Magic Officer Actions

As a magic officer, you can take any of the following actions, depending on your ranks in the Mysticism skill. (Note that the Mystic Haze and Psychic Currents actions both require a minimum number of ranks in Mysticism to perform.) These actions can be taken only during the engineering phase. If your starship has an arcane laboratory, you gain a +2 bonus to Mysticism checks to perform any of these actions. Unless otherwise noted, each action can be performed only once per round, no matter how many magic officers are on a starship.

Source

Character Operations Manual pg. 148

Related Pages

Critical Effects

You augment a starship weapon with a burst of your personal magic in much the same way that weapon fusions augment personal-scale weapons. Such an effort is considerable, and the magic lasts for only a single attack before it fizzles and the starship weapon returns to its normal functionality. Choose one weapon on your starship to augment and attempt a Mysticism check (DC = 10 + 1-1/2 × your starship’s tier). If you succeed, the gunner treats the range of that weapon as 5 hexes longer than normal. This does not work for weapons with the point special property.

Source

Character Operations Manual pg. 146

You use your supernatural senses and a spark of divination magic to see opponents’ motion before it happens, giving you just a split second to shout a warning to your ship’s pilot. Attempt a Mysticism check (DC = 10 + 1-1/2 × your starship’s tier). On a success, you grant the pilot a +2 circumstance bonus to their Piloting check at the beginning of the helm phase to determine piloting order.

Source

Character Operations Manual pg. 146

You employ a substantial form of divination, such as dealing from a digital harrow deck, reading the future by interpreting the splatter of leaking coolant on your ship, or visually scanning the readouts of your starship’s myriad screens to pull deeper and predictive meaning from the lights and sounds around you. This functions as the scan science officer action, but you attempt a Mysticism check instead of a Computers check. For information about the effects of a successful scan action, see page 325 of the Core Rulebook.

Source

Character Operations Manual pg. 146

If you have at least 6 ranks in Mysticism, you can spend 1 Resolve Point and attempt a Mysticism check (DC = 15 + 1-1/2 × your starship’s tier); if you succeed, you call forth a magical burst of static to block your enemy’s view. This obscuring field garbles your opponent’s sensors and hinders their ability to gain information about your ship’s defenses and positioning, providing your starship a +1 enhancement bonus to AC until the end of the next round. In addition, the increased interference means all science officers on the opposing starship taking the scan or lock on actions before the end of the next round must roll twice for their checks and use the worse result.

Source

Character Operations Manual pg. 146

If you have at least 12 ranks in Mysticism, you can spend 1 Resolve Point and attempt a Mysticism check (DC = 20 + 1-1/2 × your starship’s tier) to manipulate mysterious, invisible forces in the void of space, expanding and contracting the basic physics around your own vessel and altering how your starship can negotiate the confines of physical space-time. On a successful check, reduce your starship’s minimum distance between turns by 1 (to a minimum of 0) for that round.

Source

Character Operations Manual pg. 146

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