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© Andrè Michael Pietroschek under included OGL
Alignment: Any. This version focuses dark, most certainly selfish evil types.
Hit Die: d6. Minimum primeattributes: Cha 12
Class Skills
Balance (Dex), Bluff (Cha), Concentration (Con), Craft_Alchemy or Herbalism (Int), Hide (Dex),
Knowledge_Arcana (Int), Knowledge_vile darkness (Int), Move Silently (Dex), Perform (Cha), Profession
(Wis), Scry (Int), Sense Motive (Wis), Spellcraft (Int), Use Magic Device (Cha)
Skill Points at 1st Level: (4 + Int modifier) x 4. Starting Gold: 4d4
Skill Points at Each Additional Level: 3 + Int modifier.
Table: The Mystic (rulewise based on the D&D Sorcerer)
Level BaseAttack Bonus Defence FortSave RefSave WillSave Special Spells per Day by spelllevels
Cantrips 1st 2nd 3rd
1st +0 +2 +0 +0 +2 Summon familiar, Eschew Materials, Dark 5 3 * *
Taint, T1
2nd +1 +2 +0 +0 +3 Combat Instinct I 6 4 * *
3rd +1 +3 +1 +1 +3 Combat Casting 6 5 * *
4th +2 +3 +1 +1 +4 Frightful Presence 6 6 3 *
5th +2 +3 +1 +1 +4 Combat Instinct II, T2 6 6 4 *
6th +3 +4 +2 +2 +5 Meta Magic feat 6 6 5 3
7th +3 +4 +2 +2 +5 Taint Immunity 6 6 6 4
8th +4 +4 +2 +2 +6 Combat Instinct III 6 6 6 5
9th +4 +5 +3 +3 +6 Meta Magic feat 6 6 6 6
10th +5 +5 +3 +3 +7 Draining Weapon, T3 6 6 6 6
11th +5 +5 +3 +3 +7 Combat Instinct IV 6 6 6 6
12th +6/+1 +6 +4 +4 +8 Spell Mastery 6 6 6 6
13th +6/+1 +6 +4 +4 +8 6 6 6 6
14th +7/+2 +6 +4 +4 +9 Meta Magic feat 6 6 6 6
15th +7/+2 +7 +5 +5 +9 T4 6 6 6 6
16th +8/+3 +7 +5 +5 +10 6 6 6 6
17th +8/+3 +7 +5 +5 +10 Meta Magic feat 6 6 6 6
18th +9/+4 +8 +6 +6 +11 6 6 6 6
19th +9/+4 +8 +6 +6 +11 6 6 6 6
20th +10/+5 +8 +6 +6 +12 Arcane Soul Lock 6 6 6 6
Table: Mystic Spells Known
Level 0 1st 2nd 3rd
1st 4 2 * *
2nd 4 2 * *
8th 7 5 3 2
9th 8 5 4 3/1
10th 8 5 4 3
11th 9 5 5 4
12th 9 5 5 4
13th 9 5 5 4
14th 9 5 5 4
15th 9 5 5 4
16th 9 5 5 4
17th 9 5 5 4
18th 9 5 5 4
19th 9 5 5 4
20th 9 5 5 4
Class Features
All of the following are class features of the mystic.
Weapon and Armour Proficiency: Mystics are proficient with all simple weapons. They start with a
weapon focus on dagger or quarterstaff depending on tradition (that is T1 on table). They are not proficient
with any type of armour or shield. Armour of any type interferes with a mystic's gestures, which can cause
his or her spells with somatic components to fail.
Feats:
Dark Taint: Just as a scion of Azrai can follow an evil path more easily than others can. For purposes
of the blackguard prestige class, an evil scion of Azrai always counts as having made “peaceful contact
with an evil outsider.” The same applies to other, similar prerequisites for entry to prestige classes or
some feats, involving evil pacts, contact with evil, or committing evil acts. Henceforth replacing the feat
due in example „Disciple of Darkness“, „Thrall to a Demon“ or „Evil Brand“ is legitimate. In planar
campaigns replace it by a proper planar subjugation or heritage feat on demand. Good, lawful or chaotic
variants would simply replace those feats on demand. OGL Birthright based description.
Frightful Presence (Ex): This special quality makes a creatures very presence unsettling to foes. It takes effect
automatically when the creature performs some sort of dramatic action (such as charging, attacking, or snarling).
Opponents within range who witness the action may become frightened or shaken. Actions required to trigger the ability
are given in the creatures descriptive text. The range is usually 30 feet, and the duration is usually 5d6 rounds. This
ability affects only opponents with fewer Hit Dice or levels than the creature has. An affected opponent can resist the
effects with a successful Will save (DC 10 + 1/2 frightful creatures racial HD + frightful creatures Cha modifier; the
exact DC is given in the creatures descriptive text). An opponent that succeeds on the saving throw is immune to that
same creatures frightful presence for 24 hours. Frightful presence is a mindaffecting fear effect. This red description is
copied from OGL SRD 3.5!!! Will Save DC against my dark forlorn mystics is 10+1/2 mystics' level.
Defence: If your are not using the rules by which all classes get such, then reduce it to +1 to AC for every 5
levels in this class. They know they are vulnerable and train for such occasionally.
Meta Magic Feat: Whenever this is noted on the table, select a proper one. I didn't write wizard bonus feat
as by now several books and other sources have suiting variants and alternatives.
Taint Immunity: If they make it to 7th level, both the mystic and his or her familiar become immune to taint.
If they are evil they may still taint and defile others though. Taint immunity allows redemption themes and
freedom from certain hellish bonds. Sadly it means bonus feats due taint become inaccessible as well.
Draining Weapon: The extraordinary ability allows to turn any traditional weapon (dagger OR staff) of
masterwork quality or special material like silver into a magical +1 weapon which additionally transfers hit
points it takes on the 1st hit against a foe into healing hitpoints for the mystic. To create one make a craft
check DC 20 while undisturbed and supplied with a proper weapon to enchant. The weapon cannot be good
after this is done. If it taints or corrupts...game or dungeon master or mistress should decide.
Arcane Soul Lock: If the mystic acquired, created or conquered an arcane sanctum (the classic wizard tower,
a cave with cold iron ore or similar) and this is still intact and functional, the mystic will be reborn there after
his or her death within 6d6 days, once! After that the mystic must pay 5000 experience, ingredients worth
5000 gold and succeed a spellcraft check DC 35 to prepare his or her sanctum again. Cheating death this way
may trigger depravity or make minions of death hunt you down as well.
Spells: A mystic casts arcane spells which are drawn equally (50% each) from the official Book of Vile
Darkness and the generic sorcerer/wizard spell list. He or she can cast any spell he or she knows without
preparing it ahead of time, the way a wizard or a cleric must (see below).
Traditional Weapon feats (T1 to T4):
To learn or cast a spell, a mystic must have a Charisma 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 Charisma
modifier.
Like other spellcasters, a mystic can cast only a certain number of spells of each spell level per day. His or
her base daily spell allotment is given on Table: The Mystic. In addition, he or she receives bonus spells per
day if he or she has a high Charisma score.
A mystic's selection of spells is extremely limited. A mystic begins play knowing four 0level spells and two
1stlevel spells of your choice. At each new mystic level, he or she gains one or more new spells, as indicated
on Table: Mystic Spells Known. (Unlike spells per day, the number of spells a mystic knows is not affected
by his or her Charisma score; the numbers on Table: Mystic Spells Known are fixed.)
These new spells can be common spells chosen from the mystic/wizard spell list, or they can be unusual
spells that the mystic has gained some understanding of by study. The mystic can't use this method of spell
acquisition to learn spells at a faster rate, however.
Upon reaching 4th level, and at every evennumbered mystic level after that (6th, 8th, and so on), a mystic
can choose to learn a new spell in place of one he or she already knows. In effect, the mystic discards 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 highestlevel 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 or she gains new spells known for the level.
Unlike a wizard or a cleric, a mystic need not prepare his or her spells in advance. He or she can cast any
spell he or she knows at any time, assuming he or she has not yet used up his or her spells per day for that
spell level. He or she does not have to decide ahead of time which spells he or she'll cast.
Familiar: A mystic can obtain a familiar. Doing so takes 24 hours and uses up magical materials that cost
100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent.
The creature serves as a companion and servant. The mystic chooses the kind of familiar he or she gets. As
the mystic advances in level, his or her or her familiar also increases in power.
If the familiar dies or is dismissed by the mystic, the mystic must attempt a DC 15 Fortitude saving throw.
Failure means he or she or she loses 200 experience points per mystic level; success reduces the loss to one
half that amount. However, a mystic's experience point total can never go below 0 as the result of a familiar's
demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can
be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when
this happy event occurs.
A character with more than one class that grants a familiar may have only one familiar at a time.
Linux Note
The author, namely Andrè Michael Pietroschek, wrote this file with Mandriva 2008. If the writing
looks weird or ugly, then your PC does not have the same fonts installed. Several PDF-Viewers have
options or settings, where one can disable the use of included fonts to replace them by those your
system knows.
Otherwise this PDF should be completely readable by all, who have a PC with a functional PDF
viewer like Adobe Reader or www.foxitsoftware.com FOXIT READER. This file has nothing to do
with my PDF “Against the darkness” which is Magnamund Roleplaying, based on the works of Joe
Dever & Ian Page not D&D or D20.
Magic Note
Alchemy and incantations shouldn't be ignored. Same for rituals. The limitation of spells just up to
level 3 makes it hard enough.
I personally wonder, what good is a lowmagic campaign, if at maximum one plays a magicuser?
Playing a group of arcane fizzles who depend on precisely that lowmagic offers a lot more of
despair, conviction and player ideas needed, to make it through the adventure.
About the author
I write it in D&D allegorical mood, understand the symbolical aspect: Born in July 1972 and
always succeeding the evasion roll to avoid being accidentally or otherwise touched by any success
or financial gain...
I am still alive. A pauper for the 2nd time in my life made me contemplate GESTALT characters or
dualclassing and multiclassing. It resulted in my classblending attempts, which were not all
failures. If one imagines me as a lowerclass (poverty not lowlevel) roguesorcerer mix than my 1st
idea was, to sacrifice my familiar because it could turn traitor on me or be a disguised planar spy
after all. The Druidic avenger (DruidMonk mix) was my favourite before I started contemplating
the vile darkness. See: www.esnips.com/web/pietroscheksotherstuff/ on demand?
I invest effort to distinguish context clearly between my roleplaying & my other files. As I wrote in
“Supreme Hogwash – PseudoSatanism”, I prefer fantasyroleplaying. As certain is my dislike of
autobiographical files. I published some as sign of respect to women who asked me, but it was
frustrating & repulsing to me.
Things I really like: Eating good pizza, meditating, some martial arts, occult stuff, more role
playing matters, lots of money for it's absence spoils so much, plenty of free animals in healthy
enough surroundings, integer & competent politicians as they are so rare. Certain things I can't
mention here due respecting the law. Grudgingly at times. The best part of my gratis publishing was
to me: Inspiring as being helpful.
Revelation: The price to stay on the path
My forlorn mystic definition is not evil as such. As I publish the vile dark oriented version 1st, some
people might not have realized this.
The forlorn mystics are comparably powerful a mixclass from some perspectives. They pay a price.
Basically what happens is this: A creature, physical, ethereal or noncorporeal; manifests as a
forlorn mystic of equal level and challenges the forlorn mystic in some form of duel. This duel will
only be brutally violent, if the forlorn mystic ever applied violence outside of selfdefence
situations. Otherwise it may be a magic duel, extended skill challenge or mini adventure or intrigue
created by the creature. The forlorn mystic must survive this challenge in whatever form it comes to
continue his or her career. Imagine that an ethereal creature attacking from the distance or staying
outside of perception range may not be easily identified until the challenge is over, too.
● Forlorn mystics are under a ban. The first challenge will always come as a surprise to them.
Even if other mystics or mentors told them, the memories were so wiped away, that the
forlorn mystic must face alienating challenges for real once in his or her lifetime. To make
such transparent use rules not just artful descriptions of horror, dread and alienation.
● I trust any dungeon master or mistress will know the own group well enough, to prepare
challenging ways of this, literally or very abstract.
● Let's say an elven forlorn mystic decided to end a challenge by killing the creature which
manifested as orcish forlorn mystic and was not attacking. Now that is cruel in a way and
henceforth, the next challenge will mean this sneaky elven mystic will be deservingly
confronted with violence, treachery and villainy. Oh, the law may still call it murder, too.
● The creature may as well decide to wait, in example until it can steal the arcane soul locks
sanctum to be reborn if the player tends to cheat his or her way through life.
● Nasty game masters or mistress may decide, that the creature manifests by taking the body of
a family member or even the mystics real familiar, if they consider this proper.
There is a nice story by Edgar Allen Poe which writes about this kind of topic. Sadly I forgot the
title. In the stories end love banished all evil. In adult gaming...yeah sure, fairy tales stop blades and
bullets as did those spirits at Wounded Knee?
RealmMagic
At www.birthright.net there is the costfree 3rd revision Birthright PDF. It explains several topics
and lists spells. RealmMagic targets an entire province and can even when limited to 3 rd level realm
spells become a powerful way of arcane versatility!
Simple adventure idea
Dear meddlers,
we have finally decided to show our gratitude for your constant
and completely unjustified sabotage of our plans.
We have abducted/taken hostage your familiars
by our significant arcane means.
As you are financially insignificant we will...
GOODMystics played: Rape and torture them before
we use them as spell components.
... DARKMystics played: Prepare to purify and chastise them
into good aligned servants of light.
As you can never find out how to use that portal,
you may just wait until we come for you as well!
Signed
your unknown opponents
Concept: The group, except one, plays forlorn mystics of 5th or 10th level at game start. A scout for
wilderness or a rogue for urban adventures may be treated as companion or family member or agent.
Task: The “villains” appeared through some planar gate and kidnapped the familiars by magic,
potions and stealth. The players may be shocked, but their intuition tells them that they can re
activate the gate and try to track down the villains as time runs short. As opponents who hold the
familiar can do fierce curses through the arcane bond it shares with the players, they might be
motivated? Others may see their familiar as friend and act on loyalty alone!
Scale: You could design a small adventure where they just hide in whatever environment you prefer,
or do this as campaign, maybe implementing adventures you prepared or downloaded in the past. If
you use the leadership feat you may as well include agents and armies with some climatic battles,
infiltration or pacts with nobles. Sequel to official adventure “The Standing Stone”?
Traditions: D&D offers plenty. Certain official books define, how your players can define their
own mystic tradition from the start! I held back my own taste somewhat for compatibility purposes.
See included “Mystic Tradition recipe”
Realm Magic – quoted OGL Birthright
Casting arcane realm spells Regent mystics primarily use their sources to power arcane realm spells,
extraordinary works of spellcraft strong enough to effect entire domains. Because these spells draw
upon concentrated (awn)mebhaighl, mystics can cast them only in provinces where they have
sources or ley lines to sources of sufficient potential to power the spell. Arcane realm spells require
varying levels of sources to fuel them; more powerful spells require higherlevel sources. When a
regent casts a realm spell, he marshals his source's magical energy over the period of a month.
During this marshalling, the regent need not be physically present at the source's manifestation but
the mystic must remain within the province in which the spell is to be cast. During the period of
marshalling, the mystic spends the majority of each day in deep concentration, summoning the
land's or shadowland's (awn)mebhaighl towards him or her, preparing the weave of the spell's final
form, and resting. At the end of the marshalling period, the regent mystic channels the (awn)
mebhaighl he has gathered through his body and empowers the spell. Only blooded spellcasters are
capable of channeling arcane realm magic; a bard, magician, or unblooded mystic that
attempted to channel such energies would be destroyed spectacularly. See my notes below.
Marked in yellow this is OGL Birthright quoted.
Casting a realm spell
All realms spells are subject to the rules noted in this section unless the exception is explicitly
noted in the spell description. Marked in yellow this is OGL Birthright quoted.
Casting Time
Realm spells are a form of ritual magic. The preparations are lengthy and involved; the spell
caster must spend a domain action (one full month) engaged in the rituals necessary to cast the
realm spell. Casting a realm spell leaves the regent spellcaster physically exhausted. The
spellcaster is fatigued (2 to Strength, 2 to Dexterity, can't charge or run) for the entire
month. A realm spell will automatically fail if the caster leaves the province, engages in any other
time consuming activity, or is reduced to less than 25% of his normal hit point total during the
casting period. Marked in yellow this is OGL Birthright quoted.
Level
Like conventional spells, all realm spells have a level. The level of a realm spell is not dependent on
class, but may differ between arcane and divine spellcasters. A character may not cast a realm spell
unless they are capable of casting conventional spells of that level. For example, a 3rd level wizard
regent could cast spells of level Arcane 2. A 3rd level wizard could not cast spells of level Arcane 3
or Divine 1 or Druid 2. Marked in yellow this is OGL Birthright quoted.
Blooded by my variant
When Birthright was written, there was still an “A” before the D&D. Nowadays even the D&D 3.5 is
already outdated. But there began my problem. I was dabbling through the unearthed arcana section
to read bloodline rules for a setting I wanted to waste effort upon. Contradiction!
By rules the blood of gods shouldn't be weaker than the bloodline of someone who's grandpa or
grandma was a demon or devil. The delusional stuporside effect by which certain officials copy and
spread again whatever mistake flawed rules for such already was there once more.
From perspective of dark or vile characterfocus, this was very funny, even beneficial. But crushing
gamebalance was not my definition of fun. So to balance with compatibility in mind I had a petty
spontaneous solution:
Birthright blood of gods became:
Tainted (Bld score < 12): one minor bloodline feat at minimum
Minor (Bld score < 16): three minor bloodline feats at minimum
Major (Bld score < 19): one major and three minor bloodline feats at minimum
Great (Bld score ≤ 25): three minor, three major and one great bloodline feat at minimum
● The signs: < means smaller than... & ≤ means smaller or equal...
Comparing this with someone from a strong demon or devil bloodline or any of the dragon or titan
bloodlines was a bit more balanced to me. Blood (Bld) was treated just like any other humanoid
scale stat simply by my whim and less need of notekeeping of those blooded scions.
If playing Birthright exception, then considering forlorn mystics to be the children of either
awnsheghlien (dark blooded creatures of Azrai) or erghsheghlien (lightblooded creatures) for the
“pious mystic variant” would easily work. This would make them “minor or tainted” blood which
allows to focus weak or desperate arcanism in a lowmagic setting or even playing them working for
or being a regent. With some imagination and mettle at least.
● Erghsheglien: (erSHEYlin) Literally translated from elvish as "blood of light", this term
refers to any scion not of Azrai's derivation that shows permanent physical changes as a
consequence of a manifestation of their blood abilities. Any character with the Bloodtrait
blood ability. Marked in yellow this is OGL Birthright quoted.
● Awnsheghlien: (aunSHEYlin) Literally translated from elvish as "blood of darkness", this
term refers to any scion that hows permanent physical changes as a consequence of the taint
of Azrai on their spirits. All scions of the Azrai derivation have the potential to begin
descent into this transformation. Although physically deformed and spiritually twisted, the
physical changes evidence by awnsheghlien are significantly enhanced manifestations of
their bloodline and make them powerful foes. Awnsheghlien are always unique, but some
have created servants that reflect their masters' names. The Hydra, for example, has spawned
scores of multiheaded creatures that share their distant ancestor's physical traits. Any
character with the Bloodform blood ability. Marked in yellow this is OGL Birthright
quoted.
● I was never intending to consider such traditional Birthright gaming. I wrote about placing
one own idea into the world or setting or both of Birthright, simply for convenience, dark fun
or playtesting.
● I was working exclusively with the gratis Pdf (3rd revision PDF and sanctioned chapters) on
purpose. They were available at www.birthright.net on date of writing this (early 2008). All
my stuff is optional until I make some deal about it and as I wrote with the license: I am not
a member of Wizards of the Coast, nor any D20 officials or similar.
● My typical expectation of the core group for Birthright is: urban_setting; a martial noble
(NOT fighter), a magician, a cleric and a rogue or scoundrel variant. For rural or wilderness
it would be: a martial noble (NOT fighter), a magician, a druid and a scout or ranger.
Without cheating fighters lack any skills for atmospheric play and I am rarely in the mood
for “the tank” or slaughter. Even worse, fighters limitations on skills may spoil their military
leadership which is a crucial part of Birthright.
● Spellsong (in dark speech?). I read D20 swords and sorcery stuff. They have a more
extended rules, spells, songs and chords for such. This may be due my limit of only knowing
the mentioned PDF's of Birthright though.
● For those who need it: I know the benefit of mixing classes. Skirmisher with fast movement,
or wizard with still spell feat in armour. Birthright pure class has it's flair though.
Mystic tradition recipe
The Mystic Tradition
This text gives miniinformation on the design of your unique Mystic Tradition. In some cases the
statistics may reflect a specific subgroup (players or the creatures) exclusively.
Headquarters: The location of the traditions headquarters, if any.
Members: Number of Mystics, servants, bureaucrats and agents.
Hierarchy: Classification of the general structure of the hierarchy, which determines various factors
as described below.
Leader: The name and title of the leader or leaders.
Arcane Style: A research tradition, allrounders, diabolism or necromancers?
Religion: The deity or deities commonly worshipped by the members of the Mystic Tradition, or
none for atheism.
Alignment: The overall alignment of the organization which may not necessarily apply to all
members within the Mystic Tradition.
Subterfuge: Classification of the level of subtlety and secrecy of the group, as noted below.
Insignia: A description of the symbol or symbols used by the Mystic Tradition.
Weapon: Does the tradition prefer staff or dagger? Eventually lacking a trainer for the neglected?
Core Benefits: What the tradition offers to it's members at what price...
Hierarchy: The way how a Mystic Tradition is structured falls into one of four general categories.
● Intuitive: In this type of Mystic Tradition, the only constant is chaos. Leaders come and go as
easily as the weather changes. Something other than a charismatic leader keeps this group
working as a team. Perhaps the members all prefer one style of the arcane or team up for
research. Members know their leaders, openly welcome recruits, and usually rely on luck rather
than discipline and on passion rather than plans.
● Lodge: This type of Mystic Tradition maintains a firm hierarchy. Orders come down from the
top. Members obey their superiors or suffer consequences. Lawful evil groups often use this
model for their hierarchy. The leader could be an individual or a council, but the highest level of
authority remains isolated from the lesser members.
● Agency: This type of hierarchy has cells or branches that function independently of one another.
Sometimes these branches serve sinister purposes, but don’t know about each other. Other times,
the branches may complement one another and work together closely. Only the highest levels of
the hierarchy know the whole structure. They create hidden subsidiaries to protect their assets in
times of trouble, to diversify their contacts, and to maintain their secrecy.
● Occultism: An occultisms hierarchy has cells connected by a single linking contact or
coordinator. A cell could be an individual or a small group. Members know only other members
with whom they have direct contact. These Mystic Traditions don’t have a clearly traceable
hierarchy. They’re layered in deep secrecy and even those in the highest level of the Mystic
Tradition don’t know all their agents.
Subterfuge: Since most of these Mystic Traditions cannot operate in the public eye without fear of
inquisition, villainy or competition, they adopt one of four levels of secrecy.
● Dedicated: Members know only their immediate superiors, underlings, and others they work with
frequently. Information is passed through intermediaries and is often in code. Only those at the
highest levels of authority know the true agenda of the group, and if multiple people are at this
level, they all may have their own secret agenda. Members communicate with outsiders via
disguises, middlemen, sending spell or equivalent and anonymous messages.
● Mediocre: Members know their superiors and inferiors, one step up and down the chain of
command. Midlevel agents are usually informed of major plans, or at least how their role affects
the plan. Few members are open about their affiliation, and the lowestlevel agents may be
unaware that they work for the Mystic Tradition at all.
● Low: Members of the Mystic Tradition know most of the other members, particularly the leaders.
Some effort is made to camouflage the identity of important individuals from the common folk.
Outsiders know the affiliation of many members, and some brag about their relationship and
status with the group.
● None: The group works entirely in the open and makes no efforts to camouflage its agenda,
headquarters, or employees. Members are easily recognized, and most people are familiar with
the nature of the Mystic Tradition and its ultimate goals.
NOTE ON SECRECY: Dedicated would mean, that most in the tradition, even the wench, cook or
handmaiden have feats like “Stealthy” and “Deceiver” and several ranks in skills like Bluff, Move
Silently and Hide. Price is, it occasionally takes precious feats away from more arcane focus.
Motivation and Goals: This section describes the motives and objectives of the Mystic Tradition,
along with the typical activities used to achieve these goals.
Initiating & hiring: How the tradition accepts members and how NPC servants, cohorts, minions
or agents are hired. Examples could be mixed from:
● Quest: Mystics must fulfil one mission for the tradition to become members.
● Spells: Mystics must be capable of casting a spell the tradition likes or needs. If all in the
tradition make their money by using the “scry province” spell and you can't cast it, then you
have no place there.
● Feats & Skills: Depending on their task in the tradition, members to be need certain feats or
a number of skill ranks in certain skills, or both. Remember 1st level limits!
● Bloodline: All members must be from the same bloodline, be it that of a specific demon or
devil, Aasimar by birth or blood of gods like in Birthright.
● Oath/Geas: To become a member you must accept a geas or oath, maybe even one extending
beyond the grave or for all your family.
Benefactors: A description of famous individuals, groups, fullbore sorcerers or hags or similar
creatures that commonly support the Mystic Tradition.
Antagonists: Famous individuals, Mystic Traditions, or fullbore inquisitions or crusaders or any
other generic bunch that frequently infiltrate, oppose, sabotage or embarrass the group.
Prestige Classes
Any disciple of darkness or thrall to a demon works, if prerequisites are fulfilled. My own key focus
was on Disciple of Asmodeus, Diabolist and my own variant, the Demoniac (Abyssomancer).
It may be my mistake, yet even if you can only apply metamagic feats to cantrips and 1 st level spell
due limitation, the mystic can be developed into a powerful fellow without cheating. The dark
version will quickly have several arcane feats, including those from the official Book of Vile
Darkness. Henceforth a player may very well use the feats by level to add combat feats or specialize
in arcane magic even more.
The mystic concept is unfinished, as the original mystic I considered should have been a lowerlevel
spellcaster of both arcane and divine magic. Some prefer Druid, others the clergy.
My mystic was not designed as a Gestalt character. I mentioned the bloodline rules for a reason and
you should know them to understand the concept as it was intended.
OGL Legal Information
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(“SRD”) is granted solely through the use of the Open Gaming License, Version 1.0a.
This material is being released using the Open Gaming License Version 1.0a and you should read and understand
the terms of that license before using this material.
The text of the Open Gaming License itself is not Open Game Content. Instructions on using the License are
provided within the License itself.
The following items are designated Product Identity, as defined in Section 1(e) of the Open Game License Version
1.0a, and are subject to the conditions set forth in Section 7 of the OGL, and are not Open Content: Dungeons &
Dragons, D&D, Dungeon Master, Monster Manual, d20 System, Wizards of the Coast, d20 (when used as a
trademark), Forgotten Realms, Faerûn, character names (including those used in the names of spells or items),
places, Red Wizard of Thay, Heroic Domains of Ysgard, EverChanging Chaos of Limbo, Windswept Depths of
Pandemonium, Infinite Layers of the Abyss, Tarterian Depths of Carceri, Gray Waste of Hades, Bleak Eternity of
Gehenna, Nine Hells of Baator, Infernal Battlefield of Acheron, Clockwork Nirvana of Mechanus, Peaceable
Kingdoms of Arcadia, Seven Mounting Heavens of Celestia, Twin Paradises of Bytopia, Blessed Fields of
Elysium, Wilderness of the Beastlands, Olympian Glades of Arborea, Concordant Domain of the Outlands, Sigil,
Lady of Pain, Book of Exalted Deeds, Book of Vile Darkness, beholder, gauth, carrion crawler, tanar’ri, baatezu,
displacer beast, githyanki, githzerai, mind flayer, illithid, umber hulk, yuanti.
All of the rest of the SRD is Open Game Content as described in Section 1(d) of the License.
More information on the Open Game License can be found at www.opengamingfoundation.org or
www.wizards.com/d20 .
The terms of the Open Gaming License Version 1.0a are as follows:
OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc
("Wizards"). All Rights Reserved.
Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game
Content; (b)"Derivative Material" means copyrighted material including derivative works and translations
(including into other computer languages), potation, modification, correction, addition, extension, upgrade,
improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or
adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or
otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures,
processes and routines to the extent such content does not embody the Product Identity and is an enhancement
over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and
means any work covered by this License, including translations and derivative works under copyright law, but
specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and
identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements,
dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes
and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells,
enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments,
creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any
other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity,
and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign,
motto, designs that are used by a Contributor to identify itself or its products or the associated products
contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute,
copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or
"Your" means the licensee in terms of this agreement.
The License: This License applies to any Open Game Content that contains a notice indicating that the Open
Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open
Game Content that you Use. No terms may be added to or subtracted from this License except as described by the
License itself. No other terms or conditions may be applied to any Open Game Content distributed using this
License.
Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this
License. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a
perpetual, worldwide, royaltyfree, nonexclusive license with the exact terms of this License to Use, the Open
Game Content.
Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You
represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights
conveyed by this License.
Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the
exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing,
and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of
any original Open Game Content you Distribute.
Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility,
except as expressly licensed in another, independent Agreement with the owner of each element of that Product
Identity. You agree not to indicate compatibility or coadaptability with any Trademark or Registered Trademark in
conjunction with a work containing Open Game Content except as expressly licensed in another, independent
Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open
Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product
Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you
are distributing are Open Game Content.
Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may
use any authorized version of this License to copy, modify and distribute any Open Game Content originally
distributed under any version of this License.
Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You
Distribute.
Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any
Contributor unless You have written permission from the Contributor to do so. Inability to Comply: If it is
impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game
Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material
so affected.
Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure
such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this
License.
Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to
the extent necessary to make it enforceable.
COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document Copyright 20002003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte
Cook, Skip Williams, Rich baker, Andy Collins, David noonan, Rich Redman, Bruce R. Cordell, based on original
material by E. Gary Gygax and Dave Arneson.
System Reference Document v3.5 HTML compilation Copyright 2004, Sovelior Meliamne & Jason Olaf Jensen.
Added to Copyright Notice on demand of this license: Since early February 2008 I, Andrè Michael
Pietroschek, wrote & gamecrafted with intent of publishing, the included description of Forlorn Mystics as
playableclass for D&D (Dungeons & Dragons pen & paper Roleplaying Game) based on “The Revised
(v3.5) System Reference Documents arcane spell list & compiled feats, as Tiefling stats” by D20 Systems,
Birthright sanctioned chapter 2 & Birthright PDF 3rd revision by Richard Baker (plus OGL True RPG
hints)& OGL D20 Game of Thrones. I hereby further mention in quite obvious text and colour that neither
Wizards of the Coast nor D20 are in any form responsible for my publishings and I clearly verify, that I am
not a member of their team or staff. Andrè M. Pietroschek, Germany, February to April 2008
END OF LICENSE