Starfinder Galactic Magic

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Starfinder Galactic Magic
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Unravel the eldritch mysteries of the galaxy! The new Galactic Magic hardcover rulebook for the Starfinder Roleplaying Game adds magical flair to any hero with a wealth of fantastical magic-infused character options for starfarers of any class! More than 100 spells, a host of powerful rituals, and an array of magic gear, hybrid items, and artifacts give you the edge to survive in a weird universe with lurking dangers at the end of every jump. The brand-new precog class allows you to see and change the future, relying on predictive prerolls to navigate clutch situations and quick reflexes to manipulate combat. Study arcana among the stars with a host of new magical organizations and spellcasting schools or petition higher powers using new faith-based options tied to the galaxy's gods and philosophies. Whatever your path to magical might, Galactic Magic is your guide!

ISBN-13: 978-1-64078-379-9



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4.70/5 (based on 6 ratings)

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5/5


4.5 but rounding up this time

5/5

Don't get me wrong, I do love the book, but I did have bit hard time deciding on how to rate it down or up since its not just magic book, its essentially also the religion book. Like overall it has more lore pages than tech revolution did, but it has less lore pages on magic in galaxy than tech in galaxy on tech revelation due to religion info taking huge part of the lore stuff and of course lore stuff isn't as complete as if book was entirely about religion. Still though book still accomplishes both goals: explaining how magic is perceived and how it affects society and world and how different caster types are seeing in the society AND making core 20 gods more interesting both lore and mechanics wise and introducing other old and new interesting gods.

So while I think there is still marketplace open for religion focused book that could perhaps introduce gods' heralds and mechanics for summoning them, admittedly as starfinder doesn't have deity focused classes its not as necessary as in pathfinder so I do think this book scratches the "core 20 are now interesting enough" itch(introducing edicts/anathema, favored weapons, alternate themes and such was good and minor way of introducing mechanically interesting choices to worshipping a god AND roleplaying guidelines) while still leaving open for further development in starfinder ap articles and such.

So yeah, I think now only books that starfinder really misses AND needs are Plane focused book and Vast focused book. After those books I'd think setting feels complete as all major areas of it are touched upon and further books can focus on fleshing out things further.


This book understands what makes Starfinder unique, and delivers.

5/5

So, full disclosure: I have a huge bias towards the -fantasy part of science-fantasy: fighting demons in space is significantly more appealing to me than with an alien species, and I'm still dying for a deep dive on the planar cosmology in Starfinder, though mixing all that with high tech is great, and part of the charm to begin with! Tech Revolution was fun and all, especially in the worldbuilding department, but I've been absolutely PUMPED for this book since the moment it was announced; now that it's actually here, how does it hold up to those expectations?

On the whole, pretty great! There’s a few rougher points and blemishes to be sure, but taken as a whole it’s a huge net positive for the game, especially if you, like me, felt that the game has been tech-dominant for the most part (a fact that’s diegetically addressed in the book itself to an extent; Pact Worlds do have a soft tech bias).

So here’s a breakdown of what’s in store:

- The new precog class, and new options for all other classes.. There’s some slightly questionable design decisions to this one when it comes to its power level relative to other spellcasters (start with proficiency in advanced melee/longarm/sniper weapons, and eventually being able to get full base attack bonus scaling is…a little much, Paizo), but conceptually it’s a fun class that delivers the chronomancy fantasy without being really hard to adjudicate, and something of a counterpart to the witchwarper in my opinion. Might warrant some errata or houserules, though.
As far as other classes go, there’s some real gems here, from biohackers who hack ley lines and create spell ampoules to psychic envoys who can speak to magic to technomantic nanocytes to pseudo-spellcaster solarians to technomancers with extraplanar tutors (making them akin to Pathfinder witches) and archer soldiers (complete with new bows); the list just goes on, and really expands on the classes in fun new ways. A controversial standout is the Broken Cycle alternate feature for solarians, which can let them completely ignore photons or gravitons and fully commit to the other, which might make certain photon builds that much more powerful, so allow that one with some caution, I suppose.
Lastly, there’s the new magic school specialist archetype for casters, which grants different benefits for each of the eight magic schools - though if you were expecting the necromancy specialist to turn you into a bonafide necromancer with a personal army of undead, you might be somewhat disappointed by its benefits.

- New items, whether strictly magical or hybrid. A particular standout here not mentioned in other reviews so far are gimmicks, which let spellcasters customize their spellcasting, both aesthetically and mechanically, akin to spellcasting foci (or metamagic rods, specifically) of old; They come in a variety of options, and some can make all those lower-level spells whose DCs just become laughable actually stay relevant throughout the game - and that’s on top of the flavor of having a cool sci-fi magic wand or what have you. A real gamechanger. Also included are some new serums, weapon fusions and armor upgrades, and three new artifacts. Overall, lots of great options, whether you’re a player looking to fine-tune your spellcaster’s build, or are a GM looking for fun and quirky new rewards to give out (the trench coat of utility is fun!).

- 100+ new spells, ritual rules, and spellcasting variant rules. The de facto main course of the book, there’s roughly 20 pages of new spells for all classes, including those for the new precog class. Many of those spells fill previously under-represented niches, like variable-level spells, offensive touch spells, barrier spells, and so on. I do wish the witchwarper received some unique spells (unlike the other classes, which all receive at least a handful of spells exclusive to their spell list), but that’s a somewhat abstract concern.
Then, there’s two new variant rules - one for allowing the classes’ damaging 0-level spells (aka cantrips) like energy ray to scale as you gain levels, and one for turning your spontaneous spellcaster into a prepared one, like a classic spellbook-toting wizard. The former still does leave the cantrips slightly below par compared to small arms (though certain builds might still take advantage of them, and they are basically free and infinite, which an ammo-using gun is not), and doesn’t have an option for the saving throw-ones to scale the DCs of those saves, which is unfortunate. The latter sounds great, if you don’t mind or even enjoy the way that classic Vancian wizards work, but might leave you a bit cold if you’re more used to the PF1 arcanist, or DnD 5e-style spell preparation. Either way, it’s very nice to have, and I for one can’t wait to have a technomancer with a spell-datapad. I also wish there was some option for druid/cleric-style preparation, but that has its own host of problems.
Lastly, there are rituals, long-form ways to channel magic (without needing to be a spellcaster yourself, even), which open up a whole host of new story opportunities (FTL communication, anyone?), and many harken back to classic Pathfinder rituals or high-level spells (such as commune or gate). Great design space for future books to expand upon, as well. Solid additions here overall.

- Information on religion, gods and philosophies in the Starfinder setting. Moving onto the more narrative-oriented section of the book, though there are still some rules bits here - notably, a way to swap out your character theme’s default theme knowledge with that corresponding to your deity, as well as a feat for gaining proficiency and some other minor benefits with your deity’s favored weapon.
If you felt like Starfinder deities were lacking in information, this should help a lot - each of the core 20 gets a full-page writeup, complete with aforementioned alternate theme knowledge, favored weapon, broad edicts and anathema, and possible blessings and curses, all things that might sound familiar to those who read Pathfinder 2e Lost Omens: Gods & Magic. Each of the core deities also receives a piece of art depicting what they actually look like - opinions are divided on some of the gods’ looks, but I myself really enjoy them, and understand the reasoning for why they look the way they do.
There’s also half-page writeups on some new and returning deities, such as Cayden Cailean (who probably has my single favorite new story, and I loved that guy even in Pathfinder), Asmodeus (now we know why he’s no longer in the core twenty), and some newcomers, like the god of food, hospitality and spycraft Cavrabon (if you enjoy House Ghallanda in the DnD setting Eberron, you will like ‘em!) and Kadrical (a name that might ring a bell if you’re invested in the Starfinder Society metaplot regarding the Scoured Stars system; I’m not, but I bet many people will be). There’s also information on other deities, including ancestral deities (dwarven Angradd, elven Calistria, pahtra Meyel, dragonkin-ryphorian Dagosarn, vesk saints, and so on), Elder Mythos (Cthulhu, Hastur, Yog-Sothoth, and friends), the fey Eldest, outsider deities (like the empyreal lord Arshea, demon lord Pazuzu, elemental lord Ranginori, arc spectra Facilian, and so on), and various nondeific philosophies - The Cycle, the Green Faith, the new Gap Recollective and Parallel Truths, Prophecies of Kallistrade, Sangpotshi, and so on.
There are a few omissions I find slightly to moderately glaring - Shelyn is only given passing mentions, and we still do not know who the Starfinder four horsemen of the apocalypse are. A mild disappointment, but oh well, what is there is pretty damn solid.

- Finally, a chapter on magic in the galaxy. To some, this will be just a lore-dumpy snoozefest, but to me, this is my favorite section of the book. First, we get a look at what stages of development magic generally goes through in the galaxy, how it functions, what its general limits are, what kind of career a magic user might undergo, and how they’re perceived in society. It’s a bit on the abstract side perhaps, but at the same time, really helps clarify magic’s role in the setting, providing some solid guidance on how the four different spellcasting classes are perceived and how they function, which is hardly useless. The following two sections are much more concrete however, discussing various magic institutions and magical factions in the Starfinder setting, from the familiar ones like the Arcanamirium, the Hellknight Order of the Gate and the Xenowardens; to brand-new ones such as the nefarious mind magic-oriented Palace Obscura academy and the Eldritch Games League. The last section of the book is titled Magical Phenomena, and it describes a number of large-scale ways in which magic manifests, parallel to how real-world physics result in black holes or nebulae. And here, there’s some truly fantastical things, from alignment singularities to Drift thinning (with an ominous potential teaser towards the upcoming Drift Crisis? Who knows), to metastars that radiate magic (including a nod to the Starfinder adventure Liberation of Locus-1, which is a nice touch) and wormgates that, like wormholes, link different planes. Overall, this chapter is full of absolutely great and creative stuff that alone can spawn dozens of quintessential science-fantasy adventure ideas, be they serious or silly or anything in-between.

With Galactic Magic, I finally feel as though Starfinder’s fantasy side will be able to flourish like never before. Stuff like this is - the unabashed embracing of the blend of speculative fiction tropes and ideas - what makes it distinct from other sci-fi properties like Traveller or Star Trek or Star Wars or The Expanse, so if that kind of thing appeals to you, it’s a very valuable grab.

Some extra things that didn’t fit into other sections:
- I appreciate the diversity of species portrayed in the art in this book, particularly in the classes section, really showing that you can play and portray all manner of people and aliens in this game.
- I do wish there was more direct information on other planes of existence (it’s mostly incidental when talking about things like the outsider deities, or the bits about Astral/Ethereal/Shadow Space), but that might warrant a book all its own honestly.
- I wish there was more lore tied to vanguards, a class I still notoriously don't understand how to meaningfully weave in on a narrative level, but I suppose Paizo doesn't consider them to be a spellcaster (which mechanically they literally are not, I suppose); yet, there are factions tied to solarians, so what gives?
- There’s art of a kobold (pg 141), the first for an actual Starfinder book, I believe (our only other one is in the Alien Character Deck, where kobolds first debuted). That’s all.
- I just have to point this out because it bothers me; The chapter opener for the Magical Galaxy section shows the iconic vanguard without his lashunta antennae, which makes him look more like a dwarf. Also, the drow in the background look …really strange there. While I disagree with most criticisms about the quality of art in this book, that one really does stick out to me in a bad way (even if it’s art that most people will briefly look at once on their first readthrough, if that), and I hope that at least the Velloro antennae situation can be fixed in a future printing (Paizo did do that for when there was an unmasked kasatha in another book after all!).


A great addition to the Starfinder rules book line

5/5

The Good:

  • The new Precog class, which feels like a more martial-oriented version of the Witchwarper.
  • The Precog sub-classes are dripping with potential for intriguing character ideas. A time traveller trapped back in time? Someone stranded from a timeline with a different past? Someone with a deep connection to the Gap? Character ideas basically write themselves.
  • A number of interesting options for each class. Standouts include alternate class abilities for Technomancers that make them feel like a Pathfinder Witch, alternate class abilities for Solarians that allow them to focus on one mode, or focus on revelations instead of attacks, and the Magical Assassin alternate class feature for Operatives.
  • Prepared spellcasting alternate rules, for more flexible spellcasters!
  • The scaling cantrip alternate rules gives spell-casters a viable way to avoid trundling around loaded up with weapons. (Cantrip damage seems to be roughly what a level-1 Small Arms weapon would do.)
  • Several new cantrip spells—such as Adhere, Misfire, Psychokinetic Shove, and Stumble—that provide decent non-attack combat options for spellcasters who don’t want to ever wield a weapon.
  • A number of fun spells for clever/intrigue-focused players (e.g., Anchor, Broadcast Message, Duplicate Data, Summon Corpse, Tracking Mark).
  • Several new Wall spells!
  • A number of spells that give spellcasters ways to use their reactions (Uncanny Luck, Temporal Flash, Swap Initiative, Temporal Bullets, Usurp Spell, Restore Consumable, Dampen Spell).
  • A number of thematically awesome spells that just drip with flavor, like Soul Surge, Sub-zero Clutch, and Fluidity of Form.
  • Ritual magic, which adds some nifty options for PCs, but is especially fun as a tool for GMs to use when building a scenario.
  • Edicts and Anathema for deities that really make them “pop” in a way they hadn’t before, giving a much clearer sense for what these deities are like, and how superficially similar deities (e.g., Desna and Weydan, or Eloritu and Ibra) differ from one another.
  • Some interesting lore about magic, including some helpful discussion of how magic-users are thought about treated in everyday life.

    The Bad:

  • Although the Witchwarper gets some new options, there isn’t anything that really addresses their relative weakness compared to the other spellcasters.
  • Although the discussion of the role of magic in everyday life is welcome, there sadly isn't anything as thorough as the discussion of the role of technology in the Tech Revolution book.

    The Pretty:

  • I like some pieces or art more than others (the art for Pharasma might be my favorite thing in this book, whereas the art for a couple of the other deities looks a little funny to my eye), but as always, the general quality of the art is great.


  • Exactly what the setting needed

    5/5

    This book has all of the setting details to really turn the Starfinder Setting (Pact Worlds and Beyond!) into a truly Science Fantasy setting.

    While there have been bits here and there about how magic is utilized in the setting, particularly in APs, most of the setting before felt highly technological compared to magical. This is even addressed some in the book itself, stating that the Pact Worlds right now do in fact have a bias towards the technological even though so much of their technology is intertwined with magic. All of the core 20 Starfinder deities get larger write-ups that are helpful for both players and GMs. Some of the Core 20 from Pathfinder also get a column each of space explaining what they've been up to, including a great reason why Asmodeus is no longer a top-tier deity!

    We get 100+ new spells, some are old throwbacks from Pathfinder but others are brand new and are potentially game-changing when it comes to spellcaster builds.

    The variant 0-level spells scaling is much needed! Now your spellcaster never needs to reach for a gun again if they don't want to!

    The prepared caster variant is something that I hope SFS allows players to utilize. I've always been a fan of prepared casting and am happy to see it has made its way into publication here!


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    1 person marked this as a favorite.
    Milo v3 wrote:
    Is there some cost or downside to accessing the scaling cantrips?

    Not really. But it is a variant system (only with GM approval), so I doubt it's going to be Society legal.


    MurderHobo#6226 wrote:


    Not really. But it is a variant system (only with GM approval), so I doubt it's going to be Society legal.

    Great to hear for my group then.


    1 person marked this as a favorite.
    MurderHobo#6226 wrote:
    Milo v3 wrote:
    Is there some cost or downside to accessing the scaling cantrips?
    Not really. But it is a variant system (only with GM approval), so I doubt it's going to be Society legal.

    We could, of course, be pleasantly surprised, perhaps with an ACP fee for access. It wouldn't be the first thing requiring GM approval that's been given Society legality.


    1 person marked this as a favorite.

    I thought the downside to accessing the scaling cantrips was that they're still not good enough to replace a pistol?


    1 person marked this as a favorite.
    Xenocrat wrote:
    I thought the downside to accessing the scaling cantrips was that they're still not good enough to replace a pistol?

    That's unfortunate.


    4 people marked this as a favorite.
    Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
    Milo v3 wrote:
    Xenocrat wrote:
    I thought the downside to accessing the scaling cantrips was that they're still not good enough to replace a pistol?
    That's unfortunate.

    Two thoughts about the cantrip option.

    1. Unlike on-level pistols, they're free. So if you stick to cantrips, you get a huge chunk of change you can spend on other things.

    2. The damage is pretty comparable to that of a Vanguard taking the Entropic Shot alternate class feature (which makes the entropic strike ranged). Focusing on EAC-targeting cantrips, their damage compares as follows:

    Levels 1-4: Vanguard's Entropic Shot is ahead by 0 points
    Level 5: Vanguard's Entropic Shot is ahead by 1 point (on average)
    Level 6: Vanguard's Entropic Shot is ahead by 4.5 points (on average)
    Levels 7-8: Vanguard's Entropic Shot is ahead by 2 points (on average)
    Level 9: Vanguard's Entropic Shot is ahead by 5.5 points (on average)
    Level 10-11: Vanguard's Entropic Shot is ahead by 3 points (on average)
    Level 12: Vanguard's Entropic Shot is ahead by 6.5 points (on average)

    So it's only a smidge behind the Vanguard's Entropic Shot, and the Entropic Shot is one of the Vanguard's major class features. All in all, it looks like a viable option to me.


    1 person marked this as a favorite.
    Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

    Another interesting variant is the prepared casting option. The cost and benefits are both as you would expect.


    1 person marked this as a favorite.
    Porridge wrote:
    Milo v3 wrote:
    Xenocrat wrote:
    I thought the downside to accessing the scaling cantrips was that they're still not good enough to replace a pistol?
    That's unfortunate.

    Two thoughts about the cantrip option.

    1. Unlike on-level pistols, they're free. So if you stick to cantrips, you get a huge chunk of change you can spend on other things.

    2. The damage is pretty comparable to that of a Vanguard taking the Entropic Shot alternate class feature (which makes the entropic strike ranged). Focusing on EAC-targeting cantrips, their damage compares as follows:

    Levels 1-4: Vanguard's Entropic Shot is ahead by 0 points
    Level 5: Vanguard's Entropic Shot is ahead by 1 point (on average)
    Level 6: Vanguard's Entropic Shot is ahead by 4.5 points (on average)
    Levels 7-8: Vanguard's Entropic Shot is ahead by 2 points (on average)
    Level 9: Vanguard's Entropic Shot is ahead by 5.5 points (on average)
    Level 10-11: Vanguard's Entropic Shot is ahead by 3 points (on average)
    Level 12: Vanguard's Entropic Shot is ahead by 6.5 points (on average)

    So it's only a smidge behind the Vanguard's Entropic Shot, and the Entropic Shot is one of the Vanguard's major class features. All in all, it looks like a viable option to me.

    But Entropic Strike is a terrible trap option! You give up Constitution, half specialization, and eventually Strength to damage in return for range on a class that wants to be up in melee to get hit and dish out attacks of opportunity. It's a gimmick option for gimmick builds, not a serious ability.


    3 people marked this as a favorite.
    Xenocrat wrote:
    Porridge wrote:
    Milo v3 wrote:
    Xenocrat wrote:
    I thought the downside to accessing the scaling cantrips was that they're still not good enough to replace a pistol?
    That's unfortunate.

    Two thoughts about the cantrip option.

    1. Unlike on-level pistols, they're free. So if you stick to cantrips, you get a huge chunk of change you can spend on other things.

    2. The damage is pretty comparable to that of a Vanguard taking the Entropic Shot alternate class feature (which makes the entropic strike ranged). Focusing on EAC-targeting cantrips, their damage compares as follows:

    Levels 1-4: Vanguard's Entropic Shot is ahead by 0 points
    Level 5: Vanguard's Entropic Shot is ahead by 1 point (on average)
    Level 6: Vanguard's Entropic Shot is ahead by 4.5 points (on average)
    Levels 7-8: Vanguard's Entropic Shot is ahead by 2 points (on average)
    Level 9: Vanguard's Entropic Shot is ahead by 5.5 points (on average)
    Level 10-11: Vanguard's Entropic Shot is ahead by 3 points (on average)
    Level 12: Vanguard's Entropic Shot is ahead by 6.5 points (on average)

    So it's only a smidge behind the Vanguard's Entropic Shot, and the Entropic Shot is one of the Vanguard's major class features. All in all, it looks like a viable option to me.

    But Entropic Strike is a terrible trap option! You give up Constitution, half specialization, and eventually Strength to damage in return for range on a class that wants to be up in melee to get hit and dish out attacks of opportunity. It's a gimmick option for gimmick builds, not a serious ability.

    Whether or not it is a trap option for Vanguards is moot... you were talking about scaling cantrips.... and it's spellcasters that use those.


    2 people marked this as a favorite.
    Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

    Here's another way to assess the scaling cantrip option, comparing them directly to pistols. Using the standard line of laser pistols as our point of comparison for EAC cantrips, we find that:

    Level 1-5: Pistol (Azimuth) is ahead by 1 point (on average).
    Level 6: Pistol (Corona) is ahead by 3.5 points (on average).
    Level 7-8: Pistol (Corona) is ahead by 0 points (on average).
    Level 9: Pistol (Aphelion) is ahead by 2.5 points (on average).
    Level 10-11: Pistol (Aphelion) is ahead by 0 points (on average).
    Level 12: Pistol (Perihelion) is ahead by 2.5 points (on average).
    Level 13: Pistol (Perihelion) is ahead by 0 points (on average).
    Level 14: Pistol (Parallax) is ahead by 2.5 points (on average).
    Level 15-16: Pistol (Parallax) is ahead by 0 points (on average).
    Level 17-18: Pistol (Zenith) is ahead by 2.5 points (on average).
    Level 19-20: Pistol (Zenith) is ahead by -2.5 points (on average).

    So the scaling cantrip is around 0-2.5 points of damage behind the corresponding laser pistol for pretty much one's entire career. Given that laser pistols are expensive and cantrips are free, this seems like pretty good scaling to me.


    1 person marked this as a favorite.
    Porridge wrote:

    Here's another way to assess the scaling cantrip option, comparing them directly to pistols. Using the standard line of laser pistols as our point of comparison for EAC cantrips, we find that:

    Level 1-5: Pistol (Azimuth) is ahead by 1 point (on average).
    Level 6: Pistol (Corona) is ahead by 3.5 points (on average).
    Level 7-8: Pistol (Corona) is ahead by 0 points (on average).
    Level 9: Pistol (Aphelion) is ahead by 2.5 points (on average).
    Level 10-11: Pistol (Aphelion) is ahead by 0 points (on average).
    Level 12: Pistol (Perihelion) is ahead by 2.5 points (on average).
    Level 13: Pistol (Perihelion) is ahead by 0 points (on average).
    Level 14: Pistol (Parallax) is ahead by 2.5 points (on average).
    Level 15-16: Pistol (Parallax) is ahead by 0 points (on average).
    Level 17-18: Pistol (Zenith) is ahead by 2.5 points (on average).
    Level 19-20: Pistol (Zenith) is ahead by -2.5 points (on average).

    So the scaling cantrip is around 0-2.5 points of damage behind the corresponding laser pistol for pretty much one's entire career. Given that laser pistols are expensive and cantrips are free, this seems like pretty good scaling to me.

    But pistols are terrible trap options! Obviously you should be using long arms.


    Xenocrat wrote:
    Porridge wrote:

    Here's another way to assess the scaling cantrip option, comparing them directly to pistols. Using the standard line of laser pistols as our point of comparison for EAC cantrips, we find that:

    Level 1-5: Pistol (Azimuth) is ahead by 1 point (on average).
    Level 6: Pistol (Corona) is ahead by 3.5 points (on average).
    Level 7-8: Pistol (Corona) is ahead by 0 points (on average).
    Level 9: Pistol (Aphelion) is ahead by 2.5 points (on average).
    Level 10-11: Pistol (Aphelion) is ahead by 0 points (on average).
    Level 12: Pistol (Perihelion) is ahead by 2.5 points (on average).
    Level 13: Pistol (Perihelion) is ahead by 0 points (on average).
    Level 14: Pistol (Parallax) is ahead by 2.5 points (on average).
    Level 15-16: Pistol (Parallax) is ahead by 0 points (on average).
    Level 17-18: Pistol (Zenith) is ahead by 2.5 points (on average).
    Level 19-20: Pistol (Zenith) is ahead by -2.5 points (on average).

    So the scaling cantrip is around 0-2.5 points of damage behind the corresponding laser pistol for pretty much one's entire career. Given that laser pistols are expensive and cantrips are free, this seems like pretty good scaling to me.

    But pistols are terrible trap options! Obviously you should be using long arms.

    Now I'm thinking you were being just as snarky before. Lol

    Dark Archive

    1 person marked this as a favorite.

    Glad to hear the scaling cantrips are on par with pistols. While long arms are better, spending two feats on proficiency and specialization is a sad choice to make for a spell caster (even if it's optimal)


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    One secret hope I had for Cantrip changes was being able to use cover/harrying fire with them.
    I don't think you can since its cast a spell actions....
    but be agood home game thing~


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    Does Spell Sergeant or any of the other methods of improving spell damage not work with scaling cantrips?


    2 people marked this as a favorite.
    Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
    Master Han Del of the Web wrote:
    Does Spell Sergeant or any of the other methods of improving spell damage not work with scaling cantrips?

    That's a good question. If you *did* allow the Spell Sergeant bonus to stack with the scaling cantrip damage, though it looks like a Spell Sergeant's cantrip damage would be almost exactly the same as a Longarms weapon of the same level. (Running some quick numbers against Laser Rifles, the cantrip would be 1 point ahead at L6, 1 point ahead at L9, 1.5 points behind at L13, and 0 points ahead at L17.)

    So that looks pretty balanced, actually.


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    There's also the Wrecking Spells Mystic Epiphany and the Harmful Spell magic hack. Each add 1/2 level to damage as an untyped bonus if I remember..


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    Had a chance to leaf through a subscriber friend's copy and the religion chapter is a delight. I love everything there other than a few iffy art pieces.


    Master Han Del of the Web wrote:
    There's also the Wrecking Spells Mystic Epiphany and the Harmful Spell magic hack. Each add 1/2 level to damage as an untyped bonus if I remember..

    This brings up a prertty big question...

    Did they finally give Witch Warper the +1/2 damage spells.
    and did Precog get it too?

    These feel like a required class choice in general.

    Marketing & Media Manager

    2 people marked this as a favorite.

    Roll20 will launch Starfinder Galactic Magic with us tomorrow.


    Zwordsman wrote:

    This brings up a prertty big question...

    Did they finally give Witch Warper the +1/2 damage spells.
    and did Precog get it too?

    These feel like a required class choice in general.

    As far as I'm aware the precog didn't get any new abilities since the playtest, but the witchwarper may have something.

    Dark Archive

    Pathfinder Starfinder Roleplaying Game Subscriber

    Wait its not released today on wednesday 26th? D: or is it timezone thing?

    Paizo Employee Sales & eCommerce Assistant

    4 people marked this as a favorite.
    CorvusMask wrote:
    Wait its not released today on wednesday 26th? D: or is it timezone thing?

    It's a time zone and preset embargo date thing. Check back in a few hours. :)


    Pdf unavailable!? D: I'm eager to pick this up so, kinda hoping I'm not too early trying on the pdf... But then... Problem?


    "Pdf unavailable"


    Same here


    Yeah, I'm also getting the "pdf unavailable" thing too. It's really bizarre.


    1 person marked this as a favorite.
    Zane Pendergast wrote:
    Yeah, I'm also getting the "pdf unavailable" thing too. It's really bizarre.

    We may not get it till they get in the office and fix it. It’s alright I’ve waited this long, I don’t mind a few more hours.


    ZombieKira wrote:
    Zane Pendergast wrote:
    Yeah, I'm also getting the "pdf unavailable" thing too. It's really bizarre.
    We may not get it till they get in the office and fix it. It’s alright I’ve waited this long, I don’t mind a few more hours.

    Which is? Some 8 hour more?

    Dark Archive

    Pathfinder Starfinder Roleplaying Game Subscriber

    Ah dagnabbit its the pdf unavailable bug again :(


    NachtroseSVK wrote:
    ZombieKira wrote:
    Zane Pendergast wrote:
    Yeah, I'm also getting the "pdf unavailable" thing too. It's really bizarre.
    We may not get it till they get in the office and fix it. It’s alright I’ve waited this long, I don’t mind a few more hours.
    Which is? Some 8 hour more?

    *shrugs* who knows, sides I have to decide which caster for a spell sergeant.


    Porridge wrote:
    Milo v3 wrote:
    Xenocrat wrote:
    I thought the downside to accessing the scaling cantrips was that they're still not good enough to replace a pistol?
    That's unfortunate.

    Two thoughts about the cantrip option.

    1. Unlike on-level pistols, they're free. So if you stick to cantrips, you get a huge chunk of change you can spend on other things.

    All in all, it looks like a viable option to me.

    Not so sure it is viable for witchwarpers and precogs. With Hazard and Injury Echo being reflex/will save to negate, with enemy save scaling you'll fall more and more behind with no good way to raise the DC.

    For mystics and technomancers it looks like a great free alternative to small arms, though.

    Dataphiles

    1 person marked this as a favorite.
    Sputt wrote:
    Porridge wrote:
    Milo v3 wrote:
    Xenocrat wrote:
    I thought the downside to accessing the scaling cantrips was that they're still not good enough to replace a pistol?
    That's unfortunate.

    Two thoughts about the cantrip option.

    1. Unlike on-level pistols, they're free. So if you stick to cantrips, you get a huge chunk of change you can spend on other things.

    All in all, it looks like a viable option to me.

    Not so sure it is viable for witchwarpers and precogs. With Hazard and Injury Echo being reflex/will save to negate, with enemy save scaling you'll fall more and more behind with no good way to raise the DC.

    For mystics and technomancers it looks like a great free alternative to small arms, though.

    Based on my experiences, most of my opponents have 'Won't' saves.


    I may built a prototype with all 4 casters and see what I come up with. Though bayonet outfitted sniper rifle is looking pretty juicy.


    Unfortunate we'll probably need to wait till office hours before this gets fixed, was looking forward to giving this book a read tonight.


    Milo v3 wrote:
    Unfortunate we'll probably need to wait till office hours before this gets fixed, was looking forward to giving this book a read tonight.

    Honestly me too. Always help with my insomnia


    I just hope that my subscription is not lost in the stars -- haven't seen nor heard anything about it since the confirmation of shipping was sent.

    A subsequent order (which is more important for running things at an upcoming convention) may arrive *before* it despite the subscription allegedly being sent first.


    So any idea of the release time?


    3 people marked this as a favorite.

    "PDF Unavailable".

    Oh, Paizo.


    That must be because yesterday I said to my group "wait with creating a new character, tomorrow there will be another pdf for you"... :/


    MasterZelgadis wrote:
    That must be because yesterday I said to my group "wait with creating a new character, tomorrow there will be another pdf for you"... :/

    You fool! You obviously alerted the fae, and you know how they love a good trick


    The pdf being unavailable today has to do with the supply chain shortage....sigh.


    1 person marked this as a favorite.

    I got my physical copy in the mail so definitely not a supply chain issue. Most likely a glitch that will be fixed at some point this morning (because it's only 7 am in Washington state right now).

    Dark Archive

    Pathfinder Starfinder Roleplaying Game Subscriber

    This bug is annoying because it pretty much always take until staff members wakes up for someone to fix it :'D


    2 people marked this as a favorite.

    It's ALMOST like concentrating all your staff for an online storefront in one time zone isn't exactly the best plan.


    I am guessing this is because of the bug during the, I think it was, Black Friday sale, when Galactic Magic, the Absalom Book and something else were available early (the PDFs that is) for a bit, and Paizo then turned off access to the PDFs manually. I guess they now have to switch it back to available.

    Marketing & Media Manager

    8 people marked this as a favorite.

    Good Morning! I am awake and have notified the webstore team the this product did not go live at midnight as it should have. Thanks for your patience and patronage.


    Aaron Shanks wrote:
    Good Morning! I am awake and have notified the webstore team the this product did not go live at midnight as it should have. Thanks for your patience and patronage.

    Thank you

    Dark Archive

    There are also some new damaging cantrips in the book including for Witchwarpers and Precogs they also have saves, so somewhat limited at high level, but still might be workable. Saving credits on weapons is potentially pretty useful.


    ZombieKira wrote:
    Aaron Shanks wrote:
    Good Morning! I am awake and have notified the webstore team the this product did not go live at midnight as it should have. Thanks for your patience and patronage.

    Still waiting..........

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