Technomancer Mind-Affecting Spells IV

We’re exploring the design space of technomancer 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.

So far we’ve done a 0, two first, a 2nd (to go with their existing 2nd-level mind-affecting spell, daze monster), and two 3rd-level spells. So, let’s do two technomancer-flavored 4th-level mind-affecting spells.

The quantum zen king / 3D illustration of male android hardwired to computer core

CAPSLOCK looks at the various fear spells as a way to establish a power-level baseline, while safety on is balanced against hold monster.

CAPSLOCK isn’t nearly as debilitating as fear, but even on a failed save the target is affected briefly.

I also wrote safety on as a reminder (to myself as much as anyone) that’s there is more to technology than just computers, and thus technomancer spells should play with nondigital concepts as well. I like the concept of a technomancer being able to take the concept of a gun’s safety, and apply it to a person. It’s not as debilitating as hold monster, but the target also doesn’t get a save to end it every round, and again it has some impact even on targets that make a save.

CAPSLOCK [Technomancer 4]
School enchantment (compulsion, mind-affecting)
Casting Time 1 standard action
Range medium (100 ft. + 10 ft./level)
Targets all foes, no two of which can be more than 30 ft. apart
Duration 1 minute/level
Saving Throw Will partial; Spell Resistance yes

You rewire the targets’ ability to make decisions, forcing them to go all-or-nothing on everything they do. They can only take actions designated a full actions or double move actions (preventing any single attacks, standard actions, or single move actions) and cannot take reactions or swift actions. If they speak they must shout, and when moving they make heavy, deliberate steps, preventing any Bluff check to pass secret messages, and any Sleight of Hand or Stealth checks. They cannot take 10 or take 20 on skill checks, even if they have an ability that would normally allow them to do so when distracted or in danger.

If a target succeeds as a skill check, the duration of this spell is reduced to 1d4 rounds for that target.

Safety On [Technomancer 4]
School enchantment (compulsion, mind-affecting)
Casting Time 1 standard action
Range medium (100 ft. + 10 ft./level)
Targets one creature
Duration 1 round/2 levels (D)
Saving Throw Will partial, see text; Spell Resistance yes

The target cannot use a weapon for any purpose, make any attack roll, or take any action that would force creatures to make saving throws if they were targeted by or in the area of the action’s end result.

A target that succeeds at a Will save can take any actions it wishes, but suffers a -2 penalty to attack rolls, and the save DC of any effect it creates is reduced by 1.

PATREON
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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 March 4, 2020, in Game Design, Starfinder Development and tagged , , , , , , , . Bookmark the permalink. 2 Comments.

  1. these are really fun and unique.

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