Mystic

Mystic

Cost: 5

You gain Serenity as a beneficial trait. You may replace the trait of beneficial effects from skills in your Primary headers with the Serenity trait. While using a staff the Critical Strike skill does 5 damage instead of 4 damage.

Acrobatic Defense

Cost: 5

Your speed and mobility make you more effective with skills that give you 2 points of armor. While you are not wearing an armor prop, skills that normally give you 2 points of armor instead give you 3 points of armor. This skill works with Armor of Flame, Celerity, and Mystic Armor. It will not work with skills give you more than 2 points of armor, such as Basilisk Speed.

Calming the Inner Self

Cost: 2

You have developed a sense of inner calm that allows you to shake off effects that unbalance your mental state. Spend a point of Earth and call out “Resist by Serenity” to negate one attack with the Frenzy effect or the Confusion trait.

Mental Fortitude

Cost: 4

Your survival training has made to resistant to toxins. Once per long rest, spend a point of Fire and call out “Resist” to negate one attack with a Mental trait.

Empathic Healing

Cost: 4

You can channel the essence of life, transferring your life force to another without drawing blood or cutting flesh. Each time you use this skill you Waste a point of Vitality to heal someone other than yourself. Like a Waste Vitality effect, this bypasses armor and counts as called damage. Call out “Heal by Serenity,” touch the recipient, and role play the damage to yourself. You may, when you use this skill, spend a point of Air to increase the healing and instead call out “Heal 2 by Serenity.”

Fortress of Iron Will

Cost: 5

You may protect yourself from harm by gathering your Chi and using it to ward off all danger. Once per long rest, spend a point of Void, press your palms together, call out “Imbue by Serenity,” and become motionless. So long as you do not move you call out “Spirit” to negate all melee, missile, packet, and “By My Voice” delivered attacks. Game effects that specifically include "to Spirit" in the verbal will work on you. Any attack that is not beneficial with "to Spirit" in the verbal that strikes you will immediately end this ability.

Setting the Blade Aside

Cost: 5

While using a staff, spend 2 points of Water, call out “Disarm,” and make a melee attack to strike an opponent’s one handed weapon to tear it from their hand.