Ghost Killer
[Level: 5]
Attacks from a weapon with this fusion deal full damage to incorporeal creatures. They also pass into the Ethereal Plane, allowing such attacks to affect ethereal creatures normally. Weapons with the ghost killer fusion can also score critical hits against incorporeal creatures. In addition, an incorporeal creature (though not an ethereal one) can pick up, move, or wield a ghost killer weapon.
Glammered
[Level: 1]
As a standard action, a weapon with the glamered fusion can be commanded to change its appearance to assume the form of another object of similar size. The weapon retains all its properties (including bulk) when disguised but does not radiate magic. Only true seeing or similar magic reveals the true nature of a glamered weapon while it is in disguise. After a glamered weapon is used to make an attack, this fusion is suppressed for 1 minute.
Glean Spell
[Level: 18]
Once per day, you can delve into the Akashic Record to cast a
spell from either the mystic or technomancer spell list as if it were on your list of spells known. The spell consumes a spell slot 1 level higher than the level of the spell.
Glide
You move the starship at half its normal speed. The starship can take turns during this movement, but the starship’s distance between turns increases by 2. You can add your ranks in the Piloting skill to the starship’s AC and TL for this round. You can only take this action if no other pilot actions have been taken during the helm phase (including glide).
Glimpse the Truth
[Level: 10]
By picking up on subtle clues and hidden traces in your immediate surroundings, you can see things as they really are. As a full action, you can spend 1 Resolve Point to gain the effects of true seeing for 1 round with a range of 60 feet.
Glow of Life
[Level: 6]
As a move action, you can spend 1 Resolve Point to recover a number of Hit Points equal to twice your solarian level. Once you use this revelation, you can’t use it again until the next time you regain Stamina Points after a 10-minute rest.
When you are attuned or fully attuned, increase the amount you heal with this revelation to three times your solarian level.
Grasping Vines
[Level: 3]
You can spend 1 Resolve Point as a standard action to cause an area within 100 feet to sprout writhing vines in a 20-foot- radius spread. The target surface must be solid but does not need to be capable of sustaining plants normally. The vines have a reach of 5 feet and attempt to wrap around creatures in the area of effect or those that enter the area; such a creature must succeed at a Reflex save or gain the entangled condition. Creatures that successfully save can move as normal, but those that remain in the area must attempt a new save at the end of your turn each round. Creatures moving into the area must attempt a save immediately; failure ends their movement and they become entangled. An entangled creature can break free as a move action with a successful Acrobatics check or DC 15 Strength check. The vines last for a number of rounds equal to your mystic level, and the entire area is difficult terrain while the effect lasts. At 11th level, the vines can reach 10 feet and sprout thorns that deal 1d6 piercing damage each round to creatures in the area.
Gravity Anchor
[Level: 2]
As a move action, you can form a gravitational bond between yourself and either the surface you’re standing on or the objects you are holding. This grants you a +4 bonus to your AC against bull rush, reposition, and trip combat maneuvers if you choose the surface underfoot, or against disarm combat maneuvers if you choose objects. The bonus lasts for 1 round or until you leave graviton mode. You can have only one gravity anchor active at a time.
When you are attuned or fully attuned, you can activate this revelation as a reaction when targeted by a bull rush, disarm, reposition, or trip combat maneuver, in which case it defends against only that attack.
Gravity Boost
[Level: 2]
You can increase or reduce the gravitational attraction between yourself and the terrain around you. You can add a bonus equal to one-third your solarian level (minimum +1) to Athletics checks to climb, jump, or swim as part of the action you take to attempt the skill check. In addition, as a reaction when you are falling, you can reduce the falling damage you take by half. At 6th level, you can move along vertical surfaces and even upside down along ceilings for 1 round. This functions as spider climb, but it leaves your hands free and you can also run. You must end your movement on a surface that can support you normally. If you end your movement while you are standing on a vertical surface or ceiling, you fall unless you succeed at an Athletics check to climb to remain in position.
When you are attuned or fully attuned, the bonus you gain from this revelation to checks to climb, jump, or swim doubles.
Gravity Hold
[Level: 2]
This revelation allows you to move objects at a distance as per psychokinetic hand (see page 370).
When you are attuned or fully attuned, you can use the psychokinetic hand ability of your gravity hold to immobilize, lift, or move a Medium or smaller creature. The creature can attempt a Fortitude save to negate the effect. While under this effect, the target creature cannot move, but can take any other normal actions. This ability follows all of the restrictions of the spell other than the weight limit, but you can’t lift a creature higher than 5 feet off the ground. When you spend a standard action concentrating to maintain the gravity hold, the target can attempt a new save to end the effect. Once a creature successfully saves against this ability, it becomes immune to further uses of this revelation for 24 hours.