The Psi-Mystic

The Psi-Mystic is a character who through intuitive powers can sense aspects on a psychic, magic and metaphysical level. They are often acclaimed advisors and prophets who can glimpse the future. The intuitive nature of the Psi-Mystic's power is such that they simply accept suddenly knowing something and have learned to trust their feelings.

This also means that most Psi-Mystics disregard formal education in favor of following their cosmic path. Most believe that too much education creates walls that block one from the natural psychic emanations and deadens one to the true world around them. They also believe that too much reliance on technology and physical objects will have the same effect. Consequently, a Psi-Mystic will avoid technological places (cities), gizmos and collecting a great amount of tangible possessions, other than those that uplift the spirit like works of art, musical instruments, books and similar items.

An individual with some level of psionic power can be taught by a mystic or a monk in the ways of mysticism, philosophy, meditation, and opening one's "mind's eye" and body to the world. However, most Psi- Mystics will tell you that one does not learn to become a mystic, but is born with the "gift."

The Powers of the Psi-Mystic:

The abilities of the Psi-Mystic are a combination of psychic and magic powers.

  1. Psionic Powers: At level one the Psi-Mystic atuomatically has the power of exorcism, sense evil, sixth sense, meditation and mind block, plus he gets to select three powers from the sensitive category and two from either the physical or healing category. Additional psionic abilities: The character gets to select one additional psionic power from the categories of sensitive or physical at levels 3, 5, 7, 9, 11, 13, and 15.
  2. I.S.P.: To determine the character's amount of Inner Strength Points, take the number of M.E. as the base, roll 2D4x10, and add it to the base number. The character gets another 10 I.S.P. for each additional level of experience, starting at level one. Considered to be a master psionic.
  3. Magic Powers: The Psi-Mystic spends years pondering about the mysteries of life, his place in it, and how magic might help him find his place in the world. When he is ready to find or make his place in the world, by exploring it as an adventurer, the character enters into a meditative trance that lasts six days. At the end of that period, the character intuitively knows how to cast six specific spells. The nature of the spells will typically reflect the character's alignment and current view of life. At first level, select a total of six (6) spells from magic levels one and two. These are part of the mystic's permanent spell casting abilities and cannot be changed. Nor can the Psi-Mystic learn new spells like a wizard, his magic abilities must come from meditation and cosmic awareness. Additional Magic: The Psi-Mystic will intuitively sense whenever he or she has reached a new metaphysical plateau (new level of experience). At each new junction in life (experience level), the character will find time to meditate on life, his goals and magic. As a result, he can select a total of two new magic spells from any level up to his own level of experience (i.e. a fourth level Psi-Mystic can select his spells from levels 1-4).
  4. Bonuses: As a master psionic, the Psi-Mystic needs to roll a 10 or higher to save versus psionic attack (plus any M.E. attribute bonuses). +2 to save vs mind controlling drugs, potions, and magic charms, +4 to save vs possession, and +2 to save vs horror factor.

Psi-Mystic O.C.C.


Attribute Requirements: None, however a high I.Q. and M.E. (10 or higher) are strongly suggested.
Alignment: Any
Gender: Male or Female
Race: Any Race capable of having Psionics.
O.C.C. Skills:
    Dowsing (+5%)
    Land Navigation (+10%)
    Languages: Native Tongue at 98% plus two of choice (+15% each)
    Wilderness Survival (+10%)
    Horsemanship: General (+16%)
    Lore: Magic (+10%)
    Math: Basic (+20%)
    W.P.: Two of choice
    Hand to Hand: Basic (Hand to hand: basic can be improved to expert at the cost of two "other" skills, or martial arts (or assassin if an evil alignment) for the cost of three "other" skills.)

O.C.C. Related Skills: Choose 6 other skills at level 1 , plus 1 per level starting at level 2. All new skills start at Lvl. one proficiency.

    Communications: Any (+10%)
    Domestic: Any
    Espionage: None
    Horsemanship: General or Exotic Only.
    Labour: Any
    Medical: First Aid only
    Military: Any
    Naval: Any
    Performing Arts: Any (+10%)
    Physical: Any, except Acrobatics, Gymnastics and Wrestling.
    Rogue: Any
    Science: Any (+5%)
    Scholar/Noble/Technical: Any (+15%)
    Weapon Proficiencies: Any
    Wilderness: Any

Secondary Skills: Choose 4 at level 1, plus 1 per level starting at level 2. All new skills start at Lvl. one proficiency. These are additional areas of knowledge that don't get the O.C.C. bonus.

Starting Equipment: Two sets of clothing, a nice cloak or cape (with or without hood), leather boots, belt, blanket, backpack, two medium- sized sacks, two small sacks, a water skin, food rations for 1D4 weeks, a pocket mirror, hair comb and a tinder box.

Armour: Starts with a suit of studded leather (A.R. 13, S.D.C. 38); most prefer light, magic armor, but can wear any type of armor except a full suit of plate (too psychologically confining and reliant on technology).

Weapons: Starts with a silver coated dagger, and two other weapons of choice. All are basic S.D.C. weapons of fair to good quality. Magic weapons and other equipment must be acquired later. They love magic and exotic weapons and items.

Money: The character starts with 120 in gold, which can be used immediately to purchase more equipment or saved. Additional money will come from payment for special services and booty. Most Psi-Mystics eventually amass a fortune in works of art, books and magic.

Experiance and Combat Table:
LevelMagic CombatSpell Use/levelExperience
1+1 vs. Spell Magic 20-1,930
2+1 vs. Circles/Wards41,931-3,860
3+1 Spell Strength63,861-7,720
4Sence Good/Evil 40% 87,721-15,200
52 Spell Att/Melee1015,201-23,300
6Recognize Enchantment 30%1223,301-36,666
7+2 vs. Spell Magic1436,667-56,666
8+2 Spell Strength 1656,667-86,666
9+2 vs. Circles/Wards1886,667-111,666
10Sence Good/Evil 65%20111,667-135,666
11+2 vs. Circle/Wards 22135,667-166,666
12Recognise Enchantment 50%24166,667-216,666
13+3 vs. Spell Magic26216,667-266,666
14Recognize Enchantment 71%28266,667-316,666
15+3 vs. Circle/Wards30316,667-386,666

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