Spell Description Format
Starfinder Core Rulebook, page 332
The descriptions of Starfinder’s spells are presented in a standard format, as shown in the sample spell description on page 333. Each category of information found in the spell descriptions is explained and defined in the appropriate sections that follow the sample (along with references for further information). Not all Starfinder spells contain each boldfaced entry heading listed in the sample, but for purposes of completeness, all entry headings used in the various spell descriptions are included. The sample also includes either typical language found in most spell entries or a summary of what the entry typically contains. Mystic Spells
Technomancer Spells
Spell Name
0–6
0–6
School magic type [descriptor]
Casting Time action or time Range personal, touch, or a specified distance Area affected space (S)
Effect the spell’s mechanical effect (if it doesn’t have an area or targets)
Targets one creature or multiple creatures Duration rounds, minutes, or hours (D)
SavingThrow none, partial, or negates; SpellResistance yes or no The spell’s effects are described here.
Spell Name
The first line of every spell description gives the name by which the spell is commonly known. A spell’s name generally indicates what effects it creates or how it manipulates its area or targets.
Spell Level
The spell level for each class that can cast the spell (typically a number between 0 and 6 that indicates the spell’s relative power) is listed directly to the right of each class icon. Variable-level spells express their levels in a range. See Spell Level and Variable- Level Spells on page 330 for more details.
Casting Time
Most spells have a casting time of one standard action. Others take 1 round or more, while a few powerful special abilities allow a character to cast a spell as a move action. A few reactive spells can be cast as reactions, but they are generally limited in nature, such as the 1st-level casting of flight.
When you begin casting a spell that takes 1 round or longer to cast, you must maintain your concentration from the current round to just before your turn in the next round (at least). If you lose concentration or take another action (even a reaction) before the casting is complete, the spell fails.
You make all pertinent decisions about a spell (range, target, area, effect, and so forth) when the spell comes into effect.
1 round: Casting a spell with a casting time of 1 round is a full action. The spell comes into effect just before the beginning of your turn in the round after you began casting the spell. You then act normally after the spell is completed.
1 minute: A spell that takes 1 minute to cast comes into effect just before your turn 1 minute later (and for each of those 10 rounds, you are considered to be casting a spell as a full action, just as noted above for 1-round casting times). These actions must be consecutive and uninterrupted; otherwise the spell automatically fails.
Range
A spell’s range indicates how far from you it can reach. For more information on how ranges work, see Range on page 271.
Duration
A spell’s Duration entry tells you how long the magical energy of the spell lasts. A spell may also be dismissible, which is indicated with “(D)” after the listed duration. For more information, see Duration on page 270.
Areas, Effects, and Targets: If a spell affects creatures directly, the result travels with the target for the spell’s duration. If the spell creates an effect, the effect lasts for the duration. The effect might move or remain still. Such an effect can be destroyed prior to the expiration of its duration. If the spell affects an area, then the spell stays within that area for its duration. Creatures become subject to the spell when they enter the area and are no longer subject to it when they leave.
Saving Throw
Usually a harmful spell allows a target to attempt a saving throw to avoid some or all of the effect. The Saving Throw entry in a spell’s description defines which type of saving throw the spell allows (a Fortitude, Reflex, or Will saving throw) and describes how saving throws against the spell work, including for objects and harmless effects. Most often, a successful saving throw negates a spell’s effects, halves the damage it causes, allows the creature to suffer only partial effects of the spell, or allows the disbelief of an illusion effect (see Illusion on page 334). Your class’s Spells section describes how to calculate your spells’ saving throws. For more information on saving throws, see page 241.
Spell Resistance
Spell resistance, often abbreviated as SR, is a special defensive ability of many creatures that functions much like an Armor Class against magical attacks. If your spell targets a creature with spell resistance, you must attempt a caster level check (1d20 + your caster level); only if the result equals or exceeds the creature’s spell resistance can the spell affect that creature.
A spell’s Spell Resistance entry and the descriptive text of a spell description tell you whether spell resistance protects creatures from the spell. In many cases, spell resistance applies only when a resistant creature is targeted by the spell, not when a resistant creature encounters a spell that is already in place.
The terms “object” and “harmless” mean the same thing for spell resistance as they do for saving throws (see page 241). A creature with spell resistance must voluntarily lower the resistance (a standard action) in order to be affected by such spells without forcing the caster to attempt a caster level check.
For more information on spell resistance, see page 265.
Descriptive Text
This portion of a spell description details what the spell does and how it works. If one of the previous entries in the description includes “see text,” this is where the explanation is found.
In this section
- School and Descriptor 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 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.
