From: Pelle Boström Improve Thac0 enables the mystic to lower his Thaco permanently. The cost for this improvement in Thaco increases with one point every time the mystic buys it. The first lowerence costs 1 spell level (from 17 to 16) , the second time it costs 2 spell levels (16 to 15), and so on.
Sudden speed allows the character to very suddenly, once per day. This gives him or her automatic initiative for that round. The movement may be the drawing of a weapon, a quick thrust, or an actual move up to 10 feet. The cost is three spell levels, and purchasing this ability more than once allows an aditional use per day.
Hands of Stone allows a character to cause increased damage with his bare hands. The damage caused is equal to 1D4 plus 1/2 the character's level (round up). This ablility cost five spell levels.
Cammouflageallows a character to fade in with his surroundings. The change only includes material of organic origen such as hides, wood, rope, snakeskin, leaf, ... Material such as stone, metal and crafted/worked material as cloth will not be cammouflaged and might reveal the character. When cammouflaged the character will appear as an outcrop on a tree, a part of a bush, a stone, a bump on a field, ... This ablility only works where nature is at hand ie not inside a house or a palace, though in it's garden. Cammouflage fools normal, IR and magical vision, and if the character is motionless he can only be detected by touch. The cammouflaged person can move 10' per round with only a 1 in 10 chance to be descovered, movement above 10' per round is handled as normal. This ability cost 3 spell levels and may be used 10 rounds per day, purchasing this ability more than once allows an aditional 10 rounds per day.
Denial-Rest makes the mystic's body capable of working without rest one day per spell level spent on this ablility. The Mystic is able to work 24 hours a day without penalty. During this time he does not gain hit points or the ability to study spells (due to restfull sleep) if he doesn't stop and relaxes for the time required. He must still eat and drink sufficiently. The Mystic may guard, walk or even jogg for 1 day/spell level spent on the ability. But harder activities (movement x3, x4 and x5) requires a CON check with a cumulativ -2 penalty every turn. If a check fails the character collapse for one hour and may not try harder activities than jogging untill the ability is engaged again.
When the ability expires the Mystic sleeps for 8h + 2h/day active with the ability, after this time the Mystic may envoce the ability once more.
Denial-Damage enables the Mystic to continue to function as normal no matter damage even if he is reduced to negative hit points. When this ability is active the Mystic doesn't feel pain in any form (physical or magical in nature) and can continue a fight even as his bone crack and all his blood is draind, the magic keeps him going. When the ability expires the Mystic suffers from the damage he denied, lethal if he sustained negative hit points. The cost is five spell levels and the ability is active 1 round for every 2 levels of the Mystic (rounded up).
Denial-Food & Water makes the Mystic able to go without food and water for one day per spell level spent on the ability. At the end of this time he would feel wery hungy and must eat half of what he denied to be able to activate the abiliy once more.
Hold breathallows the Mystic to hold his breath for 1 turn per spell level spent on the ability per day.
Night vision makes the Mystic able to use the light from the moon and the stars to see as good and as far as in day light. Other sourses of light can be used but the ability only doubles the range (torch range become 30', campfire range become 70'). The duration of the ability is one hour per spell level spent on the ability per day. If the Mystic is exposed to sudden light or flashes (light, pyrotechnics, lightning bolt, fireball, ...) while the ability is engaged, the Mystic is blinded for 1D6 rounds.
Enhanced hearing makes the ears of the Mystic very sensitive.This enables the Mystic to hear small and almost undetectable noises (a mole one yard under ground). He may also listen through doors, walls and down corridors to determine the presence of creatures, and if they are talking what they convers over. If the Mystic concentrates he can also filtrate sound, making him able to listen to a specific sound or conversation, leaving all other sound out (ideal when trying to hear what they are talking about on the other end of the tavern). The abilities duration is 10 rounds per spell level spent on the ability per day. If all rounds are used on a given day the Mystic must roll a CON check, failiure results in a headake, due to input overload, for 8 hours with a -1 penalty on all rolls.
Strength boost, with this ability the Mystic can increase his strength by 1 point/3 spell levels spent on the ability, for 1 turn, per day. There is no racial or otherwise upper limit of how high the increase may be. The Mystic suffers 2 hit points of damage for every strength point increased. Purchasing this ability more than once allows the Mysic to extend the duration with one turn or increase the boost by one point as he wishes from time to time.
Eyes of farseeing enhances the vision by 10 times as that of a binocular. The duration is 10 rounds per spell level spent on the ability per day. If all rounds are used within a day the Mystic must make a CON check, failure results in a headache for 8 hours with a -1 penalty on all rolls.
Limb of the snake allows the Mystic to losen all of his JOINTS. When the joints are lose he can slip through cracks, barrs and other spaces to the size of his head (ca 15cm). If he is tied with rope or chains or put in iron he can free himself whenever he wishes. First the Mystic must concentrate for one round, as he carefully disconnects his joints from there original position, and then he may operate until he reconnects his joints (taking one round). During the time the joints are loose the characters strength score is reduced to 1/3 (rounded up), since the muscles are not capable of using the sceletal structure of the body as it's used to. The cost is two spell levels.
True target grants the Mystic the ability to pick out the weaknesses in a target's armour after one round of concentration. This reduces the target's Armour Class by 1 for purposes of determining missile attacks made by the Nogian mystic. This ability is effective only for the first attack made against a target. The cost is 1 spell level, purchasing this ability more than once gives an additional AC reduction of one point.
Weapon proficiency commonlygives the wizard the ability to use another weapon. This weapon will be instinctively understood and usable without penalty, including magical versions of these weapons. The cost is 1 spell level for weapons normally allowed by wizards. 2 spell levels for other weapons inflicting 1-7 hp of damage to man-sized creatures and 4 spell levels for weapons inflicting 8+ hp of damage to man-sized creatures, bows are included in this last section regardless of the type of arrow used.
Weapon expertice cost 1 spell level per weapon and may, of course, only be taken in a weapon the wizard is allready proficient with. There is no upper limit in how many weapon the wizard can be experticed in.
Weapon specialization cost 1 spell level per weapon and may only be chosen to a weapon in witch the wizard is allready experticed in. There is no upper limit in how many weapons the wizard may be specialized in.
Silent walk, Fast healing, Stunning blow, Immovability, Leap, Steelskin,and Hammer blow:no change.
Ability Spell cost