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TECHNOMANCER SPELL DESCRIPTIONS

  Technomancer spells are much different from the technowizards spells.  Technomancers are much more in tune with machines, not changing technology to magic, but instead enhancing, repairing or creating technological items through the use of magic.  As stated before, Technomancers may NOT absorb PPE from ley-lines, magical artifacts, death release or other methods besides technological items.  Without the use of the spells below, the Technomancer will take the following damage:  Short E-clip: 2d6 SDC; Long E-clip: 4d6 SD; E-canister: 1d4x10 SD; Power Armor/weapon nuclear pack: 2d6x10; RPA nuclear pack: 4d6x10 SD.  They will also gain only 1/2 the PPE than if they used the spell.
 

LEVEL ONE
Communicate With Machine
    Range: Touch
    Duration: 1 minute Per Level
    Saving Throw: None
    PPE: 5
  With this Spell, a Technomancer can communicate with machines that are normally unable to speak, or even have an intellect, such as a car, a weapon, or a suit of power armor.  The more advanced the technology, the larger the vocabulary, and the longer the memory, and the more versitile the topics.  Example, a Technomancer casts Communicate with Machine on an E-Rifle to find out where it had been, hoping to discover how far the bandit camp is and what might be there.  The weapon would remember traveling a few hours away from the sun, far outside the maximum range.  A suit of power armor, however, would know the exact route traveled.
Drain E-Clip
    Range: Touch
    Duration: Instant
    Saving Throw: None
    PPE: 0
  The Technomancer may not absorb PPE like other spell casters, but instead need to absorb electricity, lasers, microwave energy, ect.  Without the use of spells, though, Technomancers will take damage from doing this, making it a risky prospect at best.  More than one technomancer was killed in the early days of the profession absorbing PPE energy from a source too strong for thier bodies to handle it.
  The Drain E-clip spell allows a technomancer to absorb energy from an E-clip without harming themself.  A partially depleted e-clip provides slight energy, but since the spell utilizes energy in the e-clip itself to power itself.   It provides a mere 5 PPE if the clip is 25% or less full, 10 PPE at 50%-99%, and 25 PPE for a full long e-clip.
  Short e-clips provide 2 PPE, 5 PPE, 15 PPE respectively.
Laser Beam Expulsion
    Range: 10m per level
    Duration: 1 round per level
    Saving Throw: None
    PPE: 5 per round
  This spells allows a Technomancer to fire laser beams out of his index fingers, doing 1d6xlevel worth the damage.  Upon gaining 5th level, and putting an additional 5 PPE per round into the spell, they can act as a variable frequency laser weapon.
Mud Patch
    Range: 15 feet
    Duration: Permanent
    Saving Throw: N/A
    PPE: See Below
  By putting mud in the holes or cracks in damaged mega-damage armor, then casting this spell, the mud is transmuted into the same alloy as the armor itself.  The spell cost 2 PPE per MDC, and can only repair hits that did less than 50 MD, and only if the armor is mostly intact (60% MDC or greater).
Radio Emulation
    Range: 1 miles per level
    Duration: 5 minutes per level
    Saving Throw: N/A
    PPE: 20
  This spell allows the Technomancer to become a living radio, broadcasting and recieving on UHF, VHF, LBF, shortwave, AM, FM and HF frequency.  They can recieve and send with ease, but must speak out loud to transmit, cannot share their radio ability with any other (no multiple users like a normal radio), and the sounds from a transmission will temporarily block out surrounding sounds.  They cannot use SLURP, any kind of encryption process, nor may they use any type of data compression/decompression process.
 

LEVEL TWO
Attune Technological Item to Owner
    Range: Touch
    Duration: 1 year per level/special
    Saving Throw: none
    PPE:10
  With the use of this spell, the technomancer can attune an item of technology to one particular owner.  The item will not function for anyone else, to include opening, closing, firing, showing scenes, activating or shutting down, although something such as an E-Rifle can still be used as a club despite the fact that the scope will not function, the weapon will not fire, break down, eject an e-clip or anything else.  The spell terminates upon the death of the items owner.
Diagnosis
    Range: Touch
    Duration: Instant
    Saving Throw: None
    PPE: 5
  This spell allows a technomancer to automatically know what is wrong with an item, for what help that may be.  Alien Items are less likely to be understood, but this may be the only chance for anyone to know how to repair it.  Please not, this must be an entirely technological item.  A technowizardry item, a magic item, or a psionic item will register all kinds of things wrong with it, despite the fact that they may or may not be in perfect working order.
Grass Circuitry
    Range: Touch
    Duration: Permanent
    Saving Throw: None
    PPE: 20
  This spell is used to create electronic circutry where it has been destroyed, or if the Technomancer has the blueprints or another version to go from.  Most commonly used for robot power armor's onboard computer system repair, it has also been used to fix laptop and in one instance, a nuclear reactor.  Grass packed into the space where the circutry goes normally is needed.
Read Memory Cells
    Range: Object Touched
    Duration: 10 minutes per level
    Saving Throw: Standard (for AI's or firewalled systems)
    PPE: 15
  Through the use of this spell, a technomancer may read the contents of a group or a single computer memory cell.  This can be everything from old punch cards to hightech crystal storage medium.  Artificial Intelligences and systems designed to be proteced from intrusion with a password or other such safeguards are not automatically read.  AI"s get a saving throw, and protected systems must be hacked into.  The data read cannot be transferred from the device to another storage device except through voice recording, and the memory fades in time.
Retrieve Data
    Range:  Touch
    Duration: 5 minutes per level
    Saving Throw: See Below
    PPE: 5
  This spell allows the Technomancer to retrieve and store data gained by the use of the Read Memory Cells spells, enabling storage of the data discovered, it also aids the Technomancer in finding the desired data.  A thinman's computer systems contains a lot of data, everything from combat to stealth to motive programs, and retrieve data would help the Technomancer find the data he desired.  A Computer Operations roll is needed.  AI's get the standard saving throw, and protected systems require a computer hacking roll.

LEVEL THREE
Charge E-Clip
    Range:Touch
    Duration: Permanent (Use your head, once the E-clip is discharged, it's empty)
    Saving Throw: None
    PPE: See Below
  The Technomancer can recharge an empty or partially empty E-clip with this spell, for the following cost:  20 for a short e-clip, 30 for a long e-clip, the cost is the same no matter if the e-clip is empty or full.
Communicate With AI
    Range: See Below
    Duration: 10 minutes per level
    Saving Throw: None
    PPE: 20
  This spell allows the Technomancer to communicate with an AI, despite the lack of terminals, as long as an I/O port can be discovered, via radio, terminal, LAN cable, ect.  The AI is not required or forced to return the communication, and may be slightly irritated at the intrusion.  This spell speeds communication, since the Technomancer and the Artificial Intelligence will be Communicating at the speed of thought, and can show one another images, sounds, or information.
Create Scope
    Range:  Touch
    Duration: Permanent
    Saving Throw: None
    PPE: 30
  This spell allows the technomancer to create a scope for a weapon, the base 30 PPE will create a standard glass optic lens, 10x Magnification power and crosshairs printed on them.  Expending additional PPE will give the scope additional features as follows: Vairable magnification up to 50x: 5 PPE per setting; Infra-Red: 10 PPE; Thermographic: 15 PPE; Range Finding: 5 PPE; Laser Enhanced: 10 PPE; Computer Targeting Matching: 20 PPE; Holographic crosshairs: 5 PPE.  The scope is permanent until destroyed.
Power Weapon
    Range: Touch
    Duration: 2 Minutes per Level
    Saving Throw: None
    PPE: 10
  Through the use of this spell, the Technomancer can temporarily power a drained weapon, providing an e-clip or non energy ammunition is present (ie-a rail gun).  This spell cannot be used to power an energy weapon, but is most often used on rail guns, missile weapons, or any other that may require power, but do not have it.
Absorb Electricity, Minor
    Range: Touch
    Duration: 1 minute per level
    Saving Throw: None
    PPE: 5
  This spell allows the Technomancer to absorb non-MDC electricity, and gain 25 PPE per minute, or 1 PPE per SD point done by an SD electricity attack done by technology, 1 PPE from each die from a magical electric attack.

LEVEL FOUR
Drain E-Canister
    Range: Touch
    Duration: Instant
    Saving Throw: None
    PPE: 10
  A Technomancer may drain the energy from an E-Canister and convert it into mystic energy through the use of this spell, gaining 10 from a canister 25%-50% full, 25 from one 51-75% charged, and 50 PPE from a fully charged e-canister.  No PPE is gained from one with less than a 25% charge.
Fuel Combustion/Electrical Engine
    Range: Touch
    Duration: 1 hour per level
    Saving Throw: None
    PPE: 25
    This spell allows a technomancer to power a combustion or electrical engine through the expenditure of PPE, letting the vehicle run for one hour per level, no matter what speed.
Jam Sensors
    Range: 1 km per level
    Duration: 5 minutes per level
    Saving Throw: Standard
    PPE: 15
  Through the use of this spell, a Technomancer can jam the sensors of power armor or vehicles within the range.  Black market or shoddy sensors save at a 16 or higher, while highly advanced or military grade sensors save at 13 or higher.  Jammed sensors give static or multiple readings, or just plain confused for the duration of the spell.
Invisibility, Sensors
    Range: self
    Duration: 2 minutes per level
    Saving Throw: standard
    PPE: 15
  This spell will hide the technomancer from technological sensors, allowing them to hide even from robots, if the armor itself fails a saving throw.  Shoddy or black market sensors save versus ritual magic, while high-tech or military grade sensor save versus standard magic.  No technological means can detect the technomancer hidden by this spell.
Wipe Computer Memory
    Range: Touch
    Duration: Instant
    Saving Throw: standard if AI
    PPE: 10
  With this spell, a technomancer can completely wipe any and all signals from any type of computer memory storage device, from turning a punchcard into a blank card to wiping the pulses out of an unstable matter complex,

   

LEVEL FIVE
Control Robot
DeCrypt/Encrypt
Fry Guidance Systems
Heal Weaponry
Rocks to Rounds

LEVEL SIX
Absorb Laser
Armor Patch
Create Components, Lesser
Create Vibroblade
Extend Ammunition Capacity, Minor
Shut Down RPA
Stabalize Reactor

LEVEL SEVEN
Absorb Electricity, Major
Charge E-Canister
Cyber-Bind
Heal Armor
Drain RPA Reactor
Heal Armor
Recharge Forcefield Emitter

LEVEL EIGHT
Absorb Plasma
Create Missiles
Decieve Sensors
Invisibility, Radar
Repair Cybernetics
Particle Beam Expulsion
Plasma Blast Expulsion

LEVEL NINE
Create Laser Rifle
ECM Pulse
Expand Ammo Capacity, Major
Heal Electronics
Rocks to Rounds, Greater
Shape/Form Metal
Shape/Form Armor

LEVEL TEN
Create Components, Greater
Drain RCA Reactor
Drop Force Field
Refuel Reactor

LEVEL ELEVEN
Create Rail Gun
Dampen Reactor
Heal Cybernetics
Mystic Forge
Scrambler Emulation
Shut Down RCA

LEVEL TWELVE
Change Molecular Structure
Create Artificial Intelligence
Create Computer Components
Imbue with Artificial Intelligence

LEVEL THIRTEEN
Create Cybernetics
Detonate Nuclear Reactor
Drain Nuclear Energy
Laser Communications Emulation

LEVEL FOURTEEN
Armor Pass
Computer VR Net Entry
EMP Pulse
Heal Robotics
Mystic Repair Bay

LEVEL FIFTEEN
Communications Beam Travel
Create Force Field
Create Nuclear Reactor
Electrical Travel

SPELLS OF LEGEND
Raise Robotic Legion
Cyberlife
Transfer Essence