Mystic

During the Radiant Age, mortal men and women wielded awesome powers chronicled in folklore and legend. These ancient magi were paragons of their era, able to conjure wishes into reality and uncoil the very fabric of the seasons themselves. There are those today who have managed to unearth the arcana of this forgotten age. These mystics, tethered to ritual and ancient incantations, have inherited the primordial powers of their ancestors at a great cost.

Role: Mystics are capable of wielding powerful magical spells that can turn the tide of a fight or overcome otherwise insurmountable obstacles. However, they are fragile and need physically stronger allies to protect them.

Hit Die: d6.

Class Skills

The mystic’s class skills are Appraise, Craft, Fly, Intimidate, Knowledge (arcana), Knowledge (dungeoneering), Knowledge (nature), Knowledge (planes), Knowledge (religion), Linguistics, Spellcraft, Use Magic Device.

Skill Ranks per Level: 2 + Int modifier.

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial01st2nd3rd4th
1st+0+0+0+0Forgotten lore, focus pool, solstice school, cantrips31---
2nd+1+0+0+3Secret42---
3rd+1+1+1+3Lesser bolster421--
4th+2+1+1+4Secret432--
5th+2+1+1+44321-
6th+3+2+2+5Secret4332-

Class Features

The following are the class features of the mystic.

Weapon and Armor Proficiency: Mystics are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a mystic’s movements, which can cause his spells with somatic components to fail.

Spells: A mystic casts arcane spells drawn from the mystic spell list presented in Spell Lists. A mystic must choose and prepare his spells ahead of time.

To learn, prepare, or cast a spell, the mystic must have an Intelligence 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 Intelligence modifier.

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 Intelligence score (see Table: Ability Modifiers and Bonus Spells).

A mystic may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the mystic decides which spells to prepare.

Forgotten Lore (Ex): At 1st level, a mystic gains Old Tongue as a bonus language. In addition, he gains a competence bonus equal to 1/2 his mystic level on all knowledge (arcana) and knowledge (planes) checks to identify the abilities and weaknesses of creatures.

Focus Pool (Su): At 1st level, a mystic gains a pool of focus points, unbridled magical energy he can use to empower his spellcasting and control the elements. The number of points in a mystic’s focus pool is equal to 1/2 his mystic level + his Constitution modifier. Temporary increases to Constitution, such as those gained from rage and spells like bear’s endurance, do not grant the mystic additional focus points.

At 1st level, a mystic gains access to the following powers fueled by his focus pool:

Arcane Deflection (Su): A mystic can use his focus pool to shield himself from elemental damage. When he is hit by a spell or ability that deals elemental damage he may, as an immediate action, expend 1 point from his focus pool to reduce this damage by an amount equal to twice his mystic level. This functions as if the mystic is temporarily granted resistance against the energy type dealt by the spell and does not stack with other sources of energy resistance.

Elemental Ray (Sp): A mystic can expend 1 point from his focus pool as a standard action to conjure an elemental ray. The ray is a ranged touch attack with a range of 30 feet. The burst deals 1d6 points of damage (either electricity, fire, acid, or cold, depending on his school) plus an additional 1d6 points of damage for every two mystic levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on).

Ley Channel (Su): A mystic can expend 1 point from his focus pool as a swift action to draw power from nearby ley lines. As a free action, he can increase his caster level by +1 for 1 round.

The focus pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.

Solstice School: At 1st level, a mystic must choose to specialize in one school of magic, gaining additional spells based on that school. Once this choice is made, it cannot be changed. A mystic cannot cast any any spells associated with a different school or use scrolls, wands, or other items that replicate the effects of that school, even with the Use Magic Device skill.

A mystic may choose from one of four schools of magic, based on the cycle of the seasons: spring, summer, winter, and fall. Each school grants the mystic passive powers that empower their elemental magic. In addition, mystics receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a mystic can prepare any spell from his specialty school in that slot. This spell must be in the mystic’s spellbook. A mystic can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot.

Cantrips: Mystics can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Mystic under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Spellbooks: A mystic must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for Read Magic, which all mystics can prepare from memory.

A mystic begins play with a spellbook containing all 0-level mystic spells (except those from his prohibited schools, if any; see Solstice Schools) plus three 1st-level spells of his choice. The mystic also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new mystic level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a mystic can also add spells found in other mystics’ or delver’s spellbooks to his own (see Magic).

Secret: At 2nd level, and then again every 2 levels thereafter, a mystic unravels a long forgotten secret of the arcane. Unless otherwise noted, a mystic cannot select an individual secret more than once. Some secrets can only be discovered if the mystic has met certain prerequisites first, such as uncovering other secrets. The DC of any saving throw called for by a secret is equal to 10 + 1/2 the mystic’s level + the mystic’s Intelligence modifier.

Acid Glyph (Sp): As a standard action, the mystic may expend 1 point from his focus pool to create a 10-foot radius glyph on the ground anywhere within 30 feet of him. The glyph coats the ground within its area of effect with corrosive acid. Any creature that ends its turn on the glyph takes 1d3 points of acid damage and receives a -1 penalty to their armor class for every two mystic level you possess. This penalty lasts a single round. The glyph lasts a number of rounds equal to your mystic level and can be dismissed as a move action. Only a mystic who has chosen the autumn school can select this secret.

Arcane Archeologist (Su): The mystic adds the bonus provided by his Forgotten Lore class ability to Linguistics and Knowledge (History) checks. In addition, the mystic may expend 1 point from his focus pool to cast comprehend languages as a spell-like ability using his mystic level as the caster level.

Burning Glyph (Sp): As a standard action, the mystic may expend 1 point from his focus pool to create a 10-foot radius glyph on the ground anywhere within 30 feet of him. The glyph intensely heats the ground within its area of effect. Any creature that ends its turn on the glyph takes 1d6 points of fire damage +1 for every two mystic levels you possess. The glyph lasts a number of rounds equal to your mystic level and can be dismissed as a move action. Only a mystic who has chosen the summer school can select this secret.

Elemental Strike (Su): As long as the mystic has at least 1 point in his focus pool, he gains the benefits of the Arcane Strike feat (he does not need to expend a swift action to activate it). However, the additional magic damage this feat would usually grant is replaced by elemental damage (either electricity, fire, acid, or cold, depending on his school).

Frostbite Glyph (Sp): As a standard action, the mystic may expend 1 point from his focus pool to create a 10-foot radius glyph on the ground anywhere within 30 feet of him. One round after it is placed, a swirling vortex of ice appears within the area of effect. The first creature that comes into contact with this vortex takes 1d8 points of cold damage +1 for every two mystic levels you possess. In addition, the creature must make a fortitude save or be staggered for 1 round. The glyph lasts a number of rounds equal to the mystic’s level (or until triggered) and can be dismissed as a move action. Only a mystic who has chosen the winter school can select this secret.

Glittering Glyph (Sp): As a standard action, the mystic may expend 1 point from his focus pool to create a 10-foot radius glyph on the ground anywhere within 30 feet of him. The glyph conjures swirling ice crystals in a 15-foot column that shed blue light as a candle. Creatures within the glyph take a -20 penalty on all Stealth checks and do not benefit from the concealment normally provided by darkness (though a 2nd-level or higher magical darkness effect functions normally), blur, displacement, invisibility, or similar effects. The glyph lasts a number of rounds equal to the mystic’s level and can be dismissed as a move action. Only a mystic who has chosen the winter school can select this secret.

Greater Ley Channel (Su): The bonus to caster level granted by the mystic ley channel class ability increases to +2. A mystic must be at least 3rd level before selecting this power.

Gusting Glyph (Sp): As a standard action, the mystic may expend 1 point from his focus pool to create a 10-foot radius glyph on the ground anywhere within 30 feet of him. The glyph conjures a 15 foot column of wind within its area of effect. The column is treated in all ways as an area of severe wind, extinguishing unprotected flames, applying a -4 penalty on ranged attacks that pass through it, and dispersing spells such as obscuring mist. The glyph lasts a number of rounds equal to the mystic’s level and can be dismissed as a move action. Only a mystic who has chosen the spring school can select this secret.

Minor Arcana (Ex): The mystic gains one additional 0-level spell slot. In addition, his focus pool increases by 1.

Quaking Glyph (Sp): As a standard action, the mystic may expend 1 point from his focus pool to create a 10-foot radius glyph on the ground anywhere within 30 feet of him. The glyph shakes the earth within its area of effect, creating rubble and loose silt. Moving through the glyph counts as difficult terrain. The glyph lasts a number of rounds equal to your mystic level and can be dismissed as a move action. Only a mystic who has chosen the autumn school can select this secret.

Ray Mastery: A mystic that selects this secret gains Weapon Focus (Rays) as a bonus feat.

Shocking Glyph (Sp): As a standard action, the mystic may expend 1 point from his focus pool to create a 10-foot radius glyph on the ground anywhere within 30 feet of him. One round after it is placed, a shimmering field of electricity appears within the area of effect. The first creature that comes into contact with this field takes 1d8 points of electricity damage +1 for every two mystic levels you possess. In addition, the creature must make a fortitude save or be blinded for 1 round. The glyph lasts a number of rounds equal to the mystic’s level (or until triggered) and can be dismissed as a move action. Only a mystic who has chosen the spring school can select this secret.

Smoking Glyph (Sp): As a standard action, the mystic may expend 1 point from his focus pool to create a 10-foot radius glyph on the ground anywhere within 30 feet of him. The glyph conjures a 15 foot column of noxious smoke within its area of effect. The smoke blocks all vision beyond 5 feet, as the spell obscuring mist. In addition, any creature that ends its turn within the smoke receives a -1 penalty to their fortitude saves for every two mystic level you possess. The glyph lasts a number of rounds equal to your mystic level and can be dismissed as a move action. Only a mystic who has chosen the summer school can select this secret.

Wild Mysticism (Ex): A mystic that selects this secret chooses a spell from the warden spell list and adds it to his spell list. This spell must be at least 1 level lower than the highest-level spell he can currently cast. The spell’s type becomes arcane and its save DC functions as normal. In addition, the mystic automatically adds the spell to his spellbook.

Lesser Bolster (Su): At 3rd level, a mystic may sacrifice his vitality to refill his focus pool. As a full round action, he may inflict 2 points of Constitution damage to himself in order to recover 1d3 focus points. His number of focus points may never exceed the size of his pool.

Solstice Schools

The following descriptions detail each solstice school and its corresponding powers.

Spring School

Disciples of spring can be as calm as a gentle breeze or as violent as thunderstorm. They are as comfortable shrouding allies with veils of mist as they are striking down opponents with lightning.

Grace of Air (Su): Your abjuration and transmutation spells with a range of touch, close, or medium have their range increased to a higher range category, using the following order: touch, close, medium, and long. This only affects spells targeting allies.

Summer School

Disciples of fire are as volatile as the forbidden powers they wield. They are the most destructive of all mystics, capable of incinerating foes instantaneously or infatuating them with their mere presence.

Conflagration (Su): At 1st level, the threat range of your ray attacks and touch attacks empowered by spells (such as Scorching Ray and Produce Flame) is doubled.

Autumn School

Disciples of autumn are as patient and solid as the stone under their feet. They are most at home bolstering the abilities of their allies and sculpting the battlefield to their advantage.

Earth Anchor (Su): Your conjuration and transmutation spells last twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this ability.

Winter School

Disciples of winter are enigmatic dreamers with minds as impenetrable as glaciers. They specialize in warping the minds and bodies of their opponents or ending conflicts before they begin through precognition.

Winter’s Grasp (Su): Your enchantment spells affect undead and constructs normally, ignoring all immunities granted by their creature types.