Mystic
You are a mystic, practicer of the secret rites and rituals of your religion. The mysteries of your faith carry you through the darkest places and make you a target of the Church of the Unseen.
- 3d6 sp, mix of imperial minted coins and hacksilver
- Rations (3 uses)
- Torch
- Holy symbol
- Staff (d6)
- Ornate bracelet (petty)
- Grimoire (bulky)
What kind of mystic are you?
- Moon Witch. Initiate of the Moon Coven led by the Great Three: The Blood Witch, the Crow Witch, and the Woods Witch. Eternally youthful. Seeking signs of the arrival of the Moon Child. You can inflict Evil Eye on other mortals with a gaze: The target fails every save they are forced to make until the curse is broken, or the target has a single curse removed. You are deprived afterwards and unable to use the Evil Eye until you make a blood sacrifice to one of the Great Three.
- Sporewise. You are a follower of the Quaking Yellow, an ancient and massive fungus worshipped in the deep woods. The network of quaking yellow mushrooms that grow on your skin makes you immune to toxins. Withered while deprived, and you become susceptible to plant toxins.
- Augur. Fate never wavers. The Spinners’ threads are visible in the bird paths of Amfris-Who-Flies-Above. You read omens and signs in the flight patterns and calls of birds. You have a trusted falcon as a companion (2GD, 8 STR, 15 DEX, 6 WIL). It follows simple commands. Take a falconer’s glove (petty).
- Dreamwalker. The Thousand Thousand Sleepers–whence all mortals birthed–whisper to you every night. The slumbering firmament slowly stirs after centuries of mining too deep. You use the handspeak of Otani Sign to keep secrets from the Sleepers. By taking a fatigue, you can enter the dreams of someone sleeping.
- Red Warlock. You absconded with a soul jar when you fled the cult obsessed with resurrection and eternal life. The soul jar will capture the soul of a recently dead person, either you or someone you designate as soon as they die. You stink of sulfur and saltwater.
- Heretic of the Infinite Mirrors. The orthodoxy of the Church of the Unseen has limited the view of the divine mirror as three parts, but you know that there are infinite reflections of the Ordered Heaven, infinite worlds beyond. Take a mirror image trap that can capture up to 3 reflected images.
How did you find the spell in your grimoire?
- Traced out in the fog of a hand mirror: Mirrorwalk. A mirror becomes a gateway to another mirror that you looked into today.
- Scorched into a turtle shell found in the cinders of a hearth: Heat Metal. The target metal object becomes unbearably hot for {sum} rounds. Any creature in contact suffers 1 STR damage per round.
- Carved into a floorboard: Puppet. Strings emerge from the caster’s fingers and attach to the target. While concentrating, the caster takes exact control over the target for the {dice} rounds.
- Found in the forbidden section of a library: Suspend Objects. While concentrating, the caster suspends {dice} objects in time and they cannot be moved, even if they are in the air. Lasts {sum} turns.
- Scrawled on a burial shroud: Raise Dead. The caster touches {dice} corpses. These undead follow the caster’s commands for {sum} days. 2GD, 12 STR, 1d6 claws. The undead stop following the caster after the duration ends but continue walking until destroyed. Their disposition depends on their treatment.
- Written under the bark of a shedding tree: Wither. Plants in the area are desiccated, or on a WIL save, {dice} targets suffer {sum} STR damage as water is drained from them.
Go to Bonds to round out your character.