
E-div_drone |

So in the Character Operations Manual, pg. 69, Envoys were granted the improvisation Spell Gem Understanding. My question, as seen in the subject, is whether or not there is an exploit that allows Operatives to do the same thing that has been tucked away in a book I haven't read yet. There isn't one on any of the reference sites I've checked, but none of those are complete resources. If there is not an existing exploit, I may need to homebrew one, possibly requiring the Disciple specialization, or have an alternate class ability for Disciples.

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Currently, there is no exploit for Operatives which enables spell gem usage. I also do not know if that is something they should get/have, as they can do so much already.
There are some options to give Operatives some spell gem usage, just limited and maybe expensive:
1). Once a day, a lvl 6 Arcanamirium Sage can use any spell gem as if it was on its spell list (assuming the item level of the gem isn't higher than your level). This archetype does eat your exploits of lvl 2, 6, 12 and 18, and your trick attack takes a hit.
2). The Spellthrower fusion allows one to load a spell gem into it for use. Acceptable gems contain a spell level of 1/4th of the item level of the weapon (lvl 4 = spell level 1, lvl 8 = spell level 2, etc). It is a slow process, but accessible to all classes.
3). Multi-classing into Envoy and picking up said improvisation. (does require rolls to successfully use)
4). Multi-classing into a caster and gain a spell list. (does require rolls to successfully use)
If those options aren't what you are looking for, then homebrew might be your only option.

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Who can say for sure, but this sounds exactly like the kind of thing that could be coming out in Galactic Magic.

E-div_drone |

Who can say for sure, but this sounds exactly like the kind of thing that could be coming out in Galactic Magic.
One can hope.
Mr. Bonkers, if Envoys can get an improvisation to use a spell gem of any class, I'm very hard pressed to see why an Operative would not be able to do the same, ESPECIALLY if they are of the Disciple specialization, as that puts mysticism on their list of class skills. I must also note that Spell Gem Understanding does not require a mysticism check. A caster level check is only required if your caster lower than the item level of the gem (Core Rules pg. 224), and an Envoy with Spell Gem Understanding treats their class level as their caster level for access, and all class spell lists as being available. Which also means a single level dip into Envoy for Spell Gem Understanding would in fact be a bad plan.

E-div_drone |

Envoys are a charisma based class, and charisma has always been the stat for flying by he seat of your pants magic. So envoys have a stonger connection to it than operatives do.
It would also be nice if there was some reason NOT to play an operative rather than an envoy;
While I understand where you are coming from, I'm playing an Envoy in my current campaign, and am quite enjoying myself. The point on operatives is that would seem to be something they would train in (why in the 'Verse wouldn't they?), and if it were something they trained for, they would presumably use Intelligence instead of Charisma for their equivalent check.
Off the cuff home brew look at the Operative version;
Spell Gem Adept: You've trained to understand the fundamental principals of magic and how to manipulate it. While not able to cast spells independently, you may use spell gems as if your class level were your caster level. *Should you take levels in a spellcasting class, your levels stack solely for the purpose of using spell gems encoded with spells on that class list.*
The last line of the ability really should have been included in Spell Gem Understanding, IMHO.

Garretmander |
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You can enjoy playing an envoy just fine while still realizing that Operatives can do just about anything they can do but better.
It's more a problem with the operative being overturned and a jack of all trades, still master of skills. It's not really a problem with the envoy.
Adding more jack of all trades to the most overturned class seems like a bit much.

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Kishmo wrote:Who can say for sure, but this sounds exactly like the kind of thing that could be coming out in Galactic Magic.One can hope.
Mr. Bonkers, if Envoys can get an improvisation to use a spell gem of any class, I'm very hard pressed to see why an Operative would not be able to do the same, ESPECIALLY if they are of the Disciple specialization, as that puts mysticism on their list of class skills. I must also note that Spell Gem Understanding does not require a mysticism check. A caster level check is only required if your caster lower than the item level of the gem (Core Rules pg. 224), and an Envoy with Spell Gem Understanding treats their class level as their caster level for access, and all class spell lists as being available. Which also means a single level dip into Envoy for Spell Gem Understanding would in fact be a bad plan.
The reason I mentioned why I didn't think Operatives should gain access to it wasn't based on any lore around the type of Operative, but on the fact that Operatives can do almost everything competently already. They are so over-tuned in comparison to all other classes already, giving them this as well seems like a bit much. You are free to think otherwise, I'm not here to tell you what should and shouldn't be, but currently (before the magic book comes out) there is just not such an option within the rules.
Also, nobody needs to have Mysticism to use a spell gem, they only need to have the spell on their spell list. The only reason you would need Mysticism is to identify a spell gem, which Mystics/Technomancer/Witchwarpers/Envoys still need to do if they encounter a random spell gem somewhere. For it is part of the "identify a magic item" process, not the "cast spell from spell gem" process.
And yes, one needs to roll if their caster-level isn't as high as the level of the spell gem. That is why I mentioned the requirement of rolling successful checks if you picked the ability up via multiclassing. It wasn't meant as a "here is your optimal way", more as part of a list of ways an Operative could get spell gem usage using the current rules (and the caveats with them). Yet again, not me being dismissive of your view, it was just part of the list of options.

E-div_drone |

OK, I can see your point about giving too much to a class that already has so much to offer. In that case, the way to balance this might be to have access to spell gems be granted as an alternate ability, giving up some of the core class features. I'll think on this a lot more. Off the cuff, giving up specializations entirely to study magic theory might work. Perhaps through in fast movement as well, and/or a step increase of trick attack, though that might be too much. Spell gems are mostly balanced by their cost, as far as I can tell. Granted, I come from lots of experience with games that use scrolls that do essentially the same thing, for way less.

BigNorseWolf |

I'm not sure if operatives are overtuned or other classes are just grossly under tuned in their areas of specialization within the normal levels of play. I mean the technomancer, who is a literal wizard with technology gets... +1 to computers at THIRD level? While the hacking operative gets +3 at firstlevel, and EVERY operative gets a +1 at first level.

E-div_drone |

I'm not sure if operatives are overtuned or other classes are just grossly under tuned in their areas of specialization within the normal levels of play. I mean the technomancer, who is a literal wizard with technology gets... +1 to computers at THIRD level? While the hacking operative gets +3 at firstlevel, and EVERY operative gets a +1 at first level.
Yeah, Technomancer is a class that really confuses me as to how it was implemented. Very few of the class abilities, to include spells, involve technology or the manipulation thereof. Given the name, you'd expect the spells at least to show a heavy bias toward effects that play with how gear performs.