Mystic Magic Guide - Mystic feats


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Mystic feats

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.


Metamagic feats


Efficient Burst

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

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

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.


Improved Mystic Charge (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 (with DM permission only)

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

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 sadomasochistic bastard, and that three gnomes are in a world of hurt.


Overdraw

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.


Overdraw Focus (prerequisite: Overdraw)

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.


Steadfast Effect

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

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.


Item creation feats


Craft Mystic Item

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
Temporary (rounds) 1,000
Temporary (minutes) 100
Temporary (hours) 25
Instantaneous, 1/round 2,000
Instantaneous, 1/minute 1,000
Instantaneous, 1/hour 500
Instantaneous, 1/day 250
Instantaneous, 1/week 100
Instantaneous, 1/month 25
Instantaneous, 1/year 5

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.


Imbue Mystic Energy

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.



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