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Today we continue to convert to Starfinder all the Pathfinder 1st edition spells that don’t already exist (or have a clear replacement) in that game. You can find an index of the spells that have been converted to-date here. We’re working out way through all of PF1’s symbol spells and have reached symbol of laughter. In PF1 this symbol works off hideous laughter, a spell that doesn’t exist in Starfinder. So, just for consistency, it makes sense to create both spells at the same time for our project. While we are at it, we might as well create some more separation between our laughter spell and hold person, which are remarkably similar in the PF1 versions. IF we can, it’s also worth trying to make sure the spell isn’t overpowering, but still has some utility even against creatures that succeed at their save against it.

<figure>(Art by Tartila)</figure>

Laugh Out Loud EmojiClass technomancer 3School enchantment [compulsion, mind-affecting]Casting Time 10 minutesRange 0 ft.; see textEffect one runeDuration see textSaving Throw Will partial (see text); Spell Resistance yes

This functions as mirror emoji, except as noted above and as follows.  Each viewer of the rune perceives it slightly differently, with the rune taking the visible form of a simple symbol that is commonly associated with humor or laughing. When triggered, affected creatures are overcome with laughter. The effect lasts as long as they remain within the area, and for 1d4 rounds after they leave. If a creature succeeds at their initial save against this effect and leave the area, they are not affected again if they re-enter the area. Creatures that fail their save are affected each time they enter the area.

Creatures who succeed at a saving throw and have both Stamina Points and Hit Points remaining laugh loudly, making Stealth checks against auditory senses impossible and the base DC of a Perception check to hear them is 0. They can expend 1 Resolve Point to ignore these conditions for 1d4 rounds.

Both creatures that succeed at a saving throw but do not still have both Stamina Points and Hit Points remaining, and creatures that fail at a saving throw and do have both SP and HP remaining, are affected as above and additionally are unable to communicate normally (though they can try to work information into their laughter as a move action, which acts as a Bluff check to pass secret messages) or use language-dependent and sense-dependent abilities. If they expend a Resolve Point at the beginning of their turn, they can ignore all these restrictions (except for the inability to use Stealth) for 1d4 rounds.

Creatures that fail a saving throw and do not have both SP and HP left are affected as above, and staggered. If they expend a Resolve Point at the beginning of their turn, they can ignore the staggered condition from this spell for 1 round.

Detect magic allows you to identify a laugh out loud emoji with a DC 17 Mysticism check. Of course, if the symbol is set to be triggered by reading it, this will trigger the symbol.

Magic traps such as laugh out loud emoji are hard to detect and disable. While any character can use Perception to find a laugh out loud emoji (which may trigger it), a character must use the lowest of their Engineering or Mysticism skill (based on the skill’s total bonus) to disarm it. The DC in each case is 23.

ROFL – Roll On Floor LaughingClass technomancer 1School enchantment [compulsion, mind-affecting]Casting Time 1 standard actionRange medium (100 feet +10 feet/level)Target one creatureDuration 1 round/levelSaving Throw Will partial (see text); Spell Resistance yes

This spell causes the target to burst into uncontrollable gales of laughter. When initially affected the target falls prone (though it can stand normally afterwards), and for the duration of the spell it is staggered and laughing so loudly that making Stealth checks against auditory senses impossible and the base DC of a Perception check to hear them is 0. At the end of each turn the target can make a new Will save (at the same DC) to end the staggered effect.

Creatures that succeed at their initial save against this spell snort and chuckle involuntarily, but without the extreme effects described above. They are off-target, and take a -5 penalty to all Stealth checks against auditory senses. At the end of each turn the target can make a new Will save (at the same DC) to negate the spell entirely.

Because humor can be difficult to translate easily, even with magic, if a target could not be targeted by a language-dependent effect from you, has an Int bonus of -3 or less, or is of a different creature type, it gains a +4 bonus to saving throws to end or reduce this spell’s ongoing effects (but not its initial saving throw).

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