Inaccurate?

Mystic

(Dragonlance Campaign Setting variant, p. 47)

Mystics are spellcasters who have learned to channel divine energy without worshiping (or even acknowledging) any deity.

Hit die

d8

Alignment

Because mystics follow an inner truth rather than a doctrine imposed on them from the outside, mystics rarely possess a lawful alignment.

Starting gold

Does not appear in the book.

Skill points

2 + Int

Class Features

Weapon and Armor Proficiency: The mystic is proficient in the use of all simple weapons. Mystics are proficient with light and medium armor and with shields (except tower shields).

Spells: A mystic casts divine spells chosen from the cleric spell list. To cast a spell, a mystic must have a Wisdom score of 10 + the spell's level. A mystic receives bonus spells based on Wisdom. The Difficulty Class of a saving throw against a mystic's spell is 10 + the spell's level + the mystic's Wisdom modifier.

A mystic's repertoire of spells is extremely limited. A mystic begins play knowing four 0-level spells (orisons) and two 1st-level spells of the player's choice, plus an additional 1st-level spell dictated by the mystic's choice of domain (see Domains, below). At each level, the mystic gains one or more new spells, as indicated on Table 2-3: Mystic Spells Known. (The number of spells a mystic knows is not affected by his Wisdom bonus; the numbers on table 2-3 are fixed.) These spells are chosen from the cleric spell list in the _Player's Handbook* as well as the additional cleric/mystic spells presented in this book.

Upon reaching 4th level, and at every even-numbered level after that, a mystic can choose to learn a new spell in place of one she already knows. In effect, the mystic "loses" the old spell in exchange for the new one. The new spell's level must be the same as the spell being exchanged, and must be at least two levels lower than the maximum level of spell the mystic can cast. For instance, upon becoming a 4th-level mystic, the character could trade in a single 0-level spell (since she now knows spells up to 2nd level) for a different spell of the same level. At 6th level, she could trade in a single 0-level or 1st-level spell (since she now knows spells up to 3rd level) for a different spell of the same level. The character may only swap a single spell per opportunity, and may never lose a domain spell.

A mystic is limited to casting a certain number of spells per day (as noted on Table 2-2), representing her maximum limit for channeling divine energy. She need not prepare her spells in advance. The number of spells she can cast per day is improved by her bonus spells, if her Wisdom score is high enough to grant her any.

A mystic may use a higher-level slot to cast a lower-level spell if she so chooses. The spell is still treated as its actual level, not the level of the slot used to cast it.

Domain: Mystics do not derive their power from the deities of Krynn, but they are concerned with the same cosmic, natural, and mortal forces as cleric-Good and Evil, Knowledge and Passion, Protection and Destruction. A mystic chooses one domain from among those available to clerics, including the domains in the _Player's Handbook* (even Sun, which is not granted by any of the living deities of Krynn, but not Magic) and the new domains presented in Chapter 3: Magic of Krynn (including several that are available only to mystics). A mystic can choose an alignment domain (Chaos, Evil, Good, or Law) only if her own alignment matches that domain, but there are otherwise no restrictions on her choice of a domain.

A mystic's single domain givers her one additional known spell at each spell level, from 1st on up, as well as a granted power. Unlinke a cleric, a mystic does not have to prepare a domain spell and can freely cast all her known spells without special consideration for her domain spell.

For example, Hevara Tarn is a mystic who has chosen the Animal domain. At 1st level, she knows four 0-level spells unrelated to her domain, two 1st-level spells that she can choose freely, and _calm animals*, the 1st-level spell of the Animal domain. She chooses _cure light wounds* and _divine favor* as her two 1st-level spells. She can cast three 1st-level spells per day (plus any bonus spells from her Wisdom score), and these three spells can be any of the spells she knows: she could cast _cure light wounds* three times, _calm animals* three times, or any other combination of the three spells she knows.

A mystic who chooses the Sun domain gains the ability to turn undead as her granted power, and she cannot perform a greater turning. No other mystic can turn undead.

Table 2-3: Mystic Spells Known
Spells Known
Level 0 1 2 3 4 5 6 7 8 9
1 4 2+d
2 5 2+d
3 5 3+d
4 6 3+d 1+d
5 6 4+d 2+d
6 7 4+d 2+d 1+d
7 7 5+d 3+d 2+d
8 8 5+d 3+d 2+d 1+d
9 8 5+d 4+d 3+d 2+d
10 9 5+d 4+d 3+d 2+d 1+d
11 9 5+d 5+d 4+d 3+d 2+d
12 9 5+d 5+d 4+d 3+d 2+d 1+d
13 9 5+d 5+d 4+d 4+d 3+d 2+d
14 9 5+d 5+d 4+d 4+d 3+d 2+d 1+d
15 9 5+d 5+d 4+d 4+d 4+d 3+d 2+d
16 9 5+d 5+d 4+d 4+d 4+d 3+d 2+d 1+d
17 9 5+d 5+d 4+d 4+d 4+d 3+d 3+d 2+d
18 9 5+d 5+d 4+d 4+d 4+d 3+d 3+d 2+d 1+d
19 9 5+d 5+d 4+d 4+d 4+d 3+d 3+d 3+d 2+d
20 9 5+d 5+d 4+d 4+d 4+d 3+d 3+d 3+d 3+d

Advancement

Table 2-2:The Mystic Spells per Day
Level BAB Fort Ref Will Special 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +0 +2 Domain 5 3
2nd +1 +3 +0 +3 6 4
3rd +2 +3 +1 +3 6 5
4th +3 +4 +1 +4 6 6 3
5th +3 +4 +1 +4 6 6 4
6th +4 +5 +2 +5 6 6 5 3
7th +5 +5 +2 +5 6 6 6 4
8th +6/+1 +6 +2 +6 6 6 6 5 3
9th +6/+1 +6 +3 +6 6 6 6 6 4
10th +7/+2 +7 +3 +7 6 6 6 6 5 3
11th +8/+3 +7 +3 +7 6 6 6 6 6 4
12th +9/+4 +8 +4 +8 6 6 6 6 6 5 3
13th +9/+4 +8 +4 +8 6 6 6 6 6 6 4
14th +10/+5 +9 +4 +9 6 6 6 6 6 6 5 3
15th +11/+6/+1 +9 +5 +9 6 6 6 6 6 6 6 4
16th +12/+7/+2 +10 +5 +10 6 6 6 6 6 6 6 5 3
17th +12/+7/+2 +10 +5 +10 6 6 6 6 6 6 6 6 4
18th +13/+8/+3 +11 +6 +11 6 6 6 6 6 6 6 6 5 3
19th +14/+9/+4 +11 +6 +11 6 6 6 6 6 6 6 6 6 4
20th +15/+10/+5 +12 +6 +12 6 6 6 6 6 6 6 6 6 6

Class skills

Skill name Key ability Trained only Armor check penalty
Concentration CON no no
Craft INT no no
Diplomacy CHA no no
Heal WIS no no
Knowledge (arcana) INT yes no
Knowledge (nature) INT yes no
Knowledge (religion) INT yes no
Profession WIS yes no
Spellcraft INT yes no

Spells for Mystic

Comments on this single page only