Is there a way to heal ability drain without a mystic?


Advice

Scarab Sages

I was looking at this and the only way i can see to heal ability drain is with the restoration spell which would require a mystic (either pc or npc). Is there a way to restore this without one? I saw one post suggesting two spell chips and a computer though I think that'd still require a mystic.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Nanite hypopens.


Or an Envoy with the Spell Gem Understanding improvisation and appropriate spell gems.


Or a visit to a hospital. If it can be done with spellcasting, it can almost certainly be done with tech or technomagic used by established facilities.


Ability drain specifically doesn't heal naturally, so no amount of bed rest or medicine checks are going to do the job.

I presume it would be way easier to find someone working in a hospital that had access to, and the ability to use, spell gems, spell chips, or actual spells, though.


I think one of the fringe science things published in an early volume of the Three Fold Conspiracy was a consumable (with some downsides) that healed lots of things that possibly included ability drain.

The biohacker genetics field of study breakthrough allows you to suppress all ability damage/drain for a given duration. At level 13 it's 24 hours, so it's effectively a cure if you invest the daily resource.


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Pantshandshake wrote:

Ability drain specifically doesn't heal naturally, so no amount of bed rest or medicine checks are going to do the job.

I presume it would be way easier to find someone working in a hospital that had access to, and the ability to use, spell gems, spell chips, or actual spells, though.

In the starfinder universe there's no reason not to have at least one mystic on call if not on staff.

"Department of curses hexes and other esoterica is on the 13th floor, right past the x ray department make a left at the vending machine"

Scarab Sages

I dont like the idea you have to have class X for Y mechanic especially since multiple gens in healing is still mostly limited to clerics mystics and you may not have anyone who wants to play them or be in a place you can easily access them. Hence my asking for ways to heal it without one. Especially since in starfinder you cant have a wizard research a healing spell or give a druid access to healing spells.


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The entire point of a class based system is to have abilities unique to your class.


Senko wrote:
I dont like the idea you have to have class X for Y mechanic especially since multiple gens in healing is still mostly limited to clerics mystics and you may not have anyone who wants to play them or be in a place you can easily access them. Hence my asking for ways to heal it without one. Especially since in starfinder you cant have a wizard research a healing spell or give a druid access to healing spells.

That's what items are for. Fills in the gaps for what your party might be missing. Always good to carry around more serums of healing if you don't have a way to magically heal HP as a similar idea.

Shadow Lodge

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NPCs don't use PC classes, so there's probably lots of people that can heal ability drain in various ways that aren't mystics. In the base starfinder setting, magic and technology are intrinsically intertwined, almost everything operates on both levels. I imagine if you go to a hospital, they have various devices to heal magical maladies like ability drain.

Scarab Sages

BigNorseWolf wrote:
The entire point of a class based system is to have abilities unique to your class.

There's a difference between unique abilities for a class and unique abilities for a system. Any class can melee, fighters are better at it, any class can work on traps, thieves are better at it, a number of classes can use magic though again some are better at it then others. FEW classes can and heal are usually lacking abilities clerics get that are fairly vital but you can work around it via items. In Starfinder two classes can use magic and only ONE can use healing spells. Why didn't they just give us a universal spell list and let the two magic classes be indvidualized by picking the spells you like whereas the class abilties are unique. Only mystics would get immortality, only Starsworn can survive in space however mystics, technomancers and warpwitch's can ALL heal.

Lethallin wrote:
Senko wrote:
I dont like the idea you have to have class X for Y mechanic especially since multiple gens in healing is still mostly limited to clerics mystics and you may not have anyone who wants to play them or be in a place you can easily access them. Hence my asking for ways to heal it without one. Especially since in starfinder you cant have a wizard research a healing spell or give a druid access to healing spells.
That's what items are for. Fills in the gaps for what your party might be missing. Always good to carry around more serums of healing if you don't have a way to magically heal HP as a similar idea.

Which is why I'm looking for advice on what items exist. In pathfinder you don't need a cleric you can buy potions, wands, etc. Why I was trying to find something similar for Starfinder.

To all thanks for the suggestions there are items you can buy that'll restore ability drain so I'm happy with that.


Senko wrote:
BigNorseWolf wrote:
The entire point of a class based system is to have abilities unique to your class.
FEW classes can and heal are usually lacking abilities clerics get that are fairly vital but you can work around it via items. In Starfinder two classes can use magic and only ONE can use healing spells.

First off, The games new, i don't think 10 years of pathfinder is the best comparison

Second this isn't true.

Everyone can heal by taking a 10 minute rest
Fighters and operatives can heal themselves when they rest
there's tech that lets you heal when you rest
the medicine skill can heal you (the medicine skill and feats are TERRIBLE but they're there)
Everyones favorite 50 credit item can heal you (to the point that an out of combat hit point healer isn't really neccesary)
envoys can heal you of staminia damage
biohackers can heal staminia and or hit points.
Anyone can take the minor spellcaster feats to cast mystic cure 1
Nanite hypopens do almost everything a mystic can do.
revification tables can bring people back from the dead.

So the only thing you really need a cleric for

Quote:
Why didn't they just give us a universal spell list and let the two magic classes be indvidualized by picking the spells you like whereas the class abilties are unique.

Because divine and arcane magic aren't the same thing

because which spells you can cast are the defining difference of different types of spellcaster

because it would be unbalanced to have ALL of the best spells in one class.


Yeah, I've never felt like a mystic was needed in starfinder. It looks like it if you're coming from pathfinder, but in play not so much. Ability drain and damage are pretty rare. In combat healing stops being super useful ~level 4 or so. Condition removal and ability healing is nice, but hypopens are the wand equivalent you're looking for.

Worst case, it's 3000 Cr to hire a spellcaster to cast restoration for you.


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Senko wrote:


Which is why I'm looking for advice on what items exist. In pathfinder you don't need a cleric you can buy potions, wands, etc. Why I was trying to find something similar for Starfinder.

To all thanks for the suggestions there are items you can buy that'll restore ability drain so I'm happy with that.

2 of the 10 classes can cure ability drain with relatively low investment.

Anyone with 5600 credits can use a green nanite hypopen.

And it seems like you could load a restoration spell gem into a spell thrower fusion on anyone's weapon and have them shoot the ability drain right off you. With magic. And gusto!

I'd say that seems fine, but that opinion is also impacted by the fact that in 10 levels I've yet to be ability drained.

Shadow Lodge

According to the setting, there is no such thing as divine or arcane magic. Magic is magic.

crb pg429 wrote:

Traditional distinctions like “arcane” and “divine” magic have

long since been abandoned, and while different casters may
access magic through very different means, from hightech
reality hacking to the study of occult items or the
channeling of divine power, all are simply different means
of accomplishing the same goals.

Scarab Sages

gnoams wrote:

According to the setting, there is no such thing as divine or arcane magic. Magic is magic.

crb pg429 wrote:

Traditional distinctions like “arcane” and “divine” magic have

long since been abandoned, and while different casters may
access magic through very different means, from hightech
reality hacking to the study of occult items or the
channeling of divine power, all are simply different means
of accomplishing the same goals.

Then get rid of class specific spell lists.


Senko wrote:


Then get rid of class specific spell lists.

you seem offended that the mystic even exists in the world for some reason.

Being limited by the type of casting you do is one of the tougher limits on casters. A caster that could just take any spell they wanted would be a signifigant power boost over what we have now.

I'm sure there's some design space for a mystic theurge like character who sees the "real" way magic works instead of the arcane or divine paths that mere mortals see, but you're not giving any argument for its existance besides the idea that mystics need to be eradicated from the game. (your solution wouldn't work anyway, with the same spell list you'd just have one class "Caster" which very well could be a mystic.

Scarab Sages

BigNorseWolf wrote:
Senko wrote:


Then get rid of class specific spell lists.

you seem offended that the mystic even exists in the world for some reason.

Being limited by the type of casting you do is one of the tougher limits on casters. A caster that could just take any spell they wanted would be a signifigant power boost over what we have now.

I'm sure there's some design space for a mystic theurge like character who sees the "real" way magic works instead of the arcane or divine paths that mere mortals see, but you're not giving any argument for its existance besides the idea that mystics need to be eradicated from the game. (your solution wouldn't work anyway, with the same spell list you'd just have one class "Caster" which very well could be a mystic.

Less offended the mystic exists than by the fact it seems the inheritor of the cleric (I serve higher powers you can not understand) while at the same time getting a bunch of skills and abilities that were previously the wizards domain. I'm planning to run some characters through a Dead Suns Ap to try and learn the rules and one of them will be a mystic given a fair shot to see what I think of it.

One spell list has worked for other games and the player brings the flavour to it.


I have to admit I'd prefer if starfinder spell lists were more based on concept than mechanical roles of the classes given how the variety of concepts each class in starfinder is meant to be broader than something like pathfinder 1e.


gnoams wrote:
NPCs don't use PC classes, so there's probably lots of people that can heal ability drain in various ways that aren't mystics. In the base starfinder setting, magic and technology are intrinsically intertwined, almost everything operates on both levels. I imagine if you go to a hospital, they have various devices to heal magical maladies like ability drain.

This. A hospital in Starfinder is *not* limited to "medicine checks and bed rest".


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While the mystic absorbed some of the wizard's old flavor, I still think the technomancer's flavor is closer to a wizard.

And while the mystic definitely can be like a cleric, I get the feeling they are much closer to the psychic class from pathfinder in flavor.

Shadow Lodge

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Senko wrote:
gnoams wrote:

According to the setting, there is no such thing as divine or arcane magic. Magic is magic.

crb pg429 wrote:

Traditional distinctions like “arcane” and “divine” magic have

long since been abandoned, and while different casters may
access magic through very different means, from hightech
reality hacking to the study of occult items or the
channeling of divine power, all are simply different means
of accomplishing the same goals.
Then get rid of class specific spell lists.

Classes are for PCs, they exist as a game mechanic to give players choices and make "balanced" yet different characters. While they may represent concepts in the setting, they are not the only things possible. An npc could have spells drawn from any of the classes (again, classes are a pc construct). There are a multitude of different magical traditions throughout the galaxy, so far only 3 have been published as character classes for players, but doubtlessly more will be added as paizo comes out with more books for starfinder.

That's the best I can justify their decision. Personally I prefer completely classless rule systems, but for a class based game like this one, I think it's a decent choice to split up spell choices like they did.

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