Good Technomancer Spells?


Advice


So even though the game has only been out a short while, I was wondering what everyone's initial thoughts might be for good spells to grab for a Technomancer--Cantrips, regular spells, etc.

I'm thinking I'll do an Android for mine, though I'm not quite sure what his role will be in the group yet. Regardless, any advice for spells would be great :D


From what I've looked at, the following 1st level spells are good (I have not playtested any of this, this is my gut and imagination talking):

Pure damage
Jolting Surge seems effective. Due to the lack of dex to hit, you need some strength for accuracy, although if your opponent is carrying armour it is more accurate. The damage is good, making up for the need to melee.

Overheat is some nice basic area of effect, with damage output that makes low level guns look bad.

Magic missile is also better than guns.

Buff/assist
Supercharge weapons looks great. Huge damage from a distance. For really good effect, pair it with another character who is built for sniping.

Flight seems like it could be useful, in certain situations at low level. Once you get higher definitely take it.

Life bubble could save lives if your party isn't properly prepared.


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Telepathic Message: Level 0, decent short range communication usable in combat and (if you maintain your distance) in social situations.

Detect Tech: Does that enemy have a laser pistol hidden on him? Not any more. Also find treasure. Probably a reliable late 1st level spell pick after you have your combat needs taken care of.

Jolting Surge: Decent damage for 1st level, and your first touch spell you want to take if you plan to use with cheap Spell Grenades at level 5.

Fog Cloud: Drop it on ranged attackers to let your melee guys rush in with added safety, or on your party to help you break contact or seek cover.

Inject Nanobots: Your 2nd level choice for Spell Grenade.

Microbot Swarm: A good 2nd level debuff that makes enemies in a 10' cube (that moves 20' per round and can divide into 4x5' cubes) take a -2 penalty to their AC, and gives a +2 AC bonus to anyone they attack. No save or SR, but does have a duration of concentration +1 round. Still worth it in lots of situations.

Discharge: Level 3, shut down an energy weapon or seriously debuff a tech construct.

Probability Prediction: Level 3. Want a precombat buff to allow a reroll on bad save or attack? Here you go. Probably best for Spellshot hack users, who will pay a big price if they miss with an attack trying to channel an offensive spell.


I played like all day saturday but I have enjoyed using overheat seemed pretty effective even against a single enemy as it autohits as a technomancer will likely have trouble hitting.


Xenocrat wrote:
Fog Cloud: Drop it on ranged attackers to let your melee guys rush in with added safety, or on your party to help you break contact or seek cover.

Also helps when getting shot at by lasers since I guess they can't pierce through.

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