KING

Mystic Trees

Six trees, six engines: prayers, interpretations, aspects, patrons, disciplines, jutsus. Every mystic ability costs 1 martial point plus 1 skill point, and no character mixes a mystic tree with a martial one.

Magic Under the Wounds System

The spell, prayer, litany, jutsu, and discipline entries in this book are written natively in the three-layer currency (Vigor -> Vitality -> wounds). This is the design standard they follow, and the conversion reference for anything you import from other KING material:

Spell Damage (flat points by Spell tier)

A damaging effect deals flat Damage equal to the SPELL's tier on a failed save, and 1 Vigor damage on a successful save (unless the effect says otherwise). Save DC is the tier DC (11/13/15/17/19). No damage rolls.

Spell TierFailed saveSuccessful save
11 Damage1 Vigor damage
22 Damage1 Vigor damage
33 Damage1 Vigor damage
44 Damage1 Vigor damage
55 Damage1 Vigor damage
  • Area effects deal their full tier to EACH target. The area is already priced by the spell's stamina cost; do not discount the number.
  • Effects written as Vigor damage affect Vigor only, never Vitality, never wounds. Against Minors that is simply damage: their whole pool is Vigor, which makes Vigor-damage AoEs the mook-clearers.
  • Per-tier riders and conditions on individual spells stay as written; only the base harm number follows this table.
  • Prayers use their stack count as the tier. Alchemical items use item tier. Psion disciplines use discipline tier.

Healing

  • A healing effect heals points of Vitality equal to its tier (Lay on Hands, a Tier 2 grant, heals 2 Vitality on touch).
  • "Refill Vigor to cap" effects: unchanged.
  • Effects that name mending flesh and bone: remove 1 wound - literally: remove one of the target's active lasting injuries (the GM or player picks which).
  • Revival and resurrection effects: unchanged.
  • Effects that reduced maximum Vitality: reduce maximum Vitality by 1 (it recovers when the effect ends).

Everything Else

  • "X Vitality" barriers, summons, and constructs: give them Minor pools by Tier (Part 7B): flimsy = Tier 1, sturdy = Tier 2, fortress = Tier 4.
  • Damage over time: 1 Vigor damage per round; Vitality only on a failed save when first applied.
  • Self-damage costs ("take X damage"): lose 1 Vigor, or 1 Vitality if the listed number exceeded 10.
  • Save DCs: always the caster's tier DC (11/13/15/17/19).

IMPORTANT: Martial Trees and Mystic Trees are mutually exclusive. You must choose one path.

  • Each Mystic ability costs 1 martial point + 1 skill point
  • This leaves only 1 skill point per level for Skill Trees (compared to 2 for martial characters)
  • Skill Trees are available to both martial and mystic characters

Mystic Structure

All 6 Mystics follow the same point structure but have completely different mechanics:

12 Abilities: 1 martial + 1 skill point each (12 martial + 12 skill total)
3 Ultimates: FREE choices at 4, 8, and 12 abilities
At Level 10: 12 martial + 20 skill points available

MYSTIC SCALING: Each Mystic uses their Mystic level (abilities purchased in that tree, 1-12) for their mystic abilities, unless otherwise specified.


The six trees

The spell lists

Wizards and Invokers share the arcane list. Druids cast from the primal list, and a Martial Artist may take primal spells in place of jutsus.