Technomancy
Grease and soot, a scattering of tools, and sheaves of blueprints: these are the trappings of anyone who studies Technomancy. The tradition’s spells enable casters to construct marvelous devices from junk, scrap, and other bits of detritus they happen to find around them. The spells transform the wreckage into useful forms.
TOOL KIT REQUIRED: You must have a tool kit to be able to cast Technomancy spells.
Technomancy Talents
ABLATIVE ARMOR (Magical): You can perform a ritual using a tool kit to make an upgrade to a suit of armor. Target one suit of armor in reach. You apply additional plating to enhance the wearer’s protection. The plating increases the wearer’s Health score by 10 (20 at level 3, 30 at level 7) for 8 hours, before it falls away. If the wearer takes a single instance of 20 damage or more, though, the effect ends early. You can use this talent once. You regain the use of it after you rest.
MARK IV PISTOL (Magical): You construct a magical pistol. The weapon reloads itself instantly and automatically after each time you attack with it. You roll to attack with the pistol with 1 boon and the weapon lacks the misfire trait. If you lose this pistol, you can create another one after you rest. You can have one such pistol at a time.
MEND OBJECT (Magical): You can use an action to repair an object. Target one object of a Size equal to your level or smaller in reach. The target regains all Health. You can use this talent once, twice at level 3, and three times at level 7. You regain expended uses after you rest.
ULTIMATE TOOL (Magical): You have a magical tool, which counts as a tool kit. If you lose it, it returns to you 1 hour later. You can use an action when you hold the tool to transform it into a different tool or one-handed or two-handed melee weapon. Thus, if it’s in the form of a hammer, you can transform it into a screwdriver. The tool grants you 1 boon on rolls to use it or rolls to attack with it. In addition, when you attack with this object while in the form of a weapon, you can use any attribute in place of the one normally used.
Novice Technomancy Spells
Bolt Thrower
Castings: 1
Target: One empty Size 1/2 space on the ground within 5 yards
Duration: 1 minute
At the end of the round, a self-loading crossbow mounted on a tripod appears in the target space and remains for the duration. The Bolt Thrower has Health 20. If destroyed, the spell ends early. When the Bolt Thrower appears and again at the end of each round, target one creature or object within 20 yards of it. Make an Intellect roll with 1 boon against the target’s Defense. On a success, the target takes 2d6 damage.
Electrified Shield
Castings: 1, reaction when you are attacked and have a hand free
Target: You
Duration: 1 minute
Metal plates fan out from your arm to create a sparking shield that remains for the duration or until you drop it. The shield uses the normal rules for a shield, and whenever a creature attacks you, the creature must first make a luck roll. On a failure, the creature takes 1d6 damage, is pushed back 1 yard, and becomes Strength and Agility impaired until the end of its next turn.
Hermetic Helmet
Castings: 1
Target: You
Duration: 4 hours
From a metal collar worn around your neck, metal plates climb up over your head to cover it completely. Lenses set in the face plate grant you the Dark Vision trait. In addition, you become immune to inhaled toxins, suffocation, stench effects, and anything that would harm you from inhaling.
Opener of Ways
Castings: 1
Target: One Size 1 space within 5 yards
Duration: Instant
Ball bearings spill from your hand and roll across the ground toward the target space where they form a square on one edge on a surface. At the end of the round, each ball bearing burns away to cause a Size 1 opening to appear in the surface. If nothing lays beyond the surface, the effect creates a hole to the other side. Otherwise, the effect creates a pit or depression.
Power Gauntlet
Castings: 1
Target: You
Duration: 1 hour
Metal plates form on your hand, with an additional plate that runs across the knuckles with pistons to either side. The gauntlet uses the rules for knuckledusters except that they have the Bludgeoning and Brutal traits and attacks with them deal an extra 1d6 damage. In addition, the gauntlet grants you 1 boon on your Strength rolls.
Wonderful Rod
Castings: 1
Target: You
Duration: 8 hours
A 3-inch long metal rod appears in your hand. Anyone holding the rod can use an action to activate the device, choosing one of the following effects, which last until the device is activated again.
- The rod becomes a metal pole, 5 yards in length.
- The rod becomes a ladder, 5 yards in length.
- The rod becomes a mace, spear, bident/trident, or quarterstaff. The wielder rolls to attack with the weapon with 1 boon.
- The rod becomes a portable battering ram that grants 1 boon on rolls to open doors.
- The rod becomes a shovel, crowbar, or sledge.
- The rod returns to its normal form.
Expert Technomancy Spells
Chain Sword
Castings: 1
Target: You
Duration: 1 hour
You construct in your hands a sword that comes equipped with a toothy chain. The weapon uses the rules for a sword that has the Brutal trait. When you attack with it, the chain springs to life, rotating around the blade so that your attacks with it deal an extra 3d6 damage. On a critical success, the target of your attack takes an extra 2d6 damage and becomes vulnerable (luck ends). However, the weapon creates noise loud enough to drown out speech and whispers within 5 yards of it.
Flitter Blade
Castings: 1
Target: Up to five creatures inside one Size 5 space within 10 yards
Duration: 1 minute
For each target, you fling one winged blade that zooms toward its prey. When you cast this spell and, again, at the start of each of your turns, the blades swoop down to slice their targets. Each target becomes weakened until the start of your next turn and makes an Agility roll. On a failure, the target takes 2d6 damage. A target can attack a flitter blade: it has Defense 20 and Health 5. Destroying a winged blade ends the effect for that target.
Gizmo
Castings: 1
Target: You
Duration: 8 hours (see the effect)
You construct a Size 1/4 device that has a raft of different functions. Choose two novice spells from any tradition. The device becomes imbued with these spells and has a full complement of castings for each. While you hold the device, you can cast the spells it contains by expending castings from it. Finally, while you have at least one casting left of a spell the device contains, you make attribute rolls with 1 boon. When you expend the last casting from the device, the spell ends early.
Mechanical Lackey
Castings: 1, perform a ritual
Target: One empty Size 1 space on the ground in reach
Duration: 8 hours
You build a mechanical servant to fight for you. When you finish, you have a mechanical lackey that becomes your controlled companion for the duration. The spell ends early if the lackey is destroyed.
MECHANICAL LACKEY |
ATTRIBUTES: Strength 12 (+2), Agility 10 (+0), Intellect —, Will —
SIZE: 1, SPEED: 5 (no running)
IMMUNE: asleep, blinded, deafened, impaired, poisoned, weakened
MELEE ATTACK—SWORD: Strength (+2) with 1 boon (2d6)
My Spying Eye
Castings: 1
Target: You
Duration: 12 hours
You construct a winged eye that can scout for you. The spying eye becomes your controlled companion. If destroyed, the spell ends early.
WINGED EYE |
ATTRIBUTES: Strength 5 (–5), Agility 12 (+2), Intellect —, Will —
SIZE: 1/8, SPEED: 6 (Fly, Hover)
SENSES: Keen Vision
IMMUNE: asleep, blinded, deafened, impaired, poisoned, weakened
RECONNOITER: The spying eye records images of the places it can see and can store up to 8 hours of recording. Beyond this limit, for every minute it adds, it loses the earliest 1 minute of what it has recorded so far. A creature can use an action to play back the recording, which it projects on a surface within 5 yards of it, starting with the earliest thing it recorded and continues playing until a creature switches it off or it finishes.
Rocket Shoes
Castings: 3, reaction when you move 1 yard
Target: You
Duration: Instant
You kick your heels together to ignite the rockets on your feet. You move 30 yards. For this movement, you have the Slippery, Strider, and Water Walk traits. If you cannot move the full distance, you take 1 damage for each yard you do not move in this way. In addition, when you finish moving, make an Agility roll. On a failure, you fall prone.
Master Technomancy Spells
Bronze Wings
Castings: 1
Target: You
Duration: 1 hour
A pair of bronze wings unfold from your back to grant you the Fly and Hover traits, as well as to increase your Defense by 3. If you are in the air when the spell ends, you fall.
Death Turret
Castings: 1
Target: One empty Size 1 space within 5 yards
Duration: 1 minute
A Size 1 turret with a Health 20 surmounted with a dome bristling with nozzles appears in the target space. When you cast the spell and again at the start of each of your turns, the dome rotates and releases lethal energy rays in all directions. Each object within 5 yards of the turret takes 7d6 damage. Each creature within 5 yards of the turret takes 3d6 damage and makes a luck roll. On a failure, the creature takes an extra 4d6 damage.
Fire Lance
Castings: 1
Target: You
Duration: 1 minute
You construct a short metal tube capable of releasing gouts of flame. When you cast this spell, and again when you use an action to use it, you can target one creature or object within 10 yards. The target takes 4d6 damage. Then, make an Intellect roll against its Agility. On a success, the target takes an extra 4d6 damage and catches fire (luck ends).
Power Armor
Castings: 1, perform a ritual
Target: You
Duration: 8 hours
You construct a suit of magical armor on your body that remains on you for the duration. The armor counts as light armor, grants Defense 18 and renders you immune to any harmful effect that would affect you when you inhale it. You take half damage from ordinary sources. You make Strength rolls with 1 boon, impose 1 bane on rolls against your Strength, and you increase your supply of Bonus Damage dice by 3.
Radiant Blade
Castings: 1
Target: You
Duration: 8 hours
You construct a sword handle. When you attack with it, a 1-yard long bar of light snaps out of the handle’s end and remains until you use an action to retract it. The weapon counts as being off-hand, deals 4d6 damage, and has the Brutal, Nimble, and Slashing traits. You roll to attack with this weapon with 1 boon.
Rolling Fortress
Castings: 1
Target: One Size 10 space on the ground within reach
Duration: 8 hours
You construct a Rolling Fortress inside the target space. It is a vehicle with Defense 5, Health 200, Size 10, Speed 5 (Strider). It takes no damage from cold and half damage from ordinary sources. The vehicle is self-propelled, though it requires a driver to steer it. Creatures can enter and exit the vehicle through one of two hatches. The fortress can hold creatures and objects whose total Size does not exceed 20 and no individual creature greater than Size 2.
The fortress also comes equipped with a heavy cannon.
A creature inside the fortress can use an action to fire the cannon, sending a projectile to a point within 100 yards. When the projectile reaches that point or can travel no further, the projectile explodes inside a Size 5 space. Each object in the space takes 7d6 damage. Each creature in it takes 3d6 damage and makes an Agility roll. On a failure, the creature takes an extra 4d6 damage, falls prone, and becomes confused and vulnerable (luck ends). You must perform a ritual to reload the cannon.
If the fortress is destroyed, it explodes inside a Size 20 space centered on it. All creatures and objects inside the fortress take 20d6 damage. Each object in the affected space takes 10d6 damage and each unsecured object is pushed 5 yards. Each creature in the affected space takes 5d6 damage and makes a Strength roll. On a failure, it takes an extra 5d6 damage, is pushed 5 yards away, and falls prone.
When the spell ends, the fortress crumbles into challenging terrain that covers the ground in its space until cleared away.