Technomancers
There is nothing magical about technomancers,
though it’s fairly understandable that some people
would think so. Technomancers are not only experts
in technology, but smart and creative individuals capable
of making far more out of the technology they
lay their hands upon.
SPELLS
Technomancers in Veil of Truth do not cast spells,
but instead use preprogrammed nanotechnology.
Most effects of their spells are in fact a cloud of
microscopic and near-invisible robots performing a
pre-defined code.
To all effects, Technomancer spells have the Technological
tag applied to them and work as technological
weapons.
Dispel magic and greater dispel magic cast by Technomancers
work against Technological effects only.
The following spells are removed from the Technomancer’s
spell list: dimensional door, interplanetary
teleport.
MAGIC HACKS
The following are new options for the technomancer.
h Nano Treatment 2nd Level
As a full round action, you can spend an unused
spell slot to inject a living target with nanites programmed
to accelerate wound regeneration. While
resting for a full night (8 hours), the target recovers
1 additional Hit Point per character level. This
bonus accumulates with any other treatments that
increase Hit Point recovery for Long-term Care.
h Craft Serum 5th Level
As a full round action, you can spend an unused
spell slot to create an injection that acts like a
serum of healing Mk 2. The serum remains active
for 24 hours or until you recover the spent spell
slot, whichever comes first.
h Counter Treatment 8th Level
As a full round action, you can spend an unused
spell slot to inject a willing living target with
nanites programmed to cure afflictions as per the
spell remove affliction.
h Nanobios 11th Level
Once per day, as long as you have access to a Medlab,
you can spend 10 minutes to produce a nanobios
serum capable of fully protecting a number of
characters equal your Intelligence modifier against
Diseases, Poisons or Radiation for 1 hour. Being
injected with the nanobios removes these afflictions
from the target, but not the damage caused
by it.
h Clear! 14th Level
As a full round action, you can spend 1 Resolve
Point to inject a target who has been dead for up
to 2 rounds with nanites capable of bringing the
target back to life. The target returns with 3d8 Hit
Points, the confused condition for 1 round, and
one temporary negative level for 24 hours. The
ability can’t bring back creatures slain by death
effects, turned into undead or creatures whose
bodies were destroyed, significantly mutilated,
disintegrated, and so on.