Mystic Warriors by Mystic Eye Games for the d20 System Mystic Warriors

A D20 System supplement from
Mystic Eye Games

Rating:


(1 out of 5 hearts)

by Jean-Michel
"Mystic Warriors" is a compilation of prestige classes published by Mystic Eye Games. It also introduces the use of "vitus energy" which is basically a variation on the Psionics theme. Each prestige class gains some special power at different levels, and each class has access to different techniques powered by vitus points.

A total of twenty-two prestige classes are presented; from scary druids, half-fiend demon hunters, frosty barbarians, blind warriors and thief robbers, to magic-item-destroyers, boxers, extremely loyal bodyguards and rangers struck by lightning. Most of the classes are issued from a special school where the secrets of vitus are taught. It is suggested that the classes are kept "balanced" by being forced to donate 10% of their income to that school, or by smashing their most precious possession once a week, by meditating for a while or by some other stricture. Along with the description of each prestige class is a paragraph suggesting ways to adapt it to another setting.

A total of fifty two techniques using vitus points, divided between five levels of increasing power, are accessible to all the prestige classes, with a few exceptions. Some of these techniques can be enhanced by paying more vitus points. Unfortunately, most of them are very similar in expression and in method of use to what is found in the "Psionics Handbook". Instead of inventing this vitus system, the authors could have used the already-existing psionics rules, making their work compatible with an element of the third edition rules and useful to players using psionics.

A chapter is devoted to vitus activated items, with rules pertaining to their creation. An appendix further discusses the history and figureheads of some of the prestige classes.

The whole affair has a distinct "Advanced Dungeons and Dragons" feel to it, with references to old rules relative to changing facing, flanking and attacks from the rear. Some rules have the imprecise quality typical of the old system, which is well exemplified in the "Side Step" feat:

"SIDE STEP (GENERAL)
Partial move allows an AC bonus.
Prerequisite: Dodge
Benefits: The character can use a partial action to step to the side when being attacked. The space to the side must be empty. This will afford an additional +2 to AC."

How many times per round? (Unlimited!) What kind of AC bonus? (Most probably dodge, if I can make an educated guess). I assume the step is a 5' one, and that the use of the term "Partial Action" does not refer to the same "Partial Action" we find in the Third Edition rules since it doesn't take initiative in consideration. This one is just a new kind of partial action that has been created for the purpose of the "Side Step" feat. But that is only my guess, and guessing what the rules might mean reminds me of the old "AD&D" days. But enough nostalgia.

There are a few other nebulous instances. Another example is found in the chapter "How to use the Mystic Warriors book". Here we find two tables, one called "Maximum Techniques Known", and another entitled "Maximum Techniques Available/Day". These two tables, akin to spell progression tables, can be modified depending on a particular classes' descriptions. For every description, there is a table called "Techniques Per Level", and I assume that this is what they are referring to, but this is certainly not clear.

Here is an example of strange syntax and fuzzy third edition rules compliance. This is the first line of the description of a technique called Doom Strike: "As a partial action, this ability may be activated and the attack must be successful for the effect to occur. It must be done so immediately prior to the first attack in a round." Work your head around this one... then, make your fortitude save or be slain.

The tables at the end of the book have been numbered in a particularly interesting way; the first table is "Table X-XX", the second one is "Table X-N", the third is "Table X-X", the fourth is "Table X-I" and the last is "Table X-X" again. This particularity, the many typos and the sometimes ungainly syntax point to an inadequate editorial process.

After having said all that, here are some reasons why I could have given this book two hearts rather than one. The ideas behind some of these prestige classes are very creative (I like the "Rangers Struck by Lightning", and the "Cult of Madness" prestige class that must drive one person insane every month or loose the use of their vitus powers). The little stories concluding each description are full of potential gaming ideas. The cover looks good. I could try to be a nice guy.

New Rules: The vitus system. Sixteen feats. Twenty-two prestige classes. Rules for insanity. How to use all this without the vitus system. The Harness Vitus skill, which is used very much like the second edition psionic power check.

Weaknesses: Enough said, right? Wrong. Some of the rules provided here bend the Dungeons & Dragons system in ways that make it look embarrassed and hoping never to be found dead in such a twisted position. An example: one technique permits you to dodge a magic missile spell (Dodge Missiles). Another technique would permit some of the NPC's provided with the book to have between seven to nine standard actions in one round (the character does have the decency to fall unconscious for twenty-four hours subsequently). This looks like a collection of house rules rather than a d20 supplement.




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