I might add one more spell: Heat Leech. 13d6 is a decent amount of damage, and it adds an additional 2d6 to Explosive Blast. So that's an average of 84 points of damage.
I disagree with energy ray, at least for lower levels. Having almost every element type at your disposal is a huge thing. You need a torch lit, or bushes burned away you have fire. You need to access something behind a control panel, acids will burn it away. Something needs a jump start, lightning. Again this also depends on dm and what they will allow things to do. But I wouldn’t over look it just because low damage.
Thanks for your analysis, Cody. I like how Holographic Image scales with higher levels AND gives the player the option to trade out lower slots for other spells. Keep up the good work!
Dude Haste is dope still. Think about a blitz soldier getting Haste. Any enemy spellcaster is absolutely toast if they're not prepared. 70 feet of movement is basically a charge with a full attack tied to the end of it without the charge penalties. While less effective for an operative, the movement bonus would make tactical positioning for an operative amazing. An operative would also have 70 feet of movement by the time a fellow party member learns and uses the haste spell on them. This would give them the ability stay relatively safe from harm moving from cover to cover performing trick attacks or setting up for a sniper shot. As an aside, I know opinions may vary, but I do love to discuss this stuff. Starfinder is a cool freaking game. :D
I don't know about Creation. I could think of a dozen uses for materials. Got a hull breach, make a five foot steel brick to seal the air leak. Being followed, make a brick wall after turning a corner.
I have to disagree on creation. it's not the best spell, but not the worst. starfinder has an emphasis on travelling out into the depths of space, the middle of nowhere. it has the ability to easily and cheaply have crafting stations for every type of check on every ship, constantly available on every mission. but if you're weeks away in the middle of nowhere, creation always allows you to have whatever items you need. and ones you can't poof into existence you can make materials for and craft. it's a sustainability spell. isn't my first choice, but I see the benefit of having someone one board who knows it. It's all down to playstyle, I'd take it over arcane eye any day of the week XD
Loved the video, lots of great stuff. Only thing I really disagree with is haste; while in many parties it will be a bad spell for the reasons you mentioned, in a party with one or two melee characters it is absolutely killer. Being able to move and full attack is a huge deal for a solarion
Missed Transfer Charge on the level 0 spells. probably the best spell if you're going through SFS play by a long shot, and even if you're not, being able to scavenge after a fight and recharge the entire party's batteries is very good. And yes, people are going to disagree with your analysis on magic missile, since you read it completely wrong. It's single-handedly the best damage output at level 1-3 until the party gets access to better weapons. it does 6-15 damage total (low variance), compared to the other spell you recommended which does 2-16 (high variance) on the cone effect and it does so without a save. It's an I-win button for a number of the starter scenarios and when fights are not great, especially given that the cone effect is A) fire, B) allows a save and C) requires you to position yourself in less than ideal locations.
I really considered Transfer a long time. I actually agree that it's pretty great, but I left it out of the top. As far as damage output, 3d4+4 average is 11.5 damage whereas 2d8 averages at 9 points, but by catching just 2 targets in the cone you're averaging 18 points of damage, and a third let's you average 24 points of damage. That's meaty. Even when you start to add in variables like if 45% the targets made their save for half damage, you're still dishing out more damage. I could continue the math, but let's just say that Overheat would deal out more damage than MM in the long run.
The issue isn't just average damage, it's also variance. Quite a few of the encounters are done in such a way that if you deal with the main enemy, the fight becomes a cake-walk as they are the only major threat. The encounter mechanics are often setup in a way that you can't afford to have the low variance result, of 2 damage, or potentially none at all (evasion is a thing!). In addition, you have to go into range to do a cone attack, and with the way the rules update works with casting in melee it's way more dangerous to do this now than it was previously. Another problem that isn't addressed is the high likelihood that your party has at least one melee character, as soon as you add this in you're going to be dealing with hurting your teammates, this is just another factor that magic missile dances around with no problems at all. All of these factors overcome the potential damage gains of hitting more than one enemy.
@@Taking20 but magic missile not only deals more damage on a single target, with less variance -- it also does it at 100ft of range. I have a spreadsheet for my technomancer, and while overheat is really good, usually magic missile is my best option for DPS and its much easier to be effective with it.
A good thing to consider in Starfinder is that the advanced technology has basic combat pretty well figured out. You have bombs, lasers, disintigration rays. Forcefield armour, power armour and more. So spellcasting is a tool that should be used to get around what you're normally without. You need to be thinking about more than damage die, you need to think about tactics and lateral gameplay.
newtonphile is the prone condition really a big deal now, is it like dnd 5th where standing up does not provoke AoO, if so grease is weak now. :( I love Pathfinder grease.
Supercharge weapon is by far the best offensive level 1 spell. It's damage potential is wild, and you don't have to target your own weapons. You can supercharge an allies weapon who has a better to-hit bonus for big damage.
This. One thing to be careful about with Supercharge Weapon, though, is DPS vs spell slot economy. While supercharging your own weapon may deal something like 5d6 damage, remember that that's over two rounds. Your spell slot economy is still 4d6 per spell slot, but your DPS is 2.5d6 per round. If however, you supercharge your ally's weapon, you yourself only deal 4d6 damage, but that's the same spell slot economy (4d6 per slot) and better DPS (4d6 per round). And yes, we have to factor in the chance the supercharged shot misses. Ideal is to cast it on the person who is the most likely to hit, which probably isn't yourself if you're a technomancer, anyway.
I wouldn't mind Shadow Walk at a lower level as a limited teleportation variant. Why is this in the same level bracket as Interplanetary Teleport? They're not comparable in the slightest. I also realize after all these videos that Starfinder is effectively Outlaw Star. Gonna go have a rewatch for some inspiration.
I may be misreading the text, but it sounds to me like you could target one creature with up to 3 missiles, when it says "each missile can strike only one creature" i think they are trying to say each missile can't target 3 creatures.
That wasn't my interpretation, and I may be incorrect, but they changed the wording from Pathfinder which includes: "If you shoot multiple missiles, you can have them strike a single creature or several creatures." to "You can target a single creature or several creatures, but each missile can strike only one creature."
The way that is stated is very confusing to me, on one hand I see what you are saying, but on the other I feel like they should have said "one creature can only be targeted by one missile" if that was their intention. I have never played pathfinder so I don't know how magic missile works for that game.
Yeah really I can't come to a firm conclusion, hopefully some day someone can clarify. Thanks for the video though! Very helpful, and I'm sure it took a lot of reading and work. Your video series is what pushed me over the edge to take a leap from Dnd 5e and buy Starfinder. Thanks again! :D
I wonder if your view on energy ray changes with the variant rule of scaling zero level spells. It is still not a damage powerhouse but it is effectively free and the ability to change up your damage type makes it a decent Swiss army knife.
Magic missile is a pretty decent spell for 1st level technomancers, because if you have to do damage you'll probably be relying on a tiny 1d4 laser pistol that you can only shoot once and might miss with. A guaranteed 3d4+3 seems pretty good in comparison, even if you have to spread it out. It doesn't last long after 1st level though.
What do you think about Supercharged Weapon? I just finished a trial session of Pathfinder, and this spell has been incredibly useful, allowing my Technomancer to obliterate an enemy with a single blow during the boss fight. It his a High risk-Hish reward spell, since after you cast it you have to hit the enemy with the chosen weapon (you can cast it on your soldier's weapon tough) and not economic-wise since you have to cast it and can be unleashed only in the next round (if you choose to use it yourself), but if can be very powerful in my opinion.
As others have pointed out, I think you underestimate some spells like creation (make all the building blocks you need to power your spaceship when your LOST IN SPACE). Of course, maybe its better to have a spell gem with that however expensive, or maybe you steal one. Some spells seem better for story purposes. Shadow Walk could be somehow be cast on your party just momements before certain doom. Where you end up, who knows but it will be an adventure!
Recently found your channel and I'm liking it so far. Resilient Sphere must target one large or small creature though. I don't think you can place it in a hallway between you and the ruthless gang.
Could creation be used in out of combat scenarios? You and your team and stuck on a disabled ship in the middle of no where and your the only member who could fix it...it might be useful. While I agree with you on most, I can see edge cases where they can be useful.
I think this are good options for a Soldier with Sharpshooter fighting style and the Technomatic Dabber feat. *Cantrips (2):* Detect Magic, Transfer Charge *1st lvl (1):* Supercharge Weapon (for some reason, not mentioned in this video)
I took this combination of spells for my Technomancer sniper build and it is awesome for the time being. (still 1st level at this point) If the soldier in the group gets a little lucky he does 12 points max with a melee weapon. I did 26 and my rolls weren't maxed. (Coil rifle - Starfinder Armory + Supercharged weapon)
No mention of Supercharge which can instantly turn Technomancers into the strongest snipers in the game (just make sure to grab Sniper Proficiency, Weapon Focus, and drop points into Dex)? Then pick up Spellshot later and you can deliver deadly explosions at range.
The only reason I disagree on Energy Ray - This is kind of a universal replacement for acid splash, ray of frost, but now you can do fire, electricity as well. If I know something is weak to cold but I have a weapon that does 1d6 fire damage, you better believe Im hitting them with Energy Ray. It may be only 1d3 but it is a never ending diverse back up weapon. In a room with a bunch of tiny fungi that want you dead, 150 Energy rays later the room was clear.
The only way I really see using Shadow Walk is as a sort of banishment for the party to take advantage of... other than that... yeah just get in a starship and fly away.
The technomancer I've been working with is meant to be a sniper, with the spell shot ability causing havoc from afar. A lot of these spells are cool, but sadly don't work well with spell shot because it requires area spells. Would there possibly be a recommendation along those lines? I don't know much about the spells, but I do know that this can be useful when done right.
Scripting mishap. Should have been 4d4 +10 due to the duration, which you'll get at least one additional round out of. I corrected myself while filming, but the edit got missed.
So you say that the whole party should get mobility + spring attack and/or its sibling feats, but not to take the haste spell that does pretty much the same thing with one 3rd level slot?
You just overlook the utility of a spell like shadow walk and focus very specifically on the one thing that the text of the spell says it can't be used for. Seems to me like it's an easy way to cover large distances undetected. There may be plenty of other ways to do that (like teleport) but there's some added utility in the fact that people can opt out midway through and end up somewhere else. Further, it can be used to jump to other planes. Seems pretty useful to me.
Kinda sad to see super charge weapon wasn't on here as giving the soldier (or anyone really including yourself) the ability to deal an extra 4d6 damage at level one makes a difference. It's like jolting surge without the incredible risk of death. That being said, I definitely see the advantage of burning hands and will pick it up at second level when I'm less likely to die. Great channel can't wait to see more
Question for you on the Minature Mart deals...if you order their print copies of Starfinder materials, do they provide a PDF copy as well? I know Paizo does, but wasn't sure if MM did...
I'm surprised you didn't mention Token Spell as a no-brainer 0-level spell, it is extremely versitile for a cantrip if you are creative, as any tabletop player who has used Prestidigitation I'm sure can attest. Alas, I am saddened by Haste's doownfall as borderline the best buff spell in the entire game of D&D or Pathfinder, but I fell like a nerf was necessary, a 3rd-level spell being a superior use of your action economy over many higher level buff spells was a bit ridiculous, even though I abused the crap out of that spell myself lol.
Pretty sure you misread caustic conversion. Over 2 rounds, it'll do 4d4+10 damage, not 8d4 +10. The 4d4 is the initial damage, the 5 happens at the end of each round. That's a range of 14 to 26 damage, with an average of 20.
I think you are misreading the effect of the Veil spell. It is not a mind- effecting spell that could make enemies "emotionally" feel they are something else. It is an illusion spell that can change the "tactile" feel of a creature effected by the spell. e.g. I cast veil on my party making them appear like slimy space slugs and if they are touched by someone/something they feel like slimy space slugs instead of like whatever they actually are.
So one level 6 spell lets you travel anywhere with no problem, while the other level 6 spell has extreme limitations and doesn't work most of the time when you do use it. What? Why?
@@Taking20 It seems that the shadow plane travel enables you to get to other planes as well due to the last paragraph. So its the plane shift spell, albeit still horrid.
The real answer is that one of them (Interplanetary Teleport) is based loosely on a level 7 spell, and the other one (Shadow Walk) is based on a level 5 spell. They both got shoehorned into Starfinder level 6 spells though, because there's not really a system they have...they just kinda eyeball it and go with the gut. They probably shoulda thought that one through a bit more. :)
So, interplanetary teleport does not let you go anywhere. It cannot teleport you outside of the solar system that you're in, so it's basically like an instant non-drift flight. At that point though, just take teleport to get to your ship in orbit and just fly there, the use of it really only makes interplanetary teleport useful in a race, but a DM likely wouldn't make a race that the players have no way of winning, and even then you should just get a spell gem from Absalom just in case.
So basically your ideal Technomancer has a place on the Vegas circuit. =P But seriously though, I see a lot of flashy damage, a lot of glitz, and a heavy reliance on facing your enemies in tightly defined corridors. Eh, as another commentor said, it's all down to playstyle.
I play Technomancer lvl 3 and the 2d6/4d6 damage increase is awesome if anyone in the party has a good weapon, doesn't need to be the Technomancer themselves. In one instance we knocked over three akatha before they even got to their initiative turn because our tank found a flamethrower and I supercharged it.
Put I creation spell in spell cash , At the you level at a 6th level create Platinum 15 level = 15 cubic foot which equals 20,088 pounds this promisingly 10 tons of mass doping on an opponent , There is not many creatures that can handle that . If cast threw an item it should only cost a stander action as the spell was already cast in a already made item to store the spell if it was Spruces wood that 25lbs/level only 375pounds . To me is set it to the heavy's metals of mater do do massive damage . I actually Surprise no thinks of this? . At higher level 10 tons of mass drop from high altitudes will be a very high amount of damage. To me this sounds like a very good logical spell to have . It doesn't mater it only last 15 minutes . The damage would already be done . in 2nd DnD the casting time was 10 minutes and it was called Major Creations.
Life bubble is the best spell it is life and the liberty to let you go out onto your lawn chair on top your space ship and tan yourself in outer space. Also anti-chemical warfare, ridiculous duration (24 hours per caster level), single action cast time convenient for saving bystanders, and should target your entire party by level 4 (1 creature per caster level). And it's just a level one spell.
Its also of iffy use. You need to work out travel time at drift level 1 then spend that much resolve to teleport or it auto fails AND costs all your resolve.
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*LEVEL 0*
Hella Gucci Spells - (1:25) Detect Magic
Gucci Spells - (2:19) Daze, (2:50) Mending
Hell Nawh Spells - (3:00) Energy Ray
*LEVEL 1*
Gucci Spells - (4:12) Overheat, (4:34) Comprehend Languages, (5:09) Holographic Image
Hell Nawh Spells - (6:40) Magic Missile
*LEVEL 2*
Gucci Spells - (7:15) Caustic Conversion, (7:36) Invisibility & Mirror Image
Hell Nawh Spells - (8:22) Daze Monster
Gem That Boi Spells - (7:56) Knock
*LEVEL 3*
Gucci Spells - (8:53) Dispel Magic, (9:22) Arcing Surge & Explosive Blast, (9:58) Displacement
Semi-Gucci Spells - (10:15) Slow & Entropic Grasp
Hell Nawh Spells - (10:29) Haste
*LEVEL 4*
Hella Gucci Spells - (11:10) Resilient Sphere
Gucci Spells - (12:50) Corrosive Haze, (13:20) Dimension Door/Greater Invisibility/Arcane Eye
Hell Nawh Spells - (13:43) Creation
*LEVEL 5*
Hella Gucci Spells - (14:00) Greater Dispel Magic
Gucci Spells - (14:16) Synapse Overload, (14:37) Teleport, (14:47) Unwilling Guardian
Hell Nawh Spells - (15:12) Creation. Again. F.
*LEVEL 6*
Hella Gucci Spells - (16:21) Interplanetary Teleport, (17:19) Veil
Gucci Spells - (15:40) Disintegrate, (17:00) Chain Surge
Hell Nawh Spells - (17:51) Shadow Walk
We need a Very Cash Money category
You misread Magic Missile, you CAN target all three(or two) missiles on the same creature.
it's still only 2-3 missiles, as supposed to up to 5 missiles in Pathfinder
I might add one more spell: Heat Leech. 13d6 is a decent amount of damage, and it adds an additional 2d6 to Explosive Blast. So that's an average of 84 points of damage.
I disagree with energy ray, at least for lower levels. Having almost every element type at your disposal is a huge thing. You need a torch lit, or bushes burned away you have fire. You need to access something behind a control panel, acids will burn it away. Something needs a jump start, lightning. Again this also depends on dm and what they will allow things to do. But I wouldn’t over look it just because low damage.
Thanks for your analysis, Cody. I like how Holographic Image scales with higher levels AND gives the player the option to trade out lower slots for other spells. Keep up the good work!
Dude Haste is dope still. Think about a blitz soldier getting Haste. Any enemy spellcaster is absolutely toast if they're not prepared. 70 feet of movement is basically a charge with a full attack tied to the end of it without the charge penalties. While less effective for an operative, the movement bonus would make tactical positioning for an operative amazing. An operative would also have 70 feet of movement by the time a fellow party member learns and uses the haste spell on them. This would give them the ability stay relatively safe from harm moving from cover to cover performing trick attacks or setting up for a sniper shot.
As an aside, I know opinions may vary, but I do love to discuss this stuff. Starfinder is a cool freaking game. :D
I don't know about Creation. I could think of a dozen uses for materials. Got a hull breach, make a five foot steel brick to seal the air leak. Being followed, make a brick wall after turning a corner.
I have to disagree on creation. it's not the best spell, but not the worst. starfinder has an emphasis on travelling out into the depths of space, the middle of nowhere. it has the ability to easily and cheaply have crafting stations for every type of check on every ship, constantly available on every mission. but if you're weeks away in the middle of nowhere, creation always allows you to have whatever items you need. and ones you can't poof into existence you can make materials for and craft. it's a sustainability spell. isn't my first choice, but I see the benefit of having someone one board who knows it.
It's all down to playstyle, I'd take it over arcane eye any day of the week XD
Loved the video, lots of great stuff. Only thing I really disagree with is haste; while in many parties it will be a bad spell for the reasons you mentioned, in a party with one or two melee characters it is absolutely killer. Being able to move and full attack is a huge deal for a solarion
Missed Transfer Charge on the level 0 spells. probably the best spell if you're going through SFS play by a long shot, and even if you're not, being able to scavenge after a fight and recharge the entire party's batteries is very good.
And yes, people are going to disagree with your analysis on magic missile, since you read it completely wrong. It's single-handedly the best damage output at level 1-3 until the party gets access to better weapons. it does 6-15 damage total (low variance), compared to the other spell you recommended which does 2-16 (high variance) on the cone effect and it does so without a save. It's an I-win button for a number of the starter scenarios and when fights are not great, especially given that the cone effect is A) fire, B) allows a save and C) requires you to position yourself in less than ideal locations.
I really considered Transfer a long time. I actually agree that it's pretty great, but I left it out of the top.
As far as damage output, 3d4+4 average is 11.5 damage whereas 2d8 averages at 9 points, but by catching just 2 targets in the cone you're averaging 18 points of damage, and a third let's you average 24 points of damage. That's meaty.
Even when you start to add in variables like if 45% the targets made their save for half damage, you're still dishing out more damage. I could continue the math, but let's just say that Overheat would deal out more damage than MM in the long run.
The issue isn't just average damage, it's also variance. Quite a few of the encounters are done in such a way that if you deal with the main enemy, the fight becomes a cake-walk as they are the only major threat. The encounter mechanics are often setup in a way that you can't afford to have the low variance result, of 2 damage, or potentially none at all (evasion is a thing!). In addition, you have to go into range to do a cone attack, and with the way the rules update works with casting in melee it's way more dangerous to do this now than it was previously. Another problem that isn't addressed is the high likelihood that your party has at least one melee character, as soon as you add this in you're going to be dealing with hurting your teammates, this is just another factor that magic missile dances around with no problems at all. All of these factors overcome the potential damage gains of hitting more than one enemy.
@@Taking20 but magic missile not only deals more damage on a single target, with less variance -- it also does it at 100ft of range. I have a spreadsheet for my technomancer, and while overheat is really good, usually magic missile is my best option for DPS and its much easier to be effective with it.
A good thing to consider in Starfinder is that the advanced technology has basic combat pretty well figured out. You have bombs, lasers, disintigration rays. Forcefield armour, power armour and more. So spellcasting is a tool that should be used to get around what you're normally without. You need to be thinking about more than damage die, you need to think about tactics and lateral gameplay.
Grease has got to be my favorite of the first level spells and was surprised not to see it near the top. (i would spell gem comprehend languges)
newtonphile is the prone condition really a big deal now, is it like dnd 5th where standing up does not provoke AoO, if so grease is weak now. :( I love Pathfinder grease.
Henry Korvus I like to use it as a disarm. Reflex save or lose the weapon.
Supercharge weapon is by far the best offensive level 1 spell. It's damage potential is wild, and you don't have to target your own weapons. You can supercharge an allies weapon who has a better to-hit bonus for big damage.
This.
One thing to be careful about with Supercharge Weapon, though, is DPS vs spell slot economy. While supercharging your own weapon may deal something like 5d6 damage, remember that that's over two rounds. Your spell slot economy is still 4d6 per spell slot, but your DPS is 2.5d6 per round. If however, you supercharge your ally's weapon, you yourself only deal 4d6 damage, but that's the same spell slot economy (4d6 per slot) and better DPS (4d6 per round). And yes, we have to factor in the chance the supercharged shot misses. Ideal is to cast it on the person who is the most likely to hit, which probably isn't yourself if you're a technomancer, anyway.
I wouldn't mind Shadow Walk at a lower level as a limited teleportation variant. Why is this in the same level bracket as Interplanetary Teleport? They're not comparable in the slightest. I also realize after all these videos that Starfinder is effectively Outlaw Star. Gonna go have a rewatch for some inspiration.
Just discovered your channel, and love it. Love your attitude in general and your obvious love of gaming. Subscribed!
I may be misreading the text, but it sounds to me like you could target one creature with up to 3 missiles, when it says "each missile can strike only one creature" i think they are trying to say each missile can't target 3 creatures.
That wasn't my interpretation, and I may be incorrect, but they changed the wording from Pathfinder which includes: "If you shoot multiple missiles, you can have them strike a single creature or several creatures." to "You can target a single creature or several creatures, but each missile can strike only one creature."
The way that is stated is very confusing to me, on one hand I see what you are saying, but on the other I feel like they should have said "one creature can only be targeted by one missile" if that was their intention. I have never played pathfinder so I don't know how magic missile works for that game.
I agree. Now that we've talked about it wouldn't surprise me if either of us is wrong hahaha.
If it could all hit 1 target, would you still rate it as the worst? If no, what would replace it?
Yeah really I can't come to a firm conclusion, hopefully some day someone can clarify. Thanks for the video though! Very helpful, and I'm sure it took a lot of reading and work. Your video series is what pushed me over the edge to take a leap from Dnd 5e and buy Starfinder. Thanks again! :D
Love the videos! they really helped me out with starting a new starfinder campaign. Thanks a ton and I can't wait for more videos on starfinder.
I wonder if your view on energy ray changes with the variant rule of scaling zero level spells. It is still not a damage powerhouse but it is effectively free and the ability to change up your damage type makes it a decent Swiss army knife.
Shadow walk is actually pretty cool and handy to have, although, in fantasy setting that is, if you got aerial vehicle then it is covered.
Magic missile is a pretty decent spell for 1st level technomancers, because if you have to do damage you'll probably be relying on a tiny 1d4 laser pistol that you can only shoot once and might miss with. A guaranteed 3d4+3 seems pretty good in comparison, even if you have to spread it out. It doesn't last long after 1st level though.
Will you be doing one of these for Mystics as well? I did notice some overlap, but not a whole bunch.
What do you think about Supercharged Weapon? I just finished a trial session of Pathfinder, and this spell has been incredibly useful, allowing my Technomancer to obliterate an enemy with a single blow during the boss fight. It his a High risk-Hish reward spell, since after you cast it you have to hit the enemy with the chosen weapon (you can cast it on your soldier's weapon tough) and not economic-wise since you have to cast it and can be unleashed only in the next round (if you choose to use it yourself), but if can be very powerful in my opinion.
As others have pointed out, I think you underestimate some spells like creation (make all the building blocks you need to power your spaceship when your LOST IN SPACE). Of course, maybe its better to have a spell gem with that however expensive, or maybe you steal one. Some spells seem better for story purposes. Shadow Walk could be somehow be cast on your party just momements before certain doom. Where you end up, who knows but it will be an adventure!
Recently found your channel and I'm liking it so far. Resilient Sphere must target one large or small creature though. I don't think you can place it in a hallway between you and the ruthless gang.
No no no... you target the first guy. See?
Yes, of course! Very good spell and I agree 100%
Could creation be used in out of combat scenarios? You and your team and stuck on a disabled ship in the middle of no where and your the only member who could fix it...it might be useful. While I agree with you on most, I can see edge cases where they can be useful.
I think this are good options for a Soldier with Sharpshooter fighting style and the Technomatic Dabber feat.
*Cantrips (2):* Detect Magic, Transfer Charge
*1st lvl (1):* Supercharge Weapon (for some reason, not mentioned in this video)
I took this combination of spells for my Technomancer sniper build and it is awesome for the time being. (still 1st level at this point) If the soldier in the group gets a little lucky he does 12 points max with a melee weapon. I did 26 and my rolls weren't maxed. (Coil rifle - Starfinder Armory + Supercharged weapon)
No mention of Supercharge which can instantly turn Technomancers into the strongest snipers in the game (just make sure to grab Sniper Proficiency, Weapon Focus, and drop points into Dex)? Then pick up Spellshot later and you can deliver deadly explosions at range.
The only reason I disagree on Energy Ray - This is kind of a universal replacement for acid splash, ray of frost, but now you can do fire, electricity as well. If I know something is weak to cold but I have a weapon that does 1d6 fire damage, you better believe Im hitting them with Energy Ray. It may be only 1d3 but it is a never ending diverse back up weapon. In a room with a bunch of tiny fungi that want you dead, 150 Energy rays later the room was clear.
The only way I really see using Shadow Walk is as a sort of banishment for the party to take advantage of... other than that... yeah just get in a starship and fly away.
Wait a lot of level 1 weapons is 1d4 there's not a lot of difference between 1d3 and 1d4 it's a no cost laser pistol
The technomancer I've been working with is meant to be a sniper, with the spell shot ability causing havoc from afar. A lot of these spells are cool, but sadly don't work well with spell shot because it requires area spells. Would there possibly be a recommendation along those lines? I don't know much about the spells, but I do know that this can be useful when done right.
Caustic conversion, maybe i just missed something, but i though you said it could do 8d4+10. How? Isn't it only 4d4+10 (over 2 rounds)?
Scripting mishap. Should have been 4d4 +10 due to the duration, which you'll get at least one additional round out of. I corrected myself while filming, but the edit got missed.
@@Taking20 probably also confused it with Acid Arrow from Pathfinder, which is very similar
So you say that the whole party should get mobility + spring attack and/or its sibling feats, but not to take the haste spell that does pretty much the same thing with one 3rd level slot?
You just overlook the utility of a spell like shadow walk and focus very specifically on the one thing that the text of the spell says it can't be used for. Seems to me like it's an easy way to cover large distances undetected. There may be plenty of other ways to do that (like teleport) but there's some added utility in the fact that people can opt out midway through and end up somewhere else. Further, it can be used to jump to other planes. Seems pretty useful to me.
I cannot think of a reason to take this over Interplanetary Teleport.
Taking20 using one spell slot to transport people to different areas rather than multiple casts of teleport.
Kinda sad to see super charge weapon wasn't on here as giving the soldier (or anyone really including yourself) the ability to deal an extra 4d6 damage at level one makes a difference. It's like jolting surge without the incredible risk of death. That being said, I definitely see the advantage of burning hands and will pick it up at second level when I'm less likely to die. Great channel can't wait to see more
Question for you on the Minature Mart deals...if you order their print copies of Starfinder materials, do they provide a PDF copy as well? I know Paizo does, but wasn't sure if MM did...
I'm surprised you didn't mention Token Spell as a no-brainer 0-level spell, it is extremely versitile for a cantrip if you are creative, as any tabletop player who has used Prestidigitation I'm sure can attest. Alas, I am saddened by Haste's doownfall as borderline the best buff spell in the entire game of D&D or Pathfinder, but I fell like a nerf was necessary, a 3rd-level spell being a superior use of your action economy over many higher level buff spells was a bit ridiculous, even though I abused the crap out of that spell myself lol.
Pretty sure you misread caustic conversion. Over 2 rounds, it'll do 4d4+10 damage, not 8d4 +10. The 4d4 is the initial damage, the 5 happens at the end of each round. That's a range of 14 to 26 damage, with an average of 20.
I think you are misreading the effect of the Veil spell. It is not a mind- effecting spell that could make enemies "emotionally" feel they are something else. It is an illusion spell that can change the "tactile" feel of a creature effected by the spell. e.g. I cast veil on my party making them appear like slimy space slugs and if they are touched by someone/something they feel like slimy space slugs instead of like whatever they actually are.
How many/which spells can I take at lvl 1?
Do you have to pick a lvl1 spell if you wanna the lvl 2 same spell? I saw nothing about this.
shadow walk feels like it's supposed to be a "hey don't care where but we gotta get outta here fast" type of spell
So one level 6 spell lets you travel anywhere with no problem, while the other level 6 spell has extreme limitations and doesn't work most of the time when you do use it. What? Why?
I don't get it. Honestly, I don't get it.
@@Taking20 It seems that the shadow plane travel enables you to get to other planes as well due to the last paragraph. So its the plane shift spell, albeit still horrid.
The real answer is that one of them (Interplanetary Teleport) is based loosely on a level 7 spell, and the other one (Shadow Walk) is based on a level 5 spell. They both got shoehorned into Starfinder level 6 spells though, because there's not really a system they have...they just kinda eyeball it and go with the gut. They probably shoulda thought that one through a bit more. :)
So, interplanetary teleport does not let you go anywhere. It cannot teleport you outside of the solar system that you're in, so it's basically like an instant non-drift flight. At that point though, just take teleport to get to your ship in orbit and just fly there, the use of it really only makes interplanetary teleport useful in a race, but a DM likely wouldn't make a race that the players have no way of winning, and even then you should just get a spell gem from Absalom just in case.
So basically your ideal Technomancer has a place on the Vegas circuit. =P But seriously though, I see a lot of flashy damage, a lot of glitz, and a heavy reliance on facing your enemies in tightly defined corridors. Eh, as another commentor said, it's all down to playstyle.
Can Resilient sphere be dismissed at will?
long arm proficience with supercharge weapon....???? anyone?
I play Technomancer lvl 3 and the 2d6/4d6 damage increase is awesome if anyone in the party has a good weapon, doesn't need to be the Technomancer themselves. In one instance we knocked over three akatha before they even got to their initiative turn because our tank found a flamethrower and I supercharged it.
Caustic Conversion doing 8d4+10 damage... i'm not sure about that one. The rolled damage appears to be on impact only, with 5 flat damage a round.
This is correct. The base damage is one-time only.
Magic Missile auto hits and ignores cover which compensates for less damage.
please make that kind of vid for the mystic ;)
Put I creation spell in spell cash , At the you level at a 6th level create Platinum 15 level = 15 cubic foot which equals 20,088 pounds this promisingly 10 tons of mass doping on an opponent , There is not many creatures that can handle that . If cast threw an item it should only cost a stander action as the spell was already cast in a already made item to store the spell if it was Spruces wood that 25lbs/level only 375pounds . To me is set it to the heavy's metals of mater do do massive damage . I actually Surprise no thinks of this? . At higher level 10 tons of mass drop from high altitudes will be a very high amount of damage. To me this sounds like a very good logical spell to have . It doesn't mater it only last 15 minutes . The damage would already be done . in 2nd DnD the casting time was 10 minutes and it was called Major Creations.
10 tons US values and 8.0352ton Uk Weight values , ether way that still all of mass to hit a creature with.
Does Shadow walk let you plane travel?
Yes
Wait using comprehend lang to read the meaning of a computer binarys is allowed lol
INK an actual magician who has actually worked with Shadow Walk... spying with it is A+ creating personal results with it is a WTF
I swear interplanatary teleport was a 9th level
Spells only go to 6th level now.
Someone explain why energy ray is bad? It's a fallback for dmg all day long
The damage is very bad. You do about as much damage with it as you'd do with an unarmed strike.
Why wasnt Flight ever mentioned?
I thought the same thing but maybe in Starfinder flight isn't as important because you can put jetpacks in your armor upgrade slots, etc?
Life bubble is the best spell it is life and the liberty to let you go out onto your lawn chair on top your space ship and tan yourself in outer space.
Also anti-chemical warfare, ridiculous duration (24 hours per caster level), single action cast time convenient for saving bystanders, and should target your entire party by level 4 (1 creature per caster level).
And it's just a level one spell.
As a GM I will never allow my group to take Interplanetary teleport, It's just boring
Its also of iffy use. You need to work out travel time at drift level 1 then spend that much resolve to teleport or it auto fails AND costs all your resolve.
i finally made it Cody™, class kept me earlier from here
Cast the sphere in a vacuum. Creatures within the sphere can breathe normally, so...
so they could breath normally as they would in the vacuum...
like number 667. Sorry about that.