A Mystic is a creature driven by a supreme thirst for knowledge. However, only those with an extreme devotion to their studies are capable of reaching such mental feats as a Mystic is capable of. True knowledge knows not Good or Evil, and thus neither can the Spellbinder.
In play, a Mystic is a support mage, using their gifts to enhance those around them. Many have found, however, that underestimating their might is a grave mistake. With a powerful arsenal of spells and skills, the Mystic is more than capable of sending even the most veteran of fighters home in a pine box.
Prerequisites:
Race: Human, Half-Elf, Gnome, Avian,
Class: Invoker, Battlemage, Bard
Religion: Follower of Knowledge
Must not be in a Cabal
Skills
1: Staff, Sword, Dagger, Mace, Scrolls, Staves, Wands, Recall
5: Meditation
7: Parry, Hand to Hand
10: Haggle, Inspiration
12: Trance
15: Fast Healing
20: Second Attack, Research
30: Research
40: Research
50: Impart Knowledge, Grand Research
Skill explanations:
Inspiration: Has six paths. Each path influences what abilities can be researched at a later time.
Alchemist - Base effect: Potions are 10% more effective, grants Alchemy.
Inscriptionist - Base effect: Scrolls are used at +1 spell level. Grants Inscribe.
Spellsmith - Base effect: grants -2 AC per piece of spellwoven equipment worn. Grants Spellweave.
Spellblade - Base effect: grants enhanced damage, and third attack at level 30. Grants Arcane Blade.
Wandmaster - Base effect: Wands are used at +1 spell level. Grants Wandcraft.
Stavecrafter - Base effect: Staves are used at +1 spell level. Grants Stavecraft
Inspiration Abilities:
Alchemy: Allows the user to create potions based on the type of ingredients used. (syntax: alchemy) (arguments add/brew) (max 4 ingredients, minimum 2). Uses herbs as ingredients.
Inscribe: Allows the user to place a spell that they know into a scroll. The spell is of the level of the caster, and counts as a rare item.
Spellweave: Grants a piece of armor a random bonus to -AC or Saves. The -AC bonus ranges from -1 to -5. The saves are randomized, favoring Aff>Mal>Mental. SvSpell cannot be gained this way. The save bonus is always -1.
Arcane Blade: Changes the specified weapon's damage type to magical. At mastery, it has a small chance to grant it a random elemental type.
Wandcraft: Allows the user to place a spell that they know into a wand. The spell is of the level of the caster, and counts as a rare item. A maximum of two wands may be created by the user. These wands have a maximum of 5 charges. The base skill only allows 1 charge when created.
Stavecraft: Allows the user to place a spell that they know into a stave. The spell is of the level of the caster, and counts as a rare item. A maximum of one stave can be created by the user. This stave has a maximum of 10 charges. The base skill only allows 1 charge when created.
Research: Grants a chosen ability based on the selected Inspiration.
Alchemist: Mad Chemist, Apothecary, Explosives, Double Dose, Poison Immunity, Mutant, Hulking Mutant, Frenzied Mutant
Inscriptionist: Adept's Scroll, Master's Scroll, Mystic's Scroll, Recant, Rune of Paralysis, Rune of Fire Wall, Rune of Exhaustion, Rune of the Aether
Spellsmith: Living Armor, Animate Shield, Spellbind, Eyes of the Magister, Feet of the Revenant, Wings of the Dragon, Fury of the Sun, Heart of the Wild
Spellblade: Axe, Spear, Polearm, Flail, Whip, Adept's Blade, Master's Blade Mystic's Blade
Wandcrafter: Floating Wand, Siphon Spell, Charge Wand, Energize Wand, Mystic's Wand, Wand Toss, Dual Charge, Redirect
Stavecrafter: Affix Stave, Siphon Spell, Charge Stave, Energize Stave, Mystic's Stave, Stave Affinity, Dual Charge, Empower Stave
Mad Chemist: When the Mystic drinks a created potion, they receive a random debuff, but also two random buffs. The strength of these are dependant on the Mystic's level.
Apothecary: The Mystic can create poisons, and coat their weapons with them. Also allows them to create potions with poison effects.
Explosives: The Mystic can create combustible potions. When thrown, these potions explode, dealing damage to every other person in the room.
Double Dose: Allows for two spells to be contained in a single potion.
Poison Immunity: Renders poison ineffective against the Mystic.
Mutant: Transforms the Mystic into a mutant creature. Grants bonus STR, Health, Hitroll and Damroll, but reduces mana and by half, increases spell failure chance, removes mana gain, and lowers AC. Has an upkeep. When the Mystic can no longer maintain the upkeep, the Mystic reverts to their natural form and becomes drained. If the Mystic cancels the effect before reverting due to upkeep, they are not drained.
Hulking Mutant: Greatly increases the bonuses of the Mystic's mutant form. The upkeep is also increased. In addition, renders the Mystic immune to weaken and enfeeblement effects while in mutant form. Requires Mutant.
Frenzied Mutant: Grants the Mystic a third attack and enhanced damage while in mutant form. If blinded in mutant form, the Mystic will become panicked. Requires Hulking Mutant.
Adept's Scroll: Allows the Mystic to apply two spells to a single scroll.
Master's Scroll: Allows the Mystic to apply three spells to a single scroll. This scroll takes up a rare slot. Require's Adept's Scroll.
Mystic's Scroll: Allows the Mystic to apply four spells to a single scroll. This scroll is owner only and takes up a rare slot. Require's Master's Scroll.
Recant: The Mystic can recite the chosen scroll while blinded. This will still cause the scroll to expire.
Rune of Paralysis: Places a magic rune on the floor in a specified direction. When a valid opponent crosses the rune, they will become paralyzed. Notifies the caster when triggered.
Rune of Exhaustion: Places a magic rune on the floor in a specified direction. When a valid opponent crosses the rune, they will become weakened and enfeebled (separate saves). Notifies the caster when triggered.
Rune of Fire Wall: Places a magic rune on the floor in a specified direction. When a valid opponent crosses the rune, it will create a fire wall, damaging the victim. For a few ticks, the fire wall will remain, damaging any valid opponent that crosses it. Notifies the caster when triggered, and when crossed during the duration of the wall.
Rune of the Aether: Places a rune at the feet of the caster. The caster may then cast it again in another room. The runes will become linked. For as long as both runes remain, the caster may use them to transport back and forth between the runed rooms.
Living Armor: Animates a piece of armor. The armor will attempt to take hits for the caster. When five such hits are taken, the armor is destroyed. Only rare armor possesses the quality required to animate.
Animate Shield: Animates a shield for the caster. This shield will give the caster Shield Block while active, and costs a small upkeep. It is important to note that the shield block granted by this spell is less effective than the shield block of a class that physically holds their shield.
Spellbind: Allows the Mystic to bind Spellsmith abilities to a piece of armor. Only the next five abilities may be bound to armor. Once bound, the Mystic can brandish that piece of armor to use the ability. When used in this manner, the duration of the ability is extended, and it requires no mana.
Eyes of the Magister: Casts Detect Invis, Detect Magic, Know Alignment, and Detect Traps. While active, the Mystic also gains Clairvoyance.
Feet of the Revenant: While active. the Mystic autosneaks.
Wings of the Dragon: While active, the Mystic flies.
Fury of the Sun: While active, periodically casts flashfire in combat.
Heart of the Wild: While active, increases managain and hitgain in heavy forests.
Adept's Blade: Empowers a single weapon, increasing Hitroll and Damroll by 1. If it is two handed, this bonus is doubled.
Master's Blade: Empowers a single weapon, increasing Hitroll and Damroll by 3. If it is two handed, this bonus is doubled. Requires Adept's Blade.
Mystic's Blade: Empowers a single weapon, increasing Hitroll and Damroll by 3. If it is two handed, this bonus is doubled. The weapon also becomes nodrop, noremove. Require's Master's Blade.
Floating Wand: Can be used on a wand to allow it to be released and float next to the Mystic. This wand will act on it's own in battle, and cannot be manually used by the Mystic while floating. Uses the floating item slot.
Siphon Spell: The Mystic pulls the spell out of a chosen item. It can then be cast by the Mystic, or woven into a wand or stave created by the Mystic. The Mystic can only maintain knowledge of that spell for a brief while, and the Mystic loses knowledge of it immediately when cast or woven into an item.
Dual Charge: Allows the Mystic to place a second spell in a created wand or stave. This does not allow the wand or stave to exceed the charge limits previously stated.
Charge Wand: Increases the available charge of the wand's selected spell by one. Has a mana cost proportionate to the cost of the spell.
Energize Wand: Increases the maximum charges of the wand to 5. Only works on wands created by the Mystic.
Mystic's Wand: Wands created by the Mystic do not explode when they reach 0 charges.
Wand Toss: The Mystic can throw wands. These wands explode when thrown, dealing damage proportionate to the level of the spell contained, as well as how many charges remain.
Redirect: When holding a wand in his/her offhand, the Mystic can sometimes turn aside an attack, greatly reducing the damage taken. In rare situations, the Mystic can even turn it completely aside, causing the attacker to miss.
Charge Stave: As Charge Wand, except it is used for staves.
Energize Stave: Increases the maximum charges of the stave to 10. Only works on staves created by the Mystic.
Mystic's Stave: As Mystic's Wand, except it is used for staves.
Affix Stave: Created staves can be fit to an item slot.
Stave Affinity: Affects of non-created staves are higher level than normal. Cannot exceed level 50.
Empower Stave: Permanently increases the level of the spell contained in a stave to the Mystic's current level.
Impart Knowledge: Increases the target's proficiency in any spell known by the Mystic by 1. Cannot be used on the Mystic. Cannot be used to increase proficiency beyond 95. Takes time to use and can be interrupted by combat (either the target or the Mystic), much like requesting.
Grand Research: Grants a bonus ability based on the Inspiration choice of the Mystic.
Alchemist: Unstable Concoction
Inscriptionist: Voiceless Chant
Spellsmith: Fortified Magic
Spellblade: Armed to the Teeth
Wandcrafter: Reject Magic
Stavecrafter: Arcane Brilliance
Unstable Concoction: When the Mystic takes fatal damage, the unused materials in his/her various pockets explode, causing immense damage to the Mystic's assailants.
Voiceless Chant: The Mystic can recite spells while silenced, gagged, or otherwise prevented from speaking or producing sound.
Fortified Magic: If the Mystic has better than -450 AC in all types, his/her spell level is increased by 1.
Armed to the Teeth: If the Mystic has better than 40 Hitroll and Damroll, his/her spell level is increased by 1.
Reject Magic: Harmful wand effects used against the Mystic have a change to do nothing.
Arcane Brilliance: Buffs used on the Mystic have their effects increased by 20%.
Spells to come later!!
More importantly, this is where I want to open it up to everyone. What spells would YOU like to see the Mystic equipped with, seeing the possible routes before you.