BR:School of Mysticism

A mage balances magic between her hands

School of Mysticism

One of the oldest and yet least understood schools of magic is the School of Mysticism. These experiments with the most arcane aspects of magicka allows a mage to alter the nature of magic itself.

The practice of mystical arts is considered to be chaotic in comparison to the far more predictable and ascertainable schools. Mysticism seems to derive power from its conundrums and paradoxes. The act of experimentation can influence magicka by its very existence.

Students and philosophers of mysticism must be patient and dedicated to their art. The complicated and irrational aspects of this field of study make the development of new innovations much more gradual than other pursuits. It is said that mysticism requires the practitioner to divorce their mind from logic and embrace a temporary sort of insanity.

School of Mysticism Features
Level Feature
2nd Mysticism Prodigy, Seer
6th Mysticism Expert
10th Sixth Sense
14th Oracle

Mysticism Prodigy

Beginning when you select this school at 2nd level, the gold and time you must spend to learn a mysticism spell is halved.


Starting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers you rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You choose to do so before your roll, and you can only replace a roll in this way only once per turn.

Each foretelling roll can only be used once. When you finish a long rest, you lose any unused rolls.

Mysticism Expert

Beginning at 6th level, casting mysticism spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a mysticism spell of 2nd level or higher, you regain an amount of magicka points equal to the cost of a spell that is a lower level than the spell cast but can't be higher than 7 magicka points.

Sixth Sense

Starting at 10th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you use this feature again, are incapacitated, or finish a short or long rest.

Darkvision. You gain darkvision to a range of 60 feet.

Ethereal Sight. You can see into the Ethereal Plane within 60 feet of you.

Greater Comprehension. You can read any language.

See Invisibility. You can see invisible creatures and objects within 10 feet of you that are within line of sight.


Starting at 14th level, the visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. You roll three d20s for your Seer feature, rather than two.