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D&D 5e Technomancy Guide

This document introduces new rules for converting Dungeons & Dragons 5th edition to a modern or sci-fi setting, including new damage types (ballistic and plasma), skills (Computers and Mechanics), and the Machine creature subtype. It also provides guidelines for what types of technological spell lists each class would have, such as Artificers focusing on robotics and computers, while Druids would use natural forces like radiation and genetics.

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100% found this document useful (2 votes)
760 views30 pages

D&D 5e Technomancy Guide

This document introduces new rules for converting Dungeons & Dragons 5th edition to a modern or sci-fi setting, including new damage types (ballistic and plasma), skills (Computers and Mechanics), and the Machine creature subtype. It also provides guidelines for what types of technological spell lists each class would have, such as Artificers focusing on robotics and computers, while Druids would use natural forces like radiation and genetics.

Uploaded by

burningbright
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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TWENTY TWO'S 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) 1ST LEVEL


Call Arcane Tracker
Charge Detect Tech
Gun Hidden Weapon
Minor Hack Hotwire
Infallible Relay
1ST LEVEL Muffle
Detect Tech Record Self
Empower Grenade Repair
Hotwire Speak with Machines
Infallible Relay Spectral Bullets
Magnetic Push/Pull True Shot
Magnetism
2ND LEVEL
Mold Metal
Repair Bolster Security
Ricochet Shot Data Thief
Speak with Machines DNA Scan
Summon Vehicle Net Search
Overwatch
2ND LEVEL Thunder Round
Data Thief
Magnetic Burst
3RD LEVEL
Net Search Awaken Computer
Summon Machine Backdoor Access
Supercharge Bestow Virus
Watchful Eye Droneswarm
Electromagnetic Pulse
3RD LEVEL Internet Access
Awaken Computer Jam Signals
Ballistic Jacket Logic Bomb
Create Cybernetic Modify Data
Electromagnetic Pulse Surveillance
Elemental Bullets Terms and Conditions
Haywire Trojan Spell
Jam Signals Unseen by Security
Logic Bomb Word on the Street

4TH LEVEL 4TH LEVEL


Analyze Security Analyze Security
Broadcast Broadcast
Mechanical Chassis Implant Codeword

5TH LEVEL 5TH LEVEL


Electromagnetic Blast Electromagnetic Blast
Overcharge Net Jump
Summon Greater Vehicle
6TH LEVEL
BARD SPELLS Dominate Machine

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

6TH LEVEL RANGER SPELLS


Ghost in the Machine
1ST LEVEL
DRUID SPELLS Arcane Tracker
Detect Tech
1ST LEVEL Empower Grenade
Detect Tech Hidden Weapon
Magnetic Push/Pull Hotwire
Magnetism Infallible Relay
Mold Metal Mold Metal
Mutate Muffle
Repair Piercing Shot
Ricochet Shot
2ND LEVEL
Spectral Bullets
DNA Scan
Summon Vehicle
Irradiate
True Shot
Magnetic Burst
Net Search 2ND LEVEL
Bullet Barrage
3RD LEVEL
DNA Scan
Alter Species
Net Search
Awaken Computer
Overwatch
Haywire
Supercharge
Jam Signals
Thunder Round
Unseen by Security
Watchful Eye
Word on the Street

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.

ARCANE TRACKER BACKDOOR ACCESS


1st-level divination 3rd-level transmutation
Casting Time: 1 action Casting Time: 1 minute
Range: Touch Range: Touch
Components: S Components: V, S
Duration: 1 hour Duration: 1 hour
Classes: Bard, Ranger, Sorcerer, Wizard Classes: Bard, Cleric, Sorcerer, Warlock, Wizard

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.

Casting Time: 1 action The creature's full name.


Range: Touch The creature's general appearance (race, age, weight,
Components: V, S, M (an empty memory stick worth at least height, hair/skin color)
5gp) Any innate spellcasting the creature possessed.
Duration: Instantaneous Whether or not the creature is currently within a mile of
Classes: Artificer, Bard, Sorcerer, Wizard you.

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.

GHOST IN THE MACHINE


6th-level necromancy
Casting Time: 1 action
ELEMENTAL BULLETS Range: 100 feet
3rd-level evocation Components: V, S, M (a hallucinogen worth at least 25gp)
Casting Time: 1 action Duration: 1 hour
Range: Self Classes: Cleric, Warlock, Wizard
Components: V, M (a gun which deals ballistic or plasma
Your body falls into a catatonic state as your soul leaves it and
damage)
tries to possess a machine within range. The target must make
Duration: Concentration, up to 1 minute
a Charisma saving throw. On a failure, your soul enters the
Classes: Artificer, Paladin, Ranger, Sorcerer, Wizard
machine and begins to control it.
You infuse the bullets in your gun with elemental energy. Your game statistics are replaced by the statistics of the
Choose from fire, cold, lightning, acid, or thunder. For the creature, though you retain your alignment and your
duration, the gun deals an additional 2d6 of the chosen type of Intelligence, Wisdom, and Charisma scores. You retain the
damage. benefit of your own class features. If the target has any class
At Higher Levels. When you cast this spell using a spell slot of levels, you can't use any of its class features.
4th level or higher, the extra damage increases by 1d6 for each While possessing a machine, you can use your action to send
slot level above 3rd. your soul into another machine within 100 feet. The target must
make a Charisma saving throw. On a failure, your soul enters
EMPOWER GRENADE the new machine and controls it. On a failure, your soul is
1st-level transmutation repelled, and the spell ends.
Casting Time: 1 bonus action When the spell ends, your soul immediately returns back to
Range: Touch your body. If your body is dead when you attempt to return to
Components: V, S, M (a grenade) it, you die.
Duration: 1 minute At Higher Levels. When you cast this spell using a spell slot of
Classes: Artificer, Ranger, Sorcerer, Wizard 8th level or higher, you stay in the original machine instead of
the spell ending when you fail at possessing a new machine.
You touch a grenade and enhance its explosive capabilities. If
the grenade is used during the duration, the radius of the blast GUN
is increased by 5 feet and it deals an additional 2d6 damage. Conjuration cantrip
At Higher Levels. When you cast this spell using a spell slot of
Casting Time: 1 action
2nd level or higher, the radius of the grenade is increased by
Range: 120 feet
an additional 5 feet for each slot level above 1st.
Components: V, S
Duration: Instantaneous
GRENADE RADIUS Classes: Artificer, Sorcerer, Wizard
Grenades in my games usually have a 5 ft radius, but
You point your finger at a creature within range and shoot a
some games use larger explosions. If you use grenades
with larger radiuses, consider having the damage powerful projectile at them, causing a boom which can be
increase by 1d6 at higher levels instead of the radius. heard from 100 feet away. Make a ranged spell attack. You have
You could also increase the initial radius bonus to +10 disadvantage on the attack against creatures who are more
feet if +5 is too little, though this may warrant a 2nd than 60 feet away. On a hit, the creature takes 1d12 ballistic or
level spell slot.
plasma damage (your choice). This damage is not considered
magical.

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.

A creature can do anything they can do normally on the


internet, such as access email, discuss in forums, and watch
videos.
Instead of using Intelligence (Computers) for checks such as
breaking through passwords, searching the internet, or
playing games, a creature can use a different skill which is
appropriate for the check. For example, getting access to
files behind a password could be Dexterity (Thieve's Tools)
or Strength (Athletics).
Creatures cannot cast spells.

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:

Spikes form on the metal. Any creature that touches it must


make a Dexterity saving throw or take 2d4 piercing damage,
and it is considered difficult terrain if it is on the ground.
You cause shapes, colors, or both to appear on the metal,
spelling out words, creating images, or shaping patterns.
You shape the metal into a melee weapon that deals
piercing, slashing, or bludgeoning damage, into a shield, or
into chain mail.
You cause the metal to form into thin wires which try to
grab a creature within 5 feet of it. The creature must make a
Strength saving throw or become restrained. They can use
its action to make a Strength check against your spell save
DC. On a success, it frees itself.

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.

MUTATE The target's base walking speed increases by 15 feet for


8
the duration.
1st-level transmutation
The target gains resistance to one of the following damage
Casting Time: 1 action 9 types of your choice for the duration: acid, cold, fire,
Range: 60 feet lightning, or thunder.
Components: V, S The target's appearance changes into a form of your choice
Duration: Concentration, up to 1 hour 10 for the duration. They must stay the same size, and their
Classes: Druid, Sorcerer, Warlock basic shape must stay the same.
You target a humanoid or beast within range and randomly The target regains 1 hit point each minute for the duration,
11 and any severed body parts, if any, are restored once the
mutate their body. If the target is not willing, they must make a spell ends.
Constitution saving throw. On a success, they are not affected
The target can concentrate on two spells for the duration.
by the spell.
They make one saving throw to maintain concentration for
Roll 1d12 for Negative Mutations, then 1d20 for Positive 12
both spells when damaged, and lose concentration on both
Mutations on the below table. The target gains the listed on a failure.
features, with effects from Negative Mutations appearing The target has advantage on saving throws for the
before Positive Mutations. 13
duration.
D12 NEGATIVE MUTATIONS The target can telepathically speak to any creature they
can see within 30 feet of them for the duration. They don’t
1 The target immediately takes 3d12 necrotic damage. 14 need to share a language with the creature for it to
2 The target's AC is reduced by 2 for the duration understand their telepathic utterances, but the creature
must be able to understand at least one language.
The target is blinded but gains a blindsight of 10 feet for
3 The deals an additional 1d6 damage with melee weapon
the duration 15
attacks for the duration.
The target's body immediately expels toxic fumes around
4 them. Creatures within 10 feet of them must make a 16 The target does not need to breathe for the duration.
Constitution saving throw or take 3d6 poison damage. The target grows an extra pair of arms for the duration.
The target gains disadvantage on ability checks using an 17 They function just like normal arms. They do not provide
5 extra attacks, but they do work with two weapon fighting.
ability of your choice for the duration.
The target's size decreases for the duration, as if they were The target gains resistance to poison and has advantage
6 18
affected by the Enlarge/Reduce spell. on saving throws against poison for the duration.
7 Attacks against the target have advantage for the duration. The target gains natural weapons that deal 1d10 piercing
19
damage for the duration.
The target base walking speed decreases by 15 feet for the
8 20 The target gains a fly speed of 30 feet for the duration.
duration.
The target gains vulnerability to one of the following
9 damage types of your choice for the duration: acid, cold, At Higher Levels. When you cast this spell using a spell slot of
fire, lightning, or thunder. 2nd level or higher, you roll an additional time on either the
Negative or Positive Mutations table for each spell slot above
The target transforms into one of the following creatures
10 of your choice for the duration as if they were affected by 1st.
the Polymorph spell: cat, crab, frog, quipper, or raven
The target takes 1 necrotic damage each minute for the
11
duration.
12 The target can't concentrate on spells for the 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

OVERWATCH Casting Time: 1 action


2nd-level abjuration Range: Self
Components: V, S, M (an empty memory stick)
Casting Time: 1 action
Duration: 1 hour
Range: Self
Classes: Bard, Cleric, Paladin, Sorcerer, Wizard
Components: V, S, M (a glass eye)
Duration: Concentration, up to 1 minute During the duration of the spell, all your thoughts, emotions,
Classes: Bard, Ranger, Sorcerer, Wizard and senses are recorded. Once the spell ends, everything
experienced is placed onto the memory stick used in the
When you cast this spell, you create several dozen bolts of force
casting of the spell. The stick can be placed into a device to
which float above your head, waiting for the right moment to
allow the experience to play as a video. A creature can also use
protect. For the duration, whenever a creature within 120 feet an action to hold the memory stick and experience the
of you makes an attack, you may use your reaction to propel a
recording in real time as if they were the caster, including all
barrage of force bolts towards the creature, providing cover
the thoughts and emotions the caster experienced.
fire. Make a ranged spell attack. On a hit, the target takes 1d8
While you re-experience the recording, you may remove any
force damage, and has disadvantage on the triggering attack. parts of it that you wish, including specific thoughts, chunks of
At Higher Levels. When you cast this spell using a spell slot of
time, and entire senses.
3rd or higher, the damage increases by 1d8 for each slot level
above 2nd. REMOTE ACCESS
Transmutation cantrip
PIERCING SHOT
1st-level evocation Casting Time: 1 action
Range: 60 feet
Casting Time: 1 action Components: V, S
Range: Self Duration: 10 minutes
Components: V, M (a gun which deals ballistic or plasma
Classes: Bard, Sorcerer, Warlock, Wizard
damage)
Duration: Instantaneous You can use any electronic device you can see within range as
Classes: Ranger, Sorcerer if it were in your hands. You are only able to access functions
that a person using the device manually would be able to
access. You can use remote access with only one device at a
time, and you cannot use devices that other creatures are
using.

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.

Casting Time: 1 action SPELL LEVEL LOOT


Range: 30 feet 5th Armored Truck
Components: V, S, M (enchanted fuel worth 200 gp, which the
6th-7th Tank
spell consumes)
Duration: 1 hour 8th-9th Jet
Classes: Artificer, Cleric, Paladin, Ranger, Warlock, Wizard
At Higher Levels. When you cast this spell using a spell slot of
You summon a weaponized vehicle in a space of your choice 6th level or higher, use the higher level wherever the spell’s
within range, which uses the Greater Vehicle stat block. Only level appears in the stat block.
creatures you designate when you cast this spell are able to
enter this vehicle. A creature not designated must succeed a
Charisma saving throw in order to enter the vehicle. Once the
spell ends, the vehicle slows to a stop, then vanishes.

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.

A recent or future event which a faction of your choice


participated or will participate in
Details about a powerful (CR 1 or higher) creature in the
city.
A scandal involving celebrities or politicians.
The location of a semi-hidden area, such as a gray market
or gang hideout.
A recent crime of your choice and the main suspects
A conspiracy theory about something in the city

At the DM's option, you may choose to learn a fact not on


this list, but it should give no more secrets than those
described above.
Once you have chosen, the DM comes up with rumors that
you learn that correspond with your choices. They may not
always be important, usable, or true, but it is encouraged for
the GM to have at least one rumor which is true and beneficial.
At Higher Levels. When you cast this spell using a spell slot of
4th level or higher, you can ask an additional question for
every slot level above 3rd. Using a spell slot of 6th level or
higher also allows you to choose specific locations and
creatures to learn about.

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:

Arcane Artillery by ZowJr (Elemental Bullets,


Thunder Rounds, Spectral Bullets, Mini-Nuke)
Modern Handbook by AeronDrake (Arcane
Graffiti, Fake ID)
Spaceships and Starwyrms by Hopepunk Press
Technomancer's Textbook by Newtonyd (Terms
and Conditions, Jam Signals, Minor Hack, Muffle,
Summon Vehicle)
Unearthed Arcana: Modern Magic by Wizards of
the Coast (Haywire, Infallible Relay, Remote
Access, Ballistic Jacket, Unseen by Security)

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