Starfinder technomancer spells

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Technomancer Spell List

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The following table presents the technomancer spell list. A superscript “R” (R) appearing at the end of spell’s name in the spell lists denotes a spell that requires an expenditure of Resolve Points to cast.

Order of Presentation: In the spell lists and the short descriptions that follow them, the spells are presented in alphabetical order by name except for those belonging to certain groupings. When a spell’s name begins with “lesser,” “greater,” or “mass,” the spell is alphabetized under the second word of the spell name instead.

Caster Level: A spell’s power often depends on caster level, which is defined as the caster’s class level for the purpose of casting a particular spell. A creature usually has a caster level equal to its CR (1st if a creature has a CR less than 1). The word “level” in the short descriptions that follow usually refers to caster level.

Spell NameSummarySource
Arcane SightMagical sources become visible to you.SFCRB
Arcing SurgeDeal 10d6 electricity damage in a 120-foot line.SFCRB
Blast DoorConjure a door that blocks off a hallway.SFCOM
Clairaudience/ClairvoyanceHear or see at a distance for 1 minute per level.SFCRB
DischargeDisrupts or depowers one target technological item or construct.SFCRB
Dispel MagicCancel one magical spell or effect.SFCRB
DisplacementAttacks miss target 50% of the time.SFCRB
Entropic GraspTouch decays a construct or nonmagical manufactured item once per round per level.SFCRB
Explosive BlastDeal 9d6 fire damage to creatures in a 20-foot radius.SFCRB
FlightTarget flies at a speed of 60 feet.SFCRB
GroundlingGive a target a burrow speed and DR 5/bludgeoning.SFCOM
Handy JunkbotCreate a temporary robot made of junk to perform Computers, Engineering, Piloting, and Sleight of Hand tasks.SFCRB
HasteOne creature per level moves and acts faster.SFCRB
Healing JunkbotRobot made of junk can perform Medicine tasks and drag unconscious creature to safety.SFCRB
Holographic ImageCreate a hologram with sound, smell, and thermal effects of your design that lasts as long as you concentrate, plus 3 additional rounds.SFCRB
Infect BloodAlter a target’s blood to deal 3d8 damage per round and impose the sickened condition.SFCOM
Instant VirusInflict technological construct with disease.SFCRB
IrradiateFlood area with dangerous radiation.SFCRB
JunkswordTurn inert junk into a special analog or powered weapon.SFCRB
Mental BlockTarget forgets any spells, feats, or class abilities.SFCRB
Nanite FormTarget becomes a cloud of floating nanites.SFCOM
Necromantic RevitalizationRestore 5d8 + your Intelligence modifier Hit Points to an undead creature.SFCRB
NondetectionRHide target from divination and surveillance.SFCRB
Phantom CycleSummon a ghostly motorcycle.SFCOM
Pinpoint NavigationGain +10 to Piloting checks for navigation.SFCOM
Probability PredictionReroll one attack roll, save, or check.SFCRB
Resistant Armor, LesserGrant DR 5/— or energy resistance 5 against two energy types.SFCRB
SlowOne creature per level moves and acts slower.SFCRB
Smog BankNoxious fog cloud sickens creatures.SFCOM
Summon Creature 3Summon an extraplanar creature.SFCRB
TonguesTarget can speak and understand any language.SFCRB
Spell NameSummarySource
Break EnchantmentFree creatures from curses, enchantments, and transmutations.SFCRB
Contact Other PlaneAsk questions of an extraplanar entity, with questionable results.SFCRB
Control MachinesCommand technological constructs within range telepathically.SFCRB
CreationCreate a single object made of vegetable or mineral matter.SFCRB
DismissalForce extraplanar creatures whose total CR is no greater than your level + 2 to return to their native planes.SFCRB
Dispel Magic, GreaterCancel multiple magical spells or effects.SFCRB
FlightYou can fly at a speed of 70 feet and can hustle over long distances.SFCRB
Heat LeechDeal 13d8 cold damage to creatures in a cone.SFCRB
Holographic ImageCreate a detailed hologram that is permanent or is triggered by conditions you set.SFCRB
Holographic TerrainCreate a large hologram that depicts terrain and structures.SFCRB
Hoverdisk, MassCreate several hovering disks of force for creatures to ride or to transport cargo.SFCOM
JunkswordTurn inert junk into a special analog or powered weapon.SFCRB
MisleadMake yourself invisible and create an illusory double of your likeness.SFCRB
Necromantic RevitalizationRestore 16d8 + your Intelligence modifier Hit Points to an undead creature or resurrects a recently destroyed creature.SFCRB
PasswallCreate a passage through most walls.SFCRB
Planar BindingTrap an extraplanar creature of CR 7 or lower until it performs a task.SFCRB
Private SanctumPrevent anyone from viewing or scrying an area for 24 hours.SFCRB
Prying EyesTwenty floating eyes scout for you.SFCRB
Rapid RepairConstruct or weapon regains 2d8 Hit Points per round for 1 minute.SFCRB
Resistant AegisGrant up to 10 creatures DR 5/— or energy resistance 5 to all energy types.SFCRB
Summon Creature 5Summon an extraplanar creature.SFCRB
Synapse OverloadTarget takes 18d8 damage and is staggered for 1 minute.SFCRB
TelekinesisMove an object, attack creatures, or hurl objects or creatures with your mind.SFCRB
TeleportInstantly teleport as far as 2,000 miles.SFCRB
Transfer ConsciousnessTransfer your mind into a computer or willing technological construct, and control its functions.SFCOM
Unwilling GuardianCharm a target into protecting you during combat.SFCRB
Wall of ForceInvisible wall is difficult to destroy.SFCRB
Sours: https://www.starjammersrd.com/magic-and-spells/technomancer-spell-list/

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Technomancer Spell List

0-Level

Spell NameSummary
Dancing LightsCreate and direct up to four lights.
DazeHumanoid creature of CR 3 or lower is dazed.
Detect AfflictionDetermine whether a creature or object has been poisoned, is diseased, is cursed, or is suffering a similar affliction.
Detect MagicDetect spells and magic items within 60 feet.
Energy RayRay deals 1d3 acid, cold, electricity, or fire damage.
Ghost SoundCreate minor illusory sounds.
MendingRestore 1d4 Hit Points to an object or construct.
Psychokinetic HandTelekinetically move an object of 1 bulk or less.
Telepathic MessageSend a short telepathic message and hear simple telepathic replies.
Token SpellPerform simple magical effects.
Transfer ChargeMove charges from one power source to another source of the same type.

1st-Level

Spell NameSummary
Comprehend LanguagesYou understand all spoken, signed, and written or tactile languages.
Detect RadiationDetect radiation within 120 feet.
Detect TechDetect technological items with charges or that replenish charges within 60 feet.
Disguise SelfChange your appearance.
EraseRemove writings of either magical or mundane nature.
FlightOne creature or object per level falls slowly.
GreaseMake a 10-ft. square or one object slippery.
Hold PortalHold a door shut.
Holographic ImageCreate a silent hologram of your design.
IdentifyGain +10 bonus to identify items of a magic or technological nature.
Jolting SurgeTouch deals 4d6 electricity damage.
Keen SensesTarget gains low-light vision and a +2 bonus to Perception checks.
Life BubbleEncase targeted creatures with a shell of tolerable atmosphere.
Magic MissileTwo missiles deal 1d4+1 force damage.
OverheatDeal 2d8 fire damage to creatures in cone.
Supercharge WeaponTouched weapon deals extra damage.
Unseen ServantInvisible force obeys your commands.

2nd-Level

Spell NameSummary
Caustic ConversionFling magical nanites as a ranged attack that deals 4d4 acid damage to one target, plus 5 additional damage in subsequent rounds.
Command UndeadUndead creature obeys your commands.
DarkvisionGrant ability to see 60 feet in total darkness.
Daze MonsterTarget living creature of CR 5 or lower is dazed.
FlightTarget moves up and down at your direction.
Fog CloudCreate a fog that obscures vision.
Holographic ImageCreate a hologram with some sound of your design.
Implant DataEmbed one piece of data per level in a target computer or system.
Inject NanobotsTouch deals 4d8 damage to target and causes the confused condition.
InvisibilityTarget is invisible for 1 minute per level or until it attacks.
KnockOpens a locked or magically sealed door.
Logic BombTarget computer deals 6d6 energy damage to the first creature that tries and fails to use it.
Make WholeRestore 5d6 Hit Points to an object or construct.
Microbot AssaultCloud of tiny robots harasses creatures within it.
Mirror ImageCreate decoy duplicates of yourself.
Recharge[^1]Replenish charges in a battery or item capable of holding charges.
Security Seal[^1]Magically lock a portal, a container, or a security system.
See InvisibilitySee invisible creatures or objects.
Spider ClimbGrant ability to walk on walls and ceilings.

3rd-Level

Spell NameSummary
Arcane SightMagical sources become visible to you.
Arcing SurgeDeal 10d6 electricity damage in a 120-foot line.
Clairaudience/ClairvoyanceHear or see at a distance for 1 minute per level.
DischargeDisrupts or depowers one target technological item or construct.
Dispel MagicCancel one magical spell or effect.
DisplacementAttacks miss target 50% of the time.
Entropic GraspTouch decays a construct or nonmagical manufactured item once per round per level.
Explosive BlastDeal 9d6 fire damage to creatures in a 20-foot radius.
FlightTarget flies at a speed of 60 feet.
Handy JunkbotCreate a temporary robot made of junk to perform Computers, Engineering, Piloting, and Sleight of Hand tasks.
HasteOne creature per level moves and acts faster.
Healing JunkbotRobot made of junk can perform Medicine tasks and drag unconscious creature to safety.
Holographic ImageCreate a hologram with sound, smell, and thermal effects of your design that lasts as long as you concentrate, plus 3 additional rounds.
Instant VirusInflict technological construct with disease.
IrradiateFlood area with dangerous radiation.
Nondetection[^1]Hide target from divination and surveillance.
Probability PredictionReroll one attack roll, save, or check.
Resistant Armor, LesserGrant DR 5/— or energy resistance 5 against two energy types.
SlowOne creature per level moves and acts slower.
TonguesTarget can speak and understand any language.

4th-Level

Spell NameSummary
Animate DeadCreate controlled undead creatures out of target corpses.
Arcane EyeInvisible floating eye moves 30 feet per round and sends you visual information.
Corrosive HazeCloud deals 4d8 acid damage per round, plus 10 additional damage.
CreationCreate one object made of vegetable matter.
Destruction ProtocolTurn nonhostile technological construct against your foes.
Dimension DoorTeleport a short distance.
DismissalForce a creature to return to its native plane.
FlightTarget flies at a speed of 70 feet.
Holographic ImageCreate a hologram with sound, smell, and thermal effects that follows a script determined by you.
Invisibility, GreaterTarget is invisible for 1 round per level, even if it attacks.
Overload SystemsTarget creature has a 50% chance to lose each action.
Planar BindingTrap an extraplanar creature of CR 4 or lower until it performs a task.
Remove RadioactivityRemove ongoing radiation effects from a creature or object.
Resilient SphereForce globe protects but traps one target.
Resistant ArmorGrant DR 10/— or energy resistance 10 to three energy types.
Rewire FleshTurn target partially into a robot, dealing 3d6 damage per round and reducing speed.
Soothing ProtocolCalm a target hostile technological construct.
Wall of FireBlazing curtain deals 2d6 fire damage out to 10 feet and 1d6 fire damage out to 20 feet; passing through the wall deals 5d6 fire damage.

5th-Level

Spell NameSummary
Break EnchantmentFree creatures from curses, enchantments, and transmutations.
Contact Other PlaneAsk questions of an extraplanar entity, with questionable results.
Control MachinesCommand technological constructs within range telepathically.
CreationCreate a single object made of vegetable or mineral matter.
DismissalForce extraplanar creatures whose total CR is no greater than your level + 2 to return to their native planes.
Dispel Magic, GreaterCancel multiple magical spells or effects.
FlightYou can fly at a speed of 70 feet and can hustle over long distances.
Heat LeechDeal 13d8 cold damage to creatures in a cone.
Holographic ImageCreate a detailed hologram that is permanent or is triggered by conditions you set.
Holographic TerrainCreate a large hologram that depicts terrain and structures.
MisleadMake yourself invisible and create an illusory double of your likeness.
PasswallCreate a passage through most walls.
Planar BindingTrap an extraplanar creature of CR 7 or lower until it performs a task.
Private SanctumPrevent anyone from viewing or scrying an area for 24 hours.
Prying EyesTwenty floating eyes scout for you.
Rapid RepairConstruct or weapon regains 2d8 Hit Points per round for 1 minute.
Resistant AegisGrant up to 10 creatures DR 5/— or energy resistance 5 to all energy types.
Synapse OverloadTarget takes 18d8 damage and is staggered for 1 minute.
TelekinesisMove an object, attack creatures, or hurl objects or creatures with your mind.
TeleportInstantly teleport as far as 2,000 miles.
Unwilling GuardianCharm a target into protecting you during combat.
Wall of ForceInvisible wall is difficult to destroy.

6th-Level

Spell NameSummary
Battle JunkbotCreate a temporary robot from random junk, turning it into a deadly combatant.
Chain SurgeDeal 13d12 electricity damage to primary target and up to 10 secondary targets; one of the primary target’s electrical devices stops functioning for 1 round.
Control GravityAlter gravity in an area.
Control UndeadUndead creatures follow your commands and don’t attack you.
Discharge, GreaterDisrupts or depowers multiple technological items or constructs.
DisintegrateRay reduces one creature or object to dust.
Ethereal JauntYou become ethereal for 1 round per level.
FlightMultiple targets can fly at a speed of 60 feet.
Holographic ImageIllusory double of your likeness can talk and cast spells.
Interplanetary Teleport[^1]Teleport between planets.
Invisibility, MassMultiple targets are invisible for 1 minute per level or until one target attacks or moves away from other targets affected by spell.
Planar BarrierSeal an area against all planar travel into or within it.
Planar BindingTrap an extraplanar creature of CR 10 or lower until it performs a task.
Plane ShiftAs many as eight creatures travel to another plane of your choice.
Resistant Armor, GreaterGrant DR 15/— or energy resistance 15 against four energy types.
Rewire Flesh, MassDeal 3d6 damage per round and reducing targets’ speed during that time.
Shadow WalkStep into a shadowy realm to travel to a destination rapidly.
Shadowy FleetIllusion of starships deals 3d6 piercing damage and 3d6 fire damage to all creatures in the affected area.
Sympathetic VibrationDeal 2d10 damage per round to freestanding structure.
Terraform[^1]Alter terrain and climate.
True SeeingTarget can see things as they really are.
VeilChange appearance of a group of creatures.
Wall of Steel[^1]Wall has 45 Hit Points per inch of thickness and hardness 15.

[^1]: requires an expenditure of Resolve Points to cast.

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Sours: https://starfinder.dragonlash.com/classes/technomancer/technomancer-spell-list/

Spells: Technomancer

Full Technomancer Spell List

You cast spells drawn from the technomancer spell list. To learn or cast a spell, you must have an Intelligence score equal to at least 10 + the spell’s level. The Difficulty Class for a saving throw against your spell is 10 + the spell’s level + your Intelligence modifier.

You can cast only a certain number of spells of each spell level per day. In addition, you receive bonus spells per day if you have an Intelligence modifier of +1 or highe—note that you only receive these bonus spells once you can cast spells of that level normally. You can also cast 0-level spells. These spells are cast like any other spell, but there is no limit to how many 0-level spells you can cast each day.

Your selection of spells is limited. You begin play knowing four 0-level spells and two 1st-level spells of your choice. At each new technomancer level, you learn one or more new spells. Unlike spells per day, the number of spells you know isn’t affected by your Intelligence modifier.

Every time you gain a level, you can swap out one spell you already know and learn a single new spell of the same level in its place. In effect, you lose the old spell in exchange for the new one. You must choose whether or not to swap the spell at the same time you gain new spells known for the level.

You can cast any technomancer spell you know at any time, assuming you have not yet used up your allotment of spells per day for the spell’s level. You can also cast a spell using a higher-level spell slot. For instance, if you want to cast a 1st-level spell but have used up all your 1st-level spells for the day, you can use a spell from a 2nd-level slot instead if you have one.

You can also decipher magical inscriptions that would otherwise be unintelligible or, as a full action, identify any spells encoded in a spell gem. This does not normally invoke the magic contained within, although it may do so in the case of a Cursed or trapped spell gem.

Also see Magic and Spells

Sours: https://starfinderspaceopera.obsidianportal.com/wikis/spells-technomancer

Technomancer spells starfinder

#1 — Damage Scaling

Welcome to Guidance, dear readers, and let me preface by saying I absolutely, 100% did NOT intend to write two complain-y style blog posts back to back for my last two offerings. It just sort of happened that way. You see, originally I had sat down to prepare my article for the week about my technomancer, Asai Proudfellow. (His crying face is the image for the title card to highlight that fact.) Asai is my PC in Leo Glass’s Fly Free or Paizo game, and I was (and still am) incredibly hyped to play that character, as well as sit down and actually build him. The problem, however, is that every time I sit down to work on Asai’s build I get immensely frustrated by how unimpactful the technomancer’s array of magic is. I literally sat here for two weeks with this Iconic Design open and just glowered angerly at it. Then three hours before midnight on the evening before the article was sit to publish, it hit me. I shouldn’t spend my evening forcing myself to make a build I had absolutely zero passion.

I should instead write my article about —why— I have absolutely zero passion about the technomancer spell list. Feel free to disagree with me as always, fam, but I’m diving into this face-first!


What are thooooooose … spells?! Seriously, I have to LEARN some of these? Blech!

When you take a look at the technomancer spell list, one thing is immediately made clear. The technomancer is supposed to be the blaster caster; the spellcaster that has tons of awesome, flashy spells that deal damage to enemies. In practice, however, this doesn’t hold true and largely this is due to how spell damage is scaled in Starfinder. If you compare the damage of a given spell to the damage of any heavy weapon, you’ll find that the Starfinder spell does about twice as much damage as a heavy weapon whose item level is equal to the minimum caster level to cast the spell. For example, a laser artillery weapon deals 1d10 fire damage, for an average 5.5 damage, while magic missile deals a maximum of 3d4+4 damage, an average of 11.5. This formula generally holds pace with Starfinder’s weapon design, but this means that spells tend to fall behind their weapon counterparts every time a new spell level is unlocked at minimum, which is sort of a major problem with the balancing metric you’re using is effectively unlimited. Do not try and lie to me and say that you, as a GM, have ever hard-core made your players track their ammunition the way you make casters track their spell slots, because you’ll get really mad when I accuse you of fibbing. Even if you are a literal axiomite and you successfully manage to police your players’ ammunition, ammo doesn’t increase in level for anything except a grenade launcher / grenade arrows, so by high levels nothing is stopping you from basically having unlimited ammunition by Level 5 or so while spellcasters are stuck with extremely limited spells per day.

Oh, and it’s also worth mentioning that the technomancer doesn’t have the highest single-target damaging spells in the game. That honor goes to the mystic’s mind thrust, which is the highest single-target damage in the game. And you might be thinking, “But Alex, it’s fine to give that power to the mystic! Technomancers are much better at Area Attack spells so it all evens out.” Except that’s NOT true. Being better at area damage in a d20 game has NEVER been better than being stronger at single target because of how the Challenge Rating system works. Lower-level enemies are easier to kill without magic, so magic is better when it can be used against big single target enemies because of how limited it is. You don’t want to explode a storm trooper because that storm trooper’s going to miss you and die. You want to explode Darth Vadar, or better yet, Senator Palpatine. But the technomancer, the master of damaging spells, isn’t good at hurling damage at bosses. They excel at wiping out low-CR enemies, and that does not feel good. But this isn’t the full extension of the technomancer’s issues. The technomancer has many, many more of them.


The technomancer has fewer spells known than the mystic or the witchwarper. All three classes use the exact same Spells Known chart, but mystics get an extra spell at every level from their connections and witchwarpers get Infinite Worlds; while Infinite Worlds isn’t technically a spell and is kind of awful until you can cast 3rd-level spells, technomancers literally just get what the chart says they get. Which is probably for the best, if I’m honest, because truthfully….


Technomancers have like five different “junkbot” spells that each do a slightly different thing. They have like five different spells for scanning their environment, a bunch of different spells for hacking, spells like life bubble that replicate things mundane tech can already do, and plenty of other spells that simply don’t do much of anything useful. It’s a great example of one of the technomancer class’s biggest weaknesses—it’s theme governs the class so heavily that it can’t really do anything cool or fun outside of it. I think there’s a problem when everyone picks the same three or four spells (flight / haste / dimension door) because all the other spells just aren’t versatile enough to see mainstay use.


This isn’t so much a problem with technomancer spells as it is Starfinder spells as a whole. Because of how saving throw DCs scale and the fact that spells in Starfinder (unlike those in PF1) do not scale their effects at all save for some very specific examples, all technomancer spells are doomed to become obsolete after two or three spell levels. At that point, you’re better off swapping your combat spells for some of that hyperspecialized utility that you’ll never use because saving throws don’t scale, so neat spells that you got as 1st-level spells but aren’t variable level spells just disappear into the void, never to be used again. A great example of a spell that would be good at every single spell level if saving throw DC math didn’t scale it into oblivion is incompetence, which causes a target to lose its proficiency with a specific kind of weapon of your choice. A -4 penalty is always useful, but after Level 7 or so nothing will ever fail its saving throw against a 1st-level spell.


Technomancer hits a ton of snags and missteps in design that the mystic just doesn’t stumble into, and the spell selection is probably it’s most glaring area. To me, the technomancer is a case study in how design can be numerically correct, but not satisfying to play. Ultimately it doesn’t feel good to essentially have your primary class feature constantly rendering itself into obsolesce; you have to constantly cycle your combat spells into the latest, greatest options while relegating old options into niche choices you might sometimes use. And honestly, I feel like the technomancer class admits that it has this problem by virtue of having a few different magic hacks that let you throw away spell slots for different bonuses. That way you can always toss your obsolescent junk for a +1 bonus to hit and an extra d6 of weapon damage or something.

I’m Alex Augunas, the Everyman Gamer, and hopefully next week I can think of something a bit more positive to write about. Until next time, take care!

Sours: http://knowdirectionpodcast.com/2021/03/guidance-irked-about-starfinder-magic/
Starfinder: Best Technomancer Spells \u0026 Spell Guide - How to Play Starfinder - Taking20

TECHNOMANCER[]

To the uninitiated, magic and technology are completely unrelated, but you know there are more correlations between the two than most suspect. Magic and technology are just tools, and when combined into one discipline, called technomancy, they can be far more powerful than one or the other on its own. You utilize tech to empower, harness, and manipulate magic, and you wield magic to augment, control, and modify technology. You are an expert at hacking the underlying structure of the universe itself, bending the laws of science and nature to your will. Your  technomancy— which is gained from scientific study and experimentation— manipulates the physical world, weaves illusions, allows you to
peer through time and space, and if necessary, can blast a foe into atoms.

Statistics[]

Stamina points: 5 + Constitution modifier

Hit points: 5 per level

Skill ranks per level: 4 + Intelligence modifier

KEY ABILITY SCORE

Your Intelligence determines your spellcasting ability, the saving throw DCs of your spells, and the number of bonus spells you can cast per day, so Intelligence is your key ability score. Also, a high Dexterity score can help you fire your weapons more accurately and dodge incoming attacks.

Class Skills[]

Computers Physical Science
Engineering Piloting
Life Science Profession
Mysticism Sleight of Hand

Proficiencies[]

ARMOR PROFICIENCY
Light armor
WEAPON PROFICIENCY
Basic melee weapons, small arms

Level BAB Fort Ref Will Class Features
1 +0 +0 +0 +2 Spell cache
2 +1 +0 +0 +3 Magic hack
3 +2 +1 +1 +3 Spell Focus, techlore +1, weapon specialization
4 +3 +1 +1 +4
5 +3 +1 +1 +4 Magic hack
6 +4 +2 +2 +5 Cache capacitor 1, techlore +2
7 +5 +2 +2 +5
8 +6 +2 +2 +6 Magic hack
9 +6 +3 +3 +6 Techlore +3
10 +7 +3 +3 +7
11 +8 +3 +3 +7 Magic hack
12 +9 +4 +4 +8 Cache capacitor 2, techlore +4
13 +9 +4 +4 +8
14 +10 +4 +4 +9 Magic hack
15 +11 +5 +5 +9 Techlore +5
16 +12 +5 +5 +10
17 +12 +5 +5 +10 Magic hack
18 +13 +6 +6 +11 Cache capacitor 3, techlore +6
19 +14 +6 +6 +11 Resolve attunement
20 +15 +6 +6 +12 Fuse spells, Magic hack

Spells per day[]

level 1st 2nd 3rd 4th 5th 6th
1 2
2 2
3 3
4 3 2
5 4 2
6 4 3
7 4 3 2
8 4 4 2
9 5 4 3
10 5 4 3 2
11 5 4 4 2
12 5 5 4 3
13 5 5 4 3 2
14 5 5 4 4 2
15 5 5 5 4 3
16 5 5 5 4 3 2
17 5 5 5 4 4 2
18 5 5 5 5 4 3
19 5 5 5 5 5 4
20 5 5 5 5 5 5

SPELLS
You cast spells drawn from the technomancer spell list. To learn or cast a spell, you must have an Intelligence score equal to at least 10 + the spell’s level. The Difficulty Class for a saving throw against your spell is 10 + the spell’s level + your Intelligence modifier. You can cast only a certain number of spells of each spell level per day. Your number of spells per day is given on the table above. In addition, you receive bonus spells per day if you have an Intelligence modifier of +1 or higher, as shown on the table below note that you only receive these bonus spells once you can cast spells of that level normally. You can also cast 0-level spells. These spells are cast like any other spell, but there is no limit to how many 0-level spells you can cast each day. Your selection of spells is limited. You begin play knowing four 0-level spells and two 1st-level spells of your choice. At each new technomancer level, you learn one or more new spells, as indicated on the table below. Unlike spells per day, the number of spells you know isn’t affected by your Intelligence modifier. Every time you gain a level, you can swap out one spell you already know and learn a single new spell of the same level in its place. In effect, you lose the old spell in exchange for the new one. You must choose whether or not to swap the spell at the same time you gain new spells known for the level. You can cast any technomancer spell you know at any time, assuming you have not yet used up your allotment of spells per day for the spell’s level. You can also cast a spell using a higherlevel spell slot. For instance, if you want to cast a 1st-level spell but have used up all your 1st-level spells for the day, you can use a spell from a 2nd-level slot instead if you have one. You can also decipher magical inscriptions that would otherwise be unintelligible or, as a full action, identify any spells encoded in a spell gem. This does not normally invoke the magic contained within, although it may do so in the case of a cursed or trapped spell gem.

Bonus Spells per day[]

Int score 1 2 3 4 5 6
1-11 - - - - - -
12-13 1 - - - - -
14-15 1 1 - - - -
16-17 1 1 1 - - -
18-19 1 1 1 1 - -
20-21 2 1 1 1 1 -
22-23 2 2 1 1 1 1
24-25 2 2 2 1 1 1
26-27 2 2 2 2 1 1
28-29 3 2 2 2 2 1
30+ 3 3 2 2 2 2

Spells Known[]

Level 0 1 2 3 4 5 6
1 4 2
2 5 3
3 6 4
4 6 4 2
5 6 4 3
6 6 4 4
7 6 5 4 2
8 6 5 4 3
9 6 5 4 4
10 6 5 5 4 2
11 6 6 5 4 3
12 6 6 5 4 4
13 6 6 5 5 4 2
14 6 6 6 5 4 3
15 6 6 6 5 4 4
16 6 6 6 6 5 4 3
17 6 6 6 5 4 4 4
18 6 6 6 6 5 4 4
19 6 6 6 6 5 5 4
20 6 6 6 6 6 5 5


SPELL CACHE (SU) 1st Level
As the culmination of your early study of the fundamental forces of the galaxy, you have created a spell cache that allows you to store and access spells. Your spell cache could be a device such as a handheld computer or technological implant; an item such as a ring or staff; or a symbol such as a brand, tattoo, or other permanent modification to your body. While you don’t need your spell cache to cast your spells, once per day, you can activate your spell cache to cast any one spell you know and are capable of casting, even if you’ve expended all your spell slots for that spell’s level. If your spell cache is damaged, it is restored to full Hit Points the next time you prepare spells. If the spell cache is lost or destroyed, you can replace it after 1 week with a special ritual that takes 8 hours to complete.

MAGIC HACK 2nd Level
You have carefully studied the forces that define magic and can manipulate them. You learn your first magic hack at 2nd level, and you learn an additional magic hack every 3 levels thereafter. When casting a spell, you can apply no more than one magic hack that affects the attributes of a spell (such as distant spell or extended spell). If a magic hack allows a saving throw to resist its effects, the DC is equal to 10 + half your
technomancer level + your Intelligence modifier.

SPELL FOCUS 3rd Level
You gain Spell Focus as a bonus feat.

TECHLORE (EX) 3rd Level
You rewire your mind to give you greater insight into the nature of magic and technology. You gain a +1 insight bonus to Computers and Mysticism checks. This bonus increases by 1 at 6th level and every 3 levels thereafter.

WEAPON SPECIALIZATION (EX) 3rd Level
You gain the Weapon Specialization feat as a bonus feat for each weapon type this class grants you proficiency with.

CACHE CAPACITOR (SU) 6th Level
You expand your spell cache into a cache capacitor. As part of regaining your spells each day, you can cast a single spell into your spell cache and have it affect you continuously for 24 hours. The cache capacitor can hold any of the following spells: detect radiation, disguise self, keen senses, or unseen servant. You must know a spell to store it in your cache capacitor. When you cast the spell into your cache capacitor, you expend the spell slot normally and make any decisions required for that spell, but the duration doesn’t expire for 24 hours. If the spell in your cache capacitor is dispelled or dismissed, you can spend 5 minutes of uninterrupted concentration to reestablish it, keeping the same decisions you made when you cast it, and gaining whatever duration the spell had remaining. You can’t exchange the stored spell for another spell until you regain your spells. At 12th level, your cache capacitor gains a second slot that can hold darkvision, lesser resistant armor, life bubble, or spider climb. At 18th level, your cache capacitor gains a third slot that can hold arcane sight, flight (spell level 3rd or lower), see invisibility, or tongues.


RESOLVE ATTUNEMENT (EX) 19th Level
You recover Resolve Points when you use powerful magic. Each time you cast a 6th-level spell, you regain 1 Resolve Point, up to your normal maximum. This applies only to spells you cast using your normal 6th-level spell slots, not to those you cast using magic items or other methods such as fuse spells.

FUSE SPELLS (EX) 20th Level
You can combine lower-level spell slots to cast higher-level spells. As part of casting a spell, you can spend 1 Resolve Point to exchange a number of unused spell slots for a single spell slot of a higher level; this expends the lower-level spell slots. Add up the levels of the expended slots to determine which higher level of spell you can cast (maximum 6th). For instance, you could exchange three 1st-level slots to cast a 3rd-level spell, or you could exchange two 3rd-level slots to cast a 6th-level spell. If you combine spell slots to cast a 6th-level spell, it doesn’t count
as such for resolve attunement. Furthermore, you can spend 2 Resolve Points to combine two 6th-level spell slots to cast wish.

Sours: https://starfinder-srd.fandom.com/wiki/Technomancer

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And then again, Vovka guessed right, soon we hear a loud husky whisper: - You, such a goat, yourself get into a pose. Do not be wise, do not sew, bitch, we are rape, its such a thing in the zone. But then you got up or we will paint your face now with knives.



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