Technomancer

Playability

Standard
Memory
Reasoning

Technomancers blend magic with advanced technology, harnessing the raw power of the digital and physical worlds. They excel at manipulating energy, bending the laws of physics, and integrating advanced tech into their spellcasting. Technomancers often serve as battlefield controllers, capable of both devastating attacks and precise, surgical strikes.

Technomancers are often seen as mysterious and unpredictable, their abilities straddling the line between science and sorcery. Allies appreciate their versatility and raw power, but some find their reliance on technology unsettling. Enemies often struggle to anticipate the range and complexity of a Technomancer's attacks, making them formidable opponents.

Weapon Categories

4

Any

Magic Categories

14

Tech Categories

8

Skill Categories

14

Class Specific Bonuses

  • +10 to any two Spell Categories*
  • +5 to the Technological Sciences Skill Category
  • +5 to any 1 Tech Skill Category
  • +5 to a specific modern weapon
  • +1 to DB per level

* Bonuses must be used on different categories and are not cumulative.

Class Restrictions

  • Max. 7 points in any spell category from class at level 1
  • Can never learn the following spell categories: Nature

Recommended Professions

Genewright
Combined
Complex
Glyphsmith
Combined
Standard
Obsidian Engineers
Combined
Complex
Runechanter
Combined
Standard
Obliterator
Magical
Standard

Ability Rolls for Streamlined Character Creation

Memory
Reasoning
Intuition
Boldness
Constitution
Quickness
Strength
Creativity
Agility
Self Discipline
Presence
Empathy
80 + 2d10
80 + 2d10
60 + 4d10
60 + 4d10
10d10
10d10
10d10
10d10
20 + 6d10
20 + 6d10
20 + 6d10
20 + 6d10

Recommended Skills

No items found.

Ability Prioritization Explained

Core Abilities
Memory: Backbone for precise spell execution and complex tech chains—central across Electromancy, Entropy, and Quantum Flux; pairs naturally with AR cues and Technological Sciences.
Reasoning: Logic core on Entropy, Magnetism, and Quantum Flux; also key for AR modeling and Cybernetics procedure. Keeps targeting, sequencing, and safety tight.

Supporting Abilities
Intuition: Snapshot reads and timing—listed on Electromancy/Entropy and a prime stat for AR; sense when to overcharge, collapse, or redirect.
Boldness: Commitment when bending probability or pushing hardware—fits Quantum Flux and Cybernetics risk/reward plays where hesitation kills payoff.

Important Abilities
Constitution: Endurance for high-voltage strain and implants—buffers backlash while you keep casting.
Quickness: Execution speed for AR-driven windows and interrupts; useful but secondary to your mental core.
Strength: Muscle behind Magnetism’s force plays (pull/push, crush, weapon control) and a hedge if you pick heavier weapons.
Creativity: Trickier field solutions—helps unconventional Magnetism control and inventive tech problem-solving, but trails the stats above.

Minor Abilities
Agility: Helpful for weapon handling and fine placement, but trails your timing/logic suite.
Self Discipline: Aids longer effects and clean handoffs, yet less central than Memory/Reasoning/Intuition.
Presence: Nice for leadership tone, but your leverage is data and outcomes.
Empathy: Useful for support moments; low impact on the tech–magic engine.