Technomancy [LG]
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Arcforge Players Compendium
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You may create magical programs which can alter the functions of technology. Constructs and objects are not immune to the effects of this sphere even if the effects require a Fortitude saving throw.

Sprite

As a standard action, you may generate a technomagical entity known as a sprite inside a construct, creature with one or more cybernetic components, or technological item you are touching (hereafter referred to as a host). If the host or a creature wielding the host is unwilling, you must succeed at a melee touch attack against the host or the host’s wielder (touching a held object in this way provokes an attack of opportunity). For the purpose of hosting sprites, a technological item is considered to be any Tinker sphere gizmo and any technological item that uses charges and is not a spell trigger or spell completion item (such as an arc rifle). Other items may be considered acceptable hosts at GM discretion.

A sprite lasts as long as you concentrate, although you may always spend a spell point to allow a sprite to persist for 1 round 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) as a free action once per round. If you have a sprite in a host, you are automatically aware of all other sprites within the host. A single host cannot be targeted by the same program more than once per round. A single caster cannot have more than one sprite inside the same host. If a host or its wielder succeeds at a saving throw against a sprite’s abilities, the sprite is destroyed.

If a host dies or is destroyed, all sprites inside the host are likewise destroyed.

When a caster first gains the Technomancy sphere, they may have sprites that they create execute the following programs:

Boost (program)

The sprite may cause the first attack made using the host or made by the host this round to deal 1d6 additional points of damage. This bonus damage increases by 1d6 for every 4 caster levels you possess. An attack may only benefit from one instance of this program at a time.

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 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 depleted increase by 1 for every 5 caster levels possessed.

If a character capable of draining charges from wands or other items with the Technomancy sphere uses such abilities on a spell engine, the spell engine loses one spell point for every charge that would be drained from it.

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 with an action it cannot execute other programs (including trying to interfere with other sprites’ actions beyond the first) this turn.

When a sprite attempts to Interfere with another sprites’ program, the interfering sprite’s caster rolls a magic skill check against the MSD of the targeted sprite. On a success, the interfering sprite negates the action of the targeted sprite.

Transfer (program)

The sprite moves from the host it currently inhabits to another host within 5 feet.


Technomancy Talents

Compound Hacking

You may have up to two sprites in a single host, plus an additional sprite for every 5 caster levels you possess.

Concealed Sprite

Your sprites are not immediately noticeable to other sprites. When your sprite enters a host, you may roll a magic skill check and compare the result to the MSD 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 a magic skill check against your MSD to become aware of your sprite after it executes its program.

Copious Charge

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

Gregarious Sprite

Your sprites may Interfere once per round while still being able to execute another program, or may Interfere twice per round rather than executing another program.

Instilled Installation [instill]

As a standard action, you may touch a small container of liquid and instill a sprite inside it, which functions as a potion or oil. You must spend a spell point to make the sprite endure without concentration.
An instilled liquid remains potent until you rest to regain spell points. If you have equipment on hand (such as an alchemy lab), the cost of bottles and water is considered negligible. You may target food but not an already-magical item, such as a potion. All spell points must be spent and all variables of the sphere effect must be chosen at the time the instilled liquid is created. You cannot instill multiple effects in a single liquid, nor create multiple instilled liquids with a single action.

Lingering Sprite

If you spend a spell point to allow a sprite to persist, it lasts for 1 minute per caster level rather than 1 round per caster level. When you create a sprite, the sprite remains for 2 rounds after you stop concentrating.

Ranged Technomancy [range]

You may create sprites in hosts within close range instead of touch range and may have your sprites use the Transfer program to move to hosts within close range. Creating a sprite in this way does not require a ranged touch attack to affect an unwilling target. You may take this talent multiple times. Each time it is selected, increase the range by 1 step (close to medium, medium to long).

Rapid Transfer

When one of your sprites uses the Transfer program, it can execute another program during the same turn.

Reactive Offload

Whenever a host is destroyed or killed, you can spend an immediate action to have one of your sprites within that host immediately use the Transfer program. If you have the Compound Hacking talent, you may spend a spell point to have any number of your sprites within the host use the Transfer program.

Slicer’s Strike [strike]

As a standard action, you may make a single weapon attack in conjunction with generating a sprite inside the target. This casting cannot be reduced below a standard action, and does not provoke attacks of opportunity, unless as usual if making a ranged attack. If the target is struck by the attack, the sprite enters the target (so long as the target is a legal host for the sprite). If using a scatter weapon, the word only applies to a single target, chosen at the time of attack.

Sprite Legion [mass]

When you create a sprite, you may spend a spell point to create one additional sprite for every 2 caster levels you possess. All hosts for these sprites must be within range, but each sprite can inhabit different hosts and execute different programs each round. Once created, each sprite is considered a separate sphere effect.

Sprite Sustenance

The host of any of your sprites consumes charges at half the normal rate (rounded up). For example, an item that would lose a charge every minute would instead lose a charge every 2 minutes, or a weapon which drains 5 charges with each attack would only drain 3. If the host is a creature, it gains a +1 circumstance bonus on saving throws, +1 for every 6 caster levels you possess. If the host is a Tinker sphere gizmo, any effect from its battery use lasts twice as long.

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.


Program Talents

Technomancy talents marked as (program) talents allow the caster’s sprites to execute new programs.

Analyze (program)

The sprite evaluates its host, searching for patterns and weaknesses. You gain an insight bonus on all skill checks attempted to interact with the host equal to 1/2 your caster level (minimum 1) for 1 minute. 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 Craft checks made to repair it or Disable Device checks to hack it.

Barrier (program)

The sprite sets up a barrier against other sprites attempting to enter the host for 1 round. When another sprite attempts to enter a host with a barrier, attempt a magic skill check against the MSD of that sprite. On a success, the transferring 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).

Broadcast (program)

The sprite overwrites digital projections of light and sound for 1 round, replacing anything that the host would project or receive. If you target an object, you may have the object project whatever lights and sounds it is normally capable of creating at your discretion, save that the item projects whatever images and sounds you desire (including no image or sound). A creature can attempt a Craft (mechanical) or Spellcraft check (or another check related to the item’s craft at GM discretion) to realize that the broadcast is being magically tampered with, with a DC equal to 10 + your caster level + your casting ability modifier. If two or more casters are trying to control the same broadcasting item, they attempt opposed magic skill checks, the highest result taking control.
If the host is a creature that is targeted with this program, it must attempt a Will save against this effect. On a failure, its auditory and visual displays (including those from senses such as blindsight) display whatever you want them to display for 1 round (treat these as illusions that only the affected creature can see). Rather than presenting specific projections, you may choose to make the creature blinded and deafened for 1 round.

Alternatively, you may gain sensory feedback from the sprite’s host. You can see, hear, and perceive anything that your host could for one round. This typically includes all of the senses of a construct if it is serving as your host, or mechanisms such as audio recording devices, cameras, or computerized scopes in the case of item hosts. A host or its wielder is allowed a Will save to negate this effect.

Consume Sprite (program)

When one of your sprites is inhabiting the same host as a sprite created by another caster, your sprite may attempt to consume this other sprite. Roll a magic skill check against the MSD 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 a magic skill check and eliminate every sprite whose MSD you succeed against.

Malfunction (program)

The sprite attempts to block the functions of its host. If the host is a technological item, it becomes disrupted for 1 round. If the host is a construct, it becomes dazed for 1 round. A successful Fortitude save 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.

While disrupted, the item’s electronic or magical components cannot be activated, although constant effects remain in place (for example, a character would still benefit from the bonuses to AC granted by their armor, but could not activate enhancements such as determination or change functions such as in the case of smart armor. A disrupted vehicle or mech cannot be made to move or act, its controls locking up for the duration of the effect. The disrupted condition can be removed from a piece of equipment with a standard action.

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. The sprite is destroyed after dealing damage.


Advanced Technomancy Talents

Advanced talents are part of an optional rule and are only available with GM permission.

AI Transformation

Prerequisites: Technomancy sphere, caster level 10th.

In a process which takes 1 hour and 3 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 to avoid being inhabited and controlled by the new AI. If the robot is successful, you must transfer the new AI to another receptacle or else the talent fails.

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 use magic talents). 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 talent 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 talent exists.

AI Transformation, Greater

Prerequisites: Technomancy sphere (AI Transformation (advanced)), caster level 15th.

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

AI Recreation: If you spend 2 additional spell points, you may use this power to copy an existing AI or create a copy of a creature’s mind, rather than transferring it. The original AI or creature remains in its body or other storage device, with a replica being created in the storage device of your choice within close range. Using the talent in this way requires 15,000 gp worth of expensive mechanical components.

AI Regeneration: A creature’s not-quite-departed soul is returned to this world to be encoded upon a device. Such a device, such as a storage bay*, compact AI coreTG or robotB6 which your artificial intelligence will inhabit, must be present at the time of this manifestation, as must be the body of the creature from which you are obtaining the information. The creature’s soul becomes an AI, as per the AI Transformation talent. If a creature’s soul is unwilling to become an AI, they are allowed a Will save to prevent the transformation.

AI Transfer: If you spend 1 additional spell point, you may permanently transfer an AI to the body of a construct or living creature. Both the target and the AI are allowed a Will save to prevent this transfer. The new target acquires the aggregateTG template even if they otherwise could not. Any newly-formed aggregateTG creature suffers 2 permanent negative levels which ignore any immunity the target possesses. These negative levels cannot be cured, but fade at a rate of one every 24 hours.

Autopilot (program)

Prerequisites: Technomancy sphere, caster level 10th.

The sprite causes its host to perform a single standard or move action of your choice. If two or more of your sprites are inside the host, they can operate together to cause the host to perform a full round’s worth of actions (including a full attack). This program can only be used with hosts that are creatures.

Charge Vampirism

Prerequisites: Technomancy sphere (Power (advanced, program)).

Whenever a sprite uses Drain, one of your sprites increases the number of charges granted by their next use of Power by half the number of charges depleted with Drain (minimum 1) and ignores the material component cost of the next use of Power so long as the total number of charges granted does not exceed the number of charges drained. The effects of this talent do not stack with themself, and the additional charges are lost if none of your sprites use Power within 3 rounds of a sprite using Drain.

Eternal Sprite

Prerequisites: Technomancy sphere (Lingering Sprite), caster level 10th.

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

Expel AI (program)

Prerequisites: Technomancy sphere (Consume Sprite), caster level 10th.

You may spend a spell point to force a routine or AI out of your sprite’s host. The routine’s crafter or the AI must succeed at a Will save 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.

Glitch Manipulation (program)

Prerequisites: Technomancy sphere (Glitch-Prone Sprites (advanced)).

If the host is already timeworn, you may treat it as if it was not timeworn for 1 round (if a sprite attempts to add or remove the timeworn condition imposed by another sprite, you and the creator of the other sprite attempt opposed magic skill checks to see which effect occurs). When the glitch table is rolled for the sprite host while this program is active, you may spend 2 spell points as an immediate action to choose the result of the glitch rather than rolling randomly (if multiple casters attempt this on the same item, they roll opposed magic skill checks, with the highest result choosing the glitch result).

Table: Armor Glitches

Glitching armor that loses its ability to function still provides its normal armor bonus to AC, but any charged abilities are suppressed.

d% Glitch
01–02 Armor abilities don’t function. All remaining charges are drained.
03–05 Armor seizes up and abilities don’t function. The wearer is paralyzed for 1 round.
06–10 Armor doesn’t function, but still consumes the normal number of charges.
11–18 Armor doesn’t function, but no charges are lost.
19–50 Armor uses twice as many charges as normal (or expends an extra activation’s worth of charges if already active).
51–75 Armor functions normally.
76–80 Armor functions better than anticipated. Its armor bonus improves by 1 for the duration of this charge.
81–90 Armor functions much better than anticipated. Its armor bonus improves by 2 and it provides moderate fortification for the duration of this charge.
91–98 Armor functions normally; no charges are consumed by this use.
99–100 Armor functions normally and a power surge restores 1d6 charges to the item (up to but not exceeding its capacity).
Table: Construct Glitches
These glitches should be rolled at the beginning of the construct’s turn each round.
d% Glitch
01–02 Construct is reduced to half its current hit points (minimum 1)
03–05 Construct is dazed for 1d6 rounds
06–10 Construct is dazed for 1 round
11–18 Construct is staggered for 1 round
19–50 Construct takes a -2 penalty on all d20 rolls for 1 round
51–75 Construct acts normally
76–80 Construct gains an additional move action this turn
81–90 Construct gains a +2 insight bonus to all d20 rolls for 1 round
91–98 Construct maximizes all damage rolls that it makes this round
99–100 Construct gains temporary hit points equal to 4 times its CR. These temporary hit points last for 1 minute and do not stack with other forms of temporary hit points.
Table: General Glitches
d% Glitch
01–02 Item does not function. All remaining charges are drained.
03–05 Item does not function, but still consumes the normal number of charges.
06–10 Item does not function, but no charges are lost.
11–18 Item uses twice as many charges as normal and jolts the user for 1d6 points of electricity damage, but otherwise functions normally.
19–50 Item uses twice as many charges as normal, but otherwise functions normally.
51–75 Item functions normally.
76–80 Item functions better than anticipated, and grants a +1 bonus on any skill check attempted with this use.
81–90 Item functions far better than anticipated, and grants a +2 bonus on any skill check attempted with this use.
91–98 Item functions normally and this use does not consume any charges.
99–100 Item functions normally and a power surge restores 1d6 charges to the item.
Table: Pharmaceutical Glitches
These glitches also apply to drugs and medical gear.
d% Glitch
01–02 Spoiled. Treat as poisoning by dark reaver powder.
03–11 Spoiled. Treat as exposure to red ache.
12–20 Spoiled. Patient is nauseated for 1d6 rounds.
21–30 Spoiled. Patient sickened for 1d6 × 10 minutes.
31–40 Spoiled. No effect.
41–50 Less potent. Decrease all save DCs by 2. Use minimum values for all random results (such as healing). Decrease durations by 50%.
51–60 Normal effect, but causes 1d4 points of Constitution damage (Fortitude DC 15 half).
61–75 Normal effect, but hallucinogenic (–5 penalty on Perception checks and confused for 2d4 rounds, Fortitude DC 15 negates).
76–85 Normal effect.
86–95 More potent. Increase any save DCs by 2. Reroll any result of 1. Increase durations by 100%.
96–100 Far more potent. As above, but treat as 2 doses.
Table: Weapon Glitches
These glitches are triggered every time an attack is made with the weapon.
d% Glitch
01–02 Weapon does not function. All remaining charges are drained.
03–24 Weapon does not function, but still consumes the normal number of charges.
25–39 Weapon consumes twice as many charges as normal and deals 1d6 points of electricity damage per charge consumed (minimum 1d6) to the user.
40–65 Weapon consumes twice as many charges as normal.
66–75 Weapon functions normally but flashes brightly, blinding the wielder and adjacent creatures for 1 round (Reflex DC 15 negates).
76–84 Weapon functions normally.
85–92 Weapon functions better than anticipated, granting a +2 bonus on attack rolls made with that weapon for 1 round.
93–96 Weapon functions much better than anticipated, granting a +2 bonus on attack and damage rolls made with the weapon.
97–98 Weapon functions normally, and this use does not consume any charges.
99–100 Weapon functions normally, and a power surge restores 1d6 charges to the item (up to but not exceeding its capacity).

Glitch-Prone Sprites

Prerequisite: Technomancy sphere.

You may treat the hosts of any of your sprites as timeworn, causing them to trigger glitches (roll on the Glitch table appropriate to the host to determine the effect of the glitch).

Power (program)

Prerequisite: Technomancy sphere.

You may spend a spell point to have the sprite generate a modicum of electricity, granting the host a single charge if it is an item. You may increase the number of charges granted by 1 for every 5 caster levels you possess, but doing so causes all unused charges gained from this program to be lost after 1 round. If the host is a construct, the host gains a +1 circumstance bonus on attack rolls and damage rolls for 1 round. The bonus on attack and damage rolls increases by 1 for every 5 caster levels you possess. If this program is used on a Tinker sphere gizmo, the gizmo gains one free battery use that must be spent within 1 round or else it is lost.

If you possess the Copious Charge talent, when one of your sprites uses Power, the host gains 2 charges or battery uses rather than 1.

Using this program requires 500 gp worth of diamond dust or similar special material. If you recharge a battery, there is a 20% chance that the battery is destroyed by the attempt. If you restore more charges than the item can hold, the item must succeed at a Fortitude saving throw or take 1d6 points of electricity damage for each excess charge. This program provides no knowledge of how many charges an item can safely hold, but you can choose to bestow fewer charges than the maximum allowed to reduce the risk; you must declare how many charges you are restoring before using this program.

Relic Manipulation

Prerequisite: Technomancy sphere.

You may treat non-technological magic items as if they were technological items for the purpose of affecting them with sprites and Technomancy talents. Spell trigger items which use charges and have a caster level equal to or lower than your technomancy caster level may be affected using the Drain and Power programs, although such an item may not be affected by the Power program more than once per day.

Sprite Targeting

Prerequisites: Technomancy sphere, caster level 5th.

You may treat any host for your sprites as if they were always in close range and that you always had line of sight and effect on it for the purpose of being able to target them with sphere effects.


Archetypes Specializing In Technomancy

-Technopath

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


Wild Magic

d% Effect
1 One item per 5 caster levels within close range of the caster is drained of all charges
2 Wireless signals cease to function anywhere within close range of the caster for 1d4 rounds.
3 The hosts of all of the caster’s sprites (and their wielders) are staggered for 1d4 rounds (Fortitude save negates)
4 Every printer, replicator, or other device capable of creating objects or images within close range of the caster begins repeatedly creating images of the caster for 1d4 minutes
5 All cybernetics within close range of the caster cease functioning for 1d4 rounds (Fortitude save negates). Constructs are not immune to this effect.
6 Systems lock up, increasing the DCs of any Disable Device checks attempted on objects within close range of the caster by 5 for 1 round.
7 Loud music begins playing from every device within close range of the caster capable of making noise.
8 The hosts of all of the caster’s sprites have their movement speeds doubled for 1 round.
9 The hosts of all of the caster’s sprites cannot attack or be used to attack for 1 round.
10 All of the caster’s wielded equipment is drained of all charges.
11 The hosts of all of the caster’s sprites consume twice as many charges with every use for 1 minute.
12 The hosts of all of the caster’s sprites are only capable of understanding and speaking a single language that the caster knows (chosen at random) for 1 minute.
13 All electrical lighting within close range of the caster shuts off for 1d4 rounds.
14 The hosts of all of the caster’s sprites (and anyone wielding them) are repelled from the caster’s square as per a bull rush combat maneuver, using the caster’s MSB + their casting ability score modifier in place of their CMB.
15 All hosts of the caster’s sprites cause their hosts to shift operating systems, causing all actions that the host takes or that it is utilized for to have a 25% chance of not occurring for 1 round.
16 All hosts of the caster’s sprites cause their hosts to start leaking fluid, forcing the hosts and their wielders to succeed at a Fortitude save or become sickened for 1d4 rounds. Constructs are not immune to this effect.
17 One unattended object of Diminutive size or smaller per caster level within close range of the caster becomes animated as per the Animate Object talent of the Enhancement sphere for 1 minute. This object is neutral toward the caster and attempts to flee any conflict, but otherwise meanders aimlessly. The size affected increases by one category per 5 caster levels.
18 All wireless communicators within close range of the caster begin receiving a constant stream of random visual and auditory messages, becoming nonfunctional for 1d4 rounds.
19 Everyone within close range of the caster can hear any wirelessly communicated audio transmitted through this range.
20 The hosts of all the caster’s sprites make an attack against a random target in reach (in the case of a weapon host, use the wielder’s base attack bonus).
21 The hosts of all of the caster’s sprites shine light as a torch for 1 minute.
22 All computers within close range of the caster become nonfunctional for 1d4 rounds.
23 All technological equipment within close range becomes uncooperative for 1 round, requiring anyone who tries to activate them to succeed at a Craft (mechanical) check in order to use it (DC equal to your MSD).
24 The host of one of the caster’s sprites begins making a horribly grating noise, causing all creatures within close range to be deafened for 1d4 rounds unless they succeed at a Fortitude save. Constructs are not immune to this effect.
25 The host of one of the caster’s sprites becomes sapient and gains mental ability scores equal to the caster’s mental ability scores. Unless it is a creature, it cannot take actions, but is capable of communicating telepathically with the caster so long as it remains the host for at least one of the caster’s sprites. The host remains sapient until the sprite expires.
26 Random parts start flying off the hosts of the caster’s sprites, dealing 1d6 piercing, slashing, and bludgeoning damage per 2 caster levels to the target (Fortitude save half) and to all creatures within 30 feet of the host (Reflex save half).
27 Every electronically locked door, helmet, or other opening within close range immediately opens.
28 The hosts of the caster’s sprites lose all data stored on it (including memory) for one hour.
29 The hosts of the caster’s sprites become incredibly magnetic, pulling all metal objects within close range (as well as any creatures wearing them) towards them as per a drag combat maneuver using your MSB + your casting ability score modifier in place of CMB. Targets within range wielding metal weapons are subject to a disarm check using this same modifier.
30 All hosts of the caster’s sprites are countered by the caster as if the caster possessed the Counterspell and Harmonic Counter feats.
31 All hosts of the caster’s sprites deal maximum damage on their next attack (or attacks made with them).
32 One of the caster’s sprites appears in every potential host in close range which does not contain a sprite.
33 The caster is fatigued.
34 All technological devices within close range shut down for one round before restarting. Targets and their wielders are allowed a Fortitude saving throw to prevent this.
35 All cybertech within close range increase any bonuses they grant by 2 for 1d4 rounds.
36 All technological items within close range of the caster replenish all of their charges.
37 All intelligent constructs and AIs within close range become hostile to the caster for 1d4 minutes.
38 All intelligence constructs and AIs within close range become friendly to the caster for 1d4 minutes.
39 The caster is dazed for 1 round.
40 Effect receives a -4 penalty to caster level (minimum 1).
41 All hosts of the caster’s sprites do not consume charges when used for 1 round.
42 One item which is the host for the caster’s sprites replenishes all of its charges every round for 1 minute per caster level, after which is nonfunctional for 10 minutes per caster level.
43 A shockwave deals 1 point of electricity damage per caster to all creatures within close range of the caster (Fortitude save half).
44 All vehicles within close range start to swerve out of control, forcing their drivers or pilots to attempt a Ride, Fly, or Profession check against your MSD or cause their vehicle to move its maximum movement speed in a random direction (skill check depends on the vehicle in question).
45 The caster’s sprites all execute the Boost program before the effect is resolved.
46 The casting time decreases by 2 steps.
47 The next time the caster takes damage before the start of their next turn, they also lose a total number of charges from their equipment equal to the damage taken (allocated as the caster wishes).
48 On its next turn (or on its wielder’s next turn) every host containing one of the caster’s sprites must perform the same action that it performed in the previous round (Will save negates).
49 The caster’s sprites cause their hosts to arc with electricity, dealing 1d6 electricity damage for every 3 caster levels to their hosts and anyone touching them (Reflex save for half damage).
50 The next time the target takes damage, they also lose a total number of charges from their equipment equal to the damage taken (allocated as the caster wishes).
51
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52 The caster’s sprites all execute the Boost program before the effect is resolved.
53 The location of the caster immediately shows up on every visual display within 1 mile.
54 The caster is nauseated for 1 round.
55 The caster’s sprites all execute the Obstruct program before the effect is resolved.
56 All hosts of the caster’s sprites deal minimum damage on their next attack (or attacks made with them).
57 The casting time increases by 1 step.
58 All recording devices within close range shut down for 1d4 rounds. This also causes constructs to become blinded and deafened unless they succeed at a Fortitude saving throw. Characters with artificial eyes, ears, or brains are affected as if they were constructs.
59 Every electronically locked door, helmet, or other opening within close range immediately shuts.
60 All hosts of the caster’s sprites cannot be used for any purpose that would spend charges for 1d4 rounds.
61 The caster’s sprites move to random hosts within range, with the caster being unable to determine the location of a sprite until it executes a program.
62 All technological items within close range of the caster gain 1d6 charges, with charges in excess of the maximum being dispersed.
63 The caster’s sprites all execute the Sabotage program before the effect is resolved.
64 The caster gains knowledge of one talent of his choice from this sphere for 1 round.
65 The caster’s sprites rapidly cool their hosts, dealing 1d6 cold damage for every 3 caster levels to their hosts and anyone touching them.
66 Security systems on all technological items are scrambled, disabling any locks or encryptions on them for 1d4 minutes.
67 The caster’s sprites all execute the Power program before the effect is resolved.
68 Roll twice and take both results. Ignore any results that require rerolls. If both rolls are ignored, there is no effect.
69 All hosts for the caster’s sprites began vibrating uncontrollably, taking a -2 penalty on attack rolls and AC for 1d4 rounds (or applying such a penalty to their wielder) for 1d6 rounds.
70 The caster becomes incredibly magnetic, pulling all metal objects within close range (as well as any creatures wearing them) towards it as per a drag combat maneuver using their MSB + their casting ability score modifier in place of CMB. Targets within range wielding metal weapons are subject to a disarm check using the same modifier.
71 Roll again. If the resulting effect would be centered on the caster, it is instead centered on a random location they are familiar with.
72 The effect fails and the action is lost. Spell points or spell slots are not lost.
73 All vehicles and mechs in close range shut down, becoming unable to move for 1 round per caster level.
74 Any of the caster’s active sprites immediately consume themselves and vanish.
75 The caster’s surface thoughts are broadcasted on all screens within close range for 1 minute per caster level.
76 The caster’s sprites all execute the Drain program before the effect is resolved.
77 The caster is exhausted.
78 The casting time decreases by 1 step.
79 The numerical readouts on all electronic measuring devices within medium range of the caster are multiplied by 12 for 1 minute per caster level.
80 The casting time increases by 2 steps.
81 All technological items within close range of the caster gain 1d6 charges. If an item would gain charges in excess of its maximum, it causes an explosion which deals 1d6 fire damage per 2 caster levels to every creature within 10 feet of the item (Reflex save half).
82 The caster’s sprites heat up their hosts, dealing 1d6 fire damage for every 3 caster levels to their hosts and anyone touching them (Fortitude save for half damage).
83 Any noise the caster makes is broadcasted through all devices within close range of them for 1 minute per caster level.
84 The caster is stunned for 1 round.
85 The effect fails, but the action is not lost. Spell points or spell slots spent are lost.
86 All technological items within close range of the caster are countered by the caster as if the caster possessed the Counterspell and Harmonic Counter* feats.
87 Effect receives a +2 bonus to caster level.
88 Roll twice and choose the result. Ignore any results that require rerolls. If both rolls are thus ignored, there is no effect.
89 All creatures within close range of the caster gain the ability to see the flow of electricity, causing creatures wearing technological armor to gain concealment against affected creatures for 1 minute but granting affected creatures a +5 bonus on Disable Device and Knowledge (engineering) checks.
90 The hosts of the caster’s sprites are treated as rolling a natural 1 on the next attack roll they make (or that is made with them).
91 Cheery imagery and upbeat music flood every electronic device within close range, granting all creatures who observe them a +1 morale bonus on the next d20 roll they make before the end of the caster’s next turn.
92 The caster’s sprites each execute a random program which they are capable of executing.
93 All data storage devices within close range of the caster randomly exchange all data on them.
94 The hosts of all of the caster’s sprites change color depending on how many sprites are within them (red if 1, blue if 2, yellow if 3, green if 4 or more).
95 Roll again on the Universal wild magic tableWM.
96 The contents of all data storage devices within close range are copied and sent out wirelessly in all directions, arriving in all other storage devices within medium range. The capacity of all data storage devices to hold this data is magically increased for 1 hour per caster level, after which random data is deleted to bring each storage device down to normal capacity.
97 Strange and grotesque visuals flood every electronic device within close range, forcing all creatures that look at them to become shaken unless they succeed at a Will save.
98 The caster loses access to this sphere for 1d6 rounds.
99 Roll again, increasing the range of the effect from close to medium
100 For 1 hour, the caster gains the ability to perceive the inner workings of all machinery around them, giving them a +10 bonus on Craft (mechanical), Disable Device, and Knowledge (engineering) checks.

Spheres of Power by Drop Dead Studios
Using Spheres of Power
Classes
Armorist Elementalist Eliciter Fey Adept
Hedgewitch Incanter Mageknight Shifter
Soul Weaver Symbiat Thaumaturge Wraith
Prestige Classes
Bokor Forest Lord Magemage Realmwalker
Tempestarii Waking Sleeper
Spheres
Alteration Blood Conjuration Creation
Dark Death Destruction Divination
Enhancement Fallen Fey Fate Illusion
Life Light Mana Mind
Nature Protection Telekinesis Time
War Warp Weather
Other Spheres
Bear Technomancy
Rules
About Advanced Magic Advanced Talents Alternate Racial Traits Casting Traditions
Incantations Magical Items Mythic Spheres Rituals
Spellcrafting Traits Wild Magic Sphere Bestiary
Equipment
Weapons Armor Equipment Special Materials
Alchemical Items Apparatuses (Metamagic) Charms Compounds
Fabled Items Implements Marvelous Items Schematics
Scrolls Spell Engines Spellzones Talent Crystals
Feats
Admixture Anathema Aristeia Champion
Chance Channeling Combat Companion
Counterspell Damnation Drawback Extra
General Item Creation Metamagic Necrosis
Plague Protokinesis Proxy Purring
Racial Ritual Squadron Surreal
Teamwork Theurge Wild Magic
Get Ultimate Spheres of Power Get the Original RulebookU
Get Expanded OptionsU Get Expanded Options 2
Alteration HandbookU Conjuration HandbookU Creation HandbookU Dark HandbookU
Death HandbookU Destruction HandbookU Divination HandbookU Enhancement HandbookU
Fate HandbookU Illusion HandbookU Life HandbookU Light HandbookU
Mind HandbookU Nature HandbookU Protection HandbookU Telekinesis HandbookU
Time HandbookU War HandbookU Warp HandbookU Weather HandbookU
Spheres Apocrypha
Apex Shifter Casting Traditions Casting Traditions 2 Cognition Talents
Cohorts and Companions Dark ApocryphaU Debilitating Talents 2 Destruction ApocryphaU
Light ApocryphaU Nature (Air) PackageU Nature (Earth) ApocryphaU Nature (Fire) ApocryphaU
Nature (M/P/W) ApocryphaU Nature (Spirit) ApocryphaU Protokinesis ApocryphaU Sidhe Court
Other Spheres Products
Archetypes of PowerU Archetypes of Power 2 The Bear Sphere The Blood SphereU
Blood and Portents Compounds of Power The Conqueror's Handbook The Fallen Fey SphereU
Initiate's Handbook Items of PowerU The Jester's Handbook Mythic Spheres of Power
The Technomancy Sphere Treasures of the Spheres Treasures: Weapons and Tools The Wraith ClassU
Wild Magic Woodfaring Adventures Worlds of Power The Youxia's Handbook
Bestiary: Fey and Feyfolk The High Magic Handbook Realmwalker's Handbook Bestiary: Fiends of the Cosmos
Adventures
Wreckage to Deliverance Wreckage to Deliverance Player's Guide

U: Part of Ultimate Spheres of Power and does not need to be bought separately from that book

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