Biolance Setting Spells

by TheTranMan

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Technomagic Spells

Level Spell School Conc. Ritual Components Class
0 On/Off Transmutation No No V, S Artificer, Bard, Sorcerer, Warlock, Wizard
1 Degauss Transmutation No Yes V, S Artificer, Bard, Wizard
1 Infallible Relay Divination Yes No V, S, M Artificer, Bard, Cleric, Sorcerer, Warlock, Wizard
1 Power Device Transmutation No Yes V, S, M Artificer, Bard, Sorcerer, Wizard
1 Remote Access Transmutation No No V, S Artificer, Bard, Sorcerer, Wizard
2 Arcane Hacking Transmutation Yes No V, S, M Artificer, Bard, Sorcerer, Warlock, Wizard
2 Data Decipher Divination Yes Yes V, S Artificer, Bard, Sorcerer, Warlock, Wizard
2 Digital Phantom Abjuration Yes No V, S, M Artificer, Bard, Sorcerer, Warlock, Wizard
3 Conjure Knowbot Conjuration No No V, S Artificer, Wizard
3 EMP Evocation No No V, S Artificer, Bard, Druid, Sorcerer, Warlock, Wizard
3 Haywire Enchantment Yes No V, S Artificer, Bard, Druid, Sorcerer, Warlock, Wizard
3 Invisibility to Tech Detection Illusion Yes No V, S, M Artificer, Bard, Druid, Sorcerer, Warlock, Wizard
4 Synchronicity Enchantment Yes No V, S Artificer, Bard, Cleric, Sorcerer, Wizard
4 System Backdoor Transmutation Yes No V, S, M Artificer, Bard, Warlock, Wizard
5 Shutdown Transmutation Yes No V, S Bard, Druid, Sorcerer, Warlock, Wizard

Technomagic

Certain of the spells in this section have a special tag: technomagic. Such spells are cast normally, but the technomagic tag indicates that their magic specifically references and interacts with computer systems and electronic devices.

Additional Spells

Level Spell School Conc. Ritual Components Class
0 Arcane Graffiti Conjuration No No V, S Artificer, Bard, Sorcerer, Warlock, Wizard
0 Gungyr Transmutation No No V, S, M Cleric
0 Sonic Strike Evocation No No V, S Bard, Cleric, Sorcerer, Warlock, Wizard
1 Frostwave Evocation No No V, S Sorcerer
1 Static Squall Evocation No No V, S Sorcerer
1 Sour Smite Evocation Yes No V Paladin
2 Find Vehicle Conjuration No No V, S Artificer, Paladin, Ranger, Sorcerer, Warlock, Wizard
2 Jam Firearm Transmutation No No V, S, M Artificer, Bard, Cleric, Druid, Ranger, Sorcerer, Wizard
2 Puncturing Smite Evocation Yes No V Paladin
2 Retributive Smite Evocation Yes No V Paladin
2 Zapping Bolt Evocation No No V, S Sorcerer, Warlock, Wizard
3 Electron Smite Evocation Yes No V Paladin
3 Magnetic Smite Evocation Yes No V Paladin
3 Protection from Ballistics Abjuration Yes No V, S, M Artificer, Cleric, Druid, Sorcerer, Wizard
3 Subzero Smite Evocation Yes No V Paladin
5 Commune with City Divination No Yes V, S Artificer, Bard, Cleric, Druid, Ranger, Sorcerer, Wizard
5 Supernova Smite Evocation Yes No V Paladin
6 Antiballistic Field Abjuration Yes No V, M Bard, Cleric, Druid, Sorcerer, Wizard
6 Ether Lance Conjuration No No V, S Sorcerer, Warlock

Atomancy Spells

Level Spell School Conc. Ritual Components Class
1 Atomic Smite Evocation Yes No V, N Paladin
1 Dispel Radiation Abjuration No No V, S, M, N Cleric, Sorcerer, Wizard
1 Nuclear Nova Evocation No No V, S, N Sorcerer
2 Atomic Jet-Fire Evocation No No V, S, M, N Sorcerer
2 Irradiation Ray Evocation No No V, S, N Sorcerer
4 Irradiation Zone Evocation No No V, S, M, N Sorcerer, Wizard
9 Nuclear Fireball Evocation No No V, S, M*, N Sorcerer

Atomancy

Atomic-Magic, otherwise known as Nuclearmancy or Radiomancy. Certain spells in this section have this special tag: atomancy. Such spells are cast normally, but the atomancy tag indicates that their magic specifically references Radiation mechanics.

Atomancy spells can't afflict Constructs with the Irradiation condition.

Nuclear Component

Atomic Magic alongside Technomagic was a late-Industrial style of unique spellcasting that pioneered and hailed in the Futuristic age of magic that revolves around the high-tech sciences and a greater understanding of the Universe at large.

When Refined Uranium and the primal magic behind celestials objects such as the Sun or Elder Elementals were harvested or researched, Casters found the origin behind Evocation-style magic. A more elder-sourced magic was founded from Atomancy, along with solutions to energy crisis' or magic item creation with otherworldly materials using atomic fire forges.

To cast a spell that employs a Nuclear Component (including using a spell scroll or other magic item that stores such a spell), a caster must have an object infused with Radioactive power, such as Uranium Rods, though the most safest alternative is a depleted uranium rod. A creature which casts a Spell with a Nuclear Component must make a Constitution saving throw (DC = 10 + the Spell slot to cast it) or risk becoming Irradiated for 1 minute, also taking 1 point of Nuclear damage per each level of the spell, of which's damage ignores resistance and immunity.

Protective Gear. Casters are commonly advised to wear protective covering like a haz-mat suit, but even that is considered the bare minimum of protection from a Nuclear component's effects.

Irradiated Condition

  • An irradiated creature can't regain Hit Points.
  • An irradiated creature's Max Hit Points is reduced by any amount of Nuclear damage they take, most commonly from the same source they become afflicted by this condition from, such as a spell.
  • An irradiated creature who becomes afflicted with irradiation again from a different source gains a Level of Exhaustion instead of becoming irradiated (since it's already irradiated).

Cantrips

Arcane Graffiti

Conjuration cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 10 days
  • Classes: Artificer, Bard, Sorcerer, Wizard

This spell allows you to inscribe your personal rune or a short message, which can be no larger than 2 feet tall and consist of no more than six words, on a nonliving creature or object. The writing can be visible or invisible. An arcane graffiti spell enables you to etch the words upon any substance (even stone or metal) without harming the material upon which the mark is placed. If invisible graffiti is made, the casting of any spell within 30 feet causes the words to become visible for 30 seconds.

Gungyr

Transmutation cantrip


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S, M (a handheld metallic weapon)
  • Duration: 1 minute
  • Classes: Cleric

Any metallic weapon you are holding is imbued with deific power. For the duration, the metallic weapon changes into a magical firearm. This magical firearm lasts until the spell ends, and you are proficient with it, to which it reverts into its original form. It counts as a firearm with a range of 120 feet. If you make a ranged attack with the firearm, you use your Spellcasting Ability instead of Dexterity for the attack and damage rolls, and it deals a 1d12 ballistic damage. The spell ends if you cast it again or if you let go of the weapon.

This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

On/Off

Transmutation cantrip (technomagic)


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Artificer, Bard, Sorcerer, Warlock, Wizard

This cantrip allows you to activate or deactivate any electronic device within range, as long as the device has a clearly defined on or off function that can be easily accessed from the outside of the device. Any device that requires a soft-ware based shutdown sequence to activate or deactivate cannot be affected by on/off.

Sonic Strike

Evocation cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Bard, Cleric, Sorcerer, Warlock, Wizard

You bellow out a concentrated wail of bounding air within range. Make a ranged spell attack against the target. On a hit, the target takes 1d12 Sonic damage and is deafened until the end of its next turn.

This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

A Note on Damage Subtypes

The following damage types are broken up into separate main and subtype damage types. In game terms, a main damage type counts as its subtype, but the subtype does not count as the main damage type. This would mean all piercing damage would count as ballistic damage, but not all piercing damage counts as ballistic damage. Magical effects or creature properties that grant resistance to the main damage type also apply to the subtype, but effects or properties reducing the subtype do not automatically apply to the main type.

Main Subtype
Piercing Ballistic
Slashing Shredding
Cold Frost
Radiant Fire
Force Nuclear
Lightning Static
Thunder Sonic

1st-Level

Atomic Smite

1st-level Evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, N
  • Duration: Concentration, up to 1 minute
  • Classes: Paladin

The first time you hit with a melee weapon attack during this spell’s duration, your weapon flares with volatile green matter, and the attack deals an extra 3d6 Nuclear damage to the target and causes the target to become Irradiated.

At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 nuclear damage. On a successful save, the spell ends and the target is no longer Irradiated.

At Higher Levels. When you cast this spell using a spell slot of 2nd or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot.

Degauss

1st-level Transmutation (technomagic) (ritual)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Artificer, Bard, Wizard

By touching a single device that contains electronic files, such as a computer, external hard drive, USB flash drive, or magnetic disk, you erase all files on that device. The device is rendered empty of data.

Dispel Radiation

1st-level Abjuration (atomancy)


  • Casting Time: 1 action
  • Range: 60 feet (10-foot cube)
  • Components: V, S, M (a geiger counter)
  • Duration: Instantaneous
  • Classes: Cleric, Sorcerer, Wizard

You stabilize hostile atomic magic at a point of your choice within range. This space fills a 10-foot cube. Radiation Sickness or the Irradiation Condition ends on any creature within the cube. Any Area within the cube that contains Radiation (such as an area conjured by Irradiation Zone) is dispelled.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can place another 10-foot cube which you can arrange as you wish though it must have at least one face adjacent to the face of another cube. You can place one additional 10-foot cube per slot level beyond 1st.

Frostwave

1st-level Evocation


  • Casting Time: 1 action
  • Range: Self (15-foot cone)
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Sorcerer

Freezing cold blasts from your fingertips in a 15-foot cone. Each creature in that area must make a Constitution saving throw, taking 2d8 cold damage on a failed save, or half as much damage on a successful one.

A creature submerged or drenched in liquids is frozen if they take any cold damage, and must make use an action on their turns to attempt to break out.

The cold freezes nonmagical liquids in the area that aren't being worn or carried.

At Higher Levels. When you cast this spell using a spell slot of 2nd or higher, the damage increases by 1d8 for each slot level above 1st.

Frozen Condition

A creature is considered restrained while frozen. They can only spend an action on each of their turns to make a Strength check DC = 10 or the spellcaster's Spell Save DC. They also can't take reactions. While frozen, they are vulnerable to bludgeoning damage. If they take bludgeoning or fire damage, they are no longer Frozen.

Infallible Relay

1st-level Divination (technomagic)


  • Casting Time: 1 minute
  • Range: Self
  • Components: V, S, M (a mobile phone)
  • Duration: Concentration, up to 10 minutes
  • Classes: Artificer, Bard, Cleric, Sorcerer, Warlock, Wizard

With this spell, you can target any creature with whom you have spoken to previously, as long as the two of you are on the same plane of existence.

When you cast the spell, the nearest functioning telephone or similar communications device within 100 feet of the target begins to ring. If there is no suitable device close enough to the target, the spell fails.

The target must make a successful Charisma saving throw or be compelled to answer your call. Once the connection is established, the call is crystal clear and connot be dropped until the conversation has ended or the spell's duration ends. You can end the conversation at any time, but a target must succeed on a Charisma saving throw at the end of each minute to end the conversation.

Nuclear Nova

1st-level Evocation


  • Casting time: 1 action
  • Range: Self (10-foot radius)
  • Components: V, S, N
  • Duration: Instantaneous
  • Classes: Sorcerer

You unleash a pulse of hazardous energy within range. Each creature other than you must make a Constitution saving throw. On a failed save, a creature takes 3d8 Nuclear damage and is Irradiated, on a successful save the creature takes half as much damage and isn't poisoned. A creature remains Irradiated until the end of their next turn.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Power Device

1st-level Transmutation (technomagic) (ritual)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a battery cell)
  • Duration: 10 minutes
  • Classes: Artificer, Bard, Sorcerer, Wizard

You touch an electrical or mechanical device that requires a power source. For the duration of the spell, the device functions exactly as it normally would if it had conventional power.

This spell can affect any Small, Medium, or Large household or handheld device, or general-purpose vehicle.

At Higher Levels. When you cast this spell using a slot of 2nd level or higher, you can power a Huge-sized device, vehicle, or machinery. When you cast this spell using a slot of 3rd level or higher, you can power a Gargantuan-sized device, vehicle, or machine. When you cast this spell using a slot of 4th level or higher, the duration lasts for 1 hour. When you cast this spell using a slot of 5th level or higher, the duration lasts for 24 hours. When you cast this spell using a slot of 6th level or higher, you can permanently power a device with this magic, which lasts until dispelled.

Power Device and Objects

"Household" or "Handheld" Device and "General-Purpose" Vehicle stands for any reasonable Industrial and Futuristic Equipment or objects, i.e. you could not power a Laser Rifle with with Power Device, but could power a Mobile Phone with Power Device. You also can't power say, Military Vehicles with Power device, or intricate devices with many parts.

Remote Device

1st-level Transmutation (technomagic)


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: 10 minutes
  • Classes: Artificer, Bard, Sorcerer, Wizard

You can use any electronic device within range as if it were in your hands. This is not a telekinesis effect. Rather, this spell allows you to simulate a device's mechanical functions electronically. You are able to access only functions that a person using the device manually would be able to access. You can use remote access with only one device at a time.

Static Squall

1st-level Evocation


  • Casting Time: 1 action
  • Range: Self (15-foot cube)
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Sorcerer

You wreak havoc with a discharge of electrical currents. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d10 Static damage and has disadvantage on the next Strength or Dexterity saving throw it makes. On a successful save, the creature takes half as much damage and doesn't have disadvantage on their next save. In addition, creatures have disadvantage on their saving throw if the creature is obscured by any form of gas, fog, or mist like a fog cloud spell.

At Higher Levels. When you cast this spell using a spell slot of 2nd Level or higher, the damage increases by 1d10 for each slot level above 1st.

Sour Smite

1st-level Evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute
  • Classes: Paladin

The next time you hit a creature with a weapon attack before this spell ends, the weapon bubbles with caustic liquids as you strike. The attack deals an extra 2d6 acid damage to the target. Additionally, if the target is a creature, it must make a Constitution saving throw or be poisoned until the spell ends. As an action, the creature can make a Constitution check against your spell save DC to puke or scrape off the acid and end this spell.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

2nd-Level

Arcane Hacking

2nd-level Transmutation (technomagic)


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (hacking tools)
  • Duration: Concentration, up to 1 hour
  • Classes: Artificer, Bard, Sorcerer, Warlock, Wizard

You gain advantage on all Intelligence checks using hacking tools to break software encryption or online security when using a foreign system. This spell also allows you to disable 2nd-level and lower protective spells such as arcane lock or glyph of warding by making an Intelligence check using hacking tools against the spell save DC of the spell's caster.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can attempt a spell slot of 3rd level or higher, you can attempt to counteract a spell set to secure the foreign system if the spell's level is equal to or less than the level of the spell slot you used.

Atomic Jet-Fire

2nd-level Evocation (atomancy)


  • Casting Time: 1 action
  • Range: Self (30-foot line)
  • Components: V, S, M, N (A depeleted uranium shard and a burnt propeller fan)
  • Duration: Instantaneous
  • Classes: Sorcerer

You blast a cyclone of green-flame particles in a 30-foot long and 5-feet wide line in a direction you choose. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 3d8 Nuclear damage and becomes Irradiated for 1 minute. On a successful save, a creature takes half as much nuclear damage and isn't Irradiated.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Data Decipher

2nd-level Transmutation (technomagic) (ritual)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Artificer, Bard, Sorcerer, Warlock, Wizard

You run your finger over any machine-readable data source (a barcode, a computer disk, a USB drive, or any similar record) to understand the content of the data. You experience the data as it would normally be experienced through an appropriate machine. For example, if reading a USB with music, you hear the music in your head. If reading a word processor file, you visualize and read an image of the page. If reading a barcode, you see the serial number, pricing information, or other barcoded data.

The amount of time required to experience the data is the same as that required to read it by conventional means. You can normally read 2 pages of documents in 1 minute. This spell does not decode encrypted data. Without the encryption code, an encrypted document or file appears as a seemingly random string of characters. If you know the encryption code, however, you can read encrypted data normally with this spell.

At Higher Levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for 10 minutes. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for 1 hour.

Digital Phantom

2nd-level Transmutation (technomagic)


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a small piece of copper wire)
  • Duration: Concentration, up to 1 hour
  • Classes: Artificer, Bard, Sorcerer, Warlock, Wizard

This spell works to actively hide your presence within a computer system. For the spell's duration, you and any other users you choose on your local network gain a +10 bonus to Intelligence checks to avoid detection by administrators, knowbots, tracking software, and the like. Whenever you and your chosen users leave any computer system you are working in while this spell is in effect, all trace of your previous presence in that system is erased.

Find Vehicle

2nd-level Conjuration


  • Casting Time: 10 minutes
  • Range: 30 feet
  • Components: V, S
  • Duration: 8 hours
  • Classes: Artificer, Paladin, Ranger, Sorcerer, Warlock, Wizard

You summon a spirit that assumes the form of a nonmilitary land vehicle of your choice, appearing in an unoccupied space within range. The vehicle has the statistics of a normal vehicle of its sort, though it is celestial, fey, or fiendish (your choice) in origin. The phsysical characteristics of the vehicle reflect its origin to some degree. For example, a fiendish SUV might be jet black in color, with tinted windows and a sinister-looking front grille.

You have a supernatural bond with the conjured vehicle that allows you to drive beyond your normal ability. While driving the conjured vehicle, you are considered proficient with vehicles of its type, and you add double your proficiency bonus to ability checks related to driving the vehicle. While driving the vehicle, you can make any spell you cast that targets only you, also target the vehicle.

If the vehicle drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss the vehicle at any time as an action, causing it to disappear.

You can't have more than one vehicle bonded by this spell at a time. As an action, you can release the vehicle from its bond at any time, causing it to disappear.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can conjure a nonmilitary water vehicle large enough to carry six Medium creatures. When you cast this spell using a spell slot of 5th level or higher, you can conjure a nonmilitary air vehicle large enough to carry ten Medium creatures. When you cast this spell using a spell slot of 7th level or higher, you can conjure any type of vehicle, subject to the DM's approval.

Heat Ammunition

2nd-level Transmutation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Artificer, Bard, Druid, Ranger, Wizard

Choose a firearm or ammunition storage, such as a gun or a cordon of arrows, clip of bullets, or bag of pellets, that you can see within range. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell, which causes the object to glow red-hot, and provides the following effects:

Bursting Ammunition. The pieces of ammunition in the weapon detonate, and the creature wielding the firearm as well as every creature within 10 feet of it must make a Dexterity saving throw. On a failed save, a creature takes the weapon's damage dice in damage, as well as an extra 2d8 fire damage. If the wielder of the firearm fails the save, the firearm also takes the damage dealt as well, and if it drops to 0 hit points it becomes destroyed. If the piece of ammunition was also an Explosive, it detonates as normal as well. As long as you maintain concentration on a firearm, you can detonate ammunition with this spell reloaded into the firearm as a bonus action on subsequent turns.

Incendiary Rounds. The pieces of ammunition in the fire catch fire, however instead of exploding, it grants the firearm an additional 1d8 fire damage whenever it hits with a weapon attack. As long as you maintain concentration on a firearm, the firearm retains this spell property until the spell's duration is up.

Irradiation Ray

2nd-level Evocation


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, N
  • Duration: Instantaneous
  • Classes: Sorcerer

You fire a beam of twinned toxic energies at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 3d6 Nuclear damage and becomes Irradiated until the start of your next turn. Additionally, if the attack hits, the target then makes the Constitution saving throw. On a failure, the target then takes 3d6 Acid damage and is incapa-citated until the start of your next turn, having a wave of toxic energies disable its activity.

Jam Firearm

2nd-level Transmutation


  • Casting Time: 1 reaction, which you take when a creature you can see within range attacks with a firearm
  • Range: 120 feet
  • Components: V, S, M (a pinch of wet gunpowder)
  • Duration: Instantaneous
  • Classes: Artificer, Bard, Cleric, Druid, Ranger, Sorcerer, Wizard

The firearm you target jams upon firing. The attack misses as if the creature had rolled a 1, and the firearm jams. A jammed firearm is unable to fire until the wielder spends an action to repair it, making a Machining Kit or Tinker's Tools check vs your Spellcasting DC. If the check fails, the wielder wastes its action being unable to unjam the weapon.

Retributive Smite

2nd-level Evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute
  • Classes: Paladin

Your weapon twitches at the sign of hostility while you concentrate on this power. When you are targeted by an attack roll from a creature within reach, you can spend your reaction to launch a fearsome attack. This attack deals an extra 2d8 psychic damage, and the spell ends.

Puncturing Smite

2nd-level Evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute
  • Classes: Paladin

Your weapon generates a field of rippling energy. The next time you hit a creature with a weapon attack before this spell ends, the weapon rips into flesh and matter as you strike. The attack deals an extra 2d6 shredding damage to the target. You also deal double damage to objects and vehicles with this attack, and ignore damage resistance or reduction.

At Higher Levels. When you cast this spell using a spell slot of 3rd or higher, the extra damage increases by 1d6 for each slot level above 3rd.

Zapping Bolt

2nd-level Evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Sorcerer, Warlock, Wizard

You direct a crackling bolt of electricity at a target within range. Make a ranged spell attack against the target. On a hit, the target takes 2d12 lightning damage.

If the attack roll scores a critical hit, the target flops prone and must succeed on a Constitution saving throw or be paralyzed until the end of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 2nd-level or higher, the damage increases by 1d12, for each slot level above 1st.

3rd-Level

Conjure Knowbot

3rd-level Conjuration (technomancy)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 10 minutes
  • Classes: Artificer, Wizard

You touch a single computerized device or computer system to conjure a knowbot---a partially sentient piece of software imprinted with vestiges of your own skills and computer abilities. For the duration of the spell, you can use a bonus action to have the knowbot execute a computer-related task that would normally require an action. The knowbot makes Intelligence ability checks using your ability score and proficiency bonuses (including your proficiency with hacking tools, if applicable).

You have a limited telepathic bond with the knowbot, out to a range of 500 feet from the device or system where the knowbot was conjured. If you move beyond this range, the knowbot disappears in 2d4 rounds, as if the duration of the spell had expired. Moving within the range again immediately reestablishes the bond.

The knowbot is bound to the system in which it was created, and it stays there until it is dismissed or the spell's duration expires.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the spell's duration increases to 1 hour. Additionally, your telepathic bond with the knowbot is effective out to a range of 1,00 feet, and if you leave the range of the bond, the knowbot continues performing its last directed task until the spell expires.

Electron Smite

3rd-level Evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute
  • Classes: Paladin

The next time you hit a creature with a weapon attack before this spell ends, the weapon crackles with slight dark-blue electricity as you strike. The attack deals an extra 2d6 Static damage to the target. The target must succeed on a Constitution saving throw or be affected by hungering negatively charged electrons created by the spell.

The first time on each turn the affected target takes Lightning damage, the target takes an extra 1d6 damage of that type until the spell ends, as electrons spark in their body.

At Higher Levels. When you cast this spell using a spell slot of 4th or higher, the damage (both initial and extra) increases by 1d6 for each slot level above 3rd.

EMP [Electromagnetic Pulse]

3rd-level Evocation (technomagic)


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Artificer, Bard, Druid, Sorcerer, Warlock, Wizard

When you cast this spell, you send a powerful burst of energy that ruins electronic circuitry and fries foes in a 20-foot cube. Any computer, telephone, television, or other device with a computer processor inside ceases to function immediately, and the contents of hard drives and other storage media are scrambled. In addition, each creature in the cube must make a Constitution saving throw or take 4d6 Static damage, or half as much if successful.

The electromagnetic pulse affects only devices with extensive circuitry, not everything that uses electricity. Ordinarily the lights stay on, although their electronic switches might not function. Automobiles continue to run, although their engines will run more roughly without electronic guidance. Cars with an electronic ignition system won't start after the spell. Devices affected by this spell can be fixed using an engineering kit, with a DC equal to your spell save DC.

Haywire

3rd-level Enchantment (technomagic)


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Artificer, Bard, Druid, Sorcerer, Warlock, Wizard

This spell plays havoc with electronic devices, making the use of such devices all but impossible. Each electronic device in a 10-foot radius sphere centered on a point you choose within range is subject to random behavior while it remains in the area. A device not held by a creature is automatically affected. If an electronic device is held by a creature, that creature must succeed on a Intelligence saving throw or have the device affected by the spell.

At the start of each of your turns, roll a d6 for each affected device to determine its behavior. Except where otherwise indicated, that behavior lasts until the start of your next turn while this spell is in effect.


  • 1: The device is usable as normal.
  • 2: The device shuts down and must be restarted. Do not roll again for this device until it is restarted.
  • 3-4: The device does not function.
  • 5-6: The device experiences a power surge, causing an electric shock to the wielder (if any) and one random creature within the device. Each affected creature must make a Constitution saving throw, taking 6d6 lightning damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radius of the sphere affected by the spell increases by 5 feet for each slot level about 3rd.

Invisibilty to Tech Detection

3rd-level Illusion (technomancy)


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S, M (a scrap of black paper)
  • Duration: Concentration, up to 1 minute
  • Classes: Artificer, Bard, Druid, Sorcerer, Warlock, Wizard

Up to eight creatures of your choice within range become undetectable to electronic sensors and cameras for the duration of the spell. All intrusion alarms fail to detect creatures affected, systems or machines like motion detecters, IR detectors, pressure sensors, electronic eyes, and so forth. Anything a target is wearing or carry is likewise undetectable as long as it is on the target's person. The target remains visible to vison.

Magnetic Smite

3rd-level Evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute
  • Classes: Paladin

Your weapon vibrates with attractive energy. The next time you hit a creature with a weapon attack before this spell ends, the target is shaken with energy and the attack deals an extra 2d6 Sonic damage to the target. Additionally, the target must succeed on a Strength saving throw or become magnetized until the spell ends. A creature made of metal or wearing metal has disadvantage on this saving throw. An object automatically fails.

As an action, the creature magnetized by this spell can make a Strength check against your spell save DC to bust through the magnetic energies and end this spell.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial damage dealt by the attack increases by 1d6 for each slot.

Magnetized Condition

  • A creature that is wearing a suit of metal armor is restrained (this version of Restrained also forces the creature to have disadvantage on Strength saving throws as well).
  • Metallic objects within 10 feet of the creature are pulled towards the creature and become stuck to it, as do any metal weapon, ammunition, or object that isn't secured or being worn or held.
  • Any ranged attack made within 10 feet or against a target within 10 feet of the magnetized creature that uses ammunition made wholly or partly from metal has disadvantage on the attack roll: if the attack misses, the ammunition becomes stuck to the magnetized creature. If the attack misses but could hit the magnetized creature's AC, treat the attack roll as if it had hit the magnetized creature instead, and roll damage for it.
  • Any attack against the weapon becomes stuck to the creature after impact. A stuck weapon can be removed by using its action to make a successful DC (15 or the spellcaster's Spell Save DC if it originated from a spell effect) Strength check.

Protection from Ballistics

3rd-level Abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a shell casing)
  • Duration: Concentration, up to 10 minutes
  • Classes: Artificer, Cleric, Druid, Sorcerer, Wizard

This spell enchants the flesh of the target against the impact of bullets. Until the spell ends, the target has resistance to nonmagical ballistic damage.

Subzero Smite

3rd-level Evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute
  • Classes: Paladin

The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon reaches freezing temperatures and pulses with permafrost, and the attack deals an extra 4d8 cold damage to the target. Additionally, the target must succeed on a Constitution saving throw or become frozen until the spell ends or the condition ends.

At Higher Levels. When you cast this spell using a spell slot of 4th or higher, the initial extra damage dealt by the attack increases by 1d8 for each slot level above 3rd.

Frozen Condition

A creature is considered restrained while frozen. They can only spend an action on each of their turns to make a Strength check DC = 10 or the spellcaster's Spell Save DC. They also can't take reactions. While frozen, they are vulnerable to bludgeoning damage. The first time they take bludgeoning or fire damage, they are no longer Frozen.

4th-Level

Irradiation Zone

4th-level Evocation (atomancy)


  • Casting Time: 1 action
  • Range: 150 feet (30 ft. cube)
  • Components: V, S, M, N (a geiger counter)
  • Duration: 8 Hours
  • Classes: Sorcerer, Wizard

You cause atoms to become destabilized and hot at a point of your choice within range. A 30-foot cube of faintly glowing green magic begins to hum with Radiation.

Each creature that starts its turn in the zone or enters it during its turn must make a Constitution saving throw. On a failed save, the creature takes 4d8 Nuclear damage and becomes Irradiated as long as they remain in the area, and then they remain Irradiated 1 hour after they leave it. On a successful save, the creature takes half as much damage and does not suffer from Irradiation.

Objects that were in the area retain the green glow when they are removed from the area, and any creature that handles or touches said object must make a Constitution saving throw or become Irradiated for 1 minute.

At Higher Levels. When you cast this spell using a spell slot 5th level or higher, the spell's cube area of effect increases by 10 feet per level beyond 4th.

Synchronicity

4th-level Enchantment (technomagic)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 hour
  • Classes: Artificer, Bard, Cleric, Sorcerer, Wizard

The creature you touch feels reality subtly shifted to its favor while this spell is in effect. The target isn't inconvenienced by mundane delays of any sort. Traffic lights are always green, there's always a waiting elevator, and a taxi is always around the corner. The target can run at full speed through dense crowds, and attacks of opportunity provoked by the target's movement are made at disadvantage.

Synchronicity grants advantage to Dexterity (Stealth) checks, since the target always finds a handy piece of cover available. Additionally, the target has advantage on all ability checks made to drive a vehicle.

In the event that two or more creatures under the effect of synchronicity are attempting to avoid being inconvenienced by each other, the creatures engage in a Charisma check contest each time the effects would oppose each other.

System Backdoor

4th-level Transmutation (technomagic)


  • Casting Time: 1 minute
  • Range: Personal
  • Components: V, S, M (hacking tools)
  • Duration: Concentration, up to 1 hour
  • Classes: Artificer, Bard, Warlock, Wizard

This spell allows you to bypass system security in order to create a secure login on a foreign system. The login you create allows you administrator-level privileges in any computer system not enhanced through technomagic. The login defeats any technomagic spells of 3rd level or lower.

Once the duration of the spell expires, the login and all privileges are wiped from the system. System logs still show the activity of the user, but the user identification cannot be found or traced.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you are able to bypass technomagic spells if the spell's level is equal to or less than the level of the spell slot you used.

5th-Level

Commune with City

5th-level Divination (ritual)


  • Casting Time: 1 minute
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Artificer, Bard, Cleric, Druid, Ranger, Sorcerer, Wizard

You briefly become one with the city and gain knowledge of the surrounding area.

Aboveground, this spell gives you knowledge of the area within 1 mile of you. In sewers and other underground settings, you gain knowledge of the area within 600 feet of you.

You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:

  • Terrain and bodies of water
  • Prevalent buildings, plants, animals, or intelligent creatures
  • Powerful (CR 1 or higher) celestials, fey, fiends, elementals, or undead
  • Influences from other planes of existence
  • Electrical currents, wireless signals, and active transit lines and tracks

For example, you could determine the location of powerful undead in the area, the location of major sources of electrical power or interference, and the location of any nearby parks.

Shutdown

5th-level Transmutation (technomagic)


  • Casting Time: 1 action
  • Range; 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Bard, Druid, Sorcerer, Warlock, Wizard

This spell shuts down all electronic devices within range that are not wielded by or under the direct control of a creature. If an electronic device within range is used by a creature, that creature must succeed on a Intelligence saving throw to prevent the device from being shut down. While the spell remains active, no electronic device within range can be started or restarted.

Supernova Smite

5th-level Evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute
  • Classes: Paladin

You generate a small superheated nova of cosmic power in your weapon. The next time you hit a creature with a weapon attack before this spell ends, your weapon releases an eruption of radiant energy, and the attack deals an extra 5d10 radiant damage. A wave of cosmic star-fire erupts from the weapon as it strikes, and each creature in a 30-foot cone originating from you must make a Constitution saving throw or take 6d6 radiant damage. A creature that succeeds on its saving throw takes half as much damage.

6th-Level

Antiballistic Field

6th-level Abjuration


  • Casting Time: 1 action
  • Range: 500 feet
  • Components: V, M (A pinch of wet gunpowder)
  • Duration: Concentration, up to 1 hour
  • Classes: Bard, Cleric, Druid, Wizard

An invisible 60-foot radius sphere of sluggish air-drag spreads from a point you choose within range, lasting for the duration. The field spreads around corners. The air within the sphere becomes thick, and the magic causes explosives to dull, bullets to lose propulsion, and firearms to malfunction. All attacks using firearms (that aren't Futuristic) automatically miss their targets if the firearm is within the field, targeting something within the field, or the path of trajectory passes through the field to hit its target. Creatures and objects in the area also have resistance to fire and piercing damage, and to damage from Explosives.

Ether Lance

6th-level Conjuration


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: 1 hour
  • Classes: Sorcerer, Warlock

You channel arcane energies to create a lance of swirling magic. This magic lance lasts until the spell ends. It counts as a martial melee weapon with which you are proficient. When you make attack rolls with this weapon, you can use your spellcasting modifier to make spell attack rolls instead of Strength for weapon attack rolls.

The lance deals 4d12 acid, fire, force, cold, or lightning damage, of which you can choose whenever you hit a creature with it. It has a reach of 10 feet. This weapon also sheds bright light in a 30-foot radius, and dim light for an addition 30 feet.

If you drop or unwield the weapon, it dissipates immediately. Thereafter, while the spell persists, you can use a bonus action to cause the lance to reappear in your hand.

As a bonus action, you can make special attacks with the lance:

Acid Wave: You charge the lance to release a wave of acid in a 30-foot cone originating from you. Each creature in the cone must make a Dexterity saving throw or take 8d4 acid damage. On a successful save, a creature takes 4d4 acid damage instead.

Flame Joust: You cause the lance to expel a beam of fire in a 5-foot wide, 120-foot long line originating from you. Each creature in the line must make a Dexterity saving throw or take 3d10 fire damage or half as much on a successful save.

Force Cyclone: You spin with the lance and create a pulse of magical energy. Each creature within a radius of 20 feet of you must make a Dexterity saving throw or take 4d8 force damage or half as much on a successful save.

Ice Spike: You jab the lance into the ground and force a spear of ice to emerge from the ground to a point within 60 feet. Each creature in a 10-foot radius, 40-foot high Cylinder centered on that point must make a Dexterity saving throw or take 5d6 cold damage or half as much on a successful save.

Lightning Burst: The next time you attack a creature with the lance, you create a pulse of destructive electricity. The target must make a Strength saving throw or be flung up to 30 feet away, stopping on collision with a creature or object. When the target lands, it explodes in a bubble of electricity, and each creature within 10 feet of it must make a Dexterity saving throw or take 3d12 lightning damage.

At Higher Levels. When you cast this spell using a spell slot of 7th-level or higher, the lance's damage increases 1d12 and its special action's damage increase by 1 damage die (acid:9d4/5d4, fire:4d10, force:5d8, ice:6d6, lightning:4d12).

Nuclear Fireball

9th-level Evocation


  • Casting Time: 1 action
  • Range: Sight (1-10 mile radius)
  • Components: V, S, M, N (a 10-pound chunk of active uranium that's worth at least 100,000 credits)
  • Duration: 1 minute
  • Classes: Sorcerer

Nuclear fire erupts, centered on a point you can see and spreading to a radius of 10 miles, 1 mile per 6 seconds / 1 round. Each creature in the radius immediately takes 20d6 fire damage (no save attached). A creature that starts its turn in the radius must make a Constitution saving throw, taking 20d6 Nuclear damage on a failed save, or half as much on a successful one. The area of the radius is considered heavily obscured as all matter of fire, ash, and rubble flies everywhere. Any object or structure is dealt double damage by this effect, and is vaporized into ash upon dropping to 0 HP. Creatures that drop to 0 HP are also vaporized into ash, and ones that have HP remaining suffer from the highest level Radiation possible.

More related to this spell follow under possible building collapses, fall damage, being thrown or pushed away by the shockwave, and after-effects that last permanently in the radius even after the spell being cast.

Nuclear Fireball

Otherwise called the mother of all evocation spells, Meteor Swarm is a pale equivalent to the power of truly vicious spellcasters. Teetering on 10th level Spell equivalents, Nuclear Fireball is a spell granted to casters who've actually survived its blast, originating from when Electromancer Sorcerers on Planet Uvistalar failed to stop a meltdown with experimental thermo-atomagic power sources. Eventual pioneers of Atomancy they were, and the feeble attempts to hold the power of catastrophic meltdown gave the sorcerers insight into how to replicate such a catastrophic power into a spell to wield.

White Scroll of Eternity : Passage 1327:10-19

Zoldan speaks of the Elder Elemental Phoenix, that to be reborn from destruction grants yet another insight to pursue Understanding in the face of Annihilation.

 

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