
Ezec |
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I think the only mechanical import of school in Starfinder is when you use Detect Magic and the minor divination boost for a technomancer using the harrow deck thing as a spell cache. We're not going to see school specific DC boosters or extra spells known, which was why it really mattered in Pathfinder.
I mostly agree with you however there are more exceptions then just that. For example take a look at the spell Break Enchantment.
Break Enchantment:
"This spell frees victims from curses, enchantments, and transmutations."
Earlier Luck argues that Inject Nanobots sounds like a Transmutation Spell, but it is instead categorized as a Necromancy. Well if it were a Transmutation then Break Enchantment would work against it...(I realize that Break Enchantment has 1 minute casting time but technically Inject Nanobots can last longer at 1 round per caster level.)
Additionally I would like to point out that there are certain aliens and items which have interactions with specific magic schools. For example, Embri from AA2 have a +2 racial bonus to saves against enchantment spells while wearing their mask. They are not alone either, several other alien races have bonuses to saves against specific schools.
Another example would be the magic item Iomedaean Crusader Helm, which allows its wearer to roll a saving throw twice, taking the better result, against Illusion and Enchantment spells cast by evil outsiders.
I admit that most of these examples are fringe cases, but I'd be surprised if similar abilities/interactions with the spell schools don't get added to the game later.