Level
1st
Casting Time
1 Action
Range/Area
Unlimited
Components
None
Duration
Until Dispelled
School
Conjuration
Attack/Save
None
Damage/Effect

Technomantic Conjuring allows a Technomancer to summon a Golem or an Arms by transforming one of their Technomantic Tokens. When casting this spell the player must roll a 1d100 in order to see what Tier Golem or Arms they can summon. If the rolled number is 1-20 then the result will be Tier 1. If the rolled number is 21-40 then the result will be Tier 2 and below. If the rolled number is 41-60 then the result will be Tier 3 and below. If the rolled number is 61-80 then the result will be Tier 4 and  below. And finally if the rolled number is 81-100 then the result will be Tier 5 and below. This spell is technically ranged as Golems can be summoned from far away, but that is only because the Golem is summoned wherever the Token is at that time, so when summoning a Golem the player must place or throw the Token to the wanted location. Once in that location the Token can be activated from range. When summoning Arms the player has two options. Hold the Token and the Arms will appear when the player wants it to in the players hand(s). Or activated it from range and the Weapon will appear exactly where the Token previously was.

 

Existence Limit. Once the player has used this spell to summon 2, 3 or 4 Technomantic Golems or Arms the player may not exceed their current Existence Limit. Upon summoning a Golem or Arms over the Existence Limit the player is considered unconscious and is unable to move or defend themselves, but in this state they can still control their Golems even if there is one more then the Limit. If suffering this consequence the Golems will revert to Token State on the players body after 1 hour and the player will remain unconscious for the next 48 hours. When unconscious the players ‘Recharge’ will take place as usual.



Available For: Wizard (Legacy)

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