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Zaelia - Classes: The Mystic

hustle Sep '16
( = ) { x } ( = ) { x } ( = ) { x } ( = ) { x } - The Mystic - { x } ( = ) { x } ( = ) { x } ( = ) { x } ( = )

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Description
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Individuals who possess the essence of the gods are extremely rare in Zaelia. Often, when discovered, these individuals are either forcibly employed by the country's government in which they reside (by means of threats toward family and friends or outright death), or are brutally enslaved by the criminal force of that area (which more often than not results in the deaths of all involved, including the Mystics).

For this reason, most Mystics keep their powers a secret, spending their entire lives doing little more than commonplace magic or "minor miracles". Some, however, hone their powers. This is extremely difficult alone, but not impossible. The slightly quicker route, though even more dangerous, is by seeking out the Masters, stationed around Zaelia in their homes, a few of which are commonly known and recognized, and studying under them... or taking their mantle by force.

The known Keeps of the Masters include Dracos' Impossible Kingdom, ruled by the Umber Mystic, Leonidan's Providence Temple, led by the ancient Midnight Mystic, Renth's Grey Tower, wherein resides the mysterious Slate Mystic, and Svalbard's Black Tower, known residence of the immoral Jet Mystic.

Named Masters are generally accompanied by Followers who bear their Master's crest upon their robes or cloaks wherever they go. Usurping a Master is a commonly attempted but rarely successful feat, as it requires the willing resignation or death of the Master, neither of which happen often.

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Essence & Paths
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A Mystic's Essence is his reason for existence. Without it, he becomes no more special than an ordinary citizen. The connection between the Mystic and his patriarch god is directly relational to the Mystic's scope of power. When fully in tune to the god's voice, a Mystic is nigh unstoppable. Inversely, when a Mystic's heart has grown cold to the wishes of their god, the essence leaves them, bit by bit, taking with it the Mystic's very soul.

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THE PATH OF VARGEN
As a god, Vargen is tenacious, possessing an unrelenting will to rise above. Success is not measured in lives saved or battles won, but in how much personal glory was gained through the process. In a physical confrontation, a follower of Vargen will meet his opponent quickly, often by implementing the element of surprise. A follower of Vargen does not turn up his nose at the idea of 'fighting dirty', for any advantage is one worth exploring.

In diplomacy, a follower of Vargen will reroute a conversation toward his strengths and his opposition's weaknesses. Winning an argument is always possible when the right path is taken. A follower of Vargen does not abide mockery or taunts. While he may not act on them immediately, he shall be sure to exact vengeance when the time is right.

Mystics who model themselves after Vargen should adhere to personal convictions, looking out for what is best for themselves and by extension, anyone who can further their goals. A follower of Vargen should avoid losses of any form, evil without cause, and 'handouts' or 'favors', as the phrases imply no return of one's good deed.

Mystics who take up the Path of Vargen should expect powers in these forms:
= CONJURATION
= ENCHANTMENT
= ILLUSION
= TRANSMUTATION

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THE PATH OF BJORNEN
As a god, Bjornen is careful, possessing a stalwart will to maintain order. Success is not measured in personal feats or recognition, but in how closely the world can return to its former state after a battle. In a physical confrontation, a follower of Bjornen will make his intentions known, and should the opposition's response be ill-willed, he will then move forward with all fury and strength until the status quo is returned.

In diplomacy, a follower of Bjornen will lay down his own ambitions for the greater benefit of all others, even if the greater benefit includes personal enemies. Winning an argument does not always mean being correct, or holding the high ground. A follower of Bjornen pays no mind to personal offense, unless of the physical nature, and he forgets verbal slights as quickly as they are uttered.

Mystics who model themselves after Bjornen should adhere to keeping global order, looking out for the greater benefit, and quelling any uprising of physical or verbal nature that would disrupt it. A follower of Bjornen should avoid death unless necessary for order, trickery or subterfuge, and personal gain unless necessary to further global order.

Mystics who take up the Path of Bjornen should expect powers in these forms:
= ABJURATION
= DIVINATION
= EVOCATION
= TRANSMUTATION
hustle Sep '16  /  edited Jul '17
( = ) { x } ( = ) { x } ( = ) { x } ( = ) - Making a Mystic - ( = ) { x } ( = ) { x } ( = ) { x } ( = )

SHORT LIST TO CC & LEVELING:

STARTING OFF:
= HP 2 / PP 4
= MIG / AGI / WIS max pool of 5
= Choose TWO 1st level spells under your Path

= Level Progression
LEVEL 0
. . . = 5 XP (1 HP or 1 PP)
. . . = 10 XP (1 new LVL 1 spell)
. . . = 15 XP (1 HP or 1 PP)
LEVEL 1
. . . = 20 XP (1 Base point AND 1 new LVL 1 spell)
. . . = 25 XP (1 PP)
. . . = 30 XP (1 new LVL 1 spell)
. . . = 35 XP (1 HP or 1 PP)
LEVEL 2
. . . = 40 XP (1 Base point AND 1 new LVL 2 spell or prereq.)
. . . = 45 XP (1 HP or 1 PP)
. . . = 50 XP (1 new LVL 2 spell or prereq.)
. . . = 55 XP -
LEVEL 3
. . . = 60 XP (1 Base point AND 1 new LVL 3 spell or prereq.)
. . . = 65 XP (1 PP)
. . . = 70 XP (1 new LVL 3 spell or prereq.)
. . . = 75 XP (1 HP or 1 PP)
LEVEL 4
. . . = 80 XP (1 new LVL 3 spell or prereq.)
. . . = 85 XP (1 HP or 1 PP)
. . . = 90 XP (1 new LVL 3 spell or prereq.)
. . . = 95 XP (1 HP or 1 PP)
LEVEL 5
. . . = 100 XP (1 PP AND 2 new LVL 3 spells or prereqs.)

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Mechanics
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Mystics may never contain a pool of HP equal to or greater than their pool of PP. (Starting example: If you begin with 6 points for HP/PP, you must have a 2/4 build and cannot increase HP to 3 until your next level.)

Mystics are not bound by the 2 PP per roll cap. If a high-level Mystic wishes to make use of 10 PP on a single spell, they can do so, keeping in mind the result will likely change the world in a measurable way... Rolling higher than 2 PP requires separate rolls, with at least 2 PP each, and GM will take the highest roll result.

Mystics may employ the following in combat or in quests:
= Staves, Enchanted
= Orbs, Enchanted
= Martial Weapons, One-handed/Enchanted ONLY
= Armor, Light/Enchanted ONLY
= Shields, Light/Enchanted ONLY

Mystics may not employ the following in combat or in quests:
= Martial Weapons, Two-handed, or Unenchanted
. . . = A Mystic must maintain balance with his/her essence. The use of both hands on a weapon, or the use of an unenchanted weapon, breaks this balance.
= Armor, Light Unenchanted or Heavy
. . . = A Mystic cannot hone his/her essence into being while encumbered by heavy armor. The only exception is light enchanted armor.
= Shields, Light Unenchanted or Heavy
. . . = The same logic that applies to weapons and armor applies to shields.
= Tools, All
. . . = Mystics are masters of the arcane, weavers of time and space, and generally consider themselves above silly trinkets like tools and kits. That is to say, they don't know how to use them.

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Spells & Levels
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hustle Sep '16  /  edited Apr '19
PATH OF VARGEN
= Spell Tree (Lower level spells are Prerequisites.)

Conjuration: Affect Terrain or Movement
LVL 1 = Webbing: 1 - Conjure a mass of thick sticky webbing in your line of sight (might check per star)
LVL 2 = Tentacles: 2 - Conjure a group of squirming tentacles in your line of sight (might check per star)
LVL 3 = Wolf's Labyrinth: 3 - Banish a creature in line of sight to Vargen's ethereal maze (stars equate to the depth of the maze)

Conjuration: Conjure Beings (base of 2ATK and 1Turn, stars adding to Turns, PP to ATK)
LVL 1 = Familiar: 1 - Conjure a small unintelligent animal or creature to do your bidding
LVL 2 = Elemental: 2 - Conjure an elemental of choice to do your bidding
LVL 3 = Wolf's Visage: 3 - Conjure a fraction of Vargen's power in physical form (requires two turn cast)

Conjuration: Affect Inanimate Objects
LVL 1 = Mage Hand: 1 - Conjure a floating hand to act on an inanimate object
LVL 2 = Wolf's Tithe: 2 - Hide a small chest and its contents in Vargen's realm
LVL 3 = Instant Summons: 3 - Mark an item of 20 pounds or less and conjure it at will from any realm

Conjuration: Destruction Spells
LVL 1 = Acid Splash: 1 - Hurl a bubble of acid at one creature in sight
LVL 2 = Poison Spray: 2 - Spray venomous liquid toward a group in sight with chance to poison (2 dice poison roll for each hit)
LVL 3 = Ice Storm: 3 - Rain hailstones on a large group with chance to incapacitate (3 dice incap roll for each hit)

Conjuration: Affect Movement
LVL 1 = Dimension Door: 1 - Transport yourself to a stable surface 100 ft in sight
LVL 2 = Teleport: 2 - Teleport yourself and five others or objects to a destination in sight
LVL 3: = Wolf's Gate: 3 - Transport yourself and five others to any point in any realm you have seen (requires two turn cast)

Enchantment: Affect Intelligent Creatures
LVL 1 = Charm: 1 - Attempt to charm a creature to gain mental advantage
LVL 2 = Hold: 2 - Attempt to paralyze a creature for a time (Turns per stars)
LVL 3 = Dominate: 3 - Attempt to control a creature for a time (requires two turn cast)
LVL 4 = Mass Suggestion: 3 - Suggest a course of action to twelve creatures (requires three turn cast)
LVL 4 = Feeble mind: 3 - Attempt to shatter a creature's intellect and personality in sight (requires two turn cast)

Illusion: Affect Self
LVL 1 = Disguise Self: 1 - Appear different in physical appearance, armor, and weapons
LVL 2 = Blur Self: 2 - Your appearance is blurred, and enemies have a disadvantage
LVL 3 = Mirror Image: 3 - Summon a duplicate of yourself that mimics your actions (requires two turn cast)

Illusion: Traps
LVL 1 = Magic Mouth: 1 - Implant a message in an object that is uttered when triggered
LVL 2 = Program Illusion: 2 - Implant a visible phenomenon that activates when triggered

Transmutation: Affect Allies
LVL 1 = Darksight: 1 - Give improved sight to one ally for eight hours (no darkness penalty)
LVL 1 = Waterbreathing: 1 - Give waterbreathing to one ally for eight hours (no drowning penalty)
LVL 1 = Expedite: 1 - Increase movement ability to one ally for eight hours (double speed)

Transmutation: Affect Surroundings
LVL 2 = Fabricate: 2 - Convert raw materials into products of the same material
LVL 2 = Control Weather: 3 - Take control of the weather within five miles for an hour
LVL 3 = Timestop: 3 - Stop the flow of time for everyone but yourself for so many turns (requires two turn cast)
hustle Sep '16  /  edited Sep '18
PATH OF BJORNEN
= Spell Tree (Lower level spells are Prerequisites.)

Abjuration: Affect Allies
LVL 1 = Mystic Armor: 1 - Add one star of damage reduction for the number of turns
LVL 2 = Bear's Armor: 2 - Add two stars of damage redutcion for the number of turns

Abjuration: Affect Enemies
LVL 1 = Ward: 1 - Form a plane of energy to stop attacks until destroyed
LVL 2 = Glyph Ward: 2 - Form a plane of energy to stop attacks and hurt aggressors

Abjuration: Affect Terrain
LVL 1 = Alarm: 1 - Set an alarm against intrusion to alert you when triggered
LVL 2 = Lock: 2 - Touch a closed passage and lock it, but the party uses it normally
LVL 3 = Private Sanctum: 3 - Disguise and protect an area from 5 to 100 feet wide for eight hours (requires two turn cast)

Abjuration: Affect Enemies
LVL 1 = Interrupt: 1 - Attempt to interrupt an attacking creature
LVL 2 = Status Quo: 2 - Attempt to cease all attacks in a 20 foot radius for the number of turns (requires two turn cast)
LVL 3 = Bear's Prison: 3 - Create a magical restraint with a fraction of Bjornen's strength for the number of creatures (requires two turn cast)

Divination: Affect Enemies
LVL 1 = True Strike: 1 - Expose a weakness, adding one star onto each successful attack for a number of turns
LVL 2 = See All: 2 - Expose all enemy weaknesses, adding a star for attacks to any enemy for the number of turns
LVL 3: = Foresight: 3 - See into the future, viewing the attacks for the number of turns

Divination: Affect All
LVL 1 = Identify: 1 - Identify an object and its magical properties
LVL 2 = Locate Object: 2 - Describe or name an object and sense its direction up to one mile
LVL 3 = Scrying: 3 - You see and hear as one creature on your plane of existence (requires two turn cast)
LVL 4 = Telepathy: 3 - Forge a link to as many as eight creatures, linking each to the other (requires two turn cast)

Evocation: Affect Terrain
LVL 1 = Point of Light: 1 - Evoke a torch sized light anywhere in sight for as many turns
LVL 2 = Shatter: 2 - Evoke a space tearing light that erupts from a point in sight and harms enemies
LVL 3 = Blinding Light: 3 - Evoke a large light that fills a room and blinds all inside it

Evocation: Destruction Spells
LVL 1 = Firebolt: 1 - Hurl a singeing flame at one creature in sight
LVL 2 = Burning Hands: 2 - Send flames toward a group with a chance to set aflame (2 dice flame roll for each hit)
LVL 3 = Fireball: 3 - Send a streak of fire that explodes at a point of choosing for area damage

Transmutation: Affect Allies
LVL 1 = Darksight: 1 - Give improved sight to one ally for eight hours
LVL 1 = Waterbreathing: 1 - Give waterbreathing to one ally for eight hours
LVL 1 = Expedite: 1 - Increase movement ability to one ally for eight hours

Transmutation: Affect Surroundings
LVL 2 = Fabricate: 2 - Convert raw materials into products of the same material
LVL 2 = Control Weather: 2 - Take control of the weather within five miles for an hour
LVL 3 = Timestop: 3 - Stop the flow of time for everyone but yourself for so many turns (requires two turn cast)

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