MagicMystic (3.5e Class)

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MagicMystic[edit]

A MagicMystic is a spell-caster, who obtains mind and body-enhancing powers. She wields an older and rawer form of magic. She bends it at her will and with time grows more proficient with it. A MagicMystic doesn't like Wizards much as they aren't able wield magic as naturally as they do. (An intelligence score of 12 is needed to take this class, to get the most out of this class an intelligence score of 28 is needed). Also a Magic-Mystic may never choose to level in an arcane or divine spell-casting class.

Making a MagicMystic[edit]

Abilities: Most important is Intelligence (min 12) for spells and skills; Strength for combat, Dexterity for AC and ranged attacks.

Races: All races with an intelligence score of 12+ can become a MagicMystic.

Alignment: Any.

Starting Gold: As wizard +2d4

Starting Age: As wizard

Table: The MagicMystic

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +1 +1 Total Spell Mastery, Armored Mage (Light), Learn Element 1, Bonus Feat 1 0/1
2nd +0 +0 +1 +2 Enhance Mind 1 1
3rd +1 +1 +2 +2 Enhance Body, Bonus Feat 2 1 0/1
4th +2 +1 +2 +3 Learn Element 2 2 2 1
5th +3 +1 +3 +3 Enhance Mind 3 2 1 0/1
6th +4 +2 +3 +4 Bonus Feat, Master Element 1 3 3 2 1
7th +5 +2 +4 +4 Enhance Body 4 3 2 1 0/1
8th +6 +2 +4 +5 Learn Element 3 4 4 3 2 1
9th +7/+1 +3 +5 +5 Enhance Mind, Bonus Feat 5 4 3 2 1 0/1
10th +7/+2 +3 +5 +6 Enhance Body, Armored Mage (Medium), 5 5 4 3 2 1
11th +8/+2 +3 +6 +6 Enhance Mind 6 5 4 3 2 1 0/1
12th +8/+3 +4 +6 +7 Learn Element 4, Master Element 2, Bonus Feat 6 6 5 4 3 2 1
13th +9/+3 +4 +7 +7 Enhance Body, 7 6 5 4 3 2 1 0/1
14th +9/+4 +4 +7 +8 Enhance Mind, 7 7 6 5 4 3 2 1
15th +10/+4 +5 +8 +8 Enhance Body, Bonus Feat 8 7 6 5 4 3 2 1 0/1
16th +10/+4/+1 +5 +8 +9 Learn Element 5 8 8 7 6 5 4 3 2 1
17th +11/+4/+1 +5 +9 +9 Enhance Mind, 9 8 7 6 5 4 3 2 1 0/1
18th +11/+5/+1 +6 +9 +10 Bonus Feat, Master Element 3 9 9 8 7 6 5 4 3 2 1
19th +11/+5/+2 +6 +10 +10 Enhance Body, 10 9 8 7 6 5 4 3 2 1
20th +12/+5/+2 +6 +10 +11 Learn Element 6, Armored Mage (Heavy), 10 10 9 8 7 6 5 4 3 2

Class Skills (7 + Int modifier per level, ×4 at 1st level)
Concentration (Con), Diplomacy (Cha), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Spellcraft (Int), Climb (Str), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), Swim (Str), Survival (Wis).

Class Features[edit]

All of the following are class features of the MagicMystic:

Weapon and Armor Proficiency: A MagicMystic is proficient with all simple and martial weapons and with light armor, medium armor at 15th level and heavy armor at 20th level.

Spells: A MagicMystic casts arcane spells which are drawn from the sorcerer/wizard spell list, cleric spell list or druid spell list. (All spells are cast as arcane regardless of which spell list they come from.)

To learn or cast a spell, the MagicMystic must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a MagicMystic’s spell is 10 + the spell level + the MagicMystic’s Intelligence modifier.

Like other spellcasters, a MagicMystic can cast only a certain number of spells of each spell level per day. Her daily spell allotment is given on Table: MagicMystic. The MagicMystic does not receive any bonus spells for having a high Intelligence score, the spells per day on the table are fixed.

Like a sorcerer, she can cast her spells without preparing them ahead of time. Unlike a sorcerer, a MagicMystic may know any number of spells.

Spellbooks: Although a MagicMystic does not need to study her spellbook each day to prepare her spells, she still needs to record new spells into her spellbook.

A MagicMystic begins play with a spellbook containing all 0-level wizard spells and three 1st level spells of your choice (from all three spell lists). For each point of Intelligence bonus the MagicMstic has, the spellbook holds one additional 1st level spell of your choice. At each new MagicMystic level, she gains two new spells of any spell level or levels that she can cast (based on her new MagicMystic level) for her spellbook. At any time, a MagicMystic can also add spells found in other MagicMystic or wizards’ spellbooks to her own, she may also copy spells from scrolls, however this uses the spell as though it had been cast.

When the spells per day table indicates that the MagicMystic gets 0/1 spell per day of a given spell level, she gains 1 spell only if she would be entitled to bonus spells based on her Intelligence score for that spell level (she does not gain any bonus spells).

Bonus Languages: A MagicMystic knows Draconic. A MagicMystic also knows Druidic, a secret language known only to Druids and MagicMystics, which she learns upon becoming a 1st-level MagicMystic. Druidic is a free language for a MagicMystic; that is, she knows it in addition to her regular allotment of languages and it doesn’t take up a language slot. MagicMystic are forbidden to teach this language to non-Druids/MagicMystics.

Druidic has its own alphabet.

Total Spell Mastery: A MagicMystic has Spell Mastery for all spells in her spellbook (she still needs to record all spells into her spellbook as norrmal).

Armored Mage: When wearing light armor the MagicMystic ignores spell failure chance. At level 10 this increases to medium armor, at level 20 it becomes heavy armor.

Learn Element: When you Learn an Element you may choose one of the cleric domains but do not gain the granted power (see Master Element below). You have access to all spell levels equal to your intelligence modifier and may cast each one of them your Int-Modifier times per day. These spells are cast as spell-like abilities (spells cast from the regular spell lists are cast normally not as spell-like abilities), the XP cost of any spell must still be paid. Casting a spell is a standard action that doesn't provoke an attack of opportunity. Adding a Metamagic Feat to the spell takes more time to cast than it does to cast a regular spell. The spell’s casting time becomes 1 round. For a spell with a longer than 1 round normal casting time it takes an extra 1 round to cast the spell. Only 1 Metamagic Feat may be applied to each spell (see Master Element below). Casting a Metamagic spell does provoke an attack of opportunity. The relative attribute is intelligence and the caster level equals your total number of HD.

Master Element: When you Master an Element you gain the Domain's Granted Power (level = class level). You also gain access to the next highest level spell, castable your Intelligence Modifier -3 times per day (once at Int 18/19), if you already have access to the highest level spell (Int 28+) you can add a Meatmagic Feat without increasing the casting time, or you may add 2 Metamagic Feats at 1 round casting time, for a spell with a longer than 1 round normal casting time it takes an extra 1 round to cast the spell.

Bonus Feats: At level 1 and 3 then every 3 levels after (6,9,12 etc.) the MagicMystic gains bonus feats chosen from the Wizards Bonus Feat list, from the Fighters Bonus Feat list or the Druids Wild Shape Feats (if she has Transformation), she must meet all prerequisites for the Feat. (MagicMystic levels count as Fighter levels for the purpose of Feats only). This is in addition to the Feats gained from advancing levels, which can be taken from any list.


Enhance Body: When you gain this ability you may choose one of the following features, but if the name is numbered you have to have all features with a smaller number and the same name already. (Total 9):


Enhance Ability 1: You gain a +2 untyped bonus on one physical ability score (strength, dexterity, constitution). This ability may be gained multiple times its effects do not stack each time chose a different ability.

Enhance Ability 2: You gain an +3 untyped bonus on one physical ability score you have already improved at ability 1 the effects are cumulative (total +5). This ability may be gained multiple times its effects do not stack each time chose a different ability.

Enhance Ability 3: You gain an +5 untyped bonus on one physical ability score you have already improved at ability 2 the effects are cumulative (total +10). This ability may be gained multiple times its effects do not stack each time chose a different ability.

Transformation: Level 7 Required. You gain the ability to transform into Eight forms as per the Druids Wild Shape ability (except as noted below) (2 Land, 2 Aerial, 2 Aquatic, +2 of your choice). The forms you can take cannot be changed later, (you must have seen these forms before). Each Transformation lasts 30 minuets/(current)level. You can transform 4 times per day.

If Transformation is selected a second time you gain Ten new forms (2 Land, 2 Aerial, 2 Aquatic, +4 of your choice) and can transform 5 extra times per day.

If Transformation is selected a third time you gain the ability to take any number of forms of the types your level allows (see below), and can transform 6 extra times per day (total 15).

(The MagicMystic may elect to not chose all her forms when she takes this ability, but she must chose them the next time she gets the Enhance Body ability).

Sustain 1: You gain Fast Healing 2, DR 5/magic and Regeneration 5/magic. You don't have to eat, drink or sleep/meditate anymore, but you may do so if you want. (If you sleep/meditate for 1 hour this counts as if you had rested for 8 hours).

Sustain 2: Benefits from Sustain 1 become Fast Healing 3, DR 10/magic, Regeneration 10/magic. You also gain SR 5+ half HD rounded down.

Sustain 3: Benefits from Sustain 2 become Fast Healing 4, DR 15/magic, Regeneration 15/magic and SR 10+ half HD rounded down. Also you no longer age, you don't gain any penalties from ageing, but keep the ones you already have.

Perception 1: You gain the feats Blind-Fight and blindsense out to 15' and Darkvision out to 60' and Low-Light Vision out to 90'. (If you already have these abilities from another source they increase in range by this much.)

Perception 2: You increase all benefits from perception 1: blindsense out to 30' and darkvision out to 120' and Low-Light Vision out to 180'. (If you already have these abilities from another source they increase in range to match this or they increase by 15', 60' and 90' respectively.) You also gain scent and the track feats and you gain +10 to Listen, Search and Spot. (This stacks with the bonus from the Enhance Skill ability).

Perception 3: You increase all benefits from perception 2: blindsense out to 60' and darkvision out to 180' and Low-Light Vision out to 270'. (If you already have these abilities from another source they increase in range to match this or they increase by 15', 60' and 90' respectively.) Increase skill bonuses to +15. You gain blindsight out to 30'. If you merely pass within 5 feet of a secret door or concealed door you are entitled to a Search check to notice it as if you were actively looking for it.

Movement 1: Your ground speed is increased by 10'. You gain a flight speed equal to two times your ground speed (good manoeuvrability) You also you gain swim speed 30'. She also gains the Hover and Flyby Attack feats. (If you already have a flight speed from another source equal or greater than this add 30' to it, if you already have swim speed add 10' to it.)

Movement 2: Your ground speed is increased by another 10'. All benefits from Movement 1 are replaced by flight speed three times ground speed (perfect manoeuvrability) and swim speed 40'. She also gains the Dodge, Mobility and Improved Flyby Attack feats. (If you already have a flight speed from another source equal or greater than this add 30' to it, if you already have swim speed add 10' to it.)


Enhance Mind: When you gain this ability you may choose one of the following features, but if the name is numbered you have to have all features with a smaller number and the same name already. (Total 10):


Enhance Ability 1: You gain a +2 untyped bonus on one mental ability score (intelligence, wisdom, charisma). This ability may be gained multiple times its effects do not stack each time chose a different ability.

Enhance Ability 2: You gain a +3 untyped bonus on one mental ability score you have already improved at ability 1 the effects are cumulative (total +5). This ability may be gained multiple times its effects do not stack each time chose a different ability.

Enhance Ability 3: You gain a +5 untyped bonus on one mental ability score you have already improved at ability 2 the effects are cumulative (total +10). This ability may be gained multiple times its effects do not stack each time chose a different ability.

Enhanced Skills: You gain a +6 competence bonus to 2 skills.(This stacks with the bonus from the Stealth and Perception abilities). These skills also becomes a class skills for the MagicMystic, (this is not retroactive). If either of them are already a class skills the MagicMystic gains Skill Focus in that skill. If they are already a class skills and the MagicMystic already has the skill focus feat for them, she can put skill points into them equal to her character’s level +13 (normal character’s level +3). This ability may be gained multiple times its effects do not stack each time chose 2 different skills.

Telepathy 1: You may use Telepathy out to 180' on any creature (including animals etc) that is not normally immune to telepathy. (Creatures of animal intelligence have simple, instinctual thoughts). You may use read thoughts at will, but the area of effect isn't a cone but a circle centred on you. You may listen to as many creatures at once equal to your intelligence modifier. Also you may use charm person 2 times per day.

Telepathy 2: You may use Telepathy out to 270' and my use read thoughts even on creatures which are under the effect of mind blank or similar effect. You may now use charm person 4 times per day. Also you may use suggestion 2 times per day.

Telepathy 3: You may use Telepathy out to 360' even on creatures normal immune to telepathy (undead, Plants, Constructs etc, mindless creatures will only give vague impressions/emotions hatred/hunger etc). You may now use charm person 6 times per day and suggestion 4 times per day. You may also use dominate monster/dominate person 2 times per day.

Stealth 1: You gain a +4 competence bonus on move silently, Hide, sleight of hand, Forgery, Disguise, disable device and open lock checks. (This stacks with the bonus from the Enhance Skill ability).

Stealth 2: The bonuses from Stealth 1 become +8. You may use invisibility 2 times per day. Also you gain the ability to use Sneak Attack +1d6/5 levels (see below).

Stealth 3: The bonuses from Stealth 2 become +12. invisibility 4 times per day, Sneak Attack becomes +1d6/3 levels. Also you may use greater invisibility 2 times per day.


Wild Shape (Su): The MagicMystic gains the ability to turn herself into a Small or Medium animal and back again four times per day. Her options for new forms include all creatures with the animal type. This ability functions like the alternate form special ability, except as noted here. The effect lasts for 30 minuets per MagicMystic level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. Each time you use wild shape, you regain lost hit points as if you had rested for a night.

A MagicMystic gains the ability to take the shape of a Tiny or Large animal at 10th level, and a Huge animal at 13th level.

At 13th level, a MagicMystic becomes able to use wild shape to change into a plant creature with the same size restrictions as for animal forms. (A MagicMystic can’t use this ability to take the form of a plant that isn’t a creature.)

At 15th level, a MagicMystic becomes able to use wild shape to change into a Small, Medium, or Large elemental (air, earth, fire, or water). At 19th level, a MagicMystic may change into a Huge elemental.

In addition to the normal effects of wild shape, the MagicMystic gains all the elemental’s extraordinary, supernatural, and spell-like abilities. She also gains the elemental’s feats for as long as she maintains the wild shape, but she retains her own creature type.

The new form’s Hit Dice can’t exceed the character’s MagicMystic level. The form chosen must be that of an animal the MagicMystic is familiar with.

Any gear worn or carried by the MagicMystic melds into the new form and becomes nonfunctional. When the MagicMystic reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the MagicMystic's feet.

A MagicMystic loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)


Sneak Attack: If a MagicMystic can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The MagicMystic's attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the MagicMystic flanks her target. This extra damage is 1d6/5 levels. Should the MagicMystic score a critical hit with a sneak attack, this extra damage is not multiplied.

Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a sap (blackjack) or an unarmed strike, a MagicMystic can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

A MagicMystic can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The MagicMystic must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A MagicMystic cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Ex-MagicMystics[edit]

If a MagicMystic decides to take a level in any arcane or divine magic using class, he immediately loses all features he gained from this class, all MagicMystic class levels become levels of that new class.

Epic MagicMystic[edit]

Table: The Epic MagicMystic

Hit Die: d6

Level Special
21st Enhance Mind, Bonus Feat
22nd Enhance Body
23rd Enhance Mind
24th Learn Element 7, Master Element 4, Bonus Feat
25th Enhance Body
26th Enhance Mind
27th Enhance Body, Bonus Feat
28th Learn Element 8
29th Enhance Mind
30th Master Element 5, Bonus Feat
7 + Int modifier skill points per level.


Bonus Feats: Every 3 levels after 18th the Epic MagicMystic gains a bonus feat selected from this list, in addition to the feats on this list, the MagicMystic may select any Item Creation, Metamagic, Fighter Bonus Feat or Druid Wild Shape feat not listed here.

Epic MagicMystic Bonus Feat List: Epic Wizard Bonus Feat List: Augmented Alchemy, Combat Casting, Craft Epic Magic Arms and Armor, Craft Epic Rod, Craft Epic Staff, Craft Epic Wondrous Item, Efficient Item Creation, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Familiar Spell, Forge Epic Ring, Improved Combat Casting, Improved Heighten Spell, Intensify Spell, Multispell, Scribe Epic Scroll, Spell Focus, Spell Penetration, Spell Stowaway, Spell Opportunity, Tenacious Magic. Epic Fighter Bonus Feat List: Combat Archery, Devastating Critical, Dire Charge, Distant Shot, Epic Endurance, Epic Leadership, Epic Prowess, Epic Toughness, Epic Weapon Focus, Epic Weapon Specialization, Exceptional Deflection, Improved Combat Reflexes, Improved Manyshot, Improved Stunning Fist, Improved Whirlwind Attack, Infinite Deflection, Instant Reload, Legendary Commander, Legendary Rider, Legendary Wrestler, Overwhelming Critical, Penetrate Damage Reduction, Perfect Two-Weapon Fighting, Reflect Arrows, Storm of Throws, Superior Initiative, Swarm of Arrows, Two-Weapon Rend, Uncanny Accuracy. Epic Druid Bonus Feat List: Colossal Wild Shape, Diminutive Wild Shape, Dragon Wild Shape, Fine Wild Shape, Gargantuan Wild Shape, Improved Elemental Wild Shape, Magical Beast Wild Shape, Plant Wild Shape, Vermin Wild Shape.

Human Magic-Mystic Starting Package[edit]

Weapons: Short Sword, Dagger.

Feat: Combat Casting [General].

Bonus Feats: Maximise Spell [Metamagic], Two-Weapon Fighting [General].

Gear: Leather Armor (light), Backpack, Bed Roll, Tent.

Gold: 10gp.

Campaign Information[edit]

Playing a Magic-Mystic[edit]

Religion: You don't typically worship any deity.

Other Classes: Mages and sorcerers typically hate you and

Combat: Depends on elements

Advancement: You usually stay a Magic-Mystic for all of your time.

Magic-Mysitcs in the World[edit]

I can do everything; and you will bow before me!
—Salomo Optimus, human Magic-Mysitc to the council of mages and sorcerers

<-Where characters of this class fit in a d20 world.->

Daily Life: <-day in the life of a character of this class->.

Notables: <-notable NPCs of this class->.

Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.

NPC Reactions: <-How NPCs react to PCs of this class->.

<-class name-> Lore[edit]

Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
5 <-common knowledge->.
10 <-not so common knowledge->.
15 <-rare information->.
20 <-very rare information->.

<-pluralized class name-> in the Game[edit]

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.



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