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Technomancers of the Really Wild West 5: Teslics

Not so long ago I noted on Facebook and Twitter that in the Really Wild West, the most common kinds of technomancers are CartogramancersEdisonadesLovelacers, Telethurges, Teslics, and the Prophets of John Moses Browning.

I thought it might be fun to examine those ideas, and we’ve gotten to the Teslics.

(Image by Nejon Photo)

Teslics

Teslics are technomancers who attempt to reconcile the weirder scientific theories of mechanic Nikolai Tesla with their theosophic technological equivalents. Though Nikolai Tesla is a relative newcomer to the technological world stage, Tesla’s AC system and motors driven by it were adopted by Westinghouse in 1888 (following a war of publicity with Thomas Edison) giving Tesla international attention.

When Tesla claimed to be able to communicate with spirits of the dead in 1889, and that they warned an invasion from another planet was imminent, numerous serious researches and companies wrote him off. When he revealed he was boosting his own intelligence with the applciation of electircal current through an implant, there was serious discussion of having him committed.

When the Martians invaded, and tesla proved able to intercept their communications, predict their movements, and was the first to begin understanding their technology, all that changed. The US War Department has since given him nearly unlimited funds and facilities, and his Grand Street Laboratory in Manhattan has rapidly expanded to cover most of a city block. As a result, Tesla’s creativity has exploded.

Spirit phones. Cosmic auras. Teleforce. Broadcast energy. Death rays. Polyphase converters. Oscillating generators. Radiant energies. Remote controls. Magnifying transmitters. Tesla creates ideas in frenzied dashes of invention, rushing from one concept to another and forgoing sleep in favor of direct electric stimulation of his body. Some ideas he completes, and can be put into near-immediate use. Others are barely described at all, with little more than a single working prototype and a few scrawled calculations and theories. All efforts to bring tesla back to flesh-out his more esoteric concepts fail, and the War Department is so desperate for the inventions he completes–which they believe will be crucial in predicting and possible preventing a second War of the Worlds–they refuse to cut off his support.

After some weeks of having top-secret panels try to make sense of the fragmentary advances in technology Tesla has already abandoned for new ideas, the War Department generally leaks what little is know to private think tanks, and over months they become more widely disseminated. While dedicated mechanics and engineers attempt to recreate the pure-science answer Tesla has clearly discovered, some going to far as to install electric “exocortex” stimulators in their own brains, some technomancers seek to bypass the need for understanding the core principles of these technologies by building theosophic, sympathetic magic answers that can create the same end result without knowing exactly how it is done.

Teslics are often considered to be toying with forces no mortal mind can comprehend, and thought of as likely to become unreliable and possible even dangerous with little or no warning. At the same time, a Teslic’s willingness to risk their mind to unlock some discovery that might help the Earth defend itself from Mars is also seen as crucial on a grand scale, even if most people prefer Teslics do their crucial work far, far away.

Technomancer Alternate Class Feature: Teslic

Theoretical Theosophy: One spell known of each spell-level the technomancer can cast is randomly determined, representing what concepts the technomancer doesn’t quite understand they have managed to temporarily lock into a theosophic frame. However as the stars alignment changes, planets move, weather patterns shift, and the technomancers own understanding of the universe evolves, the tehcnomancer can loose the ability to use an old random spell, and can a new spell in its place.

Normally the randomly-selected spells shift once per month, and each time the technomancer gains a new technomancer level. These spells may be drawn from any spellcasting class (roll 1d10– 1-3 random mystic spell, 4-6 random technomancer spell, 7-9 random witchwarper spell, 10 technomancer may select a spell from any class allowed in the campaign). The random spell is always of the same level as the spell it replaces and one the technoamncer can use (for example, if a personal spell only functions with some class feature he tecnomancer lacks, a different random spell is selected).

Additionally, the technomancer may select one spell known at each spell level that is drawn from the mystic or witchwarper spell list. These may be any spell of the same or lower spell level. The technomancer may never select more than one such off-class spell known at each spell level in this manner (such as if they later swap out spells known upon gaining a level). However, the spell-per-spell-level-known that is selected randomly does not count against this limit.

Teslic Magic Hacks

The following magic hacks are available for selection by Teslics, beginning at 2nd level.

Broadcast Magic: You can attune a number of technological devices equal to your key ability bonus. This takes an hour, and they remain attuned until you attune new items in excess of your maximum. When these items are within short range (25 feet +5 feet/2 levels) and within your line of sight and line of effect, as a move action you can make them the origin point of a spell you cast that has a range greater than personal. You must cast the spell by the end of your next round to do this.

Teleforce: If you cast a damaging spell with a casting time of 1 standard action or less as a full round, you can change the type of damage it deals to be bludgeoning damage, and it becomes a force effect. If you cast the spell using a spell slot one or more levels higher than normal, you can also force the target to make a Reflex save (at the DC for a spell of the level of slot you used) or be pushed back 5 feet for every point by which it fails its save, and knocked prone.

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Technomancers of the Really Wild West 4: Telethurges

Not so long ago I noted on Facebook and Twitter that in the Really Wild West, the most common kinds of technomancers are CartogramancersEdisonades, Lovelacers, Telethurges, Teslics, and the Prophets of John Moses Browning.

I thought it might be fun to examine those ideas, and we’ve gotten to the Telethurges.

(Image by Phil)

Telethurges

While telethurges are very strongly associated with telegraph wires in the 1891 of the Really Wild West, their discipline is significantly older than that. The idea of ranged data transmission goes back almost as fat as the discovery of fire, and numerous ancient cultures used signal fires, smoke signals, and even lighthouses to send coded messages. The first “modern” telemancer, however, was British polymancer Robert Hooke, who combined a series of optical telegraph stations with specific theosophic principles on how to boost and encypher transmissions using that system.

However, the first widespread, successful use of optical telegraphs enhanced by theosophic principles was built by French engineer Charles Chappe during the French Revolution, and as a result numerous telethurge schools still teach in French. This was also adopted by naval “weather witches” who developed flag signals and eventually the large-flag system of wigwag, which proved its use during the American Civil War.

The development of the electric telegraph, followed quickly by Samuel Morse’s code for using it in 1838, turned telethurges to find theosophic ways to transmit and receive electric telegraph signals without the wires normally required. This allows access to such wonders as the Babbage-Bell Grid (a global cogitating and data storage system normally accessed through teletype machines in cities and major educational centers), global communication, and in recent years even telephone communication.

Telethurges are often see as “common folk” spellcasters, on par with linemen, polemen, and telegraph operators. In smaller towns, especially in the years just after the War of the Worlds, the local telethurge may be the most reliable method for getting news, sending important letters, and calling for help.

Technomancer Alternate Class Feature: Telethurge

Graphapathy (Su): A telethurge can access information from a telegraph, telephone, or other telecommunication wire without the normal equipment needed to do so. The wire or device must be within 400 feet +40 feet/level, and within line of sight and line of effect. The telethurge can use the communication system as if she was sitting at an appropriate device wired into it. The telethurge can even take a message from one wire or device, and move it to another (such as taking audio from a telephone line and transmitting it directly to a wax-cylinder recorder or Edisonade’s playback device).

A telethurge can extend the range of this ability by expending a spell slot. This allows the ability to function if there is a telecom wire or station within a range of 50 miles, +50 miles per level of the spell slot. Anything that would block a detect magic spell from detecting a source of magic at the same location as the telecom wire or station blocks the telethurge from being able to reach it. When messages are send or received in this way, they have a maximum of 10 words per caster level for each spell slot expended.

Additionally, when using telecom devices to send coded messages or trying to decipher coded messages, rather than Bluff or Sense Motive, the telethurge can use Mysticsm, and gains an insight bonus to their checks equal to 1/3 their class level.

A telethurge gains the following spells known as bonuses when they gain spells of the appropriate level — telepathic message (0-level), akkashic download (1st level), status (2nd-level), tongues (3rd-level), telepathic bond (4th-level), telepathy (5th level), telepathic jaunt (6th-level).

A telethurge has one fewer spells known at each spell level.

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Technomancers of the Really Wild West 3: Lovelacers

Not so long ago I noted on Facebook and Twitter that in the Really Wild West, the most common kinds of technomancers are Cartogramancers, Edisonades, Lovelacers, Telethurges, Teslics, and the Prophets of John Moses Browning.

I thought it might be fun to examine those ideas, and we’ve gotten to the Lovelacers.

(Art by Andrey Kiselev)

Lovelacers

Lovelacers are students of the principles of Augusta Ada King, Countess of Lovelace, and her the Mathimatikí Poíisi, the mathematical poetry that allows Analytical Engines and Cogitators to do more than solve equations. Ada Lovelace was the only child of famed poet Lord Byron and mathematician Lady Byron, and she recognized the potential of Charles Babbage’s mechanical calculating machines, beginning with his first Difference Engine, and combining their capacities with the clockwork minds of automatons, making the standardized construction of Androids possible. (Countess Lovelace also formed the Sapience Sequence, a series of questions and tests that can differentiate between a difference engine pretending to be sapient, and a true android that is the vessel for a soul.)

It’s also worth noting that Countess Lovelace was not, herself, a technomancer. Though she created numerous Mathimatikí Poíisi formula for use by technomancers, she herself was not a spellcaster but a pure theoretician and thinker. She had a sapient drone built using her designs and created numerous theosophical principles that have since become tehcnomancer spells, all without any spellcasting ability herself.

Lovelacers are respected as adepts at mathematics, poetry, and machine intelligence. Even before the social upheaval of the War of the Worlds broke numerous gender-based biases against women as technomancers, Lovelacers of any gender where considered respectable and competent, due in no small part to their ties back to Countess Lovelace herself, who was seen as a nearly divine intellect and the inheritor of significant social cachet as a result of her parentage.

Lovelacers are generally expected by the public to be “genteel” technomancers, the sorts of people who spend time in intellectual salons and academic settings, rather than on the frontier or in grimy workshops. However, they are also perceived to be serious thinkers, and when they do feel moved to put themselves in rougher ettings, people take their reasoning seriously.

Technomancer Alternate Class Feature: Lovelacer

Data Cache (Ex): A Lovelacer has a series of cogitator gears and difference engine formula that allow her to quickly and easily store data, run sums, and operate certain kinds of gizmos. Rather than a spell cache, this serves as a data cache. The Lovelacer’s data cache does not function as normal for a technomancer. Instead, it acts as a computer, with a tier equal to half the Lovelacer’s tier. At 2nd level, and each even technomancer level thereafter, the Lovelacer can add one module, countermeasure, or upgrade to the computer at no additional cost. Additionally, as long as you have your data cache, you are considered to have access to an InfoSphere. Your data cache can be repaired or replaced in the same way as a spell cache. Your data cache counts as a spell cache for prerequisites and interactions with other class features.

This replaces spell cache and cache capacitor.

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Technomancers of the Really Wild West 2: Edisonades

Not so long ago I noted on Facebook and Twitter that in the Really Wild West, the most common kinds of technomancers are Cartogramancers, Edisonades, Lovelacers, Telethurges, Teslics, and the Prophets of John Moses Browning.

I thought it might be fun to examine those ideas. I started with the one I’ve used the most, cartogramancer. Now its time to look at the Edisonade.

(Art by LaCozza)

Edisonades

Edisonades are inspired by one of the most famous living technomancers, Thomas Edison. Many can trace their training back to Edison himself–usually not from instruction directly from the Wizard of Menlo Park, but having learned from those who worked at Menlo or Edisons current facility (as of 1891) in Fort Meyers, Florida.

Edisonades are often seen as the “best” technomancers by the general public, due in large part to their continuation of Edison’s work in the theosophic value of sound, electricity, and data recording. They are also often seen as arrogant and too business-oriented to be trusted by common folk. While neither of these generalizations are actually rooted in the techniques of the Edisonades, they are widespread enough impact how most people react to these technomancers.

Many Edisonades try to also try to be inventors, seeing that as part of the Edison tradition, but their success rate is no greater than any population of educated, scientifically savvy people.

Technomancer Alternate Class Feature: Edisonade

An Edisonade can convert any damaging spell they cast to do electricity or sonic damage. If casting a cantrip that does electricity or sonic damage (including those that normally do some other damage type which they convert with this class feature), the Edisonade adds their class level +1d6 per 3 class levels to the damage done for spells with a single target, and add half their level +1d4 per 3 class levels for spells with an area or multiple targets.

This focus on energy types and manipulating them comes at a cost in other technomancy expertise. An Edisonade has one fewer spells known at every spell level.

Edisonade Magic Hack

A character with the Edisonade alternate class feature can select the following magic hack in place of a standard magic hack.

Playback (Su): An Edisonade with this magic hack can record and playback video and audio using their spell cache. The playback can be seen and heard by anyone able to see and hear the Edisonade. They can record up to 1 hour/level of audio and visual and play it back if they choose to do so in advance, though if they exceed a total of 1 hour/level of recorded material, some older recording must be erased. For any specific detail to be revealed in their playback, the first time they attempt the playback they must make an Engineering check with a DC equal to the Perception check DC to notice the detail when it first happened. The total recording time that can be stored can be divided into multiple recordings, but each recording uses at least 5 minutes of capacity.

An Edisonade can attempt to playback up to 1 minute of audio-visual they experienced but did not think to record at the time. This is always fuzzier, less perfect recordings, and the Engineering check DC to reveal any detail is equal to 10 + the DC of the Perception check to notice that detail when it first happened. this check can only be attempted once for any given moment. If the Edisonade wishes to keep this playback beyond a single viewing, it counts against their total stored recording time.

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Technomancers of the Really Wild West 1: Cartogramancers

The technomancer character in my Really Wild West campaign “Doomstone,” is a cartogramancer–someone who uses magic to enhance maps and mapmaking tools, and can use those tools to divine some kinds of information.

I noted on Facebook and Twitter recently that in the Really Wild West, the most common kinds of technomancers are Cartogramancers, Edisonades, Lovelacers, Telethurges, Teslics, and the Prophets of John Moses Browning.

I thought it might be fun to examine those ideas, starting with the one I had used the most, cartogramancer.

(Art by ForeverLee)

Cartogramancers

Cartogramancers focus on cartography, exploration, and the map as a scrying device. It has multiple origins, having developed in different forms separately in Babylon, China, and India. These were all known to and evolved by Greek and Roman mappers, but the major advancements in cartogramancy occurred in the Muslim community during the Golden Age of Islam. The 12th century cartographer Muhammad al-Idrisi is considered the Founder of Modern Cartogramancy, and it was his time spent in Sicily at the court of King Roger II that brought this modern version of the art to Europe, from whence it spread to every place the Europeans eventually colonized.

Cartogramancers are among the most in-demand forms of technomancers among major companies, governments, and military groups. Though this ascendency had begun in the past generation to wane as less and less of the world was uncharted, the Martian Invasion changed so much topography, and stirred up so many Hollow Worlds, that demand has spiked again in the past two years.

Technomancer Alternate Class Feature: Cartogramancy

At 1st level, you gain access to cartogramancy. This replaces you spell cache. (You gain a spell cache at 6th level in place of a cache capacitor, and gain cache capacitor ( at 12th and cache capacitor II at 18th level).

You can make a Mysticism check to perform the Orienteering task normally associated with Survival. You double any equipment bonus that would normally apply to an Orienteering task check (such as from a cartographer’s kit). You also gain an insight bonus to checks made for Orienteering equal to 1/3 your technomancer level (round up).

Additionally, if you are in an environment you have taken at least 10 minutes to survey with a cartography kit from a vantage point that grants you a broad view (such as the top of a hill, rather than down in an alleyway), you gain a +2 circumstance bonus to initiative checks, Perception checks, Stealth checks, and Survival checks within the area you were able to see from your survey point.

Once per day, you can divine information about a region using a cartography kit. This takes 10 minutes, and can be combined with surveying an area, as described above. You generally gain information about one biome you can see out to one day’s travel from you. You can learn one piece of information, plus one piece per 4 technomancer levels.

You can learn the direction or distance to the nearest potable water source, what the natural weather will be over the next 24 hours, the CR of most dangerous creature native to the region, what the most dangerous natural hazard is and what its CR is.

If you ask the same question more than once, each answer moves down to the next relevant answer–for example of you discover CR 7 quicksand is the most dangerous hazard in a region and you asked that question twice, you might also learn than CR 5 rockslides are the second-most-dangerous hazard.

Cartographer’s Kit
Bulk: 1 Cost: 20 credits
A cartographer’s kit includes a compass, sundial, triangles, pens with various nib thicknesses, collapsible tripod, levels, spyglass with level, sextant, and plumb lines. It grants a +2 equipment bonus to skill checks for the Orienteering task or to craft a map. Additionally, if you are trained in a skill that can be used to perform the Orienteering task, and can see the stars or sun, you can take 10 minutes to make a DC 20 check with that skill to attempt to determine your longitude and latitude on the globe… if you know what world you are on.

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Technomancer Mind-Affecting Spells VI

Today we wrap up (for now, at least) 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-level spelltwo first, a 2nd-level (to go with their existing 2nd-level mind-affecting spell, daze monster), two 3rd-level, 4th-level, and 5th-level spells. So, let’s do two technomancer-flavored 6th-level mind-affecting spells.

For balance on these we looked at a lot of 6th-level spells, but since there don;t seem to be any 6th-level mind-affecting spells in Starfinder, there aren’t any specific 1-to-1 comparisons.

mysterious woman in futuristic cloak with hood walking with blue light particles, digital art style, illustration painting

Algorithm [Technomancer 6]
School enchantment (compulsion, mind-affecting)
Casting Time 1 standard action
Range medium (100 ft. +10 ft./level)
Targets one creature/level, no two of which can be more than 30 feet apart
Duration 1 round/level
Saving Throw Will partial; Spell Resistance yes

You impose an algorithm on the decision-making processes and efforts undertaken by of the spell’s targets. Each round, you can designate one creature to be protected by the algorithm. Any affected target takes a -5 penalty to all skill checks regarding the target, attack rolls against the target, and to the save DC of any ability they use that affects the target. You can change the protected creature each round, ending the protection against any previous creature. Targets that fail their saving throw are unaware their actions are being influenced by a spell.

Targets that succeed at their Will save only take a -2 penalty to skills, attacks, and DCs, and are aware they are under the effects of a spell.

Target Lock [Technomancer 6]
School enchantment (compulsion, mind-affecting)
Casting Time 1 standard action
Range medium (100 ft. +10 ft./level)
Targets one creature
Duration 1 minute/level
Saving Throw Will partial; Spell Resistance yes

You lock the target’s attention onto one foe, and prompt it to attack that foe. The target must attack the foe with the attack most likely to be effective against it with at least one action per round. If the target succeeds at a Will save it can ignore this command, but the mental effort to do so causes it to be fatigued for the duration of the spell. The fatigue ends when the spell ends, or if the creature decided to attack the designated foe.

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Technomancer Mind-Affecting Spells V

We’re still 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-level spell, two first, a 2nd-level (to go with their existing 2nd-level mind-affecting spell, daze monster), two 3rd-level spells, and two-fourth-level spells. So, let’s do two technomancer-flavored 5th-level mind-affecting spells.

Blockchain looks at the scaling fear spell for determining it’s total power level–it’s not as debilitating, but has a much larger area, targets nonliving creatures, only targets enemies, and at this level lasts long, and has some effect even on targets who make their save, with off-target a pretty good guaranteed effect (and even dazzled causes you to be -1 on all attack rolls, which may not seem like much but isn’t bad if you hit a bunch of foes as the minimum effect they take on top of off-target).

Greater check the comments looks to greater command for how to upgrade 1st-level spells at 5th level.

Technomancer Eye

Blockchain [Technomancer 5]
School enchantment (compulsion, mind-affecting)
Casting Time 1 standard action
Range 60 feet
Targets all foes in a cone-shaped emanation
Duration 1 round/level
Saving Throw Will partial; Spell Resistance yes

You flood the minds of of every foe in the area to a series of interconnected mental checklists they must fulfill while taking any action. Targets are entangled as they constantly start and stop each thing they do, trying to fulfill the checklists demanded for each decision they make. Targets that succeed at their Will save still find their minds filled with checklists, but know they are artificial and can be ignored, though the distraction causes them to still be off-target. Targets already off-target are instead dazzled.

Check the Comments, Greater [Technomancer 5]
School enchantment (compulsion, mind-affecting)
Targets up to one creature/level, no two of which can be more than 30 ft. apart
Save Will negates

This spell functions like check the comments, except you can affect up to one creature per level and creatures make their announcements in one language you know of your choice, even if they do not speak that language (or, indeed, even if they speak no language).

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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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Design Space: Technomancer mind-affecting spells I

Sometimes a game has rules or options that suggest there are things that should exist, but they don’t. Or at least, they don’t existing in the form or to the degree they should. This is often a sign of a good ‘design space,’ a place where a game seems to need more material designed for it, where the existing rules don’t feel every reasonable iteration of the concept, and where such material won’t feel extraneous or uninteresting.

As a negative example, there’s not much design space between a shortsword that does 1d6 damage, and a longsword that does 1d8 damage. There are certainly things you can do (some companies make 7-sided dice, you can add or remove other elements such as cost and weapon traits and proficiency, and so on). So yes, you could make a ‘broadsword’ that cost more than a short sword, and weighed more, and did a d8 damage, but was easier to gain proficiency in than a longsword. But it’ll feel :showhorned in,” and not be as useful an addition to the game as a weapon with a totally different damage die or some more clear differentiating feature.

A positive example is in the Starfinder Roleplaying Game, where technomancers have a magic hack (“robot influence”) that allow them to affect constructs, robots, and other creatures that have the technological subtype, even if they’re mindless or would normally be immune.

Now, think about what mind-affecting spells a technomancer would use that with. … Right. Daze monster doesn’t suck, but it’s not worth a whole magic hack. The problem, of course, is that mind-affecting spells don’t normally feel like they are closely connected to technology. But that’s a conceptual hurdle that can be overcome, and mind-affecting spells are such a broad category that we can design them to feel very different from existing spells that mystics and witchwarpers get.

So, let’s create some! Specifically some low-level, technology and computer culture-inspired mind-affecting technomaner spells!

Check the Comments [Technomancer 1]
School enchantment (compulsion, mind-affecting)
Range medium (100 ft. + 10 ft./level)
Targets one creature
Duration one minute/level
Save Will negates

The target creature announced each action it is about to take before it takes it. If it is aware of a shared language it has with you, it uses that language to make these announcements, otherwise it uses its native language. If it announces an attack or effect that requires a saving throw, any creature that understands its announcement gains a +2 circumstance bonus to their AC or save against that effect. Additionally, if someone who understands the announcements readies an action to be triggered by an action the target announced, the readied action is triggered by the announcement, and thus is resolved before the triggering action. 

Dropped Pixel [Technomancer 1]
School enchantment (mind-affecting)

Range medium (100 ft. + 10 ft./level)
Targets one creature
Duration one minute/level
Save Will partial

The target creature cannot maintain any direct observation of you with a precise sense. They can track you with imprecise senses, but whenever they try to determine your exact  location or appearance they find themselves looking away, fixating on an item near you, or similarly not directly observing you. You gain concealment from the target. If the target succeeds at a Will save, the spell’s duration is reduced to 1 round.

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