Mystic Magic Guide - Components of a mystic effect


Table of Contents
< Basics of mystic magic | Important techniques >




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.


Primary sphere


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.


Duration


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.


Target

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.


Range


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
0 5
1 25
2 50
3 100
4 200
5 300
6 400
Etc. (+1) Etc. (+100)

The Far Reach feat improves a mystic's range.



Table of Contents
< Basics of mystic magic | Important techniques >