source: Starfinder Core Rulebook

Found 1234 matches

Mystic Cure
Level:

Mystic 4

,

Mystic 2

,

Mystic 3

,

Mystic 5

,

Mystic 1

,

Mystic 6

School: conjuration Casting Time: 1 standard action Range: touch Duration: instantaneous Saving Throw: Will half (harmless) Spell Resistance: yes (harmless)
Psychokinetic Strangulation
Level:

Mystic 3

School: transmutation Casting Time: 1 standard action Range: close (25 ft. + 5 ft./2 levels) Duration: concentration up to 1 round/level Saving Throw: Fortitude partial, see text Spell Resistance: yes
Resistant Armor, Greater
Level:

Technomancer 6

,

Mystic 6

School: abjuration Casting Time: 1 standard action Range: touch Duration: 10 minutes/level Saving Throw: Fortitude negates (harmless) Spell Resistance: yes (harmless)
Synaptic Pulse, Greater
Level:

Mystic 5

School: enchantment Casting Time: 1 standard action Range: 20 ft. Area: 20-ft.-radius spread centered on you Duration: 1d4 rounds Saving Throw: Will partial Spell Resistance: yes
Wounding
[Level: 7]

The wounding fusion causes a weapon to deal exceptionally traumatic damage. The weapon gains the wound critical hit effect (see page 182). If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon’s normal critical hit effect or the wound effect.

Bane
[Level: 5]

The bane fusion enhances the power of critical hits against certain foes. Against a designated foe, the bane weapon gains the stunned critical hit effect (see page 182). If the weapon already has a critical hit effect, when you score a critical hit against an appropriate foe, you can apply either the weapon’s normal critical hit effect or the stunned effect. When you add this fusion to a weapon (or create it as a fusion seal), you must select a single creature type (aberration, animal, construct, dragon, fey, humanoid, magical beast, ooze, outsider, plant, undead, or vermin) against which it will apply. If you select humanoid or outsider, you must also select one subtype. The stunned critical hit effect applies only against creatures of the selected type (and subtype, if selected). Once selected, the creature type and subtype can’t be changed.

Blasting
[Level: 2]

The blasting fusion allows a weapon to make a single attack as a blast (see the blast weapon special property on page 180) once per day as a full action. This attack has a maximum range of 30 feet and deals half the weapon’s normal damage. Only ranged weapons that don’t have the automatic, explode, line, or thrown weapon special property can benefit from the blasting fusion. Weapons that don’t require attack rolls to affect their targets also can’t benefit from the blasting fusion.

Bleeding
[Level: 5]

The bleeding fusion weaves entropic energy into the weapon’s form. The weapon gains the bleed critical hit effect (see page 182). The amount of damage taken each round from this effect is equal to 1d6 per 5 levels of the weapon, rounded down. If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon’s normal critical hit effect or the bleed effect. Only weapons that deal piercing or slashing damage can have this fusion.

Burst
[Level: 2]

With the burst fusion, a weapon’s energy damage can form a small explosion that spills onto a second target. The weapon gains the arc critical hit effect (see page 182). If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon’s normal critical hit effect or the arc effect. The amount of damage dealt to the secondary target is equal to one-third the level of the weapon with the burst fusion (minimum 1). Only weapons that deal acid, cold, electricity, fire, or sonic damage can benefit from a burst fusion. If your weapon deals more than one type of energy damage, you select one of those types for the arc critical hit effect to apply to secondary targets when the fusion is added.

Called
[Level: 1]

A weapon with the called fusion can be teleported to its owner’s hand as a swift action, even if the weapon is in the possession of another creature. This ability has a maximum range of 100 feet, and effects that block teleportation prevent the return of a called weapon. A weapon with the called fusion must be in your possession for at least 24 hours for this ability to function.