D&D 5e Technomancy Guide
D&D 5e Technomancy Guide
TO TECHNOMANCY
    NEW RULES FOR NEW SPELLS
    T
         here are a couple additions to a normal game of 5e that is       For a machine, Charisma is based on how well they can
         necessary to convert it into a modern or sci-fi setting. I     communicate with people, how well they can understand
         will not go into too much detail, as there are many            emotions, and if the machine has a "sense of self". Most
    wonderful conversions already made, such as Spaceships and          machines with Charisma deduce emotional reactions of people
    Starwyrms (linked at the end of this document). However, some       based on logical conclusions, but if a machine is intelligent
    new rules are necessary to understanding these new spells.          enough to persuade, deceive, and intimidate effectively, then it
                                                                        has high charisma. Most machines, however, do not have this
    BALLISTIC AND PLASMA                                                capability, and have a negative Charisma, much like other
    There are 2 new damage types representing the addition of           constructs.
    guns. Ballistic is used mainly for bullet based weapons, and
    plasma is used for energy based weapons. Both of these              CLASS SPELL LISTS
    damage types count as "physical damage", so creatures which         In order to make things more unique, I tried my best to give
    are resistant to bludgeoning, piercing, and slashing are            concrete guidelines on what classes get what type of spell. This
    resistant to ballistic and plasma as well.                          isn't perfect, and you are free to change it with permission from
       Ballistic weapons require ammo like regular ranged               your DM.
    weapons, but energy weapons run off of batteries and naturally         Artificers received almost everything dealing with robotics,
    recharge over time. However, energy weapons also count as           and gained some spells dealing with computers and some
    electrical devices, which are targeted by a variety of spells.      spells that enhanced technological attacks. They, however, did
       If you wish for energy weapons to be unique compared to          not receive many spells that directly dealt damage. The
    traditional weapons, treat them as a magic item for purposes of     stereotype of the Artificer is the Roboticist.
    loot and purchasing. Also, change plasma damage to not count           Bards focused mainly on communication and manipulation.
    as a "physical damage" so that it ignores any resistance or         They didn't receive many damaging spells, but received many
    immunity to bludgeoning, piercing, and slashing damage.             spells which debuff or obtain information. The stereotype of
                                                                        the Bard is the Social Media Influencer.
    COMPUTERS AND MECHANICS                                                Cleric received a small subset of technomancy, mainly
    Computers and Mechanics are two new skills introduced.              focused on ruining technology. They also have spells which
    Computers is an Intelligence skill and deals with computer          obtain information. The stereotype of the Cleric is the
    software, searching the internet, and hacking. Mechanics is a       Traditional Priest.
    Wisdom skill and deals with computer hardware, robotics, and           Druids have nearly no actual technomancy. Instead, they
    crafting.                                                           received spells which used natural forces, such as radiation and
                                                                        magnetism, as well as spells which manipulated genetics. The
    MACHINE CREATURE SUBTYPE                                            stereotype of the Druid is the Physical Scientist.
                                                                           Paladins have the smallest spell list of all the classes.
    Constructs which run off of electricity instead of magic have the
                                                                        They've received some magical gun spells, the spells
    machine subtype. Anything that says machine refers to
                                                                        summoning piloted machines, and some spells that can
    creatures of the machine subtype. Other electronic devices,
                                                                        manipulate "for the greater good". The stereotype of the
    such as computers, energy weapons, and electric cars will be
                                                                        Paladin is the Patriot Soldier.
    referred to as devices. In addition, anything which refers to a
                                                                           Rangers received almost everything dealing with guns and
    computer can also affect similar devices such as phones or
                                                                        bullets. They also received a lot of spells which would aid in
    game consoles.
                                                                        tracking and infiltration. The stereotype of the Ranger is the
       Machines that have AI have much more Intelligence than a
                                                                        Vigilante.
    normal construct. AIs excel in information and generating
                                                                           Sorcerers focused on spells that were simple to use, as well
    solutions based on input, so machines with them tend to have
                                                                        as spells which involved genetics. Sorcerers can't create
    at least a +2 bonus in Intelligence.
                                                                        machines, but they can manipulate them. Sorcerers also share
       A machine's Wisdom is determined by how flexible it is with
                                                                        most of the spells using guns with rangers. The stereotype of
    its intelligence. A machine designed to play chess in the best
                                                                        the Sorcerer is the Gunmage.
    possible way would have low Wisdom, because it's mostly
                                                                           Wizards are able to learn almost all of technomancy.
    following a script, but a machine designed to play any sport
                                                                        Primarily, they focus on computers and robotics, with some
    well would have high Wisdom due to the amount of unforeseen
                                                                        spells dealing with natural forces. They lack many of the spells
    variables which the machine will have to adapt to on the fly. In
                                                                        that druids and clerics gain, as well as most of the spells
    addition, machines made to guard a location or to search for
                                                                        enhancing guns. The stereotype of the Wizard is the Hacker.
    something will have high Wisdom as well, due to their high
    perception.
1
SPELL LISTS
ARTIFICER SPELLS             Remote Access
CANTRIPS (0 LEVEL)
  Arcane Graffiti
  Call
  False ID
  Minor Hack
                                                     2
    CLERIC SPELLS              5TH LEVEL
    1ST LEVEL                    Overcharge
      Detect Tech              6TH LEVEL
      Divine Bullet              Mini-nuke
      Record Self
      Summon Vehicle           PALADIN SPELLS
    2ND LEVEL                  1ST LEVEL
      DNA Scan                   Divine Bullet
      Net Search                 Hidden Weapon
                                 Record Self
    3RD LEVEL
                                 Summon Vehicle
      Backdoor Access
      Bestow Virus             2ND LEVEL
      Create Cybernetic          Supercharge
      Electromagnetic Pulse      Thunder Round
      Haywire
      Modify Data              3RD LEVEL
      Surveillance               Create Cybernetic
      Terms and Conditions       Elemental Bullets
      Word on the Street         Terms and Conditions
                                 Word on the Street
    4TH LEVEL
      Broadcast                4TH LEVEL
      Implant Codeword           Implant Codeword
                                 Mechanical Chassis
    5TH LEVEL
      Electromagnetic Blast    5TH LEVEL
      Summon Greater Vehicle     Summon Greater Vehicle
3
                             Thunder Round
3RD LEVEL
  Awaken Computer          3RD LEVEL
  Ballistic Jacket           Backdoor Access
  Create Cybernetic          Ballistic Jacket
  Droneswarm                 Electromagnetic Pulse
  Elemental Bullets          Elemental Bullets
  Haywire                    Internet Access
  Rail Gun                   Jam Signals
  Speak with Machines        Logic Bomb
  Unseen by Security         Modify Data
  Word on the Street         Rail Gun
                             Trojan Spell
4TH LEVEL                    Unseen by Security
  Analyze Security
                           4TH LEVEL
5TH LEVEL                    Mechanical Chassis
  Net Jump
  Summon Greater Vehicle   5TH LEVEL
                             Electromagnetic Blast
SORCERER SPELLS              Net Jump
CANTRIPS (0 LEVEL)           Overcharge
  Arcane Graffiti          6TH LEVEL
  Call                       Dominate Machine
  Charge                     Mini-nuke
  False ID
  Gun                      WARLOCK SPELLS
  Minor Hack
  Remote Access            CANTRIPS (0 LEVEL)
                             Arcane Graffiti
1ST LEVEL                    False ID
  Arcane Tracker             Minor Hack
  Detect Tech
  Empower Grenade          1ST LEVEL
  Hidden Weapon              Infallible Relay
  Hotwire                    Mutate
  Infallible Relay           Spectral Bullets
  Magnetic Push/Pull         Summon Vehicle
  Magnetism                2ND LEVEL
  Mold Metal
                             DNA Scan
  Muffle
                             Irradiate
  Mutate
  Piercing Shot            3RD LEVEL
  Record Self                Backdoor Access
  Repair                     Droneswarm
  Ricochet Shot              Haywire
  Speak with Machines        Logic Bomb
  Spectral Bullets           Modify Data
  True Shot                  Surveillance
                             Terms and Conditions
2ND LEVEL
                             Unseen by Security
  Bullet Barrage
  Data Thief               5TH LEVEL
  DNA Scan                   Net Jump
  Irradiate                  Summon Greater Vehicle
  Magnetic Burst
  Overwatch
  Supercharge
                                                      4
                                Surveillance
    6TH LEVEL                   Trojan Spell
      Ghost in the Machine      Unseen by Security
      Mini-nuke
                              4TH LEVEL
    WIZARD SPELLS               Analyze Security
                                Broadcast
    CANTRIPS (0 LEVEL)
                                Implant Codeword
      Arcane Graffiti
                                Mechanical Chassis
      Call
      Charge                  5TH LEVEL
      False ID                  Electromagnetic Blast
      Gun                       Net Jump
      Minor Hack                Overcharge
      Remote Access             Summon Greater Vehicle
    1ST LEVEL                 6TH LEVEL
      Arcane Tracker            Dominate Machine
      Empower Grenade           Ghost in the Machine
      Detect Tech               Mini-nuke
      Hidden Weapon
      Hotwire
      Infallible Relay
      Magnetic Push/Pull
      Magnetism
      Mold Metal
      Muffle
      Record Self
      Repair
      Speak with Machines
      Spectral Bullets
      Summon Vehicle
    2ND LEVEL
      Bolster Security
      Bullet Barrage
      Data Thief
      DNA Scan
      Irradiate
      Magnetic Burst
      Net Search
      Overwatch
      Summon Machine
      Watchful Eye
    3RD LEVEL
      Awaken Computer
      Backdoor Access
      Ballistic Jacket
      Bestow Virus
      Droneswarm
      Electromagnetic Pulse
      Elemental Bullets
      Haywire
      Internet Access
      Jam Signals
      Logic Bomb
      Modify Data
      Rail Gun
5
SPELL DESCRIPTIONS
ALTER SPECIES                                                              In addition, the graffiti can affect those that look at it. You
3rd-level transmutation                                                  may choose one of the following options for your graffiti to
                                                                         have:
Casting Time: 1 hour
Range: Touch                                                                Creatures that look at the graffiti get a small headache and
Components: V, S, M (rare oils and unguents worth at least 100              take 1d4 psychic damage.
   gp, which the spell consumes)                                            Creatures that look at the graffiti are sickened and are
Duration: Instantaneous                                                     poisoned until the end of their turn.
Classes: Druid                                                              Creatures that look at the graffiti hear sounds of your choice
                                                                            in their head for 6 seconds. This can be a phrase no more
You touch a willing humanoid and transform their body into
                                                                            than six words.
one of a different species. The GM rolls on the race table in the
                                                                            Creatures that look at the graffiti say a phrase of your
Reincarnate spell, or determines the new race randomly using a
                                                                            choice out loud that is no more than six words.
different method. The target's race changes to the new result.
                                                                            Creatures that look at the graffiti can see it move as if it
It retains the capabilities it had in its original form, except it
                                                                            were animated for 6 seconds.
exchanges its original race for the new one and changes its
racial traits accordingly. The target also gains a level of                Once a creature has been affected by arcane graffiti, it
exhaustion due to the stress placed on their body.                       cannot be affected in the same way for 1 hour.
   At Higher Levels. When you cast this spell using a spell slot of
5th level or higher, you may choose the race in which the
target transforms into, instead of rolling. The DM has final say
over whether a desired race is allowed or not.
ANALYZE SECURITY
4th-level divination
Casting Time: 10 minutes
Range: 500 feet
Components: V, S, M (a blank blueprint worth at least 5 gp)
Duration: Instantaneous
Classes: Artificer, Bard, Ranger, Wizard
You recreate an image of a building within range, placing it
onto the blueprint. You learn the general layout of the building,
as well as the details of any security device in the building such
as cameras, turrets, and alarms, including location and DCs to
hide from, disable, and hack the devices.
   Any creature who reads the blueprint for 10 minutes gains
advantage on any ability check dealing with the buildings
security system.
ARCANE GRAFFITI
Illusion cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 24 hours
Classes: Bard, Sorcerer, Warlock, Wizard
This spell allows you to inscribe an image or a short message,
which can be no larger than 2 feet in any dimension and
consist of no more than six words, on a nonliving creature or
object. The writing can be visible or invisible. If invisible graffiti
is made, the casting of any spell within 30 feet causes the
words to become visible for 1 minute.
                                                                                                                                             6
                                                                          After spending the casting time tracing magical pathways
                                                                          within the CPU, you touch a Huge or smaller machine or an
                                                                          electronic device such as a phone or computer. The target gains
                                                                          an Intelligence, Wisdom, and Charisma of 10, if it originally had
                                                                          less. The target also gains the ability to speak one language
                                                                          you know, and gains an artificial intelligence, which is able to
                                                                          use speakers to speak, a microphone to hear, and a camera to
                                                                          see. If the device does not have any of these, then the artificial
                                                                          intelligence does not have the corresponding sense unless it
                                                                          gains it in the future. An artificial intelligence has full control
                                                                          over the electronic device that it is in.
                                                                             The awakened machine or device is charmed by you for 30
                                                                          days or until you or your companions do anything harmful to it.
                                                                          When the charmed condition ends, the awakened creature
                                                                          chooses whether to remain friendly to you, based on how you
                                                                          treated it while it was charmed.
    You stealthily place a magical tracker on a creature or object        You touch a computer or similar device and place an arcane
    that you touch. For the duration, you know the exact location         backdoor in the device. For the duration, you do not need a
    of the target, as long as they are on the same plane of               password to access the device, to access any file on the device,
    existence.                                                            or to make any changes to the device. This does not allow you
       If a creature uses an action to examine the target, they can       to access or change files that are shared but not stored on the
    realize the target is being tracked with a successful Intelligence    device.
    (Investigation) check against your spell save DC.                        At Higher Levels. If you cast this spell using a spell slot of
       At Higher Levels. If you cast this spell using a spell slot of     4rd level or higher, the duration is 8 hours. If you use a spell
    3rd level or higher, the duration is 8 hours. If you use a spell      slot of 5th level or higher, the duration is 24 hours. If you use a
    slot of 5th level or higher, the duration is 24 hours. If you use a   spell slot of 6th level or higher, the duration is 10 days. If you
    spell slot of 7th level or higher, the duration is 10 days. If you    use a spell slot of 7th level or higher, the spell lasts until it is
    use a 9th level spell slot, the spell lasts until it is dispelled.    dispelled.
    AWAKEN COMPUTER
    3th-level transmutation
    Casting Time: 8 hours
    Range: Touch
    Components: V, S, M (a computer CPU worth at least 1,000 gp,
       which the spell consumes)
    Duration: Instantaneous
    Classes: Artificer, Bard, Druid, Ranger, Wizard
7
BALLISTIC JACKET                                                       BOLSTER SECURITY
3nd-level abjuration                                                   2nd-level abjuration
Casting Time: 1 action                                                 Casting Time: 1 action
Range: Touch                                                           Range: Touch
Components: V, S                                                       Components: V, S, M (gold dust worth at least 25 gp, which the
Duration: Concentration, up to 1 hour                                     spell consumes)
Classes: Artificer, Ranger, Sorcerer, Wizard                           Duration: Until Dispelled
                                                                       Classes: Bard, Wizard
This spell turns the clothing or armor a creature is wearing
resilient to gunfire. Until the spell ends, the target has             You touch a computer and improve its defenses against hacking
resistance to ballistic and plasma damage.                             and magic. While affected by this spell, the computer is more
                                                                       difficult to hack; the DC to hack it increases by 10.
BESTOW VIRUS                                                              In addition, any spell or other magical affect targeting the
3rd-level necromancy                                                   computer has no affect. This does not stop this spell from being
Casting Time: 1 action                                                 targeted by spells such as dispel magic.
Range: Touch
Components: V, S                                                       BROADCAST
Duration: 1 hour                                                       4th-level transmuation(ritual)
Classes: Bard, Cleric, Wizard                                          Casting Time: 1 action
                                                                       Range: 10 miles
You touch an electronic device or machine and give it a
                                                                       Components: V, S, M (a camera)
malicious virus. If a creature is using the device, or if the target
                                                                       Duration: Concentration, up to 1 minute
is a machine, it must succeed on an Intelligence saving throw
                                                                       Classes: Artificer, Bard, Cleric, Wizard
or have the target become infected for the duration of the
spell. When you cast this spell, choose the nature of the virus        You broadcast a message to every monitor, television, phone,
from the following options:                                            and radio within range. You can choose what appears visually,
                                                                       such as an emblem or a video of you.
   While infected, you are aware of all creatures who interact
                                                                          For the duration, any affected device relays anything you say
   with the device.
                                                                       to creatures who can hear them.
   While infected, you can use an action to cause the device to           At Higher Levels. When you cast this spell using a spell slot of
   explode destroying it in the process. Creatures within 10
                                                                       6th level or higher, the range is 100 miles. When you use an 8th
   feet of the device must succeed on a Dexterity saving throw.
                                                                       level slot, the range is 1000 miles. When you use a 9th level
   A creature takes 6d6 fire damage on a failed save, or half as
                                                                       slot, all devices on the plane are affected.
   much on a successful one. If the target of this spell is a
   machine, it automatically fails this check instead of being         BULLET BARRAGE
   destroyed, and the spell ends.                                      2nd-level conjuration
   While infected, you learn all passwords and information
                                                                       Casting Time: 1 action
   inputted into the device.
                                                                       Range: Self
   While infected, the device turns off and cannot be turned
                                                                       Components: V, M (a gun which deals ballistic or plasma
   on. If the target is a machine, it is considered paralyzed,
                                                                          damage)
   and can make an Intelligence saving throw with
                                                                       Duration: Instantaneous
   disadvantage on the end of each of its turns. On a success,
                                                                       Classes: Ranger, Sorcerer, Wizard
   the spell ends.
                                                                       You fire your gun in a direction of your choice from you, then
   A remove curse spell ends this effect. At the DM's option, you      conjure hundreds of copies of identical bullets firing in the
may choose an alternative virus effect, but it should be no            same direction which form a line 180 feet long and 15 feet
more powerful than those described above. The DM has final             wide. Each creature in the line must make a Dexterity saving
say on such a virus's effect.                                          throw. Creatures more than 60 feet away from you have
   At Higher Levels. If you cast this spell using a spell slot of      advantage on the roll. A creature takes 4d6 ballistic or plasma
4th level or higher, the duration is 8 hours. If you use a spell       damage on a failed save, or half as much damage on a
slot of 5th level or higher, the duration is 24 hours. If you use a    successful one. This damage is not considered magical.
spell slot of 7th level or higher, the duration is 10 days. If you        At Higher Levels. When you cast this spell using a spell slot of
use a 9th level spell slot, the spell lasts until it is dispelled.     3rd level or higher, the damage increases by 1d6 for each slot
                                                                       level above 2nd.
                                                                                                                                             8
    CALL                                                                 You touch a computer and instantly copy all of the files stored
    Divination cantrip                                                   on the computer onto the memory stick. Any files that are
                                                                         password protected or encrypted are still that way when
    Casting Time: 1 action                                               copied. The memory stick can hold any amount of data from
    Range: Unlimited                                                     one computer at once.
    Components: V
    Duration: Concentration, up to 10 minutes                            DETECT TECH
    Classes: Artificer, Bard, Sorcerer, Wizard                           1st-level divination (ritual)
    Choose a creature that you have contact information for, such a      Casting Time: 1 action
    phone number, radio call sign, or handle. That creature’s device     Range: Self
    that you have contact information for alerts them as if they         Components: V, S
    were being called. If the device normally shows who is calling,      Duration: Concentration, up to 10 minutes
    it shows your full name. If they answer, you can speak to them       Classes: Artificer, Bard, Cleric, Druid, Ranger, Sorcerer, Wizard
    as if you were operating a similar device.
                                                                         For the duration, you sense the presence of electronics within
       You can also target a creature who has the call cantrip to call   30 feet of you. If you sense electronics in this way, you can use
    them. They mentally see your name when you do this, and can
                                                                         your action to see a faint aura around any visible creature or
    choose to accept or decline the call. If they choose to decline,
                                                                         object in the area that uses electricity, and you learn its basic
    you cannot choose them as the target of this spell for 1 hour.       function, if any. For example, you could learn that a small orb is
       If a creature is in another plane, or their device is off, then   actually a camera, but not where its footage is going or where
    the spell fails.
                                                                         it can see.
    CHARGE                                                                  The spell can penetrate most barriers, but it is blocked by 1
                                                                         foot of stone, 1 inch of common metal, a thin sheet of lead, or
    Transutation cantrip
                                                                         3 feet of wood or dirt.
    Casting Time: 1 bonus action
    Range: Touch                                                         DIVINE BULLET
    Components: S                                                        1st-level evocation
    Duration: 1 round
                                                                         Casting Time: 1 bonus action
    Classes: Artificer, Sorcerer, Wizard
                                                                         Range: Self
    A common electronic device that you touch which is Medium or         Components: V
    smaller gains enough power to function. The device doesn't           Duration: Concentration, up to 1 minute
    lose any charge for 1 round. This allows it to be turned on and      Classes: Cleric, Paladin
    used normally if it has an empty battery as long as you cast
                                                                         The next time you hit a creature with a ranged weapon attack
    this spell every turn.
                                                                         during the spell's duration, the projectile flares with brilliant
    CREATE CYBERNETIC                                                    radiance, and the attack deals an additional 2d8 radiant
    3th-level conjuration                                                damage.
                                                                            At Higher Levels. When you cast this spell using a spell slot of
    Casting Time: 1 action                                               2nd level or higher, the extra damage increases by 1d8 for each
    Range: Touch                                                         slot level above 1st.
    Components: V, S, M (a ingot of titanium worth 200 gp, which is
       consumed)                                                         DNA SCAN
    Duration: Instantaneous                                              2nd-level divination(ritual)
    Classes: Artificer, Cleric, Paladin, Ranger
                                                                         Casting Time: 1 action
    You touch a creature and create a cybernetic which replaces          Range: 10 feet
    one of their missing body parts. This cybernetic works exactly       Components: V, S, M (blood, hair, or other part of a body)
    like the original body part, but is susceptible to effects           Duration: Instantaneous
    targeting electronics.                                               Classes: Bard, Cleric, Druid, Ranger, Sorcerer, Warlock, Wizard
    DATA THIEF                                                           You analyze the DNA of a body part within range. You learn the
    2nd-level transmutation                                              following about the creature that the body part belonged to.
9
DOMINATE MACHINE                                                       At Higher Levels. When you cast this spell using a spell slot of
6th-level enchantment                                                4th or higher, the damage increases by 1d6 for each slot level
                                                                     above 3nd.
Casting Time: 1 action
Range: 60 feet                                                       ELECTROMAGNETIC BLAST
Components: V, S                                                     5th-level evocation
Duration: Concentration, up to 1 minute
                                                                     Casting Time: 1 action
Classes: Bard, Sorcerer, Wizard
                                                                     Range: 120 feet
You attempt to control a machine that you can see within             Components: V, S
range. It must succeed on an Intelligence saving throw or be         Duration: 1 minute
controlled by you for the duration. If you or creatures that are     Classes: Artificer, Bard, Cleric, Sorcerer, Wizard
friendly to you are fighting it, it has advantage on the saving
                                                                     You send out a blast of electromagnetism, centered on a point
throw.
                                                                     you choose within range. Each creature in a 20-foot-radius
   While the target is controlled, you have a telepathic link with
                                                                     sphere centered on that point must make an Intelligence saving
it as long as the two of you are on the same plane of existence.     throw. On a failure, all of its cyberware and any electronics
You can use this telepathic link to issue commands to the
                                                                     being worn or carried by them lose function for the duration. If
machine while you are conscious (no action required), which it
                                                                     the creature is a machine, it is paralyzed for the duration
does its best to obey. You can specify a simple and general          instead.
course of action, such as "Attack that creature," "Run over
                                                                        At the end of each of its turns, an affected target can make
there," or "Fetch that object." If the creature completes the
                                                                     an Intelligence saving throw. If it succeeds, this effect ends for
order and doesn't receive further direction from you, it defends
                                                                     that target.
and preserves itself to the best of its ability.
                                                                        All electronic devices in the area that are not being worn or
   You can use your action to take total and precise control of
                                                                     carried turn off and cannot be turned on for the duration.
the target. Until the end of your next turn, the machine takes
                                                                        At Higher Levels. When you cast this spell using a spell slot of
only the actions you choose, and doesn't do anything that you
                                                                     6th-level, the radius is 60 ft. When you use a 7th-level slot, the
don't allow it to do. During this time you can also cause the
                                                                     radius is 120 ft. When you use an 8th-level slot, the radius is
creature to use a reaction, but this requires you to use your
                                                                     250 ft. When you use a 9th-level slot, the radius is 500 ft.
own reaction as well.
   Each time the target takes damage, it makes a new                 ELECTROMAGNETIC PULSE
Intelligence saving throw against the spell. If the saving throw     3rd-level evocation
succeeds, the spell ends.
                                                                     Casting Time: 1 action
   At Higher Levels. When you cast this spell using a 6th-level
                                                                     Range: 120 ft
spell slot, the duration is concentration, up to 10 minutes. When
                                                                     Components: V, S
you use a 7th-level spell slot, the duration is concentration, up
                                                                     Duration: 1 minute
to 1 hour. When you use a spell slot of 8th level or higher, the
                                                                     Classes: Artificer, Bard, Cleric, Sorcerer, Wizard
duration is concentration, up to 8 hours.
                                                                     You send out an EMP, disabling electronics in a specific target.
DRONESWARM                                                           Choose one creature or electronic device within range.
3th-level conjuration                                                   If the target is a creature, it must make an Intelligence
Casting Time: 1 action                                               saving throw. On a failure, all of it's cyberware and any other
Range: 120 feet                                                      electronics that are a part of its body lose function for the
Components: V, S, M (a computer chip worth at least 25 gp)           duration. If the creature is a machine, it is paralyzed for the
Duration: Concentration, up to 10 minutes                            duration instead. At the end of each of its turns, the target can
Classes: Artificer, Ranger, Warlock, Wizard                          make another Intelligence saving throw. On a success, the spell
                                                                     ends on the target.
A large swarm of drones fill a 10-foot-radius sphere centered
                                                                        If the target is an electronic device, it turns off and cannot
on a point you choose within range. The sphere spreads around
                                                                     be turned on for the duration.
corners. The sphere remains for the duration, and all ranged
                                                                        At Higher Levels. When you cast this spell using a spell slot of
attacks going through any space of the sphere have
                                                                     4th level or higher, you can target one additional creature or
disadvantage. The sphere's area is difficult terrain.
                                                                     electronic device for each slot level above 2nd. The targets
   When you cast the spell, you can make a ranged spell attack
                                                                     must be within 30 feet of each other when you target them.
against a creature within 60 feet of the sphere. This attack has
advantage on creatures inside the area instead of
disadvantage. On a hit, the target takes 2d6 ballistic damage.
   As a bonus action on your turn, you can move the sphere up
to 30 feet and repeat the attack against a creature within 60
feet of it.
                                                                                                                                           10
                                                                           FALSE ID
                                                                           Illusion cantrip
                                                                           Casting Time: 1 action
                                                                           Range: Touch
                                                                           Components: V, S, (a small card or paper)
                                                                           Duration: Concentration, up to 10 minutes
                                                                           Classes: Bard, Sorcerer, Warlock, Wizard
                                                                           A small card or slip of paper you touch appears to be a valid
                                                                           identification card of your choosing. The card bears your name,
                                                                           likeness, and all other data expected by anyone examining such
                                                                           a card. However, it is only visually accurate and does not
                                                                           contain any valid machine-readable data or electronic coding.
11
This spell's damage increases by 1d12 when you reach 5th level       HOTWIRE
(2d12), 11th level (3d12), and 17th level (4d12).                    1st-level transmutation
HAYWIRE                                                              Casting Time: 1 action
3rd-level enchantment                                                Range: 30 feet
                                                                     Components: V, S
Casting Time: 1 action
                                                                     Duration: Instantaneous
Range: 90 feet
                                                                     Classes: Artificer, Bard, Ranger, Sorcerer, Wizard
Components: V, S
Duration: Concentration, up to 1 minute                              You cause a vehicle within range to unlock any outward facing
Classes: Artificer, Cleric, Druid, Ranger, Warlock, Wizard           doors and to start running if it was not already. If a creature is
                                                                     within the vehicle, they may attempt a Dexterity saving throw
This spell plays havoc with electronic devices, making the use
                                                                     to keep the doors locked.
of such devices all but impossible. Each electronic device in a
                                                                        At Higher Levels. When you cast this spell using a spell slot of
10 foot radius sphere centered on a point you choose within
                                                                     2nd level or higher, you can target one additional vehicle for
range is subject to random behavior while it remains within the
area. A device not held by a creature is automatically affected.     each slot level above 1st.
If an electronic device is held by a creature, that creature must
                                                                     IMPLANT CODEWORD
succeed on an Intelligence saving throw or have the device           4th-level enchantment
affected by the spell. Creatures who end their turn in the area
must also make an Intelligence saving throw or have their            Casting Time: 1 action
device affected by the spell.                                        Range: 30 feet
   At the start of each of your turns, roll a d6 for each affected   Components: V, S
device to determine its behavior. Except where otherwise             Duration: 10 days
indicated, that behavior lasts until the start of your next turn     Classes: Bard, Cleric, Paladin, Wizard
while this spell is in effect.                                       You attempt to implant a code word into another creature's
                                                                     mind, turning them into a double agent. One creature that you
D6                              EFFECT
                                                                     can see must make a Wisdom saving throw. If you are fighting
     The device shuts down and must be restarted. Do not roll        the creature, it has advantage on the saving throw. On a failed
1
             again for this device until it is restarted.            save, the target becomes charmed by you for 1 minute. The
2-                                                                   charmed target is incapacitated and unaware of its
                    The device does not function.
 4                                                                   surroundings, though it can still hear you. If it takes any
   The device experiences a power surge, causing an electric         damage or is targeted by another spell, this spell ends, and
  shock to the wielder (if any and one random creature within        none of the codewords affect the target.
    5 feet of the device. Each affected creature must make a
5                                                                       While this charm lasts, you can implant up to three codes in
    Dexterity saving throw against your spell save DC, taking
     6d6 lightning damage on a failed save, or half as much          the target. For each code, choose a word or phrase, and
                   damage on a successful one.                       command (no more than 2 sentences) to go with it. For
6                  The device is usable as normal.                   example, you could cause the target to "Attack and kill all
                                                                     people nearby", and link it to the word "blueberry", or you
  A machine which starts its turn in the area must succeed on        could link "Act normal until you are alone. Then call this
an Intelligence saving throw or act as if they were affected by      number and answer every question you hear from the phone."
the confusion that turn.                                             to the phrase "This is secret".
  At Higher Levels. When you cast this spell using a spell slot of      After one minute, the creature is no longer charmed and
4th level or higher, the radius of the sphere affected by the        forgets any memory involving you within the past 24 hours. For
spell increases by 5 feet for each slot level above 3rd.             the duration, whenever the target hears a code implanted in
                                                                     them, they must make a Wisdom saving throw with
HIDDEN WEAPON                                                        disadvantage. On a failure, the creature follows the associated
1st-level conjuration                                                command to its best abilities then returns to normal, If the
Casting Time: 1 action                                               creature takes damage while following the command, they may
Range: Touch                                                         attempt an additional Wisdom saving throw. On a successful
Components: V, S                                                     save the creature instantly returns to normal. Once a creature
Duration: Concentration, up to 1 hour                                returns to normal, they forgets all memories of following the
Classes: Bard, Paladin, Ranger, Sorcerer, Wizard                     command.
You send a weapon without the heavy property, that you are
carrying, into a pocket dimension. For the duration, you can
summon the weapon in your hand or send it back to the pocket
dimension as a bonus action.
                                                                                                                                           12
     It is likely that the target will begin to notice holes in their         All damage taken is psychic damage instead of the normal
     memories and become suspicious, depending on how subtle                  damage type.
     and long the events are that they forgot.                                If a creature dies, its "code" is deleted, leaving no body
        At Higher Levels. When you cast this spell using a spell slot of      behind. The creature can be restored to life only by means
     5th or 6th level, the duration is 30 days. When you use a 7th or         of a true resurrection or a wish spell.
     8th level spell slot, the duration is 1 year. When you use a spell       While in the internet, creatures are considered to be in a
     slot of 9th level, the spell lasts until dispelled.                      different plane.
     INFALLIBLE RELAY                                                         Once the spell ends, the creature appear within 5 feet of the
     1st-level divination                                                  device originally entered. If the device is not connected to the
                                                                           internet, a creature takes 3d10 force damage and appears
     Casting Time: 1 minute
                                                                           within 5 feet of the closest internet connected device.
     Range: Self
                                                                              At Higher Levels. When you cast this spell using a spell slot of
     Components: V, S, M (a phone)
                                                                           4th level or higher, you can target one additional creature for
     Duration: Concentration, up to 10 minutes
                                                                           each slot level above 3rd.
     Classes: Artificer, Bard, Ranger, Sorcerer, Warlock, Wizard
     With this spell, you can target any creature with whom you
     have spoken previously, as long as the two of you are on the
                                                                           INTERNET ADVENTURES
                                                                           If you prefer Internet Access be something that can be
     same plane of existence.
                                                                           used for longer adventures instead of a new way to use
        When you cast the spell, the nearest functioning phone or          the internet, you can make the following changes to
     similar communications device within 100 feet of the target           Internet Access.
     begins to ring. If there is no suitable device close enough to           -The spell level is 4th instead of 3rd.
     the target, the spell fails.                                             -The duration is instantaneous instead of
        The target must make a successful Charisma saving throw or         concentration, up to 1 hour. A creature can return to the
                                                                           real world by returning to the point they entered into
     be compelled to answer your call. Once the connection is
                                                                           the internet (if you want it to be hard), or by using an
     established, the call is crystal clear and cannot be dropped          action (if you want it to be easy).
     until the conversation has ended or the spell’s duration ends.           -Creatures can cast spells while in the internet.
     You can end the conversation at any time, but a target must
     succeed on a Charisma saving throw to end the conversation.
        At Higher Levels. If you cast this spell using a spell slot of     IRRADIATE
     3rd level or higher, target has disadvantage on the saving            2nd-level evocation
     throws against infallible relay. If you cast this spell using a       Casting Time: 1 action
     spell slot of 5th or higher, the spell no longer has                  Range: 120 feet
     concentration.                                                        Components: V, S
                                                                           Duration: Instantaneous
     INTERNET ACCESS                                                       Classes: Druid, Sorcerer, Warlock, Wizard
     3rd-level transmutation
                                                                           A surge of radiation washes over a creature within range. The
     Casting Time: 1 action
                                                                           creature must make a Constitution saving throw. On a failed
     Range: Touch
                                                                           save, the target takes 3d10 radiant damage and gains a level of
     Components: V, S, M (a device connected to internet)
                                                                           exhaustion. On a successful save, the target takes half as much
     Duration: Concentration, up to 1 hour
                                                                           damage and does not gain a level of exhaustion.
     Classes: Bard, Sorcerer, Wizard
                                                                              At Higher Levels. When you cast this spell using a spell slot of
     You turn a willing creature you touch into pure data and use          3rd level or higher, the damage increases by 1d10 for each slot
     the device to send them into the internet.                            level above 2nd.
       How the internet looks and how it functions is up to the DM,
     but the following is always true.
13
JAM SIGNALS                                                           MAGNETIC PULL/PUSH
3rd-level abjuration                                                  1st-level transmutation
Casting Time: 1 action                                                Casting Time: 1 action
Range: Self                                                           Range: 60 feet
Components: V, S, M (a jar of raspberry jam)                          Components: V, S, M (a magnet)
Duration: 10 minutes                                                  Duration: Instantaneous
Classes: Arificer, Bard, Druid, Sorcerer, Wizard                      Classes: Artificer, Druid, Sorcerer, Wizard
A 100-foot-radius invisible sphere surrounds you. All wireless        You briefly control intense magnetism focused on yourself.
and radio connections within this sphere are suppressed.              Choose one of the follow effects:
Devices with functions that rely on wireless or radio
                                                                         You send out a blast of magnetism at a creature either
connection, such as phones and walkie talkies, cease to
                                                                         made of metal or wearing metal armor. The creature must
function while within the sphere. These devices also cannot
                                                                         make a Strength saving throw. On a failure, the creature is
receive signals from outside the sphere.
                                                                         knocked prone and is either pulled 20 feet towards you or
   At Higher Levels. When you cast this spell using a spell of 4th       pushed 20 feet away from you.
level or higher, the radius is increased by 50 feet for each slot
                                                                         You propel a metal object in your hands towards a creature
level above 3rd.
                                                                         within range. Make a ranged spell attack. On a hit, the
                                                                         target takes 2d12 bludgeoning damage.
LOGIC BOMB
3rd-level enchantment                                                    You push against a metal object on the ground or against a
                                                                         wall. You are sent 60 feet directly away from the piece of
Casting Time: 1 action                                                   metal. If you are sent in the air, you can move up to 30 feet
Range: Touch                                                             horizontally, and you don't take any fall damage if you fall
Components: V, S, M (an interactive electronic device)                   within 5 feet of a piece of metal on the floor.
Duration: 8 hours                                                        You can pull on a metal object within range, catching it if
Classes: Artificer, Bard, Sorcerer, Warlock, Wizard                      you have an empty hand. If the object is being wielded or
You infuse one computer or other electronic device that can be           carried by a creature, the creature must make a Strength
interacted with, such as a phone or VR headset, with intense             saving throw or have the object be pulled from them.
psychic energy which lashes out at the next creature to use the
                                                                         At Higher Levels. When you cast this spell using a spell slot of
device. The first time a creature begins to use the device during
                                                                      2nd level or higher, the damage increases by 1d12 and
this spell's duration, they must make an Intelligence saving
                                                                      creatures are pulled/pushed an additional 10 feet for each slot
throw. The creature takes 8d8 psychic damage on a failed save,
                                                                      level above 1st.
or half as much on a successful one.
   At Higher Levels. When you cast this spell using a spell slot of   MAGNETISM
4th level or higher, the damage increases by 2d6 for each slot        1st-level transmutation
level above 3rd.
                                                                      Casting Time: 1 action
MAGNETIC BURST                                                        Range: 60 feet
2nd-level transmutation                                               Components: V, S
                                                                      Duration: Concentration, up to 1 minute
Casting Time: 1 action
                                                                      Classes: Artificer, Druid, Sorcerer, Wizard
Range: Self
Components: V, S, M (a magnet)                                        You make a creature or object within range extremely magnetic.
Duration: Instantaneous                                               Any attack roll using metal weapons or ammo has advantage
Classes: Artificer, Druid, Sorcerer, Wizard                           against the target, and the target has disadvantage on any
                                                                      attack rolls they make using metal weapons or ammo.
You send out a burst of magnetic energy, either pushing or
                                                                         In addition, any ranged attack rolls using metal ammo
pulling on all metal around you. All creatures wearing metal
                                                                      targeting creatures within 10 feet of the target are instead
armor or made of metal within 60 feet of you must make a
                                                                      directed at the target.
Strength saving throw. On a failed save, a creature takes 2d6
bludgeoning damage, is knocked prone and is either pulled 20
feet towards you or pushed 20 feet away from you. On a
successful save, a creature takes half as much damage, and
isn't pushed or knocked prone.
   In addition, all unsecured metal objects are either pulled
within 5 feet of you or are pushed 60 feet away from you.
   At Higher Levels. When you cast this spell using a spell slot of
3rd or higher, the damage increases by 1d6 for each slot level
above 2nd.
                                                                                                                                            14
     MINOR HACK                                                           MECHANICAL CHASSIS
     Transmutation cantrip                                                4th-level conjuration
     Casting Time: 1 action                                               Casting Time: 1 action
     Range: 30 feet                                                       Range: Self
     Components: V, S                                                     Components: V, S, M (an action figure)
     Duration: 1 hour                                                     Duration: 10 minutes
     Classes: Artificer, Bard, Sorcerer, Warlock, Wizard                  Classes: Artificer, Paladin, Sorcerer, Wizard
     By connecting with nearby technology, you create one of the          You summon a mech suit around yourself, boosting your
     following effects within range.                                      strength and providing protection. Until the spell ends, you
                                                                          gain the following benefits:
        You cause a display device you can see, such as a
        smartphone screen or computer monitor, to show an image              You gain 30 temporary hit points. Once these hit points are
        or video of your choice for up to 1 hour, which can include          reduced to 0, the spell ends.
        audio. A creature with access to the device can use an               Your size increases by one category - from Medium to
        action to close the image or video.                                  Large, for example.
        You cause an audio device you can see, such as a radio or            You can use your spellcasting ability instead of Strength for
        speaker, to play sounds of your choice for up to 1 hour.             the attack and damage rolls of your unarmed strikes and
        You can activate or deactivate an electronic device with a           your unarmed strikes deal 2d6 bludgeoning damage.
        clearly defined on or off function that can be easily                You have proficiency in Strength ability checks and saving
        accessed from the outside of the device. If a creature is            throws.
        currently using the device, they may attempt an Intelligence         You are treated as a machine for spells and abilities which
        saving throw. On a success, the device does not turn off.            affect machines.
                                                                             You can't cast spells that have somatic or material
        If you cast this spell multiple times, you can have up to three      components
     of its non-instantaneous effects active at a time, and you can
     dismiss such an effect as an action.                                   At Higher Levels. When you cast this spell using a spell slot of
                                                                          5th level or higher, the temporary hit points gained increases
                                                                          by 5 and the damage of your unarmed strikes increases by 1d6
                                                                          damage for each slot level above 4th, and your size increases
                                                                          by another category for every two slot levels above 4th.
15
MINI-NUKE                                                             MODIFY DATA
6th-level evocation                                                   3rd-level enchantment (ritual)
Casting Time: 1 action                                                Casting Time: 1 minute
Range: 500 feet                                                       Range: Touch
Components: V, S, M (a stick of uranium worth at least 500 gp,        Components: V, S
   which the spell consumes)                                          Duration: Instantaneous
Duration: Instantaneous                                               Classes: Bard, Cleric, Sorcerer, Warlock, Wizard
Classes: Druid, Sorcerer, Warlock, Wizard
                                                                      You touch a device or machine and modify its data. If you
You create a ball of unstable uranium and propel it to a point        target a device, you are able to add documents, images, or
you can see within range. Each creature in a 100-foot-radius          videos of your choice to the device, and change, or delete any
sphere centered on that point must make a Constitution saving         files on the device. If you do not have access to the device, any
throw. On a failed save, a target gains a level of exhaustion and     changes or deletions must be more broad. For example, if you
takes 5d6 fire damage and 5d6 radiant damage. On a successful         didn't have the password to a computer, you could delete all
save, a target doesn't gain a level of exhaustion and takes half      text files, or change any mention of your name to a different
as much damage.                                                       name, but you could not designate one specific photo you want
   At Higher Levels. When you cast this spell using a spell slot of   deleted.
7th or higher, the both damages increase by 1d6 for each slot             If you target a machine, it must make an Intelligence saving
level above 6th.                                                      throw. If you are fighting the creature, it has advantage on the
                                                                      saving throw. On a failure, you can affect the target's memory
                                                                      of an event that it experienced within the last 24 hours and
                                                                      that lasted no more than 10 minutes. You can permanently
                                                                      eliminate all memory of the event, allow the target to recall the
                                                                      event with perfect clarity and exacting detail, change its
                                                                      memory of the details of the event, or create a memory of
                                                                      some other event.
                                                                          At Higher Levels. If you cast this spell using a spell slot of
                                                                      5th or higher, the casting time is 1 action.
                                                                      MOLD METAL
                                                                      1st-level transmutation
                                                                      Casting Time: 1 action
                                                                      Range: 30 feet
                                                                      Components: S
                                                                      Duration: Instantaneous
                                                                      Classes: Artificer, Druid, Ranger, Sorcerer, Wizard
                                                                      You choose a portion of metal that you can see within range
                                                                      and that fits within a 5-foot cube which is not being wielded or
                                                                      carried. You manipulate it in one of the following ways:
                                                                                                                                           16
                                                                           D20                        POSITIVE MUTATIONS
     MUFFLE
     1st-level illusion                                                     1          The target immediately regains 4d8 hit points.
     Casting Time: 1 bonus action                                           2              The target gains +2 AC for the duration.
     Range: Touch                                                             The target has darkvision out to a range of 60 feet for the
     Components: S, M (a gun which deals ballistic or plasma                3     duration. If the target already has darkvision, it is
        damage)                                                                                   increased by 60 feet.
     Duration: 1 hour                                                          The target gains a breath attack as if they were targeted
     Classes: Bard, Ranger, Sorcerer, Wizard                                4 by the Dragon's Breath spell. You choose the damage type
                                                                                                     of the spell.
     You touch a firearm and create a small field of silence around                The target gains advantage on ability checks using an
     its firing mechanisms and muzzle. For the duration, any attacks        5
                                                                                           ability of your choice for the duration.
     made with the weapon make no sound, and when you are                        The target's size increases for the duration, as if they were
     hidden from a creature and miss it with a ranged weapon                6
                                                                                            affected by an Enlarge/Reduce spell.
     attack using the weapon, making the attack doesn't reveal your                 Attacks against the target have disadvantage for the
     position.                                                              7
                                                                                                          duration.
17
                                                                     Access "Admin access" means that you have full control of the
                                                                     device. This is usually a personal phone or computer. "Non-
                                                                     admin access" means you are able to access the computer, but
                                                                     that you do not have full control over the device. This could be
                                                                     a school or work computer, or could be a computer which
                                                                     you've stolen the password to. "Publicly used" means the
                                                                     device does not have a password to access it at all. This is often
                                                                     in public areas, such as libraries. "No access" means that all
                                                                     access must be gained through passwords that you do not
                                                                     have. "False destination" is a device which does not exist, or is
                                                                     not currently connected to the internet.
                                                                        On Target. You and your group (or the target object) appear
                                                                     next to the device you want to.
                                                                        Similar Area You and your group (or the target object) appear
                                                                     next to a device which is in a similar location to your target
                                                                     device. If possible, you should have some access into the new
                                                                     device. For example, you may end up at a different library than
                                                                     planned, or you may appear from an unlocked computer in
                                                                     someone's home. Distance off from the target device should be
                                                                     about 1d10 x 10 percent of the distance that was to be
                                                                     traveled. For example, if you tried to travel 200 miles, went to a
                                                                     similar area, and rolled a 2, you would be off target by 40
                                                                     miles.
                                                                        Mishap Traveling through the internet this quickly through
NET JUMP                                                             magic results in a difficult journey. Each teleporting creature
5th-level conjuration                                                takes 3d10 psychic damage, and the GM rerolls on the table to
Casting Time: 1 action                                               see where you wind up (multiple mishaps can occur, dealing
Range: 10 ft                                                         damage each time)
Components: V, M (a device connected to the internet)
                                                                     NET SEARCH
Duration: Instantaneous
                                                                     2nd-level divination (ritual)
Classes: Bard, Ranger, Sorcerer, Warlock, Wizard
                                                                     Casting Time: 1 minute
This spell instantly sends you and up to eight willing creatures     Range: Self
of your choice that you can see within range, or a single object     Components: V, S
that you can see within range, through an internet connected         Duration: Instantaneous
device to another internet connected device. If you target an        Classes: Artificer, Bard, Cleric, Druid, Ranger, Wizard
object, it must be able to fit entirely inside a 10-foot cube, and
it can't be held or carried by an unwilling creature.                You magically search the internet looking for answers to a
   The destination you choose must be an internet connected          question you have. Choose a person, object, event, or location.
device known to you, and it must be on the same plane of             You can immediately roll an appropriate check with advantage
existence as you. Your access to the destination device              to know information about it.
determines whether you arrive there successfully. The GM rolls          For example, if you wanted to learn about a specific
d100 and consults the table.                                         mushroom, you'd roll an Intelligence (Nature) check with
                                                                     advantage against the normal DC to know information about it.
             ACCESS               MISHAP SIMILAR AREA ON TARGET         You can cast this spell to make checks that you otherwise
    You have admin access         01-05      06-24       25-100      wouldn't be able to due to a lack of experience or proficiency,
  You have non-admin access       01-33      34-50       51-100      or to make checks that you previously failed.
                                                                        Once you choose a target with this spell, you cannot choose
  The object is publicly used     01-33      34-73       74-100
                                                                     the same target for 10 days.
      You have no access          1-43       44-95       96-100
       False destination          1-50      51-100          -
                                                                                                                                          18
     OVERCHARGE                                                             You infuse a gun with the ability to pierce through several
     5th-level transmutation                                                creatures, then pull the trigger. Creatures in a line 60 feet long
                                                                            and 5 feet wide emanating from you must make a Dexterity
     Casting Time: 1 action                                                 saving throw. On a failed save, the creature is affected by the
     Range: 120 feet                                                        gun's normal effects as if they had been hit by a weapon
     Components: V, S M (a fully charged battery)                           attack. Roll damage once for all creatures affected.
     Duration: Instantaneous
     Classes: Artificer, Druid, Sorcerer, Wizard                            RAIL GUN
     You send an excessive amount of energy into a device or                3rd-level conjuration
     machine within range.                                                  Casting Time: 1 action
         If the target is a device, it explodes, completely destroying      Range: 500 feet
     it, and all creatures within a 10 feet of it must make a Dexterity     Components: V, S, M (a coin)
     saving throw. A creature takes 8d10 fire damage on a failed            Duration: Instantaneous
     save, or half as much damage on a successful one.                      Classes: Ranger, Sorcerer, Wizard
         If the target is a machine, it must make a Constitution saving     You propel a coin with extreme accuracy, targeting a creature
     throw. The target takes 8d10 damage on a failed save, or half
                                                                            within range. Make a ranged spell attack. On a hit, the creature
     as much damage on a successful one. If this reduces the target
                                                                            takes 10d6 ballistic damage. This attack scores a critical hit on
     to 0 hit points, it explodes. All creatures within 30 feet of it       a roll of 18, 19, or 20.
     must make a Dexterity saving throw. A creature takes the                  At Higher Levels. When you cast this spell using a spell slot of
     original damage on a failed save, or half as much damage on a
                                                                            3rd or higher, the damage increases by 2d6 for each slot level
     successful one.
                                                                            above 2nd.
         At Higher Levels. When you cast this spell using a spell slot of
     6th or higher, the damage increases by 1d10 for each slot level        RECORD SELF
     above 2nd.                                                             1st-level enchantment
19
REPAIR                                                                SPEAK WITH MACHINES
1st-level transmutation                                               3rd-level divination(ritual)
Casting Time: 1 action                                                Casting Time: 1 action
Range: Touch                                                          Range: Self
Components: V, S                                                      Components: V, S
Duration: Duration                                                    Duration: 10 minutes
Classes: Artificer, Bard, Druid, Sorcerer, Wizard                     Classes: Artificer, Bard, Ranger, Sorcerer, Wizard
A construct you touch regains 3d4 hit points.                         You gain the ability to comprehend and verbally communicate
   At Higher Levels. When you cast this spell using a spell slot of   with machines and devices for the duration. You can substitute
2nd level or higher, the healing increases by 2d4 for each slot       any Intelligence (Computers) check for a Charisma ability check
level above 1st.                                                      using an appropriate skill. The knowledge and awareness of
                                                                      devices is extremely limited, but at minimum, devices can give
RICOCHET SHOT                                                         you information about creatures that have used them and what
1st-level transmutation                                               they were used for within the past day.
Casting Time: 1 action
Range: Self
Components: V, M (a gun which deals ballistic or plasma
   damage)
Duration: Instantaneous
Classes: Artificer, Ranger, Sorcerer
You infuse a gun with magic and make a ranged attack with it
against one creature within the gun's normal range. On a hit,
the target takes 1d8 force damage in addition to the weapon
attack's normal effects, and you can cause the bullet to ricochet
and target another creature within 30 feet of it. Make another
ranged attack against the new target. On a hit, the target takes
1d8 force damage in addition to the weapon attack's normal
effects.
   At Higher Levels. When you cast this spell using a spell slot of
2nd or higher, the initial force damage increases by 1d8 for
each slot level above 1st.
                                                                                                                                        20
                                                                           At Higher Levels. When you cast this spell using a spell slot of
     MACHINE SPIRIT                                                     2nd level or higher, the damage increases by 2d4 for each slot
                                                                        level above 1st.
     Medium construct(machine)
                                                                        SUMMON MACHINE
     Armor Class 11 + the level of the spell (natural armor)            2nd-level conjuration
     Hit Points 30 (Drone only) or 40 (Destroyer and Warrior
       only) + 10 for each spell level above 2nd                        Casting Time: 1 action
     Speed 30 ft. (Warrior and Destroyer only); 0 ft. and fly 60        Range: 90 feet
       ft. (Drone only)                                                 Components: V, S, M (a gilded motherboard worth a least 200
                                                                           gp)
        STR       DEX        CON        INT        WIS          CHA     Duration: Concentration, up to 1 hour
      18 (+4)    14 (+2)    16 (+3)   18 (+4)    14 (+2)       3 (-4)   Classes: Artificer, Wizard
     Damage Immunities poison, psychic                                  You conjure forth the spirit of a machine. It manifests in an
     Condition Immunities charmed, exhaustion, frightened,              unoccupied space that you can see within range. This corporeal
       paralyzed, petrified, poisoned                                   form uses the Machine Spirit stat block. When you cast the spell,
     Senses darkvision 60 ft, passive Perception 12                     choose a design: Drone, Destroyer, Warrior. The creature
     Languages understands the languages you speak                      resembles a military robot, which determines certain traits in
     Challenge - Proficiency Bonus equals your bonus                    its stat block. The creature disappears when it drops to 0 hit
                                                                        points or when the spell ends.
     Surveillance (Drone Only). The drone has advantage on
     Wisdom (Perception) checks and a +5 bonus to passive                  The creature is an ally to you and your companions. In
     perception.                                                        combat, the creature shares your initiative count, but it takes
                                                                        its turn immediately after yours. It obeys your verbal
                                                                        commands (no action required by you). If you don’t issue any, it
     ACTIONS                                                            takes the Dodge action and uses its move to avoid danger.
     Multiattack. The construct makes a number of attacks                  At Higher Levels. When you cast this spell using a spell slot of
     equal to half this spell’s level (rounded down).
                                                                        3rd level or higher, use the higher level wherever the spell’s
     Plasma Blaster. Ranged Weapon Attack: your spell                   level appears in the stat block.
     attack modifier to hit, range 80 ft., one target. Hit: 1d6
     + 3 + the spell’s level plasma damage.                             SUMMON VEHICLE
     Plasma Cutter. (Warrior Only) Melee Weapon Attack:                 1st-level conjuration
     your spell attack modifier to hit, reach 5 ft., one target.        Casting Time: 10 minutes
     Hit: 1d12 + 4 + the spell’s level plasma damage.
                                                                        Range: 30 feet
     Flamethrower. (Destroyer Only) The destroyer shoots a              Components: V, S, M (enchanted fuel worth 25 gp per spell level,
     stream of flame from itself in a 15 ft cone. Creatures in             which the spell consumes)
     the cone must make a Constitution saving throw. On a
     failure, the creature takes 1d8 fire damage + 1d8 fire             Duration: 24 hours
     damage for each spell level above 2nd. On a success,               Classes: Artificer, Cleric, Paladin, Ranger, Warlock, Wizard
     the creature takes half as much damage. This cannot
                                                                        You summon a vehicle in a space of your choice within range,
     be used with Multiattack.
                                                                        which uses the Summoned Vehicle stat block. Only creatures
                                                                        you designate when you cast this spell are able to enter this
     SPECTRAL BULLETS                                                   vehicle. A creature not designated must succeed a Charisma
     1st-level necromancy                                               saving throw in order to enter the vehicle. Once the spell ends,
                                                                        the vehicle slows to a stop, then vanishes.
     Casting Time: 1 action
                                                                          The general appearance is based on the spell slot used in the
     Range: Self
                                                                        spell, listed in the below table.
     Components: V, M (a gun which deals ballistic or plasma
        damage)                                                                 SPELL LEVEL                          LOOT
     Duration: Instantaneous                                                        1st                          Motorcycle
     Classes: Bard, Ranger, Sorcerer, Warlock, Wizard
                                                                                 2nd-3rd                             Van
     You infuse a gun with spiritual essence and make a ranged                   4th-5th                          Sports Car
     attack with it against one creature within the gun's normal
                                                                                 6th-7th                       Armored Truck
     range. The attack ignores cover, but you have disadvantage on
     the attack against a creature you cannot see. On a hit, the                 8th-9th                            Plane
     target takes 3d4 necrotic damage in addition to the weapon's
                                                                           At Higher Levels. When you cast this spell using a spell slot of
     normal effects.
                                                                        3rd level or higher, use the higher level wherever the spell’s
                                                                        level appears in the stat block.
21
SUMMONED VEHICLE                                             Controllable A creature inside Summoned Vehicle can
Medium(Motorcycle) or Huge (Other Vehicles) construct        take control of it as a bonus action. When in control, a
(machine)                                                    creature can substitute its action to use one of
                                                             Summoned Vehicle's actions, and/or their movement to
                                                             allow Summoned Vehicle to move up to its speed. Only
Armor Class 10 + the spell of the level (natural armor)      one creature can be in control of Summoned Vehicle at
Hit Points 20 + 10 for each spell level above 1st            a time.
Speed 60 ft., 100 ft. if cast at 4th level or above
                                                             ACTIONS
     STR         DEX          CON        INT   WIS     CHA
                                                             Drive Through. The Summoned Vehicle moves up to its
   20 (+5)      12 (+1)      18 (+4)      -     -       -
                                                             speed in a straight line. During this move, it can enter
                                                             creatures’ spaces if they are a size smaller than
Damage Resistances Ballistics, Plasma, Bludgeoning,          Summoned Vehicle. A creature whose space the
  Piercing, and Slashing from Nonmagical Attacks             Summoned Vehicle enters must make a Dexterity
Damage Immunities Poison, Psychic                            saving throw against your spell save DC. On a
Condition Immunities Blinded, Charmed, Deafened,             successful save, the creature is pushed 5 feet to the
  Exhaustion, Frightened, Paralyzed, Poisoned,               nearest space out of the Summoned Vehicle’s path. On
  Unconscious                                                a failed save, the creature falls prone and takes 1d6
Proficiency Bonus Summoned Vehicle's Proficiency Bonus       bludgeoning damage plus 1d6 bludgeoning damage for
  equals your bonus                                          each spell level above 1st. The Summoned Vehicle also
                                                             takes bludgeoning damage equal to the damage dealt.
Brainless The summoned vehicle does not have an
Intelligence, Wisdom, or Charisma score, as it does not      If the Summoned Vehicle remains in the prone
have any form of consciousness. It is immune to any          creature’s space, the creature is also restrained until
effect that would require it to make Intelligence,           it’s no longer in the same space as the Summoned
Wisdom, or Charisma saving throw. It cannot act unless       Vehicle. While restrained in this way, the creature, or
a creature inside of it controls it.                         another creature within 5 feet of it, can make a
                                                             Strength check against your save DC. On a successful
Traveler When traveling, Summoned Vehicle's speed is         save, the creature is pushed to the nearest space out
ten times as normal.                                         of the Summoned Vehicle's path.
Flight If cast as a 8th or 9th level spell, Summoned
Vehicle gains a flying speed of 100 feet.
Cover Vehicle If cast as a 2nd level or higher spell,
another creature may get in Summoned Vehicle as an
action, giving it three quarters cover from effects
outside of the vehicle, and disadvantage on Dexterity
saving throws. Creatures in Summoned Vehicle can exit
it as a bonus action. Up to 6 creatures may be in
Summoned Vehicle at once.
                                                                                                                        22
     SUMMON GREATER VEHICLE                                            The general appearance is based on the spell slot used in the
     5th-level conjuration                                           spell, listed in the below table.
     GREATER VEHICLE
     Huge construct (machine)                                        ACTIONS
                                                                     Drive Through. (Driver) The Greater Vehicle moves up to
     Armor Class 13 + the spell of the level (natural armor)         its speed in a straight line. During this move, it can
     Hit Points 60 + 10 for each spell level above 5th               enter creatures’ spaces if they are a size smaller than
     Speed 80 ft., fly 120ft (Jet Only)                              Greater Vehicle. A creature whose space the Greater
                                                                     Vehicle enters must make a Dexterity saving throw
                                                                     against your spell save DC. On a successful save, the
          STR          DEX           CON        INT    WIS    CHA    creature is pushed 5 feet to the nearest space out of
        24 (+7)       12 (+1)       20 (+5)      -      -      -     the Greater Vehicle’s path. On a failed save, the
                                                                     creature falls prone and takes 5d6 bludgeoning
     Damage Resistances Ballistics, Plasma, Bludgeoning,             damage plus 1d6 bludgeoning damage for each spell
       Piercing, and Slashing from Nonmagical Attacks                level above 5th. The Greater Vehicle also takes
     Damage Immunities Poison, Psychic                               bludgeoning damage equal to the damage dealt.
     Condition Immunities Blinded, Charmed, Deafened,
                                                                     If the Summoned Vehicle remains in the prone
       Exhaustion, Frightened, Paralyzed, Poisoned,
                                                                     creature’s space, the creature is also restrained until
       Unconscious                                                   it’s no longer in the same space as the Summoned
     Proficiency Bonus Greater Vehicle's Proficiency Bonus           Vehicle. While restrained in this way, the creature, or
       equals your bonus                                             another creature within 5 feet of it, can make a
                                                                     Strength check against your save DC. On a successful
     Brainless Greater Vehicle does not have an Intelligence,        save, the creature is pushed to the nearest space out
     Wisdom, or Charisma score, as it does not have any              of the Summoned Vehicle's path.
     form of consciousness. It is immune to any effect that
     would require it to make Intelligence, Wisdom, or               Machine Guns.(Gunner) Ranged Weapon Attack:
     Charisma saving throw. It cannot act unless a creature          Gunner's attack bonus (this attack counts as a martial
     inside of it controls it.                                       weapon for purpose of proficiency), range 60/180 ft,
                                                                     one target. Hit: 2d6 + gunner's Dexterity bonus ballistic
     Traveler When traveling, Greater Vehicle's speed is ten         damage. If the gunner has Extra Attack, they may treat
     times as normal.                                                this action as one attack.
     Cover Vehicle Another creature may get in Greater               Cannon. (Gunner)(Tank and Jet Only) Target a point within
     Vehicle as an action, giving it full cover from effects         150 feet. Each creature within a 10-foot radius of that
     outside of the vehicle. Creatures in Summoned Vehicle           point must make a Dexterity saving throw. A target
     can exit it as a bonus action. Up to 8 creatures may be         takes 12d6 fire damage on a failed save, or half as
     in Summoned Vehicle at once.                                    much damage on a successful one. This action may
     Controllable A creature inside Greater Vehicle can take         only be used once per round, even if there is more than
                                                                     one gunner.
     control of it as a bonus action. When in control, a
     creature can substitute its action to use one of Greater
     Vehicle's actions designated as a driver action, and/or
     their movement to allow Greater Vehicle to move up to
     its speed. Creatures who are not driving Greater
     Vehicle can use a bonus action to take control of
     Greater Vehicle's weapons, allowing them to substitute
     their actions to use one of Greater Vehicle's actions
     designated as gunner actions. There can only be one
     driver and three gunners at one time.
23
SUPERCHARGE                                                           TERMS AND CONDITIONS
2nd-level transmutation                                               3rd-level enchantment(ritual)
Casting Time: 1 action                                                Casting Time: 10 minutes
Range: Self                                                           Range: 10 feet
Components: V, S, M (a weapon that deals plasma damage)               Components: V, S, M (a signed written, typed, or digital
Duration: Instantaneous                                                  contract)
Classes: Artificer, Paladin, Ranger, Sorcerer                         Duration: Special
                                                                      Classes: Bard, Cleric, Paladin, Warlock
You cause a plasma dealing weapon in your hands to use all of
its power in one attack, dealing massive damage. Make a               When you cast this spell, you bind the souls of two parties to a
weapon attack using the weapon against a creature within the          contract, forcing them to adhere to it or suffer dire penalties. If
weapons usual range. On a hit, the target suffers the weapon          the contract used as the material component for this spell was
attack's normal effects and also takes an additional 4d10             signed by both parties willingly, without the use of magic or
plasma damage.                                                        forgery, then the contract becomes magically binding. The
   After casting this spell, the plasma weapon used is depleted       duration of the spell is equal to the amount of time that the
of charges and must be recharged before being used again.             contract is binding, up to 1 year. When you cast this spell,
   At Higher Levels. When you cast this spell using a spell slot of   choose one of the following penalties for each party for
3rd or higher, the damage increases by 1d10 for each slot level       violating the contract. At the DM's discretion, you may choose
above 2nd.                                                            an alternative effect for violating the contract, but it should be
                                                                      no more powerful than those described below.
SURVEILLANCE
3rd-level divination                                                     Agony. Every day at dawn, the creature takes 6d6 psychic
                                                                         damage. If this damage reduces the creature to 0 hit points,
Casting Time: 10 minutes
                                                                         the creature falls unconscious and is stable.
Range: 500 feet
                                                                         Claimed Soul If the creature dies, their soul belongs to the
Components: V, S, M (a security camera worth at least 100 gp)
                                                                         other party, being spiritually tied to the contract. The
Duration: Concentration, up to 10 minutes
                                                                         creature can be restored to life only by means of a wish
Classes: Bard, Cleric, Warlock, Wizard
                                                                         spell. If the duration of the spell ends and the creature is
You send your sight into a security system, allowing you to see          not in accordance with the terms of the contract, this effect
out of their cameras. Choose a building or a location no larger          lasts until dispelled.
than 1000 square feet within range. You are able to see through          Death. Every day at dawn, the creature takes 1d6 necrotic
one of the cameras in that location as if you were there. As an          damage. The target’s hit point maximum is reduced by an
action, you can switch to a different camera of your choice in           amount equal to the necrotic damage taken. The target dies
that location, provided there is one.                                    if this effect reduces its hit point maximum to 0.
   While using this spell, you are blind with regard to your own         Misfortune. The creature has disadvantage on saving
sight.                                                                   throws. Additionally, when the creature rolls a 20 on the
   At Higher Levels. When you cast this spell using a spell slot of      d20 for an attack roll, ability check, or saving throw, you
5th level or higher, the range is 1 mile. When you use a spell           instead treat the roll as if it were a 1.
slot of 7th level or higher, the range is 100 miles. When you use        Sickness The creature has disadvantage on ability checks.
a spell slot of 9th level, the range is unlimited, but must be on
the same plane of existence.                                             Once both creatures have agreed to the contract, the spell
                                                                      takes effect. If either creature is ever in violation of the terms
                                                                      of the contract, down to the letter, it suffers the effects of its
                                                                      chosen penalty. The penalty is in effect until the creature is in
                                                                      accordance with the terms of the contract.
                                                                         The spell can be ended early if both creatures verbally agree
                                                                      to end it while within 10 feet of each other, so long as neither
                                                                      creature is not suffering from the charmed condition. A remove
                                                                      curse spell also ends this spell if it is cast using a spell slot
                                                                      level equal to or higher than the spell slot used to cast this
                                                                      spell. If the spell is ended early, both creatures are aware of it.
                                                                         At Higher Levels. When you cast this spell using a spell slot of
                                                                      4th level or higher, the maximum duration of the contract
                                                                      increases by 1 year for each slot about 3rd.
                                                                                                                                            24
     THUNDER ROUND
     2nd-level evocation
     Casting Time: 1 action
     Range: Self
     Components: V, M (a gun which deals ballistic or plasma
        damage)
     Duration: Instantaneous
     Classes: Bard, Paladin, Ranger, Sorcerer
     You infuse a gun with explosive energy and make a ranged
     attack with it against one creature within the gun's normal
     range. On a hit, the target takes 1d8 thunder damage in
     addition to the weapon attack's normal effects. Hit or miss, the
     target and each creature within 10 feet of it must succeed on a
     Constitution saving throw or take 2d8 thunder damage.
        At Higher Levels. When you cast this spell using a spell slot of
     3rd level or higher, the second instance of damage increases by
     1d8 for each slot level above 2nd.
     TROJAN SPELL
     3rd-level abjuration
     Casting Time: 10 minutes
     Range: Special
     Components: V, S, M (powdered diamond worth at least 100 gp,
        which the spell consumes)
     Duration: Until Dispelled or Triggered
     Classes: Bard, Sorcerer, Wizard
     When you cast this spell, you send a text, email, or other digital
     message with a file attached that unleashes a spell on the
     recipient. You must have the target's contact information, and
     you may only send the message to one creature. As part of
     casting this spell, you store a prepared spell of 3rd level or
     lower in the message. You do not need to expend a spell slot
     for the stored spell, but you must still use any material
     components with costs. The spell must target a single creature
     or an area. The spell being stored has no immediate effect
     when cast in this way.
        When a creature sees the message, they must make a
     Charisma saving throw. On a failure, they are filled with intense
     curiosity, compelling them to click on the message and open
     the file. On a success, the creature is not compelled, but may
     still open the file. When the attached file is opened, the stored
     spell is cast. If the spell has a target, it targets the creature
     that opened the file. If the spell affects an area, the area is
     centered on that creature. If the spell summons hostile
     creatures or creates harmful objects or traps, they appear as
     close as possible to the recipient and attack it. If the spell
     requires concentration, it lasts until the end of its full duration.
25
If a creature uses its action to analyze the message, the
creature can determine the file's true nature with a successful
Intelligence (Computers) or Intelligence (Arcana) check against
your spell save DC.
   At Higher Levels. When you cast this spell using a spell slot of
4th level or higher, you can store any spell of up to the same
level as the slot you use for the glyph of warding. Alternatively,
you can send the file to an additional creature whose contact
information you have for every two slots levels above 3rd level.
TRUE SHOT
1st-level divination
Casting Time: 1 bonus action
Range: 120 feet
Components: V
Duration: 1 round
Classes: Bard, Ranger, Sorcerer
You see a brief glimpse of the perfect place to aim a shot
against a target within range. Until the end of your next turn,
you gain advantage on your first ranged attack roll with
against the target, and you score a critical hit on a roll of 19 or
20.
UNSEEN BY SECURITY
3rd-level illusion
Casting Time: 1 action
Range: Self
Components: V, S, M (a sharpened bone)
Duration: Concentration, up to 1 hour
Classes: Bard, Druid, Ranger, Sorcerer, Warlock, Wizard
For the duration, each creature you choose within 30 feet of
you (including you) are considered invisible to machines,
cameras, and electronic sensors. In addition, you and anything
on your person is completely undetectable by electronic
devices such as metal detectors and radar.
WATCHFUL EYE
2nd-level divination (ritual)
Casting Time: 1 minute
Range: 150 feet
Components: V, S, M (a camera lens)
Duration: 8 hours
Classes: Artificer, Ranger, Wizard
You create a series of magical cameras which provides you with
security and information. Choose an area within range no
larger than a 60-foot cube. Until the spell ends, you are aware
of when any creature enters the area, and can use an action to
allow you to see the area as if you were there until the start of
your next turn. You are not able to see anything outside of the
area.
   Once you move further than 1 mile from the designated area,
the spell ends.
                                                                      26
     WORD ON THE STREET
     3rd-level divination (ritual)
     Casting Time: 10 minutes
     Range: Self
     Components: V, S, M (a blank piece of paper worth at least 5 gp)
     Duration: Instantaneous
     Classes: Bard, Cleric, Druid, Paladin, Ranger
     You call upon the people of the city, drawing in rumors from
     across the city and putting them on a large piece of paper.
     When you cast this spell, the writing forms on the paper as if it
     were an official newspaper describing various rumors and
     events happening in the city, though nothing that an average
     person wouldn't be able to learn given time.
        The newspaper has up to three facts of your choice from the
     following list. You may choose an option more than once.
     Unless otherwise stated, you can choose the general category
     (such as actors, celestials, or marketplaces) you would like to
     learn about, but not specific locations or creatures.
27
                                                  CREDITS
   Inspiration and
                                                     Cover Page: Man With a Magic Umbrella
                                                     Destroying The City by Grandfailure
                                                     Page 6: Ghost of the Net by aliexiuss
                                                     Page 7: Paint War by Morgan Satria
                                                     Page 8: Uploading by Quarian-Ira
       Credits
                                                     Page 10: Some O'l Sci Fi stuff 2 by Michael
                                                     Broussard
                                                     Page 12: The Dwarf Fire Gun bySyn Scholar
                                                     Paage 15: Mistborn by Manuel Castañón
                                                     Page 16: MECH Suit Character Concept Art by
                                                     James Daly
Thank you so much for looking through these          Page 17: A New Sun for Tomorrow by Ian
                                                     Ellsworth
spells! Please check out my other work, as well      Page 19: Inca's apartment by Alexander
as all of the inspiration for this project!          Nanitchkov
                                                     Page 21: Robot Welding by Sam Perin
                                                     Page 23: Shang Hai 2077 by LeoN Wu
                                                     Page 25: Faux Security Camera Screenshot by
                                                     Nico HaKo
                                                     Page 26: Glitch Lich by Ryan O'Hara
                                                     Page 27: Tomorrow We'll Be Gone by Pablo Hoyos
                                                     Isusquiza
                                                     Watercolor Stains by flamableconcrete
                                                     Modern Theme by Draco
                                                     Made with GMBinder
                                                  INSPIRATIONS
                                                  Many of the spells in this book are reworded and
                                                  rebalanced versions of spells in the following
                                                  sources:
             WWW.GMBINDER.COM
 
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