Galactic Magic
Classes
Through some cosmic event, you have come to understand the ebb and flow of time to a degree that only a select few can. You manipulate time dexterously—accelerating, slowing, or even reshaping chronologies to suit your needs. The skeins of time are yours to see, and you know how to apply enough pressure to adjust their threads ever so subtly. Your ability to understand the infinite possibilities of time also shaped you into someone capable of altering the material universe through powerful spellcasting, and you can harness temporal paradoxes to foresee the future—and dictate the present—in powerful ways. |
Spells
Drawing upon the Dimension of Time, you speed your steps until your every movement is a blur of motion. | |
You coat the area in conjured acid, which quickly pools on the ground. | |
Dwarves created adamantine shot to turn common ammunition into deadly projectiles with siege and mining potential. | |
You create a molecular bond between objects. | |
You sift through the Akashic Record to view a shadow of the past day’s events that happened. | |
You conjure and attach a cable to an immobile object. | |
You conjure and attach a cable to an immobile object. | |
You install an AI into a vehicle that can control the vehicle in place of an actual pilot. | |
You compose a deadly song that unleashes dissonant chords in a cone-shaped burst in front of you. | |
You attune the target to the surrounding environment. | |
You rewind a living creature’s personal timeline to an earlier point in their life cycle. | |
You attune the target to the surrounding environment. | |
Access a computer, control panel, or other similar digital device protected by a password. | |
Gain bonuses against mind-affecting effects. | |
You weaken the border between one of the outer planes and the area, drawing concentrated planar essence down to the battlefield in beams of volatile energy. | |
You unfetter yourself in time, rapidly performing a variety of actions in the blink of an eye. | |
You rocket the target forward through time, sending them careening across the battlefield. | |
You tweak a creature’s genetic code, altering its environmental adaptations to better suit the surrounding climate. | |
Make a creature seem more imposing and charismatic. | |
Targets gain a morale bonus to saving throws against fear effects and increase bonus provided by covering and harrying fire | |
You forge a telepathic link with a pet, mount, or other creature. | |
You siphon magical energy from a spell, casting dampen spell as a reaction when you observe the triggering spell being cast within range. | |
You launch an opponent’s mind forward in time, forcing them to experience a day’s events in a moment. | |
You accelerate a living opponent’s personal timeline to the end of their natural life cycle. | |
You harness the vibrations in your body and a body you strike. | |
Your speech is audible over long distances. | |
You distract a creature with a sudden illusory noise or image. | |
You overwhelm the target with pleasant visions and thoughts of their home. | |
You instantly copy all data stored on a single computer or secure data module. | |
You tap into the power of two elemental planes, mix their energy together, and then release it around you in a powerful explosion. | |
You transmit your emotions into the surrounding area, allowing you to empathically communicate with others. | |
When the target uses aid another, covering fire, or harrying fire, and succeeds at their attack roll or skill check, they can forgo granting their ally the usual benefit of that action to instead grant alternate benefits. | |
You form a fist of divine energy and thrust it outward, damaging and potentially knocking down your enemies. | |
You reignite the epigenetic processes that shaped the target and alter them, applying different environmental pressures to temporarily awaken dormant potential in the genetic code. | |
Drawing upon the ever-shifting chaos of the Maelstrom, you free the target from the shackles of their form. | |
Drawing upon the ever-shifting chaos of the Maelstrom, you free the target from the shackles of their form. | |
You create an immobile, invisible but hollow cube of force composed of bars or solid walls. | |
You channel rage, despair, or a sense of injustice or oppression into a soul-shaking shriek. | |
A barrier of light, colored as you choose, springs into existence. | |
By manipulating electromagnetic forces acting on your target, you change its movements. | |
You channel visions of a grim future into your target’s mind. | |
You collect energy from major electrical discharges that occur within the area of the spell. | |
You or a targeted creature sprout two vestigial hands that can hold and manipulate objects. | |
Targeted creatures sprout two vestigial hands that can hold and manipulate objects. | |
You conjure a holographic interface you can use to communicate with the target computer. | |
You encase a creature in a block of ice. | |
You manifest an injury from the target’s future or past. | |
You can mentally focus to determine the direction and distance to your hive. | |
You place a magical mark on the target. | |
You place a seal on a creature, possibly preventing it from casting spells, using spell-like abilities, and using supernatural abilities that affect anything other than it. | |
You create a seal that suppresses magic in an area. | |
You learn the approximate measurements of creatures and objects you can observe in the area. | |
The next time the targeted object is used in a way that consumes charges or ammo, the device fails to work. | |
For the duration of the spell, the sounds emitted by the target object or creature can be manipulated along the full sound spectrum. | |
You grant the target a barrier that deflects magic and absorbs supernatural damage. | |
You grant the target a barrier that deflects magic and absorbs supernatural damage. | |
You grant the target a barrier that deflects magic and absorbs supernatural damage. | |
You interpose your will between the casting of a spell and the magical energies powering that spell, preventing it from manifesting in this reality. | |
While you hold the touched object, it transmutes into tools you need for Engineering checks. | |
You focus on your surroundings, from the ground beneath your feet to the skies high above, gaining supernatural insight about your place on the planet. | |
You touch one object and understand the gist of a single data set contained within the object. | |
Drawing upon the order and stability of the lawful outer planes, you stabilize a creature’s form with a touch. | |
Drawing upon the order and stability of the lawful outer planes, you stabilize a creature’s form with a touch. | |
You conjure a volatile string of plasma and lash the target. | |
You ward an area to alert you when creatures enter without your permission. | |
A targeted creature takes damage and is pushed back. | |
You change the appearance of armor and clothing you wear. | |
You fire a beam of radiation at an opponent. | |
Casting this spell grants you and each ally within range sonic resistance 5 and 10 temporary Hit Points. | |
You magically right a creature that’s disoriented while floating in a zero-gravity environment. | |
Through an intense meditative trance, you peer into the past and experience a glimpse of historical events. | |
You transfer a sliver of your consciousness into a vehicle, enabling you to take actions to pilot it remotely. | |
As a reaction after an ally uses a consumable item, you can rewind time to the moment before the item’s use. | |
You unknit the fabric of time and remake it to suit your will. | |
For the duration, you radiate a field of altered gravity. | |
The target gains bonus to Perception checks and blindsight. | |
You peer a split second into the future to line up a perfect shot. | |
You can recover from social blunders and cultural misinterpretations so quickly, as if they never happened. | |
You scream at your opponents, sending your voice rippling through air and water currents. | |
You draw forth a tiny bit of your essence to attack your opponent. | |
You agitate molecules within the surface of the object you touch. | |
This spell connects you and allies in the area on a spiritual level. | |
You attempt to form a miniature star’s core inside your target. | |
An immobile, vertical curtain of glowing, electromagnetically charged gas springs into existence . | |
You momentarily transpose the position of the limbs the target is using to move. | |
A sleeve of ice encases your striking limb. | |
You summon the body of a deceased creature. | |
You create a field of dampening magic. | |
You sift through the threads of this timeline and rearrange them to your liking. | |
You rewind time to a moment of missed opportunity and unleash the damage from a failed attack. | |
You shift positions in your current timeline to avoid damage dealt by an attack. | |
You distort time in the area, forcing it to pass slowly. | |
You immerse a creature in a time loop of your creation. | |
You immerse creatures in a time loop of your creation. | |
You refract latent energy from the Dimension of Time into your current plane in the form of a massive blade. | |
You place a unique magical mark on a creature or object. | |
You presciently react or tug on the strands of fate. | |
You can nudge the universe into undoing the target’s mistakes and allowing the target a second chance. | |
If the target fails the saving throw, nonmagical disguises or face coverings fall away harmlessly, revealing the creature’s face or otherwise showing its real identity. | |
You unravel the magic imbuing a magic item, permanently removing its magical properties. | |
You override the will of another spellcaster, taking control of their spell. | |
The object you touch becomes invisible. | |
You make the object you touch appear to be broken or otherwise worthless. | |
Reaching to worlds beyond, you siphon your foe’s life force as a shared offering to some extraplanar entity. | |
An earthen barrier springs into existence, anchored to surrounding solid surfaces. | |
A billowing wall of dense mist forms in a vertical plane. | |
An icy barrier springs into existence. | |
This spell functions as _wall of fog_, except you can select one side of the wall to give off searing steam. | |
You thrust a wave of mental determination at up to three targets. | |
You burden the targets with all the aches, pains, and sorrows of a lifetime. | |
You confer upon the target sense through (vision) with a range of 60 feet. |
Archetypes
Feats
Prerequisite | |
---|---|
Worship a deity of an alignment within one step of your own alignment (Core Rulebook 25) |
Armor Upgrades
Name | Level | Price | Slots | Armor Type | Capacity | Usage | Bulk | |
---|---|---|---|---|---|---|---|---|
8 | 9,300 | 1 | Heavy, Light, Powered | 20 | 4/minute | L | ||
7 | 1,000 | 1 | Heavy, Powered | - | - | 1 | ||
10 | 18,000 | 1 | Heavy, Powered | 20 | 10 | L | ||
10 | 19,000 | 1 | Heavy, Light, Powered | 3 | 1 | L | ||
18 | 390,600 | 1 | Heavy, Light, Powered | 20 | 1/hour | L | ||
4 | 2,300 | 1 | Heavy, Light, Powered | 20 | Varies | L |
Weapons
Name | Level | Price | Damage | Range | Critical | Bulk | Capacity | Usage | Special | |
---|---|---|---|---|---|---|---|---|---|---|
9 | 13,600 | 2d8 P | 60 ft. | Corrode 1d6 | 1 | 1 Drawn | 1 | Analog, Force, Quick Reload | ||
13 | 40,000 | 4d8 P | 60 ft. | Corrode 2d6 | 1 | 1 Drawn | 1 | Analog, Force, Quick Reload | ||
17 | 363,000 | 7d8 P | 60 ft. | Corrode 3d6 | 1 | 1 Drawn | 1 | Analog, Force, Quick Reload | ||
5 | 3,300 | 1d8 P | 60 ft. | Corrode 1d4 | 1 | 1 Drawn | 1 | Analog, Force, Quick Reload | ||
20 | 0 | 13d12 P | - | Bleed 8d6 | 2 | - | - | Analog |
Weapon Fusions
Name | Level | Description | |
---|---|---|---|
7 | This delicate fusion provides its weapon exceptional balance and lightweight lethality. As a full action, you can make a single attack that deals additional damage equal to your Dexterity bonus to all targets. This fusion can be applied only to small arms or weapons with the operative weapon property. | ||
5 | When attached to an analog ranged weapon, a bending fusion enables you to adjust the weapon’s projectiles mid-flight. Your attacks with the weapon ignore the AC bonus from soft cover provided by one Medium or smaller creature between you and your target. Soft cover provided by additional or larger creatures is unaffected. | ||
7 | A boosting fusion provides its wielder a burst of confidence when delivering powerful blows with the weapon. When you score a critical hit with the weapon, if at least one target of the attack takes damage equal to at least 3 × the weapon’s item level, you recover a number of Stamina Points equal to the weapon’s item level, in addition to the critical hit’s other effects. After you benefit from this fusion, you can’t do so again until you rest for 10 minutes to recover Stamina Points. | ||
2 | A kindred weapon bears the colors, iconography, and other designs of a specific culture. When you purchase or create a kindred weapon fusion, choose up to three creature species, such as humans, ryphorians, and dragonkin. Any attacks made with the weapon veer around creatures of the chosen species, taking a –4 penalty to hit and dealing the attack’s minimum damage to such creatures. These creatures don’t block or impede the weapon’s attacks, granting no soft cover for the attacks and not preventing a weapon with the line weapon special property from attacking creatures farther away from the weapon. | ||
13 | A meltdown weapon can trigger brief but painful nuclear fission reactions within its target’s bodies. When critically hit with the weapon, it causes a fraction of the target’s atoms to split apart and fly from their body (Fortitude negates). If the target fails its save, it becomes nauseated for 1d4 rounds and can attempt another saving throw at the end of each of its turns to end the effect. Whenever the creature fails this Fortitude save, its body emits high radiation in an instantaneous 15-foot-radius burst. Other creatures in that area must succeed at a Fortitude save or become sickened for 1 round; creatures more than 5 feet from the target gain a +2 circumstance bonus to the saving throw. This effect has the pain and poison descriptors. | ||
12 | A sheering weapon has impossibly sharp edges, sports jagged serrations, or sharpens its projectiles upon firing for maximum lethality. When you successfully attack a foe with the weapon and the die’s result is 18 or 19, you can spend 1 Resolve Point to apply one of the following critical hit effects the weapon has to the target, though you don’t double the damage: bleed, severe wound, or wound. Only weapons that deal piercing or slashing damage can benefit from this fusion. | ||
7 | A steady fusion often appears heavily reinforced or bears rocky motifs. It allows you to use your physical power to steady your weapon and make your attacks more dangerous. As a full action, you can make a single ranged attack that deals additional damage equal to your Strength bonus to all targets. This fusion can be applied only to a ranged weapon without the thrown property. | ||
3 | A weapon fitted with a sundering fusion triggers destructive shockwaves in objects it hits, granting glancing blows the forcefulness of direct hits. The weapon gains the sunder weapon special property (Armory 30). Only weapons that deal bludgeoning damage can benefit from this fusion. | ||
5 | A supercharging weapon sometimes crackles with barely contained sparks or glows ominously while operated. Once per day when you use a supercharging weapon’s boost weapon special property, you can activate the fusion to further empower the effect; for each of the boost property’s additional damage dice with a result less than that die’s average result, you treat the die’s result as though it had instead rolled the average result, rounded up (such as treating each 1, 2, or 3 for a d6 as though it were a 4). If the weapon doesn’t have the boost property, the fusion instead gives the weapon the boost property it can use once per day, dealing 1d6 additional damage for every 5 item levels the weapon has. This fusion can be applied only to weapons that use charges. |
Items
Name | Level | Price | Bulk | Hands | Capacity | Usage | |
---|---|---|---|---|---|---|---|
1 | 250 | L | - | - | - | ||
4 | 1,800 | L | - | - | - | ||
8 | 9,250 | - | - | - | - | ||
1 | 250 | - | - | - | - | ||
7 | 6,300 | 1 | - | - | - | ||
1 | 45 | L | - | - | - | ||
7 | 5,800 | - | - | - | - | ||
6 | 4,650 | L | - | - | - | ||
3 | 1,450 | - | - | - | - | ||
2 | 800 | L | - | - | - | ||
3 | 240 | L | - | - | - | ||
2 | 800 | - | - | - | - | ||
7 | 6,500 | - | - | - | - | ||
12 | 36,000 | - | - | - | - | ||
5 | 2,800 | - | - | - | - | ||
5 | 2,600 | L | - | - | - | ||
2 | 820 | 1 | - | - | - | ||
3 | 1,400 | 1 | - | - | - | ||
6 | 4,250 | 1 | - | - | - | ||
4 | 2,000 | 1 | - | - | - | ||
8 | 9,300 | 1 | - | - | - | ||
12 | 35,000 | 1 | - | - | - | ||
14 | 65,500 | - | - | - | - | ||
3 | 1,500 | L | - | - | - | ||
6 | 4,250 | - | - | - | - | ||
11 | 25,000 | - | - | - | - | ||
1 | 175 | - | - | - | - | ||
2 | 750 | L | - | - | - | ||
6 | 4,200 | L | - | - | - | ||
10 | 18,500 | L | - | - | - | ||
2 | 850 | L | - | - | - | ||
8 | 9,600 | L | - | - | - | ||
14 | 75,000 | L | - | - | - | ||
3 | 1,300 | L | - | - | - | ||
9 | 12,500 | L | - | - | - | ||
15 | 105,000 | L | - | - | - | ||
5 | 3,000 | L | - | - | - | ||
11 | 25,500 | L | - | - | - | ||
4 | 2,100 | L | - | - | - | ||
10 | 18,500 | L | - | - | - | ||
16 | 172,000 | L | - | - | - | ||
4 | 350 | L | - | - | - | ||
6 | 3,850 | - | - | - | - | ||
12 | 30,000 | L | - | - | - | ||
5 | 3,200 | L | - | - | - | ||
4 | 2,000 | - | - | - | - | ||
8 | 2,500 | L | - | - | - | ||
3 | 500 | L | - | - | - | ||
3 | 650 | L | - | - | - | ||
8 | 3,800 | L | - | - | - | ||
3 | 800 | L | - | - | - | ||
5 | 1,100 | L | - | - | - | ||
6 | 4,300 | L | - | - | - | ||
6 | 675 | L | - | - | - | ||
2 | 755 | L | - | - | - | ||
5 | 3,100 | L | - | - | - | ||
9 | 13,200 | L | - | - | - | ||
13 | 50,500 | L | - | - | - | ||
20 | 0 | L | - | - | - | ||
3 | 1,435 | L | - | - | - | ||
8 | 9,850 | L | - | - | - | ||
14 | 74,500 | L | - | - | - | ||
19 | 585,000 | L | - | - | - | ||
3 | 1,300 | L | - | - | - | ||
7 | 6,000 | L | - | - | - | ||
11 | 24,000 | L | - | - | - | ||
15 | 102,000 | L | - | - | - | ||
10 | 5,000 | - | - | - | - | ||
16 | 30,000 | - | - | - | - | ||
2 | 800 | 1 | - | - | - | ||
16 | 210,000 | - | - | - | - | ||
7 | 6,500 | - | - | - | - | ||
1 | 120 | 1 | - | - | - | ||
1 | 185 | 1 | - | - | - | ||
1 | 25 | - | - | - | - | ||
2 | 100 | - | - | - | - | ||
4 | 300 | - | - | - | - | ||
7 | 850 | - | - | - | - | ||
10 | 2,550 | - | - | - | - | ||
13 | 7,000 | - | - | - | - | ||
16 | 22,000 | - | - | - | - | ||
1 | 145 | 1 | - | - | - | ||
8 | 10,000 | L | - | - | - | ||
20 | 0 | 8 | - | - | - | ||
1 | 375 | L | - | - | - | ||
3 | 255 | - | - | - | - | ||
6 | 630 | - | - | - | - | ||
9 | 2,000 | - | - | - | - |
Rituals
Name | Ritual Level | Assistants | Round Length | Script | |
---|---|---|---|---|---|
5 | 3 | 1 hour | Prepare The Area (Mysticism; Failure), Sacrifice (1 Resolve Point), Invoke Entity (Will; Fatigued, Retry), Sacrifice (Items worth 1,000 credits) | ||
2 | Any | 1 day | Sacrifice (Incense and offerings worth 2,000 credits), Prepare The Area (Mysticism; Retry), Invoke Entity (Will; Damage, Failure) | ||
4 | None | 1 minute | Open The Way (Computers; Dazed for 1 minute, Failure), Shape Power (Mysticism; Electricity Damage, Retry), Speak The Name (Will; Dazed for 1 minute), Release Power (Computers; Failure) | ||
6 | Any | 1 day | Prepare The Area (Engineering or Mysticism; Failure), Gather Power (Mysticism; Dazed for 1 hour, Failure), Shape Power (Engineering or Mysticism; Fatigued, Retry), Release Power (Mysticism; Electricity Damage, Retry), Open The Way (Will; The gate opens to a random location for a random duration, both determined by the GM) | ||
1 | None | 1 hour | Speak The Name (The names of the two individuals being bonded) | ||
3 | None | 1 hour | Prepare The Area (Items), Gather Power (Computers; Fatigued, Retry), Open The Way (Will; Electricity Damage, Failure) | ||
4 | Any | 1 hour | Prepare The Area (Mysticism; Failure), Invoke Entity (Will; Damage, Failure), Sacrifice (Items and Resolve), Speak The Name (The individual being reincarnated) | ||
1 | 1 | 10 minutes | Open The Way (Fortitude; Damage, Failure) | ||
2 | 2 | 10 minutes | Open The Way (Fortitude; Damage, Failure) | ||
3 | 3 | 10 minutes | Sacrifice (Items), Open The Way (Fortitude; Damage, Failure) | ||
4 | 4 | 10 minutes | Sacrifice (Items), Open The Way (Fortitude; Damage, Failure) | ||
5 | 5 | 10 minutes | Sacrifice (Items), Gather Power (Mysticism; Damage, Retry), Open The Way (Fortitude; Damage, Failure) | ||
6 | 6 | 10 minutes | Sacrifice (Items), Gather Power (Mysticism; Damage, Retry), Open The Way (Fortitude; Damage, Failure) |
NPC Class Grafts
Through some cosmic event, you have come to understand the ebb and flow of time to a degree that only a select few can. |
Starfinder Core Rulebook © 2017, Paizo Inc.; Authors: Logan Bonner, Jason Bulmahn, Amanda Hamon Kunz, Jason Keeley, Robert G. McCreary, Stephen Radney-MacFarland, Mark Seifter, Owen K.C. Stephens, and James L. Sutter, with Alexander Augunas, Judy Bauer, John Compton, Adam Daigle, Crystal Frasier, Lissa Guillet, Thurston Hillman, Erik Mona, Mark Moreland, Jessica Price, F. Wesley Schneider, Amber E. Scott, and Josh Vogt.
Starfinder Galactic Magic © 2021, Paizo Inc.; Authors: Kate Baker, Rigby Bendele, Matthew Carruthers, Jessica Catalan, John Compton, John Godek, Thurston Hillman, Joan Hong, James Jacobs, Jenny Jarzabski, Joshua Kim, Ron Lundeen, Dennis Muldoon, Ianara Natividad, Genevieve Rudat Olejnik, Emily Parks, Pamela Punzalan, Jessica Redekop, Mikhail Rekun, Paul Scofield, Sen.H.H.S., Shay Snow, Kendra Leigh Speedling, Calliope Lee Taylor, Jason Tondro, and Nate Wright.