source: Starfinder Core Rulebook

Found 1604 matches

Mini-Rockets
Level: 4 Price: 300 Bulk: L Damage: — None Critical:

Special:

Miniature Star
Prerequisites: Zenith Revelations

When you’re fully photon-attuned, you can create a simulacrum of a star as a standard action. The star is a 10-foot-radius sphere that fills your square (or one square of your space, if you’re larger than Medium) and all squares within 5 feet of that space. Any creature that starts its turn in the same space as the star takes 1d6 fire damage for every 2 solarian levels you have, and any creature that starts its turn outside the star but within 5 feet of it takes half that damage. At 17th level, you can create your star simulacrum as a 15-foot-radius sphere that affects your square and all squares within 10 feet of that space (a total of 21 squares).

Creatures can move through the star, but it exerts a gravitational pull, and any creature inside it or within 5 feet of it must spend twice as much movement for each square of movement that takes it away from the center of the star. The star remains for 1d4+1 rounds, and stays in place even if you later move. You are immune to all effects of your own miniature star.

Minor Psychic Power
Prerequisites: Cha 11.

You have a minor natural psychic ability.

Miracle
Level:

Mystic -

School: evocation Casting Time: 1 standard action Range: see text Area: see text Duration: see text Saving Throw: see text Effect: see text Spell Resistance: yes
Miracle Worker
[Level: 7]

As a move action, you can repair damage to a starship’s systems or modify a suit of armor or weapon to function more efficiently. To use this ability, you must be able to handle the item affected without impediment. You can use this ability once per day at 7th level, plus one additional time per day for every 4 mechanic levels you have beyond 7th. The exact effect of this ability depends on the object or system you are modifying.

  • Armor: You grant a +2 enhancement bonus to a suit of armor’s EAC and KAC for 1 minute.
  • Weapon: You grant a +2 enhancement bonus to a weapon’s attack and damage rolls for 1 minute.
  • Damaged Ship: You restore a number of Hull Points equal to the starship's base frame HP increment. If this raises the ship’s HP over a multiple of its Critical Threshold, you can repair critical damage to one system per multiple, reducing its severity by one step. For example, if your starship’s Critical Threshold is 8 and you restore 10 HP, reducing the damage to the hull from 17 HP to 7 HP, you could restore one system from wrecked to glitching. Using this ability during starship combat is your action for the turn, and you can do it only during the engineering phase. See page 292 for more on ship construction and page 320 for more on damage to ships.
Mirror Image
Level:

Technomancer 2

School: illusion Casting Time: 1 standard action Range: personal Duration: 1 minute/level
Mislead
Level:

Technomancer 5

School: illusion Casting Time: 1 standard action Range: personal; see text Duration: 1 round/level (D) and concentration + 3 rounds; see text Saving Throw: none or Will disbelief, see text Effect: one illusory double Spell Resistance: no
Missile, Advanced
Level: 13 Price: 14,600 Bulk: 1 Damage:Critical:

Special:

13d8 b & f

Missile, Tactical
Level: 10 Price: 5,700 Bulk: 1 Damage:Critical:

Special:

explode (6d8 B & P, 30 ft.)