Transfer Charge uses?


General Discussion

Sovereign Court

Pathfinder Starfinder Adventure Path, Starfinder Society Subscriber

I really want to like this 0 level spell, but it has some REALLY specific limitations. It seems like if you can only transfer charge between 2 of the same object, then what is the benefit of using this spell over just taking the other battery with you? You can't even use it as a universal battery charging adaptor, since a generator tap wouldn't be the same object as your battery.

So far the only use I can come up with, is the overcharge damage could be used to sabotage a supply of batteries, by using one of your own to overload the others.

I am hoping you good people can give me some more creative, but still legal uses of this spell.

Thanks!

Sovereign Court

Use it to make certain your primary weapon is always 'topped off.'

If you carry 3 batteries, for example, you might want to move charges around so you don't have to reload during the 4th fight. Otherwise you might have three batteries, each with 4, 2, 6 charges, or the like.

Dark Archive

I have a question with this spell,
in a game, the party found a empty force shield brown, and don´t have a generator o station charge near, a player ask me if with this spell and a batterie full charge can transfer?


You can just put the battery in it.

Dark Archive

In the core,
For a tech armor upgrade that require charges to function, this entry list the maximun size recharged as normal using either a generator o recharging station.
the shield brown have a capacity of 10 and the battery are (in charge) 20, 40, 80 or 100.
Are put in a battery of 20 in a upgrade of 10?

Dark Archive

the batteries size is something that I do not understand.

the capacity is the size?

there are items with:
10 charges (sample force field, brown)
20 charges (sample, battle harness or battery or a laser pistol)
40 charges (battery, High-capacity)
80 charges (battery, super capacity)
100 charges (battery, ultra-capacity)

As far as I know, you can't put in a (for example) battery, ultra-capacity in a laser pistol azimuth.

But, come back to the question of this spell open by our mate Yeil, my question is:
can you transfer 20 charges from (for example) battery, high-capacity to a empty battery?


Considering the standard battery size is 20, either A) it's a mistake and should be 20 charges, or B) it's supposed to use 2 charges per round, of course there's always C) it's not battery operated and must be charged at a ship/station/city.


I think the best uses of the cantrip are either: Reload/Recharge a weapon from a battery sitting on your body, OR, stealing charges from an opponents weapon(provided you have a matching battery that you keep empty and are willing to cast it in melee combat)

Dark Archive

AtlasSniperman wrote:
I think the best uses of the cantrip are either: Reload/Recharge a weapon from a battery sitting on your body, OR, stealing charges from an opponents weapon(provided you have a matching battery that you keep empty and are willing to cast it in melee combat)

the question is the same, regardless of the use of the spell, that on the other hand, I agree with you,

can i use the spell if the batteries are as in the example I have set.

example :can i transfer 20 charges from battery, high-capacity to a empty battery?


It is incredibly useful for Mechanics with Overcharge, or anyone with a Boost weapon, because they can use a boatload of charges, and leave batteries with strange remainders sometimes, which you'll want to transfer into a different battery.


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Best to just Err on the side of caution.

Imagine the batteries as using real world analogues:
AAA, AA, A, D, etc.
You can't use the spell to transfer power from a AAA to a AA, and you can't transfer from a D to a AA. nice and simple yes? If an item has charges but doesn't mention a battery, it doesn't have a battery to transfer to or from.

Dark Archive

AtlasSniperman wrote:

Best to just Err on the side of caution.

Imagine the batteries as using real world analogues:
AAA, AA, A, D, etc.
You can't use the spell to transfer power from a AAA to a AA, and you can't transfer from a D to a AA. nice and simple yes? If an item has charges but doesn't mention a battery, it doesn't have a battery to transfer to or from.

i think i undestand,


AtlasSniperman wrote:
I think the best uses of the cantrip are either: Reload/Recharge a weapon from a battery sitting on your body, OR, stealing charges from an opponents weapon(provided you have a matching battery that you keep empty and are willing to cast it in melee combat)

The best use is to consolidate your half full batteries so you don't have to start combat with a short capacity and risk an unnecessary reload. With bullets you can strip them out of one half full magazine to put them in another; this spell lets you do the same with batteries.

You can't use it to steal charges in combat because you have to touch the object, and there are no rules for touching objects worn/held by an enemy in combat. Unless an ability specifically describes such a use, and this spell doesn't, it's not possible.

Dataphiles

For home game purposes, I see no reason why you couldn't just attack versus EAC and/or give the enemy a Reflex save.

Dark Archive

the problemn for home games is that player try in Society.


"Dr." Cupi wrote:
For home game purposes, I see no reason why you couldn't just attack versus EAC and/or give the enemy a Reflex save.

Because GMs don’t want to track charges remaining, look up the max battery size for an NPC weapon and then decide what kind is actually inserted, or let a 0 level spell do what Discharge does.

Dataphiles

I was not aware of the existence of discharge. You are correct.


If you take the spell RAW the possibilities are very limited. You can for example distribute remaining energy among your group (e.g. if the player As battery is empty, but player B still have a full battery, you can distribute it so both have 50%).

In my game (houserule ftw^^), I normaly scrap the "exact same type" part and say it has to be roughly the same energy type (means object A can be powered/charged by object b via cable).
This basically allows my technomancer players to e.g. use the charges of the 80s battery they found to charge four empty 20s batteries of the group. I even allowed once that the technomancer transfered "charges" from the players ship to another ship (which was on collision course with a station and this way they were able to alter the course a little bit, so the ship missed the station^^). But in this case I also give her a little bit damage per round.

Or otherwise said:
Rule of Cool: If it's a cool action and it don't break the (spirit of the)game, feel free to allow it, you are the DM. :)

I don't think allowing a technomancer to redistribute available energy don't really break the game, it gives him/her only more flexibility.


The thing that confuses me the most about this spell is why there isn't a cheap low level item that does the same thing.

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