Old Technomancy
Arcforge Campaign Setting: Spheres of Influence

Wiki Note: The Technomancy Sphere was first published in Arcforge Campaign Setting: Spheres of Influence by Legendary Games, making it a 3PP sphere. Since it's a full 3PP sphere, all extra material - including advanced talents, feats, and character options relating to this sphere - is kept on this page. The Technomancy Sphere does not currently have a Wild Magic table.

You may create magical programs which can alter the functions of technology.


As a standard action, you may generate a technomagical entity known as a “sprite” inside a construct or technological item within close range (hereafter referred to as a host). A sprite lasts as long as you concentrate, although you may always spend a spell point to allow a sprite to persist for 1 minute per caster level without concentration. While a sprite exists within a host, you may have it execute one of the following actions (known as programs) once per round

Drain (program)

The sprite siphons power from its host, depleting 1 charge if it is an item. The host or the host’s wielder may attempt a fortitude save (DC 10 + 1/2 caster level + casting ability modifier) to negate the effect. If the host is a construct, it instead takes a -1 penalty on attack and damage rolls for one round, although it may also attempt a fortitude save to negate this penalty. The penalty and number of charges drained increase by 1 for every 5 caster levels possessed, to a maximum of 5 at 20th level.

Interfere (program)

Rather than executing a program, a sprite can negate the action of another sprite inhabiting the same host. A sprite can take this action even if it is not your turn, but if it chooses to interfere on an action it cannot take any other actions (including trying to interfere with other sprite actions beyond the first) this turn. If you have a sprite in a host, you are automatically aware of all other sprites within the host

Power (program)

The sprite generates a modicum of electricity, granting the host a single charge if it is an item. If the host is a construct, the host gains a +1 bonus on attack rolls and damage rolls for 1 round. The number of granted charges as well as the bonus to attack and damage rolls increase by 1 for every 5 caster levels possessed, to a maximum of 5 at 20th level.

Transfer (program)

The sprite moves from whatever host it currently inhabits to another host within close range. Talents marked with (program) grant your sprites a new program which they are capable of using
each round.

Technomancy Talents

Charge Vampirism

Whenever a sprite uses Drain, one of your sprites increases the number of charges granted by their next use of Power by the number of charges depleted with Drain. The effects of this talent do not stack with themself, and the additional charges are lost if none of your sprites use Power within 1 round of a sprite using Drain.

Concealed Sprite

Your sprites are not immediately noticeable to other sprites. When a sprite enters a host, you may roll an MSB check and apply that check to the creators of all other sprites in the host. On a success, these other casters are not aware of your sprite. Whenever your sprite executes a program, all other casters with sprites in the host are allowed an MSB check against you to become aware your sprite after it executes its program.

Copious Charge

When one of your sprites uses Drain or Power, you may spend a spell point to increase the number of charges drained or granted to amount equal to your caster level. A successful saving throw halves the number of charges drained rather than negating the effect.

Distance Transfer

When using transfer or creating a sprite, a sprite can enter a host within Medium range. If you spend a spell point, it can move to a host within long range.

Gregarious Sprite

A sprite may Interfere once per round while still being able to execute a program, or may interfere twice per round rather than executing a program. If you spend a spell point, a sprite may interfere any number of times in a round for 1 round but is unable to execute any other programs.

Persistent Sprite

When you create a sprite, the sprite remains for 2 rounds after you stop concentrating.

Rapid Transfer

When a sprite uses Transfer, it can execute another program during the same turn

Reactive Sprites

Whenever a host is destroyed, you can spend a spell point to have any sprites within move to other hosts within range.

Sprite Legion

When creating a sprite, you may create 2 additional sprites for every spell point you spend. All hosts for these sprites must be within range, but each sprite can inhabit different hosts and execute different programs each round.

Sprite Triangulation

You automatically know the locations of all of your sprites’ hosts. Any host or host wielder you cannot see still has total concealment (50% miss chance) against you, and you still suffer the normal miss chance when attacking targets that have concealment. You are still denied your Dexterity bonus to her AC against attacks from hosts and host wielders you cannot see.

Tenacious Sprite

When an enemy sprite attempts to Interfere with your sprites’ actions, roll an MSB check against the caster of the enemy sprite. On a success, their sprite fails to interfere with yours.

Program Talents

Analyze (program)

The sprite evaluates its host, searching for patterns and weaknesses. You gain a bonus on all skill checks made to interact with the host equal to half your caster level (minimum 1) for 1 round. For a construct host, this could mean bonuses to bluff and acrobatics checks against the creature. For an item host, this could mean bonuses to Engineering checks made to repair it or Computers checks to hack it.

Boost (program)

The sprite may cause all attacks made using the host or made by the host to deal 1d6 additional points of damage for one round. This bonus damage increases by 1d6 for every 5 caster levels you possess, to a maximum of 5d6 at 20th level.

Consume Sprite (program)

When one of your sprites is inhabiting the same host as a sprite created by another caster, it may attempt to consume this sprite. Roll an MSB check and apply that check to the creator of the targeted sprite. On a success, their sprite is destroyed. If you spend a spell point, the sprite may attempt to consume as many other sprites in its host as you wish, in which case you roll an MSB check and eliminate the sprites of every caster you succeed against.

Malfunction (program)

The sprite attempts to block the functions of its host. If the host is a technological item, it ceases to function for 1 round (as if it had no charges). If the host is a construct, it becomes dazed for 1 round. A successful fortitude save (DC 10 + 1/2 caster level + casting ability modifier) by the host or its wielder negates this effect. If you spend a spell point, an item host and its wielder are not allowed a save and a construct host is still staggered for 1 round on a successful save.

Obstruct (program)

The sprite sets up a barrier against other sprites attempting to enter for 1 round. When another sprite attempts to enter a host with a barrier, attempt an MSB check against the caster of that sprite. On a success, the sprite fails to enter the host and returns to its previous host (if the sprite did not have a previous host, it is instead destroyed)

Sabotage (program)

The sprite causes a series of mishaps inside its host, damaging it. The host takes 1d6 points of damage per 2 caster levels, with a successful fortitude save (DC 10 + 1/2 caster level + casting ability modifier) by the host or its wielder negating the damage. If you spend a spell point, the host instead takes 1d6 points of damage per caster level and still takes half damage on a successful saving throw.

Alternate Divination

If a character possesses both the divination and technomancy spheres, they may divine for the following information

Divine Techonology

You may divine the presence of advanced technologies or technological creatures. If divining technology, you detect the location of all technological equipment within medium range as well how many sprites are contained within each object. If divining for technological creatures, the ability functions as divine undead, save that rather than undead it divines technological constructs and creatures with cybernetic enhancements.

Incanter Sphere Specialization


Irrepressible Sprites (Su): At 1st level, your sprites become more difficult to interfere with. Whenever a sprite would interfere with the function of one of your sprites, you may attempt a magic skill bonus check against the MSD of the creator of the interfering sprite. On a success, the sprite cannot interfere with your sprite’s action. At 20th level, you automatically succeed at these checks.

Warning Sprite (Su): At 1st level, you gain a +1 insight bonus to AC against attacks made by any creature or any weapon that is a host for your sprites. This bonus increases by 1 at 5th level and ever 5 levels thereafter, to a maximum of +5 at 20th level.

Unified Energy (Su): At 8th level, you gain the ability to power your sphere abilities. As part of using an ability that would require the expenditure of spell points, you may substitute charges from a technological item you are holding for spell points at a rate of 5 charges per spell point. Charges bestowed upon an item as a result of a sphere ability cannot be used for this ability.

Prodigy Imbue Sequence


Program Slice (imbue): Every time the prodigy hits with an attack, she may generate a single sprite which enters the target or one of the target’s pieces of equipment. This sprite lasts until the combo is finished and cannot transfer to another host.

System Overload (finish): As a standard action, the prodigy may generate a number of sprites equal to the number of links in her sequence. These sprites last for one round and cannot be concentrated on.

Technomancy Advanced Talents

AI Transformation

Prerequisite: Technomancy sphere, 10th caster level or higher

In a process which takes 1 hour and 2 spell points, a willing creature’s psyche, with all of the abilities and experiences that it contains, is transformed into an artificial intelligence and encoded into a storage device. Such a device, such as a compact AI core or robot which your artificial intelligence will inhabit, must be present at the time of casting, as must be the creature from which you are copying the information. An unwilling robot is allowed a will save (DC 10 + 1/2 caster level + casting ability modifier) to avoid being taken over by the new AI.

The AI created by this talent possesses the same intelligence, wisdom, and charisma scores as the creature from which it is made, and possesses all of the base creature’s skills, supernatural abilities, saves, feats, and class features (including the ability to manifest powers). The AI’s CR is equal to the base creature’s effective class level. The AI gains no additional skills, feats, languages, or special abilities from the Artificial Intelligence creature type. The AI is free-willed, and you have no control over its actions. However, being a replication of the mind of another creature, the AI is normally inclined to act in the same way and possess the same alignment as the creature it was created from.

Like most AIs, those created by this power lack a physical composition, and cannot act without a host body that they can inhabit. This host must be either a computer system of some sort or a robot the AI is controlling.

Once the transfer is completed, the original creature’s mind ceases to function. The creature cannot be raised or resurrected so long as the AI created by this power exists.

AI Transformation, Greater

Prerequisite: Technomancy sphere, AI Transformation, 15th caster level or higher

When using AI Transformation, you may alter its effects in the following ways:

  • If you spend 2 additional spell points, the original creature’s mind does not cease to function, effectively creating an AI replica of the original target.
  • If you spend 1 additional spell point, you may transform the mind of a deceased creature into an AI. The body from which the mind is being transferred must have a reasonably intact brain in order to be affected.
  • If you spend 1 additional spell point, you can create an AI inside a host which already has an AI within it, effectively merging the two AIs into a single consciousness. The composite AI has the higher of the two Intelligence, Wisdom, and Charisma scores of its component AIs, and retains the special abilities of both. Either AI can attempt a will save (DC 10 + 1/2 caster level + casting ability modifier) to negate the merging

Autopilot (program)

Prerequisite: Technomancy Sphere, 10th caster level or higher

The sprite gains the ability to control a mech or vehicle that is its host. The sprite causes the mech or vehicle to perform a single standard or move action. If two sprites are operating inside the host, they can operate together to cause the host to perform a full round’s worth of actions (including a full attack). If the vehicle or mech is being controlled by another, they are allowed a reflex save (DC 10 + 1/2 caster level + casting ability modifier) to negate the forced action.

Eternal Sprite

Prerequisite: Technomancy sphere, Persistent Sprite, 10th caster level or higher.

When creating a sprite, you may spend 2 spell points to increase its duration to permanent.

Expel AI (program)

Prerequisite: Technomancy sphere, Consume Sprite, 10th caster level or higher.

The sprite attempts to force an AI out of their shared host. The AI must succeed at a will save (DC 10 + 1/2 caster level + casting ability modifier) or else be forced out of the host. If there are any other potential hosts for the AI within medium range, the AI may attempt to enter them as normal. If the AI cannot enter any host, it is destroyed. This program requires the caster to spend a spell point

New Casting Boons


Your abilities are not grounded in the volatile whims of magic but rather in a separate but similarly-powerful realm of physical laws. Those who do not understand the mechanics of your powers are helpless to resist them. Casters automatically fail any attempts to counterspell or dispel your abilities unless they possess this boon, the Technomancy sphere, or the Harmonic Counter feat.

New Casting Drawbacks

Exposed Matrix

Your magic takes the form of visible constructs around your body which can be targeted for attack. For every spell you have active, a matrix of energy forms somewhere on your body that has a number of hit points equal to your caster level and can be targeted by sunder attempts. A creature can identify the spell effects corresponding to each matrix with a successful spellcraft check (DC 10 + 1/2 your caster level). If a matrix is sundered, the corresponding spell effect immediately ends.

Incompatible Energies

Your technology-fueled abilities mean that you cannot obstruct magic in the way most others can. You automatically fail at attempts made to dispel or counterspell the abilities of casters who do not possess the Techno-Miraculous boon unless you possess the Harmonic Counter feat. You must possess the Techno-Miraculous boon to select this drawback.


New Martial Talents

Equipment Sphere

Heavy Weapon Training (Discipline)

You gain proficiency with all heavy weapons.


Artificer’s Healing (Dual Sphere)

You restore “life” to your damaged devices
Prerequisites: Life SphereSOP, Technomancy Sphere

Benefit: You may use any Life Sphere ability which restores hit points to a creature on broken or damaged objects, restoring hit points to them as if they were creatures. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. This ability cannot restore warped or transmuted items, but it can still repair damage done to such items.

Harmonic Counter

Miracles both magical and mechanical buckle before your might

Prerequisite: CounterspellSoP

Benefit: You can attempt to use any of your Counterspell feats on technological equipment as if it were magical equipment. Treat a technological item’s MSD as if it were 11+the item’s level or the item’s craft DC -5.

Heavy Wielding

You’ve learned how to handle some rather impressive armaments

Prerequisites: Strength 15

Benefit: You may wield a two-handed weapon of your size as if it were a one-handed weapon. If you do, you take a -2 penalty to attack rolls with the weapon.

Program Puppeteer (Dual Sphere)

Your sprites enable you to manipulate artificial minds
Prerequisites: Mind SphereSOP, Technomancy Sphere

Benefit: You may treat any construct which is acting as a host of one of your sprites as having a living mind for the purpose of being able to affect it with your Mind Sphere abilities, ignoring their immunity to mind-affecting effects. In addition, you can place sprites in living, intelligent creatures as if they were constructs.

Casting Traditions

The following casting traditionsSoP and mixed traditionsCotS have been implemented to accommodate some of the more unusual types of magic in advanced settings and to offer distinct flavor to the magical and martial abilities of characters of various nationalities. Note that not all characters of this nationality are required to possess these traditions, and indeed not all spellcasters or soldiers who fight in these nations’ armies will use these specific styles. Rather, many of these traditions are intended to embody the values and philosophies of these groups in times of conflict.


Many traditional mages would balk at the idea of calling Akasha a form of magic, but this unique tradition of technological armament has certainly become a potent force for reshaping reality. Powered by a complex arsenal of cybernetics and a keen understanding of machinery, Akasha has become a favored weapon for those who lack the faith for magic or those who desire to found their world-manipulating abilities on a well-understood base of information.

  • Drawbacks: Exposed Matrix, Incompatible Energies
  • Boons: Techno-Miraculous


  • Martial Training: Equipment: Armored Defense, Craftsman (any one)
  • Athletics Sphere
  • Scout Sphere
  • Bonus Sphere: Life
  • Drawbacks: Unnatural Remedy (Life)


  • Martial Training: Equipment: Mechanical Savant
  • Scoundrel Sphere
  • Scout Sphere
  • Trap Sphere
  • Bonus Sphere: Alteration
  • Drawback: Unnatural Transformation (Alteration, Cybernetics)


  • Martial Training: Equipment: Firearm Training
  • Athletics Sphere
  • Scout Sphere
  • Warleader Sphere
  • Drawbacks: Skilled Casting (Culture, Diplomacy, or Mysticism), Witchmarked
  • Boons: Metamagic Expert


  • Martial Training: Equipment: Arcane Armor,
  • Pikeman’s Training
  • Spear Dancer
  • Shield Sphere
  • Drawbacks: Draining Casting, Galvanized
  • Boons: Fortified Casting


  • Martial Training: Equipment: Elvish Heritage
  • Alchemy Sphere (Formulae Package)
  • Duelist Sphere
  • Trap Sphere
  • Drawbacks: Extended Casting
  • Boons: Easy Focus


  • Martial Training: Equipment: Peasant Training
  • Athletics Sphere
  • Barroom Sphere
  • Guardian Sphere
  • Bonus Sphere: Alteration
  • Drawback: Lycanthropic (Alteration)


  • Martial Training: Equipment: Armor Training x2
  • Trap Sphere
  • Bonus Feats: Spell Trap
  • Bonus Sphere: Death
  • Drawbacks: Deathful Touch (Death), Prepared Caster, Witchmarked
  • Boon: Embodiment (undead, human, or construct)

Qlippoth Psionics

  • Drawbacks: Magical Signs, Incompatible Energies
  • Boons: Techno-Miraculous


  • Martial Training: Equipment: Armor Training Firearm Training, Heavy Weapon Training
  • Variable: Barrage or Guardian Sphere
  • Bonus Sphere: War
  • Drawbacks: Inspirational Caster


  • Martial Training: Equipment: Armor Training, Heavy Weapon Training
  • Gladiator Sphere
  • Variable: Guardian Sphere or Berserker Sphere
  • Bonus Magic Talent: Protection Sphere
  • Drawbacks: Aligned Protection (Law or Evil), Draining Casting, Magical Signs
  • Boons: Deathful Magic


  • Martial Training: Equipment: Armor Training
  • Variable: Any one Equipment Talent that you meet the prerequisites for
  • Beastmastery Sphere
  • Variable: Berserker Sphere or Warleader Sphere
  • Drawbacks: Galvanized, Wild Magic
  • Boon: Empowered Abilities

Archetypes Specializing In Technomancy


Technopaths are Symbiats who have learned to make use of technological powers.

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