
Mystic
Profession, single-classed
A practitioner of Mysticism who seeks mastery of mind and body and the highest consciousness, drawing power from inner ki rather than a deity. Many take an oath of non-violence for an XP bonus.
From the book
Mystics follow Mysticism, a doctrine of mental and physical discipline aimed at control over the body's and mind's inner forces. As with priests and monks, they care little for possessions and seek wider understanding and the highest state of awareness, so most live in seclusion: some high level mystics retreat to mountain tops or deserts, some keep remote shrines with pupils, and others wander in search of insight.
They may be of any alignment but most take a broadly neutral view of living things. Some good or neutral mystics swear never to use physical force on living creatures, keeping only the staff for parrying; such an oath earns extra XP, allows stunning or driving off a foe in life-or-death need, and breaking it costs spell casting for a period.
Their power comes from inner ki rather than a patron, yet betraying personal beliefs can still strip it. All mystics turn undead as a priest does.
Skills by level
- Level 1
- Any Single Weapon
- Spell Casting
- Read Magic (100%)
- Level 3
- Level 5
- Level 7
- Level 9
- Rods, Staves and Wands
- Level 11
At a glance
- Minimum attributes
- INT 12, PER 12, WILL 15
- Alignment
- Any
- Combat training
- Untrained
- Hit points per level
- 1 H.P. per point of CON, plus 2 H.P. at first level; then +2 H.P. and any CON bonus per level gained; after 12th level, +1 H.P. per level with no CON bonus (optional rule, page 48)
- Special abilities
- Turn Undead: as per a priest of similar level (TURNING UNDEAD table, appendix), regardless of alignment; +1 saves vs Will and Perception per every 3 levels of ability gained; Oath of non-violence (optional, good or neutral mystics): no weapon except the staff, used only to parry or protect; +10% on all X.P. gained without physical violence vs living creatures (spells and force vs undead, demons, devils and spirit beings are allowed); in life-or-death situations may stun or drive off, but not seriously harm or kill; breaking the oath loses spell casting for one week to a year (Game Judge's ruling)
- Fields of magic
- Mysticism
- Restrictions
- Must remain true to deep personal beliefs; failure may cost spell casting abilities (duration set by the Game Judge by seriousness); Oath-takers: staff only (to parry/protect), no serious harm or killing of living creatures; breach = loss of spell casting for one week to one year
- Equipment
- Staff (only weapon for oath-takers)
- Patron
- None: power comes from inner ki (focused powers of body and mind), not a patron Deity or demi-god
The printed page repeats the alignment / oath-of-non-violence paragraph twice (a layout error in the book); the content is the same.
