Sunday, 21 June 2026

Mystic class for Elfmaids & Octopi homebrew





































I wrote this months ago and am currently still unsure If I will use.
I folded the spirit symbiote into my priestly holy powers.
I ended up making more non-magic characters

Mystic Class
A magician attuned to a spirit contact who can aid the caster. A mystic has expanded their mind by being in contact with a spirit being or dividing their spirit with long suffering rites or near death trauma.The spirit may scout ahead and use other abilities an a apirit. When not in spirit form the spirit requires a host body, an item form or a familiar form to rest in between. If a spirit is destroyed it reforms from a seed in the mystic reforming when they recover spells with meditation. There are skills to enhance familiars, which can benefit a mystic. 

HD d4
 
Ams Skills 1 +1/4Lv
Arts Skills 4 +1/Lv

Attack +1/4Lv
Weapons: d6 Staff or any d4 or less weapon
Unarmed damage: 1pt
Armour: No armour or Shield

Prime Attribute: Will
gain an extra knowledge of a spell per bonus 

Spell Casting
-Pick one spell list type appropriate for your spirit, but mentalism is the standard
-cast spells as per the spell table up to the 7th order of spells
-know spells: start with knowledge of 4x Zero, 4x 1st Lv spells
-You can know 1 + Will bonus in new spells each new level after 1st
-once per day, you can renew all your spells with  8 hours of chants, craft, meditation, fasting and herbs 
-require spoken sounds, gestures & material components 
-material components include crystals, gems, mushrooms, herbs, caligraphy, art or incense

Spirit Symbiote
Mystics have a special spirit friend who increasingly bonds to them. There is a d12 table for what kind of spirit ally tradition you belong to, and each mystic requires a means of storing their resting spirit. The spirit is often first met in a ritual or traumatic event where the spirit came to aid the character. Your spirit exists in a 
hierarchy of other spirits and many dungeons and haunted places have spirits. Spirits are ethereal non non-material beings invisible to normal mortals but visible to the host and other spirits. They often have hot takes on what you are doing, even when you dont ask.

d12 Spirit Source
1 Lower Planes beings of hells, underworlds and the myriad of demonic worlds
2 Nature spirits of the mortal plane (land, plant, animal, water, wind)
3 Faerie spirits of faerieland
4 Elemental species often have a beast-like form
5 Poltergeists, troubled spirits of the dead, put to good work
6 Land spirits of certain places, wild, rural, urban or dungeon
7 Ancestral spirit, possibly a magician, often gives unwanted advice
8 Fetch Spirit, a part of your soul, possibly a spiritual twin or shadow  
9 Ghost of a friend, lover, family or mentor  
10 Radient alien spirits of law or star spirits 
11 Shadowy void spirits of the outer darkness who hunger for life force to feed on
12 Cherabim or other winged spirit guardians of the upper worlds

The spirit begins as an invisible spirit on the ethereal plane. It can be see and be seen by other similar ethereal spirits and detected by some spells. It can pass through barriers only on the mortal plane or non-magic with a Mov of 12. At each level, the mystic's use of their spirit power improves. They recover daily after rest and meditation. Spirit attacks can fight other non-material ethereal beings for a d3 attack, but not material mortal enemies. If HP destroyed the reform the next day. There are various familiar boosting skills to enhance them. 

Lv1-4
spirit use per round per level
scout ahead in the 
ethereal plane border and report back by touch contact what it has seen
1HP + Will bonus per Lv, AC+3 requires planar, silver, cold iron or magic weapons to harm, d3 attack vs spirits 
Lv5-8
spirit use per ten-minute turn per level (or until destroyed)
d4 HP per Lv, AC+5 requires +1 magic weapons to harm, d4 attack
Can travel the ethereal plane and speak to other spirits
Lv9-12 
spirit use per hour per level (or until destroyed) 
d4+1 HP per Lv, AC+7 requires +2 magic weapons to harm, d6 attack
can travel the faerie, dream and nightmare planes
Lv13-16 
spirit use per hour per level (or until destroyed)
d4+2 HP per Lv, AC+7 requires +3 magic weapons to harm, d8 attack
can travel the inner elemental planes
Lv17-20 
spirit use per hour (or until destroyed)
d4+3 HP per Lv, AC+7 requires +4 magic weapons to harm, d10 attack
can travel the outer planes and the astral plane 


Spirit Vessels
Pick One. When your spirit is not in use, it requires time in a container to recover and rest. While in a vessel form, they cannot also be a free-roaming spirit.

Hosts Body
Symbiotic spirit bonded to your soul or formed from it by strange forces from beyond. While safe inside you, it confers some benefits and offers you a different internal monologue of advice or just nagging

Lv1-4 Alerts a sleeping host to threats
Lv5-8 Confers protection from evil on host while inside
Lv9-12 Host can see spirits, invisible or ethereal beings 
Lv13-16 
Host who has failed saves to resist vs possession, confusion, sleep, charm or spells cast by spirits gets an extra saving throw using the spirit's chance
Lv17-20 Can teleport or planeshift host to location twice per day 

Familiar 
Form a material body to recuperate or aid the host. May become immaterial again as required. Unarmed attacks are magical damage like a spell effect but made in the physical form against similar targets. Familiars may be customised, and abilities changed from these with the GM approval by sacrificing attacks or reducing damage dice. 

Lv1-4 Form a small material body at will, usually a pet or small winged humanoid, d4 unarmed
Lv5-8 Form a medium body form at will, often more humanoid and well dressed. d6 unarmed
Lv9-12
 Form a large body form at will, often a mount, 2x d6 unarmed attacks
Lv13-16 Form a large body form at will, fly 24 or borrow 6 or swim 12, 3x d8 unarmed attacks
Lv17-20 
Reforms from destruction with 4d6 of host HP, Attackx3 d12

Item
 
Forms a magic item which can be used as a material component for spells (as a spell focus skill but you can have both). The item appears or disappears at will when not used or the spirit is out in ethereal spirit form. It has no encumbrance for the host. Various item choices exist but require skills to use. Thrown weapons return at the end of the round to the host.

Mystic weapon or armour 
Lv1-4 +1  
Lv5-8 +2 
Lv9-12 +3  
Lv13-16 +4
Lv17-20 +5

Mystic Tool (staff, wand, doll, cards, rod, book or medallion)
Lv1-4 know +1 Zero and 1st lv spell for levels 1-4
Lv5-8 know +1 2nd lv spell for levels 5-8
Lv9-12 
know +1 3rd lv spell for levels 9-12
Lv13-16 know +1 4th lv spell for levels 13-16
Lv17-20 know +1 5th lv spell for levels 17-8


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