Mystics begin with an understanding and awareness of ALL the Orisons available to them and knowledge of the prayer associated with each Orison. The Power that the Mystic draws upon for Orisons is somewhat different then that used in ‘Miracles.’ Orison power comes almost entirely from the personal faith and strength of the Mystic, whereas the Power for Miracles is drawn from a Divine source, channeled through the Mystic.
Using an Orison uses 1 point of Power per ‘casting.’ When a Mystic’s Power is exhausted he/she must rest and Meditate for 1 hour per point of Power used.
The amount of Power that a mystic has available for Orisons is determined thus.
The Mystic’s Wisdom + Constitution + Charisma / 3 = Orison Power
Example: The Mystic’s Wisdom is 16, her Constitution is 12 and her Charisma is 11 16+12+11= 39 39/3= 13. The Mystic has a Power Level of 13 for Orisons.
- Living creatures who do not willingly submit to the effects of an Orison cast DIRECTLY upon them will always get a saving throw
- Orisons will have no affect on magically summoned beings (such as from other planes of existence).
- Orisons cast upon nonliving objects in the possession of those who would normally get a saving throw, will normally get a saving throw (identical to the possessor of the item). Success will negate the Orison’s effect entirely.
- Though low in power, an Orison will still count as an action during the round. One may employ an Orison and move up to half their movement rate or employ two Orisons without moving. They may never employ an Orison and cast a higher level spell in the same round.
- MOST Orisons ONLY work on the Faithful of the Mystic’s religion.
ORISONS
Alleviate: A single creature suffering from nausea or pain is relieved of its discomfort. The duration of Alleviate is 4 hours plus one hour/level. This spell temporarily relieves queasiness from disturbing thoughts or sights, seasickness, upset digestion, headaches or minor body aches, etc. Magically induced nausea or pain is only alleviated if the victim makes a saving throw vs. spell with at -2.
Calm: A single creature that has been startled or frightened is soothed. Victims suffering from magical fear may attempt a save vs. spell at -2 to calm themselves. Though the duration is one round, the fear will not come back. A new terror, however, may scare them again. After being CALMED, one round later you will not worry about the dragon. However, a new dragon would still be frightening!
Clarity: For the duration of the Orison, the Mystic’s speech is clear and free of impediment (such as Tourette Syndrome or stuttering, laryngitis, strained vocal chords, etc.), useful for reading out loud from sacred texts and other such rites. The duration of this Orison is one hour.
Courage: The Mystic or subject gains a +1 bonus to his next attack roll, as long as the attack is made within the spell’s duration (i.e. within one round/level of the caster after it is cast). This ONLY works on a member of the Mystic’s Faith. The Mystic may not cast this more then three times in a day on the same individual.
Divine Illumination: This Orison will summon a small, sphere of light. (Yellow in appearance, like sunlight). The sphere is 3 inches in diameter and will well illuminate objects within a 5′ radius. Viewers outside of this sphere will be able to notice the light, but it will provide no useful illumination for work outside the 5′ radius. Within the sphere, one can work, read, etc. as well as they could in normal sunlight. This Orison’s effect will last as long as the Mystic maintains his concentration upon it, but no longer than one hour in any event. He/she may read or walk, talk or sing, etc., but may not engage in combat, cast spells, or do anything that requires similar concentration while maintaining this Orison. This Orison will not affect Infravision or Ultravision.
Divine Stature: This Orison will lend a holy aura to the Mystic or some suitable item (holy symbol, holy animal, holy site) for one minute/level. During this time, all viewing the Mystic or item or area will feel the presence of the Mystic’s deity and know what god inspired this feeling. The area may be no bigger than a sphere of 10′ radius. Though no one coming into the area or seeing the item anew will be affected after the duration of one round/level, the psychological affect may linger on those who did see it for quite some time (perhaps days).
Guidance: The Mystic gains a +1 bonus to a Wisdom or Intelligence check to determine the right course of action in a MORAL dilemma or puzzle. Thus, it is useful to help stay inside an alignment (if one really needs this).
Laying on Hands: By his or her touch, the Mystic may heal a creature for 1 hit point of damage. The Mystic MAY NOT cast on self. NOTE: It heals 1 Hit Point to a member of the Mystic’s Faith ONLY! It DOES NOT heal damage to Constitution (Health), ONLY Hit Points! The Mystic may not cast this more then three times in a day on the same individual.
Sense Evil: If there is a Demonic, Diabolic, extra planar, ghost, spirit or Undead creature or being within 10 yards, the Mystic feels a recognizable tingle or sensation of some kind. He has no way to determine exactly what creature or being may have caused the reaction OR its exact location or even its direction. The Mystic ‘feels’ the oppressive ‘evil’ of the being like a shadow over him/her. The Mystic must concentrate to use this. This in no way allows the Mystic to sense evil people!
Minor Blessing: Subject gains +1 on saving throws of any type EXCEPT Magic or Poison, as long as it occurs during the Orison’s duration of one turn/level. Caster MAY NOT cast on self. This ONLY works on a member of the Mystic’s Faith. The Mystic may not cast this more then three times in a day on the same individual.
Protection: This Orison will cause any subject’s AC to improve by 1 during the Orison’s duration of one turn/level. Additional castings do not improve AC further. The Mystic may not cast this more then three times in a day on the same individual. The Mystic may NOT cast this on themselves.
Resistance to Magic: The caster or subject gains a +1 bonus to his next saving throw against magic of any type, as long as it occurs during the Orison’s duration of one turn/level. The Mystic may not cast this more then three times in a day on the same individual. The Mystic may NOT cast this on themselves.
Resistance to Poison: The Mystic or subject gains a +1 bonus to his next saving throw vs. poison, as long as it occurs during the Orison’s duration of one turn/level. The Mystic may not cast this more then three times in a day on the same individual. The Mystic MAY cast this on themselves.
Virtue: Subject gains 1 temporary hp. duration of one turn/level. Caster MAY NOT cast on self. The Mystic may not cast this more then three times in a day on the same individual. This ONLY works on a member of the Mystic’s Faith.