Technomancy- Machine magic
Sept 19, 2018 18:03:15 GMT -6
Post by ScrapyardDragon on Sept 19, 2018 18:03:15 GMT -6
Technomancy
A warforged technomancer at work
Technomancy, the magical art of of doing things and sometimes conversing with otherwise mundane equipment. Alternatively a form of worship for (or crimes against) the omnissiah, depending on who you ask.
Technomancy is an alternative spell school to Necromancy. In other words, when entering a class that offers Necromancy, you may instead switch it out for the Technomancy spell school.
Rank 1
Technophilia
Technomancy 1
Test: Technomancy + Inteligence
Target Number: 15
Action: Half Action
Keywords: Social, Subtle, Combo-Ok
Duration: One scene.
The machine spirits in the target like you for no reason at all, treating you like an old friend and granting +2k0 to all crafts and tech-use rolls involving the target. The target may resist with Tech-use + Intelligence. If you treat a charmed target well, the machine spirits might just continue to think of you as a friend.
Machinisis
Technomancy 1
Test: Technomancy + Intelligence
Target Number: –
Action: Half Action
Keywords: Social, Somatic
Duration: Instant
The caster calls upon the aid of machine spirits, allowing them to use the result from this magic test in place of a single crafts or tech-use roll.
Cybersenses
Technomancy 1
Test: Technomancy + Intelligence
Target Number: 15
Action: Half Action
Keywords: Focus, Somatic
Duration: 5 minutes
The caster connects to and perceives from a nearby sensor within 30m, be it a camera, microphone, or the occasional smell-o-scope. The caster must be aware of the device to connect to it, but you do not need line of sight to the affected device.
Focus: 1/2m of wire
Rank 2
Network Terminal
Technomancy 2
Test: Technomancy + Intelligence
Target Number: –
Action: Half Action
Keywords: Social, Verbal
Duration: Instant
The caster connects their mind to the internet, allowing them to use the result from this magic test in place of a single common or academic lore roll.
Bluescreen
Technomancy 2
Test: Technomancy + Intelligence
Target Number: varies
Action: Half Action
Keywords: Saving throw, Somatic, Attack, Combo-Ok
Duration: 5 minutes
The sorcerer causes a single technological device within 30m to cease functioning, albeit temporarily. Even the simplest of shaped objects will refuse to perform its function. The user of the spell's target (or the target themselves if they're of the mechanical variety) may make a Tech-Use + Intelligence save to cancel this spell's effects. If the spell targets machinery considered alive, such as Promethians, Warforged, or creatures with the machine trait the target instead may only take a half action on their next turn. If they fail the saving throw by 5 or more they lose their entire turn instead.
Blueprint
Technomancy 2
Test: Technomancy + Intelligence
Target Number: 20
Action: Half Action
Keywords: Combo-Ok, Touch, Somatic
Duration: Instant
The sorcerer gains an understanding of the touched target's construction. This allows them to reduce the TN to modify, repair, or recreate the object by 10, and allows them to know precisely what tools or materials they would need to do so.
Rank 3
Utility Belt
Technomancy 3
Test: Technomancy + Intelligence
Target Number: 15
Action: Half Action
Keywords: Focus, Somatic, Combo-Ok
Duration: One Scene
The caster counts as having whatever equipment (not materials) they may need for the next crafts or tech-use test they make, but its TN is increased by 10 if they use these phantom tools instead of providing their own.
Focus: A belt
Dominus Machina
Technomancy 3
Test: Technomancy + Intelligence
Target Number: 25
Action: Full Action
Keywords: Attack, Combo-OK, Saving Throw
Duration: Concentration (Half)
You control the actions of target machine (including but not limited to a computer, vehicle, warforged, promethean, or creature with the machine trait) within 10m. You must spend a half action every round to maintain this effect. The machine or its operator may test Tech-Use + Intelligence to resist. If you ask a machine to do something outside of its nature, it gets a free raise to that roll. If you force it to do something self-destructive or violent towards an ally, it gets three free raises.
Flesh made steel
Technomancy 3
Test: Technomancy + Intelligence
Target Number: 20
Action: Full Action
Keywords: Social, Material, Somatic, Touch
Duration: -
The sorcerer quickly and efficiently installs the focus into the target, taking only an hour for installation with the new body part being fully operational afterwards, skipping any recovery time.
Focus: A cybernetic
Assemble Construct
Technomancy 3
Test: Technomancy + Intelligence
Target Number: 25
Action: Full Action
Keywords: Material, Social, Somatic, Touch, Verbal
Duration: Indefinite
Spend a Resource Point. The touched pile of scrap metal becomes a helpful mechanical construct. Regardless of metal used or the shape the caster gives it, it uses the stats of a Myr Servitor. If the caster succeedes the focus power test with at least two raises he may instead give it the stats of a Myr Watcher. In either case, the construct is obediant to the caster.
Material: A polished orange stone.
Rank 4
Virtual umbra
Technomancy 4
Test: Technomancy + Intelligence
Target Number: 30
Action: Full Action
Keywords: Focus, Social, Somatic
Duration: Indefinite (see text)
The user goes into a trance as their spirit is ejected into the matrix. The matrix is an interactive metaphysical datascape, but be aware that it is filled with dangers such as security programs and viruses. You may return your spirit to your body at any time as a full action, but if you do this anywhere besides where you entered from you take a point of fatigue and a wound to the head. This also happens automatically if the focus is destroyed or runs out of power.
Focus: A dataslate
Upgrade
Technomancy 4
Test: Technomancy + Intelligence
Target Number: 25
Action: Full Action
Keywords: Material, Focus, Somatic, Verbal
Duration: one day
This spell may only be cast on objects of a technological nature. The object is treated as one level of craftsmanship higher, and tests using the affected object (attacks with a chainsword, driving a car, weightlifting in power armor, etc.) gain a +2k0 bonus. Enhancing a new object ends the previous effect immediately.
Material: Some scrapmetal
Focus: A combitool
Special: despite not having the combo-ok keyword, you may create a spell combo with this spell and bluescreen. If you do, then bluescreen is not cast when the combo is cast. Instead, when upgrade is cast on a weapon as part of the combo, then any machine hit by the weapon is treated as if bluescreen had just been cast on it, with the TN for the saving throw being the result of the spell combo's focus power test. This effect ends when the upgrade ends.
Signal Rider
Technomancy 4
Test: Technomancy + Intelligence
Target Number: 30
Action: Full Action
Keywords: Focus, Somatic, Touch, Saving throw
Duration: Instant
The user or a touched target travels along an electrical signal, such as power lines, cell phone signals, or control wires. If the signal is interrupted the spell simply fails if it was wireless, and the would-be traveler is simply shunted out at the break if the connection was wired. The spell may only transport up to 2 people at a time, but they need not be the caster. The target may resist with an Arcana + Intelligence save.
Focus: some sort of electrical signal and transmitter
Rank 5
Assimilation
Technomancy 5
Test: Technomancy + Intelligence
Target Number: 30
Action: Full Action
Keywords: Material, Social, Somatic, Touch, Verbal, Saving Throw
Duration: Indefinite
A helpless (or dead) target is painfully and forcibly transformed into an industrial servitor (book 1, chapter 17), or optionally a combat servitor if the caster acquired 2 raises on the focus power test. The servitor is programmed to obey the caster’s commands. No, it won't work on the exalted. Not even if you try that. Or that. If the target is still alive they may resist with an Arcana + Willpower save.
Material: an armful of electronic parts.
Electromagic Pulse
Technomancy 5
Test: Technomancy + Intelligence
Target Number: 35
Action: Full Action
Keywords: Saving throw, Attack, Somatic, Verbal, Material
Duration: 1 Hour
The sorcerer causes all technology within a 10m radius to cease functioning, albeit temporarily. Even the simplest of shaped objects will refuse to perform its function. The users of affected technology (or the targets themselves if they're of the mechanical variety) may make a Tech-Use + Intelligence save to cancel this spell's effects. If the spell would affect machinery considered alive, such as Promethians, Warforged, or creatures with the machine trait the targets instead may only take a half action on their next turn. If they fail the saving throw by 5 or more they lose their entire turn instead.
Material: A magnet
A warforged technomancer at work
Technomancy, the magical art of of doing things and sometimes conversing with otherwise mundane equipment. Alternatively a form of worship for (or crimes against) the omnissiah, depending on who you ask.
Technomancy is an alternative spell school to Necromancy. In other words, when entering a class that offers Necromancy, you may instead switch it out for the Technomancy spell school.
Rank 1
Technophilia
Technomancy 1
Test: Technomancy + Inteligence
Target Number: 15
Action: Half Action
Keywords: Social, Subtle, Combo-Ok
Duration: One scene.
The machine spirits in the target like you for no reason at all, treating you like an old friend and granting +2k0 to all crafts and tech-use rolls involving the target. The target may resist with Tech-use + Intelligence. If you treat a charmed target well, the machine spirits might just continue to think of you as a friend.
Machinisis
Technomancy 1
Test: Technomancy + Intelligence
Target Number: –
Action: Half Action
Keywords: Social, Somatic
Duration: Instant
The caster calls upon the aid of machine spirits, allowing them to use the result from this magic test in place of a single crafts or tech-use roll.
Cybersenses
Technomancy 1
Test: Technomancy + Intelligence
Target Number: 15
Action: Half Action
Keywords: Focus, Somatic
Duration: 5 minutes
The caster connects to and perceives from a nearby sensor within 30m, be it a camera, microphone, or the occasional smell-o-scope. The caster must be aware of the device to connect to it, but you do not need line of sight to the affected device.
Focus: 1/2m of wire
Rank 2
Network Terminal
Technomancy 2
Test: Technomancy + Intelligence
Target Number: –
Action: Half Action
Keywords: Social, Verbal
Duration: Instant
The caster connects their mind to the internet, allowing them to use the result from this magic test in place of a single common or academic lore roll.
Bluescreen
Technomancy 2
Test: Technomancy + Intelligence
Target Number: varies
Action: Half Action
Keywords: Saving throw, Somatic, Attack, Combo-Ok
Duration: 5 minutes
The sorcerer causes a single technological device within 30m to cease functioning, albeit temporarily. Even the simplest of shaped objects will refuse to perform its function. The user of the spell's target (or the target themselves if they're of the mechanical variety) may make a Tech-Use + Intelligence save to cancel this spell's effects. If the spell targets machinery considered alive, such as Promethians, Warforged, or creatures with the machine trait the target instead may only take a half action on their next turn. If they fail the saving throw by 5 or more they lose their entire turn instead.
Blueprint
Technomancy 2
Test: Technomancy + Intelligence
Target Number: 20
Action: Half Action
Keywords: Combo-Ok, Touch, Somatic
Duration: Instant
The sorcerer gains an understanding of the touched target's construction. This allows them to reduce the TN to modify, repair, or recreate the object by 10, and allows them to know precisely what tools or materials they would need to do so.
Rank 3
Utility Belt
Technomancy 3
Test: Technomancy + Intelligence
Target Number: 15
Action: Half Action
Keywords: Focus, Somatic, Combo-Ok
Duration: One Scene
The caster counts as having whatever equipment (not materials) they may need for the next crafts or tech-use test they make, but its TN is increased by 10 if they use these phantom tools instead of providing their own.
Focus: A belt
Dominus Machina
Technomancy 3
Test: Technomancy + Intelligence
Target Number: 25
Action: Full Action
Keywords: Attack, Combo-OK, Saving Throw
Duration: Concentration (Half)
You control the actions of target machine (including but not limited to a computer, vehicle, warforged, promethean, or creature with the machine trait) within 10m. You must spend a half action every round to maintain this effect. The machine or its operator may test Tech-Use + Intelligence to resist. If you ask a machine to do something outside of its nature, it gets a free raise to that roll. If you force it to do something self-destructive or violent towards an ally, it gets three free raises.
Flesh made steel
Technomancy 3
Test: Technomancy + Intelligence
Target Number: 20
Action: Full Action
Keywords: Social, Material, Somatic, Touch
Duration: -
The sorcerer quickly and efficiently installs the focus into the target, taking only an hour for installation with the new body part being fully operational afterwards, skipping any recovery time.
Focus: A cybernetic
Assemble Construct
Technomancy 3
Test: Technomancy + Intelligence
Target Number: 25
Action: Full Action
Keywords: Material, Social, Somatic, Touch, Verbal
Duration: Indefinite
Spend a Resource Point. The touched pile of scrap metal becomes a helpful mechanical construct. Regardless of metal used or the shape the caster gives it, it uses the stats of a Myr Servitor. If the caster succeedes the focus power test with at least two raises he may instead give it the stats of a Myr Watcher. In either case, the construct is obediant to the caster.
Material: A polished orange stone.
Rank 4
Virtual umbra
Technomancy 4
Test: Technomancy + Intelligence
Target Number: 30
Action: Full Action
Keywords: Focus, Social, Somatic
Duration: Indefinite (see text)
The user goes into a trance as their spirit is ejected into the matrix. The matrix is an interactive metaphysical datascape, but be aware that it is filled with dangers such as security programs and viruses. You may return your spirit to your body at any time as a full action, but if you do this anywhere besides where you entered from you take a point of fatigue and a wound to the head. This also happens automatically if the focus is destroyed or runs out of power.
Focus: A dataslate
Upgrade
Technomancy 4
Test: Technomancy + Intelligence
Target Number: 25
Action: Full Action
Keywords: Material, Focus, Somatic, Verbal
Duration: one day
This spell may only be cast on objects of a technological nature. The object is treated as one level of craftsmanship higher, and tests using the affected object (attacks with a chainsword, driving a car, weightlifting in power armor, etc.) gain a +2k0 bonus. Enhancing a new object ends the previous effect immediately.
Material: Some scrapmetal
Focus: A combitool
Special: despite not having the combo-ok keyword, you may create a spell combo with this spell and bluescreen. If you do, then bluescreen is not cast when the combo is cast. Instead, when upgrade is cast on a weapon as part of the combo, then any machine hit by the weapon is treated as if bluescreen had just been cast on it, with the TN for the saving throw being the result of the spell combo's focus power test. This effect ends when the upgrade ends.
Signal Rider
Technomancy 4
Test: Technomancy + Intelligence
Target Number: 30
Action: Full Action
Keywords: Focus, Somatic, Touch, Saving throw
Duration: Instant
The user or a touched target travels along an electrical signal, such as power lines, cell phone signals, or control wires. If the signal is interrupted the spell simply fails if it was wireless, and the would-be traveler is simply shunted out at the break if the connection was wired. The spell may only transport up to 2 people at a time, but they need not be the caster. The target may resist with an Arcana + Intelligence save.
Focus: some sort of electrical signal and transmitter
Rank 5
Assimilation
Technomancy 5
Test: Technomancy + Intelligence
Target Number: 30
Action: Full Action
Keywords: Material, Social, Somatic, Touch, Verbal, Saving Throw
Duration: Indefinite
A helpless (or dead) target is painfully and forcibly transformed into an industrial servitor (book 1, chapter 17), or optionally a combat servitor if the caster acquired 2 raises on the focus power test. The servitor is programmed to obey the caster’s commands. No, it won't work on the exalted. Not even if you try that. Or that. If the target is still alive they may resist with an Arcana + Willpower save.
Material: an armful of electronic parts.
Electromagic Pulse
Technomancy 5
Test: Technomancy + Intelligence
Target Number: 35
Action: Full Action
Keywords: Saving throw, Attack, Somatic, Verbal, Material
Duration: 1 Hour
The sorcerer causes all technology within a 10m radius to cease functioning, albeit temporarily. Even the simplest of shaped objects will refuse to perform its function. The users of affected technology (or the targets themselves if they're of the mechanical variety) may make a Tech-Use + Intelligence save to cancel this spell's effects. If the spell would affect machinery considered alive, such as Promethians, Warforged, or creatures with the machine trait the targets instead may only take a half action on their next turn. If they fail the saving throw by 5 or more they lose their entire turn instead.
Material: A magnet