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See also Mystic (Character Kit) and Mystic - Wizard (Character Kit).

Mystic[]

Lone figures who stride out of the desert, mystics are strange and flamboyant Free Priests whose words have moved armies and are said to have moved mountains. They require no conventional channels to hear the gods' words, and they shun the convenience of an orthodox hierarchy. At times they are allies of hierarchical clerics, but just as often they are foes. Mystics bring new revelations and new ideas—often gained through euphoric dancing, meditative trances, and other exotic means. At best, the organized church finds their ideas difficult to accept.

Requirements: Members of this kit may be either gender and any race or faith which allows standard priests. While any alignment is allowed, most mystics lean toward a chaotic ethos.

Role: Mystics are Free Priests, and while they may worship the same god or gods as their more organized cousins in the hierarchy, they follow their own agenda, one which may be at odds with that of the ordered faiths. For that reason, the extremely conservative moralists have no love of mystics of any stripe, and the feeling is mutual.

There are as many types of mystics as there are mystics themselves, all of whom receive their revelations and priestly magics in a different fashion. Dervishes receive spells after inducing euphoria or a higher level of consciousness through wild and energetic dancing. For anchorites and hermits, solitude and meditation open a pathway to the gods. Some mystics sing, engage in simple work, take long walks, or employ other means to receive their spells. In this way, the mystics gain their spells much as standard priests gain enlightenment, with similar time requirements.

Weapon Proficiencies: Mystics may take any weapon that a priest is allowed. In addition, they may take weapons normally forbidden to priests if they fill twice the usual number of proficiency slots. (For example, a mystic of Kor may use a battle-axe by expending two weapon proficiency slots instead of the usual one.) Mystics may not specialize in weapons.

Nonweapon Proficiencies:

  • Bonus Proficiencies: Religion, plus one priest or general proficiency that reflects the action required to receive spells (player's choice). Dancing, for example, is the obvious requirement for dervishes. The chosen proficiency should involve a simple task that can be repeated again and again with ease. (Engineering, for example, is not appropriate.) Mystics who receive spells through solitude and meditation do not gain a second bonus proficiency; they simply require absolute solitude to regain spells.
  • Recommended, General: Any.
  • Recommended, Warrior: Endurance, survival, display weapon prowess (all fill normal number of slots, without +1 penalty).
  • Recommended, Priest: Ancient history, healing, herbalism, reading/writing, spellcraft, genie lore.
  • Recommended, Wizard: None.
  • Recommended, Rogue: Begging.
  • Forbidden: None.

Equipment: Members of this kit have no restriction on armament. Mystics are very poor initially, but those who attain success tend to drape themselves in wealth.

Special Benefits: Mystics use the standard advancement tables for clerics, and at sufficient level attract followers much as priests do. The followers are fanatically loyal to the mystic as opposed to merely the mystic's religion.

Magical Abilities: Mystics may gain spells from the "standard" spheres as clerics:

  • Major Access: All, Astral, Charm, Combat, Creation, Divination, Guardian, Healing, Necromantic, Protection, Summoning, and Sun.
  • Minor Access: Elemental.
  • Forbidden Spheres: All others.

Turning Undead. Mystics can turn the undead like standard clerics in the AD&DR game.

Special Hindrances: Mystics can only receive spells through the method they've chosen (see above). If a mystic is prevented from attaining that state—e.g., hobbled so he can't dance, harangued so she can't meditate—no spells can be gained.

Mystics also suffer a 2-point penalty to reaction rolls when dealing with pragmatist and ethoist clergy, and a 4-point penalty for moralist clergy.

Wealth Options: Mystics begin poor, with only one chosen weapon and 3d6 gp each. All donations are welcome after that point.

Races: Any race that has normal priests may produce a mystic, as exemplified by the Dancing Dwarf warriors of the Al-Akara mountains. Nonhuman mystics are limited to their standard levels plus 2. (For example, a Dancing Dwarf dervish can reach a maximum level of 12 instead of 10.)

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