You understand that what most people call magic is simply an expression of the innate connection between all things, and you intuitively tap into this unseen power to create strange effects. You may conceptualize the source of your magic as divine grace, a manipulation of fundamental energy, or an unlocking of psychic potential, but always with the knowledge that you are a conduit channeling forces greater than yourself. Though you may study, you understand that spellcasting—like all existence—is messy and intuitive, and you specialize in biology and mental systems too complex to be perfectly understood by science. You sense the intangible and exploit your bonds with others, whether to bolster them or bend them to your will.

Hit Points: 6

Stamina Points: 6 + Constitution Modifier

Key Ability Score

Your Wisdom determines your spellcasting ability, the saving throw DCs of your spells, and the number of bonus spells you can cast per day, so Wisdom is your key ability score. A high Charisma score can also help you in social situations.

Class Skills

Bluff (Cha), Culture (Int), Diplomacy (Cha), Disguise (Cha), Intimidate (Cha), Life Science (Int), Medicine (Int), Mysticism (Wis), Perception (Wis), Profession (Cha, Int, or Wis), Sense Motive (Wis), Survival (Wis)


Class Level Base Attack Bonus Fort Save Bonus Ref Save Bonus Will Save Bonus Class Features 1st 2nd 3rd 4th 5th 6th
1st +0 +0 +0 +2 Connection, connection power, connection spell, healing touch 2 - - - - -
2nd +1 +0 +0 +3 Channel skill +1, mindlink 2 - - - - -
3rd +2 +1 +1 +3 Connection power, weapon specialization 3 - - - - -
4th +3 +1 +1 +4 Connection spell 3 2 - - - -
5th +3 +1 +1 +4 Channel skill +2 4 2 - - - -
6th +4 +2 +2 +5 Connection power 4 3 - - - -
7th +5 +2 +2 +5 Connection spell 4 3 2 - - -
8th +6 +2 +2 +6 Channel skill +3 4 4 2 - - -
9th +6 +3 +3 +6 Connection power 5 4 3 - - -
10th +7 +3 +3 +7 Connection spell 5 4 3 2 - -
11th +8 +3 +3 +7 Channel skill +4, telepathic bond 5 4 4 2 - -
12th +9 +4 +4 +8 Connection power 5 5 4 3 - -
13th +9 +4 +4 +8 Connection spell 5 5 5 3 2 -
14th +10 +4 +4 +9 Channel skill +5 5 5 5 4 2 -
15th +11 +5 +5 +9 Connection power 5 5 5 4 3 -
16th +12 +5 +5 +10 Connection spell 5 5 5 4 3 2
17th +12 +5 +5 +10 Channel skill +6 5 5 5 4 4 2
18th +13 +6 +6 +11 Connection power 5 5 5 4 4 3
19th +14 +6 +6 +11 Transcendence 5 5 5 5 5 4
20th +15 +6 +6 +12 Channel skill +7, enlightenment 5 5 5 5 5 5


You cast spells drawn from the mystic spell list. To learn or cast a spell, you must have a Wisdom score equal to at least 10 + the spell’s level. The Difficulty Class for a saving throw against your spell is 10 + the spell’s level + your Wisdom modifier.

You can cast only a certain number of spells of each spell level per day. Your number of spells per day is given on table Mystic. In addition, you receive bonus spells per day if you have a Wisdom modifier of +1 or higher, as shown on the table Mystic Bonus Spells —note that you only receive these bonus spells once you can cast spells of that level normally. You can also cast 0-level spells. These spells are cast like any other spell, but there is no limit to how many 0-level spells you can cast each day.

Your selection of spells is limited. You begin play knowing four 0-level spells and two 1st-level spells of your choice. At each new mystic level, you learn one or more new spells, as indicated on table: Mystic Spells Known. Unlike spells per day, the number of spells you know isn’t affected by your Wisdom modifier.

Every time you gain a level, you can swap out one spell you already know and learn a single new spell of the same level in its place. In effect, you lose the old spell in exchange for the new one. You must choose whether or not to swap the spell at the same time you gain new spells known for the level.

You can cast any mystic spell you know at any time, assuming you have not yet used up your allotment of spells per day for the spell’s level. You can also cast a spell using a higher-level spell slot. For instance, if you want to cast a 1st-level spell but have used up all your 1st-level spells for the day, you can use a spell from a 2nd-level slot instead if you have one.

You can also decipher magical inscriptions that would otherwise be unintelligible or, as a full action, identify any spells encoded in a spell gem as a full action. This does not normally invoke the magic contained within, although it may do so in the case of a cursed or trapped spell gem.

Mystic Bonus Spells

1-11 - - - - - -
12-13 - 1 - - - -
14–15 - 1 1 - - -
16-17 - 1 1 1 - -
18-19 - 1 1 1 1 -
20-21 - 2 1 1 1 1
22–23 - 2 2 1 1 1
24-25 - 2 2 2 1 1
26–27 - 2 2 2 2 1
28-29 - 3 2 2 2 1
30–31 - 3 3 2 2 2

Mystic Spells Known

CLASS LEVEL 0th 1st 2nd 3rd 4th 5th 6th
1st 4 2 - - - - -
2nd 5 3 - - - - -
3rd 6 4 - - - - -
5th 6 4 2 - - - -
6th 6 4 3 - - - -
7th 6 4 4 - - - -
7th 6 5 4 2 - - -
8th 6 5 4 3 - - -
9th 6 5 4 4 - - -
10th 6 5 5 4 2 - -
11th 6 5 5 4 3 - -
12th 6 5 5 4 4 - -
13th 6 6 5 5 4 2 -
14th 6 6 6 5 4 3 -
15th 6 6 6 5 4 4 -
16th 6 6 6 5 5 4 2
17th 6 6 6 6 5 4 3
18th 6 6 6 6 5 4 4
19th 6 6 6 6 5 5 4
20th 6 6 6 6 6 5 4

Mystic Spell List


Spell Name Summary
Daze Humanoid creature of CR 3 or lower is dazed.
Detect Affliction Determine whether a creature or object has been poisoned, is diseased, is cursed, or is suffering a similar affliction.
Detect Magic Detect spells and magic items within 60 feet.
Fatigue Touched creature is fatigued.
Ghost Sound Create minor illusory sounds.
Grave Words Force a corpse to babble.
Psychokinetic Hand Telekinetically move an object of 1 bulk or less.
Stabilize Cause a dying creature to stabilize.
Telekinetic Projectile Telekinetically hurl an object, dealing 1d6 damage to the target and object.
Telepathic Message Send a short telepathic message and hear simple telepathic replies.
Token Spell Perform simple magical effects.


Spell Name Summary
Charm Person Make one humanoid creature believe that it is your ally.
Command One creature obeys a select command for 1 round.
Confusion, Lesser One living creature is confused for 1 round.
Detect Radiation Detect radiation within 120 feet.
Detect Thoughts “Listen” to surface thoughts.
Disguise Self Change your appearance.
Fear Frighten a single living creature that’s of CR 4 or lower for 1d4 rounds.
Identify Gain a +10 bonus to identify items of a magic or technological nature.
Keen Senses Target gains low-light vision and a +2 bonus to Perception checks.
Life Bubble Encase targeted creatures with a shell of tolerable atmosphere.
Mind Link Instantly and telepathically communicate information to a creature.
Mind Thrust Mentally deal 2d10 damage to one target.
Mystic Cure Restore 1d8 + your Wisdom modifier Hit Points to a living creature.
Reflecting Armor Sheath of mystical force can reflect damage back on foe.
Remove Condition, Lesser Remove one minor harmful condition affecting a creature.
Share Language Target understands chosen languages.
Wisp Ally Create wisp of energy that shines light and distracts an enemy.


Spell Name Summary
Augury[^1] Learn whether an action will be good or bad.
Command Undead Undead creature obeys your commands.
Darkvision Grant ability to see 60 feet in total darkness.
Daze Monster Target living creature of CR 5 or lower is dazed.
Fear Frighten multiple creatures of CR 4 or lower for 1 minute.
Fog Cloud Create a fog that obscures vision.
Force Blast Cone deals 2d6 force damage and bull rushes creatures.
Hold Person Paralyze one humanoid.
Hurl Forcedisk Disc deals 3d6 force damage to one target then ricochets to other targets, dealing 2d6 force damage.
Inflict Pain Wracking pain imposes –2 penalty to ability checks, attack rolls, and skill checks on one target.
Mind Thrust Mentally deal 4d10 damage to one target.
Mystic Cure Restore 3d8 + your Wisdom modifier Hit Points to a living creature.
Remove Condition Remove one moderate harmful condition affecting a creature.
Restoration, Lesser Dispel magical ability penalty or cure 1d4 ability damage.
See Invisibility See invisible creatures or objects.
Shield Other[^1] You take half of the target’s Hit Point damage.
Spider Climb Grant ability to walk on walls and ceilings.
Status Monitor condition and position of allies.
Zone of Truth Creatures within range can’t lie.


Spell Name Summary
Bestow Curse Target takes –4 penalty to attack rolls, saves, and checks or 50% chance of not acting on each of its turns.
Charm Monster Make one creature believe it is your ally or one day per level.
Clairaudience/Clairvoyance Hear or see at a distance for 1 minute per level.
Deep Slumber Put a number of creatures whose CRs total 8 or less to sleep.
Dispel Magic Cancel one magical spell or effect.
Fear Targets of CR 8 or lower within a cone are panicked for 1 minute.
Haste One creature per level moves and acts faster.
Hologram Memory Extract a creature’s memory and replay it as a hologram.
Irradiate Flood area with dangerous radiation.
Mind Thrust Mentally deal 7d10 damage to one target.
Mystic Cure Restore 5d8 + your Wisdom modifier Hit Points to a living creature.
Psychokinetic Strangulation Concentrate to immobilize target and deal 3d8 damage per round.
Ray of Exhaustion Ray makes target exhausted.
Remove Affliction Neutralize curses, diseases, infestations, poisons, and other harmful conditions affecting a creature.
Resistant Armor, Lesser Grant DR 5/— or energy resistance 5 against two energy types.
Slow One creature per level moves and acts slower.
Speak with Dead Corpse answers up to six questions.
Suggestion Compel a target to follow stated course of action.
Synaptic Pulse Stun all creatures within 20 feet for 1 round.
Tongues Target can speak and understand any language.


Spell Name Summary
Animate Dead Create controlled undead creatures out of target corpses.
Confusion Targets behave randomly for 1 round per level.
Cosmic Eddy Whirlwind deals 4d6 damage and knocks creatures prone.
Death Ward Target gains +4 bonus to saves against death spells, and is immune to negative energy and gaining negative levels.
Discern Lies Reveal deliberate falsehoods.
Dismissal Force a creature to return to its native plane.
Divination[^1] Gain useful advice for specific proposed actions.
Enervation Ray imposes 2 negative levels.
Fear All targets within a cone are panicked for 1 minute.
Hold Monster Paralyze one creature.
Mind Probe Potentially access a target creature’s memories and its knowledge.
Mind Thrust Mentally deal 10d10 damage to and fatigue a single target.
Mystic Cure Restore 12d8 + your Wisdom modifier Hit Points to a living creature or restore life to a recently slain creature.
Planar Binding Trap an extraplanar creature of CR 4 or lower until it performs a task.
Reincarnate Bring a target dead creature back to life in a random body.
Remove Radioactivity Remove ongoing radiation effects from a creature or object.
Resistant Armor Grant DR 10/— or energy resistance 10 to three energy types.
Restoration[^1] Restores ability score drain and negative levels.
Telepathic Bond Link allows allies to communicate.


Spell Name Summary
Break Enchantment Free creatures from curses, enchantments, and transmutations.
Call Cosmos Rain cosmic particles on targets, dealing 4d6 fire damage and 3d6 cold damage.
Command, Greater One creature per level obeys select command for 1 round per level.
Commune With Nature Learn about terrain for 1 mile per level.
Contact Other Plane Ask questions of extraplanar entity.
Crush Skull Deal 18d8 damage to living creature’s head.
Dismissal Force extraplanar creatures whose total CR is no greater than your level + 2 to return to their native planes.
Dispel Magic, Greater Cancel multiple spells or effects.
Dominate Person Control humanoid telepathically.
Feeblemind Target’s Intelligence and Charisma scores drop to 1.
Mind Thrust Mentally deal 15d10 damage to and exhaust one target.
Modify Memory Change 5 minutes of target’s memories.
Mystic Cure Restore 16d8 + your Wisdom modifier Hit Points to a living creature or restore life to a recently slain creature.
Mystic Cure, Mass Restore 3d8 + your Wisdom modifier Hit Points to one living creature per level.
Planar Binding Trap an extraplanar creature of CR 7 or lower until it performs a task.
Raise Dead Restore life to a creature that died no more than 1 day per level ago.
Remove Condition, Greater Remove all harmful conditions affecting a creature.
Resistant Aegis Grant up to 10 creatures DR 5/— or energy resistance 5 to all energy types.
Retrocognition Gain psychic impressions of past events in a certain location.
Synaptic Pulse, Greater Stun all creatures within 20 feet for 1d4 rounds.
Telepathy Communicate mentally with any creatures within 100 feet.
Waves of Fatigue Several targets become fatigued.


Spell Name Summary
Control Gravity Alter gravity in an area.
Control Undead Undead creatures follow your commands and don’t attack you.
Enshrining Refuge Targets can’t attack or be attacked, but can exist comfortably.
Ethereal Jaunt You become ethereal for 1 round per level.
Flesh to Stone Turn a creature into a statue.
Gravitational Singularity Particle with infinite density pulls creatures and objects into it, dealing 12d6 damage each round to those inside.
Inflict Pain, Mass Wracking pain imposes –2 penalty to ability checks, attack rolls, and skill checks on one target per level.
Mind Thrust Mentally deal 17d10 damage to, exhaust, and stun one target.
Mystic Cure Restore 20d8 + your Wisdom modifier HP to a living creature or restore life to a recently slain creature.
Mystic Cure, Mass Restore 5d8 + your Wisdom modifier Hit Points to one living creature per level.
Planar Barrier Seal an area against all planar travel into or within it.
Planar Binding Trap an extraplanar creature of CR 10 or lower until it performs a task.
Plane Shift As many as eight creatures travel to another plane you choose.
Psychic Surgery Cure all Intelligence, Wisdom, and Charisma damage and drain, plus remove other mental afflictions and conditions.
Regenerate Grow back target’s severed limbs, restore 12d8 Hit Points, and remove exhaustion and fatigue.
Resistant Armor, Greater Grant DR 15/— or energy resistance 15 against four energy types.
Shadow Walk Step into a shadowy realm to travel to a destination rapidly.
Snuff Life Instantly kill or massively damage one creature per 2 caster levels, depending on targets’ CRs.
Subjective Reality You convince yourself one creature or object is an illusion.
Suggestion, Mass Compel one target per level to follow stated course of action.
Telepathic Jaunt Use your telepathic bond with a creature to teleport to its location.
True Seeing Target can see things as they really are.
Vision[^1] Answer a question about a person, place, or object.

[^1]: requires an expenditure of Resolve Points to cast.


The following represent the most common mystic connections. See page 83 for more information on the connection class feature.


You’re linked to the collective knowledge of every sentient species that ever lived that’s held in the Akashic Record, an Astral library of perfect psychic records of every moment in history. You might be an ancient lorekeeper, an inquisitive student of the occult, an intuitive consulting detective, or a secret-hoarding spy.

  • Associated Deities: Eloritu, Nyarlathotep, Pharasma, Talavet, Triune, Weydan, Yaraesa
  • Associated Skills: Culture and Mysticism
  • Spells: 1st—identify, 2nd—augury, 3rd—tongues, 4th—
    divination, 5th—contact other plane, 6th—vision
    'Akashic Knowledge',
    'Access Akashic Record',
    'Peer into the Future',
    'Mind Probe',
    'Telepathic Memories',
    'Memory Palace',
    'Glean Spell',


Your connection helps you sense emotions and notice details others can’t. You might be a diplomat, an investigator, a mind- reading bodyguard, a ship’s psychologist, or a psychic con artist.

  • Associated Deities: Abadar, Hylax, Iomedae, Sarenrae, Talavet,
    Triune (Casandalee)
  • Associated Skills: Perception and Sense Motive
  • Spells: 1st—detect thoughts, 2nd—zone of truth, 3rd— clairaudience/clairvoyance, 4th—mind probe, 5th—telepathy, 6th—true seeing
    'Greater Mindlink',
    'Discern Lies',
    'Greater Emotionsense',
    'Empathic Mastery',


Your connection channels the life force of all things—as well as its counterpart, death. You’re an expert healer, but not necessarily a selfless one. You might be a traveling doctor, a haunted medium, a military medic, or a tyrannical necromancer.

  • Associated Deities: Desna, Hylax, Iomedae, Pharasma,
    Sarenrae, Talavet, Urgathoa, Weydan
  • Associated Skills: Medicine and Mysticism
  • Spells: 1st—6th mystic cure; replaced by 1st—lesser remove
    condition, 2nd—remove condition, 3rd—remove affliction, 4th— restoration, 5th—greater remove condition
    'Healing Channel',
    'Healer’s Bond',
    'Steal Life',
    'Channel Bond',
    'Channel Life',
    'Deny Death',


You use your raw will and understanding of the mind’s structure to crush and demoralize your enemies. You might be a special ops assassin, a psychic interrogator, or a righteous military crusader breaking the enemy’s spirit on the battlefield.

  • Associated Deities: Besmara, Damoritosh, The Devourer, Iomedae, Urgathoa, Zon-Kuthon
  • Associated Skills: Bluff and Intimidate
  • Spells: 1st—6th mind thrust; replaced by 1st—lesser confusion,
    2nd—inflict pain, 3rd—synaptic pulse, 4th—confusion, 5th— feeblemind
    'Share Pain',
    'Sow Doubt',
    'Mental Anguish',
    'Mindbreaking Link',
    'Explode Head',


You realize that not all connections are symmetrical, and seek to be the dominant force in any situation. You aren’t necessarily evil; perhaps you consider yourself a benevolent philosopher- monarch who takes control for the good of your charges. You might also be a cult leader, a criminal mastermind, or a hypnotist.

  • Associated Deities: Abadar, Besmara, Damoritosh, Lao Shu Po, Zon-Kuthon
  • Associated Skills: Diplomacy and Intimidate
  • Spells: 1st—command, 2nd—hold person, 3rd—suggestion,
    4th—confusion, 5th—dominate person, 6th—mass suggestion
    'Inexplicable Commands',
    'Forced Amity',
    'Echoes of Obedience',
    'Greater Forced Amity',
    'Jealous Overlord',
    'Forceful Commands',
    'Absolute Control',

Star Shaman

Your connection channels the energy of the cosmos, its celestial bodies, and the dark voids between them. You might be a brilliant astronomer, a daredevil starpilot, a Drift explorer, a prophetic astrologer, or a would-be transhuman godling.

  • Associated Deities: Desna, The Devourer, Ibra, Nyarlathotep,
    Sarenrae, Triune
  • Associated Skills: Perception and Piloting
  • Spells: 1st—shooting stars (as magic missile), 2nd—darkvision,
    3rd—irradiate, 4th—remove radioactivity, 5th—telekinesis, 6th—control gravity
    'Walk the Void',
    'Starlight Form',
    'Starry Bond',
    'Meteor Shower',
    'Interplanetary Teleport',


You channel the energy inherent in the ecosystems around you, taking inspiration from the endless cycles of the natural world. You might be a corporate biotech researcher, a hermitic shaman of the Green Faith, or one of the legendary Xenowardens.

  • Associated Deities: Green Faith (philosophy), Oras
  • Associated Skills: Life Science and Survival
  • Spells: 1st—life bubble, 2nd—fog cloud, 3rd—entropic grasp,
    4th—reincarnate, 5th—commune with nature, 6th—terraform
    'Speak with Animals',
    'Grasping Vines',
    'Animal Adaptation',
    'Reactive Resistance',
    'Share Resistance',
    'Plant Transport',
    'Guided Rebirth',

Connection Power

Level 1

At 1st level, 3rd level, and every 3 levels thereafter, you gain a connection power unique to your connection. If a connection power allows a saving throw to resist its effects, the DC is equal to 10 + half your mystic level + your Wisdom modifier. If the power requires an enemy to attempt a skill check, the DC is equal to 10 + 1-1/2 × your mystic level + your Wisdom modifier.

Connection Spell

Level 1

Your connection grants you additional spells known, one for each level of mystic spell you can cast, starting at 1st level and at any level when you normally gain access to a new spell level. These spells are in addition to the spells known listed on Table 4–6: Mystic Spells Known. These spells can’t be exchanged for different spells at higher levels (except in specific cases; see below). The spell level of each spell is listed in your connection’s entry.

If your connection lists a single variable-level spell (see page 330) for all spell levels at the start of its spells entry, you gain that variable-level spell when you first get your connection spell for each level. The next time you gain a connection spell, add the next higher level of the variable-level spell to your list of spells known. You immediately lose the lower-level version of that variable-level spell and replace it with the listed connection spell for that lower level.

Healing Touch

Level 1

Once per day, you can spend 10 minutes to magically heal an ally up to 5 Hit Points per mystic level.

Channel Skill

Level 2

You draw strange feelings, instincts, knowledge, and urges from your connection, augmenting your prowess in certain tasks. Each connection has two skills associated with it. You gain a +1 insight bonus to skill checks with your connection’s associated skills. This bonus increases by 1 at 5th level and every 3 levels thereafter.


Level 2

You can form a mental link with creatures you touch, communicating information rapidly through it. You can use mindlink at will as a spell-like ability, though only once per day on any given individual.

Weapon Specialization

Level 3

You gain the Weapon Specialization feat as a bonus feat for each weapon type with which this class grants you proficiency.

Telepathic Bond

Level 11

As a standard action, you can form a telepathic link with up to six other willing creatures, allowing you to communicate telepathically at great distances. This functions as telepathic bond, except the duration is permanent. You can have only one telepathic bond active in this way at any given time; creating a new telepathic bond immediately ends the previous one.


Level 19

You are close to becoming one with your connection. You can cast each of your connection spells once per day without consuming a spell slot. In addition, you learn how to temporarily transcend your physical form. Once per day, you can spend 1 Resolve Point to project your consciousness outside of your physical body in the form of an intangible psychic image of yourself. This counts as a 6th-level illusion effect and lasts for a number of rounds equal to your mystic level. While your consciousness is projected, your physical body is considered blind, deaf, and helpless, but you can return to your body as a swift action. You control your psychic image as though it was your own body, and your senses perceive only what the image can see and hear. You move with a fly speed of 60 feet and perfect maneuverability. You can pass through solid objects as though you were incorporeal, but you can’t go farther into a solid object than your space (5 feet for a Medium creature). You can’t directly affect physical objects. Your projected consciousness is immune to most attacks or effects, whether or not they affect incorporeal creatures, but mind- affecting effects have their full effect on you.

You can cast any mystic spell or spell-like ability with a range of touch or greater from your projected consciousness. The spells affect other targets normally. You can’t cast any spells on your projected consciousness except for illusion spells. You need not maintain line of effect to your projected consciousness, but if you cross into another plane, even momentarily (including via Drift travel), your mind immediately returns to your physical body.


Level 20

You achieve enlightenment, becoming a living incarnation of your connection. You no longer age, nor do you die of old age. Once per day as a move action, you can enter a state of total communion with your connection that lasts for 1 minute. During this time, you gain a +4 insight bonus to attack rolls, saving throws, and skill checks, and you gain 20 temporary Resolve Points that you can use only on connection powers. Any unspent temporary Resolve Points disappear at the end of this minute. In addition, once per week, you can cast miracle as a spell-like ability.