Mystic and Savant classes 1
Mystic and Savant classes 1
The Mystic
This sub-class of clerics is concerned more awarded to him or her by the Dungeon
with prediction and detection than are other Master. As with standard clerics, the mystic
sorts of clerics. All mystics are of good has the ability to turn undead. Mystics must
alignment, although they may be chaotic, be of good alignment, though they may be
neutral, or lawful within the good alignment. lawful, chaotic, or neutral in approach. They
As with other sorts of clerics, mystics have use the cleric’s matrices for attacks and
seven levels of spells, but most focus on saving throws.
divination or detection. However, new spells,
Beginning at the 4th level of experience,
some very powerful, are available to them.
mystics may read languages as thieves of
Unlike other clerics, mystics are forbidden
equivalent level. Similarly, at 10th level they
armor and many arms, even though the
may read scrolls of spells normally reserved for
cleric prohibition on edged weapons is lifted.
other classes, but only those containing spells
The principal attribute of a mystic is wisdom. available to a mystic upon achieving a
As seers and diviners, they must have a sufficient level of experience. (For example, a
minimum wisdom of 13 and an intelligence of 10th-level mystic may read a magic-user’s
9. If the mystic’s wisdom ability is greater than astral spell from a scroll, but not magic missile
15, the character adds 10% to experience or fireball.) Unlike thieves, their understanding
8-Sided
Dice for
Experience Experience Accumulated Level
Points Level Hit Points Title
0—2,750 1 1 Postulant
2,751—5,500 2 2 Almoner
5,501—10,000 3 3 Preacher
10,001—24,000 4 4 Officiant
24,001—47,500 5 5 Minister
47,501—98,000 6 6 Chaplain
98,001—200,000 7 7 Proctor
200,001—350,000 8 8 Magister
350,001—700,000 9 9 Dean
700,001—1,050,000 10 9+2 Dean (10th level)
1,050,001—1,400,000 11 9+4 Dean (11th level)
350,000 experience points per level for each additional level beyond the 11th level.
Mystics gain 2 h.p. per level after the 9 th level.
Level: 4 Level: 5
Components: V, S Components: V, S, M
Range: 0 Range: 0
Casting Time: 4 segments Casting Time: 1 round
Duration: 1 round/level Duration: Instantaneous
Saving Throw: None Saving Throw: None
Area of Effect: Personal Area of Effect: Special
The Savant
This sub-class of magic-user specializes in To be a savant, a character must have a
knowledge, understanding, and arcane minimum intelligence of 13 and a minimum
subjects. Thus savants, as do mystics, possess wisdom of 12. If both of these major attributes
a fair range of detection spells. In addition to exceed 15, a savant gains a 10% bonus to
the standard spells, savants may employ a earned experience. Savants may be of any
number of new magics. Savants can use alignment. They make attacks and saving
some spells common only to other spell- throws as magic-users.
casting classes, and, at higher levels, savants
can read and employ scrolls of all sorts. Beginning at the 4th level of experience,
savants may read languages as thieves of
Because of the scholarly aspects of this sub-
equivalent level. At 10th level, they may read
class, elven and half-elven savants are able
scrolls of spells belonging to any class. Unlike
to progress several levels higher than if they
thieves, their understanding of such spells is
were normal magic-users. Multi-classed elves
perfect; however, if a savant attempts to cast
and half-elves may substitute the savant sub-
class in any magic-user multi-class a spell of a higher level than he is normally
entitled to cast, the standard chance of spell
combination.
failure applies.
SAVANTS (MAGIC-USERS) TABLE I
4-Sided
Dice for
Experience Experience Accumulated Level
Points Level Hit Points Title
0—2,750 1 1 Tutor
2,751—5,500 2 2 Instructor
5,501—10,000 3 3 Pedagogue
10,001—24,000 4 4 Teacher
24,001—47,500 5 5 Headmaster
47,501—98,000 6 6 Assistant Professor
98,001—200,000 7 7 Professor
200,001—350,000 8 8 Philosopher
350,001—700,000 9 9 Sage
700,001—1,050,000 10 10 Savant
1,050,001—1,400,000 11 10+1 Grand Savant
1,400,001—1,750,000 12 10+2 Grand Savant (12th level)
350,000 experience points per level for each additional level beyond the 12th level.
Savants gain 1 h.p. per level after the 10 th level.
SAVANT SPELLS
First Level Spells spaces are also detected, although anything
hidden within remains unseen. Detect phase
Detect Phase (Divination) does not reveal the location of creatures or
objects concealed by magical invisibility or
Level: 1 illusion. Note that detecting an out-of-phase
Components: V, S monster does not necessarily give the caster
Range: 0 the ability to attack it, but creatures such as
Casting Time: 1 segment phase spiders lose any special surprise
Duration: 2 rounds/level bonuses they may receive if they are
Saving Throw: None detected by using this spell.
Area of Effect: 1” path, 6” long
Detect Secret Passages & Portals (Divination)
Explanation/Description: Creatures or objects
that are out of phase — that is, in the Border Level: 1
Ethereal Plane — can be detected by using Components: V, S
this spell. The spell affects a path 6” long and Range: 0
1” wide; any out-of-phase creatures or Casting Time: 1 segment
objects in this area are revealed by soft, Duration: 1 turn
glowing blue outlines visible to anyone in the Saving Throw: None
vicinity. Creatures or effects detected by this Area of Effect: 1” square/level
spell include: phase spiders, ghosts in their
ethereal state, characters or creatures Explanation/Description: This spell enables a
employing oil of etherealness, psionic savant to detect secret doors, compartments,
etherealness or phasing, and similar effects. caches, and similar devices. Only passages,
Doorways or portals to extradimensional doors, or openings that have been
The ability scores given in the left-hand column of each chart pertain to different
characteristics that vary according to the character class. For savants, the score refers to
intelligence; for mystics, wisdom. The level limits for savants may be governed by additional
ability scores beyond the primary one; these special cases are covered in footnotes for each
sub-table where they apply.
Ability Mystic
Score (All)
15 7
16 8
17 8
18 9
19 10
20 12
Mystics Savants
Ability Dark Dark Dark Dark
Score Males Females All Others Males Females Gray High Valley Wood
16 10 U 10 14 7 13 12 13 11
17 10 U 10 151 8 13 13 13 12
18 10 U 10 151 8 13 13 13 12
19 12 U 12 162 10 151 13 151 13
20 12 U 13 18 4 12 162 15 1 162 13
21 12 U 14 21 4 14 18 4 17 3 184 162
22 12 U 14 21 4 14 21 4 204 184 162
1: Wisdom 15 also required.
2: Wisdom 16 also required.
3: Wisdom 18 also required.
4: Wisdom 19 also required.
Ability
Score Mystic Savant
16 10 8
17 10 91
18 10 102
19 12 102
20 13 102
1: Wisdom 15 also required.
2: Wisdom 16 also required.
Ability Mystic
Score (All)
16 5
17 7
18 8
19 9
20 10
CHARACTER CLASSES TABLE I: HIT DICE, SPELL ABILITY, AND CLASS LEVEL LIMIT
ERRATA
GENERATION OF ABILITY SCORES
Method V:
Cleric
Mystic 5
Magic-User
Savant 3
CHARACTER AGE
Humans Table:
Class Age Plus Variable
cleric
mystic 18 + 1d4
magic-user
savant 30 + 2d8
Training under a higher-level character applies only to characters who are below the “name,”
or nominal upper level, of their class and profession. The name levels for each class are shown
below:
MYSTIC Dean
SAVANT Grand Savant
Characters who have achieved “name” level merely spend game time equal to the number
of weeks indicated by performance in self-conducted training and/or study when advancing
to a new level.
Rod of Resurrection
mystic 1
savant 3