-
5th
+2
+1
+1
+4
Spell-Like Ability
6
5
3
-
-
-
-
-
-
6th
+3
+2
+2
+5

6
6
4
-
-
-
-
-
-
7th
+3
+2
+2
+5
Gift of Nom 2/Day
6
6
5
3
-
-
-
-
-
8th
+4
+2
+2
+6
Bonus Metamagic Feat
6
6
6
4
-
-
-
-
-
9th
+4
+3
+3
+6
Spell-Like Ability
6
6
6
5
3
-
-
-
-
10th
+5
+3
+3
+7
Improved Meditation
6
6
6
6
4
-
-
-
-
11th
+5
+3
+3
+7
Gift of Nom 3/Day
6
6
6
6
5
3
-
-
-
12th
+6/+1
+4
+4
+8
Bonus Metamagic Feat
6
6
6
6
6
4
-
-
-
13th
+6/+1
+4
+4
+8
Spell-Like Ability
6
6
6
6
6
5
3
-
-
14th
+7/+2
+4
+4
+9

6
6
6
6
6
6
4
-
-
15th
+7/+2
+5
+5
+9
Gift of Nom 4/Day
6
6
6
6
6
6
5
3
-
16th
+8/+3
+5
+5
+10
Greater Meditation
6
6
6
6
6
6
6
4
-
17th
+8/+3
+5
+5
+10
Spell-Like Ability
6
6
6
6
6
6
6
5
3
18th
+9/+4
+6
+6
+11
Gift of Nom At Will
6
6
6
6
6
6
6
6
4
19th
+9/+4
+6
+6
+11

6
6
6
6
6
6
6
6
5
20th
+10/+5
+6
+6
+12
Dual-Force Magic
6
6
6
6
6
6
6
6
6

Table: Mystic Spells Known
Level
0
1
2
3
4
5
6
7
8
9
1st
4
2
2nd
5
2
3rd
5
3
4th
6
3
1
5th
6
4
2
6th
7
4
2
1
7th
7
5
3
2
8th
8
5
3
2
1
9th
8
5
4
3
2
10th
9
5
4
3
2
1
11th
9
5
5
4
3
2
12th
9
5
5
4
3
2
1
13th
9
5
5
4
4
3
2
14th
9
5
5
4
4
3
2
1
15th
9
5
5
4
4
4
3
2
16th
9
5
5
4
4
4
3
2
1
17th
9
5
5
4
4
4
3
3
2
18th
9
5
5
4
4
4
3
3
2
1
19th
9
5
5
4
4
4
3
3
3
2
20th
9
5
5
4
4
4
3
3
3
3

Class Features
All of the following are class features for the Mystic.

Weapon and Armor Proficiency
Mystics are proficient with simple weapons and the sword cane but not with any type of armor or shield. Armor interferes with a mystic's movements, which can cause his arcane spells with somatic components to fail. The mystic's divine spells are never affected by spell failure from armor.

Spells
A mystic casts both arcane and divine spells drawn from the cleric/oracle spell list and sorcerer/wizard 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 of each spell level per day. His base daily spell allotment is given on Table: Mystic. In addition, he receives bonus spells per day if he has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).

A mystic's selection of spells is extremely limited. A mystic begins play knowing four 0-level spells and two 1st-level spells of his choice. At each new mystic level, he gains one or more new spells, as indicated on Table: Mystic Spells Known. (Unlike spells per day, the number of spells a mystic knows is not affected by his Charisma score; the numbers on Table: Mystic Spells Known are fixed.) These new spells can be common spells chosen from the cleric/oracle or sorcerer/wizard spell list, or they can be unusual spells that the mystic has gained some understanding of through study.

The mystic must maintain a balance between his arcane and divine spells; he is required to keep at least a 2:1 ratio of arcane vs. divine spells per level of spell. Example: If the Mystic wishes to choose 4 arcane spells to know for his 1st level slots, then he is required to have a minimum of 2 1st level divine spells known.

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. 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. He must also maintain the arcane vs. divine ratio outlined above.

Unlike a wizard or a cleric, a mystic need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level.

Cantrips
Mystics learn a number of cantrips, or 0-level spells, as noted on Table: Mystic Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

Channel Magic
All mystics wear the symbol of Nom on their person; through this object the mystic may unleash a torrent of arcane and divine energy. Instead of using this energy to deal damage, the mystic harnesses the power to augment his and his allies’ spell casting for 1 round per mystic level. Any allies within 30 ft of the mystic at the time the ability is used gains a +1 DC per 6 mystic levels bonus to all of their spells (+1 at 1st, +2 at sixth, +3 at 12th, +4 at 18th). The mystic may use this ability a number of times per day equal to his charisma modifier (Min 1). This ability takes a full round action to complete.

Gift of Nom (Sp)
Starting at 3rd level the Mystic gains a spell-like ability called the Gift of Nom which he may use once per day. The Gift of Nom grants the Mystic +2 to any single mental statistic, +2 to any single saving throw or the temporary use of a single skill focus feat which the mystic meets the prerequisites for; these effects remain for 1 minute per mystic level or until the mystic dismisses the ability. Only a single effect from the Gift of Nom can be active at one time.

Every 4 levels after third the Mystic gains an additional use per day of the Gift of Nom until 18th level when he may use it at will.

Meditation
Starting at 4th level the Mystic can choose to meditate on the mysteries of magic and commune with Nom; this action takes 10 minutes and restores the use of a single spell slot, the mystic must have an empty spell slot to use this ability and can only restore spell levels he is able to cast. This ability may be used once per day.

Improved Meditation: as Meditation, may be used twice a day and restores two spells but must be given an hour between these uses. Gained at 10th level.

Greater Meditation: as Meditation, may be used three times a day and restores three spells but must be given an hour between these uses. Gained at 16th level.

Spell-Like Ability
Starting at 5th level the mystic may convert any spell he currently knows into a spell-like ability which he may use 3 times per day. The mystic does not forget the spell which is converted, it is still available to be cast normally.

The Mystic gains an additional Spell-Like Ability every 4 levels after 5th level.

Bonus Meta-Magic Feat
At 8th and 12th level the mystic may choose to take any metamagic feat he is eligible for.

Dual-Force Magic
At 20th level the mystic becomes so in tune with magic that he may weave together divine and arcane spells simultaneously. When this ability is used the mystic may choose 1 divine spell and 1 arcane spell to cast within the same standard action, both spells must be centered on the same target/hex, when cast he expends spell level + 1 for each spell (Ex. If he casts a level 8 arcane and a level 6 divine spell, he would expend a level 9 arcane slot and a level 7 divine slot). Treat these spells separately when considering saving throws.