Learning additional spells?!?


General Discussion

Dark Archive

So. Can the technomancer learn extra spells outside of leveling? You have an odd kind of spellbook, but your also a lot like the sorcerer. What are your thoughts/ideas on learning more. I'm of the mind set, that I could get them from other technomancers. Nicely or "othereise". If this came up elsewhere, please link the duscussion.


Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Not without adding houserules to make it possible.

Dark Archive

Poo. How would you do it? Let's share ideas.


Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

If I was going to houserule in that ability (I would hesitate unless I had improvements also in mind for the other casters) I would pretty much directly rip off the Pathfinder Arcanist as a framework.

https://www.d20pfsrd.com/classes/hybrid-classes/arcanist/

Dark Archive

That would work. I was thinking data exchange. Using there spell cache item, mine is a computer, they could learn them that way. Being as the class has you doing this through study, I figure they can just share. Or if you defeat an enemy, download his cache and get some spells, assuming it's a computer as well


The Character Operations Manual has a feat (adaptive) and a magic hack (adaptable spell knowledge) that give flexibility of additional spells known.

There is also a feat chain to buy an extra spell known of levels 0-4 (Eldritch Lore), but that's a lot more limited and expensive.

Dark Archive

I saw the longer feat chain, I'll have to look at the other one. Thanks!

Dark Archive

So bumping my own post sadly. I'm hoping for that old 3rd edition creativity here! Any thoughts on learning additional spells for any starfinder class? It doesn't need to be rules as written, we can have fun.


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Not trying to dismiss your desire, but Starfinder was designed expressly to not fall into the trap of having the wizard problem of having a spellcaster that essentially has a spell for any circumstance. That kind of thing seriously damaged some people's experiences of early editions of D&D and its spiritual successors.

Players of non-caster classes can pretty much take a break if a wizard has the right spells memorized... and why wouldn't they? If the wizard has the wrong spells memorized, the only thing that makes sense is to rest until the next day so that the group can come back to the problem with the most powerful tools. Since technomancers don't memorize specific spells, increasing their arsenal actually compounds the problem because they can just pick and choose the right spell on the spot.

So... when doing this, first make sure that it's balanced by trading out some other technomancer resource, and secondly make sure that the rest of the group is okay with it.


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Arcanamirium Sage archetype does give you what is effectively a 1/day floating spell known based on spell gems you purchase. I think that's a pretty balanced approach to this. Invest the money, have some flexibility, but only once per day.


Stay far away from the fights and invest a lot of money on spell gems.

Or the relatively cheaper spell chips.

Dark Archive

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The Ragi wrote:

Stay far away from the fights and invest a lot of money on spell gems.

Or the relatively cheaper spell chips.

My TM has done just that.

Bought several utility spells & loaded them into their wrist-mounted computer.

"Astra, cast Detect Radiation."


I simply made the technomancer into a classic vancian caster. My houserules:

• Technomancers are classic vancian casters, and must prepare individual spells in spell slots in order to memorize and then cast them.
• They learn a maximum of free 1 spell/lvlup, of the highest level they know (or lower). All other spells learned require a spell chip that is consumed on use.
• Spell Cache is necessary to prepare spells, but not to cast them; a Spell Cache can hold up to Intelligence Score + [Caster Level+1] spells. A Technomancer can only be bonded to one Spell Cache at a time. Attuning to a new Spell Cache takes a minimum of 1 hour. Most used Spell Caches are encrypted and need to be hacked in order to be attuned to a new user.
• Spells/day goes up to 6, by normal progression, instead of 5.

Dark Archive

I like this! Thanks luckmann


You can use a bunch of one off spellgems to do something similar, IE, tongues isn't something you should need every day, pick up a spell gem instead of casting it.

Dark Archive

I know about the gems/chips, I was looking for home brew type options for learning additional spells.

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