Chapter 1 - Class - Character Kits - Wizard Kits
Mystic
Note: This kit is taken from the book Complete Wizard's Handbook.
Thoughtful, reserved, and extremely introspective, the Mystic is devoted
to self-enlightenment and sees the study of magic as the key to spiritual awareness. The
Mystic enjoys nothing more than spending long hours contemplating the mysteries of the
universe and attempting to become more in touch with his inner self. The Mystic is not
necessarily a student of religion or philosophy; he seeks an awareness that can only be
found intuitively.
The Mystic is by no means a reluctant magic-user. In fact, the Mystic believes that the
casting of each spell and the acquisition of each new magical technique brings him closer
to perfect awareness. The mental discipline necessary for the mastery of magic is the
perfect compliment to self-knowledge.
The Mystic can come from any culture, but he is usually from a society that places a
high value on philosophy, art, and scholarship. His is most likely to join an adventuring
party for the opportunity to broaden his outlook, discover new things about himself, and
use magic in new, enlightening ways.
To be a Mystic, a wizard must have a Wisdom score of at least 13.
There are no special rules for abandonment of this kit. If the Mystic grows weary of
the contemplative life or feels that he has reached a pinnacle of self- awareness, he can
simply leave this kit behind.
Preferred Schools: The Mystic prefers the schools of illusion, divination, and
enchantment/charm.
Barred Schools: Because the Mystic is predisposed against magic that harms other
living things, he is barred from specializing in the schools of necromancy,
invocation/evocation, and conjuration/summoning. He is not prevented from learning
spells from these schools-- he simply prefers to limit his association with them.
'Role: In many societies, the Mystic is considered to be little more than a crackpot, an
eccentric with an utter lack of ambition who serves no useful purpose. In more
enlightened cultures, the Mystic is seen as a seeker of truth, a sensitive soul engaged in an
inspiring spiritual journey.
In a campaign, the Mystic is quiet and non-aggressive. His very presence is soothing
to the party, and he always has a word of comfort or encouragement for his companions.
The Mystic avoids combat whenever possible, but courageously rises to the occasion
when his comrades are threatened. Only in the most extreme circumstances will the
Mystic intentionally take a life; however, he will kill if necessary to preserve his own life
or the life of a companion.
Secondary Skills: The Mystic must take one of the following as his Secondary Skill
(player's choice, based on the Mystic's background): Farmer, Forester, Groom, Mason,
Scribe, Tailor/Weaver, Woodworker.
Weapon Proficiency: Required (the player chooses one of the following): Dagger,
dart, or sling.
Nonweapon Proficiencies: Bonus: Astrology, Religion.
Recommended: (General)
Agriculture, Artistic Ability, Carpentry, Etiquette, Languages (Modern), Leatherworking,
Pottery, Seamstress/Tailor, Stonemasonry, Weaving; (Wizard) Ancient History,
Herbalism, Languages (Ancient), Reading/Writing, Spellcraft.
Equipment: The Mystic may buy only the weapon associated with his Weapon
Proficiency. As his adventuring career progresses, he can buy (and use) only daggers,
darts, knives, and slings. He must spend all of his starting money; any leftover gold is
lost.
Special Benefits: The Mystic receives one of the following special abilities from the list below. The special ability is chosen when the character is first created and can never be changed.
Special Hindrances: A Mystic must spend two consecutive hours per day meditating.
These two hours must always occur at the same time of day; the player can decide which
hours are devoted to meditation, but once decided, the time period can never change
(typical meditation times are the first two hours of dawn, the first two hours after sunset,
or from midnight to 2 a. m. ). If the Mystic neglects to perform his meditation, is unable
to perform it, or is interrupted more than once (for more than a total of 1 minute), the
following day he is able to cast only the number of spells allowed to a wizard one level lower than his actual level. For instance, if a 4th-level Mystic is unable to meditate on
Day 1, on Day 2 he will be able to cast only as many spells as a 3rd-level wizard.
Wealth Options: The Mystic receives only (1d4 + 1) x 5 gp as starting money.
Races: No limitations