
Printed From:
http://www.dlnexus.com/fan/rules/13176.aspx
Krynn Mystic (variant)D&D 3e (3.0/3.5) Rulesby KendermageGame Rule InformationAbilities: Wisdom determines the power of the spell the mystic can cast, how many spells he can cast per day, and how hard those spells are to resist. Alignment: Any Class SkillsThe 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. Class FeaturesAll of the following are class features of the mystic. Weapon and Armor Proficiency: Mystics are proficient with all simple weapons, with light and medium armor, and with shields (except tower shields). Sphere Affinity: A mystic draws his powers from a limited number of spheres. Spheres are similar to schools in that each is a specialized area of knowledge. The available spheres are Animism, Alteration, Channeling, Healing, Meditation, Mentalism, Necromancy, Sensitivity, and Spiritualism. At 1st level, a mystic knows a number of spheres equal to his Wisdom modifier. Once chosen, these spheres cannot be changed. (This ability is similar to the Spell Path Affinity feat mentioned in the article, "The Paths of Magic" by Trampas Whiteman. It differs in that this ability allows selection of multiple spheres, instead of just a single sphere.) Spells: A mystic casts divine spells, which are chosen from the spell lists of her chosen sphere affinities. Only spells on these lists may be learned or cast. (These spell lists may be found in the article, "The Paths of Magic", by Trampas Whiteman.) To prepare or cast a spell, a mystic must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a mystic's spell is 10 + the spell level + the mystic's Wisdom modifier. Like other spellcasters, a mystic can cast only a certain number of spells of each spell level per day. His base daily spell allotment is listed below. In addition, he receives bonus spells per day if he has a high Wisdom score. A mystic's selection of spells is extremely limited. A mystic begins play knowing four 0-level spells and two 1st-level spells of his choice, chosen from the mystic's available spell lists. (All mystics may learn and cast any of the 0-level spells on the cleric spell list as these are minor magics, used by novices and apprentices.) At each level, a mystic gains one or more spells as indicated on the following table, entitled Mystic Spells Known. (The number of spells a mystic knows is not affected by his Wisdom bonus. The numbers on the table are fixed.) These spells are chosen from the mystic's chosen sphere spell lists only. Upon reaching 4th level, and at every even-numbered mystic level after that (6th, 8th, and so on), a mystic can choose to learn a new spell in place of one he already knows. In effect, the mystic "loses" the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level mystic spell the mystic can cast. A mystic may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level. Unlike a wizard or a cleric, a mystic need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he'll cast. A mystic may use a higher-level slot to cast a lower level spell if he so chooses. The spell is treated as its actual level, not the level of the slot used to cast it. Sphere Focus: At 3rd level, a mystic chooses one of his spheres. All of the save DC's of spells of this sphere increase by +1. At this time, the mystic's attachment to this sphere results in him being able to access the granted power associated with that sphere. (Example: A mystic who has chosen Animism as his sphere focus, gets the ability to speak with animals 1/day.) (See the domain lists in the Player's Handbook, Dragonlance Campaign Setting, Age of Mortals Companion, and the article "The Paths of Magic" by Trampas Whiteman.) (Sphere focus is similar to the Spell Path Focus feat described in "The Paths of Magic". Bonus Feats: At 5th level and every five levels thereafter, the mystic gains a bonus feat. The mystic may choose any metamagic feat for this bonus feat, as long as he meets the prerequisites. He may also choose the Eschew Materials feat. Sphere Research: At 6th level, the mystic's understanding of his chosen spheres is such that he can now research spells within his spheres. He can research spells up to one level lower than the highest level he can cast. These new spells take up one of his known spell slots unless he uses a feat to purchase an addition known spell. Reference"The Paths of Magic", by Trampas Whiteman.
Fan RatingsThis item has been published here with permission from the author(s) and may not be reproduced without permission. This is a fan submission and its contents are completely unofficial. Some characters, places, likenesses and other names may be copyright Wizards of the Coast. |
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||




Palanthas
