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Published by Dragoonmk3, 2023-05-19 23:43:11

Starfinder Galactic Magic

Starfinder Galactic Magic

paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733920 20733920 20733920 4431649 4431649 4431649 MAGICAL FACTIONS Magic-users call upon incredible power to accomplish their goals, but even skilled spellcasters can benefit from a collective of like-minded individuals. A magical faction, at its simplest, is a community. What sets each society apart are its objectives and how it uses its communal power to accomplish them. A spellcaster can leave an indelible mark on the fabric of reality, and a group of such individuals even more so. 148 THE MAGICAL GALAXY AKASHIC SOCIETY The Akashic Society values all knowledge in the multiverse and wants that knowledge laid bare for all who need it. Although many members are mystics with the akashic connection, including the society’s lead scholar and spokesperson, Ilna Kashisha (N female damaya lashunta mystic), this collective welcomes all sorts of free-information activists, including precog scholars, witchwarper explorers, and hacker technomancers. Society holdings include eclectic libraries that facilitate physical and psychic research, as well as expert guidance to the public for various fees. Society members have an endless hunger for knowledge, a desire to defeat ignorance, and a willingness to go outside traditional means to do both. This relentless drive to catalog, record, and disseminate information stems from horror at the losses of the Gap. To forestall another such event, the society keeps massive records with redundant backups in multiple locations, including extradimensional spaces. This effort may seem futile, since the Akashic Record itself gives little insight into the Gap and the damage it caused to the galaxy’s knowledge base, but a massive, decentralized repository of learning has merits beyond the hope that motivates some society members. A significant subset of the society’s members are information anarchists, although the mainstream face disavows such actors. The society has been implicated in multiple high-profile thefts or attempted thefts of data, art, and other cultural items. Such heists are typically bloodless and involve duplicating originals and leaving them behind. In some cases, data subsequently appears on various infosphere sites, changing legal cases, quelling conspiracy theories and superstitions, and disseminating secrets such as patents to the public. Detectives assigned to these cases have uncovered a pattern interspersed in these raids: These apparent society radicals steal magical formulas, hybrid materials research, and hybrid shielding technology, including psychic shielding. Chatter on deep-infosphere sites suggests the building of an extraplanar psychic vault capable of enduring another Gap. BICAMERALISTS What began as an offshoot order of solarian monasticism has become far stranger. Dozens of monks—mostly solarians— spent years in meditation with magical and technological channels connecting them, pondering the balance of creation and dissolution. Pushing beyond the boundaries of ethics and ritual magic, this group either made some profound discovery or experienced an unknown mishap, and it broke them. Their minds merged into the Hegemon: a unified consciousness bent on attaining long-sought balance, executed through the obedient bodies of the founding disciples. The raw power of this union created two distinct chambers of thought within the group mind. One chamber espouses the entropy and dissolution that leads to creation and growth. The other embraces preservation and order as the way forward. Only one chamber takes the fore in the Hegemon at a time, during which time the order works to execute that chamber’s vision of galactic harmony. However, the dominant and suppressed chambers seem unaware of what each other is thinking, for paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733920 20733920 20733920 4431649 4431649 4431649


paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733921 20733921 20733921 4431650 4431650 4431650 MAGICAL FACTIONS 149 GALACTIC MAGIC GEAR SPELLS FAITHS THE MAGICAL GALAXY CLASSES OVERVIEW 5 MAGICAL FACTIONS when control swaps to a different chamber, it scrambles to identify and avert whatever plans its counterpart set in motion. The chambers recently became aware of each other’s existence, and they now work to hide their projects from each other to achieve and preserve their often-contradictory agendas. The Hegemon controls dozens of acolytes whose minds all contribute to the collective consciousness, receiving stimuli and issuing commands at instantaneous speeds across the galaxy. Although the overmind sees to the acolytes’ basic needs, the bodies are slowly dying from age and attrition, driving a need for new recruits. The Bicameralists include many free-willed members in their order, and the majority seek the unified mind’s wisdom in understanding solarian philosophies and magical arts through its dualistic enlightenment. The brightest sometimes attain supernatural epiphanies, though skeptics posit these disciples commune too deeply with the Hegemon and accidentally become incorporated into its psyche. ELDRITCH GAMES LEAGUE Several companies in the Pact Worlds bring magical competition, sports, and entertainment to the masses, but few are as influential and economically powerful as the Eldritch Games League (also known as EGL or “The Eagle,” inspiring its phoenix-like logo). The EGL is a media and merchandising conglomerate that scours the galaxy for exciting magical sports events and competitions to bring to viewers. League scouts periodically lurk in obscure worlds’ sports arenas to identify new magical sports, often hiring whole communities of established athletes to compete under yearslong contracts with the EGL label. The league owns various properties popular in the Pact Worlds and beyond. The Chimerical Fighting Championship (CFC), over-the-top wrestling mixed with illusion, broadcasts from Chroma on the Burning Archipelago. Summoner Showdown, part reality show and part battle royal with conjured beasts, transmits from Castrovel and Triaxus. Bagthar’s Tower is a unique team-play escape-room and adventure simulator that uses myriad Pact Worlds sites. Spell Bowl is a knockoff of the popular brutaris sport, played with magic, hybrid tech, and magically augmented playing arenas. For all its explosive action and spectacle, EGL prides itself on keeping its participants safe. The EGL charter doesn’t allow the league to have interests in blood sports or prurient entertainment, and most EGL events have standards for ensuring clean fun and accessibility for viewers of all ages. In part, this policy is a marketing angle to sell tickets, spin-off entertainment, and merchandise to as wide an audience as possible, but it has its roots in the vision of the league’s original founders, who wanted to depict magic as appealing and safe. The EGL is a public corporation responsible in part to shareholders. Through the years, board members have argued that eschewing violent and lascivious content runs counter to fiduciary responsibility. As EGL eyes the lucrative Veskarium markets, the pressure for violent content escalates, even as the company adheres to its founding values—at least for now. ESSENTIAL MAGICS A leading magic placement firm, Essential Magics (EM) serves as a freelance spellcaster networking service, offering an array of industrial, medical, military, and scientific contractors with magical skills. A publicly traded company, Essential Magics spends an impressive share of its revenue on advertising throughout the Pact Worlds and several other systems. It also takes a larger agency percentage from its employees than other firms, although Essential Magics pays its staff—and charges clients—a premium. Essential Magics started as a private military firm, emphasizing magical combat, counterintelligence, and defense, competing with other mercenary companies. EM contractors worked extensively during the Silent War, though the company now deemphasizes its earlier activity to distance itself from alleged and unresolved war crimes attributed to EM mercs on Veskarian soil. Occasionally, videos circulate showing black-clad figures bearing the EM logo wielding destructive magic to obliterate Veskarium soldiers and bystanders alike. But the Silent War and EM’s old board of directors are decades in the past, and the company has endeavored to brush its old controversies under the rug while reforming its reputation with expanded services in civilian fields and ongoing assistance against the Swarm. The company hires out exceptional mages on contract, offering team packages that allow clients to hire a coordinated group or whole squads of specialists for specific tasks. EM competes fiercely against similar firms, offering “ethical but non-ideological services,” a dig at outfits such as the Skyfire Legion. The company also uses its influence to bid low on government contracts, and lobby for more privatization and freemarket employment laws, a move that enhances its own business at the cost of small-time operators’ incomes. Thanks to this business activism, freelance adventurers have a complex relationship with EM, both considering it a reliable patron while also coming to blows with EM agents in the field when the firm attempts to snatch up contracts and objectives. GUARDIAN TREE Guardian Tree, a small, secretive group named after a symbol of the natural order, holds sacred its duty to locate and contain aberrant and dangerous magic, especially from outside the Pact Worlds, Veskarium, or Material Plane. This mandate focuses on aberrations and Dark Tapestry beings, but it also includes any magical threats from menacing locales like Aucturn and unknown stretches of the Vast. Guardian Tree originated shortly after the Gap, with its members believing the Gap represented some attack on reality’s fabric by Outer Gods. Although founded on this unsubstantiated hypothesis, the group swiftly broadened its mission as it recruited from and protected communities devastated by the ensuing chaos. Guardian Tree operations are divided into local branches, commonly led by experienced diviners known as rootsages who monitor their respective branches’ missions and maintain paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733921 20733921 20733921 4431650 4431650 4431650


paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733922 20733922 20733922 4431651 4431651 4431651 150 THE MAGICAL GALAXY supernatural sensors to track aberrant activity. Intense recruitment standards discourage any but the most dedicated disciples, all of whom are expected to serve the Guardian Tree for life. Members most often patrol their branch’s territories, though rootsages periodically encourage their agents to wander the galaxy like knights errant, providing their order’s sanctuary and purifying violence wherever needed. Those who wish to retire nonetheless maintain an advisory role, typically recruiting and mentoring promising candidates. Although Guardian Tree prefers to work within the law and official authority, it doesn’t let such niceties stand in its way. It cites past successes and specialized knowledge as incontestable credentials to justify intervention, and the decentralized leadership and minimal official dogma allow each branch to develop its own rules and moral perspectives to guide its actions. The combination of decisive action, variable ethics, and overlapping niches makes the Guardian Tree a difficult neighbor for the Xenowardens, as the two organizations as often collaborate against common enemies as they clash over how best to preserve the galaxy’s natural beauty. Too often, the Guardian Tree advocates absolute destruction for compromised environments rather than risking some abomination’s spread by taking more targeted action. INTEGRATED FUTURE FRONT A loose democratic organization of mages, mostly precogs and witchwarpers, the Integrated Future Front (IFF) uses magic to bring about a perfect future reality. Some misstep or unforeseen occurrence in a large-scale peace ritual hurled the founders’ perceptions into another reality, where they glimpsed a glorious universe free of war, hunger, strife, or suffering. The insights were brief, yet the seers came away with clear revelations regarding myriad places within the Pact Worlds and beyond. The unnamed participants recorded what they saw, compared notes, and compiled the Integrated Future Manifesto, a multimedia omnibus that chronicles the common vision, notes disparities, and speculates on the meaning of all this information. Subsequent visionaries have contributed their own supernatural premonitions of this sacred alternate reality, creating a bloated record of what-ifs and apocrypha. Initially, the IFF coalesced to record and understand these divinations, functioning more as a social club for conspiracy theorists than any practical organization. Most members are well-intentioned enthusiasts and oddballs who digest the IFF’s theories more as a hobby. However, the movement has developed a more fanatical following with a more urgent goal over the years: actualization. To these adherents, Integrated Future Manifesto isn’t a curiosity, but a roadmap. If the discrepancies between the envisioned universe and this mediocre reality can be made identical, then all the utopian delights from the desired universe will follow. For example, if a vision showed a specific park in Castrovel having purple grass rather than a green lawn, then making that grass purple is one critical step in the greater mission. As a result, IFF advocates sometimes pull outwardly inane pranks, public art projects, and community initiatives to realize these more innocuous changes. However, where the visions suggest that a world leader should already be dead or a famous building should face a different direction, the IFF sometimes orchestrates heists and assassinations to correct what they consider cosmic imbalances. The decentralized nature of the IFF means some criminal or terrorist acts might be attributable to this group, which doesn’t aim to win hearts or minds, but to create an idyllic future. paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733922 20733922 20733922 4431651 4431651 4431651


paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733923 20733923 20733923 4431652 4431652 4431652 151 GALACTIC MAGIC GEAR SPELLS FAITHS THE MAGICAL GALAXY CLASSES OVERVIEW 5 MAGICAL FACTIONS ORDER OF THE GATE One of principal Hellknight orders, the Order of the Gate seeks to prevent crime and other atrocities, especially those that might sow further chaos and dissolution. The order operates from a base ship called Citadel Enferac, commanded by Lictor Dimurgsa “the Eye” Inoznid (LN male vesk precog), who took over after previous leadership perished in the Swarm War. Much of the order’s work occurs in secret deep within this roving fortress. Diviners and precogs, true adherents to the order and the virtue of law, use their magic to witness high crimes before they happen and analyze the possibilities and probabilities of the predicted event. If warranted, authorities in the citadel dispatch a crimson-cloaked Hellknight team to prevent those involved from carrying out the anticipated act. The details of these divinations are kept a careful secret— especially vexing considering how accurate and far reaching they can be compared to conventional magic, even if the order’s foresight is hardly perfect. The Hellknights know the more mysterious their methods, the more fearful the order appears to others. Even other Hellknight orders fear the arrival of agents from the Order of the Gate, which can herald a purge of corruption within an order. Although the order operates with a grim evenhandedness, its mysterious techniques and unsolicited interventions cause contention. Citizens and law-enforcement officials decry the order’s arrogation of this authority, insisting the Hellknights have no right to act on the mere possibility of a crime. A few go so far as to say the order itself is criminal for punishing nonexistent transgressions. Criminal organizations that understand the order’s motives and methods use creative measures to evade detection, magically segmenting plans among members so no one has a full understanding of the big picture. Activists cite the order’s quelling of populist uprisings against tyranny as examples of its lack of authority and true justice. Order operatives have successfully disrupted terrorist cells and extensive criminal actions. Publicity after these successes has led some to see the Order of the Gate in a positive light. Media depicting order knights as uncanny heroes exists in several modes and networks, and the order receives a cut. These books and shows include darker Hellknight practices, such as using summoned devils as combatants, but they only speculate about how the order comes to its conclusions. Conspiracy theories abound about extraplanar aid among outside observers. Most conclude that the order relies on extraplanar entities (or one such entity) for its predictions, though whether those allies are fiends, celestials, or something else entirely depends on the theorist’s biases. SCRUTINEERS A Scrutineer might describe their group as a disparate crew of collectors, explorers, and investigators of the paranormal with a rich oral history and tradition that started centuries ago. Their organization’s development parallels that of the Starfinder Society, and at first glance, the Scrutineers seem a copycat operation that focuses more on magical discovery than on the Society’s broader exploration agenda. Both venture into the unknown and return with tales of derring-do and more than a few souvenirs, yet the Scrutineers positively revel in thrill-seeking, with some critics considering them a death cult masquerading as an exploration guild. It’s true that many expeditions mounted under the Scrutineer banner fail to return, driving profligate funerals where the dead receive the organization’s highest awards. However, Scrutineers also maintain fantastic museums; they front and pay for their private halls, where they celebrate successes and lionize lost comrades. However, it’s what the Scrutineers find and choose not to display that worries some authorities. The Scrutineers recruit primarily by invitation, with members approaching magical daredevils who have performed and survived some reckless feat of thaumaturgy. Truly driven applicants sometimes contact the Scrutineers before attempting a stunt, ensuring that the organization witnesses their bravery. XENOWARDENS Xenowardens protect the galactic natural order. Their appointed leader, Greenspeaker Alca Gabrio, leads the push to shield planets from carelessness, colonization, greed, war, and other factors. When that fails, the often zealous Xenowardens work to restore that which has been damaged or destroyed and, sometimes, castigate those responsible. Xenowarden leadership keeps watch for the discovery of new systems, expansion in known ones, and the movement of bad actors, such as EJ Corp. Xenowardens use espionage, magic, and technology to maintain and distribute this intelligence, usually under the purview of special operations units of the Greenguards or Wildknights. In various civilizations related to the Pact Worlds, Xenowardens keep watch, hoping to head off imbalance before it occurs. When intervention or interdiction fails, they seek to repair the damage. A division of the Xenowardens called the Wildtenders has long existed in some form. It came into more organization and prominence as the Xenowardens worked to restore flora, fauna, and habitats damaged during the Silent War. Wildtenders also helped repair environments wrecked during the battle against the Swarm, while other Xenowardens supported and fought alongside allied forces in the fight against the common enemy. The mandate of the Wildtenders has expanded over the years, and now part of their tending involves educational outreach and public works. Permanent enclaves of Xenowardens on various worlds often fall under the Wildtenders’ authority. They engage in positive nongovernmental action to show people how to joyfully live in accord and engaged with their biosphere. Magic plays a role in these programs and services, with Xenowardens helping farmers and researchers, as well as people who want to live in balance with nature. Through such social programs, the Xenowardens recruit members with promises of natural connection, exploration, and green magic and tech. Most who learn magic or other skills from the Xenowardens start their education in Wildtender communities. Wildtenders also facilitate Xenowarden economic power in the hybrid tech and biotech sectors. This situation allows Xenowardens to foment social pressure for change, leveraging political capital (popularity) and commercial clout. paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733923 20733923 20733923 4431652 4431652 4431652


paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733924 20733924 20733924 4431653 4431653 4431653 MAGICAL PHENOMENA Astronomical phenomena like black holes, wormholes, and dark matter are largely the domain of science. Yet in sufficient quantities, magic can influence or even create planets, suns, planetary systems, and other cosmic bodies. Mages and scientists seek to explain these astrometaphysical phenomena, yet magic defies physical law and scientific principles, making this an ever-evolving field. 152 THE MAGICAL GALAXY ALIGNMENT SINGULARITIES Morality has no intrinsic mass. However, rare expanses of space contain phenomena which mortals can only comprehend as moral singularities. Here, an alignment’s influence becomes so dense that it forms a “black hole,” which disrupts, overwhelms and even absorbs other qualities and beliefs. These singularities stem from no obvious origin, though many likely began with intrusion from some Outer Plane before gathering enough errant sentimentality to become self-sustaining. Most such singularities embody one alignment, but some mix several, creating either a blend of two axes (like chaos and good) or creating a self-loathing swirl of opposing ideals (like a good-evil singularity). These phenomena often create other cosmic bodies, such as eldritch clouds (page 153). Detecting these disturbances often requires a combination of magical and technological sensors, which puts crews without a magic officer at a disadvantage. Otherwise, a singularity might be detected only through its effect on a starship’s crew, as the phenomenon draws its corresponding ethos to the surface of nearby creatures. This effect mounts until the creatures reach the event horizon, where those who skirt that edge often experience one of two results. Sometimes, the creatures’ alignments irrevocably shift to match the singularity, leading them to emerge as diehard adherents. Equally often, the phenomenon tears its corresponding aligned essence from the affected creatures, leaving behind traumatized survivors whose new alignments represent the singularity’s opposite. In this way, a good-aligned singularity might feast on mortals’ goodwill, expelling only sadistic creatures who can no longer comprehend kindness, while some evil singularities drain the cruelty from even the most cold-hearted scoundrel. Those who fully cross the event horizon almost always die, their matter transformed by the overwhelming ethical mass into raw philosophical particles. Law When approaching a law singularity, crew members feel themselves driven to fill their roles, get along, and obey rules, even unspoken ones. Things get cleaned, put in order, and repaired to standards. The first sign of something amiss comes when even the unruliest crew members start playing by the rules. As effects increase, repetitive or obsessive behaviors begin to emerge, and innovation decreases. As the event horizon of law nears, objects shift to axiomatic forms, conforming to conceptual ideals without changing function. Across the event horizon, cold order takes hold, manifested as a homogeneous subatomic soup. Chaos At the edges, chaos singularities cause a disintegration of order, including pranks, assertion of personal preferences, and the subtle twisting of orders. This situation can easily devolve into divisiveness, rebellion, and selfishness. As the event horizon approaches, disorder and whim reign, hygiene fades, devices fail, and materials corrode as the laws of physics become whimsically malleable. Crossing the event horizon causes the breakdown of all relationships, followed by the disintegration of matter into a tempest of particles. Good Moving toward a black hole of goodness is characterized by progressively selfless acts for increasingly trivial affairs. Those who realize a problem exists have little trouble acting for everyone’s benefit. As the event horizon approaches, the crew becomes paralyzed with blissful altruism, each refusing to burden others with their troubles. Objects develop pleasant luminescence and seem to function with a reflexive helpfulness, although dangerous technologies like weapons might prove less lethal or inflict pleasant outcomes when operated. Across the event horizon, everything bursts into radiance that becomes only a harmonious vibration. Evil Growing selfishness and cruelty mark the edge of an evil singularity. This aberrant behavior starts passively, such as a desire to get the better of others, gain status, or hoard resources, along with refusal to accept responsibility. This malevolence grows into enjoying the suffering of others and unprovoked violence. The hue of objects takes on a grim aspect, and they gain harmful properties, such as sharper surfaces or features with no purpose other than to cause harm. At the event horizon, matter often stretches into cold darkness and disintegrates into dissonant tones before snuffing out. Neutral Neutral singularities can be the most dangerous; their proximity infuses sentient beings with apathy. The process starts with disinterest and grows into passivity. Color fades from the environment, and objects slowly grow dull and difficult to distinguish. Indifference in the crew gives way to lethargy and, finally, torpor. Crossing the event horizon traps all matter, energy, and consciousness in stasis, typically freed only if the singularity encounters another mass of aligned energy that can shake the millennia-frozen beings from their sleep. paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733924 20733924 20733924 4431653 4431653 4431653


paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733925 20733925 20733925 4431654 4431654 4431654 MAGICAL PHENOMENA 153 GALACTIC MAGIC GEAR SPELLS FAITHS THE MAGICAL GALAXY CLASSES OVERVIEW 5 MAGICAL PHENOMENA DRIFT THINNING Armadas often link starships and travel the Drift as a group, ensuring the fleet arrives together for maximum impact. Such mass jumps or arrivals can leave regions of scarred space in a phenomenon called Drift thinning, which can spread from the initial damage to cover a vast region. The damage heals over time, shrinking from the outer reaches inward. To the senses, Drift thinning manifests as off-white, ephemeral threads that phase in and out of the area, creating a faint visual static, whereas sensors detect Drift thinning as an electromagnetic effect. In some cases, Drift thinning inhibits Drift travel or causes Drift engines to break, as if the plane itself can sense something wrong and bars access. In lesser examples, the phenomenon can extend Drift travel times into and out of the region, or cause starships to exit unexpectedly. Mystics of Triune once petitioned their patron for an explanation of Drift thinning, and the All Code’s response was simply, “Reported Defect>> Intended Effect==1.” ELDRITCH CLOUDS Extraplanar materials—especially from elemental planes or energy planes—sometimes leak into outer space on the Material Plane. These clusters of matter follow Material Plane physical laws, forming nebulae or accretion disks in larger quantities. An accretion disk might surround a normal astronomical object and react to its gravity. Other disks or clouds collect around other magical phenomena, such as alignment singularities or planar bubbles floating in the void. Near the outer edge, these clouds give way to interstellar space, but the farther one travels within, the more like another plane the region might become. Some of these are perfectly habitable, with the plane’s native creatures not knowing they’ve been relocated. Permanent gates to other planes might exist at eldritch clouds’ centers, with some portals functioning as wormgates (page 155). Primal magical energy and matter can also comprise eldritch clouds. These areas often contain readily morphic mass that reshapes to suit the will of sapient beings, sometimes even responding to stray emotions and unconscious fancies. As a result, ideas, dreams, nightmares, and random spell effects can manifest in some such regions, including on structures and within starships traveling through such clouds. Raw eldritch clouds, including some that leaked from the First World, are also magically shapable, reacting strongly to magic abilities, items, and spells used within them. Magic used in eldritch clouds can have unexpected and sometimes disastrous effects, replicating the effects of a wonder grenade (Armory 127). The magical material in raw eldritch clouds can be harvested, often being refined into spell components or rare parts for hybrid items. While lucrative, this mining is dangerous work that’s only recently become well-known thanks to the popular docudrama Mystical Miners, which plays up the unpredictable perils of extracting the increasingly expensive matter. paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733925 20733925 20733925 4431654 4431654 4431654


paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733926 20733926 20733926 4431655 4431655 4431655 154 THE MAGICAL GALAXY INTERGALACTIC VOID Travel between galaxies would take such extraordinary time and technology that no substantial and successful forays are well-known, though many explorers have tried and turned back. The experience is often etched into these intrepid souls, leaving them traumatized. Many exhibit paranoia, with interviews eliciting references to “the voices” and “the eyes.” Recordings brought back rarely show evidence of these entities, but witnesses insist they’ve captured a sound or image of things they have a hard time describing. The consensus that exists among survivors’ descriptions is some aberrant force drove them back and might even prey on those who venture too far. The survivors often retire to star systems close to the galactic core—especially tidally locked worlds’ sunward sides— endeavoring to escape whatever lies beyond. LIVING WORLDS Beings the size and shape of other astronomical objects like planetoids or gas giants often have magical origins. Evolution rarely applies to such a being. Instead, each has a unique origin rooted in events such as divine intervention, remarkable feats of hybrid macroengineering, or spontaneous formation, with most not knowing their own origins. Some living worlds have only a reactive consciousness, while others are more aware with power that rivals demigods. Arquand, a sentient world in the Vast, supports flora and fauna that are extensions of its planetary awareness. The planet reacts to the unconscious needs, thoughts, dreams, and desires of its life forms, which can have dire consequences for visitors. Those who mistreat Arquand’s flora and fauna often perish when the surviving organisms develop new abilities to counteract the mistreatment and seek revenge. Dornola, a rogue world that travels the Vast with a Drift beacon in tow, is sapient. Stellar motes (like those that accompany solarians) travel her atmosphere and sustain surface life. Despite lacking sapient life, she understands the nature of the strange, minuscule beings that visit her in their starfaring vessels, and she periodically shares telepathic wisdom. She tolerates no injury and can quickly annihilate rude or aggressive creatures through a variety of supernatural powers. METASTARS Many astrometaphysical phenomena form from the uncontrolled expulsion of planar material. When the outward force of these extrusions or explosions diminishes, Material Plane physics take over, causing the most massive ejecta to eventually collapse and trigger spontaneous fusion, birthing a metastar. Raw magic, primal elements, astral material, and similar matter can collapse in this way. These metastars don’t perform standard atomic fusion but instead compress, warp, and transform quintessence into various phases and forms, releasing light and magical radiation in the process. Scholars have recorded brightly boiling stars of eldritch water, ectoplasmic ethereal ghost stars, astral stars of burning silver mist, and many other variations. These can attract and support equally strange planets, astronomical objects, and even life. Over a decade ago, the Starfinder Society located a metastar in the Vast. Named the Locus, this metastar bathes its odd planetary system in energies giving rise to improbable life and physical formations. Several years ago, a scientific venture established a space station in the Locus system to study it, known as Locus-1. NULL-SPACE BREACHES Civilizations have long used magically harnessed extradimensional space to handle storage needs. Null-space hybrid technology recently made this magic more accessible and stable, making it harder to catastrophically breach. But, especially in older devices, null-space technologies can eventually degrade and fail, causing their extradimensional spaces to explode. Philosophers once thought contents from burst extradimensional spaces spewed into the Astral Plane. That’s true, but the vicissitudes of magic mean other outcomes are possible. Breaches can open reciprocal holes in any plane, catapulting troves of stored items (some ancient) into bizarre places. Beings lost in these extradimensional mishaps commonly perish, sometimes resulting in spontaneously animated undead that haunt these lost hoards. Creatures that survive the event might be truly powerful or experience magical mutations from their journeys. Usually, null-space failures cause a brief pop before reality seals the wound. Some breaks, however, especially for larger null-space containers, steadily grow rather than close. Such breaches can stretch wide enough for starships to enter by mistake, depositing travelers into another plane or allowing that plane’s residents to stumble through in the opposite direction. PARANORMAL TRAVELERS Like comets made of crystallized magic rather than ice, a paranormal traveler is visible as a glowing object that gains a tail in the ionizing solar winds of a star. Paranormal travelers orbit other astronomical objects, bringing waves of psychic resonance or magical energy with them. Some function as permanent phantasmic transitory bursts (page 155), while others bathe worlds in magic or specific forms of eldritch energy. A potent paranormal traveler moving close enough to a world can temporarily raise the world’s magic level or change the emotions of everyone there. Paranormal travelers’ origins are somewhat murky, with most seeming to form from immense psychic or magical events. The death of a planet might form such an object as the emotions of its dying lifeforms congeal into this hurtling body that carries despair and necromancy wherever it flies. Planet- or system-wide joy can create the opposite, a traveler that uplifts and inspires it passes. A traveler might also form if one plane leaks into another, evoking the nature of the plane much like an alignment singularity or eldritch cloud. Paranormal travelers can display mysterious attractions, briefly adjusting their orbits to approach or evade other magical concentrations with similar essences. Mysteriously, most return to their normal orbit after this detour, as if their curiosities have been sated. paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733926 20733926 20733926 4431655 4431655 4431655


paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733927 20733927 20733927 4431656 4431656 4431656 155 GALACTIC MAGIC GEAR SPELLS FAITHS THE MAGICAL GALAXY CLASSES OVERVIEW 5 MAGICAL PHENOMENA PHANTASMIC TRANSITORY BURSTS Across the galaxy, millions of magical incidents happen every second, from two errant spells colliding in deep space to a technomancer lighting a candle with token spell. Especially powerful rituals and events can create ripples in the background radiation of magic that permeates the galaxy. These ripples usually dissipate harmlessly but can meet and merge to form lasting storms of magical energy. Thanks to the gulfs of space between astronomical objects, these phantasmic transitory bursts (PTBs) rarely impact anything of consequence. When they do, they can cause massive and irreversible changes or damage. Some of these manifest as psychic storms that inflict pain on intelligent beings or outright kill telepathically capable creatures. Other times, PTBs form eddies that warp magic unpredictably or impose a consistent effect on local spellcasting, lasting anywhere from minutes to years. The Arcanamirium maintains records of starships, planets, and stars being rendered invisible, asteroids being terraformed by unseen forces, starships teleporting without warning, and even the spontaneous disintegration of moons. One such burst reanimated a city’s dead; another created a region of dead magic in Near Space; and another still caused active spells to manifest physical bodies and walk around as mindless facsimiles of life. These records show the aftermath of a PTB can be worse than the event, despite the initial effect being temporary. PTBs are easy to spot—they’re usually luminous waves. They’re equally easy to detect with sensors as electromagnetic anomalies, especially with the divinatory aid of a magic officer. These phenomena move quickly and can be large enough that they’re hard to avoid once detected, though some magically sophisticated civilizations have ritual protections against such errant magic. Growing research has attempted to divert or control PTBs, though these experiments are extremely risky. WORMGATES For reasons still being studied, some gravitational singularities, or black holes, slowly consume raw magical energy. This process erodes the singularity’s ties to the Negative Energy Plane, causing the black hole to instead attach to a different plane. Like a wormhole that connects two points on the Material Plane, a wormgate, as these phenomena are called, connects two planes. It’s possible that some connect to alternate versions of the current reality or to different multiverses entirely. Wormgate stability varies. A chaotic release or influx of magical force can cause rapid and erratic changes to a gate’s size, shape, and position. Some wormgates spontaneously collapse into black holes. Others become stable enough to support research stations, regular navigation, and trade hubs that serve both sides. In any case, a wormgate typically lacks the matter-crushing forces of the parent singularity, allowing most starships to survive the passage. Discovering a stable wormgate to an alternate reality, rich with new research and resources, is the dream of many scientists and entrepreneurs, but most of these cosmic structures punch into familiar planes of existence. The Far Portal, near the Pact Worlds sun, is a wormgate that leads to the Plane of Fire. Other known wormgates lead to transitive planes such as the Ethereal Plane, Astral Plane, and Shadow Plane. Astral Space Passing through an Astral wormgate is like entering a diffuse planetary atmosphere, except the pilot decides the direction of gravitational pull. Starships can’t enter the Drift from the Astral Plane, and any point of interest might be years of conventionalthruster travel away from known Astral wormgates. Psychic storms, or so-called silver squalls, are a threat to space travelers that shields and reinforced hulls do little to mitigate. Astral wormgates provide access to mindscapes, calved bits of various realities, demiplanes, and other objects or creatures floating on Astral currents. Among these is the rogue planetoid Yulgamot, the roving home metropolis of sapient astral natives called shulsagas. Yulgamot is a place of trade and safety that defies the plane’s timelessness, allowing non-natives to stay there without suffering retroactive time upon entering another plane. In addition, Yulgamot is an excellent location to hire shulsaga guides and shuttles, many of the latter being equipped with psychic engines that can cover astonishing astral distances when piloted by a powerful mind. Shulsagas move Yulgamot deftly along astral currents, and they show up near known astral wormgates on a predictable schedule. Ethereal Space Starships entering the Ethereal Plane accumulate ethereal matter as they travel, gradually slowing a vessel like barnacles on a ship’s hull. Rumors exist of ancient ether ships that could traverse the etheric void using wholly magical engines without amassing this ectoplasm, but such vessels appear rarely and often vanish before they can be properly studied by Pact Worlds engineers. Ethereal travel doesn’t often appeal to explorers, yet it offers one major advantage: stealth. As a transitive plane overlapping the Material Plane, ethereal beings can see faint reflections of the Material Plane’s inhabitants and features, all while being intangible and invisible. Heavy gravity wells, force effects, and dense magical phenomena can extend across the planar boundary, and several starships have infamously been sucked into cross-planar black holes they thought they could avoid. Thankfully for explorers, a wormgate to the Ethereal Plane causes islands of matter to coalesce in the nearby aether. A common practice is to enter briefly, disembark, explore nearby structures, and then leave. Many of the denizens of the Ethereal Plane are hostile, malevolent, or both, and sapient beings among these threats find the islands near wormgates attractive, too. Shadow Space The Shadow Plane is a gloomy mirror of the Material Plane, containing murky, distorted, or shadowy counterparts of its sister plane’s contents. Travel through the Shadow Plane tends to bend space, allowing for swift passage, though longer trips are far more efficient when using a shadow engine (Starship Operations Manual 11). Travel in shadow space is risky, from will-sapping nebulae to leaks of negative energy called voidboils. paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733927 20733927 20733927 4431656 4431656 4431656


paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733928 20733928 20733928 4431657 4431657 4431657 156 INDEX INDEX Abadar 100 Accelsys 120 archetype 40–41 armor upgrades 55 artifacts 56–57 Asmodeus 120 Besmara 101 biohacker (class) 18–19 alternate class features 18 fields of study 18 theorems 18–19 Cavrabon 121 Cayden Cailean 121 Cycle 132 Damoritosh 102 deities 99–131 ancestral deities 124–127 favored weapons 99 outsider deities 130–131 Desna 103 Devourer 104 Eldest 129 Eloritu 105 envoy (class) 20–21 alternate class features 20–21 expertise talents 21 magical improvisations 21 factions 148–151 feat 99 Gap Recollective 133 hybrid items 44–47 Hylax 106 Ibra 107 Iomedae 108 Kadrical 122 Lamashtu 122 Lambatuin 123 Lao Shu Po 109 magic items 48–53 magical phenomena 152–155 mechanic (class) 22–23 alternate class features 22–23 mechanic tricks 23 mystic (class) 24–25 connections 24–25 epiphanies 25 nanocyte 26–27 alternate class features 26 nanocyte faculty 26–27 nanocyte knacks 27 Nyarlathotep 110 operative (class) 28–29 alternate class features 28 operative exploits 29 specializations 28–29 Oras 111 Outer Gods 128 Parallel Truths 134 Pharasma 112 philosophies 132–137 precog 8–17 anchors 11–12 archetype options 15 class builds 16–17 class graft 15 temporal anomalies 12–15 Prophecies of Kalistrade 135 ritual spellcasting 88–93 rituals 91–93 Sarenrae 113 school specialist (archetype) 40–41 schools 144–147 Singularitism 136 solarian (class) 30–31 alternate class features 30 solarian revelations 30–31 soldier (class) 32–33 fighting styles 32–33 gear boosts 33 Song of Silence 137 spells 60–87 spell lists 60–67 Talavet 114 technomancer (class) 34–35 alternate class features 34–35 cache hacks 35 magic hacks 35 Triune 115 Urgathoa 116 vanguard (class) 36–37 alternate class features 36 aspects 36–37 disciplines 37 weapons 33 weapon fusions 54–55 Weydan 117 witchwarper (class) 38–39 alternate class feature 38 paradigm shifts 38–39 Yaraesa 118 Zon-Kuthon 119 Zyphus 123 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733928 20733928 20733928 4431657 4431657 4431657


paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733929 20733929 20733929 4431658 4431658 4431658 157 GALACTIC MAGIC GEAR SPELLS FAITHS CLASSES OVERVIEW 5 THE MAGICAL GALAXY PAIZO INC. Creative Director • James Jacobs Director of Game Design • Jason Bulmahn Director of Visual Design • Sarah E. Robinson Director of Game Development • Adam Daigle Development Managers • Jason Keeley, Ron Lundeen, and Linda Zayas-Palmer Developers • Eleanor Ferron, Thurston Hillman, Luis Loza, Patrick Renie, and Jason Tondro Starfinder Lead Designer • Joe Pasini Starfinder Senior Developer • John Compton Organized Play Line Developers • Jenny Jarzabski and Mike Kimmel Design Manager • Mark Seifter Pathfinder Lead Designer • Logan Bonner Designers • James Case and Michael Sayre Managing Editor • Leo Glass Senior Editors • Avi Kool and Lu Pellazar Editors • Addley C. Fannin, Patrick Hurley, Ianara Natividad, and K. 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COPYRIGHT NOTICE Open Game License v 1.0a © 2000, Wizards of the Coast, Inc. System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. 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. 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Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, Starfinder, and the Starfinder logo are registered trademarks of Paizo Inc.; the Pathfinder P logo, Pathfinder Accessories, Pathfinder Adventure, Pathfinder Adventure Card Game, Pathfinder Adventure Card Society, Pathfinder Adventure Path, Pathfinder Battles, Pathfinder Combat Pad, Pathfinder Flip-Mat, Pathfinder Flip-Tiles, Pathfinder Legends, Pathfinder Lost Omens, Pathfinder Pawns, Pathfinder Roleplaying Game, Pathfinder Tales, Starfinder Adventure Path, Starfinder Combat Pad, Starfinder Flip-Mat, Starfinder Flip-Tiles, Starfinder Pawns, Starfinder Roleplaying Game, and Starfinder Society are trademarks of Paizo Inc. Printed in China. paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733929 20733929 20733929 4431658 4431658 4431658


paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733930 20733930 20733930 4431659 4431659 4431659 158 THE MAGICAL GALAXY AVAILABLE NOW! STARSHIP OPERATIONS MANUAL BLAST OFF INTO SPACE WITH THE STARFINDER STARSHIP OPERATIONS MANUAL! FIND OVER 40 NEW STARSHIPS, OVER 100 NEW STARSHIP ENHANCEMENTS, BOLD NEW WAYS TO PRESENT STARSHIP COMBAT, AND NEW RULES TO ALLOW CREW MEMBERS TO GET EVEN MORE OUT OF THEIR CHOICES! TAKE YOUR ADVENTURES INTO THE GREAT UNKNOWN AND BEYOND WITH THE STARSHIP OPERATIONS MANUAL! paizo.com/starfi nder © 2021, Paizo Inc. Paizo, the Paizo golem logo, Starfi nder, and the Starfi nder logo are registered trademarks of Paizo Inc.; Starfi nder Flip-Mat, Starfi nder Pawns, and Starfi nder Roleplaying Game are trademarks of Paizo Inc. STARSHIP MAKE YOUR STARSHIP UNIQUE! MSRP $39.99 SOM HOUSE AD.indd 1 9/18/20 4:06 PM paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733930 20733930 20733930 4431659 4431659 4431659


paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733931 20733931 20733931 4431660 4431660 4431660 THE MAGICAL GALAXY 159 GALACTIC MAGIC GEAR SPELLS FAITHS THE MAGICAL GALAXY CLASSES OVERVIEW 5 AVAILABLE NOW! © 2021, Paizo Inc. Paizo, the Paizo golem logo, Starfinder, and the Starfinder logo are registered trademarks of Paizo Inc.; Starfinder Flip-Mat, Starfinder Pawns, and Starfinder Roleplaying Game are trademarks of Paizo Inc. MSRP $39.99 REVOLUTIONIZE YOUR GAME! TECH REVOLUTION paizo.com/starfinder Put the science in science fantasy with this all-new rulebook of cutting edge technology! Command an army of nanites with the new nanocyte character class, take the controls of a titanic robotic mech with fully customizable parts, or choose from a huge array of tech-focused character options for every class! AVAILABLE NOW! STARSHIP OPERATIONS MANUAL BLAST OFF INTO SPACE WITH THE STARFINDER STARSHIP OPERATIONS MANUAL! FIND OVER 40 NEW STARSHIPS, OVER 100 NEW STARSHIP ENHANCEMENTS, BOLD NEW WAYS TO PRESENT STARSHIP COMBAT, AND NEW RULES TO ALLOW CREW MEMBERS TO GET EVEN MORE OUT OF THEIR CHOICES! TAKE YOUR ADVENTURES INTO THE GREAT UNKNOWN AND BEYOND WITH THE STARSHIP OPERATIONS MANUAL! paizo.com/starfi nder © 2021, Paizo Inc. Paizo, the Paizo golem logo, Starfi nder, and the Starfi nder logo are registered trademarks of Paizo Inc.; Starfi nder Flip-Mat, Starfi nder Pawns, and Starfi nder Roleplaying Game are trademarks of Paizo Inc. STARSHIP MAKE YOUR STARSHIP UNIQUE! MSRP $39.99 SOM HOUSE AD.indd 1 9/18/20 4:06 PM paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733931 20733931 20733931 4431660 4431660 4431660


paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733932 20733932 20733932 4431661 4431661 4431661 160 FAITHS The Starfinder Galaxy Exploration Manual is the ultimate guide to exploring the galaxy for players and GMs! The book includes new rules for every class, a robust PC background generator, a compelling exploration system, and quick guidelines for developing infinite worlds that put galactic command at your fingertips in the newest hardcover rules resource for the Starfinder RPG! AVAILABLE NOW! © 2021, Paizo Inc. Paizo, the Paizo golem logo, Starfinder, and the Starfinder logo are registered trademarks of Paizo Inc.; Starfinder Flip-Mat, Starfinder Pawns, and Starfinder Roleplaying Game are trademarks of Paizo Inc. MSRP $39.99 BUILD A BETTER GALAXY GALAXY EXPLORATION MANUAL paizo.com/starfinder paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733932 20733932 20733932 4431661 4431661 4431661


paizo.com/starfinder Printed in China. PZO7118 GALACTIC MAGIC UNLEASH COSMIC POWER! Unravel the eldritch mysteries of the galaxy with Starfinder Galactic Magic! This book demystifies Starfinder’s magical possibilities, providing your characters fantastic abilities to overcome any challenge. Whether you master the secrets of arcane academies, steal spells with supernatural finesse, or draw power from the gods themselves, Galactic Magic redefines what you thought possible with: D The new precog character class, who can bend time to her will and outwit foes with combat predictions! D Exciting ways to channel magical might, with reality-warping rituals and over 100 new spells! D New player options, from magical variants for every character class to legendary artifacts and magic items. D Discoveries about the galaxy’s most powerful mystical forces, from alignment singularities and metastars to deities and the boons they offer! D A study of eldritch secrets and everyday arcana alike, including how a magic user navigates society and the organizations that might support and oppose them. GALACTIC MAGIC


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