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Starfinder

Compendium

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Table of Contents

  • Attributes
  • Mystic Cure
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    Mystic Cure

    School Conjuration (healing)
    Range touch
    Targets one living Creature
    Duration Instantaneous
    Saving Throw Will half (harmless); Spell Resistance yes (harmless)

    With a touch, you heal and invigorate your Target, restoring a number of Hit Points. If the Target regains all of its Hit Points as a result of this healing, you can apply the remaining healing to yourself, as long as you are a living Creature. On the other hand, if this isn’t enough to restore all the target’s Hit Points, you can transfer any number of your own Hit Points to the Target, healing the Target that amount. You can’t transfer more Hit Points than you have or more Hit Points than the Target is missing.

    Mystic cure restores a number of Hit Points to your Target depending on the spell’s level.

    1st: 1d8 + your Wisdom Modifier

    2nd: 3d8 + your Wisdom Modifier

    3rd: 5d8 + your Wisdom Modifier

    4th: 7d8 + your Wisdom Modifier

    5th: 9d8 + your Wisdom Modifier

    6th: 11d8 + your Wisdom Modifier

    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. 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. The second option is to bring a Target that died within 2 rounds back to life. In addition to healing such a Creature, the spell returns the Target to life, and the Target takes a temporary negative level for 24 hours. This spell can’t resuscitate creatures slain by death effects, creatures turned into undead, or creatures whose bodies were destroyed, significantly mutilated, disintegrated, and so on.

    Casting this spell doesn’t provoke attacks of opportunity. 

    Attributes

    Mystic Cure

    Mystic 1,Mystic 2,Mystic 3,Mystic 4,Mystic 5,Mystic 6,Mystic 5,Mystic 6
    • School: Conjuration (Healing)
    • Casting Time: 1 standard action
    • Range: Touch
    • Effect: One living creature
    • Duration: Instantaneous
    • Saving Throw: Will
    • Saving Effect: half (harmless)
    • Spell Resistance: Yes (harmless)
    • With a touch you heal and invigorate your target restoring a number of Hit Points. If the target regains all of its Hit Points as a result of this healing you can apply the remaining healing to yourself as long as you are a living creature. On the other hand if this isn't enough to restore all the target's Hit Points you can transfer any number of your own Hit Points to the target healing the target that amount. You can't transfer more Hit Points than you have or more Hit Points than the target is missing. Mystic cure restores a number of Hit Points to your target depending on the spell's level. 1d8 + your Wisdom modifier