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Mystic (Psion variant)

D&D 3e (3.0/3.5) Rules

by Marius


Mystic (Psion Variant)

This class variant uses the 3.5 psionics system to represent the power of mysticism; it is not intended to introduce psionics as a "fifth" form of magic in a DragonLance campaign. All references to psionic energies, psionic creatures, or psionics in general should be considered references to ambient divine energy and mysticism. To further distinguish ambient magic in your game, use this variant with the Sorcerer (Warlock Variant) on the DragonLance Nexus website.

To better represent the mystic in the Fifth Age, make the following changes to the psion base class presented in the Expanded Psionics Handbook ("XPH"):

BAB: Increase to average progression.
Saving Throws: Follow high-low-high progression.
Abilities: Wisdom determines the power of the spells the mystic can cast, how many spells can be cast per day, and how hard those spells are to resist.
Hit Die: d6.
Class Skills: The mystic's class skills (and the key ability for each skill) are Concentration (Con)*, Craft (Int), Diplomacy (Cha), Knowledge (arcana) (Int), Knowledge (nature) (Int), Knowledge (psionics)* (Int), Knowledge (religion) (Int), Profession (Wis), and Psicraft (Int)*. In addition, a mystic gains access to additional class skills based on his or her spheres:

Alteration: Disguise (Dex), Escape Artist (Dex), and Handle Animal (Cha).
Animism: Handle Animal (Cha), Ride (Dex), and Survival (Wis).
Channeling: Choose two from among Balance (Dex), Climb (Str), Jump (Str), Swim (Str), or Tumble (Dex).
Healing: Heal (Wis).
Meditation: Autohypnosis* (Wis), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), and Speak Language (Int).
Mentalism: Bluff (Cha) and Gather Information (Cha).
Necromancy: Intimidate (Cha).
Sensitivity: Listen (Wis), Sense Motive (Wis), and Spot (Wis).
Spiritualism: Hide (Dex).
*See new skills and expanded uses of existing skills in Chapter 3 of the XPH. See Chapter 4 of the Player's Handbook ("PHB") for other skill descriptions.

Weapon & Armor: Mystics are proficient with all simple weapons and with light and medium armor, but not with shields.

Spheres: Mystics must decide at first level which spheres to specialize in. They may choose one sphere per point of Wisdom bonus, to a maximum of three spheres. (A mystic with less than three spheres at first level may add more as his or her Wisdom bonus increases.) Each sphere provides a mystic with access to the class skills associated with that sphere (see above), as well as the powers restricted to that sphere. However, a mystic cannot learn powers that are restricted to other spheres, nor use such powers by employing psionic or magic items. Each sphere also determines the nature of the mystic's ambient channeling ability (see below).

Ambient Channeling: Mystics can channel ambient divine energy to achieve various effects according to their spheres known; this is similar to a cleric's ability to turn or rebuke undead and can vary in effectiveness according to the mystic's "turning" check. (See the Mystic Spheres listing for descriptions of these effects.) A mystic can use this ability a number of times per day equal to 3 + his or her Charisma modifier, regardless of how many spheres are known. Any effect must be utilized in the same round that the energy is channeled (see page 59 of the XPH for a description of swift and immediate actions). Additional uses per day can be gained by taking the Extra Turning feat.

Powers Known: At least half of the powers known at any given power level must come from the mystic's chosen spheres. If a power is described both as a spell in the PHB (or another sourcebook) and as a power in the XPH, the power description in the XPH takes precedence unless noted otherwise herein. Other powers that are psionic versions of spells have the manifesting (casting) time, range, target, duration, and other aspects of the standard spell; level is determined by location on the mystic power list and display (if used at all with this class variant) is determined by DM or player discretion. Power point costs can be found on page 63 of the XPH.

Because psionic powers and magic spells are built somewhat differently, some powers that are psionic versions of spells can be swapped out for other powers of the same level when a mystic gains access to a new power level. This requires that a new, related power be chosen at the maximum power level known. For example, at 5th level a mystic who knows light (psi) can exchange it for detect psionics, another 1st-level power, but only if daylight (psi) is taken as a 3rd-level power. A mystic is not required to exchange powers, and in this case could choose to retain both light (psi) and daylight (psi). Relationships between exchangeable powers are indicated on the Mystic Powers and Spheres lists.

Mystic Spheres: A sphere is one of nine groupings of powers, each defined by a common theme. The nine spheres are alteration, animism, channeling, healing, meditation, mentalism, necromancy, sensitivity, and spiritualism. The descriptions of each sphere can be found on page 30 of the Age of Mortals Companion.

Psicrystals: Mystics cannot make use of psicrystals.

MYSTIC POWERS


Powers followed by "(psi)" are psionic versions of magic spells. Italicized powers can be exchanged or modified, see the appropriate "Notes" heading beneath each power level. All unmarked powers are from the XPH.

1ST-LEVEL MYSTIC POWERS: bane (psi), bless (psi), create water (psi), cure light wounds (psi), detect psionics, divine favor (psi), entropic shield (psi), light (psi), protection from alignment, purify food & drink (psi), remove fear (psi), sanctuary (psi), shield of faith (psi).

Notes: Bane (psi) and bless (psi) (either one or both simultaneously) may be exchanged at 5th level if prayer (psi) is learned. Create water (psi) may be exchanged at 5th level if create food and water (psi) is learned. Divine favor (psi) may be exchanged at 7th level if divine power (psi) is learned. Light (psi) can be manifested as a swift action by spending 2 additional power points and may be exchanged at 5th level if daylight (psi) is learned. Protection from alignment wards against any one alignment (chosen upon manifesting) as the protection from chaos/evil/good/law spells and may be exchanged at 5th level if magic circle is learned.

2ND-LEVEL MYSTIC POWERS: aid (psi), align weapon (psi), consecrate (psi), darkness (psi), desecrate (psi), energy adaptation (specified), gentle repose (psi), metaphysical weapon, psionic lock, shield other (psi), silence (psi), spiritual weapon (psi), undetectable alignment (psi).

Notes: Darkness (psi) can be manifested as a swift action by spending 2 additional power points and may be exchanged at 5th level if deeper darkness (psi) is learned. Energy adaptation (specified) may be exchanged at 5th level if protection from energy is learned. Metaphysical weapon is a 2nd-level mystic power that costs 3 power points.

3RD-LEVEL MYSTIC POWERS: bestow curse (psi), body equilibrium, continual flame (psi), create food and water (psi), daylight (psi), deeper darkness (psi), dispel psionics, glyph of warding (psi), magic circle, mental barrier, prayer (psi), protection from energy (psi), remove curse (psi), searing light (psi).

Notes: Bestow curse (psi) may be exchanged at 13th level if bestow greater curse (psi) is learned. Body equilibrium is a 3rd-level mystic power that costs 5 power points. Both daylight (psi) and deeper darkness (psi) can be manifested as a swift action by spending 2 additional power points. Glyph of warding (psi) can be manifested as a spell/power glyph only; it may be exchanged at 11th level if greater glyph of warding (psi) is learned. Magic circle wards against any one alignment (chosen upon manifesting) as the magic circle against chaos/evil/good/law spells. Protection from energy (psi) may be exchanged at 8th level if energy barrier (psi) is learned. Remove curse (psi) may be exchanged at 9th level if break enchantment (psi) is learned.

4TH-LEVEL MYSTIC POWERS: air walk (psi), dimensional anchor (psi), divine power (psi), energy barrier (psi).

5TH-LEVEL MYSTIC POWERS: break enchantment (psi), dismissal (psi), dispel alignment, incarnate, spear of divine might (psi), spear of divine wrath (psi).

Notes: Dismissal (psi) is a 5th-level power that costs 9 power points and may be exchanged at 13th level if banishment (psi) is learned. Dispel alignment (psi) functions against any one alignment (chosen upon manifesting) as the dispel chaos/evil/good/law spell.

6TH-LEVEL MYSTIC POWERS: contingency (psi), greater glyph of warding (psi), heroes' feast (psi), plane shift (psi).

Notes: Greater glyph of warding (psi) is a 6th-level mystic power that costs 11 power points and can be manifested as a spell/power glyph only. Plane shift (psi) is a 6th-level mystic power that costs 11 power points.

7TH-LEVEL MYSTIC POWERS: align speech, banishment (psi), bestow greater curse (psi), null psionics field, sequester (psi), sunbeam (psi), word of recall (psi).

Notes: Align speech functions against one alignment (chosen upon manifesting) as the blasphemy/dictum/holy word/word of chaos spells. Banishment (psi), null psionics field, and word of recall (psi) are 7th-level mystic powers that cost 13 power points.

8TH-LEVEL MYSTIC POWERS: align aura, bend reality, dimensional lock (psi), eternal repose (psi), sunburst (psi).

Notes: Align aura functions against any one alignment (chosen upon manifesting) as the dispel chaos/evil/good/law spells.

9TH-LEVEL MYSTIC POWERS: affinity field, reality revision, refuge (psi).

Notes: Refuge (psi) is a 9th-level mystic power with a cost of 17 power points.

MYSTIC SPHERES


ALTERATION SPHERE POWERS
Ambient Channeling:
You can channel ambient divine energy to gain a modifier to your manifester level for a single alteration sphere power you manifest. To determine your modifier, roll 1d20 + your Wisdom modifier and consult Table 8-9: Turning Undead on page 159 of the PHB. Reference your result as a "Turning Check Result," with the indicated modifier at the far right representing your modifier. This is a supernatural ability that a character can perform as a swift action.

1st-bite of the wolf, claws of the beast, compression, expansion, matter agitation*, metaphysical claw, prevenom, thicken skin.
2nd-alter self (psi), chameleon, dissolving touch, psionic scent, wall walker.
3rd-dragon's blood (psi), duodimensional claw, ectoplasmic form, graft weapon, water breathing (psi).
4th-metamorphosis, truevenom.
5th-baleful polymorph (psi), fission, restore extremity, righteous might (psi).
6th-crystallize, form of doom, fuse flesh, wind walk (psi).
7th-evade burst, reveal the true form (psi).
8th-animal shapes (psi), fusion, polymorph any object (psi)*.
9th-implosion (psi), metamorphosis (greater).
  *These alteration powers target living creatures only.

Notes: Compression can target any humanoid creature within close range and can be augmented to affect an animal if you spend 2 additional power points. Expansion can target any humanoid creature within close range and can be augmented to affect a single vermin if you spend 4 additional power points or an animal if you spend 6 additional power points.

ANIMISM SPHERE POWERS
Ambient Channeling:
You can channel ambient divine energy to gain a modifier on a single Handle Animal, Knowledge (nature), or Survival check. (See Alteration Sphere Powers to determine your modifier.) This is a supernatural ability that a character can perform as a swift action.

Alternatively, as a standard action you can use this energy to gain the woodland stride ability of a 2nd-level druid for 1 hour per mystic level.

1st-calm animals (psi), charm animal (psi), detect animals or plants (psi), entangle (psi), hide from animals (psi), pass without trace (psi), speak with animals (psi), summon nature's ally I (psi).
2nd-animal messenger (psi), animal trance (psi), hold animal (psi), summon nature's ally II (psi), summon swarm (psi).
3rd-diminish plants (psi), dominate animal (psi), plant growth (psi), share animal's mind (psi), speak with plants (psi), spike growth (psi), summon nature's ally III.
4th-antiplant shell (psi), blight (psi), command plants (psi), repel vermin (psi), summon nature's ally IV (psi).
5th-awaken (psi), commune with nature (psi), insect plague (psi), summon nature's ally V (psi), tree stride (psi), wall of thorns (psi).
6th-antilife shell (psi), liveoak (psi), summon nature's ally VI (psi), transport via plants (psi).
7th-animate plants (psi), creeping doom (psi), summon nature's ally VII (psi).
8th-control plants (psi), summon nature's ally VIII (psi).
9th-shambler (psi), summon nature's ally IX (psi).

Notes: Calm animals (psi) may be exchanged at 3rd level if animal trance (psi) is learned. Charm animal (psi) may be exchanged at 5th level if dominate animal (psi) is learned. Summon nature's ally I-VIII (psi) may be exchanged if another summon nature's ally (psi) is learned at the highest possible level. Antiplant shell (psi) or repel vermin (psi) (only one) may be exchanged at 11th level if antilife shell (psi) is learned. Command plants (psi) may be exchanged at 15th level if control plants (psi) is learned. Insect plague (psi) may be exchanged at 13th level if creeping doom (psi) is learned. Tree stride (psi) may be exchanged at 11th level if transport via plants (psi) is learned.

CHANNELING SPHERE POWERS
Ambient Channeling:
You can channel ambient divine energy to gain a modifier on a single skill check, ability check, or saving throw; the check or saving throw must be dependent upon Strength, Dexterity, or Constitution. (See Alteration Sphere Powers to determine your modifier.) This is a supernatural ability that a character can perform as an immediate action.

1st-burst, catfall (psi), endure elements (psi)*, float, grip of iron, hammer, jump (psi)*, longstrider (psi), magic fang (psi)*, vigor.
2nd-animal affinity (channeling), biofeedback, prowess, psionic lion's charge.
3rd-hustle.
4th-energy adaptation, freedom of movement (psi), immovability, inertial barrier.
5th-adapt body, psychofeedback.
6th-temporal acceleration, Tenser's transformation (psi).
7th-oak body.
8th-iron body (psi).
9th-diamond body (psi), timeless body.
  *These channeling powers target the manifester only.

Notes: Magic fang (psi) functions as the standard metaphysical weapon power but affects only natural weapons as the magic fang spell. Animal affinity (channeling) boosts physical ability scores only, and no animal aspects are taken on.

HEALING SPHERE POWERS
Ambient Channeling:
You can channel ambient divine energy to gain a modifier on a single Heal check. (See Alteration Sphere Powers to determine your modifier.) This is a supernatural ability that a character can perform as a swift action.

Alternatively, you can use this energy to add your Wisdom modifier to your manifester level for a single manifestation of the cure wounds power or the cure wounds (mass) power as a swift action, possibly exceeding the maximum points added limit (see below). If you do not know either of these powers, you instead channel energy to manifest cure light wounds (psi) as a psi-like ability at a manifester level equal to your mystic class level.

1st-bestow power, cure wounds, sustenance.
2nd-delay poison (psi), empathic transfer, remove paralysis (psi), restoration (psi, lesser).
3rd-remove blindness/deafness (psi), remove disease (psi).
4th-neutralize poison (psi), restoration (psi).
5th-psionic revivify, restore extremity.
6th-cure wounds (mass), heal (psi).
7th-regenerate (psi), restoration (psi, greater).
8th-true metabolism.
9th-psychic chirurgery (healing), heal (psi, mass).

Notes: Bestow power and sustenance are 1st-level healing powers that cost 1 power point. Cure wounds functions as a cure light wounds spell that heals 1d8 points of damage + 1 per manifester level (maximum +5); for every 2 additional power points you spend, you heal an additional 1d8 points of damage and increase the maximum points added by an additional +5. Delay poison (psi) may be exchanged at 7th level if neutralize poison (psi) is learned. Empathic transfer may be exchanged at 5th level if remove disease (psi) is learned or at 7th level if neutralize poison (psi) is learned. Restoration (psi, lesser) may be exchanged at 7th level if restoration (psi) is learned. Restoration (psi) functions as the spell, not the standard psionic power, and may be exchanged at 13th level if restoration (psi, greater) is learned. Restore extremity may be exchanged at 13th level if regenerate (psi) is learned. Cure wounds (mass) functions as the mass cure light wounds spell; for every 2 additional power points you spend, you heal an additional 1d8 points of damage and increase the maximum points added by an additional +5. Psychic chirurgery (healing) can only be used to repair damage.

MEDITATION SPHERE POWERS
Ambient Channeling:
You can channel ambient divine energy to gain a modifier on a single Concentration check, skill check, ability check, or saving throw; excluding Concentration, the check or saving throw must be dependent upon Intelligence, Wisdom, or Charisma. (See Alteration Sphere Powers to determine your modifier.) This is a supernatural ability that a character can perform as an immediate action.

1st-astral traveler*, call to mind, comprehend languages (psi), empty mind.
2nd-animal affinity (meditative), find traps (psi), thought shield, tongues* (psi).
3rd-astral caravan, escape detection, mind trap.
4th-intellect fortress, psychic reformation*, schism, steadfast perception.
5th-power resistance*, psychofeedback (meditative), tower of iron will.
6th-dispelling buffer*, find the path (psi), remote view trap, suspend life.
7th-dream travel, mind blank (personal), reddopsi.
8th-hypercognition.
9th-metafaculty.
  *These meditation powers target the manifester only.

Notes: Comprehend languages (psi) enables reading of magical writing as the read magic spell in addition to its standard effects. Animal affinity (meditative) boosts mental ability scores only, and no animal aspects are taken on. Mind trap is triggered by any mind-affecting effect; a roll of 1-2 on 1d6 represents loss of a spell slot or memorized spell (determined randomly) of up to 1st-level, up to 2nd-level for a roll of 3-4, or up to 3rd-level for a roll of 5-6. Psychofeedback (meditative) boosts mental rather than physical ability scores.

MENTALISM SPHERE POWERS
Ambient Channeling:
You can channel ambient divine energy to gain a modifier on a single Bluff, Diplomacy, or Gather Information check. (See Alteration Sphere Powers to determine your modifier.) This is a supernatural ability that a character can perform as a swift action.

Alternatively, you can apply the modifier to a single saving throw against any mind-affecting effect as an immediate action. (While fortifying one's own mind is primarily associated with the sphere of meditation, this ability represents a mentalist's capacity to actively manipulate mental energies.)

1st-attraction, charm (psi)*, conceal thoughts, daze (psi), déjà vu, disable, distract, mindlink, mind thrust, missive, telempathic projection.
2nd-aversion, brain lock, calm emotions (psi), cloud mind, ego whip, feat leech, hold person (psi)*, id insinuation, mental disruption, missive (mass), read thoughts, zone of truth (psi).
3rd-crisis of breath, false sensory input, psionic blast, suggestion (psi).
4th-correspond, death urge, dominate (psi)*, mindlink (thieving), mindweb (psi), mindwipe, modify memory (psi), personality parasite.
5th-hold monster (psi)*, metaconcert, mind probe, psychic crush, shatter mind blank.
6th-aura alteration, cloud mind (mass).
7th-insanity, mass hold person (psi), ultrablast.
8th-mass charm monster (psi)*, mind seed.
9th-apopsi, microcosm, psychic chirurgery (mentalism).
  *These mentalism powers cannot affect animals.

Notes: Charm (psi) may be exchanged at 15th level if mass charm monster (psi) is learned. Hold person (psi) can be augmented in the same manner as charm (psi) and may be exchanged at 9th level if hold monster (psi) is learned or at 13th level if mass hold person (psi) is learned. Suggestion is a 3rd level mystic power that costs 5 power points. Psychic chirurgery (mentalism) can only be used to transfer knowledge.

NECROMANCY SPHERE POWERS
Ambient Channeling:
You can channel ambient divine energy to either turn undead (if good) or rebuke undead (if evil) as a cleric. If you are neutral, you may choose either option.

1st-call undead I (psi)*, detect undead (psi), dissipating touch, inflict wounds.
2nd-call undead II (psi)*, death knell (psi), inflict pain, painful strike, recall agony, share pain, strength of my enemy.
3rd-animate dead (psi)*, blindness/deafness (psi), call undead III (psi)*, claws of the vampire, contagion (psi), empathic transfer (hostile), fate link, halt undead (psi)*, share pain (forced).
4th-call undead IV (psi)*, death ward (psi), empathic feedback, power leech, psychic vampire, rotting grasp (psi).
5th-baleful teleport, call undead V (psi)*, catapsi, leech field, slay living.
6th-call undead VI (psi)*, create undead (psi)*, disintegrate (psi), inflict wounds (mass), second life (psi), undeath to death (psi)*.
7th-call undead VII (psi)*, crisis of life, decerebrate, destruction (psi).
8th-call undead VIII (psi)*, create greater undead (psi)*, finger of death (psi), recall death.
9th-assimilate, call undead IX (psi)*, energy drain (psi), genesis.
  *These necromantic powers affect only corporeal undead.

Notes: Call undead I-VIII (psi) may be exchanged if another call undead (psi) is learned at the highest possible level. Inflict wounds functions as an inflict light wounds spell that deals 1d8 points of damage + 1 per manifester level (maximum +5); for every 2 additional power points you spend, you deal an additional 1d8 points of damage and increase the maximum points added by an additional +5. Animate dead (psi) may be exchanged at 11th level if create undead (psi) is learned or at 15th level if create greater undead (psi) is learned. Claws of the vampire can affect any lethal form of natural attack you possess or can manifest. Create undead (psi) may be exchanged at 15th level if create greater undead (psi) is learned. Inflict wounds (mass) functions as the mass inflict light wounds spell; for every 2 additional power points you spend, you deal an additional 1d8 points of damage and increase the maximum points added by an additional +5. Decerebrate decays and degenerates rather than teleports. Genesis functions only as antigenesis.

SENSITIVITY SPHERE POWERS
Ambient Channeling:
You can channel ambient divine energy to gain a modifier on a single Listen, Sense Motive, or Spot check. (See Alteration Sphere Powers to determine your modifier.) This is a supernatural ability that a character can perform as a swift action.

Alternatively, you can use this energy to enhance a single manifestation of the aura sight power as a swift action to reveal the presence, number, and owners of any concealed or modified auras in the area rather than the alignment of these auras. You do not discern how or why a particular aura registers as abnormal, only that there is something unusual or inconsistent about it. Effects that hide or alter alignment, glamers, figments, compulsions, and even shapeshifting effects can all subtly trigger your sensitivity, though invisible creatures and their auras remain unseen. If you do not know the aura sight power, you instead channel energy to manifest aura sight (unenhanced) as a psi-like ability at a manifester level equal to your mystic class level, except that range and duration do not increase.

1st-augury (psi), aura sight, deathwatch (psi), destiny dissonance, detect poison (psi), detect teleportation, empathy, know direction & location, precognition, precognition (defensive), precognition (offensive), prescience (offensive), sense link, sensitivity to psychic impressions, synesthete.
2nd-clairvoyant sense, detect hostile intent, elfsight, identify (psi), lifesight (psi), object reading, see invisibility (psi), sense link (forced), status (psi), trace magic (psi).
3rd-arcane sight (psi), danger sense, darkvision (psi), detect dragon (psi), touchsight, ubiquitous vision.
4th-anchored navigation, detect remote viewing, discern lies (psi), divination (psi), remote viewing, trace teleport.
5th-analyze dweomer (psi), commune (psi), second chance, true seeing (psi).
6th-legend lore (psi), precognition (greater).
7th-fate of one, arcane sight (psi, greater), moment of prescience (psi).
8th-discern location (psi).
9th-foresight (psi).

Notes: Aura sight is a 1st-level mystic power that costs 1 power point. Detect poison (psi) functions like the detect magic spell, but reveals the presence, number, strength (based on DC), and location of poisons within the area. Arcane sight (psi) may be exchanged at 13th level if arcane sight (psi, greater) is learned. Moment of prescience (psi) may be exchanged at 17th level if foresight (psi) is learned. Discern location (psi) targets creatures only.

SPIRITUALISM SPHERE POWERS
Ambient Channeling:
You can channel ambient divine energy to either turn undead (if good) or rebuke undead (if evil) as a cleric. If you are neutral, you may choose either option.

1st-call undead I (psi)*, detect undead (psi), fortify summoned spirit, hide from undead (psi), summon spirit.
2nd-call undead II (psi)*, concealing spirits, ghost touch, spectral hand (psi).
3rd-animate dead (psi)*, call undead III (psi)*, concealing spirits (greater), dismiss spirits, halt undead (psi)*, speak with dead (psi).
4th-call undead IV (psi)*, death ward (psi), ethereal flame (psi), part death's shroud (psi), reincarnate (psi), spirit barrier.
5th-call undead V (psi)*, disrupting weapon (psi), spirit shambler.
6th-call undead VI (psi)*, create undead (psi)*, second life (psi), spirit walk (psi), spiritward (psi), soul switch, undeath to death (psi)*.
7th-bind spirit (psi), call undead VII (psi)*, ethereal jaunt (psi).
8th-call undead VIII (psi)*, create greater undead (psi)*, soul seed.
9th-call undead IX (psi)*, etherealness (psi), soul switch (true), soul bind (psi), spiritual horde (psi).
  *These spiritualism powers affect only incorporeal undead.

Notes: Call undead I-VIII (psi) may be exchanged if another call undead (psi) is learned at the highest possible level. Fortify summoned spirit functions as the ecto protection power in regards to summon spirit. Summon spirit functions as the astral construct power, calling lost or fragmented souls to coalesce into an imagined creature form; these spirits function as astral constructs except that they are affected by necromancy effects, positive and negative energy, and turn or rebuke undead effects. Concealing spirits and concealing spirits (greater) summon intangible, translucent spirits to swarm around you, functioning as the concealing amorpha and concealing amorpha (greater) powers. Ghost touch confers by touch the special ability of the same name on a single weapon (even a natural weapon) for one round per manifester level or on a single shield or suit of armor for one round; for every 1 additional power point you spend for either effect, you increase the duration by an additional round. Animate dead (psi) may be exchanged at 11th level if create undead (psi) is learned or at 15th level if create greater undead (psi) is learned. Dismiss spirits functions as the dismiss ectoplasm power, affecting the spirits of summon spirit powers and acting as a turn undead attempt by a 5th-level mystic against any incorporeal undead in the area. Spirit barrier functions as the wall of ectoplasm power. Spirit shambler functions as the ectoplasmic shambler power. Create undead (psi) may be exchanged at 15th level if create greater undead (psi) is learned. Soul switch and soul switch (true) function as the mind switch and mind switch (true) powers. Ethereal jaunt (psi) can be exchanged at 17th level if etherealness is learned. Soul seed functions as the astral seed power.

References & Acknowledgements: Power and spell effects were derived from the Expanded Psionics Handbook, Player's Handbook, DragonLance Campaign Setting, Age of Mortals Companion, War of the Lance Sourcebook, and Key of Destiny. The ambient channeling ability was inspired in part by the "Sensitivity Adept" feat by Cam Banks on the DragonLance Nexus. The arrangement of mystic spells and spheres was aided by the "Paths of Magic" article by Trampas "Dragonhelm" Whiteman and the "Alternate Mystic Spell List" by Joe "Shugi" Mashuga on the DragonLance Nexus.

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