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Converting PF1 spells to Starfinder: Explosive Icon and Weakness Emoji
Posted by Owen K.C. Stephens
Today we continue the project to convert to Starfinder all the Pathfinder 1st edition spells that don’t already exist (or have a clear replacement) in that game. (You can find an index of all the PF1 spells I have already converted here.) We’re still working on doing all the glyphs, runes, and symbols.
The second spell listed, weakness emoji (converted from symbol of weakness), means we’ve gone through all the PF1 “symbol” spells. But since we originally started this whole set of spells so we could eventually convert absorb rune I-III, and we already got glyph of warding changed over to glyph circuit, we might as well hop from symbol spells to other similar runes and magic traps… which brings us to explosive rune, which becomes explosive icon.(which I present first due to alphabetization). When designing explosive icon, I carefully kept in mind that glyph circuit already exists, so I want this new spells to be different enough to justify it’s own spell entry.

(Art by lassedesignen)
Explosive Icon
Class technomancer 3
School abjuration (force)
Casting Time 1 standard action
Range touch
Effect one rune
Duration permanent until discharged (D)
Saving Throw Reflex half (see text); Spell Resistance yes
You create a mystic icon on a computer, comm unit, or piece of electronic technological equipment (including anything that uses batteries and does not note it is a hybrid or magic item) to ward it so that it can discharge to harm a target that touches or activates the warded object.
You set all of the conditions of the ward. Typically, any creature activating the warded object without speaking a password (which you set when casting the spell) is subject to the magic it stores. Alternatively, or in addition to a password trigger, explosive icons can be set according to physical characteristics (such as height or weight) or creature type, subtype, or kind, or to a specific activity (such as speaking a specific word, or touching the warded object rather than activating it). They cannot be set according to alignment, creed, class, HD, or level. Explosive icons respond to invisible creatures normally but are not triggered by those who travel past them ethereally. Multiple icons cannot be cast on the same object. However, you can individually ward components of an item — for example you could place an explosive icon on both a laser pistol and the battery inside it. In such cases, wards on individual components are only triggered when they are accessed separately (firing a laser pistol with a warded battery would not set off the battery’s ward, but removing the battery could if that is how the ward is set).
When casting the spell, you weave a tracery of faintly glowing lines in the pattern of a computer icon that looks like an explosion. Explosive icons cannot be affected or bypassed by such means as physical or magical probing, though they can be dispelled. Mislead, polymorph, and nondetection (and similar magical effects) can fool a ward, as can any disguise that gains a bonus to the Disguise check (such as granted by technological or magic assistance), though other disguises and the like can’t. Detect magic allows you to identify an explosive icon with a DC 15 Mysticism check. Identifying an explosive icon does not discharge it and allows you to know the basic nature of the ward (both damage it deals and what conditions set it off).
You can have one explosive icon active at a time without expending any additional resources. Each time you cast an explosive icon when you already have one or more active, you must expend one Resolve Point. You cannot regain that RP until the explosive icon is discharged, dismissed, or dispelled.
Magic traps such as explosive icon are hard to detect and disable. While any character can use Perception to find an explosive icon, a character must use the lowest of their Engineering or Mysticism skill (based on the skill’s total bonus) to disarm it. The DC in each case is 28.
When activated, an explosive icon deals 5d8 bludgeoning force damage to the creature that triggered it. Creatures and objects within 10 feet of the warded object also take damage, but are allowed a reflex saving throw for half damage. When you cast the spell, you decide if it damages the object it is warding, or not.
Weakness Emoji
Class technomancer 4
School transmutation
Casting Time 10 minutes
Range 0 ft.; see text
Effect one rune
Duration see text
Saving Throw Will partial (see text); Spell Resistance yes
This functions as mirror emoji, except as noted above and as follows. Each viewer of the rune perceives it slightly differently, with the rune taking the visible form of a simple symbol that is commonly associated with being encumbered or weak. When triggered, affected creatures in the area are weighed down (see below). If a creature succeeds at their initial save against this effect and leave the area, they are not affected again if they re-enter the area. Creatures that fail their save are affected each time they enter the area.
Creatures who succeed at a saving throw and have both Stamina Points and Hit Points remaining are unaffected. Both creatures that succeed at a saving throw but do not still have both Stamina Points and Hit Points remaining, and creatures that fail at a saving throw and do have both SP and HP remaining, are encumbered for as long as they stay within the rune’s area and for 1d4 rounds after leaving it. Creatures that fail a saving throw and do not have both SP and HP left are overburdened for as long as they stay within the rune’s area and for 1d4 rounds after leaving it.
Detect magic allows you to identify a weakness emoji with a DC 19 Mysticism check. Of course, if the symbol is set to be triggered by reading it, this will trigger the symbol.
Magic traps such as weakness emoji are hard to detect and disable. While any character can use Perception to find a slow emoji (which may trigger it), a character must use the lowest of their Engineering or Mysticism skill (based on the skill’s total bonus) to disarm it. The DC in each case is 29.
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Posted in Game Design, Starfinder Development
Tags: Game Design, gaming, Geekery, PC Options, Pf to Sf Conversion, Spells, Starfinder
Converting PF1 spells to Starfinder: Striking Emoji, Strife Emoji, and Vulnerability Emoji
Posted by Owen K.C. Stephens
So, before we get to the spells, I need to shill for my Patreon. The time I take to write these posts is paid for my people paying me as little as $3 a month. I very much prefer making the vast majority of these posts publicly available, but right now my Patreon is not bringing in as much as I need to cover the time my blog takes up.
So, beginning next week and until my Patreon hits a higher benchmark, my Tuesday and Thursday posts are going to be Patreon-exclusive. At $1k/month, I’ll go back to having Thursday posts be public, and at $1500/month, I’ll go back to all my posts being public. I hate having to close some of my content, and I know a lot of people are in tight circumstances (and I get it), but the reality is I need to either cut back on the time taken on these blogs, or have my Patreon grow. Rather than cut back immediately, I’m trying to encourage more people to join my Patreon, in the hopes that can benefit everyone.
Okay, on to the game content!
Today we continue the project to convert to Starfinder all the Pathfinder 1st edition spells that don’t already exist (or have a clear replacement) in that game. We’re still working on doing all the glyphs, runes, and symbols. The first spell today, striking emoji, is also the first emoji spell I decided to create with a variable spell level. I did that because Starfinder spells do not have their attack bonuses and damage scale by caster level the way PF1 spells do, and I could see this being useful at a range of levels. I actually really like the end result, and I may go back and look at a few of the emoji/symbol spells I’ve already done and see if I want to remake them as variable spell level options.
Speaking of PF1 spells I’ve already converted to Starfinder on this blog to-date, you can find an index of them here.
Striking Emoji
Class technomancer 4, 5, 6
School illusion [shadow]
Casting Time 10 minutes
Range 0 ft.; see text
Effect one rune
Duration see text
Saving Throw None (harmless); Spell Resistance yes
This spell acts as mirror emoji, except as noted above and as follows. Each viewer of the rune perceives it slightly differently, with the rune taking the visible form of a simple symbol that indicates melee attacks or warriors.
When triggered, a striking emoji attacks each creature within 10 feet of it (see below). It attacks creatures closest to it, selecting those lacking Stamina Points over those who have SP if multiple creatures are equally distant from it. It then attacks any creature that comes within range, and attacks each creature within range once per round (acting just before the initiative count on which it was activated).The attack bonus and damage are determined by the spell’s level (see table at end of spell). Once activated, the symbol keeps attacking creatures until 10 minutes have passed, or it’s made a number of attacks equal to your caster level. Each time you cast a striking emoji, you must expend one Resolve Point. You cannot regain that RP until the striking emoji is discharged, dismissed, or dispelled.
Detect magic allows you to identify a striking emoji with a Mysticism check, with the skill check DC determined by the spell’s level. Of course, if the symbol is set to be triggered by reading it, this will trigger the symbol.
Magic traps such as striking emoji are hard to detect and disable. While any character can use Perception to find a striking emoji (which may trigger it), a character must use the lowest of their Engineering or Mysticism skill (based on the skill’s total bonus) to disarm it. The DC in each case is determined by the spell’s level.
4th level Spell: Each attack has a +15 attack bonus, deals 4d6+15 slashing damage, and has the knockdown critical hit effect. Identify DC 18, Remove DC 25.
5th Level Spell: Each attack has a +18 attack bonus, deals 5d6+18 damage, and has the staggered critical hit effect. Identify DC 20, Remove DC 31.
6th Level Spell: Each attack has a +22 attack bonus, deals 8d6+20 damage, and has the stunned critical hit effect. Identify DC 21, Remove DC 34.

(Art by VectorShots)
Strife Emoji
Class technomancer 6
School enchantment (compulsion, emotion, fear, mind-affecting)
Casting Time 10 minutes
Range 0 ft.; see text
Effect one rune
Duration see text
Saving Throw Will partial (see text); Spell Resistance yes
This functions as death emoji, except as noted above and as follows. Each viewer of the rune perceives it slightly differently, with the rune taking the visible form of a simple symbol that is commonly associated with anger, attacks, or combat. Rather than deal damage, the rune causes creatures to attack one another (see below). If a creature succeeds at their initial save against this effect and leave the area, they are not affected again if they re-enter the area. Creatures that fail their save are affected each time they enter the area.
Creatures who succeed at a saving throw and have both Stamina Points and Hit Points remaining are off-target for 1d4 rounds. Both creatures that succeed at a saving throw but do not still have both Stamina Points and Hit Points remaining, and creatures that fail at a saving throw and do have both SP and HP remaining, attack the nearest creature (as the “Attack nearest creature” result of the confused condition) for 1 round. Creatures that fail a saving throw and do not have both SP and HP left attack the nearest creature (as the “Attack nearest creature” result of the confused condition) for as long as they are within the rune’s area, and for 1d4 rounds after leaving.
Detect magic allows you to identify a strife emoji with a DC 21 Mysticism check. Of course, if the symbol is set to be triggered by reading it, this will trigger the symbol.
Magic traps such as strife emoji are hard to detect and disable. While any character can use Perception to find a strife emoji (which may trigger it), a character must use the lowest of their Engineering or Mysticism skill (based on the skill’s total bonus) to disarm it. The DC in each case is 34.
If cast by a technomancer with the Robot Influence hack, the spell has full effect on creatures of the construct (technological) type and subtype, even they are normally immune to the off-target or confused condition.
Vulnerability Emoji
Class technomancer 6
School transmutation
Casting Time 10 minutes
Range 0 ft.; see text
Effect one rune
Duration see text
Saving Throw Will partial (see text); Spell Resistance yes
This functions as death emoji, except as noted above and as follows. Each viewer of the rune perceives it slightly differently, with the rune taking the visible form of a simple symbol that is commonly associated with cracks, rust, weakness, or vulnerability. Rather than deal damage, the rune causes creatures to have their defenses reduces (see below). If a creature succeeds at their initial save against this effect and leave the area, they are not affected again if they re-enter the area. Creatures that fail their save are affected each time they enter the area.
Creatures who succeed at a saving throw and have both Stamina Points and Hit Points remaining have their DR (if any) reduced by 5 and their energy resistances (if any) reduced by 10 for as long as they are in the area of the rune. Both creatures that succeed at a saving throw but do not still have both Stamina Points and Hit Points remaining, and creatures that fail at a saving throw and do have both SP and HP remaining, have their DR (if any) reduced by 10 and their energy resistances (if any) reduced by 20 for as long as they are in the area of the rune and for 1 minute after leaving. Creatures that fail a saving throw and do not have both SP and HP left have their DR (if any) reduced by 15 and their energy resistances (if any) reduced by 30 (and if they have immunity to an energy type, have their immunity replaced by energy resistance 30) for as long as they are in the area of the rune and for 10minutes after leaving the area. These reductions can never reduce a defense to less than 0.
Detect magic allows you to identify a vulnerability emoji with a DC 21 Mysticism check. Of course, if the symbol is set to be triggered by reading it, this will trigger the symbol.
Magic traps such as vulnerability emoji are hard to detect and disable. While any character can use Perception to find a vulnerability emoji (which may trigger it), a character must use the lowest of their Engineering or Mysticism skill (based on the skill’s total bonus) to disarm it. The DC in each case is 34.
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Posted in Game Design, Starfinder Development
Tags: Game Design, gaming, Geekery, PC Options, Pf to Sf Conversion, Spells, Starfinder
Converting PF1 Spells to Starfinder: Electrical Storm Emoji and Slow Emoji
Posted by Owen K.C. Stephens
Continuing the project to convert to Starfinder all the Pathfinder 1st edition spells that don’t already exist (or have a clear replacement) in that game. We’re still working on doing all the glyphs, runes, and symbols.
You can find an index of the spells that have already been converted on this blog to-date here.
Electrical Storm Emoji
Class technomancer 6
School evocation [air, electricity]
Casting Time 10 minutes
Range 0 ft.; see text
Effect one rune
Duration see text
Saving Throw Reflex partial (see text); Spell Resistance yes
This functions as mirror emoji, except as noted above and as follows. Each viewer of the rune perceives it slightly differently, with the rune taking the visible form of a simple symbol that is commonly associated with electrical storms or electricity. When triggered, the spell immediately strikes one randomly selected target within 30 feet of it with a single-target bolt of lightning that deals 10d6 electrical damage (Reflex save for half damage). Each round afterwards on the same initiative count, the rune strikes another randomly selected target within 30 feet of it. Once activated, the rune lasts for 1d4 minutes.
Detect magic allows you to identify an electrical storm emoji with a DC 21 Mysticism check. Of course, if the symbol is set to be triggered by reading it, this will trigger the symbol.
Magic traps such as electrical storm emoji are hard to detect and disable. While any character can use Perception to find a electrical storm emoji (which may trigger it), a character must use the lowest of their Engineering or Mysticism skill (based on the skill’s total bonus) to disarm it. The DC in each case is 34.

Slow Emoji
Class technomancer 4
School transmutation
Casting Time 10 minutes
Range 0 ft.; see text
Effect one rune
Duration see text
Saving Throw Will partial (see text); Spell Resistance yes
This functions as mirror emoji, except as noted above and as follows. Each viewer of the rune perceives it slightly differently, with the rune taking the visible form of a simple symbol that is commonly associated with being slow, tired, unfocused, or lackadaisical. When triggered, affected creatures in the area are slowed (see below). If a creature succeeds at their initial save against this effect and leave the area, they are not affected again if they re-enter the area. Creatures that fail their save are affected each time they enter the area.
Creatures who succeed at a saving throw and have both Stamina Points and Hit Points remaining are unaffected. Both creatures that succeed at a saving throw but do not still have both Stamina Points and Hit Points remaining, and creatures that fail at a saving throw and do have both SP and HP remaining, are slow (as the spell) for 1d4 rounds. Creatures that fail a saving throw and do not have both SP and HP left are slow for 3d4 rounds.
Detect magic allows you to identify a slow emoji with a DC 19 Mysticism check. Of course, if the symbol is set to be triggered by reading it, this will trigger the symbol.
Magic traps such as slow emoji are hard to detect and disable. While any character can use Perception to find a slow emoji (which may trigger it), a character must use the lowest of their Engineering or Mysticism skill (based on the skill’s total bonus) to disarm it. The DC in each case is 29.
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Posted in Game Design, Starfinder Development
Tags: Game Design, gaming, Geekery, PC Options, Pf to Sf Conversion, Spells, Starfinder
Converting PF1 spells to Starfinder: Sleep Emoji and Stunning Emoji
Posted by Owen K.C. Stephens
Continuing the project to convert to Starfinder all the Pathfinder 1st edition spells that don’t already exist (or have a clear replacement) in that game. We’re still working on doing all the glyphs, runes, and symbols.
You can find an index of the spells that have already been converted on this blog to-date here.

(Art by film.design.)
Sleep Emoji
Class technomancer 5
School enchantment [compulsion, mind-affecting]
Casting Time 10 minutes
Range 0 ft.; see text
Effect one rune
Duration see text
Saving Throw Will partial (see text); Spell Resistance yes
This functions as death emoji, except as noted above and as follows. The symbol created is one that represents sleep of unconsciousness, it can only deal a total of 120 points of damage, and the damage is nonlethal. Wherever death emoji refers to a Fortitude save, sleep emoji instead uses a Will save.
Detect magic allows you to identify a sleep emoji with a DC 21 Mysticism check. Of course, if the symbol is set to be triggered by reading it, this will trigger the symbol.
Magic traps such as sleep emoji are hard to detect and disable. While any character can use Perception to find a sleep emoji (which may trigger it), a character must use the lowest of their Engineering or Mysticism skill (based on the skill’s total bonus) to disarm it. The DC in each case is 34.
If cast by a technomancer with the Robot Influence hack, the spell has full effect on creatures of the construct (technological) type and subtype, even if they are normally immune to nonlethal damage. If such a construct is knocked unconscious by the nonlethal damage, it shuts down and functions as if asleep until conditions occur that would wake a biological creature, it receives any healing, or 1d4 hours pass.
Stunning Emoji
Class technomancer 6
School enchantment [compulsion, mind-affecting]
Casting Time 10 minutes
Range 0 ft.; see text
Effect one rune
Duration see text
Saving Throw Will partial (see text); Spell Resistance yes
This functions as mirror emoji, except as noted above and as follows. Each viewer of the rune perceives it slightly differently, with the rune taking the visible form of a simple symbol that is commonly associated with boggled, confused, or dazed. When triggered, affected creatures in the area are staggered or stunned (see below). If a creature succeeds at their initial save against this effect and leave the area, they are not affected again if they re-enter the area. Creatures that fail their save are affected each time they enter the area.
Creatures who succeed at a saving throw and have both Stamina Points and Hit Points remaining are staggered for 1 round. Both creatures that succeed at a saving throw but do not still have both Stamina Points and Hit Points remaining, and creatures that fail at a saving throw and do have both SP and HP remaining, are staggered for 1d4 rounds. Creatures that fail a saving throw and do not have both SP and HP left are stunned for 1d4 rounds.
Detect magic allows you to identify a stunning emoji with a DC 21 Mysticism check. Of course, if the symbol is set to be triggered by reading it, this will trigger the symbol.
Magic traps such as stunning emoji are hard to detect and disable. While any character can use Perception to find a stunning emoji (which may trigger it), a character must use the lowest of their Engineering or Mysticism skill (based on the skill’s total bonus) to disarm it. The DC in each case is 34.
If cast by a technomancer with the Robot Influence hack, the spell has full effect on creatures of the construct (technological) type and subtype, even they are normally immune to the staggered or stunned condition.
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Tags: Game Design, gaming, Geekery, PC Options, Pf to Sf Conversion, Spells, Starfinder
Converting PF1 spells to Starfinder: Revealing Emoji and Scrying Emoji
Posted by Owen K.C. Stephens
Yep, another emoji spell as part of the run to convert to Starfinder all the Pathfinder 1st edition spells that don’t already exist (or have a clear replacement) in that game. Currently I’m working on doing all the glyphs, runes, and symbols.
You can find an index of the spells that have already been converted on this blog to-date here.

Revealing Emoji
Class technomancer 5
School divination
Casting Time 10 minutes
Range 0 ft.; see text
Effect one rune
Duration see text
Saving Throw Will partial (see text); Spell Resistance yes
This functions as mirror emoji, except as noted above and as follows. This rune can only be triggered by creatures that have an altered appearance, including those that are polymorphed, shapeshifted, disguised, or have their appearance concealed or changed by magic or technological means. Creatures that are invisible do not trigger it, but if a creature that triggers it becomes invisible, the effect does reveal their location. Each viewer of the rune perceives it slightly differently, with the rune taking the visible form of a simple symbol that is commonly associated with shock, surprise, or understanding. When triggered, affected creatures in the area have a visual and audio illusion of the emoji rune appear above them, gasping in surprise and moving with them wherever they go. If a creature succeeds at their initial save against this effect and leave the area, they are not affected again if they re-enter the area. Creatures that fail their save are affected each time they enter the area.
Creatures who succeed at a saving throw and have both Stamina Points and Hit Points remaining are marked by the emoji rune for a single round.
Both creatures that succeed at a saving throw but do not still have both Stamina Points and Hit Points remaining, and creatures that fail at a saving throw and do have both SP and HP remaining, are affected in the same way while in the rune’s area.
Creatures that fail a saving throw and do not have both SP and HP left are marked as long as they are in the area, and for 10 minutes after they leave it.
Detect magic allows you to identify a revealing emoji with a DC 20 Mysticism check. Of course, if the symbol is set to be triggered by reading it, this will trigger the symbol.
Magic traps such as revealing emoji are hard to detect and disable. While any character can use Perception to find a revealing emoji (which may trigger it), a character must use the lowest of their Engineering or Mysticism skill (based on the skill’s total bonus) to disarm it. The DC in each case is 31.
Scrying Emoji
Class technomancer 5
School divination (scrying)
Casting Time 10 minutes
Range 0 ft.; see text
Effect one rune
Duration see text
Saving Throw Will partial (see text); Spell Resistance no
This functions as mirror emoji, except as noted above and as follows. Each viewer of the rune perceives it slightly differently, with the rune taking the visible form of a simple symbol that is commonly associated with eyes, seeing, spying, or visual events. When triggered, it creates a scrying sensor that acts as an arcane eye., but forms at the location of the rune (regardless of how far from you that is, even if it is on another plane or in a different star system), cannot move, and lasts 10 minutes.
Creatures who succeed at a saving throw and have both Stamina Points and Hit Points remaining are difficult to see through the scrying sensor, and you can only determine their position, size, and creature type (but not subtype), and they gain a +10 bonus to Disguise checks to conceal any of those details if they are attempting to do so.
Both creatures that succeed at a saving throw but do not still have both Stamina Points and Hit Points remaining, and creatures that fail at a saving throw and do have both SP and HP remaining, have the same details revealed, but do not gain a bonus to Disguise checks. You can make a Perception check opposed by their Stealth checks (even if they are not attempting Stealth and lack cover or concealment) to gain full visual information about them.
Creatures that fail a saving throw and do not have both SP and HP left are as easy to spot as if you were present, and you gain a +10 bonus on any Perception or Sense Motive checks you make against them through the sensor.
Detect magic allows you to identify a scrying emoji with a DC 20 Mysticism check. Of course, if the symbol is set to be triggered by reading it, this will trigger the symbol.
Magic traps such as scrying emoji are hard to detect and disable. While any character can use Perception to find a scrying emoji (which may trigger it), a character must use the lowest of their Engineering or Mysticism skill (based on the skill’s total bonus) to disarm it. The DC in each case is 31.
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Posted in Game Design, Starfinder Development
Tags: Game Design, gaming, Geekery, PC Options, Pf to Sf Conversion, Spells, Starfinder
Converting PF1 spells to Starfinder
Posted by Owen K.C. Stephens
I’ve done it with feats. So, let’s look at converting Pathfinder 1st edition spells to Starfinder,
We’ll start with the first PF1 spell, if you put them all in alphabetical order, Ab@d@r’s Truthtelling (but, you know, without mentioning the name of the Product Identity-protected god). We’re only making on real change in this from the Pathfinder version… we’re restricting it to willing targets. The reason is that the spell specifically confirms those affect by it are under its effects, which makes it overly powerful for a 1st level spell (a caster can just keep spamming the spell on a captured target, for example), so dialing it back a bit seems appropriate.
Truthtelling [Mystic 1]
Schools Enchantment (compulsion, mind-affecting)
Casting Time 1 standard action
Components V, S, DF
Range touch
Target willing creature touched
Duration 1 min./level
Saving Throw Will negates; Spell Resistance yes
Description
This spell functions identically to the spell zone of truth, except as noted above. Not only does this spell only affect willing targets, creatures are aware of what the spell is a split second before it affects them, and may withdraw consent at that time if they wish (such as if they were told it is a healing spell, rather than truthtelling). An affected target momentarily takes on the semblance of a being of perfect order, like an archon or inevitable, so that all who can see the target know it is affected by the spell. This divine guise flickers over the target for only an instant and does not allow it to pass as a member of a different race.
Index
Here’s an index of the spells that have been converted (along with the class and spell level or levels) so far with this project.
Abeyance M1, W1
Abjuring Step M1, T1, W1
Ablative Barrier T2-6, W2-6
Ablative Sphere M3-6, T3-6
Absolution M4
Barrier Emoji (Symbol of Sealing) T6
Beguiling Emoji (Symbol of Persuasion) T6
Confusion Emoji (Symbol of Insanity) T6
Death Emoji (Symbol of Death) T6
Debauchery Emoji (Symbol of Debauchery) T6
Dispelling Emoji (Symbol of Dispelling) T6
Distracting Emoji (Symbol of Distraction) T4
Electrical Storm Emoji (Symbol of Storms) T6
Emergency Force Sphere T4, W4
Explosive icon (explosive rune) T3
Exsanguination Emoji (Symbol of Exsanguination) T3
Fear Emoji (Symbol of Fear) T4
Glyph Circuit (Glyph of Warding) M3, T3
Laugh Out Loud Emoji (Symbol of Laughter) T3
Mirror Emoji (Symbol of Mirroring) T2
Pain Emoji (Symbol of Pain) T5
Repair Emoji (Symbol of Healing) T3
Revealing Emoji (Symbol of Revealation) T5
ROFL – Roll On Floor Laughing (Hideous Laughter) T1
Scrying Emoji (Symbol of Scrying) T5
Shield T1-6, W1-6
Sleep Emoji (Symbol of Sleep) T5
Slow Emoji (Symbol of Slowing) T4
Striking Emoji (Symbol of Striking) T4, 5, 6
Strife Emoji (Symbol of Strife) T6
Stunning Emoji (Symbol of Stunning) T6
Truthtelling M1
Vulnerability Emoji(Symbol of Vulnerability) T6
Weakness emoji (symbol of weakness) T4
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Posted in Game Design, Starfinder Development
Tags: Game Design, gaming, Geekery, Pf to Sf Conversion, Spells, Starfinder