Adding Occult Ritual Rules to Starfinder


Homebrew


So, one of the complaints I've seen pop up a few times in the boards is that high-level magic is no longer a core component of the game. I'm personally okay with spellcasting being intentionally not as strong as it was in Pathfinder, but I also understand that not everyone is a fan of that particular design decision.

So, the question is, how should one add that element back in. You could convert spellcasting classes from Pathfinder, but I personally think that using the occult ritual rules from Occult Adventurers is a good way to add those kinds of magical effects into Starfinder.

Using some of the example rituals in Occult Adventures, it should be easy enough to create rituals that replicate the effects of Create Demiplane, Time Stop, or Meteor Swarm. It also makes sense to me, lore-wise, that such effects would be gated behind esoteric rules and mysterious ceremonies. After all, Eloritu, the god of magic and secrets, has the explicit goal of making magic as mysterious as possible.

Anyway, those are just my thoughts.


yeah it sound like you and I are on the same page, psionics is a pretty good idea for sci fi.


I am broadly in favor, though I doubt that Meteor Swarm would be especially worth it. Its not because of Eloritu somehow concealing magic, though; its just that no one finds it worthwhile to learn them as spells, when techno-magical industry exists to solve problems.

Which is to say, ritual magic would largely exist as an adjunct to the item creation rules. Some people build cars, others build thaumaturgical effects, often with material foci.

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