You detect radiation in the surrounding area, and you can CORE RULEBOOK 10
determine the specific intensity of the radiation of one area
or object within the spell’s area each round without taking intelligence (an Intelligence score of 1 or 2 or an Intelligence OVERVIEW
an action (see Radiation on page 403 for more details). The modifier of –4 or lower) have simple, instinctual thoughts.
spell can penetrate barriers, but 3 feet of dirt or wood, 1 foot CHARACTER
of stone, 1 inch of common metal, a thin sheet of lead, or any Each round, you can turn to detect thoughts in a new area. CREATION
force field blocks it. The spell can penetrate barriers, but 3 feet of dirt or wood, 1 RACES
foot of stone, 1 inch of common metal, a thin sheet of lead, or
DETECT TECH 1 any force field blocks it. CLASSES
School divination DIMENSION DOOR 4 SKILLS
Casting Time 1 standard action
Range 60 ft. School conjuration (teleportation) FEATS
Area cone-shaped burst Casting Time 1 standard action
Duration instantaneous Range long (400 ft. + 40 ft./level) EQUIPMENT
Saving Throw none; Spell Resistance no Targets you and touched objects or touched willing or
You detect all technological items (even hybrid items) with TACTICAL
charges or that replenish charges in the area, including unconscious creatures RULES
batteries, power cells, and generators (as well as such items Duration instantaneous
that are on creatures you can see, even if the creatures have Saving Throw none, Will negates (object); Spell Resistance STARSHIPS
hidden those items on themselves). You can’t determine if MAGIC AND
there are technological items in areas you can’t see, nor can no, yes (object)
you detect technological traps in this way. You instantly transfer yourself from your current location to SPELLS
The information this spell provides allows you to differentiate any other spot within range. You always arrive at exactly the GAME
between charged items and items that replenish charges, but spot desired—whether by simply visualizing the area or by
it does not provide any further information nor does it tell you, stating its direction. You can bring along objects as long as their MASTERING
for example, how many charges an item currently has or how weight doesn’t exceed your maximum load. You can also bring SETTING
many maximum charges it can hold. This spell can penetrate up to four additional willing or unconscious Medium or smaller
barriers, but 3 feet of dirt or wood, 1 foot of stone, 1 inch of creatures (carrying gear or objects up to their maximum load) PATHFINDER
common metal, a thin sheet of lead, or any force field blocks it. or their equivalent. A Large creature counts as two Medium LEGACY
creatures, and a Huge creature counts as two Large creatures.
DETECT THOUGHTS 1 All creatures to be transported must be in contact with one
another, and at least one of those creatures must be in contact
School divination (mind-affecting) with you. After using this spell, you can’t take any other actions
Casting Time 1 standard action until your next turn (and each creature traveling with you can’t
Range 60 ft. take any other actions until its next turn).
Area cone-shaped emanation
Duration concentration, up to 1 minute/level If you arrive in a place that is already occupied by a solid
Saving Throw Will negates, see text; Spell Resistance no body, you and each creature traveling with you each take 1d6
You detect the surface thoughts of intelligent creatures damage and are shunted to a random open space on a suitable
around you. The amount of information revealed depends on surface within 100 feet of the intended location. If there is no
how long you study a particular area or target. free space within 100 feet, you and each creature traveling
with you take 2d6 additional damage and are shunted to a
1st Round: You detect the presence or absence of thoughts free space within 1,000 feet. If there is no free space within
from conscious creatures that have Intelligence scores of at 1,000 feet, you and each creature traveling with you take 4d6
least 1 (or an Intelligence modifier of –5) or higher. additional damage and the spell simply fails.
2nd Round: You detect the number of thinking minds and DISCERN LIES 4
the Intelligence score (or modifier) of each. If the highest
Intelligence score is 26 (or a modifier of +8) or higher and at School divination
least 10 points higher than your own Intelligence score (or 5 Casting Time 1 standard action
points higher than your own Intelligence modifier), you are Range close (25 ft. + 5 ft./2 levels)
stunned for 1 round and the spell ends. This spell doesn’t let Targets up to one creature/level, no two of which can be
you determine the location of the thinking minds if you can’t
see the creatures whose thoughts you are detecting. more than 30 ft. apart
Duration concentration, up to 1 round/level
3rd Round: You can read the surface thoughts of any mind Saving Throw Will negates; Spell Resistance no
in the area. A target who succeeds at its Will save prevents Each round, you concentrate on one target within range.
you from reading its thoughts, and you must cast detect You know if the target deliberately and knowingly speaks
thoughts again to have another chance. Creatures of animal a lie by discerning disturbances in its aura caused by lying.
The spell does not reveal the truth or uncover unintentional
inaccuracies, and it doesn’t necessarily reveal evasions. Each
round, you can concentrate on a different target.
SPELL DESCRIPTIONS 349
DISCHARGE 3 If you use this spell to create a disguise, you gain a +10
circumstance bonus to the Disguise check (since it counts
School abjuration as altering your form). A creature that interacts with you
Casting Time 1 standard action directly can attempt a Will saving throw to recognize your
Range medium (100 ft. + 10 ft./level) appearance as an illusion.
Targets one creature or technological object
Duration instantaneous DISINTEGRATE 6
Saving Throw Fortitude negates (object); Spell Resistance no
You can dissipate the charges from one technological object, School transmutation
temporarily depower one electrically powered technological Casting Time 1 standard action
object that does not use charges, or severely hinder a Range medium (100 ft. + 10 ft./level)
construct with the technological subtype. If the spell targets Targets one creature or object, or up to a 10-ft. cube of
an object with charges, the object loses all of its remaining
charges. If the object is powered by electrical means other nonliving matter
than charges, its functions are suppressed for 1d4 rounds. If Duration instantaneous
the spell targets a creature not of the technological subtype, Saving Throw Fortitude partial (object); Spell Resistance yes
it affects a random charged or electrically powered item in Immense power shoots from your finger, with the potential to
that creature’s possession. If the target is a construct with disintegrate a target where it stands.
the technological subtype, it is staggered and cannot use any
energy-based attacks for 1d4 rounds. A construct with the When you cast this spell, a thin, green ray springs from your
technological subtype that is affected by this spell can attempt pointing finger. You must make a ranged attack against your
a Fortitude saving throw at the end of each round to shrug off target’s EAC, but you can add your key ability score bonus to
the effect. this attack instead of your Dexterity modifier if it is higher. If
you hit, the target takes 14d20 damage. Any creature reduced
DISCHARGE, GREATER 6 to 0 Hit Points by this spell is entirely disintegrated, leaving
behind only a trace of fine dust. A disintegrated creature’s
School abjuration equipment is unaffected. Only one target is affected per
Targets or Area one creature or technological object, or a casting of this spell.
20-ft.-radius burst When used against an object, the ray simply disintegrates
This spell functions as discharge, except it can discharge as much as a 10-foot cube of nonliving matter. Thus, the spell
multiple technological objects. You can use it in one of two disintegrates only part of any very large object or structure
ways: an area discharge or a targeted discharge. targeted. The ray affects even objects constructed entirely of
force, but it does not affect other magical effects that are not
Area Discharge: When used in this way, the spell affects an object, creature, or force effect.
everything within a 20-foot-radius burst. Each creature in
the area is affected as though by discharge (affecting only A creature or object that succeeds at a Fortitude saving
one object in the creature’s possession), and each unattended throw is partially affected, taking only 4d20 damage. If this
object is similarly affected. damage reduces the creature or object to 0 Hit Points, the
target is entirely disintegrated.
Targeted Discharge: If this spell targets a single creature,
it can discharge one randomly determined object from the DISMISSAL 4-5 4-5
target’s charged or electrically powered possessions for every
4 caster levels you have. School abjuration
Casting Time 1 standard action
DISGUISE SELF 1 1 Range close (25 ft. + 5 ft./2 levels)
Targets see text
School illusion Duration instantaneous
Casting Time 1 standard action Saving Throw Will negates, see text; Spell Resistance yes
Range personal The spell instantly forces one or more extraplanar creatures
Duration 10 minutes/level (D) off your current plane, whisking them away instantly—usually
You make yourself—and any clothing, armor, weapons, and to the creature’s home plane, but there is a 20% chance of
equipment on you—look different. You can seem up to 1 foot sending the target to a random plane other than its own. You
shorter or taller, thin, fat, or in between. You can’t change your can improve the spell’s chance of success by presenting one
creature type (although you can appear as another subtype). object or substance that the target fears, hates, or otherwise
Otherwise, the extent of the apparent change is up to you. You opposes; you gain a +1 circumstance bonus to your caster level
could merely add or obscure a minor feature, or you could look check to overcome the target’s spell resistance (if any), and
like an entirely different person or gender. the save DC of the spell increases by 2. At the GM’s discretion,
certain rare items might work twice as well, providing a +2
The spell does not provide the abilities or mannerisms of circumstance bonus to the caster level check to overcome spell
the chosen form nor does it alter the perceived tactile (touch) resistance and increasing the spell’s save DC by 4.
or audible (sound) properties of you or your equipment.
350 MAGIC AND SPELLS
CORE RULEBOOK 10
OVERVIEW
CHARACTER
CREATION
RACES
CLASSES
SKILLS
FEATS
EQUIPMENT
TACTICAL
RULES
STARSHIPS
4th: When you cast dismissal as a 4th-level spell, it affects that’s giving him those duplicates”). Attempt a dispel check MAGIC AND
one extraplanar creature. (1d20 + your caster level) with a DC equal to 11 + the spell’s SPELLS
caster level. If you succeed, the spell ends. If you don’t specify
5th: When you cast dismissal as a 5th-level spell, it affects a spell and there is more than one possible spell on the target, GAME
a number of extraplanar creatures whose total CR can’t exceed your targeted dispel attempts to dispel a spell at random. MASTERING
your level + 2, no two of which can be more than 30 feet apart.
If you target a force, an object, or a creature that is the SETTING
DISPEL MAGIC 3 3 effect of an ongoing spell (such as unseen servant), you
attempt a dispel check to end the spell that conjured the PATHFINDER
School abjuration object or creature. LEGACY
Casting Time 1 standard action
Range medium (100 ft. + 10 ft./level) If the object that you target is a magic item, you attempt a
Targets one creature, object, spell, or spellcaster dispel check against the item level (DC = 11 + the item level). If
Duration instantaneous you succeed, all the item’s magical properties are suppressed
Saving Throw none; Spell Resistance no for 1d4 rounds, after which the item recovers its magical
You can use dispel magic to end one ongoing spell that has properties. A suppressed item becomes nonmagical for the
been cast on a creature or object, to temporarily suppress duration of the effect. A magic item’s nonmagical physical
the magical abilities of a magic item, or to counter another properties are unchanged: a suppressed holy laser pistol is still
spellcaster’s spell. A dispelled spell ends as if its duration had a laser pistol. Artifacts and deities are unaffected by mortal
expired. Some spells, as detailed in their descriptions, can’t magic such as this.
be defeated by dispel magic. Dispel magic can dispel (but not
counter) spell-like abilities just as it does spells. The effect of You can choose to automatically succeed at your dispel
a spell with an instantaneous duration can’t be dispelled. check against any spell you have cast.
You choose to use dispel magic in one of two ways: as a Counter: You can use the energy of dispel magic to disrupt
targeted dispel or as a counter. the casting of other spells. First, select an opponent and take
the ready action (see page 249) to cast dispel magic when that
Targeted Dispel: One creature, object, or spell is the target target casts a spell. This is considered a purely defensive action.
of the dispel magic spell. You can also use a targeted dispel When that readied action is triggered, you cast dispel magic
to specifically end one spell affecting the target or one spell and must attempt a dispel check (1d20 + your caster level) to
affecting an area (such as zone of truth). You must name the counter the other spellcaster’s spell. The DC is equal to 11 + the
specific spell effect to be targeted in this way or otherwise other spellcaster’s caster level. If the check is successful and the
uniquely identify it (such as “that burning wall” or “the spell target is in range, the spell fails and has no result.
SPELL DESCRIPTIONS 351
DISPEL MAGIC, GREATER 5 5 blindsense to attack the displaced creature without a miss
chance, unlike normal for blindsense.
School abjuration
Targets or Area one creature, object, spell, or spellcaster; or a DIVINATION 4
20-ft.-radius burst School divination
This spell functions like dispel magic, except it can end more Casting Time 10 minutes
than one spell on a target and it can be used to target multiple Range personal
creatures. You choose to use greater dispel magic in one of Duration instantaneous
three ways: a targeted dispel, an area dispel, or a counter. Similar to augury but more powerful, a divination spell
can provide you with a useful piece of advice in reply to a
Targeted Dispel: This functions as a targeted dispel magic, question concerning a specific goal, event, or activity that
but you can dispel one spell for every 4 caster levels you is to occur within 1 week. Casting this spell requires you to
have, attempting a separate dispel check for each spell. expend 1 Resolve Point. The advice granted by the spell can
Additionally, greater dispel magic has a chance to dispel any be as simple as a short phrase, or it might take the form of a
curse that remove affliction can remove, even if dispel magic cryptic rhyme or omen. If you don’t act on the information, the
can’t dispel that effect. The DC of this check is equal to the conditions may change so that the information is no longer
curse’s DC. useful. The chance for a correct divination is 75%. If the die roll
fails, you know the spell failed, unless specific magic yielding
Area Dispel: When greater dispel magic is used in this way, false information is at work.
the spell affects everything within a 20-foot-radius burst.
Attempt one dispel check and apply that check to each creature As with augury, multiple castings of divination about the
or object in the area, as if it were targeted by dispel magic. same topic by the same caster use the same die result as the
If you don’t specify spells and there is more than one possible first divination spell and yield the same answer each time.
spell on the target, your targeted dispel attempts to dispel spells
at random. Magic items themselves are not affected by an area DOMINATE PERSON 5
dispel but additional magical effects on them may be dispelled.
School enchantment (compulsion, mind-affecting)
For each ongoing spell effect whose point of origin is within Casting Time 1 round
the area of the greater dispel magic spell, apply the result of Range close (25 ft. + 5 ft./2 levels)
the dispel check to dispel the spell. For each ongoing spell Targets one humanoid
whose area overlaps that of the greater dispel magic spell, Duration 1 day/level; see text
apply the result of the dispel check to end the effect, but only Saving Throw Will negates; Spell Resistance yes
within the overlapping area. You fire a bright purple ray at your target, making a ranged
attack against your target’s EAC, but you can add your key
If an object or a creature that is the effect of an ongoing ability score bonus to this attack instead of your Dexterity
spell is in the area, apply the result of the dispel check to end modifier if it is higher.
the spell that conjured that object or creature (returning it
whence it came) in addition to attempting to dispel one spell If you hit and your target fails its Will saving throw, you
targeting the creature or object. establish a telepathic link with the target’s mind and can control
its actions. If you and the target have a common language, you
You can choose to automatically succeed at your dispel can generally force the target to perform as you desire, within
check against any spell you have cast. the limits of its abilities. If no common language exists, you
can communicate only basic commands, such as “Come here,”
Counter: This functions as countering with dispel magic, “Go there,” “Fight,” and “Stand still.” You know what the target
but you receive a +4 bonus to your dispel check to counter is experiencing, but you don’t receive direct sensory input
the other spellcaster’s spell. from it, nor can it communicate with you telepathically.
Once
you have given a dominated creature a command, it continues
DISPLACEMENT 3 to attempt to carry out that command to the exclusion of all
other activities except those necessary for day-to-day survival
School illusion (such as sleeping, eating, and so forth). Changing your orders or
Casting Time 1 standard action giving a dominated creature a new command is a move action.
Range touch
Targets one creature By concentrating fully on the spell (a standard action), you
Duration 1 round/level (D) can receive full sensory input as interpreted by the mind of the
Saving Throw Will negates (harmless); Spell Resistance target, though it still can’t communicate with you. You don’t
actually see through the target’s eyes, but you still get a good
yes (harmless) idea of what’s going on.
The target of this spell appears to be about 2 feet away from
its true location. The creature benefits from a 50% miss chance The target resists this control, and any target forced to take
as if it had total concealment. Unlike actual total concealment, actions against its nature can attempt a new saving throw with
displacement doesn’t prevent enemies from targeting the
creature normally. True seeing reveals the target’s true location
and negates the miss chance. If a creature with blindsense
can also see the displaced creature, the visual and blindsense
information combined are enough for the creature with
352 MAGIC AND SPELLS
a +2 bonus. Obviously self-destructive orders are not carried CORE RULEBOOK 10
out. Once control is established, the range at which it can be
exercised is unlimited as long as you and the target are on the This spell doesn’t prevent warded creatures from being affected OVERVIEW
same plane. You don’t need to see the target to control it. by an attack with an area of effect, though a warded creature
receives a +2 bonus to saving throws against such attacks. CHARACTER
If you don’t spend at least 1 round concentrating on the CREATION
spell each following day, the target can attempt a new saving Each warded creature can breathe normally, no matter the RACES
throw to throw off the domination. You can be prevented surrounding atmosphere, and it suffers no harm from being in a
from exercising control or using the telepathic link while the hot or cold environment. A warded creature can’t attack without CLASSES
target is under the effects of some spells, but such effects breaking the spell for itself, but it can use harmless spells and
don’t automatically dispel the domination. abilities that don’t require attack rolls, and it can act otherwise. SKILLS
ENERGY RAY 0 ENTROPIC GRASP 3 FEATS
School conjuration (creation) School transmutation EQUIPMENT
Casting Time 1 standard action Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels) Range touch TACTICAL
Targets one creature or object Targets one nonmagical manufactured object (or the volume of RULES
Duration instantaneous
Saving Throw none; Spell Resistance yes the object within a 3-ft.-radius of the touched point) or one STARSHIPS
When you cast this spell, choose acid, cold, electricity, or fire; manufactured creature touched each round MAGIC AND
the spell gains that descriptor. You fire a ray at the target, and Duration see text
you must make a ranged attack against its EAC. On a hit, the Saving Throw Fortitude negates (object); Spell Resistance no SPELLS
ray deals 1d3 damage of the chosen energy type. Any unattended, manufactured (built from component parts, GAME
including metal, wood, plastic, glass, and so on) item you touch
ENERVATION 4 crumbles into dust, rust, and decay. If the item is so large that MASTERING
it can’t fit within a 3-foot radius, a 3-foot-radius volume of the SETTING
School necromancy material is destroyed. This is an instantaneous effect.
Casting Time 1 standard action You can employ entropic grasp in combat by making a PATHFINDER
Range close (25 ft. + 5 ft./2 levels) melee attack against your opponent’s EAC. If you hit, you LEGACY
Targets one creature instantaneously reduce a manufactured armor’s KAC and EAC
Duration instantaneous bonus by 3 (to a minimum of a +0 bonus). Damaged armor
Saving Throw none; Spell Resistance yes can be repaired using the Engineering skill; with a successful
You shoot a black ray at a target, making a ranged attack check, the armor’s armor bonuses are restored to their original
against the target’s EAC. If you hit, the target gains 2 temporary values. Against a manufactured creature (generally constructs,
negative levels. Negative levels stack. If the target survives, it but not undead), this attack instead deals 6d12 damage.
recovers from negative levels after a number of hours equal Weapons and equipment in use by an opponent are more
to your caster level (maximum 15 hours). An undead creature difficult to affect with this spell. You attempt a sunder combat
struck by the ray gains 10 temporary Hit Points for 1 hour. maneuver against the item. If successful, you deal 6d6 damage
to the weapon or item.
ENSHRINING REFUGE 6 Used in combat, this spell lasts 1 round per level, and you
can make one melee attack each round on future rounds as a
School abjuration standard action. The target can attempt a save to negate each
Casting Time 1 standard action melee attack, but success does not end the spell.
Range close (25 ft. + 5 ft./2 levels) Casting this spell doesn’t provoke attacks of opportunity.
Area all creatures in 40-ft. radius burst
Duration 1 round/level (D) ERASE 1
Saving Throw Will negates, see text; Spell Resistance no
All creatures within a 40-foot radius of the spell’s point of School transmutation
origin are protected from violence. Any opponent attempting Casting Time 1 standard action
to directly attack a warded creature, even with a targeted Range close (25 ft. + 5 ft./2 levels)
spell, must attempt a Will saving throw. If the opponent Targets one written data set
succeeds, it can attack that creature normally, though it takes Duration instantaneous
a –2 penalty to attacks against that creature for the duration Saving Throw none; Spell Resistance no
of the spell. On a failed save, the opponent can’t follow through Erase removes writings of either magical or mundane nature
with the attack, loses that action, and can’t directly attack from any written storage, including paper, computers, or
the warded creature for the duration of the spell. Those not similar devices. You remove up to 1,500 words worth of
attempting to attack a warded creature remain unaffected. text (for computer files, this could be a 1,500-word data file
or 1,500 words of computer code). With this spell, you can
remove magic runes and glyphs created by spells of 3rd-level
and lower.
SPELL DESCRIPTIONS 353
Nonmagical writing in a book or manual is automatically intersection within range, at which point it detonates, dealing
erased if you touch it and no one else is holding it. Magical 9d6 fire damage to all creatures and objects in the area. If you
writing and computer programs must be touched (either send the battery through a narrow opening, you must make
directly or by touching the physical drive that holds the file) to a ranged attack (usually against an Armor Class of 10 for a
be erased, and you must also succeed at a caster level check narrow opening or an Armor Class of 15 for an extremely narrow
(1d20 + caster level) with a DC equal to 11 + the caster level for opening) to avoid hitting the side and detonating it prematurely.
the magical writing or the item level of the computer’s drive.
Computers generally keep backups on a round-by-round basis, FATIGUE 0
and when you erase code from a computer, it takes 1 round
for the computer to access its backups. If you erase a file that School necromancy
stores continuous data (like a camera feed), the computer won’t Casting Time 1 standard action
be able to recover the missing round. A natural 1 is always a Range touch
failure on this check. If you fail to erase writing that is part of a Targets one creature
trap (magical or otherwise), you set off that trap. Duration 1 round/level
Saving Throw Fortitude negates; Spell Resistance yes
ETHEREAL JAUNT 6 6 You make a melee attack against a single target’s EAC, adding
your key ability score modifier to the attack roll instead of
School transmutation your Strength modifier if it is higher. The target must succeed
Casting Time 1 standard action at a Fortitude save or be fatigued for the spell’s duration.
Range personal This spell has no effect on a creature that is already fatigued.
Duration 1 round/level (D) Casting this spell doesn’t provoke attacks of opportunity.
You become ethereal, along with your equipment. For the
duration of the spell, you are on the Ethereal Plane, which FEAR 1-4
overlaps the Material Plane. When the spell expires, you return
to material existence. School enchantment (emotion, fear, mind-affecting)
Casting Time 1 standard action
An ethereal creature is invisible, insubstantial, and capable Range see text
of moving in any direction, even up or down, albeit at half Targets see text
normal speed. As an insubstantial creature, you can move Duration see text
through solid objects, including living creatures. An ethereal Saving Throw Will partial; Spell Resistance yes
creature can see and hear events and creatures on the Material With a single mental nudge, you can unlock one or more
Plane, but everything looks gray and ephemeral. Sight and targets’ deepest nightmares. A target that succeeds at its Will
hearing on the Material Plane are limited to 60 feet and many saving throw against this spell is shaken for 1 round.
kinds of senses (such as blindsense and blindsight) don’t work
across the planar boundary. 1st: When you cast fear as a 1st-level spell, it affects one
living creature of CR 4 or lower at close range (25 feet + 5
Force effects and abjurations affect an ethereal creature feet/2 levels). The target must succeed at a Will saving throw
normally, but force effects originating on the Ethereal Plane or be frightened for 1d4 rounds.
don’t affect targets on the Material Plane. An ethereal creature
can’t attack material creatures, and spells you cast while 2nd: When you cast fear as a 2nd-level spell, it affects one
ethereal affect only other ethereal things. Certain material living creature of CR 4 or lower per 3 caster levels at medium
creatures and objects have attacks or effects that work on the range (100 feet + 10 feet/level), no two of which can be more
Ethereal Plane. Treat other ethereal creatures and ethereal than 30 feet apart. Each target must succeed at a Will saving
objects as you would if you were both on the Material Plane. throw or be frightened for 1 minute.
If you end the spell and become material while inside a 3rd: When you cast fear as 3rd-level spell, it affects all
material object (such as a solid wall), you are shunted to the living creatures of CR 8 or lower in 30-foot cone-shaped burst.
nearest open space and take 1d6 damage per 5 feet that you Each target must succeed at a Will save or become panicked
so travel. for 1 minute. If cornered, a panicked creature begins cowering.
EXPLOSIVE BLAST 3 4th: When you cast fear as 4th-level spell, it affects all
living creatures in 30-foot cone-shaped burst regardless of CR.
School evocation (fire) Each target must succeed at a Will save or become panicked
Casting Time 1 standard action for 1 minute. If cornered, a panicked creature begins cowering.
Range medium (100 ft. + 10 ft./level)
Area 20-ft.-radius burst FEEBLEMIND 5
Duration instantaneous
Saving Throw Reflex half; Spell Resistance yes School enchantment (compulsion, mind-affecting)
You magically transform a used battery into a powerful Casting Time 1 standard action
explosive device, propelling it in a straight line to a grid Range medium (100 ft. + 10 ft./level)
Targets one creature
354 MAGIC AND SPELLS
CORE RULEBOOK 10
OVERVIEW
CHARACTER
CREATION
RACES
CLASSES
SKILLS
FEATS
EQUIPMENT
TACTICAL
RULES
STARSHIPS
Duration instantaneous has similar damage or deformities. The creature is not dead, MAGIC AND
Saving Throw Will negates; Spell Resistance yes but it gives off no sign of life even upon close inspection. Only SPELLS
You fire a scintillating ray at your target, making a ranged creatures made of flesh are affected by this spell.
attack against your target’s EAC, but you can add your key GAME
ability score bonus to this attack instead of your Dexterity If this spell is cast upon a stone creature that was once MASTERING
modifier if it is higher. If you hit and your target fails its Will flesh, it reverses the petrification.
saving throw, the target creature’s Intelligence and Charisma SETTING
scores each drop to 1 (a modifier of –5). The affected creature FLIGHT 1-6
is unable to use Intelligence- or Charisma-based skills, cast PATHFINDER
spells, understand language, or communicate coherently. It School transmutation LEGACY
still knows who its friends are and can follow them and even Casting Time 1 standard action; see text
protect them. The target remains in this state until a miracle, Range see text
psychic surgery, wish, or similar spell is used to cancel the Targets see text
effect. It can’t be removed by effects like break enchantment. Duration see text
Saving Throw Will negates (harmless); Spell Resistance yes
FLESH TO STONE 6
(harmless)
School transmutation You tinker with the particles of magic surrounding one or
Casting Time 1 standard action more targets to either allow them to slow a fall, gently rise or
Range close (25 ft. + 5 ft./2 levels) descend, or fly short or vast distances.
Targets one creature
Duration instantaneous 1st: When you cast flight as a 1st-level spell, you can target
Saving Throw Fortitude negates; Spell Resistance yes one Medium or smaller falling object or creature per level at
You fire a dull gray ray at your target, making a ranged attack close range (25 feet + 5 feet/2 levels). The targets must all
against your target’s EAC, but you can add your key ability be within 20 feet of each other. A Large creature or object
score bonus to this attack instead of your Dexterity modifier counts as two Medium creatures or objects, a Huge creature or
if it is higher. If you hit and the target fails its Fortitude save, object counts as four Medium creatures or objects, and so on.
the target, along with all its carried gear, turns into a mindless, The affected targets instantly fall slower, at a rate of just 60
inert statue. If the statue resulting from this spell is broken feet per round (equivalent to the end of a fall from a few feet).
or damaged, the target (if ever returned to its original state) The targets take no damage upon landing while the spell is in
effect. This spell doesn’t affect charging or flying creatures.
For each target, this casting of the spell lasts until that target
lands or 1 round per caster level (whichever happens first).
SPELL DESCRIPTIONS 355
The 1st-level version of this spell can be cast as a reaction, Area 20-ft.-radius spread
but when you do so, you can’t take a standard action on your Duration 10 minutes/level
next round. Saving Throw none; Spell Resistance no
A bank of fog billows out from the point you designate. The
2nd: When you cast flight as a 2nd-level spell, you can fog obscures all sight, including darkvision, beyond 5 feet. A
target yourself or one willing or unconscious creature or creature within 5 feet has concealment (attacks have a 20%
unattended object (total weight up to 100 pounds or 10 miss chance) against its attacker. Creatures farther away have
bulk per level) at close range. The spell allows you to move total concealment (50% miss chance, and the attacker can’t use
the target up or down as you wish. Each round as a move sight to locate the target) against their attackers.
action, you can mentally direct the target up or down as
much as 20 feet. You can’t move the target horizontally. A A moderate wind (11+ mph) disperses the fog in 4 rounds; a
levitating creature that attacks with a melee or ranged weapon strong wind (21+ mph) disperses the fog in 1 round.
finds itself increasingly unstable; the first attack takes a –1
penalty to attack rolls, the second a –2 penalty, and so on, This spell doesn’t function underwater or in a vacuum.
to a maximum of –5. A full round spent stabilizing allows the
creature to begin again at –1. FORCE BLAST 2
This casting of the spell lasts 1 minute per caster level and School evocation (force)
is dismissible. Casting Time 1 standard action
Range 30 ft.
3rd: When you cast flight as a 3rd-level spell, you can target Area cone-shaped burst
one willing or unconscious touched creature and give it the Duration instantaneous
power of flight. The target can fly at a speed of 60 feet with Saving Throw Reflex partial, see text; Spell Resistance yes
average maneuverability. Flying while under this spell’s effects You gather mystical energy and blast it outward in a mighty
takes no more concentration than walking, so the target can wave originating from your fingertips, damaging and
attack or cast spells normally. The target can charge but not potentially knocking back your enemies. This spell deals 2d6
run, and it can’t carry aloft more weight than its normal bulk force damage to each creature in the area unless it succeeds at
limit. The target gains a bonus to Acrobatics checks to fly a Reflex saving throw for half damage.
equal to half your caster level.
Additionally, the force from this spell effectively attempts
If this spell expires or is dispelled while the target is aloft, to bull rush all creatures in the area. Attempt a single bull
the target floats downward 60 feet per round for 1d6 rounds. rush combat maneuver, using your caster level + your key
If it reaches the ground in that amount of time, it lands safely. ability score modifier as your attack bonus. Compare the
If not, it falls the rest of the distance, taking 1d6 damage per result to each target’s KAC + 8. If you’re successful, that
10 feet fallen. creature is knocked back 5 feet, plus 5 additional feet for
every 5 by which your attack exceeds the creature’s KAC +
The spell lasts for 1 minute per caster level. 8. If there is an obstacle in the way, the creature stops at the
4th: When you cast flight as a 4th-level spell, you can target obstacle instead.
one willing or unconscious touched creature and affect it as
per the 3rd-level version of the spell, except the target’s fly GHOST SOUND 0 0
speed is increased by 10 feet and the spell lasts for 10 minutes
per caster level. School illusion
5th: When you cast flight as a 5th-level spell, you can Casting Time 1 standard action
target yourself and be affected as per the 4th-level version Range close (25 ft. + 5 ft./2 levels)
of the spell, except the spell lasts for 1 hour per caster level. Effect illusory sounds
When you use this flight speed for long-distance movement, Duration 1 round/level (D)
you can hustle without taking nonlethal damage (a forced Saving Throw Will disbelief; Spell Resistance no
march still requires Constitution checks). You can cover 140 You create a volume of sound that rises, falls, recedes,
miles in an 8-hour period of flight (or 80 miles at a speed of approaches, or remains fixed. You choose what type of sound
50 feet). this spell creates when casting it and cannot thereafter
6th: When you cast flight as a 6th-level spell, you can change the sound’s basic character.
target multiple willing or unconscious creatures at close range
(25 feet + 5 feet/2 levels) and affect them as per the 3rd-level The volume of sound created can produce as much noise
version of the spell. You can target one creature per caster as 20 normal humans. Thus, you can create shouting, singing,
level, all of which must be within 30 feet of each other. This talking, marching, running, or walking sounds, as well as sounds
casting of the spell lasts 10 minutes per caster level. of battle or small explosions. You can make noises that sound
like machines, the general chatter of distant conversation,
FOG CLOUD 2 2 or the roar of an alien predator, but you can’t make specific
sounds such as intelligible speech or the exact hum of a par-
School conjuration (creation) ticular starship’s engines.
Casting Time 1 standard action
Range medium (100 ft. + 10 ft./level)
356 MAGIC AND SPELLS
CORE RULEBOOK 10
GRAVE WORDS 0 A creature within 50 feet of the singularity has its speed OVERVIEW
reduced by half when it moves away from the singularity.
School necromancy (language-dependent) However, it can move at double its normal speed when moving CHARACTER
Casting Time 1 minute toward the singularity. If a creature moves within 30 feet of CREATION
Range touch the singularity at any point in its movement, it is subject to the RACES
Targets one dead creature combat maneuver described above. A creature that moves neither
Duration 1 round toward nor away from the singularity moves at its normal speed. CLASSES
Saving Throw none; Spell Resistance no
You can force a touched corpse talk to you, but you can’t ask When this spell ends, the singularity disappears, and SKILLS
it specific questions or communicate with it at all. The corpse creatures and objects that were sucked into the singularity
utters random sentences for 1 round, with a 10% chance this appear in the space where you conjured it (or as close as FEATS
information is of some use to you. Useful information might possible to that space, if they can’t all fit within it).
include warnings about dangers in a wrecked starship, the EQUIPMENT
password to unlock a computer, or the name of a supernatural GREASE 1
creature seeking you or your allies. The GM makes the d% TACTICAL
roll in secret and decides what information, useful or not, the School conjuration (creation) RULES
corpse spews out in its babbling. Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels) STARSHIPS
Once a corpse has been subjected to grave words by any Area or Targets one 10-ft. square or one object MAGIC AND
caster, any new attempt to cast grave words on that corpse Duration 1 minute/level (D)
fails. A corpse must have a mouth or means to speak in order Saving Throw Reflex partial, see text; Spell Resistance no SPELLS
for this spell to function, and the spell doesn’t affect a corpse GAME
that has been turned into an undead creature. You cover a solid surface with a layer of slippery grease. Any
creature in the area when the spell is cast must succeed at a MASTERING
GRAVITATIONAL SINGULARITY 6 Reflex save or fall prone. A creature can walk within or through SETTING
the area of grease at half normal speed with a successful DC
School conjuration (creation) 10 Acrobatics check. Failure means the creature can’t move PATHFINDER
Casting Time 1 round that round and must then succeed at a Reflex save or fall LEGACY
Range medium (100 ft. + 10 ft./level) prone, while failure by 5 or more means it falls prone (see
Effect 5-ft.-cube gravitational singularity; see text the Acrobatics skill on page 135 for details). A creature that
Duration 1 round/level (D) doesn’t move on its turn doesn’t need to attempt this check
Saving Throw none; Spell Resistance no and isn’t considered flat-footed.
The spell can also be used to
You call into being a tiny particle of mass with infinite density. create a greasy coating on an item. Unattended material objects
You must conjure the singularity in a square that is unoccupied are always affected by this spell. If you attempt to affect an
by any creatures or objects. When you finish casting this object in a creature’s possession, the creature can attempt a
spell, the singularity immediately draws all Medium and Reflex save to negate the effect. If the creature fails the initial
smaller creatures and unattended objects of no more than saving throw, it immediately drops the item and must attempt
light bulk within 30 feet toward it. Each round on your turn, a new save each round it attempts to pick up, hold, or use the
the singularity makes a single special combat maneuver item. A creature wearing greased armor or clothing gains a +5
against creatures within 30 feet with an attack bonus equal circumstance bonus to Acrobatics checks to escape a grapple
to 4 + your caster level + your key ability modifier. Compare and a +2 circumstance bonus to its AC against grapple combat
the result to each creature’s KAC + 8. If the singularity is maneuvers.
successful, that creature is moved 5 feet toward the singularity
plus 5 additional feet for every 5 by which the result exceeds a HANDY JUNKBOT 3
target’s KAC + 8. Unattended objects are automatically moved
10 feet toward the singularity each round. If a creature or School transmutation
object is moved into the square that contains the singularity, Casting Time 1 round
it is sucked inside it and takes 12d6 damage at the end of its Range touch
turn each round it remains within that space. Targets 1 bulk of inert electronic equipment; see text
Duration 1 round/level
A creature drawn into the singularity can take no actions Saving Throw none; Spell Resistance no
except a full action to try to escape (it still takes damage You turn a pile of technological junk into a robot that can
during the rounds it attempts to escape). A creature must accomplish helpful tasks. You must target inert, nonworking
succeed at either an Athletics check (DC = 15 + 1-1/2 × electronic equipment of at least 1 bulk. Valid targets include a
your mystic level) or a DC 22 Strength check to escape the large broken computer system, nonworking or unconnected
singularity. The singularity can hold up to four Medium computer or robot parts, a destroyed robot or another
creatures or objects (two Small creatures or objects count as such trashed mechanical system, or any related electronic
one Medium creature, and so on); if it would pull in additional components or combination of the above as long as the junk is
creatures, those creatures are simply pulled into a square found in a large enough quantity.
adjacent to the singularity.
SPELL DESCRIPTIONS 357
While casting this spell, you use your magic and You can give new basic commands to your handy junkbot
technological know-how to rearrange the junked parts and telepathically on your turn as a move action, and the junkbot
infuse them with energy and helpful programming. A handy can take actions as if it were a normal creature. You are aware
junkbot is Small, its KAC and EAC are each equal to 10 + when the junkbot has succeeded at or failed a skill check, as
your caster level, and it has a number of Hit Points equal to well as when it has been attacked or destroyed, but you can
one-quarter of your own (but no Stamina Points). It has a perceive nothing else through this basic telepathic link.
land speed of 30 feet and a fly speed of 15 feet with average
maneuverability. It can accomplish all tasks described in the When the handy junkbot is destroyed or this spell ends,
Computers, Engineering, Piloting, and Sleight of Hand skills, is the electronic equipment you used to create it falls apart into
considered trained in those skills, and has a total skill bonus refuse, its circuitry fried beyond anything recognizable. You
in each equal to 3 + your caster level. The junkbot is treated can’t use this refuse as a target to create another junkbot.
as if it is using a hacker’s kit when using the Computers skill
and an engineering kit when using the Engineering skill. A HASTE 3 3
handy junkbot can never attack. The junkbot uses your saving
throw bonuses if it is the target of a spell or another targeted School transmutation
effect. For purposes of spells and effects that target the Casting Time 1 standard action
junkbot, it is treated as a construct with the technological Range close (25 ft. + 5 ft./2 levels)
and magical subtypes. Targets up to one creature/level, no two of which can be more
than 30 ft. apart
Duration 1 round/level
Saving Throw Fortitude negates (harmless); Spell Resistance
yes (harmless)
The targeted creatures move and act more quickly than
normal. This extra speed has several effects.
When making a full attack, a hasted creature can also take
a separate move action in order to move. The movement can
occur before, after, or between the attacks from the full attack.
All movement must occur at the same time.
All of the hasted creature’s modes of movement
(including base, burrow, climb, fly, and swim speeds)
increase by 30 feet, to a maximum of twice the
target’s normal speed using that form of movement.
This increase counts as an enhancement bonus, and
it affects the creature’s jumping distance as normal
for increased speed. Multiple haste effects don’t
stack. Haste counters and negates slow.
HEALING JUNKBOT 3
School transmutation
Casting Time 1 round
Range touch
Targets 1 bulk of inert electronic equipment;
see text
Duration 1 round/level
Saving Throw none; Spell Resistance no
You turn a pile of technological junk
into a robot that can perform basic
healing tasks.
You must target inert, nonworking electronic
equipment of at least 1 bulk. Valid targets include
a large broken computer system, nonworking
or unconnected computer or robot parts, a
destroyed robot or another such trashed
mechanical system, or any related electronic
components or combination of the above as
long as the junk is found in a large enough
quantity. While casting this spell, you use
358 MAGIC AND SPELLS
your magic and technological know-how to rearrange the CORE RULEBOOK 10
junked parts and infuse them with energy and medical skills.
Casting Time 1 standard action OVERVIEW
A healing junkbot is Small, its KAC and EAC are each equal to Range medium (100 ft. + 10 ft./level)
10 + your caster level, and it has a number of Hit Points equal Targets one humanoid creature CHARACTER
to one-quarter of your own (but no Stamina Points). It has a Duration 1 round/level (D) CREATION
land speed of 30 feet and a fly speed of 15 feet with average Saving Throw Will negates, see text; Spell Resistance yes RACES
maneuverability. It is considered trained in the Medicine skill and The target becomes paralyzed and freezes in place. It is
can perform first aid, treat deadly wounds, and treat drugs or aware and breathes normally but can’t take any physical CLASSES
poison as if it had a medkit (though it can’t provide long-term actions, even speech. A held creature can’t cast spells.
care or treat disease). The junkbot has a total skill bonus for Each round on its turn, the target can spend a full action SKILLS
Medicine checks equal to 3 + your caster level. to attempt a new saving throw to end the effect. This does
not provoke attacks of opportunity. A winged creature that FEATS
A healing junkbot can drag or fly one unconscious creature is paralyzed can’t flap its wings and falls. A swimmer can’t
at a time to any spot you designate. It can drag or fly a Small, swim and may drown. EQUIPMENT
Medium, or Large creature at half speed. It can drag or fly
smaller creatures at normal speed, but it can’t move creatures HOLD PORTAL 1 TACTICAL
bigger than Large. A healing junkbot can never attack. The RULES
junkbot uses your saving throw bonuses if it is the target of School abjuration
a spell or another targeted effect. For purposes of spells and Casting Time 1 standard action STARSHIPS
effects that target it, the junkbot is treated as a construct with Range medium (100 ft. + 10 ft./level) MAGIC AND
the technological and magical subtypes. Targets one portal up to 20 sq. ft./level
Duration 1 minute/level (D) SPELLS
You can give new basic commands to your healing junkbot Saving Throw none; Spell Resistance no GAME
telepathically on your turn as a move action, and the junkbot This spell magically holds shut a door, gate, shutter, or window of
can take actions as if it were a normal creature. You are aware any standard material (metal, plastic, stone, wood, and so on), or MASTERING
when the bot has succeeded at or failed a skill check, as it reinforces an electronic lock. The magic affects the portal just as SETTING
well as when it has been attacked or destroyed, but you can if it were securely closed and normally locked. A knock spell or a
perceive nothing else through this basic telepathic link. successful dispel magic spell can negate a hold portal spell. PATHFINDER
LEGACY
When the healing junkbot is destroyed or this spell ends, Add 5 to the normal DC for forcing open a portal or hacking
the electronic equipment you used to create it falls apart into an electronic lock affected by this spell.
refuse, its components and circuitry fried beyond anything
recognizable. You can’t use this refuse as a target to create HOLOGRAM MEMORY 3
another junkbot.
School divination
HEAT LEECH 5 Casting Time 1 full action
Range touch
School evocation (cold) Targets one living or deceased sentient creature; see text
Casting Time 1 standard action Duration instantaneous
Range 60 ft. Saving Throw Will negates, see text; Spell Resistance no
Area cone-shaped burst You reach into the target’s mind, extract a specific memory,
Duration instantaneous; see text and project that memory into a small hologram that plays
Saving Throw Reflex half; Spell Resistance yes in front of you and is visible to all creatures who can see
You drain the heat from all creatures and objects in the area, it. The hologram memory can be no longer than 1 minute;
dealing 13d8 cold damage. You can store the gathered heat if the extracted memory is longer than this, the hologram
energy in a used battery. If you do so and use that battery when simply ends. The hologram includes audio as well as visual
casting explosive blast within 1 minute, that spell deals 2d6 components, but it does not contain haptic, olfactory, or other
additional fire damage, destroying the used battery. Otherwise, components. The hologram typically plays a memory that
the energy dissipates normally. takes place in a single scene, though it can cut to multiple
scenes, if they are accurate to the memory and its length
HOLD MONSTER 4 allows. The hologram plays the memory exactly as the target
experienced it and from the target’s perspective, so it often
School enchantment (compulsion, mind-affecting) lacks context. The target creature must remain quiet and still
Targets one living creature while the hologram plays or the spell and hologram end.
This spell functions as hold person, except it can target any
living creature. This spell can target any living, unconscious, or deceased
sentient creature with an Intelligence score of 3 or higher (or
HOLD PERSON 2 a modifier of –4 or higher). If the target is deceased, it cannot
have been dead for longer than 1 week, or this spell fails; once
School enchantment (compulsion, mind-affecting) a corpse has been subjected to hologram memory by any
SPELL DESCRIPTIONS 359
caster, any subsequent attempts to cast hologram memory on such as alignment. The spell lasts until it is triggered, and then
that corpse fail. the hologram lasts for 1 round per caster level.
If the target is unwilling to share this memory (or if it would 6th: When you cast holographic image as a 6th-level spell,
be unable to share the memory, in the case of an unconscious it creates a quasi-real, illusory version of yourself at medium
or deceased target), it can attempt a Will saving throw with a range (100 feet + 10 feet/level). This hologram looks, sounds,
+4 bonus to negate this spell and its effects. and smells like you, but it is intangible. The hologram mimics
your actions (including speech) unless you use a move action
HOLOGRAPHIC IMAGE 1–6 to direct it to act differently. You can see through its eyes and
hear through its ears as if you were standing where it is, and
School illusion during your turn you can switch from using its senses to using
Casting Time 1 standard action your own, or back again, as a move action. While you are using
Range see text its senses, your body is considered blinded and deafened.
Area see text
Duration see text If you desire, any spell you cast with a range of touch or
Saving Throw Will disbelief; Spell Resistance no greater can originate from the hologram instead of from you.
You weave nearby photons into illusory holograms that can The hologram can’t cast spells on itself except for illusion
take almost any form you can imagine. These holograms are spells. Spells cast in this manner affect other targets normally,
usually effective against cameras, robots, and living creatures. despite originating from the hologram.
1st: When you cast holographic image as a 1st-level spell, An object isn’t deceived by illusions (treat as if it had
it produces a purely visual hologram at long range (400 feet succeeded at its Will saving throw). The hologram remains for
+ 40 feet/level). The image has no sound, smell, texture, or 1 round per level, and you must maintain line of effect to the
temperature. The image can’t extend beyond four 10-foot hologram at all times. If your line of effect is obstructed, the
cubes plus one 10-foot cube per caster level. The image lasts spell ends. If you use dimension door, plane shift, teleport, or a
for as long as you concentrate. You can move the image within similar spell that breaks your line of effect, even momentarily,
the limits of the size of the effect. the spell ends. This casting of the spell is a shadow effect.
2nd: When you cast holographic image as a 2nd-level spell, HOLOGRAPHIC TERRAIN 5
it produces a hologram as per the 1st-level version of the
spell, except the hologram can include minor sounds, but not School illusion
understandable speech. The image lasts for as long as you Casting Time 1 standard action
concentrate plus 2 additional rounds. Range long (400 ft. + 40 ft./level)
Area one 20-ft. cube/level (S)
3rd: When you cast holographic image as a 3rd-level spell, Duration 2 hours/level (D)
it produces a hologram as per the 1st-level version of the spell, Saving Throw Will disbelief; Spell Resistance no
except the hologram can include sound, smell, and thermal You make terrain look, sound, and smell like some other sort
illusions (but not speech). The image disappears when it is of terrain. Equipment, structures, and vehicles within the area
struck by an opponent, unless you cause the hologram to react can be hidden or changed in appearance. The illusion includes
appropriately. The image lasts for as long as you concentrate audible, olfactory, tactile, and visual elements and is effective
plus 3 additional rounds. against cameras, living creatures, robots, and scrying spells.
This spell can’t disguise or add creatures nor can it make
4th: When you cast holographic image as a 4th-level spell, it them invisible (though creatures within the area might hide
produces a hologram as per the 3rd-level version of the spell, themselves within the illusion just as they can hide themselves
except the hologram follows a script determined by you. It within a real location).
follows that script for 1 minute per level without you having to
concentrate on it. The hologram can include intelligible speech, HURL FORCEDISK 2
if you wish.
School evocation (force)
5th: When you cast holographic image as a 5th-level spell, it Casting Time 1 standard action
produces a hologram as per the 4th-level version of the spell, Range medium (100 ft. +10 ft./level)
except the size of the hologram can’t extend beyond a 20-foot Targets up to five creatures; see text
cube plus one 10-foot cube per caster level. Duration instantaneous
Saving Throw none; Spell Resistance yes
You can choose to make the hologram permanent at the You create a spinning disk made of pure, shimmering force
time of casting. By concentrating, you can move the image and hurl it at one opponent within range, potentially striking
within the limits of the range, but it is static while you are other nearby enemies as the disk ricochets. Choose the initial
not concentrating. target, and make a ranged attack against its EAC. If the attack
hits, the disk deals 3d6 force damage. The disk then ricochets
Alternatively, you can have the hologram activate when a to hit up to four more creatures of your choice, each no more
specific condition (which you set at the time of casting) occurs.
The event that triggers the hologram can be as general or as
specific and detailed as desired, but it must be based on an
audible, olfactory, tactile, or visual trigger. The trigger can’t
be based on some quality not normally obvious to the senses,
360 MAGIC AND SPELLS
CORE RULEBOOK 10
than 15 feet from the last target. Make a ranged attack against duration ends before an individual accesses the implanted OVERVIEW
each successive target’s EAC in turn; the disk deals 2d6 force data, the implanted data vanishes.
damage to each secondary target struck (this damage is rolled CHARACTER
separately for each target). The disk continues to ricochet in The implanted data can be made permanent with a special CREATION
this way until it has attempted to strike five creatures, or until ritual, which takes 1 hour and requires materials worth 5,000 RACES
there are no more valid targets, or until you voluntarily end credits. Once it’s made permanent, the implanted data temporarily
the spell. A creature can take damage only once from a single vanishes after it is accessed, but it returns 1 hour later. CLASSES
casting of this spell.
INFLICT PAIN 2 SKILLS
The forcedisk is subject to spell resistance, so you must
attempt a caster level check (1d20 + your caster level) against School enchantment (mind-affecting, pain) FEATS
each target with spell resistance before determining whether the Casting Time 1 standard action
target might take damage. If you fail this check, the spell ends. Range close (25 ft. + 5 ft./2 levels) EQUIPMENT
Targets one creature
The exact shape of the forcedisk is superficially Duration 1 round/level TACTICAL
changeable; as part of casting this spell, a spellcaster can Saving Throw Will partial, see text; Spell Resistance yes RULES
decide to make it shaped differently from a traditional disk. You telepathically rack the target’s mind and body with
For example, using this spell to create a starknife made of agonizing pain that imposes a –2 penalty to ability checks, STARSHIPS
force is popular among Desna’s followers. The spell still deals attack rolls, and skill checks. A target that succeeds at a Will MAGIC AND
the amount of damage described above regardless of the saving throw reduces the duration to 1 round.
disk’s shape. SPELLS
GAME
IDENTIFY 1 1 INFLICT PAIN, MASS 6
MASTERING
School divination School enchantment (mind-affecting, pain) SETTING
Casting Time 1 standard action Targets up to one creature/level, no two of which can be more
Range 5 ft. PATHFINDER
Target one magic or technological object than 30 ft. apart LEGACY
Duration 1 round/level (D) This spell functions as inflict pain, except as noted above.
Saving Throw none; Spell Resistance no
This spell allows you to attempt to identify the function of INJECT NANOBOTS 2
a magic item (with Mysticism) or technological device (with
Engineering) each round. You gain a +10 insight bonus to School necromancy
skill checks to identify the properties and command words or Casting Time 1 standard action
passwords of items targeted when using this spell. This spell Range touch
does not allow you to identify artifacts. Targets one living creature or construct
Duration instantaneous and 1 round/level; see text
IMPLANT DATA 2 Saving Throw Fortitude partial and Will partial, see text;
School illusion Spell Resistance yes
Casting Time 1 standard action You concentrate key particles in your blood into tiny biological
Range touch nanobots that you can inject into a foe with a touch, disrupting
Targets one computer system or module and damaging its natural processes. Make a melee attack against
Duration 1 hour/level or until triggered; see text the target’s EAC; if you hit, the nanobots deal 4d8 damage and
Saving Throw none; Spell Resistance no swarm through the target’s biological or mechanical systems,
You subtly rearrange the internal circuitry of a computer causing the creature to be confused, as per confusion, for 1
system or module, programming it to convey a certain dataset round per your caster level. If the target succeeds at a Fortitude
when accessed (either normally or if it is hacked). You can save, it takes only half damage and negates the confusion
implant up to one piece of data per caster level. A piece of effect. A confused target can attempt a Will saving throw at the
data consists of a simple fact, such as a creature or object’s beginning of its turn each round to end the confusion effect.
location or physical description, a creature or object’s tangible
or intangible value, or another simple statement. When Casting this spell doesn’t provoke attacks of opportunity.
an affected computer system or module is accessed, this
implanted data is the first data the accessing individual gains, INSTANT VIRUS 3
regardless of what data the individual is actually looking for,
though the accessing individual can access the system or School necromancy
module’s actual information if it looks beyond the implanted Casting Time 1 standard action
data. The implanted data vanishes from the system or module Range touch
once the accessing individual has reviewed it. If this spell’s Targets one construct with the technological subtype
Duration instantaneous; see text
Saving Throw Fortitude negates, see text; Spell Resistance yes
You overwhelm your target’s programming, installing a
SPELL DESCRIPTIONS 361
dangerous self-replicating programming virus. This works like Actions directed at unattended objects don’t break the spell.
a physical or mental disease (your choice), except it ignores the Spells that specifically affect allies but not foes are not attacks
target’s immunity to diseases. The programming virus has a for this purpose, even when they include foes in their area.
frequency of 1 hour and requires two consecutive saving throws Causing harm indirectly is not an attack. Thus, an invisible
to cure. Detect affliction can reveal the existence of this virus being can open doors, talk, eat, climb stairs, summon security
in a construct (the virus is considered a disease for purposes of forces and have them attack, start a trash compactor with foes
that spell). Additionally, remove affliction can remove this virus. inside, remotely trigger traps, and so forth.
INTERPLANETARY TELEPORT 6 INVISIBILITY, GREATER 4
School conjuration (teleportation) School illusion
Casting Time 1 standard action Targets one creature
Range solar system or plane; see text Duration 1 round/level (D)
Targets you and touched objects or touched willing or Saving Throw Will negates (harmless); Spell Resistance yes
unconscious creatures (harmless)
Duration instantaneous This spell functions like invisibility, except it doesn’t end if the
Saving Throw none, Will negates (object); Spell Resistance no, target attacks.
yes (object) INVISIBILITY, MASS 6
This spell functions as teleport, except there is no hard range
limit and you don’t need to have seen your destination. You can School illusion
teleport to anywhere you are familiar with on the planet you are Range long (400 ft. + 40 ft./level)
on while casting the spell, or you can teleport to any other planet Targets any number of creatures, no two of which can be more
in the same solar system. You must have an unambiguous idea
of which world you wish to travel to (“the third planet from the than 180 ft. apart
sun” is an acceptable destination, but “a habitable world with This spell functions like invisibility, except the effect moves with
oceans” is not). If you have a specific location on a planet in mind, the group and is broken when anyone in the group attacks.
you arrive there without a chance of failure; otherwise, you arrive Individuals in the group can’t see one another. Any individual who
at a location that would not immediately be life threatening. If moves more than 180 feet from the nearest member of the group
no such safe landing zone exists on the world, such as someone loses the benefit of this spell. If only two individuals are affected,
attempting to travel into the sun without the proper precautions the one moving away from the other one loses its invisibility. If
in place, the spell simply fails. both are moving away from each other, they both become visible
when the distance between them exceeds 180 feet.
You can also attempt to teleport to planets in different solar
systems that you have visited before. This increases the casting IRRADIATE 3 3
time to 1 hour and costs a number of Resolve Points equal to
the number of days it would take to reach the planet through School conjuration (creation, disease, poison, radiation)
Drift travel (assume a base engine with a Drift rating of 1; the Casting Time 1 standard action
GM rolls this randomly, after you begin casting the spell). If you Range medium (100 ft. + 10 ft./level)
don’t have enough Resolve Points, you spend all the Resolve Area 10-ft.-radius spread; see text
Points you have available and the spell fails. Duration instantaneous
Saving Throw Fortitude partial, see text; Spell Resistance no
INVISIBILITY 2 This spell floods the area of effect with dangerous radiation.
The strength of the radiation you create depends on your
School illusion caster level, as detailed below. The central irradiated area is
Casting Time 1 standard action always a 10-foot-radius spread that expands normally per the
Range touch rules for radiation areas of effect (see page 403). Creatures
Targets one creature or object no more than 10 bulk/level within the area are exposed to the radiation only once; the
Duration 1 minute/level (D) radiation does not linger in the area. The saving throw to
Saving Throw Will negates (harmless, object), see text; Spell resist the radiation effects is set by the spell rather than the
standard save DC for radiation.
Resistance yes (harmless, object)
The creature or object touched becomes invisible (see page CASTER LEVEL RADIATION LEVEL
264). If the target is a creature, any gear it is carrying vanishes
as well. If you cast the spell on someone else, neither you nor 6th or lower Low
your allies can see the target unless you can normally see
invisible things or you employ magic to do so. 7th–9th Medium
The spell ends if the target attacks any creature. For 10th–16th High
purposes of this spell, an attack includes any spell or harmful
effect targeting a foe or whose area or effect includes a foe. 17th or higher Severe
362 MAGIC AND SPELLS
JOLTING SURGE 1 CORE RULEBOOK 10
School evocation (electricity) LIFE BUBBLE 1 1 OVERVIEW
Casting Time 1 standard action CHARACTER
Range touch School abjuration
Targets one creature or object Casting Time 1 standard action CREATION
Duration instantaneous Range medium (100 ft. + 10 ft./level) RACES
Saving Throw none; Spell Resistance yes Targets up to one creature/level, no two of which can be more
You touch a target with a device you’re holding that uses CLASSES
electricity, requiring a melee attack against the target’s EAC. than 30 ft. apart SKILLS
Alternatively, you can instead touch an electrical device a Duration 1 day/level
target is wearing (or a target that is an electrical device, such Saving Throw Will negates (harmless); Spell Resistance yes
as a robot) with your hand, gaining a +2 bonus to your attack
roll. Either way, if your attack hits, the electrical device surges (harmless)
out of control, dealing 4d6 electricity damage to your target. You surround the target creatures with a constant and movable
1-inch shell of tolerable living conditions customized for each
Casting this spell doesn’t provoke attacks of opportunity. creature. This shell enables the targets to breathe freely in a
variety of atmospheric conditions (including in corrosive, thick,
thin, and toxic atmospheres), as well as underwater or in a
vacuum. It also makes the targets immune to harmful gases and
KEEN SENSES 1 1 FEATS
School transmutation EQUIPMENT
Casting Time 1 standard action
Range touch TACTICAL
Targets one creature RULES
Duration 1 minute/level (D)
Saving Throw Will negates (harmless); STARSHIPS
Spell Resistance yes (harmless) MAGIC AND
The target gains a +2 insight bonus to SPELLS
Perception checks and gains low-light vision.
Targets that have low-light vision double the GAME
distance they can see under the effects of MASTERING
this spell.
SETTING
KNOCK 2
PATHFINDER
School transmutation LEGACY
Casting Time 1 standard action
Range medium (100 ft. + 10 ft./level)
Targets one door, container, or portal with an area of up to
10 sq. ft./level
Duration instantaneous; see text
Saving Throw none; Spell Resistance no
Knock opens barred, computer-sealed, locked, or stuck doors,
as well as those subject to hold portal or security seal. When
you complete the casting of this spell, attempt a caster level
check (1d20 + your caster level) against the DC of the lock or
computer seal with a +10 bonus. If successful, knock opens
up to two means of closure. This spell opens secret doors (but
doesn’t identify secret doors you haven’t found) as well as locked
or trick-opening containers, starship doors, and similar secured
entryways. It also loosens chains, shackles, or welds (provided
they serve to hold something shut). If used to open a door closed
with security seal, the spell doesn’t remove the seal but simply
suspends its functioning for 10 minutes. In all other cases, the
door does not relock itself or become stuck again on its own.
Knock does not raise barred gates or similar impediments (such
as a force field barrier) or open any door or container larger than
the spell’s area, nor does it affect ropes, webs, and the like.
SPELL DESCRIPTIONS 363
vapors, including inhaled diseases and poisons as well as spells Targets one object of up to 1 bulk/level or one construct of
with a harmful gaseous effect. In addition, the shell protects any size
targets (and their equipment) from extreme temperatures
(between –50° and 140° F) without having to attempt Fortitude This spell functions as mending, except it restores 5d6 Hit
saving throws, as well as extreme pressures. Points when cast on an object or construct creature.
Life bubble doesn’t provide protection from energy damage, Make whole can fix destroyed magic items, and it restores
negative or positive energy (such as found on the Negative and the magic properties of the item if your technomancer level
Positive Energy Planes), or radiation; it also doesn’t provide the is at least twice the item’s level. Items with charges (such as
ability to see in conditions of poor visibility (such as in smoke batteries) and single-use items (such as potions and grenades)
or fog) or the ability to move or act normally in conditions that can’t be repaired in this way. When you cast make whole on a
impede movement (such as underwater). construct, the spell bypasses any immunity to magic as if the
spell did not allow spell resistance.
LOGIC BOMB 2 MENDING 0
School abjuration School transmutation
Casting Time 1 standard action Casting Time 10 minutes
Range touch Range 10 ft.
Targets one computer system or module Targets one object of up to 1 bulk
Duration 1 day/level or until triggered Duration instantaneous
Saving Throw see text; Spell Resistance see text Saving Throw Will negates (harmless, object); Spell Resistance
You infuse one computer system or module with protective
energy, inuring it against attempts to access it. yes (harmless, object)
This spell repairs damaged objects and constructs, restoring
As long as this spell is in effect, the first time a creature 1d4 Hit Points. If the object has the broken condition, this
unsuccessfully attempts to access, destroy, or manipulate the condition is removed if the object is restored to at least half
affected computer system or module (using the Computers its original Hit Points. All of the pieces of an object must be
skill or otherwise), it takes 6d6 damage (either cold, present for this spell to function. A construct can benefit from
electricity, or fire damage; you choose when casting the spell, this spell only once per day. Magic items can be repaired by
and the spell gains the appropriate descriptor). The creature this spell, but magic items that are destroyed don’t have their
can attempt a Fortitude saving throw for half damage, and magic abilities restored. This spell doesn’t reverse effects
spell resistance applies. This damage is in addition to any that warp or otherwise transmute items, but it can still repair
negative effects the creature suffers due to the system’s damage dealt to such items.
other countermeasures.
MICROBOT ASSAULT 2
MAGIC MISSILE 1
School conjuration (creation)
School evocation (force) Casting Time 1 standard action
Casting Time 1 standard action; see text Range close (25 ft. + 5 ft./2 levels)
Range medium (100 ft. + 10 ft./level) Effect distracting cloud of microbots
Targets up to three creatures, no two of which can be more Duration concentration + 1 round
Saving Throw none; Spell Resistance no
than 15 ft. apart; see text You pull latent technological energy from the air to form a
Duration instantaneous cloud of fist-sized hindering microbots that fill an area you
Saving Throw none; Spell Resistance yes designate. The microbots begin in a 10-foot-square area when
You fire two missiles of magical energy that strike targets you create them, and you can create the cloud so that it
unerringly (the creatures must still be valid targets) and deal shares the space of other creatures. If no creatures are within
1d4+1 force damage each. You can’t target specific parts of a the cloud’s area, the microbots pursue and harass the nearest
creature, and objects are not damaged by the spell. creature that is hostile to you as best they can each round.
Although the microbots generally know which creatures
You can target a single creature or several creatures, but are your enemies, you have no control over their targets
each missile can strike only one creature. You must designate or direction of travel. If there are multiple valid targets the
targets before you attempt to overcome spell resistance or microbots can harass, the cloud will split into a maximum of
roll damage. four 5-foot-square segments and pursue different targets.
You can cast this spell as a full action. If you do, you fire The cloud (and any segments thereof) has a fly speed of
three missiles instead of two. 20 feet. Each round on your turn, the microbot cloud grants
harrying fire (see page 247) against the foes in its spaces.
MAKE WHOLE 2 In addition, the cloud grants covering fire (see page 246)
to anyone attacked by foes in its spaces. The microbots
School transmutation
Range close (25 ft. + 5 ft./2 levels)
364 MAGIC AND SPELLS
constantly repair themselves and the cloud generates new CORE RULEBOOK 10
microbots every few seconds, so any attack against them is
essentially ineffective. Targets one creature OVERVIEW
Duration instantaneous CHARACTER
MIND LINK 1 Saving Throw Will half; Spell Resistance yes
You divine the most vulnerable portion of your opponent’s CREATION
School divination (mind-affecting) mind and overload it with a glut of psychic information. The RACES
Casting Time 1 standard action target can attempt a Will saving throw to halve the damage
Range touch dealt by this spell. This spell has no effect on creatures CLASSES
Targets one creature without an Intelligence score.
Duration instantaneous
Saving Throw Will negates (harmless); Spell Resistance yes 1st: When you cast mind thrust as a 1st-level spell, it deals
2d10 damage to the target.
(harmless)
You link your mind to that of a touched creature to swiftly 2nd: When you cast mind thrust as a 2nd-level spell, it deals
communicate a large amount of complex information in 4d10 damage to the target.
an instant. You decide what the target learns, limited
to any amount of information that otherwise could be SKILLS
communicated in 10 minutes. This information comes in a
series of visual images and emotional sensations, and it isn’t FEATS
language dependent.
EQUIPMENT
MIND PROBE 4
TACTICAL
School divination (mind-affecting) RULES
Casting Time 1 minute
Range close (25 ft. + 5 ft./2 levels) STARSHIPS
Targets one creature
Duration 1 round/level (D) MAGIC AND
Saving Throw Will negates, see text; SPELLS
Spell Resistance yes GAME
You gain access to the target’s memories and MASTERING
knowledge, and you can pry the information you want
from them involuntarily. SETTING
You can attempt to learn the answer PATHFINDER
to one question of your choice per LEGACY
round; after each question, the target
can attempt a Will saving throw to
end the spell. If it fails, the creature can
attempt a Bluff check with a DC equal to 11
+ your Sense Motive modifier. If it fails its
Bluff check, you gain the answer you
desire. If it succeeds at its check, you
gain no information. If it succeeds
by 5 or more, it answers however
it chooses and you believe that wrong answer to
be the truth. Your questions are purely telepathic
inquiries, and the answers to those questions are
imparted directly into your mind. You and the target
don’t need to speak the same language, though less
intelligent creatures may yield up only appropriate
sensory images in answer to your questions.
MIND THRUST 1–6
School divination (mind-affecting)
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
SPELL DESCRIPTIONS 365
3rd: When you cast mind thrust as a 3rd-level spell, it deals attack misses by 5 or less, one of your figments is destroyed
7d10 damage to the target. by the near miss, and an attack that misses you due to a
miss chance also destroys an image. Area spells and effects
4th: When you cast mind thrust as a 4th-level spell, it deals that don’t require an attack roll affect you normally and don’t
10d10 damage to the target and the target is fatigued for 1 destroy any of your figments. Spells with a range of touch
round if it fails its saving throw. are harmlessly discharged if used to destroy a figment.
5th: When you cast mind thrust as a 5th-level spell, it An attacker must be able to see the figments to be fooled.
deals 15d10 damage to the target. The target is exhausted If you are invisible or the attacker is blind, the spell has no
for 1 round if it fails its save and it is fatigued for 1 round if it effect. Blindsense doesn’t help distinguish the figments from
succeeds at its saving throw. the real you, but blindsight is sufficient to do so.
6th: When you cast mind thrust as a 6th-level spell, it deals MISLEAD 5
17d10 damage to the target. The target is exhausted and
stunned for 1 round if it fails its save, and it is fatigued for 1 School illusion
round if it succeeds at its saving throw. Casting Time 1 standard action
Range personal; see text
MIRACLE — Effect one illusory double
Duration 1 round/level (D) and concentration + 3 rounds; see text
School evocation Saving Throw none or Will disbelief, see text; Spell Resistance no
Casting Time 1 standard action You become invisible (as greater invisibility), and at the same
Range see text time, a figment double of you (as per a 3rd-level casting of
Area, Effect, or Targets see text holographic image) appears. The double appears within close
Duration see text range (25 feet + 5 feet/2 levels) but thereafter moves as you
Saving Throw see text; Spell Resistance yes direct it (which requires concentration beginning on the first
When you cast miracle, you state what you would like round after the casting). You can make the figment appear
to have happen and request that the power to which you superimposed perfectly over your own body so that observers
are connected intercede. A request that is out of line with don’t notice an image appearing and you turning invisible. You
the power’s nature is refused. A miracle can do any of the and the figment can then move in different directions. The double
following things. moves at your speed and can talk and gesture as if it were real,
D Duplicate any mystic spell of 6th level or lower. but it can’t attack or cast spells, though it can pretend to do so.
D Duplicate any other spell of 5th level or lower.
D Undo the harmful effects of certain spells, such as feeblemind. The illusory double lasts as long as you concentrate upon
D Produce any effect whose power level is in line with the it plus 3 additional rounds. After you cease concentration,
the illusory double continues to carry out the same activity
above effects. until the duration expires. The invisibility lasts for 1 round
At the GM’s discretion, you may try to use a miracle to per level, regardless of concentration.
produce greater effects than these, but doing so may be
dangerous or the spell may have only a partial effect. MODIFY MEMORY 5
A duplicated spell allows saving throws and spell resistance
as normal, but the save DCs are the same as for a 7th-level School enchantment (compulsion, mind-affecting)
spell. For the purpose of other effects that depend on spell Casting Time 1 round; see text
level, miracle counts as a 9th-level spell. Range close (25 ft. + 5 ft./2 levels)
Targets one living creature
MIRROR IMAGE 2 Duration permanent
Saving Throw Will negates; Spell Resistance yes
School illusion You reach into the target’s mind and modify up to 5 minutes of
Casting Time 1 standard action its memories in one of the following ways.
Range personal D Eliminate all memory of an event the target actually
Duration 1 minute/level
This spell creates a number of illusory doubles of you that experienced. This spell cannot negate charm person,
inhabit your square. These doubles make it difficult for suggestion, or similar spells.
enemies to precisely locate and attack you. D Allow the target to recall with perfect clarity an event it
actually experienced.
When you cast mirror image, it creates 1d4 figment D Change the details of an event the target actually experienced.
images. These images remain in your space and move with D Implant a memory of an event the target never experienced.
you, mimicking your movements, sounds, and actions exactly. Casting the spell takes 1 round. If the target fails its saving
Whenever you are attacked or are the target of a spell that throw, you proceed with the spell by spending as much as 5
requires an attack roll, there is a possibility that the attack minutes (a period of time equal to the amount of memory you
targets one of your images instead. If the attack hits, roll want to modify) visualizing the memory you wish to modify
randomly to see whether the selected target is real or a
figment. If it is a figment, the figment is destroyed. If the
366 MAGIC AND SPELLS
CORE RULEBOOK 10
in the target. If your concentration is disturbed before the You restore a number of Hit Points to a number of targets. OVERVIEW
visualization is complete, or if the target moves beyond the Choose one of these targets within 10 feet of you; if that
spell’s range at any point during this time, the spell fails. target regains all of its Hit Points as a result of this healing, CHARACTER
you can apply the remaining healing to yourself, as long CREATION
A modified memory does not necessarily affect the target’s as you are a living creature. On the other hand, if this isn’t RACES
actions, particularly if it contradicts the creature’s natural enough to restore all of that target’s Hit Points, you can
inclinations. An illogical modified memory is usually dismissed transfer any number of your own Hit Points to that target, CLASSES
as a bad dream, a hallucination, or another similar excuse. healing the target that amount. You can’t transfer more Hit
Points than you have or more Hit Points than the target SKILLS
MYSTIC CURE 1–6 is missing.
FEATS
School conjuration (healing) The number of Hit Points mass mystic cure restores to each
Casting Time 1 standard action target depends on the spell’s level. EQUIPMENT
Range touch
Targets one living creature 5th: 3d8 + your Wisdom modifier TACTICAL
Duration instantaneous 6th: 5d8 + your Wisdom modifier RULES
Saving Throw Will half (harmless); Spell Resistance yes
NONDETECTION 3 STARSHIPS
(harmless) MAGIC AND
With a touch, you heal and invigorate your target, restoring a School abjuration
number of Hit Points. If the target regains all of its Hit Points as Casting Time 1 standard action SPELLS
a result of this healing, you can apply the remaining healing to Range touch GAME
yourself, as long as you are a living creature. On the other hand, Targets one creature or object
if this isn’t enough to restore all the target’s Hit Points, you can Duration 1 hour/level MASTERING
transfer any number of your own Hit Points to the target, healing Saving Throw Will negates (harmless, object); Spell Resistance SETTING
the target that amount. You can’t transfer more Hit Points than
you have or more Hit Points than the target is missing. yes (harmless, object) PATHFINDER
The warded creature or object becomes difficult to detect LEGACY
Mystic cure restores a number of Hit Points to your target by divination spells such as clairaudience/clairvoyance and
depending on the spell’s level. spells with the word “detect” in their names. Nondetection
also prevents location by magic items such as crystal balls and
1st: 1d8 + your Wisdom modifier technological items such as cameras and surveillance systems.
2nd: 3d8 + your Wisdom modifier Casting this spell places significant stress on you, and requires
3rd: 5d8 + your Wisdom modifier you to spend 1 Resolve Point.
4th: 7d8 + your Wisdom modifier
5th: 9d8 + your Wisdom modifier If a magic divination is attempted against the warded
6th: 11d8 + your Wisdom modifier creature or item, the caster of the divination must succeed
In addition, unlike most healing, when you cast mystic at a caster level check (1d20 + caster level) against a DC
cure as a spell of 4th-level or higher, you have two options to equal to 11 + your caster level. If surveillance is attempted
enhance its effects. The first option is to restore an extra 5d8 with remote cameras or sensors, the viewer must succeed
Hit Points with a 4th-level mystic cure spell, an extra 7d8 Hit at a Perception check against a DC equal to 11 + your caster
Points with a 5th-level mystic cure spell, or an extra 9d8 Hit level to see the target. If you cast nondetection on yourself
Points with a 6th-level mystic cure spell. The second option or on an item currently in your possession, the DC for each
is to bring a target that died within 2 rounds back to life. In these checks is equal to 15 + your caster level. If cast on a
addition to healing such a creature, the spell returns the target creature, nondetection wards the creature’s gear as well as
to life, and the target takes a temporary negative level for the creature itself.
24 hours. This spell can’t resuscitate creatures slain by death
effects, creatures turned into undead, or creatures whose Nondetection protects the target only from discovery
bodies were destroyed, significantly mutilated, disintegrated, by items and remote sensors, not by creatures. A camera
and so on. mounted to a wall and monitored from a security booth is
Casting this spell doesn’t provoke attacks of opportunity. subject to nondetection, but a camera in a creature (including
constructs) is not.
MYSTIC CURE, MASS 5–6 OVERHEAT 1
School conjuration (healing) School evocation (fire)
Casting Time 1 standard action Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels); see text Range 15 ft.
Targets up to one creature/level, no two of which can be more Area cone-shaped burst
Duration instantaneous
than 30 ft. apart Saving Throw Reflex half; Spell Resistance yes
Duration instantaneous You collect the heat generated by nearby bodies and devices
Saving Throw Will half (harmless); Spell Resistance yes (harmless)
SPELL DESCRIPTIONS 367
and vent it outward in a thermal wave, dealing 2d8 fire 50% chance that the target simply takes no action instead.
damage to creatures and objects in the area. Roll this chance separately for each action the target would
take. For example, if the target wishes to move and attack
OVERLOAD SYSTEMS 4 during its turn, it would roll d% twice to determine whether
it could take those actions—once before each action it
School enchantment (compulsion) wishes to take. Each attack of a full attack action counts as
Casting Time 1 standard action separate action.
Range touch
Targets one creature This spell is effective against living and unliving creatures,
Duration 1 round/level and casting it doesn’t provoke attacks of opportunity.
Saving Throw Fortitude negates; Spell Resistance yes
By touching the target (usually requiring a melee attack PASSWALL 5
roll against the target’s EAC, but you can add your key
ability score modifier instead of your Strength modifier if School transmutation
it is higher), you flood the target’s body with random jolts Casting Time 1 standard action
of electricity or other interference. On a failed Fortitude Range touch
save, the target is overwhelmed and potentially unable Effect 5-ft.-by-8-ft. opening
to perform tasks as normal. While this spell is in effect, Duration 1 hour/level (D)
whenever the target takes any action or reaction, there is a Saving Throw none; Spell Resistance no
You can create a passage through metal, plaster, plastic,
stone, or wooden walls, but you can not create one through
force fields, starship bulkheads, or other harder materials.
The passage is 30 feet deep. If the wall’s thickness is more
than the depth of the passage created, then a single casting
of passwall simply makes a niche or short tunnel. Several
castings of passwall can then form a continuing
passage to breach very thick walls. When
passwall ends, creatures within the passage are
ejected out the nearest exit. If someone dispels
passwall or you dismiss it, creatures in the
passage are ejected out the far exit, if there is
more than one, or out the sole exit.
PLANAR BARRIER 6 6
School abjuration
Casting Time 6 rounds
Range medium (100 ft. + 10 ft./level)
Area one 60-ft. cube/level (S)
Duration 24 hours
Saving Throw none; Spell Resistance yes
Planar barrier seals an area against all planar travel into or
within it. This includes all teleportation spells, summoning
spells, plane shifting, astral travel, and ethereal travel. Such
effects simply fail automatically. Starships cannot enter
or emerge from Drift travel in an area affected by this
spell.
Dispel magic does not dispel your planar barrier
effect unless the caster level of the creature
attempting to dispel it is at least as high as your
own. You can’t have multiple overlapping planar
barrier effects. If planar barrier effects woulds
overlap, the more recent effect stops at the
boundary of the older effect.
A planar barrier can be made permanent with
a special ritual, which takes 1 hour and requires
materials worth 15,000 credits per 60-foot cube.
368 MAGIC AND SPELLS
CORE RULEBOOK 10
PLANAR BINDING 4–6 4–6 PLANE SHIFT 6 6 OVERVIEW
School conjuration (calling); see text School conjuration (teleportation) CHARACTER
Casting Time 10 minutes Casting Time 1 standard action CREATION
Range close (25 ft. + 5 ft./2 levels) Range touch RACES
Targets see text Targets one creature, or up to eight willing or unconscious
Duration instantaneous; see text CLASSES
Saving Throw Will negates; Spell Resistance yes; see text creatures
Casting this spell attempts a dangerous act: to lure a creature Duration instantaneous SKILLS
from another plane to a specifically prepared trap, created Saving Throw Will negates; Spell Resistance yes
by the spell within its range. The called creature is held in You move yourself or some other creature to another plane FEATS
the trap until it agrees to perform one service in return for of existence or alternate dimension. If several willing or
its freedom or breaks free. The kind of creature to be bound unconscious creatures are linked by hand in a circle, as many EQUIPMENT
must be known and stated. If you wish to call a specific as eight can be affected by a single casting of plane shift.
individual, you must use that individual’s proper name in Arriving at a precise location on the intended plane is nigh TACTICAL
casting the spell. The CR of the outsider you can call with impossible. From the Material Plane, you can reach any other RULES
planar binding depends on the spell’s level. plane (except for the Drift), though you appear 5 to 500 miles
(5d%) from the last place one of the targets (your choice) was STARSHIPS
4th: One outsider of CR 4 or lower located last time that target traveled to that plane. If it’s the MAGIC AND
5th: One outsider of CR 7 or lower first time traveling to a particular plane for all targets, you
6th: One outsider of CR 10 or lower appear at a random location on the plane, though you can SPELLS
The target creature can attempt a Will saving throw. If use other means of transit, such as interplanetary teleport, to GAME
the creature succeeds at the saving throw, it resists the travel on the new plane. Mystics must have an object attuned
spell. If it fails, the creature is immediately drawn to the to a specific plane or native to that plane in order to use plane MASTERING
trap (spell resistance does not keep it from being called). shift to travel to a plane. A technomancer requires a planar SETTING
The creature can escape from the trap by successfully using navigational program for a specific plane in order to travel to
its spell resistance (meaning you fail a caster level check that plane with plane shift. Special rituals, jealously hoarded PATHFINDER
against its spell resistance), by dimensional travel, or with a by powerful technomancers and mystics, can allow you to LEGACY
successful Charisma check (DC = 15 + half your caster level travel to specific locations on the chosen plane, or even to
+ your Charisma modifier). It can try each method once per unknown worlds.
day, and a natural 20 on this check always succeeds (and
a natural 1 on your caster level check always fails). If it PRIVATE SANCTUM 5
breaks loose, it can flee or attack you. A planar barrier spell
cast in the area prevents the creature from escaping via School abjuration
dimensional travel. Casting Time 10 minutes
If the creature does not break free of the trap, you can Range close (25 ft. + 5 ft./2 levels)
keep it bound for as long as you dare. You can attempt Area one 30-ft. cube/level (S)
to convince the creature to perform a task for you in Duration 24 hours (D)
exchange for release and perhaps some sort of reward. The Saving Throw none; Spell Resistance no
creature decides which terms it is willing to accept, and This spell ensures privacy. Anyone looking into the area from
it must willingly agree to the terms; magical compulsion outside sees only a dark, foggy mass. Darkvision cannot
isn’t sufficient. This continues until the creature promises penetrate it. No sounds, no matter how loud, can escape the
to serve, until it breaks free, or until you decide to get area, so nobody can eavesdrop from outside. Those inside can
rid of it by means of some other spell. It never agrees to see out normally.
unreasonable commands.
Once the requested service has been completed, the Divination (scrying) spells can’t perceive anything within
creature need only to inform you to be instantly sent back the area, and those within are immune to detect thoughts.
to its home plane. The creature might later seek revenge The ward prevents speech between those inside and
against you for having imprisoned it. If you assign some those outside (because it blocks sound), and technological
open-ended task that the creature can’t complete through communication (as it blocks broadcasts), but it doesn’t
its own actions, the spell remains in effect for 10 days and prevent other magic communication, such as a telepathic
the creature gains an immediate chance to break free. A message spell, or telepathic communication.
defined task that will take longer than 10 days usually
counts as unreasonable. Note that a clever recipient can The spell does not prevent creatures or objects from moving
subvert some instructions. into and out of the area.
When you use this spell to call a creature with the air,
chaotic, earth, evil, fire, good, lawful, or water subtype, the PROBABILITY PREDICTION 3
spell gains that descriptor.
School divination
Casting Time 1 standard action
Range personal
SPELL DESCRIPTIONS 369
Duration 1 round/level (D); see text permanently drained from the target’s Intelligence,
You open your mind to read the underlying probability Wisdom, and Charisma scores. It also eliminates all ongoing
of the universe. At any point during the duration of this confusion, fear, and insanity effects. Psychic surgery also
spell, you can discharge it to reroll any d20 roll (attack roll, removes any mental afflictions that could be removed with
saving throw, skill check, etc.; see page 243). This takes dispel magic, as well as mental diseases. Psychic surgery
no action, but you must choose to do it before you learn removes all effects magically altering the target’s memory,
the results of the first roll. You must take the result of the even instantaneous effects, and it can restore a memory
second roll, even if it is worse. to perfect clarity (even if the memory loss is due to the
mundane passage of time).
PRYING EYES 5
PSYCHOKINETIC HAND 0 0
School divination
Casting Time 1 minute School transmutation
Range 1 mile Casting Time 1 standard action
Effect 20 magical sensors Range close (25 ft. + 5 ft./2 levels)
Duration 1 hour/level (D); see text Targets one unattended object of no more than 10 lbs. or 1 bulk
Saving Throw none; Spell Resistance no Duration concentration
You create 20 semitangible, visible magical orbs called “eyes.” Saving Throw none; Spell Resistance no
These eyes move out, scout around, and return as you direct You point your finger at the target object, gaining the
them when casting the spell. Each eye can see 120 feet ability to lift it and move it at will from a distance. As a
(normal vision only) in all directions. move action, you can propel the object as far as 15 feet in
any direction, though the spell ends if the distance between
While the individual eyes are quite fragile, they’re small you and the object ever exceeds the spell’s range. You can’t
and difficult to spot. Each eye is a Fine construct (about perform complex operations, such as firing a gun or using
the size of a small apple) with the magical subtype. They a computer, but you can shut a mechanical door or lid and
each have 1 Hit Point and EAC and KAC of 18, and they work simple buttons to open or close automated doors or
fly at a speed of 30 feet with a +20 bonus to Acrobatics trigger an alarm.
checks to fly and a +16 bonus to Stealth checks. An eye
has a +20 Perception bonus and is subject to darkness, fog, PSYCHOKINETIC STRANGULATION 3
illusions, and any other factors that affect your ability to
receive visual information about your surroundings. An eye School transmutation
traveling in darkness must find its way by touch. Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
When you create the eyes, you specify instructions you Targets one creature that breathes
want them to follow in a command of no more than 25 Duration concentration up to 1 round/level
words. The eyes know anything you know. Saving Throw Fortitude partial, see text; Spell Resistance yes
You manipulate the mystical energy around a creature’s
In order to report their findings, the eyes must return to throat into a viselike grip, potentially choking the life out of
your hand. Each eye replays in your mind all that it has seen your victim.
during its existence. It takes an eye 1 round to replay 1 hour
of recorded images. After relaying all of its findings, an eye Each round you concentrate on this spell, it deals 3d8
simply disappears. bludgeoning damage and immobilizes the target. A creature
immobilized in this way cannot move and must hold its
If an eye ever gets more than 1 mile away from you, it breath (see page 404). The creature can still attack with any
instantly ceases to exist. However, your link with the eye is of its weapons (except any bite attacks), cast spells, and so
such that you won’t know if the eye was destroyed because it on. Each round the spell affects the target, the target can
wandered out of range or because of some other event. attempt a Fortitude saving throw to halve the damage and
avoid being immobilized.
The eyes exist for up to 1 hour per caster level or until
they return to you. Dispel magic can destroy the eyes. Roll RAISE DEAD 5
separately for each eye caught in an area dispel.
School conjuration (healing)
PSYCHIC SURGERY 6 Casting Time 1 minute
Range touch
School enchantment (mind-affecting) Targets one dead creature
Casting Time 10 minutes Duration instantaneous
Range touch Saving Throw none, see text; Spell Resistance yes (harmless)
Targets one willing or unconscious, living creature You restore life to a deceased creature. You can raise a
Duration instantaneous
Saving Throw none; Spell Resistance no
Psychic surgery heals the target of all Intelligence,
Wisdom, and Charisma damage, and it restores all points
370 MAGIC AND SPELLS
CORE RULEBOOK 10
OVERVIEW
CHARACTER
CREATION
RACES
CLASSES
SKILLS
FEATS
EQUIPMENT
TACTICAL
RULES
STARSHIPS
creature that has been dead for no longer than 1 day per creature’s soul must be more powerful, and must be worth at MAGIC AND
caster level. In addition, the target’s soul must be free and least 15,000 credits. SPELLS
willing to return. If the target’s soul is not willing to return,
the spell fails; therefore, a target that wants to return to life RAPID REPAIR 5 GAME
receives no saving throw against this spell. Casting this spell MASTERING
requires you to create a complex representation of the target School transmutation
deceased creature, worth at least 5,000 credits, to serve as a Casting Time 1 standard action SETTING
beacon for the creature’s soul. This object is consumed when Range touch
you cast the spell. Targets one construct or weapon PATHFINDER
Duration 1 minute LEGACY
Coming back from the dead is an ordeal. The target of the Saving Throw Fortitude negates (harmless, object); Spell
spell gains 2 permanent negative levels when it is raised,
just as if it had been hit by a creature’s ability that bestows Resistance yes (harmless, object)
permanent negative levels. If the target is 1st level, it takes 2 On each round, the target construct or weapon regains 2d8 Hit
Constitution drain instead (if this would reduce its Constitution Points. This does not stack with any fast healing the construct
to 0 or less, it can’t be raised). A raised creature returns with or weapon already has. You can’t target a construct or weapon
no Resolve Points, no Stamina Points, and no spell slots (until that has been brought to 0 Hit Points or destroyed.
it rests to recover them normally). It has 5 Hit Points. Any
ability scores reduced to 0 are raised to 1. Normal poison and RAY OF EXHAUSTION 3
normal disease are cured in the process of raising the target,
but magical diseases and curses are not undone. While the School necromancy
spell closes mortal wounds and repairs lethal damage of most Casting Time 1 standard action
kinds, the body of the creature to be raised must be whole. Range close (25 ft. + 5 ft./2 levels)
Otherwise, missing parts are still missing when the creature is Targets one creature
brought back to life. Duration 1 minute/level
Saving Throw Fortitude partial, see text; Spell Resistance yes
The spell can’t bring back a creature that has died of old You create an enervating ray of magic. You must make a
age. Constructs, elementals, and outsiders can’t be raised ranged attack against your opponent’s EAC. On a hit, the target
by this spell. It is possible to bring back a creature that has is immediately exhausted for the spell’s duration. A creature
been turned into an undead creature, but the beacon for the
SPELL DESCRIPTIONS 371
that succeeds at a Fortitude saving throw is only fatigued, The target’s severed body members (fingers, toes, hands,
unless it is already fatigued, in which case it instead becomes feet, arms, legs, tails, or even heads of multiheaded
exhausted despite the saving throw. creatures), broken bones, and ruined organs (including eyes)
grow back. After the spell is cast, the physical regeneration is
This spell has no effect on a creature that is already complete in 1 round if the severed members are present and
exhausted. Unlike normal exhaustion or fatigue, the effect touching the creature. It takes 2d10 rounds otherwise.
ends as soon as the spell’s duration expires.
Regenerate also restores 12d8 Hit Points, rids the target of
RECHARGE 2 exhaustion and fatigue, and eliminates all nonlethal damage
the target has taken. It has no effect on nonliving creatures
School evocation (including undead).
Casting Time 1 round
Range touch REINCARNATE 4
Targets one object
Duration instantaneous School transmutation
Saving Throw Fortitude negates (object); Spell Resistance yes Casting Time 10 minutes
Range touch
(object) Targets one dead creature
You restore up to 10 charges to a battery or 5 charges to a Duration instantaneous; see text
technological item capable of being charged by a battery. Saving Throw none, see text; Spell Resistance yes (harmless)
Since this spell takes your personal energy, you must spend When you cast this spell, you bring back a dead creature in
1 Resolve Point to cast it. If you recharge a battery, there another body, provided that its death occurred no more than
is a 20% chance the battery is destroyed by the attempt. 1 week before the casting of the spell and the target’s soul is
If you restore more charges than the item can hold, the free and willing to return. If the target’s soul is not willing to
item must succeed at a Fortitude saving throw or take return, the spell fails; therefore, a target that wants to return
1d6 electricity damage for each excess charge. This spell receives no saving throw. Casting this spell requires a special
provides no knowledge of how many charges an item can monument worth at least 1,000 credits to serve as a beacon
safely hold, but you can choose to bestow fewer charges for the departed creature’s soul. This object is consumed when
than the maximum allowed to reduce the risk; you must you cast the spell.
declare how many charges you are restoring before casting
this spell. Since the dead creature is returning in a new body, all
physical ills and afflictions are removed. The condition
REFLECTING ARMOR 1 of the creature’s remains is not a factor. So long as some
small portion of the creature’s body still exists, it can be
School abjuration (force) reincarnated, but the portion receiving the spell must have
Casting Time 1 standard action been part of the creature’s body at the time of death. The
Range personal magic of the spell creates an entirely new young adult body
Duration 10 minutes/level or until dismissed (D); see text for the soul to inhabit from the natural elements at hand. This
You create a shimmering skin-like coating of mystical force process takes 1 hour to complete. When the body is ready, the
that covers your body, allowing you to reflect damage you target is reincarnated.
take back against your attacker. At any time during this
spell’s duration, when you take Hit Point damage from an A reincarnated creature recalls the majority of its former
attack made with a weapon by a foe within 100 feet, you can life and form. It retains any class features, feats, and skill
choose to dismiss the spell as a reaction. If you do, the armor ranks it formerly had. Its class, base attack bonus, base save
crackles with energy as it disappears, arcing through the air to bonuses, and Hit Points are unchanged. The creature should
strike the attacking creature, which takes an amount of force recalculate its ability scores from scratch as a member of its
damage equal to the damage dealt to you at the time this spell new race (remembering to include any ability score increases
was dismissed (maximum 10). The target can attempt a Reflex from leveling up). The target of the spell gains 2 permanent
save for half damage. negative levels when it is reincarnated. If the target is 1st
level, it takes 2 Constitution drain instead (if the Constitution
REGENERATE 6 drain would reduce its Constitution to 0 or less, the creature
cannot be reincarnated). The target creature can decide
School conjuration (healing) whether its new body retains any of the implants it had in
Casting Time 3 rounds its former body. A spellcasting creature has a 50% chance of
Range touch losing any given unused spell slot as if it had been used to
Targets one living creature cast a spell.
Duration instantaneous
Saving Throw Fortitude negates (harmless); Spell Resistance For a humanoid creature, the new incarnation is
determined using the table on the facing page. For
yes (harmless) nonhumanoid creatures, a similar table of creatures of the
same type should be created.
372 MAGIC AND SPELLS
Elementals, outsiders, and undead creatures can’t be CORE RULEBOOK 10
reincarnated. Any creature that can’t benefit from the mystic
cure spell cannot be reincarnated. The spell can bring back a from suffering from the same curse, disease, infestation, or OVERVIEW
creature that has died of old age. poison after a new exposure at a later date.
CHARACTER
The reincarnated creature gains all abilities associated You can instead cast this spell to neutralize the poison in a CREATION
with its new form, including any forms of movement and poisonous creature or object for 10 minutes per level. If you cast RACES
speeds, natural attacks, extraordinary abilities, and the like, it on a creature, the creature can attempt a Will saving throw to
but it does not automatically speak the language of the new negate the effect. CLASSES
form it takes.
Remove affliction counters bestow curse. SKILLS
D% INCARNATION
1–6 Android REMOVE CONDITION 2 FEATS
7–14 Dwarf
15–22 Elf School conjuration (healing) EQUIPMENT
23–30 Gnome Casting Time 1 standard action
31–34 Half-elf Range touch TACTICAL
35–38 Half-orc Targets one creature RULES
39–46 Halfling Duration instantaneous
47–55 Human Saving Throw Fortitude negates (harmless); Spell Resistance STARSHIPS
56–64 Lashunta MAGIC AND
65–73 Kasatha yes (harmless)
74–81 Shirren This spell functions in the same way as lesser remove SPELLS
82–90 Vesk condition, except you remove any one of the following GAME
91–99 Ysoki conditions affecting the target: frightened, nauseated, shaken,
sickened, or staggered. MASTERING
100 Other (GM’s choice) SETTING
REMOVE CONDITION, GREATER 5
A miracle or wish spell can restore a reincarnated creature PATHFINDER
to its original form. School conjuration (healing) LEGACY
Casting Time 1 standard action
REMOVE AFFLICTION 3 Range touch
Targets one creature
School conjuration (healing) Duration instantaneous
Casting Time 1 standard action Saving Throw Fortitude negates (harmless); Spell Resistance
Range touch
Targets one creature or object yes (harmless)
Duration instantaneous or 10 minutes/level; see text This spell functions as lesser remove condition, except you
Saving Throw Will negates (harmless, object); Spell Resistance remove all of the following conditions affecting the target:
cowering, dazed, frightened, nauseated, panicked, paralyzed,
yes (harmless, object) shaken, sickened, staggered, and stunned.
You remove impurities from a creature or object, potentially
neutralizing the curses, diseases, infestations, poisons, and REMOVE CONDITION, LESSER 1
other harmful conditions affecting it. If the target is a creature,
you must attempt a caster level check (1d20 + your caster School conjuration (healing)
level) for each curse, disease, infestation, and poison affecting Casting Time 1 standard action
it (DC = 4 + the DC of the affliction). Success means that Range touch
affliction is removed. Additionally, if the target is blind or deaf Targets one creature
due to an affliction or damage, remove affliction restores vision Duration instantaneous
and hearing unless the appropriate organ has been entirely Saving Throw Fortitude negates (harmless); Spell
removed from the creature’s body.
Resistance yes (harmless)
A creature that is cured with remove affliction takes no You remove any one of the following conditions affecting the
additional effects from the curses, diseases, infestations, or target: shaken, sickened, or staggered. If the condition is the
poisons removed, and any temporary effects are ended, but result of a disease or another ongoing effect, this spell removes
the spell does not reverse instantaneous effects, such as Hit the condition but does not cure the disease or ongoing effect,
Point damage, temporary ability damage, or effects that don’t and the target can regain the condition from that effect as
go away on their own (such as poison states). This spell cannot normal, potentially immediately. Lesser remove condition also
remove the curse from a cursed item, though a successful doesn’t cure or remove other damage or conditions the target is
caster level check enables the creature afflicted with any such suffering from any source, even the same source that caused the
cursed item to remove the curse and get rid of it. Since the removed condition. Since this spell’s duration is instantaneous, it
spell’s duration is instantaneous, it does not prevent the target does not prevent the target from gaining the condition again.
Casting this spell doesn’t provoke attacks of opportunity.
SPELL DESCRIPTIONS 373
REMOVE RADIOACTIVITY 4 4 RESISTANT ARMOR, GREATER 6 6
School conjuration (healing) School abjuration
Casting Time 1 standard action This spell functions as lesser resistant armor, but the target
Range touch and her gear gain DR 15/— or energy resistance 15 that
Targets or Area one creature or object or one 20-ft.-radius area protects against four energy types.
Duration instantaneous
Saving Throw Fortitude negates (harmless, object); Spell RESISTANT ARMOR, LESSER 3 3
Resistance yes (harmless, object) School abjuration
You remove all ongoing effects of radiation from a single Casting Time 1 standard action
target if you succeed at a caster level check (DC = the DC Range touch
associated with the radiation effect). The target is cured of Targets one creature wearing armor
both the radiation’s poison effects and the radiation sickness Duration 10 minutes/level
disease, moving the target to the healthy state on both Saving Throw Fortitude negates (harmless); Spell Resistance yes
tracks. When cast on an area, a single casting of remove (harmless)
Lesser resistant armor grants the target (and its
radioactivity removes radiation from a 20-foot-radius area gear) protection from your choice of either kinetic damage
around the point you touch. This spell has no power to or energy damage. If you choose kinetic damage, the target
negate naturally radioactive materials, and as long as such and her gear gain DR 5/— that protects against bludgeoning,
materials remain in an area, the radiation that was removed piercing, and slashing damage. If you choose energy damage,
may return. pick any two of acid, cold, electricity, fire, and sonic damage.
The target and her gear gain energy resistance 5 that
RESILIENT SPHERE 4 protects against the chosen types of energy. This damage
reduction or energy resistance doesn’t stack with any
School evocation (force) damage reduction or energy resistance the target already
Casting Time 1 standard action has, and multiple castings of this spell don’t stack.
Range close (25 ft. + 5 ft./2 levels)
Targets one Large or smaller creature RESTORATION 4
Duration 1 minute/level (D)
Saving Throw Reflex negates; Spell Resistance yes School conjuration (healing)
A 10-foot-diameter globe of shimmering force encloses the Casting Time 3 rounds
target creature. The sphere contains the target for the spell’s Range touch
duration. The sphere functions in the same way as a wall Targets one creature
of force, except it can be negated by dispel magic. A target Duration instantaneous
inside the sphere can breathe normally. The sphere can’t be Saving Throw Will negates (harmless); Spell Resistance yes
physically moved either by creatures outside it or by the
struggles of those within. (harmless)
This spell functions as lesser restoration, except it also
RESISTANT AEGIS 5 5 removes temporary negative levels or 1 permanent negative
level. You must spend 5 Resolve Points when casting this
School abjuration spell to remove a permanent negative level. This spell can’t
Casting Time 1 standard action be used to remove more than 1 permanent negative level
Range 30 ft. from a target in a 1-week period.
Targets up to 10 creatures wearing armor within range
Duration 1 minute/level Restoration heals all temporary ability damage, and it
Saving Throw Fortitude negates (harmless); Spell Resistance restores all points permanently drained from a single ability
score (your choice if more than one is drained). It also
yes (harmless) eliminates any fatigue or exhaustion suffered by the target,
This spell functions as lesser resistant armor, except as but it doesn’t remove any underlying source of fatigue or
indicated above, and the wearers and their gear gain DR exhaustion. A target that has benefited from the removal of
5/— or energy resistance 5 that protects against all five fatigue or exhaustion from this spell can’t benefit from either
energy types. effect again for 24 hours.
RESISTANT ARMOR 4 4 RESTORATION, LESSER 2
School abjuration School conjuration (healing)
This spell functions as lesser resistant armor, but the target Casting Time 3 rounds
and her gear gain DR 10/— or energy resistance 10 that Range touch
protects against three energy types. Targets one creature
Duration instantaneous
374 MAGIC AND SPELLS
CORE RULEBOOK 10
Saving Throw Will negates (harmless); Spell Resistance yes half, see text; Spell Resistance yes OVERVIEW
(harmless) Like rewriting the code that makes up a computer program,
you manipulate the target’s DNA to painfully rewire that CHARACTER
Lesser restoration dispels any magical effects reducing target’s biological functions to mimic the cold and rigid CREATION
one of the target’s ability scores, or it heals 1d4 temporary processes of a robot. The target must succeed at a Will RACES
ability damage to one of the target’s ability scores. It also saving throw, or all of its movement speeds are halved and
eliminates any fatigue suffered by the creature or improves it takes 3d6 slashing damage per round on its turn as its CLASSES
an exhausted condition to fatigued, but it doesn’t remove any internal organs shift and transform to become more like the
underlying source of fatigue or exhaustion. It also doesn’t inner components of a robot. Each round, the target can SKILLS
heal permanent ability drain. A target that has benefited attempt a Fortitude saving throw to halve the damage this
from the removal of fatigue or the reduction of exhaustion spell causes. FEATS
from lesser restoration can’t benefit from either effect again
for 24 hours. While this spell is in effect, the target’s body becomes EQUIPMENT
visibly more robotic; its voice is tinny and halting, its
RETROCOGNITION 5 movements are jerky, and its face is unmoving and TACTICAL
emotionless. The target has the flat-footed condition, and RULES
School divination it takes a –2 penalty to all Sense Motive checks as well
Casting Time 1 minute as to all Charisma-based and Dexterity-based skill and STARSHIPS
Range personal ability checks. MAGIC AND
Duration concentration, up to 1 minute/level
This spell allows you to gain psychic impressions from past SPELLS
events that occurred in your current location. Retrocognition GAME
reveals psychic impressions from events that occurred over
the course of the last hour throughout the first minute of MASTERING
the spell’s duration, followed by impressions from the SETTING
next hour back throughout the next minute you
concentrate, and so on. If a psychically traumatic PATHFINDER
or turbulent event happened during that period, LEGACY
you must succeed at a Will saving throw (DC =
15, 20, or 25, depending on the severity of the
traumatic or turbulent event) or lose your
concentration on the spell. If you fail this saving
throw, the spell ends.
At mystic level 16th and higher, you can choose
to collect impressions from over the course of a
longer interval of time than an hour, beginning
at 1 week per minute of concentration (as listed
on the table below). The amount of detail you
receive diminishes, so this eventually makes
it harder to distinguish impressions left by
anything but the most major events. In most
circumstances, you can’t glean information
about what occurred during the Gap with
this spell.
MYSTIC LEVEL PERIOD
16th–17th 1 week per minute
18th–19th 1 year per minute
20th 1 decade per minute
REWIRE FLESH 4
School transmutation
Casting Time 1 standard action
Range medium (100 ft. + 10 ft./level)
Targets one living creature
Duration 1 round/level (D); see text
Saving Throw Will negates and Fortitude
SPELL DESCRIPTIONS 375
REWIRE FLESH, MASS 6 Plane where it borders the Plane of Shadow. The effect is
largely illusory, but the path is quasi-real.
School transmutation
Targets up to one living creature/level, no two of which can be All targets affected must be in direct contact with one
another. A Large target counts as two Medium targets, a Huge
more than 30 ft. apart target counts as four Medium targets, and so forth. Creatures
This functions as rewire flesh, except as stated above. you transport this way can opt to follow you, wander off
through the plane, or stumble back into the Material Plane
SECURITY SEAL 2 (50% chance for either of the latter results if the creatures are
lost or abandoned by you). Creatures unwilling to accompany
School abjuration you into the Plane of Shadow can attempt a Will saving throw
Casting Time 1 standard action to negate the effect.
Range touch
Targets one door, container, or portal up to 30 sq. ft./level in size In the region of shadow, you move at a rate of 200 miles
Duration 24 hours per hour. Because of the blurring of reality between the
Saving Throw none; Spell Resistance no Plane of Shadow and the Material Plane, you can’t make out
A security seal spell magically locks a single door, container details of the terrain or areas you pass over during transit
with a lid or latch, portal, or computer system. Casting this nor can you predict perfectly where your travel will end. It’s
spell requires you to spend 1 Resolve Point. You can freely impossible to judge distances accurately, making the spell
bypass your own security seal without affecting it. If the virtually useless for scouting or spying. Furthermore, when
sealed object has a lock, the DC to open that lock increases the spell effect ends, you are shunted 1d10 × 100 feet in a
by 5 while it remains attached to the object. If the object random horizontal direction from your desired endpoint.
doesn’t have a lock, this spell creates one that can only be If this would place you within a solid object, you (and any
opened with a successful DC 20 Engineering check to disable creatures with you) are shunted to the nearest empty space
devices. If the sealed object has computer security, the DC to available, but the strain of this activity renders each creature
bypass that security increases by 5. A door or object secured fatigued (no saving throw).
with this spell can be opened only by breaking in or with a
successful dispel magic or knock spell. Add 5 to the normal DC Shadow walk can also be used to travel to other planes that
to break open a door or portal affected by this spell. A knock border on the Plane of Shadow (except for the Drift), but this
spell removes the security seal automatically, counting as one usage requires you to travel across the Plane of Shadow to arrive
means of closure. at a border with another plane of reality, which takes 1d4 hours.
SEE INVISIBILITY 2 2 SHADOWY FLEET 6
School divination School illusion (shadow)
Casting Time 1 standard action Casting Time 1 standard action
Range personal Range long (400 ft. + 40 ft./level)
Duration 10 minutes/level (D) Area 60-ft. radius
You can see any invisible or ethereal objects or beings within Duration 1 round/level
your range of vision, as if they were normally visible. Such Saving Throw Will disbelief and Reflex half, see text; Spell
creatures are visible to you as translucent shapes, allowing
you easily to discern the difference between visible and Resistance yes
invisible or ethereal creatures. You create a powerful vision of a fleet of hostile starships
overhead that appears to rain fiery laser shots mercilessly
The spell doesn’t reveal the method used to obtain at your enemies. The ships appear to be 1,000 feet overhead
invisibility, doesn’t reveal illusions or enable you to see and target a 60-foot-radius area that you designate on the
through opaque objects, and doesn’t reveal creatures that are ground. You can’t cast this spell indoors unless you are within
simply concealed, hiding, or otherwise hard to see. a structure that a fleet of starships could believably fit within.
SHADOW WALK 6 6 Each round this spell is in effect, the starships deal 3d6
piercing damage and 3d6 fire damage to all hostile creatures
School illusion (shadow) in the area as the ships appear to shoot lasers at your enemies.
Casting Time 1 standard action If a creature interacts with the illusion (such as by taking
Range touch damage), it can attempt a Will saving throw to take only
Targets up to one Medium creature or vehicle/level half of this damage per round for the remainder of the spell.
Duration 1 hour/level (D) Regardless of whether a creature disbelieves the illusion, each
Saving Throw Will negates (object); Spell Resistance yes (object) round it takes damage from this spell, it can attempt a Reflex
To use shadow walk, you must be in an area of dim light. You saving throw to instead take half damage; thus, if a creature
and any creature or vehicle you touch are then transported that succeeded at its Will saving throw also succeeds at its
along a coiling path of shadowstuff to the edge of the Material Reflex save in a given round, it takes one-quarter the spell’s
damage that round.
376 MAGIC AND SPELLS
SHARE LANGUAGE 1 CORE RULEBOOK 10
School divination each turn, but not both, and it can’t take full actions. A slowed OVERVIEW
Casting Time 1 standard action creature moves at half its normal speed (round down to the
Range touch next 5-foot increment). Multiple slow effects don’t stack. Slow CHARACTER
Targets one creature counters and negates haste. CREATION
Duration 24 hours RACES
Saving Throw Will negates (harmless); Spell Resistance yes SNUFF LIFE 6
CLASSES
(harmless) School necromancy (death)
For 24 hours, the target can read, understand, and communicate Casting Time 1 standard action SKILLS
to the best of its ability in up to three languages that you Range medium (100 ft. + 10 ft./level)
already know. This doesn’t change the physical nature of the Targets up to one creature/2 levels, no two of which can be FEATS
creature (if it lacks a means of speech, it still can’t talk) or
its attitude toward you. It does, however, allow intelligent more than 30 ft. apart EQUIPMENT
creatures that normally have no language to understand and Duration instantaneous
(if physically capable) communicate in the languages granted Saving Throw Fortitude partial, see text; Spell Resistance yes TACTICAL
by this spell. You twist the essence of life that flows through your RULES
targets, snuffing the spark out of weaker creatures and
SHIELD OTHER 2 debilitating or disabling others. This spell’s effects depend STARSHIPS
on each target’s CR. MAGIC AND
School abjuration
Casting Time 1 standard action A creature of CR 5 or lower is slain by this spell. If it succeeds SPELLS
Range close (25 ft. + 5 ft./2 levels) at a Fortitude saving throw, it is instead reduced to 1 Hit Point. GAME
Targets one creature
Duration 1 hour/level (D) A creature of CR 6–10 takes 10d20 damage and is stunned MASTERING
Saving Throw Will negates (harmless); Spell Resistance yes for 3 rounds. If it succeeds at a Fortitude saving throw, it takes SETTING
half damage and negates the stunned effect.
(harmless) PATHFINDER
This spell wards the target and creates a mystic connection A creature of CR 11–14 takes 8d20 damage and is staggered LEGACY
between you and the target so that some of its wounds are for 3 rounds. If it succeeds at a Fortitude saving throw, it takes
transferred to you. Casting this spell requires you to spend half damage and negates the staggered effect.
1 Resolve Point. The target takes only half damage from all
wounds and attacks (including those dealt by special abilities) A creature of CR 15 or higher takes 6d20 damage. If it
that deal Hit Point damage, and you take the amount of succeeds at a Fortitude saving throw, it takes half damage.
damage not taken by the target. Only Hit Point damage is
transferred in this manner; the target’s Stamina Points are Regardless of whether the target succeeds at its saving
damaged as normal. If you still have Stamina Points, you take throw, it still might die from the damage this spell deals,
the damage to your Stamina Points before Hit Points, as with though in this case the spell is not a death effect.
normal damage.
SOOTHING PROTOCOL 4
Forms of harm that do not involve Hit Points, such as charm
effects, temporary ability damage, ability drain, permanent School enchantment
negative levels, and death effects, are not affected. When the Casting Time 1 standard action
spell ends, subsequent damage is no longer divided between Range touch
the target and you, but damage already split is not reassigned Targets one construct with the technological subtype; see text
to the target. If you and the target of the spell move out of Duration 10 minutes/level
range of each other, the spell ends. Saving Throw none; Spell Resistance yes
Waves of calming programming ebb from your touch, potentially
SLOW 3 3 stabilizing a construct’s harmful intentions toward you and
your allies. The target construct must have a CR lower than
School transmutation your level; if it does, the construct is convinced that you
Casting Time 1 standard action and your allies pose no threat. It can’t take violent actions
Range close (25 ft. + 5 ft./2 levels) against you or your allies, and it can’t do anything that would
Targets up to one creature/level, no two of which can be more otherwise harm or threaten you (though it continues to carry
out orders to take actions that do not harm or threaten you).
than 30 ft. apart Any aggressive action or damage dealt by you or your allies to
Duration 1 round/level a construct soothed in this way or its allies immediately ends
Saving Throw Will negates; Spell Resistance yes this spell’s effects (and could cause the construct to attack
An affected creature moves and attacks at a drastically slowed you, if it was doing so previously).
rate. Creatures affected by this spell are staggered (see page
277) and can take only a single move action or standard action If an affected construct is under the control of a spellcaster
or another creature, the controlling creature can spend a full
action to remove soothing protocol, as long as it can either
touch the construct or give it an order.
SPELL DESCRIPTIONS 377
SPEAK WITH DEAD 3 SPIDER CLIMB 2 2
School necromancy (language-dependent) School transmutation
Casting Time 10 minutes Casting Time 1 standard action
Range 10 ft. Range touch
Targets one dead creature Targets one creature
Duration 1 minute/level Duration 10 minutes/level
Saving Throw Will negates, see text; Spell Resistance no Saving Throw Will negates (harmless); Spell Resistance yes
You grant the semblance of life to a corpse, allowing it to
answer questions. You can ask up to six questions. The corpse’s (harmless)
knowledge is limited to what it knew during life, including the The target can climb and travel on vertical surfaces or even
languages it spoke. Answers are brief, cryptic, or repetitive, traverse ceilings as well as a spider does. An affected creature
especially if the creature would have opposed you in life. with four limbs must have three limbs free (not holding
equipment or being used to perform skills and so on) to climb
If the dead creature was friendly or helpful toward you in in this manner. A creature with six limbs needs only four
life, the spell works automatically. Otherwise, the corpse can available. In general, other creatures must have 75% of their
attempt a Will saving throw to resist the spell as if it were limbs available to benefit from this spell. The target gains a
alive. On a successful save, the corpse can refuse to answer climb speed of 20 feet (and the +8 racial bonus to Athletics
your questions or attempt to deceive you using its Bluff skill. checks to climb granted by that climb speed); furthermore, it
The target can speak only about what it knew in life. It can’t doesn’t need to attempt Athletics checks to climb to traverse a
answer any questions that pertain to events that occurred vertical or horizontal surface (even upside down). An affected
after its death. creature climbing in this way is not flat-footed while climbing,
and opponents get no special bonus to their attacks against it.
If the corpse has been subjected to speak with dead within The creature, however, can’t use the run action while climbing.
the past week, this spell fails. You can cast this spell on a
corpse that has been deceased for any amount of time, but the STABILIZE 0
body must be mostly intact to be able to respond. A damaged
corpse might be able to give partial answers or partially School conjuration (healing)
correct answers, but it must have at least a mouth in order to Casting Time 1 standard action
speak at all. This spell does not affect a corpse that has been Range close (25 ft. + 5 ft./2 levels)
turned into an undead creature. Targets one living creature
378 MAGIC AND SPELLS
CORE RULEBOOK 10
Duration instantaneous Casting Time 1 standard action OVERVIEW
Saving Throw Will negates (harmless); Spell Resistance yes Range close (25 ft. + 5 ft./2 levels)
Targets one living creature CHARACTER
(harmless) Duration 1 hour/level or until completed CREATION
If the target of this spell has 0 Hit Points and is dying, it Saving Throw Will negates; Spell Resistance yes RACES
automatically stabilizes. If the creature later takes damage, it You influence the actions of the target creature by suggesting a
is no longer stable. course of activity (limited to a sentence or two). The suggestion CLASSES
must be worded in such a manner as to make the activity
STATUS 2 sound reasonable. Asking the creature to do some obviously SKILLS
harmful act automatically negates the effect of the spell.
School divination FEATS
Casting Time 1 standard action The suggested course of activity can continue for the
Range touch entire duration of the spell. If the suggested activity can be EQUIPMENT
Targets up to one living creature touched/3 levels completed in a shorter time, the spell ends when the target
Duration 1 hour/level finishes what it was asked to do. You can instead specify TACTICAL
Saving Throw Will negates (harmless); Spell Resistance yes conditions that will trigger a special activity during the RULES
duration. If the condition is not met before the spell’s duration
(harmless) expires, the activity is not performed. STARSHIPS
When you need to keep track of comrades who get separated, MAGIC AND
status allows you to mentally monitor their relative positions A very reasonable suggestion imparts a penalty (such as –1
and general conditions. You are aware of the direction of and or –2) to the target’s saving throw. SPELLS
distance to the creatures and any conditions or states affecting GAME
them: confused, diseased, dying, nauseated, panicked, poisoned, SUGGESTION, MASS 6
staggered, stunned, unconscious, unharmed, wounded, MASTERING
wounded and out of Stamina points, and the like. Once the spell School enchantment (compulsion, language-dependent, SETTING
has been cast upon the targets, the distance between them and mind-affecting)
the caster does not affect the spell as long as they are on the PATHFINDER
same plane of existence. If a target leaves the plane (including via Range medium (100 ft. + 10 ft./level) LEGACY
Drift travel) or dies, the spell ceases to function for that creature. Targets up to one creature/level, no two of which can be more
SUBJECTIVE REALITY 6 than 30 ft. apart
This spell functions as suggestion, except it can affect more
School illusion (mind-affecting) creatures. All of the affected creatures are subject to the
Casting Time 1 standard action same suggestion.
Range personal
Duration 1 round/level (D) SUPERCHARGE WEAPON 1
Choose one object or creature you can see within long
range (400 feet + 40 feet/level). You alter your perceptions School evocation
to become convinced the target is an illusion. For you, the Casting Time 1 standard action
target becomes transparent and does not create sound or Range touch
smell. Until the spell ends, you can move through the target Targets one weapon
unimpeded and the target can move through you. The target’s Duration see text
nonmagical attacks can’t harm you, and the target’s magical Saving Throw none; Spell Resistance no
attacks deal half damage to you. The target’s non-damaging You supercharge the target weapon. If the weapon’s next
magical abilities have only a 50% chance of affecting you, attack hits (provided it is made before the end of the next
and you are immune to all its sonic, language-dependent, and round), the attack deals 4d6 additional damage if the weapon
scent-based attacks. However, your attacks deal no damage is a single target attack or 2d6 additional damage if the
to the target, and your magical abilities don’t affect the weapon attacks all creatures in an area. This bonus damage is
target at all. You or the target can affect each other normally of the same type as the weapon’s normal damage.
through intermediaries. For instance, while the target would
be immune to the direct effects of your charm monster spell, SYMPATHETIC VIBRATION 6
if you charmed another creature that then attacked the target
creature, the target would not be immune to the damage from School evocation (sonic)
that attack. Casting Time 10 minutes
Range touch
SUGGESTION 3 Targets one freestanding structure or vehicle
Duration up to 1 round/level
School enchantment (compulsion, language-dependent, Saving Throw none; Spell Resistance yes
mind-affecting) By attuning yourself to a freestanding structure or vehicle (this
doesn’t include starships), you can create a damaging vibration
within it. Once it begins, the vibration deals 2d10 sonic damage
SPELL DESCRIPTIONS 379
per round to the target, bypassing hardness. You can choose at You move objects or creatures by concentrating on them.
the time of casting to limit the duration of the spell; otherwise, Depending on your desired effect (choose one from below), the
it lasts for 1 round per level. If the spell is cast upon a target spell can perform a variety of combat maneuvers, provide a
that is not freestanding, the surrounding material dissipates gentle, sustained force, or exert a single short, violent thrust.
the effect and no damage occurs.
Combat Maneuver: Once per round, you can use
Sympathetic vibration can’t affect creatures (even if they telekinesis to perform a ranged attack that acts as a
are constructs). bull rush, disarm, grapple (including pin), or trip combat
maneuver. Resolve these attempts as normal, but use your
SYNAPSE OVERLOAD 5 caster level plus your key ability score modifier as your
attack bonus. No saving throw is allowed against these
School divination (mind-affecting) attempts, but spell resistance applies normally. This version
Casting Time 1 standard action of the spell can last 1 round per caster level, but it ends if
Range touch you cease concentrating.
Targets one living creature
Duration instantaneous Sustained Force: A sustained force moves an object of no
Saving Throw Fortitude partial; Spell Resistance yes more than 25 pounds or 2 bulk per caster level up to 20 feet
To affect the target, you must hit with a melee attack against per round in any direction (including up or down). A creature
its EAC; you can add your key ability score modifier to this can negate the effect on an object it holds with a successful
attack roll instead of your Strength modifier if it is higher. You Will save or with spell resistance. This version of the spell
then overload the target’s mind, causing the target’s synapses lasts 1 round per caster level, but it ends if you cease
to violently trigger. The target takes 18d8 damage and is concentrating. The spell ends if the object is forced beyond
staggered for 1 minute. A target can negate the staggered the spell’s range.
effect with a successful Fortitude saving throw, but still takes
full damage. You can telekinetically manipulate an object as if with
one hand. For example, a lever can be pulled, a key turned,
Casting this spell doesn’t provoke attacks of opportunity. a button pushed, an object rotated, and so on if the force
required is within the weight limitation. You might even be
SYNAPTIC PULSE 3 able to untie simple knots, though a delicate activity such as
this requires a successful DC 15 Intelligence check.
School enchantment (compulsion, mind-affecting)
Casting Time 1 standard action Violent Thrust: The spell energy can be spent in a single
Range 20 ft. round. You can hurl up to 15 objects or creatures that are
Area 20-ft.-radius spread centered on you within range (no two of which can be more than 10 feet
Duration 1 round apart) toward any target within 150 feet of all the objects.
Saving Throw Will negates; Spell Resistance yes You can hurl up to a total weight of 400 pounds or 40 bulk.
You stun all creatures in range for 1 round. You must make attack rolls (one per creature or object
thrown) to hit the target with the items, using your base
SYNAPTIC PULSE, GREATER 5 attack bonus plus your key ability score modifier as your
attack bonus. All objects cause damage ranging from 1
School enchantment (compulsion, mind-affecting) damage per 25 pounds or 2 bulk (for less dangerous objects)
Casting Time 1 standard action to 1d10 damage per 25 pounds or 2 bulk (for extremely
Range 20 ft. dangerous objects, such as weapons or bladed or spiked
Area 20-ft.-radius spread centered on you objects). Objects and creatures that miss the target land in
Duration 1d4 rounds a square adjacent to the target. Creatures that fall within
Saving Throw Will partial; Spell Resistance yes the weight capacity of the spell can be hurled, but they can
You stun all creatures in range for 1d4 rounds. With a successful attempt Will saving throws (or rely on spell resistance) to
Will saving throw, a creature is instead sickened for 1 round. negate the effect, as can those whose held possessions are
targeted by the spell. If a thrown creature is hurled against a
solid surface, it takes 1d6 damage as if it had fallen 10 feet.
TELEKINESIS 5 TELEKINETIC PROJECTILE 0
School transmutation School evocation
Casting Time 1 standard action Casting Time 1 standard action
Range long (400 ft. + 40 ft./level) Range close (25 ft. + 5 ft./2 levels)
Targets see text Targets one object and one creature
Duration concentration (up to 1 round/level) or instantaneous; Duration instantaneous
Saving Throw none; Spell Resistance no
see text You fling an object weighing up to 5 pounds (less than 1 bulk)
Saving Throw none, Will negates (object), see text; Spell at the target, making a ranged attack against its KAC. If you
Resistance yes (object), see text
380 MAGIC AND SPELLS
hit, you deal 1d6 bludgeoning damage to both the target and CORE RULEBOOK 10
the object. The type of object thrown doesn’t change the
damage type or any other properties of the attack. must be in contact with you. Exceeding this limit causes the OVERVIEW
spell to fail. There must be sufficient space near the creature
TELEPATHIC BOND 4 with which you have the telepathic bond for all the creatures CHARACTER
you are teleporting, or this spell fails. CREATION
School divination RACES
Casting Time 1 standard action TELEPATHIC MESSAGE 0 0
Range close (25 ft. + 5 ft./2 levels) CLASSES
Targets you plus up to one willing creature per 3 levels, no two School divination (language-dependent, mind-affecting)
Casting Time 1 standard action SKILLS
of which can be more than 30 ft. apart Range medium (100 ft. + 10 ft./level)
Duration 10 minutes/level (D) Targets up to one creature/level FEATS
Saving Throw none; Spell Resistance no Duration 10 minutes/level
You forge a telepathic bond between yourself and a Saving Throw none; Spell Resistance no EQUIPMENT
number of willing creatures, each of which must have an You can send a short telepathic message and hear simple
Intelligence score of 3 or higher (or a modifier of –4 or telepathic replies. Any living creature within 10 feet of you or TACTICAL
higher). Each creature included in the link is linked to all an intended recipient also receives your telepathic message RULES
the others. The creatures can communicate telepathically if it succeeds at a DC 25 Perception check. You must be able
through the bond regardless of language. No special power to see or hear each recipient. The creatures that receive the STARSHIPS
or influence is established as a result of the bond. Once the message can reply telepathically, but no more than a single MAGIC AND
bond is formed, it works over any distance (although not message can be sent each round, and each message cannot
from one plane to another). exceed 10 words. A technomancer casting this spell can also SPELLS
use it to send a message to a computer or a construct with GAME
If desired, you can leave yourself out of the telepathic bond the technological subtype if the receiving target is designed to
forged. This decision must be made at the time of casting. receive messages. MASTERING
SETTING
TELEPATHIC JAUNT 6 TELEPATHY 5
PATHFINDER
School conjuration (teleportation) School divination (mind-affecting) LEGACY
Casting Time 1 standard action Casting Time 1 standard action
Range touch Range personal
Targets you and touched objects and other touched willing or Duration 10 minute/level
You can mentally communicate with any other creature within
unconscious creatures 100 feet that has a language. It is possible to address multiple
Duration instantaneous creatures at once telepathically, although maintaining a
Saving Throw none, Will negates (object); Spell Resistance no, telepathic conversation with more than one creature at a time
is just as difficult as speaking and listening to multiple people
yes (object) simultaneously. You can’t use telepathy to locate creatures to
Telepathic jaunt thrums along the mental connection you communicate with them, but once you’ve established telepathic
have with a creature with which you currently have an communication, you don’t require line of effect to maintain it.
active telepathic bond via your mystic telepathic bond class
feature (but not via the telepathic bond spell), and it instantly TELEPORT 5
teleports you to that creature. This spell teleports you to a
random, unoccupied square adjacent to the creature with School conjuration (teleportation)
which you have the telepathic bond. If no such square is Casting Time 1 standard action
available, you teleport to the closest eligible square; if the Range 2,000 miles
nearest eligible square is more than 50 feet away from the Targets you and touched objects and other touched willing or
creature, this spell fails.
unconscious creatures
You can be transported any distance within a plane, even Duration instantaneous
across the galaxy, but you can’t travel between planes, and Saving Throw none, Will negates (object); Spell Resistance no,
you can’t transport yourself to a creature if one of you is
traveling via Drift travel and the other isn’t. In addition to yes (object)
yourself, you can transport any objects you carry as long This spell instantly transports you to a designated
as their weight doesn’t exceed your maximum load. You can destination within 2,000 miles. Interplanar and
also bring up to six additional willing or unconscious Medium interplanetary travel is not possible, and neither is travel
or smaller creatures (each carrying gear or objects up to its between two moving starships during combat, though
maximum load) or their equivalent. A Large creature counts you might be able to teleport to a planet’s surface from an
as two Medium creatures, and a Huge creature counts as two orbiting starship. You can bring along objects as long as their
Large creatures. All creatures to be transported must be in weight doesn’t exceed your maximum bulk limit. You can also
contact with one another, and at least one of those creatures
SPELL DESCRIPTIONS 381
TABLE 10-1: TELEPORTATION RESULTS 1d20+80. Each time “mishap” comes up, the creatures take more
damage and must reroll.
ON OFF SIMILAR
FAMILIARITY TARGET TARGET AREA MISHAP TERRAFORM 6
Very familiar 1–97 98–99 100 — School transmutation
Casting Time 1 hour
Studied carefully 1–94 95–97 98–99 100 Range 100 ft.
Area 100-ft.-radius emanation centered on you
Seen casually 1–88 89–94 95–98 99–100 Duration 1 day/level; see text
Saving Throw none; Spell Resistance no
Viewed once 1–76 77–88 89–96 97–100 You alter the area’s terrain and climate to a new terrain and
climate type appropriate to the planet or plane. For example,
False destination — — 81–92 93–100 you might transform a desert into plains. To cast this spell,
you must spend 10 Resolve Points along with technological
bring up to five additional willing or unconscious Medium gear worth 30,000 credits (which is magically augmented to
or smaller creatures (carrying gear or objects up to its do much of the terraforming, then consumed by the spell). A
maximum load) or their equivalent. A Large creature counts xenodruid mystic instead uses crystals and incenses worth
as two Medium creatures, and a Huge creature counts as four 30,000 credits. This magically alters the area’s climate and
Medium creatures. All creatures to be transported must be in normal plants to those appropriate to the new terrain, but it
contact with one another, and at least one of those creatures doesn’t affect creatures or the configuration of the ground.
must be in contact with you. As the caster, you need not Transforming rocky hills into forested areas converts grasses
attempt a saving throw, nor is spell resistance applicable to into shrubs and small trees, but it doesn’t flatten the hills or
you. Only objects held or in use by another creature receive change the animals to suit the new environment.
saving throws and benefit from spell resistance.
You can alter the climate by one step (cold, temperate, or
You must have some clear idea of the location and layout warm). The maximum extent of the terrain change is up to the
of the destination. The clearer your mental image, the more GM, but in general it changes to a similar terrain type or by one
likely the teleportation works. Areas of strong physical or step within that terrain type (such as from a typical forest to a
magical energy can make teleportation more hazardous or forest with massive trees or light undergrowth, from a shallow
even impossible. To see how well the teleportation works, roll bog to a deep bog, and so on).
d% and consult Table 10–1. Refer to the following information
for definitions of the terms on the table. Multiple castings of the spell in the same area can create
an area with radically different terrain and climate than the
Familiarity: “Very familiar” describes a place you have been surrounding land. The GM can decide that certain terrain shifts are
very often and where you feel at home. “Studied carefully” unsustainable and shorten the duration or that some are suitable
describes a place you know well, either because you can for the area and extend the duration. This spell could have many
currently physically see it or because you’ve been there often. secondary effects based on the nature of the change, the type of
“Seen casually” describes a place you have been to more bordering terrain, and so on; these should be determined by the
than once but with which you are not very familiar. “Viewed GM on a case-by-case basis. For example, transforming a desert
once” describes a place you have seen once in person or have requires drawing water up from underground to sustain the
extensively studied through scrying magic, remote cameras, or plants, which could deplete the water table in nearby areas.
recorded images (for a remote-viewed location, you still need
to have a clear idea of the location; you can’t teleport to an TOKEN SPELL 0 0
unknown location that you’ve seen in a holovid).
School transmutation
“False destination” describes a place that doesn’t truly exist, Casting Time 1 standard action
or if you are teleporting to an otherwise familiar location, it is Range 10 ft.
a place that no longer exists as such or has been so completely Targets, Effect, or Area see text
altered as to no longer be familiar to you. When traveling to a Duration 1 hour
false destination, roll 1d20+80 to obtain results on the table, Saving Throw none; Spell Resistance yes
rather than rolling d%, since there is no real destination for you Token spells are often some of the first minor changes that
to hope to arrive at or even be off target from. spellcasters produce when they begin experimenting with
magic. Once cast, token spell enables you to perform simple
On Target: You appear where you want to be. magical effects for 1 hour. The effects are minor and have
Off Target: You appear safely a random distance away from severe limitations. You can slowly lift one item of light bulk.
the destination in a random direction. The distance off target You can alter items in a 1-foot cube each round, coloring,
is d% of the distance that was to be traveled. The direction off cleaning, soiling, cooling, warming, or flavoring them. You can
target is determined randomly. create small objects, but they look artificial and are extremely
Similar Area: You wind up in an area that’s visually or
thematically similar to the target area. Generally, you appear
in the closest similar place within range. If no such area exists
within the spell’s range, the spell simply fails instead.
Mishap: You and anyone else teleporting with you have
gotten “scrambled.” You each take 2d10 damage, and you reroll
on the chart to see where you wind up. For these rerolls, roll
382 MAGIC AND SPELLS
fragile (they can’t be used as tools or weapons). You can CORE RULEBOOK 10
illuminate an object to shed dim light in a 30-foot radius.
sees the exact locations of creatures or objects that are OVERVIEW
Token spell lacks the power to duplicate any other spell invisible or displaced, sees through illusions, and sees the true
effects. Any actual change to an object (beyond moving, form of changed or transmuted things. Further, the target can CHARACTER
cleaning, or soiling it) persists for only 1 hour. focus its vision to see into the Ethereal Plane (but not into CREATION
extradimensional spaces). RACES
TONGUES 3 3
True seeing, however, does not penetrate solid objects. It CLASSES
School divination in no way confers X-ray vision or its equivalent. It does not
Casting Time 1 standard action negate concealment, including that caused by fog and the like. SKILLS
Range touch True seeing does not help the viewer see through mundane
Targets one creature disguises, spot creatures who are simply hiding, or notice FEATS
Duration 10 minutes/level secret doors hidden by mundane means.
Saving Throw Will negates (harmless); Spell Resistance no EQUIPMENT
This spell grants the creature touched the ability to speak and UNWILLING GUARDIAN 5
understand the spoken or signed language of any intelligent TACTICAL
creature, whether it is a racial tongue or a regional dialect. The School enchantment (compulsion, mind-affecting) RULES
target can speak only one language at a time, although it may Casting Time 1 standard action
be able to understand several languages. Tongues does not Range close (25 ft. + 5 ft./level) STARSHIPS
enable the target to speak with creatures who don’t speak. The Targets one creature with CR lower than your level; see text MAGIC AND
target can make itself understood as far as its voice carries. Duration 1 round/level (D)
Saving Throw Will negates; Spell Resistance yes SPELLS
TRANSFER CHARGE 0 Your overwhelming presence bores into the target’s mind, GAME
cowing its will. This turns it into an automaton-like guardian
School transmutation that protects you at all costs. As soon as it is able, the target MASTERING
Casting Time 1 standard action mindlessly moves along the most direct route toward you and SETTING
Range touch stops when it is within 10 feet of you (provoking attacks of
Targets two objects of the same type; see text opportunity for movement as normal). If you are being attacked PATHFINDER
Duration instantaneous in melee by a creature within 10 feet, the target instead takes LEGACY
Saving Throw Fortitude negates (object); Spell Resistance the quickest route to intercept that creature from a square
within 10 feet of you and attack it on your behalf.
yes (object)
You can transfer any number of charges from one battery to While this spell is in effect, the target attacks any creature
another battery or from one power cell to another power cell. that attacks you in melee, though it can’t move more than
You can only transfer charges using two objects of the exact 10 feet from you to do so. If multiple creatures are attacking
same type (two batteries of the same size, two identical power you in melee, you can choose which creature the target attacks
cells, or the like); you transfer charges from the source object on your behalf as part of combat banter. If you are the target
to the receiving object. of ranged attacks and your guardian is not attacking a melee
assailant on your behalf, it moves to provide cover against
You must declare how many charges you are transferring the ranged attacks. Due to the strong momentary connection
before casting this spell. If you transfer more charges from between you and your unwilling guardian, if you are the single
the source than the receiving item can hold, the receiving item target of a hostile creature’s spell or effect, the creature must
must succeed at a Fortitude saving throw or take 1d6 electricity succeed at a caster level check (DC = 6 + your caster level)
damage. This spell provides no knowledge of how many charges or the spell or effect instead targets your guardian. This spell
a receiving item can safely hold, but you can choose to transfer has no effect on area of effect or multi-target spells or other
fewer charges than the maximum allowed to reduce the risk. effects that include you as a target.
TRUE SEEING 6 6 When this spell ends, the target regains control of its
faculties entirely and it knows and remembers that you used
School divination magic to control it. Once a creature has been the target of
Casting Time 1 standard action unwilling guardian, it can’t be targeted with this spell again for
Range touch 24 hours if cast by the same spellcaster.
Targets one creature
Duration 1 minute/level UNSEEN SERVANT 1
Saving Throw Will negates (harmless); Spell Resistance yes
School conjuration (creation)
(harmless) Casting Time 1 standard action
You confer upon the target the ability to see all things within Range close (25 ft. + 5 ft./2 levels)
120 feet as they actually are. The target sees through normal Effect one invisible, mindless, shapeless servant
and magical darkness, notices secret doors hidden by magic, Duration 1 hour/level
Saving Throw none; Spell Resistance no
SPELL DESCRIPTIONS 383
The spell conjures an invisible, mindless, shapeless force that If the person or object is not at hand or you are not in
performs simple tasks at your command (a move action). It can the place and you know only detailed information about the
run and fetch things, open unstuck doors, and hold chairs, person, place, or object, the DC of the caster level check is
as well as clean and mend. The servant can perform only 25 and the information gained is incomplete (though it often
one activity at a time, but it repeats the same activity over provides enough information to help you find the person,
and over again if told to do so as long as you remain within place, or thing, thus allowing a better vision result next time).
range. It has an effective Strength score of 2 (so it can lift up If you know only rumors, the DC is 30 and the information
to 20 pounds or 2 bulk or drag up to 100 pounds or 10 bulk). gained is vague (though it often directs you to more detailed
It can trigger traps and such, but it can’t exert enough force information, thus allowing a better vision result next time). In
to activate certain pressure plates and other devices. It can’t most circumstances, you can’t glean information about what
perform any task that requires a skill check with a DC higher occurred during the Gap with this spell.
than 10 or that requires a check using a skill that can’t be used
untrained. This servant can’t fly, climb, or swim (though it can Casting this spell requires access to a computer or similar
walk on water). Its land speed is 15 feet. device, which displays the information gained. Additionally,
casting this spell places considerable strain on you, requiring
The servant can’t attack in any way; it is never allowed to you to spend 1 Resolve Point.
make attack rolls. It can’t be killed, but it dissipates if it takes
6 or more damage from area attacks; it gets no saving throws WALL OF FIRE 4
against attacks.
School evocation (fire)
VEIL 6 Casting Time 1 standard action
Range medium (100 ft. + 10 ft./level)
School illusion Effect wall up to 20 ft. long/level or a ring with a radius up to
Casting Time 1 standard action
Range long (400 ft. + 40 ft./level) 5 ft./2 levels; either form 20 ft. high
Targets up to one or more creatures, no two of which can be Duration concentration + 1 round/level
Saving Throw none; Spell Resistance yes
more than 30 ft. apart An immobile blazing curtain of opaque, shimmering, violet fire
Duration concentration + 1 hour/level (D) springs into existence. One side of the wall, selected by you,
Saving Throw Will negates or disbelief, see text; Spell sends forth waves of heat, dealing 2d6 fire damage to creatures
within 10 feet and 1d6 fire damage to those beyond 10 feet but
Resistance yes, see text within 20 feet. The wall deals this damage when it appears and
You instantly change the appearance of the targets and then on your turn each subsequent round. In addition, the wall deals
maintain that appearance for the spell’s duration. You can make 5d6 fire damage to any creature passing through it. The wall
the targets appear to be anything you wish. The targets look, deals double damage to undead creatures.
feel, and smell just like what the spell makes them resemble.
Affected creatures return to their normal appearances if If you evoke the wall so that it appears where creatures are,
slain. You must succeed at a Disguise check to duplicate the each creature takes damage as if passing through the wall.
appearance of a specific individual. This spell gives you a +10 If any 5-foot length of wall takes 20 or more cold damage in
bonus to such a check (since it counts as altering your form). 1 round, that length goes away.
An unwilling target can negate the spell’s effect on it by WALL OF FORCE 5
succeeding at a Will saving throw or by relying on spell
resistance. Those who interact with the targets can attempt School evocation (force)
Will saving throws to disbelieve the illusion, but spell Casting Time 1 standard action
resistance doesn’t help pierce the illusion. Range close (25 ft. + 5 ft./2 levels)
Effect wall with area up to one 10-ft. square/level
VISION 6 Duration 1 round/level (D)
Saving Throw none; Spell Resistance no
School divination Wall of force creates an invisible wall of pure force. You can
Casting Time 1 standard action form the wall into a flat, vertical plane whose area is up to
Range personal one 10-foot square per level. The wall must be continuous and
Duration see text unbroken when formed. If its surface is broken by any object
You pose a question about some person, place, or object while or creature, the spell fails.
casting this spell. If the person or object is at hand or if you are
in the place in question and you succeed at a caster level check This counts as a force field for effects that can’t penetrate a
(1d20 + your caster level, DC 20), you receive a vision about force field. The wall can’t move and is not easily destroyed. A
that person, place, or object. The information gained includes wall of force is immune to dispel magic. A greater dispel magic
everything available about the target that could be discovered specifically targeting the wall of force can dispel it, but treat
by spending weeks in dedicated research with excellent-quality the wall of force’s caster level as being 5 higher than the actual
but standard reference works. caster level. A wall of force can be damaged by spells and
384 MAGIC AND SPELLS
attacks as normal, but a wall of force has hardness 30 and 300 CORE RULEBOOK 10
Hit Points. Disintegrate instantly destroys a wall of force.
Duration see text OVERVIEW
Breath weapons and spells can’t pass through a wall of Saving Throw see text; Spell Resistance see text
force in either direction, though dimension door, teleport, and By simply speaking aloud, you can alter reality to better CHARACTER
similar effects can bypass the barrier. The wall blocks ethereal suit you. Even wish, however, has its limits. A wish spell can CREATION
creatures as well as material ones (though ethereal creatures produce any one of the following effects. RACES
can usually circumvent the wall by going around it, through D Duplicate any technomancer spell of 6th level or lower.
material floors and ceilings). Gaze attacks operate normally D Duplicate any other spell of 5th level or lower. CLASSES
through a wall of force. D Undo the harmful effects of certain spells, such as feeblemind.
D Produce any effect whose power level is in line with the SKILLS
WALL OF STEEL 6
above effects. FEATS
School conjuration (creation) At the GM’s discretion, you may try to use a wish to produce
Casting Time 1 standard action greater effects than these, but doing so may be dangerous or EQUIPMENT
Range medium (100 ft. + 10 ft./level) the spell may have only a partial effect.
Effect steel wall with area up to one 5-ft. square/level; see text A duplicated spell allows saving throws and spell resistance TACTICAL
Duration instantaneous as normal, but the save DCs are the same as for a 7th-level RULES
Saving Throw none; Spell Resistance no spell. For the purpose of other effects that depend on spell
You cause a flat, vertical steel wall to spring into existence. level, wish counts as a 9th-level spell. STARSHIPS
The stress of casting this spell requires you to spend 1 Resolve MAGIC AND
Point. The wall can fit into any space of surrounding nonliving WISP ALLY 1
material if its area is sufficient to do so. The wall can’t be SPELLS
conjured so that it occupies the same space as a creature or School conjuration (creation) GAME
another object. It must always be a flat plane, though you can Casting Time 1 standard action
shape its edges to fit the available space. Range close (25 ft. + 5 ft./2 levels) MASTERING
Effect one distracting, glowing servant SETTING
A wall of steel is 4 inches thick. You can double the wall’s Duration 1 round/level
area by halving its thickness. Each 5-foot square of the wall Saving Throw none; Spell Resistance no PATHFINDER
has hardness 15 and 45 Hit Points per inch of thickness. A You draw forth otherworldly energy to create a small, spherical, LEGACY
section of wall that is reduced to 0 Hit Points is breached. The floating wisp that can distract your enemies in combat. This
DC of the Strength check for a creature to break through the wisp can move 60 feet per round in any direction, and you can
wall with a single attack is 30. The wall is firmly anchored direct it as a move action on your turn. If the wisp occupies
to its surroundings, and it doesn’t easily tip over; it can’t be the same space as an enemy, the wisp provides your choice
summoned into any area where it is likely to fall or collapse. of either harrying fire or covering fire (see pages 246–247)
against the enemy each round on your turn, and it follows that
Like any steel wall, this wall is subject to perforation and enemy within range automatically unless you direct it to change
other natural phenomena, though it doesn’t rust or corrode targets. The wisp is made of pure light and energy and can’t be
under typical circumstances. The metal created by this spell is damaged in combat, though it can be dispelled as normal.
not suitable for use in the creation of other objects and can’t
be sold. In addition to the function described above, the wisp sheds
light in a 20-foot radius in a color of your choice (chosen when
WAVES OF FATIGUE 5 you cast the spell).
School necromancy ZONE OF TRUTH 2
Casting Time 1 standard action
Range 30 ft. School enchantment (compulsion, mind-affecting)
Area cone-shaped burst Casting Time 1 standard action
Duration instantaneous Range close (25 ft. + 5 ft./2 levels)
Saving Throw none; Spell Resistance yes Area 20-ft.-radius emanation
Waves of negative energy render all living creatures in the Duration 1 minute/level
spell’s area fatigued. This spell has no effect on a creature that Saving Throw Will negates; Spell Resistance yes
is already fatigued. Creatures within the emanation area can’t speak any deliberate
and intentional lies. Each potentially affected creature can
WISH — attempt a Will saving throw to avoid the effect when the spell
is cast or when that creature first enters the emanation area.
School universal Affected creatures are aware of this enchantment, and they
Casting Time 1 standard action can therefore avoid answering questions to which they would
Range see text normally respond with a lie, or they can be evasive as long as
Area, Effect, or Targets see text they remain within the boundaries of the truth. Creatures who
leave the area are free to speak as they choose.
SPELL DESCRIPTIONS 385
11GAME MASTERING
ADVENTURES AND CAMPAIGNS
As the Game Master, you wear many hats: storyteller, entertainer, judge,
inventor, and player. You’re in charge of creating an entire world for your
friends to explore, and you fill the shoes of every nonplayer character
they interact with. While this can be a lot of work, it can also be deeply
rewarding. As the GM, you’re the ultimate arbiter of everything in your
game—you can change setting details or even fundamental rules of the
game as you see fit—but below are some systems and tips to help make
your GMing experience fun and smooth.
BUILDING AN ADVENTURE All of these approaches are valid, but in general, the ways
you expect your party to interact with a character determine
How much work you put into preparing your adventure is up to what you need. If your PCs go to a nonplayer character (NPC) for
you. The easiest approach is to simply modify or run a published research assistance before their next mission, then you probably
adventure (see the sidebar on page 392). While published need to know only a few skill values, whereas you’ll probably
adventures are usually quite intricate, with beautiful maps and need to know all the combat statistics for the Free Captain
interwoven storylines, don’t let that intimidate you. If you’re the pirate they battle in the adventure’s climax. Also remember
only one running your adventure, you can easily get by with that in addition to using published characters and creatures as
just a few notes, such as an outline of the plot, a map or two written, you can simply “reskin” those creatures. If you use the
of main adventure sites, and a few stat blocks or notes for the statistics for a haan but describe fins and jets instead of claws
creatures you plan to use as enemies. Some people run entirely and balloons, a cold spray instead of firespray, and a swim speed
off the cuff, while others write everything down. Whatever lets instead of a fly speed, congratulations—you’ve created a brand-
you relax and have fun at the table is the right choice. new alien, and your players will never know the difference!
If you decide to write everything out, however, remember that For a sample monster stat block and descriptions of a stat
an adventure is not a novel. The other players control the main block’s entries, see pages 420–421.
characters, and you should leave room for them to shape the
action. If the characters steal a shuttle and head down to the planet Level Equivalent for Monsters and NPCs
when you expected them to try and capture the ship’s bridge, don’t
despair! Just grab the Starfinder Alien Archive, flip it open, and tell Many abilities and effects are based on a creature’s level. Unlike
them what weird creatures—perhaps lurking within some strange player characters, however, monsters and NPCs don’t have levels.
alien ruins inscribed with mystical signs—they find when they land. Instead, the CR of a monster or NPC functions as its level for any
Maybe you can still bring the story back around to your original ability or effect based on level.
idea after this side quest, but adapting your story in response
to player action is what makes a group storytelling game like DESIGNING ENCOUNTERS
Starfinder exciting and surprising for the GM as well as the players!
An encounter is any event that presents the PCs with a specific
The following pages contain some key issues you should problem that they must solve. Most encounters involve combat
consider before sitting down to run a game, as well as elements with monsters or hostile NPCs, but there are many other types:
that, if prepared in advance, can save you a lot of time and a corridor full of robotic traps, a fraught negotiation with
frustration at the table. government authorities, an environmental hazard on a strange
planet, an encrypted database that needs to be hacked, or
STAT BLOCKS anything else that adds drama to the game. Some encounters
involve puzzles, interpersonal interactions, physical feats, or
Stat blocks are one of the most complex parts of the game, but other tasks that can be overcome entirely with roleplaying and
also the most useful. They tell you everything you need to know skill checks, but the most common encounters are also the most
about a creature or character’s abilities in a fight, much like a complex to build—combat encounters.
condensed version of a character sheet.
When designing a combat encounter, decide what level of
How you use stat blocks is up to you. Some Game Masters challenge you want your PCs to face and follow the steps below.
like to create custom stat blocks for most of the allies and
enemies encountered during an adventure, some like to create Step 1: Determine APL
them only for the biggest and baddest enemy characters, and
others are perfectly happy to repurpose statistics from other The first thing you need to do is determine your players’ Average
adventures or books like the Alien Archive. Some GMs don’t Party Level (APL), which represents how much of a challenge
even bother with full stat blocks and just write down a few key the group can handle. To get this number, add up the levels of all
statistics—Armor Classes, attacks and damage, Hit Points, and characters in the party, divide the sum by the number of party
saving throws—and ignore the rest unless it becomes important. members, then round to the nearest whole number (this is an
388 GAME MASTERING
exception to the usual “round down” rule). If the group contains CORE RULEBOOK 11
fewer than four characters, subtract 1 from the result; if the group
contains six or more characters, add 1 to the total. For example, if more items of a level equal to its CR. For more information on OVERVIEW
a group has six characters, two at 4th level and four at 5th level, creating nonplayer characters, see the Alien Archive.
its APL is 6 (28 total levels divided by six characters equals 5 CHARACTER
after rounding up, and 1 is added for having six characters). CR Equivalencies CREATION
RACES
Step 2: Determine CR The sheer number of experience points involved in building
high-CR encounters can seem daunting, especially when you’re CLASSES
Challenge Rating (CR) is a convenient number used to indicate trying to craft an encounter on the fly. When using a large
the relative danger presented by an enemy, trap, hazard, or other number of identical creatures, Table 11–2: CR Equivalencies can SKILLS
encounter; the higher the CR, the more dangerous the encounter. simplify the math by combining them into one CR, making it
Refer to Table 11–1: Encounter Difficulty on page 390 to determine easier to find their total XP value. For example, using this table, FEATS
the Challenge Rating your group should face depending on the you can see that four CR 8 creatures (worth 4,800 XP each) are
difficulty of the challenge you want and the group’s APL. equivalent to one CR 12 creature (worth 19,200 XP). You can EQUIPMENT
also use this table to work backward and build encounters with
Step 3: Build the Encounter much less math. Need a CR 7 encounter using CR 4 creatures? TACTICAL
Just check the table, and you’ll see that you need three CR 4 RULES
Determine the total experience point (XP) award for the creatures to create a CR 7 encounter.
encounter by looking up its CR on Table 11–3: Experience Point STARSHIPS
Awards. This gives you an “XP budget” for the encounter. Every Terrain Factors MAGIC AND
creature, trap, and hazard is worth an amount of XP determined
by its CR, as noted on the table. To build your encounter, simply An encounter against a creature that’s out of its favored element SPELLS
add creatures, traps, and hazards whose combined XP does not (like an enormous dragon encountered in a tiny cave) gives the GAME
exceed the total XP budget for your encounter. It’s easiest to PCs an advantage. In such a situation, you should probably
add the highest CR challenges first and then reach the total by build the encounter as normal—you don’t want to accidentally MASTERING
including lesser challenges. overcompensate and kill your party—but when you award SETTING
experience for the encounter, you may want to do so as if the
For example, let’s say you want your group of six 11th- encounter were 1 CR lower than its actual CR. PATHFINDER
level PCs (APL 12) to face a hard encounter on Eox against a LEGACY
crafty necrovite (CR 13) and some elephantine ellicoths (CR 9 The reverse is also true, but only to an extent. Creature CRs are
each). Table 11–1: Encounter Difficulty indicates to you that a assigned with the assumption that a given creature is encountered
hard encounter for a group of APL 12 is equivalent to CR 14. in its favored terrain. Encountering a water-breathing kalo in an
According to Table 11–3: Experience Point Awards, a CR 14 underwater area shouldn’t increase the XP you award for that
encounter has an XP budget of 38,400 XP. At CR 13, the encounter, even if none of the PCs breathe water. But if the
necrovite is worth 25,600 XP, leaving you with 12,800 XP to terrain impacts the encounter significantly, you can increase the
spend on ellicoths. Ellicoths are worth 6,400 XP apiece, so the XP award as if the encounter’s CR were 1 higher. For example, an
encounter can support two ellicoths in its XP budget. Or you encounter against a creature with blindsight in an area with no
could skip the necrovite and use three ellicoths instead, leaving natural light needs no CR adjustment, but an encounter against
you with 19,200 XP to spend on other creatures or hazards the same creature where any light brought into it is suppressed
(perhaps a CR 12 creature that shares the ellicoths’ lair). might be considered +1 CR.
Special Considerations As a general rule, the goal of ad hoc XP adjustments based on
factors like terrain is not to penalize PCs for doing well, but to
Creating fun and balanced encounters is both an art and a science. make sure they’re being challenged and rewarded appropriately.
Don’t be afraid to stray from the formulas by making changes—
sometimes called ad hoc adjustments—that you think will make Gear Adjustments
the encounter more fun or manageable for your particular party.
In addition to the basic rules above, consider whether any of the You can significantly increase or decrease the power level of an
following factors might apply to your encounter. NPC by adjusting its gear, particularly its weapons or crucial
items such as powered armor. An NPC encountered with no gear
Adding NPCs should have its CR reduced by 1 (provided that the loss of gear
actually hampers it). An NPC with better gear than normal—such
Creatures with abilities that match a class, such as creatures that as a weapon with 2 levels higher than the NPC’s CR or a large
belong to the PC races detailed in this book, function differently number of items with a level equal to its CR—has a CR of 1 higher
than creatures with substantial innate abilities. Their power than normal. This equipment impacts your treasure budget (see
comes more from gear than from nature, and they might have page 391), so make overgeared NPCs like this with caution!
skills and abilities similar to those of PCs. Generally, the CR of an
NPC equals the level of a PC with the same abilities—for example, Tactical Considerations
an NPC with abilities similar to a 2nd-level technomancer would
be CR 2. An NPC usually has armor and a weapon each with a Just as a player slowly learns how to use his character’s abilities,
level equal to its CR, give or take a level, and possibly one or two so does a GM learn how to best deploy her collection of foes.
CR can’t cover every situation, so a GM should think through
both a creature’s abilities and the encounter’s setting for any
potential pitfalls.
ADVENTURES AND CAMPAIGNS 389
One major concern is the CR of the enemy. The CR system a good rule of thumb is to award twice the XP for a CR equal
works best when the CR of each of the GM’s creatures is to the group’s APL, you can also customize your story award
relatively close to the PCs’ Average Party Level. It might be amounts to help your players’ characters reach a particular level
tempting to throw a single higher-CR creature against the party, for the next adventure you want to run.
and sometimes that works out fine, but you may run the risk of
obliterating the party when their saving throws aren’t yet high TABLE 11–1: ENCOUNTER DIFFICULTY
enough to protect against the creature’s abilities. Conversely,
if you throw a horde of CR 1 creatures against your party with DIFFICULTY CR EQUIVALENCY
an APL of 8, those creatures are unlikely to hit the characters’ Easy APL – 1
Armor Classes or succeed with any of their abilities, and thus Average APL
they won’t be challenging, no matter how many you include. Challenging APL + 1
Hard APL + 2
Yet just as a tidal wave of low-CR enemies can become a Epic APL + 3
tensionless slog for players, fighting a single opponent can
also be a bore, depending on that opponent’s abilities. A lone TABLE 11–2: CR EQUIVALENCIES
technomancer without any bodyguards or defenses in place
might find himself quickly surrounded or unable to cast his spells NUMBER OF CREATURES CR EQUIVALENCY
after being grappled, and a creature with a single powerful attack 1 creature CR
might still not be a great match for a party of five slightly less 2 creatures
powerful characters due to the sheer number of attacks they 3 creatures CR + 2
have each round. In general, the strongest encounters have a 4 creatures CR + 3
handful of enemies that guard vulnerable creatures with powerful 6 creatures CR + 4
abilities and balance out the PCs’ number of actions each round. 8 creatures CR + 5
12 creatures CR + 6
GAINING EXPERIENCE 16 creatures CR + 7
CR + 8
In the Starfinder RPG, characters advance in level by overcoming
challenges ranging from combat situations to diplomatic TABLE 11–3: EXPERIENCE POINT AWARDS
encounters. All of these are symbolized by experience points
(XP). Many GMs choose to simply keep a list of all the encounters INDIVIDUAL XP (BY NO. OF PLAYERS)
PCs overcome during a session, add together the experience
points, and award them in a lump sum at the end of the session. CR TOTAL XP 1–3 4–5 6+
That way, if characters earn enough XP to gain levels, you won’t
have to pause the game while they level up their characters, and 1/8 50 15 15 10
you can instead let them do so between sessions.
1/6 65 20 15 10
Every opponent, trap, or obstacle the PCs overcome (including
starship combat and vehicle chases) is worth a set amount of XP, 1/4 100 35 25 15
as determined by CR. Purely roleplaying encounters are generally
assumed to have a CR equal to the Average Party Level, but 1/3 135 45 35 25
you may award XP as if it were higher or lower, depending on
difficulty. Note, however, that encounters with a CR of less than 1/2 200 65 50 35
the APL – 10 merit no XP award, as they’re too easy. Similarly,
using starship weapons against a settlement or driving an asteroid 1 400 135 100 65
into a planet may kill thousands, but in such instances, the party
should generally not receive XP or wealth, as these massacres are 2 600 200 150 100
neither heroic nor challenging. Experience gained in a fight comes
not from enemy death but from expertise acquired as a result of 3 800 265 200 135
combat, which such impersonal situations lack.
4 1,200 400 300 200
To award XP, take your list of defeated encounters and find
the value of each encounter’s CR under the “Total XP” column 5 1,600 535 400 265
on Table 11–3: Experience Point Awards. Add up the total XP
values for each CR and then divide this total by the number of 6 2,400 800 600 400
characters. The result is the amount of XP each character earns.
For a slightly less exact method, you can add up the individual 7 3,200 1,070 800 535
XP awards listed in the table for a group of the appropriate size.
In this case, the division between characters is done for you. 8 4,800 1,600 1,200 800
In addition, don’t be afraid to give players extra XP when they 9 6,400 2,130 1,600 1,070
conclude a major storyline or accomplish something important.
These “story awards” can consist of any amount of XP. While 10 9,600 3,200 2,400 1,600
11 12,800 4,270 3,200 2,130
12 19,200 6,400 4,800 3,200
13 25,600 8,530 6,400 4,270
14 38,400 12,800 9,600 6,400
15 51,200 17,100 12,800 8,530
16 76,800 25,600 19,200 12,800
17 102,400 34,100 25,600 17,100
18 153,600 51,200 38,400 25,600
19 204,800 68,300 51,200 34,100
20 307,200 102,000 76,800 51,200
21 409,600 137,000 102,400 68,300
22 614,400 205,000 153,600 102,400
23 819,200 273,000 204,800 137,000
24 1,228,800 410,000 307,200 204,800
25 1,638,400 546,000 409,600 273,000
390 GAME MASTERING
CORE RULEBOOK 11
GAINING WEALTH the PCs’ current gear, assume they keep it and factor it in at its OVERVIEW
full value. If it’s no better than what they already have, assume
As PCs gain levels, they tend to obtain wealth. Starfinder assumes they sell it when they have the chance. (Comparing the item level CHARACTER
that all PCs of equivalent level have roughly equal amounts of to the Average Party Level can be an excellent guideline for this CREATION
wealth in the form of gear, magic items, and raw currency. Since purpose.) For example, if the characters face a high-CR enemy with RACES
a PC’s primary way of gaining wealth is through adventuring, it’s a correspondingly awesome laser rifle, assume they keep it. If they
important to moderate the amount you place in your adventures. fight eight aeon troopers with armor comparable to their own, CLASSES
Thus, the amount of wealth PCs earn from their adventures is tied assume most groups will leave it rather than carry eight bulky sets
to the Challenge Rating of the encounters they face. of armor with them. In general, beware of providing single items far SKILLS
above your party’s APL. Instead, provide several items equal to or
Wealth per Encounter only slightly better than your party’s current gear, and then make FEATS
up the rest with consumable items and items likely to be resold.
Table 11–4: Wealth Gains per Encounter lists the amount EQUIPMENT
of treasure each encounter should award based on its CR. Story-Based Wealth
When looking at this number, it’s important to understand TACTICAL
that it represents wealth from many different sources: hard Given the inefficiency of constantly looting and selling enemy RULES
currency, looted items, and earned or story-based wealth. gear, Starfinder assumes at least part of player wealth comes
Relying too much on any one category can skew the game’s from story-based sources, usually completing a mission or STARSHIPS
power balance. Additionally, most encounters are part of an adventure. Perhaps it’s payment for finishing a patron’s quest, a MAGIC AND
overarching adventure, in which case it’s useful to look at gift from a grateful populace, a bounty on a criminal, or proceeds
wealth for the adventure as a whole. Don’t be afraid to have from selling an alien artifact or the exclusive interview rights to a SPELLS
some encounters grant more wealth while others grant less, PC’s account of an adventure. Regardless of the source, consider GAME
as long as it balances out by the end of the adventure. (After setting aside part of the budget from your encounters to allow
all, a well-armed NPC is more likely to be carrying valuable for large lump-sum payments at appropriate points in the story. MASTERING
items than a mindless beast.) Below are some important SETTING
considerations regarding each type of wealth. Hard Currency
PATHFINDER
TABLE 11–4: WEALTH GAINS PER ENCOUNTER It’s important to include credits in your rewards, so that players LEGACY
can buy items appropriate to their characters, but avoid regularly
CR WEALTH GAIN (IN CREDITS) giving out handfuls of credsticks, as pooling large sums of liquid
1/3 150 capital can enable a party to buy better gear than would normally
1/2 230 be appropriate for the group’s APL.
1 460
2 775 TABLE 11–5: CHARACTER WEALTH BY LEVEL
3 1,100
4 1,400 PC LEVEL WEALTH (IN CREDITS)
5 3,100 1st 1,000
6 3,900 2nd 2,000
7 4,600 3rd 4,000
8 5,400 4th 6,000
9 10,000 5th 9,000
10 14,700 6th 15,000
11 25,000 7th 23,000
12 34,000 8th 33,000
13 50,000 9th 45,000
14 77,000 10th 66,000
15 113,000 11th 100,000
16 178,000 12th 150,000
17 260,000 13th 225,000
18 405,000 14th 333,000
19 555,000 15th 500,000
20 782,000 16th 750,000
17th
Items 18th 1,125,000
19th 1,700,000
Gear looted from fallen enemies or otherwise acquired during 20th 2,550,000
adventures can generally be sold for only 10% of its face value. 3,775,000
This is important to gameplay, in that it discourages players from
picking up every dropped helmet or low-level weapon and turning Wealth by Level
their ship into a flying garage sale, yet it’s also crucial to keep in
mind when placing treasure. If an item is significantly better than Table 11–5: Character Wealth by Level lists the amount of
treasure each PC is expected to have at a specific level.
ADVENTURES AND CAMPAIGNS 391
PUBLISHED ADVENTURES BEFORE THE GAME
Published adventures are a busy Game Master’s best friend. Not Everyone approaches game mastering differently—some with
only do they allow you to sit down and start playing quickly without intensive preparation, others with a sticky note and a prayer. Yet,
coming up with intricate storylines or cool encounters in advance, regardless of your personal style, there are a few matters every
but by studying how they’re put together, you can hone your own GM should consider in advance to save time at the table.
adventure-creating skills. A published adventure is the script that lets
you, as the GM, focus on the directing and acting portions of your job. If you’re running a published adventure, be sure to read
it beforehand so that you know what you’re in for and can
It’s important to remember, however, that the writer of a published adequately prepare your notes and foreshadow upcoming
adventure doesn’t know your group or their characters. If your events. (If short on time, you can sometimes read just the first
players are all paranoid, then an adventure involving an unexpected few encounters— enough to keep several steps ahead of the
betrayal by a friendly NPC may not work as well. Similarly, if one of players.) If you’re creating your own adventure, make sure you
your characters has a deep hatred for necromantic elebrians, her have enough written down to feel comfortable. Gather any
player may have more fun if you change the villain from a member props you need, such as miniatures and handouts, in addition
of the Aspis Consortium to an agent of the Bone Sages. Customizing to the usual dice, pencils, tactical maps, and so forth. Consider
adventures to your group is an easy way to raise the stakes in your helping your players prep for the game as well, such as by
game and make things feel more personal. resolving character story issues that don’t involve the group as
a whole (perhaps even via one-on-one side quests), answering
If you’re interested in published adventures, Paizo’s Starfinder questions, and helping them level up their characters.
Adventure Path products offer finely crafted adventures that are
tied together into epic six-part campaigns. For more information, It’s also important to consider real-world logistics. Make
visit paizo.com. sure that all the players can make it to the game; if someone
can’t, consider whether it’s still worth running the game, and
In addition to providing benchmarks to make sure existing if so, what happens to that person’s character. Do you or
characters remain balanced, it can also be used to budget gear another player play him? Does he continue to gain wealth and
for characters starting above 1st level, such as a new character experience, or will he fall behind the rest of the group? Also,
created to replace a dead one. Characters in this latter case consider matters such as food, children, pets, and other factors,
should spend no more than half their total wealth on any single and have a plan to handle any concerns that might arise.
item. For a balanced approach, PCs built after 1st level should
spend no more than 25% of their wealth on weapons and 25% RUNNING THE GAME
on armor and protective devices.
Addressed below are several of the common situations and
Starships issues that you’ll invariably need to handle during the game.
Starfinder is a roleplaying game of interplanetary travel and Skill DCs
exploration, and it assumes that most adventures will start with
PCs either already having or quickly gaining access to a starship. It is up to you, as the GM, to determine the DCs of the various
But starships are expensive—what’s to stop them from simply skill checks the players will attempt during play. Many of the skill
selling their starship and retiring, or using the money to buy gear descriptions include guidance on typical DCs for skill checks, but
far too powerful for their level? there may be times when you need to come up with a DC on your
own. If a skill check does not have a predetermined DC, or if a player
The answer is you, the GM. Starships are not considered part wants to attempt a task that is not covered in a skill’s description,
of character wealth and thus are not intended to be sold (unless use the following guidelines. A challenging DC for a skill check is
it’s part of a trade-in to obtain a different starship). How to equal to 15 + 1-1/2 × the CR of the encounter or the PCs’ Average
frame this is up to you. Some GMs may prefer to simply tell the Party Level (APL). For an easier check, you might reduce the DC by
players not to sell the ship because it would ruin the game. If 5, while increasing the DC by 5 makes for a more difficult check.
you need an in-character reason, however, there are many: The Changing the DC by 10 or more makes for either a trivial check
ship could be the equivalent of a company car from whatever with little chance of failure or a prohibitively high check with little
patron or faction the PCs are working for. It could be a family chance of success, so be cautious when adjusting skill check DCs!
heirloom they’re contractually not allowed to sell. It could be
stolen and thus unsellable without getting the PCs arrested. It Rolling and Fudging
could have a hyperintelligent AI that’s bonded to its crew and
doesn’t allow itself to be sold. Whatever the justification, the Player cheating can ruin a game, but as a GM, you may sometimes
real answer is that starships are just too much fun to restrict to find yourself in situations where cheating might actually improve
high-level play. (Though if you want to play an entire campaign the game. We prefer to call this “fudging” rather than cheating, and
on one planet or simply have PCs pay for passage when they while you should try to avoid it when you can, you are the law in
need to get somewhere, that’s fine, too!) your game and shouldn’t feel bound by the dice. A GM should be
impartial and fair, and in theory, that’s what random dice results
help support. At the same time, you’re trying to create a compelling
story, and if fudging a given roll makes a scene more fun and
satisfying for the players in the end—go for it! It’s no good if a single
random roll of the dice would result in a premature end to your
392 GAME MASTERING
campaign or in a character’s death when the player did everything CORE RULEBOOK 11
right. However, be wary of using fudging to nullify players’
achievements. Remember that you’re playing with the group, not When a character dies, try to resolve the current conflict or OVERVIEW
against it. Maybe you didn’t expect the players to take down your combat as quickly as possible. Once that’s handled, take the
villain so quickly, but as long as they had fun, who cares? player aside for a moment and find out whether she’d prefer for CHARACTER
the group to try to save her character or simply create a new one. CREATION
An easy way to avoid getting called out on your fudging is RACES
to make your dice rolls behind a GM screen, so that players You aren’t required to let a dead character return to life.
can’t see the results. But don’t worry overmuch about being Sometimes dead is dead—and a horror-themed game often benefits CLASSES
“caught.” As the GM, your responsibility is to the experience, from a sense of danger—but it’s nice to take a player’s feelings into
not the dice. But if you elect to roll your dice in the open, account. If it’s possible for the party to get a character raised or SKILLS
you still shouldn’t show a die roll that would give a player reincarnated, don’t delay it with additional encounters; just gloss
knowledge that their character wouldn’t have, such as a over the return to civilization so you can get the player back into FEATS
saving throw for a disease a character doesn’t know she’s been the game as quickly as possible. If you’d rather treat the situation
exposed to. as the seed for a side quest, consider offering to let the PC play EQUIPMENT
an established NPC for the rest of the session so she isn’t bored.
In addition to not being bound by die rolls, don’t feel tied A PC death is a great time to end the session, since you can then TACTICAL
to the predetermined plot of an encounter or the rules as handle unresolved issues out of game and get the player back in RULES
written. Feel free to adjust the events or interpret the rules the action by the start of the next session.
creatively, especially in cases where you as the GM made STARSHIPS
a poor assumption to begin with. For example, you might If the player of a dead character instead prefers to move on MAGIC AND
design an encounter where a pack of demons have invaded to a new character, consider the NPC option above to keep her
a space station through a planar rift, only to realize too late entertained for the rest of the session, or let her create her new SPELLS
that none of the PCs have good-aligned weapons and thus character there at the table. Once the player’s new character is GAME
deal very little damage. In this case, it’s okay to “cheat” and done, let the other players take a 5-minute break while you step
say these particular demons are hurt by normal weapons, or aside to talk to the player, learn about her new character, and MASTERING
have a chaplain of Iomedae show up at the last moment to work out a way to introduce the new party member quickly. SETTING
bless the PCs’ weapons. As long as you can keep such ad-hoc
developments to a minimum, these on-the-spot adjustments One other thing that PC death can do is bloat the surviving PATHFINDER
can even enhance the game—perhaps the church of Iomedae characters’ treasure. If a party simply splits up or sells a dead LEGACY
now demands a favor from the PCs, sparking a new adventure! PC’s gear, the group can become obscenely overgeared for its
level. Thus, it’s usually easier to simply assume that the dead
GM Fiat PC’s personal gear (though not necessarily important story items
belonging to the group) is destroyed, lost, or otherwise goes away.
Debates over rules inevitably drag a game down and should be put
to rest as quickly as possible. As the GM, you set the law of your Difficult Players
game, and your interpretation of the rules is the one that matters
most. When complications regarding rules interpretations occur, As with any group activity, sometimes you’ll run into a
listen to the players involved and strive to be fair, but don’t feel troublemaker. Don’t be shy about politely and firmly asking
like you need to convince them. If the rule in question isn’t one a player to alter his behavior if he’s being inappropriate,
you’re familiar with, you can go with a player’s interpretation, antagonistic, or otherwise annoying—and don’t accept “But I’m
perhaps with the caveat that you’ll read up on the rule after the just acting how my character would!” as an excuse. If a player
game and make an official ruling going forward from the next (or character) is negatively impacting the rest of the group’s
session. Alternatively, you can simply rule that something works experience and won’t change his behavior when asked, it’s
in a way that helps the story move on. your duty as the Game Master to tell him to leave.
One handy tool to keep on hand is the GM fiat: simply give Campaign Journal
a player a +2 bonus or a –2 penalty to a die roll if no one at the
table is precisely sure how a situation might be handled by the Having a record of each session’s events can help you remember
rules. For example, a character who attempts to trip a robot in details and keep a sense of continuity. Consider taking notes
a room where the floor is magnetized could take a –2 penalty to during a game or getting a player who’s excited about such things
his attempt, at your discretion, since the magnetic pull exerted to write up a campaign journal summarizing each adventure.
by the floor anchors the construct. These can also be distributed to remind players where you left off.
Player Character Death Ending the Campaign
Eventually, through bad luck or bad tactics, a player character is Starfinder goes up to 20th level, but that doesn’t mean your
going to die, or else suffer some similarly permanent fate such as campaign has to. The most important thing in a campaign is to
petrification or being shot into deep space at relativistic speeds. A end it at a point that’s satisfying for the story, such as when
player character’s death doesn’t need to be a terrible experience. a major storyline wraps up or after a climactic battle with a
In fact, going out in a blaze of glory can become a dramatic longtime foe. After each significant adventure arc, discuss as a
highlight for the player and the group as a whole! group whether you’d rather continue with these characters or
start something entirely new. Some people like to play many
short adventures with different characters, while others like to
run the same campaign for years. There’s no wrong answer!
ADVENTURES AND CAMPAIGNS 393
ENVIRONMENT ASTRONOMICAL OBJECTS
The universe is an endless expanse of adventuring potential. Most living beings begin their lives on floating astronomical
On its billions of worlds, physics create every possible objects. These planets, planetoids, and stars are the hub of much
permutation of geology, while life’s endless creativity gives adventure and vary in complexity of design and makeup. A
rise to organisms both eerily familiar and defying imagination. brief summary of the different types of astronomical objects is
Regardless of their design, all of these creatures struggle to presented below, along with various rules associated with each.
survive and thrive in their native habitats, from icy seas and lush
fungus jungles to the savage pyroclastic flows of tidally heated Classification of Astronomical Objects
moons or the rusting hulks of ancient alien megastructures.
There exist several different types of astronomical objects.
The following section contains rules to help you as GM Summarized below are the most prominent types encountered
adjudicate the game universe, including rules for the vastness during interstellar exploration.
of space, for various types of planets and the different terrains
that may be found on them, and for environmental effects and Asteroid
hazards that may come into play in a variety of settings. Rules
for settlements and structures both natural and artificial are An asteroid is a fractured chunk of matter, notable for being too
presented at the end of the chapter. small to be considered a proper planetoid. Asteroids commonly
lack any sort of ecosystem and are often bereft of an atmosphere
SPACE and breathable air. Many see asteroids as exploitable resources,
given that they are often rich in minerals of varying rarity.
The immeasurable gulf of space is home to everything on the
Material Plane, housing more stars and planets than could ever Gas Giant
be recorded. During their careers, the player characters will
undoubtedly need to venture into space. Traveling from one As their name suggests, gas giants are worlds composed
planet to another, exiting the atmosphere of a planetoid, or entirely of gas—frequently elements such as hydrogen and
visiting an orbiting space station are all examples of common helium. They lack any natural solid surfaces to walk on and
travel that require at least a brief time in space. Many hazards so have no proper ground. Creatures unable to fly or without
of space can be mitigated by wearing armor (see page 196) or flight-capable equipment or magic tumble toward the dense
a standard space suit (see page 231), but sometimes unlucky core of the world at the falling speed of a standard-gravity
spacefaring adventurers get caught without them! planet. Such a fall often takes days, given the immense size
of these worlds. Near the center of a gas giant, a creature is
Cosmic Rays subject to extreme gravity (see page 402). The heart of a gas
giant acts in many ways like a star (see Star below), including
“Cosmic rays” is a catchall term for various interstellar radiation destroying creatures that don’t have full immunity to fire.
effects. They use the same rules as radiation (see page 403).
Most habitable planets maintain atmospheres capable of Irregular World
repelling these emissions. Such protected planets allow, at
most, a low amount of radiation in infrequent bursts. Planets Some planets exist outside of the typical description of a
devoid of a protective atmosphere are constantly assailed by (mostly) spherical mass of gases or silicate rocks and metals.
radiation of medium to severe intensity. These irregular worlds come in a variety of shapes, many of
which are still considered theoretical. Some worlds might be
Vacuum artificially designed in the shape of a torus. Other worlds, like a
planet in the form of a cube or a world that is entirely flat, exist
The void of space is effectively empty of matter, and this vacuum is as the result of cosmic abnormalities or the direct intervention
perhaps the greatest danger of outer space. A creature introduced of the divine.
to a vacuum immediately begins to suffocate (see Suffocation
and Drowning on page 404) and takes 1d6 bludgeoning damage Satellite
per round (no saving throw). Because a vacuum has no effective
temperature, the void of outer space presents no dangers from Satellites are objects, such as moons, orbiting any other form
cold temperatures. A creature retains its body heat for several of planetoid. “Satellite” is a classification that can be applied
hours in a vacuum. Sound doesn’t travel in a vacuum. to other astronomical objects as well, as many asteroids and
terrestrial worlds are also satellites. Unlike other types of
Decompression occurs when a creature suddenly transitions astronomical objects, a satellite isn’t necessarily a natural
from a pressurized environment to a vacuum, such as by object. Alien markers and space stations are but a few types
being flung out of an airlock or being inside a sealed structure of artificial constructs that hang in the gravitational field of
that becomes heavily damaged. Such a creature takes 3d6 planets. Some planets have only a single moon, while others
bludgeoning damage (no saving throw) in addition to any (such as gas giants) boast dozens of objects caught in their
suffocation damage. gravitational fields.
Most creatures travel the vacuum of space in a starship. For Star
more information about starships, see page 292.
A star—sometimes multiple stars—typically rests at the heart
of a planetary system. Stars are massive balls of incandescent
394 GAME MASTERING
CORE RULEBOOK 11
OVERVIEW
CHARACTER
CREATION
RACES
CLASSES
SKILLS
FEATS
EQUIPMENT
TACTICAL
RULES
STARSHIPS
plasma that blast their orbiting planetoids with heat. While ATMOSPHERES MAGIC AND
there are various categorizations of stars, from blue dwarf stars SPELLS
to yellow hypergiants, all stars produce enough heat to pose An atmosphere is a layer of gases held in place by the pull of a
similar hazards to most adventurers. The surface of a star is so planetoid’s gravity. The gravity and temperature of a planetoid GAME
hot that only full immunity to fire allows a creature to survive impact its ability to retain an atmosphere. Most planets and MASTERING
there. Any creatures or items not immune to fire are instantly planetoids support some manner of atmosphere. In addition
and utterly consumed down to the molecular level—only spells to hospitable atmospheres, there are various other types of SETTING
such as miracle or wish can bring back such victims. atmosphere that serve as hazards to most life.
D Solar Flares: Occasionally, stars let off bursts of intense PATHFINDER
Corrosive LEGACY
energy, visible upon their surfaces as flares of roiling plasma.
These disturbances have a deadly and immediate effect on As the name suggests, a corrosive atmosphere eats away at
things on or near the surfaces of such turbulent stars. The matter. The type and speed of the erosion varies, but the most
peripheral danger of these flares is the devastating effect common use of this term describes atmospheres capable of
they have on unshielded electronic equipment and radio dissolving most matter. A typical corrosive atmosphere deals
communications. These distortions can be felt millions of anywhere from 1 acid damage per minute up to 10d6 acid
miles away from the star, and typically they cause various damage per round to creatures and objects within. Certain
electronics and radio communications to cease functioning metals and treated materials may be immune to the specific
for 6d6×10 minutes. atmosphere of a planet, and often the corrosion can be mitigated
with dutiful preparation.
Terrestrial World
No Atmosphere
Most people use the word “planet” to refer to a terrestrial
world. The ones closest to the star of a solar system are the A creature on a planet without an atmosphere (or with an
worlds most likely to be naturally habitable. They’re home to atmosphere so thin that it is effectively airless) is exposed to a
varying ecosystems, from barren, rocky landscapes to vibrant vacuum (see page 394).
jungles of lush plant life and rushing waterways. Such worlds
are sometimes categorized by their predominant features, Normal
leading to titles such as desert world, ice world, jungle world,
and lava world. A normal atmosphere is one that can support the majority of
breathing life-forms. Most such atmospheres are composed of
some combination of oxygen, nitrogen, and other nontoxic gases.
ENVIRONMENT 395
STRANGE ATMOSPHERES BIOMES
Though it happens rarely, some astronomical objects have The following section includes information on a variety of
atmospheres that seem to defy the laws of reality—usually due to biomes found on planets. Some planets could be entirely made
magical interference or technology run amok. Sometimes these up of a single biome, such as desert or forest worlds, while other
atmospheres are infused with a certain type of energy. Such planets contain a mix of the following terrain types.
atmospheres function like corrosive atmospheres, except they deal
damage of the appropriate energy type (electricity, fire, sonic, etc.). Aerial Terrain
Thick On worlds where the atmosphere expands high above the
physical boundaries of the surface, there exists a region of
A nonacclimated creature operating in a thick atmosphere treats open air. Similarly, gas giants are made up of nothing more than
it as somewhat harmful, due to the extra chemical compounds a vast atmosphere, held in place by a starlike core. The most
in the air and the increased atmospheric pressure. Every hour, common rules sections to reference when using aerial terrain
such a creature must succeed at a Fortitude save (DC = 15 + 1 are Falling (see page 400), Gravity (see page 401), Suffocation
per previous check) or become sickened. This condition ends and Drowning (see page 404), and Weather (see page 398).
when the creature returns to a normal atmosphere. Conversely, The rules for flying with the Acrobatics skill are also critical for
the increased weight of the air grants a +4 circumstance bonus many creatures operating in an aerial environment.
to Acrobatics checks to fly or Piloting checks to keep an aircraft
in flight. Clouds
Severely thick atmospheres are far more dangerous. Every Most clouds are little more than condensed gas that obfuscates
minute, a creature in such an atmosphere must succeed at vision. Treat a cloud in an aerial environment using the same
a Fortitude save (DC = 15 + 1 per previous check) or begin to rules as fog cloud, except it’s a nonmagical effect. Other types
suffocate (see Suffocation and Drowning on page 404) as its of cloud exist, such as corrosive or toxic clouds, which operate
lungs cease coping with the density of the oxygen inhaled and in the same manner as those types of atmospheres (see above).
lose the strength to keep pumping air into its bloodstream.
Stealth and Detection in Aerial Terrain
Thin
How far a character can see in the air depends on the presence
Thinner atmospheres tend to cause a nonacclimated creature or absence of clouds. Creatures can usually see 5d8×100 feet if
to have difficulty breathing and become extremely tired. A the sky is completely clear, with minimal clouds (or other aerial
typical thin atmosphere requires such a creature to succeed at objects) blocking their views. Clouds generally provide enough
a Fortitude save each hour (DC = 15 +1 per previous check) or concealment to hide within (though the hiding creature might
become fatigued. The fatigue ends when the creature returns to have difficulty seeing out from its hiding place).
a normal atmosphere.
Aquatic Terrain
Severely thin atmospheres can cause long-term oxygen
deprivation to those affected in addition to the effects of a Aquatic terrain can be one of the least hospitable to PCs
standard thin atmosphere. The first time a creature in a severely because most can’t breathe underwater. The ocean floor holds
thin atmosphere fails its Fortitude save, it must succeed at a many marvels, including undersea analogues of any of the other
DC 25 Fortitude save or take 1 damage to all ability scores. terrain elements described in this chapter, but if characters find
A creature acclimated to high altitude (see Hill and Mountain themselves in the water because they were bull-rushed off
Terrain on page 397) gains a +4 insight bonus to its saving the back of a transport ship, the kelp beds or volcanic vents
throw to resist this effect. hundreds of feet below them don’t matter. The most common
rules sections to reference when using aquatic terrain are
Toxic Suffocation and Drowning (see page 404) and Underwater
Combat (see page 405). The rules for swimming with the
Toxic atmospheres are composed of poisonous compounds and Athletics skill (see page 137) are also critical for many creatures
vary radically in their consistencies. Some toxic atmospheres are operating in an aquatic environment.
capable of sustaining oxygen-breathing life-forms, while others
immediately suffocate those within them. Regardless of whether Deep Water
or not they allow creatures to breathe, toxic atmospheres are
threats to most living creatures, as they act as an inhaled poison Lakes and oceans simply require a swim speed or successful
(see page 417). Though the specific type of poison varies, many Athletics checks to move through (typically, DC 10 in calm
toxic atmospheres act as existing poisons but with radically water, DC 15 in rough water, DC 20 in stormy water, and
different onset times and save DCs. Low-level toxic atmospheres DC 30 in maelstrom water). Characters need a way to breathe
can have onset times measured in hours or days, while heavily if they’re underwater; lacking that, they risk drowning. When
toxic atmospheres have onset times measured in rounds. underwater, characters can move in any direction, including up
and down.
Extreme Depths
At certain depths, the pressure of the surrounding water
396 GAME MASTERING
becomes so great that characters might be affected as if they CORE RULEBOOK 11
were in a thick or severely thick atmosphere (see page 396),
even if they can breathe underwater. Stealth and Detection in a Forest OVERVIEW
Stealth and Detection Underwater In a sparse forest, the maximum distance at which a creature can CHARACTER
succeed at a Perception check to detect the presence of others is CREATION
How far a character can see underwater depends on the water’s 3d6×10 feet. In a medium forest, this distance is 2d8×10 feet, and RACES
clarity. As a guideline, creatures can see 4d8×100 feet if the in a dense forest it is 2d6×10 feet.
water is clear and 1d8×10 feet in murky water. Running water CLASSES
is always murky, unless it’s in a particularly large, slow-moving Because any square with undergrowth provides
river. It is hard to find cover or concealment to hide underwater concealment, it’s usually easy for a creature to use the Stealth SKILLS
(except along the sea floor). skill to hide. Logs and massive trees provide cover, which also
makes hiding possible. FEATS
Desert Terrain
The background noise of a forest makes Perception checks EQUIPMENT
Desert terrain exists in cold, temperate, and warm climates, that rely on sound more difficult, increasing the DC of the check
but all deserts share one common trait: very little precipitation. by 2 (not 1) per 10 feet. TACTICAL
The three categories of desert terrain are tundra (cold desert), RULES
rocky deserts (often temperate), and sandy deserts (often Hill and Mountain Terrain
warm). The most common rules sections to reference for STARSHIPS
adventures in these areas are Cold Dangers (see page 400), Hill terrain describes rises in the immediate area, often multiple MAGIC AND
Heat Dangers (see page 402), Starvation and Thirst (see hills spread over miles. This type of terrain can occur in any
page 404), and Weather (see page 398). other biome. Mountains are steeply rising rock, metal, or even SPELLS
the organic crust of the planet. The most common rules sections GAME
Stealth and Detection in the Desert to reference when using hill and mountain terrain are Cold
Dangers (see page 400), Falling (see page 400), and Weather MASTERING
In general, the maximum distance in desert terrain at (see page 398). SETTING
which a creature can succeed at a Perception check to
detect the presence of others is 6d6×20 feet; beyond this Chasms PATHFINDER
distance, elevation changes and heat distortion in warm LEGACY
deserts makes sight-based Perception checks impossible. Usually formed by natural geological processes, chasms are
The presence of dunes in sandy deserts limits spotting common dangers in mountainous areas. Chasms aren’t hidden,
distance to 6d6×10 feet. The scarcity of undergrowth or so characters won’t (usually) fall into them by accident. A typical
other elements that offer concealment or cover makes using chasm is 2d4×10 feet deep, at least 20 feet long, and anywhere
Stealth more difficult. from 5 to 20 feet wide. It usually requires a successful DC 15
Athletics check to climb the wall of a chasm. In mountain terrain,
Forest Terrain chasms are typically 2d8×10 feet deep.
A forest can be composed of more than trees. On some worlds, Rock Wall
vast fungal growths tower into the sky, while on others metallic
veins rise from the ground and connect in spidery canopies. A vertical plane of stone, a rock wall requires one or more
Common rules sections to reference for forests are Catching successful DC 25 Athletics checks to ascend. A typical rock wall
on Fire (see page 403), Falling Objects (see page 401), Smoke is from 2d4×10 feet tall to 2d8×10 feet tall.
Effects (see page 404), and Vision and Light (see page 261).
High Altitude
Trees
At particularly high altitudes, the thinning atmosphere poses
Most forests are filled with trees, or something akin to trees, a challenge for many creatures, with the same effects as a
which provide partial cover to those standing in the same thin atmosphere (see page 396). A creature residing at a high
square as a tree. An average tree has an AC of 4, a hardness altitude for 1 month becomes acclimated and no longer takes
of 5, and 150 HP (see page 409 for rules on smashing an these penalties, but it loses this benefit if it spends more than 2
object). A successful DC 15 Athletics check is enough to climb months away from high-altitude terrain and must reacclimatize
most trees. upon returning.
Undergrowth Stealth and Detection in Hills and Mountains
Fungal blooms, vines, roots, and short bushes cover much of As a guideline, the maximum distance in mountain terrain at
the ground in a forest. Undergrowth counts as difficult terrain which a creature can succeed at a Perception check to detect
(see page 257), provides concealment (20% miss chance), and the presence of others is 4d10×10 feet. In hill terrain, the
increases the DCs of Acrobatics and Stealth checks by 2. Squares maximum distance is 2d10×10 feet. It’s easier to hear distant
with undergrowth are often clustered together. Undergrowth sounds in the mountains. The DCs of Perception checks that
and trees aren’t mutually exclusive; it’s common for a 5-foot rely on sound increase by 1 per 20 feet between listener and
square to have both a tree and undergrowth. source, not 1 per 10 feet.
Marsh Terrain
Two categories of marsh exist: relatively dry moors and watery
swamps. Both are often bordered by lakes (see page 396), which
ENVIRONMENT 397
are effectively a third category of terrain found in marshes. WEATHER
The most common rules sections to reference for marshes
and swamps are Suffocation and Drowning (see page 404), Weather can play an important role in an adventure. The
Underwater Combat (see page 405), and Weather (see below). following section describes weather common on most habitable
worlds. Additional rules for cold and heat dangers can be found
Bogs in Environmental Rules starting on page 400.
If a square is part of a shallow bog, it has deep mud or standing Rain and Snow
water of about 1 foot in depth. It counts as difficult terrain,
and the DCs of Acrobatics checks attempted in such a square Bad weather frequently slows or halts travel and makes it
increase by 2. virtually impossible to navigate from one spot to another.
Torrential downpours and blizzards obscure vision as effectively
A square that is part of a deep bog has roughly 4 feet of as dense fog. Most precipitation is rain, but in cold conditions
standing water. It counts as difficult terrain, and Medium or it can manifest as snow, sleet, or hail. If the temperature drops
larger creatures must spend 4 squares of movement to move from above freezing to 32° F or below, it might produce ice.
into a square with a deep bog, or characters can swim if they
wish. Small or smaller creatures must swim to move through a Rain
deep bog. Tumbling is impossible in a deep bog.
Rain reduces visibility ranges by half, resulting in a –4 penalty
The water in a deep bog provides cover for Medium or larger to Perception checks. It has the same effect on flames and
creatures. Smaller creatures gain improved cover. Medium Perception checks as severe wind (see below).
or larger creatures can crouch as a move action to gain this
improved cover. A creature with this improved cover takes a Snow
–10 penalty to attacks against creatures that aren’t underwater.
Falling snow has the same effects on visibility and skill checks
Deep bog squares are usually clustered together and as rain. Snow-covered squares count as difficult terrain. A day of
surrounded by an irregular ring of shallow bog squares. snowfall leaves 1d6 inches of snow on the ground.
Stealth and Detection in a Marsh Heavy Snow
In a moor, the maximum distance at which a creature can Heavy snow has the same effects as normal snowfall but
succeed at a Perception check to detect the presence of others also restricts visibility as fog does (see Fog below). A day of
is 6d6×10 feet. In a swamp, this distance is 2d8×10 feet. heavy snow leaves 1d4 feet of snow on the ground. Snow at
Vegetation and deep bogs provide plentiful concealment (20% this depth counts as difficult terrain, and it costs 4 squares of
miss chance), so it is possible to use Stealth to hide in a marsh. movement to enter a square covered with heavy snow. Heavy
snow accompanied by strong or severe winds might result in
Urban Terrain snowdrifts 1d4×5 feet deep, especially in and around objects
big enough to deflect the wind—a reinforced wall or a large
Urban terrain can be found in most settlements where the force field, for instance. There’s a 10% chance that a heavy
people have greatly exerted their influence over the surrounding snowfall is accompanied by lightning (see Thunderstorm on
environment, constructing buildings where they can live and page 399).
work in comfort and laying well-defined roads, usually paved.
This type of terrain can occur in just about any biome, and it Other Precipitation
often supersedes the environmental effects of that biome.
Urban terrain can include space stations, and it is often replete There are other forms of precipitation, such as freezing rain,
with technology. The most common rules sections to reference hail, and sleet. These generally function as rain when falling, but
when using urban terrain are Settlements (see page 405), at the GM’s discretion, they may also have effects on movement
Structures (see page 406), and Vehicles (see page 228), as well similar to snow once they accumulate on the ground.
as Breaking Objects (see page 409) and sometimes Radiation
(see page 403). Storms
Stealth and Detection in Urban Terrain The combined effects of precipitation (or dust) and wind that
accompany storms reduce visibility ranges by three-quarters,
In a settlement with wide, open streets, the maximum distance imposing a –8 penalty to Perception checks. Storms make
at which a creature can succeed at a Perception check to detect aiming with ranged weapons difficult, imposing a –2 penalty to
the presence of others is 2d6×10 feet. In a settlement where attack rolls, and archaic ranged weapons can’t be fired at all.
the buildings are more crowded, standing close together, this Storms automatically extinguish unprotected flames. Storms
distance is 1d6×10 feet. The presence of crowds might reduce commonly appear in three types: dust, snow, or thunder.
this distance.
Dust Storm
Thanks to twisting side streets and vehicles that can provide
cover, it’s usually easy for a creature to use Stealth to hide in These desert storms differ from other storms in that they
a settlement. In addition, settlements are often noisy, making have no precipitation. Instead, a dust storm blows fine grains
Perception checks that rely on sound more difficult; this of sand that obscure vision, smother unprotected flames, and
increases the DC of any such checks by 2 per 10 feet. can even choke protected flames (50% chance). Most dust
398 GAME MASTERING