January 5th, 2015

Alex Riggs

Obscure Arcana Archive

Today marks the end of Technology Week here at Necromancers of the Northwest. Earlier this week, I gave you an archetype that blended magic and technology in the form of the technology specialist, and today we’re continuing that theme with three spells that are specifically designed to interact with technology.


School transmutation; Level bloodrager 4, cleric 5, druid 6, inquisitor 4, mesmerist 4, occultist 4, psychic 5, shaman 6, sorcerer/wizard 5, witch 5
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one creature with one or more pieces of cybertech installed
Duration 1 round/level (D)
Saving Throw see text; Spell Resistance yes

You cause all cybertech installed in the target to malfunction, potentially causing a variety of problems. For the spell’s duration, each piece of cybertech installed on the target is treated as though its implantation score were twice what it actually is, which may cause one or more pieces of cybertech to cease functioning, and impose the standard –4 penalty on saving throws imposed by having a number of cybernetic implants installed whose combined implantation exceeds his Constitution or Intelligence score.

Additionally, if the new combined implantation score exceeds the target’s Constitution score, he must succeed on a Fortitude saving throw or suffer an amount of bleed damage equal to the amount by which the combined implantation score of his cybertech implants exceeds his Constitution score. This bleed damage cannot be stopped during the spell’s duration, but can be stopped normally once the spell ends.

Finally, if the new combined implantation score exceeds the target’s Intelligence score, he must succeed on a Will saving throw each round or be confused for 1 round.


School transmutation; Level magus 3, occultist 4, sorcerer/wizard 4
Casting Time 1 move action
Components V, S
Range touch
Target grenade touched
Duration 1 round/level; see text
Saving Throw none; Spell Resistance no

You magically enhance the power of the touched grenade, making it far more volatile and damaging. The amount of damage inflicted by the affected grenade is doubled, the saving throw DC to resist the grenade’s effects increases by +4, and the radius of the blast created by the grenade increases by 1d4 x 5 feet. However, grenades enhanced by this spell are more difficult to throw or fire accurately, and impose a –5 penalty on attack rolls made with the grenade. Finally, if the grenade has not been expended by the end of the spell’s duration, it explodes automatically on its own when the spell ends, with the enhanced detonation effect granted by this spell.


School transmutation; Level bard 2, cleric 2, druid 2, inquisitor 1, medium 1, mesmerist 1, occultist 1, psychic 1, shaman 2, sorcerer/wizard 1, spiritualist 1, witch 1
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one piece of technological equipment
Duration instantaneous
Saving Throw Fortitude negates (object); Spell Resistance yes (object)

You cause the target piece of technological equipment to immediately experience a glitch. When determining the nature of the glitch, the target rolls twice and you choose which result occurs. This otherwise functions as though the technological equipment had glitched normally.