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Mystic School

Mystics stretch towards enlightenment by pondering questions that rarely have clear and logical answers. Some believe that actually resolving such mysteries, “deciphering” the universe, is the key step.

However, most intuit that the true purpose is to expand their minds until reaching a higher consciousness. Mystics look on magic as a useful toy, something they can discard once they become illuminated, instead of their essence of being. Deliberately unworldly, heads not in the clouds but beyond the stars themselves, mystics have difficulty fitting in with normal society. Many are hermits or wanderers who consciously choose to isolate themselves from the ordinary. Others make accommodations with the mundane and use their eccentricity to their advantage as cryptic seers, entertaining oddballs, or gadflies who give the disaffected issues to rally around. Whatever role they play mystics typically look at things from their own unique, sometimes bizarre and sometimes merely strange, perspective.

Mystics frequently adventure for reasons as unfathomable as any other part of their cryptic lives. Often, when asked, their explanations only makes sense long after; if they ever do at all. Then again, other mystics risk body and soul believing adventuring exposes them to new situations and challenges, offering them another path to enlightenment. And some are just intrigued by the oddballs and outcasts who embrace the adventuring life.

Mystic School Powers

Mystics develop magical talents based on their detachment from the everyday world allowing them to enhance their ability to concentrate on spells, pose bewildering questions, and shake off adverse mental effects.

One with the Universe (Su)

Having learned how to contemplate the true nature of reality, while still remembering to eat, you find lesser distractions almost trivial. You gain a +1 insight bonus on concentration checks. This bonus increases by an additional +1 for every wizard levels you possess up to a maximum of +5 at 20th level.

In addition, whenever you prepare spells you can alter the duration of one spell for each plus of this bonus. For instance, at 10th level you gain a +3 bonus meaning you could prepare three spells in this way. Each spell must have a normal duration greater than one round. The duration for these spells becomes concentration plus their normal duration. You cannot apply this to spells that already have concentration as part of their duration. At 20th level you can concentrate on two spells at the same time instead of just one.

Baffle (Sp)

As a standard action, you can draw upon your own store of esoteric knowledge in order to pose a question that leaves another creature utterly flummoxed. The target must make a Will saving throw (DC equals 10 plus your Intelligence modifier plus 1/2 your wizard level [minimum 1]) or become fascinated for 1 round for every two wizard levels you possess (minimum 1) as he tries to puzzle out the answer or meaning of your question. This is a language-dependant mind-affecting fascination effect. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Repress (Su)

At 8th level, your dreamy and slightly detached nature makes it almost impossible for hostile magic to fully submerge your identity. Whenever you succumb to effects that alter, influence, or control your mind a small spark of your true personality remains unaffected. You can choose to suppress a mind-affecting effect for a total number of rounds each day equal to half your wizard level.

These rounds do not need to be consecutive. However, if you are subjected to more than one mind-affecting effect at the same time you must use up a round of this ability for each one you wish to suppress during any given round. Rounds during which an effect is suppressed still count toward its duration.

Mystic Spells

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Lost Lore: Divine Hunters Copyright 2015 Frog God Games, LLC; Author John Ling