Mystic
Dragonlance Campaign Setting p47

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D&D Home > Character Classes > Core Classes > Mystic

Mystics are divine spellcasters who have learned to channel and use divine energy without worshipping a god. Unlike Ur-Priests that simply steal divine energy from the gods to power spells, each mystic is a religion of one. Through inner awareness and meditation mystics are able to tap into an extraplanar well of power that they can use to create magical effects. Players must think about what motivates their mystic. They will have to produce a list of what the mystic believes in, what he does about it and why. The player must do more work in generating a mystic than any other character class.

Game Rule Information

The following changes have been made to the powers and abilities of the Mystic. Any published rules for the mystic that do not directly contradict the contents of this page still apply. The mystic as presented in the Dragonlance Campaign Setting replaces other classes considered spontaneous casters of divine magic by the standard rules.

Class Features

Hit Die: Most mystics take a d8 for their hit dice. However, this is not a hard and fast rule. Depending on the beliefs of the mystic and his activities he may be weaker or tougher than this.

Base Attack Bonus: Depending on the nature of the religion of one and the mystic's work, he might use the Fighter or Wizard base attack bonus progression. However, the vast majority will follow the standard mystic progression laid down on p31 of the DLCS

Saving Throws: Almost all mystics have two good saving throws. Normally these are Fortitude and Will, but it need not be the case. Just because mystics use their Wisdom stat to cast spells doesn't imply that they have to have good Will saving throws.

Class Skills: The list of class skills is unique to each religion. Class skills should be listed for each individual faith, although the list for the mystic from the DLCS can be used as a guide.

Skills Points: By default mystics receive (2 + Int Modifier) × 4 skill points at 1st level and an additional 2 + Int Modifier skills points at each successive level. However, some mystics will have more skill points than this.

Weapon and Armour Proficiency: I use the rules for Weapon Group Feats (UE p94). The choice of weapon group feats for the mystic is entirely dependent upon the player's conecept for the character. It should not exceed three weapon group feats, one of which should be basic weapons. Equally the armour proficiency is up to the player and the GM, but it should be noted that mystics will almost certainly not be proficient in heavy armour or in the use of tower shields.

Spell Failure: Just as certain clerics gain bonus feats to guard against spell failure so do some mystics. Whether the mystic is eligible for these feats is dependent on the player and the GM. If the mystic is a simply a scribe who records the events of the world then chances are he does not qualify for any such feats. As a guide, the mystic should get a bonus spell failure feat for each armour or shield proficiency feat he acquires.

Spellcasting: Through force of will and utter conviction in the truth of his own beliefs, the mystic taps into a source of divine power and uses that power to create magical effects. Mystics use a special type of divine magic called mysticism. Details of how this work are described in the section on magic. Mystics gain access to orisons and 1st level spells at level one, 2nd level spells at level four and to each successive spell level at even numbered levels thereafter to a maximum of 9th level spells at level eighteen. The caster level of the mystic is equal to his class level.

Spell Resistance: All mystics receive spell resistance at first level equal to 12 + their class level (e.g. a tenth level mystic has a SR 22). This spell resistance only applies against divine spells.

Granted Powers (Su): Like clerics, mystics gain supernatural abilities that reflect their area of interest and power. These powers should be determined by discussion between the player and the GM. Mystics gain granted powers at a slower rate than clerics. They gain powers at levels 6, 12 and 18.

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