Mystic Magic Guide - Basics of mystic magic


Table of Contents
< Introduction | Components of a mystic effect >




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).


Mystic spheres

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
Sphere Abbreviation Specialist Type Description
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.


Recovering points

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.



Table of Contents
< Introduction | Components of a mystic effect >