Grant DR 15/— or energy resistance 15 against four energy types. Edited (Samarex) Sorry miss read the question. In other words, the connection spells of a Mystic 4 are lesser remove condition and mystic cure 2; a Mystic 7 gets lesser remove condition, remove condition, and mystic cure 3; and so on. Targets behave randomly for 1 round per level. One living creature is confused for 1 round. One creature per level moves and acts faster. This gives them access to numerous charm and emotion spells, spells focusing on telepathy and thought, and spells that cure or restore balance to living things. In addition, unlike most healing, when you cast mystic cure as a spell of 4th-level or higher, you have two options to enhance its effects. Detect Affliction: Determine whether a creature or object has been poisoned, is diseased, is cursed, or is suffering a similar affliction. These spell cards have the full spell text and mechanics within, so no need to hunt down the rules, you have them at your fingertips! Your mouth expands to twice its normal size,and fills with rows of razor-sharp teeth, giving you a bite attack. Spells: 1st - reflecting armor, 2nd - shield other, 3rd - haste, 4th - death ward, 5th - resistant aegis, 6th - greater resistant armor Click here to see the Special Abilities for this Mystic Connection. All starfinder spells as JSON. Cone deals 2d6 force damage and bull rushes creatures. Instantly and telepathically communicate information to a creature. 1st: When you cast mind thrust as a 1st-level spell, it deals 2d10 damage to the target. Source SCOM. Bring a target dead creature back to life in a random body. The spell consumes a spell slot 1 level higher than the level of the spell. Mentally deal 15d10 damage to and exhaust one target. Grave Words Including humans who, as their description states, are reckless and poor decision makers and don't seem to have progressed much as a society over the millennia. Site Navigation. Grant ability to walk on walls and ceilings. Restore 20d8 + your Wisdom modifier HP to a living creature or restore life to a recently slain creature. Undead creatures follow your commands and don’t attack you. Change multiple targets' shapes to that of a smaller, weaker creatures. This page contains new spells for the Starfinder Roleplaying Game. This spell deck allows players to easily reference their class spells and even manage their spell slots with visual representation. Accelerated Adaptation: You grant a barathu increased control over its own powers of adaptation. Energy Ray. Neutralize curses, diseases, infestations, poisons, and other harmful conditions affecting a creature. Empathy (Su) 1st Level. Player > Class > Mystic > Connections Mystic Connections. Use your telepathic bond with a creature to teleport to its location. Once per day, you can delve into the Akashic Record to cast a spell from either the mystic or technomancer spell list as if it were on your list of spells known. 2nd: When you cast mind thrust as a 2nd-level spell, it deals 4d10 damage to the target. So I opted for running Starfinder in a Star Wars setting. From the mystic healing ability you are granted a mystic cure spell. Mystic cure restores a number of Hit Points to your target depending on the spell’s level. The Mystic Spell Deck I contains the 62 mystic class spells from level zero through level three in a thick poker card format. Daze: Humanoid creature of CR 3 or lower is dazed. As many as eight creatures travel to another plane you choose. You cannot "undercast", whatever that means, mystic cure 1 using the class ability granted spell. Your deity grants you mystic power. The Mystic also carries a needle pistol loaded with healing serums for extra healing since it seems like my rolls seriously hammer the players once they drop out of Stamina. Learn whether an action will be good or bad. Force extraplanar creatures whose total CR is no greater than your level + 2 to return to their native planes. Gain useful advice for specific proposed actions. Particle with infinite density pulls creatures and objects into it, dealing 12d6 damage each round to those inside. Dispel magical ability penalty or cure 1d4 ability damage. 3rd: When you cast mind thrust as a 3rd-level spell, it deals 7d10 damage to the target. Target can see things as they really are. Answer a question about a person, place, or object. Restore 3d8 + your Wisdom modifier Hit Points to one living creature per level. Otherwise, you can use the chosen spell once per day as a spell-like ability. Will you delve for lost artifacts in the ruins of alien temples? Spell Name Summary; Dancing Lights: Create and direct up to four lights. Free creatures from curses, enchantments, and transmutations. Potentially access a target creature’s memories and its knowledge. Crusader . The Mystic Spell Deck I contains the 62 mystic class spells from level zero through level three in a thick poker card format. Increase the amount of bulk a creature can carry. Neutralize curses, diseases, infestations, poisons, and other harmful conditions affecting a creature. This spell deck allows players to easily reference their class spells and even manage their spell slots with visual representation. When you hit level 4 you gain mystic cure 2 for free, but lose mystic cure 1. Daze. Spell Synthesis (Su): At 10th level, a mystic theurge can cast two spells, one from each of his spellcasting classes, using one action. As many as eight creatures travel to another plane you choose. Grant DR 10/— or energy resistance 10 to three energy types. Restore 1d8 + your Wisdom modifier Hit Points to a living creature. One creature obeys a select command for 1 round. If you have levels in the mystic class, you gain 1 additional 1st level spell per day and add the chosen spell to your list of mystic spells known. Targets behave randomly for 1 round per level. Compel a target to follow stated course of action. Cone deals 2d6 force damage and bull rushes creatures. Restores ability score drain and negative levels. Your connection helps you sense emotions and notice details others can’t. Daze. If your connection lists a single variable-level spell (see page 330) for all spell levels at the start of its spells entry, you gain that variable-level spell when you first get your connection spell for each level. These connections come in many forms, and each grants different types of magical abilities to their mystics. The Mystic Spell Deck I contains the 62 mystic class spells from level zero through level three in a thick poker card format.. Starfinder SRD Starfinder RPG Rules Reference. Exploit Your Wildest … Mystic Wheel-n-Deal's Mystic Guide (2017) Operative Kithslayer ... Dungeonetics Starfinder Spell Database (2018) ... 101 Spells for the Common Man brings arcane power back to the people. Remove one minor harmful condition affecting a creature. Send a short telepathic message and hear simple telepathic replies. Once per day, you can delve into the Akashic Record to cast a spell from either the mystic or technomancer spell list as if it were on your list of spells known. Remove ongoing radiation effects from a creature or object. The first option is to restore an extra 5d8 Hit Points with a 4th-level mystic cure spell, an extra 7d8 Hit Points with a 5th-level mystic cure spell, or an extra 9d8 Hit Points with a 6th-level mystic cure spell. Spells: 1st - Carnivorous, 2nd - Caustic Conversion, 3rd - Viral Destruction, 4th - Enervation, 5th - Crush Skull, 6th - Gravitational Singularity Click here to see the Special Abilities for this Mystic Connection. Compel one target per level to follow stated course of action. When a spell’s name begins with “lesser,” “greater,” or “mass,” the spell is alphabetized under the second word of the spell name instead. Hear or see at a distance for 1 minute per level. Monitor condition and position of allies. Detect spells and magic items within 60 feet. Note that these lists only cover new spells appearing on this site, so they are an addition to the class' main spell list rather than a replacement. You may conceptualize the source of your magic as divine grace, a manipulation of fundamental energy, or an unlocking of psychic potential, but always with the … Hear or see at a distance for 1 minute per level. I had to parse all of the spells in the CRB to JSON format for my starfinder tools project and it came out pretty neat. Mystic Spells Level 0. Encase targeted creatures with a shell of tolerable atmosphere. Telekinetically hurl an object, dealing 1d6 damage to the target and object. A superscript “R” ( R) appearing at the end of spell’s name in the spell lists denotes a spell that requires an expenditure of Resolve Points to cast. Although Starfinder core lists several races, most of them have not made it beyond the pact worlds. Detect Affliction. As a full action, you can attempt a Sense Motive check to read the emotions of a particular creature (DC = … Detect Magic. Make one creature believe it is your ally or one day per level. Put a number of creatures whose CRs total 8 or less to sleep. Dispel magical ability penalty or cure 1d4 ability damage. There are quite a few that both classes can cast and then there are spells that are limited to only 1 class. 50 All races should be in and working. SFCRB. Make one humanoid creature believe that it is your ally. SFCRB. Spell Description Format; All Spells by Name; Mystic Spells by Level; Technomancer Spells by Level; Magic. Target gains +4 bonus to saves against death spells, and is immune to negative energy and gaining negative levels. Starfinder Mystic Class Mystic Class Description Overview. Your help is greatly appreciated! Mystic connections. Deal 18d8 damage to living creature’s head. Step into a shadowy realm to travel to a destination rapidly. This spell deck allows players to easily reference their class spells and even manage their spell slots with visual representation. The Difficulty Class for a saving throw against your spell is 10 + the spell’s level + your Wisdom modifier. 1st: When you cast mind thrust as a 1st-level spell, it deals 2d10 damage to the target. Empath Source Starfinder Core Rulebook pg. Target living creature of CR 5 or lower is dazed. Mystic. The next time you gain a connection spell, add the next higher level of the variable-level spell to your list of spells … Mystic spells are more likely to focus on philosophy, natural systems, mental endeavors, and living things than the more physics- and technology-oriented technomancer spells. Stun all creatures within 20 feet for 1d4 rounds. All spells should be in and working. Targets can’t attack or be attacked, but can exist comfortably. Force a creature to return to its native plane. Detect Affliction. Undead creatures follow your commands and don’t attack you. Telekinetically hurl an object, dealing 1d6 damage to the target and object. Spell lists drawing from multiple sources (like the Mystic and Technomancer lists) have sources listed after each new spell instead. Stun all creatures within 20 feet for 1 round. From the mystic healing ability you are granted a mystic cure spell. 12 comments. Sheath of mystical force can reflect damage back on foe. That's only if you learn the spell. Stamina Points per Level:6 + Constitution modifier Hit Points per Level:6 HP You understand that what most people call magic is simply an expression of the innate connection between all things, and you intuitively tap into this unseen power to create strange effects. Order of Presentation: In the spell lists and the short descriptions that follow them, the spells are presented in alphabetical order by name except for those belonging to certain groupings. The spells from your connection as bonus spells known, you could consider yourself as having them already, but you won't be able to cast them until you have spells per day of the right level to use. Some equipment made it in. Target can speak and understand any language. You become ethereal for 1 round per level. ... Once per day, you can delve into the Akashic Record to cast a spell from either the mystic or technomancer spell list as if it were on your list of spells known. Detect Magic. Make one creature believe it is your ally or one day per level. Create controlled undead creatures out of target corpses. Wracking pain imposes –2 penalty to ability checks, attack rolls, and skill checks on one target per level. This spell has no effect on creatures without an Intelligence score. You can also cast 0-level spells. Frighten a single living creature that’s of CR 4 or lower for 1d4 rounds. Trap an extraplanar creature of CR 4 or lower until it performs a task. The spell consumes a spell slot 1 level higher than the level of the spell. In this video, I will go over Starfinder's Best Mystic Spells and give you a Spell Guide. Wracking pain imposes –2 penalty to ability checks, attack rolls, and skill checks on one target. The Mystic Spell Deck 2 contains the 64 mystic class spells from level four through level six in a thick poker card format. Greater Mysticism (Sp, Archetype, 12th Level): Select one 3rd level mystic spell. Accelerated Adaptation: You grant a barathu increased control over its own powers of adaptation. Target’s Intelligence and Charisma scores drop to 1. You can cast this spell once per day. Energy Ray Handbook to the Shadow Plane. Choose one 1st level mystic spell with some connection to your deity’s portfolio (subject to the GM’s approval). Starfinder Magic & Spells Magic & Spells. Instantly kill or massively damage one creature per 2 caster levels, depending on targets’ CRs. New classes and spells have their product listed at the end of their spell list page. Source SCOM Target gains low-light vision and a +2 bonus to Perception checks. Visit the SoP Wiki. You won't be able to get the 2nd level bonus spells per day until mystic 4, and mystic 7 for the 3rd level bonus spells per day. Restore life to a creature that died no more than 1 day per level ago. This spell deck allows players to easily reference their class spells and even manage their spell slots with visual representation. One living creature is confused for 1 round. Step into a shadowy realm to travel to a destination rapidly. You convince yourself one creature or object is an illusion. Target’s Intelligence and Charisma scores drop to 1. The full list of spells for a class can be found on each class' page. All targets within a cone are panicked for 1 minute. You cannot "undercast", whatever that means, mystic cure 1 using the class ability granted spell. Remove one moderate harmful condition affecting a creature. Learn whether an action will be good or bad. Potentially access a target creature’s memories and its knowledge. Learn about terrain for 1 mile per level. Gain useful advice for specific proposed actions. This thread is archived. Seven Bizarre Races. Remove ongoing radiation effects from a creature or object. Grant DR 5/— or energy resistance 5 against two energy types. Tags | Edit | Source | Print. [^1]: requires an expenditure of Resolve Points to cast. The Mystic Spell Deck I for the Starfinder RPG contains the 62 mystic class spells from level zero through level three in a thick poker card format. Stamina Points per Level: 6 + Constitution modifier Hit Points per Level: 6 HP You understand that what most people call magic is simply an expression of the innate connection between all things, and you intuitively tap into this unseen power to create strange effects. Make one humanoid creature believe that it is your ally. You’re linked to the collective knowledge of every sentient species that ever lived that’s held in the Akashic Record, an Astral library of perfect psychic records of every moment in history. Grant DR 15/— or energy resistance 15 against four energy types. The word “level” in the short descriptions that follow usually refers to caster level. Choose one 1st level mystic spell with some connection to your deity’s portfolio (subject to the GM’s approval). Determine whether a creature or object has been poisoned, is diseased, is cursed, or is suffering a similar affliction. As a default, I’m going to built this from the mystic spell list; it seems that’s more psychic in feel than the technomancer or witchwarper spell lists. Order of Presentation: In the spell lists and the short descriptions that follow them, the spells are presented in alphabetical order by name except for those belonging to certain groupings. Archives of Nethys Afflictions Aliens Classes Equipment Feats Races Rules Setting Skills Spells Themes Vehicles Licenses Search Sources Contact Us Contributors Support the Archives . Cause a single attack to ignore cover and concealment. These spells are cast like any other spell, but there is no limit to how many 0-level spells you can cast each day. The Both will give you the list of spells that Both types of spell casters can cast. Learn about terrain for 1 mile per level. Detect Affliction. Strap in and blast off! Ok, full disclosure: I’m new to Starfinder. Change the target's shape to that of a smaller, weaker creature. Resource. Grant DR 10/— or energy resistance 10 to three energy types. Free creatures from curses, enchantments, and transmutations. 85 Your connection helps you sense emotions and notice details others can’t. Don't Leave Home Without It! Target living creature of CR 5 or lower is dazed. You take half of the target’s Hit Point damage. 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. The Difficulty Class for a saving throw against your spell is 10 + the spell’s level + your Wisdom modifier. Grant ability to see 60 feet in total darkness. You cast spells drawn from the mystic spell list. Restore 12d8 + your Wisdom modifier Hit Points to a living creature or restore life to a recently slain creature. Determine whether a creature or object has been poisoned, is diseased, is cursed, or is suffering a similar affliction. Credit to the maintainers of PCGen where I grabbed the original data from. A creature usually has a caster level equal to its CR (1st if a creature has a CR less than 1). Cure all Intelligence, Wisdom, and Charisma damage and drain, plus remove other mental afflictions and conditions. That's only if you learn the spell. Spell Effect. Spell versatility's great. Akashic []Starfinder Core Rulebook p.85. 3rd: When you cast mind thrust as a 3rd-level spell, it deals 7d10 damage to the target. Force a creature to return to its native plane. Devastator Source Starfinder #2: Temple of the Twelve pg. Seal an area against all planar travel into or within it. I’ve heard of it but have only just started reading the core book. Compel a target to follow stated course of action. 4th: When you cast mind thrust as a 4th-level spell, it deals 10d10 damage to the target and the target is fatigued for 1 round if it fails its saving throw. My players only have a lv 2 technomancer (multiclass Mechanic) so they were really hurting in the magic category. Telekinetically move an object of 1 bulk or less. Grant up to 10 creatures DR 5/— or energy resistance 5 to all energy types. You can cast only a certain number of spells of each spell … Stun all creatures within 20 feet for 1 round. Empath Edit. Site Owner: Blake Davis Email Spam Checker: MX Guarddog Email Spam Checker: MX Guarddog Mentally deal 10d10 damage to and fatigue a single target. Stephens, and James L. Sutter, with Alexander Augunas, Judy Bauer, John Compton, Adam Daigle, Crystal Frasier, Lissa Guillet, Thurston Hillman, Erik Mona, Mark Moreland, Jessica Price, F. Wesley Schneider, Amber E. Scott, and Josh Vogt. The spell consumes a spell slot 1 level higher than the level of the spell. Once per day, you can delve into the Akashic Record to cast a spell from either the mystic or technomancer spell list as if it were on your list of spells known. This spell deck allows players to easily reference their class spells and even manage their spell slots with visual representation. Wrecking Spells (Ex) Starfinder Character Operations Manual p.77. Restore life to a creature that died no more than 1 day per level ago. Otherwise, you can use the chosen spell once per day as a spell-like ability. So I thought maybe someone else could make use of it. Remove Condition, Lesser: How often is my standard action and a spell slot worth removing a -2 penalty from an ally that will probably wear off soon anyway? When you gain this spell as a spell known, select four creatures from the appropriate list in Table 8: Summon Creature for each level at which you can cast this spell. This attack is treated as an attack with a basic melee weapon with the operative special quality for purposes of proficiency and Weapon Specialization and for other abilities that function with basic melee operative weapons. … Humanoid creature of CR 3 or lower is dazed. Alter the corrosiveness, density, or toxicity of the surrounding atmosphere. Grow back target’s severed limbs, restore 12d8 Hit Points, and remove exhaustion and fatigue. Remove one moderate harmful condition affecting a creature. The Mystic Spell Deck I for the Starfinder RPG contains the 62 mystic class spells from level zero through level three in a thick poker card format. Cure all Intelligence, Wisdom, and Charisma damage and drain, plus remove other mental afflictions and conditions. One creature obeys a select command for 1 round. In addition to healing such a creature, the spell returns the 24 hours. Gain psychic impressions of past events in a certain location. Though the page is very bare bones. Send a short telepathic message and hear simple telepathic replies. Instantly kill or massively damage one creature per 2 caster levels, depending on targets’ CRs. You can cast only a certain number of spells of each spell level per day. The Mystic Spell Deck I contains the 62 mystic class spells from level zero through level three in a thick poker card format. Welcome to Starfinder! Although technology and magic are almost inextricably entwined in the Starfinder RPG, magic nonetheless works … Gain psychic impressions of past events in a certain location. Daze. These spell cards have the full spell text and mechanics within, so no need to hunt down the rules, you have them at your fingertips! Creature companions are in. Wracking pain imposes –2 penalty to ability checks, attack rolls, and skill checks on one target per level. Communicate mentally with any creatures within 100 feet. Detect Magic: Detect spells and magic items within 60 feet. When you are level 1 you get mystic cure 1 for free. Concentrate to immobilize target and deal 3d8 damage per round. Detect spells and magic items within 60 feet. Communicate mentally with any creatures within 100 feet. You become ethereal for 1 round per level. You understand that what most people call magic is simply an expression of the innate connection between all things, and you intuitively tap into this unseen power to create strange effects. Remove all harmful conditions affecting a creature. Create wisp of energy that shines light and distracts an enemy. Trap an extraplanar creature of CR 7 or lower until it performs a task. You can cast only a certain number of spells of each spell level per day. Humanoid creature of CR 3 or lower is dazed. Answer a question about a person, place, or object. Technomancer - will give you the spells that a Technomancer can cast same with the Mystic. Sheath of mystical force can reflect damage back on foe. The following pages present the spell lists for the mystic. (Note that at higher levels, you can still cast mystic cure at a lower level if you want to. Starfinder Core Rulebook p.85. One creature per level moves and acts faster. Crusader Cause creatures to forget how to use their feats and abilities. Target takes –4 penalty to attack rolls, saves, and checks or 50% chance of not acting on each of its turns. Archives of Nethys All Spells Mystic | Technomancer | Witchwarper. Extract a creature’s memory and replay it as a hologram. A superscript “R” (R) appearing at the end of spell’s name in the spell lists denotes a spell that requires an expenditure of Resolve Points to cast. Frighten multiple creatures of CR 4 or lower for 1 minute. So I opted for running Starfinder in a Star Wars setting. The mystic theurge can make any decisions concerning the spells independently. To learn or cast a spell, you must have a Wisdom score equal to at least 10 + the spell’s level. 1-5. The spell consumes a spell slot 1 level higher than the level of the spell. One creature per level obeys select command for 1 round per level. Attack of the Swarm! Stun all creatures within 20 feet for 1d4 rounds. Deal 18d8 damage to living creature’s head. The result makes sense; it's just awkwardly phrased. Any target affected by both of the spells takes a –2 penalty on saves made against each spell. Create a virus in a recently dead body, allowing it to strike again and potentially spread the virus further. The Difficulty Class for a saving throw against your spell is 10 + the spell’s level + your Wisdom modifier. Caster Level: A spell’s power often depends on caster level, which is defined as the caster’s class level for the purpose of casting a particular spell. Grow back target’s severed limbs, restore 12d8 Hit Points, and remove exhaustion and fatigue.