Mystic Blade (3.5e Class)

Mystic Blade
A mystic blade is an arcane spellcaster who has simultaneously adopted the way of the warrior. He is capable in combat as well as casting.

Making a Mystic Blade
The mystic blade is usually a front-line combatant, and his spells supplement him to suit this purpose. While he may have significantly fewer spells than a sorcerer or wizard, a mystic blade is so proficient in their use that he may make more castings per day at a more efficient pace, even while burdened by heavy armor. He also gains the ability to imbue his weapons with magical energy that he siphons from the deepest recesses of his soul.

Abilities: As a melee combatant, Strength and Constitution are both valuable to aid in the mystic blade's survival. Depending upon his preferred armament, Dexterity could be equally as important. But Intelligence is perhaps his most pivotal stat because it defines the mystic blade's strengths and limitations as an arcane spellcaster.

Races: Humans, with their versatile nature and warlike mindset, make natural mystic blades. Elves, with their links to magic and swordplay, can also reap the maximum benefits of being a mystic blade. Dwarves tend to spurn the arcane arts, while half-orcs suffer from a low Intelligence that makes them unlikely to join the class. Gnomes and halflings tend to shy away from militarism, which makes them also unsuitable.

Alignment: Any.

Starting Gold: 3d10 &times;10 gp (150 gp).

Starting Age: Moderate

Class Features
All of the following are class features of the Mystic Blade.

Weapon and Armor Proficiency: A mystic blade is automatically proficient with simple and martial weapons, all forms of armor, and shields.

The mystic blade is extremely specialized in his repertoire of spells, most of which are used for combat support. While he has a smaller pool of less powerful spells to choose from, the mystic blade compensates by being able to use more spells per day than a wizard or sorcerer of the same level. Intelligence determines the mystic blade’s spell DC, bonus spells, and how high level a spell they can cast (In order to cast a particular spell, the mystic blade’s Intelligence score must be at least 10 + the spell’s level).

A mystic blade prepares and regains spells in the same fashion as a wizard. Because he possesses a spellbook like a wizard does, the mystic blade may take the Spell Mastery feat as though he were a wizard.

0&mdash; acid splash, daze, detect magic, resistance, light, mage hand, ray of frost

1st&mdash; color spray, enlarge person, expeditious retreat, feather fall, identify, shield, magic missile, magic weapon, mage armor, ray of enfeeblement, shocking grasp, true strike

2nd&mdash; acid arrow, bear's endurance, blur, bull's strength, cat's grace, eagle's splendor, flaming sphere, fox's cunning, invisibility, resist energy, scorching ray, shatter, spectral hand, owl's wisdom

3rd&mdash; blink, displacement, dispel magic, fireball, fly, haste, hold person, lightning bolt, nondetection, protection from energy, slow, water breathing, wind wall, vampiric touch

4th&mdash; black tentacles, confusion, dimension door, fire shield, greater invisibility, lesser globe of invulnerability, phantasmal killer, shout, stoneskin, wall of fire, wall of ice

 (Ex): A mystic blade can negate as much as 5% of arcane spell failure chance per mystic blade level (to a maximum of 100% at level 20). In addition, he is so accustomed to casting in armor that armor check penalties do not apply to him for the purposes of casting spells with somatic components (any other actions that this armor check penalty exists for still apply). In addition, casting arcane spells from any other spellcasting class other than mystic blade incurs spell failure penalties as per the normal rules for that class.

He may now cast spells with somatic components even with both hands occupied.



' (Sp):''' At 4th level and every four levels afterwards, the mystic blade can choose a metamagic feat for which he meets the prerequisites. Each time he chooses a metamagic feat, he gains the ability to apply this feat to a spell once per day without increasing the spell’s level and without any special preparation. This ability does not interfere with the Sudden metamagic feats presented in the Complete Arcane. This ability can only be used with a metamagic feat that would normally increase the spells level by no more than four spell levels.

 (Su): A mystic blade may imbue any weapon he is holding with an enhancement bonus (or an enchantment equivalent to such) equal to his mystic blade level divided by five (starting at +1 at 5th level). This bonus stacks with any other that may be placed on the weapon. This ability applies to melee or projectile-based ranged weapons; a ranged weapon bestows the enchantments on its ammunition, and if the mystic blade is wielding multiple weapons or a double weapon he may distribute to bonuses as he wishes. This ability cannot be used on a thrown weapon, as the enchantment dissipates when it leaves the mystic blade’s hand. Furthermore, this properties only function when the mystic blade is holding the weapon. The mystic blade may use this ability at will, and changing the enchantment is a swift action that can only occur at the beginning of the mystic blade’s turn.

For example, a 15th level mystic blade fighting a red dragon may further enhance his weapon with a +3 bonus. On the other hand, he could instead imbue it with the dragon bane and frost enchantments in order to better combat the dragon.

' (Sp):''' At 6th level, the mystic blade gains the ability to channel melee touch spells through his weapon. Any such spell the mystic blade can cast can now be channeled through a single melee attack, which is made in place of the melee touch attack as part of the spell if. This attack is rolled as a normal attack roll, not as a melee touch attack. If it hits, however, the attack deals normal weapon damage as well as the effect of the touch spell.

' (Sp):''' The mystic blade compensates for his inability to cast higher-level spells by increasing the effectiveness of those spells he can cast. At 9th level, the mystic blade doubles the level modifier for the DC's of all spells he can cast (so a level 2 spell would have a +4 modifier, etc.).

' (Sp):''' As he gains arcane power, the mystic blade becomes better able to combine sorcery and steel. At 12th level he can channel any spell he can cast into his melee weapon. Using this ability requires a move action, and the mystic blade uses up the prepared spell as if he had cast it. The channeled spell affects the next target that the mystic blade successfully attacks with his weapon (Foritufde or Will saving throws and spell resistance still apply). Even if the spell normally affects an area or is a ray, it affects only the target, but negates any reduced effect allowed by a successful Reflex save. The spell is discharged from the weapon, which can then hold another spell. A mystic blade can channel his spells into only one weapon at a time. Spells channeled into a weapon are lost if not used in 8 hours. The mystic blade can channel up to three spells into his weapon per day at level 12, and he gains an additional daily use at every even-numbered level from then on.

' (Sp):''' While the mystic blade only has a few destructive spells in his repertoire, he has learned to use them with terrifying efficiency, adding extra magic into damage dealing spells. All of his spells that deal a certain amount of damage dice based on level now deal 1 additional damage per die so long as he at least 12 Intelligence. As he gains levels, he deals one additional damage per die so long as his Intelligence modifier is higher than or equal to the amount of damage per die. At level 16, he deals 2 extra damage per die so long as he has 14 Intelligence, and so on. Bonus damage dealt by such a spell is not subject to Metamagic feats, and this ability has no effect on spells that do not deal damage.

For example, a 16th level mystic blade with 14 Intelligence casts lightning bolt, which would normally deal 10d6 damage. He will deal an additional 20 damage with his lightning bolt spell.

' (Sp):''' A 17th level mystic blade can now channel two spells into his melee weapon using a move action to channel each one. Both channeled spells affect the next target the mystic blade successfully attacks with his weapon, in the order the spells were imbued into the weapon. As with channel spell, non-Reflex saving throws and spell resistance apply normally. Each time a mystic blade uses multiple channel spell, he expends two daily uses of his channel spell ability.

Epic Mystic Blade
Spells: The mystic blade’s caster level is equal to his class level. The mystic blade’s number of spells per day does not increase after 20th level. Each time the mystic blade achieves a new level, he learns one new spells of any spell levels that he or she can cast (according to his or her new level).

 (Su): The epic mystic blade continues to gain the ability to spontaneously enchant a melee weapon. The enhancement bonus that he may bestow upon his weapon(s) continues to increase every five levels.

' (Sp):''' The epic mystic blade continues to to gain bonus damage to damage-dealing spells at 22nd, 25th and 28th level.

' (Sp):''' The epic mystic blade continues to to gain spontaneous metamagic, and can apply spontaneous metamagic to any epic metamagic feats that he possesses.

Bonus Feats: The epic mystic blade gains a bonus feat (selected from the list of epic mystic blade feats) every three levels after 20th.

Epic Mystic Blade Bonus Feat List: Armor Skin, Combat Archery, Damage Reduction, Energy Resistance, Enhance Spell, Epic Prowess, Epic Spell Penetration, Epic Spellcasting, Epic Toughness, Epic Weapon Focus, Exceptional Deflection, Ignore Material Components, Improved Combat Casting, Improved Metamagic, Improved Spell Capacity, Infinite Deflection, Maximize Spell, Perfect Two-Weapon Fighting, Permanent Emanation, Reflect Arrows, Spell Stowaway, Spell Opportunity, Spontaneous Spell, Superior Initiative, Swarm of Arrows, Tenacious Magic, Two-Weapon Rend.

Half-Elf Mystic Blade Starting Package
Weapons: Longsword, Short Sword

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Feat: Improved Intiiative

Gear: Studded Leather, Bedroll.

Gold: 18 gp.

Playing a Mystic Blade
Religion: Many mystic blades make their livings as dogs of war, and as a result their religous beliefs are infinitely variable. Some may go with the flow, others against it. Most might not care enough either way, for the only things that truly matter in their eyes are what they can do and what they can't.

Other Classes: Mystic blades get on well with wizards, for they find commonalities in their appreciation of arcane study. They also respect fighters, whose martial skills rival the mystic blades' own. Other classes are generally tolerated, but a particularly savage and unthinking character (a barbarian, for example) might draw the mystic blade's ire.

Combat: The mystic blade's greatest strength is his adaptability. While he does not possess the full spellcasting abilities of the sorcerer and wizard (or the sheer power of, say, a wish spell), his ability to cast effectively in armor and hold his own in melee allow him to find a niche in a party. His ability to bestow enchantments on his weapon also grants him a great deal of flexibility in combat.

Advancement: A mystic blade is already a well-rounded character complete with martial ability and limited but still formidable arcane casting ability. A multiclass to rogue would create a powerful blend of multiple approaches. In keeping with their versatility, a mystic blade can take levels in martial or arcane prestige class, depending on how the player wishes to progress.

Mystic Blades in the World
"My blade… It is my magic, my arm, my tool, and my soul."

Daily Life: The mystic blade's skills were not meant to be used for study and research, but that doesn't mean he isn't interested in uncovering lost codices of arcane lore. While he lives for battle, he is also a keen learner, and seeks out adventures where he may improve both his arcane skills and fighting ability.

Notables: The first and perhaps most famous mystic blade was known as Forrixxion. His skills were beyond the ken of normal mystic blades, and by his death he had achieved a level of arcane power to rival the greatest of archmages. All mystic blades of any race or background are able to trace their lineage back to Forrixxion; whether this is mere jest or something more serious has yet to be determined by scholars.

Organizations: There is no official organization of mystic blades; they do, however, all share a kinship figuratively and in many cases literally, since all of them claim descendency from the same being. Regardless of their alignment or previous allegiances, mystic blades congregate annually at Forrixxion's unmarked gravesite on the anniversary of his passing; to miss this meeting is considered the greatest dishonor to other mystic blades.

NPC Reactions: Mystic blades are, in a word, eccentric. Each and every one of them has the uncanny ability to remember his or her exact relationship to Forrixxion, and somehow they all end up being blood brothers regardless of their parentage. Because their allegedly common ancestry has often been mistaken for worship (and because many mystic blades do swear on Forrixxion's name), many regard mystic blades as a cult of fanatical heathens.

Mystic Blade Lore
Characters with ranks in Knowledge (arcana) can research Mystic Blades to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.