Twenty Two's Guide to Technomancy

by BedrocksTheLimit

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Twenty Two's Guide

to Technomancy

New Rules for New Spells

There are a couple additions to a normal game of 5e that is necessary to convert it into a modern or sci-fi setting. I will not go into too much detail, as there are many wonderful conversions already made, such as Spaceships and Starwyrms (linked at the end of this document). However, some new rules are necessary to understanding these new spells.

Ballistic and Plasma

There are 2 new damage types representing the addition of guns. Ballistic is used mainly for bullet based weapons, and plasma is used for energy based weapons. Both of these damage types count as "physical damage", so creatures which are resistant to bludgeoning, piercing, and slashing are resistant to ballistic and plasma as well.

Ballistic weapons require ammo like regular ranged weapons, but energy weapons run off of batteries and naturally recharge over time. However, energy weapons also count as electrical devices, which are targeted by a variety of spells.

If you wish for energy weapons to be unique compared to traditional weapons, treat them as a magic item for purposes of loot and purchasing. Also, change plasma damage to not count as a "physical damage" so that it ignores any resistance or immunity to bludgeoning, piercing, and slashing damage.

Computers and Mechanics

Computers and Mechanics are two new skills introduced. Computers is an Intelligence skill and deals with computer software, searching the internet, and hacking. Mechanics is a Wisdom skill and deals with computer hardware, robotics, and crafting.

Machine Creature Subtype

Constructs which run off of electricity instead of magic have the machine subtype. Anything that says machine refers to creatures of the machine subtype. Other electronic devices, such as computers, energy weapons, and electric cars will be referred to as devices. In addition, anything which refers to a computer can also affect similar devices such as phones or game consoles.

Machines that have AI have much more Intelligence than a normal construct. AIs excel in information and generating solutions based on input, so machines with them tend to have at least a +2 bonus in Intelligence.

A machine's Wisdom is determined by how flexible it is with its intelligence. A machine designed to play chess in the best possible way would have low Wisdom, because it's mostly following a script, but a machine designed to play any sport well would have high Wisdom due to the amount of unforeseen variables which the machine will have to adapt to on the fly. In addition, machines made to guard a location or to search for something will have high Wisdom as well, due to their high perception.

For a machine, Charisma is based on how well they can communicate with people, how well they can understand emotions, and if the machine has a "sense of self". Most machines with Charisma deduce emotional reactions of people based on logical conclusions, but if a machine is intelligent enough to persuade, deceive, and intimidate effectively, then it has high charisma. Most machines, however, do not have this capability, and have a negative Charisma, much like other constructs.

Class Spell Lists

In order to make things more unique, I tried my best to give concrete guidelines on what classes get what type of spell. This isn't perfect, and you are free to change it with permission from your DM.

Artificers received almost everything dealing with robotics, and gained some spells dealing with computers and some spells that enhanced technological attacks. They, however, did not receive many spells that directly dealt damage. The stereotype of the Artificer is the Roboticist.

Bards focused mainly on communication and manipulation. They didn't receive many damaging spells, but received many spells which debuff or obtain information. The stereotype of the Bard is the Social Media Influencer.

Cleric received a small subset of technomancy, mainly focused on ruining technology. They also have spells which obtain information. The stereotype of the Cleric is the Traditional Priest.

Druids have nearly no actual technomancy. Instead, they received spells which used natural forces, such as radiation and magnetism, as well as spells which manipulated genetics. The stereotype of the Druid is the Physical Scientist.

Paladins have the smallest spell list of all the classes. They've received some magical gun spells, the spells summoning piloted machines, and some spells that can manipulate "for the greater good". The stereotype of the Paladin is the Patriot Soldier.

Rangers received almost everything dealing with guns and bullets. They also received a lot of spells which would aid in tracking and infiltration. The stereotype of the Ranger is the Vigilante.

Sorcerers focused on spells that were simple to use, as well as spells which involved genetics. Sorcerers can't create machines, but they can manipulate them. Sorcerers also share most of the spells using guns with rangers. The stereotype of the Sorcerer is the Gunmage.

Wizards are able to learn almost all of technomancy. Primarily, they focus on computers and robotics, with some spells dealing with natural forces. They lack many of the spells that druids and clerics gain, as well as most of the spells enhancing guns. The stereotype of the Wizard is the Hacker.

Spell Lists

Artificer Spells

Cantrips (0 Level)
  • Call
  • Charge
  • Gun
  • Minor Hack
1st Level
  • Detect Tech
  • Empower Grenade
  • Hotwire
  • Infallible Relay
  • Magnetic Push/Pull
  • Magnetism
  • Mold Metal
  • Repair
  • Ricochet Shot
  • Speak with Machines
  • Summon Vehicle
2nd Level
  • Data Thief
  • Magnetic Burst
  • Net Search
  • Summon Machine
  • Supercharge
  • Watchful Eye
3rd Level
  • Awaken Computer
  • Ballistic Jacket
  • Create Cybernetic
  • Electromagnetic Pulse
  • Elemental Bullets
  • Haywire
  • Jam Signals
  • Logic Bomb
4th Level
  • Analyze Security
  • Broadcast
  • Mechanical Chassis
5th Level
  • Electromagnetic Blast
  • Overcharge
  • Summon Greater Vehicle

Bard Spells

Cantrips (0 Level)
  • Arcane Graffiti
  • Call
  • False ID
  • Minor Hack
  • Remote Access
1st Level
  • Arcane Tracker
  • Detect Tech
  • Hidden Weapon
  • Hotwire
  • Infallible Relay
  • Muffle
  • Record Self
  • Repair
  • Speak with Machines
  • Spectral Bullets
  • True Shot
2nd Level
  • Bolster Security
  • Data Thief
  • DNA Scan
  • Net Search
  • Overwatch
  • Thunder Round
3rd Level
  • Awaken Computer
  • Backdoor Access
  • Bestow Virus
  • Droneswarm
  • Electromagnetic Pulse
  • Internet Access
  • Jam Signals
  • Logic Bomb
  • Modify Data
  • Surveillance
  • Terms and Conditions
  • Trojan Spell
  • Unseen by Security
  • Word on the Street
4th Level
  • Analyze Security
  • Broadcast
  • Implant Codeword
5th Level
  • Electromagnetic Blast
  • Net Jump
6th Level
  • Dominate Machine

Cleric Spells

1st Level
  • Detect Tech
  • Divine Bullet
  • Record Self
  • Summon Vehicle
2nd Level
  • DNA Scan
  • Net Search
3rd Level
  • Backdoor Access
  • Bestow Virus
  • Create Cybernetic
  • Electromagnetic Pulse
  • Haywire
  • Modify Data
  • Surveillance
  • Terms and Conditions
  • Word on the Street
4th Level
  • Broadcast
  • Implant Codeword
5th Level
  • Electromagnetic Blast
  • Summon Greater Vehicle
6th Level
  • Ghost in the Machine

Druid Spells

1st Level
  • Detect Tech
  • Magnetic Push/Pull
  • Magnetism
  • Mold Metal
  • Mutate
  • Repair
2nd Level
  • DNA Scan
  • Irradiate
  • Magnetic Burst
  • Net Search
3rd Level
  • Alter Species
  • Awaken Computer
  • Haywire
  • Jam Signals
  • Unseen by Security
  • Word on the Street
5th Level
  • Overcharge
6th Level
  • Mini-nuke

Paladin Spells

1st Level
  • Divine Bullet
  • Hidden Weapon
  • Record Self
  • Summon Vehicle
2nd Level
  • Supercharge
  • Thunder Round
3rd Level
  • Create Cybernetic
  • Elemental Bullets
  • Terms and Conditions
  • Word on the Street
4th Level
  • Implant Codeword
  • Mechanical Chassis
5th Level
  • Summon Greater Vehicle

Ranger Spells

1st Level
  • Arcane Tracker
  • Detect Tech
  • Empower Grenade
  • Hidden Weapon
  • Hotwire
  • Infallible Relay
  • Mold Metal
  • Muffle
  • Piercing Shot
  • Ricochet Shot
  • Spectral Bullets
  • Summon Vehicle
  • True Shot
2nd Level
  • Bullet Barrage
  • DNA Scan
  • Net Search
  • Overwatch
  • Supercharge
  • Thunder Round
  • Watchful Eye
3rd Level
  • Awaken Computer
  • Ballistic Jacket
  • Create Cybernetic
  • Droneswarm
  • Elemental Bullets
  • Haywire
  • Rail Gun
  • Speak with Machines
  • Unseen by Security
  • Word on the Street
4th Level
  • Analyze Security
5th Level
  • Net Jump
  • Summon Greater Vehicle

Sorcerer Spells

Cantrips (0 Level)
  • Arcane Graffiti
  • Call
  • Charge
  • False ID
  • Gun
  • Minor Hack
  • Remote Access
1st Level
  • Arcane Tracker
  • Detect Tech
  • Empower Grenade
  • Hidden Weapon
  • Hotwire
  • Infallible Relay
  • Magnetic Push/Pull
  • Magnetism
  • Mold Metal
  • Muffle
  • Mutate
  • Piercing Shot
  • Record Self
  • Repair
  • Ricochet Shot
  • Speak with Machines
  • Spectral Bullets
  • True Shot
2nd Level
  • Bullet Barrage
  • Data Thief
  • DNA Scan
  • Irradiate
  • Magnetic Burst
  • Overwatch
  • Supercharge
  • Thunder Round
3rd Level
  • Backdoor Access
  • Ballistic Jacket
  • Electromagnetic Pulse
  • Elemental Bullets
  • Internet Access
  • Jam Signals
  • Logic Bomb
  • Modify Data
  • Rail Gun
  • Trojan Spell
  • Unseen by Security
4th Level
  • Mechanical Chassis
5th Level
  • Electromagnetic Blast
  • Net Jump
  • Overcharge
6th Level
  • Dominate Machine
  • Mini-nuke

Warlock Spells

Cantrips (0 Level)
  • Arcane Graffiti
  • False ID
  • Minor Hack
1st Level
  • Infallible Relay
  • Mutate
  • Spectral Bullets
  • Summon Vehicle
2nd Level
  • DNA Scan
  • Irradiate
3rd Level
  • Backdoor Access
  • Droneswarm
  • Haywire
  • Logic Bomb
  • Modify Data
  • Surveillance
  • Terms and Conditions
  • Unseen by Security
5th Level
  • Net Jump
  • Summon Greater Vehicle
6th Level
  • Ghost in the Machine
  • Mini-nuke

Wizard Spells

Cantrips (0 Level)
  • Arcane Graffiti
  • Call
  • Charge
  • False ID
  • Gun
  • Minor Hack
  • Remote Access
1st Level
  • Arcane Tracker
  • Empower Grenade
  • Detect Tech
  • Hidden Weapon
  • Hotwire
  • Infallible Relay
  • Magnetic Push/Pull
  • Magnetism
  • Mold Metal
  • Muffle
  • Record Self
  • Repair
  • Speak with Machines
  • Spectral Bullets
  • Summon Vehicle
2nd Level
  • Bolster Security
  • Bullet Barrage
  • Data Thief
  • DNA Scan
  • Irradiate
  • Magnetic Burst
  • Net Search
  • Overwatch
  • Summon Machine
  • Watchful Eye
3rd Level
  • Awaken Computer
  • Backdoor Access
  • Ballistic Jacket
  • Bestow Virus
  • Droneswarm
  • Electromagnetic Pulse
  • Elemental Bullets
  • Haywire
  • Internet Access
  • Jam Signals
  • Logic Bomb
  • Modify Data
  • Rail Gun
  • Surveillance
  • Trojan Spell
  • Unseen by Security
4th Level
  • Analyze Security
  • Broadcast
  • Implant Codeword
  • Mechanical Chassis
5th Level
  • Electromagnetic Blast
  • Net Jump
  • Overcharge
  • Summon Greater Vehicle
6th Level
  • Dominate Machine
  • Ghost in the Machine
  • Mini-nuke

Spell Descriptions

Alter Species

3rd-level transmutation


  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, M (rare oils and unguents worth at least 100 gp, which the spell consumes)
  • Duration: Instantaneous
  • Classes: Druid

You touch a willing humanoid and transform their body into one of a different species. The GM rolls on the race table in the Reincarnate spell, or determines the new race randomly using a different method. The target's race changes to the new result. It retains the capabilities it had in its original form, except it exchanges its original race for the new one and changes its racial traits accordingly. The target also gains a level of exhaustion due to the stress placed on their body.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you may choose the race in which the target transforms into, instead of rolling. The DM has final say over whether a desired race is allowed or not.

Analyze Security

4th-level divination


  • Casting Time: 10 minutes
  • Range: 500 feet
  • Components: V, S, M (a blank blueprint worth at least 5 gp)
  • Duration: Instantaneous
  • Classes: Artificer, Bard, Ranger, Wizard

You recreate an image of a building within range, placing it onto the blueprint. You learn the general layout of the building, as well as the details of any security device in the building such as cameras, turrets, and alarms, including location and DCs to hide from, disable, and hack the devices.

Any creature who reads the blueprint for 10 minutes gains advantage on any ability check dealing with the buildings security system.

Arcane Graffiti

Illusion cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 24 hours
  • Classes: Bard, Sorcerer, Warlock, Wizard

This spell allows you to inscribe an image or a short message, which can be no larger than 2 feet in any dimension and consist of no more than six words, on a nonliving creature or object. The writing can be visible or invisible. If invisible graffiti is made, the casting of any spell within 30 feet causes the words to become visible for 1 minute.

In addition, the graffiti can affect those that look at it. You may choose one of the following options for your graffiti to have:

  • Creatures that look at the graffiti get a small headache and take 1d4 psychic damage.
  • Creatures that look at the graffiti are sickened and are poisoned until the end of their turn.
  • Creatures that look at the graffiti hear sounds of your choice in their head for 6 seconds. This can be a phrase no more than six words.
  • Creatures that look at the graffiti say a phrase of your choice out loud that is no more than six words.
  • Creatures that look at the graffiti can see it move as if it were animated for 6 seconds.

Once a creature has been affected by arcane graffiti, it cannot be affected in the same way for 1 hour.

Arcane Tracker

1st-level divination


  • Casting Time: 1 action
  • Range: Touch
  • Components: S
  • Duration: 1 hour
  • Classes: Bard, Ranger, Sorcerer, Wizard

You stealthily place a magical tracker on a creature or object that you touch. For the duration, you know the exact location of the target, as long as they are on the same plane of existence.

If a creature uses an action to examine the target, they can realize the target is being tracked with a successful Intelligence (Investigation) check against your spell save DC.

At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, the duration is 8 hours. If you use a spell slot of 5th level or higher, the duration is 24 hours. If you use a spell slot of 7th level or higher, the duration is 10 days. If you use a 9th level spell slot, the spell lasts until it is dispelled.

Awaken Computer

3th-level transmutation


  • Casting Time: 8 hours
  • Range: Touch
  • Components: V, S, M (a computer CPU worth at least 1,000 gp, which the spell consumes)
  • Duration: Instantaneous
  • Classes: Artificer, Bard, Druid, Ranger, Wizard

After spending the casting time tracing magical pathways within the CPU, you touch a Huge or smaller machine or an electronic device such as a phone or computer. The target gains an Intelligence, Wisdom, and Charisma of 10, if it originally had less. The target also gains the ability to speak one language you know, and gains an artificial intelligence, which is able to use speakers to speak, a microphone to hear, and a camera to see. If the device does not have any of these, then the artificial intelligence does not have the corresponding sense unless it gains it in the future. An artificial intelligence has full control over the electronic device that it is in.

The awakened machine or device is charmed by you for 30 days or until you or your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed.

Backdoor Access

3rd-level transmutation


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S
  • Duration: 1 hour
  • Classes: Bard, Cleric, Sorcerer, Warlock, Wizard

You touch a computer or similar device and place an arcane backdoor in the device. For the duration, you do not need a password to access the device, to access any file on the device, or to make any changes to the device. This does not allow you to access or change files that are shared but not stored on the device.

At Higher Levels. If you cast this spell using a spell slot of 4rd level or higher, the duration is 8 hours. If you use a spell slot of 5th level or higher, the duration is 24 hours. If you use a spell slot of 6th level or higher, the duration is 10 days. If you use a spell slot of 7th level or higher, the spell lasts until it is dispelled.

Ballistic Jacket

3nd-level abjuration


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

This spell turns the clothing or armor a creature is wearing resilient to gunfire. Until the spell ends, the target has resistance to ballistic and plasma damage.

Bestow Virus

3rd-level necromancy


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

You touch an electronic device or machine and give it a malicious virus. If a creature is using the device, or if the target is a machine, it must succeed on an Intelligence saving throw or have the target become infected for the duration of the spell. When you cast this spell, choose the nature of the virus from the following options:

  • While infected, you are aware of all creatures who interact with the device.
  • While infected, you can use an action to cause the device to explode destroying it in the process. Creatures within 10 feet of the device must succeed on a Dexterity saving throw. A creature takes 6d6 fire damage on a failed save, or half as much on a successful one. If the target of this spell is a machine, it automatically fails this check instead of being destroyed, and the spell ends.
  • While infected, you learn all passwords and information inputted into the device.
  • While infected, the device turns off and cannot be turned on. If the target is a machine, it is considered paralyzed, and can make an Intelligence saving throw with disadvantage on the end of each of its turns. On a success, the spell ends.

A remove curse spell ends this effect. At the DM's option, you may choose an alternative virus effect, but it should be no more powerful than those described above. The DM has final say on such a virus's effect.

At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the duration is 8 hours. If you use a spell slot of 5th level or higher, the duration is 24 hours. If you use a spell slot of 7th level or higher, the duration is 10 days. If you use a 9th level spell slot, the spell lasts until it is dispelled.

Bolster Security

2nd-level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (gold dust worth at least 25 gp, which the spell consumes)
  • Duration: Until Dispelled
  • Classes: Bard, Wizard

You touch a computer and improve its defenses against hacking and magic. While affected by this spell, the computer is more difficult to hack; the DC to hack it increases by 10.

In addition, any spell or other magical affect targeting the computer has no affect. This does not stop this spell from being targeted by spells such as dispel magic.

Broadcast

4th-level transmuation(ritual)


  • Casting Time: 1 action
  • Range: 10 miles
  • Components: V, S, M (a camera)
  • Duration: Concentration, up to 1 minute
  • Classes: Artificer, Bard, Cleric, Wizard

You broadcast a message to every monitor, television, phone, and radio within range. You can choose what appears visually, such as an emblem or a video of you.

For the duration, any affected device relays anything you say to creatures who can hear them.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the range is 100 miles. When you use an 8th level slot, the range is 1000 miles. When you use a 9th level slot, all devices on the plane are affected.

Bullet Barrage

2nd-level conjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, M (a gun which deals ballistic or plasma damage)
  • Duration: Instantaneous
  • Classes: Ranger, Sorcerer, Wizard

You fire your gun in a direction of your choice from you, then conjure hundreds of copies of identical bullets firing in the same direction which form a line 180 feet long and 15 feet wide. Each creature in the line must make a Dexterity saving throw. Creatures more than 60 feet away from you have advantage on the roll. A creature takes 4d6 ballistic or plasma damage on a failed save, or half as much damage on a successful one. This damage is not considered magical.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Call

Divination cantrip


  • Casting Time: 1 action
  • Range: Unlimited
  • Components: V
  • Duration: Concentration, up to 10 minutes
  • Classes: Artificer, Bard, Sorcerer, Wizard

Choose a creature that you have contact information for, such a phone number, radio call sign, or handle. That creature’s device that you have contact information for alerts them as if they were being called. If the device normally shows who is calling, it shows your full name. If they answer, you can speak to them as if you were operating a similar device.

You can also target a creature who has the call cantrip to call them. They mentally see your name when you do this, and can choose to accept or decline the call. If they choose to decline, you cannot choose them as the target of this spell for 1 hour.

If a creature is in another plane, or their device is off, then the spell fails.

Charge

Transutation cantrip


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: S
  • Duration: 1 round
  • Classes: Artificer, Sorcerer, Wizard

A common electronic device that you touch which is Medium or smaller gains enough power to function. The device doesn't lose any charge for 1 round. This allows it to be turned on and used normally if it has an empty battery as long as you cast this spell every turn.

Create Cybernetic

3th-level conjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a ingot of titanium worth 200 gp, which is consumed)
  • Duration: Instantaneous
  • Classes: Artificer, Cleric, Paladin, Ranger

You touch a creature and create a cybernetic which replaces one of their missing body parts. This cybernetic works exactly like the original body part, but is susceptible to effects targeting electronics.

Data Thief

2nd-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (an empty memory stick worth at least 5gp)
  • Duration: Instantaneous
  • Classes: Artificer, Bard, Sorcerer, Wizard

You touch a computer and instantly copy all of the files stored on the computer onto the memory stick. Any files that are password protected or encrypted are still that way when copied. The memory stick can hold any amount of data from one computer at once.

Detect Tech

1st-level divination (ritual)


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes
  • Classes: Artificer, Bard, Cleric, Druid, Ranger, Sorcerer, Wizard

For the duration, you sense the presence of electronics within 30 feet of you. If you sense electronics in this way, you can use your action to see a faint aura around any visible creature or object in the area that uses electricity, and you learn its basic function, if any. For example, you could learn that a small orb is actually a camera, but not where its footage is going or where it can see.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Divine Bullet

1st-level evocation


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

The next time you hit a creature with a ranged weapon attack during the spell's duration, the projectile flares with brilliant radiance, and the attack deals an additional 2d8 radiant damage.

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

DNA Scan

2nd-level divination(ritual)


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S, M (blood, hair, or other part of a body)
  • Duration: Instantaneous
  • Classes: Bard, Cleric, Druid, Ranger, Sorcerer, Warlock, Wizard

You analyze the DNA of a body part within range. You learn the following about the creature that the body part belonged to.

  • The creature's full name.
  • The creature's general appearance (race, age, weight, height, hair/skin color)
  • Any innate spellcasting the creature possessed.
  • Whether or not the creature is currently within a mile of you.

Dominate Machine

6th-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Bard, Sorcerer, Wizard

You attempt to control a machine that you can see within range. It must succeed on an Intelligence saving throw or be controlled by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

While the target is controlled, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the machine while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.

You can use your action to take total and precise control of the target. Until the end of your next turn, the machine takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

Each time the target takes damage, it makes a new Intelligence saving throw against the spell. If the saving throw succeeds, the spell ends.

At Higher Levels. When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 7th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 8 hours.

Droneswarm

3th-level conjuration


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a computer chip worth at least 25 gp)
  • Duration: Concentration, up to 10 minutes
  • Classes: Artificer, Ranger, Warlock, Wizard

A large swarm of drones fill a 10-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration, and all ranged attacks going through any space of the sphere have disadvantage. The sphere's area is difficult terrain.

When you cast the spell, you can make a ranged spell attack against a creature within 60 feet of the sphere. This attack has advantage on creatures inside the area instead of disadvantage. On a hit, the target takes 2d6 ballistic damage.

As a bonus action on your turn, you can move the sphere up to 30 feet and repeat the attack against a creature within 60 feet of it.

At Higher Levels. When you cast this spell using a spell slot of 4th or higher, the damage increases by 1d6 for each slot level above 3nd.

Electromagnetic Blast

5th-level evocation


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

You send out a blast of electromagnetism, centered on a point you choose within range. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. On a failure, all of its cyberware and any electronics being worn or carried by them lose function for the duration. If the creature is a machine, it is paralyzed for the duration instead.

At the end of each of its turns, an affected target can make an Intelligence saving throw. If it succeeds, this effect ends for that target.

All electronic devices in the area that are not being worn or carried turn off and cannot be turned on for the duration.

At Higher Levels. When you cast this spell using a spell slot of 6th-level, the radius is 60 ft. When you use a 7th-level slot, the radius is 120 ft. When you use an 8th-level slot, the radius is 250 ft. When you use a 9th-level slot, the radius is 500 ft.

Electromagnetic Pulse

3rd-level evocation


  • Casting Time: 1 action
  • Range: 120 ft
  • Components: V, S
  • Duration: 1 minute
  • Classes: Artificer, Bard, Cleric, Sorcerer, Wizard

You send out an EMP, disabling electronics in a specific target. Choose one creature or electronic device within range.

If the target is a creature, it must make an Intelligence saving throw. On a failure, all of it's cyberware and any other electronics that are a part of its body lose function for the duration. If the creature is a machine, it is paralyzed for the duration instead. At the end of each of its turns, the target can make another Intelligence saving throw. On a success, the spell ends on the target.

If the target is an electronic device, it turns off and cannot be turned on for the duration.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature or electronic device for each slot level above 2nd. The targets must be within 30 feet of each other when you target them.

Elemental Bullets

3rd-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, M (a gun which deals ballistic or plasma damage)
  • Duration: Concentration, up to 1 minute
  • Classes: Artificer, Paladin, Ranger, Sorcerer, Wizard

You infuse the bullets in your gun with elemental energy. Choose from fire, cold, lightning, acid, or thunder. For the duration, the gun deals an additional 2d6 of the chosen type of damage.

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

Empower Grenade

1st-level transmutation


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S, M (a grenade)
  • Duration: 1 minute
  • Classes: Artificer, Ranger, Sorcerer, Wizard

You touch a grenade and enhance its explosive capabilities. If the grenade is used during the duration, the radius of the blast is increased by 5 feet and it deals an additional 2d6 damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the grenade is increased by an additional 5 feet for each slot level above 1st.

Grenade Radius

Grenades in my games usually have a 5 ft radius, but some games use larger explosions. If you use grenades with larger radiuses, consider having the damage increase by 1d6 at higher levels instead of the radius. You could also increase the initial radius bonus to +10 feet if +5 is too little, though this may warrant a 2nd level spell slot.

False ID

Illusion cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, (a small card or paper)
  • Duration: Concentration, up to 10 minutes
  • Classes: Bard, Sorcerer, Warlock, Wizard

A small card or slip of paper you touch appears to be a valid identification card of your choosing. The card bears your name, likeness, and all other data expected by anyone examining such a card. However, it is only visually accurate and does not contain any valid machine-readable data or electronic coding.

Ghost in the Machine

6th-level necromancy


  • Casting Time: 1 action
  • Range: 100 feet
  • Components: V, S, M (a hallucinogen worth at least 25gp)
  • Duration: 1 hour
  • Classes: Cleric, Warlock, Wizard

Your body falls into a catatonic state as your soul leaves it and tries to possess a machine within range. The target must make a Charisma saving throw. On a failure, your soul enters the machine and begins to control it.

Your game statistics are replaced by the statistics of the creature, though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You retain the benefit of your own class features. If the target has any class levels, you can't use any of its class features.

While possessing a machine, you can use your action to send your soul into another machine within 100 feet. The target must make a Charisma saving throw. On a failure, your soul enters the new machine and controls it. On a failure, your soul is repelled, and the spell ends.

When the spell ends, your soul immediately returns back to your body. If your body is dead when you attempt to return to it, you die.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you stay in the original machine instead of the spell ending when you fail at possessing a new machine.

Gun

Conjuration cantrip


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

You point your finger at a creature within range and shoot a powerful projectile at them, causing a boom which can be heard from 100 feet away. Make a ranged spell attack. You have disadvantage on the attack against creatures who are more than 60 feet away. On a hit, the creature takes 1d12 ballistic or plasma damage (your choice). This damage is not considered magical.

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

Haywire

3rd-level enchantment


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Artificer, Cleric, Druid, Ranger, 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 within 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 an Intelligence saving throw or have the device affected by the spell. Creatures who end their turn in the area must also make an Intelligence saving throw or have their 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.

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

A machine which starts its turn in the area must succeed on an Intelligence saving throw or act as if they were affected by the confusion that turn.

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 above 3rd.

Hidden Weapon

1st-level conjuration


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

You send a weapon without the heavy property, that you are carrying, into a pocket dimension. For the duration, you can summon the weapon in your hand or send it back to the pocket dimension as a bonus action.

Hotwire

1st-level transmutation


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

You cause a vehicle within range to unlock any outward facing doors and to start running if it was not already. If a creature is within the vehicle, they may attempt a Dexterity saving throw to keep the doors locked.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional vehicle for each slot level above 1st.

Implant Codeword

4th-level enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 10 days
  • Classes: Bard, Cleric, Paladin, Wizard

You attempt to implant a code word into another creature's mind, turning them into a double agent. One creature that you can see must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for 1 minute. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another spell, this spell ends, and none of the codewords affect the target.

While this charm lasts, you can implant up to three codes in the target. For each code, choose a word or phrase, and command (no more than 2 sentences) to go with it. For example, you could cause the target to "Attack and kill all people nearby", and link it to the word "blueberry", or you could link "Act normal until you are alone. Then call this number and answer every question you hear from the phone." to the phrase "This is secret".

After one minute, the creature is no longer charmed and forgets any memory involving you within the past 24 hours. For the duration, whenever the target hears a code implanted in them, they must make a Wisdom saving throw with disadvantage. On a failure, the creature follows the associated command to its best abilities then returns to normal, If the creature takes damage while following the command, they may attempt an additional Wisdom saving throw. On a successful save the creature instantly returns to normal. Once a creature returns to normal, they forgets all memories of following the command.

It is likely that the target will begin to notice holes in their memories and become suspicious, depending on how subtle and long the events are that they forgot.

At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, the duration is 30 days. When you use a 7th or 8th level spell slot, the duration is 1 year. When you use a spell slot of 9th level, the spell lasts until dispelled.

Infallible Relay

1st-level divination


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

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

When you cast the spell, the nearest functioning phone 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 cannot 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 to end the conversation.

At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, target has disadvantage on the saving throws against infallible relay. If you cast this spell using a spell slot of 5th or higher, the spell no longer has concentration.

Internet Access

3rd-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a device connected to internet)
  • Duration: Concentration, up to 1 hour
  • Classes: Bard, Sorcerer, Wizard

You turn a willing creature you touch into pure data and use the device to send them into the internet.

How the internet looks and how it functions is up to the DM, but the following is always true.

  • A creature can do anything they can do normally on the internet, such as access email, discuss in forums, and watch videos.
  • Instead of using Intelligence (Computers) for checks such as breaking through passwords, searching the internet, or playing games, a creature can use a different skill which is appropriate for the check. For example, getting access to files behind a password could be Dexterity (Thieve's Tools) or Strength (Athletics).
  • Creatures cannot cast spells.
  • All damage taken is psychic damage instead of the normal damage type.
  • If a creature dies, its "code" is deleted, leaving no body behind. The creature can be restored to life only by means of a true resurrection or a wish spell.
  • While in the internet, creatures are considered to be in a different plane.

Once the spell ends, the creature appear within 5 feet of the device originally entered. If the device is not connected to the internet, a creature takes 3d10 force damage and appears within 5 feet of the closest internet connected device.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.

Internet Adventures

If you prefer Internet Access be something that can be used for longer adventures instead of a new way to use the internet, you can make the following changes to Internet Access.

-The spell level is 4th instead of 3rd.

-The duration is instantaneous instead of concentration, up to 1 hour. A creature can return to the real world by returning to the point they entered into the internet (if you want it to be hard), or by using an action (if you want it to be easy).

-Creatures can cast spells while in the internet.

Irradiate

2nd-level evocation


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

A surge of radiation washes over a creature within range. The creature must make a Constitution saving throw. On a failed save, the target takes 3d10 radiant damage and gains a level of exhaustion. On a successful save, the target takes half as much damage and does not gain a level of exhaustion.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.

Jam Signals

3rd-level abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a jar of raspberry jam)
  • Duration: 10 minutes
  • Classes: Arificer, Bard, Druid, Sorcerer, Wizard

A 100-foot-radius invisible sphere surrounds you. All wireless and radio connections within this sphere are suppressed. Devices with functions that rely on wireless or radio connection, such as phones and walkie talkies, cease to function while within the sphere. These devices also cannot receive signals from outside the sphere.

At Higher Levels. When you cast this spell using a spell of 4th level or higher, the radius is increased by 50 feet for each slot level above 3rd.

Logic Bomb

3rd-level enchantment


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (an interactive electronic device)
  • Duration: 8 hours
  • Classes: Artificer, Bard, Sorcerer, Warlock, Wizard

You infuse one computer or other electronic device that can be interacted with, such as a phone or VR headset, with intense psychic energy which lashes out at the next creature to use the device. The first time a creature begins to use the device during this spell's duration, they must make an Intelligence saving throw. The creature takes 8d8 psychic damage on a failed save, or half as much on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d6 for each slot level above 3rd.

Magnetic Burst

2nd-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a magnet)
  • Duration: Instantaneous
  • Classes: Artificer, Druid, Sorcerer, Wizard

You send out a burst of magnetic energy, either pushing or pulling on all metal around you. All creatures wearing metal armor or made of metal within 60 feet of you must make a Strength saving throw. On a failed save, a creature takes 2d6 bludgeoning damage, is knocked prone and is either pulled 20 feet towards you or pushed 20 feet away from you. On a successful save, a creature takes half as much damage, and isn't pushed or knocked prone.

In addition, all unsecured metal objects are either pulled within 5 feet of you or are pushed 60 feet away from you.

At Higher Levels. When you cast this spell using a spell slot of 3rd or higher, the damage increases by 1d6 for each slot level above 2nd.

Magnetic Pull/Push

1st-level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a magnet)
  • Duration: Instantaneous
  • Classes: Artificer, Druid, Sorcerer, Wizard

You briefly control intense magnetism focused on yourself. Choose one of the follow effects:

  • You send out a blast of magnetism at a creature either made of metal or wearing metal armor. The creature must make a Strength saving throw. On a failure, the creature is knocked prone and is either pulled 20 feet towards you or pushed 20 feet away from you.
  • You propel a metal object in your hands towards a creature within range. Make a ranged spell attack. On a hit, the target takes 2d12 bludgeoning damage.
  • You push against a metal object on the ground or against a wall. You are sent 60 feet directly away from the piece of metal. If you are sent in the air, you can move up to 30 feet horizontally, and you don't take any fall damage if you fall within 5 feet of a piece of metal on the floor.
  • You can pull on a metal object within range, catching it if you have an empty hand. If the object is being wielded or carried by a creature, the creature must make a Strength saving throw or have the object be pulled from them.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 and creatures are pulled/pushed an additional 10 feet for each slot level above 1st.

Magnetism

1st-level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Artificer, Druid, Sorcerer, Wizard

You make a creature or object within range extremely magnetic. Any attack roll using metal weapons or ammo has advantage against the target, and the target has disadvantage on any attack rolls they make using metal weapons or ammo.

In addition, any ranged attack rolls using metal ammo targeting creatures within 10 feet of the target are instead directed at the target.

Minor Hack

Transmutation cantrip


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

By connecting with nearby technology, you create one of the following effects within range.

  • You cause a display device you can see, such as a smartphone screen or computer monitor, to show an image or video of your choice for up to 1 hour, which can include audio. A creature with access to the device can use an action to close the image or video.
  • You cause an audio device you can see, such as a radio or speaker, to play sounds of your choice for up to 1 hour.
  • You can activate or deactivate an electronic device with a clearly defined on or off function that can be easily accessed from the outside of the device. If a creature is currently using the device, they may attempt an Intelligence saving throw. On a success, the device does not turn off.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Mechanical Chassis

4th-level conjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (an action figure)
  • Duration: 10 minutes
  • Classes: Artificer, Paladin, Sorcerer, Wizard

You summon a mech suit around yourself, boosting your strength and providing protection. Until the spell ends, you gain the following benefits:

  • You gain 30 temporary hit points. Once these hit points are reduced to 0, the spell ends.
  • Your size increases by one category - from Medium to Large, for example.
  • You can use your spellcasting ability instead of Strength for the attack and damage rolls of your unarmed strikes and your unarmed strikes deal 2d6 bludgeoning damage.
  • You have proficiency in Strength ability checks and saving throws.
  • You are treated as a machine for spells and abilities which affect machines.
  • You can't cast spells that have somatic or material components

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the temporary hit points gained increases by 5 and the damage of your unarmed strikes increases by 1d6 damage for each slot level above 4th, and your size increases by another category for every two slot levels above 4th.

Mini-Nuke

6th-level evocation


  • Casting Time: 1 action
  • Range: 500 feet
  • Components: V, S, M (a stick of uranium worth at least 500 gp, which the spell consumes)
  • Duration: Instantaneous
  • Classes: Druid, Sorcerer, Warlock, Wizard

You create a ball of unstable uranium and propel it to a point you can see within range. Each creature in a 100-foot-radius sphere centered on that point must make a Constitution saving throw. On a failed save, a target gains a level of exhaustion and takes 5d6 fire damage and 5d6 radiant damage. On a successful save, a target doesn't gain a level of exhaustion and takes half as much damage.

At Higher Levels. When you cast this spell using a spell slot of 7th or higher, the both damages increase by 1d6 for each slot level above 6th.

Modify Data

3rd-level enchantment (ritual)


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Bard, Cleric, Sorcerer, Warlock, Wizard

You touch a device or machine and modify its data. If you target a device, you are able to add documents, images, or videos of your choice to the device, and change, or delete any files on the device. If you do not have access to the device, any changes or deletions must be more broad. For example, if you didn't have the password to a computer, you could delete all text files, or change any mention of your name to a different name, but you could not designate one specific photo you want deleted.

If you target a machine, it must make an Intelligence saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failure, you can affect the target's memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event.

At Higher Levels. If you cast this spell using a spell slot of 5th or higher, the casting time is 1 action.

Mold Metal

1st-level transmutation


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

You choose a portion of metal that you can see within range and that fits within a 5-foot cube which is not being wielded or carried. You manipulate it in one of the following ways:

  • Spikes form on the metal. Any creature that touches it must make a Dexterity saving throw or take 2d4 piercing damage, and it is considered difficult terrain if it is on the ground.
  • You cause shapes, colors, or both to appear on the metal, spelling out words, creating images, or shaping patterns.
  • You shape the metal into a melee weapon that deals piercing, slashing, or bludgeoning damage, into a shield, or into chain mail.
  • You cause the metal to form into thin wires which try to grab a creature within 5 feet of it. The creature must make a Strength saving throw or become restrained. They can use its action to make a Strength check against your spell save DC. On a success, it frees itself.

Muffle

1st-level illusion


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: S, M (a gun which deals ballistic or plasma damage)
  • Duration: 1 hour
  • Classes: Bard, Ranger, Sorcerer, Wizard

You touch a firearm and create a small field of silence around its firing mechanisms and muzzle. For the duration, any attacks made with the weapon make no sound, and when you are hidden from a creature and miss it with a ranged weapon attack using the weapon, making the attack doesn't reveal your position.

Mutate

1st-level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 hour
  • Classes: Druid, Sorcerer, Warlock

You target a humanoid or beast within range and randomly mutate their body. If the target is not willing, they must make a Constitution saving throw. On a success, they are not affected by the spell.

Roll 1d12 for Negative Mutations, then 1d20 for Positive Mutations on the below table. The target gains the listed features, with effects from Negative Mutations appearing before Positive Mutations.

d12 Negative Mutations
1 The target immediately takes 3d12 necrotic damage.
2 The target's AC is reduced by 2 for the duration
3 The target is blinded but gains a blindsight of 10 feet for the duration
4 The target's body immediately expels toxic fumes around them. Creatures within 10 feet of them must make a Constitution saving throw or take 3d6 poison damage.
5 The target gains disadvantage on ability checks using an ability of your choice for the duration.
6 The target's size decreases for the duration, as if they were affected by the Enlarge/Reduce spell.
7 Attacks against the target have advantage for the duration.
8 The target base walking speed decreases by 15 feet for the duration.
9 The target gains vulnerability to one of the following damage types of your choice for the duration: acid, cold, fire, lightning, or thunder.
10 The target transforms into one of the following creatures of your choice for the duration as if they were affected by the Polymorph spell: cat, crab, frog, quipper, or raven
11 The target takes 1 necrotic damage each minute for the duration.
12 The target can't concentrate on spells for the duration.
d20 Positive Mutations
1 The target immediately regains 4d8 hit points.
2 The target gains +2 AC for the duration.
3 The target has darkvision out to a range of 60 feet for the duration. If the target already has darkvision, it is increased by 60 feet.
4 The target gains a breath attack as if they were targeted by the Dragon's Breath spell. You choose the damage type of the spell.
5 The target gains advantage on ability checks using an ability of your choice for the duration.
6 The target's size increases for the duration, as if they were affected by an Enlarge/Reduce spell.
7 Attacks against the target have disadvantage for the duration.
8 The target's base walking speed increases by 15 feet for the duration.
9 The target gains resistance to one of the following damage types of your choice for the duration: acid, cold, fire, lightning, or thunder.
10 The target's appearance changes into a form of your choice for the duration. They must stay the same size, and their basic shape must stay the same.
11 The target regains 1 hit point each minute for the duration, and any severed body parts, if any, are restored once the spell ends.
12 The target can concentrate on two spells for the duration. They make one saving throw to maintain concentration for both spells when damaged, and lose concentration on both on a failure.
13 The target has advantage on saving throws for the duration.
14 The target can telepathically speak to any creature they can see within 30 feet of them for the duration. They don’t need to share a language with the creature for it to understand their telepathic utterances, but the creature must be able to understand at least one language.
15 The deals an additional 1d6 damage with melee weapon attacks for the duration.
16 The target does not need to breathe for the duration.
17 The target grows an extra pair of arms for the duration. They function just like normal arms. They do not provide extra attacks, but they do work with two weapon fighting.
18 The target gains resistance to poison and has advantage on saving throws against poison for the duration.
19 The target gains natural weapons that deal 1d10 piercing damage for the duration.
20 The target gains a fly speed of 30 feet for the duration.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you roll an additional time on either the Negative or Positive Mutations table for each spell slot above 1st.

Net Jump

5th-level conjuration


  • Casting Time: 1 action
  • Range: 10 ft
  • Components: V, M (a device connected to the internet)
  • Duration: Instantaneous
  • Classes: Bard, Ranger, Sorcerer, Warlock, Wizard

This spell instantly sends you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, through an internet connected device to another internet connected device. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can't be held or carried by an unwilling creature.

The destination you choose must be an internet connected device known to you, and it must be on the same plane of existence as you. Your access to the destination device determines whether you arrive there successfully. The GM rolls d100 and consults the table.

Access Mishap Similar Area On Target
You have admin access 01-05 06-24 25-100
You have non-admin access 01-33 34-50 51-100
The object is publicly used 01-33 34-73 74-100
You have no access 1-43 44-95 96-100
False destination 1-50 51-100 -

Access "Admin access" means that you have full control of the device. This is usually a personal phone or computer. "Non-admin access" means you are able to access the computer, but that you do not have full control over the device. This could be a school or work computer, or could be a computer which you've stolen the password to. "Publicly used" means the device does not have a password to access it at all. This is often in public areas, such as libraries. "No access" means that all access must be gained through passwords that you do not have. "False destination" is a device which does not exist, or is not currently connected to the internet.

On Target. You and your group (or the target object) appear next to the device you want to.

Similar Area You and your group (or the target object) appear next to a device which is in a similar location to your target device. If possible, you should have some access into the new device. For example, you may end up at a different library than planned, or you may appear from an unlocked computer in someone's home. Distance off from the target device should be about 1d10 x 10 percent of the distance that was to be traveled. For example, if you tried to travel 200 miles, went to a similar area, and rolled a 2, you would be off target by 40 miles.

Mishap Traveling through the internet this quickly through magic results in a difficult journey. Each teleporting creature takes 3d10 psychic damage, and the GM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time)

Overcharge

5th-level transmutation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S M (a fully charged battery)
  • Duration: Instantaneous
  • Classes: Artificer, Druid, Sorcerer, Wizard

You send an excessive amount of energy into a device or machine within range.

If the target is a device, it explodes, completely destroying it, and all creatures within a 10 feet of it must make a Dexterity saving throw. A creature takes 8d10 fire damage on a failed save, or half as much damage on a successful one.

If the target is a machine, it must make a Constitution saving throw. The target takes 8d10 damage on a failed save, or half as much damage on a successful one. If this reduces the target to 0 hit points, it explodes. All creatures within 30 feet of it must make a Dexterity saving throw. A creature takes the original 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 6th or higher, the damage increases by 1d10 for each slot level above 2nd.

Overwatch

2nd-level abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a glass eye)
  • Duration: Concentration, up to 1 minute
  • Classes: Bard, Ranger, Sorcerer, Wizard

When you cast this spell, you create several dozen bolts of force which float above your head, waiting for the right moment to protect. For the duration, whenever a creature within 120 feet of you makes an attack, you may use your reaction to propel a barrage of force bolts towards the creature, providing cover fire. Make a ranged spell attack. On a hit, the target takes 1d8 force damage, and has disadvantage on the triggering attack.

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

Piercing Shot

1st-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, M (a gun which deals ballistic or plasma damage)
  • Duration: Instantaneous
  • Classes: Ranger, Sorcerer

You infuse a gun with the ability to pierce through several creatures, then pull the trigger. Creatures in a line 60 feet long and 5 feet wide emanating from you must make a Dexterity saving throw. On a failed save, the creature is affected by the gun's normal effects as if they had been hit by a weapon attack. Roll damage once for all creatures affected.

Rail Gun

3rd-level conjuration


  • Casting Time: 1 action
  • Range: 500 feet
  • Components: V, S, M (a coin)
  • Duration: Instantaneous
  • Classes: Ranger, Sorcerer, Wizard

You propel a coin with extreme accuracy, targeting a creature within range. Make a ranged spell attack. On a hit, the creature takes 10d6 ballistic damage. This attack scores a critical hit on a roll of 18, 19, or 20.

At Higher Levels. When you cast this spell using a spell slot of 3rd or higher, the damage increases by 2d6 for each slot level above 2nd.

Record Self

1st-level enchantment


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (an empty memory stick)
  • Duration: 1 hour
  • Classes: Bard, Cleric, Paladin, Sorcerer, Wizard

During the duration of the spell, all your thoughts, emotions, and senses are recorded. Once the spell ends, everything experienced is placed onto the memory stick used in the casting of the spell. The stick can be placed into a device to allow the experience to play as a video. A creature can also use an action to hold the memory stick and experience the recording in real time as if they were the caster, including all the thoughts and emotions the caster experienced.

While you re-experience the recording, you may remove any parts of it that you wish, including specific thoughts, chunks of time, and entire senses.

Remote Access

Transmutation cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: 10 minutes
  • Classes: Bard, Sorcerer, Warlock, Wizard

You can use any electronic device you can see within range as if it were in your hands. You are only able to access 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, and you cannot use devices that other creatures are using.

Repair

1st-level transmutation


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

A construct you touch regains 3d4 hit points.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 2d4 for each slot level above 1st.

Ricochet Shot

1st-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, M (a gun which deals ballistic or plasma damage)
  • Duration: Instantaneous
  • Classes: Artificer, Ranger, Sorcerer

You infuse a gun with magic and make a ranged attack with it against one creature within the gun's normal range. On a hit, the target takes 1d8 force damage in addition to the weapon attack's normal effects, and you can cause the bullet to ricochet and target another creature within 30 feet of it. Make another ranged attack against the new target. On a hit, the target takes 1d8 force damage in addition to the weapon attack's normal effects.

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

Speak with Machines

3rd-level divination(ritual)


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

You gain the ability to comprehend and verbally communicate with machines and devices for the duration. You can substitute any Intelligence (Computers) check for a Charisma ability check using an appropriate skill. The knowledge and awareness of devices is extremely limited, but at minimum, devices can give you information about creatures that have used them and what they were used for within the past day.


Machine Spirit

Medium construct(machine)


  • Armor Class 11 + the level of the spell (natural armor)
  • Hit Points 30 (Drone only) or 40 (Destroyer and Warrior only) + 10 for each spell level above 2nd
  • Speed 30 ft. (Warrior and Destroyer only); 0 ft. and fly 60 ft. (Drone only)

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 16 (+3) 18 (+4) 14 (+2) 3 (-4)

  • Damage Immunities poison, psychic
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses darkvision 60 ft, passive Perception 12
  • Languages understands the languages you speak
  • Challenge - Proficiency Bonus equals your bonus

Surveillance (Drone Only). The drone has advantage on Wisdom (Perception) checks and a +5 bonus to passive perception.


Actions

Multiattack. The construct makes a number of attacks equal to half this spell’s level (rounded down).

Plasma Blaster. Ranged Weapon Attack: your spell attack modifier to hit, range 80 ft., one target. Hit: 1d6 + 3 + the spell’s level plasma damage.

Plasma Cutter. (Warrior Only) Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d12 + 4 + the spell’s level plasma damage.

Flamethrower. (Destroyer Only) The destroyer shoots a stream of flame from itself in a 15 ft cone. Creatures in the cone must make a Constitution saving throw. On a failure, the creature takes 1d8 fire damage + 1d8 fire damage for each spell level above 2nd. On a success, the creature takes half as much damage. This cannot be used with Multiattack.

Spectral Bullets

1st-level necromancy


  • Casting Time: 1 action
  • Range: Self
  • Components: V, M (a gun which deals ballistic or plasma damage)
  • Duration: Instantaneous
  • Classes: Bard, Ranger, Sorcerer, Warlock, Wizard

You infuse a gun with spiritual essence and make a ranged attack with it against one creature within the gun's normal range. The attack ignores cover, but you have disadvantage on the attack against a creature you cannot see. On a hit, the target takes 3d4 necrotic damage in addition to the weapon's normal effects.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d4 for each slot level above 1st.

Summon Machine

2nd-level conjuration


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a gilded motherboard worth a least 200 gp)
  • Duration: Concentration, up to 1 hour
  • Classes: Artificer, Wizard

You conjure forth the spirit of a machine. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Machine Spirit stat block. When you cast the spell, choose a design: Drone, Destroyer, Warrior. The creature resembles a military robot, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, use the higher level wherever the spell’s level appears in the stat block.

Summon Vehicle

1st-level conjuration


  • Casting Time: 10 minutes
  • Range: 30 feet
  • Components: V, S, M (enchanted fuel worth 25 gp per spell level, which the spell consumes)
  • Duration: 24 hours
  • Classes: Artificer, Cleric, Paladin, Ranger, Warlock, Wizard

You summon a vehicle in a space of your choice within range, which uses the Summoned Vehicle stat block. Only creatures you designate when you cast this spell are able to enter this vehicle. A creature not designated must succeed a Charisma saving throw in order to enter the vehicle. Once the spell ends, the vehicle slows to a stop, then vanishes.

The general appearance is based on the spell slot used in the spell, listed in the below table.

Spell Level Loot
1st Motorcycle
2nd-3rd Van
4th-5th Sports Car
6th-7th Armored Truck
8th-9th Plane

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, use the higher level wherever the spell’s level appears in the stat block.



Summoned Vehicle

Medium(Motorcycle) or Huge (Other Vehicles) construct (machine)


  • Armor Class 10 + the spell of the level (natural armor)
  • Hit Points 20 + 10 for each spell level above 1st
  • Speed 60 ft., 100 ft. if cast at 4th level or above

STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 18 (+4) - - -

  • Damage Resistances Ballistics, Plasma, Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Damage Immunities Poison, Psychic
  • Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Poisoned, Unconscious
  • Proficiency Bonus Summoned Vehicle's Proficiency Bonus equals your bonus

Brainless The summoned vehicle does not have an Intelligence, Wisdom, or Charisma score, as it does not have any form of consciousness. It is immune to any effect that would require it to make Intelligence, Wisdom, or Charisma saving throw. It cannot act unless a creature inside of it controls it.

Traveler When traveling, Summoned Vehicle's speed is ten times as normal.

Flight If cast as a 8th or 9th level spell, Summoned Vehicle gains a flying speed of 100 feet.

Cover Vehicle If cast as a 2nd level or higher spell, another creature may get in Summoned Vehicle as an action, giving it three quarters cover from effects outside of the vehicle, and disadvantage on Dexterity saving throws. Creatures in Summoned Vehicle can exit it as a bonus action. Up to 6 creatures may be in Summoned Vehicle at once.

Controllable A creature inside Summoned Vehicle can take control of it as a bonus action. When in control, a creature can substitute its action to use one of Summoned Vehicle's actions, and/or their movement to allow Summoned Vehicle to move up to its speed. Only one creature can be in control of Summoned Vehicle at a time.


Actions

Drive Through. The Summoned Vehicle moves up to its speed in a straight line. During this move, it can enter creatures’ spaces if they are a size smaller than Summoned Vehicle. A creature whose space the Summoned Vehicle enters must make a Dexterity saving throw against your spell save DC. On a successful save, the creature is pushed 5 feet to the nearest space out of the Summoned Vehicle’s path. On a failed save, the creature falls prone and takes 1d6 bludgeoning damage plus 1d6 bludgeoning damage for each spell level above 1st. The Summoned Vehicle also takes bludgeoning damage equal to the damage dealt.

If the Summoned Vehicle remains in the prone creature’s space, the creature is also restrained until it’s no longer in the same space as the Summoned Vehicle. While restrained in this way, the creature, or another creature within 5 feet of it, can make a Strength check against your save DC. On a successful save, the creature is pushed to the nearest space out of the Summoned Vehicle's path.

Summon Greater Vehicle

5th-level conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (enchanted fuel worth 200 gp, which the spell consumes)
  • Duration: 1 hour
  • Classes: Artificer, Cleric, Paladin, Ranger, Warlock, Wizard

You summon a weaponized vehicle in a space of your choice within range, which uses the Greater Vehicle stat block. Only creatures you designate when you cast this spell are able to enter this vehicle. A creature not designated must succeed a Charisma saving throw in order to enter the vehicle. Once the spell ends, the vehicle slows to a stop, then vanishes.

The general appearance is based on the spell slot used in the spell, listed in the below table.

Spell Level Loot
5th Armored Truck
6th-7th Tank
8th-9th Jet

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, use the higher level wherever the spell’s level appears in the stat block.



Greater Vehicle

Huge construct (machine)


  • Armor Class 13 + the spell of the level (natural armor)
  • Hit Points 60 + 10 for each spell level above 5th
  • Speed 80 ft., fly 120ft (Jet Only)

STR DEX CON INT WIS CHA
24 (+7) 12 (+1) 20 (+5) - - -

  • Damage Resistances Ballistics, Plasma, Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Damage Immunities Poison, Psychic
  • Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Poisoned, Unconscious
  • Proficiency Bonus Greater Vehicle's Proficiency Bonus equals your bonus

Brainless Greater Vehicle does not have an Intelligence, Wisdom, or Charisma score, as it does not have any form of consciousness. It is immune to any effect that would require it to make Intelligence, Wisdom, or Charisma saving throw. It cannot act unless a creature inside of it controls it.

Traveler When traveling, Greater Vehicle's speed is ten times as normal.

Cover Vehicle Another creature may get in Greater Vehicle as an action, giving it full cover from effects outside of the vehicle. Creatures in Summoned Vehicle can exit it as a bonus action. Up to 8 creatures may be in Summoned Vehicle at once.

Controllable A creature inside Greater Vehicle can take control of it as a bonus action. When in control, a creature can substitute its action to use one of Greater Vehicle's actions designated as a driver action, and/or their movement to allow Greater Vehicle to move up to its speed. Creatures who are not driving Greater Vehicle can use a bonus action to take control of Greater Vehicle's weapons, allowing them to substitute their actions to use one of Greater Vehicle's actions designated as gunner actions. There can only be one driver and three gunners at one time.


Actions

Drive Through. (Driver) The Greater Vehicle moves up to its speed in a straight line. During this move, it can enter creatures’ spaces if they are a size smaller than Greater Vehicle. A creature whose space the Greater Vehicle enters must make a Dexterity saving throw against your spell save DC. On a successful save, the creature is pushed 5 feet to the nearest space out of the Greater Vehicle’s path. On a failed save, the creature falls prone and takes 5d6 bludgeoning damage plus 1d6 bludgeoning damage for each spell level above 5th. The Greater Vehicle also takes bludgeoning damage equal to the damage dealt.

If the Summoned Vehicle remains in the prone creature’s space, the creature is also restrained until it’s no longer in the same space as the Summoned Vehicle. While restrained in this way, the creature, or another creature within 5 feet of it, can make a Strength check against your save DC. On a successful save, the creature is pushed to the nearest space out of the Summoned Vehicle's path.

Machine Guns.(Gunner) Ranged Weapon Attack: Gunner's attack bonus (this attack counts as a martial weapon for purpose of proficiency), range 60/180 ft, one target. Hit: 2d6 + gunner's Dexterity bonus ballistic damage. If the gunner has Extra Attack, they may treat this action as one attack.

Cannon. (Gunner)(Tank and Jet Only) Target a point within 150 feet. Each creature within a 10-foot radius of that point must make a Dexterity saving throw. A target takes 12d6 fire damage on a failed save, or half as much damage on a successful one. This action may only be used once per round, even if there is more than one gunner.

Supercharge

2nd-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a weapon that deals plasma damage)
  • Duration: Instantaneous
  • Classes: Artificer, Paladin, Ranger, Sorcerer

You cause a plasma dealing weapon in your hands to use all of its power in one attack, dealing massive damage. Make a weapon attack using the weapon against a creature within the weapons usual range. On a hit, the target suffers the weapon attack's normal effects and also takes an additional 4d10 plasma damage.

After casting this spell, the plasma weapon used is depleted of charges and must be recharged before being used again.

At Higher Levels. When you cast this spell using a spell slot of 3rd or higher, the damage increases by 1d10 for each slot level above 2nd.

Surveillance

3rd-level divination


  • Casting Time: 10 minutes
  • Range: 500 feet
  • Components: V, S, M (a security camera worth at least 100 gp)
  • Duration: Concentration, up to 10 minutes
  • Classes: Bard, Cleric, Warlock, Wizard

You send your sight into a security system, allowing you to see out of their cameras. Choose a building or a location no larger than 1000 square feet within range. You are able to see through one of the cameras in that location as if you were there. As an action, you can switch to a different camera of your choice in that location, provided there is one.

While using this spell, you are blind with regard to your own sight.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the range is 1 mile. When you use a spell slot of 7th level or higher, the range is 100 miles. When you use a spell slot of 9th level, the range is unlimited, but must be on the same plane of existence.

Terms and Conditions

3rd-level enchantment(ritual)


  • Casting Time: 10 minutes
  • Range: 10 feet
  • Components: V, S, M (a signed written, typed, or digital contract)
  • Duration: Special
  • Classes: Bard, Cleric, Paladin, Warlock

When you cast this spell, you bind the souls of two parties to a contract, forcing them to adhere to it or suffer dire penalties. If the contract used as the material component for this spell was signed by both parties willingly, without the use of magic or forgery, then the contract becomes magically binding. The duration of the spell is equal to the amount of time that the contract is binding, up to 1 year. When you cast this spell, choose one of the following penalties for each party for violating the contract. At the DM's discretion, you may choose an alternative effect for violating the contract, but it should be no more powerful than those described below.

  • Agony. Every day at dawn, the creature takes 6d6 psychic damage. If this damage reduces the creature to 0 hit points, the creature falls unconscious and is stable.
  • Claimed Soul If the creature dies, their soul belongs to the other party, being spiritually tied to the contract. The creature can be restored to life only by means of a wish spell. If the duration of the spell ends and the creature is not in accordance with the terms of the contract, this effect lasts until dispelled.
  • Death. Every day at dawn, the creature takes 1d6 necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken. The target dies if this effect reduces its hit point maximum to 0.
  • Misfortune. The creature has disadvantage on saving throws. Additionally, when the creature rolls a 20 on the d20 for an attack roll, ability check, or saving throw, you instead treat the roll as if it were a 1.
  • Sickness The creature has disadvantage on ability checks.

Once both creatures have agreed to the contract, the spell takes effect. If either creature is ever in violation of the terms of the contract, down to the letter, it suffers the effects of its chosen penalty. The penalty is in effect until the creature is in accordance with the terms of the contract.

The spell can be ended early if both creatures verbally agree to end it while within 10 feet of each other, so long as neither creature is not suffering from the charmed condition. A remove curse spell also ends this spell if it is cast using a spell slot level equal to or higher than the spell slot used to cast this spell. If the spell is ended early, both creatures are aware of it.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the maximum duration of the contract increases by 1 year for each slot about 3rd.

Thunder Round

2nd-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, M (a gun which deals ballistic or plasma damage)
  • Duration: Instantaneous
  • Classes: Bard, Paladin, Ranger, Sorcerer

You infuse a gun with explosive energy and make a ranged attack with it against one creature within the gun's normal range. On a hit, the target takes 1d8 thunder damage in addition to the weapon attack's normal effects. Hit or miss, the target and each creature within 10 feet of it must succeed on a Constitution saving throw or take 2d8 thunder damage.

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

Trojan Spell

3rd-level abjuration


  • Casting Time: 10 minutes
  • Range: Special
  • Components: V, S, M (powdered diamond worth at least 100 gp, which the spell consumes)
  • Duration: Until Dispelled or Triggered
  • Classes: Bard, Sorcerer, Wizard

When you cast this spell, you send a text, email, or other digital message with a file attached that unleashes a spell on the recipient. You must have the target's contact information, and you may only send the message to one creature. As part of casting this spell, you store a prepared spell of 3rd level or lower in the message. You do not need to expend a spell slot for the stored spell, but you must still use any material components with costs. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way.

When a creature sees the message, they must make a Charisma saving throw. On a failure, they are filled with intense curiosity, compelling them to click on the message and open the file. On a success, the creature is not compelled, but may still open the file. When the attached file is opened, the stored spell is cast. If the spell has a target, it targets the creature that opened the file. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the recipient and attack it. If the spell requires concentration, it lasts until the end of its full duration.

If a creature uses its action to analyze the message, the creature can determine the file's true nature with a successful Intelligence (Computers) or Intelligence (Arcana) check against your spell save DC.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can store any spell of up to the same level as the slot you use for the glyph of warding. Alternatively, you can send the file to an additional creature whose contact information you have for every two slots levels above 3rd level.

True Shot

1st-level divination


  • Casting Time: 1 bonus action
  • Range: 120 feet
  • Components: V
  • Duration: 1 round
  • Classes: Bard, Ranger, Sorcerer

You see a brief glimpse of the perfect place to aim a shot against a target within range. Until the end of your next turn, you gain advantage on your first ranged attack roll with against the target, and you score a critical hit on a roll of 19 or 20.

Unseen By Security

3rd-level illusion


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a sharpened bone)
  • Duration: Concentration, up to 1 hour
  • Classes: Bard, Druid, Ranger, Sorcerer, Warlock, Wizard

For the duration, each creature you choose within 30 feet of you (including you) are considered invisible to machines, cameras, and electronic sensors. In addition, you and anything on your person is completely undetectable by electronic devices such as metal detectors and radar.

Watchful Eye

2nd-level divination (ritual)


  • Casting Time: 1 minute
  • Range: 150 feet
  • Components: V, S, M (a camera lens)
  • Duration: 8 hours
  • Classes: Artificer, Ranger, Wizard

You create a series of magical cameras which provides you with security and information. Choose an area within range no larger than a 60-foot cube. Until the spell ends, you are aware of when any creature enters the area, and can use an action to allow you to see the area as if you were there until the start of your next turn. You are not able to see anything outside of the area.

Once you move further than 1 mile from the designated area, the spell ends.

Word on the Street

3rd-level divination (ritual)


  • Casting Time: 10 minutes
  • Range: Self
  • Components: V, S, M (a blank piece of paper worth at least 5 gp)
  • Duration: Instantaneous
  • Classes: Bard, Cleric, Druid, Paladin, Ranger

You call upon the people of the city, drawing in rumors from across the city and putting them on a large piece of paper. When you cast this spell, the writing forms on the paper as if it were an official newspaper describing various rumors and events happening in the city, though nothing that an average person wouldn't be able to learn given time.

The newspaper has up to three facts of your choice from the following list. You may choose an option more than once. Unless otherwise stated, you can choose the general category (such as actors, celestials, or marketplaces) you would like to learn about, but not specific locations or creatures.

  • A recent or future event which a faction of your choice participated or will participate in
  • Details about a powerful (CR 1 or higher) creature in the city.
  • A scandal involving celebrities or politicians.
  • The location of a semi-hidden area, such as a gray market or gang hideout.
  • A recent crime of your choice and the main suspects
  • A conspiracy theory about something in the city

At the DM's option, you may choose to learn a fact not on this list, but it should give no more secrets than those described above.

Once you have chosen, the DM comes up with rumors that you learn that correspond with your choices. They may not always be important, usable, or true, but it is encouraged for the GM to have at least one rumor which is true and beneficial.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can ask an additional question for every slot level above 3rd. Using a spell slot of 6th level or higher also allows you to choose specific locations and creatures to learn about.

Inspiration and Credits

Thank you so much for looking through these spells! Please check out my other work, as well as all of the inspiration for this project!

Credits
Inspirations

Many of the spells in this book are reworded and rebalanced versions of spells in the following sources:

 

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