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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 20733820 20733820 20733820 4431549 4431549 4431549 MAGIC ITEMS 48 GEAR MAGIC ITEM DESCRIPTIONS Descriptions of the magic items from Table 2–2: Magic Items are listed here alphabetically. AEON STONES LEVELS 1–8 Aeon stones are described on pages 222–223 of the Core Rulebook. D Turquoise Cube (Level 1): First seen in the back-alley gambling houses of Broken Rock, pirate crews have since carried these “luck stones” throughout the galaxy. Once per day as a reaction when you fail an attack roll, saving throw, or skill check by 1, this aeon stone can retroactively grant you a +1 bonus to the roll, turning the failure into a success. D Iridium Star (Level 8): Developed by the Academy of Purpose on New Thespera, iridium stars see everyday use throughout the Azlanti Star Empire’s Imperial Fleet as an atmospheric bailout safety measure. You can activate this aeon stone once per day as a reaction when you’re in a vacuum, zero-g environment, or both. Once activated, the aeon stone grants you immunity to cosmic rays, immunity to the environmental effects of vacuum, the ability to go without breathing, and a fly speed of 30 feet (average maneuverability) that works only in a vacuum or zero-g environment. This effect lasts for 1 hour. BLENDER FIST (WORN) LEVEL 7 Popularized by the half-orc game show gladiator Ketash the Mighty on Eoxian broadcasts, the blender fist is an adjustable metal wristband that can be worn on a non-cybernetic limb able to wield a weapon. You can activate the blender fist as a swift action, transforming the end of the equipped limb into a small field of whirling blades, dropping anything that was held by the limb in the process. While your blender fist is activated, you’re treated as armed, and you gain a special unarmed strike that deals 1d6 lethal slashing damage, threatens squares, and doesn’t count as archaic. This unarmed strike has the bleed 1d8 critical hit effect. You can deactivate the blender fist as a swift action, restoring your limb to its original form. CHRONAL HARNESS (WORN) LEVEL 6 This set of loosely fitted bands worn across the torso sparkles faintly with crystallized matter from the Dimension of Time. The harness counts as a worn magic item unless you install it in light armor, taking up one upgrade slot. You can spend 1 Resolve Point to reroll your initiative check after seeing the result and use whichever of the two results is higher. Each time you activate the harness per day, the Resolve Point cost increases by 1, cumulatively. DAWNFLOWER RING (WORN) LEVEL 3 This beautiful ring is made of tiny copper and gold petals that blossom into a flower that cradles a brilliant topaz, and although these rings are most often attributed to Sarenrae’s faith, secular versions also exist. As a standard action while holding or touching a light-producing object with the ringed hand, you can increase the light level produced by the object by one step (to a maximum of bright light) until the end of your next turn. If you spend 1 Resolve Point when activating the ring, you instead increase the light level produced for 1d4 minutes. If you break contact with the light-producing object, this effect ends. DIADEM OF DESNA (WORN) LEVEL 2 This iridescent metal headband features an intricate rendering of a butterfly, resplendent with jeweled stars, suns, and moons on its wings. You can activate the headband as a reaction when you provoke an attack of opportunity, surrounding yourself in a momentary burst of starlight and butterfly wings that confounds your attackers, granting you concealment against any attacks your triggering action provoked. After resolving the attacks of opportunity, the light and butterflies dissipate, imparting an instantaneous vision of victories to come. Before the end of your next turn, you can declare that an attack, saving throw, or skill check you’re about to attempt was the subject of that vision. If your vision applies to an attack or saving throw, apply a +1 insight bonus to the roll. If the vision applies to a skill check, roll 1d4 and add the result as an insight bonus to the check’s result. After you activate the diadem, you can’t do so again until you rest for 10 minutes to recover Stamina Points. ENERGY TRANSFERENCE AMULET (WORN) LEVEL 5 Cybernetic prostheses occasionally inhibit a witchwyrd’s ability to catch incoming magic missiles, so Tetrad mystics developed energy transference amulets to help their augmented Traditional magic items translate mystical energies into a portable format that nearly anyone can use. Part of the appeal comes from unshakable nostalgia, yet far more often it’s magic items’ total disregard for scientific principles—their ability to translate their maker’s will into reality—that makes them so unique and valuable. paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733820 20733820 20733820 4431549 4431549 4431549


paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733821 20733821 20733821 4431550 4431550 4431550 49 GALACTIC MAGIC GEAR SPELLS FAITHS THE MAGICAL GALAXY CLASSES OVERVIEW 2 MAGIC ITEMS regain some of their lost magical ability. Upon discovering that non-witchwyrds can benefit from the devices just as readily, witchwyrds now sell the amulets across the galaxy. While you wear this inverted triangle amulet, as a reaction, you can catch magic missiles fired at you, catching up to one missile per free hand (or grasping appendage). You must be aware of the incoming magic missiles and can’t be flat-footed while using this ability. After catching a missile, that hand manifests a faintly glowing nimbus for 6 rounds, during which time the hand can’t catch additional missiles. As a move action, you can transfer the captured energy from one or more hands to a battery within your reach, restoring 1d4 of the battery’s expended charges per missile’s energy you transfer in this way. A hand that transfers its energy to a battery no longer glows and is available to catch additional magic missiles. This amulet functions as an absorb force graft (Alien Archive 4 140), and you can use the captured magic missile energy to instead activate any force bolt graft (Alien Archive 4 144) you have. FIGURINE OF WONDROUS POWER LEVELS 3–14 A figurine of wondrous power is a small, enchanted figurine that allows its user to transform it into the creature it represents. These use the rules for figurines of wondrous power on page 113 of Starfinder Armory. D Plush Squox (Level 3): This stuffed toy can turn into a trained squox (Alien Archive 2 118). Unlike most figurines of wondrous power, the figurine can transform into a squox for a total of 10 minutes per day, though the duration need not be used continuously and is expended in 1-minute increments. Wounds and damage received by the squox in its animate form translate to its figurine form when it reverts; if it dies, the plush figure appears torn and without stuffing. The plush squox does not heal in 24 hours as usual—you must repair the figurine using Engineering or an appropriate profession. D Polymer Velociraptor (Level 6): This plastic miniature, though expertly painted and shaded with acrylics to look like a primeval creature, could easily be mistaken as some game piece for a strategy game. You can transform it into a dromaeosaurid (Alien Archive 2 38). It behaves toward you much like a family pet, defending you fiercely. D Titanium Hashukayak (Level 11): This crude statue of milky-gray metal can transform into your choice of a male or female hashukayak (Alien Archive 2 72), chosen when you activate the item. It’s agreeable and allows other creatures to ride it. D Diamond Laser Wolf (Level 14): Beautiful and expensivelooking, this canid statue transforms into a tashtari alpha (Alien Archive 2 124). The tashtari alpha can’t use its bristle nova ability unless its figurine has been exposed to at least one continuous hour of sunlight in the past 24 hours. GIMMICK LEVELS 1-16 A gimmick is a small, handheld item, usable only by spellcasters, that focuses their spellcasting in a unique way. When you cast a spell, you can channel the magic through one gimmick you’re holding to alter the spell, both changing TABLE 2–2: MAGIC ITEMS ITEM LEVEL PRICE BULK Aeon stone, turquoise cube 1 250 — Gimmick, basic 1 175 L Scrapper’s cookpot 1 120 1 Spectacles of the Unseen 1 185 — Spell putty, 0-level 1 25 — Valor’s mantle 1 375 L Diadem of Desna 2 800 L Gimmick, cutting (apprentice) 2 750 L Gimmick, devastating (apprentice) 2 850 L Spell putty, 1st-level 2 100 — Dawnflower ring 3 1,450 — Figurine of wondrous power (plush squox) 3 1,500 L Gimmick, elemental (apprentice) 3 1,300 L Gimmick, targeting (apprentice) 4 2,100 L Ibra’s astrolabe 4 2,000 1 Spell putty, 2nd-level 4 300 — Energy transference amulet 5 2,800 — Gimmick, focused (apprentice) 5 3,000 L Hood ornament of hovering 5 3,200 L Chronal harness 6 4,650 L Figurine of wondrous power (polymer velociraptor) 6 4,250 — Gimmick, cutting (expert) 6 4,200 L Gravity ring 6 3,850 — Lantern’s laughing lie 6 4,300 L Blender fist 7 5,800 L Spell putty, 3rd-level 7 850 — Aeon stone, iridium star 8 9,250 — Gimmick, devastating (expert) 8 9,600 L Trench coat of utility 8 10,000 L Gimmick, elemental (expert) 9 12,500 L Gimmick, cutting (master) 10 18,500 L Gimmick, targeting (expert) 10 18,500 L Omnicomponent, flawed 10 5,000 L Spell putty, 4th-level 10 2,550 — Figurine of wondrous power (titanium hashukayak) 11 25,000 — Gimmick, focused (expert) 11 25,500 L Green Mother’s final trick 12 30,000 L Spell putty, 5th-level 13 7,000 — Figurine of wondrous power (diamond laser wolf) 14 65,500 — Gimmick, devastating (master) 14 75,000 L Gimmick, elemental (master) 15 105,000 L Gimmick, targeting (master) 16 172,000 L Omnicomponent, pristine 16 30,000 L Rat’s last word 16 210,000 — Spell putty, 6th-level 16 22,000 — any perceptible manifestations and effects in a specific way based on the gimmick. Once used to modify a spell, a gimmick can’t be used again until after you rest for 10 minutes to recover Stamina Points, though you can spend 1 Resolve Point to recharge an attuned gimmick without spending an action. A gimmick requires time to attune to a new user, functioning only once it has been in your possession for at least 24 hours. However, you can spend 1 Resolve Point to attune to a new paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733821 20733821 20733821 4431550 4431550 4431550


paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733822 20733822 20733822 4431551 4431551 4431551 50 GEAR gimmick with only 10 minutes of concentration. Once attuned to you, the gimmick takes a shape of your choice that reflects your personality and spellcasting tradition, appearing as a wand, mystical orb, engineering tool, or the like. A gimmick can’t be shaped into a functioning weapon, though it can take a weapon-like appearance. A technomancer can turn a gimmick into their spell cache by performing an 8-hour ritual, though if the gimmick spell cache is lost or destroyed, a newly created spell cache no longer has the gimmick’s properties. D Basic (Level 1): The simplest gimmick merely personalizes your magic, giving spells channeled through the gimmick a sensory theme you choose while attuning it (such as gambling to make magic missiles look like flaming cards or make your augury result manifest like reels on a holographic slot machine). These sensory extras don’t otherwise change the spell’s effects. D Cutting (Levels 2–10): This gimmick grants you a bonus to any caster level checks you make to overcome targets’ spell resistance with the channeled spell, based on the gimmick’s model. This bonus does not stack with that provided by the Spell Penetration or Greater Spell Penetration feats. Apprentice (Level 2): The model’s bonus is +1. Expert (Level 6): The model’s bonus is +2. Master (Level 10): The model’s bonus is +3. D Devastating (Levels 2–14): This gimmick gives your damaging spells a small chance of inflicting devastating harm, giving the channeled spell a critical hit effect based on the spell’s damage type: corrode for acid damage, staggered for cold damage, arc for electricity damage, burn for fire damage, deafen for sonic damage, knockdown for bludgeoning or force damage, bleed for piercing damage, and wound for slashing damage. For a critical hit effect that deals additional damage, such as arc or bleed, the additional damage equals 1d6 per spell level (or 1d4 for a 0-level spell). If a spell deals multiple types of damage or would already apply a different critical hit effect, you can apply one of the applicable critical hit effects of your choice when you score a critical hit. If the channeled spell doesn’t require an attack roll but instead allows a saving throw to reduce its damage, you can apply the critical hit effect to one affected creature that rolls a natural 1 on its saving throw. Unlike with most gimmicks, if the channeled spell does not score a critical hit against any target, then the gimmick’s power is not expended, and another spell can be channeled through it. The maximum level spell that a devastating gimmick can modify is based on its model. Apprentice (Level 2): The gimmick can modify a spell of 2nd level or lower. Expert (Level 8): The gimmick can modify a spell of 4th level or lower. Master (Level 14): The gimmick can modify a spell of any level. D Elemental (Levels 3–15): This gimmick changes all instances of one damage type with another. When you purchase or create an elemental gimmick, choose one of the following: acid, cold, electricity, or fire. When you channel a spell through the gimmick, choose one type of damage dealt by the spell; the spell deals an equal amount of damage of the gimmick’s type instead, and the spell gains that energy type’s descriptor. The maximum level spell that an elemental gimmick can modify is based on its model. Apprentice (Level 3): The gimmick can modify a spell of 2nd level or lower. Expert (Level 9): The gimmick can modify a spell of 4th level or lower. Master (Level 15): The gimmick can modify a spell of any level. D Focused (Levels 5–11): This gimmick intensifies a weaker spell channeled through it, delivering the spell with the force of one of your greatest incantations. Calculate the saving throw DC of the channeled spell as though its spell level were equal to that of the highest-level spell you can cast from that spell list. The maximum level spell a focused gimmick can modify is based on its model. Apprentice (Level 5): The gimmick can modify a spell of 3rd level or lower. Expert (Level 11): The gimmick can modify a spell of any level. D Targeting (Levels 4–16): This gimmick helps direct the channeled spell, enhancing its accuracy. Make your attacks with the channeled spell as if your base attack bonus from the associated spellcasting class were equal to your levels in that class (such as a 5th-level technomancer treating their BAB from technomancer levels as +5 rather than +3 for a channeled technomancer spell). The maximum level spell a targeting gimmick can modify is based on its model. Apprentice (Level 4): The gimmick can modify a spell of 2nd level or lower. Expert (Level 10): The gimmick can modify a spell of 4th level or lower. Master (Level 16): The gimmick can modify a spell of any level. GRAVITY RING (WORN) LEVEL 6 Once per day, while wearing this simple red silicone ring, you can cast personal gravityNS on yourself (CL 6th). If you use this effect to add gravity to a zero-g environment, you can choose the direction of low gravity for yourself. GREEN MOTHER’S FINAL TRICK (WORN) LEVEL 12 While these armbands originally were gifts to favored servants from fey Eldest, like the Green Mother, a wide variety of plant societies such as ghoran labs and raxilite workshops now enchant nearly identical facsimiles. A final trick resembles a tangle of brilliant emerald vines with ruby-red thorns. You wear the band around exposed flesh on an arm, neck, leg, or tail where its sharp thorns painlessly prick into the skin. While wearing a final trick, you gain a +4 resistance bonus to saving throws against poison. If you successfully save against a poison, as a reaction you can absorb the poison into the final trick. As a standard action, you can deliver the poison with a touch, requiring a successful attack against an unwilling target’s EAC. Alternatively, you can deliver the poison as a reaction when you successfully damage a creature with a melee unarmed strike. The saving throw DC to resist the absorbed poison uses the poison’s original save DC or a DC equal to 10 + 1/2 your level + your Constitution modifier, paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733822 20733822 20733822 4431551 4431551 4431551


paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733823 20733823 20733823 4431552 4431552 4431552 51 GALACTIC MAGIC GEAR SPELLS FAITHS THE MAGICAL GALAXY CLASSES OVERVIEW 2 MAGIC ITEMS whichever is lower. The final trick can store only one poison at a time, and the stored poison loses its potency and becomes useless if not used within 1 minute. HOOD ORNAMENT OF HOVERING LEVEL 5 This statuette resembles a stylized animal (often one with wings or other means of flight). When mounted prominently to the exterior of a Large or larger vehicle with a land speed, the vehicle gains a hover speed equal to its land speed. Mounting or removing the ornament takes 1 minute. IBRA’S ASTROLABE LEVEL 4 This spherical astrolabe’s components are inscrutable while on a planet. However, when not on or directly orbiting a planet, the astrolabe reconfigures itself to guide you toward new cosmic mysteries. By referencing the device, you gain a +2 circumstance bonus to Piloting checks to navigate to unknown destinations. In addition, by studying the astrolabe for 1 hour and succeeding at a DC 15 Engineering or Mysticism check, you identify a previously uncharted anomaly (such as a strange planet, arcane nebula, or other site of interest) you can then travel to as an unknown destination. The astrolabe can’t be used to identify additional such anomalies until you encounter the currently displayed destination, sating the device’s curiosity. LANTERN’S LAUGHING LIE (WORN) LEVEL 6 This tiny ornamental copper lantern draws inspiration from the Eldest known as the Lantern King, a notorious trickster fey. The lantern is typically worn as a necklace or belt bauble, and its interior dances with a magic red flame that sheds no appreciable heat or light. While wearing the lantern, you’re aware of any magic that would discern or prohibit your lying, even if it has failed to affect you, and you gain a +2 resistance bonus to saving throws against such effects. Once per hour when a creature within 30 feet of you rolls a natural 1 when attempting a skill check or saving throw, you can intensify their failure as a reaction, causing additional minor mishaps that give the target your choice of the bleeding 1d8, flat-footed, or off-target conditions in addition to any other effects of failure. The flat-footed and off-target effects last 1 round, and the bleeding effect ends after 1d4+1 rounds if not stopped earlier. OMNICOMPONENT LEVELS 10-16 This strange object resembles a 6-inch-wide, dark, and pristinely polished wooden cube, though which run irregular seams of coppery metal. Omnicomponents are quite rare, defying attempts to manufacture them and instead typically appearing only on asteroids and other debris adrift in magical cosmic phenomena. By spending 1 hour holding and focusing on an omnicomponent, a spellcaster can transform it into a spell’s material component worth a maximum number of credits based on the object’s model. If not consumed as part of casting a spell within 8 hours, the omnicomponent reverts to its natural shape and can be coaxed into a different shape. Once used as a material component, it’s destroyed. D Flawed (Level 10): The omnicomponent can transform into any material component worth 5,000 credits or less. D Pristine (Level 16): The omnicomponent can transform into any material component worth 30,000 credits or less. RAT’S LAST WORD LEVEL 16 Rare and only found on the shadiest of black markets, a rat’s last word is a felt-tipped pen with a black, anodized aluminum case and a laser etching of a curled and emaciated rat on its cap. As a full action, you can spend 1 Resolve Point while using the marker to write the name or well-known alias of a specific creature along the side of a single round of ammunition or a battery. The ammunition or battery can then be loaded into a sniper weapon using a separate action. For non-battery ammunition, the ammunition must be loaded as the only piece in the gun, even if its capacity would normally allow multiple pieces to be loaded at once. Upon making an attack using a marked battery, the weapon drains all remaining charges from the battery. If you fire the marked and loaded ammunition at the creature whose name you wrote, you can score a critical hit with that attack against the target if the die’s result is a 17, 18, or 19, as long as the attack’s result is sufficient to hit the target’s AC. If the attack hits and the die’s result is a 13, 14, 15, or 16, the target is affected by the weapon’s critical hit effect as if the attack had been a critical hit, though the attack does not deal double damage. If the die’s result is a 20, you score a critical hit as normal, and you can affect the target with the snuff life spell (CL 16th) in place of any other critical hit effect your weapon might have dealt. The DC of snuff life equals 16 + your Dexterity modifier. This pen can mark only one piece of ammunition per day in this way, and the marked ammunition loses the pen’s special effects if not loaded and fired within 1 minute. paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733823 20733823 20733823 4431552 4431552 4431552


paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733824 20733824 20733824 4431553 4431553 4431553 52 GEAR RING OF ASTROZOOLOGY (WORN) LEVEL 7 Carvings adorn this wooden ring, depicting natural creatures from its creator’s home world. While wearing the ring, you can cast the charm monster spell once per day (save DC = 13 + your key ability score modifier; caster level 5th), though the spell can affect only creatures with the animal type. The ring also grants you a special rapport with strange creatures, granting you a +5 insight bonus to Survival checks made to bond with a companion creature (Alien Archive 3 138) whose creature type is different than your own, and to Survival checks made to release a companion creature. As a standard action, you can destroy the worn ring to restore your creature companion to life, affecting it as though you had cast mystic cure as a 4th-level spell. SCRAPPER’S COOKPOT LEVEL 1 Created by underfed citizens eking out a living in Apostae’s more oppressive districts, scrapper’s cookpots have become widespread emergency tools on starships and with explorers traveling far from resupply stations. Once per day, you can fill this sturdy ceramic crock with inorganic material weighing 1 bulk, such as scrap metal, rocks, and plastic. After filling the rest of the pot with water and simmering the contents over a heat source for 1 hour, the pot converts its contents into thick, nutrient-rich porridge sufficient to feed up to six Medium creatures for a day. The raw materials used have some influence over the porridge’s flavor profile, though the result is always at least mildly unpalatable in one way or another. Regularly consuming scrapper’s cookpot meals sometimes has unfortunate side effects, such as contracting variants of blinding sickness or the shakes after weeks of use (Core Rulebook 418–419). However, interspersing the meals with more natural foods usually negates these conditions. SPECTACLES OF THE UNSEEN (WORN) LEVEL 1 Even in a cosmopolitan galaxy, there are aliens whose actions, influence, and even presence are rarely confirmed, even denied in some cases. These unassuming spectacles grant you exceptional sensitivity to conspiracies and hidden truths everywhere, giving you a +2 circumstance bonus to Perception checks to pierce disguises and a +2 circumstance bonus to Sense Motive checks. However, when you fail any Sense Motive check to detect deception or discern secret messages, you automatically misinterpret the event (typically sensing sinister or conspiratorial intent), as though you had failed the check by 5 or more. SPELL PUTTY LEVELS 1–16 Invented by space goblins to better “taste enchantments” found on Absalom Station scrap, this purple-gray putty proved far more effective at transferring magical concepts from an item to a user. When you spend 1 minute working the putty against the surface of a spell gem or spell ampoule, you imprint that item’s stored spell into the putty, causing the putty’s surface to look as though it’s covered in tiny glyphs and magical formulae for 24 hours. This process drains the spell ampoule’s or spell gem’s magic, rendering it inert. You can consume an imprinted piece of spell putty as a standard action. If you’re a spellcaster and the imprinted spell is on your class spell list, you can spend 1 Resolve Point to temporarily learn that spell, adding it to your list of known spells for 8 hours. You can learn only one spell at a time from spell putty, and consuming another piece deactivates any other spell putty you’ve eaten. The maximum spell level that a piece of spell putty can absorb is based on its model. Spell putty worked into spell ampoules and spell gems whose spell level is too high has no effect, but the spell putty remains viable and can later be applied to a more suitable item. TRENCH COAT OF UTILITY LEVEL 8 This fashionable coat made of soft, weatherproof fabric is easily worn over other clothing or light armor. The coat’s interior appears unremarkable, but while wearing it, you can perceive an array of small plastic cards that line the interior, stored in shallow pockets only you can access. Each of the cards projects a small, slowly rotating hologram of a tool or weapon, and you can easily identify the cards by sight or feel. As a move action, you can withdraw and activate one of the cards, permanently transforming it into the corresponding weapon or tool that appears in your hand or in a space adjacent to you. A newly created trench coat of utility always has two each of the following cards: survival knife, flashlight, aerosol spray, gear clamp, crowbar, and a 50-foot length of titanium alloy cable. Additionally, the coat has several other cards available. Roll 4d4 to determine the number of other cards, and then roll for each card on the table below to determine what it represents. The coat might contain multiple cards of the same type. You can’t replace a card once it’s removed and transformed. TABLE 2–3: TRENCH COAT OF UTILITY D% RESULT 01–08 Satchel containing 1,000 UPBs 09–15 Magnetic jack 16–22 Average lock 23–30 Credstick containing 1,000 credits 31–44 Collapsible ladder (20 feet) 45–51 Basic enercycle 52–59 Black nanite hypopenAR 60–68 Serum of healing, mk 2 69–75 Basic emergency raft (inflated) 76–83 High-capacity battery (40 charges) 84–90 Observer-class security robotAA 91–96 Laser drill 97–100 Spacesuit VALOR’S MANTLE (WORN) LEVEL 1 Popular among the Knights of Golarion but proudly worn by other followers of Iomedae and by unaffiliated warriors, these carmine red short cloaks, shawls, or scarves proudly advertise their wearer’s courage. The garment counts as a worn magic item unless you install it in armor, taking up one upgrade slot. The mantle grants you a +2 divine bonus to saving throws against fear effects. paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733824 20733824 20733824 4431553 4431553 4431553


paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733825 20733825 20733825 4431554 4431554 4431554 53 GALACTIC MAGIC GEAR SPELLS FAITHS THE MAGICAL GALAXY CLASSES OVERVIEW 2 MAGIC ITEMS SERUMS The following use the rules for serums found on page 225 of the Core Rulebook. Bitterflesh Serum Dromada artisans developed this serum to make themselves less palatable. When consumed, this serum suppresses any delicious racial ability you have for 1d4+1 hours. In addition, for the first 10 minutes, your body becomes universally foul-tasting, causing any creature that damages you with a bite or tongue attack to become sickened for 1d4 rounds unless they succeed at a Fortitude save (DC = 10 + your Constitution modifier). Driftsauce Serum Distilled and condensed from Drift gases before being enchanted, this tasteless serum resembles pink-hued quicksilver. Drinking the serum allows you to perceive and predict the Drift’s fluctuating space and faint currents, granting you a +5 insight bonus to Piloting checks to navigate the Drift for any journey you begin within the next hour. When calculating your travel time for the journey, you can reroll any one die whose result is 6 and use the second result. Glowskin Serum When consumed, this luminescent green syrup causes your skin to glow, with its brightness varying based on the armor you’re wearing. If you’re wearing no armor (or armor that has no armor check penalty), the light illuminates a 20-foot radius with normal light, and your radiance grants you concealment in bright light conditions. For every 1 point of AC penalty your armor imposes, the miss chance this effect provides decreases by 5%, and the light radius decreases by 5 feet (providing neither light nor a miss chance for armor check values of –4 or greater). This light doesn’t provide you enough concealment to hide. This effect lasts for 1 minute. Marathon Serum A popular substitute for natural talent among less scrupulous athletes, a marathon serum negates the first 5 nonlethal damage you would take from hustling or forced marches performed over the next 12 hours. During this time, the serum also grants you a +2 resistance bonus to Constitution checks made to resist nonlethal damage from extended exertion, and to Fortitude saves made to resist effects that would make you fatigued or exhausted. TABLE 2–4: SERUMS ITEM LEVEL PRICE BULK Bitterflesh serum 1 45 L Marathon serum 3 240 L Glowskin serum 4 350 L Driftsauce serum 6 675 L paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733825 20733825 20733825 4431554 4431554 4431554


paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733826 20733826 20733826 4431555 4431555 4431555 54 GEAR WEAPON FUSION DESCRIPTIONS The following weapon fusions follow the rules detailed on pages 191–192 of the Core Rulebook. AGILE LEVEL 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. BENDING LEVEL 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. BOOSTING LEVEL 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. KINDRED LEVEL 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. Survival often means eking out maximum performance from an adventurer’s gear, and a magical upgrade provides an easy edge. Weapon fusions and many armor upgrades concentrate eldritch energy into functional, long-lasting forms, and these latest models lend even the most technologically outfitted explorer an arcane advantage. MELTDOWN LEVEL 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 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. SHEERING LEVEL 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. STEADY LEVEL 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. SUNDERING LEVEL 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. WEAPON FUSIONS AND ARMOR UPGRADES paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733826 20733826 20733826 4431555 4431555 4431555


paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733827 20733827 20733827 4431556 4431556 4431556 55 GALACTIC MAGIC GEAR SPELLS FAITHS THE MAGICAL GALAXY CLASSES OVERVIEW 2 GEAR UPGRADES SUPERCHARGING LEVEL 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. ARMOR UPGRADES The following new upgrades follow the rules for armor upgrades on pages 204–205 of the Core Rulebook. ARCANE VISION (HYBRID) CAPACITY 20 USAGE 4/minute This upgrade enables you to sense magic within 60 feet, as detect magic. While active, the module continuously delivers complex data about nearby magic, but this information is functionally meaningless unless you concentrate on it. As a standard action, you can overclock the module, temporarily increasing its usage to 4/round and causing its effect to function as arcane sight. DRIFT ESCAPE MODULE This upgrade adapts and miniaturizes Drift engine technology into a single-use emergency escape mechanism. You can activate the upgrade as a full action to perform one of two effects while you’re in the Drift. The first option is to have the upgrade eject you from the Drift and deposit you on a random planet or similar celestial body in Near Space or the Pact Worlds (the Vast lacks enough Drift beacons). The upgrade simultaneously sends a distress message along with your new coordinates to a comm unit of your choice; you can set a different message and recipient with 5 minutes of work. The second option causes the upgrade to predict a nearby Drift region likely to have starship traffic, then teleports you there and activates a midrange general distress beacon. Under most circumstances, a passing starship notes and answers the beacon within 3d20 hours. Either use destroys the module after it fulfills its purpose, its energy drained and many parts melted from the strain. GRAVITY PULSE UNIT CAPACITY 20 USAGE 10 This upgrade instantaneously alters gravity around you, jarring nearby creatures. When you activate this upgrade as a standard action, you choose whether it affects a 5-, 10-, or 15-foot-radius emanation centered on you. Other creatures in the area are flat-footed unless they succeed at a Reflex save, and if they fail the save by 5 or more, they’re also knocked prone as if tripped by a successful combat maneuver. SHADOW SKIP UNIT (MAGIC) CAPACITY 3 USAGE 1 As a standard action, you can teleport from one area of dim light or darkness to another such area that you can see, with a maximum range of 60 feet. Activating this upgrade counts as moving from your space, provoking attacks of opportunity, though you have concealment (20% miss chance) against any foe that makes an attack of opportunity. A shadow skip unit’s charges replenish at a rate of 1 charge for every 8 continuous hours the upgrade (or its armor, if installed) spends in dim light or darkness, and entering an area of brighter light for more than 1 round resets the recharge time. This is a teleportation effect. SHADOW SPRINT UNIT (MAGIC) CAPACITY 20 USAGE 1/hour When activated as a full action, a shadow sprint unit shifts the armor and its wearer into the Plane of Shadow, as shadow walk. The voyage continues until you reach your destination and depart the Shadow Plane as a full action, or until the upgrade runs out of charges, at which point the upgrade shifts you to a nearby corresponding point on the Material Plane. A shadow sprint unit’s charges replenish each day. STALWART CAPACITY 20 USAGE varies A stalwart upgrade consists of inertial dampeners spread across the body, often augmented by armored boots that can deploy stabilizing struts. When activated as a move action, these dampeners monitor your biosigns, impeding any sudden movements that you didn’t initiate. While activated, the stalwart upgrade consumes 1 charge per minute, and each time you are targeted by a bull rush, reposition, or trip combat maneuver, the upgrade consumes an additional charge to grant you a +4 armor bonus to your AC against the combat maneuver. TABLE 2–5: ARMOR UPGRADES UPGRADE LEVEL PRICE SLOTS ARMOR TYPE BULK Stalwart 4 2,300 1 Any L Drift escape module 7 1,000 1 Heavy, Powered 1 Arcane vision 8 9,300 1 Any L Gravity pulse unit 10 18,000 1 Heavy, Powered L Shadow skip unit 10 19,000 1 Any L Shadow sprint unit 18 390,600 1 Any L WEAPON FUSIONS AND ARMOR UPGRADES paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733827 20733827 20733827 4431556 4431556 4431556


paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733828 20733828 20733828 4431557 4431557 4431557 Artifacts are exceedingly rare—often unique—items beyond the ability of any but the most accomplished craftspeople to create, and are almost as difficult to destroy. These legendary items combine tremendous power with intrinsic lore that shapes their abilities. Adventurers might dedicate their entire lives to finding a specific artifact, and recovering an artifact might spur countless high-stakes exploits. 56 GEAR ARTIFACTS Artifacts are level 20 items that are impossible to destroy by conventional means and often seem to have a will of their own. Additional information about and examples of artifacts appear on page 118 of Armory. HONORBRINGER HANDS 2 PROFICIENCY special weapon DAMAGE 13d12 P CRITICAL BLEED 8d6 BULK 2 SPECIAL analog This unique, six-bladed, doshko-like weapon is said to have been bestowed upon Eshovok the Farsighted by Damoritosh to aid the emperor in his conquest of the Vesk home world. Eshovok sought to conquer what is now called Vesk Prime, and rather than subjugate enemies who might one day rebel, he demanded the complete eradication of all nonVesk societies on the planet. Eshovok personally led his armies, and the sight of their emperor cleaving through entire formations with Honorbringer filled his vesk soldiers with fervor, inspiring unstoppable battle frenzies in many. After achieving victory, he often personally executed the enemy commanders who had most distinguished themselves in combat, considering this death a sign of heartfelt respect for noble opponents. Since the Veskarium’s foundation, Honorbringer has passed from emperor to emperor, regularly serving as a traditional weapon, cruel scepter, or metaphorical flag symbolically planted in the ground before an emperor would declare a newly conquered world annexed. It’s currently kept in the Imperial Palace on Vesk Prime. Due to this adamantine doshko’s unusual design, it functions as a special weapon for proficiency purposes. In addition, Honorbringer can perform lethal swings, allowing its user to use a soldier’s kill shot class feature with the weapon once per hour as if they were a 20th-level soldier. A soldier with the kill shot class feature who wields this weapon can instead use the kill shot ability with Honorbringer once per minute without spending a Resolve Point. Finally, the weapon grants its wielder the inspired frenzy ability, below. It’s rumored that if a Veskarium emperor uses Honorbringer to disgrace Damoritosh, the weapon would shatter into many pieces, reforming only once a new emperor has taken the throne. Permanently destroying the weapon might require giving one shard to a resurrected member of each species the Veskarium has conquered, or perhaps the weapon would disintegrate once the Veskarium is destroyed forever. Inspired Frenzy (Ex) As a swift action after you have used Honorbringer to kill at least three enemies in the last minute, you can inspire a battle frenzy in any number of your willing allies within 60 feet, including yourself. While in a battle frenzy, a creature gains 20 temporary Hit Points, a +4 bonus to melee damage rolls, a +2 bonus to saving throws, and a –2 penalty to AC. It also can’t use any abilities that require patience or concentration, such as spellcasting, or any Charisma-, Dexterity-, or Intelligence-based skills except Acrobatics, Intimidate, and Piloting. The only reactions a creature in a battle frenzy can take are attacks of opportunity. While you wield Honorbringer and are affected by the battle frenzy, you also gain the frightful presence (Alien Archive 154) universal creature ability. The frenzy lasts for a number of rounds equal to 3 × your key ability score modifier, though an affected creature can end its own battle frenzy as a move action. After you use this battle frenzy, you can’t do so again until after you rest 10 minutes to regain Stamina Points. METAMORPHOSIS TORC BULK L The composition and design of this metallic armband slowly changes, though it always features a mishmash of animalistic features. Other than always bearing some association with Oras, legends of the torc’s origins are myriad and murky. Given the artifact’s ability to appear without warning far across the galaxy from where it was last seen, it may be that there are several such torcs, with each origin story being true for one of the copies. In any case, the Metamorphosis Torc seems to appear in fecund areas where adaptation occurs at extraordinary speeds, such as in jungles, on worlds experiencing rapid speciation following a mass extinction, or paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733828 20733828 20733828 4431557 4431557 4431557


paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733829 20733829 20733829 4431558 4431558 4431558 57 GALACTIC MAGIC GEAR SPELLS FAITHS THE MAGICAL GALAXY CLASSES OVERVIEW 2 ARTIFACTS ARTIFACTS near sprawling biotech facilities. The torc resizes to fit comfortably on any wearer. It can be activated as a full action up to three times a day, reshaping part of your anatomy and granting you a random species graft (Alien Archive 4 140) for 24 hours for a system that lacks an augmentation, after which the system reverts to its original form. If you succeed at a DC 20 Fortitude save, you can specify which body system the torc transforms, giving you a random species graft for that system; if you exceed the DC by 5 or more, you can pick the specific species graft obtained. If you fail the save by 5 or more, the torc can transform one of your systems that already has an augmentation, temporarily replacing an existing augmentation with a new one. At the GM’s discretion, you might acquire completely unique species grafts as the torc experiments with your physiology. A Metamorphosis Torc is highly addictive, and each use exposes you to a mental addiction (Core Rulebook 418) that you can resist with a DC 20 Fortitude save. Each use of the torc is treated as taking a dose of a drug for the purpose of this addiction. At impaired, you manifest two species grafts whenever you activate the torc; at befuddled, you manifest three species grafts. Once you become disassociated, attempt a DC 20 Fortitude save. If you succeed, you transform into a random (possibly unique) aberration, magical beast, monstrous humanoid, ooze, or plant under the GM’s control. If you fail, your body melts into a nutrient-rich slime. Either effect can be reversed only with miracle, wish, or equally powerful magic. The torc then teleports to a random location in the galaxy. TYTARIAN’S ANVIL BULK 8 Ancient tales tell of a mammoth forge created in the depths of Hyrrfellhame by Zursvaater, father of fire giants, and granted to the fire giant warlord Tytarian on Golarion to craft arms and armor that would unify the fire giants to conquer new lands. The giants’ gambit ultimately failed, and the forge fell into disuse, in no small part because it was remote, impractical to move, and relied on a nearby volcano’s heat to function properly. Sometime during the Gap, the forge relocated from Golarion to Crucible on the Near Space world Pholskar; however, while the new location included the forge’s bellows, hand tools, and impossibly hot hearth, the centerpiece anvil had gone missing. The furious fire giant and slag giant smiths have created countless heat-resistant weapons with the remaining tools and modern technologies, arming hunters who search for the presumably stolen anvil. Tytarian’s Anvil is a massive blacksmithing anvil etched with runes that glow hungrily when near heated metal. While using the anvil, you treat your ranks in Engineering and Mysticism as though they were 5 higher for the purpose of crafting items, and you can treat such items as one size category smaller (minimum Medium) for the purpose of calculating how long it takes you to craft them. When crafting any weapon with an item level of 8 or higher, you can create and attach a flaming weapon fusion to that weapon without increasing the cost or creation time. Any equipment created with the anvil is immune to fire damage, but cold damage dealt to the equipment ignores half its hardness. As a move action, a creature can tap a weapon or worn piece of armor against Tytarian’s Anvil. A tapped weapon gains the burn 6d6 critical hit effect for 1 hour, and any fire damage dealt by the weapon ignores 5 points of the target’s fire resistance. A tapped piece of armor grants its wearer protection against heat, providing the wearer fire resistance 50 against damage dealt by environmental hazards, plus fire resistance 10 against all other sources for 4 hours. This fire resistance can stack with one other source of fire resistance the wearer has. The anvil can augment up to 20 items in this way per day, after which any other users must spend 1 Resolve Point to activate this power. Finally, the anvil can be installed in a starship as a special expansion bay that also functions as a tech bay. Once per round when a magic officer successfully performs the eldritch shot crew action or an engineer successfully uses the divert crew action to augment the starship’s weapons, they draw upon the installed anvil’s magic to also either replace one piece of ammunition for a starship weapon with the limited fire property (maximum 3 per encounter) or grant one of the starship’s weapons one of the following weapon special properties until the beginning of the next helm phase: mysticalSOM, point (+10), or smoldering. On the next round after being hit by a smoldering weapon, the target starship’s arc takes 2d6 additional damage (the damage is instead 4d6 for a heavy weapon or 6d6 for a capital weapon). For the eldritch shot action, this additional ammunition or special property must be granted to the weapon affected by eldritch shot. The location of Tytarian’s Anvil remains a mystery, though some leads do exist. Rumors have associated the Hellknight Order of the Pyre with some powerful tool that grants their armaments especially deadly flames and has equipped elite Hellknights with fearsome new armor. It’s also possible that Pholskar’s giants still have the anvil, having relocated it to produce secret armaments while using its supposed theft as justification to invade nearby systems. What’s certain, though, is anyone who does recover the anvil is sure to be hounded by giant bounty hunters. paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733829 20733829 20733829 4431558 4431558 4431558


paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733830 20733830 20733830 4431559 4431559 4431559 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733830 20733830 20733830 4431559 4431559 4431559


paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733831 20733831 20733831 4431560 4431560 4431560 SPELLS 3 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733831 20733831 20733831 4431560 4431560 4431560


paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733832 20733832 20733832 4431561 4431561 4431561 60 SPELLS A superscript “R” (R) after a spell’s name means it requires an expenditure of Resolve Points to cast. MYSTIC SPELL LIST This chapter contains the following mystic spells. 0-Level Climate Adaptation: Protect a creature from extreme heat or cold. Distant Speech: Your speech is audible for half a mile outdoors or 1,000 feet indoors. Glowing Wall: Create a plane of colored light. Psychokinetic Shove: Deal 1 damage with the force descriptor to a creature or object and attempt to move it. Realign: End the off-kilter condition. Spark: Ignite a flammable object. Vanishing Trick: Turn an object invisible. 1st-Level Biome Adaptation: Adapt a creature to the environment, granting several bonuses. Broadcast Message: Send out a repeating telepathic message to all creatures in an area. Command Icon: Create a rallying symbol of light above a target creature that provides several beneficial effects. Communal Bond: Grant a bonus to saves against fear effects, and bonuses to providing aid, harrying fire, or covering fire. Companion Bond: Communicate telepathically with a pet, mount, or other creature. Dampen Spell: Weaken a cast spell as a reaction. Dissonance Strike: Attack to deal 4d4 sonic damage with a deafen critical effect. Dream of Home: Fascinate a target. Empathic Communication: Gain bonuses when communicating with other creatures. Fluid Morphism: Provide an enhancement bonus to a creature’s ability and skill checks. Furious Shriek: Deal 2d6 sonic damage to creatures within 30 feet (more if you have fewer than half your HP remaining). Modulate Frequency: Modify the sounds emitted by an object or creature. Proximity Alert: Set a magical alarm in an area. Soul Surge: Attempt an attack versus EAC to deal 3d8 damage. Wall of Fog: Create a bank of obscuring fog. 2nd-Level Accelerate Step: Gain concealment while moving your speed. Bypass Password: Use magic to access a password-protected computer. Dampen Spell: Weaken a cast spell as a reaction. Day’s Weariness: Deal 4d8 damage, and fatigue or exhaust a target. Distract: Use the feint action with Mysticism in place of Bluff. Empathic Support: Grant alternate uses of the aid another, covering fire, and harrying fire actions. Furious Shriek: Deal 4d6 sonic damage to creatures within 30 feet (more if you have fewer than half your HP remaining). Locate Hive: Designate a familiar structure or starship, and know its direction and distance. Social Reset: Reroll a failed Culture check to recall information, or Diplomacy check to change attitude or gather information. Soul Surge: Attempt an attack versus EAC to deal 6d8 damage. Spiritual Bonds: Grant allies within 30 feet a +1 morale bonus to saving throws, along with other benefits. Unmask: Remove a creature’s magical or nonmagical disguise. Wall of Steam: Create a wall of fog that emits scalding steam in one direction. 3rd-Level Battle Sonata: Deal 8d6 sonic damage to creatures in an area with a chance to stagger. Fluidity of Form: Draw upon the Maelstrom to grant ever-shifting bonuses to a creature. Furious Shriek: Deal 7d6 sonic damage to creatures within 30 feet (more if you have fewer than half your HP remaining). Gravity Tether: Deal 5d8 electricity damage to one or two creatures, then manipulate affected enemies’ positions. Grim Insight: Deal 6d10 damage to a creature and cause it to become shaken. Negate Spell: Negate a spell being cast that’s 3rd level or lower. Orient: Gain a +10 bonus to certain Survival checks. Physical Stability: Grant a creature a +2 circumstance bonus against transmutation effects. RemembranceR: Glimpse a past event. Remote Pilot: Pilot a vehicle remotely as though you were in it. Rhapsodic Aegis: Use sonic energy as a protective barrier. Sharpen Senses: Grant a creature blindsight and a bonus to Perception checks. Soul Surge: Attempt an attack versus EAC to deal 10d8 damage. Time’s Edge: Deal 10d6 slashing damage to creatures and objects in an area. Wall of EarthR: Create an earthen barrier. Wall of Ice: Create a barrier made of ice. 4th-Level Calm the Storm: Gain bonuses against mind-affecting effects. Elemental Convergence: Mix elemental planar energies together and deal 8d8 damage of two types in an area. Furious Shriek: Deal 10d6 sonic damage to creatures within 30 feet (more if you have fewer than half your HP remaining). Harness Lightning: Gain cover against attacks that deal electricity damage, and potentially retaliate with electricity damage. Magic Seal: Place a seal on a creature that interferes with its ability to use magic. Mystical Aegis: Grant a creature a barrier against magic effects. paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733832 20733832 20733832 4431561 4431561 4431561


paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733833 20733833 20733833 4431562 4431562 4431562 61 GALACTIC MAGIC GEAR SPELLS FAITHS THE MAGICAL GALAXY CLASSES OVERVIEW 3 SPELL LISTS Sonic Scream: Deal 6d12 damage in a cone that’s more effective underwater. Soul Surge: Attempt an attack versus EAC to deal 14d8 damage. Suppressing Field: Weaken spells cast in an area. Tracking Mark: Place a mark on a creature or object that allows you to track it. Usurp Spell: Take control of another spell being cast nearby. Void Grasp: Attempt a melee attack to deal 8d8 damage and sicken a creature. X-Ray Vision: Grant a creature x-ray vision. 5th-Level Fluidity of Form, Mass: Draw upon the Maelstrom to grant ever-shifting bonuses to multiple creatures. Furious Shriek: Deal 13d6 sonic damage to creatures within 30 feet (more if you have fewer than half your HP remaining). Creatures might also be shaken. Mystical Aegis, Mass: Grant multiple creatures a barrier against magic effects. Physical Stability, Mass: Grant multiple creatures a +2 circumstance bonus against transmutation effects. Soul Surge: Attempt an attack versus EAC to deal 21d8 damage. Subzero Clutch: Attempt a melee attack for 10d8 cold damage along with a free attempt to grapple. Temporal FlashR: Spend a Resolve Point to avoid an attack and teleport to an empty space you could reach with a single move action. Unravel Magic: Permanently remove a magic item’s magical properties. Wave of Warning: Attempt a ranged attack against up to three creatures to deal 10d8 nonlethal bludgeoning damage and cause them to be shaken. Weight of Ages: Deal 10d8 damage to multiple creatures and cause them to become encumbered. 6th-Level Akashic Investigation: Generate a magical reenactment of recent events in the target area. Antimagic Burst: Unravel magic in an area. Channel the Outer Sphere: Draw concentrated essence from a selected plane in beams that deal 4d8 damage. Fist of Damoritosh: Deal 12d8 damage with the force descriptor to creatures in a line and knock them prone. Furious Shriek: Deal 16d6 sonic damage to creatures within 30 feet (more if you have fewer than half your HP remaining). Creatures might also be staggered. Magic Seal, Greater: Place a seal in an area that interferes with creatures’ ability to use magic. Mystical Aegis, Greater: Grant a creature a barrier against magic effects as well as the benefits of a death ward spell. Soul Surge: Attempt an attack versus EAC to deal 24d8 damage. Star Touch: Form a miniature star core, dealing massive electricity and fire damage, and creating medium radiation. Star Wall: Create a wall of glowing gas that sends damaging waves of energy and radiation in one direction. Summon Corpse: Summon the body of a deceased creature to your side. PRECOG SPELL LIST Precogs can learn the following spells. Spells in this chapter are marked with an asterisk (*). Spells marked with a superscript abbreviation come from a source other than this chapter; these sources and their abbreviations are listed on page 3. Spells from the Core Rulebook have neither a superscript nor an asterisk. 0-Level Climate Adaptation*: Protect a creature from extreme heat or cold. Daze: Humanoid creature of CR 3 or lower is dazed. Detect Affliction: Determine whether a creature or object has been poisoned, is diseased, is cursed, or is suffering a similar affliction. Detect Magic: Detect spells and magic items within 60 feet. Ghost Sound: Create minor illusory sounds. Glowing Wall*: Create a plane of colored light. Injury Echo*: Deal 1d6 bludgeoning, piercing, or slashing damage to a creature. Magic Mark*: Place a visible or invisible mark of your choosing on a creature or object. Measure*: Learn the measurements of creatures and objects in an area. Mending: Restore 1d4 Hit Points to an object or construct. Psychokinetic Hand: Telekinetically move an object of 1 bulk or less. Quick Change*: Change the appearance of armor and clothing you’re wearing. Realign*: End the off-kilter condition. Spark*: Ignite a flammable object. Stabilize: Cause a dying creature to stabilize. Stumble*: Cause a creature to become off-target and move at half speed for one round. Telepathic Message: Send a short telepathic message and hear simple telepathic replies. Token Spell: Perform simple magical effects. Transfer Charge: Move charges from one power source to another of the same type. Vanishing Trick*: Turn an object invisible. 1st-Level Biome Adaptation*: Adapt a creature to the environment, granting several bonuses. Blessing of Youth*: Restore 1d8 Stamina Points and grant additional land speed. Broadcast Message*: Send out a repeating telepathic message to all creatures in an area. Communal Bond*: Grant a bonus to saves against fear effects, and bonuses to providing aid, harrying fire, or covering fire. Companion Bond*: Communicate telepathically with a pet, mount, or other creature. Comprehend CustomsCOM: Gain a +2 insight bonus to Culture checks about a specific culture made within the spell’s duration. Comprehend Languages: You understand all spoken, signed, and written or tactile languages. paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733833 20733833 20733833 4431562 4431562 4431562


paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733834 20733834 20733834 4431563 4431563 4431563 62 SPELLS Confusion, Lesser: One living creature is confused for 1 round. Dampen Spell*: Weaken a cast spell as a reaction. Death’s Door*: Deal 1d10 damage and 2 Strength damage to a target. Detect AugmentationAR: Detect the presence of augmentations. Detect Radiation: Detect radiation within 120 feet. Disguise Self: Change your appearance. Dream of Home*: Fascinate a target. Empathic Communication*: Gain bonuses when communicating with other creatures. Erase: Remove writings of either magical or mundane nature. Hold Portal: Hold a door shut. Identify: Gain a +10 bonus to identify items of a magic or technological nature. IncompetenceAR: Cause targets to lose proficiency with a type of weapon. Keen Senses: Target gains low-light vision and a +2 bonus to Perception checks. Know CoordinatesCOM: Learn the exact location of one creature on the same world as you. Modulate Frequency*: Modify the sounds emitted by an object or creature. Overheat: Deal 2d8 fire damage to creatures in cone. RecallCOM: Reroll a failed skill check to recall knowledge. Reflecting Armor: Sheath of mystical force can reflect damage back on foe. Remove Condition, Lesser: Remove one minor harmful condition affecting a creature. Scan EnvironmentCOM: Learn about the state of the natural environment. Share MemoryCOM: Target shares memory with you and five others. Swap Initiative*: Switch places in initiative order with a willing creature. 2nd-Level Accelerate Step*: Gain concealment while moving your speed. AuguryR: Learn whether an action will be good or bad. Blessing of Youth*: Restore 3d8 Stamina Points and grant additional land speed. Bypass Password*: Use magic to access a password-protected computer. Dampen Spell*: Weaken a cast spell as a reaction. Dampening FieldNS: Prevent creatures from detecting you using sounds or vibrations. Day’s Weariness*: Deal 4d8 damage, and fatigue or exhaust a target. Daze Monster: Target living creature of CR 5 or lower is dazed. Death’s Door*: Deal 2d10 damage, 2 Strength damage, and 2 Dexterity damage to a target. Delay CountermeasuresCOM: Delay a computer’s countermeasures. Distract*: Use the feint action with Mysticism in place of Bluff. Force Blast: Cone deals 2d6 damage and bull rushes creatures. Hold Person: Paralyze one humanoid. Invisibility: Target is invisible for 1 minute per level or until it attacks. Knock: Opens a locked or magically sealed door. Locate Hive*: Designate a familiar structure or starship, and know its direction and distance. Make Whole: Restore 5d6 Hit Points to an object or construct. Mirror Image: Create decoy duplicates of yourself. Osmose*: Instantly interrogate a source of data for relevant info. Parallel FormCOM: Disguise creatures’ forms and equipment, and give targets a bonus to Bluff checks to impersonate individuals. Perfect RecallCOM: Recall one memory unaltered by magic perfectly. Predict FoeCOM: As a reaction, shout a warning to an ally and grant that ally concealment against an attack. RechargeR: Replenish charges in a battery or item capable of holding charges. Remove Condition: Remove one moderate harmful condition affecting a creature. Resist RadiationCOM: Automatically succeed at saving throws against weak radiation and suppress radiation sickness. Restoration, Lesser: Dispel magical ability penalty or cure 1d4 ability damage. Restore Consumable*: Create a new copy of a consumable item when it’s used. See Invisibility: See invisible creatures or objects. Shield OtherR: You take half of the target’s Hit Point damage. Social Reset*: Reroll a failed Culture check to recall information, or Diplomacy check to change attitude or gather information. Spiritual Bonds*: Grant allies within 30 feet a +1 morale bonus to saving throws, along with other benefits. Status: Monitor condition and position of allies. Time Loop*: Confuse and entangle a creature. Uncanny Luck*: Reroll a saving throw or an enemy’s attack roll. Unmask*: Remove a creature’s magical or nonmagical disguise. 3rd-Level Arcane Sight: Magical sources become visible to you. Blessing of Youth*: Restore 5d8 Stamina Points and grant additional land speed. Clairaudience/Clairvoyance: Hear or see at a distance for 1 minute per level. Death AffinityNS: Transform a creature into an undead amalgam with some of an undead creature’s abilities. Death’s Door*: Deal 4d10 damage, 4 Strength damage, and 2 Dexterity damage to a target. Discharge: Disrupts or de-powers one target technological item or construct. Dispel Magic: Cancel one magical spell or effect. Displacement: Attacks miss 50% of the time. Entropic Grasp: Touch decays a construct or nonmagical manufactured item once per round per level. Explosive Blast: Deal 9d6 fire damage to creatures in a 20-foot radius. Grim Insight*: Deal 6d10 damage to a creature and cause it to become shaken. GroundlingCOM: Give a target a burrow speed and DR 5/ bludgeoning. Haste: One creature per level moves and acts faster. paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733834 20733834 20733834 4431563 4431563 4431563


paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733835 20733835 20733835 4431564 4431564 4431564 63 GALACTIC MAGIC GEAR SPELLS FAITHS THE MAGICAL GALAXY CLASSES OVERVIEW 3 SPELL LISTS Hologram Memory: Extract a creature’s memory and replay it as a hologram. Negate Spell*: Negate a spell being cast that’s 3rd level or lower. NondetectionR: Hide target from divination and surveillance. Orient*: Gain a +10 bonus to certain Survival checks. Pinpoint NavigationCOM: Gain a +10 bonus to Piloting checks for navigation. Planned ObsolescenceNS: Transform a weapon or set of armor into an archaic facsimile. PrescienceCOM: Concentrate on an enemy, predict their actions, and prepare an appropriate response. Preserve SpecimenCOM: Preserve a willing or unconscious creature in stasis. Probability Prediction: Reroll one attack roll, save, or check. RemembranceR*: Glimpse a past event. Remote Pilot*: Pilot a vehicle remotely as though you were in it. Remove Affliction: Neutralizes curses, diseases, infestations, poisons, and other harmful conditions affecting a creature. Resistant Armor, Lesser: Grant DR 5/— or energy resistance 5 against two energy types. Sharpen Senses*: Grant a creature blindsight and a bonus to Perception checks. Slow: One creature per level moves and acts slower. Speak with Dead: Corpse answers up to six questions. Temporal Bullets*: When an ally’s weapon attack misses, you cause it to hit instead, dealing up to 40 damage. Time Crawl*: Create an area of warped time that acts as difficult terrain and staggers creatures. Time’s Edge*: Deal 10d6 slashing damage to creatures and objects in an area. Tongues: Target can speak and understand any language. 4th-Level Animate Dead: Create controlled undead creatures out of target corpses. Arcane Eye: Invisible floating eye moves 30 feet per round and sends you visual information. Blessing of Youth*: Restore 7d8 Stamina Points and grant additional land speed. Calm the Storm*: Gain bonuses against mind-affecting effects. Confusion: Targets behave randomly for 1 round per level. Death Ward: Target gains +4 bonus to saves against death spells, and is immune to negative energy and gaining negative levels. Death’s Door*: Deal 6d10 damage, 4 Strength damage, and 4 Dexterity damage to a target. Dimension Door: Teleport a short distance. Discern Lies: Reveal deliberate falsehoods. Dismissal: Force a creature to return to its native plane. Displace MemoryCOM: You deposit a memory into a small object. DivinationR: Gain useful advice for specific proposed actions. Enervation: Ray imposes 2 negative levels. Hold Monster: Paralyze one creature. Invisibility, Greater: Target is invisible for 1 round per level, even if it attacks. Magic Seal*: Place a seal on a creature that interferes with its ability to use magic. Mind Probe: Potentially access a target creature’s memories and its knowledge. Modify OutcomeNS; R: Attempt to replace an ally’s failed action with a success from another reality. Planar Binding: Trap an extraplanar creature of CR 4 or lower until it performs a task. Reanimate ConstructNS: Reanimate a destroyed technological creature to serve you. Remove Radioactivity: Remove ongoing radiation effects from a creature or object. Resilient Sphere: Force globe protects but traps one target. Resistant Armor: Grant DR 10/– or energy resistance 10 to three energy types. RestorationR: Restores ability score drain and negative levels. Suppressing Field*: Weaken spells cast in an area. Time Loop, Mass*: Confuse and entangle multiple creatures. Tracking Mark*: Place a mark on a creature or object that allows you to track it. Usurp Spell*: Take control of another spell being cast nearby. X-Ray Vision*: Grant a creature x-ray vision. 5th-Level Blessing of Youth*: Restore 9d8 Stamina Points, grant additional land speed, and heal ability damage. Break Enchantment: Free creatures from curses, enchantments, and transmutations. Chrono Leap*: Knock a creature through time and across the battlefield. Contact Other Plane: Ask questions of an extraplanar entity, with questionable results. Death’s Door*: Deal 8d10 damage, 6 Strength damage, and 4 Dexterity damage to a target. Dismissal: Force extraplanar creatures whose total CR is no greater than your level + 2 to return to their native planes. Dispel Magic, Greater: Cancel multiple magical spells or effects. Feeblemind: Target’s Intelligence and Charisma scores drop to 1. Heat Leech: Deal 13d8 cold damage to creatures in a cone. Mislead: Make yourself invisible and create an illusory double of your likeness. Modify Memory: Change 5 minutes of target’s memories. Passwall: Create a passage through most walls. Planar Binding: Trap an extraplanar creature of CR 7 or lower until it performs a task. Private Sanctum: Prevent anyone from viewing or scrying an area for 24 hours. Prying Eyes: Twenty floating eyes scout for you. Raise Dead: Restore life to a creature that died no more than 1 day per level ago. Rapid Repair: Construct or weapon regains 2d8 Hit Points per round for 1 minute. Reality BendCOM: Concentrate on an ally, and shift them up to 10 feet once per round when it’s most convenient. ReanimatePW: Reanimate a dead construct or destroyed undead creature. Remove Condition, Greater: Remove all harmful conditions affecting a creature. paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733835 20733835 20733835 4431564 4431564 4431564


paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733836 20733836 20733836 4431565 4431565 4431565 64 SPELLS Retrocognition: Gain psychic impressions of past events in a certain location. Sniper’s Edge*: Fire a sniper weapon with supernatural precision. Subzero Clutch*: Attempt a melee attack for 10d8 cold damage along with a free attempt to grapple. Teleport: Instantly teleport as far as 2,000 miles. Temporal FlashR*: Spend a Resolve Point to avoid an attack and teleport to an empty space you could reach with a single move action. Undo MistakeR*: Establish a mental link with an ally and spend a Resolve Point to allow them to reroll a failed skill check with a +2 circumstance bonus. Unravel Magic*: Permanently remove a magic item’s magical properties. Wall of Force: Invisible wall is difficult to destroy. Waves of Fatigue: Several targets become fatigued. Weight of Ages*: Deal 10d8 damage to multiple creatures and cause them to become encumbered. 6th-Level Akashic Investigation*: Generate a magical reenactment of recent events in the target area. Antimagic Burst*: Unravel magic in an area. Blessing of Youth*: Restore 11d8 Stamina Points, grant additional land speed, and heal ability damage. Cheat Time*: Perform a flurry of actions. Control Undead: Undead creatures follow your commands and don’t attack you. Death’s Door*: Deal 10d10 damage, 6 Strength damage, and 6 Dexterity damage to a target. Disintegrate: Ray reduces one creature or object to dust. Enshrining Refuge: Targets can’t attack or be attacked, but can exist comfortably. Ethereal Jaunt: You become ethereal for 1 round per level. Forcecage*: Create an invisible cage of force energy. Interplanetary Teleport: Teleport between planets. Invisibility, Mass: Multiple targets are invisible for 1 minute per level or until one target attacks or moves away from other targets affected by the spell. Magic Seal, Greater*: Place a seal in an area that interferes with creatures’ ability to use magic. Planar Barrier: Seal an area against all planar travel into or within it. Planar Binding: Trap an extraplanar creature of CR 10 or lower until it performs a task. Plane Shift: As many as eight creatures travel to another plane of your choice. Psychic Surgery: Cure all Intelligence, Wisdom, and Charisma damage and drain, plus remove other mental afflictions and conditions. Regenerate: Grow back target’s severed limbs, restore 12d8 Hit Points, and remove exhaustion and fatigue. Resistant Armor, Greater: Grant DR 15/— or energy resistance 15 against four energy types. Snuff Life: Instantly kill or massively damage one creature per 2 caster levels, depending on targets’ CRs. Summon Drift BeaconsNS: Conjure Drift beacons to facilitate starship travel. TerraformR: Alter terrain and climate. True Seeing: Target can see things as they really are. Usher ApocalypseCOM: Deal fire damage, create difficult terrain, and potentially anchor foes to the ground in the area. VisionR: Answer a question about a person, place, or object. TECHNOMANCER SPELL LIST This chapter contains the following technomancer spells. 0-Level Adhere: Create a strong molecular bond with an object or in a square. Climate Adaptation: Protect a creature from extreme heat or cold. Distant Speech: Your speech is audible for half a mile outdoors or 1,000 feet indoors. Glowing Wall: Create a plane of colored light. Holographic Interface: Generate a holographic interface that lets you interact with a computer. Magic Mark: Place a visible or invisible mark of your choosing on a creature or object. Measure: Learn the measurements of creatures and objects in an area. Misfire: Cause an item to fail to function. Omnitool: Create tools needed for Engineering checks. Spark: Ignite a flammable object. Vanishing Trick: Turn an object invisible. Varied Veneer: Make an object appear broken or nonfunctional, or make a broken object appear to be functional. 1st-Level Adamantine Shot: Transmute ammunition into adamantine alloy and attack with it. Broadcast Message: Send out a repeating telepathic message to all creatures in an area. Command Icon: Create a rallying symbol of light above a target creature that provides several beneficial effects. Dampen Spell: Weaken a cast spell as a reaction. Dissonance Strike: Attack to deal 4d4 sonic damage with a deafen critical effect. Fluid Morphism: Provide an enhancement bonus to a creature’s ability and skill checks. Helping Hands: Grant extra hands that assist with some skill checks and item manipulation. Modulate Frequency: Modify the sounds emitted by an object or creature. Proximity Alert: Set a magical alarm in an area. Wall of Fog: Create a bank of obscuring fog. 2nd-Level Adamantine Shot: Transmute ammunition into adamantine alloy and attack with it. Anchor: Create a magical anchoring cable. Bypass Password: Use magic to access a password-protected computer. paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733836 20733836 20733836 4431565 4431565 4431565


paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733837 20733837 20733837 4431566 4431566 4431566 65 GALACTIC MAGIC GEAR SPELLS FAITHS THE MAGICAL GALAXY CLASSES OVERVIEW 3 SPELL LISTS Dampen Spell: Weaken a cast spell as a reaction. Empathic Support: Grant alternate uses of the aid another, covering fire, and harrying fire actions. Osmose: Instantly interrogate a source of data for relevant info. Wall of Steam: Create a wall of fog that emits scalding steam in one direction. 3rd-Level Acid Puddle: Create a damaging pool of acid. Adamantine Shot: Transmute ammunition into adamantine alloy and attack with it. Autopilot: Install a temporary AI into a vehicle that can act as an autopilot. Duplicate Data: Copy data and any countermeasures from a single computer to another device in your possession. Fluidity of Form: Draw upon the Maelstrom to grant evershifting bonuses to a creature. Gravity Tether: Deal 5d8 electricity damage to one or two creatures, then manipulate affected enemies’ positions. Helping Hands, Mass: Grant extra hands to multiple creatures that assist with some skill checks and item manipulation. Negate Spell: Negate a spell being cast that’s 3rd level or lower. Physical Stability: Grant a creature a +2 circumstance bonus against transmutation effects. Plasma Snare: Attempt an attack to deal 3d6 electricity and fire damage and entangle a target, dealing further damage. Remote Pilot: Pilot a vehicle remotely as though you were in it. Sharpen Senses: Grant a creature blindsight and a bonus to Perception checks. 4th-Level Adamantine Shot: Transmute ammunition into adamantine alloy and attack with it. Harness Lightning: Gain cover against attacks that deal electricity damage, and potentially retaliate with electricity damage. Magic Seal: Place a seal on a creature that interferes with its ability to use magic. Mystical Aegis: Grant a creature a barrier against magic effects. Shared Gravity: Adjust gravity for creatures and objects in an area. Suppressing Field: Weaken spells cast in an area. Tracking Mark: Place a mark on a creature or object that allows you to track it. Usurp Spell: Take control of another spell being cast nearby. X-Ray Vision: Grant a creature x-ray vision. 5th-Level Adamantine Shot: Transmute ammunition into adamantine alloy and attack with it. Fluidity of Form, Mass: Draw upon the Maelstrom to grant ever-shifting bonuses to multiple creatures. Mystical Aegis, Mass: Grant multiple creatures a barrier against magic effects. Physical Stability, Mass: Grant multiple creatures a +2 circumstance bonus against transmutation effects. Radiation Ray: Deal 8d12 fire damage to a creature and expose it to high radiation. Unravel Magic: Permanently remove a magic item’s magical properties. 6th-Level Adamantine Shot: Transmute ammunition into adamantine alloy and attack with it. Akashic Investigation: Generate a magical reenactment of recent events in the target area. Antimagic Burst: Unravel magic in an area. Forcecage: Create an invisible cage of force energy. Ice Prison: Deal 8d6 cold damage and cause a creature to become paralyzed, along with additional damage per round. Magic Seal, Greater: Place a seal in an area that interferes with creatures’ ability to use magic. Mystical Aegis, Greater: Grant a creature a barrier against magic effects as well as the benefits of a death ward spell. WITCHWARPER SPELL LIST This chapter contains the following witchwarper spells. 0-Level Adhere: Create a strong molecular bond with an object or in a square. Climate Adaptation: Protect a creature from extreme heat or cold. Glowing Wall: Create a plane of colored light. Magic Mark: Place a visible or invisible mark of your choosing on a creature or object. Misfire: Cause an item to fail to function. Psychokinetic Shove: Deal 1 damage with the force descriptor to a creature or object and attempt to move it. Quick Change: Change the appearance of armor and clothing you’re wearing. Realign: End the off-kilter condition. Spark: Ignite a flammable object. Stumble: Cause a creature to become off-target and move at half speed for one round. Vanishing Trick: Turn an object invisible. Varied Veneer: Make an object appear broken or nonfunctional, or make a broken object appear to be functional. 1st-Level Adamantine Shot: Transmute ammunition into adamantine alloy and attack with it. Biome Adaptation: Adapt a creature to the environment, granting several bonuses. Communal Bond: Grant a bonus to saves against fear effects, and bonuses to providing aid, harrying fire, or covering fire. Companion Bond: Communicate telepathically with a pet, mount, or other creature. Dampen Spell: Weaken a cast spell as a reaction. Dissonance Strike: Attack to deal 4d4 sonic damage with a deafen critical effect. paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733837 20733837 20733837 4431566 4431566 4431566


paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733838 20733838 20733838 4431567 4431567 4431567 66 SPELLS Dream of Home: Fascinate a target. Empathic Communication: Gain bonuses when communicating with other creatures. Fluid Morphism: Provide an enhancement bonus to a creature’s ability and skill checks. Helping Hands: Grant extra hands that assist with some skill checks and item manipulation. Modulate Frequency: Modify the sounds emitted by an object or creature. Soul Surge: Attempt an attack versus EAC to deal 3d8 damage. Swap Initiative: Switch places in initiative order with a willing creature. Wall of Fog: Create a bank of obscuring fog. 2nd-Level Adamantine Shot: Transmute ammunition into adamantine alloy and attack with it. Anchor: Create a magical anchoring cable. Dampen Spell: Weaken a cast spell as a reaction. Day’s Weariness: Deal 4d8 damage, and fatigue or exhaust a target. Distract: Use the feint action with Mysticism in place of Bluff. Empathic Support: Grant alternate uses of the aid another, covering fire, and harrying fire actions. Osmose: Instantly interrogate a source of data for relevant info. Social Reset: Reroll a failed Culture check to recall information, or Diplomacy check to change attitude or gather information. Soul Surge: Attempt an attack versus EAC to deal 6d8 damage. Spiritual Bonds: Grant allies within 30 feet a +1 morale bonus to saving throws, along with other benefits. Uncanny Luck: Reroll a saving throw or an enemy’s attack roll. Unmask: Remove a creature’s magical or nonmagical disguise. Wall of Steam: Create a wall of fog that emits scalding steam in one direction. 3rd-Level Acid Puddle: Create a damaging pool of acid. Adamantine Shot: Transmute ammunition into adamantine alloy and attack with it. Autopilot: Install a temporary AI into a vehicle that can act as an autopilot. Fluidity of Form: Draw upon the Maelstrom to grant ever-shifting bonuses to a creature. Gravity Tether: Deal 5d8 electricity damage to one or two creatures, then manipulate affected enemies’ positions. Grim Insight: Deal 6d10 damage to a creature and cause it to become shaken. Helping Hands, Mass: Grant extra hands to multiple creatures that assist with some skill checks and item manipulation. Negate Spell: Negate a spell being cast that’s 3rd level or lower. Physical Stability: Grant a creature a +2 circumstance bonus against transmutation effects. Plasma Snare: Attempt an attack to deal 3d6 electricity and fire damage and entangle a target, dealing further damage. Sharpen Senses: Grant a creature blindsight and a bonus to Perception checks. Soul Surge: Attempt an attack versus EAC to deal 10d8 damage. Time’s Edge: Deal 10d6 slashing damage to creatures and objects in an area. Wall of EarthR: Create an earthen barrier. Wall of Ice: Create a barrier made of ice. 4th-Level Adamantine Shot: Transmute ammunition into adamantine alloy and attack with it. Calm the Storm: Gain bonuses against mind-affecting effects. Elemental Convergence: Mix elemental planar energies together and deal 8d8 damage of two types in an area. Magic Seal: Place a seal on a creature that interferes with its ability to use magic. Shared Gravity: Adjust gravity for creatures and objects in an area. Sonic Scream: Deal 6d12 damage in a cone that’s more effective underwater. Soul Surge: Attempt an attack versus EAC to deal 14d8 damage. Suppressing Field: Weaken spells cast in an area. Usurp Spell: Take control of another spell being cast nearby. Void Grasp: Attempt a melee attack to deal 8d8 damage and sicken a creature. 5th-Level Adamantine Shot: Transmute ammunition into adamantine alloy and attack with it. Fluidity of Form, Mass: Draw upon the Maelstrom to grant ever-shifting bonuses to multiple creatures. Physical Stability, Mass: Grant multiple creatures a +2 circumstance bonus against transmutation effects. Radiation Ray: Deal 8d12 fire damage to a creature and expose it to high radiation. Sniper’s Edge: Fire a sniper weapon with supernatural precision. Soul Surge: Attempt an attack versus EAC to deal 21d8 damage. Temporal FlashR: Spend a Resolve Point to avoid an attack and teleport to an empty space you could reach with a single move action. Undo Mistake: Establish a mental link with an ally and spend a Resolve Point to allow them to reroll a failed skill check with a +2 circumstance bonus. Unravel Magic: Permanently remove a magic item’s magical properties. Weight of Ages: Deal 10d8 damage to multiple creatures and cause them to become encumbered. 6th-Level Adamantine Shot: Transmute ammunition into adamantine alloy and attack with it, dealing damage and inferring special properties. Antimagic Burst: Unravel magic in an area. Forcecage: Create an invisible cage of force energy. Ice Prison: Deal 8d6 cold damage and cause a creature to become paralyzed, along with additional damage per round. Magic Seal, Greater: Place a seal in an area that interferes with creatures’ ability to use magic. paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733838 20733838 20733838 4431567 4431567 4431567


paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733839 20733839 20733839 4431568 4431568 4431568 67 GALACTIC MAGIC GEAR SPELLS FAITHS THE MAGICAL GALAXY CLASSES OVERVIEW 3 SPELL DESCRIPTIONS Soul Surge: Attempt an attack versus EAC to deal 24d8 damage. Star Touch: Form a miniature star core, dealing massive electricity and fire damage, and creating medium radiation. Star Wall: Create a wall of glowing gas that sends damaging waves of energy and radiation in one direction. Summon Corpse: Summon the body of a deceased creature to your side. SPELL DESCRIPTIONS ACCELERATE STEP MYSTIC 2 PRECOG 2 School transmutation Casting Time 1 standard action Range personal Duration 1 round/level Drawing upon the Dimension of Time, you speed your steps until your every movement is a blur of motion. While you move up to your speed, charge, run, or step, you have concealment against attackers. ACID PUDDLE TECHNOMANCER 3 WITCHWARPER 3 School conjuration (acid, creation) Casting Time 1 standard action Range medium (100 ft. + 10 ft./level) Area 20-ft.-radius spread Duration 1 round/level (D) Saving Throw Reflex half; Spell Resistance no You coat the area in conjured acid, which quickly pools on the ground. Creatures and objects in the area when the spell is cast take 6d6 acid damage. For the duration of the spell, creatures that enter or start their turn in the area take 2d6 acid damage. ADAMANTINE SHOT TECHNOMANCER 1-6 WITCHWARPER 1-6 School transmutation Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels) Targets up to three creatures Duration instantaneous Saving Throw none; Spell Resistance no Dwarves created adamantine shot to turn common ammunition into deadly projectiles with siege and mining potential. You transmute one longarm round or similar missile, such as an arrow, into a magical projectile that performs as adamantine alloy ammunition, then you launch it. The round splits into three; attempt an attack against a target’s KAC for each projectile. On a success, a shot deals piercing damage based on the slot you used to cast the spell and has the knockdown critical hit effect. Each shot also has the breach weapon special property (Armory 27), but you use your key ability score in place of Strength and add triple the spell-slot level you used to the roll instead of item level. 1st: When you cast adamantine shot as a 1st-level spell, each projectile deals 1d8 piercing damage. 2nd: When you cast adamantine shot as a 2nd-level spell, each projectile deals 2d8 piercing damage. 3rd: When you cast adamantine shot as a 3rd-level spell, each projectile deals 3d8 piercing damage. 4th: When you cast adamantine shot as a 4th-level spell, each projectile deals 5d8 piercing damage. 5th: When you cast adamantine shot as a 5th-level spell, each projectile deals 7d8 piercing damage. 6th: When you cast adamantine shot as a 6th-level spell, each projectile deals 9d8 piercing damage. ADHERE TECHNOMANCER 0 WITCHWARPER 0 School transmutation Casting Time 1 standard action Range touch Targets one object Duration varies; see text Saving Throw see text; Spell Resistance no You create a molecular bond between an object you touch (bulk up to 1 + your caster level) and another object or a surface that object is touching. Pulling the object free of that surface then requires a Strength check against the spell’s save DC, although you can dismiss it by touching the object again. If moving or opening the object already requires a Strength check, you increase the DC of that check by half your key ability score bonus. If the adherence is broken, the spell ends. Otherwise, the magic is permanent. If you instead touch a surface (one 5-foot square), that surface becomes charged with adhering magic for 1 round per level. If a creature touches the surface of the affected square, the creature must succeed at a Reflex saving throw or become entangled until they successfully save against the spell (they can attempt a new save at the beginning of each of their turns). Once the entangled creature escapes, the spell ends. It also ends if you cast this version of the spell on another area. AKASHIC INVESTIGATION MYSTIC 6 PRECOG 6 TECHNOMANCER 6 School divination Casting Time 1 minute Range close (25 ft. + 5 ft./2 levels) Area 20-ft.-radius emanation Duration 1 hour (D) Saving Throw none; Spell Resistance no You sift through the Akashic Record to view a shadow of the past day’s events that happened in the spell’s area. You overlay these events at the location that they occurred, staging a blurred reenactment of events that took place over the last 24 hours. This reenactment presents only a shadow of the original events, with the creatures appearing as shadows that make indecipherable noises. You can make out the general actions, positions, and sizes of creatures, identify generic noises, and determine the mood and tone of conversation. There isn’t enough detail to identify creatures in this reenactment by anything more specific than creature type, nor to determine anything spoken. You have the ability paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733839 20733839 20733839 4431568 4431568 4431568


paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733840 20733840 20733840 4431569 4431569 4431569 68 SPELLS to fast forward, rewind, move in slow motion, and pause the events to get a better view, at any speed desired. ANCHOR TECHNOMANCER 2 WITCHWARPER 2 School conjuration (summoning) Casting Time 1 standard action Range medium (100 ft. + 10 ft./level) Targets immobile object Duration 10 minutes/level (D) Saving Throw none; Spell Resistance no You conjure and attach a cable to an immobile object. When the spell ends, the cable returns to where it was summoned from. The cable has hardness 8, 8 Hit Points, and a length equal to the spell’s range. The cable can be pried free with an Athletics check equal to the spell’s DC. If the cable becomes unanchored or destroyed, the spell ends. ANTIMAGIC BURST MYSTIC 6 PRECOG 6 TECHNOMANCER 6 WITCHWARPER 6 School abjuration Casting Time 1 standard action Range medium (100 ft. + 10 ft./level) Area 20-ft.-radius burst Duration instantaneous Saving Throw Will partial, see text; Spell Resistance yes, see text You detonate a bubble of antimagic in the area, temporarily unraveling magical effects. This spell works like an area dispel from greater dispel magic, but your dispel check applies to every spell, supernatural effect, hybrid item, magic item, and magical effect in the area. For supernatural effects, the DC for your check equals 11 + the CR or level of the creature that created the effect. If the dispel check would end a summoning effect, it sends only those summoned creatures in the area back from whence they came. The antimagic suppresses an affected magic item’s magical capabilities for 1d4 rounds. Creatures and objects only partially within the area are unaffected. Creatures, including summoned ones that remain because the effect that summoned them isn’t dispelled, can attempt a Will saving throw against this effect, and their spell resistance applies. If a creature is affected, it can’t use its spells, spell-like abilities, and supernatural abilities for 1d4 rounds. A magical construct that fails the save is also staggered for this time. Any creature affected by this spell can attempt a Will saving throw at the end of each round to shrug off the effect on itself. This spell has no effect on artifacts or deities. AUTOPILOT TECHNOMANCER 3 WITCHWARPER 3 School conjuration Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels) Targets one vehicle Duration 1 hour/level Saving Throw none; Spell Resistance no You install an AI into a vehicle that can control the vehicle in place of an actual pilot. During the spell’s duration, you can engage or disengage the autopilot AI as a swift action. You can input a destination into the autopilot AI as a move action, and the autopilot AI attempts to reach that location if doing so is possible. The vehicle is considered controlled when the autopilot AI is engaged. The autopilot AI’s actions are dictated by the GM, and the autopilot AI can take any of the actions to pilot a vehicle that an actual pilot can. The autopilot AI has a Piloting modifier of +14. BATTLE SONATA MYSTIC 3 School evocation (sonic) Casting Time 1 standard action Range 15 ft. Area cone-shaped burst Duration instantaneous Saving Throw Will half, see text; Spell Resistance yes Employed to great effect by the pahtra defenders of independent Pulonis, this spell weaponizes music to devastate foes. You compose a deadly song that unleashes dissonant chords in a cone-shaped burst in front of you, dealing 8d6 sonic damage to all creatures and objects in the area. A creature who fails its Will save against your battle sonata is also staggered for 1 round. BIOME ADAPTATION MYSTIC 1 PRECOG 1 WITCHWARPER 1 School transmutation Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels) Targets one creature Duration 1 hour/level (D) Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless) As the elves of yore, you attune the target to the surrounding environment or foresee their needs there, altering their coloration and movement to better match the biome (Core Rulebook 396) within which you cast this spell. The target ignores nonmagical difficult terrain typical to that biome and gains a +2 insight bonus to Stealth checks there as well as Survival checks for the tasks endure severe weather, live off the land, and orienteering in that biome. BLESSING OF YOUTH PRECOG 1-6 School transmutation Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels) Targets one living creature Duration instantaneous Saving Throw Will negates (harmless); Spell Resistance yes (harmless) You rewind a living creature’s personal timeline to an earlier point in their life cycle, imbuing them with renewed vitality and restoring a number of Stamina Points. Blessing of youth ends the bleeding condition. Blessing of youth restores a number of Stamina Points and applies bonuses to your target depending on the spell’s level. paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733840 20733840 20733840 4431569 4431569 4431569


paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733841 20733841 20733841 4431570 4431570 4431570 69 GALACTIC MAGIC GEAR SPELLS FAITHS THE MAGICAL GALAXY CLASSES OVERVIEW 3 SPELL DESCRIPTIONS 1st: When you cast blessing of youth as a 1st-level spell, it restores 1d8 Stamina Points plus grants a +5-foot enhancement bonus to the target’s land speed for 1 round. 2nd: When you cast blessing of youth as a 2nd-level spell, it restores 3d8 Stamina Points plus grants a +5-foot enhancement bonus to the target’s land speed for 2 rounds. 3rd: When you cast blessing of youth as a 3rd-level spell, it restores 5d8 Stamina Points plus grants a +5-foot enhancement bonus to the target’s land speed for 3 rounds. 4th: When you cast blessing of youth as a 4th-level spell, it restores 7d8 Stamina Points plus grants a +10-foot enhancement bonus to the target’s land speed for 4 rounds. 5th: When you cast blessing of youth as a 5th-level spell, it restores 9d8 Stamina Points plus grants a +10-foot enhancement bonus to the target’s land speed for 5 rounds. Additionally, it heals 1 temporary ability damage to each of the target’s ability scores. 6th: When you cast blessing of youth as a 6th-level spell, it restores 11d8 Stamina Points plus grants a +10-foot enhancement bonus to the target’s land speed for 6 rounds. Additionally, it heals 2 temporary ability damage to each of the target’s ability scores. BROADCAST MESSAGE MYSTIC 1 PRECOG 1 TECHNOMANCER 1 School divination (language-dependent, mind-affecting) Casting Time 1 round; see text Area emanation with a radius of 100 ft. centered on you; see text Targets all creatures Duration concentration, up to 1 minute/level Saving Throw none; Spell Resistance no You broadcast a short telepathic message of up to 25 words to all creatures in the area. The message repeats each round for the duration. A technomancer casting this spell also broadcasts the message to all computers or constructs with the technological subtype that are designed to receive messages. You can spend additional time casting this spell to increase its area. If you do, for each additional full action spent to cast this spell, the emanation’s radius increases by 100 ft., to a maximum of 1,000 ft. BYPASS PASSWORD MYSTIC 2 PRECOG 2 TECHNOMANCER 2 School divination Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels) Targets one computer, control panel, datapad, or similar digital device Duration instantaneous; see text Saving Throw none; Spell Resistance no Bypass password allows the caster to access a computer, control panel, or other similar digital device protected by a password. When you complete the casting of this spell, attempt a caster-level check (1d20 + your caster level) with a +10 bonus against the DC of the computer password. If successful, bypass password gives access through three password-protected security measures. Bypass password only works on technological or hybrid devices. CALM THE STORM MYSTIC 4 PRECOG 4 WITCHWARPER 4 School enchantment Casting Time 1 standard action Range personal Duration 10 minutes/level Developed by ikeshti brood-minders and congregants who moved beyond the threat of becoming a rivener, this spell is a celebration of the mental fortitude that one needs to resist one’s urges and to shrug off outside influence. You gain a +2 morale bonus to saving throws against all spells and effects with the mind-affecting descriptor. If you would fail a saving throw against a mind-affecting spell or effect while under the effects of calm the storm, you can reroll the failed saving throw as a reaction. If you do, calm the storm ends. CHANNEL THE OUTER SPHERE MYSTIC 6 School conjuration Casting Time 1 round Range medium (100 ft. + 10 ft./level) Area cylinder (30-ft. radius, 100 ft. high) Duration concentration, up to 1 round/level Saving Throw Reflex half, see text; Spell Resistance no 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. A beam is a vertical line, 5 feet wide, from the top of the spell’s area to the bottom, and it deals 4d8 damage to each creature in the beam. When you cast this spell and each time you concentrate on it, you can call down a damaging beam within the spell’s area. A creature in the area of a beam can attempt a Reflex saving throw to halve the damage dealt by this spell. Creatures that fail this saving throw can suffer further ill effects, as noted. When you cast this spell, select one of the following planes. You can only select a plane within one alignment step of your own. The beams gain additional effects based on the plane selected. Heaven (LG): When you choose Heaven, channel the outer sphere deals fire damage that has the lawful and good descriptors. Good creatures are immune to all damage dealt by this spell. Creatures that fail their Reflex saving throw are blinded 1 round. Nirvana (NG): When you choose Nirvana, channel the outer sphere deals nonlethal bludgeoning damage that has the good descriptor. Good creatures in the area of a beam are immune to all damage dealt by this spell and have 4d8 Hit Points restored. Elysium (CG): When you choose Elysium, channel the outer sphere deals sonic damage that has the chaotic and good descriptors. Good creatures in the area of a beam are immune to all damage dealt by this spell and escape from paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733841 20733841 20733841 4431570 4431570 4431570


paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733842 20733842 20733842 4431571 4431571 4431571 70 SPELLS unwelcome bonds, immediately removing the entangled and grappled conditions. Axis (LN): When you choose Axis, channel the outer sphere deals electricity damage that has the lawful descriptor. Creatures that fail their Reflex saving throw are entangled for 1 round. Boneyard (N): When you choose the Boneyard, channel the outer sphere deals damage with the force descriptor. Undead in the area of a beam are dealt an additional 2d8 damage, for a total of 6d8 damage. Maelstrom (CN): When you choose the Maelstrom, the damage dealt by channel the outer sphere has the chaotic descriptor and an additional damage type determined randomly each round from among the following: acid, cold, electricity, fire. Creatures that fail their Reflex saving throw are confused for 1 round. Hell (LE): When you choose Hell, channel the outer sphere deals fire damage that has the lawful and evil descriptors. Creatures that fail their Reflex saving throw gain the burning condition (1d8). Abaddon (NE): When you choose Abaddon, channel the outer sphere deals acid damage that has the evil descriptor. Creatures that fail their Reflex saving throw are sickened for 1 round. Abyss (CE): When you choose the Abyss, channel the outer sphere deals slashing damage that has the chaotic and evil descriptors. Creatures that fail their Reflex saving throw are bleeding (1d8). CHEAT TIME PRECOG 6 School abjuration Casting Time 1 round Range personal Duration instantaneous You unfetter yourself in time, rapidly performing a variety of actions in the blink of an eye. You can perform up to six actions from the following options, in a combination and order of your choice, though some actions end the spell immediately. Attack: You can perform an attack with any weapon you’re wielding. After you perform this action, cheat time immediately ends, eliminating any unused actions. Combat Maneuver: You can perform a bull rush, dirty trick, disarm, or trip combat maneuver. When you attempt these combat maneuvers, you can use your key ability modifier instead of your Strength modifier if it’s higher. Manipulate Object: You can manipulate an object within reach. Move: You can move up to your speed. This movement doesn’t provoke attacks of opportunity. Spell: You can cast a spell with a casting time of 1 standard action. After you perform this action, if the spell you cast is offensive, cheat time immediately ends, eliminating any unused actions. CHRONO LEAP PRECOG 5 School conjuration Casting Time 1 standard action Range medium (100 ft. + 10 ft./level) Targets one creature Area see text Duration instantaneous Saving Throw Reflex half, see text; Spell Resistance yes You rocket the target forward through time, sending them careening across the battlefield. You move the target up to 60 feet in a straight line. This movement doesn’t provoke attacks of opportunity. The target can attempt a Reflex saving throw to prevent this movement and negate the additional effect below. At the end of this movement, the creature reenters the flow of time with a burst of temporal energy. Creatures adjacent to the target take 4d6 bludgeoning damage and are knocked prone. A creature in this area that succeeds at a Reflex saving throw takes only half damage and isn’t knocked prone. CLIMATE ADAPTATION MYSTIC 0 PRECOG 0 TECHNOMANCER 0 WITCHWARPER 0 School transmutation Casting Time 1 standard action Range touch Targets one creature Duration 1 hour Saving Throw Will negates (harmless); Spell Resistance yes (harmless) You tweak a creature’s genetic code, altering its environmental adaptations to better suit the surrounding climate. For the duration, the target reduces the severity of dangerous temperatures by one step. For example, cold is reduced to comfortable, while extreme heat is reduced to severe heat. Climate adaptation can protect the target from either cold or heat but not both simultaneously. COMMAND ICON MYSTIC 1 TECHNOMANCER 1 School illusion Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels) Targets one creature Duration 1 minute/level (D) Saving Throw Will negates; Spell Resistance yes Hobgoblins created this spell to signify rallying points and provide commanders with better ability to organize troops. The target creature seems more imposing, granting the creature a +2 morale bonus to Charisma-based checks made to motivate troops and all Intimidate checks. A symbol of leadership, such as the seal of an organization or a deity’s holy symbol, illuminates above the target. This symbol increases the light in a 10-foot radius by one step, up to normal. The light imposes a –20 penalty to Stealth checks and prevents the target from benefiting from concealment from darkness, invisibility, and similar effects. The target gains a +1 morale bonus to saving throws against fear and being charmed, as do allies while they remain within the symbol’s light. paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733842 20733842 20733842 4431571 4431571 4431571


paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733843 20733843 20733843 4431572 4431572 4431572 71 GALACTIC MAGIC GEAR SPELLS FAITHS THE MAGICAL GALAXY CLASSES OVERVIEW 3 SPELL DESCRIPTIONS COMMUNAL BOND MYSTIC 1 PRECOG 1 WITCHWARPER 1 School abjuration Casting Time 1 standard action Range 30 ft. Targets the caster and all allies within a 30-ft. burst, centered on the caster Duration 10 minutes/level Saving Throw none; Spell Resistance yes (harmless) This spell arises from ghorans’ tradition of imbuing their group projects and celebrations of togetherness with magic. Targets gain a +1 morale bonus to saving throws against fear effects while they’re observing at least one other target of the same casting of this spell. Also, when a target successfully aids another target of the same casting of this spell, or provides such a creature covering or harrying fire, the bonus from successfully doing so is +3 instead of +2. COMPANION BOND MYSTIC 1 PRECOG 1 WITCHWARPER 1 School divination Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels) Targets the caster plus one willing creature (see text) Duration 1 hour/level (D) Saving Throw none; Spell Resistance no As the lashuntas who created this spell, you forge a telepathic link with a pet, mount, or other creature, provided the creature has an Intelligence modifier and that modifier is –2 or lower, and the creature is of the aberration, animal, dragon, magical beast, or plant type. Any creature that you have as a creature companion (Alien Archive 3 138) can instead be the target of this spell. You can communicate telepathically through the bond, regardless of language. No special power or influence is established because of the bond. Once the bond is formed, it works over any distance provided you and the target are on the same plane. If the creature has an intelligence modifier of –3 or higher, they can communicate simple thoughts through the bond to you. Otherwise, the creature can communicate feelings through this bond but not words or complex concepts. If the target is your creature companion, it doesn’t need to see or hear you to receive your commands, and you receive a +2 morale bonus to Survival checks to control or ride the creature. DAMPEN SPELL MYSTIC 1-2 PRECOG 1-2 TECHNOMANCER 1-2 WITCHWARPER 1-2 School abjuration Casting Time 1 reaction Range medium (100 ft. + 10 ft./level) Targets one spell Duration instantaneous Saving Throw none; Spell Resistance no You siphon magical energy from a spell, casting dampen spell as a reaction when you observe the triggering spell being paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733843 20733843 20733843 4431572 4431572 4431572


paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733844 20733844 20733844 4431573 4431573 4431573 72 SPELLS cast within range. This spell has no effect on magic items but can affect spells they cast. The spell slot you use to cast dampen spell determines the options you have for dampening the targeted spell. To have any effect, you must attempt a dispel check (1d20 + your caster level) with a DC equal to 11 + the spell’s caster level. If you successfully dampen a spell, the caster can cease casting, losing the action used for casting rather than the spell slot. This spell has no effect on artifacts or deities. 1st: If you cast dampen spell using a 1st-level slot, choose one of the following effects. Contract: Halve the spell’s range. If the targeted spell can no longer reach its target, the caster can choose a new target within the new range and continue casting. Exclude: An area or multitarget spell excludes one target of your choice. Mistarget: Make the spell go off-target as if it’s a thrown weapon that missed its grid intersection (Core Rulebook 245). Shorten: If the spell’s duration is measured in rounds or minutes, halve that duration (round down, minimum 0 or 5 rounds for 1 minute rounded down). You can’t shorten a spell that has a duration measured in longer increments. 2nd: If you cast dampen spell using a 2nd-level slot, choose one of the following effects. Reduce: Halve the area or number of targets the spell can affect. Shorten: If the spell’s duration is measured in hours, halve that duration (round down, minimum 30 minutes for 1 hour rounded down). You can’t shorten a spell that has a duration measured in longer increments. Weaken: Halve the spell’s damage or healing done. DAY’S WEARINESS MYSTIC 2 PRECOG 2 WITCHWARPER 2 School enchantment (mind-affecting, pain) Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels) Targets one living creature Duration 1 round/level Saving Throw Will half, see text; Spell Resistance yes You launch an opponent’s mind forward in time, forcing them to experience a day’s events in a moment. The target takes 4d8 damage and becomes fatigued for the duration, or they become exhausted for the duration if already fatigued. The target can attempt a Will saving throw to halve the damage dealt by this spell and negate the fatigued condition. DEATH’S DOOR PRECOG 1-6 School transmutation Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels) Targets one living creature Duration instantaneous Saving Throw Fortitude half, see text; Spell Resistance yes You accelerate a living opponent’s personal timeline to the end of their natural life cycle, unleashing the ravages of time in a devastating surge. The target can attempt a Fortitude saving throw to halve the damage and ignore the ability damage dealt by this spell. Ability damage dealt by this spell wears off after 1 minute. A creature can take ability damage from this spell only once every 24 hours. 1st: When you cast death’s door as a 1st-level spell, it deals 1d10 damage plus 2 Strength damage to the target. 2nd: When you cast death’s door as a 2nd-level spell, it deals 2d10 damage plus 2 Strength and 2 Dexterity damage to the target. 3rd: When you cast death’s door as a 3rd-level spell, it deals 4d10 damage plus 4 Strength and 2 Dexterity damage to the target. 4th: When you cast death’s door as a 4th-level spell, it deals 6d10 damage plus 4 Strength and 4 Dexterity damage to the target. 5th: When you cast death’s door as a 5th-level spell, it deals 8d10 damage plus 6 Strength and 4 Dexterity damage to the target. 6th: When you cast death’s door as a 6th-level spell, it deals 10d10 damage plus 6 Strength and 6 Dexterity damage to the target. DISSONANCE STRIKE MYSTIC 1 TECHNOMANCER 1 WITCHWARPER 1 School evocation (sonic) Casting Time 1 standard action Range touch Targets one creature Duration instantaneous Saving Throw none; Spell Resistance yes You harness the vibrations in your body and a body you strike. Attempt a melee attack against the target’s EAC. If your attack hits, the target takes 4d4 sonic damage (critical deafen; DC equals your spell save DC) and can’t take reactions for 1 round. Casting this spell doesn’t provoke attacks of opportunity. DISTANT SPEECH MYSTIC 0 TECHNOMANCER 0 School transmutation Casting Time 1 standard action Range personal Duration 10 minutes/level (D) Your speech is audible for up to half a mile outdoors or 1,000 feet indoors. The volume of your voice doesn’t change, so intervening obstacles and louder noises can still drown it out. DISTRACT MYSTIC 2 PRECOG 2 WITCHWARPER 2 School illusion Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels) Targets one creature Duration instantaneous Saving Throw Will negates; Spell Resistance no You distract a creature with a sudden illusory noise or image. This functions as a feint action except that you can use your Mysticism skill in place of Bluff, and you can apply the paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733844 20733844 20733844 4431573 4431573 4431573


paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733845 20733845 20733845 4431574 4431574 4431574 73 GALACTIC MAGIC GEAR SPELLS FAITHS THE MAGICAL GALAXY CLASSES OVERVIEW 3 SPELL DESCRIPTIONS benefits of the Improved Feint and Greater Feint feats if you have them. DREAM OF HOME MYSTIC 1 PRECOG 1 WITCHWARPER 1 School enchantment (mind-affecting) Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels) Targets one creature Duration 1 round/level Saving Throw Will partial, see text; Spell Resistance yes Drawing on the magic of the kasathan Pillar of the Homeworld or similar homey memories, you overwhelm the target with pleasant visions and thoughts of their home, whatever that means to them. If the target fails the saving throw, they become fascinated for the duration. If the target saves, they’re fascinated for 1 round instead. DUPLICATE DATA TECHNOMANCER 3 School transmutation Casting Time 1 standard action Range touch Targets one computer or secure data module Duration 1 hour/level Saving Throw none; Spell Resistance no You instantly copy all data stored on a single computer or secure data module onto another device in your possession with adequate storage capacity. If the data is protected by countermeasures, these countermeasures are copied along with the data. If the data is encrypted, the data remains encrypted until it has been successfully decrypted with an appropriate skill check. When the spell ends, the duplicated data is erased. ELEMENTAL CONVERGENCE MYSTIC 4 WITCHWARPER 4 School evocation Casting Time 1 standard action Range 30 ft. Area 30-ft.-radius burst centered on you Duration instantaneous Saving Throw Reflex half; Spell Resistance yes You tap into the power of two elemental planes, mix their energy together, and then release it around you in a powerful explosion, dealing 8d8 damage. Select two of the following damage types when you cast this spell: acid, cold, electricity, fire. The damage dealt by this spell is of both types (half one and half the other). For 1 hour, the area is difficult terrain. EMPATHIC COMMUNICATION MYSTIC 1 PRECOG 1 WITCHWARPER 1 School divination Casting Time 1 standard action Range personal Duration 10 minutes/level With this spell, common among shirren mystics, you transmit your emotions into the surrounding area, allowing you to empathically communicate with others. You gain a +2 insight bonus to ability or skill checks other than Bluff made to communicate with any creature, whether you share a language or not, and all creatures gain a +4 insight bonus to Sense Motive checks made to read your body language, emotions, or motives. If you have limited telepathy, creatures within 30 feet of you sense and comprehend your emotions clearly. A creature that has telepathy or limited telepathy and is within 30 feet can understand your emotions clearly. EMPATHIC SUPPORT MYSTIC 2 TECHNOMANCER 2 WITCHWARPER 2 School divination Casting Time 1 standard action Range touch paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733845 20733845 20733845 4431574 4431574 4431574


paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733846 20733846 20733846 4431575 4431575 4431575 74 SPELLS Targets one creature Duration 1 round/level (D) Saving Throw Will negates (harmless); Spell Resistance yes (harmless) 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 the following benefits, determined by the action they used. Any effect that increases the bonuses provided by these actions doesn’t apply when using this spell. The target can provide these benefits only to allies with whom they can communicate in person. Aid Another: Instead of gaining a bonus to a skill check, the ally can roll the check twice and use the higher result. Covering Fire: Instead of granting a bonus to the ally’s AC, the next opponent to attack the chosen ally must roll the attack twice and use the lower result. Harrying Fire: Instead of gaining a bonus to an attack roll, the next ally to attack the chosen opponent can roll the attack twice and use the higher result. FIST OF DAMORITOSH MYSTIC 6 School evocation (force) Casting Time 1 standard action Range 120 ft. Area line-shaped burst Duration instantaneous Saving Throw Reflex half, see text; Spell Resistance yes You form a fist of divine energy and thrust it outward, damaging and potentially knocking down your enemies. You deal 12d8 damage with the force descriptor to each creature in the area. A creature that fails its Reflex save is additionally knocked prone. FLUID MORPHISM MYSTIC 1 TECHNOMANCER 1 WITCHWARPER 1 School transmutation Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels) Targets one willing or unconscious creature Duration 1 minute/level (D) Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless) Lashuntas experimented with this magic based on their species’ dimorphism. With this spell, 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. Choose one ability score. You grant the target a +2 enhancement bonus to ability checks with that ability score and skill checks based on that score. While the spell lasts, you can use a standard action to change the affected ability score, provided the target is within range. FLUIDITY OF FORM MYSTIC 3 TECHNOMANCER 3 WITCHWARPER 3 School transmutation Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels) Targets one willing or unconscious creature Duration 1 round/level Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless) Drawing upon the ever-shifting chaos of the Maelstrom, you free the target from the shackles of their form. Each round at the start of their turn, the target must select one of the following benefits they gain for that round. They can’t select the same benefit on two consecutive rounds. Additional Arms: The target grows two additional arms, enabling them to wield and hold an additional two hands’ worth of equipment. While these additional arms increase the number of items they can carry, it doesn’t increase the number of attacks they can make during combat. Additional Legs: The target grows two additional legs, granting them a +10-foot status bonus to their speed. Amorphous: The target loses their form, becoming amorphous. They’re immune to the entangled and grappled conditions, and they don’t take double damage from critical hits. Damage Reduction: The target’s skin hardens, becomes rubbery, or grows scales, granting them DR 5/— that protects against bludgeoning, piercing, and slashing damage. This damage reduction doesn’t stack with any damage reduction the target already has. Energy Resistance: The target adapts to a hazardous environment, gaining resistance 5 to one of the following damage types of their choice: acid, cold, electricity, fire, sonic. This energy resistance doesn’t stack with any damage resistance the target already has. Shrink: The target shrinks by one size category (to a minimum of Tiny). Stretch: The target’s arms elongate, increasing their reach by 5 feet. Multiple castings of fluidity of form don’t stack. Fluidity of form counters and negates physical stability. FLUIDITY OF FORM, MASS MYSTIC 5 TECHNOMANCER 5 WITCHWARPER 5 School transmutation Targets up to one willing or unconscious creature/level, no two of which can be more than 30 ft. apart This spell functions like fluidity of form, except as noted above. FORCECAGE MYSTIC 6 TECHNOMANCER 6 WITCHWARPER 6 School evocation (force) Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels) Effect barred cage (20-ft. cube) or cell (10-ft. cube) Duration 1 round/level (D) Saving Throw Reflex partial, see text; Spell Resistance no You create an immobile, invisible but hollow cube of force composed of bars or solid walls (your choice). Creatures within the area are caught and contained. Creatures partially within the area when the cage appears can attempt a Reflex saving throw to avoid being shunted into paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733846 20733846 20733846 4431575 4431575 4431575


paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733847 20733847 20733847 4431576 4431576 4431576 75 GALACTIC MAGIC GEAR SPELLS FAITHS THE MAGICAL GALAXY CLASSES OVERVIEW 3 SPELL DESCRIPTIONS the cage in the nearest open space. Otherwise, the creature is shunted out of the cage into the nearest open space. You can allow creatures to be shunted out even when they fail the save. If the cage is too small to accommodate creatures inside, the spell fails. The force walls or bars extend into the Ethereal Plane, blocking ethereal travel. The cage has walls of force on every side. A barred version has bands, each a half-inch wide, with half-inch gaps between them— creatures within the cage have improved cover against attacks coming from outside the cage. The cell version has no gaps. This spell otherwise functions per the parameters of the wall of force spell. FURIOUS SHRIEK MYSTIC 1-6 School evocation (sonic) Casting Time 1 standard action Range 30 ft. Area 30-ft.-radius spread centered on you Duration instantaneous Saving Throw Fortitude half, see text; Spell Resistance yes Orcs and half-orcs learned long ago to channel rage, despair, or a sense of injustice or oppression into a soul-shaking shriek. The shriek deals sonic damage to creatures and objects based on the spell slot used to cast the spell. If you cast this spell when you have fewer than half your Hit Points remaining, use d8s rather than d6s as damage dice. 1st: When you cast furious shriek as a 1st-level spell, it deals 2d6 sonic damage. 2nd: When you cast furious shriek as a 2nd-level spell, it deals 4d6 sonic damage. 3rd: When you cast furious shriek as a 3rd-level spell, it deals 7d6 sonic damage. 4th: When you cast furious shriek as a 4th-level spell, it deals 10d6 sonic damage. 5th: When you cast furious shriek as a 5th-level spell, it deals 13d6 sonic damage. Creatures that fail their saving throw are shaken for 1 round. 6th: When you cast furious shriek as a 6th-level spell, it deals 16d6 sonic damage. Creatures that fail their saving throw are staggered for 1 round and shaken for 1d4 rounds. GLOWING WALL MYSTIC 0 PRECOG 0 TECHNOMANCER 0 WITCHWARPER 0 School evocation Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels) Effect light with area of up to eight 10-ft. squares Duration concentration + 10 minutes/level (D) Saving Throw none; Spell Resistance no A barrier of light, colored as you choose, springs into existence. You can form the wall into a vertical or horizontal plane, but each 10-foot square must join another. The light level within 5 feet of the wall increases to normal light. Within an additional 5 feet, the light increases one step, up to normal light. When you concentrate on the spell, you can change the light’s color. You can have only one glowing wall spell active at a time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. A glowing wall somehow made permanent doesn’t count against this limit. GRAVITY TETHER MYSTIC 3 TECHNOMANCER 3 WITCHWARPER 3 School transmutation (electricity) Casting Time 1 standard action Range touch Targets one or two creatures Duration 1 round/level Saving Throw Reflex partial, see text; Spell Resistance yes By manipulating electromagnetic forces acting on your target, you change its movements. Attempt a melee attack against EAC. If you attempt a full attack, you can target two creatures. On a hit, your target takes 5d8 electricity damage and must attempt a Reflex save. On a failure, the target treats any square it moves farther from you as difficult terrain for the duration. A successful save ends the spell on the target. As a standard action, you can attempt an attack against an affected target within 60 feet, adding your key ability modifier to the attack roll. You can attack two affected targets if you take a full action to do so. If you hit the target’s KAC + 8, you pull it 5 feet closer to you plus 5 feet for every 5 by which the result exceeds a target’s KAC + 8. If you attack and hit two targets, you can instead move them closer to each other. Moving the target into a barrier, creature, dangerous space, or obstacle causes the target to stop before entering that space. Casting this spell doesn’t provoke attacks of opportunity. GRIM INSIGHT MYSTIC 3 PRECOG 3 WITCHWARPER 3 School divination (mind-affecting) Casting Time 1 standard action Range touch Targets one creature Duration 1 round/caster level Saving Throw Will partial, see text; Spell Resistance yes You channel visions of a grim future into your target’s mind. Attempt a melee attack against the target’s EAC, adding the higher of your key ability modifier or your Strength modifier to the attack roll. On a hit, the target takes 6d10 damage and must attempt a Will saving throw. A target that fails is shaken for the duration. One who succeeds is shaken for only 1 round, and then the spell ends. Casting this spell doesn’t provoke attacks of opportunity. HARNESS LIGHTNING MYSTIC 4 TECHNOMANCER 4 School evocation (electricity) Casting Time 1 standard action Range medium (100 ft. + 10 ft./level) Area cylinder (20-ft. radius, 40 ft. high) Duration 1 round plus 1 round/level Saving Throw Reflex half; Spell Resistance no Born of necessity to contend with violent storms on the world of Shimrinsara in the Vast, harness lightning enables you to paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733847 20733847 20733847 4431576 4431576 4431576


paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733848 20733848 20733848 4431577 4431577 4431577 76 SPELLS collect energy from major electrical discharges that occur within the area of the spell. The spell’s area grants cover against ranged attacks and area effects that would deal only electricity damage. The bonus to saving throws due to this cover applies to any save against a critical hit effect from a weapon that deals only electricity damage. The first time the spell’s area grants cover against an attack or effect this way, collected electrical attacks bend toward you and form a surging sphere of pure energy that lasts until the end of the spell. You can take a standard action to discharge this sphere at a target within 100 feet, dealing 8d8 electricity damage. HELPING HANDS TECHNOMANCER 1 WITCHWARPER 1 School transmutation Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels) Targets one willing creature Duration 1 minute/level Saving Throw none; Spell Resistance yes (harmless) First developed by resourceful skittermander technomancers, you or a targeted creature sprout two vestigial hands that can hold and manipulate objects. While this spell is active, the target gains a +2 circumstance bonus to Engineering and Sleight of Hand checks. Each round, this spell grants the target one additional move action that can be used to manipulate objects, such as to activate an item, draw a weapon, or reload a weapon. This spell doesn’t allow the target to attempt additional attacks. HELPING HANDS, MASS TECHNOMANCER 3 WITCHWARPER 3 School transmutation Targets up to one willing creature/level, no two of which can be more than 30 ft. apart This spell functions as helping hands, except as noted above. HOLOGRAPHIC INTERFACE TECHNOMANCER 0 School conjuration (creation) Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels) Targets one computer you’re observing Duration 1 hour (D) Saving Throw none; Spell Resistance no You conjure a holographic interface you can use to communicate with the target computer. The interface allows you to operate an unfamiliar computer or one that lacks an interface as though you did have an interface, but it doesn’t change your level of access. ICE PRISON TECHNOMANCER 6 WITCHWARPER 6 School evocation (cold) Casting Time 1 standard action Range medium (100 ft. + 10 ft./level) Targets one creature Duration 1 round/level (D) Saving Throw Reflex half, see text; Spell Resistance yes You encase a creature in a block of ice. The creature takes 8d6 cold damage and becomes paralyzed. A creature that succeeds at a Reflex saving throw halves the damage it takes and avoids becoming paralyzed. Each round on its turn, a paralyzed creature takes an additional 4d6 cold damage and can spend a full action to attempt a new saving throw to end the paralyzed effect. The ice prison has hardness 21, 51 Hit Points, and vulnerability to fire. If the ice prison is destroyed, the spell ends. Casting this spell doesn’t provoke attacks of opportunity. INJURY ECHO PRECOG 0 School transmutation Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels) Targets one creature Duration instantaneous Saving Throw Will negates; Spell Resistance yes You manifest an injury from the target’s future or past. Choose bludgeoning, piercing, or slashing when you cast this spell. The target must succeed at a Will saving throw or take 1d6 damage of the chosen type. LOCATE HIVE MYSTIC 2 PRECOG 2 School divination Casting Time 1 minute Range personal Duration 1 hour/level This spell was created by formian myrmarchs to prevent workers from getting lost when sent far afield. When you cast this spell, you designate a specific building as your hive. Your hive must be a familiar structure (or starship) that you can picture clearly in your mind. You can have only one hive at a time, and designating a new hive immediately replaces any previous hive. As a full action when you’re away from your hive, you can mentally focus on your hive to determine the direction and distance to your hive. If you aren’t on the same plane or planetary body as your hive, this spell fails. MAGIC MARK PRECOG 0 TECHNOMANCER 0 WITCHWARPER 0 School transmutation Casting Time 1 standard action Range touch Targets one creature or object Duration permanent Saving Throw none; Spell Resistance no You place a magical mark, about 1 square foot in size, on the target. When you create it, the mark can be visible, invisible, or invisible to everyone but you. A visible mark can be something electronically readable, such as a barcode. Those who can observe invisible things can observe an invisible mark. Any magic mark is apparent to someone using detect magic. MAGIC SEAL MYSTIC 4 PRECOG 4 TECHNOMANCER 4 WITCHWARPER 4 School abjuration paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733848 20733848 20733848 4431577 4431577 4431577


paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733849 20733849 20733849 4431578 4431578 4431578 77 GALACTIC MAGIC GEAR SPELLS FAITHS THE MAGICAL GALAXY CLASSES OVERVIEW 3 SPELL DESCRIPTIONS Casting Time 1 standard action Range medium (100 ft. + 10 ft./level) Targets one creature Duration 1 round/level (D) Saving Throw Will negates; Spell Resistance yes You place a seal on a creature, possibly preventing it from casting spells (including from magic items), using spell-like abilities, and using supernatural abilities that affect anything other than it. This seal has no effect on non-spell capabilities of magic items, spells already ongoing, abilities that affect only the targeted creature (such as the supernatural ability to fly), spells with a range of personal (except when that magic is then used on another), or any spells with which the creature targets only itself. While this spell lasts, the first time during any round that the targeted creature uses a restricted ability or attempts to affect a target other than itself with such magic, attempt a dispel check (11 + your caster level). This check requires neither your awareness nor presence, nor any action on your part. The DC equals 11 + the creature’s caster level, or the creature’s level or CR for supernatural abilities. If you succeed, the affected magic has no effect. The action the targeted creature used in the attempt is lost. This spell has no effect on artifacts or deities. MAGIC SEAL, GREATER MYSTIC 6 PRECOG 6 TECHNOMANCER 6 WITCHWARPER 6 School abjuration Casting Time 1 round Range medium (100 ft. + 10 ft./level) Area 20-ft.-radius emanation centered on one creature, one unattended object or object you touch, or a point in space Duration 1 round/level (D) Saving Throw Will negates; Spell Resistance yes You create a seal that suppresses magic in an area, which radiates from a creature or an object and moves with that target. An unwilling target can attempt a saving throw against this spell and use its spell resistance, and the sealed area fails to manifest if either defense works. If you target a point, the effect is stationary. Once the field is established, each round a creature starts even partially in the area, that creature is affected as if by a magic seal spell, and can attempt a saving throw and apply its spell resistance against the effect. A creature that saves one round might be affected the next. The effect also ends on a creature that leaves the area, but the creature can be affected again if it reenters the area. In any case, a creature protected by its spell resistance can’t be affected again by the same casting of this spell. MEASURE PRECOG 0 TECHNOMANCER 0 School divination Casting Time 1 standard action Range 60 ft. Area cone-shaped emanation Duration concentration, up to 1 minute/level Saving Throw none; Spell Resistance no You learn the approximate measurements (length, width, depth, height, mass) of creatures and objects you can observe in the area. If an object or creature extends out of the area, you learn only the measurements within the area but nothing about what you can’t observe. For example, you can’t determine the thickness or weight of a wall you can observe only one side of or the depth of water that extends beyond the spell’s range. Each round you concentrate on the same area, you can learn the exact measurements of one creature or object in the area, including imprecisions or anomalies that might indicate structural weakness. A target magically altered to appear different than what you observe still gives you accurate measurements when you concentrate on it. Such anomalies might provide clues that other skills can help decipher, such as Engineering to determine if a structure can support your weight. Magical traps incorporate wards that thwart this spell, giving you information that reflects what you observe rather than accurate measurements. A force field blocks this spell. MISFIRE TECHNOMANCER 0 WITCHWARPER 0 School transmutation Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels) Targets one object that uses batteries or ammunition, is of no more than 3 bulk, and has an item level lower than the caster’s level Duration 1 hour Saving Throw Will negates (object); Spell Resistance yes (object) The next time the targeted object is used in a way that consumes charges or ammo, the device fails to work. A weapon fails to fire or operate, or a technological device doesn’t respond to its activation. This spell ends once it prevents the targeted object from working that one time. An object can be the target of this spell only once every 24 hours. MODULATE FREQUENCY MYSTIC 1 PRECOG 1 TECHNOMANCER 1 WITCHWARPER 1 School transmutation Casting Time 1 standard action Range close (25 ft. + 5 ft./level) Targets one object or creature Duration 1 minute/level Saving Throw Will negates; Spell Resistance yes At dire risk from certain sonic frequencies, a conclave of quorlu mystics devised the modulate frequency spell, which enables you to change the frequencies of the sounds emitted by the target object or creature. For the duration of the spell, the sounds emitted by the target object or creature can be manipulated along the full sound spectrum, including extremely high and low frequencies that can’t be sensed by some species. The modulate frequency spell can distort the voice of a targeted creature, imposing a –5 penalty to checks attempted to identify the target’s voice, and such identification can succeed only by relying on speech patterns, distinguishing phrases, and other idiosyncrasies of the target’s speech rather than the sound of their voice itself. Voice commands uttered by the target creature can thus be made indecipherable to constructs and electronic devices. paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733849 20733849 20733849 4431578 4431578 4431578


paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733850 20733850 20733850 4431579 4431579 4431579 78 SPELLS MYSTICAL AEGIS MYSTIC 4 TECHNOMANCER 4 School abjuration Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels) Targets one creature Duration 1 minute/level or until discharged Saving Throw Will negates (harmless); Spell Resistance yes (harmless) You grant the target a barrier that deflects magic and absorbs supernatural damage. While it lasts, the barrier grants the target a +2 morale bonus to saving throws against spells, spell-like abilities, and supernatural abilities. While protected, the target takes half damage from these sources as well as half damage from the attacks of summoned creatures. If the target succeeds at a save against a spell that normally has a partial effect on a successful save, the spell instead has no effect on the target. This barrier also grants the target 45 temporary Hit Points. These temporary Hit Points deplete when the target takes damage from a spell, spell-like ability, supernatural ability, or a summoned creature. Any other damage is applied to Stamina and Hit Points as normal. When the barrier’s temporary Hit Points drop to 0, the spell is discharged. MYSTICAL AEGIS, GREATER MYSTIC 6 TECHNOMANCER 6 School abjuration This spell functions as mystical aegis, but it provides the benefits of a death ward spell and has 100 temporary Hit Points. MYSTICAL AEGIS, MASS MYSTIC 5 TECHNOMANCER 5 School abjuration Targets up to one creature per 3 levels within range Duration 1 minute/level This spell functions as mystical aegis except as noted above. NEGATE SPELL MYSTIC 3 PRECOG 3 TECHNOMANCER 3 WITCHWARPER 3 School abjuration Casting Time 1 reaction Range medium (100 ft. + 10 ft./level) Targets one spell Duration instantaneous Saving Throw none; Spell Resistance no You interpose your will between the casting of a spell and the magical energies powering that spell, preventing it from manifesting in this reality. As a reaction when you observe a spell that’s 3rd level or lower and being cast within range, you can cast this spell. If you do, you can attempt a dispel check (1d20 + your caster level). The DC equals 11 + the other spellcaster’s caster level. If you succeed, the spell fails and has no effect. This spell has no effect on artifacts or deities. OMNITOOL TECHNOMANCER 0 School transmutation Casting Time 1 standard action Range touch Targets one object of negligible bulk, or 5 UPBs Duration 1 round/level Saving Throw Fortitude negates (object); Spell Resistance yes (object) While you hold the touched object, it transmutes into tools you need for Engineering checks. This tool provides no bonuses to Engineering checks, but it prevents you from taking a penalty for lacking a tool. If the transmuted object leaves your grasp, it reverts to normal. ORIENT MYSTIC 3 PRECOG 3 School divination Casting Time 1 round Range personal Duration 1 hour/level 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 gain a +10 bonus to Survival checks to determine precisely where you are and paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733850 20733850 20733850 4431579 4431579 4431579


paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733851 20733851 20733851 4431580 4431580 4431580 79 GALACTIC MAGIC GEAR SPELLS FAITHS THE MAGICAL GALAXY CLASSES OVERVIEW 3 SPELL DESCRIPTIONS how far you’ve traveled, to live off the land, and to predict weather. If you aren’t on a planet when you cast this spell, orient automatically fails. OSMOSE PRECOG 2 TECHNOMANCER 2 WITCHWARPER 2 School divination Casting Time 1 minute Range touch Targets one data set contained within a touched object Duration instantaneous Saving Throw none; Spell Resistance no Initially developed by impatient bantrid students, this spell has grown in popularity among those that want to consume a lot of information quickly. You touch one object and concentrate on a single data set contained within the object, such as a story, email, file, video, or website. You understand the gist of the data set and can quickly locate the most relevant pages or sections to your search. If the data set is written in a language you don’t know, or you attempt to gain information from a computer you don’t have access to, this spell automatically fails. PHYSICAL STABILITY MYSTIC 3 TECHNOMANCER 3 WITCHWARPER 3 School abjuration Casting Time 1 standard action Range touch Targets one willing or unconscious creature Duration 1 minute/level (D) Saving Throw Will negates (harmless); Spell Resistance yes (harmless) Drawing upon the order and stability of the lawful outer planes, you stabilize a creature’s form with a touch. The target gains a +2 circumstance bonus against transmutation spells and effects. Physical stability counters baleful polymorph and polymorph, and it counters and negates fluidity of form. If you cast physical stability on a creature already under the effects of a transmutation effect, you can try to dispel one transmutation effect affecting the target. If you do, attempt a dispel check (1d20 + caster level) with a DC equal to 11 + the caster level of the transmutation effect to end the effect. PHYSICAL STABILITY, MASS MYSTIC 5 TECHNOMANCER 5 WITCHWARPER 5 School abjuration Range close (25 ft. + 5 ft./2 levels) Targets up to one creature/level, no two of which can be more than 30 ft. apart This spell functions like physical stability, except as noted above. PLASMA SNARE TECHNOMANCER 3 WITCHWARPER 3 School evocation (electricity, fire) Casting Time 1 standard action Range 10 ft. Targets one creature Duration 1 round/level Saving Throw Reflex partial, see text; Spell Resistance yes You conjure a volatile string of plasma and lash the target. Attempt a melee attack against the target’s EAC. If you hit, the target takes 3d6 electricity and fire damage (critical knockdown) and is entangled (escape DC equals the spell’s save DC + 4). Each time the target fails to escape, it takes 2d6 electricity and fire damage. If the target escapes, the plasma snare drops to the ground in that space—if the target ends its turn there, the target takes 1d6 electricity and fire damage. If a turn ends with the plasma snare holding no creature entangled, the spell ends. As a reaction to the end of a turn (before the snare disappears) or the target escaping, provided you’re within 30 feet of the snare, you can detonate the plasma snare, discharging the spell. If you do, the plasma explodes in a 10-foot radius. Creatures in the area take 4d6 electricity and fire damage and gain the burning (1d6) condition. Those who succeed at a Reflex saving throw take half as much damage and don’t gain the burning condition. If the target is still entangled when the plasma detonates, the target takes a –6 penalty to this saving throw. Casting this spell doesn’t provoke attacks of opportunity. PROXIMITY ALERT MYSTIC 1 TECHNOMANCER 1 School divination Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels) Area 30-ft.-radius emanation Duration 2 hours/level Saving Throw none; Spell Resistance no You ward an area to alert you when creatures enter without your permission. When you cast proximity alert, select a password. Whenever a Small or larger corporeal creature of a CR lower than your caster level enters the spell’s area without speaking the password, proximity alert sends you a mental alert or an audible alarm (your choice). Either option automatically awakens you, and the audible alarm allows each creature in the area to attempt a DC 15 Perception check to wake up. PSYCHOKINETIC SHOVE MYSTIC 0 WITCHWARPER 0 School evocation Casting Time 1 standard action Range 30 ft. Targets one creature or one object, see text Duration instantaneous Saving Throw Reflex negates (object); Spell Resistance Yes (object) A targeted creature takes 1 damage with the force description unless it succeeds at a Reflex saving throw. A creature that takes the damage is also subjected to a bull rush. Attempt the bull rush combat maneuver, using your caster level + your key ability score modifier as your attack bonus. You can push your target no more than 5 feet. An object must be unattended or held by you. It takes 1 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733851 20733851 20733851 4431580 4431580 4431580


paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733852 20733852 20733852 4431581 4431581 4431581 80 SPELLS damage with the force descriptor. You can also push it up to 10 feet away from you if it weighs 2 bulk or less or up to 5 feet away from you if it weighs up to 5 bulk. The object moves at a harmless velocity. QUICK CHANGE PRECOG 0 WITCHWARPER 0 School illusion Casting Time 1 standard action Range personal Duration 10 minutes (D) You change the appearance of armor and clothing you wear, provided it all weighs no more than 3 bulk. A creature that interacts with you can attempt a Will saving throw to recognize the illusion. RADIATION RAY TECHNOMANCER 5 WITCHWARPER 5 School necromancy (disease, poison, radiation) Casting Time 1 standard action Range medium (100 ft. + 10 ft./level) Targets one creature Duration instantaneous Saving Throw Fortitude partial, see text; Spell Resistance yes You fire a beam of radiation at an opponent. You must attempt a ranged attack against your opponent’s EAC, adding your key ability score modifier instead of your Dexterity modifier if it’s higher. On a hit, the target takes 8d12 fire damage and is exposed to high radiation. On a critical hit, the target must succeed at a Fortitude save or contract radiation sickness. The target isn’t irradiated, and other nearby creatures don’t need to attempt Fortitude saves to prevent radiation. The saving throw to resist the radiation effects is set by the spell rather than the standard save DC for radiation. REALIGN MYSTIC 0 PRECOG 0 WITCHWARPER 0 School transmutation Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels) Targets one creature in a zero-gravity environment Duration instantaneous Saving Throw Will negates (harmless); Spell Resistance yes (harmless) You magically right a creature that’s disoriented while floating in a zero-gravity environment. If the target has the off-kilter condition, that condition ends. This doesn’t prevent the target from regaining the off-kilter condition. REMEMBRANCE MYSTIC 3 PRECOG 3 School divination Casting Time 1 hour Range personal Duration instantaneous Formulated in conjunction with shimmerstone-induced meditation, kothama favor the use of this spell to contemplate the past. Through an intense meditative trance, you peer into the past and experience a glimpse of historical events that occurred surrounding a specific event, object, person, or place. Casting this spell requires you to expend 1 Resolve Point, and you must declare the focus of your remembrance when you cast the spell. The information granted by this spell can be as simple as a series of images in your mind, or it might take the form of a cryptic message. The chance for a correct remembrance is 75% for events that occurred within the past 50 years, 60% for events that occurred between 51 and 150 years ago, and 45% for events that occurred between 151 years ago and the Gap. Attempts to glean information from during the Gap or earlier automatically fail. If the die roll fails, you know the spell failed, unless specific magic yielding false information is at work. Unlike divination, multiple castings of remembrance about the same topic by the same caster use the same die result as the first remembrance spell but yield different pieces of information each time. REMOTE PILOT MYSTIC 3 PRECOG 3 TECHNOMANCER 3 School transmutation Casting Time 1 standard action Range touch Targets one vehicle with a level no greater than your level + 1 Duration 1 minute/level Saving Throw none; Spell Resistance no You transfer a sliver of your consciousness into a vehicle, enabling you to take actions to pilot it remotely. During the spell’s duration, you can pilot the vehicle as if you were in it, except you can use your Mysticism skill to pilot the vehicle in place of Piloting. As long as you remotely pilot the vehicle, the vehicle is considered controlled. This spell ends if you lose sight of the vehicle. Uncontrolled and unsecured vehicles are automatically affected by this spell. If you attempt to affect a controlled vehicle, the pilot can attempt a Piloting check with a DC equal to 11 + your caster level to negate the effect. Each round a creature within the vehicle attempts to pilot or take control of the vehicle, they must attempt a Piloting check opposed by your Mysticism check. On a success, they take control of the vehicle, otherwise, you retain control. RESTORE CONSUMABLE PRECOG 2 School conjuration Casting Time 1 reaction Range close (25 ft. + 5 ft./2 levels) Targets one creature Duration instantaneous Saving Throw none; Spell Resistance no As a reaction after an ally uses a consumable item (such as a grenade or serum, but not ammunition), you can rewind time to the moment before the item’s use, creating a new copy of the item in its position before use. You immediately lose a combination of credits, UPBs, or both equal to the price of the item. You can’t cast this spell if you don’t have sufficient credits or UPBs to pay for the item. paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733852 20733852 20733852 4431581 4431581 4431581


paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733853 20733853 20733853 4431582 4431582 4431582 81 GALACTIC MAGIC GEAR SPELLS FAITHS THE MAGICAL GALAXY CLASSES OVERVIEW 3 SPELL DESCRIPTIONS REWRITE TIME PRECOG — School universal Casting Time 1 standard action Range see text Effect see text Area see text Targets see text Duration see text Saving Throw see text; Spell Resistance see text You unknit the fabric of time and remake it to suit your will. A rewrite time spell can produce one of the following effects. D Duplicate any precog spell of 6th level or lower. D Duplicate any other spell of 5th level or lower. D Undo the harmful effects of certain spells, such as feeblemind. D Produce an effect of a power level in line with the above. At the GM’s discretion, rewrite time can produce greater effects, but can be dangerous or might have only a partial effect. A duplicated spell allows saving throws and spell resistance as normal, but the save DCs are as for a 7th-level spell. For other effects based on spell level, rewrite time is a 9thlevel spell. RHAPSODIC AEGIS MYSTIC 3 School abjuration Casting Time 1 standard action Range 30 ft. Area 30-ft.-radius emanation centered on you Duration 1 round/level Saving Throw none; Spell Resistance no Rhapsodic aegis, a spell devised by the battle musicians of ancient Pulonis, allows its caster to compose sonic energy into a protective barrier. Casting this spell grants you and each ally within range sonic resistance 5 and 10 temporary Hit Points. If lost, these temporary Hit Points can’t be restored, and they don’t stack with any other source of temporary Hit Points. SHARED GRAVITY TECHNOMANCER 4 WITCHWARPER 4 School transmutation Casting Time 1 standard action Range personal Area 60-ft.-radius spread centered on you Duration 1 hour/level (D) Saving Throw Fortitude negates, see text; Spell Resistance yes, see text Copaxis understand personal gravity adaptation well, and they and others have learned to share this adaptation. For the duration, you radiate a field of altered gravity. You and creatures and objects in the area treat gravity as if it were your choice of one step higher or lower, although a creature that succeeds at the saving throw is unaffected until it leaves the area and reenters. Then, the creature must repeat the saving throw. If you fail to overcome a creature’s spell resistance, that creature is unaffected by the same casting of this spell. You can suppress or resume this affect as a reaction or swift action. While under the effects of this spell, a creature affected by forced movement can reduce the distance it moves by 5 feet (minimum 0 feet). Affected creatures ignore penalties from the off-kilter condition. SHARPEN SENSES MYSTIC 3 PRECOG 3 TECHNOMANCER 3 WITCHWARPER 3 School transmutation Casting Time 1 standard action Range touch Targets one creature Duration 1 minute/level (D) Saving Throw Will negates (harmless); Spell Resistance yes (harmless) paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733853 20733853 20733853 4431582 4431582 4431582


paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733854 20733854 20733854 4431583 4431583 4431583 82 SPELLS The target gains a +3 insight bonus to Perception checks and blindsight (hearing or scent as determined by the caster) for the duration of the spell. If the target already has blindsight for the sense chosen, the range of their blindsight is instead doubled for the duration of the spell. SNIPER’S EDGE PRECOG 5 WITCHWARPER 5 School divination Casting Time 1 move action Range personal Duration instantaneous Made popular by sarcesian snipers, this spell allows you to peer a split second into the future to line up a perfect shot. The next time you attempt an attack with a ranged weapon before the end of this turn, roll your attack twice and keep the better result. Casting this spell counts as aiming a sniper weapon as a move action for the purposes of the sniper weapon special property. SOCIAL RESET MYSTIC 2 PRECOG 2 WITCHWARPER 2 School divination Casting Time 1 reaction Range personal Duration instantaneous You can recover from social blunders and cultural misinterpretations so quickly, as if they never happened. When you fail a Culture check to recall information, or a Diplomacy check to change attitude or gather information, you can cast this spell to reroll the failed check. You can’t cast this spell again until you take a 10-minute rest to recover Stamina Points. SONIC SCREAM MYSTIC 4 WITCHWARPER 4 School evocation (sense-dependent, sonic) Casting Time 1 standard action Range 30 ft. Area cone-shaped burst Saving Throw Reflex half, see text; Spell Resistance yes Developed by kalo explorers as a deterrent when dealing with aquatic predators, you scream at your opponents, sending your voice rippling through air and water currents. All targets in the cone take 6d12 damage. If you cast this spell while submerged in liquid, the damage increases by 1d12, and creatures that fail their saving throw are nauseated for 1 round. SOUL SURGE MYSTIC 1-6 WITCHWARPER 1-6 School evocation (force) Casting Time 1 standard action Range close (25 ft. + 5 ft./level) Targets one creature Duration instantaneous Saving Throw none; Spell Resistance no Soul surge was innovated by Hanakan mystics concomitant with the attunement of their soulstones. With this spell, you draw forth a tiny bit of your essence to attack your opponent, losing a number of Hit Points equal to the number of damage dice you roll for your soul surge. Attempt a ranged attack against a single target’s EAC, adding your key ability score modifier to the attack roll instead of your Dexterity modifier if it’s higher. Your soul surge does piercing damage that has the force descriptor, and the amount of damage it does depends on the level at which it’s cast. 1st: When you cast soul surge as a 1st-level spell, it deals 3d8 damage to the target. 2nd: When you cast soul surge as a 2nd-level spell, it deals 6d8 damage to the target. 3rd: When you cast soul surge as a 3rd-level spell, it deals 10d8 damage to the target. 4th: When you cast soul surge as a 4th-level spell, it deals 14d8 damage to the target. 5th: When you cast soul surge as a 5th-level spell, it deals 21d8 damage to the target. 6th: When you cast soul surge as a 6th-level spell, it deals 24d8 damage to the target. SPARK MYSTIC 0 PRECOG 0 TECHNOMANCER 0 WITCHWARPER 0 School evocation (electricity or fire) Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels) Targets one unattended object of no more than 1 bulk Duration instantaneous Saving Throw Fortitude negates (object); Spell Resistance yes (object) You agitate molecules within the surface of the object you touch, causing it to catch fire if it’s flammable and the atmosphere allows combustion. This spell can’t cause substances within closed containers, such as the fuel in a petrol tank, to ignite. SPIRITUAL BONDS MYSTIC 2 PRECOG 2 WITCHWARPER 2 School enchantment (emotion, mind-affecting) Casting Time 1 standard action Range 30 ft. Targets the caster and all willing or unconscious allies Duration 1 round/level Saving Throw Will negates (harmless); Spell Resistance no Dwarves call on their ancestors to cast this spell of traditional sharing of burdens. This spell connects you and allies in the area on a spiritual level. Each target gains a +1 morale bonus to saving throws. You know when an affected ally is unconscious or dying, provided the creature is within 120 feet of you. Affected creatures can, as a standard action, spend Resolve Points on behalf of an affected ally within 30 feet to help that ally either stabilize or stay in the fight. Two different allies doing so can allow both to occur during the same round. STAR TOUCH MYSTIC 6 WITCHWARPER 6 School evocation Casting Time 1 standard action Range touch Targets one creature or object Duration instantaneous Saving Throw Fortitude partial (object); Spell Resistance yes You attempt to form a miniature star’s core inside your paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733854 20733854 20733854 4431583 4431583 4431583


paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733855 20733855 20733855 4431584 4431584 4431584 83 GALACTIC MAGIC GEAR SPELLS FAITHS THE MAGICAL GALAXY CLASSES OVERVIEW 3 SPELL DESCRIPTIONS target. Choose a point that adjoins the target’s space and is within your reach. Then, attempt a melee attack against the target’s EAC, adding the higher of your key ability modifier or your Strength modifier to the attack roll. On a miss, the effect fills a 5-foot-radius spread, and creatures in the area must attempt Fortitude saving throws. Creatures that fail take 6d10 electricity and fire damage and fall prone. Those that succeed take only half the electricity and fire damage. Medium radiation fills the area, spreading in normal increments, for 1 minute. On a hit, the target must attempt a Fortitude saving throw, taking 20d10 electricity and fire damage and falling prone on a failure. On a success, the target rejects the star core, and the effect is as if you missed. If the damage reduces the hit target to 0 Hit Points, or the target is an object, it (or a cube of the object with edges within 5 feet of the chosen point, a 10-foot cube total) collapses into a tiny orb of luminous plasma at the chosen point. Any nonmagical objects a target creature wears or carries are destroyed. High radiation then fills the area from the chosen point, spreading in normal increments, for 1 minute. Casting this spell doesn’t provoke attacks of opportunity. STAR WALL MYSTIC 6 WITCHWARPER 6 School evocation (electricity and fire) Casting Time 1 standard action Range medium (100 ft. + 10 ft./level) Effect charged, radioactive plasma wall up to 20 ft. long/level or a ring with a radius up to 5 ft./2 levels; either form 20 ft. high Duration concentration + 1 round/level Saving Throw Reflex partial, see text; Spell Resistance no An immobile, vertical curtain of glowing, electromagnetically charged gas springs into existence. The wall raises the light level to bright within 20 feet of it, raises the light level to normal within 20 more feet, and raises the light level one step (up to normal) within 20 more feet. A creature within 5 feet of the wall when it appears must succeed at a Reflex save or become blinded for 1 round and dazzled for 1 round thereafter. One side of the wall, selected by you, sends forth waves of charged particles, dealing 6d6 fire and electricity damage to creatures within 10 feet, 3d6 fire and electricity damage to those beyond 10 feet but within 20 feet, and 1d6 fire and electricity damage to those beyond 20 feet but within 30 feet. Also, the wall sheds high radiation within 10 feet, with the radiation diminishing to medium between 10 and 20 feet, and to low between 20 and 30 feet. The wall deals its damage when it appears and on your turn each subsequent round. The wall also deals 12d6 fire and electricity damage to any creature passing through it. The wall deals double damage to undead creatures and any creature damaged by sunlight. If you evoke the wall so that it appears where creatures are, each creature takes damage as if passing through the wall. STUMBLE PRECOG 0 WITCHWARPER 0 School transmutation Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels) Targets one creature Duration instantaneous Saving Throw Reflex negates; Spell Resistance yes You momentarily transpose the position of the limbs the target is using to move or interfere with its proprioception. If the target fails its Reflex save, it’s off-target and can move at only half speed for 1 round. A flying creature also descends 10 feet. SUBZERO CLUTCH MYSTIC 5 PRECOG 5 School evocation (cold) Casting Time 1 standard action Range touch Targets one creature Duration 1 round/level (D) Saving Throw none; Spell Resistance yes A sleeve of ice encases your striking limb. Attempt a melee attack against the target’s EAC. On a hit, the target takes 10d8 cold damage and moves at half speed for the duration. You can also attempt a free grapple check, adding the higher of your key ability modifier or your Strength modifier to the attack roll, and an additional +4 from the ice. Encasing ice also increases the DC to escape your grapple by 4. Each round the target remains grappled, it takes 4d8 cold damage. Casting this spell doesn’t provoke attacks of opportunity. SUMMON CORPSE MYSTIC 6 WITCHWARPER 6 School conjuration (summoning) Casting Time 1 standard action Range unlimited Targets one dead creature Duration instantaneous Saving Throw none; Spell Resistance yes (harmless) You summon the body of a deceased creature that has been dead for no longer than 1 day per caster level from its current position to your side. Deceased creatures up to Large size can be summoned from any location, on any plane, regardless of the current state of their body. The body doesn’t come with any objects or possessions. This spell fails automatically if the deceased has been returned to life or is undead. This spell can’t be used to summon corpses from the Drift to another plane, or from another plane to the Drift. Casting this spell requires you to create a complex representation of the target body, worth at least 10,000 credits, to serve as a beacon for the body’s return. This object is consumed when you cast the spell. SUPPRESSING FIELD MYSTIC 4 PRECOG 4 TECHNOMANCER 4 WITCHWARPER 4 School abjuration Casting Time 1 standard action Range medium (100 ft. + 10 ft./level) Area 20-ft.-radius emanation centered on a creature, an object, or a point in space Duration 1 minute/level Saving Throw Will negates (object); Spell Resistance yes (object) You create a field of dampening magic, which radiates from a creature or an object and moves with that target. If you target a point, the effect is stationary. Any spell cast into or from paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733855 20733855 20733855 4431584 4431584 4431584


paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733856 20733856 20733856 4431585 4431585 4431585 84 SPELLS this area is subjected to all the effects of a 2nd-level version of dampen spell. SWAP INITIATIVE PRECOG 1 WITCHWARPER 1 School abjuration Casting Time 1 reaction Range close (25 ft. + 5 ft./2 levels) Targets yourself and one willing creature Duration instantaneous Saving Throw none; Spell Resistance no You sift through the threads of this timeline and rearrange them to your liking. After you and at least one other ally roll initiative to begin combat, you can cast this spell to switch places in initiative order with an ally or other willing creature, acting on one another’s original initiative counts for the duration of the combat. TEMPORAL BULLETS PRECOG 3 School evocation Casting Time 1 reaction Range close (25 ft. + 5 ft./2 levels) Targets one creature your ally missed with a weapon attack Duration instantaneous Saving Throw Reflex half; Spell Resistance no You rewind time to a moment of missed opportunity and unleash the damage from a failed attack onto the original target of the attack. As a reaction after an ally’s attack with a weapon misses an enemy, you redirect the missed attack’s damage onto that enemy. Temporal bullets deals damage of the same amount and type the ally’s attack would have dealt, up to a maximum of 40 damage. TEMPORAL FLASH MYSTIC 5 PRECOG 5 WITCHWARPER 5 School conjuration (teleportation) Casting Time 1 reaction Range personal Duration instantaneous You shift positions in your current timeline to avoid damage dealt by an attack. As a reaction when you’re hit by an attack, spell, or other ability that would deal damage to you, you can spend 1 Resolve Point to instantly teleport to an empty space you could reach with a single move action, avoiding the damage you would have taken. This movement doesn’t provoke attacks of opportunity. TIME CRAWL PRECOG 3 School transmutation Casting Time 1 standard action Range medium (100 ft. + 10 ft./level) Area 20-ft.-radius spread Duration 1 round/level Saving Throw Fortitude partial; Spell Resistance no You distort time in the area, forcing it to pass slowly. This area is difficult terrain. Creatures in the area when the spell is cast, or who enter the area, are staggered for as long as they remain in the area. A creature that succeeds at a Fortitude saving throw negates the staggered condition and instead has all their speeds reduced by 10 feet for as long as they remain in the area. Creatures use the result of their initial saving throw against this spell, no matter how many times they leave and reenter the area. TIME LOOP PRECOG 2 School conjuration Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels) Targets one creature Duration 1 round/level Saving Throw Will partial, see text; Spell Resistance yes You immerse a creature in a time loop of your creation. The target sees and reacts to events that no longer coincide with the current timeline, becoming confused for 1 round and entangled for the duration. If the target succeeds at a Will saving throw to ignore the time loop, they’re instead off-target for the duration. TIME LOOP, MASS PRECOG 4 School conjuration Targets up to one creature/level, no two of which can be more than 30 ft. apart This spell functions as time loop, except as noted above. TIME’S EDGE MYSTIC 3 PRECOG 3 WITCHWARPER 3 School evocation Casting Time 1 standard action Range 120 ft. Area line-shaped burst Duration instantaneous Saving Throw Reflex half; Spell Resistance yes You refract latent energy from the Dimension of Time into your current plane in the form of a massive blade. This deals 10d6 slashing damage to all creatures and objects in the area. TRACKING MARK MYSTIC 4 PRECOG 4 TECHNOMANCER 4 School divination Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels) Targets one creature or one object Duration 1 hour/level Saving Throw Reflex negates (object); Spell Resistance yes You place a unique magical mark, which is about 1 square inch in size, on a creature or object. The mark is invisible, but detect magic and similar effects can reveal its presence. Unattended objects are always affected by this spell. If you attempt to affect a creature or an object in a creature’s possession, the creature can attempt a Reflex save to negate the effect. Once the tracking mark is in place, you can follow the tracking mark by succeeding at a DC 20 Mysticism check. You’re able to detect the tracking mark up to 1,000 feet away, and you must be on the same plane as the tracking mark to follow it. paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733856 20733856 20733856 4431585 4431585 4431585


paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733857 20733857 20733857 4431586 4431586 4431586 85 GALACTIC MAGIC GEAR SPELLS FAITHS THE MAGICAL GALAXY CLASSES OVERVIEW 3 SPELL DESCRIPTIONS UNCANNY LUCK PRECOG 2 WITCHWARPER 2 School divination Casting Time 1 reaction Range personal Duration instantaneous Saving Throw Will negates, see text; Spell Resistance yes, see text Mimicking the luck of halflings, you presciently react or tug on the strands of fate, casting this spell just after a d20 roll you attempt for a saving throw or an enemy attempts for an attack against you. The triggering roll must be rerolled, unless it’s an attack roll made by an enemy who saves or whose spell resistance you fail to overcome. UNDO MISTAKE PRECOG 5 WITCHWARPER 5 School divination Casting Time 1 minute Range touch Targets one willing ally Duration 1 hour/level Saving Throw Will negates (harmless); Spell Resistance yes (harmless) Frequently used by formian taskmasters to assist with training workers in new fields or avoiding costly mistakes, this spell has become popular among educators, managers, parents, and mentors of all kinds. You establish a minor but long-range mental link with the target and are alerted whenever the target fails a skill check. Once during the spell’s duration, you can nudge the universe into undoing the target’s mistakes and allowing the target a second chance. As a reaction when the target fails a skill check, you can spend 1 Resolve Point to allow the target to reroll the failed skill check with a +2 circumstance bonus. After the target rerolls a skill check, this spell ends. If you and the target are ever more than 10 miles apart, this spell ends. UNMASK MYSTIC 2 PRECOG 2 WITCHWARPER 2 School enchantment Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels) Targets one creature Duration instantaneous Saving Throw Will negates; Spell Resistance yes Embri cast this spell to shame other embri who break decorum, and precogs manifest this spell by revealing a creature’s true future appearance. 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. A shapechanger must revert to its true form. A creature can’t successfully disguise itself, change its shape, or use a magic item to alter its appearance again for 10 minutes. During this time, the creature can’t be the target of another’s attempt at a nonmagical disguise, but it can be the target of another’s disguising magic. If, when you cast this spell, the effect disguising a creature is magical (other than a shapechanger’s capabilities), you must attempt a caster level check (1d20 + your caster level). The DC equals 11 + the level, item level, or CR of the effect’s creator. If you succeed, the magic is dispelled and can’t be renewed for 10 minutes. This spell has no effect on artifacts or deities. UNRAVEL MAGIC MYSTIC 5 PRECOG 5 TECHNOMANCER 5 WITCHWARPER 5 School transmutation Casting Time 1 standard action Range touch Targets one unattended hybrid or magic item Duration instantaneous Saving Throw Fortitude negates (object); Spell Resistance no You unravel the magic imbuing a magic item, permanently removing its magical properties. To do so, you must attempt a caster level check (1d20 + your caster level). The DC equals 11 + the item’s level, or 5 + a consumable item’s level. If you succeed, the item becomes nonmagical, but its physical properties remain unchanged. This spell has no effect on artifacts. If you unravel a non-consumable magic item of an item level of 4 or higher, you can harvest a portion of the unraveling energy. Divide the item’s level by 4, and you can gain one spell slot of that level or lower. That spell slot vanishes if you fail to use it within 24 hours or after you rest to regain the use of daily-use abilities, whichever comes first. USURP SPELL MYSTIC 4 PRECOG 4 TECHNOMANCER 4 WITCHWARPER 4 School abjuration Casting Time 1 reaction Range medium (100 ft. + 10 ft./level) Targets one spell Duration instantaneous Saving Throw none; Spell Resistance no You override the will of another spellcaster, taking control of their spell. As a reaction when you observe a spell being cast within range, you can cast this spell. If you do, you can attempt a dispel check (1d20 + your caster level). The DC equals 11 + the other spellcaster’s caster level + 2 per level of the spell above 4th. If you succeed, you determine the spell’s parameters as if you had cast it. This spell has no effect on artifacts or deities. VANISHING TRICK MYSTIC 0 PRECOG 0 TECHNOMANCER 0 WITCHWARPER 0 School illusion Casting Time 1 standard action Range touch Targets one unattended object of no more than 1 bulk Duration 1 round/level (D) Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless, object) The object you touch becomes invisible. VARIED VENEER TECHNOMANCER 0 WITCHWARPER 0 School illusion Casting Time 1 standard action Range touch Targets one unattended object of no more than 2 bulk paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733857 20733857 20733857 4431586 4431586 4431586


paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733858 20733858 20733858 4431587 4431587 4431587 86 SPELLS Duration 1 hour Saving Throw Will disbelief; Spell Resistance no You make the object you touch appear to be broken or otherwise worthless, or you make a broken object appear to be functional. A creature that handles the object can attempt a Will saving throw to recognize the illusion. The object functions as its actual condition indicates—this spell ends if someone attempts to use the object for its intended function. VOID GRASP MYSTIC 4 WITCHWARPER 4 School necromancy Casting Time 1 standard action Range touch Targets one creature Duration 1 round/level Saving Throw Fortitude partial, see text; Spell Resistance yes Reaching to worlds beyond, you siphon your foe’s life force as a shared offering to some extraplanar entity. Attempt a melee attack against the target’s EAC, adding the higher of your key ability modifier or your Strength modifier to the attack roll. On a hit, the target takes 8d8 damage and must attempt a Fortitude saving throw. A target that fails is sickened for the duration. One who succeeds is sickened for only 1 round, and then the spell ends. In either case, you gain temporary Hit Points equal to half the damage you dealt. Casting this spell doesn’t provoke attacks of opportunity. WALL OF EARTH MYSTIC 3 WITCHWARPER 3 School conjuration (creation) Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels) Effect earthen wall with area up to one 5-ft. square/level; see text Duration instantaneous Saving Throw none; Spell Resistance no An earthen barrier springs into existence, anchored to surrounding solid surfaces or, at least, supported by a firm foundation. The stress of casting this spell requires you to spend 1 Resolve Point. The wall fails to manifest in any area already occupied by a creature or object, or where it’s likely to fall or collapse. However, the wall can fit into any space of surrounding nonliving material if its area is sufficient to do so. A typical wall of earth is 1 foot thick, but you can double the thickness by halving the area, or vice versa. You can crudely shape the wall in almost any way you desire, provided the shape you choose has enough support. Each 5-foot section of the wall has hardness 0 and 5 Hit Points per inch of thickness. A section of wall is breached if reduced to 0 Hit Points. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 20. WALL OF FOG MYSTIC 1 TECHNOMANCER 1 WITCHWARPER 1 School illusion School conjuration (creation) Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels) Effect fog up to 20 ft. long/level or a ring with a radius up to 5 ft./2 levels; either form up to 20 ft. high Duration concentration + 1 round/level Saving Throw none; Spell Resistance no A billowing wall of dense mist forms in a vertical plane, provided the wall is neither underwater nor in a vacuum. In those cases, the spell fails. Creatures and objects on one side of the wall have concealment (20% miss chance) from creatures on the opposite side of the wall. A moderate wind (11+ mph) disperses this fog in 2 rounds; a strong wind (21+ mph) disperses the fog in 1 round, although the wall returns if you’re still concentrating on it and the wind ends. WALL OF ICE MYSTIC 3 WITCHWARPER 3 School conjuration (creation, cold) Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels) Effect anchored plane of ice, up to one 10-ft. square/level, or hemisphere of ice with a radius of up to 3 ft. + 1 ft./level; the ice is 1-inch thick/level Duration 1 minute/level; see text Saving Throw none; Spell Resistance no An icy barrier, your choice of a plane or hemisphere, springs into existence. A plane can be oriented in any fashion, provided it’s anchored. If vertical, the wall needs only a solid foundation; a horizontal or slanting wall must be anchored on two opposite sides. A hemisphere must have a solid foundation. Either form can fit into any space of surrounding nonliving material if it has sufficient area to do so. An ice wall fails to manifest in any area already occupied by a creature or object or where it will likely fall or collapse. The hemisphere version fails to manifest if it can’t entirely contain a creature or object occupying the same space. Each 10-foot section of ice has 0 hardness and 3 hit points per inch of thickness. Fire deals full damage to a wall of ice. A section of wall is breached if reduced to 0 Hit Points. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 20. For the duration, even when the ice has been broken through, a sheet of frigid air remains. Any creature passing through such a breach takes 4d4 cold damage. Once the duration elapses, the ice might remain if environmental conditions prevent it from melting. However, no magic maintains the ice, and a creature passing through a breach in the wall takes no cold damage. WALL OF STEAM MYSTIC 2 TECHNOMANCER 2 WITCHWARPER 2 School conjuration (creation, fire) Effect scalding fog up to 20 ft. long/level or a ring with a radius up to 5 ft./2 levels; either form up to 20 ft. high This spell functions as wall of fog, except you can select one side of the wall to give off searing steam. Creatures within 5 feet of this side of the wall take 2d4 fire damage, and those beyond 5 feet but within 10 feet take 1d4 fire damage. The wall deals this damage when it appears and on your turn each subsequent round. In addition, the wall deals 3d4 fire damage to any creature passing through it. If you conjure the wall paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733858 20733858 20733858 4431587 4431587 4431587


paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733859 20733859 20733859 4431588 4431588 4431588 87 GALACTIC MAGIC GEAR SPELLS FAITHS THE MAGICAL GALAXY CLASSES OVERVIEW 3 SPELL DESCRIPTIONS so that it appears where creatures are, each creature takes damage as if passing through the wall. The steam can be dispersed as a wall of fog can. Also, if any 5-foot length of wall takes 10 or more cold damage in 1 round, that length crystallizes and melts away, disappearing. WAVE OF WARNING MYSTIC 5 School evocation (mind-affecting) Casting Time 1 standard action Range medium (100 ft. + 10 ft./level) Targets up to three creatures that are no more than 30 ft. apart from each other Duration instantaneous Saving Throw Will partial, see text; Spell Resistance yes Maraquoi spellcasters developed this spell to deter sapient aggressors from bloodshed. You thrust a wave of mental determination at up to three targets, attempting a ranged attack against each target’s KAC to deal 10d8 nonlethal bludgeoning damage. Each creature damaged by this spell is shaken for 5 rounds, or 1 round if they succeed at a Will saving throw. WEIGHT OF AGES MYSTIC 5 PRECOG 5 WITCHWARPER 5 School necromancy Casting Time 1 standard action Range medium (100 ft. + 10 ft./level) Targets up to one living creature/level, no two of which can be more than 30 ft. apart Duration 1 minute/level Saving Throw Fortitude partial, see text; Spell Resistance yes You burden the targets with all the aches, pains, and sorrows of a lifetime. The targets take 10d8 damage and become encumbered for the duration, or they become overburdened if already encumbered. Each target can attempt a Fortitude saving throw to halve the damage dealt by this spell and negate the encumbered condition. X-RAY VISION MYSTIC 4 PRECOG 4 TECHNOMANCER 4 School divination Casting Time 1 standard action Range touch Targets one creature Duration 1 minute/level Saving Throw Will negates (harmless); Spell Resistance yes (harmless) You confer upon the target sense through (vision) with a range of 60 feet. This ability is blocked by materials one-fifth as dense as those that block normal sense through (2 feet of wood or plastic, 1 foot of stone, 2 inches of common metal, or 1 inch of lead or any starmetal), and it limits the target to black-and-white vision while in use. The target doesn’t gain the benefit of any other special visual senses (such as lowlight vision) while using x-ray vision, and the target can’t attempt sight-based Perception checks beyond 60 feet. paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733859 20733859 20733859 4431588 4431588 4431588


paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733860 20733860 20733860 4431589 4431589 4431589 VARIANT SPELLCASTING 88 SPELLS The following two variants can mix up how spells feature in your Starfinder game. GMs and players should work together to decide which, if any, to use. VARIANT: SCALING 0-LEVEL SPELLS Low-level spellcasters often rely on damaging 0-level spells (energy ray, hazardCOM, injury echo [page 76], and telekinetic projectile) to injure their foes, but these spells can become obsolete as spellcasters gain levels and find weapons that deal greater damage. This rules variant allows spellcasters to rely on their damaging 0-level spells throughout their adventuring career. Make the following changes to the spells named above at the levels the character attains in a spellcasting class. Each increase happens only once at the indicated level. At 3rd level, add half your character level to damage with these spells. At 7th level, increase the damage of spells that deal 1d3 or less damage to 2d4. Increase the damage of spells that deal 1d6 damage to 2d6. At each of 10th, 13th, and 15th levels, increase the damage of these spells by one die of the same type (d4 or d6). At each of 17th and 19th levels, increase the damage of these spells by two dice of the same type. At the end of this progression, a 19th-level spellcaster’s energy ray deals 9d4+9 damage of the chosen type, while their telekinetic projectile deals 9d6+9 bludgeoning damage. VARIANT: PREPARED SPELLCASTING This rule variant changes the way spellcasting classes like the mystic and technomancer learn and cast spells. Your GM might decide all spellcasters are prepared spellcasters, that none are, or something in between—for example, technomancers might prepare spells while mystics use the normal rules, or perhaps spellcasters can choose to prepare spells when they take their first level in a spellcasting class. Prepared Spells Unlike other spellcasters, you have no known spells. Instead, once a day after resting for 8 hours, you can prepare spells from your spellbook (below). When you do, you assign each of your spell slots a spell of equal or lower level from your spellbook. You can cast each spell using the assigned spell slot, whereupon that slot becomes unavailable to you until you prepare your spells again. You can assign the same spell to more than one slot, which lets you cast the same spell multiple times. The number of spells you can prepare each day can be found in Table 3–1: Prepared Spells Per Day (above); in addition, if your key ability score is high enough to receive bonus spells under the normal rules for your class, add those bonus spells to your spells per day. A character using prepared spellcasting obeys all other rules for spells, according to their class. In particular, they must still have a minimum key ability score to cast spells of a given level, and they still know and cast 0-level spells according to the normal rules for their class. TABLE 3–1: PREPARED SPELLS PER DAY (BY SPELL LEVEL) LEVEL 1ST 2ND 3RD 4TH 5TH 6TH 1 1 — — — — — 2 1 — — — — — 3 2 — — — — — 4 2 1 — — — — 5 3 1 — — — — 6 3 2 — — — — 7 3 2 1 — — — 8 3 3 1 — — — 9 4 3 2 — — — 10 4 3 2 1 — — 11 4 3 3 1 — 12 4 4 3 2 — — 13 4 4 3 2 1 — 14 4 4 3 3 1 — 15 4 4 4 3 2 — 16 4 4 4 3 2 1 17 4 4 4 3 3 1 18 4 4 4 4 3 2 19 4 4 4 4 4 3 20 4 4 4 4 4 4 Spellbook You record your spells in written form and record them in a spellbook. You begin play with a spellbook worth 10 credits or less, which you receive for free and which you must study to prepare your spells. The spellbook contains your choice of five 1st-level spells from the list appropriate to your class. Your spellbook’s form and name is up to you; a mystic might use a holy text, while a technomancer might record their spells in a personal comm unit. Each time you gain a level in a spellcasting class, you automatically add two spells from that class’s spell list to your spellbook, choosing spells of a level you can cast. In addition, you can add spells to your spellbook using the Scribe Spell downtime activity (below). This downtime activity follows the rules presented on page 150 of Starfinder Character Operations Manual. Scribe Spell You attempt to add a spell to your spellbook. Depending on the nature of your spellbook, this might require special inks, hybrid technology, or other special materials. You must have access to the spell in a spellbook, spell gem, or other method, or engage in conversation throughout this activity with someone who knows the spell or has it in their spellbook. Activity: Attempt a Mysticism check with a DC equal to 10 + three times the level of the spell. Result: On a success, spend credits equal to 100 times the spell’s level and add the spell to your spellbook. On a failure, you don’t add the spell, and you can’t try again until you gain a character level. If you were using a spell gem to gain access to the spell, the spell gem is consumed whether you succeed or fail to scribe it. paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733860 20733860 20733860 4431589 4431589 4431589


paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733861 20733861 20733861 4431590 4431590 4431590 VARIANT SPELLCASTING RITUALS 89 GALACTIC MAGIC GEAR SPELLS FAITHS THE MAGICAL GALAXY CLASSES OVERVIEW 3 RITUALS Some spells require more than a few moments of concentration and the expenditure of a spell slot; instead, they take hours or even days to cast, with a single individual leading assistants in the performance of a complex and powerful ritual. Before attempting a ritual, a character must find a script for it and—if they’re wise—learn its secrets. RITUAL SCRIPTS A ritual is detailed in a document known as a ritual script. Story-wise, a ritual script can take many forms: an old tome collecting dust on a library shelf, a mysterious obelisk carved with indecipherable runes, or a digital file hidden deep within a world’s infosphere. A ritual script can be in any language and might also be hard to read or decipher; skills (such as Mysticism or Computers) and magic (such as comprehend languages) might be necessary to translate or decode it. In terms of game mechanics, each ritual script describes the ritual actions— specific actions detailed later in this section—that are required for the completion of the ritual. Before a character can use a script, however, they must find it in the first place. Characters can cast only rituals they have access to, and while academies that teach magic often provide access to common and harmless rituals that have obvious utility, more potent or dangerous rituals are locked in secure vaults. Aspiring ritualists scour the galaxy looking for rare rituals known only to lost civilizations like the sivv or kishalee. Once a ritual script is found, its ritual can be learned through the master a ritual downtime activity (below); this activity follows the rules of downtime activities presented on page 150 of the Character Operations Manual. The downtime activity isn’t strictly necessary; a ritual can be performed from the script without learning it, but doing so is more difficult. Learning a ritual has two benefits. First, a ritual leader who has learned a ritual no longer needs access to the ritual to cast it; they can perform it from memory. Second, the DC for checks required by ritual actions is lower if the ritualist has learned the ritual. Master a Ritual You attempt to learn or practice a ritual to successfully cast it and reduce the danger posed by failure. Activity: Name a single ritual to which you have access or know. You spend the day practicing this ritual. Results: For 1 day, you gain a +1 circumstance bonus to checks required as part of ritual actions taken to cast the ritual you named. Multiday: When you spend a week on this downtime activity, you can attempt to learn the ritual; alternatively, you can teach a ritual you already know to a number of people equal to your ranks in Mysticism. Attempt a Mysticism check; the DC of this check is 10 + 3 × the level of the ritual. If you succeed, you learn the ritual, or, if you were teaching it, everyone you taught learns it. If you fail, you can take another week and use this downtime activity to try again. RITUAL CASTING Most rituals have a level, from 1 to 6, that corresponds to their power, how difficult they are to perform, and some statistics associated with them. Some rituals can be learned and performed at different levels, with different effects depending on the level. When you learn a variable-level ritual, you learn all lower-level versions at the same time. The script for a variable-level ritual depends on the level. A ritual’s description lists the script for each level of a variable-level ritual. The individuals who perform a ritual are known as ritualists, and they don’t need to be spellcasters. Every ritual requires at least one person, the ritual leader, who must either have access to the ritual or have learned it. Additional individuals might be able to help perform the ritual; these participants are ritual assistants. Each ritual lists how many assistants can participate, if any. Most rituals allow assistants, and some require them, but a few must be performed by the ritual paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733861 20733861 20733861 4431590 4431590 4431590


paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733862 20733862 20733862 4431591 4431591 4431591 leader alone. A ritual leader can never lead more assistants than the leader has ranks in Mysticism, and once the ritual begins, they remain the leader for the entire ritual. Rituals are performed over a number of ritual rounds. The length of time represented by a ritual round depends on the ritual and can be found in that ritual’s description. Each round, the leader and assistants select ritual actions; these actions are detailed below. Unless someone pauses the ritual using the maintain ritual action, the actions in the ritual script must be taken in order, one per round, until the ritual is complete; otherwise, the ritual fails. Generally, a ritual requires a number of actions equal to the ritual’s level, but the number of actions can vary. Each ritual round, characters can take their actions in any order. While the ritual leader is usually taking the ritual action required by the script, assistants have more options when it comes to their choice of action, and sometimes actions required in the script can be taken by any character, not just the leader. For example, an assistant might choose to act before the leader to take the harmonize action and grant a bonus to the leader’s check, or that same assistant might wait to act until after the leader has acted, to use the martyr self or salvage ritual action. Ritual actions often require a skill check, a saving throw, or some other activity, such as the sacrifice of valuable goods. Whenever a ritual action requires a skill check or saving throw, the DC can be found on Table 3–2: Rituals. If the ritualist hasn’t learned the ritual, the DC is 5 higher. When an action required as part of a ritual script succeeds, the ritual continues for another round, when the next action in the script can be attempted. Failure on a ritual action required as part of a script, however, can have several consequences, listed in the ritual script. If neither “failure” nor “retry” is listed, the ritual action succeeds despite the failed check or saving throw, but the character who took the action suffers the consequences listed. D Damage: The character takes damage appropriate to the level of the ritual, according to Table 3–2: Rituals. If the damage has a type, it’s noted here. D Condition: The character gains the listed condition for the length of time noted. D Failure: The ritual fails. D Retry: The action fails, but the ritual has not. The failed action must be attempted again on the next round, unless the ritual is paused through the maintain ritual action. Certain ritual actions allow assistants to save a ritual that would fail or to take damage or a condition that would incapacitate the ritual leader, potentially saving the ritual from failure. Variable-Level Rituals Some rituals have different effects depending on the level at which you perform the ritual. When you learn a variablelevel ritual, you learn all lower level versions at the same time. The script for a variable-level ritual depends on the level. A ritual’s description lists the script for each level of a variable-level ritual. Creature-Creation Rituals Some spells create creatures, turning an inanimate object into a construct, for example, or converting a corpse into undead. The creatures these spells can create are limited by the level of the ritual; the higher the ritual level, the higher the CR of the creatures it can be used to create, according to Table 3–2: Rituals. RITUAL ACTIONS Every ritual action can be performed by the leader, an assistant, or either, as noted after the action’s name. Some rituals might modify the actions listed here or require new or unique actions. Gather Power (Leader) You gather ambient magic from the environment to fuel the ritual. Attempt the check or saving throw listed in the script. Harmonize (Assistant) You attempt to aid a ritual leader who’s attempting a skill check, supporting them with ritual chants, meditation, dance, or another activity. Attempt a DC 15 check using the skill the ritual leader is attempting in a ritual action; if you succeed, you grant a +2 bonus to the ritual leader’s skill check this round. Invoke Entity (Leader or Assistant) You channel the power of a deity or similar entity through yourself to power the ritual. This ritual action always succeeds but is still extremely dangerous; attempt the check or saving throw listed in the script. If you succeed, you’re unharmed. If you fail, you take the damage or effect listed in the script. Join Ritual (Leader or Assistant) You join a ritual that has already started. You must take this action at the beginning of a ritual round, and you can take another ritual action this round. Leave Ritual (Leader or Assistant) You leave the ritual, and you can perform non-ritual actions during ritual rounds, including this one, until you rejoin. Maintain Ritual (Leader or Assistant) You maintain a ritual without working toward its conclusion, usually so that the ritual leader can rest or perform other actions. You must attempt this action before any other ritual action is attempted in the same round. Attempt a Fortitude saving throw. If you succeed, the ritual is paused for one ritual round; no one can perform a ritual action for the ritual this round, but the ritual doesn’t fail. A ritual can be maintained multiple times, and as long as the saving throws succeed, the ritual can be resumed with the next ritual action required by the script. TABLE 3–2: RITUALS RITUAL LEVEL SKILL DC SAVE DC CREATURE CR ITEM SACRIFICE DAMAGE 1 11 12 1/3 1,000 credits 1d12 2 16 15 2 4,000 credits 4d12 3 20 17 5 10,000 credits 7d12 4 25 19 8 40,000 credits 10d12 5 29 21 11 100,000 credits 13d12 6 34 24 14 400,000 credits 16d12 90 SPELLS paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733862 20733862 20733862 4431591 4431591 4431591


paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733863 20733863 20733863 4431592 4431592 4431592 Martyr Self (Assistant) This action must be taken immediately after a ritualist in the same ritual as you takes damage or gains a condition or some other harmful effect as a consequence of a failed check or save in a ritual action this round. You volunteer yourself to take that harm. The damage or effect is transferred to you, and it can’t be reduced or mitigated in any way. You can’t take this action if you’ve already taken damage or suffered a harmful effect this round. Open the Way (Leader) You draw power from another plane—perhaps through a specially attuned magic item or a temporary portal—and then channel that power into the ritual. Attempt the check or saving throw listed in the script. Sometimes failing this check can have unpredictable results, releasing denizens of other planes into your location. Prepare the Area (Leader or Assistant) You mark out a sacred or mystically aligned area where the ritual will take place. Doing so might involve scribing a pattern on the floor, setting up candles or other ritual paraphernalia, and sanctifying the area with ritual phrases. Attempt the check or saving throw listed in the script. Release Power (Leader) Having gathered and shaped the power of your ritual, you now unleash it and hope for the desired outcome. Attempt the check or saving throw listed in the script. Sacrifice (Leader or Assistant) You sacrifice objects of value to power the ritual. No check or saving throw is required, but you must sacrifice whatever is listed in the script. If the sacrifice listed is “Resolve,” the leader must spend 1 Resolve Point. If the sacrifice is “Items” and no other information is provided, you must sacrifice items with a value appropriate to the level of the ritual, as shown on Table 3–2: Rituals. Sacrificed items are destroyed unless otherwise noted. If you complete this sacrifice, the action succeeds. If you don’t, the action and ritual fail. Some evil rituals might require the sacrifice of sapient creatures. Salvage Ritual (Assistant) You try to save a ritual that’s about to fail. When a ritual leader fails a skill check as part of a ritual action, you take this action to attempt the check yourself. The DC for this check is 5 higher than the DC listed on Table 3–2: Rituals. Substitute the result of your check for the ritual leader’s failed check. Your check has the same consequences of success or failure that the leader’s action had. Shape Power (Leader) Having gathered magical energy from the environment, other planes, or a deity, you now shape that power into the proper form. Attempt the check or saving throw listed in the script. Speak the Name (Leader) You direct your ritual against a specific target, whose name you must know. No check is required for this action, but if you don’t name someone clearly and unambiguously, the ritual fails. RITUALS The following Rituals are just a sampling of the many that exist in the galaxy. Reading Ritual Descriptions Each ritual is listed in alphabetical order by name. The ritual’s level is noted after its name. Script lists all the actions required to perform the ritual in order. Required skills, saving throws, sacrifices, or other activities are listed in parentheses, followed by the consequence for failure. If the ritual can be performed at variable level, each level with its own script, “varies” is listed here. Assistants indicates the number of assistants that must assist the leader in the ritual. If assistants are optional, the entry here is “any.” The maximum number of assistants is limited to the leader’s ranks in Mysticism. Round Length notes the length of time represented by a single ritual round. The description of the ritual follows; unless otherwise noted, “you” in a ritual description refers to the ritual leader. COMMUNE LEVEL 5 Script Prepare the Space (Mysticism; failure), Sacrifice (1 Resolve Point), Invoke Entity (Will; fatigued, retry), Sacrifice (items worth 1,000 credits) Assistants 3 Round Length 1 hour You call upon an unknown planar entity to answer questions. This is a servitor of your deity if you have one. You can ask up to seven questions that can be answered with “Yes” or “No.” The entity is likely to know answers related to its purview; a servitor of Triune would know about objects located in the Drift, and a servitor of Damoritosh would know about the Veskarium. The entity answers with one-word answers such as “Yes,” “No,” “Likely,” or “Unknown,” though its answers always reflect its own agenda and could be deceptive. This ritual can’t uncover information directly related to the Gap. CONSECRATE PLACE LEVEL 2 Script Sacrifice (incense and offerings worth 2,000 credits), Prepare the Space (Mysticism; retry), Invoke Entity (Will; damage, failure) Assistants any Round Length 1 day You consecrate a site to your deity. The effects of this ritual last for 1 year, and they extend in a 40-foot radius centered on an immobile shrine, altar, or fixture of your deity. While within the area, worshippers of your deity gain a +1 divine bonus to Armor Class, attack rolls, damage rolls, saving throws, and skill checks. If your deity is chaotic, evil, good, or lawful, attacks by your worshippers made from within the area are chaotic-aligned, evil-aligned, good-aligned, or lawful-aligned, respectively. FTL COMMUNICATION LEVEL 4 Script Open the Way (Computers; dazed for 1 minute, failure), Shape Power (Mysticism; electricity damage, retry), 91 GALACTIC MAGIC GEAR SPELLS FAITHS THE MAGICAL GALAXY CLASSES OVERVIEW 3 RITUALS paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733863 20733863 20733863 4431592 4431592 4431592


paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733864 20733864 20733864 4431593 4431593 4431593 Speak the Name (Will; dazed for 1 minute), Release Power (Computers; failure) Assistants none Round Length 1 minute You communicate with someone over interstellar distances. You must touch a comm unit at the end of this ritual and speak a message of 25 words or fewer. Your message travels to the person you named in the Speak the Name action, but takes time to arrive: 1d6 hours if the individual is in the same system as you, 3d6 hours if the individual is in Near Space or the Pact Worlds, or 5d6 hours if the individual is in the Vast. When the message arrives, the individual you named hears it and can respond with up to 25 words. This reply takes 1d6 hours to reach you if you’re in the same system as the individual replying, 3d6 hours if you’re in Near Space, or 5d6 hours if you’re in the Vast. When it reaches you, you hear it. GATE LEVEL 6 Script Prepare the Space (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) Assistants any Round Length 1 day You link two physical portals—such as doors or arches—to permit instantaneous travel between them. The portals can be up to 15 feet across, separated by any distance or even on different planes, and each must be constructed with at least 1,000,000 credits’ worth of materials. Each portal must have a designated entry direction and an exit direction. You must perform this ritual at one of the two portals, and neither portal can already be connected to a portal through a gate ritual. If the ritual is completed, any creature who moves through one portal’s entry emerges from the other portal’s exit. The surfaces of the portals are usually magically obscured, so it’s impossible to tell where a portal leads; however, a creature who observes a portal from its entry direction, takes a full action, and succeeds at a DC 25 Mysticism check can cause the portal to briefly clear and see out the paired portal’s exit for one round. If Engineering was used in the ritual actions that created this gate, the creature can use Computers or Engineering instead of Mysticism for this check. HEARTBOND LEVEL 1 Script Speak the Name (the names of the two individuals being bonded) Assistants none Round Length 1 hour You create a magical bond between two willing creatures who share genuine affection for each other. As part of the ritual, both members of the bond receive a ring, amulet, or similar token to symbolize their shared connection; these items must 92 RITUALS paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733864 20733864 20733864 4431593 4431593 4431593


paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733865 20733865 20733865 4431594 4431594 4431594 each be worth at least 100 credits. When both individuals are wearing their tokens, they can, once per day as a standard action, sense the condition of the other as per the status spell. If either token is destroyed, the effect of the ritual ends. PANOPTICON LEVEL 3 Script Prepare the Space (items), Gather Power (Computers; fatigued, retry), Open the Way (Will; electricity damage, failure) Assistants none Round Length 1 hour You gain supernatural surveillance powers within a single large structure, such as a prison, school, or space station. You must perform this ritual within the chosen structure, and when you complete the ritual, you must touch a video screen. The screen can be of any size, but it can’t be moved. When you look at this screen, you can take a move action to make it display any location in the structure where it’s located, from any point of view within 100 feet of the screen, with low-light vision and darkvision up to 60 feet. The effects of this ritual last for 1 year, or until the screen is moved or broken, whichever comes first. REINCARNATION LEVEL 4 Script Prepare the Area (Mysticism; failure); Invoke Entity (Will; damage, failure); Sacrifice (items and Resolve); Speak the Name (the individual being reincarnated) Assistants any Round Length 1 hour You call upon a deity or other cosmic force to create a new body for a dead individual, binding the individual’s soul to the new body and restoring them to life. This ritual can restore an individual who has been dead for days equal to the ritual leader’s ranks in Mysticism. The creature takes a temporary negative level for 24 hours. This ritual can’t resurrect creatures who are currently undead or who don’t wish to be resurrected, but it can restore individuals slain by death effects or whose original bodies are lost or destroyed. The ritualists and the restored creature have no say over the form of the reincarnation, which can take the form of virtually any race, gender, and appearance. If this ritual is used to reincarnate a player character, the player and GM should mutually agree on the reincarnation’s physical details, choosing a playable race; if used to reincarnate an NPC, the GM decides the reincarnation’s physical form. A reincarnated character loses the ability score modifiers, HP, Size, type, and racial traits of their original race, and gains the ability score modifiers, HP, Size, type, and racial traits of their new race. Theme and class features are unchanged. SUMMON ELEMENTAL LEVELS 1-6 Script varies Assistants up to 1 per level of the ritual Round Length 10 minutes You summon an elemental with a CR limited by the level of the ritual according to Table 3–2: Rituals. The elemental appears within 30 feet of you. Most elementals are only as smart as a clever animal, and their initial attitude is indifferent, but elementals with above-average Intelligence are unfriendly instead. Regardless, the elemental is under no obligation to obey you. It remains on the plane to which you’ve summoned it until it’s destroyed or sent back to its origin plane, such as through dismissal or some other method. If you fail a ritual action for this ritual that causes you to take damage, that damage has a type based on the kind of elemental you tried to summon: bludgeoning for an earth elemental, cold for a water elemental, fire for a fire elemental, and electricity for an air elemental. You can add the Prepare the Area action to the beginning of the script for this spell; the action requires a Mysticism check. If you do, the elemental appears within that area, and can’t leave or target creatures outside the area unless you allow it or your preparations are disturbed; the GM decides how much disturbance is required. You gain a +4 circumstance bonus to Diplomacy or Intimidate checks against a creature trapped within your prepared area. If you fail the Mysticism check required for this ritual action, the elemental still appears in the space, but its movement and attacks aren’t restricted, and you gain no benefit to Diplomacy or Intimidate checks. You can add the Speak the Name action to the end of the script for this spell. If you do, you summon the specific elemental whose name you spoke, provided that elemental’s CR is equal to or less than that listed for the ritual’s level on Table 3–2: Rituals. Its initial attitude might be something other than indifferent, especially if it has had prior interactions with you. 1st: Script Open the Way (Fort; damage, failure) 2nd: Script Open the Way (Fort; damage, failure) 3rd: Script Sacrifice (items); Open the Way (Fort; damage, failure) 4th: Script Sacrifice (items); Open the Way (Fort; damage, failure) 5th: Script Sacrifice (items); Gather Power (Mysticism; damage, retry); Open the Way (Fort; damage, failure) 6th: Script Sacrifice (items); Gather Power (Mysticism; damage, retry); Open the Way (Fort; damage, failure) 93 GALACTIC MAGIC GEAR SPELLS FAITHS THE MAGICAL GALAXY CLASSES OVERVIEW 3 RITUALS OTHER SUMMONING RITUALS There are many variations on the summoning ritual, including rituals to summon angels, daemons, demons, fey, oni, velstracs, or other extraplanar beings. Most work identically to summon elemental with a few notable exceptions. First, most outsiders are more intelligent than elementals, and so their initial attitude is more likely to be unfriendly (though a devil might pretend to be friendly for its own purposes). Second, when a ritualist fails a ritual action that inflicts damage, that damage has a type appropriate to the plane the summoned creature comes from. For example, summoning a devil is likely to inflict fire damage. If no damage type is appropriate, the damage has no type. Summoning rituals can differ from the usual script and results in other, more specific ways; a wise ritualist learns all they can about the spell and the creature summoned before attempting the ritual! paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733865 20733865 20733865 4431594 4431594 4431594


paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733866 20733866 20733866 4431595 4431595 4431595 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733866 20733866 20733866 4431595 4431595 4431595


paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733867 20733867 20733867 4431596 4431596 4431596 FAITHS 4 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733867 20733867 20733867 4431596 4431596 4431596


paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733868 20733868 20733868 4431597 4431597 4431597 96 FAITHS The question of faith is one that has preoccupied intelligent beings since ancient times: which deities to follow, how to best express one’s veneration, whether to rely on the deities at all or instead to focus solely on matters of the Material Plane. Priests, philosophers, and scholars have debated these issues with words and, too often, bloodshed. However, few question deities’ existence, for although gods rarely take direct action in mortal matters, they are far from absent in the universe. On occasion, they grant blessings to their most devout followers or curse those who especially displease them—though always with some care, for deities maintain an informal, porous truce discouraging wanton divine intervention, lest escalating miracles destabilize the multiverse. Though deities influence and guide their followers, ultimately, mortals must make their own decisions in matters of faith. Most Pact Worlds inhabitants are familiar with the major deities, such as Abadar, Iomedae, and Pharasma (Core Rulebook 483–492). These faiths command vast resources and boast billions of worshippers throughout the galaxy. A follower of such a deity is sure to encounter fellow faithful throughout the Pact Worlds, and even the uninitiated can recognize a Desnan or Hylaxian priest by their well-known regalia and be aware of some basic facts about their religions. Curious minds may be intrigued by less famous patrons. The Pact Worlds host untold adherents to archdevils, empyreal lords, psychopomp ushers, upstart demigods, or even has-been deities with waning congregations and relevance in post-Gap societies. Others prefer philosophical movements with little reliance on deities, such as the Prophecies of Kalistrade or Sangpotshi, seeking meaning and self-improvement through ideas rather than faith. What qualifies as a major deity can vary by region. Beyond the Pact Worlds, local pantheon rosters often depend less on a deity’s relative power and more on their relevance to a society’s history and values, sometimes with demigods revered as all-powerful beings, and deities like Pharasma relegated to footnotes or forgotten altogether. Thus, an area’s religion can prove as pernicious or fragile as any ecosystem with invasive species; a people’s religion might enter crisis when exposed to other powerful deities, just as readily as their own faiths might inspire upheaval if introduced to other worlds. As a result, a system’s explorers and wardens—such as the Starfinder Society and Stewards for the Pact Worlds—often approach unfamiliar faiths cautiously. That said, most systems aren’t ignorant of other faiths, and newly contacted societies often know of popular gods by other names or through unfamiliar representations. Society and individual perspectives shape a person’s interpretation of faith, and congregations are internally diverse, with worshippers sometimes disagreeing on anything from trivial elements to substantive issues like the religion’s central tenets. A sufficiently stubborn or significant division can fragment a faith, creating independent splinter sects, and the Pact Worlds host many of these—such as the Forgiven, a Sarenite sect that seeks to do the greatest evils to later earn the greatest redemptions and the Last Lorekeepers, who believe each living being is an aspect of Nyarlathotep and that the multiverse will only know Truth when only one aspect remains alive. Some faiths permit such splinter sects to exist, while others mercilessly hunt down and eliminate those they view as heretics. The degree of one’s faith, too, is highly individualized, from casual worshippers who attend major religious festivals and make only desperately opportunistic prayers, to those devoted enough to take formal vows as a priest or other FAITHS IN THE UNIVERSE The galaxy’s faiths manifest in countless forms, from tiny cults to interplanetary religions with billions of followers. Although deities almost never intervene directly and dramatically in mortal affairs, their influence and inspiration are very much alive in lay worshippers and devoted priests alike. Faith is alive throughout the galaxy, whether it is used for good or ill. THE MEANING OF FAITH “At its best, faith inspires people to great heights; at its worst, it spurs them to acts of terrible evil. It is our task to use our faith to help those in need and to shine a light where there is none. Even the most sinister hearts can be redeemed if they are truly sincere about atoning, and an outstretched hand at the right time can be the difference between salvation and a soul lost to evil forever.” —Teralondir Yvesaril, priest of Sarenrae “A shared faith is one thread that can unite a community, providing stories to connect us, principles to live by, and communal values to organize our society. When our neighbor needs aid, when a lawbreaker must be punished, when we feel disconnected or lonely, our faith can motivate us to action. To exist is to question, but by drawing on the wisdom of those who came before, we need not do so alone.” —Adonata Setroni Sestir of Clan Thelaiin, House Hirra, Ascended‑Light of Narrative, priest of Talavet “The weak will tell you that faith protects the innocent, which is, of course, balderdash, a convenient fiction woven by those who divide the world into ‘good’ and ‘evil’ to soothe their own consciences. A proper faith defines one’s place in the universe, provides codified rules of behavior and thought, and grants the structure that mortals desperately need—yet, like a child throwing a tantrum, so often resist.” —Mivith Hael-Endrazi, priest of Asmodeus paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733868 20733868 20733868 4431597 4431597 4431597


paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733869 20733869 20733869 4431598 4431598 4431598 97 GALACTIC MAGIC GEAR SPELLS FAITHS THE MAGICAL GALAXY CLASSES OVERVIEW 4 OVERVIEW religious leader. While mystics are most commonly priests, attributing their mystical connections to their divine patron, anyone can conceivably become such a leader. It would not be unusual to see a soldier priest of Iomedae, a biohacker priest of Oras, or an operative priest of Calistria. EVOLVING FAITHS Not everyone chooses to follow a religion or philosophy. Some actively reject such ideas, while others just wish to focus on mortal affairs rather than otherworldly ones. While often referred to as atheists in popular parlance, most of these people don’t deny the existence of deities. Instead, they elect not to worship them for a variety of reasons, such as believing deities are unworthy of worship or wanting to rely on their own talents rather than seeking aid from divine beings. Some of these non-faithful despise the very idea of religion; more often, they’re simply indifferent to it, perfectly willing to coexist as long as their own beliefs aren’t disparaged. With the advances of science and technology, some believe that deities are less necessary than in the past, and that mortal affairs are best left for mortals to determine. This school of thought often posits that divine beings cannot understand the experiences of mortals, and that it is better to take matters into one’s own hands rather than beseech an entity who may or may not even consider your concerns important. Even the faithful, after all, cannot just sit back and wait for their deity to fix all their problems for them. Still, the attraction of belonging to a faithful community remains strong, and the concept of religion is at no risk of dying out. In addition to the benefits of granting a built-in community, giving one a sense of purpose in being part of a wider cause and providing assurance of one’s destination in the afterlife, deities remain an active force in the universe. Their power manifests through various spellcasting traditions, and influential servants might receive blessings that range from brief omens and affirmations to sacred artifacts designed to combat an imminent threat. Even as science has advanced, deities have adapted by incorporating new technologies and concepts into their portfolios, with some deities such as Lambatuin (page 123) apparently arising spontaneously from mortal innovations to champion these novel domains. Among the most famous deities who have adapted in the new age are Oras, Triune, and Yaraesa, though many scientists and researchers are also followers of Ibra, rejoicing in each new discovery as an offering to their god. Innumerable lesser-known deities and demigods also focus on more specific aspects of such topics, just as with many other elements of the universe. DIVINE RELATIONSHIPS Though deities are unlike mortals in many respects, they too have their friendships, alliances, lovers, and enemies, and these relationships can color their followers’ interactions with members of other faiths. Mirroring their patrons, a Desnan likely paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733869 20733869 20733869 4431598 4431598 4431598


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