Gust of Wind
2nd level evocation
A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's Duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.
Any creature in the line must spend 2 feet of Movement for every 1 foot it moves when moving closer to you.
The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.
As a Bonus Action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.
While I don't see a way to cast this on a mystic without multi-classing, there is an item that can do it.
Wind Fan
adventuring gear (wondrous item)
Item Rarity: Uncommon
While holding this fan, you can use an action to cast the
Gust of Wind spell (save DC 13) from it. Once used, the fan shouldn't
be used again until the next dawn. Each time it is used again before
then, it has a cumulative 20 percent chance of not working and tearing
into useless, nonmagical tatters.
The spell doesn't distinguish between magical and nonmagical gas or vapor, but it will likely still depend on DM ruling. The spell Fog cloud specifically says
You create a 20-foot-radius Sphere of fog centered on a point within range. The Sphere spreads around corners, and its area is heavily obscured. It lasts for the Duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.