Mystic Spell List

0-Level Spells

Create Water: Create up to 2 gallons of drinkable water per level. (RGG:SFC)

Force Ward: Protective layer of energy grants you 2 temporary hit points for 1 round. (RGG:SFC)

1st-Level Spells

Anticipate Peril: Grant a +2 insight bonus on the first initiative check target makes. (RGG:SFC)

Commune with Wildlife: Animals in an area attempt to answer one of your questions. (RGG:SFC)

Drench: A blast of water bull rushes and soaks one creature. (RGG:SFC)

Expeditiousness: Increase your land speed by 20 feet. (RGG:SFC)

Freeze: Chunk of ice deals 2d6 cold damage and staggers target. (RGG:SFC)

Magic Fang: Creature’s natural attacks count as magic and receive +1 enhancement bonus to damage. (RGG:SFC)

Mystic Harm: Touch deals 1d8 + your key ability modifier damage. (RGG:SFC)

Mystic Recovery: Grant target fast healing 1. (RGG:SFC)

Ray of Sickening: Ray sickens target. (RGG:SFC)

Shadow Weapon: Shape a one-handed melee weapon that deals 1d8 cold damage out of shadow essence. (RGG:SFC)

Signal Claxon: Create an alarm that can be heard up to 2 miles away in typical outdoor conditions. (RGG:SFC)

Stone Fist: Transform your hands into living stone, causing your urarmed strikese to deal 2d8 lethal damage, not count as archaic, and ignore the hardness less than 15. (RGG:SFC)

Web: Ball of cobwebs entangles target and anchored to its current space. (RGG:SFC)

2nd-Level Spells

Allfood: Transform an object into nutritious food. (RGG:SFC)

Animal Messenger: Compel an animal to go to deliver a message to a spot you designate. (RGG:SFC)

Apport Object: Instantaneously transport a nonliving object of up to light bulk from one location to another. (RGG:SFC)

Blessing of Courage and Life: Grant target +2 morale bonus on saving throws against fear and death effects. Target can end to heal 2d8 + your key ability modifier. (RGG:SFC)

Bloodhound: Grant blindsense (scent) out to 60 feet. (RGG:SFC)

Darkness: Lower light level one step within 20-foot radius of target object. (RGG:SFC)

Daylight: Object sheds bright light in a 60-foot radius and negate magical darkness. (RGG:SFC)

Deathwatch: Know the condition of creatures near death within the spell’s range. (RGG:SFC)

Drench: A wave propels you while moving or swimming. (RGG:SFC)

Freeze: 30-foot cone of ice deals 4d6 cold damage. (RGG:SFC)

Lock Gaze: Compel target to look at you granting other creatures concealment. (RGG:SFC)

Magic Mouth: Create an enchanted mouth that appears and speaks its message when a specified event occurs. (RGG:SFC)

Mystic Harm: Touch deals 2d8 + your key ability modifier damage and 1 bleed damage. (RGG:SFC)

Mystic Recovery: Grant target fast healing 2. (RGG:SFC)

Oneiric Horror: Target full attacks phantom creature out of its nightmares and is fatigued. (RGG:SFC)

Sanctuary: Opponents attempting to attack warded creature must succeed on a Will save or have their attacks prevented. (RGG:SFC)

Speak With Animals: Ask questions of and receive answers from creatures with the animal. (RGG:SFC)

Surface Stride: Walk on liquid surfaces as if they were solid ground. (RGG:SFC)

Web: Create a 20-ft.-radius burst of cobwebs that creates difficult terrain, provides cover, and entangles creatures within. (RGG:SFC)

3rd-Level Spells

Ash Cloud: As fog cloud, but also creates difficult terrain, hinders flying creatures, and exposes creatures in area to extreme heat. (RGG:SFC)

Crushing Despair: Creatures within cone take –2 penalty on saving throws, ability checks, skill checks, and weapon damage rolls due to unbearable sadness. (RGG:SFC)

Drench: A sheath of water grants you DR 10/piercing and resist fire. (RGG:SFC)

Euphoric Cloud: As fog cloud, except creatures within become fascinated. (RGG:SFC)

Freeze: 10-foot radius sheet of ice creates difficult terrain, deals 6d6 cold damage, and entangles creatures. (RGG:SFC)

Gravitonic Fluctuation: Lift one creature slightly, imposing the off-kilter condition. (RGG:SFC)

Guiding Star: Determine your approximate distance from a chosen area as well as the direction you must travel in order to reach it. (RGG:SFC)

Invisibility Purge: Sphere of power suppresses all invisibility within its area. (RGG:SFC)

Mystic Harm: Touch deals 5d8 + your key ability modifier damage and 2 bleed damage. (RGG:SFC)

Mystic Recovery: Grant target fast healing 3. (RGG:SFC)

Nightmare: Send sleeping creature unsettling vision that fatigues and deals 5d10 damage. (RGG:SFC)

Pillar of Life: Pillar of positive energy radiates light and heals 3d8 damage to living creatures that touch it. Undead creatures take 3d8 or 6d8 points of damage. (RGG:SFC)

Planeslayer’s Call: Allies in the area gain a +2 bonus on caster level checks to overcome spell resistance, and their spells ignore the first 10 points of energy resistance (but not energy immunity) of outsiders with a chosen subtype. (RGG:SFC)

Plant Growth: Cause plants to grow, creating thick brush or enriching an area. (RGG:SFC)

Poison: Target is exposed to shadow essence poison (see Chapter 11 of the Starfinder Core Rulebook). (RGG:SFC)

Stone Call: Stones drop from sky and fill an area, dealing 6d6 points of bludgeoning damage and making the area difficult terrain. (RGG:SFC)

Thoughtsense: Detect and locate conscious creatures within 60 feet, as if you possessed the blindsight (thoughts). (RGG:SFC)

Web: Creates a mobile cloud of webbing with a 20-ft. radius that that creates difficult terrain, provides cover, and entangles creatures within. (RGG:SFC)

4th-Level Spells

Black Tentacles: Field of rubbery black tentacles creates difficult terrain and attempts to grapple creatures in the area. (RGG:SFC)

Call Spirit: Cause the spirit of a specific individual to manifest and answer your questions. (RGG:SFC)

Calm Emotions: Calm agitated creatures, negating morale bonuses, ending fear effects, and preventing violent or celebratory actions. (RGG:SFC)

Deeper Darkness: As darkness, except that objects radiate darkness in a 60-foot radius and the light level is lowered by two steps. (RGG:SFC)

Dimensional Anchor: Fire a ray that can prevent those it strikes from using interdimensional travel. (RGG:SFC)

Dream: A messenger delivers a message to a sleeping recipient. (RGG:SFC)

Drench: A stream of water bull rushes all creatures in 60-ft. line. (RGG:SFC)

Echolocation: Gain blindsight (sound) with a range of 40 feet. (RGG:SFC)

Freeze: 30-ft.-radius sheet of ice creates difficult terrain, deals 12d6 cold damage, entangles, and fatigues creatures. (RGG:SFC)

Gravitonic Fluctuation: Lift one creature per level, imposing the off-kilter condition. (RGG:SFC)

Meld into Surface: Meld your body and possessions into a solid wall, floor, or other solid surface. (RGG:SFC)

Mystic Harm: Touch deals 7d8 + your key ability modifier damage and 3 bleed damage. (RGG:SFC)

Mystic Recovery: Grant target fast healing 4. (RGG:SFC)

Rest Eternal: Prevent a dead creature from returning to life or being raised as undead. (RGG:SFC)

Terrible Remorse: Cause a target to deal 4d8 points of damage to itself per round or become staggered and take a -2 penalty to its AC. (RGG:SFC)

Vertiginous Cloud: As fog cloud, except living creatures in the cloud become nauseated. (RGG:SFC)

5th-Level Spells

Digital Profile: You create a digital blog about a specific creature containing information about their activities within a network.

Dream Council: You, or a messenger, can enter a person’s dreams and converse with them. (RGG:SFC)

Drench: A sphere of water you control attempts to engulf creatures. (RGG:SFC)

Freedom of Movement: Move and attack normally, ignoring mundane and magical impediment to your movement. (RGG:SFC)

Freeze: 60-ft. line of ice deals 12d6 cold damage. (RGG:SFC)

Mystic Harm: Touch deals 9d8 + your key ability modifier damage, 4 bleed damage, and stunned for 1 round. (RGG:SFC)

Mystic Harm, Mass: Deal 3d8 + your key ability modifier damage and 1 bleed damage to one creature/level. (RGG:SFC)

Mystic Recovery: Grant target fast healing 5. (RGG:SFC)

Possession: Possess a creature by projecting your soul into its body while your body appears to be dead. (RGG:SFC)

Repulsion (R): Mobile field prevents creatures from approaching you. (RGG:SFC)

Rune of Imprisonment: Symbol in text or data traps creature who reads it in a stasis field. (RGG:SFC)

Scrying (R): Create an invisible sensor that observes a creature at any distance. (RGG:SFC)

Serenity: Fill the targets’ minds with tranquility, causing 6d6 points of nonlethal damage each round they attempt to harm another creature. (RGG:SFC)

Wandering Star Motes: Motes of bright light negate concealment of target and dazes it, jumping to another target if the creature makes it save. (RGG:SFC)

6th-Level Spells

Anti-life Shell: Create a mobile, hemispherical energy field that prevents the entrance of most types of living creatures. (RGG:SFC)

Circle of Clarity (R): Emanation grants +4 insight bonus versus illusions, negates concealment, and grants +10 insight bonus to Perception checks. (RGG:SFC)

Cloak of Dreams: Creatures that begin their turn or end their movement within 5 feet of you to fall asleep. (RGG:SFC)

Cosmic Vortex: As cosmic eddy, except creates a movable conical vortex 60 feet tall that can also blow flying creatures out of the air. (RGG:SFC)

Drench: Torrents of driving rain fall, blinding creatures, creating difficult terrain, hindering flying creatures, and dealing 4d6 bludgeoning damage per round. (RGG:SFC)

Earthquake: A powerful shockwave knocks creatures down, collapses structures, and opens cracks in the ground. (RGG:SFC)

Energy Drain: As enervation, except that the creature struck gains 2d4 temporary negative levels. Undead creature instead gain 20 temporary hit points for 1 hour. (RGG:SFC)

Freeze: Thick ice surrounds and imprisons the target, rendering it helpless. (RGG:SFC)

Frightful Aspect: Grow to size Large, gain DR 10/— and spell resistance equal to 11 + half your caster level, and emit that frightens creatures near you. (RGG:SFC)

Hold Person, Mass: As hold person, except that it affects multiple humanoid creatures. (RGG:SFC)

Mind Blank: Protect against all devices and spells that gather information about the target through divination and grants a +8 insight bonus on saving throws against all mind-affecting spells and effects. (RGG:SFC)

Mystic Harm: Touch deals 11d8 + your key ability modifier damage, 5 bleed damage, and paralyzed for 1 round. (RGG:SFC)

Mystic Harm, Mass: Deal 5d8 + your key ability modifier damage and 2 bleed damage to one creature/level. (RGG:SFC)

Mystic Recovery: Grant target fast healing 6. (RGG:SFC)

Overwhelming Presence: Creatures fall prone and helpless at your might, and are staggered after they recover. (RGG:SFC)

Possession: Possess a creature by projecting your soul into its body and your physical body vanishes. (RGG:SFC)

Shadow Body: Become a living shadow, gaining concealment and becoming partially incorporeal. (RGG:SFC)

Suffocate: Extract the air from the target’s lungs, causing swift suffocation and death. (RGG:SFC)

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