--- title: Mystic Powers description: The full list of powers available to the Mystic class. date_pub: 2023-04-01T11:17:00-04:00 section: classes content_type: feature short_code: cmp --- [[toc]] **Concentration**: Powers with concentration in their durations are subject to the following restrictions: - Can't act or attack while using this power. - When damaged by spell or attack, must succeed on a Willpower check (highest of CHA or CON) or concentration (and the power's effect) ends. ### Boost Speed **Duration: 1 round** **Range: Self** - Movement speed is doubled. - May make multiple attacks per round:
| Level | Attacks per Round | | :---: | :---------------: | | 1-4 | 2 | | 5-8 | 3 | | 9-12 | 4 | | 13+ | 5 | [Boost Speed Effect]
### Burn **Duration: Concentration, up to 1 round / level** **Range: Sight** Subject a creature or object within sight to a scorching heat. - Takes one round to activate, breaking concentration during this round prevents power from being used. - Target may **Save vs Spells** to prevent damage. - Causes paper and cloth to burn, liquids to boil, and metals to glow. - Inflicts 1d4 damage per round to target or any creature in contact with target (ex: heating metal armor). ### Change Density **Duration: 1 round / level** **Range: Self** Alter body density, with choice of effect: - **Lighter**: Barely touch the ground, leave no footsteps and can walk on water - **Heavier**: Root in place, immune to attacks or effects that would knock down or move. ### Enlargement **Duration: Concentration, up to 1 round / level** **Range: Self** Double body, clothing, and armor size - Takes one round to activate, breaking concentration during this round prevents power from being used. - While enlarged, melee attacks inflict double damage. - Does not effect other carried or worn equipment. ### Flying Weapon **Duration: Instant** **Range: 10' / level** Control melee weapon thrown at target. - Treat as a missile attack with +4 bonus. - Any damage dealt is doubled. - Hit or miss, weapon returns to hand. ### Freeze **Duration: Up to 1 round / level** **Range: 30’** Freezes target creature or object within sight in place. - While effected, target can't move or act. - Effected target may **Save vs Paralyze** at the start of their initiative to end the effect. ### Healing Trance **Duration: 1 turn** **Range: Self** Enter a meditative state for the duration. - While in trance, completely unaware of surroundings, and can neither attack nor defend. - Healing effect:
| Level | HP Healed | | :---: | :-------: | | 1-6 | 1d6+1 | | 7-12 | 2d6+2 | | 13+ | 3d6+3 | [Healing Trance Effect]
### Hurl **Duration: Instant** **Range: 10' / level** Telekinetically throw object at target. - Can throw object weighing up to 200 coins / level. - Target must be within 60' of object. - Target must **Save vs Wielded** or take damage:
| Object's Weight (Coins) | Damage | | :---------------------: | :----: | | Up to 200 | 2d4 | | 201-400 | 2d6 | | 401-800 | 3d6 | | 801-1500 | 4d6 | | 1501+ | 5d6 | [Hurl Effect]
### Instant Step **Duration: Instant** **Range: 30'** Instantly teleport to any location in sight within range. - May be used before or after making an action (ex: attacking). - Breaks engagement without allowing for free attack. ### Invisibility **Duration: Concentration, up to 1 round / level** **Range: Self** Disappear from the sight of one or more creatures (selected when the power is activated). - Up to 1 HD of creatures / level are affected. - Affected opponents attack with a –4 penalty. ### Life Drain **Duration: Concentration, 1 round** **Range: Touch** Draw vital energy out of a living target via touch, absorbing target's life force. - Target must **Save vs Spells** or suffer 1d4 points of damage. - Heal an amount of HP equal to damage done. ### Life Squeeze **Duration: Concentration, up to 1 round / level** **Range: 30'** Apply excessive pressure to target creature's vital organs. - Cause 1d3 damage each round. - Target must **Save vs Paralyze** each round or be stunned, unable to move or act. - Doesn't affect non-living creatures (constructs, undead, etc.). ### Power Blast **Duration: Instant** **Range: 10' / level** Fire a blast of energy at a target in range. - Target must **Save vs Spells** or take 2d4 damage. ### Power Fists **Duration: 1 round / level** **Range: Self** Charge fists with mystical energy. - Unarmed attacks count as magical and deal increased damage:
| Level | Unarmed Damage | | :---: | :------------: | | 1-4 | 2d4 | | 5-8 | 2d6 | | 9-12 | 2d8 | | 13+ | 2d12 | [Power Fists Effect]
### Power Shield **Duration: Concentration, up to 1 round / level** **Range: Self** Surround body with a shield of energy. - Immune to small, non-magical missiles (arrows, slings, etc.). - Opponents have -2 to attacks against. - +2 on saves vs Wielded, Blasts, and Spells. ### Psychic Wall **Duration: Concentration, 2 turns** **Range: Self** Enhance mental defense. - Takes one round to activate, breaking concentration during this round prevents power from being used. - Gain +4 bonus to saves vs mental powers and mind-affecting spells and magic items. ### Pull **Duration: Instant** **Range: 10’ / level** Fire a wave of force at a target that grabs them and pulls them in. - Target must **Save vs Paralyze** or take 1d6 damage and be pulled in. - Target may be released anywhere along the way. ### Push **Duration: Instant** **Range: 30'** Fire a wave of force at a target. - Target must **Save vs Paralyze** or take 1d6 damage and be thrown away 10' / level. ### Shrinking **Duration: Concentration, up to 2 turns** **Range: Self** Shrink to 6" tall, reducing clothing and armor appropriately (but not other equipment). - Takes one round to activate, breaking concentration during this round prevents power from being used. Effects while shrunk: - Can slip through narrow spaces. - 90% chance of going unnoticed while remaining motionless. - Cannot harm creatures larger than 1’ tall. ### Super Leap **Duration: Instant** **Range: 10' + (10' / level)** Leap anywhere within range (including vertically). ### Telepathy **Duration: Concentration, 1 turn** **Range: Sight** Establish bidirectional mental communication with one other willing, living, intelligent creature. - Takes one round to activate, breaking concentration during this round prevents power from being used. - Do not need to share a language with the creature.