Mystic Wizard

Thoughtful, reserved, and extremely introspective, the Mystic is devoted to self-enlightenment and sees the study of magic as the key to spiritual awareness. The Mystic enjoys nothing more than spending long hours contemplating the mysteries of the universe and attempting to become more in touch with his inner self. The Mystic is not necessarily a student of religion or philosophy; he seeks an awareness that can only be found intuitively.

The Mystic is by no means a reluctant magic-user. In fact, the Mystic believes that the casting of each spell and the acquisition of each new magical technique brings him closer to perfect awareness. The mental discipline necessary for the mastery of magic is the perfect compliment to self-knowledge.

Mystics tend to come from the Wild Lands of Alcirya, they rarely fit in to the dogmatic, structural practice of Magic as defined by Appollonia. They often join an adventuring party for the opportunity to broaden their outlook, discover new things about himself, and use magic in new, enlightening ways - even if it means learning more about faith magic practices (though these are considered to be primitive magical practices).

There are no special rules for abandonment of this kit. If the Mystic grows weary of the contemplative life or feels that he has reached a pinnacle of self-awareness, he can simply leave this kit behind.

Role

To Appollonians, the Mystic is considered to be little more than a crackpot, an eccentric with an utter lack of ambition who serves no useful purpose. In Xanthios, the Mystic is seen as a seeker of truth, a sensitive soul engaged in an inspiring spiritual journey.

Distinctive Appearance

None

Special Benefits

The Mystic receives one of the following special abilities from the list below. The special ability is chosen when the character is first created and can never be changed.

Feign Death. Once per week, the Mystic can Feign Death as per the 3rd-level wizard spell; he can use this ability only on himself. The Mystic can Feign Death for up to 24 hours, awakening at any time. To use this ability, the Mystic must merely concentrate for 1 round; no components are necessary.

Spirit Form. Once per week, the Mystic can transform his consciousness into a ghostly spirit form, leaving his physical body behind. The spirit form has the appearance of a misty cloud in the shape of the caster. The spirit form cannot attack, speak, or cast spells, but it can fly at a movement rate of 24 (Maneuverability Class B) and can pass through the smallest opening or tiniest crack. The Mystic's spirit form can travel an unlimited distance from his physical body as long as it remains in the same plane of existence. The spirit form is invulnerable to all attack forms, but Dispel Magic or a similar spell causes the spirit form to instantly return to its body.

While in spirit form, the Mystic's physical body remains comatose. The body is subject to all regular attacks and suffers damage normally. The spirit form can remain away from the body for up to 24 hours, but once it returns to its body, the Mystic revives and cannot use his spirit form for another week. To use his spirit form, the Mystic must merely concentrate for 1 round; no components are necessary.

Levitate Self. Once per week, the Mystic can use a special Levitate self ability for one hour. Once initiated, the Mystic can use this ability to levitate himself straight up in the air at a rate of 30 feet per round. He can stop, hover, descend, and ascend at will, though horizontal movement is not empowered by this ability (however, the Mystic could push himself along a wall to move laterally). While levitating, the Mystic can carry as much weight as he can normally. Unlike the Levitate spell, the Mystic using Levitate self suffers no attack roll penalties when attempting to use missile weapons. To use this ability, the Mystic must merely concentrate for 1 round; no components are required. As soon as a levitating Mystic touches the ground, his use of this ability is over; he can use it again in another week.

Special Hindrances

A Mystic must spend two consecutive hours per day meditating. These two hours must always occur at the same time of day; the player can decide which hours are devoted to meditation, but once decided, the time period can never change (typical meditation times are the first two hours of dawn, the first two hours after sunset, or from midnight to 2 a. m.). If the Mystic neglects to perform his meditation, is unable to perform it, or is interrupted more than once (for more than a total of 1 minute), the following day he is able to cast only the number of spells allowed to a wizard one level lower than his actual level. For instance, if a 4th-level Mystic is unable to meditate on Day 1, on Day 2 he will be able to cast only as many spells as a 3rd-level wizard.

Class

Wizard

Attribute Requirements

Wisdom of 13.

Barred Beliefs

None

Race Requirement

None

Bonus Weapon Proficiencies

Choose one of the following: dagger, dart, or sling.

Required Weapon Proficiencies

None

Recommended Weapon Proficiencies

None

Barred Weapon Proficiencies

None

Bonus Non-Weapon Proficiencies

Astrology, Religion

Recommended Non-Weapon Proficiencies

Agriculture, Artistic Ability, Carpentry, Etiquette, Language (Modern), Leatherworking, Pottery, Seamstress (Tailor), Stonemasonry, Weaving, History (Ancient), Herbalism, Language (Ancient), Reading/Writing, Spellcraft

Equipment

The Mystic may buy only the weapon associated with his Weapon Proficiency. As his adventuring career progresses, he can buy (and use) only daggers, darts, knives, and slings. He must spend all of his starting money; any leftover gold is lost.

Wealth Options

The Mystic receives only (d4+1) x 5 gp as starting money.

Homeland Terrain

None

Economic System

None

Recommended Discipline(s)

None

Recommended Devotion(s)

None

Recommended Science(s)

None

Barred Discipline(s)

None

Preferred Schools

School of Enchantment/Charm, School of Divination, School of Illusion

Barred Schools

School of Conjuration/Summoning, School of Invocation/Evocation, School of Necromancy

He is not prevented from learning spells from these schools - he simply prefers to limit his association with them.