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Mystic Savant

There are many paths taken by spellcasters. Some devote their lives to studying esoteric tomes and rituals, others beseech or are chosen by greater powers, and still others are born with magic in their very being, and need only let it out. There are, however, some very few for whom magic is not a task to be studied, nor a gift to be channeled. For them, magic is something palpable and intuitive, something to simply be grasped and shaped. These intuitive molders of arcana, are called mystic savants. 

This unique perspective on the magical arts can act as both boon and bane for these gifted few. While boundaries between the arcane and the divine do not exist for these practitioners, the living, breathing nature of spells in their eyes results in a tremendous difficulty in pinning down and retaining them. Instead, they find their niche taking hold of the spells of others, to redirect, or consume.

Role: With their great range of possible spells, mystic savants are most useful when they can use their flexibility to fill strategic gaps in a party, or when they can put their suite of counterspelling abilities to use against another dedicated caster. Without other casters around, they can instead use their abilities to craft, identify, and utilize magic items.

Alignment: Any

Hit Die: D6

Starting Wealth: 2d6 × 10 gp (average 70 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills 

The mystic savant’s class skills are Appraise (Int), Craft (Int), Disable Device (Dex), Fly (Dex), Handle Animal (Cha), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), and Use Magic Device (Cha).

Skill Ranks per Level: 4 + Int modifier.

Table: Sorcerer
Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Knacks, Spell Eating, Seeing Token 1
2nd +1 +0 +0 +3 Intuitive Artifice 2
3rd +1 +1 +1 +3 Abstract Synthesis, Consuming Aura (10 ft.) 3
4th +2 +1 +1 +4 Drink Magic 4 1
5th +2 +1 +1 +4   4 2
6th +3 +2 +2 +5 Bonus Feat, Abstract Synthesis 4 3 1
7th +3 +2 +2 +5 Recognition 4 4 2
8th +4 +2 +2 +6 Consuming Aura (15 ft.) 4 4 3 1
9th +4 +3 +3 +6 Abstract Synthesis 4 4 4 2
10th +5 +3 +3 +7 Bonus Feat 4 4 4 3 1
11th +5 +3 +3 +7 Consuming Aura (20 ft.) 4 4 4 4 2
12th +6/+1 +4 +4 +8 Abstract Synthesis 4 4 4 4 3 1
13th +6/+1 +4 +4 +8   4 4 4 4 4 2
14th +7/+2 +4 +4 +9 Bonus Feat, Consuming Aura (25 ft.) 4 4 4 4 4 3 1
15th +7/+2 +5 +5 +9 Abstract Synthesis 4 4 4 4 4 4 2
16th +8/+3 +5 +5 +10   4 4 4 4 4 4 3 1
17th +8/+3 +5 +5 +10

Consuming Aura (30 ft.)

4 4 4 4 4 4 4 2
18th +9/+4 +6 +6 +11 Bonus Feat, Abstract Synthesis 4 4 4 4 4 4 4 3 1
19th +9/+4 +6 +6 +11   4 4 4 4 4 4 4 4 2
20th +10/+5 +6 +6 +12 Cosmic Mirror 4 4 4 4 4 4 4 4 4

Class Features

All of the following are class features of the mystic savant.

Weapon and Armour Proficiency:

Mystic Savants are proficient with all simple weapons. They are not proficient with any type of armour or shield. Armour can interfere with a mystic savant’s gestures, which can cause their spells with somatic components to fail (see Arcane Spells and Armour)


Mystic Savants prepare their spells in a manner unlike any other class. The primary means for spell preparation involves copying a spell cast by another spellcaster. Any time a mystic savant successfully identifies a spell being cast, using the Spellcraft skill, they may immediately prepare the identified spell into any available, unprepared spell slot of the appropriate level or higher. This preparation is done as a free action

Additionally, a mystic savant may spontaneously prepare any spell on the mystic savant list, or any spell currently saved in their echo slots. Copied spells are copied as their base form, regardless of any metamagic the original caster may be using. However, when preparing any spell, the mystic savant may prepare it as a metamagic spell, using the standard rules for preparing metamagic spells.

Any spells the mystic savant has prepared in their daily spell slots vanish when the mystic savant refreshes their total spells for the day.

To prepare or cast a spell, a mystic savant must have a Charisma score equal to at least 10 + the spell level. The DC for a saving throw against a mystic savant’s spell is 10 + the spell’s level + Charisma modifier.

Like other spellcasters, a mystic savant can cast only a certain number of each spell level per day. In addition, they receive bonus spells per day if they have a high Charisma score (see Table: Ability Modifiers and Bonus Spells).


While the nature of their magic prevents them from learning or preparing spells as other casters do, mystic savants do have the option to retain a small, flexible selection of spells. In addition to preparing an identified spell directly into a spell slot, a mystic savant has the option of saving that spell as an echo. After the mystic savant has succeeded on the Spellcraft check to identify a spell, they may choose to save that spell in one of their echo slots. Echo slots are not spell slots themselves, however the mystic savant may choose to prepare any spell in their echo slots into an appropriate unprepared spell slot as if they had successfully identified that spell. An echo is not used up when used to prepare a spell, and may be used repeatedly as long as the mystic savant has the appropriate unprepared spell slots available. The mystic savant may choose to overwrite an existing echoed spell with a new one any time they successfully identify a spell.

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


A mystic savant knows a number of simple spell-like abilities, known as knacks. They know a number of knacks equal to their Charisma modifier. These abilities mimic 0-level spells, and may be used at will. Knacks may be chosen from the following list: acid splash, bleed, create water, detect poison, jolt, light, mage hand, mending, message, prestidigitation, purify food and drink, resistance, stabilize, virtue.

Seeing Token

All mystic savants begin play possessing a special token. This token may take the form of a lens, a small mirror, or any other similar small object that can show reflections, or be looked through. These seeing tokens act as a focus for mystic savants, providing them with the benefits of the Eschew Materials feat, as well as acting as their divine focus. A seeing token has a faint magical aura, but is otherwise a mundane object. If the mystic savant’s token is lost or destroyed, they may attune themselves to a new object, by finding an item of the appropriate type and carrying it on their person for 24 hours. A mystic savant may only have one seeing token attuned to them at a time.

In addition to acting as a focus for their spells, a mystic savant may use their Seeing Token to grant them the effects of detect magic and read magic at will.

Spell Eating (Su)

To a mystic savant, magic is a tangible thing, something to grasp and even consume. The mystic savant may choose to eat a spell, the effect of which is similar to using counterspell, wherein the mystic savant must select an opponent as the target. They do this by choosing to ready an action. In doing so, they elect to wait to complete their action until their opponent tries to cast a spell. The mystic savant may still move at their normal speed, since ready is a standard action.

If the target of their spell eating tries to cast a spell, the mystic savant makes a Spellcraft check (DC 15 + the spell’s level). This check is a free action. Successfully identifying a spell in this manner allows the mystic savant to prepare the spell in any unprepared spell slot of an appropriate level or higher, or save it as an echo. If the check succeeds, the mystic savant must make a caster level check (DC 11 + the spell’s caster’s level). On a successful check, the savant consumes the spell and treats it as if it had been negated by counterspell. Otherwise, the spell is cast as normal. Starting at level 3 the mystic savant gains a +1 on this check, and an additional +1 every 3 levels thereafter. A mystic savant may eat spells a number of times per day equal to 3 + their Charisma modifier. Spell eating does not provoke an attack of opportunity.

A mystic savant must be able to present their seeing token to use this ability.

Intuitive Artifice (Ex)

Beginning at 2nd level a mystic savant develops a special affinity for magic items. A mystic savant using a wand may use their caster level in place of the wand’s level. Additionally, for the purposes of using or creating magic items, the mystic savant is automatically considered to have the appropriate spells on their class spell list.

Finally, a mystic savant gains a bonus on all Use Magic Device checks equal to half their mystic savant class level, as well as a bonus on all skill checks to craft magic items equal to their Charisma modifier. 

Consuming Aura (Su)

Starting at 3rd level a mystic savant gains a 10 ft. consuming aura. Any spell cast by another caster within this aura allows the mystic savant to use their spell eating ability as an attack of opportunity, so long as they haven’t used up their attack of opportunity (see feat Arcane Reflexes), and still have charges available for their spell eating ability.

Spells consumed in this way, expend a use of spell eating as normal, and do not allow the use of abstract synthesis, but may be stored or echoed. The consuming aura increases to 15 ft. at 8th level, 20 ft. at 11th level, 25 ft. at 14th level, and 30 ft. at 17th level. This is a passive ability that is always active.

Abstract Synthesis (Su)

At 3rd level, and every three levels thereafter, a mystic savant can select one abstract. Each abstract adds an effect the mystic savant can execute when using their spell eating ability. Whenever the mystic savant eats a spell, they can enact one effect from their list of chosen abstracts. All spell effects gained from abstract synthesis use the mystic savant’s caster level. Saves for abstract synthesis all have a DC of 10 + the consumed spell’s level + the mystic savant’s Charisma modifier. Enacting an abstract synthesis is considered a free action that does not provoke attacks of opportunity.

At 3rd level, the mystic savant can select from the following initial abstracts.

  • Magic Armor: The mystic savant gains a protective layer of magical energy as the spell mage armor.
  • Reflect: This abstract may only be used on spells that target the mystic savant and deal hit point damage as part of their effect. Upon consuming the spell, the mystic savant may target the original spellcaster with a ray. This ray is considered a ranged touch attack that deals damage equal to one-half the damage the consumed spell would have dealt to the Mystic Savant.
  • Spell Theft: The mystic savant can choose to prepare the consumed spell in an expended spell slot of an appropriate level, regaining that spell use for the day.

At 6th level, a mystic savant adds the following options to the list of those that can be selected.

  • Hasten: The mystic savant may use the consumed spell to grant them a burst of speed as the spell Haste.
  • Heighten*: This ability functions as the spell theft abstract, but when cast, the stolen spell is treated as though it were one caster level higher.
  • Regenerate (self): The mystic savant may choose to replenish their health as the spell cure moderate wounds (2d8) and add their class level to the result.

At 9th level, a mystic savant adds the following options to the list of those that can be selected.

  • Ability Up: The mystic savant selects a single ability score and gains a temporary +4 enhancement bonus for a number of rounds equal to their mystic savant level.
  • Amnesia: The mystic savant temporarily rips the knowledge of the consumed spell from the caster. Upon consuming a spell, the mystic savant may force the caster to make a Will save, or be unable to cast the consumed spell for a number of rounds equal to the mystic savant’s level.
  • Elemental Shift*: This ability functions as the spell theft abstract, but can only be used on a spell that deals or prevents elemental damage as part of its effect. When cast, the mystic savant may choose to change any elements to acid, cold, fire, or electricity.
  • Reflect (Greater): This ability functions as the reflect abstract, except the ray deals the full damage the spell would have dealt to the mystic savant. This ability may only be taken if the mystic savant has Reflect.
  • Sapping Spell*: This ability functions as the spell theft abstract, but can only be used on a spell with one or more targets. When cast, in addition to the stolen spell’s normal effects the mystic savant chooses a single ability score. Targets affected by the spell must make a Fortitude save or take a -4 penalty to the chosen ability score for a number of rounds equal to the mystic savant’s level.

At 12th level, a mystic savant adds the following options to the list of those that can be selected.

  • Panacea (self): The mystic savant may choose to convert the consumed spell into a restoring surge that acts as the neutralize poison, remove disease, and restoration spells with themselves as the target.
  • Positive Charge: If the mystic savant consumes and stores a spell that would normally heal a creature’s hit points, when cast to heal themselves or an ally they may add their level to the hit points restored.
  • Replenish*: This ability functions as the spell theft abstract, except rather than preparing the consumed spell in an expended spell slot, the mystic savant may restore any number of expended spell slots whose combined levels equal the consumed spell’s level.
  • Revenge: This ability functions as the Reflect (Greater) abstract, but allows the mystic savant to add their level to the ray’s damage. This ability may only be taken if the mystic savant has Reflect (Greater).

* Indicates that the mystic savant must select the spell theft abstract before selecting this ability.

These abilities are selected at 3rd level and every three levels thereafter. Once an abstract synthesis is chosen, it can’t be changed.

Drink Magic (Su)

Beginning at 4th level, a mystic savant gains additional insight into consumable magic items. Upon successfully identifying the spells contained in a potion, scroll, or spell trigger item, the mystic savant may prepare or echo those spells as if they saw them being cast, making a Spellcraft check (DC 15 + the spell’s level) as normal. Additionally, by making the appropriate check and drinking a potion, completing a scroll, or consuming a charge from a wand or staff, the mystic savant may prepare the contained spell in an expended spell slot of the appropriate level or higher.

Bonus Feat:

At 6th level, and every four levels thereafter, a mystic savant gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as metamagic feats. They must meet the prerequisites for these feats as normal.

Recognition (Su)

Beginning at 7th level, a mystic savant gains the ability to recognise the inner workings of spell-like abilities. When a creature uses a spell-like ability, the mystic savant may attempt to identify it with a Spellcraft check (DC 15 + the spell’s level), and may prepare or echo them as if they were a normal spell. Additionally, they may use their spell eating ability to nullify such abilities as they would any other normal spell.

Cosmic Mirror (Ex)

At 20th level, the mystic savant reaches the pinnacle of their art; gaining access to all abstract synthesis options. Additionally, they may freely prepare or echo any spell or spell-like ability known or prepared by any caster within 120 feet. Finally, the mystic savant automatically succeeds on any Spellcraft check made to identify a spell or spell-like ability.

Mystic Savant Spells

Although the mystic savant is considered to have access to all spells, the list below represents spells they may spontaneously prepare as if they were echoed.

1st—assess, comprehend languages, detect
(chaos/evil/good/law), detect secret doors, detect undead, identify, mask dweomer, obscure object, see alignment

2nd—arcane lock, assess, greater, detect magic, greater, restoration, lesser, see invisibility, status, tongues

3rd—arcane sight, aura sight, clairaudience /clairvoyance, dispel magic, healing thief, invisibility purge, nondetection, pierce disguise

4th—conjuration foil, detect scrying, dimensional anchor, enchantment foil, restoration, scrying, spell immunity, spellcrash, lesser

5th—break enchantment, locate gate, permanency, seeming, spell resistance, teleport, true seeing, truespeak

6th—analyze dweomer, antimagic field, dispel magic, greater, find the path, spellcrash

7th—arcane sight, greater, expend, restoration, greater, scrying, greater, spell turning

8th—dimensional lock, mind blank, protection from spells, spellcrash, greater, spell immunity, greater

9th—mage’s disjunction, time stop, wall of suppression

Section 15: Copyright Notice

Racial Profiles Expanded: Hungry Souls © 2018, d20pfsrd.com Publishing; Author: David Clingerman, Kyle Nielson.