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Technomancy/Nethermancy Spells

Infinity Weapon
Copies of the caster’s sword or other melee weapon shoot out toward their opponents. As the caster
becomes more and more proficient with this spell, they are able to create more copies of their weapons
and fire them in differing patterns. The copied weapons fade soon after they are cast.

Cast: 1 Action

Use: Blade Wielder, Pole-Arm User, Monk

Type: Ranged, Special Combo

Lv1: Off Def Dmg DWB DWD Rng Myth Cost: 1

5 n/a ? ? ? 60 3

Effect: The Dmg, DWB, and DWD of this spell are equal to that of the weapon used to cast it, so
the higher your level of proficiency with that weapon, the better this spell will become. The
Damage modifier for this spell is (Hrt).

Lv2: Off Def Dmg DWB DWD Rng Myth Cost: 1

6 n/a ? ? ? 80 5

Effect: Effect: Add the DWB and DWD of the weapon to this spell’s attack two times. These
bonuses are subject to dual wielding bonus limits.

Lv3: Off Def Dmg DWB DWD Rng Myth Cost: 2

7 n/a ? ? ? 100 7

Infinity Weapon Wall: You may spend +3 Myth and +1 Actions in order to add “Multi-Attack 3”
and “Beam 2” To this attack.

Or

Infinity Weapon Sphere: You may spend +3 Myth and +1 Actions in order to choose a point up to
the range of this spell and create a sphere with a radius of 20ft. All characters within that sphere
are attacked by this spell with “Multi-Attack 3.”

Lv4: Off Def Dmg DWB DWD Rng Myth Cost: 2, epic

10 n/a ? ? ? 120 10

Infinity Weapon Wall Lv2: You may spend +3 Myth and +1 Actions in order to add “Multi-Attack
4” and “Beam 3” To this attack.

Or
Infinity Weapon Sphere Lv2: You may spend +3 Myth and +1 Actions in order to choose a point
up to the range of this spell and create a sphere with a radius of 40ft. All characters within that
sphere are attacked by this spell with “Multi-Attack 4.”

Infinity Shot
Your bullet splits into multiple clones of itself midair, forming a wall on oncoming missiles.

Cast: 2 Actions, Special

Type: Ranged, Special Combo

Lv1: This spell is used in combination with a ranged spell or weapon attack. Add “Multi-Attack 2” and
“Beam 2” to this attack or half the attack’s range and add the “Cone” effect instead. Myth: 3 Cost: 1

Lv2: Add the DWB and DWD of the attack used in combination with this spell. These bonuses are subject
to dual wielding bonus limits. Myth: 5 Cost: 1

Lv3: Increase the effect to: “Multi-Attack 4” Beam 3. When using the Cone effect, increase the range by
+30ft instead. Myth: 7 Cost: 1

System Shield
The system creates a barrier of energy in front of you to defend against oncoming attacks.

Cast: Reaction, Free Hand

Type: Shield Spell

Lv1: Off Def Dmg DWB DWD Rng Myth Cost: 1

N/A 5 N/A +2 N/A N/A 1

Shield Spell Lv5: This spell can block ranged attacks. When you use this spell, add +5 to your
protection score for one enemy attack. When more than one shield spell is being used at a time,
add only the strongest protection score bonus and then add another +1 for each shield type
spell beyond the first.

Lv2: Off Def Dmg DWB DWD Rng Myth Cost: 1

N/A 6 N/A +3 N/A N/A 3

Shield Spell Lv6: Increase the base protection score bonus to: +6.

Lv3: Off Def Dmg DWB DWD Rng Myth Cost: 1

N/A 7 N/A +4 N/A N/A 5

Shield Spell Lv7: Increase the base protection score bonus to: +7.

Lv4: Off Def Dmg DWB DWD Rng Myth Cost: 1


N/A 8 N/A +4 N/A N/A 5

Shield Spell Lv8: Increase the base protection score bonus to: +8.

Lv5: Off Def Dmg DWB DWD Rng Myth Cost: 1

N/A 9 N/A +4 N/A N/A 5

Shield Spell Lv9: Increase the base protection score bonus to: +9.

Lv6: Off Def Dmg DWB DWD Rng Myth Cost: 2, epic

N/A 12 N/A +5 N/A N/A 7

Shield Spell Lv12: Increase the base protection score bonus to: +12.

Overcharge: For each stack of overcharge you use when casting this spell, add +1Off, +10 curse turns to
this attack. Myth: +10

Cyber Strike
The caster’s attacks are enhanced by machine parts materialized from the system that are integrated
with their weapons and spells.

Cast: Passive Action, No Hands

Type: Amplification, Lasting

Lv1: Add +4 damage to all attacks for the duration of this spell. Myth: 5 Cost: 1

Lv2: Increase the bonus damage to +7. Additionally, any weapons that you are holding now count as
part of your hands. Myth 7 Cost: 1

Lv3: Increase the bonus damage to +10. Additionally, choose one weapon from you “Data Pack.” That
weapon now counts as a multi-weapon mixed with one other weapon you are holding or one of your
empty hands. Myth 10 Cost: 1

Lv4: Increase the bonus damage to +18. Myth: 12 Cost: 2, epic

Overcharge: For each stack of overcharge you use when making an attack amplified by this spell, add
+1Off, +20Dmg or +1Off, +10Dmg when dealing with “Multi-Attacks.” Myth: +10

Faze Strike
The caster’s attacks become partially incorporeal, allowing them pass through armor and scramble the
molecules of those they strike.

Cast: Passive Action, No Hands


Type: Amplification, Lasting

Lv1: All of your attacks now ignore armor. Additionally, attacks made with this spell cannot be blocked
by non-magical means. Weapons enhanced by amplification spells count as magical weapons for the
purposes of this spell. Myth: 7 Cost: 1

Lv2: Add +4Dmg to all attacks amplified by this spell. Myth 10 Cost: 1

Lv3: Increase the bonus to amplified attacks to: +2Off, +6Dmg. Myth 12 Cost: 1

Lv4: Increase the bonus to amplified attacks to: +2Off, +14Dmg. Myth: 15 Cost: 2, epic

Overcharge: For each stack of overcharge you use when making an attack amplified by this spell, add
+1Off, +20Dmg or +1Off, +10Dmg when dealing with “Multi-Attacks.” Myth: +10

Summon Weapon
Most Programmers have weapons and armor stored in the system, but this spell gives you access to a
much larger weapons cash.

Cast: Passive Action, Free Hand

Type: Weapon, Long Lasting

Lv1: Create a weapon and place it in an open hand. You may spend +1 myth any number of times in
order to create more weapons. You may place these created weapons in any open hands that you have
or up to 15ft away from you. Myth: 3+ Cost: 1

Lv2: Weapons created from this spell get +4Dmg. Myth: 5+ Cost: 1

Lv3: Add: +1Off, +1Def, +1Dmg to all weapons created with this spell. Additionally, these weapons now
count as a free hand for spellcasting purposes. Myth: 7+ Cost: 1

Lv4: Increase the Lv3 bonus to: +3Off, +3Def, +3Dmg, +1DWB, +1DWD. Myth: 10+ Cost: 2, epic

Summon Drones
You summon a hovering drone equipped with a weapon from your data pack to fight alongside you.

Cast: 2 Actions, One Hand

Type: Summoning, Maintenance

Lv1: Summon one “drone” summoning up to 30ft away from you. This summoning is equipped with one
weapon from your “Data Pack” or it is equipped with a generic weapon with no upgrades from the
system database. Alternatively, you may choose for this summoning to be equipped with a spell hand
and up to one accessory from your data pack. This summoning has proficiency in the weapon it was
summoned with and the “Dodge” weapon equal to your own proficiency in those weapons or Lv1. If you
chose to give this drone a spell hand, it may cast non-racial and non-genetic spells that you know at the
same level that you know them at. If the drone casts spells in this way, all myth is pulled from your own
myth reserves. This summoning has the stats listed below. The stats in parentheses are your stats. You
may summon a number of these summonings equal to 1 plus the number of stacks of overcharge you
have access too, but you must pay the myth cost for each separately. Whenever one of these
summonings dies, the limit to how many drones you may have out at once decreases by -1 for one day.

Myth: 5/3+

Cost: 2

HP: 5 Size: 1

Myth: N/A Protection Score: 5

Spd 6 Pow (Hrt) Skl (Cun) Cun (Cun) Hrt (Hrt)

Movement: 60ft flying

Lv2: When you cast this spell, you may spend +3 myth in order to add +1 summonings up to one time.
The number of total summonings you may have from this spell has increased to: 2 plus your overcharge
stacks. Myth: 5+/3+ Cost: 2

Lv3: These summonings are now summoned with two weapons, two spell hands, or one of each. You
may still only have up to one accessory equipped to this summoning even if you choose two spell hands.
These drones now have a special shield that protects them from “Aura” type spells. The stats for these
summonings are improved below.

Myth: 7+/4+

Cost: 2

HP: 10 Size: 1

Myth: N/A Protection Score: 5

Spd 10 Pow (Hrt) Skl (Cun) Cun (Cun) Hrt (Hrt)

Movement: 100ft flying

Lv4: You may now spend +3 myth up to two times in order to add +1 summoning to this spell. The
number of total summonings you may have from this spell has increased to: 3 plus your overcharge
stacks. Myth: 7+/4+ Cost: 2

Lv5: Improve the stats of your summonings.


Myth: 10+/5+

Cost: 2

HP: 30 Size: 1

Myth: N/A Protection Score: 5

Spd 14 Pow (Hrt) Skl (Cun) Cun (Cun) Hrt (Hrt)

Movement: 140ft flying

Lv6: Summonings created from this spell may now have weapons and/or spell hands in any combination
totaling up to four. Additionally, you may now spend +3 myth up to five times in order to add +1
summonings to this spell and the limit of summonings you may have at a time with this spell is increased
to: 5 plus your overcharge stacks. The Improved stats of your summonings are below.

Myth: 20+/10+

Cost: 5, epic

HP: 40 Size: 1

Myth: N/A Protection Score: 5

Spd (Cun) Pow (Hrt) Skl (Cun) Cun (Cun) Hrt (Hrt)

Movement: 150ft flying

Overcharge: For each stack of overcharge you use when casting this spell, add +1 summonings to this
casting. Myth: +5

Faze Shadows
As the programmer fights, they break apart into multiple copies of themselves that zip around the
battlefield before reforming together into one.

Cast: 2 Actions, No Hands

Type: Melee or Ranged, Clone, Maintenance

Lv1: This spell may not be cast in combination with any attack type techniques other than special
combos. Turn your attacks into Multi-Attack 2 attacks, then make two standard or magic attacks in a
row. Myth: 10 Cost: 3

Lv2: Make three “multi-attack 3” attacks in a row. Myth: 12 Cost: 3


Lv3: After you attack, whether you succeed or fail, place 2 clones of yourself within 15ft of your
character. These clones remain as long as you maintain this spell. These clones all have the same stats as
you and all share the same HP and Myth, so if one loses or gains HP or Myth, they all lose or gain HP or
myth. Additionally, any ‘amplification,’ ‘form,’ ‘armor,’ ‘elemental manipulation,’ or other spells that one
casts that gives buffs or weapons affects all of them. Finally, you may recast this spell at its Lv3 strength
while you maintain this spell. Myth: 20/10 Cost: 6, Cun10, Hrt10, epic

Overcharge: For each stack of overcharge you use when casting this spell, add +1Off, +10Dmg to this
attack. Myth: +10

Animated Weapon
Multiple weapons float around the caster and attack or defend at their will.

Cast: Passive Action, No Hands

Type: Special, Lasting

Lv1: You may have one extra weapon hovering near you that does not require an open hand to hold.
This weapon uses your (Hrt) Instead of (Pow) as the stat modifier for the Dmg. These stat modifiers only
apply if you are using a hovering weapon as your main weapon, meaning that any other weapons
weather hovering or held count as dual wielded weapons. Weapons that float in this way give a
minimum of a +1 DWB and +2 DWD even if they would usually give no bonus or even a penalty.
Additionally, add +10ft Rng to all melee weapons hovering in this way. Finally, though this spell does not
require hands to cast, if you have 2 free hands open, then you may add +2 free floating weapons to this
spell. Myth: 5 Cost: 1

Lv2: You may add another free-floating weapon (total of 2-4). Myth: 7 Cost: 1

Lv3: You may add another free-floating weapon (total of 3-5). Myth: 10 Cost: 1

Lv4: You may add another 2 free-floating weapons (total of 5-7). Myth: 12 Cost: 2, epic

Overcharge: For every stack of overcharge you spend, you may add +5 animated weapons for the
duration of one attack. Myth: +10

Negative Energy Strike


Your attacks are enhanced by anti-magic.

Cast: Passive Action, No Hands

Type: Amplification, Lasting


Lv1: You may not have any other amplification spell active while this spell is active. If you already have
other amplification spell active before casting this spell, those effects end. For the duration of this spell,
you attacks cannot be blocked by spells and ignore armor and protection spell bonuses created by spells.
Additionally, weapons created by spells cannot block your attacks and are instantly destroyed if your
opponent tries. Objects created by magic such as barriers, walls, traps, clones, and summonings that are
hit by attacks amplified by this spell are instantly destroyed. The exception to this rule are leveling
summonings. Clones who share the same HP and Myth pools as their caster that are destroyed by this
spell do not instantly kill the caster, but instead the caster will take the normal amount of damage from
the amplified attack before the clone disappears. Myth: 10 Cost: 3

Lv2: whenever an attack amplified by this spell deals damage to a target, that target loses -15 myth.
Myth: 18 Cost: 3

Lv3: Increase the myth loss to: -30. Myth: 25 Cost: 3

Lv4: Increase the myth loss to: -50. Additionally, you may now have up to 1 other amplification spell
active at the same time that you have this spell active. Myth: 35 Cost: 5, epic

Overcharge: For each stack of overcharge you use when making an attack amplified by this spell, add
+1Off, +10Dmg, -10Myth or +1Off, +5Dmg, -5Myth when dealing with “Multi-Attacks.” Myth: +10

Negative Energy Shot


You fire a sphere of anti-magic at your opponents.

Cast: 1 Action, Free Hand

Type: Ranged

Lv1: Off Def Dmg DWB DWD Rng Myth Cost: 2

3 N/A 2 +1 +2 60ft 5

Effect: This spell cannot be blocked by spells and ignores armor and protection spell bonuses
created by spells. Additionally, weapons created by spells cannot block this attack and are
instantly destroyed if your opponent tries. Objects created by magic such as barriers, walls,
traps, clones, and summonings that are hit by this attack are instantly destroyed. The exception
to this rule is leveling summonings. Clones who share the same HP and Myth pools as their
caster that are destroyed by this spell do not instantly kill the caster, but instead the caster will
take the normal amount of damage from the amplified attack before the clone disappears. This
spell is unaffected by amplification spells except for “Negative Energy Strike” and up to one
other amplification spell if “Negative Energy Strike” is Lv4. When “Negative Energy Strike” is
active, add +10 Dmg to this spell.

Lv2: Off Def Dmg DWB DWD Rng Myth Cost: 1

4 N/A 4 +1 +2 60ft 7
Effect: When this spell causes damage to a target, that target loses -5 myth.

Lv3: Off Def Dmg DWB DWD Rng Myth Cost: 1

5 N/A 6 +2 +4 60ft 10

Lv4: Off Def Dmg DWB DWD Rng Myth Cost: 1

6 N/A 8 +2 +4 60ft 12

Effect: Increase the myth loss to: -10.

Lv5: Off Def Dmg DWB DWD Rng Myth Cost: 1

7 N/A 10 +3 +4 80ft 15

Lv6: Off Def Dmg DWB DWD Rng Myth Cost: 2, epic

8 N/A 14 +4 +6 100ft 5

Effect: Increase the myth loss to: -15.

Overcharge: For each stack of overcharge you use when using this attack, add +1Off, +10Dmg, -10Myth,
+50ft Rng to this attack.

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