Technomancer Mind-Affecting Spells II

We’re exploring the design space of technomacner mind-affecting spells.

If we want a mind-affecting spells to feel like a viable concept for a technomancer (which is the only time at which it would make sense to select the robot influence magic hack), we’re going to need at least two different mind-affecting spells at each spell level for 1st and higher, and at least one 0-level spell.

Which sounds like a great subject for a short series of blog posts!

We already did two 1st-level spells, and there’s already daze monster at 2nd, so let’s look at a 0-level and a 2nd-level.

Fragmented uses fatigue as a comparison to make sure we’re still at a 0-level spell’s power level.

Fragmented  [Technomancer 0]
School enchantment (mind-affecting)
Casting Time 1 standard action
Range touch
Targets one creature
Duration 1 round/level
Saving Throw Will negates; Spell Resistance yes
You can fragment the mental processes of the target, causing them to feel disrupted and attacked by slivers of old sensations and memories. You make a melee attack against a single target’s EAC, adding your key ability score modifier to the attack roll instead of your Strength modifier if it is higher. The target must succeed at a Will save or be sickened for the spell’s duration. Casting this spell doesn’t provoke attacks of opportunity.

Malware is much more complex, but we still looked at hold person and daze monster as comparisons. It’s designed to be of use even if the target succeeds at a save, without even being as completely incapacitating as hold person and daze monster. It’s compulsion has strong limits, but still gives some interesting options within those limitations.

Malware [Technomancer 2]
School enchantment (compulsion, mind-affecting)
Casting Time 1 standard action
Range Medium (100 ft. +10 ft./level)
Targets one creature
Duration 1 round/level
Saving Throw Will partial; Spell Resistance yes
You insert a psychic control program into the target, causing you to have some control over its actions. The target must make a will save. If it succeeds it fights off the control program, but doing so causes it to be staggered for 1 round. If it fails, the creature is staggered for the spell’s duration, but you can also give it one command each round. If the target takes a standard action, you can command it to take a specific additional move action. If it takes a move action, you can command it to take a specific additional standard action. If the action you command it to take places itself or its allies in direct risk, it gains an additional saving throw with a +5 bonus to end your ability to give it orders, though it remains staggered for the spell’s duration.

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About Owen K.C. Stephens

Owen K.C. Stephens Owen Kirker Clifford Stephens is a full-time ttRPG Writer, designer, developer, publisher, and consultant. He's the publisher for Rogue Genius Games, and has served as the Starfinder Design Lead for Paizo Publishing, the Freeport and Pathfinder RPG developer for Green Ronin, a developer for Rite Publishing, and the Editor-in-Chief for Evil Genius Games. Owen has written game material for numerous other companies, including Wizards of the Coast, Kobold Press, White Wolf, Steve Jackson Games and Upper Deck. He also consults, freelances, and in the off season, sleeps. He has a Pateon which supports his online work. You can find it at https://www.patreon.com/OwenKCStephens

Posted on February 28, 2020, in Game Design, Starfinder Development and tagged , , , , , , . Bookmark the permalink. Leave a comment.

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