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Chapter: Magic and Spells
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10 rules
| Name ▲ | Page | Description |
|---|---|---|
| Magic and Spells | 328 | Although technology and magic are almost inextricably entwined in the Starfinder Roleplaying Game, magic nonetheless works according to specific rules that have little to do with machinery. |
| Casting Spells | 330 | When your Starfinder character casts a spell, she is harnessing the latent magical energy that permeates the universe to achieve specific, measured effects. |
| Choosing a Spell | 330 | The first step in casting a spell is to choose which spell to cast. |
| Spell Level, Caster Level, and Spell Slots | 330 | Once you’ve chosen a spell to cast, take note of its spell level, and then determine the caster level at which you cast it. |
| Concentration and Interrupted Spells | 331 | To successfully cast a spell, you must concentrate. The length of time you must concentrate to cast a spell is specified in the Casting Time entry in the spell’s description. |
| The Spell’s Result | 331 | For details about a spell’s range, targets, and other mechanical details, see the spell descriptions on pages 340–385, where the details of Starfinder’s spells are presented. |
| Combining Magic Effects | 332 | Spells or magical effects usually work as their descriptions state, no matter how many other spells or magical effects happen to be operating in the same area or on the same recipient. |
| Spell Description Format | 332 | The descriptions of Starfinder’s spells are presented in a standard format, as shown in the sample spell description on page 333. |
| School and Descriptor | 333 | Beneath the spell’s name is an entry listing the spell’s school of magic. Nearly every spell in Starfinder belongs to one of eight schools of magic. |
| Area, Effect, and Targets | 334 | When a spell you cast comes into effect, you must make choices about what the spell is to affect or where an effect is to originate, depending on the spell’s type. |
