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MYSTIC

First Draft by Kate Johnson (@KitKate#1823)

Key Ability: Wisdom


At 1st level, your class gives you an ability boost
to Intelligence

Hit Points: 8 plus your constitution modifier


You increase your maximum number of HP by
this number at 1st level and every level
thereafter.

INITIAL PROFICIENCIES: At 1st level, you


gain the listed proficiency ranks in the following
statistics. You are untrained in anything not
listed unless you gain a better proficiency rank in
some other way.

PERCEPTION:
Trained in Perception

SAVING THROWS:
Trained in Fortitude
Trained in Reflex
Expert in Will

SKILLS:
Trained in one or more skills determined by your
connection
Trained in a number of additional skills equal to
2 plus your Intelligence modifier

ATTACKS:
Trained in simple weapons
Trained in unarmed attacks

DEFENSES:
Trained in light armor
Trained in unarmored defense

SPELLS:
Trained in spell attack rolls of your spellcasting
tradition, as indicated by your connection
Trained in spell DCs of your spellcasting
tradition, as indicated by your connection
TABLE 1: MYSTIC ADVANCEMENT You gain these abilities as a mystic. Abilities
gained at higher levels list the levels next to their
Your Class Features
Level names.

1 Ancestry and background, initial ANCESTRY AND BACKGROUND


proficiencies, connection, mystic In addition to the abilities provided by your class
spellcasting, spell repertoire
at 1st level, you have the benefits of your
2 Mystic feat, skill feat selected ancestry and background, as described
in Chapter 2.
3 2nd-level spells, general feat, signature
spells, skill increase INITIAL PROFICIENCIES
4 Mystic feat, skill feat At 1st level, you gain a number of proficiencies
that represent your basic training. These
5 3rd-level spells, ability boosts, ancestry feat, proficiencies are noted at the start of this class.
magical fortitude, skill increase
CONNECTION
6 Mystic feat, skill feat
Choose a connection that gives you your
7 4th-level spells, expert spellcaster, general spellcasting talent. This choice determines the
feat, skill increase type of spells you cast and the spell list you
choose them from, additional spells you learn,
8 Mystic feat, skill feat and additional trained skills. You also gain
Focus Points and special focus spells based on
9 5th-level spells, ancestry feat, lightning
reflexes, skill increase your connection. The connections presented in
this are as follows:
10 Ability boosts, mystic feat, skill feat Akashic: The collected knowledge of all beings
gives you occult spells.
11 6th-level spells, alertness, general feat, Empath: Psychic gifts let you sense the
simple weapon expertise, skill increase
emotions of others and gives you occult spells.
12 Mystic feat, skill feat Healer: A connection to the life force of all
things gives you divine spells.
13 7th-level spells, ancestry feat, defensive Mindbreaker: Psychic might empowers you to
robes, skill increase, weapon specialization crush others and gives you occult spells.
Overlord: Psychic dominion over others gives
14 Mystic feat, skill feat
you occult spells.
15 8th-level spells, ability boosts, general feat, Star Shaman: The energies of the cosmos give
master spellcaster, skill increase you arcane spells.
Xenodruid: The energy of the ecosystems
16 Mystic feat, skill feat around you gives you primal spells.

17 9th-level spells, ancestry feat, resolve, skill


increase MYSTIC SPELLCASTING
Your connection provides you with incredible
18 Mystic feat, skill feat magical power. You can cast spells using the
Cast a Spell activity, and you can supply
19 Connection paragon, general feat, legendary material, somatic, and verbal components when
spellcaster, skill increase
casting spells (see Casting Spells on page 302
20 Ability boost, mystic feat, skill feat of the Core Rulebook). Because you’re a mystic,
you can replace material components with
CLASS FEATURES
somatic components, so you don’t need to use a cantrip from your connection (page 194). You
spell component pouch. choose these from the common spells from the
Each day, you can cast up to three 1st-level tradition corresponding to your connection, or
spells. You must know spells to cast them, and from other spells from that tradition to which you
you learn them via the spell repertoire class have access. You can cast any spell in your
feature. The number of spells you can cast each spell repertoire by using a spell slot of an
day is called your spell slots. appropriate spell level.
As you increase in level as a mystic, your You add to this spell repertoire as you increase
number of spells per day increases, as does the in level. Each time you get a spell slot (see
highest level of spells you can cast, as shown on Table 3–17), you add a spell of the same level to
Table 2: Mystic Spells per Day. your spell repertoire. When you gain access to a
Some of your spells require you to attempt a new level of spells, your first new spell is always
spell attack roll to see how effective they are, or your connection spell, but you can choose the
have your enemies roll against your spell DC other
(typically by attempting a saving throw). Since spells you gain. At 2nd level, you select another
your key ability is Wisdom, your spell attack rolls 1st-level spell; at 3rd level, you gain a new
and spell DCs use your Wisdom modifier. connection spell and two other 2nd-level spells,
Details on calculating these statistics appear on and so on. When you add spells, you might
page 447 of the Core Rulebook. choose a higher-level version of a spell you
already have so that you can cast a heightened
HEIGHTENING SPELLS version of that spell.
When you get spell slots of 2nd level and higher, Though you gain them at the same rate, your
you can fill those slots with stronger versions of spell slots and the spells in your spell repertoire
lower-level spells. This increases the spell’s are separate. If a feat or other ability adds a
level to match the spell slot. You must have a spell to your spell repertoire, it wouldn’t give you
spell in your spell repertoire at the level you another spell slot, and vice versa.
want to cast in order to heighten it to that level.
Many spells have specific improvements when SWAPPING SPELLS IN YOUR REPERTOIRE
they are heightened to certain levels (page 299). As you gain new spells in your spell repertoire,
The signature spells class feature lets you you might want to replace some of the spells
heighten certain spells freely. you previously learned. Each time you gain a
level and learn new spells, you can swap out
CANTRIPS one of your old spells for a different spell of the
A cantrip is a special type of spell that doesn’t same level. This spell can be a cantrip, but you
use spell slots. You can cast a cantrip at will, can’t swap out connection spells. You can also
any number of times per day. A cantrip is always swap out spells by retraining during downtime
automatically heightened to half your level (page 481).
rounded up—this is usually equal to the highest
level of spell you can cast as a sorcerer. For SKILL FEATS 2ND
example, as a 1stlevel mystic, your cantrips are At 2nd level and every 2 levels thereafter, you
1st-level spells, and as a 5th-level mystic, your gain a skill feat. Skill feats appear in Chapter 5
cantrips are 3rd-level spells. and have the skill trait. You must be trained or
better in the corresponding skill to select a skill
SPELL REPERTOIRE feat.
The collection of spells you can cast is called
your spell repertoire. At 1st level, you learn two
1st-level spells of your choice and four cantrips
of your choice, as well as an additional spell and
TABLE 2: MYSTIC SPELLS PER DAY
5th 6th 7th 8th 9th 10th

Your Cantrips 1st 2nd 3rd 4th


Level
-- -- -- -- -- --
1 5 3 -- -- --
-- -- -- -- -- --
2 5 4 -- -- --
-- -- -- -- -- --
3 5 4 3 -- --
-- -- -- -- -- --
4 5 4 4 -- --
-- -- -- -- -- --
5 5 4 4 3 --
-- -- -- -- -- --
6 5 4 4 4 --
-- -- -- -- -- --
7 5 4 4 4 3
-- -- -- -- -- --
8 5 4 4 4 4
3 -- -- -- -- --
9 5 4 4 4 4
4 -- -- -- -- --
10 5 4 4 4 4
4 3 -- -- -- --
11 5 4 4 4 4
4 4 -- -- -- --
12 5 4 4 4 4
4 4 3 -- -- --
13 5 4 4 4 4
4 4 4 -- -- --
14 5 4 4 4 4
4 4 4 3 -- --
15 5 4 4 4 4
4 4 4 4 -- --
16 5 4 4 4 4
4 4 4 4 3 --
17 5 4 4 4 4
4 4 4 4 4 --
18 5 4 4 4 4
4 4 4 4 4 1*
19 5 4 4 4 4
4 4 4 4 4 1*
20 5 4 4 4 4
Chapter 5.
MYSTIC FEATS 2ND
At 2nd level and every even-numbered level,
you gain a mystic class feat. These begin on Signature Spells 3RD
page 6. You’ve learned to cast some of your spells more
flexibly. For each spell level you have access to,
GENERAL FEATS 3RD choose one spell of that level to be a signature
At 3rd level and every 4 levels thereafter, you spell. You don’t need to learn heightened
gain a general feat. General feats are listed in
versions of signature spells separately; instead, Your proficiency ranks for occult spell attack
you can heighten these spells freely. If you’ve rolls and spell DCs increase to expert.
learned a signature spell at a higher level than LIGHTNING REFLEXES 9TH
its minimum, you can also cast all its lower-level Your reflexes are lightning fast. Your proficiency
versions without learning those separately. If rank for Reflex saves increases to expert.
you swap out a signature spell, you can choose
a replacement signature spell of the same spell ALERTNESS
level at which you learned the previous spell. 11TH
You can also retrain specifically to change a
You remain alert to threats around you. Your
signature spell to a different spell of that level
proficiency rank for Perception increases to
without swapping any spells; this takes as much
expert.
time as retraining a spell normally does.
SIMPLE WEAPON EXPERTISE
SKILL INCREASES 3RD 11TH
At 3rd level and every 2 levels thereafter, you
Training and magic improved your weapon
gain a skill increase. You can use an increase to
technique. Your proficiency rank for simple
either become trained in one skill you’re
weapons increases to expert.
untrained in, or to increase your proficiency rank
in one skill in which you’re already trained to
DEFENSIVE ROBES 13TH
expert.
The flow of magic and your defensive training
At 7th level, you can use skill increases to
combine to help you get out of the way before
become a master in a skill in which you’re
an attack. Your proficiency rank in unarmored
already an expert, and at 15th level, you can use
defense increases to expert.
them to become legendary in a skill in which
you’re already a master.
WEAPON SPECIALIZATION 13TH
You’ve learned to inflict grave wounds with your
ABILITY BOOSTS 5TH
practiced weapons. You deal 2 additional
At 5th level and every 5 levels thereafter, you
damage with weapons and unarmed attacks in
boost four different ability scores. You can use
which you are an expert. This damage increase
these ability boosts to increase your ability
to 3 if you’re a master, and 4 if you’re legendary.
scores above 18. Boosting an ability score
increases it by 1 if it’s already 18 or above, or by
2 if it starts out below 18. MASTER SPELLCASTER 15TH
You have achieved mastery over the magic in
your blood. Your proficiency ranks for spell
ANCESTRY FEATS 5TH
attack rolls and spell DCs for spells of your
In addition to the ancestry feat you started with,
bloodline’s tradition increase to master.
you gain an ancestry feat at 5th level and every
4 levels thereafter. The list of ancestry feats
available to you can be found in your ancestry’s RESOLVE 17TH
entry in Chapter 2. You’ve steeled your mind with resolve. Your
proficiency rank for Will saves increases to
master. When you roll a success at a Will save,
MAGICAL FORTITUDE 5TH
you get a critical success instead.
Magical power has improved your body’s
resiliency. Your proficiency rank for Fortitude
CONNECTION PARAGON 19TH
saves increases to expert.
You have achieved the true potential of your
magic and can cast a spell of incredible power.
EXPERT SPELLCASTER 7TH
You gain a single 10th-level spell slot can
prepare a spell in that slot using mystic the list as soon as you gain the ability to cast
spellcasting. Unlike with other spell slots, you mystic spells of that level.
don’t gain more 10th-level spells as you level up,
though you can take the True Connection feat to AKASHIC
gain a second slot. You’re linked to the collective knowledge of
every sentient species that ever lived that’s held
LEGENDARY SPELLCASTER 19TH in the Akashic Record, an Astral library of
Your command of occult magic and rituals is perfect psychic records of every moment
infamous. Your proficiency ranks for occult spell in history. You might be an ancient lorekeeper,
attack rolls and spell DCs increase to legendary. an inquisitive student of the occult, an intuitive
consulting detective, or a secret-hoarding spy.
CONNECTIONS Spell List Occult
Connection Skills Culture, Occultism
Choose your connection, the source of your
Granted Spells cantrip: read aura; 1st: share
power. It has a strong influence on your abilities,
lore; 2nd: augury; 3rd: hypercognition; 4th:
determining your spell list, the tradition of spells
modify memory; 5th: tongues; 6th: Scrying; 7th:
you cast, and two trained skills.
contingency; 8th: discern location; 9th:
resplendent mansion
CONNECTION SPELLS
Connection Powers initial: akashic knowledge;
Your connection grants you connection spells,
major: peer into the future grand: overwhelming
special spells unique to the nature of your
truth
powers. Connection spells are a type of focus
spell. It costs 1 Focus Point to cast a focus spell,
and you start with a focus pool of 1 Focus Point. EMPATH
You refill your focus pool during your daily Your connection helps you sense emotions and
preparations, and you can regain 1 Focus Point notice details others can’t. You might be a
by spending 10 minutes using the Refocus diplomat, an investigator, a mindreading
activity to attune with your connection. bodyguard, a ship’s psychologist, or a psychic
Focus spells are automatically heightened to con artist.
half your level rounded up. Focus spells don’t Spell List Occult
require spell slots, nor can you cast them using ConnectionSkills Diplomacy, Occultism
spell slots. Taking feats can give you more focus Granted Spells cantrip: message; 1st: mindlink;
spells and increase the size of your focus pool, 2nd: calm emotions; 3rd: zone of truth; 4th:
though your focus pool can never hold more clairvoyance; 5th: mind probe; 6th: true seeing;
than 3 points. The full rules are on page 300 of 7th: retrocognition; 8th: mind blank; 9th:
the core rulebook. overwhelming presence
Connection Powers initial: empathy; major:
emotionsense; grand: psychic surgery
READING A CONNECTION ENTRY
A connection entry contains the following
information. HEALER
Spell List You use this magical tradition and Your connection channels the life force of all
spell list. things—as well as its counterpart, death. You’re
Connection Skills You become trained in the an expert healer, but not necessarily a selfless
listed skills. one. You might be a traveling doctor, a haunted
Granted Spells You automatically add the medium, a military medic, or a tyrannical
spells listed here to your spell repertoire, in necromancer.
addition to those you gain through mystic Spell List Divine
spellcasting. At 1st level, you gain a cantrip and Connection Skills Medicine, Religion
a 1st-level spell. You learn the other spells on
Granted Spells cantrip: stabilize; 1st: heal; 2nd: Granted Spells cantrip: telekinetic projectile;
restoration; 3rd: remove disease; 4th: remove 1st: magic missile; 2nd: darkvision; 3rd: gravity
curse; 5th: breath of life; 6th: raise dead; 7th: well; 4th: fly; 5th: cloudkill; 6th: wall of force; 7th:
regenerate; 8th: moment of renewal; 9th: bind reverse gravity; 8th: wind walk; 9th: meteor
soul swarm
Connection Powers initial: lifelink; major: steal Connection powers initial: starlight form; major:
life; grand: channel life starflight; grand: shooting stars

MINDBREAKER XENODRUID
You use your raw will and understanding of the You channel the energy inherent in the
mind’s structure to crush and demoralize your ecosystems around you, taking inspiration from
enemies. You might be a special ops assassin, the endless cycles of the natural world. You
a psychic interrogator, or a righteous military might be a corporate biotech researcher, a
crusader breaking the enemy’s spirit on the hermitic shaman of the Green Faith, or one of
battlefield. the legendary Xenowardens.
Spell List Occult Spell List Primal
Connection Skills Intimidation, Occultism Connection Skills Nature, Survival
Granted Spells cantrip: daze; 1st: befuddle; Granted Spells cantrip: know direction; 1st:
2nd: paranoia; 3rd: enthrall; 4th: confusion; 5th: magic fang; 2nd: tree shape; 3rd: wall of thorns;
hallucination; 6th: feeblemind; 7th: visions of 4th: speak with plants; 5th: tree stride; 6th: fire
danger; 8th: power word stun; 9th: weird seeds; 7th: regenerate; 8th: earthquake; 9th:
Connection Powers initial: backlash; major: nature’s enmity
sow doubt; grand: explode head Connection Powers initial: grasping vines;
major: animal adaptation; grand: xenomorphic
OVERLORD form
You realize that not all connections are
symmetrical, and seek to be the dominant force MYSTIC FEATS
in any situation. You aren’t necessarily evil; At every level at which you gain a mystic feat,
perhaps you consider yourself a benevolent you can select one of the following feats. You
philosopher-monarch who takes control for the must satisfy any prerequisites before taking the
good of your charges. You might also be a cult feat.
leader, a criminal mastermind, or a hypnotist.
Spell List Occult
Connection Skills Deception, Occultism 1ST LEVEL
Granted Spells cantrip: guidance; 1st:
command; 2nd: calm emotions; 3rd: enthrall; HEALING TOUCH FEAT 1
4th: suggestion; 5th: subconscious suggestion;
6th: dominate; 7th: possession; 8th: dream
council; 9th: overwhelming presence MYSTIC

Connection Powers initial: forced amity; major: You can pull on the powers of your connection
overbearing presence; grand: forceful command to restore your allies' health. You gain the
Healing Touch connection spell.
STAR SHAMAN
You have been exposed to the infinite darkness COUNTERSPELL (R) FEAT 1
within the Plane of Shadows and one of its
inhabitants has infused you with that power.
Spell List Arcane ABJURATION MYSTIC

Connection Skills Arcana, Piloting


Trigger A creature casts a spell that you have CONCEAL SPELL (>) FEAT 2
prepared.

CONCENTRATE MANIPULATE
When a foe Casts a Spell and you can see its
manifestations, you can use your own magic to METAMAGIC MYSTIC
disrupt it. You expend a prepared spell to
Hiding your gestures and incantations within
counter the triggering creature’s casting of that
other speech and movement, you attempt to
same spell. You lose your spell slot as if you had
conceal the fact that you are Casting a Spell. If
cast the triggering spell. You then attempt to
the next action you use is to Cast a Spell,
counteract the triggering spell (page 458).
attempt a Stealth check against one or more
observers’ Perception DCs; if the spell has
REACH SPELL (>) FEAT 1 verbal components, you must also attempt a
Deception check against the observers’
CONCENTRATE METAMAGIC MYSTIC Perception DC. If you succeed at your check (or
checks) against an observer’s DC, that observer
You can extend the range of your spells. If the
doesn’t notice you’re casting a spell, even
next action you use is to Cast a Spell that has a
though material, somatic, and verbal
range, increase that spell’s range by 30 feet. As
components are usually noticeable and spells
is standard for increasing spell ranges, if the
normally have sensory manifestations that would
spell normally has a range of touch, you extend
make spellcasting obvious to those nearby.
its range to 30 feet.
This ability hides only the spell’s spellcasting
actions and manifestations, not its effects, so an
WIDEN SPELL (>) FEAT 1 observer might still see a ray streak out from you
or see you vanish into thin air.
MANIPULATE METAMAGIC MYSTIC
TELEPATHIC BOND FEAT 2
You manipulate the energy of your spell,
causing it to affect a wider area. If the next
action you use is to Cast a Spell that has an MYSTIC
area of a burst, cone, or line and does not have
You can share your psychic abilities with others.
a duration, increase the area of that spell. Add 5
Each day during your daily preparations you can
feet to the radius of a burst that normally has a
choose another creature to form a telepathic
radius of at least 10 feet (a burst with a smaller
bond with. They can communicate with you
radius is not affected). Add 5 feet to the length of
mentally as long as it’s within 1 mile of you. This
a cone or line that is normally 15 feet long or
bond lasts until you prepare again.
smaller, and add 10 feet to the length of a larger
cone or line.
4TH LEVEL

2ND LEVEL
BESPELL WEAPON (F) FEAT 4
CANTRIP EXPANSION FEAT 2
MYSTIC

MYSTIC Frequency once per turn


Requirements Your most recent action was to
You better understand the basic power of your
cast a non-cantrip spell.
pact. Add two additional cantrips from your spell
list to your familiar.
You siphon spell energy into one weapon you’re ADVANCED CONNECTION FEAT 6
wielding. Until the end of your turn, the weapon
deals an extra 1d6 damage of a type depending
MYSTIC
on the school of the spell you just cast.
• Abjuration force damage Prerequisites connection spell
• Conjuration or Transmutation the same type
as the weapon You’ve delved deeper into the secrets of your
• Divination, Enchantment, or Illusion mental connection’s powers. You gain the advanced
damage connection spell associated with your
• Evocation a type the spell dealt, or force connection. Increase the number of Focus
damage if the spell didn’t deal damage Points in your focus pool by 1.
• Necromancy negative damage
STEADY SPELLCASTING FEAT 6
MINDLINK FEAT 4

MYSTIC
MYSTIC
You are confident in your spellcasting technique,
You can form a mental link with creatures you and you are more easily able to retain your
touch, communicating information rapidly concentration when you Cast a Spell. If a
through it. You can cast mindlink as an innate reaction would disrupt your spellcasting action,
spell of your tradition one per day. attempt a DC 15 flat check. If you succeed, your
action isn’t disrupted.
SILENT SPELL (>) FEAT 4
8TH LEVEL
CONCENTRATE MANIPULATE

METAMAGIC MYSTIC COMPLEX CONNECTION FEAT 8


Prerequisites Conceal Spell
MYSTIC
You’ve learned how to cast many of your spells Your connection’s source is more complex than
without speaking the words of power you would originally believed. You can have one spell in
normally need to provide. If the next action you your spell repertoire from a tradition other than
use is Casting a Spell that has a verbal the one that matches your connection. You cast
component and at least one other component, that spell as a spell from your connection’s
you can remove the verbal component. This tradition. You can swap which spell you add and
makes the spell quieter and allows you to cast it from which tradition as you could any other
in areas where sound can’t carry. However, the mystic spell, but you can’t have more than one
spell still has visual manifestations, so this spell from another tradition in your spell
doesn’t make the spell any less obvious to repertoire at the same time using this feat.
someone who sees you casting it. When you
use Silent Spell, you can choose to gain the
CONNECTION RESISTANCE FEAT
benefits of Conceal Spell, and you don’t need to
8
attempt a Deception check because the spell
has no verbal components.
MYSTIC

6TH LEVEL Your connection helps to resist external magic.


You gain a +1 status bonus to saving throws
against spells and magical effects.
GREATER TELEPATHIC BOND FEAT With great effort, you modify your casting of a
8 spell to take less time. If your next action is to
cast a mystic cantrip or a mystic spell that is at
least 2 levels lower than the highest-level mystic
MYSTIC
spell you can cast, reduce the number of actions
Prerequisites telepathic bond to cast it by 1 (minimum 1 action).

Your psychic connection grows stronger. Each 12TH LEVEL


day during your daily preparations, you can
choose up to six other creatures to create a
telepathic bond with. CONNECTION FOCUS FEAT 12

10TH LEVEL MYSTIC

Prerequisites one or more connection spells


GRAND CONNECTION FEAT 10
Your bond with your connection grows greater,
and so does the power granted to you. If you
MYSTIC
have spent at least 2 Focus Points since the last
Prerequisites connection spell time you Refocused, you recover 2 Focus Points
when you Refocus instead of 1.
You’ve uncovered greater depths of your
connection. You gain the grand connection spell MAGIC SENSE FEAT 12
associated with your connection. Increase the
number of Focus Points in your focus pool by 1.
DETECTION DIVINATION MYSTIC

OVERWHELMING ENERGY (>) FEAT 10


You have a literal sixth sense for magic. You
can sense the presence of magic auras as
MANIPULATE METAMAGIC MYSTIC
though you were always using a 1st-level detect
magic spell. This detects magic in your field of
You alter your spells to overcome resistances. If vision only. When you Seek, you gain the
the next action you use is to Cast a Spell, the benefits of a 3rd-level detect magic spell on
spell ignores an amount of the target’s things you see (in addition to the normal benefits
resistance to acid, cold, electricity, fire, or sonic of Seeking). You can turn this sense off and on
damage equal to your level. This applies to all with a free action at the start or end of your turn.
damage the spell deals, including persistent
damage and damage caused by an ongoing 14TH LEVEL
effect of the spell, such as the wall created by
wall of fire. A creature’s immunities are
unaffected. CONNECTION’S SHIELD FEAT 14

QUICKENED CASTING (F) FEAT 10 MYSTIC

Prerequisites Advanced Connection


CONCENTRATE METAMAGIC MYSTIC

Frequency once per day


When you call upon your connection’s power, appropriate spell level, but you can’t use this
you are wrapped in protective energies. After ability to cast a spell of your highest spell level.
you cast a connection spell, you gain resistance
to all damage until the start of your next turn.
18TH LEVEL
The amount of resistance is equal to the level of
the connection spell you cast.
CONNECTION WELLSPRING FEAT 18
REFLECT SPELL FEAT 14
MYSTIC

MYSTIC Prerequisites Connection Focus


Prerequisites Counterspell
The intensity of your focus grows from the
When you successfully use Counterspell to investment in your connection. If you have spent
counteract a spell that affects targeted creatures at least 3 Focus Points since the last time you
or an area, you can turn that spell’s effect back Refocused, you recover 3 Focus Points when
on its caster. When reflected, the spell affects you Refocus instead of 1.
only the original caster, even if it’s an area spell
or it would normally affect more than one GREATER COMPLEX CONN. FEAT 18
creature. The original caster can attempt a save
and use other defenses against the reflected
MYSTIC
spell as normal.
Prerequisites Complex Connection

16TH LEVEL
Your connection’s source is more complex than
originally believed. You can have up to three
EFFORTLESS CON. (FREE) FEAT 16 spells from other traditions in your spell
repertoire, rather than just one. These spells
must each be of a different spell level, but they
MYSTIC
don’t need to be from the same tradition.
Trigger Your turn begins.
PSYCHIC RECOLLECTION FEAT 18
You maintain a spell with hardly a thought. You
immediately gain the effects of the Sustain a
Spell action, allowing you to extend the duration MYSTIC

of one of your active mystic spells. Your mind is a vast library of psychic potential.
Add one spell to your repertoire of each level
PSYCHIC AWAKENING FEAT 16 you can cast.

MYSTIC 20TH LEVEL


Prerequisites legendary in the skill of your
tradition. CONNECTION CONDUIT (>) FEAT 20

Your mind has an increased capacity for magical


METAMAGIC MYSTIC
power, allowing you to cast spells even when it
seems impossible. You can cast one spell each Frequency once per minute
day even after you’ve run out of spell slots of the
Your connection is so natural that drawing on its
power has become second nature. If your next
action is to Cast a Spell of 5th level or lower that
has no duration, you don’t expend the spell’s
slot when you cast it.

ENLIGHTENMENT (F) FEAT 20

MYSTIC

You cease aging. In addition, once per day can


enter a state of total communion with your
connection for 1 minute. During this time you
gain a +1 status bonus to all checks and DCs
and can cast your connection spells without
expending focus points.

TRUE CONNECTION FEAT 20

MYSTIC

Prerequisites Connection Paragon

You command the ultimate powers of your


connection. You gain an additional 10th-level
spell slot.
FOCUS SPELLS Range 30 feet; Targets 1 creature
Duration 1 minute

MYSTIC Your connection causes harm to those who


Mystices can gain the following connection resist your will. For the next minute whenever a
spells. creature succeeds at a Will save they take 2
points of mental damage.
AKASHIC KNOWLEDGE FOCUS 1
Heightened (+1) The damage taken from a
successful Will save increases by 2.
UNCOMMON DIVINATION MYSTIC

Cast (>) verbal CHANNEL LIFE FOCUS 5


Duration 1 minute

UNCOMMON MYSTIC NECROMANCY POSTIIVE


You tap into the Akashic Record. Choose any
Lore skill. You temporarily become trained in Cast (R) verbal; Trigger A living creature within
that skill. If you attempt a task or activity that range would die.
lasts beyond this spell’s duration, use the lower Range 60 feet; Targets the triggering creature
proficiency modifier.
Your connection to life flows into a creature,
Heightened (6th) You temporarily become an reviving them at the moment of its death. You
expert in the skill you choose. prevent the target from dying and restore Hit
Points equal to 4d8 plus your spellcasting ability
ANIMAL ADAPTATION FOCUS 3 modifier. You can’t use channel life if the
triggering effect was disintegrate or a death
effect.
UNCOMMON MYSTIC TRANSMUTATION

Cast (>) somatic EMOTIONSENSE FOCUS 3


Duration 1 minute

UNCOMMON EMOTION ENCHANTMENT


You modify a part of your body and gain one of
the following abilities of your choice. You can MENTAL MYSTIC
Dismiss this spell.
Cast (>) verbal
● You gain a 10-foot status bonus to your
Duration 1 minute
Speed.
● You gain a climb or swim Speed equal
You gain a special sense: imprecise emotion
to half your Speed.
with a range of 60 feet. This means you can
● You gain darkvision.
sense the emotions of creatures to determine its
● You gain sharp fangs. These are agil
exact location.
finesse unarmed attacks that deal 1d6
piercing damage.
In addition, you can sense the emotions of those
● You gain scent 30 feet (imprecise).
attempting to Lie to you, treating their result as
one degree lower.
BACKLASH FOCUS 1
Heightened (6th) Your emotionsense improves,
UNCOMMON ENCHANTMENT MYSTIC becoming a precise sense. This means you can
Cast (>) verbal now target creatures who you sense the
emotions of without penalty.
MYSTIC
EMPATHY FOCUS 1
Cast (>) verbal
Range 30 feet; Targets 1 creature
UNCOMMON EMOTION ENCHANTMENT Saving Throw Will; Duration until the start of
your next turn
MENTAL MYSTIC

Cast (>) verbal You shunt positive emotions and thoughts


Range 30 feet; Targets 1 ally through your connection. The target must
Duration 1 round attempt a Will save.

You share the mental stresses of your ally, Critical Success The target is unaffected.
easing their burden. The target gains a +1 status Success The target takes a –1 circumstance
bonus to Will saving throws. This bonus penalty to attack rolls and damage rolls against
increases to +2 against emotion effects. you.
In addition, when you Cast this Spell, you can Failure The target can't use hostile actions
attempt to counteract one emotion effect on the against you.
target. Critical Failure The target is stunned 1 and
can't use hostile actions against you.
Heightened (5th) You can target up to 5
creatures. FORCEFUL COMMAND FOCUS 5

EXPLODE HEAD FOCUS 5


UNCOMMON EMOTION ENCHANTMENT

UNCOMMON EVOCATION MENTAL MYSTIC INCAPACITATION MENTAL MYSTIC

Cast (>>) somatic, verbal Cast (>>) somatic, verbal


Range 60 feet; Targets 1 creature Range 30 feet; Targets 1 creature
Saving Throw Fortitude Saving Throw Will; Duration 1 round

You psychically assault the brain of the target, You force your will on the target, potentially
dealing 8d6 mental damage. If the target is allowing you to control it for a brief instant. The
reduced to 0 HP, the target’s head explodes, target must attempt a Will save.
instantly killing the target and spreading debris
in a 10-foot radius. Each creature in the area Critical Success The target is unaffected.
must succeed at a Reflex saving throw or take Success The target is stunned 1.
2d6 slashing damage from the flying debris. Failure On the target’s next turn, it’s stunned 1
and you partially control it, causing it to take a
single action of your choice. If it has actions left,
Heightened (+1) The mental damage increases
it can act normally.
by 2d6, and the slashing damage increases by
Critical Failure The target is controlled for 1
1d6.
round.
FORCED AMITY FOCUS 1
Heightened (7th) On a failure, the target is
controlled for 1 round. On a critical failure, the
UNCOMMON AUDITORY ENCHANTMENT target is controlled for up to 1 minute; it receives
a new Will save at the end of each of its turns,
INCAPACITATION LINGUISTIC MENTAL
and on a success, the spell ends.
GRASPING VINES FOCUS 1
You become infused with positive energy,
healing a living creature or damaging an undead
UNCOMMON CONJURATION MYSTIC PLANT
creature with a touch. If you use healing touch
Cast (>) somatic, verbal on a willing living target, you restore 8 Hit Points.
Range 30 feet; Area 10-foot burst Against an undead target, you deal 1d8
Duration 1 minute damage.

You sprout writhing vines that impede creatures’ Heightened (+1) The amount of healing
movement each time they try to move through it. increases by 8, and the damage to an undead
Squares filled with the vines are difficult terrain. target increases by 1d8.
Each square can be cleared of the web by a
single attack or effect that deals at least 5 LIFELINK FOCUS 1
slashing damage or 1 fire damage. A square has
AC 5, and it automatically fails its saving throws.
UNCOMMON MYSTIC NECROMANCY

Each time a creature enters the vines or starts Cast (>) somatic
their turn in the vines, it must attempt an Range 30 feet; Targets 1 willing creature
Athletics check or Reflex save against your spell Duration 1 minute
DC to avoid taking a circumstance penalty to its
speed from the web. You form a link with one of your allies. When
you Cast this Spell and at the start of each of
Critical Success The creature is unaffected. If it your turns you can choose an ally who has
used an Athletics check, it clears the web from taken damage and transfer their wounds to
every square it leaves after leaving the square. yourself, healing the target up to 2 Hit Points.
Success The creature is unaffected during its You lose as many Hit Points as the target
action. regained.
Failure The creature takes a –5-foot
circumstance penalty to its Speeds until the start Heightened (+1) The number of Hit Points
of its next turn. transferred each time increases by 2.
Critical Failure The creature is immobilized until
the start of its next turn, after which it takes a –5- OVERBEARING PRESENCE FOCUS 3
foot circumstance penalty to its Speeds for 1
round. It can attempt to Escape to remove its
immobilized condition. UNCOMMON EMOTION ENCHANTMENT

MENTAL MYSTIC VISUAL


Heightened (4th) The spell’s area increases to
a 20-foot burst, and its range increases to 60 Cast (>>) somatic, verbal
feet. Area 10-foot emanation
Saving Throw Will; Duration 1 minute
HEALING TOUCH FOCUS 1
Your presence demands attention, distracting
creatures as long as they remain within the area.
UNCOMMON HEALING MYSTIC
You can exclude any creatures you choose from
NECROMANCY POSITIVE
the effects.

Cast (>) somatic When a creature enters the area for the first
Range touch; Targets 1 willing living creature or time, it must attempt a Will saving throw. If a
1 undead creature
creature leaves and reenters, it uses the results cast, as well as any active peer into the future
of its original save. on the target.
MYSTICMYSTIC
Critical Success The creature is unaffected and
temporarily immune for 1 hour. PSYCHIC SURGERY FOCUS 5
Success The creature is fascinated with you for
its next action, then is temporarily immune for 1 UNCOMMON ENCHANTMENT MENTAL MYSTIC
hour.
Failure The creature is fascinated with you. Cast (>>) verbal, somatic
Critical Failure The creature is fascinated with Range touch; Targets 1 ally
you, and its attitude toward you improves by one
step. You cleanse the mental burdens of your ally. If
the target is confused, frightened, or stupefied
Heightened (+1) Increase the size of the you remove the effect. If they are under the
emanation by 10 feet. effects of an emotion spell, they can attempt
another saving throw at a +2 bonus against it.
OVERWHELMING TRUTH FOCUS 5
SOW DOUBT FOCUS 3

UNCOMMON DIVINATION INCAPACITATION


UNCOMMON ENCHANTMENT FEAR MENTAL
MENTAL MYSTIC
MYSTIC
Cast (>>) somatic, verbal
Range 30 feet; Targets 1 creature Cast (>) verbal
Saving Throw Will; Duration varies Range 30 feet; Targets 1 creature
Saving Throw Will
You send an overwhelming surge of information
through your connection. You create uncertainty in the mind of a creature,
causing hesitation. The target must attempt a
Critical Success The target is unaffected. Will save.
Success The target is stunned 1.
Failure For the next minute, the target spends Critical Success The target is unaffected.
their first action with the confused condition. Success The target is stunned 1.
Critical Failure The target is confused for 1 Failure The target is stunned 2.
minute.
SHOOTING STARS FOCUS 5
PEER INTO THE FUTURE FOCUS 3
UNCOMMON EVOCATION FIRE MYSTIC
UNCOMMON DIVINATION FORTUNE MYSTIC
Cast (>>) somatic, verbal
Cast (>>) somatic, verbal Range 60 feet; Area 10-foot radius, 60-foot-tall
Range 30 feet; Targets 1 creature cylinder
Duration 10 minutes Saving Throw basic Reflex

You meditate on potential futures, granting the You rain down a shower of stars, dealing 4d6
target brief foresight. On the target’s next saving bludgeoning damage and 4d6 fire damage.
throw, skill check, or initiative roll they must roll
twice and use the better result. Casting it again
ends any active peer into the future you have
Heightened (+1) The bludgeoning damage instead. The temporary Hit Points last for 1
increases by 1d6, and the fire damage increases minute.
by 1d6.
Heightened (+1) The damage increases by 1d4.
STARFLIGHT FOCUS 3
XENOMORPHIC FORM FOCUS 1
UNCOMMON MYSTIC TRANSMUTATION
UNCOMMON MYSTIC POLYMORPH
Cast (>>) somatic, verbal
Duration 1 minute TRANSMUTATION

Cast (>>) somatic, verbal


You can soar through the air, gaining a fly speed
Duration 1 minute (or longer)
of your Speed or 20 feet, whichever is greater.

You call upon the strange powers of the myriad


Heightened (7th) The duration increases to 1
species across the stars to transform into a
hour.
Medium beast battle form. When you cast this
spell, choose aerial, aquatic, stellar, or terran.
STARLIGHT FORM FOCUS 1 While in this form you gain the beast trait. You
have hands in this battle form and can take
UNCOMMON ABJURATION LIGHT MYSTIC manipulate actions. You can Dismiss the spell.

Cast (>) somatic


You gain the following statistics and abilities
Duration until the start of your next turn
regardless of which battle form you choose:

You transform into blazing starlight. Your body ● AC = 19 + your level. Ignore your
sheds light as a torch, and you become armor’s check penalty and Speed
concealed. reduction.
Heightened (4th) Adjacent creatures must ● 10 temporary Hit Points.
succeed at a Fortitude save or be blinded for 1 ● Darkvision.
round. ● One or more unarmed melee attacks
specific to the battle form you choose,
STEAL LIFE FOCUS 3 which are the only attacks you can use.
You’re trained with them. Your attack
UNCOMMON MYSTIC NECROMANCY modifier is +18, and your damage bonus
is +9. These are Dexterity based (aerial
Cast (>) somatic or stellar) or Strength based (aquatic or
Range 30 feet; Targets 1 creature terran). If your corresponding unarmed
Saving Throw basic Fortitude attack modifier is higher, you can use it
instead.
You draw the life energy from another creature ● Acrobatics (aerial or stellar) or Athletics
into yourself. This deals 3d4 negative damage; (aquatic or terran) modifier of +20;
the target must attempt a basic Fortitude save. ignore this change if your own modifier
You gain temporary Hit Points equal to the is higher.
damage the target takes, after resolving its save.
If the target’s Hit Points were lower than the You also gain specific abilities based on the type
damage you dealt, you gain temporary Hit of alien you choose.
Points equal to their remaining Hit Points
● Aerial fly Speed 80 feet, movement
doesn’t trigger reactions; Melee (>)
wing, Damage 1d4 bludgeoning.
● Aquatic Speed 20 feet, swim Speed 60
feet; Melee (>) slam, Damage 1d12
bludgeoning, and you can spend an
action immediately after a hit to push the
target 5 feet with the effects of a
successful Shove.
● Stellar Speed 20 feet, fly Speed 60 feet
(in space); Melee (>) claws, Damage
1d8 piercing plus 1d4 persistent bleed.
● Terran Speed 30 feet, burrow Speed 20
feet; Melee (>) fist, Damage 2d10
bludgeoning.

Heightened (6th) Your battle form is Large and


your attacks have 10-foot reach. You must have
space to expand or the spell is lost. You instead
gain AC = 22 + your level, 15 temporary HP, an
attack modifier of +23, a damage bonus of +13,
and Acrobatics or Athletics +23.
Heightened (7th) Your battle form is Huge and
your attacks have 15-foot reach. You must have
space to expand or the spell is lost. You instead
gain AC = 22 + your level, 20 temporary HP, an
attack modifier of +25, a damage bonus of +11,
double the number of damage dice (including
persistent damage), and Acrobatics or Athletics
+25.

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