Atop her martial prowess, a mystic knight also possesses more overtly magical abilities. While these may not be spells per se, they are still clearly supernatural, and may even replicate some of the effects of particular spells. At 3rd level, the mystic knight gains access to one mysticism of her choice, so long as she observes the requirements thereof. She gains another at 6th level, and every three levels afterward. All mysticisms cost MP to use; the amount needed is listed in the mysticism’s entry.

Arcane Beam: A mystic knight with this mysticism can loose an arc of unrefined magical energy at her opponent. She makes a ranged touch attack with a range of 60 feet as a standard action, inflicting 1d6 + her Focus modifier in damage of her currently attuned element upon the target if successful. She may spend additional MP to augment the bolt, increasing the damage by 1d6 for every MP spent. No more MP than her class level may be spent on any single usage of this ability. MP Cost: 1

Arcane Blast: When using the Arcane Beam mysticism, the mystic knight can spend MP to apply concussive force to the beam. Upon a successful hit, the mystic knight can push the enemy back 5 feet in a straight line, stopping if the target hits a barrier or another creature. The MP spent on this is counted towards the total limit of augmentation that Arcane Beam allows. MP Cost: 2 for every 5 feet of movement

Arcane Bolts: When using the Arcane Beam mysticism, the mystic knight can spend MP to augment the attack and split it into several missiles. The mystic knight makes a number of ranged touch attacks equal to her Focus modifier as a full-round action, each one inflicting half of the damage of the original beam. No creature may be targeted more than once; any excess attacks are harmlessly discharged. The MP spent on this is counted towards the total limit of augmentation that Arcane Beam allows. MP Cost: 5

Arcane Burst: When using the Arcane Beam mysticism, the mystic knight can spend MP to augment the attack and make the beam inflict the beam’s damage upon all enemies within 5 feet or more of the beam’s target, prompting a Reflex save (DC 10 + ½ total MP spent + Focus modifier) for half damage. The MP spent on this is counted towards the total limit of augmentation that Arcane Beam allows. MP Cost: 3 for every 5 feet of the total radius

Arcane Maelstrom: When using the Arcane Beam mysticism, the mystic knight can spend MP to instead release it in a swirl of power, damaging all creatures within a 20 ft. radius of her. The MP spent on this is counted towards the total limit of augmentation that Arcane Beam allows. MP Cost: 4

Arcane Wave: When using the Arcane Beam mysticism, the mystic knight can spend MP to instead unleash a sheet of rippling elemental energy, inflicting the beam’s damage on all creatures in a 30 ft. cone. The MP spent on this is counted towards the total limit of augmentation that Arcane Beam allows. MP Cost: 4

Dampen Element: A mystic knight with this mysticism can, as an immediate action, activate a softly glowing barrier that greatly lessens the agonies of elemental energy. Against the next attack, spell, or other ability that inflicts elemental damage (fire, ice, wind, earth, lightning, water, holy, shadow, or poison) by which the mystic knight is targeted, any and all damage dice are minimized, treating them as though they had rolled 1; for example, if targeted by a fire that would inflict 8d6 points of damage, she can make the spell inflict 8 points of damage, instead of rolling. This only works on the damage of the attack, spell or ability, not any other aspects, e.g. if the mystic knight was targeted by a casting of bio and was inflicted with the Sap status, she could minimize the damage from bio, but it would have no effect on the damage dealt by the Sap status. MP Cost: 5

Excite Element: A mystic knight with this mysticism can, as a swift action, make their elemental effects sink deeper into their enemies, causing further harm. The next damaging mysticism or swordplay technique the mystic knight uses before the beginning of her next turn adds +1 point of elemental damage for each die of damage inflicted. This only applies to the damage inflicted by the mysticism or swordplay technique itself; the damage of the weapon the attack is being made with when using a swordplay technique, for example, does not gain this bonus, nor do any other dice of damage it may inflict (such as the flaming enchantment, even if the damage type matches that of the technique). By expending an additional 2 MP, the mystic knight can increase the bonus damage from this mysticism by another +1. MP Cost: 3

Exude Element: A mystic knight with this mysticism can activate it as a standard action, and then constantly radiates an aura of elemental energy, so long as she still has MP in her pool. This aura extends outward a number of feet equal to 10 + class level, expanding in increments of 5, and sheds light as does a torch (the color of which depends on the mystic knight’s current primary element, which can be used by those who see to determine the element; fire is scarlet, ice is cyan, wind is lime, earth is coral, lightning is canary, water is azure, dark is violet, holy is white, and poison is emerald). All creatures who enter the aura or start their turn in it suffer damage of the mystic knight’s current element equal to her Focus modifier. If the mystic knight currently has 30 MP or more, the aura sheds light twice as far as a torch, and inflicts 1d6 + Focus modifier damage of the current element. If the mystic knight currently has 60 MP or more, then it sheds light three times as far as a torch, sheds bright light within 20 feet (this has no adverse effect upon the mystic knight herself), inflicts 2d6 + Focus modifier damage of the current element. This mysticism can be suppressed as a swift action, and only functions if she is conscious, not unconscious or dead. MP Cost: 0 (must have at least 1 MP available); Prerequisite: Mystic Knight 6

Forgiving Element: A mystic knight with this mysticism can, as a swift action, make all elemental damage she deals be nonlethal for a number of rounds equal to her Focus modifier. MP Cost: 2; Prerequisite: Dampen Element or Excite Element

Forgoing Element: A mystic knight with this mysticism can, when using a mysticism or a swordplay technique with an area of effect, exclude a number of creatures from the effects by spending MP as a free action. MP Cost: 2 MP per creature

Inner Calm: With this mysticism, so long as a mystic knight has at least 1 MP, she can take 10 on any Use Magic Device checks, even when under such duress as the heat of battle, or any other instance that would normally prevent her from taking 10 on a skill check. MP Cost: 0 (must have at least 1 MP available)

Magic Craftsman: A mystic knight with this mysticism is able to drain her reserves of mana to improve her capabilities when fashioning magic items. Using this mysticism reduces the mystic knight’s maximum MP pool by a number equal to her class level for the entire span of time it takes to craft a magic item, reduces the DC to craft the item by 1 for every 4 MP spent, and increases the caster level of the item by 1 for every 3 MP spent. If the mystic knight is applying any features to the item that involve a DC (such as the saving throws of the disruption ability onto a heavy mace or the spells on a magical staff), the DC of the feature is increased by 1 for every 5 MP spent. The penalty to her maximum MP pool persists for a week after finishing the item, and then is recovered at a rate of 1 MP per day afterward. Making use of this mysticism again stacks the total penalties to MP, and resets the waiting period before the mystic knight begins recovering her MP pool again. MP Cost: Equal to class level; Prerequisite: Mystic Knight 6, one or more item creation feats

Mystic Artisan: When using the Magic Craftsman mysticism, the mystic knight can opt to increase the waiting period before recovering MP to two weeks, allowing them to rush item creation without increasing the Spellcraft DC. Prerequisite: Magic Craftsman, three or more item creation feats

Runeblade: A mystic knight with this mysticism can, as a standard action, hold her weapon aloft not unlike a lightning rod to attract magic and render it null. Until the beginning of her next turn, all magic cast within 30 feet of the mystic knight targets her instead of any other target it may have been intended for, and must succeed a caster level check against a spell resistance of 11 + the mystic knight’s level + her Focus modifier. If the check fails, then the spell is negated completely, and the mystic knight recovers a number of MP equal to half of the MP spent casting the spell. If it was a spell-like ability, she instead recovers a number of MP equal to half of the spell-like ability’s caster level. MP Cost: 3

Runecast: A mystic knight with this mysticism can, after successfully negating a spell with the Runeblade mysticism, hold the spell in her weapon for 1 round instead of discharging it and recovering MP. In doing so, she can then cast it from her weapon with the same action that the original caster of the spell used to cast it, so long as she does so before the end of her next turn; failure to do so dissipates the spell, wasting it instead of restoring MP. When casting the spell from her weapon, the mystic knight uses the spell’s range and effects as it would have been as if the original caster had cast it, except that the save DCs, if any use the mystic knight’s Focus modifier instead of the casting modifier of the original caster. MP Cost: ½ the MP the original caster spent on the spell; Prerequisite: Runeblade

Runefeast: When using the Runemend mysticism, the mystic knight can forsake the hit points and MP restored to subject herself to an esuna effect instead, treating the effect as though she had cast the spell herself and spent a number of MP equal to the hit points that she would have recovered with Runemend (up to a maximum of her class level). Prerequisite: Runeblade, Runemend, Mystic Knight 6

Runemend: When using the Runeblade mysticism, the mystic knight is also healed a number of hit points equal to three times the MP recovered from the Runeblade mysticism’s effect. Prerequisite: Runeblade