Well this spell went from interesting to not worth taking fast.


General Discussion

Scarab Sages

I recently got the pact worlds book (amongst some others) and was browsing through it when I noticed the transport passengers spell for technomancers.

Transport Passengers lvl 4
Create etradimensional seating space in a vehicle or tiny starship.

Well that looks interesting I thought but when I read the spell description I notice these conditions . . .

1) This spell must be cast on a vehicle able to carry more than one passenger, or the spell fails.

Ummm wait, what? The vehicle must be able to carry at least 2 people before I can make it take more people for a level FOUR spell? That seems unusually restrictive as you'd most likely WANT it on those 1 person vehicles but lets read on . . .

2) A creature can exit the extradimensional space as part of a move action to move through the gap in reality, though a creature cannot exit the extradimensional space unless room to accommodate it exists in the normal seating area.

While I personally think you should be able to climb on someone I can read this as if you can't fit you can't exit. Its another restriction on a fourth level spell but ok moving on.

3) Creatures that are encumbered or overburdened cannot enter the extradimensional space.

Hang on your saying my character with an encumbrance limit of 5 can't enter if they're carrying a backpack with 6 encumbrance? Why? That's got to be all the restrictions right?

4) If a creature is larger than Medium, each size category counts as one additional creature for determining the capacity of the extradimensional space.

Ok that at least is a standard one that makes sense.

5) Creatures within the extradimensional space can’t interact with anything outside the vehicle, nor can creatures outside the vehicle perceive or interact with occupants and contents of the space.

And that's all . . . so for my FOURTH level spell slot I can create a space for extra passenger as long as my vehicle already carries 2, they aren't encumbered (say from an illness hitting the strength track) and once in the space can't even talk to me?

I mean I understand where they're coming from but the restrictions on it make it not worth taking for me. If someone's carrying a backpack that's over their encumbered limit they can't enter, if someones taken strength damage from a disease they might not be able to enter, if you only have a damaged 1 person fighter for plot reasons it fails, if you enter it you can't even talk to the other people in the vehicle. So many restrictions.

EDIT
Oh and it just occured to me it specifies that creature's larger than medium take up more room but NOT that creatures smaller take up less so a medium or smaller creature takes up 1 slot but a larger takes up 2.


Oh good, another addition to the "Someone, somewhere, might need to use this spell once" list.

I bet it sounded way more useful on the drawing board.


To top it off, the duration is so low that the moment you want to travel anywhere via Starship, every 10 hours all your passengers pop back into existence (I imagine in a tangled heap in your tiny starship's trunk) and you have to recast the spell and get them back into the extradimensional lounge.

Best use for it that I found was for holding prisoners in your passenger vehicle. Once you put someone inside, fill your seating area with packing foam. The person in the holding cell isn't allowed out since there isn't space.

Transfer Passengers wrote:
A creature can exit the extradimensional space as part of a move action to move through the gap in reality, though a creature cannot exit the extradimensional space unless room to accommodate it exists in the normal seating area.


Any less lenient and the spell could be used to fundamentally alter the setting.
Why have large cargo and passenger ships when you can just take a small ship and create an extradimensional space or five in it.

Scarab Sages

There's less lenient and then there's breaking the setting consider if the spell read as follows. . .

1) This spell must be cast on a vehicle able to carry more than one passenger, or the spell fails.

Remove this restriction but instead put there must be a wall, door or other surface to turn into an access to the extradimensional space. I mean seriously what if you convert seating for a dragonkin into seating for a bastrid. The ship originally sat 1 large creature now it seats presumably 4 small ones but its the same ship so why does the spell fail on the default build but work on the modified one?

2) A creature can exit the extradimensional space as part of a move action to move through the gap in reality, though a creature cannot exit the extradimensional space unless room to accommodate it exists in the normal seating area.

Change it so they can enter/leave normally and leave it up to the GM to enforce any size limitations of the main vehicle e.g. "One of you can squeeze out on top of the pilot but you'll have no room to move if you do and the others wont be able to fit out.

3) Creatures that are encumbered or overburdened cannot enter the extradimensional space.

Just remove this since an encumbered or overburdened creature can enter a vehicle normally it makes no sense. Especially since someone who's suffering from illness/poison can become encumbered because of those penalties alone. Instead have it that equipment must be on a creature so it can't be used for storage space by pushing in unattended equipment.

4) If a creature is larger than Medium, each size category counts as one additional creature for determining the capacity of the extradimensional space.

As I said this one makes sense just have it go both ways with smaller creatures fitting more in the way they do in escape pods and other vehicles i.e. 2 small to 1 medium.

5) Creatures within the extradimensional space can’t interact with anything outside the vehicle, nor can creatures outside the vehicle perceive or interact with occupants and contents of the space.

Just remove this because really there's no need to have it sealed off like this. They're not flying the ship they're just able to see and talk to the pilot.

As for duration I'm on the fence for this one I can see the value in limiting it but it does restrict it to vehicles more than starships.

Would that really upset the setting that much? The spell still can't be used on small or bigger ships and presumably vehicles, it still has a duration that makes it of limited use, it still has drawbacks for larger creatures. It just makes it more viable for use by people as a fourth level spell.

Ixal wrote:

Any less lenient and the spell could be used to fundamentally alter the setting.

Why have large cargo and passenger ships when you can just take a small ship and create an extradimensional space or five in it.

Because larger cargo and passenger ships can still carry more this is 1 medium creature per caster level. At max level that's 20 medium creatures and what they're carrying for 20 hours, at the level you can take it that's 10 for 10. A single shuttle (small ship) can convert 2 of its expansion bay's into passenger seating and 1 into cargo space allowing it to carry 32 passengers and 25 tons of cargo for them indefinately. That is more than the spell allows plus a LOT more baggage to accompany them.

Essentially transport passengers would get you from a planet to a satellite but not anywhere else in system unless your ships also equipped with a high grade drift engine. Thrusters are 1d6+2 and drift is 1d6/engine rating day's. You can pretty much forget outsystem and this is with you crammed into a space that's got no room to move, no toilet facilities, etc, etc. Again vs a shuttle that has toilet facilities and you can get up and stretch your legs while using them as on a current airplanes economy seat.

All of which is without touching on things like the vehicle bay based off handy haversack tech that adds 100 bulk of cargo space as long as you have a wall to slap a hatch on.

Extradimensional Storage
The vehicle contains a rear hatch (interior or exterior) that opens seemingly onto a solid wall, unless a button is pressed first (a move action) to open the hatch into an extradimensional space similar to that of a nullspace chamber. Each vehicle with this system accesses its own extradimensional space, which holds up to 100 bulk in a 9-foot cube. The extradimensional storage space can’t be closed if more than the listed bulk is inside.

Say 10 lbs (upper limit) is 1 bulk that's 1,000 lbs or 453 kilograms give or take. Humans are 120-180 lbs meaning in this cargo space (no atmosphere and a 9 foot cube) you can squeeze in say 5 to 8 humans (weight limit) nearly as much as the spell without any of its restrictions.


Lets say you're a 10th level technomancer escaping from the bad guy's base and there's a tiny starfighter that can be stolen. Your own transport was destroyed and your group needs a ride back to the city. You got a party of four with you. The tiny starfighter can fit only two people.

You cast this spell twice, and there is now room for two extra passenger seats for the rest of the party.

______________

Its a very situational 4th level spell, as it only effects either vehicles or tiny starfighters.

I can see it being useful for short-run missions. By the time you get the spell, you're going to have a minimum of 10 hours with it. Or with the extend spell magic hack, you can spend a revolve to extend the duration to 20 hours.

You're not going to be using this spell to travel long distances unless you're higher level. A 14th level technomancer with extend spell could have 24 hour duration.


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I'd take the spell in a heartbeat just to say "I Cast Clowncar on the Prius"


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Toxicsyn wrote:

Lets say you're a 10th level technomancer escaping from the bad guy's base and there's a tiny starfighter that can be stolen. Your own transport was destroyed and your group needs a ride back to the city. You got a party of four with you. The tiny starfighter can fit only two people.

You cast this spell twice, and there is now room for two extra passenger seats for the rest of the party.

______________

Its a very situational 4th level spell, as it only effects either vehicles or tiny starfighters.

I can see it being useful for short-run missions. By the time you get the spell, you're going to have a minimum of 10 hours with it. Or with the extend spell magic hack, you can spend a revolve to extend the duration to 20 hours.

You're not going to be using this spell to travel long distances unless you're higher level. A 14th level technomancer with extend spell could have 24 hour duration.

That was more or less what I was thinking.

What initially came to mind was that scene when the Millennium Falcon gets captured by the Death Star, and everybody hides in the smuggling compartment. Spell's just another means of accomplishing that.

Really, might be a good smuggling spell in its own right, just hide your contraband in the hidden dimensional door.


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Pathfinder Adventure Path, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Senko wrote:
Hang on your saying my character with an encumbrance limit of 5 can't enter if they're carrying a backpack with 6 encumbrance? Why? That's got to be all the restrictions right?

Oh, you can still enter, but the spell charges you an extra $60 per bulk past the limit. :)

Scarab Sages

Umbra-Arcturus wrote:
Toxicsyn wrote:

Lets say you're a 10th level technomancer escaping from the bad guy's base and there's a tiny starfighter that can be stolen. Your own transport was destroyed and your group needs a ride back to the city. You got a party of four with you. The tiny starfighter can fit only two people.

You cast this spell twice, and there is now room for two extra passenger seats for the rest of the party.

______________

Its a very situational 4th level spell, as it only effects either vehicles or tiny starfighters.

I can see it being useful for short-run missions. By the time you get the spell, you're going to have a minimum of 10 hours with it. Or with the extend spell magic hack, you can spend a revolve to extend the duration to 20 hours.

You're not going to be using this spell to travel long distances unless you're higher level. A 14th level technomancer with extend spell could have 24 hour duration.

That was more or less what I was thinking.

What initially came to mind was that scene when the Millennium Falcon gets captured by the Death Star, and everybody hides in the smuggling compartment. Spell's just another means of accomplishing that.

Really, might be a good smuggling spell in its own right, just hide your contraband in the hidden dimensional door.

Except it comes with a shiny gold line to show anyone walking past where it is.


Senko wrote:


Except it comes with a shiny gold line to show anyone walking past where it is.

I don't have my books with me right now, so I'm not currently in a position to rule check anything specifically...

... That said, if there's a shiny gold line indicating a dimension door, so long as there's a way to camouflage it or obstruct it from sight, I think the on-the-fly "smuggler's pocket" premise is still incidentally viable.


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Definitely seems like a spell gem spell though

Scarab Sages

Umbra-Arcturus wrote:
Senko wrote:


Except it comes with a shiny gold line to show anyone walking past where it is.

I don't have my books with me right now, so I'm not currently in a position to rule check anything specifically...

... That said, if there's a shiny gold line indicating a dimension door, so long as there's a way to camouflage it or obstruct it from sight, I think the on-the-fly "smuggler's pocket" premise is still incidentally viable.

Checked it not a line but a panel . . .

The extradimensional space appears in the vehicle’s seating area or the starship’s bridge or passenger section, and it looks like a thin, glowing gap in reality.

so not exactly easy to hide expect by shoving something in front of it and hoping the people inside don't want to get out.


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Senko wrote:
Umbra-Arcturus wrote:
Senko wrote:


Except it comes with a shiny gold line to show anyone walking past where it is.

I don't have my books with me right now, so I'm not currently in a position to rule check anything specifically...

... That said, if there's a shiny gold line indicating a dimension door, so long as there's a way to camouflage it or obstruct it from sight, I think the on-the-fly "smuggler's pocket" premise is still incidentally viable.

Checked it not a line but a panel . . .

The extradimensional space appears in the vehicle’s seating area or the starship’s bridge or passenger section, and it looks like a thin, glowing gap in reality.

so not exactly easy to hide expect by shoving something in front of it and hoping the people inside don't want to get out.

I'd think having a concealing panel would be a pretty clever idea, all things considered, with the obvious caveat that if the panel is obstructed, it definitely creates a hazard for the occupants (for the sake of argument, let's assume they're in there willingly) in case the operational crew is detained and the spell ends. Not sure what the consequence would be for a a bunch of people being ejected into an obstructed space, but I imagine deadly.

However, this scenario does inspire other ideas. One, escape craft. Whether you do or don't need the extra space in an emergency craft, you could load up people into the dimensional seats and exclude them from harm should it be a rough landing. Not sure what happens to the dimensional panel if the vehicle is wrecked, but it might be act as a good contingency during crash landing.

Another thought, emergency brig. Toss in your prisoner into the emergency dimension, or drag 'em in, then seal up the panel so you don't have to keep an eye on 'em for the spell's duration. Give the crew some breathing space without escape attempts to gum of the works.

Scarab Sages

Umbra-Arcturus wrote:
Senko wrote:
Umbra-Arcturus wrote:
Senko wrote:


Except it comes with a shiny gold line to show anyone walking past where it is.

I don't have my books with me right now, so I'm not currently in a position to rule check anything specifically...

... That said, if there's a shiny gold line indicating a dimension door, so long as there's a way to camouflage it or obstruct it from sight, I think the on-the-fly "smuggler's pocket" premise is still incidentally viable.

Checked it not a line but a panel . . .

The extradimensional space appears in the vehicle’s seating area or the starship’s bridge or passenger section, and it looks like a thin, glowing gap in reality.

so not exactly easy to hide expect by shoving something in front of it and hoping the people inside don't want to get out.

I'd think having a concealing panel would be a pretty clever idea, all things considered, with the obvious caveat that if the panel is obstructed, it definitely creates a hazard for the occupants (for the sake of argument, let's assume they're in there willingly) in case the operational crew is detained and the spell ends. Not sure what the consequence would be for a a bunch of people being ejected into an obstructed space, but I imagine deadly.

However, this scenario does inspire other ideas. One, escape craft. Whether you do or don't need the extra space in an emergency craft, you could load up people into the dimensional seats and exclude them from harm should it be a rough landing. Not sure what happens to the dimensional panel if the vehicle is wrecked, but it might be act as a good contingency during crash landing.

Another thought, emergency brig. Toss in your prisoner into the emergency dimension, or drag 'em in, then seal up the panel so you don't have to keep an eye on 'em for the spell's duration. Give the crew some breathing space without escape attempts to gum of the works.

That is addressed by the spell . . .

Anything within the extradimensional space when the vehicle or starship is destroyed, the space is dispelled, or this spell ends are shunted to the nearest open spaces outside the target.

Of course said space could be outer space as well as open space. Not sure what happens if a pod is travelling at speed sufficient to destroy it whether they'd carry that velocity back into the real world.

Escape pods have been a bone of contention between me and other forum people based on "are they needed or they are useless". That said and please leave that argument out of this thread neither of us will convince the other. Escape pods would be useless for this spell as they're single occupancy you'd need lifeboats that can take 2 as written to benefit from it and a GM who rules them as vehicles/tiny spacecraft. Better be in the one with the technomancer because it'll take you day's to reach a planet (assuming ones in system) and the spell wont last that long.

I see no problems with the brig idea though.

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