Technomancy Physical / Metaphysical Law in Spheres of the Gods | World Anvil
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Technomancy

Overview

Technomancy is the study and utilization of the subatomic Ley Field energies, typically by channeling them through specially crafted technologies and decives. Two sub-fields exist within the study of technomancy; the Arcane Technomancy of wizards and other innate spellcasters is a restrictive innate ability to channel the Ley FIeld energies to manipulate the world around them, while the Artificer's Technomancy is an all-encompassing study of the science of the field, the manufacturing of tools, devices and weapons to use the energy, and an often learned (although sometimes helped by innate sensitivity) ability to manipulate and harness ley field energies.

 

Modern Technomancy is a shadow of what it once was. The secrets of the art are jealously guarded by the The Technomancer's Guild, a cult of Technomancers that claim to trace their lineage back to the original guild from the time of the Saikar Empire. In those days, the Technomancers were supreme masters of the craft, and managed to achieve wonders that cannot be replicated today. Modern Technomancers have taken Saikar artifacts and either repaired them or stripped them for parts. They have managed to reverse engineer a lot of the simpler technologies, and are now able to craft equipment, tools, weapons, and foci from salvaged parts, and they can even manufacture new parts and new tools. But the most advanced tech, and a truly innate understanding of the energies they play with is still a distant dream.

 

The creation of new tech involves a combination of work with hands and tools constructing parts, as well as the imbuing of the equipment with some level of energy. For independent Technomancers this mostly comes in the form of power cells, but there are some practices and traditions amongst the Technomancer's Guild performed in secret that they believe enhance the power of their tech.

 

Mechanics

Artificer Class

The Artificer class draws its power from Technomancy. The player may choose a regular subclass, but they also have a few custom abilities meant to integrate the class into the magic system. Primarily, they get proficiency will all classes of firearms, including laser weapons and other setting-specific weapons. Depending on the character's backstory, they may have experience operating heavy machinery, Astral Ships, and other setting-specific operations. On a case by case basis, they may be allowed to add their proficiency bonus, or tool kit checks to an attempt to operate said machinery, while others will be required to make a straight ability check. Finally, Artificers gain proficiency with omnitools. If their backstory involves involvment with the Technomancer's Guild, the may start with a Technomantic Field Manipulator TFM as a focus. If they came up separate from the Guild, they may start with an Omnitool, which they are proficient in. When they unlock a new spell slot level, they learn spells of that level from the technomancy list. They do not count towards the number of spells prepared the player has, but they do cost spell slots to cast.

 

Tool Kits

Tinker's Tools
While maintaining their standard game use, this tool kit also be used by an Artificer to attempt skill checks on Technomantic gear, whether to repair, alter, or disassemble for parts. Checks require INT modifier plus proficiency.

TFM and Omnitool
These tools are used to crack technomantic locks, interface with terminals, and serve as a spell focus for casting technomancies and artificer spells.

 

Tinkering Bits

These are component parts of technologies that can be salvaged from other tech, or looted throughout the world. These components are required for some of the casting of some Technomancies, and the construction of tech and gadgets.

Common Bits
These bits are the most common and easy to find, and are required for every Technomancy that uses bits.

Uncommon Bits
These include context specific pieces like blades off of enemies, or particular components. They are harder to find and extract successfully, and are required for all but the simplest Technomancies.

Ley Wiring and Tethering
Components used to transfer Ley energy in systems that require the transmission of data or energy. They are made from channelling crystals that have been melted down and molded into long thin strands. They are required for advanced Technomancies, and are used heavily in the construction of ships and large machinery.

Ley Field Cores and Collectors
These components are some of the most rare to find. They are extremely difficult to craft, as they involve complicated and minute wiring, high quantities of rare channelling crystals, and can be quite volatile in the crafting process. Cores store energy that is funnelled into them, and require special charging tech known only to the Technomancer's Guild. Collectors are even more rare to find. They contain a unique crystal structure and wiring layout that allows them to passively draw energy from the Ley Field constantly. The crafting of these is especially dangerous, because if the circuit is closed incorrectly they will explode violently. They can charge from empty to full in 8 hours.

 

Technomancy Schools

While they aren't quite the same as arcane schools, Technomancies have two different schools that they fall into, which determines certain components of the spells.

Blueprints
This School of Technomancy revolves around the creation of technomantic gadgets, tools, weapons, and equipment. This differs from skill check crafting in that they are predetermined blueprints for powerful magical items, rather than the more mundane gear crafted using Tinker's Tools. These spells are characterized by longer casting times and high tinkering bits costs, and resulting in a permanent piece of equipment.

Channeling
This school of Technomancy requires the caster to reach out through using a TFM or Omnitool to directly connect with the Ley Field and bend it to their will. These spells require few, if any, tinkering bits, and generally have short casting times. The end result is usually a manipulation of, or effect on the world around the caster for a short time.

Type
Metaphysical, Arcane


Cover image: by ipicgr

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