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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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Posted in Game Design, Starfinder Development
Tags: Game Design, gaming, Geekery, PC Options, Pf to Sf Conversion, Spells, Starfinder
Converting PF1 spells to Starfinder: Barrier Emoji
Posted by Owen K.C. Stephens
Okay, this week I’m back to doing glyphs, runes, and symbols for 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 the spells that have been converted to-date here.
Today I’m converting symbol of sealing, which mostly works like my mirror emoji spell, but is just different enough that I decided I needed to write out the spell’s details out, rather than saying “as mirror emoji, but…” .

(Art by Franck Thomasse)
Barrier Emoji
Class technomancer 6
School illusion [figment]
Casting Time 10 minutes
Range 0 ft.; see text
Effect one rune
Duration see text
Saving Throw None (harmless); Spell Resistance yes
This spell allows you to scribe a potent rune of power upon a surface adjacent to a door, doorway, portal, corridor, junction, or similar area creatures can more through, which must be no larger than 25 square feet (one side of a 5-foot x5-foot square) per caster level. Each viewer of the rune perceives it slightly differently, with the rune taking the visible form of a simple symbol that indicates a barrier or wall to the viewer. When triggered, a barrier emoji covers the selected doorway or portal with a wall of force. Once triggered the wall of force lasts 10 minutes, though it can be re-triggered during that time to reset the duration. Each time you cast a barrier emoji, you must expend one Resolve Point. You cannot regain that RP until the mirror emoji is discharged, dismissed, or dispelled. Additionally, when you cast this spell you can choose to instead expend 4 RP to cause the barrier emoji to reset after each use, as long as you neve choose to recover those RP.
Until it is triggered, the barrier emoji is inactive (though visible and legible at a distance of 60 feet). To be effective, a barrier emoji must always be placed in plain sight and in a prominent location. Covering or hiding the rune renders the mirror emoji ineffective, unless a creature removes the covering, in which case the mirror emoji works normally.
As a default, a mirror emoji is triggered whenever a creature does one or more of the following, as you select: looks at the rune; reads the rune; touches the rune; passes over the rune; or attempts to pass through a portal bearing the rune. Regardless of the trigger method or methods chosen, a creature more than 60 feet from a barrier emoji can’t trigger it (even if it meets one or more of the triggering conditions, such as reading the rune). When you cast the spell, you can also specify a password or phrase that allows a creature speaking it to bypass the rune and pass through the opening. You can also attune any number of creatures to the barrier emoji so they do not trigger it, but doing this extends the casting time by 10 minutes per creature you attune it to. However, the force wall created by the rune blocks attacks and line of effect even for creatures that know the password or are attuned—the password only prevents them from triggering the symbol, not from ignoring its effects if triggered. Once the spell is cast, a barrier emoji‘s triggering conditions, passwords, and attuned creatures cannot be changed.
In this case, “reading” the rune means any attempt to study it, identify it, or fathom its meaning. Throwing a cover over a barrier emoji to render it inoperative triggers it if the spell is set to reacts to touch. You can also set special triggering limitations of your own. These can be as simple or elaborate as you desire. Special conditions for triggering a barrier emoji can be based on a creature’s name, identity, or official group affiliation, but otherwise must be based on observable actions or qualities. Intangibles such as level, class, HD, alignment, Resolve Points, Stamina Points, or Hit Points don’t qualify.
Detect magic allows you to identify a barrier emoji with a DC 34 Mysticism check. Of course, if the symbol is set to be triggered by reading it, this will trigger the symbol. A barrier emoji can be removed by a successful dispel magic targeted solely on the rune. Other spells that affect text or computer programs do not affect a barrier emoji unless they specify they function against magic glyphs, runes, and symbols. Destruction of the surface where a barrier emoji is inscribed in destroys the symbol, but such attacks also trigger it causing it to be protected by its own wall of force before an attack can hit it.
Magic traps such as barrier emoji are hard to detect and disable. While any character can use Perception to find a barrier 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 39.
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Posted in Game Design, Starfinder Development
Tags: Game Design, gaming, Geekery, PC Options, 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.
PATREON!
If you enjoy any of my various thoughts, ideas, and posts, please consider adding a drop of support through my Patreon campaign!, or dropping a cup of coffee worth of support at my Ko-Fi (which is also filled with pics of my roommate’s cat).
Posted in Game Design, Starfinder Development
Tags: Game Design, gaming, Geekery, PC Options, Pf to Sf Conversion, Spells, Starfinder
Converting PF1 spells to Starfinder: Laugh Out Loud Emoji and ROFL
Posted by Owen K.C. Stephens
Today we continue 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 the spells that have been converted to-date here. We’re working out way through all of PF1’s symbol spells and have reached symbol of laughter. In PF1 this symbol works off hideous laughter, a spell that doesn’t exist in Starfinder. So, just for consistency, it makes sense to create both spells at the same time for our project. While we are at it, we might as well create some more separation between our laughter spell and hold person, which are remarkably similar in the PF1 versions. IF we can, it’s also worth trying to make sure the spell isn’t overpowering, but still has some utility even against creatures that succeed at their save against it.

Laugh Out Loud Emoji
Class technomancer 3
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 humor or laughing. When triggered, affected creatures are overcome with laughter. The effect lasts as long as they remain within the area, and for 1d4 rounds after they leave. 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 laugh loudly, making Stealth checks against auditory senses impossible and the base DC of a Perception check to hear them is 0. They can expend 1 Resolve Point to ignore these conditions 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, are affected as above and additionally are unable to communicate normally (though they can try to work information into their laughter as a move action, which acts as a Bluff check to pass secret messages) or use language-dependent and sense-dependent abilities. If they expend a Resolve Point at the beginning of their turn, they can ignore all these restrictions (except for the inability to use Stealth) for 1d4 rounds.
Creatures that fail a saving throw and do not have both SP and HP left are affected as above, and staggered. If they expend a Resolve Point at the beginning of their turn, they can ignore the staggered condition from this spell for 1 round.
Detect magic allows you to identify a laugh out loud emoji with a DC 17 Mysticism check. Of course, if the symbol is set to be triggered by reading it, this will trigger the symbol.
Magic traps such as laugh out loud emoji are hard to detect and disable. While any character can use Perception to find a laugh out loud 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 23.
ROFL – Roll On Floor Laughing
Class technomancer 1
School enchantment [compulsion, mind-affecting]
Casting Time 1 standard action
Range medium (100 feet +10 feet/level)
Target one creature
Duration 1 round/level
Saving Throw Will partial (see text); Spell Resistance yes
This spell causes the target to burst into uncontrollable gales of laughter. When initially affected the target falls prone (though it can stand normally afterwards), and for the duration of the spell it is staggered and laughing so loudly that making Stealth checks against auditory senses impossible and the base DC of a Perception check to hear them is 0. At the end of each turn the target can make a new Will save (at the same DC) to end the staggered effect.
Creatures that succeed at their initial save against this spell snort and chuckle involuntarily, but without the extreme effects described above. They are off-target, and take a -5 penalty to all Stealth checks against auditory senses. At the end of each turn the target can make a new Will save (at the same DC) to negate the spell entirely.
Because humor can be difficult to translate easily, even with magic, if a target could not be targeted by a language-dependent effect from you, has an Int bonus of -3 or less, or is of a different creature type, it gains a +4 bonus to saving throws to end or reduce this spell’s ongoing effects (but not its initial saving throw).
PATREON!
If you enjoy any of my various thoughts, ideas, and posts, please consider adding a drop of support through my Patreon campaign!, or dropping a cup of coffee worth of support at my Ko-Fi (which is also filled with pics of my roommate’s cat).
Posted in Game Design, Starfinder Development
Tags: Game Design, gaming, Geekery, PC Options, Spells, Starfinder
Converting PF1 spells to Starfinder: Confusion Emoji
Posted by Owen K.C. Stephens
Continuing this week’s theme, here are more glyphs, runes, and symbols for 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 the spells that have been converted to-date here. We’ve made it to symbol of insanity… and, again, I don’t like it.
My issue with symbol of insanity is less that it it’s a bad thematic fit for technomancers (though it might make more sense for empaths, and at least as much for mystics and witchwarpers), as that I dislike how the PF1 spell it is based on (insanity) uses terminology for real-world mental health to game effects that have nothing to do with real-world mental health issues. However, since the insanity spell causes you to suffer confusion, and we have a confusion effect in Starfinder, I can just make this the confusion emoji, and get the same idea without the terminology I don’t want to use.

Confusion 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 altered states of mind, bemusement, confusion, of having one’s “mind blown.”. When triggered, affected creatures are overcome with waves of confusion. The effect lasts as long as they remain within the area, and for 1d4 rounds after they leave. 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 flat-footed and off-target. They can expend 1 Resolve Point to ignore these condition 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, are staggered, flat-footed and off-target. If they expend a Resolve Point at the beginning of their turn, they can ignore the staggered condition, and merely be flat-footed and off-target for 1d4 rounds.
Creatures that fail a saving throw and do not have both SP and HP left are confused. If they expend a Resolve Point at the beginning of their turn, they can ignore the confusion for 1 round and instead be staggered, flat-footed, and off-target.
Detect magic allows you to identify a confusion 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 confusion emoji are hard to detect and disable. While any character can use Perception to find a confusion 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.
PATREON!
If you enjoy any of my various thoughts, ideas, and posts, please consider adding a drop of support through my Patreon campaign!, or dropping a cup of coffee worth of support at my Ko-Fi (which is also filled with pics of my roommate’s cat).
Posted in Uncategorized
Tags: Game Design, gaming, Geekery, PC Options, Spells, Starfinder
Converting PF1 spells to Starfinder: Repair Emoji
Posted by Owen K.C. Stephens
Continuing this week’s theme, here are more glyphs, runes, and symbols for 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 the spells that have been converted to-date here. We’ve made it to symbol of healing… and I don’t like it.
For symbol of healing, what I don’t like is that the healing concept doesn’t work well with how I am positioning emoji spells to be aimed solely as technomancer options. Now there’s no hand-and-fast rule that technomancers can’t heal, but it does radically depart from the core concept of the class. I could just change my vision of how emoji spells work, giving this one (and maybe a few others) to mystics (who have more healing options in their spell lists). But instead, I’m going to revise the concept of “healing” into “repair,” to give technomancers options to restore HP to devices beyond mending and make whole.

Repair Emoji
Class technomancer 3
School necromancy
Casting Time 10 minutes
Range 0 ft.; see text
Effect one rune
Duration see text
Saving Throw Fortitude negates (harmless); 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 indicates an item commonly associated with repair, construction, or engineering. When triggered, affected objects and constructs in the area have HP restored to them. A creature or object can only gain HP from the same repair emoji once per day, and it affects each construct in the area when it is triggered, or when the object or construct first enters the area of the spell’s active rune.
Affected constructs and objects are affected as by the make whole spell. If the target is a construct with Resolve Points that is also missing Stamina Points, it can expend 1 Resolve Point to regain missing SP equal to the HP healed by the make whole effect.
Detect magic allows you to identify a repair emoji with a DC 17 Mysticism check. Of course, if the symbol is set to be triggered by reading it, this will trigger the symbol.
Magic traps such as repair emoji are hard to detect and disable. While any character can use Perception to find a repair 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 23.
PATREON!
If you enjoy any of my various thoughts, ideas, and posts, please consider adding a drop of support through my Patreon campaign!, or dropping a cup of coffee worth of support at my Ko-Fi (which is also filled with pics of my roommate’s cat).
Posted in Game Design, Starfinder Development
Tags: Game Design, gaming, Geekery, PC Options, Spells, Starfinder
Converting PF1 spells to Starfinder: Exsanguination Emoji and Fear Emoji
Posted by Owen K.C. Stephens
Yep, more glyphs, runes, and symbols for 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 the spells that have been converted to-date here.
Since I have a baseline on how emoji-sells-adapted-from-symbol-spells-that-don’t-work-off-HP work in mirror emoji, I can now go back and adapt the rest of the spells of that line. Which brings us emoji adaptations of symbol of exsanguination, and then symbol of fear.
With the option in Starfinder for a broader range of damage in bleed effects, I decided to go ahead and male a 3rd level version of exsanguination emoji, rather than 2nd level.

Exsanguination Emoji
Class technomancer 3
School necromancy
Casting Time 10 minutes
Range 0 ft.; see text
Effect one rune
Duration see text
Saving Throw Fortitude 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 indicates an item commonly associated with stabbing, bleeding, or bloodletting. When triggered, affected creatures in the area gain the bleeding condition. They continue to bleed for as long as they remain within the area, and if the bleeding is stopped it begins again if they end a turn within the rune’s area. Once outside the area the bleed condition can be stopped with a successful DC 15 Medicine check as a standard action, or through the application of any ability that restores Hit Points., and the creature can make a new Fortitude save to end the bleed at the beginning of each turn. Even if a creature’s bleed effect ended while they are outside the rune’s area, returning to the area causes them to bleed again.
Creatures who succeed at a saving throw and have both Stamina Points and Hit Points remaining bleed for 1d6/round. If they expend a Resolve Point at the beginning of their turn, they can ignore this condition for 1d4 rounds while within the rune’s area, or permanently if they leave the area during this time.
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, bleed for 2d6/round. If they expend a Resolve Point at the beginning of their turn, they can ignore this condition for 1 round while within the rune’s area, or permanently if they leave the area during this time.
Creatures that fail a saving throw and do not have both SP and HP left bleed for 3d6/round. If they expend a Resolve Point at the beginning of their turn, they only bleed 1d6/round for 1d4 rounds.
Detect magic allows you to identify an exsanguination emoji with a DC 17 Mysticism check. Of course, if the symbol is set to be triggered by reading it, this will trigger the symbol.
Magic traps such as exsanguination emoji are hard to detect and disable. While any character can use Perception to find an exsanguination 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 23.

Fear Emoji
Class technomancer 4
School enchantment [emotion, fear, mind-affecting]
Casting Time 10 minutes
Range 0 ft.; see text
Effect one rune
Duration see text
Saving Throw Fortitude 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 fear, shock, or panic. When triggered, affected creatures in the area gain a fear effect. The fear effect lasts as long as they remain within the area, and for 1d4 rounds after they leave. 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 shaken. They can expend 1 Resolve Point to ignore this condition 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, are frightened. If they expend a Resolve Point at the beginning of their turn, they can ignore this condition for 1d4 rounds during which time they are merely shaken.
Creatures that fail a saving throw and do not have both SP and HP left are panicked. If they expend a Resolve Point at the beginning of their turn, they can ignore the panic for 1 round and merely be shaken.
Detect magic allows you to identify afear emoji with a DC 18 Mysticism check. Of course, if the symbol is set to be triggered by reading it, this will trigger the symbol.
Magic traps such as fear emoji are hard to detect and disable. While any character can use Perception to find a fear 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 25.
PATREON!
If you enjoy any of my various thoughts, ideas, and posts, please consider adding a drop of support through my Patreon campaign!, or dropping a cup of coffee worth of support at my Ko-Fi (which is also filled with pics of my roommate’s cat).
Posted in Game Design, Starfinder Development
Tags: Game Design, gaming, Geekery, PC Options, Spells, Starfinder