Hello again from the Starfinder team! With the launch of the Starfinder Second Edition Playtest right around the corner, it won’t be long until you can dive in, build characters, and try the new classes for yourself. Still, we couldn’t resist one last, brief glimpse into the sixth class from the Playtest Rulebook: we’re talking, of course, about the witchwarper!
Zemir, the iconic witchwarper
Art by Kent Hamilton
Witchwarpers are reality-bending spellcasters whose lives are defined by a paradoxical event that forever warped their existence. Origins in an alternate reality? A trip along a parallel timeline? A quantum experiment gone awry, or a malfunctioning alien device? The Gap itself? Whatever the cause, each witchwarper’s exposure to paradoxical reality has given them tremendous magic abilities.
Beyond affecting reality with mere spellcasting, witchwarpers can create a reality-warping quantum field. In another reality (which is to say, in Starfinder First Edition, insert wink emoji here), witchwarpers had to expend spell slots to use their reality-altering infinite worlds ability. Witchwarpers had to choose between altering reality through spells, or through infinite worlds. Later, in Starfinder Enhanced, the enhanced witchwarper gained additional spell slots to use for infinite worlds.
While a witchwarper’s spellcasting and quantum field are still mechanically intertwined, we’ve taken a new approach. In Starfinder Second Edition, witchwarpers can use the Warp Reality action as often as they want. This brings their quantum field into existence, and the effects of this quantum field depend on the paradox that defines the witchwarper’s magic power. Witchwarpers gain additional abilities through their paradox (and feat selections) that allow them to manipulate or interact with their quantum field, whether by moving it, applying additional zone effects to it, or targeting creatures inside it with reality-altering powers.
Of course, warping reality requires focus. While witchwarpers can create their quantum field as often as they like, they must Sustain it if they want it to stick around. Thankfully, witchwarpers have a new option at their disposal: abilities with the anchoring trait, such as a witchwarper’s focus spells, signature spells, and certain feats, automatically sustain the quantum field in addition to any other effects they may have.
If you think you’ve heard the concept of an “anchor” somewhere in Starfinder before—you’d be correct! An anchor was an important part of the time-bending precog class from Starfinder First Edition. Precog is part of the witchwarper class now—in fact, precog is one of the paradoxes you can choose for your witchwarper character! Anchors aren’t just for precogs anymore: every witchwarper has an anchor, which is a memory, concept, or object that keeps them grounded in true reality. A witchwarper can sustain their quantum field through a special “anchoring action” granted by their anchor, granting them greater flexibility from round to round, rather than forcing them to sustain their quantum field by casting specific anchoring spells. Witchwarpers can even gain the ability to anchor their quantum field through their Strikes!
Witchwarpers have a big impact. Conjuring zones of otherworldly darkness. Infusing spells with energy from another reality, or even borrowing spells and ancestry feats from other realities. Altering the flow of time. Erasing enemies from existence. When every reality is at your disposal, the possibilities are infinite.
We’re especially keen to receive your feedback on the witchwarper class, as it’s gone through multiple different realities during the course of development. The Starfinder Playtest site is the place to watch for news and info about the playtest and feedback process, and we’ll have more Starfinder Second Edition news at GenCon 2024. Which is to say—quite soon!
— The Starfinder Team
Starfinder Playtest Preview: Witchwarper
Friday, July 12, 2024