Tuesday, July 19, 2011

Sword & Planet: The Mystic's Second Level Powers...

Good Morning, All:

The following eight Mystic powers comprise the list of 2nd Level powers that Mystic characters may choose from. Again, these were selected to create that "pulp mysticism/mentalism" flavor so prominent in the Planetary Romance genre. Feel free to review them at your leisure and share your thoughts as you are so moved.

Unlike the 1st level powers, which were "per round" powers, these are "per rest" powers. In other words, once you use one of these powers, you can't recover the power and use it again until you have rested for one hour (which involves nothing more than conversation and light activity.)

Mystic 2nd Level Powers
  • Cause Fear: One creature flees for 1d4 rounds.
  • Charm Person: Makes one person your friend.
  • Command: One subject obeys selected command for 1 round.
  • Disguise Self: Changes your appearance.
  • Doom: One subject takes –2 on attack rolls, saving throws, skill checks and ability checks.
  • Empathic Healing: You transfer hit points from one or more willing donors to your target (1:1 from a single target, or 3:2 from multiple targets).
  • Hypnotism: Fascinates 2d4 HD of creatures.
  • Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.

Power Descriptions

Cause Fear
Level: 2
Range: Close (30 ft)
Duration: 1d4 Rounds
Once per rest, the Mystic can make a single creature frightened. With a successful Difficult (DC 20) Wisdom-based saving throw, the target is shaken and suffers a -2 penalty on attack rolls, saving throws, skill checks and ability checks for one round. If the target fails the saving throw, however, they suffer the same penalties for 1d4 rounds, and flee from the Mystic as quickly as possible for those rounds or until they are out of sight of the Mystic.

Charm Person
Level: 2
Range: Close (30 ft)
Duration: 6 Hours
Once per rest, the Mystic can make one person regard him as a trusted friend and ally (treat their reaction as Friendly toward the Mystic.) The target may attempt a Difficult (DC 20) Wisdom-based saving throw to overcome this compulsion, with a +5 bonus if they are attacked by the Mystic or his allies.

Command
Level: 2
Range: Close (30 ft)
Duration: 1 Round
Once per rest, the Mystic can mentally force its target to obey a single word command on its next action. The most common examples of such as "approach", "drop", "fall", "flee", and "halt". The target may attempt a Difficult (DC 20) Wisdom-based saving throw to overcome this compulsion.

Disguise Self
Level: 2
Range: Personal
Duration: 1 Hour
Once per rest, the Mystic can craft a mental illusion that changes his outward appearance. Should someone interact physically with the illusion, they may attempt a Difficult (DC 20) Wisdom-based saving throw to recognize it as such.

Doom
Level: 2
Range: Medium (150 ft)
Duration: 10 Minutes
Once per rest, the Mystic can curse a single target, imposing a -2 penalty on attack rolls, saving throws, skill checks and ability checks for the duration of this ability. The target may attempt a Difficult (DC 20) Wisdom-based saving throw to overcome the curse.

Empathic Healing
Level: 2
Range: Touch
Duration: Instantaneous
Once per rest, the Mystic can mystically transfer vitality from one or more willing adjacent donors (including himself, if so desired) to a touched target, healing one hit point for every hit point donated by a single donor or healing two hit points for every three hit points given by multiple donors. As this requires willing donors, there is no saving throw for this ability.

Hypnotism
Level: 2
Range: Close (30 ft)
Duration: 1 Minute
Once per rest, the Mystic can fascinate up to 2d4 HD of creatures. Targets stop and stare blankly for the duration of the power, during which the Mystic may make one reasonable request of the target(s). While the target is fascinated by this power, it reacts as though it were two steps more friendly in attitude. This allows the Mystic to make a single request of the affected creature (provided he can communicate with it). The request must be brief and reasonable. Even after the power ends, the creature retains its new attitude toward the Mystic, but only with respect to that particular request. The target may attempt a Difficult (DC 20) Wisdom-based saving throw to overcome this compulsion, with a +2 bonus if this is attempted in combat. Failure on the saving throw indicates that the target does not remember being hypnotized.

Remove Fear
Level: 2
Range: Close (30 ft)
Duration: 10 Minutes
Once per rest, the Mystic instills courage in one subject, plus one additional subject per four levels. This power suppresses any currently existing fear effects and grants a +4 bonus on saving throws against fear for the duration of the power. The target may attempt a Difficult (DC 20) Wisdom-based saving throw to overcome this effect, if for some reason the target may so desire.

Enjoy,
Flynn

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