4431650
4431650
paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022
GALACTIC MAGIC 5
when control swaps to a different chamber, it scrambles to ESSENTIAL MAGICS
identify and avert whatever plans its counterpart set in motion. A leading magic placement firm, Essential Magics (EM) serves
The chambers recently became aware of each other’s existence, as a freelance spellcaster networking service, offering an array
and they now work to hide their projects from each other to of industrial, medical, military, and scientific contractors with OVERVIEW
achieve and preserve their often-contradictory agendas. magical skills. A publicly traded company, Essential Magics
The Hegemon controls dozens of acolytes whose minds all spends an impressive share of its revenue on advertising
contribute to the collective consciousness, receiving stimuli and throughout the Pact Worlds and several other systems. It also CLASSES
issuing commands at instantaneous speeds across the galaxy. takes a larger agency percentage from its employees than other
Although the overmind sees to the acolytes’ basic needs, the firms, although Essential Magics pays its staff—and charges GEAR
bodies are slowly dying from age and attrition, driving a need clients—a premium.
for new recruits. The Bicameralists include many free-willed Essential Magics started as a private military firm, emphasizing
members in their order, and the majority seek the unified magical combat, counterintelligence, and defense, competing SPELLS
mind’s wisdom in understanding solarian philosophies and with other mercenary companies. EM contractors worked
magical arts through its dualistic enlightenment. The brightest extensively during the Silent War, though the company now
sometimes attain supernatural epiphanies, though skeptics deemphasizes its earlier activity to distance itself from alleged FAITHS
posit these disciples commune too deeply with the Hegemon and unresolved war crimes attributed to EM mercs on Veskarian
and accidentally become incorporated into its psyche. soil. Occasionally, videos circulate showing black-clad figures THE
bearing the EM logo wielding destructive magic to obliterate MAGICAL
ELDRITCH GAMES LEAGUE Veskarium soldiers and bystanders alike. But the Silent War and GALAXY
Several companies in the Pact Worlds bring magical EM’s old board of directors are decades in the past, and the
competition, sports, and entertainment to the masses, company has endeavored to brush its old controversies
but few are as influential and economically powerful under the rug while reforming its reputation with
as the Eldritch Games League (also known as expanded services in civilian fields and ongoing
EGL or “The Eagle,” inspiring its phoenix-like assistance against the Swarm.
logo). The EGL is a media and merchandising The company hires out exceptional mages
conglomerate that scours the galaxy for exciting on contract, offering team packages that allow
magical sports events and competitions to clients to hire a coordinated group or whole
bring to viewers. League scouts periodically lurk squads of specialists for specific tasks. EM
20733921 in obscure worlds’ sports arenas to identify new competes fiercely against similar firms, offering 4431650
magical sports, often hiring whole communities “ethical but non‑ideological services,” a dig at
of established athletes to compete under years- outfits such as the Skyfire Legion. The company
long contracts with the EGL label. also uses its influence to bid low on government
The league owns various properties popular in contracts, and lobby for more privatization and free-
the Pact Worlds and beyond. The Chimerical Fighting market employment laws, a move that enhances its own
Championship (CFC), over-the-top wrestling mixed with business at the cost of small-time operators’ incomes.
illusion, broadcasts from Chroma on the Burning Archipelago. Thanks to this business activism, freelance adventurers
Summoner Showdown, part reality show and part battle royal have a complex relationship with EM, both considering it
with conjured beasts, transmits from Castrovel and Triaxus. a reliable patron while also coming to blows with EM agents
Bagthar’s Tower is a unique team-play escape-room and in the field when the firm attempts to snatch up contracts and
adventure simulator that uses myriad Pact Worlds sites. Spell objectives.
Bowl is a knockoff of the popular brutaris sport, played with GUARDIAN TREE
magic, hybrid tech, and magically augmented playing arenas.
For all its explosive action and spectacle, EGL prides itself Guardian Tree, a small, secretive group named after a symbol
on keeping its participants safe. The EGL charter doesn’t of the natural order, holds sacred its duty to locate and contain
allow the league to have interests in blood sports or prurient aberrant and dangerous magic, especially from outside the Pact
entertainment, and most EGL events have standards for ensuring Worlds, Veskarium, or Material Plane. This mandate focuses
clean fun and accessibility for viewers of all ages. In part, this on aberrations and Dark Tapestry beings, but it also includes
policy is a marketing angle to sell tickets, spin-off entertainment, any magical threats from menacing locales like Aucturn and
and merchandise to as wide an audience as possible, but it has its unknown stretches of the Vast. Guardian Tree originated
roots in the vision of the league’s original founders, who wanted shortly after the Gap, with its members believing the Gap
to depict magic as appealing and safe. represented some attack on reality’s fabric by Outer Gods.
The EGL is a public corporation responsible in part to Although founded on this unsubstantiated hypothesis, the
shareholders. Through the years, board members have argued group swiftly broadened its mission as it recruited from and
that eschewing violent and lascivious content runs counter to protected communities devastated by the ensuing chaos.
fiduciary responsibility. As EGL eyes the lucrative Veskarium Guardian Tree operations are divided into local branches,
markets, the pressure for violent content escalates, even as the commonly led by experienced diviners known as rootsages
company adheres to its founding values—at least for now. who monitor their respective branches’ missions and maintain
MAGICAL FACTIONS 149
paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022
20733921
20733921
4431651 4431651
4431651
paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733922
supernatural sensors to track aberrant activity. Intense how best to preserve the galaxy’s natural beauty. Too often, the
recruitment standards discourage any but the most dedicated Guardian Tree advocates absolute destruction for compromised
disciples, all of whom are expected to serve the Guardian Tree environments rather than risking some abomination’s spread by
for life. Members most often patrol their branch’s territories, taking more targeted action.
though rootsages periodically encourage their agents to wander INTEGRATED FUTURE FRONT
the galaxy like knights errant, providing their order’s sanctuary
and purifying violence wherever needed. Those who wish to A loose democratic organization of mages, mostly precogs and
retire nonetheless maintain an advisory role, typically recruiting witchwarpers, the Integrated Future Front (IFF) uses magic to
and mentoring promising candidates. bring about a perfect future reality. Some misstep or unforeseen
Although Guardian Tree prefers to work within the law occurrence in a large-scale peace ritual hurled the founders’
and official authority, it doesn’t let such niceties stand in perceptions into another reality, where they glimpsed a glorious
its way. It cites past successes and specialized knowledge universe free of war, hunger, strife, or suffering. The insights
as incontestable credentials to justify intervention, and the were brief, yet the seers came away with clear revelations
decentralized leadership and minimal official dogma allow each regarding myriad places within the Pact Worlds and beyond. The
branch to develop its own rules and moral perspectives to guide unnamed participants recorded what they saw, compared notes,
its actions. The combination of decisive action, variable ethics, and compiled the Integrated Future Manifesto, a multimedia
and overlapping niches makes the Guardian Tree a difficult omnibus that chronicles the common vision,
neighbor for the Xenowardens, as the two organizations as notes disparities, and speculates on the
often collaborate against common enemies as they clash over meaning of all this information. Subsequent
visionaries have contributed their own
supernatural premonitions of this sacred
alternate reality, creating a bloated record
of what-ifs and apocrypha. Initially, the IFF
coalesced to record and understand these
divinations, functioning more as a social
club for conspiracy theorists than any
practical organization. Most members
are well-intentioned enthusiasts and
20733922 oddballs who digest the IFF’s theories
more as a hobby.
However, the movement
has developed a more fanatical
following with a more urgent goal
over the years: actualization. To these
adherents, Integrated Future Manifesto
isn’t a curiosity, but a roadmap. If the
discrepancies between the envisioned
universe and this mediocre reality can be
made identical, then all the utopian delights
from the desired universe will follow. For example,
if a vision showed a specific park in Castrovel
having purple grass rather than a green lawn,
then making that grass purple is one critical step
in the greater mission. As a result, IFF advocates
sometimes pull outwardly inane pranks, public
art projects, and community initiatives to realize
these more innocuous changes. However, where
the visions suggest that a world leader should
already be dead or a famous building should
face a different direction, the IFF sometimes
orchestrates heists and assassinations to
correct what they consider cosmic imbalances.
The decentralized nature of the IFF means some
criminal or terrorist acts might be attributable to this
group, which doesn’t aim to win hearts or minds, but
to create an idyllic future.
150 THE MAGICAL GALAXY
20733922 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022
4431652
4431652
paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022
GALACTIC MAGIC 5
ORDER OF THE GATE and more than a few souvenirs, yet the Scrutineers positively
One of principal Hellknight orders, the Order of the Gate seeks revel in thrill-seeking, with some critics considering them a
to prevent crime and other atrocities, especially those that death cult masquerading as an exploration guild. It’s true that
might sow further chaos and dissolution. The order operates many expeditions mounted under the Scrutineer banner fail OVERVIEW
from a base ship called Citadel Enferac, commanded by Lictor to return, driving profligate funerals where the dead receive
Dimurgsa “the Eye” Inoznid (LN male vesk precog), who took the organization’s highest awards. However, Scrutineers also
over after previous leadership perished in the Swarm War. Much maintain fantastic museums; they front and pay for their CLASSES
of the order’s work occurs in secret deep within this roving private halls, where they celebrate successes and lionize lost
fortress. Diviners and precogs, true adherents to the order and comrades. However, it’s what the Scrutineers find and choose GEAR
the virtue of law, use their magic to witness high crimes before not to display that worries some authorities.
they happen and analyze the possibilities and probabilities of The Scrutineers recruit primarily by invitation, with members
the predicted event. If warranted, authorities in the citadel approaching magical daredevils who have performed and SPELLS
dispatch a crimson-cloaked Hellknight team to prevent those survived some reckless feat of thaumaturgy. Truly driven
involved from carrying out the anticipated act. applicants sometimes contact the Scrutineers before attempting
The details of these divinations are kept a careful secret— a stunt, ensuring that the organization witnesses their bravery. FAITHS
especially vexing considering how accurate and far reaching XENOWARDENS THE
they can be compared to conventional magic, even if the order’s MAGICAL
foresight is hardly perfect. The Hellknights know the more Xenowardens protect the galactic natural order. Their appointed GALAXY
mysterious their methods, the more fearful the order appears
leader, Greenspeaker Alca Gabrio, leads the push to shield
to others. Even other Hellknight orders fear the arrival of planets from carelessness, colonization, greed, war, and other
agents from the Order of the Gate, which can herald a purge of factors. When that fails, the often zealous Xenowardens work
corruption within an order. to restore that which has been damaged or destroyed and,
Although the order operates with a grim evenhandedness, sometimes, castigate those responsible.
its mysterious techniques and unsolicited interventions cause Xenowarden leadership keeps watch for the discovery of
contention. Citizens and law-enforcement officials decry the new systems, expansion in known ones, and the movement of
order’s arrogation of this authority, insisting the Hellknights have bad actors, such as EJ Corp. Xenowardens use espionage, magic,
no right to act on the mere possibility of a crime. A few go so far and technology to maintain and distribute this intelligence,
as to say the order itself is criminal for punishing nonexistent usually under the purview of special operations units of the
20733923 transgressions. Criminal organizations that understand the Greenguards or Wildknights. 4431652
order’s motives and methods use creative measures to evade In various civilizations related to the Pact Worlds,
detection, magically segmenting plans among members so no Xenowardens keep watch, hoping to head off imbalance before
one has a full understanding of the big picture. Activists cite it occurs. When intervention or interdiction fails, they seek to
the order’s quelling of populist uprisings against tyranny as repair the damage. A division of the Xenowardens called the
examples of its lack of authority and true justice. Wildtenders has long existed in some form. It came into more
Order operatives have successfully disrupted terrorist cells organization and prominence as the Xenowardens worked to
and extensive criminal actions. Publicity after these successes restore flora, fauna, and habitats damaged during the Silent
has led some to see the Order of the Gate in a positive light. War. Wildtenders also helped repair environments wrecked
Media depicting order knights as uncanny heroes exists in during the battle against the Swarm, while other Xenowardens
several modes and networks, and the order receives a cut. supported and fought alongside allied forces in the fight against
These books and shows include darker Hellknight practices, the common enemy. The mandate of the Wildtenders has
such as using summoned devils as combatants, but they only expanded over the years, and now part of their tending involves
speculate about how the order comes to its conclusions. educational outreach and public works.
Conspiracy theories abound about extraplanar aid among Permanent enclaves of Xenowardens on various worlds
outside observers. Most conclude that the order relies on often fall under the Wildtenders’ authority. They engage
extraplanar entities (or one such entity) for its predictions, in positive nongovernmental action to show people how to
though whether those allies are fiends, celestials, or something joyfully live in accord and engaged with their biosphere. Magic
else entirely depends on the theorist’s biases. plays a role in these programs and services, with Xenowardens
SCRUTINEERS helping farmers and researchers, as well as people who want
to live in balance with nature. Through such social programs,
A Scrutineer might describe their group as a disparate crew the Xenowardens recruit members with promises of natural
of collectors, explorers, and investigators of the paranormal connection, exploration, and green magic and tech. Most
with a rich oral history and tradition that started centuries who learn magic or other skills from the Xenowardens start
ago. Their organization’s development parallels that of the their education in Wildtender communities. Wildtenders also
Starfinder Society, and at first glance, the Scrutineers seem facilitate Xenowarden economic power in the hybrid tech
a copycat operation that focuses more on magical discovery and biotech sectors. This situation allows Xenowardens to
than on the Society’s broader exploration agenda. Both foment social pressure for change, leveraging political capital
venture into the unknown and return with tales of derring-do (popularity) and commercial clout.
MAGICAL FACTIONS 151
paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022
20733923
20733923
4431653 4431653
4431653
paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733924
MAGICAL PHENOMENA
Astronomical phenomena like black holes, wormholes, and dark matter
are largely the domain of science. Yet in sufficient quantities, magic
can influence or even create planets, suns, planetary systems, and
other cosmic bodies. Mages and scientists seek to explain these
astrometaphysical phenomena, yet magic defies physical law and
scientific principles, making this an ever-evolving field.
ALIGNMENT SINGULARITIES Chaos
Morality has no intrinsic mass. However, rare expanses of space At the edges, chaos singularities cause a disintegration of order,
contain phenomena which mortals can only comprehend as including pranks, assertion of personal preferences, and the
moral singularities. Here, an alignment’s influence becomes so subtle twisting of orders. This situation can easily devolve into
dense that it forms a “black hole,” which disrupts, overwhelms divisiveness, rebellion, and selfishness. As the event horizon
and even absorbs other qualities and beliefs. These singularities approaches, disorder and whim reign, hygiene fades, devices
stem from no obvious origin, though many likely began with fail, and materials corrode as the laws of physics become
intrusion from some Outer Plane before gathering enough whimsically malleable. Crossing the event horizon causes the
errant sentimentality to become self-sustaining. Most such breakdown of all relationships, followed by the disintegration
singularities embody one alignment, but some mix several, of matter into a tempest of particles.
creating either a blend of two axes (like chaos and good) or Good
creating a self-loathing swirl of opposing ideals (like a good‑evil
singularity). These phenomena often create other cosmic Moving toward a black hole of goodness is characterized
bodies, such as eldritch clouds (page 153). by progressively selfless acts for increasingly trivial affairs.
Detecting these disturbances often requires a combination of Those who realize a problem exists have little trouble acting
magical and technological sensors, which puts crews without for everyone’s benefit. As the event horizon approaches, the
a magic officer at a disadvantage. Otherwise, a singularity crew becomes paralyzed with blissful altruism, each refusing
20733924 might be detected only through its effect on a starship’s to burden others with their troubles. Objects develop pleasant
crew, as the phenomenon draws its corresponding ethos to luminescence and seem to function with a reflexive helpfulness,
the surface of nearby creatures. This effect mounts until the although dangerous technologies like weapons might prove less
creatures reach the event horizon, where those who skirt that lethal or inflict pleasant outcomes when operated. Across the
edge often experience one of two results. Sometimes, the event horizon, everything bursts into radiance that becomes
creatures’ alignments irrevocably shift to match the singularity, only a harmonious vibration.
leading them to emerge as diehard adherents. Equally often, Evil
the phenomenon tears its corresponding aligned essence from
the affected creatures, leaving behind traumatized survivors Growing selfishness and cruelty mark the edge of an evil
whose new alignments represent the singularity’s opposite. singularity. This aberrant behavior starts passively, such as a
In this way, a good-aligned singularity might feast on mortals’ desire to get the better of others, gain status, or hoard resources,
goodwill, expelling only sadistic creatures who can no longer along with refusal to accept responsibility. This malevolence
comprehend kindness, while some evil singularities drain the grows into enjoying the suffering of others and unprovoked
cruelty from even the most cold-hearted scoundrel. Those who violence. The hue of objects takes on a grim aspect, and they
fully cross the event horizon almost always die, their matter gain harmful properties, such as sharper surfaces or features
transformed by the overwhelming ethical mass into raw with no purpose other than to cause harm. At the event horizon,
philosophical particles. matter often stretches into cold darkness and disintegrates into
Law dissonant tones before snuffing out.
When approaching a law singularity, crew members feel Neutral
themselves driven to fill their roles, get along, and obey rules, Neutral singularities can be the most dangerous; their proximity
even unspoken ones. Things get cleaned, put in order, and infuses sentient beings with apathy. The process starts with
repaired to standards. The first sign of something amiss comes disinterest and grows into passivity. Color fades from the
when even the unruliest crew members start playing by the environment, and objects slowly grow dull and difficult to
rules. As effects increase, repetitive or obsessive behaviors begin distinguish. Indifference in the crew gives way to lethargy
to emerge, and innovation decreases. As the event horizon of law and, finally, torpor. Crossing the event horizon traps all matter,
nears, objects shift to axiomatic forms, conforming to conceptual energy, and consciousness in stasis, typically freed only if the
ideals without changing function. Across the event horizon, cold singularity encounters another mass of aligned energy that can
order takes hold, manifested as a homogeneous subatomic soup. shake the millennia-frozen beings from their sleep.
152 THE MAGICAL GALAXY
20733924 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022
4431654
4431654
paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022
GALACTIC MAGIC 5
OVERVIEW
CLASSES
GEAR
SPELLS
FAITHS
THE
MAGICAL
GALAXY
20733925 4431654
DRIFT THINNING magical phenomena, such as alignment singularities or planar
bubbles floating in the void. Near the outer edge, these clouds
Armadas often link starships and travel the Drift as a group, give way to interstellar space, but the farther one travels within,
ensuring the fleet arrives together for maximum impact. Such the more like another plane the region might become. Some of
mass jumps or arrivals can leave regions of scarred space in a these are perfectly habitable, with the plane’s native creatures
phenomenon called Drift thinning, which can spread from the not knowing they’ve been relocated. Permanent gates to other
initial damage to cover a vast region. The damage heals over planes might exist at eldritch clouds’ centers, with some portals
time, shrinking from the outer reaches inward. functioning as wormgates (page 155).
To the senses, Drift thinning manifests as off-white, Primal magical energy and matter can also comprise eldritch
ephemeral threads that phase in and out of the area, creating clouds. These areas often contain readily morphic mass that
a faint visual static, whereas sensors detect Drift thinning as reshapes to suit the will of sapient beings, sometimes even
an electromagnetic effect. In some cases, Drift thinning inhibits responding to stray emotions and unconscious fancies. As
Drift travel or causes Drift engines to break, as if the plane itself a result, ideas, dreams, nightmares, and random spell effects
can sense something wrong and bars access. In lesser examples, can manifest in some such regions, including on structures and
the phenomenon can extend Drift travel times into and out of within starships traveling through such clouds. Raw eldritch
the region, or cause starships to exit unexpectedly. clouds, including some that leaked from the First World, are also
magically shapable, reacting strongly to magic abilities, items,
Mystics of Triune once petitioned their patron for an and spells used within them. Magic used in eldritch clouds can
explanation of Drift thinning, and the All Code’s response was have unexpected and sometimes disastrous effects, replicating
simply, “Reported Defect>> Intended Effect==1.” the effects of a wonder grenade (Armory 127).
ELDRITCH CLOUDS The magical material in raw eldritch clouds can be harvested,
often being refined into spell components or rare parts for
Extraplanar materials—especially from elemental planes or hybrid items. While lucrative, this mining is dangerous work
energy planes—sometimes leak into outer space on the Material that’s only recently become well-known thanks to the popular
Plane. These clusters of matter follow Material Plane physical docudrama Mystical Miners, which plays up the unpredictable
laws, forming nebulae or accretion disks in larger quantities. An perils of extracting the increasingly expensive matter.
accretion disk might surround a normal astronomical object and
react to its gravity. Other disks or clouds collect around other
MAGICAL PHENOMENA 153
paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022
20733925
20733925
4431655 4431655
4431655
paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733926
INTERGALACTIC VOID Over a decade ago, the Starfinder Society located a metastar
Travel between galaxies would take such extraordinary time in the Vast. Named the Locus, this metastar bathes its odd
and technology that no substantial and successful forays are planetary system in energies giving rise to improbable life and
well-known, though many explorers have tried and turned physical formations. Several years ago, a scientific venture
back. The experience is often etched into these intrepid established a space station in the Locus system to study it,
souls, leaving them traumatized. Many exhibit paranoia, with known as Locus-1.
interviews eliciting references to “the voices” and “the eyes.” NULL-SPACE BREACHES
Recordings brought back rarely show evidence of these entities,
but witnesses insist they’ve captured a sound or image of Civilizations have long used magically harnessed
things they have a hard time describing. The consensus that extradimensional space to handle storage needs. Null-space
exists among survivors’ descriptions is some aberrant force hybrid technology recently made this magic more accessible
drove them back and might even prey on those who venture and stable, making it harder to catastrophically breach.
too far. The survivors often retire to star systems close to the But, especially in older devices, null-space technologies can
galactic core—especially tidally locked worlds’ sunward sides— eventually degrade and fail, causing their extradimensional
endeavoring to escape whatever lies beyond. spaces to explode. Philosophers once thought contents from
LIVING WORLDS burst extradimensional spaces spewed into the Astral Plane.
That’s true, but the vicissitudes of magic mean other outcomes
Beings the size and shape of other astronomical objects like are possible. Breaches can open reciprocal holes in any
planetoids or gas giants often have magical origins. Evolution plane, catapulting troves of stored items (some ancient) into
rarely applies to such a being. Instead, each has a unique origin bizarre places. Beings lost in these extradimensional mishaps
rooted in events such as divine intervention, remarkable feats commonly perish, sometimes resulting in spontaneously
of hybrid macroengineering, or spontaneous formation, with animated undead that haunt these lost hoards. Creatures
most not knowing their own origins. that survive the event might be truly powerful or experience
Some living worlds have only a reactive consciousness, magical mutations from their journeys.
while others are more aware with power that rivals demigods. Usually, null-space failures cause a brief pop before
Arquand, a sentient world in the Vast, supports flora and fauna reality seals the wound. Some breaks, however, especially
that are extensions of its planetary awareness. The planet reacts for larger null-space containers, steadily grow rather than
to the unconscious needs, thoughts, dreams, and desires of its close. Such breaches can stretch wide enough for starships
20733926 life forms, which can have dire consequences for visitors. Those to enter by mistake, depositing travelers into another plane
who mistreat Arquand’s flora and fauna often perish when the or allowing that plane’s residents to stumble through in the
surviving organisms develop new abilities to counteract the opposite direction.
mistreatment and seek revenge. PARANORMAL TRAVELERS
Dornola, a rogue world that travels the Vast with a Drift
beacon in tow, is sapient. Stellar motes (like those that Like comets made of crystallized magic rather than ice, a
accompany solarians) travel her atmosphere and sustain surface paranormal traveler is visible as a glowing object that gains a
life. Despite lacking sapient life, she understands the nature of tail in the ionizing solar winds of a star. Paranormal travelers
the strange, minuscule beings that visit her in their starfaring orbit other astronomical objects, bringing waves of psychic
vessels, and she periodically shares telepathic wisdom. She resonance or magical energy with them. Some function as
tolerates no injury and can quickly annihilate rude or aggressive permanent phantasmic transitory bursts (page 155), while
creatures through a variety of supernatural powers. others bathe worlds in magic or specific forms of eldritch
METASTARS energy. A potent paranormal traveler moving close enough to
a world can temporarily raise the world’s magic level or change
Many astrometaphysical phenomena form from the the emotions of everyone there.
uncontrolled expulsion of planar material. When the outward Paranormal travelers’ origins are somewhat murky, with
force of these extrusions or explosions diminishes, Material most seeming to form from immense psychic or magical
Plane physics take over, causing the most massive ejecta to events. The death of a planet might form such an object as the
eventually collapse and trigger spontaneous fusion, birthing emotions of its dying lifeforms congeal into this hurtling body
a metastar. that carries despair and necromancy wherever it flies. Planet- or
Raw magic, primal elements, astral material, and similar system-wide joy can create the opposite, a traveler that uplifts
matter can collapse in this way. These metastars don’t perform and inspires it passes. A traveler might also form if one plane
standard atomic fusion but instead compress, warp, and leaks into another, evoking the nature of the plane much like an
transform quintessence into various phases and forms, releasing alignment singularity or eldritch cloud.
light and magical radiation in the process. Scholars have Paranormal travelers can display mysterious attractions,
recorded brightly boiling stars of eldritch water, ectoplasmic briefly adjusting their orbits to approach or evade other magical
ethereal ghost stars, astral stars of burning silver mist, and concentrations with similar essences. Mysteriously, most return
many other variations. These can attract and support equally to their normal orbit after this detour, as if their curiosities have
strange planets, astronomical objects, and even life. been sated.
154 THE MAGICAL GALAXY
20733926 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022
4431656
4431656
paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022
GALACTIC MAGIC 5
PHANTASMIC TRANSITORY BURSTS known wormgates lead to transitive planes such as the Ethereal
Across the galaxy, millions of magical incidents happen every Plane, Astral Plane, and Shadow Plane.
second, from two errant spells colliding in deep space to a Astral Space OVERVIEW
technomancer lighting a candle with token spell. Especially
powerful rituals and events can create ripples in the background Passing through an Astral wormgate is like entering a diffuse
radiation of magic that permeates the galaxy. These ripples planetary atmosphere, except the pilot decides the direction of
usually dissipate harmlessly but can meet and merge to form gravitational pull. Starships can’t enter the Drift from the Astral CLASSES
lasting storms of magical energy. Plane, and any point of interest might be years of conventional-
Thanks to the gulfs of space between astronomical objects, thruster travel away from known Astral wormgates. Psychic GEAR
these phantasmic transitory bursts (PTBs) rarely impact storms, or so-called silver squalls, are a threat to space travelers
anything of consequence. When they do, they can cause that shields and reinforced hulls do little to mitigate.
massive and irreversible changes or damage. Some of these Astral wormgates provide access to mindscapes, calved bits SPELLS
manifest as psychic storms that inflict pain on intelligent beings of various realities, demiplanes, and other objects or creatures
or outright kill telepathically capable creatures. Other times, floating on Astral currents. Among these is the rogue planetoid
PTBs form eddies that warp magic unpredictably or impose a Yulgamot, the roving home metropolis of sapient astral natives FAITHS
consistent effect on local spellcasting, lasting anywhere from called shulsagas. Yulgamot is a place of trade and safety
minutes to years. that defies the plane’s timelessness, allowing non-natives to THE
The Arcanamirium maintains records of starships, planets, stay there without suffering retroactive time upon entering MAGICAL
another plane. In addition, Yulgamot is an excellent location GALAXY
and stars being rendered invisible, asteroids being terraformed
by unseen forces, starships teleporting without warning, and to hire shulsaga guides and shuttles, many of the latter being
even the spontaneous disintegration of moons. One such burst equipped with psychic engines that can cover astonishing astral
reanimated a city’s dead; another created a region of dead magic distances when piloted by a powerful mind. Shulsagas move
in Near Space; and another still caused active spells to manifest Yulgamot deftly along astral currents, and they show up near
physical bodies and walk around as mindless facsimiles of life. known astral wormgates on a predictable schedule.
These records show the aftermath of a PTB can be worse than Ethereal Space
the event, despite the initial effect being temporary.
PTBs are easy to spot—they’re usually luminous waves. Starships entering the Ethereal Plane accumulate ethereal
They’re equally easy to detect with sensors as electromagnetic matter as they travel, gradually slowing a vessel like barnacles
20733927 anomalies, especially with the divinatory aid of a magic officer. on a ship’s hull. Rumors exist of ancient ether ships that 4431656
These phenomena move quickly and can be large enough that could traverse the etheric void using wholly magical engines
they’re hard to avoid once detected, though some magically without amassing this ectoplasm, but such vessels appear
sophisticated civilizations have ritual protections against such rarely and often vanish before they can be properly studied
errant magic. Growing research has attempted to divert or by Pact Worlds engineers. Ethereal travel doesn’t often appeal
control PTBs, though these experiments are extremely risky. to explorers, yet it offers one major advantage: stealth. As a
WORMGATES transitive plane overlapping the Material Plane, ethereal beings
can see faint reflections of the Material Plane’s inhabitants
For reasons still being studied, some gravitational singularities, and features, all while being intangible and invisible. Heavy
or black holes, slowly consume raw magical energy. This gravity wells, force effects, and dense magical phenomena can
process erodes the singularity’s ties to the Negative Energy extend across the planar boundary, and several starships have
Plane, causing the black hole to instead attach to a different infamously been sucked into cross-planar black holes they
plane. Like a wormhole that connects two points on the Material thought they could avoid.
Plane, a wormgate, as these phenomena are called, connects Thankfully for explorers, a wormgate to the Ethereal Plane
two planes. It’s possible that some connect to alternate versions causes islands of matter to coalesce in the nearby aether. A
of the current reality or to different multiverses entirely. common practice is to enter briefly, disembark, explore nearby
Wormgate stability varies. A chaotic release or influx of structures, and then leave. Many of the denizens of the Ethereal
magical force can cause rapid and erratic changes to a gate’s Plane are hostile, malevolent, or both, and sapient beings among
size, shape, and position. Some wormgates spontaneously these threats find the islands near wormgates attractive, too.
collapse into black holes. Others become stable enough to Shadow Space
support research stations, regular navigation, and trade hubs
that serve both sides. In any case, a wormgate typically lacks The Shadow Plane is a gloomy mirror of the Material Plane,
the matter-crushing forces of the parent singularity, allowing containing murky, distorted, or shadowy counterparts of its
most starships to survive the passage. sister plane’s contents. Travel through the Shadow Plane
Discovering a stable wormgate to an alternate reality, rich tends to bend space, allowing for swift passage, though
with new research and resources, is the dream of many scientists longer trips are far more efficient when using a shadow engine
and entrepreneurs, but most of these cosmic structures punch (Starship Operations Manual 11). Travel in shadow space is
into familiar planes of existence. The Far Portal, near the Pact risky, from will‑sapping nebulae to leaks of negative energy
Worlds sun, is a wormgate that leads to the Plane of Fire. Other called voidboils.
MAGICAL PHENOMENA 155
paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022
20733927
20733927
4431657 4431657
4431657
paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733928
INDEX
Abadar 100 operative (class) 28–29
Accelsys 120 alternate class features 28
archetype 40–41 operative exploits 29
armor upgrades 55 specializations 28–29
artifacts 56–57 Oras 111
Asmodeus 120 Outer Gods 128
Besmara 101 Parallel Truths 134
biohacker (class) 18–19 Pharasma 112
alternate class features 18 philosophies 132–137
fields of study 18 precog 8–17
theorems 18–19 anchors 11–12
Cavrabon 121 archetype options 15
Cayden Cailean 121 class builds 16–17
Cycle 132 class graft 15
Damoritosh 102 temporal anomalies 12–15
deities 99–131 Prophecies of Kalistrade 135
ancestral deities 124–127 ritual spellcasting 88–93
favored weapons 99 rituals 91–93
outsider deities 130–131 Sarenrae 113
Desna 103 school specialist (archetype) 40–41
Devourer 104 schools 144–147
Eldest 129 Singularitism 136
Eloritu 105 solarian (class) 30–31
envoy (class) 20–21 alternate class features 30
20–21 solarian revelations 30–31
20733928
alternate class features
expertise talents 21 soldier (class) 32–33
magical improvisations 21 fighting styles 32–33
factions 148–151 gear boosts 33
feat 99 Song of Silence 137
Gap Recollective 133 spells 60–87
hybrid items 44–47 spell lists 60–67
Hylax 106 Talavet 114
Ibra 107 technomancer (class) 34–35
Iomedae 108 alternate class features 34–35
Kadrical 122 cache hacks 35
Lamashtu 122 magic hacks 35
Lambatuin 123 Triune 115
Lao Shu Po 109 Urgathoa 116
magic items 48–53 vanguard (class) 36–37
magical phenomena 152–155 alternate class features 36
mechanic (class) 22–23 aspects 36–37
alternate class features 22–23 disciplines 37
mechanic tricks 23 weapons 33
mystic (class) 24–25 weapon fusions 54–55
connections 24–25 Weydan 117
epiphanies 25 witchwarper (class) 38–39
nanocyte 26–27 alternate class feature 38
alternate class features 26 paradigm shifts 38–39
nanocyte faculty 26–27 Yaraesa 118
nanocyte knacks 27 Zon-Kuthon 119
Nyarlathotep 110 Zyphus 123
156 INDEX
20733928 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022
4431658
4431658
paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022
GALACTIC MAGIC 5
PAIZO INC. Sales Manager • Cosmo Eisele OVERVIEW
Vice President of Marketing & Licensing • Jim Butler
Creative Director • James Jacobs Director of Licensing • John Feil CLASSES
Director of Game Design • Jason Bulmahn Marketing Coordinator • Leah Beckleman
Director of Visual Design • Sarah E. Robinson Marketing and Media Manager • Aaron Shanks GEAR
Director of Game Development • Adam Daigle Organized Play Manager • Tonya Woldridge
Development Managers • Jason Keeley, Ron Lundeen, and Linda Zayas-Palmer Organized Play Associate • Alex Speidel SPELLS
Developers • Eleanor Ferron, Thurston Hillman, Luis Loza, Patrick Renie, and Accountant • William Jorenby
Accounting & AP Specialist • Eric Powell FAITHS
Jason Tondro Finance Operations Specialist • B. Scott Keim THE
Starfinder Lead Designer • Joe Pasini Director of Technology • Rei Ko
Starfinder Senior Developer • John Compton Front End Engineering Lead • Andrew White MAGICAL
Organized Play Line Developers • Jenny Jarzabski and Mike Kimmel Senior Software Developer • Gary Teter GALAXY
Design Manager • Mark Seifter Software Architect • Brian Bauman
Pathfinder Lead Designer • Logan Bonner Software Developer • Robert Brandenburg
Designers • James Case and Michael Sayre Software Test Engineers • Erik Keith and Levi Steadman
Managing Editor • Leo Glass System Administrators II • Whitney Chatterjee and Josh Thornton
Senior Editors • Avi Kool and Lu Pellazar Web Content Manager • Maryssa Lagervall
Editors • Addley C. Fannin, Patrick Hurley, Ianara Natividad, Webstore Coordinator • Katina Davis
Customer Service & Community Manager • Sara Marie
and K. Tessa Newton Customer Service Lead • Diego Valdez
Managing Art Director • Sonja Morris Customer Service Team • Raychael Allor, Heather Fantasia, Keith Greer,
Art Directors • Kent Hamilton, Kyle Hunter, and Adam Vick
Senior Graphic Designer • Emily Crowell Logan Harper, and Austin Phillips
Director of Brand Strategy • Mark Moreland Warehouse Manager • Jeff Strand
Paizo CEO • Lisa Stevens Logistics Coordinator • Kevin Underwood
President • Jeffrey Alvarez Warehouse Distribution Lead • Heather Payne
Chief Creative Officer • Erik Mona Warehouse Team • Alexander Crain, Mika Hawkins, James Mafi, and
Chief Financial Officer • David Reuland
Chief Technical Officer • Vic Wertz Loren Walton
Director of Project Management • Glenn Elliott
Project Coordinator • Lee Rucker
Vice President of Sales & E-Commerce • Mike Webb
Director of Sales • Pierce Watters
Open Game License Version 1.0a
Copyright 2000 Wizards of the Coast, Inc. (“Wizards”). All Rights Reserved. modify and distribute any Open Game Content originally distributed under any version
1. Definitions: (a) “Contributors” means the copyright and/or trademark owners who of this License.
have contributed Open Game Content; (b) “Derivative Material” means copyrighted material 10. Copy of this License: You MUST include a copy of this License with every copy of
including derivative works and translations (including into other computer languages), the Open Game Content You distribute.
potation, modification, correction, addition, extension, upgrade, improvement, compilation, 11. Use of Contributor Credits: You may not market or advertise the Open Game
abridgment or other form in which an existing work may be recast, transformed or adapted; (c) Content using the name of any Contributor unless You have written permission from the
“Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit Contributor to do so.
or otherwise distribute; (d) “Open Game Content” means the game mechanic and includes the 12. Inability to Comply: If it is impossible for You to comply with any of the terms
methods, procedures, processes and routines to the extent such content does not embody of this License with respect to some or all of the Open Game Content due to statute,
the Product Identity and is an enhancement over the prior art and any additional content judicial order, or governmental regulation then You may not Use any Open Game Material
clearly identified as Open Game Content by the Contributor, and means any work covered by so affected.
20733929 this License, including translations and derivative works under copyright law, but specifically 13. Termination: This License will terminate automatically if You fail to comply with all 4431658
excludes Product Identity. (e) “Product Identity” means product and product line names, terms herein and fail to cure such breach within 30 days of becoming aware of the breach.
logos and identifying marks including trade dress; artifacts, creatures, characters, stories, All sublicenses shall survive the termination of this License.
storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, 14. Reformation: If any provision of this License is held to be unenforceable, such
depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other provision shall be reformed only to the extent necessary to make it enforceable.
visual or audio representations; names and descriptions of characters, spells, enchantments, 15. COPYRIGHT NOTICE
personalities, teams, personas, likenesses and special abilities; places, locations, environments, Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic System Reference Document © 2000, Wizards of the Coast, Inc.; Authors:
designs; and any other trademark or registered trademark clearly identified as Product Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and
identity by the owner of the Product Identity, and which specifically excludes the Open Game Dave Arneson.
Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Starfinder Core Rulebook © 2017, Paizo Inc.; Authors: Logan Bonner, Jason Bulmahn,
Contributor to identify itself or its products or the associated products contributed to the Open Amanda Hamon Kunz, Jason Keeley, Robert G. McCreary, Stephen Radney-MacFarland,
Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, Mark Seifter, Owen K.C. Stephens, and James L. Sutter, with Alexander Augunas, Judy Bauer,
edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. John Compton, Adam Daigle, Crystal Frasier, Lissa Guillet, Thurston Hillman, Erik Mona,
(h) “You” or “Your” means the licensee in terms of this agreement. Mark Moreland, Jessica Price, F. Wesley Schneider, Amber E. Scott, and Josh Vogt.
2. The License: This License applies to any Open Game Content that contains a notice Starfinder Galactic Magic © 2021, Paizo Inc.; Authors: Kate Baker, Rigby Bendele,
indicating that the Open Game Content may only be Used under and in terms of this License. Matthew Carruthers, Jessica Catalan, John Compton, John Godek, Thurston Hillman, Joan
You must affix such a notice to any Open Game Content that you Use. No terms may be added Hong, James Jacobs, Jenny Jarzabski, Joshua Kim, Ron Lundeen, Dennis Muldoon, Ianara
to or subtracted from this License except as described by the License itself. No other terms or Natividad, Genevieve Rudat Olejnik, Emily Parks, Pamela Punzalan, Jessica Redekop,
conditions may be applied to any Open Game Content distributed using this License. Mikhail Rekun, Paul Scofield, Sen.H.H.S., Shay Snow, Kendra Leigh Speedling, Calliope Lee
3. Offer and Acceptance: By Using the Open Game Content You indicate Your Taylor, Jason Tondro, and Nate Wright.
acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the This product is compliant with the Open Game License (OGL) and is suitable for use with Starfinder.
Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game
License version 1.0a, Section 1(e), and are not Open Game Content: All trademarks, registered trademarks,
the exact terms of this License to Use, the Open Game Content. proper nouns (characters, deities, locations, etc., as well as all adjectives, names, titles, and descriptive terms
5. Representation of Authority to Contribute: If You are contributing original material derived from proper nouns), artworks, characters, dialogue, locations, organizations, plots, storylines, trade
dress, the historical period called the Gap, the terms kishalee, sivv, skyfire, Dreamer (the official Open Game
as Open Game Content, You represent that Your Contributions are Your original creation Content term for which is “dreaming barathu”), and the Drift (the official Open Game Content term for which
and/or You have sufficient rights to grant the rights conveyed by this License. is “hyperspace”). (Elements that have previously been designated as Open Game Content, or are exclusively
derived from previous Open Game Content, or that are in the public domain are not included in this declaration.)
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this
License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You
are copying, modifying or distributing, and You must add the title, the copyright date, and the
copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you
Distribute. Open Game Content: Except for material designated as Product Identity (see above), the game mechanics of
7. Use of Product Identity: You agree not to Use any Product Identity, including as an this Paizo game product are Open Game Content, as defined in the Open Game License version 1.0a, Section
indication as to compatibility, except as expressly licensed in another, independent Agreement 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced
with the owner of each element of that Product Identity. You agree not to indicate compatibility in any form without written permission.
or co-adaptability with any Trademark or Registered Trademark in conjunction with a work
containing Open Game Content except as expressly licensed in another, independent Agreement Starfinder Galactic Magic © 2021, Paizo Inc. All rights reserved. Paizo, the Paizo golem logo, Pathfinder, the
with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Pathfinder logo, Pathfinder Society, Starfinder, and the Starfinder logo are registered trademarks of Paizo
Open Game Content does not constitute a challenge to the ownership of that Product Identity. The Inc.; the Pathfinder P logo, Pathfinder Accessories, Pathfinder Adventure, Pathfinder Adventure Card Game,
owner of any Product Identity used in Open Game Content shall retain all rights, title and interest Pathfinder Adventure Card Society, Pathfinder Adventure Path, Pathfinder Battles, Pathfinder Combat Pad,
in and to that Product Identity. Pathfinder Flip-Mat, Pathfinder Flip-Tiles, Pathfinder Legends, Pathfinder Lost Omens, Pathfinder Pawns,
Pathfinder Roleplaying Game, Pathfinder Tales, Starfinder Adventure Path, Starfinder Combat Pad, Starfinder
8. Identification: If you distribute Open Game Content You must clearly indicate which Flip-Mat, Starfinder Flip-Tiles, Starfinder Pawns, Starfinder Roleplaying Game, and Starfinder Society are
portions of the work that you are distributing are Open Game Content. trademarks of Paizo Inc.
9. Updating the License: Wizards or its designated Agents may publish updated
versions of this License. You may use any authorized version of this License to copy, Printed in China.
157
paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022
20733929
20733929
4431659
4431659
paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022
20733930 4431659
MAKE YOUR
STARSHIP UNIQUE!
STARSHIP
OPERATIONS MANUAL
BLAST OFF INTO SPACE WITH THE STARFINDER STARSHIP OPERATIONS MANUAL! FIND OVER 40 NEW
STARSHIPS, OVER 100 NEW STARSHIP ENHANCEMENTS, BOLD NEW WAYS TO PRESENT STARSHIP COMBAT,
AND NEW RULES TO ALLOW CREW MEMBERS TO GET EVEN MORE OUT OF THEIR CHOICES! TAKE YOUR
ADVENTURES INTO THE GREAT UNKNOWN AND BEYOND WITH THE STARSHIP OPERATIONS MANUAL!
AVAILABLE NOW! MSRP
$39.99
© 2021, Paizo Inc. Paizo, the Paizo golem logo, Starfinder, and the Starfinder logo are registered trademarks of paizo.com/starfinder
Paizo Inc.; Starfinder Flip-Mat, Starfinder Pawns, and Starfinder Roleplaying Game are trademarks of Paizo Inc.
158 20733930
THE MAGICAL GALAXY
20733930
paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022
4431660
4431660
paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022
GALACTIC MAGIC 5
REVOLUTIONIZE
YOUR GAME! OVERVIEW
CLASSES
Put the science in science GEAR
fantasy with this all-new
rulebook of cutting edge SPELLS
technology! Command an
army of nanites with the FAITHS
new nanocyte character
class, take the controls of THE
a titanic robotic mech with MAGICAL
fully customizable parts, or GALAXY
choose from a huge array
of tech-focused character
options for every class!
20733931 4431660
TECH REVOLUTION
AVAILABLE NOW! MSRP
$39.99
© 2021, Paizo Inc. Paizo, the Paizo golem logo, Starfinder, and the Starfinder logo are registered trademarks of paizo.com/starfinder
Paizo Inc.; Starfinder Flip-Mat, Starfinder Pawns, and Starfinder Roleplaying Game are trademarks of Paizo Inc. 159
THE MAGICAL GALAXY
paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022
20733931
20733931
4431661
4431661
paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022
BUILD A
BETTER
GALAXY
20733932 4431661
GALAXY
EXPLORATION MANUAL
The Starfinder Galaxy Exploration
Manual is the ultimate guide to
exploring the galaxy for players and
GMs! The book includes new rules for
every class, a robust PC background
generator, a compelling exploration
system, and quick guidelines for
developing infinite worlds that put
galactic command at your fingertips
in the newest hardcover rules
resource for the Starfinder RPG!
AVAILABLE NOW! MSRP
$39.99
FAITHS© 2021, Paizo Inc. Paizo, the Paizo golem logo, Starfinder, and the Starfinder logo are registered trademarks of paizo.com/starfinder
160Paizo Inc.; Starfinder Flip-Mat, Starfinder Pawns, and Starfinder Roleplaying Game are trademarks of Paizo Inc.
paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022
20733932
20733932
UNLEASH COSMIC POWER!
Unravel the eldritch mysteries of the galaxy with Starfinder
Galactic Magic! This book demystifies Starfinder’s magical
possibilities, providing your characters fantastic abilities to
overcome any challenge. Whether you master the secrets of
arcane academies, steal spells with supernatural finesse, or draw
power from the gods themselves, Galactic Magic redefines what
you thought possible with:
D The new precog character class, who can bend time to her will
and outwit foes with combat predictions!
D Exciting ways to channel magical might, with reality-warping
rituals and over 100 new spells!
D New player options, from magical variants for every character
class to legendary artifacts and magic items.
D Discoveries about the galaxy’s most powerful mystical forces,
from alignment singularities and metastars to deities and the
boons they offer!
D A study of eldritch secrets and everyday arcana alike, including
how a magic user navigates society and the organizations that
might support and oppose them.
paizo.com/starfinder
Printed in China. PZO7118