Bridging the gap between magic and technology, Technomancy spells create all kinds of mechanical wonders by assembling devices from the scraps technomancers pick up along the way.
Without magic, these bizarre devices could not function, but the infusion of unnatural power allows the most unhinged ideas of mad science to take a shape and assume a function.
Gatecrasher
Area A cube of space, 1 yard on a side, originating from a point you can reach
Duration 1 hour
You construct a Size 1/8 device that retains potency for the duration. The device has Defense 5 and Health 5. You can use an action to touch the device to an object you can reach and that is not worn or carried by a creature other than you. The device adheres to the object to which it is touched and begins to vibrate. At the end of the round in which the device was used, the object to which it was affixed takes 4d6 damage and the spell ends.
Jury Rig
Target One Size 2 or smaller object that has 1 or more damage, but is not destroyed, that you can reach
You touch the target, removing 1d6 damage from it.
Magic Wrench
Target One creature or object within short range
You create and chuck a wrench. Make an Intellect attack roll against the target’s Defense. On a success, the target takes 1d6 + 1 damage and falls prone.
Attack Roll 20+ The target also becomes impaired until the end of the round.
Unfailing Tracker
Target One creature or object within short range
You fling a sensor at the target. Make an Intellect attack roll against the target’s Agility. On a success, the sensor hits the target and bonds to it. If you targeted a creature, the creature is unaware of the sensor until it finds it by getting a success on a Perception challenge roll. For 1 hour, provided the target is within 1 mile of you, you know the target’s exact location, which prevents the target from becoming hidden from you. A creature can use an action to remove the sensor.
Bolt Thrower
Area A cube, 1 yard on a side, originating from a point you can reach and resting on a solid surface
Duration 1 minute
You create a Size 1 crossbow turret in the area. The turret has Defense 5 and Health equal to your Intellect score. It lasts for the duration or until destroyed. At the end of each round, the turret fires at one target creature or object within long range. Make an Intellect attack roll against the target’s Defense. On a success, the target takes 2d6 damage.
Attack Roll 20+ The target takes 1d6 extra damage.
Caltrops
AreaA circle on the ground with a 5-yard radius centered on a point within medium range
Duration 1 minute
Jagged metal bits erupt from the origin point, covering all horizontal surfaces in the area for the duration. A creature that enters or moves across the area must get a success on an Agility challenge roll or take 1d6 + 1 damage and become slowed. If the creature was already slowed in this way, it falls prone and becomes immobilized. The creature removes this slowed or immobilized affliction when it heals damage.
Electrified Chain
Duration 1 minute
You construct a copper chain and send an electrical current through. The chain remains for the duration. When you cast the spell, and again when you use an action to do so, you can attack with the chain. The chain counts as a whip that deals 2d6 damage from electricity in addition to its normal damage. You can substitute Intellect for the attribute you would normally use to make this attack. In addition, if you attack with the chain and the total of your attack roll is 20 higher and beats the target number by at least 5, the target of your attack is also dazed for 1 round.
Incandescent Bomb
Duration 4 hours; see the effect
You construct a small explosive device. You, or another creature holding the device, can use an action to throw the device to a point within medium range. When the device reaches that point or impacts against a solid surface before then, it explodes in a 3-yard radius, dealing 2d6 damage to everything in the area. A creature in the area can make an Agility challenge roll. A creature also becomes blinded for 1 minute on a failure, or it just takes half the damage on a success. When the device explodes or the duration expires, the spell ends.
Loaded Dice
Target A pair of dice you can reach
Duration 1 hour
You touch the targets and imbue them with magic. For the duration, whenever you roll the target or targets, you decide what numbers appear from the roll.
In addition, you can use an action to throw one of the dice as a weapon. Choose a point within short range. When the die reaches that point or encounters a solid surface before then, the die explodes in a 1-yard radius, dealing 1d6 damage to everything in the area. A creature that gets a success on an Agility challenge roll takes half the damage, and becomes deafened for 1 minute on a failure.
Sparking Shield
Duration 1 minute
You create a magical shield on your arm that remains for the duration. Once per round, when a creature attacks you with a melee weapon and gets a success, the shield sparks and the attacking creature must make an Agility challenge roll. On a failure, it takes 1d6 damage and is moved 1d3 yards away from you, falling prone at the end of this movement.
Detonating Marbles
Target One creature or object on the ground within short range
You toss metal balls onto the ground, freeing them to roll toward the target. Make an Intellect attack roll with 1 boon against the target’s Agility. On a success, the balls roll up to cover the target’s body or surface and remain there for 1 round. While covered in balls, the target is impaired and slowed. When the effect ends, the balls explode, dealing 3d6 damage to the target and everything within 1 yard of it. A creature in the area can make an Agility challenge roll and takes half the damage on a success.
Attack Roll 20+ The target takes 1d6 damage.
Flamethrower
Duration see the effect
You create a flamethrower, a weapon that has six uses. It appears in your hands, or at your feet if you don’t have a hand free. When the last use is expended, the flamethrower crumbles into spare parts.
A creature wielding the flamethrower can use an action to expend a use, which looses flames across a line, 5 yards long and 1 yard wide, from a point the creature can reach.
The flames deal 2d6 damage to everything in the area; each creature in the area that gets a success on an Agility challenge roll takes half the damage.
The flamethrower explodes when the creature wielding it takes damage from fire or lightning. Flames fill a sphere with a 5-yard radius originating from a point in the creature’s space, dealing 1d6 damage per unexpended use to everything in the area. Each creature in the area that gets a success on an Agility challenge roll takes half the damage.
Gold Bug
Target One gold crown you can reach
Duration 1 hour
ou touch the target and cause it to sprout legs and antennae, becoming a golden beetle with a tiny onyx death’s head on its back. The target remains in this form for the duration, after which time it reverts to an ordinary gold coin.
Sacrifice You can use an action and expend a casting of this spell to cast the sparking shield Technomancy spell.
Gold Bug
Size 1/8 construct
Perception 15 (+5)
Defense 15; Health 1
Strength 5 (-5), Agility 15 (+5), Intellect 5 (-5), Will 11 (+1)
Speed 10
Immune damage from disease or poison; gaining Insanity; asleep, charmed, diseased, fatigued, frightened, poisoned
Turn Limited A gold bug can take only fast turns.
END OF ROUND
Gold Sense The gold bug waves its antennae in the air. If an object made from gold is somewhere within long range, the gold bug knows it and moves toward the closest such location on its next turn.
Grenades
Target Up to three points within short range
You throw three grenades, dividing them as you choose among the targets. When a grenade reaches its target, or if it encounters a solid creature or object before then, it explodes. The explosion deals 1d6 + 1 damage from fire to everything in a sphere with a 1-yard radius centered on the target or a point within the creature’s or object’s space. Each creature in the area that gets a success on an Agility challenge roll takes half the damage.
Mines
Area The ground inside a cube of space, 10 yards on a side, originating from a point within medium range
Duration 1 hour; see the effect
You conceal 5 mines under spaces within the area. When a creature moves in the area, you can decide to trigger one mine, causing it to explode in a 3-yard radius and deal 2d6 damage to everything in the area. A creature can make an Agility challenge roll and takes half the damage on a success. A particular creature cannot trigger more than one mine per round. When the last mine detonates, the spell ends.
Sacrifice You can use an action and expend a casting of this spell to cast the incandescent bomb spell.
Dark Helmet
Duration 4 hours
Upon casting this spell, you must concentrate for 1 minute, during which time you use a tool kit to work with spare parts. When you finish, you have a helmet that can fit on your head or the head of a similarly sized creature. The helmet retains its potency for the duration, then crumbles into spare parts when the spell ends.
A creature that wears the helmet gains a +1 bonus to Defense, gains the darksight trait, and makes all Perception rolls with 2 boons.
Flying Blades
Target Up to three creatures or objects within medium range
Five blades fly from your hand, divided as you choose among the targets. For each blade, make an Intellect attack roll against the target’s Defense. On a success, the target takes 2d6 damage.
Attack Roll 20+ The target takes 1d6 extra damage.
Mend
Target One Size 3 or smaller object that has 1 or more damage, but is not destroyed, that you can reach
You touch the target, removing all damage from it.
Watchful Eyes
Target Up to five points within 5 yards of you
Duration 12 hours; see the effect
You create up to five tiny clockwork eyes that each fly toward a different point and remain there for the duration. Spotting one of these sensors requires a success on a Perception challenge roll with 1 bane.
When you cast this spell, you can designate any number of creatures that don’t set off the warding eyes. When a creature you did not designate moves to within 1 yard of a sensor, the device emits a high-pitched shriek that can be heard from up to 1 mile away and then moves to slam into the creature’s body. The creature must get a success on an Agility challenge roll with 1 bane or be struck by the sensor and take 2d6 + 3 damage.
In addition, each creature within 20 yards of the sensor must get a success on a Strength challenge roll or become deafened for 1 minute.
Whether the creature struck by a sensor gets a success or failure, the sensor is destroyed when triggered in this way. The spell ends when the last sensor is destroyed.
Artillery Turrets
Area Up to three cubes of space, each 1 yard on a side, resting on a solid surface, and originating from points you can reach
Duration 1 minute
A Size 1 artillery turret appears in each area and remains for the duration or until it is destroyed. A turret has Defense 5 and Health equal to 5 + your Intellect score.
At the end of each round until the spell ends, each turret loads and fires a quarrel at a creature or object within long range of it. For each turret, make an Intellect attack roll with 1 boon against the creature’s or object’s Defense. On a success, the missile hits its target and deals 2d6 + 3 damage to it.
Attack Roll 20+ The creature or object takes 1d6 extra damage.
Iron Boots
Duration 4 hours
You construct a pair of mechanized shoes and place them on your feet or the feet of one willing creature you can reach. The shoes remain for the duration, after which time they crumble into spare parts. While wearing the boots, you or another recipient has a +4 bonus to Speed and perform the following acts.
Astonishing Leap Once per round, while you are moving, you can jump up to 3d6 yards in any direction and land safely. Distance moved on this jump does not count against the maximum distance you can move on your turn.
Shattering Kick You can use an action to kick one creature you can reach, treating the boots as a weapon. Make an Intellect attack roll with 1 boon against the creature’s Defense. On a success, the creature takes 3d6 damage, moves 3d6 + 6 yards away from you, and falls prone. If the creature cannot move the full distance away from you because it encounters a solid surface, the creature and the surface it struck each take 1 damage for every 3 yards the target was prevented from moving.
When you use this option, roll a d6. On a 1, the boots break and the spell ends.
Powered Suit
Area A cube, 3 yards on a side, originating from a point you can reach
Duration Until you complete a rest; see the effect
You concentrate for 1 hour, during which time you create a powered battle suit, a huge construct, in the area. The construct remains for the duration or until incapacitated. It cannot use actions or move independently; you must move into its cockpit to control it. While inside, you treat the construct’s Defense and Health scores as your own, move at its Speed, and can use its attack options and actions in place of your own.
Assemble War Machine
Area A cube of open space originating from a point within long range
Duration 1 hour
A war machine worth no more than 100 gc appears in the area and remains for the duration or until it is destroyed.
Bladed Whirligig
Area A cube of space, 1 yard on a side, originating from a point you can reach
Duration 1 minute; see effect
You construct a bladed contraption inside the area that remains for the duration or until it is destroyed. The bladed whirligig has Defense equal to your Intellect score and Health equal to twice your Intellect score. At the end of each round until the spell ends, the whirligig spins and moves 2d6 yards in a manner you choose.
Each creature within 1 yard of the whirligig as it moves must make a successful Agility challenge roll or take 4d6 damage from the slashing blades. A creature makes this roll just once per round per casting of this spell, regardless of how many times the whirligig passes it.
Gatling Gun
Duration 1 hour; see the effect
You construct a heavy firearm with a rotating barrel that remains for the duration. The weapon magically creates its own ammunition. You can use an action to attack with the gatling gun, firing a stream of bullets into a 2-yard wide, 60-yard long line until the end of the round. The bullets deal 4d6 damage to everything in the line and any creature that enters it, though a creature can take this damage just once per round. A creature in the line when the spell is cast can make an Agility challenge roll with 1 bane and takes no damage on a success.
Each time you attack with the weapon, roll a d6. On a 2, the weapon jams, and you must use an action to clear the jam before you can attack with it again. On a 1, the weapon explodes, ending the spell, and dealing 3d6 damage to you and everything else within a 5-yard-radius sphere centered on a point in your space. A creature other than you in the sphere can make an Agility challenge roll with 1 bane and takes half the damage on a success.
Magic Item
Target One object you can reach
Duration 1 hour
You touch the target, imbuing it with magical power. For the duration, attack rolls or challenge rolls for any task attempted with the target are made with 1 boon. If the object is a weapon, attacks with it deal 1d6 extra damage. If it is a suit of armor, the wearer gains a +1 bonus to Defense.
Permanence If you expend rare ingredients worth 1 gc when you cast this spell, the effect instead lasts until you complete a rest. If you cast the spell this way on the same target each day for one month, one week, and one day, the effect becomes permanent.