Editor’s Note:These rules are to be used in addition to the rules presented for the Sorcerer and Mystic Spell Creation Rules for 2E which are available in the Gods, Orders, and Spells Section.
The mystic in the Fifth Age is different from the priests of the past and the most notable difference is the ability to create spells on the fly. Mystics must choose a specific school of study and may not learn spells from another school, unless they spend two non-weapon proficiency slots to learn a new school. The maximum number of schools a mystic may learn is equal to Wisdom divided by five, round fractions down. In order to simulate the mystic from the SAGA system in 2nd Edition AD&D a mystic will have a mana point pool that is based upon their Wisdom score and modified by the level of the character.
Mystic must have these attributes as minimum requirements: Constitution, Wisdom, and Intelligence. If they have a minimum of 14 in each of the required attributes they gain a bonus 10% to their experience. A mystic gains the benefits and restrictions based on their intelligence score like a wizard does.
The spells created must be based upon the effect the school represents. Use the guidelines in the DMG for the creation of new combat spells. For every two levels the caster gains he can add in an additional die of damage based upon the level he can cast the spell. Spells that are created using a specific die may only use that die until he creates a newer version of the spell using a different die. For example, if a mystic creates a spell that uses d4’s for damage then that is the only die that the spell can use.
The spells that are defensive in nature cannot provide a great deal of protection, but as the mystic gains levels the defense is increased. Defensive bonuses are gained at every five levels of the caster and the bonus is any modifier that helps out the character in combat. Use the DMG for designing new defensive spells to maintain balance.
The following spheres are available and the player creating a mystic character must declare during creation the sphere the character belongs to.
Animism – Those with access to this sphere can commune with any living thing. By harnessing these forces, an Animist can communicate and control any beast or plant in the world.
Alteration – Mystics who have mastered this sphere can alter their bodies into the forms of other creatures. For example, and Alterer could assume the shape of another individual, an animal such as a horse, or a best such as a wyvern.
Channeling – Through sheer will a mystic who has mastered the art of channeling can use the magic energies within them to adjust their own or another’s Physical Ability. Thus a channeler could make himself as nimble as a cat, or tremendously strong.
Healing – Healers can use this sphere to heal wounds, cure disease, or other ills of the world. The healing art can save lives, but it does have its downside. Any attempt to heal might bring about a mishap, which could exhaust or even injure the mystic.
Mediation – The Mystic with this ability has the power to alter his or another’s Mental Abilities.
Mentalism – Mentalists can project their thoughts into the minds of others. In addition they can read the thoughts of others, useful for gaining valuable, unspoken information.
Necromancy – Necromancers practice the black art. These mystics deal with the very essence of life an death. They can wound their enemies, sap their vital energies, or cause them to simply drop dead. Goldmoon forbids this sphere from the Citadel of Light.
Sensitivity – These mystics have powers similar to the Diviner (see below). They can read the auras that surround living creatures. This sensitivity can help mystic gain information about an individual’s nature and demeanor, determine whether someone is acting under the influence of a spell, and otherwise analyze the nature of a creature.
Spiritualism – The sphere of Spiritualism is somewhat less scorned than Necromancy, although the sphere of Spiritualism resembles it greatly. Whereas Necromancy deals with corporeal undead such as Ghouls and Zombies, Spiritualism deals with the incorporeal undead such as Ghosts and Specters.
A mystic must spend one of their non-weapon proficiency slots on the proficiency Magic Skill Proficiency, but no more than two proficiencies may be used. The base target number is equal to the caster’s level. Total up all modifiers and this includes the modifiers for casting a new spell. A character must roll on a 1d20 higher than his target number. If a one is rolled on a 1d20 the spellcaster suffers the effects of the spell negatively with no saves possible. For defensive spells miscast they have the opposite effect upon the spellcaster making the spellcaster easier to hit.
A mystic may attempt to cast a spell that he has never cast before at any time, but is assigned a modifier that is equal to half of their casting level. After successfully casting the new spell the number of times equal to the spell level without failure he drops the +2 modifier for attempting to learn a new spell and if he fails any of the attempts the modifier remains until he can successfully cast the spell four times in a row. Starting mystics already know the number of spells of first level equal to their Wisdom divided by five round down.
For example, a 8th level mystic casts an improve version of his cure light wounds that uses d6’s for healing, instead of d4’s. The level of the mystic is 8th, so an 8 is his target base number. This is a new spell, +2 modifier, and the modifier for casting the spell is +4. 8+2+4=14 or better to successfully cast the spell.
Mystics may use any armor and weapons as long as they spend proficiency slots to learn how to use them regardless if they are single class or multiclass. For armor they must use non-weapon proficiency slots and they must specify the type of armor they are learning. Once learned they can only use that specific type of armor and none other. Using armor they are not trained to use incurs a +3 to their Magic Skill rolls. Mystics may not specialize in any weapons regardless if they are single class or multiclass.
Mystics may be a special multiclass option for human characters and a standard multiclass for nonhumans. The rules for multiclassing apply as normal. A mystic uses 1d6 for their hit dice.
If a mystic is a single class they start with 2 Weapon Proficiencies and 3 Non-Weapon Proficiencies. They gain additional proficiencies as per Rogues. If a mystic is multiclassed they gain the best number of proficiencies based upon their classes with the mystic class using the Rogue class as a basis.
Mystics use the THACOs for Rogues and Saving Throws for Priests in the case of them being single classed. If multiclassed they use the best scores from any of their classes.
|Level||XP||Hit Dice (d6)|
A mystic has a mana pool that is based upon his Wisdom and modified by their level. Multiply the character’s wisdom by the modifier to gain the result of the character’s mana pool. Use the following table to determine the modifier based on level.
At 20th level a mystic’s mana pool tops out at x5 their intelligence and the skill roll tops out at +7.
|Mana Pool Modifier and Magic Skill Roll Modifier|
|Level||Mana Mod.||Magic Skill Roll Mod.|
The following table shows how much mana a certain level of spell uses and the maximum effectiveness of the spells. A spell costs the base level of the spell multiplied the number of damage dice, effect, or defense bonus. For example, a level 7 mystic casts Call Lightning, he learned the spell at fifth level, and wants to do 2d6 of damage the mana cost for the spell would be 10 points. 2×5=10 points.
The maximum spell level a mystic can learn is level 7 and the spell casting time is equal to the spell level, if they are combat or defensive spells only. All other spells have a casting time listed in turns or hours based on the level. The maximum amount of damage a spell can do is 5d10 and the effect/bonus is 4.
|Spell Cost and Spell Level Table|
|Level||Spell Cost||Spell Level|
|Damage per Level and Effect/Defensive Bonus per Level|