Mystics are not people attuned to a god or other
force who grant them the power of casting spells.
They are Psychic individuals with the power of mind
over matter, body or other minds. Not every culture
understands the science behind this, so some believe
in divine connection and gods, in a way that the
term Mystic would still be used in some locations.
It is up to you to choose if you will keep the class
called Mystic or replace it with Psychic.
SPELLS
Mystics in Veil of Truth do not cast spells, but instead
produce manifestations of their psychic powers.
To all effects, Mystic spells have the Psychic tag
applied to them.
Mystic cure and mass mystic cure recover Stamina
only, not Hit Points. Mystic cure may still be used to
raise a recently killed character back from the dead.
Dispel magic and greater dispel magic cast by Mystics
work against Psychic effects only.
The following spells are removed from the Mystic’s
spell list: raise dead, regenerate, reincarnate
HEALING TOUCH
Healing Touch is replaced by Boost Resolve.
BOOST RESOLVE
Once per day, as long as you have at least 1 Resolve,
you can boost your party’s determination with meditation.
While resting for 10 minutes, a number of
characters of your choice equal to half your Mystic
level rounded down may recover Stamina without
spending any Resolve. You may be one of the ability’s
targets if you choose so. A character may benefit
from this ability only once per day, even if cast by
another Mystic.
CONNECTIONS
In Veil of Truth Mystics don’t have a Connection,
but instead have an Attunement: the kind of psychic
powers they are more predisposed to manifest. This
is contextual only and have no difference in gameplay,
though which Attunements the players may
choose vary as described below:
t Akashic Knowledge
In Veil of Truth there is LeagueNet, a Galactic information
network maintained by a race of beings
called the Mpok Melag, capable of telepathic communication
at a quantum level. Replace all references
to the Akashic Knowledge to the LeagueNet or
the Mpok Melag Network.
The connection ability Memory Palace works as
described, expect that it creates a space in the psychic
network, not an extra dimension, therefore your
mind visits the place, but not the body. Others may
visit the Memory Palace if the Mystic allows them.
Powerful Mystics (those with the same Mystic level
of the Palace’s creator) may invade the palace at will,
but not manipulate or damage it or anyone inside it
unless the GM says so.
t Empath
This connection works as described in the Starfinder
Core Rulebook.
t Healer
This option may not be chosen by a player character,
but may still be used by certain NPCs, especially to
represent highly advanced species from the League
of Worlds or the Meridath Empire. A powerful race
of psychic aliens capable of healing with their minds
would be considered nearly godlike by most species.
t Biomancer
Your mind has the power to manipulate other life,
causing it to grow, wither or change. You can force
a plant to grow as you will or calm an animal with a
glance. You could even command them if you gave
yourself time to practice.
Associated Skills: Medicine and Perception
Spells: 1st - life bubble, 2nd - status, 3rd - slow, 4th
- death ward, 5th - waves of fatigue, 6th - snuff life
h One with Nature (Su) 1st
You are capable of sensing what animals, plants
and fungi feel, and calm them if they are capable
of perceiving you. You can use this ability to
identify basic feelings (fear, hunger, aggression)
and to perceive recent stimuli (if someone went
by recently, if there are living things nearby, and
any information the targer creature would be able
to perceive). If you are using this ability with local
flora, remember plants have no eyes to see, but can
still sense basic details such as number, size and
maybe even species depending on the situation.
You may also use this ability to calm a creature
of the type Animal or Plant with Intelligence 3 or
less. As long as you are not aggressive towards it
and remain within 30 feet of it, it will not attack
you and your allies.
h Grasping Vines(Su) 3rd
You can spend 1 Resolve Point as a standard
action to cause an area within 100 feet to sprout
writhing vines in a 20-foot- radius spread. The target
surface must be minimally capable of sustaining
plant life, therefore excluding ship bulkheads
and barren moons. The vines have a reach of 5
feet and attempt to wrap around creatures in the
area of effect or those that enter the area; such a
creature must succeed at a Reflex save or gain the
entangled condition. Creatures that successfully
save can move as normal, but those that remain
in the area must attempt a new save at the end
of your turn each round. Creatures moving into
the area must attempt a save immediately; failure
ends their movement and they become entangled.
An entangled creature can break free as a move
action with a successful Acrobatics check or DC
15 Strength check. The vines last for a number of
rounds equal to your mystic level, and the entire
area is difficult terrain while the effect lasts. At
11th level, the vines can reach 10 feet and sprout
thorns that deal 1d6 piercing damage each round
to creatures in the area.
h Command Minor Intelligence (Su) 6th
You are capable of influencing lesser life with a
mix of telepathy and pheromones. Once per day as
a standard action you may command a number of
creatures equal to your mystic level of the Animal
and Plant type with Intelligence score 3 or less up
to 30 feet away from you to do as you wish, as if
you have cast a mass suggestion spell on them. This
ability is not language-dependent, but you may
communicate only simple commands that could
be understood by an animal, such as attack or protect
someone, bring something or go somewhere.
h Drain Stamina (Su) 9th
You have learned the means to draw energy from
others to recover his own. As a standard action
you may make a touch attack to grab someone,
drain 2d6 + Charisma modifier Stamina from the
target, and recover this much of your own Stamina.
This ability has no effect on Hit Points, so, if
the target has only 5 Stamina and the attack roll
9 damage, only 5 Stamina is drained. You may
use this ability a number of times equal to your
Charisma modifier (minimum 1). An attack that
misses is not counted on this total.
h Suppress Senses (Su) 12th
You can manipulate how other people’s brains
operate and temporarily deprive them of their natural
senses. As a standard action you may choose
one target up to 60 feet from you and force them
to make a Will save DC 15 + your mystic level. If
the target fails, you may either impose a Blinded
or Deafened condition to the target, or suppress
the target’s Blindsense, Blindsight, Darkvision,
Low-light Vision, Limited Telepathy or similar
abilities. The effect lasts for a number of rounds
equal to your Charisma modifier (minimum 1).
h Mass Lockdown (Su) 15th
You know how a person’s mind sends orders to
their bodies. Once a day you may spend a Resolve
to, as a full-round action, cause all targets within
30 feet who fail a Will check DC 10 + your mystic
level to be Paralyzed for a number of turns equal
to your Charisma modifier (minimum 1). Targets
are still able to think normally and therefore use
technical or psychic powers that do not require
them to speak or move.
h Cellular Breakdown (Su) 18th
Your powers have grown so strong you are capable
of forcing someone’s body to age before your
eyes. Once a day you may spend Resolve to, as
a full-round action, cause one target within 10
feet to age before your eyes. On a failed Fortitude
check DC 10 + your mystic level, the target gains
a number of permanent Negative levels equal to
the amount of Resolve spent to use this power, up
to the mystic’s Charisma modifier. On a successful
check, the target takes 6d8 damage.
t Kineticist
You are a master of the mind over matter. With a
thought you can launch objects across a room to
harm others. With enough training, you could even
make a vehicle stop, or crush it with your own mind.
Associated Skills: Intimidate and Physical Sciences
Spells: 1st to 6th - flight, replaced by 1st - hold
portal, 2nd - hold person, 3rd - psychokinetic strangulation,
4th - hold monster, 5th - crush skull
h Psychic Quake (Su) 1st
As a move action you can cause everything at up
to 10 feet from you to shake violently as if a minor
earthquake was happening, with you as the epicenter.
Loose objects fall over and everyone who
fails on a Acrobatics balance check DC 15 plus
any circumstances modifier becomes Staggered
for one round. For each turn up to three turns you
maintain the effect with a move action the reach
increases by 5 feet and the DC increases by 2. At
5th level targets who fail instead fall prone, while
those who succeed are Staggered. At 10th level,
you can use this ability to cause a vehicle you are
in to become unstable, forcing the pilot to make
a Piloting check with a DC equal to 10 + your
mystic level or either stop or move in a random
direction. The vehicle must be up to size Small. At
15th level, you can use this ability by spending a
swift action and shake vehicles up to size Medium.
At 20th level, size increase to Large.
h Kinetic Attack (Su) 3rd
By concentrating on loose objects around you, you
can project a small loose object heavy or sharp
enough to cause 1d6 damage on a ranged attack
success. The object cannot be tied down or held
down by someone. The damage increases to 2d6 at
5th level as you can push more or heavier objects,
and add another 1d6 every 5 levels. The attack has
a range of 50 feet.
h Kinetic Shield (Su) 6th
Once per round as a reaction you may spend 1
Resolve to form an invisible shield around you or
someone up to 10 feet away from you. The shield
negates up to 20 points of damage targeted at the
character’s KAC, as it diverts physical attacks.
At 12th level, it also works against energy-based
attacks such as lasers and plasma targeting EAC.
h Psychic Whirlwind (Su) 9th
As a standard action you can cause the air around
you to swirl violently, forming a whirlwind of
loose objects that may cause serious harm. The
whirlwind has a range of 30 feet, with a calm center
of 5 feet where you stand. Anyone caught on
the whirlwind is hit for 2d6 damage, with a chance
of reducing the damage by half with a successful
Reflex save DC 10 + your mystic level. All within
the whirlwind are considered Staggered by the
strong winds. You may maintain this whirlwind as
a swift action for as many rounds as your Charisma
bonus, minimum 1 round.
h Mental Hold (Su) 12th
You can use the power of your mind to slow down
a moving person or vehicle. With a standard action
you can force a person to be completely motionless
as if Paralyzed, or reduce a vehicle of up
to Small size in speed by 6 plus 1 for every mystic
level beyond 12th. Vehicle size increases to Medium
at 16th level. You may maintain this ability as a
swift action for as many rounds as your Charisma
bonus, minimum 1 round.
h Crush Structure (Su) 15th
You are so powerful that you are capable of crushing
hard structures and vehicles with your mind.
With a full-round action you can use your mind
to crush a vehicle size Small or less as if you had
a giant invisible hand doing it. The vehicle takes
6d4 damage per round. Vehicle size increases to
Medium and damage to 6d6 at 17th level, and to
size Large and 6d8 damage at 19th level.
h Freeze Movement (Su) 18th
As a standard action you may spend 1 Resolve
to force every creature of size Large or smaller in
a range of 100 feet from you to stop moving as
if with the Paralysis condition. Creatures in this
condition are helpless. You may maintain this
ability as a swift action for as many rounds as your
Charisma bonus, minimum 1 round.
t Metabolicist
Your mind understands your body perfectly, and
that allows you to convince yourself that you are
healthy or even better than you really are. With
enough training you can save yourself from wounds,
fatigue and diseases, and perform physical feats your
body would never be able to without help.
Associated Skills: Life Sciences and Medicine
Spells: 1st - keen senses, 2nd - disguise self, 3rd
- haste, 4th - resistant armor, 5th - greater remove
condition, 6th - greater resistant armor
h Psychic Adaptation (Su) 1st
You can convince your body that it is capable of
incredible feats. As long as you have at least 1 Resolve,
you can go twice as long without air, water
or food. Beginning at 5th level, you can spend 1
Resolve to gain the effects of darkvision, haste,
spider climb or synaptic pulse as if cast by a Mystic
of your level.
h Self Healing (Su) 3rd
As a standard action you may heal yourself by
using an effect similar to a 1st-level mystic cure
spell. The spell’s effective level increases by one for
every two Mystic levels, so that it cures 3d8 + Wis
at 5th level. This effect can be used only once per
day and on you only. You may spend 1 Resolve to
use this ability as a swift action.
h Mind over Body (Su) 6th
Once per day you may ignore one attack from an
energy source that causes up to your Mystic level
+ twice your Charisma modifier of damage as
your body learns to adapt to external harm. You
also gain a permanent +2 bonus to resist Poisons,
Diseases and Radiation.
h Feel Better (Su) 9th
You may spend 1 Resolve to suppress for a number
of rounds equal to twice your Charisma modifier
(minimum 1) the effects of one negative condition
of your choice you are currently affected by.
It must be one of the following conditions: Asleep,
Confused, Cowering, Dazed, Dazzled, Deafened,
Dying, Encumbered, Exhausted, Fascinated, Fatigued,
Flat-footed, Frightened, Nauseated, Overburdened,
Panicked, Paralyzed, Shaken, Sickened,
Staggered, Stunned, or Unconscious.
Starting at 15th level you can also use this ability
with Bleeding, Blinded, Deafened and Dying.
h Psychic Prowess (Su) 12th
By spending 1 Resolve as a full-round action you
can increase your Strength, Dexterity and Constitution
scores by 4, double your normal speed
and recover all lost Stamina. The effect lasts for 10
minutes + 1 for every Mystic level you have.
h Focused Mind (Su) 15th
You can convince yourself you are in better condition
than you really are. Once per day as a fullround
action you can remove any one negative
condition you are currently been affected by as
long as they are one of these: Asleep, Confused,
Dazzled, Deafened, Exhausted, Fascinated, Fatigued,
Flat-footed, Frightened, Nauseated, Panicked,
Paralyzed, Shaken, Sickened, Staggered,
Stunned, or Unconscious.
h Deny Death (Su) 18th
You are immune to death effects and negative
levels. If you would normally die from damage,
as long as you have at least 1 Resolve Point remaining,
you may immediately spend all your
remaining Resolve Points to instead stay alive with
a number of Hit Points equal to the spent Resolve.
Once you use this ability, you can’t regain Resolve
Points again until you rest for 8 hours, even if you
have other means to do so.
t Mindbreaker
This connection works as described in the Starfinder
Core Rulebook.
t Overlord
This connection works as described in the Starfinder
Core Rulebook.
t Star Shaman
This option may not be chosen by a player character,
but may still be used by certain NPCs, especially to
represent highly advanced species from the League
of Worlds or the Meridath Empire. A race of early
Second Generation aliens capable of turning into
light at will and travelling space without a starship
would be considered a miracle, and might represent
a species that has transcended the physical body.
t Xeno Druid
This option may not be chosen by a player character,
but may still be used by certain NPCs, especially to
represent highly advanced species from the League
of Worlds or the Meridath Empire. A race of sentient
plants capable of manipulating the world around
them would be an interesting first contact adventure.