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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    Paizo Employee Webstore Coordinator

    3 people marked this as a favorite.

    Announced for November! Product image and description are not final and may be subject to change.

    Paizo Employee Organized Play Associate

    2 people marked this as a favorite.

    Hello, somebody!

    Horizon Hunters

    Looks great!


    3 people marked this as a favorite.

    I foresee a spellcaster whose key ability is not Dexterity.


    1 person marked this as a favorite.
    Pathfinder Starfinder Accessories, Starfinder Adventure Path Subscriber

    November? But I need this now!


    2 people marked this as a favorite.
    Pathfinder Lost Omens Subscriber
    Description Block wrote:
    ...relying on predictive prerolls to navigate clutch situations and quick reflexes to manipulate combat.

    Maybe I misread that, but it does seem like Dexterity would be kind of important?


    Looks like it's gonna be a magical Winter.


    Excellent. I was wondering what this book would be; it looks pretty interesting.

    Dark Archive

    1 person marked this as a favorite.
    Pathfinder Adventure Path Subscriber

    Oooh, Space Magic Compendium!

    Dark Archive

    1 person marked this as a favorite.
    Pathfinder Adventure Path Subscriber

    Hoping the precog's paradoxes get tweaked a bit - felt like too much of the classes features tended to be based of using such a limited resource...


    7 people marked this as a favorite.

    Excellent. There has been so much love paid to the technology side of Starfinder. Magic needed love.

    Scarab Sages

    IsitNovemberalreadY??

    Dark Archive

    Pathfinder Starfinder Roleplaying Game Subscriber

    I do kinda wonder if this book still sticks to the "in the future, magic is magic, doesn't matter if its divine/arcane/occult/primal" version or if other more specific form of magic will be introduced in this AU as well :D


    2 people marked this as a favorite.
    CorvusMask wrote:
    I do kinda wonder if this book still sticks to the "in the future, magic is magic, doesn't matter if its divine/arcane/occult/primal" version or if other more specific form of magic will be introduced in this AU as well :D

    I think it kind of makes sense that Starfinder does it that way. As time goes one things tend to get a bit more reductionist - at the beginning, there's lots of independent things and different ways to do things, but as time goes on you unify more and more as your understanding grows, until you hit an understanding level where it's all really the same core principles but with different applications


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

    Hoping for something nice for Witchwarpers!


    Very cool to see this coming out and my players will be VERY happy!! Good work Starfinder team and so much to look forward to this year, can't wait!!

    Tom


    2 people marked this as a favorite.
    Psepha wrote:
    CorvusMask wrote:
    I do kinda wonder if this book still sticks to the "in the future, magic is magic, doesn't matter if its divine/arcane/occult/primal" version or if other more specific form of magic will be introduced in this AU as well :D
    I think it kind of makes sense that Starfinder does it that way. As time goes one things tend to get a bit more reductionist - at the beginning, there's lots of independent things and different ways to do things, but as time goes on you unify more and more as your understanding grows, until you hit an understanding level where it's all really the same core principles but with different applications

    And it is thematically consistent with the "magic is just another science" approach that SF tends to use. The source doesn't matter as much as the application. Plus things like the Gap hitting a hard reset on a lot if magical traditions that may have existed.

    Shadow Lodge

    11 people marked this as a favorite.

    I'm happy that we're finally getting more on the gods of starfinder.

    Dark Archive

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

    It is bit boring flavor wise though,

    its pretty much extension of Starfinder's philosophy of "we won't 100% explain how your ability works so you can flavor it yourself" thing that results in things like "wait so how DO biohacker abilities affect contructs and undead and incorporeal beings?"


    1 person marked this as a favorite.
    Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
    CorvusMask wrote:

    It is bit boring flavor wise though,

    its pretty much extension of Starfinder's philosophy of "we won't 100% explain how your ability works so you can flavor it yourself" thing that results in things like "wait so how DO biohacker abilities affect contructs and undead and incorporeal beings?"

    Nanobots, negative-energy-aligned nanobots, nanobots made from ectoplasma?

    Dark Archive

    Pathfinder Starfinder Roleplaying Game Subscriber

    First one is legit, but another two sound like one of those "nanomachines, son!" memes where nanites are used to explain everything you wouldn't normally be able to explain with them as if they were magic x'D


    5 people marked this as a favorite.
    Pathfinder Lost Omens, Rulebook Subscriber

    I'll be honest. Ectoplasmic nanobots sound rad as HECK.


    1 person marked this as a favorite.
    Pathfinder Lost Omens, Rulebook Subscriber
    Wei Ji the Learner wrote:
    Description Block wrote:
    ... quick reflexes to manipulate combat.
    Maybe I misread that, but it does seem like Dexterity would be kind of important?

    "relying on quick reflexes to manipulate combat" describes almost literally every adventurer though.


    Ventnor wrote:
    I foresee a spellcaster whose key ability is not Dexterity.

    dunnauunnaunnaunnaa..

    I forsee a dexterity key abiltiy that is not a spellcaster

    Dark Archive

    Pathfinder Starfinder Roleplaying Game Subscriber

    I'm just wondering if next book is also gonna have a class :O I'd really think not, but then again I'm not sure what is next book after this. (crossing fingers for the vast book xD)

    Wayfinders

    1 person marked this as a favorite.

    I feel like we'd have received another class to playtest by now if that were the case. That, and releasing three books with new classes in a row might be overkill for some, even if it's only one per.

    A book on the Vast seems likely to be next, following in the footsteps of Pact Worlds and Near Space as 'layers' of the setting. (Fingers crossed for a Great Beyond book myself, though!)


    2 people marked this as a favorite.

    I want some extraplanar love next. I want some more information on the Shadow Plane and First World and how their "deep space" is.

    Marketing & Media Manager

    4 people marked this as a favorite.
    CorvusMask wrote:
    I'm just wondering if next book is also gonna have a class :O I'd really think not, but then again I'm not sure what is next book after this. (crossing fingers for the vast book xD)

    Galaxy Exploration Manual will not have a new class, Tech Revolution will have the nanocyte, and Galactic Magic will have the precog. The book after that will be 2022 and we have made no announcements.


    3 people marked this as a favorite.

    I think it's pretty cool that we're getting three hardcover books in the same year.


    5 people marked this as a favorite.
    Albatoonoe wrote:
    I want some extraplanar love next. I want some more information on the Shadow Plane and First World and how their "deep space" is.

    I want a planar scion for the Drift.

    Dark Archive

    Pathfinder Starfinder Roleplaying Game Subscriber
    keftiu wrote:
    Albatoonoe wrote:
    I want some extraplanar love next. I want some more information on the Shadow Plane and First World and how their "deep space" is.
    I want a planar scion for the Drift.

    We don't have planar scion for EVERY plane though ^_^;

    (I wouldn't mind it though since not every plane has its own category of outsiders like Drift does as well xD Plus with that you could make organic species with creepy cool cable tentacles growing out of them ;D)

    Anyway, I think I mentioned it elsewhere, but yeah really hoping that next three books are about core deities lore(plus other minor ones and their status in starfinder), planar stuff, the vast and after that I want starfinder society lore book x'D

    Dataphiles

    1 person marked this as a favorite.

    Right on. Hoping for all sorts of cool options for my Technomancer.


    4 people marked this as a favorite.

    "Weird universe"..."lurking dangers"...

    Aucturn. AUCTUUUUURN. Give us mind-warping horrors on Aucturn! :D


    4 people marked this as a favorite.
    keftiu wrote:
    Albatoonoe wrote:
    I want some extraplanar love next. I want some more information on the Shadow Plane and First World and how their "deep space" is.
    I want a planar scion for the Drift.

    Hmmmmmm.....

    Driftborn
    Medium Outsiders with the Native Subtype

    "Few creatures are native to the strange demi-plane known as the Drift but the ones that do exist within the endless static of Triune's creation are so bizarre and alien that they simply can't exist within the boundaries of physical reality. But sometimes a piece of that Plane can survive forever inside of real space.

    Billions of creatures across the galaxy have traveled through the Drift without incident but a rare number of pregnant sentients have been affected by drift travel due to the extremely chaotic energies that surround the ships they journey upon. These energies sometimes soak into the bodies of unborn children and create "Driftborn" or planar scions that are born from the pure energy of the Drift itself.

    All Driftborn, regardless of their original parents, look like strange pale humans with pure white hair and glowing, almost haunted eyes. They come into the universe with the ability to speak and reason, some even carrying odd messages for their mothers and fathers that they have no memory of learning. As adults, the Driftborn do not consider themselves as a race but as a birth defect.

    Instead, Assuming their parents actually accept these haunted beings as their own kin, the Driftborn will fully identify with the race they were "assigned to" by cultural upbringing. But despite this loyalty to the planets and societies of their parents, the Driftborn are almost universally treated with suspicion. Ugly conspiracies have even spread about the idea that Driftborn are the first wave of an interdimensional army. Truthfully, most Driftborn are very peaceful, almost serene. There is no second generation of Driftborn since a Driftborn can only mate with another member of their own cursed brethren and even those marriages still produce a completely human offspring."

    Dark Archive

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

    So realized mention of spellcasting organizations and schools and wondering if that will be reprint of that article from Attack of the Swarm!? :O


    Interesting

    Marketing & Media Manager

    4 people marked this as a favorite.
    CorvusMask wrote:
    So realized mention of spellcasting organizations and schools and wondering if that will be reprint of that article from Attack of the Swarm!? :O

    We generally provide fresh, expanded content, not reprints. The backmatter of Adventure Paths are like magazine articles, valuable even without the adventure.

    Paizo Employee Webstore Coordinator

    Update: This product has now been pushed back to a December release date.


    Dang, but only a month so not to bad yet

    Tom

    Marketing & Media Manager

    1 person marked this as a favorite.

    Remember the street date will be the first Wednesday of December, so it will still be available for the holidays.

    Grand Lodge

    Pathfinder Maps, Pathfinder Accessories Subscriber; Starfinder Charter Superscriber
    Katina Davis wrote:
    Update: This product has now been pushed back to a December release date.

    But I want it now!


    2 people marked this as a favorite.

    My biggest "complaint" about Starfinder is that is very tech focused. Don't get me wrong, that's not a bad thing. I'm just a magic fan and I find myself not wanting to use magic in the game. This might change that. Though I kind of feel it won't. Which is a shame.

    Dark Archive

    Pathfinder Starfinder Roleplaying Game Subscriber

    Though for all comments about magic being underpowered, casters capable of casting level 6 spells are kind of insane to deal with x'D They have lot more utility in and out of combat than you'd think


    1 person marked this as a favorite.

    Excited.. sad it got pushed back but life!

    Hoping WItchwarpers get something neat and weird.. or at least they get a paradigm that adds 1/2 damage to spells. The other magic classes currently have that.

    I personally hope for more cantrips, or maybe a method to make cantrips scale more. If you have Water Magic or Superheated Spells feat you can actually rock Energy Ray cantrip as your weapon for a while. Until d3 falls away too hard.
    An archetype or feat choice. I'd love a feat choice set up like Unarmed Strike's feat. ADding some kind of smaller scaling and adding damage.

    Wayfinders

    5 people marked this as a favorite.

    On today's Paizo Live, we learned there's going to be variant prepared spellcasting and scaling cantrip rules, both of which sound super fun.


    2 people marked this as a favorite.

    I'm super into scaled cantrips! Witchwarper's Hazard is one of my favrite spells.

    I'm hoping for good witchwarper options. I'd love an Alternate Class ability that lets them spend Resolve Points to use Infinite Worlds at the highest slot they have unlocked. It would be a nice to have an option like that. Given the cost of a higher level slot I'd often love to spend a RP instead to get that nice area of effect going.

    Hope they also get a paradigm that gives 1/2 their level to damage with their spells. Techers and Mystics both have that option. Though if Witchwarpers get it, I truly hope it'll have an extra line that allows it to buff Infinite Worlds's damage.

    Though I'm the one who'll always ask to switch Cha to Int or Wis. Just for the same of my personal RP style.

    Marketing & Media Manager

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    The recording of "Paizo: Gen Con 2021 | Beyond the Stars: Starfinder's Galactic Magic" will premiere today at 5 PM Pacific YouTube!


    Starfinder Superscriber

    Is this still on track for November?

    Marketing & Media Manager

    Leon Aquilla wrote:
    Is this still on track for November?

    No, it is targeted for a December release. My YouTube description is correct.

    Acquisitives

    1 person marked this as a favorite.
    Wei Ji the Learner wrote:
    Description Block wrote:
    ...relying on predictive prerolls to navigate clutch situations and quick reflexes to manipulate combat.
    Maybe I misread that, but it does seem like Dexterity would be kind of important?

    There are no touch ACs in Starfinder.

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