While most mystics receive powers closely aligned to their
connection, a few receive glimpses of supernatural insight that
allows them to access different powers. Among mystic scholars,
such an insight is generally known as an epiphany. Whenever
you would gain a connection power, you can choose an epiphany
of equal or lower level instead. For example, when you gain your
3rd-level connection power, you can choose any 1st-level or 3rdlevel
epiphany instead of gaining that connection power.
If an epiphany allows a saving throw to resist its effects, the DC is equal to 10 + half your mystic level + your Wisdom modifier. If the epiphany requires an enemy to attempt a skill check, the DC is equal to 10 + 1-1/2 × your mystic level + your Wisdom modifier.
You must be at least 1st level to choose the following epiphanies.
You can use your healing touch class feature as a standard action. You can also use healing touch more often by spending 1 Resolve Point each time you use healing touch after the first use each day. You must have the healing touch class feature to learn this epiphany.
Each day when you regain Stamina Points and daily-use abilities following an 8-hour rest (Core Rulebook 263), choose one of the following: AC, attack rolls, Fortitude saves, Reflex saves, or Will saves. You can focus your gaze on one creature within 30 feet as a swift action, bringing down upon it the full might of unseen spirits associated with your connection. The target must succeed at a Will save or take a –1 penalty to the chosen statistic. You can maintain this effect against only one opponent at a time, and it remains in effect until you stare at a new target, the opponent moves more than 30 feet away from you, or either you or the opponent fall unconscious or dies. The penalties of multiple overbearing stares don’t stack. Once you have used this ability against a target, you can’t do so again for 24 hours. This is a mind-affecting, sense-dependent curse effect.
You have forged a connection to the powers of the cosmos, drawing upon a link to photons and gravity to forge a weapon made from the primal stuff of the universe. You gain a solar weapon, as the solar manifestation ability of a solarian with a class level equal to your mystic level. If you have levels in both classes, you add them together to determine the effectiveness of your solar weapon. You do not gain any other solar-weapon focused solarian abilities from mystic class levels.
You gain Improved Unarmed Strike as a bonus feat, and your unarmed strikes don’t count as archaic weapons. Whenever you attack an opponent with your unarmed strikes as a standard action (or a full attack as a full action), as part of that action you can expend a 1st-level or higher spell slot before attempting the first attack roll to deal additional damage. If that attack hits, you deal an additional 2d6 damage per level of the spell slot expended, of the same damage type as your unarmed strike.
You must be at least 3rd level to choose the following epiphanies.
Choose two skills other than your connection’s associated skills. You add the insight bonus granted by the channel skill class feature to skill checks attempted with the chosen skills. In addition, you add your connection’s associated skills and any skills chosen with this epiphany to your list of class skills.
Choose a second connection. If you worship a deity, your second connection must be one associated with that deity. You gain the 1st-level connection power from the chosen connection. You don’t gain any additional connection powers from that connection, nor do you gain an insight bonus to skill checks attempted with the second connection’s associated skills from your channel skill ability.
You must be at least 6th level to choose the following epiphanies.
You gain the 3rd-level connection power from your secondary connection. You must have the secondary connection epiphany to choose this epiphany.
You can alter a mystic spell’s range by casting it as a full action instead of its normal casting time. Touch spells become close-range spells (25 ft. + 5 ft./2 levels), close-range spells become medium-range spells (100 ft. + 10 ft./level), mediumrange spells become long-range spells (400 ft. + 40 ft./level), and long-range spells have their range doubled. You can’t use this ability to alter a mystic spell with a casting time of a full action or longer. You can use this ability once per day at no cost, but you must spend 1 Resolve Point each time you use it after the first in a single day.
When you cast an instantaneous spell that deals damage, you can increase the spell’s damage by an amount equal to half your mystic level. This increased damage applies to all creatures damaged by an area spell, but for spells that target multiple creatures with multiple rays or other attacks, the increased damage applies only to a single ray or missile. This increased damage doesn’t apply to ongoing damage from the spell (such as bleed or burn damage). This epiphany doesn’t increase ability damage or other spell effects, only damage to Stamina Points or Hit Points.
You must be at least 9th level to choose the following epiphanies.
You gain a divination reservoir. Each day when you regain your mystic spells, your divination reservoir fills with a number of points equal to half your mystic level. Any points from the previous day are lost. You can cast clairaudience/clairvoyance as a spell-like ability by spending 1 point from your divination reservoir, or arcane eye by spending 2 points from your divination reservoir. By spending 4 points from your arcane reservoir, you can combine these effects, allowing you to create an invisible magical sensor (as arcane eye) at any location you’re familiar with at a planetary range.
You can cast mind probe as a spell-like ability a number of times per day equal to your mystic level. Once a creature succeeds at its saving throw against this ability, it becomes immune to further uses of this ability for 24 hours.
When you cast a harmless spell with a range of touch, you can target any ally within 120 feet and linked by your telepathic bond class feature as if you were touching that ally. You must have the telepathic bond class feature to choose this epiphany.
You must be at least 12th level to choose the following epiphanies.
You gain the 6th-level connection power from your secondary connection. You must have the secondary connection epiphany and the improved secondary connection epiphany to choose this epiphany.
When you cast a spell with a duration of longer than 1 round, you can spend 1 Resolve Point to double its duration. If the spell is one of your connection spells with a duration of 1 minute per level or longer, its duration increases to 24 hours instead. You can have only one spell affected by this epiphany at a time, and using this ability while another spell is already in effect causes that previous spell to immediately end as if its duration had expired.
You can combine your mindlink and telepathic bond class
features, allowing you to rapidly transfer memories between
bonded creatures at great distances. Once per round, any
creature belonging to a telepathic bond that you created
with your telepathic bond class feature can instantly transfer
complex information to any other creatures within the
telepathic bond, as the mindlink spell, as a swift action. Each
time this ability is used, the creature chooses which creatures
belonging to your telepathic bond receive this information.
You must have the mindlink and telepathic bond class features to choose this epiphany.
You must be at least 15th level to choose the following epiphanies.
Once per day, you can cast reincarnate as a spell-like ability
by spending all your remaining Resolve Points (minimum
one-quarter your total Resolve Points). Instead of rolling
to determine what type of creature the target returns as,
the target returns as the race, gender, sex, and physical
appearance of their choice. Rather than be a conscious
choice of the target, this decision tends to reflect the
innermost dreams and desires of the target’s soul, and so
the reincarnation can be either identical to their previous
form or a drastic departure, depending upon the individual.
Unlike the spell reincarnate, this ability does not require a monument as part of the casting. Instead, both you and your target gain 2 permanent negative levels (as described by the spell). The target returns to life as an infant of their race, growing from infancy to young adulthood over the course of 1 hour. The target has memories of their original life, but also of a new life that could have existed if they had lived in their new form. In addition to having a new race, the character can be rewritten as if they had used a mnemonic editor.
You can use modify memory as a spell-like ability a number of times per day equal to your mystic level. Once a creature successfully saves against this ability, it becomes immune to further uses of this ability for 24 hours. When a target fails its saving throw against this spell, you can spend up to 3 Resolve Points. If you spend 1 Resolve Point, all changes you make to the target’s memory are instantaneous and require no additional rounds of concentration. If you spend 2 Resolve Points, you can change up to 24 hours of memories per mystic level you have. If you spend 3 Resolve Points, you can change up to 1 year of memories per mystic level you have.