Friday, January 19, 2024

Profession: Mystic

MYSTIC


Mystics are practitioners of Mysticism, a magical doctrine of mental and physical disciplines which teaches mastery over the inner powers of mind and body. Like priests and monks, mystics have little interest in the material world, or such mundane things as wealth and possessions. Instead, mystics seek to expand the boundaries of their knowledge and understanding, and to attain the highest possible degree of consciousness.

It is for this reason that most mystics prefer to live in secluded regions, far from the distractions of the civilized world. Oftentimes, high level mystics will take residence upon a mountain top or in a desert, where they may live lives of quiet contemplation. Some mystics will build small shrines in out of the way places, and may even accept low level monks or other mystics as pupils. Others prefer to travel, gaining insight and knowledge from the world around them and such individuals and creatures as they may chance to encounter.

While mystics may be of any alignment, the majority of these spell casters tend to adopt a basically neutral outlook, especially as it pertains to other living things. Certain mystics of good or neutral alignment will even go so far as to foreswear the use of physical force against any living creature. These individuals will use no weapon save the staff, and will only use it to parry or protect themselves from physical harm. Mystics who take such an oath of non-violence receive a bonus of +10% on all X.P. (gained without resorting to physical violence vs living creatures this structure in no way prohibits the use of spells or the employment of physical force by "non-living" creatures, such as undead, demons, devils and spirit beings). It should be noted that mystics who take an oath of non-violence must remain true to their word. In life or death situations, these mystics may use force to attempt to stun or drive off an adversary, but not to cause serious harm or death. Breaking or violating an oath of non-violence will cause a mystic to lose his or her spell casting powers for anywhere from one week to a year (Game Judge's ruling).

While mystics may be of any alignment, the majority of these spell casters tend to adopt a basically neutral outlook, especially as it pertains to other living things. Certain mystics of good or neutral alignment will even go so far as to forswear the use of physical force against any living creature. These individuals will use no weapon save the staff, and will only use it to parry or protect themselves from physical harm. Mystics who take such an oath of non-violence receive a bonus of +10% on all X.P. (gained without resorting to physical violence vs living creatures (this structure in no way prohibits the use of spells or the employment of physical force vs "non-living" creatures, such as undead, demons, devils and spirit beings). It should be noted that mystics who take an oath of non-violence must remain true to their word. In life or death situations, such mystics may use force to attempt to stun or drive off an adversary, but not to cause serious harm or death. Breaking or violating an oath of non-violence will cause a mystic to lose his or her spell casting powers for anywhere from one week to a year (Game Judge's ruling).

Unlike priests, practitioners of mysticism do not derive their spell casting powers from a patron Deity or demi-god. Instead, mystics and monks are able to focus their inner powers of body and mind (called "ki") to create spell-like effects. Even so, all mystics have deep personal beliefs and must remain true to them. Failure to do so may cause the loss of the mystic's spell casting abilities (duration is up to the Game Judge to decide, based on the seriousness of the transgression).

Regardless of their chosen alignment, all mystics are able to Turn Undead as per a priest of similar level (see TURNING UNDEAD table in the appendix located at the rear of the book). Mystics also gain a bonus of +1 (per every 3 levels of ability gained) vs both Will and Perception.
  • Minimum Attributes: INT: 12 PER: 12 WILL: 15
  • Combat Capabilities: Untrained
  • Special Abilities: Turn Undead
  • Single-Classed
SKILLS

Level 1 
  • Any Single Weapon Read Magic (100%)
  • Spell Casting
Level 3 
  • Herbal Remedies
Level 5 
  • Holy Items
Level 7 
  • Scrolls
Level 9 
  • Rods, Staves and Wands
Level 11 
  • Greater Magic Items