Technomancy — a school of magic —
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.
Technomancy Spells listed by level
— Reference during playTOOL 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
Electrified Shield
Hermetic Helmet
Opener of Ways
Power Gauntlet
Wonderful Rod
- 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
Flitter Blade
Gizmo
Mechanical Lackey
| MECHANICAL LACKEY |
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DEFENSE: 12, HEALTH: 30 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
| WINGED EYE |
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DEFENSE: 18, HEALTH: 10 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.