Blog Archives

Converting PF1 spells to Starfinder: Ablative Sphere

Still converting Pathfinder 1st edition spells to Starfinder, and going back to alphabetical order, with ablative sphere. (You can find an index of the spells that have been converted to-date here).

While the original spell works very differently from this, having just converted ablative barrier, I liked how this rewrite ties into it to form a logical family of spells. This isn’t a perfect match for the original PF1 spell, but works well with Starfinder’s combat assumptions and is still a great hook for a spell.

Ablative Sphere
Classes mystic 3-6, technomancer 3-6
School abjuration [force]
Casting Time 1 standard action
Range touch
Area 10-foot-radius sphere
Duration 1 minute/level

Ablative sphere is a force effect that creates an immobile 10-foot sphere of defensive energy centered on one corner of your space when you cast it. It grants protection as a force field to any creature within its area, against any attack or effect from outside of its area. It has no effect on attacks against targets outside its area, even if the attack’s line of effect passes through the spell, nor on attacks originating within its area (even if they target a creature also in the area). All creatures within an ablative sphere share a single pool of temporary HP granted by the spell, which regenerate at the beginning of your turn each round.

The temporary hit points from an ablative sphere do not stack with those from an actual force field or an effect that specifies it functions as a force field (such as ablative barrier). If you have such temporary HP while within an ablative sphere, each point of damage done lowers the temporary HP granted by both the sphere and the force field effect. When you cast this spell, any previous ablative sphere you cast ends. The type of force field the ablative sphere emulates depends on the level of the spell.

3rd Level Spell: Brown force field
4th Level Spell: Purple force field
5th Level Spell: Black force field
6th Level Spell: White force field

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).

Converting PF1 spells to Starfinder: Ablative Barrier

Still converting Pathfinder 1st edition spells to Starfinder, and going back to alphabetical order, with ablative barrier. (You can find an index of the spells that have been converted to-date here).

Reading the original spell, I was amazed how much it reminded me of how force fields work in Starfinder… which isn’t a perfect match for the original PF1 spells, but works well with Starfinder’s combat assumptions and is a great hook for a spell.

Ablative Barrier
Classes technomancer 2-6, witchwarper 2-6
School abjuration [force]
Casting Time 1 standard action
Range personal
Duration 1 round/level

Ablative barrier creates a force effect that functions as a force field, but does not require an armor upgrade slot, and does not use a battery. The temporary hit points from an ablative barrier do not stack with those from an actual force field (if you have both, each point of damage done lowers the temporary HP granted by each by the same amount). When you cast this spell, any previous ablative barrier you cast ends. The type of force field the ablative barrier emulates depends on the level of the spell.

2nd Level Spell: Brown force field
3rd Level Spell: Purple force field
4th Level Spell: Black force field
5th Level Spell: White force field
6th Level Spell: Gray force field

Support My Patreon
The more support I get, the more time I can spend on writing things like this. 

If you enjoy any of my articles, please sign up, for as little as the cost of one cup of coffee a month!

Converting PF1 spells to Starfinder: The Shield Spell

So, back to converting Pf1 spells to Starfinder. (You can find an index of the spells that have been converted to-date here). A member of my Patreon asked I tackle the shield spell next, rather than wait until I got to it in alphabetical order, so here we go!

Shield is a fascinating example of a spell that is trickier to move from Pathfinder 1st edition to Starfinder that might first appear. Obviously the effects of the PF1 version can be translated directly–at least if you are using the Character Operations Manual, Starfinder has rules for shield bonuses to AC. But looking at the tighter math in Starfinder, and the fact that all spellcasters in that game have access to at least light armor, it becomes pretty clear a +4 bonus to AC as a 1st-level spell would be game-breakingly good.

So, some analysis is called for. Can we make a version of shield that is both true to the concept of the Pathfinder version (if not the exact numbers), and yet a viable option to add to Starfinder games without ruining anything? Well, let’s look at what shield does in Pathfinder, in a comparative context.

In Pathfinder 1st ed, the shield spell gives an advantage almost as great as a 1st-level character can get with the best shield (tower shield), but without any of the drawbacks (penalties to attack, weight, and so on) or as many options (no setting it down to gain total cover from weapon attacks). It also neutralizes magic missile, which is a minor point, but one worth remembering since we have magic missile in Starfinder.

So, seen in that light, it becomes clearer that a Starfinder-compatible version of shield needs to mimic what a a level 1 piece of equipment can do. Looking at 1st-level shields, that gives us a better idea of an appropriate power level for the spell. Of course, Starfinder also has tiered spells, so we can also make higher-spell-level versions of shield, if we are so inclined…

And I am.

(Art by Max_776)

Shield
Classes technomancer 1-6, witchwarper 1-6
School abjuration (force)
Casting Time 1 standard action
Range personal
Duration 1 min./level (D)
Shield creates an invisible shield of force that hovers in front of you. It grants you a shield bonus to AC, which may be higher if you align your shield against the foe as a move action (see aligning shields in Chapter 4 of the Character Operations Manual). Additionally, if you align a shield against an incorporeal or ethereal target the force effect of the shield grants you an additional +2 AC against that creature’s attacks.

Level 1: Shield bonus +0/+1. Additionally, you are immune to damage from magic missile while the shield spell is active.
Level 2: Shield bonus +1/+1. Additionally, you are immune to damage from all 1st level spells with the force descriptor.
Level 3: Shield bonus +1/+2. Additionally, you are immune to damage from all 2nd-level and lower spells with the force descriptor.
Level 4: Shield bonus +1/+3. Additionally, you are immune to damage from all 3rd-level and lower spells with the force descriptor.
Level 5: Shield bonus +1/+4. Additionally, you are immune to damage from all 4th-level and lower spells with the force descriptor.
Level 6: Shield bonus +2/+4. Additionally, you are immune to damage from all 5th-level and lower spells with the force descriptor.

Support My Patreon
The more support I get, the more time I can spend on writing things like this. 

If you enjoy any of my articles, please sign up, for as little as the cost of one cup of coffee a month!

More Tiered Spells for Starfinder

I’ve been looking at some Mythic Stars ideas recently, as I am in a Mythic Starfinder game and that’ looking to be a good jumping-off point to publish some Mythic Starfinder content. And that has me thinking about spells.

I have an inkling that Mythic spells in Starfinder may need some special interaction with tiered spells. I’m not SURE of that, but I want to look at some interactions. But tiered spells are kinda all over the place in Starfinder, making it hard to know which ones I should use as a baseline for this thought experiment. So to make sure I grok the underlying math and design decisions for my sample spells before building off of them, I want to write up a specific set of tiered spells to use as my jumping-off points.

Since the main point here is to experiment with how mythic spells and tiered spells should interact (and the answer may be “just like non-mythic tiered spells”), I wanted one 1st-6th level spell unique to each of the three current official spellcasting classes. Since I want to test various ideas and compare the results for each class, I thought they should be iconic spells for those classes (and not available to any other core class). Selecting magic missile for the technomancer was a no-brainer, and I have always felt like it should be a tiered attack spell anyway. Mystics already have mystic cure as an iconic tiered spell, but it’s a bad choice for this kind of thought experiment, and if I am giving the other classes new tiered spells I didn’t want to exclude them, so I choose reflecting armor as their iconic spell. Witchwarpers are a weirder case, but I decided shifting surge was a pretty solid 1st-level damaging spell in the same niche as magic missile and reflecting armor, so I created a tiered version of that.

Magic Missile (Tiered)
Classes Technomancer 1-6
School evocation (force)
Casting Time 1 standard action; see text
Range medium (100 ft. + 10 ft./level)
Targets up to three creatures, no two of which can be more than 15 ft. apart; see text
Duration instantaneous
Saving Throw none; Spell Resistance yes

You fire two missiles of magical energy that strike targets unerringly (the creatures must still be valid targets). You can’t target specific parts of a creature, and objects are not damaged by the spell.

You can target a single creature or several creatures, but each missile can strike only one creature. You must designate targets before you attempt to overcome spell resistance or roll damage.

You can cast this spell as a full action. If you do, you fire three missiles instead of two.

1st: When you cast magic missile as a 1st-level spell, each missile deals 1d4+1 damage to the target.

2nd: When you cast magic missile as a 2nd-level spell, each missile deals 2d4+2 damage to the target.

3rd: When you cast magic missile as a 3rd-level spell, each missile deals 4d4+2 damage to the target.

4th: When you cast magic missile as a 4th-level spell, each missile deals 4d4+2 damage to the target, and you receive one additional missile (three missiles if cast as a standard action, 4 missiles of cast as a full action).

5th: When you cast magic missile as a 5th-level spell, its range becomes long (400 ft. +5 ft./2 levels), each missile deals 6d4+3 damage to the target, and you receive one additional missile (three missiles if cast as a standard action, 4 missiles of cast as a full action).

6th: When you cast magic missile as a 6th-level spell, its range becomes long (400 ft. +5 ft./2 levels) and you can select target creatures within a 30-foot radius, each missile deals 7d4+3 damage to the target, and you receive one additional missile (three missiles if cast as a standard action, 4 missiles of cast as a full action).

Reflecting Armor (Tiered)
Classes Mystic 1-6
School abjuration (force)
Casting Time 1 standard action
Range personal
Duration 10 minutes/level or until dismissed (D); see text

You create a shimmering skin-like coating of mystical force that covers your body, allowing you to reflect damage you take back against your attacker. At any time during this spell’s duration, when you take damage from an attack made with a weapon by a foe within 100 feet, you can choose to dismiss the spell as a reaction. If you do, the armor crackles with energy as it disappears, arcing through the air to strike the attacking creature, which takes an amount of damage equal to the damage dealt to you at the time this spell was dismissed (to a maximum determined by the spells level). This damage also has the force descriptor. The target can attempt a Reflex save for half damage.

1st: When you cast reflecting armor as a 1st-level spell, the reflected damage dealt has a maximum of 10 points.

2nd: When you cast reflecting armor as a 2nd-level spell, the reflected damage dealt has a maximum of 20 points.

3rd: When you cast reflecting armor as a 3rd-level spell, the reflected damage dealt has a maximum of 35 points.

4th: When you cast reflecting armor as a 4th-level spell, the reflected damage dealt has a maximum of 50 points. If the damage dealt to you by the triggering attack is less than 50, the reflecting armor is not dismissed and can be triggered again, though with a maximum of only 20 damage.

5th: When you cast reflecting armor as a 5th-level spell, the reflected damage dealt has a maximum of 75 points. If the damage dealt to you by the triggering attack is less than 75, the reflecting armor is not dismissed and can be triggered again, though with a maximum of only 35 damage.

6th: When you cast reflecting armor as a 6th-level spell, the reflected damage dealt has a maximum of 85 points. If the damage dealt to you by the triggering attack is less than 85, the reflecting armor is not dismissed and can be triggered again, though with a maximum of only 50 damage.

Shifting Surge (Tiered)
Classes Witchwarper 1
School transmutation
Casting Time 1 standard action
Range touch
Targets one willing creature or object
Duration 1 round; see text
Saving Throw none; Spell Resistance yes

You touch a willing creature and affect one of its energy damage attacks or weapons, changing the energy damage type of one of its attacks to one other type until the end of your next turn. Even if you don’t change the damage, the next affected attack that hits deals additional damage.

1st: When you cast shifting surge as a 1st-level spell, it deals 2d6 additional damage if it targets only one target, or 1d6 additional damage if it affects an area or multiple targets.

2nd: When you cast shifting surge as a 2nd-level spell, it deals 4d6 additional damage if it targets only one target, or 2d6 additional damage if it affects an area or multiple targets.

3rd: When you cast shifting surge as a 3rd-level spell, it deals 4d6 additional damage if it targets only one target, or 2d6 additional damage if it affects an area or multiple targets. Additionally the duration increases to 2 rounds, and the extra damage is dealt by all affected attacks rather than just the next one.

4th: When you cast shifting surge as a 4th-level spell, it deals 6d6 additional damage if it targets only one target, or 3d6 additional damage if it affects an area or multiple targets. Additionally the duration increases to 2 rounds, and the extra damage is dealt by all affected attacks rather than just the next one.

5th: When you cast shifting surge as a 5th-level spell, it deals 8d6 additional damage if it targets only one target, or 4d6 additional damage if it affects an area or multiple targets. Additionally the duration increases to 2 rounds, and the extra damage is dealt by all affected attacks rather than just the next one.

6th: When you cast shifting surge as a 6th-level spell, it deals 8d6 additional damage if it targets only one target, or 4d6 additional damage if it affects an area or multiple targets. Additionally the duration increases to 3 rounds, and the extra damage is dealt by all affected attacks rather than just the next one.

Support My Patreon
The more support I get, the more time I can spend on writing things like this. 

If you enjoy any of my articles, please sign up, for as little as the cost of one cup of coffee a month!