Invocations

The Basics

Invocations are considered ‘advanced magic,’ existing somewhere between Incantation and True Incantation on the sliding scale of ‘how powerful is this.’ A form of ritual spellcasting, invocations consist of rites and rituals, and most notably – do not require innate or non-innate magical power to be used. Functionally, they exist more as a means to appease spirits into doing your bidding as opposed forcing your will upon them or the universe. However, there is a certain amount of interaction the person leading the invocation has with the spirits and their power, meaning that this is a possibly dangerous path to tread upon. Constant reliance upon invocations slowly causes the mystic to slide more and more towards dangerous revelations that can shatter the mind of all but the most mentally-hardy sentients. There are dangerous things in this realm, things that sentients were not meant to know, and channeling these powers can warp you beyond comprehension.

Learning Rites & Rituals
Before a character can perform an invocation, they must research it in arcane lore or learn it from another mystic. Typically, texts that contain mystic rituals date back to lost or ancient civilizations. Once such a text (or a teacher) has been acquired, the mystic may start spending downtime time periods to learn the invocation. Rites require 60 successful 4-hour time periods to learn and rituals require 90 successful 4-hour time periods to learn. Each time a time period is spent, a Knowledge [Arcana] check must be made vs the DC listed for the invocation being studied. Success means that the time period is a success, failure means that it is not and the time is wasted. If learning the invocation from a teacher rather than a text, the character may add one-half the teacher’s level as a bonus to the skill check. Some texts may also provide a bonus to learn (or other bonuses), but these are rarities. Any character may attempt to learn rites, but a character must have the Initiate feat to learn rituals.

Performing Rites & Rituals
To perform an invocation, a mystic must fulfill four requirements:
• They must have learned the invocation, as described above.
• They must meet the invocation’s minimum level requirement.
• They must harvest spiritual energy from a number of their bonded followers (see the Bond Follower rite). The number of followers required to produce the desired effect is listed in the rite or ritual description.
• They must have the appropriate feat (Initiate to perform rites, Magus to perform rituals)
If the mystic meets all three of these requirements, the invocation can be completed unless somehow disrupted during the invocation (e.g. the mystic is killed or their followers are driven off).

Rite and Ritual Descriptions
The format for all rites and rituals follows.

Rite or Ritual Name
Each invocation’s name is followed by a general description it s function, following by these entries.
Learning DC: The DC of the Knowledge (Arcana) skill
check required to learn this invocation.
Thirst Check: The bonus that the GM rolls an attack against your Will defense at.  If the GM beats your will defense, then your Thirst Level goes up by 1. Applies only to rituals.
Minimum Level: Your character must be at least this high to learn this invocation.
Bonded Followers: The mystic must harvest the energy of this many bonded followers (see the Bond Follower rite) to perform the invocation.
Complex Check: The DC for casting the invocation, and how often it may be attempted — see Complex Skill Use below.
Effect: The effects of successfully completing the invocation.

Complex Skill Use
Certain tasks are reliable in nature but require a long and variable period to complete. These occasions call for a complex skill check. The check comes in two parts — a DC and an interval. The DC works much like a normal skill check: it represents the number an character must reach with their skill roll. The interval indicates how often the character may make a skill roll (each roll coming at the end of one interval).
What makes complex checks different is that the results of each skill roll are cumulative. If the first roll does not reach the DC (and it usually won’t due to the very high DCs associated with most complex skill checks), the character may continue to work towards that goal, making another check after another interval has elapsed and adding it to his previous total. The character may continue to work towards the DC until the task is accomplished, he gives up, or he is interrupted for a period equal to half of one interval (after which he must begin again, with a cumulative total of 0).
Complex skill checks require total concentration. When making one, you are considered flat-footed. Being injured while making a complex skill check interrupts the effect, though the character may normally return to it as their next action if the interval is more than 1 round. If the interval lasts 1 round or less, any interruption ends the check and requires that the character start the skill check over with a cumulative total of 0 unless they succeeds with a skill check for the skill in question (DC equal to 10 + the damage taken).
You may not take 10 or 20 when making a complex skill check.


Rites

Many individuals draw strength from the observation of simple rites, from weddings to holiday celebrations to funerals. Ceremony gives form and substance to our social lives. Many of these practices echo the traditions of ancient mystic rites — ceremonies that gather the spiritual force of the faithful and channel it as a palpable force for the good of their group or the aims of their leader.
Characters with the Initiate feat may attempt to perform any rites they know as a complex check using their Knowledge (Arcana) skill. Rites generally require 5 or more linked followers on the scene to lend their spiritual strength to the undertaking, though the character’s feats usually cover lower numbers. The character may utilize his own energies in his ritual, but like any follower, may only do so once per day.

Bond Follower
Bond Follower is used to harness the spiritual energy of the mystic’s loyal followers for use in other invocations. During this process, the follower swears allegiance to the mystic in a ceremony designed to cement the mystic’s authority. This varies from mystic to mystic, but often involves a show of loyalty and the creation of a visual reminder of the follower’s subservience, such as a tattoo or even a brand.
Learning DC: 12
Minimum Level: 5
Bonded Followers: 5
Complex Check: 25 — 1 minute
Effect: The mystic may only harvest the spiritual energy of followers they have has bonded with this rite. In addition, these followers must be physically present at an invocation the mystic performs to donate their energy to it. A single follower may only donate their energy to one invocation per day, requiring a full night’s rest to replenish his power before they may be tapped again.
Followers must at least marginally understand the process of performing invocations or have developed their magic potential to be of any use to a mystic. As such, a follower must be trained in Knowledge (Arcana) or Magery to be bonded.
If a bonded follower has feats that increase the amoutn of followers they count as, these feats apply to this as well.
If the mystic bonds a follower who has followers of his own, each of those followers adds their energy to invocations he performs — assuming they’re present when the invocation is enacted, of course.
Followers who are already bonded to one mystic may not be bonded to another, and bonded followers may not be stolen by another mystic. Bonded followers may be transferred to a new mystic, however, if both mystics agree.
Followers may not be bound against their will.
Bonded followers are immune to the Steal Soul ritual except when performed by the mystic to whom they are bound.
Should a follower ever leave the mystic he is bonded to (voluntarily or not), neither party suffers adverse effect (other than the fact that the follower can’t contribute to the mystic’s invocations). However, the bond between mystic and follower remains — the mystic gains a +4 bonus to his Perception checks when the follower is within a number of squares equal to two times the mystic’s Wisdom modifier. The mystic may also make an Wisdom check (DC equal to 5 + the follower’s level) to glean the current direction to the follower at any time, at any range.
If the mystic dies (or his soul is stolen), the bond with his followers dissolves and the followers may be bonded to another mystic, using the standard rules.

Control Animals
The mystic can exert supernatural control over animals. While this ritual is in effect, the mystic can see through the animals’ eyes and control their every move. The mystic would be wise, however, not to instruct an animal to attack one of its close companions.
Learning DC: 20
Minimum Level: 5
Bonded Followers: 20
Complex Check: 35 — 1 round
Effect: The mystic seizes control of a number of animals within a 2 kilometer radius. They may only control a number of animals whose total hit dice total does not exceed the mystic’s level. The mystic may only control non-sentient species. There are only two limits to this control: 1) Controlled animals are still afraid of anything they are normally afraid of (fire, water, etc), and 2) Controlled animals cannot be forced to attack anyone they share a close emotional bond with, such as a beloved owner. Attempting either of these things breaks the mystic’s control over the animal, after which it is likely to be very angry with him.

Curse
This rite takes the form of a blight of bad luck inflicted upon one of the mystic’s enemies. Things begin to go spectacularly wrong for the afflicted person — guns jam, gadgets malfunction, small items go missing, etc. Close friends and family almost immediately notice the difference and wonder what’s wrong. Fortunately, a curse wears off over time, gradually growing weaker until it fades away altogether. Alternately, this rite can be used to remove a curse before it has run its course.
Learning DC: 27
Minimum Level: 8
Bonded Followers: 25 per –1 (see below)
Complex Check: 40 — 1 round
Effect: The mystic targets one person within his line of sight to be the victim of the curse. The mystic makes a Knowledge (Arcana) check against the target’s Will defense. Failure negates the rite entirely. Success, however, indicates that the victim suffers a –1 penalty to all die rolls for every 25 bonded followers harvested during the rite, up to a maximum of –5. This penalty decreases by 1 every 7 days until it has faded away entirely. A friendly mystic may remove the curse earlier by performing this rite and making an Knowledge (Arcana) skill check (DC equal to the Knowledge (Arcana) skill check when the curse was inflicted).

Invest
This rite allows a mystic to temporarily “harvest” the energy of his bonded followers, allowing him to perform other rites with that energy without the physical presence of his followers.
Learning DC: 20
Minimum Level: 9
Bonded Followers: 20 or more
Complex Check: 100 — 1 minute
Effect: This rite temporarily transfers the energy of a group of bonded followers to the mystic, allowing the mystic to use that energy at a later time to perform other invocations. The amount of power transferred to the mystic is equal to one-half the number of bonded followers participating in the rite (rounded down). The maximum amount of energy that a mystic may store using this rite is equal to 20 × the number of mystic feats he possesses. Once this energy is invested in the mystic, it remains with him for a number of days equal to the mystic’s Charisma modifier (minimum 1) or until used, whichever comes first. Until the energy is used (or dissipates), the bonded followers may not provide energy for any other invocations.

Minor Wards
This rite prepares a charm or token that — when physically touched to a target — greatly impedes the target from fighting, casting spells and invocations, and performing invocations. Perhaps best known version of this rite is the traditional Japanese folded paper charm used to ward off evil spirits, though many other variations are known around the world.
Learning DC: 20
Minimum Level: 5
Bonded Followers: 5
Complex Check: 25 — 1 half action
Effect: When this rite is successfully completed, the agent chooses one object of Tiny size or smaller as his ‘ward’. This ward is charged for one minute. During this time, the mystic may make a melee touch attack to place the ward on any target’s person. If this attack is successful, you must make a Knowledge (Arcana) check versus the target’s Will defense. If you succeed, the target suffers a –5 penalty to all attack rolls, Magery checks, and Knowledge (Arcana) checks made to perform invocations. This penalty lasts while the ward remains on his person. If the target succeeds with his Will save, the ward falls harmlessly to the floor at his feet.
At the start of each round a target suffers a penalty from a ward, he may — as a free action — attempt a Wisdom check (DC equal to 10 + the mystic’s Wisdom modifier) to free themself from the ward. With success, the ward falls harmlessly to the target’s feet. The ward may not otherwise be removed from the target until its charge runs out, after which it falls harmlessly to the target’s feet.
After one minute, the ward’s charge runs out and the ward become inert. The mystic must perform this invocation again to renew the ward or create a new one. The mystic may only have one ward active at any time.

Speak With Spirit
This rite causes a target spirit to appear as a translucent shape and answer a limited number of the mystic’s questions. Although information is always gained using this rite, spirits are notoriously tricky and cantankerous, and frequently attempt to trick those whom they don’t like.
Learning DC: 23
Minimum Level: 9
Bonded Followers: 10
Complex Check: 60 — 30 minutes
Effect: The target spirit must be within two kilometers of the mystic to be summoned using this rite (though the spirit may be manifested or not). If within range, the spirit appears instantly when this rite is successfully completed. A spirit must answer a number of questions equal to the character level of the mystic, divided by 5 (rounded down) and modified as follows.

Spirit’s disposition toward mystic Modifier
Unfriendly –1 question
Hostile –2 questions
Adversary –3 questions

The spirit is compelled to tell the truth but may answer as cryptically as it likes.

Steal Soul
Steal Soul is the dark side of Bond Follower. Only the most evil mystics use the rite, since it requires a human sacrifice, but the power it offers tempts all those who know of it. Unlike Bond Follower, the sacrifice need not be a willing subject. Best of all (from the mystic’s point of view), the mystic permanently absorbs the spiritual energy of the sacrifice and may thereafter call upon it as though it were an extra follower.
Learning DC: 35
Minimum Level: 12
Bonded Followers: 80
Complex Check: 150 — 4 hours
Effect: When the mystic performs the sacrifice, they automatically slays the victim with a single blow. The mystic is then considered to have two or more extra followers present at all times (see below), whom he may harvest once per day. This rite may be performed multiple times, granting the mystic one or more extra followers each time.

The mystic may only steal the souls of those who have the Mystic feat or are trained in Magery, and each stolen soul contributes to the mystic’s invocations as if the soul stolen was performing them (e.g. a stolen mystic’s or mage’s soul contributes 2 followers’ worth of energy, while a stolen initiate’s soul contributes 5 followers’ worth of energy, and a stolen magus’ soul contributes 10 followers’ worth of energy.) Finally, stolen souls fade after one year (their energies do not add to the mystic’s follower total beyond that time).


Rituals

Beyond the power of rites are truly mighty examples of mystic power — rituals. A mystic must be at least an Initiate to learn a ritual. Like rites, rituals are consistently successful as long as the mystic gathers sufficient followers and is allowed to perform the ritual without undue interruption. Unlike rites, rituals involve a certain degree of risk in the form of the Thirst (see below).

Bestow
This ritual temporarily channels the energy of a massed group of followers into a single individual.
Learning DC: 32
Thirst Check: +20
Minimum Level: 13
Bonded Followers: 100 or more (see below)
Performance Time: 100 — 5 minutes
Effect: This ritual works exactly like the Invest rite, except the recipient of the energy doesn’t have to be the mystic performing the ritual, and the energy transferred is equal to 1/5 the number of bonded followers participating in the ritual.

Celebration
This subtle but powerful ritual draws power from unsuspecting celebrating victims for use in the mystic’s invocations.
Learning DC: 27
Thirst Check: +15
Minimum Level: 15
Bonded Followers: 0
Performance Time: 100 — Full action
Effect: Celebration may be performed on anyone who is celebrating or rejoicing (e.g. fans at a sporting event or rock concert, or friends at a party). Mock celebration cannot power the ritual. When this ritual is successfully performed, the mystic may then perform another ritual within a number of minutes equal to 10 × the mystic’s character level. During this second ritual, the mystic gains a bonus number of bonded followers equal to the number of celebrants divided by 10 (rounded down). This ritual has no adverse effect on the celebrants.

Control Weather
This ritual makes it possible to control the currents of weather. The mystic may call up rainstorms, or cause droughts. Hail, sleet, and snow are all possible as well. Given enough followers, a mystic can even cause hurricanes, tornadoes, or an ice age.
Learning DC: 38
Thirst Check: +25
Minimum Level: 17
Bonded Followers: Varies (see below)
Complex Check: 200 — 4 hours
Effect: Although the ritual’s DC remains the same no matter how severe the desired weather effect, the number of followers required greatly increases as the impact of the effect spreads to cover a wider area (see below). In addition, the GM may rule that summoning an effect out of season requires even more followers.
Once the ritual is completed, the mystic concentrates on the desired effect and chooses a spot in his line of sight where the weather effect originates.

Weather Effect Followers Duration
Call light wind 15 6 hours
Call severe wind 25 6 hours
Call a rainstorm 30 1 hour
Call sleet or hail 50 1 hour
Call a snowstorm 50 1 hour
Call blizzard 150 6 hours
Cause drought 250 1 week
Call a tornado 500 1 hour
Call a hurricane 1,000 1d6 days
Change local climate 10,000 1 year
Cause an ice age 100,000 10 years

Create Anchor Node
This ritual turns an ordinary circle of stones into an anchor node which can be used with the Teleport ritual. Now you know what Stonehenge is for!
Learning DC: 35
Thirst Check: +25
Minimum Level: 15
Bonded Followers: 1000
Complex Check: 300 — 4 hours
Effect: This ritual may only be performed on a solstice, and requires a circle of stones, each of which must weigh at least 250 kilograms. Once the ceremony is complete, the circle becomes an anchor node to which mystics can transport matter with the Teleport ritual. The anchor node may be eliminated if more than half of the stones are removed or destroyed. The mystic who creates an anchor node is automatically familiar with it, and does not need to spend 3 hours there in order to use it (per Teleport). Additionally, you may include a number of smaller stones or tokens made of stone or a stone-like material up to your character level when performing this invocation. These stones allow a true mage to use the Teleport incantation to transport to the anchor node without having been there before.

Create Genius Loci
Either a heinous act or one of last resort to preserve someone, this ritual forcibly relocates a consciousness into the very terrain itself, creating a genius loci. This is a dangerous ritual for the mystic, since it will always increase the mystic’s Thirst level no matter what.
Learning DC: 35
Thirst Check: +40 (inflicts two levels of Thirst on a successful attack vs Will defense, one on a failed attack)
Minimum Level: 10
Bonded Followers: 5 per 1×1 square (which works out to to 200 per square kilometer)
Complex Check: 300 – 4 hours

Effect: This ritual binds the target (which may or may not be the mystic) to a specified area as a Genius Loci, ripping the target’s consciousness from their body and binding it to the area.  The Loci’s territory boundary is 1 square per 5 bonded followers.  The type of loci that this creates is determined by the GM based on the area that the loci is being bound to. Once per year, this ritual can be used again to expand the Genius Loci’s territory boundary – re-invoke the ritual to increase it, the new area replaces the old one if it is higher.
By accepting another three automatic levels of Thirst, this ritual can be performed as if the interval on the complex check was 1 round.

Reunion
Using this ritual a mystic may physically transport one or more bonded followers to him.
Learning DC: 21
Thirst Check: +15
Minimum Level: 9
Bonded Followers: 50 + 10 per additional follower transported
Complex Check: 30 — 1 hour, or one full action (see below)
Effect: The mystic summons one or more of his bonded followers to his current location. Travel time follows the same rules as the Teleport incantation (the follower moves at the speed of light to your location).

In an emergency, the mystic may perform this ritual as a full action, but suffers 4 points of temporary Constitution damage in the process and an automatic level of Thirst.
Each follower who is transported using this ritual must make an Endurance check (DC 25 minus the mystic’s character level). Any who fail are stunned for a number of rounds equal to the difference between the roll and the DC, during which time they may not be tapped for use in any invocations.

Teleport
This ritual instantly transports objects or people to an Anchor Node, no matter the distance. Anchor nodes are large open areas ringed with mystic focal devices (such as Stonehenge). A rapid form of this ritual can be used in an emergency, but it inflicts permanent harm on the mystic.
Learning DC: 29
Thirst Check: +20
Minimum Level: 11
Bonded Followers: 50
Complex Check: 35 — 15 minutes or half action (see below)
Effect: Using this ritual, the mystic transports (at the speed of light) 25 kg of living or non-living matter (including themself, if the so desires) for every character level they have. This matter is sent to an anchor node, which is a special area prepared with the Create Anchor Node ritual. Many of the stone circles that exist around the world actually serve as anchor nodes, and a mystic may use any of these as a receiving point as long as he has first visited the circle and spent at least 3 hours inside it attuning himself to its mystic energies.
In an emergency, a mystic may perform this ritual as a half action, but may only transport 12.5 kg of matter for every character level they have, and suffer one point of Constitution drain (drain damage to ability scores can only be healed through cybernetics or advanced medical science.)
Unwilling passengers may be transported using this ritual if the mystic is touching them. The mystic must beat their Will defense with an additional Knowledge (Arcana) check, otherwise they remain behind when the teleportation occurs. The mystic may remain behind after completing this invocation, but the ritual is considered spent regardless, and whatever (and whomever) else the mystic was teleporting continues to the destination whether he goes with them or not.
Each character who teleports (including the mystic) must make an Endurance check (DC 25 minus the mystic’s character level). Any who fail are stunned for a number of rounds equal to the difference between their roll and the DC.


The Thirst

“Power tends to corrupt; absolute power corrupts absolutely.” “Knowledge is Power.”

Throughout the millennia, magic traditions have drawn upon different facets of an unseen world as dangerous as it is illuminating. Mages have the advantage of having a neurochemistry designed to handle this unseen world. Mystics, on the other hand, do not. Every mystic knows in their heart that the knowledge they amass is not without price. The oldest texts and earliest whispered traditions call this price “the Thirst”.

A mystic is not a native of the mystic world, and mystics who tap into it tread on alien ground. Once a mystic can enact rituals, they must forever after guard themself against the seductive lure of even greater power — absolute power — and those who seize it from him. Mystics see the Thirst as a living force of nature, craving slaves the same way that they crave mystic power. It is their greatest enemy, preying on spirits drunk with the very forces of creation at their fingertips. As shown above, the Thirst lures unwary mystics with seemingly greater power, but eventually leads them to madness, spiritual ruin, and physical self destruction. And when a powerful mystic destroys himself, they rarely go out alone.

Thirst Mechanics

Each time a mystic begins a ritual, the GM makes an attack against the mystic’s Will defense using the listed bonus for the ritual as the attack bonus. If the attack is unsuccessful, the mystic has conquered the seductive sway of the forces they wield. Otherwise, they suffers from the Thirst, gaining one Thirst level.

All Thirst effects are cumulative.

Thirst levels have the following effects.

Level 1: Ritual power fills the mystic with a surge of confidence and personal will. The mystic gains a +1 bonus when using any Charisma-based skill within a number of hours after successfully performing any invocation equal to the difference between his roll and the invocation’s DC.

Level 2: The mystic’s focused mind awakens to new vistas of ritual power. Whenever the mystic spends a hero point to add to a complex skill check, the highest two dice are added instead of only the highest. However, the mystic becomes uncomfortable and ill at ease when not studying or using mystic forces. The mystic suffers a -2 penalty to Will defense except when learning a new incantation or resisting a level of Thirst.

Level 3: The mystic is able to fathom nuances about the mystic world that are lost to others. They perform and learn rituals as if their character level were 2 levels higher.

Level 4: The mystic’s physical needs wane in favor of his ritual efforts — Endurance check DCs for starvation are 5 higher for the mystic, but they also gain +2 temporary HP per character level for 1 day after starting any ritual (this can only happen once per day). The mystic’s focus comes at the cost of broader pursuits, however — they are distracted and listless when not seeking the means to greater power, and suffers a –2 penalty to all skill checks except those using the Knowledge (Arcana) or Magery skills.

Level 5: The mystic performs and learns rituals as if their character level were 4 levels higher

Level 6: The mystic’s mind reels with the incredible knowledge they have acquired, and their control over “lesser beings” increases by the day. The mystic gains 1 point each of Intelligence, Wisdom, and Charisma. The mystic’s body pays the price, however — they are physically ravaged by the Thirst, appearing noticeably ill and losing 2 points each of Strength, Dexterity, and Constitution when not using undergoing a ritual or otherwise under the effect of magic.

Level 7: The mystic’s mental and empathic powers turn from personal charm to domination — the mystic gains an additional 1 point each of Intelligence, Wisdom, and Charisma (for a total increase of +2 to each ability).

Level 8: The mystic is driven mad by the Thirst as their mind awakens to the vast outer reaches of the mystic world. The madness may not be apparent to casual observers, but the mystic no longer thinks or reacts in a truly human manner. Rumors persist that this level of comprehension opens up entirely new vistas of untapped power, but proof of this “apotheosis” is limited to mythic accounts of god-kings who lorded over the world thousands of years ago. Only mystics who achieve this state of being know for sure, and they rarely survive for long after their ascension. Upon reaching this level of Thirst, one of several things happens the mystic receives Mage Talent for Spirit Binding, the type of spirit being determined by the GM. Unlike a normal spirit bind, the mystic can receive this even if they are already bound to a spirit, since this isn’t an actual spirit bind, its more of a ‘mutation.’ The mystic does not receive the Ability Scores or Contract Augmentation abilities, nor does this spirit bind count as one for the purposes of qualifying for the Contractor prestige class. The abilities gained from this spirit bind are part of the mystic’s innate being, and therefore not suppressed by any effect that would normally suppress or cancel spirit binding abilities.
If a player character agent reaches this state, they must make a Wisdom check against a DC of their own Wisdom score. Failure of this Wisdom check means that the GM takes control of the character, and they become an NPC – probably a highly deranged and power-mad one. This level of Thirst is permanent and can only be obtained once. Once obtained, a Mystic will always have the effects of it even if their Thirst drops below 8.

Level 9: The mystic’s growing Thirst resonates through the physical realm, causing unease and often stark fear amongst the weak-willed and unprepared. All creatures and characters with a Wisdom score of 6 or less automatically flee in fear when the mystic comes within 5 squares + 1 square per two character levels the mystic possesses. Against all other creatures and characters, the GM must make an attack versus their Will defense, with the mystic’s Thirst level being used as the attack bonus, success on this attack moves the creatures and characters two steps down on the condition track as a persistent condition that lasts for 1d4 rounds – during these roudns the creatures or characters must either flee or fight the mystic. Creatures and characters of heroic level 6 or higher are immune to this effect. This effect is mind-affecting and doesn’t affect non-intelligent creatures and characters, nor can it affect spirits or spirit beasts.

Level 10: The mystic begins to slip completely out of sync with the physical world. After the mystic is successfully hit with a physical attack (but before damage is rolled), the mystic may spend two hero points to cause the attacker to roll a d20. With a roll of 1–10, the attack misses, regardless of the original attack roll. Attacks thus prevented seemingly pass through the mystic without effect. Unfortunately, this ability may only be used against physical attacks. Furthermore, if any Magery check made to attack the mystic rolls a natural 20, than the effect created by the Magery check does double damage (if it does damage at all).

Level 11: The mystic’s physical degeneration acts as a conduit between the physical world and the mysterious realm of spirits, allowing the mystic to unleash surges of magical power as blasts of energy into the world of the living. When the mystic gains this level of Thirst, they must pick one of the following types of energy: cold, electricity, energy (like a laser), or fire. Thereafter, as a standard action, the mystic make a standard attack with the chosen energy type. This attack uses simple weapon ranges. It inflicts 1d6 damage per 10 bonded followers’ worth of energy the mystic expends (to a maximum damage value of 5d6) – this damage does not count as coming from a magical source (but see Level 13, below). This energy attack type may not be adjusted once chosen, and this choice remains set even if the mystic’s Thirst drops below 11 and then increases to 11 again. If a mystic’s spirit bind from Thirst level 8 is Electromagnetism, Fire, Ice, or Light, then they may not make a choice – their choice is already set (Electromagnetism -> Electricity, Fire -> Fire, Ice -> Cold, Light -> Energy).

Level 12: The mystic’s physical substance is slow to recover from damage and drastic steps must be taken to retain it during battle. The mystic subtracts his Thirst ranks from any HP they would recover from Second Wind or natural healing, and double their Thirst ranks from any HP that would be restored via Treat Injury. If being treated by someone using the Lay on Hands talent to use Magery in place of Treat Injury, no subtraction takes place. The mystic may voluntarily destroy bonded followers to temporarily boost their HP, at the rate of 10 bonded followers for every bonus +2d6 HP gained. These bonded followers are devoured whole and may never be tapped again, they are instantly slain and their bodies obliterated, leaving behind all of their equipment. The process of consuming bonded followers for HP requires one full day per 50 followers sacrificed. There is no limit to the bonus HP that may be gained in this fashion (and the bonus HP may increase the mystic’s temporary vitality above his normal maximum – in which case the excess coutn as temporary hit points), though the bonus HP fades after a number of days equal to the mystic’s Wisdom modifier.

Level 13: The mystic gains a critical defense against the spirits which assault them for becoming the abomination that they are. The energy blasts gained at Thirst level 11 now count as a magical source of damage, allowing them to properly damage spirits and spirit beasts.

Level 14: By this degree of Thirst, the mystic begins to gain a degree of control over their unnatural abilities, but their constant defiance of the laws of nature demand equal recompense. At this level of Thirst, the mystic gains one unique ability and one unique weaknesses that set him apart from the few others who have reached this level of spiritual corruption. The GM should come up with parallel effects with a similar theme. Sample unique ability and weakness packages include:
• The mystic gains a modified version of a ritual, often with no bonded follower requirement. If additional benefits are added (such as increased effectiveness or lowered complex skill check DC), the bonded follower requirement should remain and additional penalties (such as increased skill check interval) should be applied. Meanwhile, the mystic loses access to one other ritual forever.
• The mystic’s perceptions are expanded, allowing him to see vistas that would shatter the minds of lesser beings. They perform and learn rituals as if their character level were 10 higher. Unfortunately, their obsession with these power raises their penalty to all skill checks aside from Knowledge (Arcana) and Magery to -10. This supersedes the bonus from the 5th Thirst level and the penalty from the 4th Thirst level.

Level 15: The mystic’s physical shell is now merely a circumstantial, transient waystation for the mystic, who would now be better described as a form of lesser or mutated spirit. When the mystic dies, their spirit may manifest in the physical realm within 2 kilometers mile of their body as if they were a spirit of the kind they received their ‘bind’ to in Thirst level 8.

 

Slaking the Thirst

The call of the mystic world does abate over time. Four times a year, which must be separated by at least 4 months, the mystic may make a single Wisdom check versus a DC of their own Wisdom score. Success reduces their Thirst level by 1. Making this check requires two full hours of quiet contemplation. Failure on this check provides no benefit other than consuming the attempt. 

Epic Space Adventures Abound!