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⚫ | [[File:Technomancy.jpg|thumb|250px]]Technomancers exploit the merging of magic with technology <br />that’s made possible by the Technomancy tradition to create <br />even more powerful devices to aid them on their expeditions. <br />With a few moments of work, they can fashion useful <br />inventions to help them perform certain activities and can <br />eventually create automata from ordinary objects. |
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− | == '''Technomancy''' == |
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⚫ | Technomancers exploit the merging of magic with technology <br />that’s made possible by the Technomancy tradition to create <br />even more powerful devices to aid them on their expeditions. <br />With a few moments of work, they can fashion useful <br />inventions to help them perform certain activities and can <br />eventually create automata from ordinary objects. |
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==Level 7 Technomancer== |
==Level 7 Technomancer== |
Revision as of 02:18, 31 July 2018

Technomancers exploit the merging of magic with technology
that’s made possible by the Technomancy tradition to create
even more powerful devices to aid them on their expeditions.
With a few moments of work, they can fashion useful
inventions to help them perform certain activities and can
eventually create automata from ordinary objects.
Level 7 Technomancer
Attributes Increase three by 1
Characteristics Health +2, Power +1
Languages and Professions You can speak another language or add a profession.
Magic You discover the Technomancy tradition or learn
one Technomancy spell.
Invention When you cast a Technomancy spell, you also
create a device you can hold in one hand that’s imbued
with magical power that lasts until you expend it or until
you complete a rest. When you make an attack roll or
a challenge roll, you can expend the power from the
device to make the roll with 1 boon.
Level 10 Technomancer
Characteristics Health +2
Magic You learn one spell.
Animate Object The target becomes a compelled construct of its Size for the
duration. If the target was secured, its Speed is 0.