is there a lvl 1 or lower mystic spell that can....


General Discussion


Cure a person before becoming a ghoul?
I do not think a lvl 1 mystic has a spell that can cure himself.


I did a ctl-f of the core book, alien archive, and the first two dead suns splats, and the only ghoul I could find was in the name of some equipment. What are you asking about?


Starfinder Superscriber

The ghoul is in AP3 and also one of the SFS scenarios (the free one) but that latter one isn't official.

Ghoul Fever is a disease. To remove it, I think you need either Remove Affliction (3rd level mystic spell, can't think of a way for a Mystic 1 to get it, because of item levels), to make your save (you only need to save once on a DC12 and it's only a 1/day track), or you can use the Treat Disease portion of the Medicine skill (DC12) to give you a +4 bonus on the save (which you should be able to hit).


Pathfinder Starfinder Roleplaying Game Subscriber

Note that, unless the disease rules say differently for it ( I don't have the AP ), one successful save merely moves you one step back on the disease track. So, if you've failed one or more prior saves, you'll need more than just one successful save to be cured. So, yeah, you *really* want someone to Treat Disease.

Also, yes, Fort saves can be *nasty*, treat Constitution as a dump stat at your peril. You don't always need to Fort save, but when you do, you *really* do.


If I am reading everything correctly and I may not be, If you are dealing with a Ghoul bit you can take a full action to make 2 initial saves. The first save is for Paralysis (DC12 Fort save or be paralyzed for 1d4 rounds) and the second is for the Ghoul Fever. The Ghoul Fever save is a DC12 Fort save that you can make once per day and it is on the physical track(pg.414CRB) What I take that to mean is on failure of your first save after the bite the disease is Latent. The following day when you make your second save failure means the disease progresses to the weakened stage, success on the save means it is Cured. The third day of making a save means that failure moves it to Impaired while sucess moves it to Latent. Progress continues until the player successfully cures themselves( or is cured) or they die. Bonus: If they do end up dying maybe consider giving them the Ghoul graft. They can raise up 24hrs after their death and carry on with the mission giving you a whole bag of plot hooks and curve balls to throw at the party.


Sorry whoa!whoa! Not going to happen with a devote zealot of pharasma, as the character i would rather be purified to death through self-immolation. Then to continue on as an abomination against the goddess and spreading the taint of undeath to the living.


Starfinder Superscriber

Assuming you took ranks in the medicine skill (and bought a medkit), you should be able to successfully treat your disease with a better than 50/50 chance to beat the DC.

From there, I'd just try to save my way out. You'd have to fail 8 or more times to actually die from the disease, and you should have a better than 55/45 chance (70/30 with successful medicine check, better if Con is 12+ or you took Great Fortitude) to beat the saves.

Short of that, you'll likely be out 1,000 credits to pay someone to cast the spell for you.

If it were me DM'ing, I'd give you a steep discount at your own church, possibly even free for this disease since Pharasma is so anti-undeath.


pithica42 wrote:

Assuming you took ranks in the medicine skill (and bought a medkit), you should be able to successfully treat your disease with a better than 50/50 chance to beat the DC.

From there, I'd just try to save my way out. You'd have to fail 8 or more times to actually die from the disease, and you should have a better than 55/45 chance (70/30 with successful medicine check, better if Con is 12+ or you took Great Fortitude) to beat the saves.

Short of that, you'll likely be out 1,000 credits to pay someone to cast the spell for you.

If it were me DM'ing, I'd give you a steep discount at your own church, possibly even free for this disease since Pharasma is so anti-undeath.

I did not take medicine skills because pharasma provides her faithful with the gift of healing through touch. So why should I show unfaithfullness by nothaving faith in the goddesses gifts and carrying medical kits.

I will try finding solace in a shrine of the goddess and try and faith away the taint. I will also seek a fellow preists aid. And if I must I will pay to have the taint purged. But if it is my fate to become one of the wretched Undead then as a faithful to pharasma it will be baptism by fire for me.


ghostunderasheet wrote:
pithica42 wrote:

Assuming you took ranks in the medicine skill (and bought a medkit), you should be able to successfully treat your disease with a better than 50/50 chance to beat the DC.

From there, I'd just try to save my way out. You'd have to fail 8 or more times to actually die from the disease, and you should have a better than 55/45 chance (70/30 with successful medicine check, better if Con is 12+ or you took Great Fortitude) to beat the saves.

Short of that, you'll likely be out 1,000 credits to pay someone to cast the spell for you.

If it were me DM'ing, I'd give you a steep discount at your own church, possibly even free for this disease since Pharasma is so anti-undeath.

I did not take medicine skills because pharasma provides her faithful with the gift of healing through touch. So why should I show unfaithfullness by nothaving faith in the goddesses gifts and carrying medical kits.

I will try finding solace in a shrine of the goddess and try and faith away the taint. I will also seek a fellow preists aid. And if I must I will pay to have the taint purged. But if it is my fate to become one of the wretched Undead then as a faithful to pharasma it will be baptism by fire for me.

I would say your unwavering devotion in the face of common sense has drawn the attention of other entities seeking your skills.


Have you ever had to deal with a christian with a hate on for you? A faith healer? One of those parents that is against getting their sick child vaccinated? And he has common sense just using science before all the faith related Avenues is a sign of disbelief in the God's will. Did i not mention that is a zealot. It tends to ride a thin line between doing something for good and committing global genocide for the greater good.

Just wondering what entities would a faithful to the doctrines of one's faith in the line of duty of protecting innocence from the machinations of the undead.


Starfinder Superscriber

Like I said, if I were DM'ing for your character, I'd probably wave the spellcasting fee (or give it to you at a steep discount) if you went to your temple and told them what was up. I would try to go that route if I fealt like I couldn't reasonably make the save (again, though, you have to fail like 8+ times to actually become a ghoul, it can just suck a lot between then and now).


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ghostunderasheet wrote:
Sorry whoa!whoa! Not going to happen with a devote zealot of pharasma, as the character i would rather be purified to death through self-immolation. Then to continue on as an abomination against the goddess and spreading the taint of undeath to the living.

Then burn brightly in you faith. Let yours be the torch that lights the way for the unfaithful.

Paizo Employee Developer

pithica42 wrote:

The ghoul is in AP3 and also one of the SFS scenarios (the free one) but that latter one isn't official.

Ghoul Fever is a disease. To remove it, I think you need either Remove Affliction (3rd level mystic spell, can't think of a way for a Mystic 1 to get it, because of item levels), to make your save (you only need to save once on a DC12 and it's only a 1/day track), or you can use the Treat Disease portion of the Medicine skill (DC12) to give you a +4 bonus on the save (which you should be able to hit).

I'm playing in the Starfinder AP, so I haven't read it, but I wrote the SFS scenario you're talking about. That ghoul doesn't have any way to give you ghoul fever. If the Starfinder AP ghoul has a way to give you ghoul fever, it comes when you're 5th or 6th level anyway, and therefore able to cure it. The adventure might also detail how to get rid of it, or whether it's treated as a disease like any other.


Ron Lundeen wrote:
pithica42 wrote:

The ghoul is in AP3 and also one of the SFS scenarios (the free one) but that latter one isn't official.

Ghoul Fever is a disease. To remove it, I think you need either Remove Affliction (3rd level mystic spell, can't think of a way for a Mystic 1 to get it, because of item levels), to make your save (you only need to save once on a DC12 and it's only a 1/day track), or you can use the Treat Disease portion of the Medicine skill (DC12) to give you a +4 bonus on the save (which you should be able to hit).

I'm playing in the Starfinder AP, so I haven't read it, but I wrote the SFS scenario you're talking about. That ghoul doesn't have any way to give you ghoul fever. If the Starfinder AP ghoul has a way to give you ghoul fever, it comes when you're 5th or 6th level anyway, and therefore able to cure it. The adventure might also detail how to get rid of it, or whether it's treated as a disease like any other.

I went and got AP3.

All ghouls are CR1 base (there's also a template for them), and all of them can transmit the disease, so it's completely reasonable for an L1 party to fight one and get bitten. The only way I see for an L1 Mystic to guarantee you don't get turned into a ghoul by it is by killing you.

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