I want to include Mesmerism, and base it loosely on this:
http://en.wikipedia.org/wiki/Animal_magnetism Mesmerism should be a skill, not a mystic power, I think. It has some unique properties... Here is a 2nd draft of the Skill.
1st Level
- Mystic Healing (+1 Mystic Point), once per encounter (can be used on self or others)
- Simple Suggestion ('so and so is not trustworthy'), once per day
2nd Level
- Mystic Healing (1d6 Mystic Points), once per encounter (can be used on self or others)
- Minor Hypnotic Augmentation (give a Skill a +1 Bonus), once per day.
3rd Level
- Sense Influence (detect others emotions, sense lying), once per character per day - requires touching the other person
- Complex Suggestion ('so and so is not trustworthy and you should do something about it'), once per day
- Minor Detect Presence (allows one to feel the animal magnetism of others nearby)
- Minor Mind Reading (catch glimpse of thoughts), once per day
4th Level
- Influence Emotions, once per day.
- Minor Illusion (brief and fleeting)
- Minor Mind Control (get a person to do something specific), once per day, requires touch
- Major Hypnotic Augmentation (give any Skill a +2 bonus), once per day.
5th Level
- Physical Healing (2d6 Life Points), once per encounter (can be used on self or others)
- Illusion (does not do damage, but can move)
- Major Mind Reading (can hear thoughts as if in conversation), once per day, within 10 feet * Character Level
6th Level
- Hypnotic Trance (Post-Hypnotic suggestions, Past Life Memory)
- Major Healing (4d6) either (Life Points or Mystic Points)
- Major Illusion (can do damage, lasts up to 1 hour)
- Mind Control Persons (get a crowd to obey one's will)
- Power Word Trance (instantly immobilize someone), once per day.
That's a rough draft there. The key, and it is very important, is to not overpower this skill. That will be difficult given that Mesmerism by definition is a rather complex thing. So while in concept I like where this is going, I'm afraid that it may be too powerful, and cause people to automatically take it because - well hell, why wouldn't you?! So... it has to have some pretty heavy restrictions to keep that from happening. One obvious way is to make it hecka expensive to learn in terms of SLP. Maybe it costs 5 SLP to learn. That however would work strangely in terms of leveling... as in if you need 5 you have to wait till after 2nd level to take it. Another is to assign it only to certain classes. Or make a special class just for Mesmerism (that would require some additional work, but it could be done). Or only allow Illusionists to take it (SpellChanter + Thief)...? Or perhaps the Mesmerist multi-class could require the following: SpellChanter, Cleric, Thief... If so the Experience Base would be 60. For Skill Learning Points (SLP) It would get
SLP = (NumberOfClasses + SLP_BonusPerLevel) + SLP_BonusAtFirstLevel = (3 + 2 + 3) = 8 SLP at 1st level, and then 5 SLP per level after that.
So at 1st Level the Mesmerist who would be a SpellChanter and Cleric and Thief could take Mesmerism (would kind of be expected, if not required), and have 3 SLP left over, and then a bunch of Mystic Learning Points for spells and miracles. That could work.
Thoughts?