Mystic magic is a flexible alternative magic system for any D&D campaign world. It can coexist with standard arcane and divine magic or replace it altogether.
The mystic magic system is designed for flexibility and creativity. Its goal is to allow characters to create virtually any magical effect imaginable, by combining elements from eleven different mystic spheres. It should be possible to adapt the system to any campaign setting with few to no changes.
A note to the player
Using the mystic system to do nothing but throw fireballs gets old, fast. It’s your responsibility to be creative. Just duplicating a spell effect generally costs more and adds less to the game—don’t do that! Instead, focus on unique effects tailored to your situation.
A note to the GM
When someone asks if a particular effect is possible using the mystic system, the answer is almost always a resounding “yes.” The only consideration is that powerful effects require a powerful mystic. It’s your responsibility to understand the system and to embrace player creativity—but make sure you are consistent in your rulings for how much of which spheres different mystic effects cost.
Basics of mystic magic
Instead of casting spells, a mystic performs magic by combining flows of power from eleven different basic elements called spheres. For example, a compulsive thief could be enchanted so that every time he steals something, he suddenly feels a strong urge to confess to the crime, and if he doesn’t, he turns into a frog. Such an effect could be created by combining Mind Control (for causing the urge to confess) with Transmutation (for turning the thief into a frog) and Divination (for determining when the thief has stolen, and when he hasn’t confessed to it).
The spheres are listed in the following table. More detailed discussions for the spheres can be found later in their own sections.
The eleven spheres of mystic magic
|Creation||Creat||Creator||Conceives matter from nothing|
|Destruction||Destr||Destroyer||Eliminates matter or magic|
|Displacement||Dis||Displacer||Alters the spatial and temporal fabric of reality|
|Divination||Div||Diviner||Reveals the unknown|
|Enhancement||Enh||Enhancer||Increases qualities already present|
|Healing||Heal||Healer||Repairs things that are broken|
|Illusion||Ill||Illusionist||Projects false sensory experiences|
|Kinetics||Kin||Kineticist||Moves things with magical force|
|Mind Control||Mind||Mind Controller||Influences the thoughts of others|
|Pyrotechnics||Pyro||Pyrotechnician||Wields pure magical energy|
|Transmutation||Trans||Transmuter||Transforms the essence of a thing|
|Reserve||Res||N/A||Holds extra energy for recharging other spheres|
Creating mystic effects
Like casting a spell, creating a mystic effect is a standard action, but unlike spellcasting, using mystic magic does not incur an attack of opportunity—nor are laborious memorization, incantation, hand gesturing or material components required to create effects. The mystic simply wills something to occur, and it is so.
A mystic pays for mystic effects by spending points from one or more spheres in which he has sufficient ranks. For example, a mystic wizard with at least three ranks in the Pyrotechnics sphere can generate a ball of flame that deals 3d6 damage by paying 3 Pyrotechnics points (abbreviated “Pyro 3”), or a mystic cleric with a rank in Healing could heal 1d6 damage by paying 1 point of Healing (“Heal 1”). Ranks in a sphere are acquired by buying them—see the Sphere point progression section for more information.
When creating an effect, the number of points spent from a given sphere is called the sphere level for that sphere, and the sum all sphere levels for an effect is referred to as the sphere total for that effect. A single mystic effect’s sphere total may not exceed the creator’s mystic level (the number of levels of his mystic class). Hence, a fifth level mystic could create an effect using Div 2 + Enh 3, but not Pyro 6 or Mind 4 + Trans 2.
Saving throws and ability checks
Many mystic effects call for a saving throw to resist their effects. The DC of such a saving throw is ten plus the number of ranks the mystic has in the effect’s primary sphere (see the Components of a mystic effect section for more information about an effect’s primary sphere). For example, Lalu the mystic sorcerer has eight ranks in Pyrotechnics. He throws a 1d6 fireball at an enemy using Pyro 1 + Div 1. Since Pyrotechnics is the primary sphere of that effect, the DC for the saving throw is 10 + 8 = 18.
Occasionally, a mystic effect may call for an ability check. The DC on these checks is the same as the DC for saving throws versus mystic effects, as detailed above.
The Reserve sphere is a special sphere that allows the mystic to refill points from other spheres that he has spent. As a free action, points from Reserve may be transferred into any other sphere without penalty. For example, if Trevin the mystic wizard has ten ranks in Destruction, but he has used eight of it, he can spend up to eight Reserve points to refill his Destruction.
Like spellcasters, mystics rejuvenate their power with a good night’s rest. Each morning, the mystic must spend half an hour in meditation, preparing his mind for a day of harnessing raw magical energies. He arises from this meditation with his Reserve completely replenished. Note that the other spheres do not refill automatically—the mystic must accomplish that by drawing from his Reserve.
Mystics and iron
Optional rule: Ferrous metals have strange properties that inhibit mystic energy. A mystic who wears any form of iron or steel becomes unable to control the raw flows of power that otherwise come forth so easily. Any iron object that forms an unbroken band around a portion of the mystic’s body causes this type of disturbance—including shirts, pants, shoes, necklaces, helmets and headbands. Even rings and hoop earrings make utilizing mystic magic impossible. Only very small items such as stud earrings do not pose problems, since they do not encircle any part of the mystic’s body.
Note that arcane spell failure chance does not apply to mystics. There is no such uncertainty with the mystic system—a mystic who is bound in iron is totally unable to utilize his magical talent.
Components of a mystic effect
In general, a mystic effect has one or more primary spheres that reflect the basic function of the effect, one of three duration types defining how long the effect lasts, one of two target types indicating who is affected by the magic, and a range detailing how far away the effect can take place. These four aspects of a mystic effect are discussed in more detail in the following sections.
The sphere that represents the main focus of an effect is called the primary sphere. For example, a ball of fire’s primary sphere is Pyrotechnics, whereas an effect that picks up a boulder and hurls it has Kinetics as its primary sphere. Other spheres are often mixed in, but the primary sphere will always be the one that represents the basic function behind the effect.
As a rule, an effect has only one primary sphere. Magic complex enough to require what might seem like multiple primary spheres takes longer, and requires the Mystic Charge feat to pull off gracefully. Such combinations usually produce multiple effects that occur in some specified order. For example, an effect that uses Displacement to teleport a dagger behind an enemy and Kinetics to thrust the dagger into his back could not be performed as a single action, but the Displacement could be charged, then released the following round as a free action immediately before a standard Kinetics effect.
There are three types of mystic effects. Instantaneous effects, such as healing a fallen comrade, happen at once. Temporary effects, such as creating the illusion of a terrifying monster, last for a while before they fade. Permanent effects, such as creating a stone wall out of thin air, happen once and leave a permanent impact. The duration of an effect is given in brackets after the effect’s description.
Converting an instantaneous effect to a temporary effect
For many instantaneous effects, extending the effect to last over the course of several rounds is often possible. For example, a mystic could create a fireball that hangs in the air for a few rounds before disappearing, or continuously heal a fellow party member over the course of several rounds. An instantaneous effect extended in this way is known as a converted temporary effect.
To convert an effect in this fashion, pay the cost again for each round beyond the first the effect is to last. For example, to heal an ally for 3d6 hit points each round for three rounds, pay Heal 6 (Heal 2 times three rounds’ duration).
Note that converted temporary effects cannot be warded (see below).
Extending the duration of a temporary effect
Initially, a temporary mystic effect lasts for one unit of time—where the unit is specified in the description of the effect—be it rounds, minutes, hours, days, or some other length of time. However, as with virtually everything in the mystic system, the mystic can extend the duration of the effect by spending additional primary sphere points in the casting. For each extra point spent, the duration increases by 1d6 units of time. Converted temporary effects cannot be extended in this fashion.
The Temporal Extension feat improves a mystic’s ability to extend the duration of temporary effects.
Warding a temporary effect
One of the most powerful techniques that a mystic possesses is the ability to ward a temporary effect, preserving it for as long as desired. In some ways, a mystic’s warding ability is similar to the Permanence spell, but mystic wards are generally more flexible and less lasting than Permanence is. A temporary effect extended by warding is known as a warded effect. Converted temporary effects cannot be warded. For more information about warding a mystic effect, see the Warding section.
Unless otherwise specified, mystic effects target a single object or creature. However, most effects can be made to target an area by spending extra points.
Converting a single-target effect to an area effect
A single-target effect can be converted into an area effect with 5-foot radius by doubling the effect’s primary sphere cost. For each five-foot extension to the radius, add half the initial primary sphere cost, rounded up. However, +10-foot radius is equal to the initial primary sphere cost, not double the rounded up cost. Individual targets within line-of-sight can be excluded from the effects by adding Div 1 per target. An entire class of targets (e.g., “my friends”) can be specified or excluded with Div 5.
The Efficient Burst feat improves a mystic’s ability to create area effects.
Initially, a mystic effect has a range of five feet from the mystic (just within normal melee range). For each additional primary sphere point spent, the range increases by one increment as follows:
|Points spent||Range in feet|
|Etc. (+1)||Etc. (+100)|
The Far Reach feat improves a mystic’s range.
Mystics have some powerful tools at their disposal. The following sections detail some intricacies of mystic magic with which players should be familiar.
Certain mystic techniques such as warding and item creation require the mystic to spend sphere points on a semi-permanent basis. Spending points in this manner is called consuming them. When points are consumed, the sphere rank temporarily drops when the points are spent. The sphere rank returns to normal when certain conditions are met, depending on why the points were consumed. Note that even when the sphere ranks return, the spent points do not return until the mystic refills them using Reserve as normal.
For example, Leander the mystic wizard wishes to create an anklet that grants him an extra partial action each round. While creating the anklet, he consumes Enh 6 (the cost of the haste effect). Normally, he has nine ranks in Enhancement, but until the consumed points are returned to him (when the item is completed), he effectively has only three ranks. When he finishes the item, his ranks in Enhancement return to nine, but he still has only three Enhancement sphere points remaining, until he chooses to refill the sphere using Reserve.
Charging objects using the Improved Mystic Charge feat and imparting objects with magical charges using the Imbue Mystic Energy feat both allow the mystic to release one or more charges mentally as a free action when desired. They also allow the mystic to utilize a special form of Divination that causes the charges to be automatically released when certain conditions are met.
For a standard action trigger, add Div 1 at the time the charge is imparted. For simple state triggers (e.g., “when I die,” “when someone puts on this coat,” etc.) add Div 3. For free action triggers (e.g., thought), use Div 5. For interrupting triggers (e.g., “just before someone touches the orb” or “when someone is about to pickpocket me”), use Div 12.
For examples of use, see the Improved Mystic Charge and Imbue Mystic Energy feats.
With warding, any creature, item or area’s temporary mystic effects can be made permanent. However, such effects can only be warded at the time they are created, and the warding level cannot be strengthened later without recreating the effect from scratch. To ward an effect, simply consume Res X in addition to the normal effect cost, where X is greater than or equal to the total sphere level of the effect. Even effects on unwilling creatures can be warded, but those creatures receive applicable saving throws at an interval equal to the usual duration (see “Saving throws and ability checks” on page 3 and “Duration” on page 4). For the mystic who created the effect, dissolving a warded effect takes a moment’s thought and is a free action.
It is possible to ward the effect at less than level X, but doing so results in the effect deteriorating over time. The more the warding falls short of level X, the faster the effect will deteriorate.
|Warding level discrepancy||Time until collapse|
|0 or less||permanent|
For example, it is easy to temporarily grow 10% taller with Enh 1. But without spending extra Enhancement points to increase the duration, the effect would last only a single round. However, warding the effect by consuming Res 1 makes the effect permanent-at least until the enchantment is dispelled somehow.
Destruction magic can influence or even dispel a warded effect. Destr X reduces the warding level from its original value by X. These reductions do not stack, however. For example, if Pip the mystic wizard wards a 5th level Illusion effect with 8 Reserve, then Destr 4 would reduce the effective warding level to 4, creating a warding discrepancy of 1 (the Illusion effect would then collapse in 1d6 weeks). To make that ward then collapse more quickly, Destr 5 or higher would need to be spent, to cause the warding discrepancy to become 2 or higher.
The consumed Reserve returns to the mystic only when the enchantment ends (either because the mystic dissolved the effect, or because it was dispelled with Destruction or through other means). Even when the effective warding level drops due to mystic attack, the mystic does not necessarily know his warding has been attacked, nor does he regain any Reserve ranks unless the effect actually collapses.
All mystics have access to an additional class skill called Mysticraft, which is used for identifying mystic effects both as they are created and after they are already in place. However, the Spellcraft skill is cross-class for the mystic (as is Mysticraft for the non-mystic). The DCs for identifying mystic effects are the same as those for Spellcraft, with mystic effects counting as one half the sphere total (rounded down) in spell level.
While Spellcraft and Mysticraft are quite different in many ways, they are related skills. A character with five ranks in Mysticraft receives a +2 synergy bonus to Spellcraft. Conversely, five ranks in Spellcraft grants a +2 synergy bonus to Mysticraft.
Countering mystic effects
By readying an action, a mystic can counter a mystic effect as it is being created (or a spell as it is being cast). To do so, the mystic must first determine the exact sphere components of the effect with a successful Mysticraft check (or in the case of a spell, a Spellcraft check). The mystic may then counter the effect by spending an amount of Destruction equal to the effect’s mystic level (or for a spell, an amount of Destruction equal to twice the spell level).
Multiple mystics can combine their efforts to produce more powerful effects. Each mystic who wishes to be part of the link must be enchanted with a link-enabling effect (Enh 5). This technique is called enabling. An enabled mystic can magically reach out to another enabled mystic as a standard action, thus completing the link between them. Completing the link with another mystic requires physical contact, and all mystics involved must be willing, or the completion will fail (once completion is achieved, physical contact is no longer required). Removing oneself from a link (severing the link) is a free action. Additionally, any mystic who is part of a completed link can forcibly remove another mystic from the link (expelling that mystic) as a free action. Lastly, any mystic who ceases to be enabled at any point in time is automatically expelled from any link in which he is currently a member.
For example, suppose that Luet the mystic wizard wishes to link with Artys the mystic ranger and Ellwood the mystic bard. Artys pays Enh 5 to enable himself. Ellwood does not have 5 ranks in Enhancement, so Luet spends Enh 5 to enable herself, then Enh 5 again to enable Ellwood. Now Ellwood and Luet join hands and Ellwood completes the link by willing himself into it (of course, if Luet did not wish for Ellwood to link, she could prevent the completion from being successful). Then Artys places a hand on Luet’s shoulder and wills himself into the link as well. Now the three of them can act together, combining sphere points to create effects more powerful than any one of them could have managed alone.
When multiple linked mystics produce a single mystic effect (a linked effect), each member of the link contributing to that effect must apply their full concentration toward it-that is, producing that effect takes a standard action for each mystic contributing sphere points. Thus, in combat, linked mystics wishing to create a single effect must delay their respective actions until their initiatives are equal, and then collaboratively create their joint effect. A mystic who is a member of the link but not contributing points to any effects that round is called dormant, and need not delay his action in such a way, nor apply concentration toward the link that round.
To determine the effective sphere total of an effect, take the number of sphere points contributed by each member from each sphere, and convert these values into the equivalent number of building points (see the Sphere point progression section for details on building points). Sum these values for each sphere, then convert the results back into sphere points, to determine each sphere’s resulting level.
In the previous example, suppose that Luet spends Trans 6, Artys contributes Trans 4, and Ellwood uses Trans 2. Luet’s Trans 6 yields twenty-one building points, Artys’s Trans 5 is fifteen building points, and Ellwood’s Trans 2 contributes three building points, for a total of 21 + 15 + 3 = 39 building points—or eight sphere points. Note that since it only takes thirty-six building points to reach eight sphere points, there are three unneeded building points here, and since Ellwood’s Trans 2 only yielded three building points, his contribution to the link was useless in this instance.
Sometimes, a mystic desires results more drastic than reasonably possible with a single mystic effect. Resurrecting an entire city block, creating an everlasting fireball, or turning an area into a permanent dead magic zone are examples of effects so extreme that only the most powerful mystics should ever have the ability to accomplish them. Such effects are known as wish-level magic, and are within the realm of possibility, but their use takes a heavy toll upon the mystic who invokes them.
To even fathom the use of wish-level magic, the mystic must have achieved level twenty, and must have twenty ranks in the desired wish-level effect’s primary sphere. Note that only mystic wizards, mystic sorcerers and mystic clerics can ever have the capability to perform such magic, because only they are able to reach such a high sphere rank.
The mystic first spends twenty points from the sphere from which he wishes to invoke the magic. Then, the DM computes the hypothetical level of the wish-level effect. Subtract twenty from that value (since the mystic did spend twenty points), and multiply the result by fifty. This value is the amount of experience the mystic must pay, and represents the portion of his life energy the mystic is pouring into the effect to bring it to life.
For example, say that a giant boulder has fallen from the sky, crushing a building and killing everyone inside, both friend and foe. Luet the mystic wizard wishes to resurrect all her friends who died in the explosion. First, she spends Heal 20 to initiate the effect. The DM figures that the building is 100 feet wide, so an area effect with radius 60 feet or so will be needed to encompass the entire building. Resurrection of a single person costs Heal 18, and converting it to a 60-foot radius area effect increases the total cost to Heal 135 (see the Target section for more information on area effects). In addition, since she only wants to resurrect her friends, she must pay Div 5 to exclude her enemies from the effect, bringing the grand total to Heal 135 + Div 5. Luet’s experience cost is therefore (140 - 20) * 50 = 6,000 EP, so she must pay Heal 20 and 6,000 EP to create the effect.
One other powerful effect that wish-level magic can create is that of permanent effects that would normally be instantaneous or temporary. To compute the hypothetical cost of a normally instantaneous effect, simply multiply the instantaneous cost of the effect by 100. For temporary effects, multiply the normal cost by 25.
As an example, say that Noj the mystic wizard wishes to create a magical enchantment on his staff so that anyone who touches it besides him suffers 5d6 points of fire damage each round until the offender breaks contact with the staff. Enchanting the staff with a one-time (instantaneous) charge would normally costs Pyro 5. He can use Div 1 (a divination trigger) to identify whether he is the person touching the staff, bringing the sphere total to 6, and the hypothetical cost of the wish to 600. After paying Pyro 20 to initiate the effect, Noj’s experience cost would be a whopping (600 - 20) * 50 = 29,000 EP. But it might be worth it to have a permanent enchantment protecting one’s prized possessions.
There are many ways to incorporate mystic magic into a campaign. The classes described here represent one straightforward way to integrate it into a D&D campaign, but there are many other possibilities.
There are seven kinds of mystics, based on their arcane and divine spellcaster counterparts. In most ways, they are equivalent to their non-mystic versions, except that they use mystic magic instead of arcane or divine spellcasting. That is, mystics use the same die type, base attack bonus, saving throws, class skills (but see the Mysticraft section), skill point progression, weapon and armor proficiencies (but see the Mystics and iron section), bonus feats (but see the Mystic feats section) and bonus languages as their respective base classes. Information on special abilities and mystic sphere progression for each class are detailed in the following sections.
|Mystic class||Key ability||Point progression||Max ranks||Special|
|Mystic cleric||Wis||Normal||20||Improved Healing, Healing conversion|
|Mystic paladin||Wis||Half (at 4th level)||8||None|
|Mystic ranger||Wis||Half (at 4th level)||10||None|
|Mystic sorcerer||Cha||Normal||20||Improved Pyrotechnics|
|Mystic wizard||Int||Normal||20||+2 bonus reserve per level|
Mystics have some powerful tools at their disposal. The following sections detail some intricacies of mystic magic with which players should be familiar.
The mystic bard is a special breed, one that has decided to pursue a mystical path to magic rather than a musical one. Arcane bards sometimes view the mystic version of themselves with suspicion or even pity, believing them to lack complete mastery over their music. Needless to say, mystic bards feel differently about their musical talents.
Like the bard, the mystic bard has both bardic knowledge and bardic music. Bardic knowledge works as that of a regular bard. A mystic bard has access to bardic music abilities at the appropriate levels: Countersong, Inspire Courage, Fascinate, Inspire Competence, Suggestion and Inspire Greatness. Mystic bards follow the Half sphere point progression with Charisma as their key ability, and can raise each sphere to a maximum of 12 ranks.
Although mystic clerics draw their power from mystic energies rather than from the grace of their gods, their faith is just as strong as their divine counterparts’. In fact, in the eyes of a mystic cleric, mystic energy and divine energy are one and the same.
Like the cleric, the mystic cleric has access to either Turn Undead or Rebuke Undead, depending on alignment. In addition, mystic clerics receive an improved progression in the Healing sphere. Instead of spontaneous casting, mystic clerics can convert points in any sphere into Healing sphere points for the purposes of healing damage (treat the other spheres as Reserve for this purpose). Mystic clerics follow the Normal sphere point progression with Wisdom as their key ability, and can raise each sphere to a maximum of 20 ranks.
Mystic druids are just as strongly tied to their natural surroundings as their counterparts are, and their use of mystic magic is bound by a similarly strict ethos. If a mystic druid abuses his abilities, he may notice mystic energies turning on him, twisting his intended uses until he takes action to correct his initial transgression.
Like the druid, the mystic druid has access to druidic abilities at the appropriate levels, including Nature Sense, Animal Companion, Woodland Stride, Trackless Step, Resist Nature’s Lure, Wild Shape, Venom Immunity, A Thousand Faces and Timeless Body. Mystic druids follow the Normal sphere point progression with Wisdom as their key ability, and can raise each sphere to a maximum of 18 ranks.
Mystic paladins are every bit as honorable (and every bit as blustery) as their divine counterparts, and they face the same harsh penalties for misuse of their powers.
Like the paladin, the mystic paladin has access to paladin abilities at the appropriate levels, including Detect Evil, Divine Grace, Lay on Hands, Divine Health, Aura of Courage, Smite Evil, Remove Disease, Turn Undead and a special mount. Mystic paladins follow the Half sphere point progression beginning at 4th level with Wisdom as their key ability, and can raise each sphere to a maximum of 8 ranks.
Mystic rangers usually utilize their mystic abilities to aid their hunting and tracking activities, but they are not strangers to mystic magic’s versatility either.
Like the ranger, the mystic ranger has access to ranger abilities at the appropriate levels, including the automatic Track feat, favored enemies and the Improved Two-Weapon Fighting option. Mystic rangers follow the Half sphere point progression beginning at 4th level with Wisdom as their key ability, and can raise each sphere to a maximum of 10 ranks.
Of all the mystics, the mystic sorcerer is the one who seeks truly great destructive power. Their ability to harness the most primal mystic essences effectively makes them a fearsome enemy to those who would oppose them.
Like the sorcerer, the mystic sorcerer can obtain a familiar. In addition, they receive an improved progression in the Pyrotechnics sphere. Mystic sorcerers follow the Normal sphere point progression with Charisma as their key ability, and can raise each sphere to a maximum of 20 ranks.
Mystic wizards are the ones who crave maximum magical flexibility. Their intense studies afford them additional magical stamina and a greater number of specialized mystic techniques.
Like the wizard, the mystic wizard can obtain a familiar, and earns one bonus mystic metamagic or mystic item creation feat every five levels. Mystic sorcerers follow the Normal sphere point progression with Intelligence as their key ability, and earn two bonus reserve points per level, and can raise each sphere to a maximum of 20 ranks.
Sphere point progression
A mystic’s power in a particular sphere is determined by the number of ranks he has in that sphere.
Buying sphere ranks
All mystic spheres start at zero ranks. Each level, a mystic has a certain number of building points to spend buying sphere ranks, and extra Reserve if desired. To increase a sphere’s rank, add a number of points equal to the next sphere level. For example, raising a sphere from zero ranks to one rank costs one building point, whereas raising a sphere from three ranks to four ranks costs four building points. No sphere may have more ranks than the maximum allowed for that mystic class.
Increasing Reserve costs one building point per point of Reserve. There is no limit on Reserve ranks. Also, any number of points may be saved for later use, to be spent when the mystic achieves his next level.
Normal and Half progressions
When following the Normal sphere point progression, the mystic gains building points equal to double his new level plus his key ability modifier. For example, a mystic wizard with an Intelligence of 17 who achieves fifth level receives 2 * 5 + 3 = 13 additional building points to spend on sphere ranks and Reserve.
When following the Half sphere point progression, the mystic gains building points equal to his new level plus half his key ability modifier (rounded down). For example, a mystic bard with a Charisma of 21 who achieves ninth level receives 9 + (5 / 2) = 9 + 2 = 11 additional building points to spend on sphere ranks and Reserve. Mystic paladins and mystic rangers are treated as three levels lower for the purposes of their mystic magic abilities. For example, a 7th level mystic ranger is treated as a 4th level mystic (with Half sphere point progression).
In addition, mystic wizards receive two bonus Reserve points per level.
Sphere point calculator
For convenience, here is a calculator for computing the number of points a mystic receives at each level, as well as verifying the number of building points required for a given point allocation.
Spellcasting feats do not apply to the mystic system, since they generally do not make sense within its context. However, an entirely separate set of mystic magic feats exists, allowing the mystic to expand his capabilities in a number of ways.
Craft Mystic Item [Item Creation]
Craft Mystic Item allows mystics to create magic items fueled by mystic magic. If the desired effect is instantaneous, the item’s effect can be triggered a certain number of times per time period (see the table below). For temporary effects, the item functions continuously (for the one wearing or holding it, if applicable). To craft the item, you must consume the mystic points as you create it (and the maximums are returned to you when the item is complete). In addition, each point spent for the object takes 1 hour, 200 gold, and a number of experience points (see the table below).
|Type of effect||EP cost per sphere point|
For example, Trevin the mystic wizard wishes to improve his staff so that it can shoot bolts of Destruction once per day. He decides to use Destr 8 so that the bolts do 5d6 damage up to 100 feet away. Thus, enchanting the staff takes Trevin 8 hours of work and costs him 1,600 gp and 2,000 EP. The DC for any saving throws associated with the item is as normal: 10 + Trevin’s ranks in Destruction at the time the item was created.
Efficient Burst [Metamagic]
When converting a single-target effect to a five-foot area effect (see the Target section), spend only half the usual cost, rounded up. Increasing the area further thereafter costs the normal amount (one half primary sphere level).
For example, Lalu the mystic sorcerer has the Efficient Burst feat and wants to use a remote explosion Pyrotechnics effect on a group of enemies. He decides the effect will do 5d6 damage (Pyro 3 for a mystic sorcerer) and that he wants to encompass a 10-foot radius area 25 feet away from himself. He pays Pyro 3 for the damage and an additional Pyro 1 for the 25-foot distance. Normally, converting this Pyro 4 effect to a 5-foot radius would thus cost an additional Pyro 4, but using Efficient Burst the cost is only Pyro 2 (half the normal cost). Increasing the radius from 5 feet to 10 feet costs half of the total sphere points used in the original effect—another 2 points. Thus, the total cost of the effect is 8 (3 for damage, 1 for range, (3 + 1) / 2 = 2 for the first 5-foot burst, and (3 + 1) / 2 = 2 more to increase the burst radius to 10 feet).
Empower Sphere [Metamagic]
Choose a sphere. All dice for effects with that sphere as the primary one use d8s instead of d6s. This feat may be taken more than once, but a different sphere must be chosen each time.
For example, Anna the mystic sorcerer has seven ranks in Pyrotechnics and has the Empower Sphere (Pyrotechnics) feat. Hurling a blast of icy-cold death at an orc twenty feet away, she spends Pyro 1 for range, and Pyro 6 to deal 11d8 of chilly damage, turning the orc into a large cube of orcsicle for the low, low price of Pyro 7. Yum yum!
Far Reach [Metamagic]
Whenever the mystic spends any extra sphere points to increase an effect’s range, he receives a +2 range bonus (that is, the first range point increases range to 100 feet, second to 200 feet, etc.). Note that if no extra points are spent on range, then the range is still five feet as normal.
Imbue Mystic Energy [Item Creation]
With Imbue Mystic Energy, the mystic can charge an object with a one-time effect. The process takes time and energy, however. Each sphere point imbued into the item requires 30 minutes of concentration and 10 experience points, and these points are consumed until the charge is complete (see the Consuming points section for details).
For example, suppose that Pip the mystic wizard—ever a prankster—imbues a cloak with a charge of Creat 4. He wishes it to be released when someone tries to put on the cloak, to create a jester’s cap atop the victim’s head. For determining when the cloak is about to be donned, Pip uses an interrupting trigger by mixing Div 12 into the imbued effect (see Divination triggers). Therefore, charging the cloak costs him a total of Creat 4 + Div 12, which must be consumed at a rate of one each half-hour. The charge thus takes Pip a total of eight hours to imbue, as well as 160 EP.
Improved Mystic Charge [Metamagic]
Prerequisite: Mystic Charge
Improved Mystic Charge allows the mystic to store mystic energy within an item or area as a charge. Just like storing energy with Mystic Charge, the charge loses one point per sphere per round unless the effect is warded to prevent such decay. The result is similar to that from Imbue Mystic Energy, but you need not spend experience or time to charge the item.
Another way to think about Improved Mystic Charge is that it allows mystics to use warding with instantaneous effects instead of just with temporary effects. A warded instantaneous effect is triggered when the ward dissipates—either because the mystic chooses to dissolve it, or due to a Divination trigger (see Divination triggers). However, note that a warded instantaneous effect is not triggered if the warding is dispelled, or collapses due to Destruction or similar magic—in that case, the effect is simply lost.
For example, Benek the mystic wizard charges a gold coin with Pyro 12 to be released in a 10-foot radius burst (see the Target section), and wards it. Giving the gold coin to a merchant who he feels had cheated him on a deal the week before, he chuckles quietly to himself and leaves the store. He proceeds out the town gate and mentally releases the warding on the effect, burning the shop to the ground and giving the merchant an abject lesson in fair pricing.
Now that Benek is wanted by the authorities, he decides that it might be wise to protect the area around his camp that night by simulating an audible alarm spell. He enchants the area with Ill 1 for the alarm sound, and Div 3 for a simple state trigger of “when a creature is within 30 feet” (a higher level of Divination could have been used to discriminate against certain types of creatures or exempt specific creatures from the effect—see Divination triggers for full details). He wards the charge by consuming Res 4. When some city guards see Benek’s tent and get within 30 feet, the Divination trigger activates and the Illusion magic is released. The alarm sounds, waking him just in time to deal with the approaching guards.
Jon’s Feat [Metamagic]
With Jon’s feat, all spheres raise to 20 ranks automatically, regardless of the mystic’s level. This feat costs nothing to use, and is always active. Also, Reserve raises to 100 ranks and will always refill itself completely each round. In addition, wish-level magic costs no experience to use. Only characters played by Jon can take this feat.
Mystic Charge [Metamagic]
With Mystic Charge, the mystic can charge the air around himself with a mystic effect for later use. He must announce the purpose of the effect at the time of charging (though he need not specify the target of the effect until the time of release). He can ward the charge (see the Warding section) to prevent the charge from decreasing by one point per round in each sphere. The mystic can release the charged effect as a free action (ending the warding, if any), resulting in multiple effects in a single round whose combined sphere total exceeds his usual limit. If the effect being released is of temporary duration, the mystic can choose to ward it normally at the time of release.
For example, Hobbes the mystic cleric, in a fit of pique, decides that he is going to have a lot of fun with Displacement at others’ expense (see the Displacement section). While talking to a group of pointy-hatted gnome triplets, he charges up Dis 6 to send the first gnome to designated location A for 2d6 rounds. On round two, he charges Dis 4, to send the same gnome to a second designated point B for 1 round, and wards that as well. The next two rounds he repeats this process with the second gnome, setting location A the third round and another location C on the next. He also wards both of these charges. On rounds five and six, he does the same for the third gnome, setting locations A and D respectively. Naturally, these charges are warded too.
On round seven, Hobbes releases each effect in order, causing each of the gnomes to go first to location A and then to B, C or D. Knowing that he has way more HP than any of the gnomes, he steps into location A just before the displaces to locations B, C and D wear off. Each round thereafter, each gnome snaps back to location A (since those displacements are still in effect), causing 6d6 damage to each gnome and 18d6 damage to Hobbes (6d6 per gnome). Since an obstacle is blocking the replacement, the gnomes cannot leave locations B, C and D, and this cycle of pain and hurt repeats every round until Hobbes bores of the process and steps away from location A (or until the remaining displacements come to an end, or Hobbes dispels them manually).
From this example, we conclude that Hobbes is a sadistic bastard, and that three gnomes are in a world of hurt.
Overdraw Focus [Metamagic]
Choose a sphere. When using the Overdraw feat to attempt a mystic effect using that sphere, the chance of success improves, and effects four levels above normal may be attempted (although it’s risky). An effect one level above normal succeeds 75% of the time (6-20 on a d20), two levels above normal has a 45% chance (12-20 on a d20), three levels above normal has a 20% chance (17-20 on a d20), and four levels above normal has only a 5% chance of working (a natural 20 on a d20). In addition, if an effect four levels higher than normal is attempted but fails, the mystic is drained, losing all Reserve in his pool.
The Overdraw feat allows mystics to attempt magical effects up to three levels higher than would otherwise be possible at that level by utilizing magical energies normally impossible to control. However, doing so incurs a large chance of failure. An effect one level above normal succeeds 50% of the time (11-20 on a d20), two levels above normal has a 25% chance (16-20 on a d20), and three levels above normal has only a 10% chance (19-20 on a d20). Assuming the effect is successful, treat it as though the mystic actually spent the full amount for the effect, rather than a lesser amount with Overdraw.
For example, Yeslek the mystic wizard has 12 ranks in Transmutation and has the Overdraw feat. He can attempt a Trans 14 effect using Overdraw by spending Trans 12, with a 25% chance of success.
Later that same day, Yeslek finds himself out of Reserve, with only 2 points left in Transmutation. He wishes to create a Trans 5 effect, so he again uses Overdraw to attempt it, this time with only a 10% chance of success.
Lastly, Yeslek has 20 ranks in Divination. He can attempt a Div 21 effect using Div 20 with a 50% chance of success, without incurring the costs associated with wish-level magic.
Steadfast Effect [Metamagic]
Instead of rolling dice for a mystic effect, the mystic may choose to take the average of the roll (maximum minus minimum, divided by two, rounded down) instead of actually rolling. For example, a 7d6 fireball can be made to do an even (42 + 7) / 2 = 24 damage.
Temporal Extension [Metamagic]
Whenever the mystic spends any extra sphere points to increase an effect’s duration, he receives a +2 duration bonus (that is, the first duration point increases duration to 3d6, the second to 4d6, etc.). Note that if no extra points are spent on duration, then the duration is still one unit of time as normal.
The spheres in detail
The following sections give information about each sphere, including a list of common effects. These lists should by no means make players feel restricted in what they can do, but rather should serve as examples for both players and dungeon masters regarding how much of which spheres need be spent when magical phenomena take place.
The starting cost of each effect is given first, followed by a description of the effect, followed by the effect’s duration in brackets. Later lines indicate how many additional points must be spent to achieve different or more powerful results.
Creation is the sphere for conceiving matter from nothing. With Creation, a long sword could spring to hand from thin air, a stone wall could surround an opponent, or a forest fire could be drenched with gallons of water.
The cost of a basic Creation effect is governed by the volume of substance created, by its value, by the complexity of its shape, and by its corrosiveness (e.g., acid). To create a substance, the mystic must be familiar with it. The mystic must have either studied a sample of it within the past day, have a sample of it in his possession, or have knowledge of how to craft it if it is complex.
For example, to create a sword when none is present, he must have at least one rank in Craft (Weaponsmithing) and pass a Craft check (DC 15, or DC 25 if masterwork). If an actual sword is present, the mystic can create a sword without craft knowledge, but it cannot be of higher quality than that of the model sword.
1: Create up to 1 ft size (length + width + height) of harmless substance in a simple shape, worth up to 1 cp. [Permanent]
For example, a small ball of iron could be created.
+1: +5 ft size (length + width + height)
+1: Double material value
For each point spent, the maximum value of the substance doubles. For example, Leander the mystic wizard creates a gold piece (valued at 100 cp) with Creation 8 (maximum value 128 cp). Alternately, he could create a diamond valued at 1,000 gp with Creation 18 (maximum value 217 cp = 131,072 cp = 1,310 gp).
Shape complexity (DM discretion—see table below for examples)
For each creature or creature’s possession within the desired creation area, add +2 to the effect’s shape complexity, and each such creature gets a Will save to negate the effect.
|Additional cost||Shape complexity description|
|+0||Simple shapes (e.g., blocks, spheres, a simple quarterstaff)|
|+1||Simple items (e.g., a drinking glass, ammunition such as bolts and arrows, a sword sheath)|
|+2||Normal items (e.g., simple musical instruments, swords, many tools)|
|+4||Intricate or tricky items (e.g., an outfit, most musical instruments, a spyglass)|
|+10||Complex mechanical objects|
+1: +1d6 corrosion damage
Damage must be divided up to do a certain amount of damage each round. Every round, at least one die of damage must be inflicted. For example, Ellwood the mystic bard creates a flask of 7d6 acid using Creation 7. Upon creating it, he decides the acid will deal 4d6 damage the round it contacts a creature, 1d6 damage the following round, and finally 2d6 damage during the third round of contact.
+1: +1d6 damage due to temperature extremes
If the created object is very hot or very cold, it may deal an amount of damage when touched. Less extreme temperatures, such as an object that is pleasantly warm to the touch, do not cost extra. As time passes, the object will heat up or cool down normally—that is, it is not magically sustained at an unnatural temperature.
- Uncreation – A mystic can, within the first hour after creation, “uncreate” the created object by touching it, regaining one half of the Creation points used to create the object.
- Temporary Creation – Instead of created objects being permanent, they are temporary (minutes), and paying extra for increased value is not necessary. Such created objects have a certain essence to them that is unmistakable upon touch (so paying someone in magically created gold, for example, would probably not be a good idea). Created objects can be warded like any other temporary mystic effect.
- Soul Focus – In conjunction with Temporary Creation, a new mystic feat—Soul Focus—allows for the mystic to spend 10 EP per point of Creation at the time the object is created to make the object permanent, eliminating its magical essence.
Destruction is the sphere for eliminating matter and magic. With Destruction, objects can be destroyed, active magical effects can be eliminated, and spells being cast can be countered.
1: Destroy materials up to one foot in size. [Instantaneous]
If the object is magical, it will remove 1 level of enchantment from the
item. All magic must be disenchanted before the item itself can be
destroyed. If the destruction used to destroy the object exceeds the
level of enchantment, the item will be affected by any destruction that
was not needed to disenchant the item.
+1: +5 foot size
1: Harm a living creature for 1d6 points of damage. [Instantaneous]
+1: +1d6 points of damage.
- The creature is entitled to a Will save for half damage.
- Any living creature brought to -10 or below due to destruction magic is disintegrated, leaving no trace.
- If this effect is used against negative-energy creatures, the damage done effectively heals the creature instead of harming it.
2: Dispel a level 1 spell. [Instantaneous]
+2: +1 spell level.
X: Reduce the effective warding level of a warded mystic effect by X. [Instantaneous]
See the Warding section for more information.
Counter mystic effect
1: Counter or dispel a mystic effect with sphere total 1. [Instantaneous]
+1: +1 sphere total
See the Countering mystic effects section for more information.
14: Enchant an object or creature with an anti-magic aura. [Temporary (rounds)]
This magical aura functions much like the antimagic field spell, but only with regard to magic that affects the target object or creature.
Displacement is the sphere for altering the spatial and temporal fabric of reality. With Displacement, creatures can be transported between locations instantly, and even the flow of time can be interrupted.
Displacement is perhaps the most unique aspect of mystic magic, because unlike the arcane spell teleport and related spells, Displacement is not permanent. Instead, objects that have been displaced (ported) eventually “snap back” (unport) to their original locations, occasionally resulting in complex consequences.
Every object has a natural location. It is not an absolute set of coordinates, but rather a relative position tying it to other relevant objects. A boat floating on the ocean has a natural location relative to the earth; a man standing on that boat has a natural location relative to the boat; and a pouch of gold tied to that man’s belt has a natural location relative to the man. The man has possession of the pouch, the boat has possession of the man, and the earth has possession of the boat.
For example, say Ellwood the mystic bard ports a shopkeeper’s bag of money away from his belt. When the Displacement expires, that bag will return to the shopkeeper’s belt, along with all the gold that was in the bag at the time of porting. Displacement can’t be cheated—any object that is displaced with Displacement will always return to its natural location when the effect ends, regardless of how the object is moved while ported.
Objects under the effects of Displacement have a certain essence to them that is unmistakable upon touch (so paying someone in ported gold, for example, would probably not be a good idea). Thus, in the above example, any self-respecting merchant would not tolerate Ellwood’s attempt to pay him with the gold he temporarily ported from the shopkeeper.
With some cleverness, however, Displacement can be quite useful. As an example, say that Rovash the mystic paladin needs to leave immediately to reach a city to the north, so that he can stop some villains from committing a terrible crime there. Unfortunately, he needs to investigate a lead at the local tavern first. He mounts his noble steed, then immediately ports back onto the ground next to the fine animal. He gives the stallion instructions to gallop onward until the city is in full view, and with a wave to his departing horse, goes to investigate the tavern (for the glory and honor of Pelor). Later, when the Displacement effect wears off, Rovash suddenly returns to the back of his trusty animal, just as the city is growing ever larger before him.
When a mystic uses Displacement to move an object to another location, all of its possessions go with it, and the mystic must pay a cost appropriate to the total amount of weight being ported. For example, porting a man from one place to another would take his clothes and equipment along with him. If an effect where the man is ported without his clothes is desired, the mystic would have to first port away the man’s clothes, then port the man. When the port on the clothes wore off, they would snap back onto the man’s body.
Displacement can be used as an area effect (see “Converting a single-target effect to an area effect” in the Target section), but the mystic must still pay additional sphere points for extra weight within the area. For example, such an effect is useful for creating a triggered Displacement field across a preset area—when a creature steps within the field, Divination magic triggers the Displacement to send the creature away temporarily.
In order to harness raw magical energies, mystics have learned to be in tune with their own bodies. Thus, when porting himself, the mystic does not count as weight. His possessions, however, do still contribute to the Displacement effect’s difficulty.
Porting a living thing or its possessions when that thing does not wish the port to occur entitles it to a Will save. Success allows the creature to resist being ported, although any objects besides that creature and its possessions still get ported (unless they too passed their Will saves).
Being ported is a disorienting experience. Indeed, those with weaker stomachs sometimes lose their lunch just after appearing in a new location. After porting or unporting, creatures must get their bearings and cannot take any actions until the next round.
Displacement can be a dangerous thing when used carelessly, and a powerful weapon against one’s enemies when used with cunning. If an object or creature (the offending object) is ported or unported into another object or creature (the destination), both objects take Xd6 damage, where X is the level of the Displacement magic used. The offending object immediately snaps back to its old location. If this leaves the offending object in a ported position, it will continue to snap back (and take damage) each round until there is nothing blocking the destination.
Displacement can be warded, but the fabric of reality fights against such unnaturally prolonged displacement. The warding level deteriorates rapidly until it collapses. Nonetheless, warding Displacement is a common technique among mystics for extending the duration past normal limits. See the types of Displacement listed below for details on warding deterioration rates. Note that charged Displacement (see the Mystic Charge feat) can be warded without such deterioration.
1: Port up to 25 lbs. of material without error. [Temporary (rounds)]
+1: +25 lbs.
- The mystic must have either line of sight or specify an exact direction like “900 feet straight down.”
- For each round under the influence of this type of Displacement, the effective warding level of the effect (if any) drops by one point.
- This form of Displacement is subject to the normal distance restrictions (see Range for more details). Actually, the mystic must pay for both the distance between the mystic and the target, and the distance between the target’s original and destination locations. For example, porting a small stone that is 35 feet away to a location 60 feet from its initial location for one round would cost Dis 1 (for the stone) + Dis 2 (for the 35 foot distance from the mystic) + Dis 3 (for the 60 foot displacement distance) = Dis 6.
1: Port up to 25 lbs. of material to any area with which you are familiar. [Temporary (minutes)]
+1: +25 lbs.
+8: travel between planes
- This form of Displacement requires one minute of preparation to form the location properly in mind, and never pinpoints an exact location. The less familiar the mystic is with the location, the larger the radius of his possible destination. If the mystic is not familiar enough then the port will fail completely.
- The mystic can use Div 10 to become “familiar” with an area in a scry-like fashion (see Divination).
- For each minute under the influence of this type of Displacement, the effective warding level of the effect (if any) drops by one point.
- This form of Displacement is exempt from normal distance restrictions. The only consideration is that the mystic be familiar with the destination area.
1: Slow down or speed up time relative to the mystic by 10%. [Temporary (rounds)]
+1: +10% time alteration
- Displacing oneself from the normal flows of time has its consequences—equilibrium requires that a balancing price be paid as soon as the effect ends. After spending an amount of time under the influence of a time displacement effect, the same length of time immediately following it is spent under the opposite effect.
- For each round under the influence of this type of Displacement, the effective warding level of the effect (if any) drops by one point.
- Permanent Displacement – Although it eliminates some of the mystic system’s uniqueness, it may make more sense in your campaign for Displacement to work like arcane teleportation. In that case, ignore the mechanics of temporary Displacement and treat each Displacement effect as permanent instead.
- Temporal Freedom – Time-altering Displacement does not have negative side-effects following use.
- Lightweight Links – Other creatures currently linked to the mystic (see the Linking section) count as only half normal weight for the purposes of Displacement effects.
Divination is the sphere for revealing the unknown. With Divination, the mystic can gain perceptive abilities, acquire knowledge or identify when trigger conditions occur.
There are three types of Divination: perception effects, truth sensing effects, and knowledge acquisition effects. The first two types of Divination can be done relatively painlessly, but knowledge acquisition is usually more costly. For truth sensing effects, the mystic’s eyes gleam with sparks of purple energy as the sensing occurs. For perception effects, the target’s eyes gleam in such a manner for the duration of the effect. Anyone who knows what to look for should be able to easily identify a creature affected by such Divination magic.
Perception effects are those that grant some form of added understanding of the outside world. For example, a spellcaster affected by the detect magic spell has an added understanding of magical auras.
1: Grant a creature a perceptive ability (for “nearby” abilities, 5 ft range) of difficulty level 1. [Temporary (minutes)]
+1: +1 difficulty level, according to the following table
+1: +1 range increment (for “nearby” abilities, see Range)
Note: Unwilling creatures are entitled to a Will save to resist the effects.
|Difficulty level||Perceptive ability to be gained|
|1||Detect nearby magical auras (similar to the Detect Magic spell)|
|4||Understand a foreign language in spoken form
(+2 Enh to also be able to speak it)
|5||Understand a foreign language in written form
(+3 Enh to also be able to write it)
|5||Detect emotions of nearby creatures|
|6||Detect thoughts of nearby creatures (similar to the detect thoughts spell)|
|6||Scry someone who is scrying you (on successful Scry check)|
|6||Detect intentions of nearby creatures toward other creatures|
|8||Detect locations of nearby invisible creatures (similar to the see invisibility spell)|
|8||Detect lies from nearby creatures (similar to the discern lies spell)|
|10||Scry an area (similar to the scrying spell)|
|15||See nearby things as they truly are (similar to the true seeing spell)|
3: Target creature gains a +1 insight bonus to hit. [Temporary (rounds)]
+3: +1 insight bonus
Truth sensing effects
Truth sensing effects are those that grant the mystic some sort of intuitive knowledge about the situation at hand. For example, when interrogating a prisoner, using Divination to sense whether the last statement made was a lie would qualify as a truth sensing effect.
1: Sense a truth of difficulty level 1. [Instantaneous]
+1: +1 difficulty level, according to the following table
Note: A truth sensed regarding an unwilling creature entitles that creature to a Will save to conceal the truth.
|Difficulty level||Truth to be sensed|
|2||General alignment near the mystic|
|3||Common name of a creature near the mystic|
|4||Presence of an object near the mystic|
|4||Level of magic—sphere total or spell level|
|4||General intelligence of a creature near the mystic|
|5||Alignment of a creature|
|6||Specific lie just told|
Knowledge acquisition effects
Some types of information are harder to obtain than others. A mystic can obtain knowledge not directly relevant to his immediate situation, but it is costly. To use a knowledge acquisition effect, it costs 10 EP per point of Divination spent in this way.
1: Acquire knowledge of difficulty level 1. [Instantaneous]
+1: +1 difficulty level, according to the following table
+2: one additional constraint (if applicable)
+4: exclude general constraint from a divination effect.
+6: learn exact information instead of general information (if applicable)
|Difficulty level||Knowledge to be learned|
|1||Small bits of information|
|1||Whether something exists (no constraints)|
|2||Very general use of an item (no constraints)|
|3||General location of the nearest object or creature relative to the mystic (no constraints)|
|4||General location of a specific object or person relative to the mystic (no constraints)|
|4||General use of a magic item (no constraints)|
|5||Yes-or-no answer to a simple question (“unknown” is also a possible answer)|
|6||One specific weakness of a creature (no constraints)|
|7||Weal-or-woe response for an action|
|8||Short phrase answer to a question|
|10||Exact location of a specific object or person|
|12||Specific trigger for a magic item (no constraints)|
|14||True identity of a person|
|18||Detailed response to question|
Enhancement is the sphere for increasing qualities already present. With this sphere, creatures can become bigger and stronger, objects can spring to life, and mystics can link with each other to combine their powers.
- For any of the following Enhancement effects, an unwilling target is entitled to a Will save.
- All bonuses and penalties from Enhancement effects are considered enhancement bonuses, and thus do not stack with each other (even when using wish-level magic).
1: Increase or decrease some numeric quality (such as height or weight) by growth level 1. [Temporary (minutes)]
+1: +1 growth level
|Growth level||Percent change|
Increase an ability score. [Temporary (minutes)]
1: increase an ability score by 1.
3: increase an ability score by 2.
6: increase an ability score by 3.
10: increase an ability score by 4.
Note: This increase does not grant the mystic additional spells or mystic points, but does offer other benefits such as better attack and damage bonus (Str), extra hit points (Con), or increased skill check modifiers.
Enhance an item (e.g., weapon or armor) with magical energy. [Temporary (minutes)]
1: turn a mundane item into a +1 magical item.
3: turn a mundane item into a +2 magical item.
6: turn a mundane item into a +3 magical item.
10: turn a mundane item into a +4 magical item.
1: Increase or decrease a skill by 1. [Temporary (minutes)]
+1: +1 skill bonus/penalty
Enhance saving throw
1: Increase one type of saving throw (Fortitude, Reflex or Will) by 1. [Temporary (minutes)]
+1: additional +1 to that type of saving throw
Increase the speed of action of a target. [Temporary (rounds)]
6: Increase the speed of a target to one full-round action plus one
partial action per round.
12: Increase the speed of a target to two full-round actions per round.
18: Increase the speed of a target to two full-round actions plus one partial action per round.
This effect is sometimes colloqually known as “haste.”
2: Reduce required sleep per night by 1 hour. [Temporary (hours)]
+2: -1 hour required sleep
5: Enable target to link. [Temporary (minutes)]
See Linking for details.
1: Animate an object. [Temporary (rounds)]
One foot in size, with a movement rate of 10 feet per round (perfect flight), +0 Fortitude save, +0 Will save, 1 Str, 1 Dex, and 1 Int.
Such an animated object is not sentient, but does possess a basic intelligence for following instructions and overcoming obstacles. The object’s Reflex save is equal to its Dexterity modifier. It has no Constitution score or Wisdom score, but it does possess a basic Charisma score based on the intrinsic beauty of the object being animated.
+1 Enh: +10 ft size
+1 Enh: +10 ft movement
+1 Kin: +2 Str
+1 Kin: +2 Dex
+1 Div: +2 Int
Healing is the sphere for repairing things that are broken. With Healing, nearly anything can be reconstructed. This sphere can also deal damage to negative-energy beings.
1: Heal a living creature for 1d6 hit points. [Instantaneous]
+1: +1d6 hit points (for a mystic cleric, +2d6 hit points)
Heal temporary ability damage
6: Heal 1 point of temporary ability damage. [Instantaneous]
1: +1 ability damage healed
Heal negative levels
8: Heal 1 negative level. [Instantaneous]
+1: +1 negative level healed
Heal permanent ability damage
8: Heal 1 point of permanent ability damage, inflicted within the last day. [Instantaneous]
+1: +1 day since damage was inflicted
+1: +1 ability damage healed
1: Cure an ailment of affliction level 1. [Instantaneous]
+1: +1 affliction level
|1||Cure minor afflictions|
|5||Cure major disease|
|9||Cure magical disease|
|10||Restore one permanently drained level|
|11||Cure petrification, Raise dead (must have greater than zero hit points)|
|15||Resurrection (need some part of the deceased)|
|18||True resurrection (need some part of the deceased, but no level or Constitution lost)|
|20||Cures everything (except artifact-level ailments)|
Illusion is the sphere for projecting false sensory experiences. With Illusion, almost any image can be created, any sensation can be simulated, a mystic can make himself invisible to the senses of others, and Pip can make almost anyone sigh.
1: Project an illusion with 1 sense up to 1 foot in size. [Temporary (rounds)]
+1: add an additional sense (sound, smell, taste) to the illusion
+1: Increase size in feet (5, 10, 20, 30, etc.)
Kinetics is the sphere for moving things with magical force. With Kinetics, any material—including living creatures—can be moved steadily, forced to remain motionless or suddenly hurled at high velocity.
1: Steady movement. [Temporary (rounds)]
Move up to 25 lbs. of material at 10 feet per round.
+1: +25 lbs.
+1: +10 ft/round
1: Sudden thrust of motion. [Instantaneous]
Move up to 10 lbs. of material at great speed in a direction chosen by the mystic, dealing 1d6 of damage to anything struck with the material. Treat the item as though it has a range increment of ten feet (for every ten feet it travels, it has a cumulative +2 to hit). DM discretion applies with certain materials—for example, a properly aligned arrow might instead have a thirty-foot range increment and do 1d8 damage.
+1: +10 lbs.
+1: +1d6 damage
1: Hold up to 25 lbs. of material motionless. [Temporary (rounds)]
+1: +25 lbs.
Manipulate with force
1: Touch or manipulate an object with up to 5 lbs. of force. [Temporary (rounds)]
+1: +10 lbs. of force
- Each creature being directly affected is entitled a Will save to avoid the effects each round, and may attempt to make a Strength check to resist the effects for that round.
- The mystic must concentrate (a move-equivalent action) to change the speed or direction of a controlled object.
- Kinetics on objects or persons can be warded normally. To change the position of a warded object, the mystic must concentrate on the warded effect. Creatures affected by Kinetics may move normally unless the mystic is concentrating on the effect.
Generate sonic energy
1: Deal 1d6 sonic damage. [Instantaneous]
+1: +1d6 damage
Increase movement speed
1: Increase movement rate by +5 ft. [Temporary (rounds)]
+1: +5 ft movement rate
Kin 2 + Div 2: Target weapon gains a +1 homing bonus to hit. [Temporary (rounds)]
+2 Kin, +2 Div: +1 homing bonus
Mind Control is the sphere for influencing the thoughts of others. With Mind Control, a person’s mind can be forced to think or feel a certain way, mental shields can be erected to prevent intrusion from others, a person’s mind can be fried like an egg, and memories can be altered or removed.
Harm the mind
1: Deal 1d6 mental damage. [Instantaneous]
+1: +1d6 damage
Note: The victim is entitled to a Will save for half damage.
Send a mental message
1: Send a message of up to 5 words in length. [Instantaneous]
+1: +5 words in length
+1 Dis, +3 Div: remove distance restrictions
Shield the mind
1: Put up mental shield that grants +1 to Will saves versus mind-affecting effects. [Temporary (rounds)]
+1: additional +1 to Will saves of above types
Command the mind
1: Issue a command of 1 word in length to a creature. [Temporary (rounds)]
+1: +5 words in length
Note: The victim is entitled to a Will save to resist the command.
5: Add, alter or destroy a creature’s memories—up to 1 round in length. [Instantaneous]
Note: The victim is entitled to a Will save to resist the alteration. In addition, the victim is entitled to an Intelligence check to identify the memory as false, altered or missing, respectively.
Mind 5 + Div 5: Communicate telepathically with target creature. [Temporary (rounds)]
+5 Div, +5 Dis: Remove distance restrictions
Pyrotechnics is the sphere for wielding pure magical energy. With Pyrotechnics, a powerful elemental attack can be unleashed, and a dark cavern can be made brightly illuminated.
All Pyrotechnic effects are formed from one of four different elements—fire, ice, electricity, or force—each of which has its own unique properties. Fire causes fire damage and can set objects aflame. Ice causes cold damage and can even freeze objects solid. Electricity causes shock damage and can stun enemies. Force is relentless in its ability to damage practically any form of material.
There are four ways to form a Pyrotechnic attack: touch, ray, ball and remote explosion. To use ray, ball or remote explosion, extra Pyrotechnics must be mixed into the effect to extend the reach (see the Range section). All forms of Pyrotechnic attack entitle each victim to a Fortitude save for half damage.
- Touch – A touch attack simply transfers the Pyrotechnic power from the mystic to the enemy’s body. The mystic must hit the enemy with a successful touch attack.
- Ray – A ray attack emits a ray from the mystic that damages an enemy upon contact. The mystic must hit the enemy with a ranged touch attack, unless Div 1 is mixed into the effect.
- Ball – A ball attack fires a ball of Pyrotechnic energy from the mystic toward an enemy or group of enemies. The ball is often targeted in a particular direction, in which case all creatures within the ball’s path are entitled to a Reflex save to dodge the attack and take no damage. Alternatively, the mystic can mix Div 1 into the effect to target the ball at a particular enemy, denying that enemy its Reflex save (although other creatures in the ball’s path each still get one).
- Remote explosion – A remote explosion attack causes a burst of Pyrotechnic energy to explode at a distance from the mystic. All creatures caught within the explosion are affected.
Note: Use the rules for area-effects listed in the Target section for the “ball” and “remote explosion” effects.
1: Form a fire, ice or electricity attack that does 1d6 damage. [Instantaneous]
+1: +1d6 damage (for mystic sorcerers, +2d6 damage)
1: Form a force attack that does 1d4 damage. [Instantaneous]
+1: +1d4 damage (for mystic sorcerers, +2d4 damage)
- The Empower Sphere (Pyrotechnics) feat upgrades force attacks from d4s to d6s.
- Spells and effects such as Shield that stop force spells like Magic Missile also work against mystic force effects.
1: Produce a glowing ball of light that illuminates an area in a 30-foot radius. [Temporary (minutes)]
+1: +30 foot radius
Transmutation is the sphere for transforming the essence of a thing. With Transmutation, any material, whether living or not, can be converted into any other substance. Transmutation can also be used to change the physical state of the material (liquid, solid, or gas), its corrosiveness or its temperature.
1: Transmute up to 1 ft size (length + width + height) object into something of the same size, shape and value. [Permanent]
For example, a small iron block could be transmuted into a small block of cheese.
+1: +5 ft original size (length + width + height)
This value applies to how large the original object is.
+1: +5 ft size (length + width + height)
This value applies to how much larger or smaller the transmuted object is than the original one. For example, transmuting a huge block of iron into a tiny iron ball would cost extra Transmutation points.
+1: Double material value (see Creation for details)
This value applies to how much more valuable the transmuted object is than the original one. Note that transmuting a valuable object into something worthless does not cost extra.
+1: Increase shape complexity (DM discretion)
This value applies to how much more complex the transmuted object is than the original one. See Creation for a list of various objects’ shape complexities.
+1: +1d6 corrosion damage (see Creation for details)
This value applies to how much more or less corrosive the transmuted object is than the original one. For example, transmuting 2d6 acid to harmless water would cost 2 extra Transmutation points, as would transmuting harmless water into 2d6 acid.
+1: +1 damage due to temperature extremes (see Creation for details)
This number applies to how much more or less damaging the transmuted object is than the original one. For example, transmuting a red-hot poker into the same poker at room temperature would cost extra Transmutation points.
+7: Alter the physical state of the material from liquid to gas, solid to liquid or gas to liquid.
+12: Alter the physical state of the material from solid to gas or from gas to solid.
- Transmutation involving living things is possible, but the effect is temporary (minutes) rather than permanent. In addition, the cost of the effect is doubled if any target is a living thing. Unwilling living creatures receive a Will save to avoid the effects. In addition, the creature’s stats do not change regardless of the new form.
- Transmuting a living thing into a non-living form is also possible, but increases the cost by +8. The creature is effectively put into stasis until the effect wears off.
- Attempting to transmute an item currently in an unwilling creature’s possession allows the creature to make a Will save to prevent that item’s transformation.
- Complex transmutations, such as turn a block of stone into a clock, require the mystic to have knowledge of the transmuted form as though he were going to create the object using Creation. For more details on what a mystic must do to be familiar with a complex object, see the Creation section.
- Convertibility – When transmuting something valuable into something of less value, those extra “value points” can be converted into other attributes at a one-half ratio (rounded down). For example, a diamond worth 1000 gp takes Creat 18 to make, Creat 17 of which is spent toward value. Thus, up to Trans 8 can be extracted from the diamond, converted from its value into other attributes such as size. With this technique, such a 1000 gp diamond could therefore be transmuted into a boulder of size 40 for a cost of only Trans 1!
- Temporary Transmutation – Instead of transmutation being permanent, it is temporary (minutes), and paying extra for increased value is not necessary. Such transmuted objects have a certain essence to them that is unmistakable upon touch (so paying someone in magically transmuted gold, for example, would probably not be a good idea). Transmuted objects can be warded like any other temporary mystic effect.
- Soul Focus – In conjunction with Temporary Transmutation, a new mystic feat “Soul Focus” allows for the mystic to spend 10 XP per point of Transmutation at the time the object is transmuted to make the transmutation permanent, eliminating its magical essence.