Archives of Nethys

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Mystic Cure, Mass

Source Starfinder Core Rulebook pg. 367
Classes Mystic 5-6
School conjuration (healing)
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels); see text
Targets up to one creature/level, no two of which can be more than 30 ft. apart
Duration instantaneous
Saving Throw Will half (harmless); Spell Resistance yes (harmless)

Description

You restore a number of Hit Points to a number of targets. Choose one of these targets within 10 feet of you; if that 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 of that target’s Hit Points, you can transfer any number of your own Hit Points to that 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.

The number of Hit Points mass mystic cure restores to each target depends on the spell’s level.

5th: 3d8 + your Wisdom modifier
6th: 5d8 + your Wisdom modifier

Mystic Cure

Source Starfinder Core Rulebook pg. 367
Classes Mystic 1-6
School conjuration (healing)
Casting Time 1 standard action
Range touch
Targets one living creature
Duration instantaneous
Saving Throw Will half (harmless); Spell Resistance yes (harmless)

Description

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.