Book of Magic Design Journal #2
Mystic Power Levels
Perhaps more than most comic book archetypes, the power level of mystics varies tremendously, from subtle occult powers requiring great time and effort to godlike beings able to change reality to suit their whims. Overall, mystic power levels break down into five broad categories, described here:
Street Magic—Power Level 6
The lowest power level mystics tend to be around power level 6, similar to their ancestors, the pulp heroes. Most of their 90 starting power points go towards basic traits: abilities, a fair number of knowledge and interaction skills, and either the Ritualist feat and a mystic Device or two, or a minor innate power or two. Some street magic heroes may even have a lower ranked Magic power and an array of spells.
These heroes tend to be the subtlest of mystics, because they need to be. They can’t afford to go around showing off their powers or their true nature, as they have too many potential enemies. Street mystics are more likely to go in for trenchcoats and rumpled suits or other mundane clothing, rather than high-collared cloaks and tunics sewn with arcane symbols. If nothing else, long coats have lots of pockets for the various paraphernalia these mystics carry and use on a regular basis.
Power level 6 mystics tend to rely far more on their Knowledge and interaction skills; they’re more likely skilled at Bluff or Diplomacy rather than just Intimidate (although most of them are also plenty intimidating when they need to be). Rather than going in “spells blazing,” they research the situation, learning about the threats facing them and what they can do to counter them. Theirs is a complex game of move and counter-move with hostile occult forces, more like a detective novel than a superheroic battle.
Adepts of the Arcane—Power Level 8
Mystics at this power level have some real power at their fingertips. They’re not true masters in comparison to most comic book magicians, but they’re certainly more powerful than your run-of-the-mill demon or undead creature, and probably capable of dealing with them without too much trouble. Arcane adepts are more likely to have the Magic power and an array of spells, although they still find uses for rituals and magical Devices. Their Magic may have various drawbacks or flaws, owing to their less-than-complete mastery.
Power level 8 mystics are more likely to face occult enemies on their own turf, including ventures into other dimensions and mystic realms. They may also have the power points to invest in more expensive traits like Astral Form. It’s also at this power level where mystics are more likely to find their way onto teams working with other superhumans.
Mystic Masters—Power Level 10
The default power level for Mutants & Masterminds is sufficient for true masters of the mystic arts, as demonstrated by the Mystic archetype (M&M, page 20), with all the essential powers at ranks sufficient to work alongside other costumed heroes of the same power level. Some magicians do this, while others prefer to remain loners, dealing with problems single-handed, and certainly, they are more able to do so than most.
Mystics at this power level virtually always have the Magic power, unless their abilities are specifically focused elsewhere. Moreover, their Magic should be at as high a rank as possible for their power level limits to reflect their mastery of the arcane arts. Mystic masters tend to use the Ritualist feat much like PL 10 gadgeteers use Inventor: for occasional one-time effects as needed. More common for PL 10 magicians is spending hero points for one-off spells as power stunts.
Guardians of the Gates—Power Level 12+
At this power level and beyond, magicians attain the kind of power needed to safeguard a whole world or even dimension. True “masters,” recognized as the greatest magicians of their worlds, are at this power level, ranging on up to as high as the GM wishes to go. Sometimes such legendary adepts don’t have quite as much sheer power as their PL would indicate, having a Magic power rank lower than their PL limit, but with tremendous breadth and flexibility from having a wide range of mastered spells (Alternate Power feats).
Mystics at this power level are well suited to operating alone, and often do, but even they may band together to deal with a sufficiently potent threat. For example, the mightiest mages of the various inhabited worlds of a dimension might form an alliance to safeguard their home-realm against invaders from beyond. Things can get interesting if the mystics in the alliance don’t always get along outside of it!
Omnipotent Entities—Power Level X
At the very top of the mystic hierarchy are beings so powerful they could be called omnipotent, capable of altering reality on a massive scale. Given the restraint and responsibility that are the watchwords of the heroic magician, these entities are virtually always either aloof and distant patrons of heroic mystics or else the most dire occult threats to reality as we know it. They’re not suitable for use as heroes, but rather, they are forces under the control of the Gamemaster.