Technomancy Spells

Animate CablesSpell Cost: 6 (Cantrip) – Technomancy Roll Penalty: -3 – Endurance Cost: 5/Phase
The mage makes any cables, cords or wires in the area animate and attack the target. If necessary, the cables will rip out of the wall or out of the ground. The cables can attack from any direction. If they happen to carry heavy electric current, so much the better, but this can’t be guaranteed. If the caster uses this spell around power lines, the electric current from the broken lines can make this spell very powerful indeed (see “Living in a Dangerous World,” p. S44, Hero System Rule Book). If the only cables available are telephone cords and such, the caster must be satisfied with their ability to grab and squeeze.
Game Information 20 STR Telekinesis, Indirect (+¾) (53 Active Points), Only in regions with wires, cords and cables (-½), Gestures (-¼), Incantations (-¼), Requires A Technomancy Roll (-1 per 20 Active Points; -¼), Spell (-½), (Real Cost: 19).
Power SurgeSpell Cost: 5 (Cantrip) – Technomancy Roll Penalty: -3 – Endurance Cost: 6
This spell causes a massive surge in an electrical system, damaging whatever machines draw power from it. Although the spell does very little damage by most standards, most of the machinery in an ordinary building has very little DEF or BODY. Thus, the spell can knock out lights, security cameras, electronic locks and other non-massive equipment, even if it’s hidden inside a wall (from the Indirect advantage). If the building or region’s fuse box or transformer is in the area of effect, it may be damaged as well—which could shut off power to an entire skyscraper or city block.
The spell caster needs some small, battery-powered item to wave while invoking Barakiel, the angel of lightning; a penlight will do.
Game Information 1d6 RKA, Invisible to Sight/Hearing (+ ¾), Indirect (+ ¾), 16" Radius AE (+ 1½), (60 Active Points), Only Affects Machines Hooked to Power System (-1), IAF (small battery-powered device; -½), Gestures (-¼), Incantations (-¼), Requires A Technomancy Roll (-1 per 20 Active Points; -¼), Spell (-½), (Real Cost: 16).
Ghost ColtSpell Cost: 1 (Cantrip) – Technomancy Roll Penalty: -1 – Endurance Cost: 1
After a regrettable incident with a Level 1 Necromancy Researcher overextending their learning, SHIELD Technomancers developed this spell. ‘Ghost Colt’ enchants the agent’s sidearm so its bullets can affect ghosts and other undead ethereal entities. The gun itself must be specially prepared by having a mystic symbol drawn on it, and the caster must say a magic word each time he fires. The charges of the spell are limited by the number of bullets the gun holds.
Game Information Affects Spiritual/Ghostly Desolid on up to 40 pt attack, Variable Special Effect: Any Gun (+¼), (10 Active points), OAF (Gun) (-1), Gestures (-¼), Incantations (-¼), Requires A Technomancy Roll (-1 per 20 Active Points; -¼), Spell (-½), (Real Cost: 3).
Manipulate AISpell Cost: 9 (Cantrip) – Technomancy Roll Penalty: -3 – Endurance Cost: 6/Phase (* Special)
When he encounters machines that “think” (such as computers and robots) that he doesn’t already control, a wizard can use this spell to attempt to force his will upon them and make them do his bidding.
Game Information Mind Control 12d6 (Machine class of minds) (60 Active Points); Gestures (-¼), Incantations (-¼), Requires A Technomancy Roll (-1 per 20 Active Points; -¼), Spell (-½). (Real cost: 27 points).
Drain PowerSpell Cost: 8 (Cantrip) – Technomancy Roll Penalty: -3 – Endurance Cost: 6/Phase
Even in the Marvel Universe, most devices require some sort of power, whether it comes from a battery, a wall socket, or fuel. This spell saps that power, making it harder (or impossible) for a device to function.
Game Information Suppress 4d6, all Electrical/Mechanical Device powers simultaneously (+2) (60 Active Points); Gestures (-¼), Incantations (-¼), Limited Range (50”; -¼), Requires A Technomancy Roll (-1 per 20 Active Points; -¼), Spell (-½). (Real cost: 24 points).
Manipulate MachineSpell Cost: 3 (Cantrip) – Technomancy Roll Penalty: -1 – Endurance Cost: 3/Phase
Wizards use this common Technomancy spell to move machines, control the moving parts in machines, flip switches, and so forth.
Game Information Telekinesis (10 STR), Fine Manipulation (25 Active Points); Gestures (-¼), Incantations (-¼), Only To Control Machines And Machine Parts (-1), Requires A Technomancy Roll (-1 per 20 Active Points; -¼), Spell (-½). (Real cost: 8 points).
Technomantic RepairSpell Cost: 4 (Cantrip) – Technomancy Roll Penalty: -2 – Endurance Cost: 4
By touching a damaged machine, a wizard can repair it with this spell. The spell can even replace missing parts or the like, not only repair existing, damaged parts. What it cannot do, however, is repair a completely destroyed machine.
Game Information Healing BODY 4d6 (40 Active Points); Gestures (-¼), Incantations (-¼), Only Versus Machines (-1), Requires A Technomancy Roll (-1 per 20 Active Points; -¼), Spell (-½). (Real cost: 12 points).
Charge BatterySpell Cost: 4 (Cantrip) – Technomancy Roll Penalty: -3 – Endurance Cost: 5
The Technomancer has the power to “juice up” electronic devices by giving them some of his own electrical energy.
Game Information 4d6 Aid Endurance, Reduced Endurance (½ Endurance; + ¼) (50 Active Points); Others Only (-½), Costs End (-½), Technological/Electricity-Based END Only (-1), Only Restores To Starting Values (-½), Gestures (-¼), Incantations (-¼), Requires A Technomancy Roll (-1 per 20 Active Points; -¼), Spell (-½). (Real cost: 11 points).
Drain Battery – *Spell Cost: 4 (Cantrip) – Technomancy Roll Penalty: -2 – Endurance Cost: 0
The Technomancer has the power to “drain” electronic devices and absorb the energy into himself.
Game Information 2d6 Transfer Endurance to END, Reduced Endurance (0 End; + ½) (45 Active Points); Technological/Electricity-Based END Only (-1), Can Only Restore To Starting Value (-½), Gestures (-¼), Incantations (-¼), Requires A Technomancy Roll (-1 per 20 Active Points; -¼), Spell (-½). (Real cost: 12 points)

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Technomancy Spells

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