D&D 3e (3.0/3.5) Rules
Mystics are divine spellcasters who draw their power from Mysticism. Mystics draw their power from the living web of energy created by such forces as faith, spirit, mental energies, and the power of life itself. This energy is pulled in through their spiritual and emotional selves and then redirected outward in the form of spells.
Adventures: Mystics adventure for a variety of reasons. Sometimes they seek a better understanding of the self, they may be testing themselves, or they may be in the service of the Knights of Neraka. At other times, they may be seeking to heal the sick and injured.
Characteristics: While no two mystics are alike, they do share some common traits. Chief amongst these is self-discovery and introspection. They are also very wise about the world and the way it works.
Mystics all have a strong faith and belief system that can revolve around a variety of things, such as a god, an organization, a cause, family. No matter what a mystic places his faith in, the key is that he must place his faith in something that he believes strongly in.
Alignment: Due to their varied lifestyles, Mystics can be of any alignment. However, since they do not follow the strict doctrines of a deity, they are rarely lawful.
Religion: Mystics typically do not follow any deity, as they believe in the power of inner faith. However, some Mystics have been known to follow the ways of the gods. The mystics at the Citadel of Light follow the ways of Mishakal, while the Knights of Neraka revere Takhisis. There are many mystics who follow the ways of Majere or Zivilyn.
Background: Mystics come from all walks of life. Mystics may be of an order of Mystics, such as those at the Citadel of Light or those in the Knights of the Skull. Some Mystics learn the power of Mysticism on their own, leading a life of self-discovery and enlightenment.
Races: Mystical talent lies within all races of Krynn.
Other Classes: Mystics get along well with members of other classes who believe in self-reliance or self-discovery. Such classes include Monks, Rangers, Rogues, and Sorcerers.
Mystics tend to be at odds with classes that place their faith directly in the gods, such as clerics, druids, and paladins.
Mystics have the following game statistics.
Abilities: Wisdom determines how powerful a spell a mystic can cast, how many spells the mystic can cast per day, and how hard those spells are to resist. To cast a spell, a mystic must have a Wisdom score of 10 + the spell's level. A mystic gets bonus spells based on Wisdom. The Difficulty Class if a saving throw against a mystic's spell is 10 + the spell's level + the mystic's Wisdom modifier.
Hit Die: d6.
The mystic's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (religion) (Int), Profession (Wis), and Spellcraft (Int). See Chapter 4: Skills of the Player's Handbook for skill descriptions.
Skill Points at 1st level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int modifier.
*The number to the left represents the number of spells from the Cleric's spell list (page 160-162 of the Player's Handbook that a Mystic may cast. The "d" equals one spell slot, and may be taken from any domain that a Mystic knows.
*The spells on this chart represent the number of spells a Mystic knows beyond their domain spells.
All of the following are class features of the mystic.
Armor and Weapon Proficiency: Mystics are proficient with simple weapons, light armor, and shields. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also, Swim checks suffer a –1 penalty for every 5 pounds of armor and equipment carried.
Spells: A Mystic casts divine spells, the same type of spells available to Clerics (p. 160-162 in the Player's Handbook), provided that they can cast spells of that level. The Difficulty Class for a saving throw against a Mystic's spell is 10 + the spell's level + the Mystic's Wisdom modifier.
Unlike Clerics, Mystics need not prepare their spells in advance. However, they are limited on the number of spells that they have access to. The table above (see Mystic Spells Known) shows the number of spells a Mystic may learn from the Cleric's spell list beyond their domain spells.
Mystics may also cast spells from their chosen domains. The Mystic has one spell slot per level that can be used to cast a domain spell. While the Mystic gains new domains, the domain spells he can cast remain the same.
Mystics are unable to cast spells of an alignment opposed to their own. For example, a good mystic can't cast evil spells. Spells associated with these alignments are identified as such on the "Level" line of the spell description.
Domains: Mystics may choose one domain at 1st level from the list of mystic domains below, as well as another at 5th, 10th, 15th, and 20th level.
Optional rule: Domains from the Player's Handbook may be chosen as well, with the Dungeon Master's approval.
Note: Unlike Clerics, Mystics are unable to turn undead. Mystics may only turn undead if they have the Spiritualism domain.
The domain of Alteration allows a mystic to change the shape and appearance of himself or others. Such alterations can vary from subtle adjustments in one's appearance to complete disguises to assuming the abilities of another type of creature entirely.
The wielder of Animism has a special attunement with the plants and animals of the natural world. The mystic can communicate with, control, and otherwise influence animals and plants.
This domain is among those favoured by more physically-minded mystics, for it grants the power to physically enhance the mystic or an ally, sometimes meaning the difference between survival and death.
One of the most popular domains of mysticism, Healing also has the distinction of being the domain that brought the new magic of mysticism to Krynn.
Mystics who learn the domain of Meditation are often known for the intellect rather than their physical skills. These individuals can focus their minds to accomplish what others cannot.
Mentalism can be used to read another's surface thoughts or influence another mind. Mentalism is a subtle domain, which is usually directed at other people. A mystic with this knowledge can gain insights into the plans of an enemy, charm a guard into opening the city gate on a cold, rainy night, or protect the mind from supernatural attack.
The dark art of Necromancy is one of the most powerful mystic domains, yet is hunned by all but a very few. It is commonly used to animate corpses, but has the terrifying power to inflict wounds on a person or creature. The Citadel of Light and the Knights of Solamnia forbid their mystics to study Necromancy; only Knights of the Skull make regular use of this domain.
Sensitivity encompasses a mystic's perception of others' auras, her awareness of her surroundings, and – among some – even the ability to perceive in an individual the movement of time. Some mystics claim to possess a strange prescience, or perhaps the ability to understand how individual lives weave together to form the greater tapestry of Krynn.
The domain of Spiritualism is considered by some to be one of the "dark arts," often practised by the Knights of the Skull. However, spiritualism is also the magic most often practiced by the barbarians of Ansalon, who use it to speak with the spirits of their ancestors. Spiritualists can communicate with spirits of the dead, control those spirits, or call great spiritual power into themselves. Spiritualism can be used for good or for evil.
*Mystic domains based off of material by James O'Rance and used with his permission.
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