General Feat (Prerequisite: Level 12+, Intelligence 17 or higher, must have taught at least five level 9-12 or fifty Erudites – story requirement)
You are a master of Mystic Arts – diverse, unique, and often rare magical techniques. You can invent your own strange yet effective spells. Your knowledge of magic, gained through study, analysis, and connection to the Spirit World, makes you exceptionally versatile. You are the traditional fantasy mage, but with a twist: your spells can omit components, act faster, and cover any domain – healing, defense, offense, and support – because omniscience implies omnipotence.
Ability Score Increase. Increase your Intelligence score by 1, to a maximum of 20.
Mystic Arts Mastery
Your mastery is shaped by your teaching experience:
- If you taught at least five level 9-12 who independently comprehended the Acting Method, you are more adept at creating and using Mystic Arts in the corresponding field (choose one: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation). You gain a +2 bonus to spell attack rolls and your spell save DC when casting spells of that school.
- If you taught at least fifty Erudites, you are well‑rounded in the Mystic Arts field – no weaknesses but also no strengths. You gain proficiency in one additional skill of your choice (from Arcana, History, Investigation, Nature, or Religion) and advantage on Intelligence checks to recall magical lore.
Acquiring Mystic Arts. When you first take this feat, you naturally obtain six to thirteen Mystic Arts from the current Omniscience authority holder (roll 1d8+5 to determine how many). Each is a unique spell or effect (see examples below). After that, you can acquire additional Mystic Arts through learning (spending 250 gp and 1 week of study per art) or self‑creation (spending 500 gp and 2 weeks of research). The DM decides which arts are available.
Omniscience Implies Omnipotence. As long as you have the required knowledge and materials at hand, you can create any spell effect – healing, defense, offense, support – as if you had prepared it. This functions like the wish spell but limited to spells of 6th level or lower, and you must have the material components (which are consumed). You cannot duplicate wish itself. You can use this feature once per long rest.
Spell Creation & Component Omission. You can invent your own spells. Spells you create often omit material components, incantations, and most casting steps, making them faster and more secretive. Any spell you create can be cast without verbal or somatic components (but still requires the mental component – see below). However, spells that require extensive preparation or are exceptionally powerful may retain some components (DM discretion).
Delaying Loss of Control. As an action, you can touch a creature that is under an effect that would cause it to lose control (e.g., confusion, madness, possession, or a curse). You can delay the loss of control by up to 1 hour. During that time, the creature acts normally. After the delay, the original effect resumes. You can use this ability once per short rest.
Enhancing Physical Abilities. You can use a Mystic Art to permanently or temporarily enhance your own physical abilities. As a 1‑hour ritual, you can grant yourself a permanent +2 bonus to one physical ability score (Strength, Dexterity, or Constitution), to a maximum of 22. You can do this only once. Alternatively, as an action, you can grant yourself a temporary +4 bonus to one physical ability score for 1 minute. You can use the temporary enhancement a number of times equal to your proficiency bonus (regained after a long rest).
Example Mystic Arts (Spells)
You gain the following spells as part of your initial six to thirteen Mystic Arts. Each is considered a Mystic Art for you and can be cast using the Spellcasting rules below.
Mirror Curse
2nd‑level Mystic Art
Casting Time: 1 action
Range: 30 feet
Components: M (a small mirror)
Duration: Instantaneous
You use a mirror to reflect a creature’s body part. Pinch the reflection at the mirror’s surface before pulling outward. Choose one creature you can see. The target must make a Constitution saving throw. On a failure, one of its existing wounds instantly worsens – it takes 4d8 necrotic damage (or half on a success). If the target had no wounds, this spell has no effect.
Evans Freezing Ray
3rd‑level Mystic Art
Casting Time: 1 action
Range: 60 feet
Components: S, M (a pinch of crystal dust)
Duration: Instantaneous
You emit a concentrated, colorless dim ray. Make a ranged spell attack against a creature or object. On a hit, the target’s skin turns into a layer of crystal ice, and the area around it (a 5‑foot radius) freezes. The target takes 6d8 cold damage and its speed becomes 0 until the end of your next turn. A creature killed by this spell becomes a frozen statue.
Elemental Order
4th‑level Mystic Art
Casting Time: 1 action
Range: 90 feet
Components: S, M (a small periodic table or alchemical chart)
Duration: Concentration, up to 1 minute
Based on the periodic law of basic elements, you precisely arrange electrons to control and combine elements. Choose one of the following effects:
- Attack (Evocation):You create a beam of elemental energy – choose acid, cold, fire, lightning, or thunder. Make a ranged spell attack; on hit, deal 6d8 damage of that type.
- Defense (Abjuration):You grant yourself or an ally resistance to one damage type of your choice for the duration.
- Recycle (Transmutation):You break down a nonmagical object of up to 5 cubic feet into its base elements, rendering it harmless dust.
Spellcasting (Mystic Arts Method)
You cast spells using knowledge and mind, not innate magic. Even the simplest spell requires three steps:
- Concentrate your own spirituality (equivalent to a bonus action to prepare, or you can maintain focus as part of the spell’s casting time – DM discretion).
- Mental Component.Outline the corresponding symbol of the spell in your mind. This can be replaced by reciting the spell’s incantation aloud (if you choose to speak, it becomes audible). You cannot omit the mental component until you have cast the same spell 100 times or spent a week studying it intensively.
- Material Component.Use the required materials. Materials serve as either a medium or part of the spell. You can substitute certain Sealed Artifacts for materials (DM discretion). Consumed materials are destroyed; non‑consumed materials are reusable.
Casting Time. All Mystic Arts spells have a casting time of 1 action unless noted. The three steps are included in that action – you do not need extra actions.
Spell Slots. You have a number of spell slots equal to your proficiency bonus (recovered on a long rest). You can cast any Mystic Art you know of a level up to half your character level (rounded up) by expending a spell slot of that level or higher. Your spellcasting ability is Intelligence.
Known Spells. You start with the seven sample spells below plus the three example Mystic Arts above (Mirror Curse, Evans Freezing Ray, Elemental Order). You can learn additional Mystic Arts as described.
Sample Mystic Arts (Spells)
You gain the following spells automatically when you take this feat. They use the material components listed.
Scene Depiction
1st‑level Mystic Art (Divination)
Casting Time: 1 action
Range: Touch
Components: M (powder, consumed)
Duration: Up to 10 minutes
Using powder, you display scenes you have seen (e.g., from an arcane eye or your own memory) onto a mirror or similar surface. Alternatively, you toss powder into the air to form a realistic, three‑dimensional picture of any location you have visited within the past 24 hours. The image is static unless you concentrate.
Soul Summoning
2nd‑level Mystic Art (Necromancy)
Casting Time: 1 minute
Range: 30 feet
Components: V, M (a spirit‑calling bell or incense)
Duration: Instantaneous
This spell aids spirits in separating from the flesh or helps astral projections find their spirits when adrift. Choose one willing creature or one corpse that died within the last hour. The creature’s spirit can leave its body (if alive) as an astral projection (as the spell) for up to 1 hour, or a lost astral form can instantly return to its body.
Hand of Force
Cantrip (Evocation)
Casting Time: 1 action
Range: 30 feet
Components: M (iron‑black powder, consumed)
Duration: Instantaneous
You create a strong invisible hand that can exert force on a target. Make a melee spell attack against a creature or object within range. On a hit, you push the target up to 10 feet away from you, or you can knock it prone. You can also use this to open an unlocked door or move an object weighing up to 50 pounds.
Wind Creation
Cantrip (Evocation)
Casting Time: 1 action
Range: Self (15‑foot cone)
Components: M (slightly transparent powder, consumed)
Duration: Instantaneous
You create strong winds in a 15‑foot cone. Each creature in the area must make a Strength saving throw or be pushed 5 feet away from you. The wind automatically blows away airborne diseases, toxic gases, and small airborne particles (like smoke or fog) in the area.
Exorcism
1st‑level Mystic Art (Abjuration)
Casting Time: 1 action
Range: 30 feet
Components: M (pearl‑like powder, consumed)
Duration: Instantaneous
You clear weeds, vines, and plant‑based hazards in a 10‑foot radius. Against plant‑based creatures (e.g., blights, treants) or plant‑based Beyonder powers (like entangle or spike growth), you make a spell attack roll against the effect or creature. On a hit, the plant creature takes 3d6 radiant damage, or the plant‑based effect ends.
Flames
Cantrip (Evocation)
Casting Time: 1 action
Range: 60 feet
Components: M (powder that accurately lands on target, consumed)
Duration: Instantaneous
You toss powder that bursts into scarlet flames that silently burn whatever they touch. Make a ranged spell attack. On a hit, the target takes 1d10 fire damage. This damage increases to 2d10 at level 5, 3d10 at level 11, and 4d10 at level 17.
Purification
2nd‑level Mystic Art (Abjuration)
Casting Time: 1 action
Range: Self (20‑foot radius)
Components: M (Sun Flower powder, consumed)
Duration: Instantaneous
You create an area‑of‑effect purification. All undead within 20 feet take 4d6 radiant damage (Constitution save for half). Additionally, any curse or disease effect on friendly creatures in the area ends. The area becomes hallowed (as the hallow spell) for 1 hour against undead.
Lightning
Cantrip (Evocation)
Casting Time: 1 action
Range: 60 feet
Components: M (powder from a type of tree, consumed)
Duration: Instantaneous
You create a small bolt of lightning. Make a ranged spell attack. On a hit, the target takes 1d8 lightning damage, and it cannot take reactions until the start of its next turn. This damage increases to 2d8 at level 5, 3d8 at level 11, and 4d8 at level 17.
Plant Snare
1st‑level Mystic Art (Conjuration)
Casting Time: 1 action
Range: 60 feet
Components: M (leaves, petals, and brambles, consumed)
Duration: Concentration, up to 1 minute
You cause specific leaves, petals, and brambles to grow in size and join together in a 10‑foot square. Any creature that starts its turn in that area or enters it must make a Dexterity saving throw. On a failure, it is restrained. A restrained creature can use its action to make a Strength check (DC = your spell save DC) to break free. The snare has AC 10 and 15 hit points; destroying it frees all.
Sea Wave
2nd‑level Mystic Art (Evocation)
Casting Time: 1 action
Range: Self (30‑foot radius)
Components: M (light blue powder, consumed)
Duration: Instantaneous
You send out dark blue waves in all directions. Each creature of your choice within 30 feet must make a Strength saving throw. On a failure, it is pushed 15 feet away and knocked prone. The wave extinguishes all non‑magical flames in the area and dispels magical fire effects of 2nd level or lower.
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