Space Combat With A Mystical Twist


General Discussion


So my mystic player has been feeling like space combat doesn't feel like it offers his character much thematically.

While the engineer and more martial classes fit neatly into the roles RP wise, its like there isn't much of a role for a more purely mystically oriented character.

I'm thinking maybe something like magical ship to ship weapons that work better with a mystic operating them might work but thats all I've got.

Has anyone got any ideas for adding a more mystical flavour to space combat and ship roles, that might make a mystic a bit more vital or involved from an RP stance at least


Well Jedi Battle Meditation comes to mind. That could turn the mystic into a bit of an alternate buffer like the Captain. It's a fun fantasy that would be great to have in the game.

The problem though is that the Starfinder design philsophy seems to want character abilities be kept distinct from starship combat (other than skills and BAB). So I do not think the Starfinder team will put in a Battle Meditation type Feat or Spell in the game.

I think if I have a 5 person or 6 person crew and there's a Mystic with nothing to do I think I wouldn't mind just giving them an Encourage type power with the caveat that it won't stack with the Captain's Encourage action. So the Captain can buff one person while the Mystic's battle meditation buffs someone else. DC15 Mysticism check to do it maybe?

Also maybe let the Mystic throw ideas at you for what his or her spells could do and you can decide on a case by case basis if that's alright or not. This is a complete break from the CRB, but hey, it's your game.


Azih wrote:
The problem though is that the Starfinder design philsophy seems to want character abilities be kept distinct from starship combat (other than skills and BAB). So I do not think the Starfinder team will put in a Battle Meditation type Feat or Spell in the game.

I wouldn't be so sure about that. The Mechanic has Miracle Worker and Quick Patch which are used in starship combat. So, a Mystic ability specifically for starship combat isn't out of the question.


I think this is a valid complaint that may get addressed as they flesh out space combat. In a system that melds magic with tech so well most of the space combat stuff comes across more or less as pure tech. It would make sense in a setting with this much magic to have mystic or arcane type of offense/defense/utility abilities available that mystics or technomancers could excel at for space combat that plays to their motif a bit more.


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I hope they come up with more options to cause damage other than the gunner role. Only one or two players attacking per round makes spaceship combat take forever to wrap up...

But a spaceship book hasn't even been announced yet - I'm guessing second semester 2018.

On the mystic lack of things to do, you can check this thread over on homebrew: New Crew Role: Stargazer. It's a bunch of debuffs, something quite scarce in current options.


I want some spells that are explicitly useful in star-ship combat. Maybe something like:

Force Battery (technomancer 4)

School Evocation
Casting Time 1 starship turn
Range close (5 hexes)
Targets one starship
Duration instantaneous
Saving Throw none; Spell Resistance yes

Make an attack against the target starship as if making a gunnery check with a turret mounted weapon. On a hit you deal 4d8 damage that bypasses shields.

Casting this spell means you can't take any starship action this turn.


I'd be hesitant to make it actual spells. Instead, I'd give some uses for Mysticism in space combat.


I found this on the boards.

OtrovaGomas wrote:
Call the shields magic and let them do a mystic check (equivalent to the engineering) to "restore" them. If this is a home game just reflavor stuff, so they feel usefull. Exo ships are a combination of magic and technology. So much so that to get information from a computer in into the unknown you can use a mystic or computer check to get it

Seems like a good fix to me.

Dark Archive

Still reading the ship combat rules myself. I did just by Starfinder last night after all. But right now I'm picturing mystics to be like the vorlon (I think) from Babylon 5. The B5 sequel series Crusade also has a good example of how to work a technomage into a space epic.

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