It’s the middle of the night here but I’ll give a quick answer that assumes you have some familiarity with how civ6’s xml is set up. If you aren't, consider reading this
excellent modding guide by LeeS. I’ve made my own civ/leaders but I’ll need to refer back to them in the morning.
When you create the civilization’s unique ability, what happens is you define a new entry or entries in the table Traits. For example, you might peruse the base game files as see traits like "Trait_Civilization_Mother_Russia" or "Trait_District_Bath." These traits are then used as
conditions in other areas. For example, there's a modifier that increases the yield of all tundra tiles, that is specifically conditioned on the player possessing the trait "Trait_Civilization_Mother_Russia." Likewise, a city can only build a Bath district or train a Legion unit with the necessary trait.
These traits are linked to the civilizations themselves through a table called CivilizationTraits. This table simply has a bunch of rows saying "Civilization XYZ has trait ABC."
So in your instance, once you define your civilization's traits you can use them to grant this ability to plant at mysticism. Then you need to find out how builders acquire this normally. I actually don't know what controls builder actions off the top of my head. But if it is some kind of modifier, you would create your new modifier that lets builders do this with the requirement set that the player both has mysticism and has the trait. (Refer to LeeS' guide on what that means if you are unsure, its a quick read and very informative.)
That's the 1000 foot view of this. Hopefully by morning someone who knows more about builder actions will be able to chime in on how those work behind the scenes.