Character Classes


Mystics are spellcasters who have learned to channel divine energy without worshiping (or even acknowledging) any deity. The process of harnessing this magic is one of inner awareness and self-discovery - a private faith that leads to great magical power. Mystical energy affects only the living or the spiritual energy that leaves the body upon death.

There are as many different types of mystics as there are mystical "spheres" of knowledge. Nomadic healers, feral shapechangers, and vile necromancers are examples of mystics.

Mystics are on a continual journey of self-discovery, their focus internal rather than external. They may undertake dangerous quests to test themselves and add to their knowledge of the spiritual forces of the world. Adventure sometimes finds mystics who do not seek it, for their powers (which do not require obedience or homage to any deity) make them useful to others.

One mystic is rarely like another, but they do have certain things in common. They tend to be introspective. The path to power requires the mystic to listen to her own inner voice. For those who do not understand, the mystic may appear to live in an inner dream. In truth, however, mystics are often better prepared to face difficult choices and confront life-changing situations than others. Mystics have already asked themselves hard questions and forced themselves to examine complex truths.

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

During the early Age of Dreams, mystics were divine spellcasters who had yet to establish a strong relationship with the deities and instead searched for answers within themselves. During the early Age of Mortals, mystics studied their art under the direction of those who still revered the missing gods, and thus honored them in memory. After the War of Souls, many mystics rejected the deities, who seemed capricious and unreliable. Mystics are content to know that they have the power to channel divine magic without being obliged to follow rules.

Anyone who possesses the latent talent and the sensitivity required to harness the power of the heart may become a mystic. Mystics prefer quiet contemplation to crowds and noise and tend to be loners. Others search for truth in life, having failed to find it with the gods.

Mystical talent is present in almost of Ansalon's races, though most commonly found in humans and half-elves. Only the gnomes possess little talent for mysticism, preferring to work with external power and technology rather than seek answers from within.

Mystics and sorcerers work well together, since their magic functions in a similar fashion. They sometimes find themselves at odds with those who worship or revere the deities, such as clerics, knights, and Wizards of High Sorcery.

Alignment: Any.

Hit Die: d8.

Class Skills

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(nature) (Int), Knowledge(religion) (Int), Profession (Wis), and Spellcraft (Int).

Skill Points at 1st Level: (2 + Int modifier) x 4.

Skill Points at Each Additional Level: 2 + Int modifier.

Table: The Mystic

Level Base
Attack Bonus
Special Spells per Day
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +0 +2 Domain 0 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

Table: Mystic Spells Known

  Spells Known
Level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 4 2+d
2nd 5 2+d
3rd 5 3+d
4th 6 3+d 1+d
5th 6 4+d 2+d
6th 7 4+d 2+d 1+d
7th 7 5+d 3+d 2+d
8th 8 5+d 3+d 2+d 1+d
9th 8 5+d 4+d 3+d 2+d
10th 9 5+d 4+d 3+d 2+d 1+d
11th 9 5+d 5+d 4+d 3+d 2+d
12th 9 5+d 5+d 4+d 3+d 2+d 1+d
13th 9 5+d 5+d 4+d 4+d 3+d 2+d
14th 9 5+d 5+d 4+d 4+d 3+d 2+d 1+d
15th 9 5+d 5+d 4+d 4+d 4+d 3+d 2+d
16th 9 5+d 5+d 4+d 4+d 4+d 3+d 2+d 1+d
17th 9 5+d 5+d 4+d 4+d 4+d 3+d 3+d 2+d
18th 9 5+d 5+d 4+d 4+d 4+d 3+d 3+d 2+d 1+d
19th 9 5+d 5+d 4+d 4+d 4+d 3+d 3+d 3+d 2+d
20th 9 5+d 5+d 4+d 4+d 4+d 3+d 3+d 3+d 3+d
Class Features

All of the following are class features of the mystic.

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 a domain (see Domains, below). At each level, the mystic gains one or more new spells, as indicated on Table: Mystic Spells Known. (The number of spells a mystic knows is not affected by his Wisdom bonus; the numbers on Table: Mystic Spells Known are fixed.) These spells are chosen from the cleric spell list.

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. If 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: The Mystic), 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 same cosmic, natural, and mortal forces as clerics - 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 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 gives her one additional known spell at each spell level, from 1st on up, as well as a granted power. Unlike 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.