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Mysticism
MYSTICISM
Granted Power: Your affinity for the Higher Mysteries allows you to see things no other being can -- you innately perceive invisible creatures.
Offered By: Khasrach, Kysul, Xavias.
Mysticism Domain Spells:
1: Divine Favour (Theurgy)
Level: Priest 1, Mysticism 1, Paladin 1
Mana: 5. Persistant. Base Success: 100%.
Increases your attack rolls and the damage you inflict in combat by +1 per blow at 1st level, +2 at fifth, +3 at 9th, +4 at 13th, +5 at 17th, +6 at 21st, and so forth.
2: Hypnotism (Enchantment) [Mind-Affecting]
Level: Mage 2, Mysticism 2, Bard 1
Will negates. Mana: 4. Long duration. Base Success: 90%.
Causes a creature immediately beside you to become entranced if it fails a Will save, such that it will not act until it suffers damage or is otherwise shocked back to its senses (though it is not helpless as with Hold Person, and cannot be Coup de Grace'd). This spell has a +4 spell bonus to its save DC.
3: Displacement (Illusion)
Level: Mage 3, Trickery 5, Mysticism 3, Bard 3, Assassin 3
Mana: 30. Persistant. Base Success: 100%.
Causes the caster to appear to be about 2 feet from where he actually is, thereby giving all attacks -- ranged and physical -- against him a 50% miss chance.
4: Lesser Aspect of Divinity (Theurgy)
Level: Mysticism 4
Mana: 35. Persistant. Base Success: 100%.
Causes you to take on some of the qualities of a celestial being: you gain an enhancement bonus of 1d4+1 to your Charisma score, darkvision, a +2 bonus to saving throws against disease and poison, and acid, cold and electricity resistance of 5 + half your caster level. Your carried equipment is protected as well.
5: Wizard Sight (Divination)
Level: Mage 5, Mysticism 5, Knowledge 5, Bard 5, Ranger 5, Assassin 5
Mana: 50. Persistant. Base Success: 100%.
Allows the caster to perceive everything within 60 feet of himself, even through walls.