[[],[{"id":20467,"name":"Arcane Hacking","school":"Transmutation","subschool":"None","spellcraft_dc":"","level":"Wizard 2, Sorcerer 2, Warlock 2","short_description":"Advantage on Intelligence checks against encryption","full_text":"
Arcane Hacking<\/span><\/p> 2nd-level transmutation [technomagic]<\/em> Casting Time:<\/span><\/strong> 1 action Range:<\/span><\/strong> Self Components:<\/span><\/strong> V, S, M (hacking tools) Duration:<\/span><\/strong> Concentration, up to 1 hour <\/span><\/p> You gain advantage on all Intelligence checks using hacking tools to break software encryption or online security when using a foreign system. This spell also allows you to break 2nd-level and lower protective spells such as <\/span>arcane lock<\/span><\/em> or <\/span>glyph of warding<\/span><\/em> by making an Intelligence check using hacking tools against the spell save DC of the spell’s caster. 5th level divination (ritual) Casting Time:<\/span><\/strong> 1 minute Range:<\/span><\/strong> Self Components:<\/span><\/strong> V, S Duration:<\/span><\/strong> Instantaneous You briefly become one with the city and gain knowledge of the surrounding area. Aboveground, this spell gives you knowledge of the area within 1 mile of you. In sewers and other underground settings, you gain knowledge For example, you could determine the location of powerful undead in the area, the location of major sources of electrical power or interference, and the location of any nearby parks.<\/span> <\/p>","reference":"Usergen"},{"id":20469,"name":"Conjure Knowbot","school":"Conjuration","subschool":"None","spellcraft_dc":"","level":"Wizard 4, Sorcerer 4, Warlock 4","short_description":"Summon technomagic software","full_text":" 4th level conjuration (technomagic)<\/em> Casting Time:<\/span><\/strong> 1 action Range:<\/span><\/strong> Touch Components:<\/span><\/strong> V, S Duration:<\/span><\/strong> 10 minutes At Higher Levels.<\/span><\/strong> When you cast this spell using a spell slot of 5th level or higher, the spell’s duration increases to 1 hour. Additionally, your telepathic bond with the knowbot is effective out to a range of 1,000 feet, and if you leave the range of the bond, the knowbot continues performing its last directed task until the spell expires.<\/span> <\/p>","reference":"Usergen"},{"id":20470,"name":"Digital Phantom","school":"Abjuration","subschool":"None","spellcraft_dc":"","level":"Wizard 2, Sorcerer 2, Warlock 2","short_description":"+10 vs digital detection","full_text":" 2nd level abjuration (technomagic) Casting Time:<\/span><\/strong> 1 action Range:<\/span><\/strong> Self Components:<\/span><\/strong> V, S, M (a small piece of copper wire) Duration:<\/span><\/strong> Concentration, up to 1 hour This spell works to actively hide your presence within a computer system. For the spell’s duration, you and any other users you choose on your local network gain a +10 bonus to Intelligence checks to avoid detection by administrators, knowbots, tracking software, and the like. Whenever you and your chosen users leave any computer system you are working in while this spell is in effect, all trace of your previous presence in that system is erased.<\/span><\/p>","reference":"Usergen"},{"id":20471,"name":"Find Vehicle","school":"Conjuration","subschool":"None","spellcraft_dc":"","level":"Wizard 2, Sorcerer 2, Warlock 2","short_description":"Summon a non-military land vehicle","full_text":" 2nd level conjuration<\/em> Casting Time:<\/span><\/strong> 10 minutes Range:<\/span><\/strong> 30 feet Components:<\/span><\/strong> V, S Duration:<\/span><\/strong> 8 hours You summon a spirit that assumes the form of a nonmilitary land vehicle of your choice, appearing in an unoccupied space within range. The vehicle has the statistics of a normal vehicle of its sort, though it is celestial, fey, or fiendish (your choice in origin). The physical characteristics of the vehicle reflect its origin to some degree. For example, a fiendish SUV might be jet black in color, with tinted windows and a sinister-looking front grille. You have a supernatural bond with the conjured vehicle that allows you to drive beyond your normal ability. While driving the conjured vehicle, you are considered proficient with vehicles of its type, and you add double your proficiency bonus to ability checks related to driving the vehicle. While driving the vehicle, you can make any spell you cast that targets only you also target the vehicle. If the vehicle drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss the vehicle at any time as an action, causing it to disappear. You can’t have more than one vehicle bonded by this spell at a time. As an action, you can release the vehicle from its bond at any time, causing it to disappear. At Higher Levels.<\/span> <\/strong>When you cast this spell using a spell slot of 3rd level or higher, you can conjure a nonmilitary later vehicle large enough to carry six Medium creatures. When you cast this spell using a spell slot of 5th level or 3rd level enchantment (technomagic)<\/em> Casting Time:<\/span><\/strong> 1 action Range:<\/span><\/strong> 90 feet Components:<\/span><\/strong> V, S Duration:<\/span><\/strong> Concentration, up to 1 minute 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 a Wisdom saving throw or have the device affected by the spell. At the start of each of your turns, roll a d6 for each affected device to determine its behavior. Except where otherwise indicated, that behavior lasts until the start of your next turn while this spell is in effect.<\/span><\/p> 1: <\/span>The device shuts down and must be restarted. Do not roll again for this device until it is restarted. At Higher Levels.<\/span> <\/strong>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.<\/span><\/p>","reference":"Usergen"},{"id":20473,"name":"Infallible Relay","school":"Divination","subschool":"None","spellcraft_dc":"","level":"Wizard 1, Sorcerer 1, Warlock 1","short_description":"Contact other on same plane","full_text":" Infallible Relay<\/span><\/p> 1st level divination (technomagic)<\/em> Casting Time:<\/span><\/strong> 1 minute Range:<\/span><\/strong> Self Components:<\/span><\/strong> V, S, M (a mobile phone) Duration:<\/span><\/strong> Concentration, up to 10 minutes 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 telephone or similar communications device within 100 feet of the target begins to ring. If there is no suitable device close enough to the target, the spell fails. The target must make a successful Charisma saving throw or be compelled to answer your call. Once the connection is established, the call is crystal clear and 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.<\/span> <\/p>","reference":"Usergen"},{"id":20474,"name":"Invisibility to Cameras","school":"Illusion","subschool":"None","spellcraft_dc":"","level":"Wizard 3, Sorcerer 3, Warlock 3","short_description":"Become invisible to electronics","full_text":" 3rd level illusion (technomagic)<\/span><\/em><\/p> Casting Time:<\/span><\/strong> 1 action Range:<\/span><\/strong> 10 feet Components:<\/span><\/strong> V, S, M (a scrap of black paper) Duration:<\/span><\/strong> Concentration, up to 1 minute Four creatures of your choice within range become undetectable to electronic sensors and cameras for the duration of the spell. Anything a target is wearing or carrying is likewise undetectable as long as it is on the target’s person. The targets remain visible to vision.<\/span><\/p>","reference":"Usergen"},{"id":20475,"name":"On\/Off","school":"Transmutation","subschool":"None","spellcraft_dc":"","level":"Wizard 0, Sorcerer 0, Warlock 0","short_description":"Activate or deactivate electronic devices","full_text":" Transmutation cantrip (technomagic) Casting Time:<\/span><\/strong> 1 action Range:<\/span><\/strong> 60 feet Components:<\/span><\/strong> V, S Duration:<\/span><\/strong> Instantaneous This cantrip allows you to activate or deactivate any electronic device within range, as long as the device has a clearly defined on or off function that can be easily accessed from the outside of the device. Any device that requires a software-based shutdown sequence to activate or deactivate cannot be affected by <\/span>on\/off.<\/span><\/em><\/p>","reference":"Usergen"},{"id":20476,"name":"Protection from Ballistics","school":"Abjuration","subschool":"None","spellcraft_dc":"","level":"Wizard 3, Sorcerer 3, Warlock 3","short_description":"Resistance to ballistic damage","full_text":" 3rd level abjuration
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<\/span>At Higher Levels. <\/span><\/strong>When you cast this spell using a spell slot of 3rd level or higher, you can attempt to counteract a spell set to secure the foreign system if the spell’s level is equal to or less than the level of the spell slot you used.<\/span> <\/p>","reference":"Usergen"},{"id":20468,"name":"Commune with City","school":"Divination","subschool":"ritual","spellcraft_dc":"","level":"Wizard 5, Sorcerer 5, Warlock 5","short_description":"Gain knowledge of surrounding area within 600 ft","full_text":"Commune with City<\/span><\/h1>
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of the area within 600 feet of you. You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:
<\/span>• <\/span>Terrain and bodies of water
<\/span>•<\/span> Prevalent buildings, plants, animals, or intelligent creatures
<\/span>•<\/span> Powerful (CR 1 or higher celestials, fey, fiends, elementals, or undead)
<\/span>•<\/span> Influences from other planes of existence
<\/span>•<\/span> Electrical currents, wireless signals, and active transit lines and tracks
<\/span><\/p>Conjure Knowbot<\/span><\/h1>
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You touch a single computerized device or computer system to conjure a knowbot—a <\/span>partially sentient piece of software imprinted with vestiges of your own skills and computer abilities. For the duration of the spell, you can use a bonus action to have the knowbot execute a computer[related task that would normally require an action. The knowbot makes Intelligence ability checks using your ability score and proficiency bonuses (including your proficiency with hacking tools, if applicable). You have a limited telepathic bond with the knowbot, out to a range of 500 feet from the device or system where the knowbot was conjured. If you move beyond this range, the knowbot disappears in 2d4 rounds, as if the duration of the spell had expired. Moving within range again immediately reestablishes the bond. The knowbot is bound to the system in which it was created, and it stays there until it is dismissed or the spell’s duration expires.
<\/span><\/p>Digital Phantom<\/span><\/h1>
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higher, you can conjure a nonmilitary air vehicle large enough to carry ten Medium creatures. When you cast this spell using a spell slot of 7th level or higher, you can conjure any type of vehicle, subject to the DM’s approval.<\/span><\/p>","reference":"Usergen"},{"id":20472,"name":"Haywire","school":"Enchantment","subschool":"None","spellcraft_dc":"","level":"Wizard 3, Sorcerer 3, Warlock 3","short_description":"Destroy electronics within 10-ft of you","full_text":"Haywire<\/span><\/h1>
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<\/span>2–4:<\/span> The device does not function.
<\/span> 5:<\/span> 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.
<\/span>6:<\/span> The device is usable as normal.
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<\/span><\/p>Invisibility to Cameras<\/span><\/h1>
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<\/span><\/p>Protection from Ballistics<\/span><\/h1>