Mystics are wielders of supernatural powers, their minds a wellspring of energy. They must balance and manage that energy to avoid Exhaustion. A Mystics’ powers are innate to who they are. Their mastery of connecting mind and body grants them a unique set of powers that blur the lines between reality and the supernatural.
As a Reactionto witnessing a ranged projectile attack against a target within range, roll a WIL ATK.
If your result exceeds the original Attack Roll or Action DC, you seize control of the projectile mid-flight.
Determine the new Attack Roll or Action DC as the difference between your roll and the original Roll/DC. You may immediately redirect the projectile toward a new target or point within range.
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✶ Levitation
⚡
✦ . ⁺ Tier I – Psion Action . ⁺ ✦
Roll/DC
—
Range
Self
Cooldown
—
Arcane, Concentration
DetailsView Details…
You lift yourself into the air by willpower alone.
While Concentrating(up to 1 hour), you gain a Flying Speed equal to your Speed.
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✶ Mental Barrier
⚡⚡
✦ . ⁺ Tier I – Psion Action . ⁺ ✦
Roll/DC
WIL SAVE
Range
Sight
Cooldown
4 round(s)
Arcane, Reaction
DetailsView Details…
As a Reactionto witnessing a saving throw, you project a mental buffer into the target’s mind. Roll a WIL SAVE.
Add the result to the target’s saving throw total before determining the outcome.
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✶ Psychic Shunt
⚡⚡
✦ . ⁺ Tier I – Psion Action . ⁺ ✦
Roll/DC
Mental DC
Range
10 meter(s)
Cooldown
—
Arcane
DetailsView Details…
You telekinetically grasp a target within range.
It must succeed on a PHY SAVE or be forcefully thrown in a straight line up to 10 meters in a direction of your choice.
If the target’s weight exceeds your Carrying Capacity, it rolls the save with Advantage and the throw distance is reduced to 5 meters.
If the target weighs at least double your Carrying Capacity, it automatically succeeds the save.
If the target collides with a solid object or creature, it takes 8 physical damage and becomes Staggered.
Psychic Shunt does triple damage to Staggeredtargets.
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✶ Thoughtform
⚡⚡⚡
✦ . ⁺ Tier I – Psion Action . ⁺ ✦
Roll/DC
Mental DC
Range
Reach
Cooldown
1 charge(s)
Arcane, Discreet, Touch
DetailsView Details…
You manifest a common inanimate object no larger than what could fit inside a standard shoebox, as you vividly picture it in your mind.
Contest your DC with a WIL SAVE to determine the accuracy and quality of the projection:
On a failure, you struggle to overcome the mental hurdles, creating an imitation that may be crude, fragile, or incomplete.
On a success, your thoughts are crystal clear, creating a flawless replica, indistinguishable from the real thing.
The projection’s full usefulness is at the GM’s discretion, and it lasts 30 seconds before dissolving into thin air.
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✶ Alkahest
⚡⚡
✦ . ⁺ Tier I – Evoker Action . ⁺ ✦
Roll/DC
PHY ATK
Range
Reach
Cooldown
—
Arcane
DetailsView Details…
You swing an arc of volatile energy at a target within reach.
On hit, deal 12 [+1] ethereal damage.
If you successfully hit the same target four times in one turn with Alkahest, you reduce its resistances by 1 level for 1 round.
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✶ Catalyst
⚡
✦ . ⁺ Tier I – Evoker Action . ⁺ ✦
Roll/DC
FIN ATK
Range
20 meter(s)
Cooldown
—
Arcane
DetailsView Details…
You release a streak of raw energy toward a target in range.
On hit, deal 4 [+1] ethereal damage.
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✶ Fulmination
⚡⚡
✦ . ⁺ Tier I – Evoker Action . ⁺ ✦
Roll/DC
FIN ATK
Range
6 meter(s)
Cooldown
3 round(s)
Arcane
DetailsView Details…
A destructive surge of energy erupts in a straight path, targeting every character caught in a 1-meter-wide line up to the range.
On hit, deal 8 [+1] ethereal damage.
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✶ Phase Shift
4×⚡
✦ . ⁺ Tier I – Evoker Action . ⁺ ✦
Roll/DC
Physical DC
Range
Reach
Cooldown
—
Arcane, Touch
DetailsView Details…
You alter up to a 1-meter-cubic area of non-Arcane, inorganic material within reach, instantly shifting it to its solid, liquid, or gas form via rapid temperature change.
This does not create or destroy matter, only alters its current state.
If a character made of inorganic material is within the area of this action, then it may resist these effects. If it does, it maintains its form but must make a WIL SAVE, taking 36 damage on a failed save, and half as much on a success. The damage type may be burn or cold depending on your intended phase change.
Fragile or unstable transitions may require the GM’s discretion to call for environmental effects.
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✶ Phlogiston
⚡⚡⚡
✦ . ⁺ Tier I – Evoker Action . ⁺ ✦
Roll/DC
Physical DC
Range
3 meter(s)
Cooldown
6 round(s)
Arcane
DetailsView Details…
You unleash a roiled blast of energy centered on yourself. Each character caught within range must make a FIN SAVE.
On a failure, targets take 16 ethereal damage and are pushed away from or pulled toward you (your choice), up to 2 meters.
On a success, targets take 8 ethereal damage.
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✶ Discordance
⚡
✦ . ⁺ Tier I – Enchanter Action . ⁺ ✦
Roll/DC
WIL ATK
Range
16 meter(s)
Cooldown
1 round(s)
Arcane
DetailsView Details…
You implant a corrosive, intrusive thought into the mind of a target you can see within range.
On hit, the target suffers 1 [+2] psychic damage.
Additionally, the target’s next d20 roll is reduced by the difference between your Attack Roll and their AC.
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✶ Mirage
⚡⚡⚡
✦ . ⁺ Tier I – EnchanterAction . ⁺ ✦
Roll/DC
Mental DC
Range
16 meter(s)
Cooldown
5 round(s)
Arcane, Discreet
DetailsView Details…
You conjure an illusory field around a target you can see within range, altering their sensory perception of the environment (e.g. make the air feel toxic, change the ground into lava, or alter the time of day).
This action may affect the target’s smell, Touch, taste, sound, and sight, but cannot create tangible alterations to the environment. The effect is purely illusory, and physical inspection may expose the mirage.
While Concentrating(up to 1 minute), at the end of each of your turns, the target suffers 10 psychic damage, perceived as an effect of the environment.
At the start of each of the target’s turns, it must succeed on a KNO SAVE to end the effects of this action or remain deceived.
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✶ Misty Veil
⚡
✦ . ⁺ Tier I – Enchanter Action . ⁺ ✦
Roll/DC
—
Range
Reach
Cooldown
6 round(s)
Arcane, Concentration, Discreet
DetailsView Details…
You drape a veil of mist over a willing target within reach.
While Concentrating(up to 1 minute), Obscuredregardless of visibility or line of sight.
If the target attempts to perform any non-Discreet action, it will reveal itself.
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✶ Reinvigorate
⚡
✦ . ⁺ Tier I – Enchanter Action . ⁺ ✦
Roll/DC
—
Range
16 meter(s)
Cooldown
1 charge(s)
Arcane, Touch
DetailsView Details…
You brush away the fatigue bogging down a willing target within range and clear its mind.
The target immediately resets all cooldowns on its actions. This does not restore charges.
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✶ Sharp Sight
⚡
✦ . ⁺ Tier I – Enchanter Action . ⁺ ✦
Roll/DC
—
Range
16 meter(s)
Cooldown
3 round(s)
Arcane, Concentration
DetailsView Details…
You heighten the perception of a willing target within range.
While Concentrating(up to 1 minute), the target’s meter-ranged actions gain (+4) bonus to their range, and it gains a (+4) bonus to Passive Perception.