
KingGramJohnson |

I would like to preface this by saying that I have not yet had a chance to play Starfinder, though I have read through the Core Rulebook. So, I'm saying this based off what I read rather than experience.
Magic in Starfinder seems underwhelming. It only goes to 6th level, and it just doesn't seem that strong. Like the two magic classes would be at a disadvantage. It almost seems like it's dumbed-down ported Pathfinder magic.
What are people's thoughts about this? What are some of the pros and cons of Starfinder magic? Does it seem worth it?

Kalderaan |

I would like to preface this by saying that I have not yet had a chance to play Starfinder, though I have read through the Core Rulebook. So, I'm saying this based off what I read rather than experience.
Magic in Starfinder seems underwhelming. It only goes to 6th level, and it just doesn't seem that strong. Like the two magic classes would be at a disadvantage. It almost seems like it's dumbed-down ported Pathfinder magic.
What are people's thoughts about this? What are some of the pros and cons of Starfinder magic? Does it seem worth it?
From what I can see so far, the saves are harder to get and the casters can boost DC through several methods.
Quality over quantity in what limited I have seen so far.

kaid |

Both of the casters in the core book are very handy. Mystics have a whole boat load of curative magics that is pretty dang useful for exploring unknown worlds with new flora and fauna and other environmental hazards.
They also make pretty good faces for parties with their ability to comprehend and share languages as well as a lot of control/domination/suggestion type powers.
Technomancers have a lot of strong utility and have really good synergy between their magic and their weapons. They are the strongest AOE dps from what I have seen of any of the classes. Also their ability to use magic to know languages and other spells make some of the best hackers available especially when trying to hack into ancient alien computer systems.
Operators and mechanics are great with computers but their skill is diminished when dealing with utterly alien tech with no shared language that technomancers let them basically cheat.
Also the alien archives addition of summoning spells gives a good boost to both by giving them the ability to summon extra body or bodies into the fight to help out.
Still one thing to note given that you are likely to encounter more things in a day in a typical starfinder mission given the ability to gain stamina back with a 10 minute rest casters use their normal weapons and equipment quite a bit. Not like a pathfinder wizard who after low levels may never bother using their actual weapon to attack.
Down the road I would not be shocked to see a 9th level more pure focused caster but if they do it that will almost have to be at the expense of normal weapon usage.

Zabraxis |
I agree w/ GM Rednal, high level magic in PF got a bit silly so they reeled it in some by going with 6th level casters.
They are the strongest AOE dps from what I have seen of any of the classes.
I haven't looked at Technomancers much for AOE blasting, I've only glanced at Disintegrate for DD. I'm curious to see the math on this compared to a Bombard Soldier.

kaid |

Also for both mystics and technomancers it is pretty easy for them to pump str or dex to be very effective with whichever weapon type they wish to utilize. With the stat improvement method in starfinder basically you max your int or wis depending on class and then have a lot of options for how you build so very easy to be highly competent with your weapon of choice.

EC Gamer Guy |

Along with what Jimbles said, thinking of the Mystic and Technomancer as Warpriest and Magus might be a better comparison.
The designers did take away the God levels of pure casters. But Technomancers at least can be some of the best ranged damage dealers with their self buffing.
I haven't played any magic classes. I'm a SFS player, and I decided to stick to pure tech-based characters since it's a Sci-Fi world to my mind, more than a magical one.

Slurmalyst |

I'd agree with MagicA: Technomancers are #1 for AOE damage. It's still tough for Soldiers and others to deal good AOE damage: grenades are expensive, and the AOE heavy weapons have relatively low damage and radii. Selective Targeting is also very valuable for Technomancers.
Magic Missile at Levels 1-2 deals as much damage (10.5) as the hardest-hitting Soldier's melee attack, and it hits 100% of the time at range. At low levels, Technomancers are often the damage MVPs if they take this spell.
At level 1, Technomancers have as many spells per day as PF Sorcerers. They don't start to fall behind Sorcs in spells in a big way until Level 6. And all the while their non-spell options are much stronger than Sorcs.
Some people are suggesting more encounters per day than PF, though SFS modules so far haven't been written that way. We'll have to see.

Diachronos |
2 people marked this as a favorite. |
They're not underwhelming at all. They perform their intended roles just fine with only 0-6 level spells. And to be honest, I'm really happy to see that they've only introduced two spellcasting classes, since it means Starfinder isn't going to run into the "full casters are automatically superior to every other class no matter what the situation is" mentality that continues to plague systems like Pathfinder and D&D.

Cyrad RPG Superstar Season 9 Top 16 |

I played a few games as a technomancer. The only things I didn't like were:
1) The technomancer doesn't start with any class features except spellcasting and a bonus spell slot via spell cache. Meanwhile, the mystic gets more class skills, more Stamina/Hit Points, a once-per-day heal, and a powerful class feature related to their connection. This is disappointing as I hoped the class would have more flavorful abilities.
2) There's not a big variety of spells yet. There's no polymorph spells. The core rulebook doesn't have summon creature. And there's surprisingly few spells that interact with technology.

EC Gamer Guy |

It may take a few levels to become "flavorful" but they start as the damage kings with Jolting Surge and Overcharge Weapon.
Given the overall theme of class balance I don't think you're going to see Technomancers take over entire combats.
I played a few games as a technomancer. The only things I didn't like were:
1) The technomancer doesn't start with any class features except spellcasting and a bonus spell slot via spell cache. Meanwhile, the mystic gets more class skills, more Stamina/Hit Points, a once-per-day heal, and a powerful class feature related to their connection. This is disappointing as I hoped the class would have more flavorful abilities.
2) There's not a big variety of spells yet. There's no polymorph spells. The core rulebook doesn't have summon creature. And there's surprisingly few spells that interact with technology.

![]() |

Consider that if they'd included even one 9th level caster it would have eaten up probably 10 or more pages of level 7-9 spells just for that one class.
I expect we'll see full casters at some point down the road. Plenty of room for SF to expand. Give it some time.
As EC Gamer Guy said, SF currently has magus/inquisitor type casters.

kaid |

Consider that if they'd included even one 9th level caster it would have eaten up probably 10 or more pages of level 7-9 spells just for that one class.
I expect we'll see full casters at some point down the road. Plenty of room for SF to expand. Give it some time.
As EC Gamer Guy said, SF currently has magus/inquisitor type casters.
I think if starfinder does as well as it looks like it is an ultimate spacemagic book gets made as well as an ultimate technodohickey book to flesh out both magical and technical character classes.

![]() |

ryric wrote:I think if starfinder does as well as it looks like it is an ultimate spacemagic book gets made as well as an ultimate technodohickey book to flesh out both magical and technical character classes.Consider that if they'd included even one 9th level caster it would have eaten up probably 10 or more pages of level 7-9 spells just for that one class.
I expect we'll see full casters at some point down the road. Plenty of room for SF to expand. Give it some time.
As EC Gamer Guy said, SF currently has magus/inquisitor type casters.
I hope they keep those terms for the names, too. Just don't repeat the "ultimate" line for the book naming. But "Spacemagic of the Pact Worlds" and Technodohickeys of the Pact Worlds" are perfect names for this line of books.

Mage of the Wyrmkin |

I have to agree with the OP. I would love to see a supplement book that adds a full caster to the mix. I am not a fan of the spell lists either as there does not seem to be enough Control/Sabotage spells for my taste and too much reliance on simple direct damage or SOL spells. I like to litter the battlefield with summons, pits and drive the GM crazy with spells like Aqueous Orb.