Spell chips vs spell gems


General Discussion


I've been reading through starfinder rules in preparation for running a game soon-ish. There's a lot of interesting stuff in there, and a few things that just make me go.. wha?

somewhere in the middle are spell chips. Reading the entry, you get to cast spells through a computer (but if I'm not mistaken not remotely) at 110% the cost of a spell gem, but can recharge the thing for what amounts to 99% the cost of the same kind of gem. Additionally, you get a flat +2 to any skill check required in the casting of the spell.

I haven't come up with many situations where this roundabout way of doing things seems better than using normal spell gems (it'd be a lot more tempting if you got a meaningfull discount over a new gem by recharging a chip) but I'm sure you clever people can come up with a few scenario's when these thematically quite cool things'd be usefull.

The one thing I could come up with off-hand was something like the creation spell where that +2 to skill checks could help you craft more elaborate things.

And that's where I'd like to kick off this discussion. Lets hear you guys' ideas ^_^


Disguise Self and Identify come to mind as low level spells that involve skill checks. It might also work with a Handy or Medical Junkbot's skill checks.


Xenocrat wrote:
Disguise Self and Identify come to mind as low level spells that involve skill checks. It might also work with a Handy or Medical Junkbot's skill checks.

Fair points. And the bots in particular make a lot of sense when cast off of spell chips. They're machines after all.

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The issue is that you can't use spell gems unless you're a spellcaster.


Cyrad wrote:
The issue is that you can't use spell gems unless you're a spellcaster.

Spell chips have a bit in their description stating they can only be used by a person who can use the equivalent spell gem, so... not exactly a reason to use them over the gems.

Starting to think there might not be overly much point to these things


wait only spellcasters can use spell gems?

The Exchange

I'd say the major advantage is hands and always having it available. A spell gem must be in hand, but for a chip you can have an apparently infinite(or at least unstated) number in the highly miniaturized computer sitting on your wrist. So hands free scrolls. And since you can have any number of them you can have five copies of every first level spell once you can afford it, which is much easier than keeping a similar number of spell gems accounted for.


MagicA wrote:
wait only spellcasters can use spell gems?

Yup. No magic for you, matey.

Darkling36 wrote:
I'd say the major advantage is hands and always having it available. A spell gem must be in hand, but for a chip you can have an apparently infinite(or at least unstated) number in the highly miniaturized computer sitting on your wrist. So hands free scrolls. And since you can have any number of them you can have five copies of every first level spell once you can afford it, which is much easier than keeping a similar number of spell gems accounted for.

That.. is actually a very good point. Removes the need for rifling through bags and whatnot.


can spell gems or chips be refreshed by spellcasters?


MagicA wrote:
can spell gems or chips be refreshed by spellcasters?

Chips can, at 90% of the cost of the chip. (wich works out to 99% of the cost of the same spell in gem form)

So.. sort of, but its not an especially meaningfull discount.

The Exchange

MagicA wrote:
can spell gems or chips be refreshed by spellcasters?

At the same cost as buying one, with a minor decrease in cost for the spell chip.


MagicA wrote:
wait only spellcasters can use spell gems?

Unless you use the Spellthrower weapon fusion.


So if the group Technomancer has everyone in the party linked via a computer, with spell chips in each, can they activate them? What if they have a chip in their master computer? Can they direct it through a terminal?


Since you can only make Spellgems of spells you know, I could see this option for spells I cannot cast. If I was going away for a long duration, and not know when I could get more, recharge is much more attractive.

If they make you have to know the spell to recharge also.... then no clue.


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Spell Chips only say that you need to be controlling the computer to use (and have access which means you aren't locked out by security and stuff). With the Control module and a good range upgrade you can use a remote computer to control another computer from anywhere in the system. Get a well protected computer on the ship, load it up with Spell Chips, and a tier 1 (Miniaturized into a Light Bulk maybe) with Control linked to the super computer and the highest range upgrade, and you now have spells on demand.

Tie Len wrote:
So if the group Technomancer has everyone in the party linked via a computer, with spell chips in each, can they activate them? What if they have a chip in their master computer? Can they direct it through a terminal?

Unfortunately it does not work that way. Spell Chips work like Spell Gems for that, which is basically using one allows the caster to cast the contained spell without spending a spell slot. As such, the spell could only be in places the Technomancer could cast it.


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Shinigami02 wrote:

Spell Chips only say that you need to be controlling the computer to use (and have access which means you aren't locked out by security and stuff). With the Control module and a good range upgrade you can use a remote computer to control another computer from anywhere in the system. Get a well protected computer on the ship, load it up with Spell Chips, and a tier 1 (Miniaturized into a Light Bulk maybe) with Control linked to the super computer and the highest range upgrade, and you now have spells on demand.

Tie Len wrote:
So if the group Technomancer has everyone in the party linked via a computer, with spell chips in each, can they activate them? What if they have a chip in their master computer? Can they direct it through a terminal?
Unfortunately it does not work that way. Spell Chips work like Spell Gems for that, which is basically using one allows the caster to cast the contained spell without spending a spell slot. As such, the spell could only be in places the Technomancer could cast it.

Allright, so, with some fiddling and a substantial amount of credits, a dedicated mage can have a gigantic list of spells available immediately without needing to dig through bags looking for the right gem, from basically anywhere. Judging by this, you'd probably want spell chips instead of gems just for that reason, leaving the gems to primairilly be used for spellthrower weapons.

That's actually pretty cool.


In general (RL) for computer to communicate with TCP/IP both computer have to have the same range. If not then one computer is just listening and there is a chance for shenanigans (hacking/etc) on the part of bad actors (people not supposed to communicating with the system)

So in general it is always best for two way communication between computers to prevent errors, etc.

MDC


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The communications upgrade explains that the cost is for the upgrade to the controlling and controlled computer.


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But if you make a gun and give it the Fusion spellthrower it says you can load spell gems and shoot them so you would not have to be a caster to use them


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Hey everyone, thought I'd add my two cents into here and reanimate a dead topic.

I've been playing a mystic healer now since October, and Spell Chips have been the best thing in my experience. My character has a mechanical computer arm - allowed by the DM to have it be a Tier 3 sized down using the reduce size ability you can buy for computers.

In part of the computer arm she has slots all over the forearm where the spell chips go. They are push-in activated (like putting in or removing a spring-cartridge) and we RP it as, she clicks them in the rest of the way to embed the chip deeper into the arm, forcing the stored mystic energy to travel into her arm and body where she then takes control of the energy (tl;dr, there's no magic in our homebrew space, just different Cosmic energy forces). She can cast the spell as a normal standard action. For refreshing the spell chips the character has to spend time outside of combat to click them out of her arm, 'recharge' the chips by feeding it a portion of her own mystic energy, and then set them back in their half-in 'ready to be embedded state'. Mechanically then I just remove the refresh cost from my character sheet.

The spells I have there? Ones that could come in super handy at the right time, like 'charm person' 'disguise self' 'daze monster' 'dispel magic', but not spells I want cluttering up my known spells. I have used them to great effect and since my character doesn't use guns or other weapons? I sink my money into spell chips.

It's been a very productive use of an item that otherwise seems limited (due to only casters being able to use spell chips) and adds more utility to an otherwise limited role of healer.

Hope this sparks some ideas for others in ways to use the chips!


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I thought the whole point of spell chips was to have the computer cast the spell for you, such as when setting up booby traps andother security systems, or automating your home with smart automagica (who wouldn't want create food and water cast for them each morning as tey awoke?), or setting timed programs (an elaborate fireworks show using spells like fireball, for example).


Ravingdork wrote:
I thought the whole point of spell chips was to have the computer cast the spell for you

Computers aren't spellcasters, so no. The caster has to be controlling the computer at the moment the spell is cast. And it always acts as if the character was casting it, so the effect would originate from them, not the computer.

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