Mystic (Magus Archetype)

Blending magic and martial might, mystics train to hone their minds and bodies into a single, perfect, weapon.

Proficiencies: The mystic qualifies to take a martial tradition if they so chose. Compatible archetypes which trade the magus proficiencies only qualify for a martial tradition if their new proficiencies would still qualify to be traded under the martial tradition rules.

Casting: The mystic may combine spheres and talents to create magical effects. The mystic is considered a Mid-Caster and uses Intelligence as his casting ability modifier. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)

This replaces the cantrips and spells class features.

Spell Pool: The mystic gains a small reservoir of energy he can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to his class level + his Intelligence modifier (minimum 1). This pool replenishes once per day after roughly 8 hours of rest.

Blade Magic Talents: A mystic gains 1 magic talent at 1st level. At each level thereafter the mystic may choose to gain either a magic talent or a combat talent. Mystics who gain combat talents use Intelligence as their practitioner modifier.

Internal Casting: From 1st level on, a mystic may activate any magic sphere ability which normally requires a standard action to cast as a move action, though he may only target himself with sphere effects cast in this manner. The mystic may use this ability once per day for each class level he possesses. A mystic of at least 8th level gains a +2 bonus to his MSB until the start of his next turn whenever he uses this ability. At 14th level, the bonus to MSB when using this ability increases to +4.

This replaces the spell combat, improved spell combat, and greater spell combat class features.

Advanced Spellstrike (Su): At 2nd level, whenever a mystic uses a standard action to activate any magic sphere ability that requires a touch attack, he can deliver the spell through any weapon he is wielding (including ranged weapons). Instead of making a touch attack to deliver the effect, a mystic can make one free attack with his weapon (at his highest base attack bonus) as part of activating this ability; this attack is treated as an attack action. If successful, this attack deals its normal damage as well as the effects of the magic sphere ability. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon special ability or similar effects), but the sphere effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.

This modifies but otherwise counts as the spellstrike class feature.

Mystic’s Potency: Starting at 4th level, the mystic may use a swift action and spend one point from his arcane pool to gain 1 temporary spell point. This spell point is used first when activating any effect that requires him to spend spell points and expires if it is not used before the end of the mystic’s next turn. If the mystic is at least 11th level, each use of this ability instead grants 2 temporary spell points.

This replaces spell recall and improved spell recall.

Bonus Feats: A mystic can select the Extra Magic Talent feat as a bonus feat in addition to the feats normally available.

This modifies the magus’s bonus feats.

Expanded Techniques (Su): At 7th level, whenever the mystic rests to regain spell points, he may choose one base combat or magic sphere, or one combat or magic talent, he does not possess and add it to the spheres and talents he has access to that day. The mystic loses this bonus talent the next time he rests to regain spell points, and may choose another talent to take in its place (including taking the same talent again).

This replaces knowledge pool.

Defensive Training: At 7th level, the mystic gains a +1 dodge bonus to his AC and CMD. At 13th level, this bonus increases to +3. These bonuses to AC apply even against touch attacks or when the mystic is flat-footed. He loses these bonuses when he is immobilized or helpless, or when he carries a medium or heavy load.

This replaces the medium armor and heavy armor class features, but may be exchanged when taking a second archetype that alters or replaces those class features as long as it trades both.

Masterful Techniques (Su): At 19th level, whenever the mystic uses his Expanded Techniques class feature, he may choose two talents or base spheres to gain instead of one.

This replaces greater spell access.

True Mystic (Su): At 20th level, the mystic becomes a master of spells and combat. Whenever he uses his advanced spellstrike ability, he does not need to make a concentration check to cast the spell defensively. Whenever the mystic uses advanced spellstrike ability, he can choose to either increase the DC to resist the spell by +2, grant himself a +2 circumstance bonus on any checks made to overcome spell resistance, or grant himself a +2 circumstance bonus on all attack rolls made against the target during his turn, including the attack roll made as part of his advanced spellstrike.

This replaces true magus.

Spheres of Power by Drop Dead Studios
Armorist Elementalist Eliciter Fey Adept
Hedgewitch Incanter Mageknight Shifter
Soul Weaver Symbiat Thaumaturge Bokor (PC)
Alteration Conjuration Creation Dark
Death Destruction Divination Enhancement
Fate Illusion Life Light
Mind Nature Protection Telekinesis
Time War Warp Weather
About Advanced Magic Advanced Talents Incantations Rituals
Spellcrafting Alternate Racial Traits Casting Traditions Traits
Admixture Anathema Combat Companion
Counterspell Drawback Dual Sphere Extra
General Item Creation Metamagic Protokinesis
Proxy Racial Sphere-Focused Squadron
Get the Core Rulebook
Get the Expanded Options Get the Wild Magic
Alteration Handbook Conjuration Handbook Creation Handbook Dark Handbook
Death Handbook Destruction Handbook Divination Handbook Enhancement Handbook
Fate Handbook Illusion Handbook Life Handbook Light Handbook
Mind Handbook Nature Handbook Protection Handbook Telekinesis Handbook
Time Handbook War Handbook Warp Handbook Weather Handbook
Spheres Apocrypha
Destruction Apocrypha Dark Apocrypha
See the Legal & OGL page. Any material NOT covered by the Open Game License Version 1.0a is covered by the Creative Commons Attribution-ShareAlike 3.0 License.