Technomancer Spell List
0-Level
Spell Name | Summary |
---|---|
Dancing Lights | Create and direct up to four lights. |
Daze | Humanoid creature of CR 3 or lower is dazed. |
Detect Affliction | Determine whether a creature or object has been poisoned, is diseased, is cursed, or is suffering a similar affliction. |
Detect Magic | Detect spells and magic items within 60 feet. |
Energy Ray | Ray deals 1d3 acid, cold, electricity, or fire damage. |
Ghost Sound | Create minor illusory sounds. |
Mending | Restore 1d4 Hit Points to an object or construct. |
Psychokinetic Hand | Telekinetically move an object of 1 bulk or less. |
Telepathic Message | Send a short telepathic message and hear simple telepathic replies. |
Token Spell | Perform simple magical effects. |
Transfer Charge | Move charges from one power source to another source of the same type. |
1st-Level
Spell Name | Summary |
---|---|
Comprehend Languages | You understand all spoken, signed, and written or tactile languages. |
Detect Radiation | Detect radiation within 120 feet. |
Detect Tech | Detect technological items with charges or that replenish charges within 60 feet. |
Disguise Self | Change your appearance. |
Erase | Remove writings of either magical or mundane nature. |
Flight | One creature or object per level falls slowly. |
Grease | Make a 10-ft. square or one object slippery. |
Hold Portal | Hold a door shut. |
Holographic Image | Create a silent hologram of your design. |
Identify | Gain +10 bonus to identify items of a magic or technological nature. |
Jolting Surge | Touch deals 4d6 electricity damage. |
Keen Senses | Target gains low-light vision and a +2 bonus to Perception checks. |
Life Bubble | Encase targeted creatures with a shell of tolerable atmosphere. |
Magic Missile | Two missiles deal 1d4+1 force damage. |
Overheat | Deal 2d8 fire damage to creatures in cone. |
Supercharge Weapon | Touched weapon deals extra damage. |
Unseen Servant | Invisible force obeys your commands. |
2nd-Level
Spell Name | Summary |
---|---|
Caustic Conversion | Fling magical nanites as a ranged attack that deals 4d4 acid damage to one target, plus 5 additional damage in subsequent rounds. |
Command Undead | Undead creature obeys your commands. |
Darkvision | Grant ability to see 60 feet in total darkness. |
Daze Monster | Target living creature of CR 5 or lower is dazed. |
Flight | Target moves up and down at your direction. |
Fog Cloud | Create a fog that obscures vision. |
Holographic Image | Create a hologram with some sound of your design. |
Implant Data | Embed one piece of data per level in a target computer or system. |
Inject Nanobots | Touch deals 4d8 damage to target and causes the confused condition. |
Invisibility | Target is invisible for 1 minute per level or until it attacks. |
Knock | Opens a locked or magically sealed door. |
Logic Bomb | Target computer deals 6d6 energy damage to the first creature that tries and fails to use it. |
Make Whole | Restore 5d6 Hit Points to an object or construct. |
Microbot Assault | Cloud of tiny robots harasses creatures within it. |
Mirror Image | Create decoy duplicates of yourself. |
Recharge[^1] | Replenish charges in a battery or item capable of holding charges. |
Security Seal[^1] | Magically lock a portal, a container, or a security system. |
See Invisibility | See invisible creatures or objects. |
Spider Climb | Grant ability to walk on walls and ceilings. |
3rd-Level
Spell Name | Summary |
---|---|
Arcane Sight | Magical sources become visible to you. |
Arcing Surge | Deal 10d6 electricity damage in a 120-foot line. |
Clairaudience/Clairvoyance | Hear or see at a distance for 1 minute per level. |
Discharge | Disrupts or depowers one target technological item or construct. |
Dispel Magic | Cancel one magical spell or effect. |
Displacement | Attacks miss target 50% of the time. |
Entropic Grasp | Touch decays a construct or nonmagical manufactured item once per round per level. |
Explosive Blast | Deal 9d6 fire damage to creatures in a 20-foot radius. |
Flight | Target flies at a speed of 60 feet. |
Handy Junkbot | Create a temporary robot made of junk to perform Computers, Engineering, Piloting, and Sleight of Hand tasks. |
Haste | One creature per level moves and acts faster. |
Healing Junkbot | Robot made of junk can perform Medicine tasks and drag unconscious creature to safety. |
Holographic Image | Create a hologram with sound, smell, and thermal effects of your design that lasts as long as you concentrate, plus 3 additional rounds. |
Instant Virus | Inflict technological construct with disease. |
Irradiate | Flood area with dangerous radiation. |
Nondetection[^1] | Hide target from divination and surveillance. |
Probability Prediction | Reroll one attack roll, save, or check. |
Resistant Armor, Lesser | Grant DR 5/— or energy resistance 5 against two energy types. |
Slow | One creature per level moves and acts slower. |
Tongues | Target can speak and understand any language. |
4th-Level
Spell Name | Summary |
---|---|
Animate Dead | Create controlled undead creatures out of target corpses. |
Arcane Eye | Invisible floating eye moves 30 feet per round and sends you visual information. |
Corrosive Haze | Cloud deals 4d8 acid damage per round, plus 10 additional damage. |
Creation | Create one object made of vegetable matter. |
Destruction Protocol | Turn nonhostile technological construct against your foes. |
Dimension Door | Teleport a short distance. |
Dismissal | Force a creature to return to its native plane. |
Flight | Target flies at a speed of 70 feet. |
Holographic Image | Create a hologram with sound, smell, and thermal effects that follows a script determined by you. |
Invisibility, Greater | Target is invisible for 1 round per level, even if it attacks. |
Overload Systems | Target creature has a 50% chance to lose each action. |
Planar Binding | Trap an extraplanar creature of CR 4 or lower until it performs a task. |
Remove Radioactivity | Remove ongoing radiation effects from a creature or object. |
Resilient Sphere | Force globe protects but traps one target. |
Resistant Armor | Grant DR 10/— or energy resistance 10 to three energy types. |
Rewire Flesh | Turn target partially into a robot, dealing 3d6 damage per round and reducing speed. |
Soothing Protocol | Calm a target hostile technological construct. |
Wall of Fire | Blazing curtain deals 2d6 fire damage out to 10 feet and 1d6 fire damage out to 20 feet; passing through the wall deals 5d6 fire damage. |
5th-Level
Spell Name | Summary |
---|---|
Break Enchantment | Free creatures from curses, enchantments, and transmutations. |
Contact Other Plane | Ask questions of an extraplanar entity, with questionable results. |
Control Machines | Command technological constructs within range telepathically. |
Creation | Create a single object made of vegetable or mineral matter. |
Dismissal | Force extraplanar creatures whose total CR is no greater than your level + 2 to return to their native planes. |
Dispel Magic, Greater | Cancel multiple magical spells or effects. |
Flight | You can fly at a speed of 70 feet and can hustle over long distances. |
Heat Leech | Deal 13d8 cold damage to creatures in a cone. |
Holographic Image | Create a detailed hologram that is permanent or is triggered by conditions you set. |
Holographic Terrain | Create a large hologram that depicts terrain and structures. |
Mislead | Make yourself invisible and create an illusory double of your likeness. |
Passwall | Create a passage through most walls. |
Planar Binding | Trap an extraplanar creature of CR 7 or lower until it performs a task. |
Private Sanctum | Prevent anyone from viewing or scrying an area for 24 hours. |
Prying Eyes | Twenty floating eyes scout for you. |
Rapid Repair | Construct or weapon regains 2d8 Hit Points per round for 1 minute. |
Resistant Aegis | Grant up to 10 creatures DR 5/— or energy resistance 5 to all energy types. |
Synapse Overload | Target takes 18d8 damage and is staggered for 1 minute. |
Telekinesis | Move an object, attack creatures, or hurl objects or creatures with your mind. |
Teleport | Instantly teleport as far as 2,000 miles. |
Unwilling Guardian | Charm a target into protecting you during combat. |
Wall of Force | Invisible wall is difficult to destroy. |
6th-Level
Spell Name | Summary |
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Battle Junkbot | Create a temporary robot from random junk, turning it into a deadly combatant. |
Chain Surge | Deal 13d12 electricity damage to primary target and up to 10 secondary targets; one of the primary target’s electrical devices stops functioning for 1 round. |
Control Gravity | Alter gravity in an area. |
Control Undead | Undead creatures follow your commands and don’t attack you. |
Discharge, Greater | Disrupts or depowers multiple technological items or constructs. |
Disintegrate | Ray reduces one creature or object to dust. |
Ethereal Jaunt | You become ethereal for 1 round per level. |
Flight | Multiple targets can fly at a speed of 60 feet. |
Holographic Image | Illusory double of your likeness can talk and cast spells. |
Interplanetary Teleport[^1] | Teleport between planets. |
Invisibility, Mass | Multiple targets are invisible for 1 minute per level or until one target attacks or moves away from other targets affected by spell. |
Planar Barrier | Seal an area against all planar travel into or within it. |
Planar Binding | Trap an extraplanar creature of CR 10 or lower until it performs a task. |
Plane Shift | As many as eight creatures travel to another plane of your choice. |
Resistant Armor, Greater | Grant DR 15/— or energy resistance 15 against four energy types. |
Rewire Flesh, Mass | Deal 3d6 damage per round and reducing targets’ speed during that time. |
Shadow Walk | Step into a shadowy realm to travel to a destination rapidly. |
Shadowy Fleet | Illusion of starships deals 3d6 piercing damage and 3d6 fire damage to all creatures in the affected area. |
Sympathetic Vibration | Deal 2d10 damage per round to freestanding structure. |
Terraform[^1] | Alter terrain and climate. |
True Seeing | Target can see things as they really are. |
Veil | Change appearance of a group of creatures. |
Wall of Steel[^1] | Wall has 45 Hit Points per inch of thickness and hardness 15. |
[^1]: requires an expenditure of Resolve Points to cast.