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Tareh

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The Mystic Class focuses on the spiritual and magik side of TAW. They aren't necessarily Mystics and they aren't necessarily supernatural themselves. They are unnatural abilities and skills, most of them. Some of them have psionic abilities, some of them have kitsune and Dark One abilities, they can use their spirit powers to summon creatures and more. Some can alter reality about them and others are nearly godlike in their powers. The Mystic Class can heal with a touch and destroy with the same touch.

Below is a list of advantages and disadvantages you pick to replace advantages/disadvantages you might have or simply add to your character's list for flavor. For every advantage you pick you have to pick a disadvantage, however.

You can also choose to replace one of your character's racial excel and decel stats with one of the Hunter's choices.

Excel Stats: Magik Offense and Magik Defense (1 level up gives you 10 points in each.)

Spirit Points (1 level - 25 Points)

Detriment Stats: Stamina, Health, Charisma (2 level ups give you 5 points in each.)

 

Class Advantages/Disadvantages:

Advantage: You get a bonus of 1000 Spirit Points

Advantage: Your magikal attacks sometimes do double damage

Disadvantage: Sometimes physical attacks can do double damage to you.

Disadvantage: Like a double edge sword, sometimes the magikal/supernatural does more damage to you/is drawn to you.

 

When you reach Lv. 25 with the Mystic, they can either be upgraded to Mystical Class or Spiritual Class.

 

If you have an idea for a talent/ability/skill not listed below you fill fits into the Class listed, speak with the GM to create it. If it too advanced, he might just inform you it will go into the Advanced Class version of the Class.

 

Talents:

1) Magikal Flow Lines: Leylines run through the planet and the body has it's own ley lines in a sense, "circuits" that flow with magikal energy. The more circuits one has access to, the more magik they can influence. This talent helps one understand the flow of the ley lines in the world and the circuits in the body - so they can use abilities below to influence it more.

Tier 1 - Leylines of the World: You are able to sense out leylines in the wortld and the various magikal ones and predict/chart them. There's one leyline for each element in the world and they criss cross. 1 Class Level cost

Tier 2 - Leylines of the World II: If a disaster occurs or something has the leylines shift, like years passing or strong weather or other things, or arriving on another planet, you can trek the new leylines positions and predict where they will move. 1 Class Level cost

Tier 3 - Circuits of the Body: You can trace the various circuits of the body and know that most Mystics start off with three, while most non Mystics have 1 or 2. This helps you learn more about the circuits and how Mystics tap into them. 1 Class Level cost

Tier 4 - Circuit Increase Knowledge: Your knowledge of how to help Mystics increase circuits increases the more you encounter Mystics with higher numbers, charting how circuits open and following the process of the opening and how each element has their own circuits branching out and spells use certain ones. 1 Class Level cost

Tier 5 - You chart your own course here for what you want to specialize in knowledge wise. This tier is what you choose to master in. ? Class Level cost

Bonus Tier 1 - You chart your path from here. Speak with the GM. ? Class Level cost

Bonus Tier 2 - You chart your path from here. Speak with the GM. ? Class Level cost

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2) Magikal Arcane Knowledge: You have spent time researching magikal arcane knowledge and how it works out. Below is blank because you can work out the tiers of what types of magikal arcane knowledge you would wish your character to seek out and learn and what fields of expertise they would seek and gain knowledge in and mastery. Speak with the GM for ideas in this talent tree.

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3) Mystic Knowledge Scholar I: You prefer to know about the mystic arts of the world: you can pick a topic of your choice and pick 5 tiers based around it, a certain field of expertise to have your character be knowledgable and talented in. These talents will help your character be an expert in said field and be able to answer questions/information on it that others cannot do.

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4) Mystic Knowledge Scholar II: You prefer to know about the mystic arts of the world: you can pick a topic of your choice and pick 5 tiers based around it, a certain field of expertise to have your character be knowledgable and talented in. These talents will help your character be an expert in said field and be able to answer questions/information on it that others cannot do.

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5) Spiritual Senses: The exentension of spiritual senses to the world around them allows Mystics to be on the alert and aware of many things.

Tier 1 - Spiritual Senses Around One: Your senses are of a spiritual nature, not a natural one; you may have natural senses that you can develop in other places, but for this talent and tier tree, they are of a spiritual nature. This allows you to sense around you things that are of a spiritual sense; if anyone enters your field of about 5 meters, you can sense their spiritual nature to a degree unless they are strong enough to hide it from you. You can also sense things that may or may not be wrong at that range. 1 Class Level cost

Tier 2 - Extending Spiritual Senses: Your spiritual senses are extended to cover more distance, so you can feel out things that may be wrong. Your spiritual senses pick up things that are of a spiritual nature that are wrong. This can only be extended so far and can only pick up so much. 1 Class Level cost

Tier 3 - Reading Others' Spirit: You can attempt to read other's spiritual essence with your own spiritual power. This can tell you a lot about their alignment. They can sometimes block it or this may fail ,depending on the player and the GM. When you use this, if they attempt to block it, they will let the GM know who will let you know if it passes or fails. 1 Class Level cost

Tier 4 - You chart your path from here. Speak with the GM. ? Class Level cost

Tier 5 - You chart your path from here. Speak with the GM. ? Class Level cost

Bonus Tier 1 - You chart your path from here. Speak with the GM. ? Class Level cost

Bonus Tier 2 - You chart your path from here. Speak with the GM. ? Class Level cost

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6) ____ Spirit: This allows you to take another mystic type ability, even from something else you may have made, like kitsune abilities or psionic abilities if you have learned that with GM approval, and combine it iwth Spiritual moves. An example would be Psionic Spiritual talents and whatnot. Speak with the GM for more information and ideas.

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7) Spiritual Defenses: Being spiritually inclined, your body has set up natural defenses in itself to protect it from attack from magik and spiritual strikes.

Tier 1 - Spiritual Inner Defense: Your spiritual defenses have been built up by using spiritual flow and magik type stuff. 1 Class Level cost

Tier 2 - Spiritual Inner Defense II: You earn 500 Spirit Points 1 Class Level cost

Tier 3 - Spiritual Inner Defense III: This unlocks the Spiritual Defenses Abilities I below. 1 Class Level cost

Tier 4 - Magik Defense I: This helps give you some defense against magikal attacks and unlocks Spiritual Defenses Abilities II below. 1 Class Level cost

Tier 5 - You chart your path from here. Speak with the GM. ? Class Level cost

Bonus Tier 1 - You chart your path from here. Speak with the GM. ? Class Level cost

Bonus Tier 2 - You chart your path from here. Speak with the GM. ? Class Level cost

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8 Talent will be filled in later. Keep in mind you can make your own mystic talents.

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Abilities:

1) Elemental Weapon Add-On: This allows the Mystic to pick four elements of their choice for each level to place on weapons to do damage with that element.

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2) Magik Shield: Forming a magik shield around yourself and others for defense, the Mystic goes on the defensive to protect against magik and physical attacks against foes that might be ganging up on the team.

Lv. 1: The most basic form of the magik shield, it's a quickly made shield meant to stop just a single attack in desperation at the last second and will shatter after the blow. Spirit Cost: 100 / 1 Class Level Cost

Lv. 2: A stronger, more sturdy form, this can be cast, like level one, only on the caster. It's a more sturdy form and can take a few hits depending on the power of the magik/physical attack. Spirit Cost: 300 / 1 Class Level Cost

Lv. 3: The same level of strength as the second level, this can be cast on anyone - but it's still a single person. Spirit Cost: 300 / 1 Class Level Cost

Lv. 4: As long as the caster keeps their hands out and has Spirit, this will slowly eat it up and keep up a shield in front of them and two others, protecting them from damage. The damage inflicted will eat up Spirit at a rapid rate until the caster hits 0 and runs out. Until then the shield remains up - they can not cast anything else and must keep their hands out. 2 Class Level Cost

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3) Magik Boost: Drawing upon the land, a Mystic can draw Spirit directly from the ground to resupply their own Spirit twice per session to cause devastating damage and crush their opponent as well as increasing their damage output, depending on their choices for that session.

Lv. 1: The spell caster can opt for 1 of their 2 uses of this ability per session to increase their damage output by double for 3 mins. Spirit Cost: 500 / 2 Class Level Cost

Lv. 2: The spell caster can opt for 1 of their 2 uses of this ability per session to increase their damage output by triple for 3 mins. Spirit Cost: 800 / 2 Class Level Cost

Lv. 3: The spell caster can opt to tap into the land and suck up Spirit to completely restore all their Spirit for 1 of their 2 uses of this ability per session. 2 Class Level Cost

Lv. 4: The spell caster can opt to restore all their damage received as one of their 1 of 2 uses of this ability per session. Spirit Cost: 600 / 2 Class Level Cost

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4) Heal Magik I: This allows a Mystic to cast restorative magik to heal their wounds inflected during combat or other means. This is more potent than a Templar's Heal Magik.

Lv. 1: The most basic form of the heal magik, it restores medium flesh damage done to the surface layer of the body and restores medium lost health points to the Health Stat. Spirit Cost: 100 / 1 Class Level cost

Lv. 2: This restores most damage done to the outer layer of the body, mending rendered flesh and stopping bleeding that is occurring immediately, but it does not touch damage inside. It restores a lot of health points to the Health Stat. Spirit Cost: 200 / 1 Class Level cost

Lv. 3: This can restore moderate damage done to a person's insides, allowing them to move about and fight again with 1/5ths of proper healing restoration done to them. This healing level can only be done a few times per session. Spirit Cost: 300 / 1 Class Level cost

Lv. 4: This can restore moderate damage done to a person's insides, allowing them to move about and fight again with 2/5ths of proper healing restoration done to them. This healing level can only be done twice per session. It also dulls the pain consideriblely at this level. Spirit Cost: 500 / 1 Class Level cost

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5) Cure Magik I: With powerful curative magik at this disposal, Mystics can heal much poison and unknown diseases rampaging inside the body, especially with Student Doctor knowledge to aid them.

Lv. 1: If a Mystic is poisoned by something, they can flush their system of it with this spell within one minute. If it's some new poison never encountered and they have Student Doctor Talent, they can still use this. This might not entirely wipe their system clean, but it will allow them to keep from being killed. Spirit Cost: 200 / 1 Class Level cost

Lv. 2: If a deadly poison pierces the Mystic's skin through a blade or arrow and begins to take effect long after the wound and they realize once it's in their system, they can flush their system after the fact though they are left weakened. If it's a new poison and they have Student Doctor, they can still flush it. They will be alerted to the effects sooner if they also have SD. Spirit Cost: 400 / 1 Class Level cost

Lv. 3: If another has been poisoned and the Mystic acts within 1 minute they can flush their system. With SD they are alerted to the symptons faster. Spirit Cost: 200 / 1 Class Level cost

Lv. 4: If another is poisoned and dying after a length of time, the Mystic can attempt to flush their system despite the length of time. The person will be left weakened afterwards. With SD they alerted to the symptons much faster. Spirit Cost: 400 / 1 Class Level cost

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6) Spiritual Defenses Ability I: Being spiritually inclined, your body has set up natural defenses in itself to protect it from attack spiritual strikes. You can take this if you took the Spiritual Defenses Talent

Lv. 1: If someone hits you with a Spiritual attack, not a magik attack, you have low defenses which helps negate 1/5th of the damage. Spirit Cost: 300 / 1 Class Level cost

Lv. 2: If someone hits you with a Spiritual attack, not a magik attack, you have low defenses which helps negate 2/5ths of the damage. Spirit Cost: 300 / 1 Class Level cost

Lv. 3: If someone hits you with a Spiritual attack, not a magik attack, you have low defenses which helps negate 1/2th of the damage. Spirit Cost: 400 / 1 Class Level cost

Lv. 4: If someone hits you with a Spiritual attack, not a magik attack, you have low defenses which helps negate all of the damage. One time per session use. Spirit Cost: 500 / 1 Class Level cost

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7) Spiritual Defenses Ability II: Being spiritually inclined, your body has set up natural defenses in itself to protect it from attack spiritual strikes. You can take this if you took the Spiritual Defenses Talent

Lv. 1: If someone hits you with a magik attack, you have low defenses which helps negate 1/5th of the damage. Spirit Cost: 300 / 1 Class Level cost

Lv. 2: If someone hits you with a magik attack, you have low defenses which helps negate 2/5ths of the damage. Spirit Cost: 300 / 1 Class Level cost

Lv. 3: If someone hits you with a magik attack, you have low defenses which helps negate 1/2th of the damage. Spirit Cost: 400 / 1 Class Level cost

Lv. 4:If someone hits you with a magik attack, you have low defenses which helps negate all of the damage. One time per session use. Spirit Cost: 500 / 1 Class Level cost

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8 Ability will be filled in later. Keep in mind you can make your own mystic abilities.

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Skills:

1) Wind Magik: You can create four unique levels of Wind Magik spells for your own use. The GM will work with you on how much each will cost Spirit wise depending on how much you add to it devastation wise/attack power wise.

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2) Fire Magik: You can create four unique levels of Fire Magik spells for your own use. The GM will work with you on how much each will cost Spirit wise depending on how much you add to it devastation wise/attack power wise.

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3) Earth Magik: You can create four unique levels of Earth Magik spells for your own use. The GM will work with you on how much each will cost Spirit wise depending on how much you add to it devastation wise/attack power wise.

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4) Lightning Magik: You can create four unique levels of Lightning Magik spells for your own use. The GM will work with you on how much each will cost Spirit wise depending on how much you add to it devastation wise/attack power wise.

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5) Ice Magik: You can create four unique levels of Ice Magik spells for your own use. The GM will work with you on how much each will cost Spirit wise depending on how much you add to it devastation wise/attack power wise.

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6) Water Magik: You can create four unique levels of Water Magik spells for your own use. The GM will work with you on how much each will cost Spirit wise depending on how much you add to it devastation wise/attack power wise.

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7) Mystic Strike: This allows you to build your own unique version of the Slash attack, but it's more of a spiritual attack for Mystics due to their mystical and spiritual abilities, culiminating in a super powerful version on Level 4 known as the Mystic Strike. The first three levels you can make up to uniquely suit your own character's playstyle.

Lv. 1: You chart your path from here. Speak with the GM. ? Class Level cost

Lv. 2: You chart your path from here. Speak with the GM. ? Class Level cost

Lv. 3: You chart your path from here. Speak with the GM. ? Class Level cost

Lv. 4: Mystic Strike. This powerful strike is powered by a combination of your energy and your spirit points. It allows you to combine them into a powerful strike either with your weapons or your energy/spirit into a blast that hits the person, destroying armor up to tier 8 and throwing the enemy backwards. It also allows you to open the Mystic Strike Special Attack, which you can speak with the GM about building to your special needs. Energy Cost: 80 and Spirit Points: 500 / 3 Class Level Cost

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8 Skill will be filled in later. Keep in mind you can make your own mystic skills.

 
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