How common is Magic in the Starfinder Universe?


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I imagine there might be some technomancer spells that are both science and magic, such as summoning robots.


I think all of the technology in Starfinder has at least some magic in it, particularly if its PL6 or PL7.


I am not sure about summoning robots... i know its a technicallity but gating in existing robots is fine with me, rapid construction from nano filled ED pills to temporary expendi-bots is fine but the idea of summoning doesnt jive to me for things without souls. I know its a weird line to draw but summoning basic items has already felt like conjuring the image of a thing to be a short lived memory or used material components of equal value and summoning complex living things was using a "universal template for existance" to make the thing. I forget which book it was but there was a much longer write up to explain the differences in summoning vs gating vs creating and all of that but summoning robots seems to cross a line to me. plus, why have factories if you can just summon up some contructi-bots to make whatever you need on the spot?

"I cast summon auto-lathe III and then i cast summon CNC IV"


Because a rounds/level duration summon doesn't last long enough for factory work?


Tom Kalbfus wrote:
Drahliana Moonrunner wrote:

From what we can tell, Magic will be just as common in Starfinder as it is in Pathfinder. It might have some slight branding differences, but not any real change.

It's being billed as D+D in Space science fantasy, not Traveler with Magic.

From what I understand there is Starjammer, which is a reprise of Spelljammer, that is D&D in space, though its a different kind of space, Wild Space with crystal spheres, the ships are propelled by magic by a magic using character sitting on a helm, Each ship has its own gravity field and drags around its own atmosphere whenever it leaves the atmosphere of a planet, gravity is either on or off and it is always equal to 1 Earth gravity. The Other D&D in space RPG I am familiar with is Dragonstar.

To me the main difference between magic an science is that science has an explanation behind it and magic just happens, people say the magical incantations and cast a spell and something happens. I am one who thinks science should contrast with magic, we should use known laws of physics in explaining various science fiction devices, there is conservation of mass, you have inertial, you have the speed of light, you have the laws of motion, and magic basically breaks those laws. In universe where science and magic coexist, I'd say for instance the FTL drives should at least be partially magical, because they are breaking laws of physics to exceed the speed of light. A purely technological device shouldn't be able to polymorph someone into a mouse, You are not going to get a shrink ray, a freeze ray or a polymorph ray out of a purely technological device, I'd say save these impossible effect for magi to do, and let technology stick with the possible. It is more fun that way.

I see someone hasn't been watching their Star Trek lately.


Tom Kalbfus wrote:
I wonder precisely how far you can teleport in Starfinder? There is other stuff, resurrection, healing, you name it!

Presumably the standard teleport spells will work the same way they do in Pathfinder, which already includes a 9th level Interplanetary Teleport spell.

I anticipate that overall Starfinder will be much closer to Dragonstar than Spelljammer. All the planets will be round, ships will have sealed hulls, the solar systems will be Copernican, no flat disks supported by 4 elephants standing on a giant turtle.


Umbral Reaver wrote:
Because a rounds/level duration summon doesn't last long enough for factory work?

... clever. Still, something about summoning robots just doesnt work for me. Might just be a personal problem.


Torbyne wrote:
Umbral Reaver wrote:
Because a rounds/level duration summon doesn't last long enough for factory work?
... clever. Still, something about summoning robots just doesnt work for me. Might just be a personal problem.

System error 404. Robot not found.

Liberty's Edge

Drahliana Moonrunner wrote:


I anticipate that overall Starfinder will be much closer to Dragonstar than Spelljammer. All the planets will be round, ships will have sealed hulls, the solar systems will be Copernican, no flat disks supported by 4 elephants standing on a giant turtle.

I highly recommend checking out Distant Worlds for how Pathfinder's astronomy and cosmology works. There's no real reason to think it will change for Starfinder.


Drahliana Moonrunner wrote:
Tom Kalbfus wrote:
Drahliana Moonrunner wrote:

From what we can tell, Magic will be just as common in Starfinder as it is in Pathfinder. It might have some slight branding differences, but not any real change.

It's being billed as D+D in Space science fantasy, not Traveler with Magic.

From what I understand there is Starjammer, which is a reprise of Spelljammer, that is D&D in space, though its a different kind of space, Wild Space with crystal spheres, the ships are propelled by magic by a magic using character sitting on a helm, Each ship has its own gravity field and drags around its own atmosphere whenever it leaves the atmosphere of a planet, gravity is either on or off and it is always equal to 1 Earth gravity. The Other D&D in space RPG I am familiar with is Dragonstar.

To me the main difference between magic an science is that science has an explanation behind it and magic just happens, people say the magical incantations and cast a spell and something happens. I am one who thinks science should contrast with magic, we should use known laws of physics in explaining various science fiction devices, there is conservation of mass, you have inertial, you have the speed of light, you have the laws of motion, and magic basically breaks those laws. In universe where science and magic coexist, I'd say for instance the FTL drives should at least be partially magical, because they are breaking laws of physics to exceed the speed of light. A purely technological device shouldn't be able to polymorph someone into a mouse, You are not going to get a shrink ray, a freeze ray or a polymorph ray out of a purely technological device, I'd say save these impossible effect for magi to do, and let technology stick with the possible. It is more fun that way.

I see someone hasn't been watching their Star Trek lately.

Plus, i have always thought that magic in D&D/PF *IS* explainable, at least as explainable as quantum mathematics is in that if you have the right educational background than it will make sense. Isnt that how one spell caster can learn spells from another wizard's spellbook? They are all based on repeatable formula. There may be three or four ways of getting to the same magical result but if you have the foundational knowledge behind it you can identify the way it works, hence Spellcraft even being a skill.


Drahliana Moonrunner wrote:
Tom Kalbfus wrote:
I wonder precisely how far you can teleport in Starfinder? There is other stuff, resurrection, healing, you name it!

Presumably the standard teleport spells will work the same way they do in Pathfinder, which already includes a 9th level Interplanetary Teleport spell.

I anticipate that overall Starfinder will be much closer to Dragonstar than Spelljammer. All the planets will be round, ships will have sealed hulls, the solar systems will be Copernican, no flat disks supported by 4 elephants standing on a giant turtle.

Spells stop at 6th level in Starfinder.


Umbral Reaver wrote:
Drahliana Moonrunner wrote:
Tom Kalbfus wrote:
I wonder precisely how far you can teleport in Starfinder? There is other stuff, resurrection, healing, you name it!

Presumably the standard teleport spells will work the same way they do in Pathfinder, which already includes a 9th level Interplanetary Teleport spell.

I anticipate that overall Starfinder will be much closer to Dragonstar than Spelljammer. All the planets will be round, ships will have sealed hulls, the solar systems will be Copernican, no flat disks supported by 4 elephants standing on a giant turtle.

Spells stop at 6th level in Starfinder.

Something has been said that there will be a way to access and use higher level spells. But in the way of spell slots it looks like they'll only be up to 6th.


Archmage Variel wrote:
Umbral Reaver wrote:
Drahliana Moonrunner wrote:
Tom Kalbfus wrote:
I wonder precisely how far you can teleport in Starfinder? There is other stuff, resurrection, healing, you name it!

Presumably the standard teleport spells will work the same way they do in Pathfinder, which already includes a 9th level Interplanetary Teleport spell.

I anticipate that overall Starfinder will be much closer to Dragonstar than Spelljammer. All the planets will be round, ships will have sealed hulls, the solar systems will be Copernican, no flat disks supported by 4 elephants standing on a giant turtle.

Spells stop at 6th level in Starfinder.
Something has been said that there will be a way to access and use higher level spells. But in the way of spell slots it looks like they'll only be up to 6th.

I wouldn't count that as an absolute. It might be the limit of what you can play with what's coming out on Free RPG Day, but if accomodation is going to be made for Pathfinder classes, that's going to include higher level spells.


Drahliana Moonrunner wrote:
Archmage Variel wrote:
Umbral Reaver wrote:
Drahliana Moonrunner wrote:
Tom Kalbfus wrote:
I wonder precisely how far you can teleport in Starfinder? There is other stuff, resurrection, healing, you name it!

Presumably the standard teleport spells will work the same way they do in Pathfinder, which already includes a 9th level Interplanetary Teleport spell.

I anticipate that overall Starfinder will be much closer to Dragonstar than Spelljammer. All the planets will be round, ships will have sealed hulls, the solar systems will be Copernican, no flat disks supported by 4 elephants standing on a giant turtle.

Spells stop at 6th level in Starfinder.
Something has been said that there will be a way to access and use higher level spells. But in the way of spell slots it looks like they'll only be up to 6th.
I wouldn't count that as an absolute. It might be the limit of what you can play with what's coming out on Free RPG Day, but if accomodation is going to be made for Pathfinder classes, that's going to include higher level spells.

It really sounds to me like accommodation really isn't going to be made for PF classes. Other than maybe as an optional hack kind of thing.


My guess is higher level spell casting might be available later if a new spell casting class is introduced.


Lemartes wrote:

My guess is higher level spell casting might be available later if a new spell casting class is introduced.

My guess is that it won't be. That the game is designed and balanced around 6 level casting.


thejeff wrote:
Lemartes wrote:

My guess is higher level spell casting might be available later if a new spell casting class is introduced.

My guess is that it won't be. That the game is designed and balanced around 6 level casting.

That pretty much can be said for Pathfinder and D+D for the most part. I don't think that anyone in TSR believed that the bulk of players would ever touch spells above 6th level, and for the most part, they were right.


thejeff wrote:
Lemartes wrote:

My guess is higher level spell casting might be available later if a new spell casting class is introduced.

My guess is that it won't be. That the game is designed and balanced around 6 level casting.

I thought I heard something about there possibly being classes in the future that had 9th level casting. Maybe I am remembering wrong...

or...Mandela Effect. ;)

Hmmmmm that might be a cool spell. 6th level?


Lemartes wrote:
thejeff wrote:
Lemartes wrote:

My guess is higher level spell casting might be available later if a new spell casting class is introduced.

My guess is that it won't be. That the game is designed and balanced around 6 level casting.

I thought I heard something about there possibly being classes in the future that had 9th level casting. Maybe I am remembering wrong...

or...Mandela Effect. ;)

Hmmmmm that might be a cool spell. 6th level?

It's possible. I'm guessing and haven't read everything they've put out. If they've said it or even strongly hinted, I'm wrong.


thejeff wrote:
Lemartes wrote:
thejeff wrote:
Lemartes wrote:

My guess is higher level spell casting might be available later if a new spell casting class is introduced.

My guess is that it won't be. That the game is designed and balanced around 6 level casting.

I thought I heard something about there possibly being classes in the future that had 9th level casting. Maybe I am remembering wrong...

or...Mandela Effect. ;)

Hmmmmm that might be a cool spell. 6th level?

It's possible. I'm guessing and haven't read everything they've put out. If they've said it or even strongly hinted, I'm wrong.

Actually I think I know what I might have been thinking. They said that there are rules for using Pathfinder classes in Starfinder some of them as you know are 9th level casters. I guess I assumed that if they added new classes some of them could be 9th level casters as well.

Now maybe there are rules that if you use say a Wizard they are topped out at 6th level casting?


Maybe magic items dating from earlier periods may have higher level spells, such as a ring of wishes for instance. Part of the reason for the Gap might have been to stop a magic "arms race." What do you think of that possibility?


hahaha, yup, at least since D&D 3.0 the game has been balanced around 2/3 casters, 9th level casters completely screw over balance... but thats a whole 'nother thread.

I too saw a comment that was along the lines of, "no 9th level casters in core but there will be ways to access 9th level effects." which i assume is techno-magic items, rituals or minor artifacts or some kind.


Tom Kalbfus wrote:
Maybe magic items dating from earlier periods may have higher level spells, such as a ring of wishes for instance. Part of the reason for the Gap might have been to stop a magic "arms race." What do you think of that possibility?

I'm more akin to the idea of a magic-based apocalypse myself. Magic's version of an Omega Particle Disaster, if you like. That would go far to explain the changes in magic, and the unavailability of higher level spells if that truly is the case.

Or perhaps the gap is that of the destruction of a civilization that was much higher in development in magic, psychic, AND tech.

Or if all other explanations fail, there's always Rifts. :)


Secretly Rovagug was a source of magic for the local galaxy. With it and the planet...elsewhere... ridiculous chicanery got reigned in. And Nethys is less popular after an extended pout lasting centuries.

Or instituted the Gap himself to stop high level wizards from whining at him.

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