Not to be confused with the Guardians of Nightbane, the Guardian Mystic is a high-powered variant of the traditional Mystic Magic O.C.C. Their powers are intuitive, like that O.C.C., but are much more powerful, yet in many ways even more limited.
Their powers are generally attuned to the specific location where they were born and raised, or where they currently reside permanently. This could be an area as small as a free city (or village with surrounding forest or farm land), to as large as a small kingdom. In any case, the area is at most about 2500 square miles (roughly 50x50 miles), though rarely regularly shaped (generally, natural boundaries and societal boundaries play more of a role than purely political ones). To use an area of the Magic Zone as an example (Western Kentucky), the boundaries for a Guardian Mystic in that area would probably consist of the Mississippi to the west, the Ohio to the north, either the Tennessee or Cumberland river to the east (the latter would include the "Land between the Lakes" area), and natural landscape or cultural borders to the south (possibly extending as far as the Reelfoot Lake area).
Within this area, the Guardian Mystic's spells and psychic powers function normally. Outside it, I.S.P. & P.P.E. costs are doubled, and the character suffers a 95% experience point penalty. A new area can be attuned to, but takes 3D6 months of residence before the penalties disappear. At that point, the original (or any intermediate) attuned area is no longer treated as the Mystic's chosen area, but can be re-attuned to (at the cost of abandoning the later area(s)) in 6D6 days, provided nothing major has occurred in the Mystic's absence (flooding of land by construction of a dam and reservoir, depopulation, replacing the population via "ethnic cleansing", ecological disasters, etc.).
Guardian Mystics who remain in an area for decades usually have several apprentices. While these are not trained, per se, they do seem to develop spontaneously in societies where Guardian Mystics reside (1D4 potential apprentices born every 10 years, +1 for every mystic present over 8th level). After receiving the training that starts them down this path (1st or 2nd level), if there are more than one Guardian Mystic in the area for every 1000 residents, the excess will emigrate to other locations, generally an even mix of veterans and neophytes, with the most experienced Mystic (the local "Master") staying behind with his chosen successor.
Attribute Requirements: I.Q. 10, M.E. 13, and M.A. 12. A high P.E. is also recommended.
Alignment: Any Good, Unprincipled, or Aberrant.
Experience Point Progression: As Vampire (Rifts WB 1, page 18). Yes, it takes 5,001 to reach second level, but this class demands such slow progression.
O.C.C. Skills:
Native Language(Spoken & Literacy) (+20%) Holistic Medicine (+15%) Lore: Demon & Faerie (+10%) Lore: Magic (+20%) History (+10%, +20% in relation to local history) Select 4 Domestic Skills (+10% to each, or make two professional) Hand to Hand Skills must be selected as O.C.C.-related or Secondary skills; one slot for Basic, two for Expert, three for Martial Arts (Assassin & Commando not available) O.C.C.-Related Skills: Select six other skills. Plus select one additional skill each level evenly divisible by four (4th, 8th, etc.)All new skills start at level one proficiency. Communications: Performing arts-style skills & sign language only Domestic: Any(+10%) Electrical: Basic only Espionage: None Mechanical: Basic & Automotive only Medical: Brewing, First aid & Paramedic only (Paramedic costs double) Military: None Physical: Any; Acrobatics costs double. Pilot: Horsemanship skills, civilian ground & water vehicle types only. Pilot-Related: Navigation only. Rogue: Streetwise only (+10% for area first attuned to) Science: Any Technical: Any. Computers cost double, Lores & Languages are (+5%) W.P.: Any Wilderness: Any (+5%) Secondary Skills: Select four from the list above, without bonuses.
Equipment: As standard Mystic, with additional 1D4 weapons (ancient or modern) and a spare suit of light M.D.C. armor. If the area comes under attack, will probably loan these to a trusted friend who can back him up if his spells and psionics aren't enough.
Money: As Mystic. May sell the armor and weapons above for additional funds.
Cybernetics: None, unless biosystems are needed for medical reasons.
Unlike the conventional Mystic, the Guardian Mystic is not as limited in psionic powers. However, the cost of being linked to an area serves as a limiter in and of itself.
Notes:
* from Palladium Fantasy RPG
# from Nightbane
^ From Psyscape (and possibly from one or both of the above as well)
(slot cost, if more than one)
Powers with a slot cost of (3) cost 1.5 times the standard amount of I.S.P. listed in the power description to activate. Powers with a slot cost of (4) cost twice the standard I.S.P. cost. All other attributes of the powers remain unchanged from the description, unless noted below.
Healer Powers: Attack Disease* Deaden Pain Detect Psionics Healing Touch Increased Healing Induce Sleep Lust for Life* Psychic Diagnosis(2) Psychic Purification Psychic Surgery(2) Resist Fatigue Restore P.P.E.^ Suppress Fear^ Transfer I.S.P.* Physical Powers: Deaden Senses^ Death Trance Ectoplasm(3) Float* Impervious to Cold Impervious to Fire Impervious to Poison/Toxin Levitation Nughtvision Resist Fatigue Resist Hunger Resist Thirst Summon Inner Strength Telekinesis Telekinetic Acceleration Attack^(4) Telekinetic Leap^(2) Telekinetic Lift^ Telekinetic Punch^(2) Telekinetic Push^ Teleport Object*(4) Sensitive Powers: Commune With Animals* Commune with Spirits^(2) Dispel Spirits*(2) Dreamdance(minor)#(3) Intuitive Combat^(3) Mask I.S.P. & Psionics^ Mask P.P.E.^ Mediumship# Object Read Presence Sense Read Dimensional Portal^(2) Remote Viewing^(2) See Aura See the Invisible Sense Dimensional Anomaly^ Sense Evil Sense Magic Sped Reading Telepathy Total Recall Super Psionics: Advanced Trance State*(2) Astral Transference#(4) Bio-regeneration(Super)(2) Block Breaker#(3) Catatonic Strike*(4) Cure Insanity*(3) Mental Illusion*(4) Mind Block Auto-Defense(2) Mind Bolt(2) Psi-Shield(2) Psi-Sword(3) Psychic Invisibility^(3) Psychic Body Field^(2) Psychic Omni-Sight^(2) Pyrokinesis (2)(but all attack forms cost double to use) Radiate Horror Factor^(2) Supercharge#(2) Telekinesis(Superior)(2) Telekinetic Force Field(2)
Notes:
A. Spell levels can be "held back" for future use, but only as many as the character's current level. In other words, a 3rd level Guardian Mystic could hold back 3 of the levels gained at third level, to spend them at fourth level. Held back levels are not cumulative, and are always the first levels spent on advancement.
B. The spell list is subdivided into two categories: Offensive & Defensive/Other. Before any other spells are picked, one spell must be picked from the Defensive/Other list, from the highest level available to the character. Of the remaining spell levels, at least half must be spent in the Defensive/Other category as well. Example: If a 5th level mage has 20 levels to spend, 5 must be spent for a 5th level Defensive/Other spell first. Out of the remaining 15, at most 7 levels can be spent on offensive spells, only 5 levels if 5 of the levels are held back for use at sixth level.
C. If 50+ levels of spells are taken that are Elemental Spells (aka Warlock spells, from the Rifts Conversion Book), the Mystic will be treated by Elementals as if a Warlock (as per Warlock O.C.C. Power #10, "The Brotherhood - Etiquette Between Elemental Forces"). It does not matter if the spells are split between all four types.
Notes:
If a Rifts Spell name seems unfamiliar, it's probably from Federation of Magic
() Level of spell as written, if different from Guardian Mystic list
* from Palladium Fantasy RPG
** from Nightbane
# Half normal P.P.E. cost
(E) Elemental Spell, from Conversion Book One
(*)Conversion Book One, Rifts conversion of Palladium Fantasy RPG Spell
^ Has Equivalent (or similar) psionic power. The Guardian Mystic will tend to take the psionic version first/instead (but not required to do so).
Level | Offensive/Combat/Stealth Spells | Defensive/Other Spells
-------+---------------------------------+---------------------------------
1 | Cloud of Smoke | See Aura^
| Thunderclap | See the Invisible^
| Increase Weight* | Sense Evil^
| Fiery Touch(E) | Sense Magic^
| Befuddle(2) | Chameleon(2)
| |
2 | Concealment | Detect Concealment
| Energy Bolt(3) | Extinguish Fire
| Invisibility-Simple(3) | Levitation^
| Paralysis-Lesser(3) | The Knowing Candle**
| Cloud of Steam (E)(1) | Breathe Without Air(3)
| |
Level | Offensive/Combat/Stealth Spells | Defensive/Other Spells
-------+---------------------------------+---------------------------------
3 | Telekinesis^ | Impervious to Fire^
| Magic Shield^ | Impervious to Poison^
| Life Source | Negate Poison/Toxin^
| Circle of Rain(E) | Purification
| Throwing Stones(2) | Protection Circle-Simple(9)#
| Dust Storm(E)(1) | Wall of Clay(E)(2)
| Fire Bolt(4) | Familiar Link(9)
| Shadow Meld(4) | Negate Magic(8)#
| Breathe Fire(E)(5) | Watchguard(3)
| |
4 | Paralysis-Superior(7)*# | Calling(5)
| Repel Animals | Escape(5)
| Deflect | Heal Wounds^
| Electric Arc | Featherlight(5)
| Fist of Fury | Impervious to Energy(6)
| Ricochet Strike | Cure Minor Disorders
| Blind | Ley Line Transmission
| Energy Disruption(5) | Multiple Image
| |
5 | Rust(E)(4) | Dissipate Gasses(E)(4)
| Hail(E)(4) | Chromatic Protection(4)
| Horrific Illusion | Dream Senses(4) **#
| Superhuman Strength | Circle of Flame
| Superhuman Speed | Wall of Thorns(E)(4)
| Charm(*) | Eyes of Thoth
| Size of the Behemoth* | Invisible Wall(E)
| Lifeblast | House of Glass
| Mental Blast | Superhuman Endurance
| |
6 | Charm Weapon(5) | Invulnerability (7)
| Spirit Attack(5) | Wall of Stone(E)(3)
| Armor Bizarre(5) | Clay to Stone(E)(5)
| Death Curse(6) | Distant Voice(5)
| Snowstorm (5) | Mend the Broken(5)
| Apparition | Mystic Pigeon
| Call Lightning | Tongues
| Fire Ball | Words of Truth
| Ice | Watching Enchantment
| |
7 | Chasm(E)(5) | Screaming Wall of Flame(E)(5)
| Shards of Ice(E)(4) | Aura of Death(5)
| Mini-Fireballs(E)(4) | Globe of Silence
| Blue Flame(E)(5) | See Wards(*)
| Animate Plants(E)(3) | Circle of Concealment*
| Constrain Being | Clay or Stone to Iron(E)(6)
| Immobilize* | Energize Spell(6)
| Dancing Fires(E)(6) | Illusory Wall(6)
| Barrage(6) | Heal Self
| Power Bolt(6) | Electrical Field(E)(6)
| |
Level | Offensive/Combat/Stealth Spells | Defensive/Other Spells
-------+---------------------------------+---------------------------------
8 | Animate Object(6)* | Protection Circle-Superior(13)#
| Frostblade(6) | Spinning Blades
| Mental Shock(7) | Commune With Spirits^
| Ballistic Fire(7) | Eyes of the Wolf
| Fire Gout(7) | Luck Curse
| Wind Rush(7) | Oracle^
| Sonic Blast(7) | Stone to Flesh
| Wisps of Confusion | Expel Demons(*)
| Fire Globe | Sense Dimensional Anomaly^
| Invincible Armor | Lifeward
| |
9 | Lightblade(7) | Wind Cushion(E)(8)
| Wind Blast(8) | Wall of Defense
| Plasma Bolt(E)(8) | Forcebonds(8)
| Lightning Arc(8) | Swords to Snakes
| Power Weapon(8) | Armorbane(10)
| Speed of the Snail | Beat Insurmountable Odds
| Crushing Fist(6) | Banishment(10)
| Desiccate the Supernatural | Wall of Not(10)
| |
10 | Petrification(E)(7) | Flame of Life(E)(4)
| Age(9)* | Wall of Iron(E)(5)
| Sub-Particle Acceleration(7) | Wards
| Monster Insect(9)* | Dimensional Pocket*
| Dragon Fire(9) | Illusory Forest
| Havoc(*) | Restore Limb
| Aura of Doom(9) | Super Healing
| Deathword | Remove Curse(11)
| |
11 | Shockwave(8) | Anti-Magic Cloud
| Enemy Mind | Create Magic Scroll
| Giant | Summon Fog
| Magic Warrior | Illusory Terrain
| Meteor | See in Magic Darkness
| Speed Weapon | Amulet(12)
| Warped Space | Calm Storms(12)
| Finger of Lictalon* | Wall of the Weird(12)
| |
12 | Tornado(E)(7) | River of Lava(E)(7)
| Summon & Control Rain | Energy Sphere(11)
| Mindshater(11) | Null Sphere
| Soultwist | Shadow Wall(13)
| |
13 | Summon & Control Storm | Talisman
| Create Golem | Restore Life
| Sorcerous Fury | Id Barrier(14)
| |
14 | Annihilate | Close Rift
| Enchant Weapon(Minor) | Impenetrable Wall of Force
| Void(15) | Restoration
| |
Resurrection(*)#
Barrier of Thoth(Spell of Legend)(*)#
Crimson Wall of Lictalon(Spell of Legend)(*)#
Sanctuary(Spell of Legend)*)#
Circle Magic: Equivalent of first level Summoner(*); advances with further levels as Mystic Guardian.
Ward Magic: Equivalent of first level Diabolist(*); advances with further levels as Mystic Guardian.
Additional 90 spell levels from the spell lists (can be taken more than once)
To advance to each level beyond 15th costs one million experience points, so it's not likely a PC will ever get that far (boy, is THAT an understatement!). But, for purposes of ancient NPCs, etc., choose one more item from the above list, plus 1D6x15 levels of additional spells from the spell list, until all are taken. Once all items above and spells from the lists are taken, the Summoner or Diabolist level can be accelerated by an additional level (advancing two levels instead of one).