A downloadable game

This is my own take on the Mystic class for the Ruins of Symbaroum RPG (which is a Symbaroum flavored 5E). What's different from the one in the RoS Player's Guide?

  • The same spell list for all Mystics
  • All Mystics use the same abilities for the same thing: Wisdom for spellcasting ability, Intelligence for the number of spells known and Charisma for Corruption recovery (i.e. the number of spells that can be cast during an adventure).
  • No cantrips (but see approach features)
  • Several new RoS spells become approach features instead
  • Favored spells are mostly based on spell schools
  • Some spells have changed school to reflect the theme of the approaches (e.g. Cure Wounds is now an Abjuration spell).

In general, I tried to make the Mystic feel like one single class with different flavors instead of 9 different classes. This is from my point of view that all magic "works" the same way, that there are no gods and that all casters are basically pulling magic from somewhere and Corruption is a reaction to that pulling.

Included the Word document because of course you will not agree with some of my assumptions, so go ahead and make your own version.

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Alternate Mystic class for Ruins of Symbaroum.pdf 1 MB
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Alternate Mystic class for Ruins of Symbaroum.docx 8 MB

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