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NANO

Nanos are sometimes called mages, wizards,


sorcerers, or witches by the people of the Ninth World
Nanosorcerer is also a common term, with their
abilities referred to as nano-sorcery. Some claim to
be the representatives of gods or other supernatural
agencies. Whatever they’re called, nanos master the
mysteries of the past to the degree that they seem to
perform miracles. They tap into the numenera to alter
reality or learn things that they couldn’t otherwise
know.
The term “nano” is derived from the
nanotechnology that is omnipresent throughout the
Ninth World (whether anyone realizes it or not).
Sometimes people call these invisible, numinous
particles that infuse the landscape nano-spirits.
Sometimes these spirits take on a devastating
manifestation called the Iron Wind and move through
the air in clouds, which can be far more dangerous
than any conventional storm. In truth, nanites are
literally everywhere.
Nanos wield their power in the form of what they
call esoteries, although some prefer to call them spells,
enchantments, or charms. Nanos are proficient with
other devices as well, and sometimes their powers are
actually the subtle use of such items hidden upon their
person. All nanos call forth their power in slightly Alignment: Any
different ways. Hit Die: d6
Typically, nanos are intelligent, learned, and Starting Wealth: 2d6 × 10 gp (average 70 gp.)
insightful. Most of the time, they devote themselves to In addition, each character begins play with an outfit
the numenera and other esoterica rather than to purely worth 10 gp or less.
physical pursuits. As a result, they’re often well versed
in the artifacts and leftovers of the previous eras. Class Skills
Role: Typically, a nano is the party member who The nano’s class skills are Appraise (Int), Bluff (Cha),
keeps to the back of the group, as far from the danger Craft (Int), Fly (Dex), Heal (Wis), Intimidate (Cha),
as possible. Compared to their comrades, nanos are Knowledge (all) (Int), Linguistics (Int), Perception
often a bit fragile and less well protected against (Wis), Profession (Wis), Spellcraft (Int), Use Magic
threats. In addition, most of their abilities work best at Device (Cha) and Use Numenera (Cha).
range. Skill Ranks per Level: 2 + Int modifier.
As useful and impressive as nanos’ offensive
powers can be, their knowledge is often most valuable Class Features
to a group. When the party comes upon mysterious All of the following are class features of the nano.
devices, weird creatures, or other aspects of the
numenera, the nano is usually the one who knows Weapon and Armor Proficiency
how to identify or deal with the finds. He or she can Nanos are proficient with all simple weapons, however
best scavenge for new cyphers or figure out how to because of their esoteric nature nano’s start play
use artifacts from the past. Many nanos possess other with with access to one exotic weapon. They are not
valuable knowledge in areas such as geography, proficient with any type of armor or shield. Armor
nature, healing, and more. interferes with a nano’s gestures, which can cause their

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esoteries to fail (see Arcane Spells and Armor on page Like the wizards of fables, some nanos dwell in
83 of the Pathfinder RPG Core Rulebook). solitude to study and conduct odd experiments, while
others gather in schools and teach those with potential
Spells to use their abilities. They enjoy time in the company
A nano casts arcane as well as divine spells. They can of people with similar predilections and interests. Not
cast any spell they know without preparing it ahead every nano is a frail bookworm, however—that’s just
of time. To learn or cast a spell, a nano must have the stereotype placed upon them by society.
an Intelligence score equal to at least 10 + the spell Sometimes, people view nanos as representatives
level. The Difficulty Class for a saving throw against of the powers that be: gods, demons, or spirits. That’s
a sorcerer’s spell is 10 + the spell level + the nano’s not too surprising considering that they affect the
Intelligence modifier. world around them in ways that most people can’t
Like other spellcasters, a nano can cast only a fathom. What’s more surprising is that some nanos
certain number of spells of each spell level per day. believe this to be true as well. They call themselves
Their base daily spell allotment is given on Table: priests or shamans and treat their esoteries more like
Nano. In addition, they receive bonus spells per day if rituals, prayers, or invocations. When these nanos
they have a high Intelligence score (see Table: Ability gather, they do so in temples, but just as often one of
Modifiers and Bonus Spells). them lives alone amid a flock of the faithful. Some of
A nano’s selection of spells is extremely limited. A these loner nanos don’t call themselves priests; they
nano begins play knowing four 0-level spells and two call themselves gods.
1st-level spells of their choice. At each new nano level,
a nano gains one or more new spells, as indicated on Nanos and the Numenera: All nanos know a fair bit
Nano Spells Known Table. In addition, a nano receives about the numenera. In many ways, it’s their lifeblood.
bonus spells per day if they have a high Intelligence When a group finds a broken vehicle, an inactive
score (see Table: Ability Modifiers and Bonus Spells). automaton, or an ancient machine, the nano steps up
Upon reaching 4th level, and at every even- and searches it for useful devices.
numbered nano level after that (6th, 8th, and so on), a Almost any numenera item would be welcome,
nano can choose to learn a new spell in place of one but generally, nanos are most interested in ranged
they already knows. In effect, the nano loses the old weapons, protective devices other than armor, and
spell in exchange for the new one. The new spell’s devices that have interesting utility effects—using
level must be the same as that of the spell being magnetism, creating force fields, healing wounds,
exchanged. A nano may swap only a single spell at any reshaping flesh, creating or destroying matter, and so
given level, and must choose whether or not to swap on. This is true of cyphers as well as artifacts.
the spell at the same time that they gain a new spell
known for the level. NANO PATHS
Unlike a wizard or a cleric a nano need not prepare Each nano follows a nano path to grant their esoteries
their spells in advance. They can cast any spell they and powers. This nano path also grants additional
know at any time, assuming they have not yet used up class skills and other special abilities. This nano path
their spells per day for that spell level. is drawn from one of follwoing three paths: Forbidden
Knowledge, Psionics, and Ports and Plugs. Regardless
Nanos in Society: Frequently, common folks fear of its source, the nano path manifests in a number of
nanos or look upon them with suspicion. It’s easy to ways as the nano gains levels. A nano must picks one
be afraid of a brute with an axe, but when it comes to path upon taking their first level of nano. Once made,
someone who wields invisible powers—magic, for this choice cannot be changed.
lack of a better term—too much is unknown. A nano’s At 2nd level, and every two levels thereafter, a
strange abilities are unsettling even to the bravest nano learns an additional spell derived from their
souls unless they have a modicum of knowledge about nano path. These spells are in addition to the number
the numenera. That said, not everyone is frightened of spells given on Table: Nano Spells Known. They
of or intimidated by nanos. There are other people cannot be exchanged for different spells at higher
and creatures that have capabilities far beyond the levels.
understanding of normal folks—things that even nanos At 3rd, 6th, 9th, 12th, 15th, 18th, 20th level a
might not understand. Things that even nanos might nano taps into a new focus related to their nano path
fear.
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ways. These uses of power are called esoteries.
Through various tiny devices that you possess, which
probably seem like magic charms to the uninitiated,
you “conjure” energy. By accessing the datasphere
transmitted across the world, you connect with
machines—including the nanites—to change your
environment.

Psionics
You know that the world is filled with ancient
machines and their creations. Some of them are
visible, but many are not. It’s not just skill or
knowledge that allows you to gain access to them. You
have a psychic talent to interface with the machines to
produce various effects. Some of these machines are
secreted about your person, and others are infused into
the environment of the Ninth World.
You can’t conjure energy or warp matter on your
own, but you have the rare and spectacular ability
to control the invisible nano-machines that do it for
you. Is this gift the natural result of extreme exposure
to technology? Is it the fusion of the biological and
mechanical? Is it the design of a genius architect,
generations earlier, who manipulated the genetics
of your family? Or is it just a random mutation? In
any case, you’re the natural synthesis of human and
machine, working as one.

that grants them additional powers and abilities. The


nano must select a focus from the list of foci available Ports and Plugs
to their nano path. If a focus is chosen at a later level, You have a connection with machines for one clear
the nano gains all of the abilities and bonuses granted reason: you’re practically a machine yourself. Your
by that focus based on their current level. Unless nervous system is laced with circuitry, and your body
otherwise noted, activating the power of a focus is a has implanted jacks and ports where you plug in
standard action. modules and other technological bits that provide your
Unless otherwise noted, the DC to save against capabilities. When you produce effects or manipulate
these foci is equal to 10 + 1/2 the nano’s level + the nanites, you do so through your body’s direct
nano’s Intelligence modifier. mechanical interface. Your force blasts might come
from a device implanted in your palm or fingertip.
Your ability to tap into the datasphere might come
Forbidden Knowledge from the receiver plugged into a port you built in the
You understand the numenera far better than most back of your neck.
people. You know that it isn’t just strange machines Obviously, to become a nano, you have undergone
buried in old ruins. The numenera is everywhere, numerous surgeries and procedures (either willingly or
beyond the perception of humans. You know that unwillingly). You are forever changed. Some people
microscopic machines called nanites are threaded treat you with disdain or derision, but perhaps most of
through every inch of the world, waiting to be your modifications can be hidden by a hooded cloak or
activated. You know that satellites in orbit are similar garment.
broadcasting information, waiting for someone to
access it. Having studied long and hard, learning the
proper ways to tap into the forces all around you, FOCUS: FORBIDDEN KNOWLEDGE
you know how to activate these machines and make
them do what you wish, at least in limited, specific Class Skills: An nano with the lore focus adds
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Diplomacy and Sense Motive to their list of class save or vanish completely for a number of rounds
skills. equal to 1/2 your nano level (minimum 1 round). No
magic or divinations can detect the creature during
Bonus Spells: identify (3rd), tongues (6th), legend this time, as it exists outside of time and space—in
lore (9th), contact other plane (12th), vision (15th), effect, the creature ceases to exist for the duration of
moment of prescience (18th), time stop (20th). this ability. At the end of the duration, the creature
reappears unharmed in the space it last occupied (or
A nano with the Lore focus can choose from any of the the nearest possible space, if the original space is now
following foci. occupied). You can use this ability once per day, plus
one additional time per day at 12th level.
Arcane Archivist (Su): Your experience with lore-
filled tomes has granted you the ability to cast arcane Focused Trance (Ex): You can enter a deep
spells as if they were on your spell list. Once per day, meditation, blocking out visual and auditory stimuli
you can cast a spell from the sorcerer/wizard spell list and allowing you to concentrate on a single problem,
as if it were on your list of spells known. The spell philosophical issue, or memory. This trance lasts 1d6
consumes a spell slot one level higher than the level rounds, during which time you can only take move
of the spell. You must have a spellbook containing the actions. During this period, you gain a bonus equal
spell to cast it in this way, and the spell is erased when to your level on all saves against sonic effects and
you complete the casting. You must be at least 9th gaze attacks. When you come out of your trance, you
level to select this revelation. may make a single Intelligence-based skill check
with a +20 circumstance bonus. You may enter your
Automatic Writing (Su): Once per day, you can focused trance a number of times per day equal to your
spend a full hour in uninterrupted meditation. During Intelligence modifier.
this period, your hands produce mysterious writing
that pertains to the future. At 1st level, the prophetic Knowledge of the Ages (Su): You can search through
writing manifests as an augury spell with 90% time to recall some bit of forgotten lore or information.
effectiveness. At 5th level, the writing takes the form You can retry any Knowledge skill check you have
of a divination with 90% effectiveness. At 8th level, made within the past minute, gaining an insight bonus
the writing manifests as a casting of commune with no on the check equal to your Intelligence modifier. You
material component required. can use this ability three times per day.

Brain Drain (Su): You can take a standard action to Lore Keeper (Sp): You can touch a creature to learn
violently probe the mind of a single intelligent enemy about its abilities and weaknesses. With a successful
within 100 feet. The target receives a Will save to touch attack, you gain information as if you made the
negate the effect and immediately knows the source of appropriate Knowledge skill check with a result equal
this harmful mental prying. Those who fail this save to 15 + your nano level + your Intelligence modifier.
are wracked with pain, taking 1d4 points of damage You can use this ability once per day at 1st level, plus
per nano level. After successfully attacking with this one additional time per day at 5th level and for every 5
ability, you may use a fullround action to sort through levels beyond 5th.
the jumble of stolen thoughts and memories to make
a single Knowledge check using the victim’s skill Mental Acuity (Ex): Your explorations into the
bonus. The randomly stolen thoughts remain in your secret mysteries of the world have granted you a
mind for a number of rounds equal to your Intelligence preternatural understanding of all things—and you just
modifier. Treat the knowledge gained as if you used keep getting smarter. You gain a +1 inherent bonus
detect thoughts. This is a mind-affecting effect. You to Intelligence upon taking this focus and another at
can use this ability once per day at 1st level, plus one every third nano level gained thereafter. You must be
additional time per day at 5th level and for every 5 at least 6th level to select this Lore focus.
levels beyond 5th.
Recall (Su): With a touch, you can cause a creature to
Erase from Time (Su): As a melee touch attack, recall some bit of forgotten lore or information. The
you can temporarily remove a creature from time creature can retry any Knowledge skill check it has
altogether. The target creature must make a Fortitude made within the past minute, gaining a insight bonus
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on the check equal to your Intelligence modifier. You the book. At 15th level, you may share your whirlwind
can use this ability once per day at 1st level, plus one lesson with a number of characters equal to your nano
additional time per day at 5th level and for every 5 level. The benefits to you are permanent, whereas
levels beyond 5th. your students gain the tome or manual’s benefits for a
number of days equal to your Intelligence modifier but
Speak with Stone (Sp): You can talk to stone and then forget what they have learned.
learn what it knows. You must spend 1 minute
meditating on and communing with the stone. At the Final Focus
end of this time, you can speak with the stone. This You gain the ability to take 20 on all Knowledge
functions as the stone tell spell. You can use this skill checks. Your understanding of the fundamental
ability for 1 minute per nano level. This duration does underpinnings of reality has also become so advanced
not need to be consecutive, but it must be used in that once per day, you can cast wish. This ability
1-minute increments. You can speak with natural or does not require a material component, but the wish
worked stone. You must be at least 9th level to select cannot be used to grant ability score bonuses, nor can
this focus. it be used to replicate spells with expensive material
components.
Spontaneous Symbology (Sp): Your knowledge
of the secret history of the world has unveiled the
mysterious symbols that govern reality. You can cast
FOCUS: PSIONIC
any “symbol” spell using a spell slot of the appropriate
At some point in your family’s history, one of your
level, even if the spell is not on your list of spell’s
relatives manifested psionic abilities or suffered a
known. A symbol spell is any spell with the word
major psychic trauma. Though you failed to inherit
“symbol” in its name. You must be at least 12th level
psionic abilities yourself, some spark of mental
to select this focus.
mastery still enhances your arcane talent.
Star Chart (Ex): Your copious notes contain a
Class Skill: An oracle with the life mystery adds
working model of the night sky expressed in artistic
Handle Animal and Survival to their list of class skills.
scribbles and arcane mathematical formulae. Once per
day, you may spend 10 minutes contemplating your
Bonus Spells: hypnotism (3rd), clairaudience/
star chart to gain the benefit of the spell commune. You
clairvoyance (6th), modify memory (9th), mass
must be at least 6th level to select this revelation.
suggestion (12th), insanity (15th), mind blank (18th),
dominate monster (20th).
Think On It (Ex): Once per day, a nano with the Lore
Focus can reattempt any previously failed Knowledge
A nano with the Psionic focus can choose from any of
check. On this attempt, add a +10 competence bonus
the following foci.
on the check.
Erosion Touch (Su): As a melee touch attack, you
Time Sight (Su): You can peer through the mists of
can deal 1d6 points of damage per level to objects
time to see things as they truly are, as if using the
or constructs. If used against an object in another
true seeing spell. At 15th level, this functions like
creature’s possession, treat this attack as a sunder
moment of prescience. At 18th level, this functions
combat maneuver. You can use this ability a number of
like foresight. You can use this ability for a number
times per day equal to 3 + your Intelligence modifier.
of minutes per day equal to your nano level, but these
minutes do not need to be consecutive. You must be at
Hand of the Psion (Su): You can cause a melee
least 11th level to select this revelation.
weapon to fly from your grasp and strike a foe before
instantly returning. As a standard action, you can make
Whirlwind Lesson (Ex): You can quickly browse
a single attack using a melee weapon at a range of 30
through a magical tome or manual, gaining its benefits
feet. This attack is treated as a ranged attack with a
with only a single 8-hour study session (rather than
thrown weapon, except that you add your Intelligence
the usual 48 hours over a period of 6 days). At 9th
modifier to the attack roll instead of your Dexterity
level, you may allow another character to join in your
modifier (damage still relies on Strength). This ability
study; both of you gain the full benefit of having read
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cannot be used to perform a combat maneuver. You
can use this ability a number of times per day equal to
3 + your Intelligence modifier.

Life Leach (Su): You can draw life force from the
bodies of enemies and channel it into yourself. As a
standard action, you can drain the life essence from
one living target within 30 feet. The target takes
1d6 points of damage per two levels you possess
(maximum 10d6). You gain temporary hit points equal
to the damage you deal. You can’t gain more than the
target’s current hit points + the target’s Constitution
score (which is enough to kill the subject). The
temporary hit points last a number of hours equal
to your Intelligence modifier. The target receives a
Fortitude save to halve the damage (and the temporary
hit points you gain). You may use this ability once per
day at 6th level, plus one additional time per day for
every 4 levels you possess beyond 7th. You must be at
least 6th level before selecting this focus.

Mental Resistance (Ex): You gain a +2 bonus on


saving throws against enchantments and illusions.
At 9th level, your bonus on saving throws against
enchantments and illusions increases to +4. You must
be at least 3rd level before selecting this focus.

Psionic Wave (Psi): You can release a wave of psionic


energy by focusing the power of her mind. Project Psyche (Su): You can project your psyche into
This psionic energy causes a wave that affects all another vessel. Once per day, you can possess another
living creatures (but not constructs) in a 30-foot cone creature as if using the magic jar spell, though this
from you. The amount of damage dealt is equal to 1d6 does not require a receptacle. You must be adjacent to
points of damage plus 1d6 points of damage for every the target creature, which receives a Will save against
two nano levels beyond 1st (2d6 at 3rd, 3d6 at 5th, the effect. You must at least 12th level to choose this
and so on). Creatures receive a Will save to halve the revelation.
damage. The DC of this save is equal to 10 + 1/2 the
nano’s level + the nano’s Intelligence modifier. Read Minds (Su): You can broaden your mental
spectrum to encompass those around you. Doing
Psionic Blast (Sp): You can unleash a psionic blast of so allows you to read the mind of every creature
mental energy once per day. This 30-foot cone-shaped within 30 feet as if you had cast detect thoughts. This
burst does 1d6 points of nonlethal damage for every ability allows you to read the surface thoughts of any
2 nano levels (maximum 10d6) and stuns creatures in creature that you are aware of after only 1 round of
its path for 1 round. Those caught in the area of your concentration. Creatures in this area are allowed a Will
blast receive a Will save. A successful save negates the save to negate the effect. The DC of this Will save is
stunned effect and reduces the damage by half. The 10 + 1/2 your nano level + your Intelligence modifier.
DC of this save is equal to 10 + 1/2 your nano level + You can use this ability for a number of rounds per day
your Intelligence modifier. At 9th level, you can use equal to your nano level. These rounds do not need to
this ability once per day. At 12th level, you can use be consecutive. You must be at least 9th level before
this ability twice per day. At 15th level, you can use selecting this focus.
this ability three times per day.You must be at least 9th
level before selecting this focus. Shroud of Retribution (Su): As an immediate action,
you can summon a shroud of psionic energy that
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reflects your attackers’ damage back onto them. Any day. You can use this ability once per day at 1st level,
creature that strikes you deals normal damage to you, plus one additional time per day at 5th level and for
but at the same time the attacker takes 1d8 points of every 5 levels beyond 5th.
force damage + 1 point per 2 caster levels you possess Final Focus
(maximum +10). This effect lasts until the end of your At 20th level, you gain immunity to all mind-affecting
next turn. You can use this ability once per day, plus effects and the ability to communicate telepathically
one additional time per day at 10th level and every with any creature within 100 feet that has a language.
4 levels thereafter. You must be at least 6th level to Once per day, you can cast astral projection as a spell-
select this revelation. like ability using your sorcerer level as your caster
level.
Spirit Walk (Su): You can become incorporeal and
invisible. While in this form, you can move in any
direction and pass through solid objects. You can FOCUS: PORTS AND PLUGS
take no action other than to move while in this form.
You remain in this form for a number of rounds You have a connection with machines for one clear
equal to your nano level, but you can end this effect reason: you’re practically a machine yourself. Your
prematurely as a standard action. You can use this nervous system is laced with circuitry, and your body
ability once per day at 12th level and twice per day at has implanted jacks and ports where you plug in
15th level. You must be at least 12th level to select this modules and other technological bits that provide your
revelation. capabilities. When you produce effects or manipulate
nanites, you do so through your body’s direct
Telepathy (Su) You gain telepathy out to 100 ft. and mechanical interface.
can communicate with any creature, regardless of
intelligence, so long as they have an Intelligence of 1 Class Skills: A nano with the Ports and Plugs focus
or higher. Additionally, as long as you maintain your adds Disable Device and Intimidate to their list of
concentration you can detect other creatures within class skills.
30 ft. using telepathy to communicate, although you
cannot determine the content of the communication. Bonus Spells: heat metal (3th), versatile weapon (6th),
You must be at least 9th level to select this revelation. major creation (metal items only) (9th), wall of iron
(12th), statue (metal statue instead of iron) (15th),
Transcendental Bond (Su): You become so attuned repel metal or stone (18th), iron body (20th).
to the common spirit shared by all living things that
you can use it to communicate with allies. You may A nano with the Ports and Plugs focus can choose from
communicate with your allies for a number of rounds any of the following foci.
per day equal to your nano level as if using telepathic
bond. You may designate a number of creatures Automaton (Su): Once per day, you can briefly turn
as your ally equal to your Intelligence modifier. a creature into metal. As a standard action, you may
Designating a creature is a standard action that direct your gaze against a single creature within 30
requires a touch. At 10th level, you may use this bond feet. The targeted creature (along with all its carried
to cast a touch spell on a designated ally once per day. gear) must make a Fortitude save or turn into a
mindless, inert automaton made out of metal for a
Willful Magic (Ex): At 15th level, you can increase number of rounds equal to 1/2 your nano level. The
the potency of your spells through sheer force of duration is doubled for metal creatures. This ability
will, allowing you to reroll any caster level check to otherwise functions as a flesh to stone spell, except
overcome spell resistance. You must decide to use this the target turns to metal instead of stone. This can be
ability before the results are revealed by the GM. You reversed by any effect that can reverse flesh to stone.
must take the second result even if it is worse. You can At 15th level, you can use this ability twice per day.
use this ability at will. You must be at least 12th level to select this focus.

Wholeness of Body (Psi): You can heal your own Animate Servant (Su): As a standard action, you can
wounds. You can heal a number of hit points of give life to inanimate objects. This ability functions
damage equal to twice your current nano level each as animate objects using your nano level as the caster
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level. You can use this ability once per day at 6th level,
and one additional time per day for every four levels
beyond 6th. You must be at least 6th level to select this
focus.

Bend the Ore (Sp): Once per day as a standard action,


you can shape or warp metal objects. This functions as
either wood shape or warp wood. At 9th level, you can
use this ability to push metal away from you, as repel
wood. At 12th level, and again at 15th level, you can
use this ability an additional time per day. You must be
at least 6th level to select this focus.

Counter Science (Su) You may resist and impart


your disbelief of magic through your promotion of
scientific knowledge. Your nano scientific exposition is
a Spellcraft roll using a standard action. Any creature
within 30 feet of you that is affected by a spell in the
following round may choose to replace their saving
throw with your nano Spellcraft roll. If a creature is
already under the effect of a spell, they gain another
saving throw, but they must replace their saving throw
with your nano Spellcraft check. Counter Science
doesn’t work on effects that don’t allow saves. Counter
Science relies on audible components. You must be
at least 3rd level to select this focus. You can use this
ability once per day at 1st level, plus one additional
time per day at 5th level and for every 5 levels beyond
5th. Metal Sight (Ex): You can see through metal as
easily as if it were transparent crystal. Your gaze can
Iron Skin (Su): Once per day, your skin hardens and penetrate a number of feet equal to your nano level.
takes on the appearance of iron, granting you DR 10/ You gain a +4 skill check bonus on disable device and
adamantine. This functions as stoneskin, using your repair device checks when using this focus. You can
nano level as the caster level. At 15th level, you can use this ability a number of rounds per day equal to
use this ability twice per day. You must be at least 12th your nano level, but these rounds do not need to be
level to select this revelation. consecutive.

Iron Weapon (Su): You can create a melee simple Nano Touch (Sp): You can cast mending at will, using
or martial weapon that lasts for 1 minute for every your nano level as the caster level to repair damaged
nano level you possess. This weapon is appropriate objects. In addition, you can cause damage to objects
for your size and entirely made of metal (even if it and construct creatures by striking them with a melee
would normally include non-metal parts, such as a touch attack. Objects and constructs take 1d6 points
spear’s shaft) but functions as if it were a normal of damage +1 for every two nano levels you possess.
weapon of its type. You are considered proficient with This attack bypasses an amount of damage reduction
this weapon. The weapon disappears after 1 round if and hardness equal to your nano level. You can use
it leaves your grasp. At 3rd level, the blade is made of this ability a number of times per day equal to 3 + your
cold iron. At 6th level, 12th level, and 18th level, the Intelligence modifier.
blade gains a +1 enhancement bonus. At 12th level, the
blade is made of adamantine. You can use this ability a Numenera Lore (Sp): You can touch any numenera
number of times per day equal to 3 + your Intelligence to learn about its abilities and weaknesses. With a
modifier. successful touch attack, you gain information as if you
made the appropriate Knowledge skill check with a
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result equal to 15 + your nano level + your Intelligence Vision in Iron (Sp): You can use any piece of
modifier. You may enter your focused trance a number polished metal at least the size of a dagger as a scrying
of times per day equal to your Intelligence modifier. device, as if using the spell scrying. At 15th level,
this functions like greater scrying. You can scry for
Persistent Power (Su) You learn how to make your a number of rounds per day equal to your nano level;
numenera and estoteries less resistant to magic these rounds do not need to be consecutive. You must
and other numenera. Your numenera and estoteries be at least 9th level to select this revelation.
function even in an anti-magic field or a dead magic
zone. You must be at least 15th level to select this Final Focus
revelation. Primal Technomancy (Su) Upon reaching 20th level,
you become an iron golem, a living creature of metal.
Repair Flesh (Sp): You learn to use your Craft skill You are forevermore treated as the construct type
on living creatures to recover their hit points. However rather than your original type.
using this ability only heals half the normal damage.
Living creatures 1d3 points + your Intelligence
modifier of damage +1 for every two nano levels you
possess. You can use this ability a number of times
per day equal to 3 + your Intelligence modifier. The
amount of damage healed is equal to 1d3 points of
damage plus 1d3 points of damage for every two your
levels beyond 1st (2d3 at 3rd, 3d3 at 5th, 4d3 at 7th,
5d3 at 9th, 6d3 at 11th, 7d3 at 13th, 8d3 at 15th, 9d3 at
17th, and 10d3 at 19th.)

Riddle of Numenera: Familiarity with numenera and


metal gives your insight into its form and function.
Once per day, you may spend 30 minutes meditating
on the structure of a piece of numenera, either a
depleted cypher or artifact, to craft something new and
usable from that numenera.
You can then reform and recharge that existing
piece of numenera into a new functional cypher. The
GM randomly draws three cypher cards from the
cypher deck. The player then chooses one of the three
cards as the new cypher created. You must be at least a
6th level to select this focus.

Shield Against Magic (Su) As a standard action you


can focus energy into a protective field around yourself
that serves as a buffer against magical assault. This
field of energy grants spell resistance equal to 6 plus
your class level for a number of rounds equal to your
nano level plus your wisdom modifier. You can use
this ability once per day at 6th level, and an additional
time per day for every four levels beyond 6th. You
must be at least a 6th level to select this focus.

Tool in Hand: You can transrform your fingers and


hands into metal tools to disable or repair devices.
You gain a +4 skill check bonus on disable device and
repair device checks when using this focus. You can
use this focus three times per day.
9
NANO CLASS
Spells per Day

Fort Ref Will


Level BAB Special 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Save Save Save

Exotic Weapon Feat, Nano Path,


1st +0 +0 +0 +2 3 — — — — — — — —
Nano Focus

2nd +1 +0 +0 +3 4 — — — — — — — —

3rd +1 +1 +1 +3 Nano Focus, Focus Path Spell 5 — — — — — — — —

4th +2 +1 +1 +4 6 3 — — — — — — —

5th +2 +1 +1 +4 6 4 — — — — — — —

6th +3 +2 +2 +5 Nano Focus, Focus Path Spell 6 5 3 — — — — — —

7th +3 +2 +2 +5 6 6 4 — — — — — —

8th +4 +2 +2 +6 6 6 5 3 — — — — —

9th +4 +3 +3 +6 Nano Focus, Focus Path Spell 6 6 6 4 — — — — —

10th +5 +3 +3 +7 6 6 6 5 3 — — — —

11th +5 +3 +3 +7 6 6 6 6 4 — — — —

12th +6/+1 +4 +4 +8 Nano Focus, Focus Path Spell 6 6 6 6 5 3 — — —

13th +6/+1 +4 +4 +8 6 6 6 6 6 4 — — —

14th +7/+2 +4 +4 +9 6 6 6 6 6 5 3 — —

15th +7/+2 +5 +5 +9 Nano Focus, Focus Path Spell 6 6 6 6 6 6 4 — —

16th +8/+3 +5 +5 +10 6 6 6 6 6 6 5 3 —

17th +8/+3 +5 +5 +10 6 6 6 6 6 6 6 4 —

18th +9/+4 +6 +6 +11 Nano Focus, Focus Path Spell 6 6 6 6 6 6 6 5 3

19th +9/+4 +6 +6 +11 6 6 6 6 6 6 6 6 4

20th +10/+5 +6 +6 +12 Final Focus 6 6 6 6 6 6 6 6 6


10
NANO CLASS

Table: Nano Spells Known


Level Spells Known
0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 4 2 — — — — — — — —
2nd 5 2 — — — — — — — —
3rd 5 3 — — — — — — — —
4th 6 3 1 — — — — — — —
5th 6 4 2 — — — — — — —
6th 7 4 2 1 — — — — — —
7th 7 5 3 2 — — — — — —
8th 8 5 3 2 1 — — — — —
9th 8 5 4 3 2 — — — — —
10th 9 5 4 3 2 1 — — — —
11th 9 5 5 4 3 2 — — — —
12th 9 5 5 4 3 2 1 — — —
13th 9 5 5 4 4 3 2 — — —
14th 9 5 5 4 4 3 2 1 — —
15th 9 5 5 4 4 4 3 2 — —
16th 9 5 5 4 4 4 3 2 1 —
17th 9 5 5 4 4 4 3 3 2 —
18th 9 5 5 4 4 4 3 3 2 1
19th 9 5 5 4 4 4 3 3 3 2
20th 9 5 5 4 4 4 3 3 3 3

11
NANO CLASS
0-LEVEL NANO SPELLS (CANTRIPS) Jump: Subject gets bonus on Acrobatics checks.
Dancing Lights: Creates torches or other lights. Know the Enemy: Gain +10 on a monster Knowledge
Daze: A single humanoid creature with 4 HD or less check.
loses its next action. Mage Armor: Gives subject +4 armor bonus.
Detect Magic: Detects all spells and magic items Magic Missile: 1d4+1 damage; +1 missile per two
within 60 ft. levels above 1st (max 5).
Detect Poison: Detects poison in one creature or small Magic Weapon: Weapon gains +1 bonus.
object. Memory Lapse: Subject forgets events back to last
Flare: Dazzles one creature (–1 on attack rolls). turn.
Light: Object shines like a torch. Obscuring Mist: Fog surrounds you.
Ghost Sound: Figment sounds. Protection from Chaos / Evil / Good / Law: +2 to
Mage Hand: 5-pound telekinesis. AC and saves, plus additional protection against
Mending: Makes minor repairs on an object. selected alignment.
Message: Whisper conversation at distance. Reduce Person: Humanoid creature halves in size.
Open/Close: Opens or closes small or light things. Remove Fear: Suppresses fear or gives +4 on saves
Read Magic: Read scrolls and spellbooks. against fear for one subject + one per four levels.
Resistance: Subject gains +1 on saving throws. Shield: Invisible disc gives +4 to AC, blocks magic
missiles.
1ST-LEVEL NANO SPELLS Shocking Grasp: Touch delivers 1d6/level electricity
Alarm: Wards an area for 2 hours/level. damage (max 5d6).
Alter Winds: Increase/decrease strength of natural Silent Image: Creates minor illusion of your design.
winds. Sleep: Puts 4 HD of creatures into magical slumber.
Animate Rope: Makes a rope move at your command. Touch of Gracelessness: Subject loses 1d6 + 1 Dex/
Ant Haul: Triples carrying capacity of a creature. two levels and is prone to falling down.
Break: Gives an object the broken condition. Touch of the Sea: Swim speed becomes 30 ft.
Cause Fear: One creature of 5 HD or less flees for True Strike: +20 on your next attack roll.
1d4 rounds. Unprepared Combatant: Target takes -4 on initiative
Charm Person: Makes one person your friend. and Reflex saves.
Command: One subject obeys selected command for Unseen Servant: Invisible force obeys your
1 round. commands.
Comprehend Languages: You understand all spoken Vanish: As invisibility for 1 round/level (5
and written languages. max).
Dancing Lantern: Animates a lantern that follows Vocal Alteration: Disguise target’s voice.
you. Youthful Appearance: Target appears younger.
Detect Secret Doors: Reveals hidden doors within 60
ft. 2ND-LEVEL NANO SPELLS
Disguise Self: Changes your appearance. Alter Self: Assume form of a Small or Medium
Endure Elements: Exist comfortably in hot or cold humanoid.
regions. Arcane LockM: Magically locks a portal or chest.
Enlarge Person: Humanoid creature doubles in size. Badger’s Ferocity: Weapons are keen while you
Expeditious Excavation: Moves 5-ft. cubes of earth. concentrate.
Expeditious Retreat: Your base speed increases by 30 Bear’s Endurance: Subject gains +4 to Con for 1
ft. min./level.
Feather Fall: Objects or creatures fall slowly. Blur: Attacks miss subject 20% of the time.
Flare Burst: As flare, but affects all creatures in 10 ft. Bull’s Strength: Subject gains +4 to Str for 1 min./
Floating Disk: Creates 3-ft.-diameter horizontal disk level.
that holds 100 lbs./level. Calm Emotions: Calms creatures, negating emotion
Grease: Makes 10-ft. square or one object slippery. effects.
Hold Portal: Holds door shut. Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
Hypnotism: Fascinates 2d4 HD of creatures. Create Pit: Creates an extradimensional pit.
Identify: Gives +10 bonus to identify magic items. Darkness: 20-ft. radius of supernatural shadow.

12
NANO CLASS
Darkvision: See 60 ft. in total darkness. Share Memory: Share one memory with the target.
Daze Monster: Living creature of 6 HD or less loses Slipstream: Wave boosts creature’s speed.
its next action. Spider Climb: Grants ability to walk on walls and
Defensive Shock: Electricity damages your attackers. ceilings.
Delay Pain: Ignore pain for 1 hour/level. Status: Monitors condition, position of allies.
Detect Thoughts: Allows “listening” to surface Stone Call: 2d6 damage to all creatures in area.
thoughts. Stone Fist: Your unarmed strikes are lethal.
Disguise Other: As disguise self, but affects you or Touch of Idiocy: Subject takes 1d6 penalty to Int,
another. Wis, and Cha.
Dust of Twilight: Black particles extinguish light Web: Fills 20-ft.-radius spread with sticky spiderwebs
sources within area. that can grapple foes and impair movement.
Eagle’s Splendor: Subject gains +4 to Cha for 1 min./ Whispering Wind: Sends a short message 1 mile/
level. level.
Elemental Speech: Enables you to speak to
elementals and some creatures. 3RD-LEVEL NANO SPELLS
Fog Cloud: Fog obscures vision. Arcane LockM: Magically locks a portal or chest.
Fox’s Cunning: Subject gains +4 to Int for 1 min./ Arcane Sight: Magical auras become visible to you.
level. Ash Storm: Hamper vision and movement.
Glide: You take no falling damage, move 60 ft./round Blink: You randomly vanish and reappear for 1 round
while falling. per level.
Glitterdust: Blinds creatures, outlines invisible Burrow: Target gains a burrow speed of 15.
creatures. Clairaudience/Clairvoyance: Hear or see at a
Gust of Wind: Blows away or knocks down smaller distance for 1 min./level.
creatures. Cloak of Winds: Creates a screen of wind around you.
Hideous Laughter: Subject loses actions for 1 round/ Countless Eyes: Extra eyes give all-around vision.
level. Daylight: 60-ft. radius of bright light.
Invisibility: Subject is invisible for 1 min./level or Deep Slumber: Puts 10 HD of creatures to sleep.
until it attacks. Deeper Darkness: Object sheds supernatural shadow
Knock: Opens locked or magically sealed door. in 60-ft. radius.
Levitate: Subject moves up and down at your Dispel Magic: Cancels one magical spell or effect.
direction. Mad Hallucination: Target takes penalties Displacement: Attacks miss subject 50% of the time.
to mental actions. Draconic Reservoir: Subject can absorb energy
Mad Hallucination: Target takes penalties to mental damage and enhance melee attacks with it.
actions. Excruciating Deformation: Target takes Dex and
Make Whole: Repairs an object. Con damage.
Masterwork TransformationM: Make a normal item Fly: Subject flies at speed of 60 ft.
into a masterwork one. Force Punch: Target takes force damage and is
Minor Image: As silent image, plus some sound. pushed away.
Mirror Image: Creates decoy duplicates of you. Gaseous Form: Subject becomes insubstantial and
Misdirection: Misleads divinations for 1 creature or can fly slowly.
object. Guiding Star: Know approximate distance from
Oppressive Boredom: Target loses its next action. where you cast this spell.
Owl’s Wisdom: Subject gains +4 to Wis for 1 min./ Haste: One creature/level moves faster, +1 on attack
level. rolls, AC, and Reflex saves.
Resist Energy: Ignores first 10 (or more) points of Heroism: Gives +2 bonus on attack rolls, saves, skill
damage per attack from specified energy type. checks.
Rope Trick: As many as eight creatures hide in Hold Person: Paralyzes one humanoid for 1 round/
extradimensional space. level.
Silk To Steel: Use a scarf as a shield or whip. Invisibility Purge: Dispels invisibility within 5 ft./
See Invisibility: Reveals invisible creatures or objects. level.
Share Language: Subject understands chosen Invisibility Sphere: Makes everyone within 10 ft.
language.
13
NANO CLASS
invisible. damage.
Keen Edge: Doubles normal weapon’s threat range. Charm Monster: Makes monster believe it is your
Locate Object: Senses direction toward object ally.
(specific or type). Confusion: Subjects behave oddly for 1 round/level.
Lightning Bolt: Electricity deals 1d6/level damage. Crushing Despair: Subjects take –2 on attack rolls,
Magic Weapon, Greater: Weapon gains +1 bonus/ damage rolls, saves, and checks.
four levels (max +5). Darkvision, Greater: See 120 ft. in total darkness.
Major Image: As silent image, plus sound, smell and Daze, Mass: As daze, but affecting multiple creatures.
thermal effects. Detect Scrying: Alerts you to magical eavesdropping.
Meld into Stone: You and your gear merge with stone. Dimensional Anchor: Bars extradimensional
NondetectionM: Hides subject from divination, movement.
scrying. Dimension Door: Teleports you a short distance.
Obscure Object: Masks object against scrying. Enlarge Person, Mass: 1 humanoid creature/level
Pain Strike: Inflicts 1d6 nonlethal damage 1 round/ doubles in size.
level. Geas, Lesser: Commands subject of 7 HD or less.
Protection from Arrows: Subject gains DR 10/magic Globe of Invulnerability, Lesser: Stops 1st- through
against ranged attacks. 3rd-level spell effects.
Protection from Energy: Absorbs 12 points/level of Invisibility, Greater: As invisibility, but subject can
damage from one kind of energy. attack and stay invisible.
Rage: Gives +2 to Str and Con, +1 on Will saves, –2 Locate Creature: Indicates direction to familiar
to AC. creature.
Seek Thoughts: Detects thinking creatures’ thoughts. Malfunction: Construct behaves oddly for 1 round/
Shifting Sand: Creates difficult terrain and erases level.
tracks, can carry along some creatures and objects. Minor Creation: Creates one cloth or wood object.
Shrink Item: Object shrinks to one-sixteenth size. Moonstruck: Subject is enraged and confused.
Sleet Storm: Hampers vision and movement. Overwhelming Grief: Grieving target can take no
Slow: One subject/level takes only one action/round, actions and is denied its Dex bonus.
–1 to AC, Reflex saves, and attack rolls. Reduce Person, Mass: As reduce person, but affects 1
Spiked Pit: As create pit, but filled with spikes. humanoid creature/level.
Stinking Cloud: Nauseating vapors, 1 round/level. Remove Curse: Frees object or person from curse.
Stone Shape: Sculpts stone into any shape. Resilient Sphere: Force globe protects but traps one
Strangling Hair: Your hair animates and grapples. subject.
Suggestion: Compels a subject to follow stated course Ride the Waves: Target can breathe water and swim.
of action. River of Wind: A stream of wind causes nonlethal
Tongues: Speak and understand any language. damage and can knock down or push creatures.
Twilight Knife: Floating knife attacks with you. ScryingF: Spies on subject from a distance.
Versatile Weapon: Weapon bypasses some DR. Solid Fog: Blocks vision and slows movement.
Water Breathing: Subjects can breathe underwater. Soothe Construct: Reduce the berserk chance of a
Water Walk: Subject treads on water as if solid. construct.
Wind Wall: Deflects arrows, smaller creatures, and Stone Shape: Sculpts stone into any shape.
gases. StoneskinM: Grants DR 10/adamantine.
Terrible Remorse: Creature is compelled to harm
4TH-LEVEL NANO SPELLS itself.
Acid PitF: Creates a pit with a layer of acid on the Tongues: Speak and understand any language.
bottom. True Form: Removes polymorph effects.
Arcane Eye: Invisible floating eye moves 30 ft./round. Wandering Star Motes: Outlines subject and
Ball Lightning: Flying balls of lightning deal 3d6 produces light as a sunrod.
electricity damage each.
Black Tentacles: Tentacles grapple all creatures 5TH-LEVEL NANO SPELLS
within a 20-ft. spread. Break Enchantment: Frees subjects from
Calcific Touch: Touch attack slows target, 1d4 Dex enchantments, transmutations, and curses.

14
NANO CLASS
Cloudkill: Kills 3 HD or less; 4–6 HD save or die, 6+ embroidered.
HD take Con damage. Unbreakable ConstructM: Increase construct
Command, Greater: As command, but affects one hardness or DR.
subject/level. Wall of Force: Wall is immune to damage.
Dominate Person: Controls humanoid telepathically. Wall of Stone: Creates a stone wall that can be
FabricateM: Transforms raw materials into finished shaped.
items.
Feeblemind: Subject’s Int and Cha drop to 1. 6TH-LEVEL NANO SPELLS
Fickle Winds: Wind walls selectively block attacks. Analyze DweomerF: Reveals magical aspects of
Hold Monster: As hold person, but any creature. subject.
Hungry Pit:As create pit, but dealing 4d6 damage to Antimagic Field: Negates magic within 10 ft.
those in it as it closes. Bear’s Endurance, Mass: As bear’s endurance,
Interposing Hand: Hand provides cover against 1 affects one subject/level.
opponent. Blade Barrier: Wall of blades deals 1d6/level damage.
Life Bubble: Protects creature from sustained Bull’s Strength, Mass: As bull’s strength, affects 1
environmental effects. subject per level.
Lightning Arc: Targets in a line take 1d6 electricity/ Cat’s Grace, Mass: As cat’s grace, affects 1 subject/
level. level.
Mage’s Private Sanctum: Prevents anyone from Chain Lightning: 1d6/level damage and 1 secondary
viewing or scrying an area for 24 hours. bolt/level.
Major Creation: As minor creation, plus stone and Dispel Magic, Greater: As dispel magic, but with
metal. multiple targets.
Mind Fog: Subjects in fog get –10 to Wis and Will Disintegrate: Reduces one creature or object to dust.
checks. Eagle’s Splendor, Mass: As eagle’s splendor, 1
Overland Flight: You fly at a speed of 40 ft. and can subject/level. Forceful Hand: Hand pushes creatures
hustle over long distances. away.
Pain Strike, Mass: As pain strike, but affects multiple Enemy Hammer: Allows you to telekinetically use a
creatures. creature as a weapon.
Passwall: Creates passage through wood or stone wall. Flesh to Stone: Turns subject creature into statue.
Persistent Image: As major image, but with no Fluid Form: Gain DR 10/slashing, increases reach 10
concentration required. ft., and breath water.
Polymorph: Gives one willing subject a new form. Forceful Hand: Hand pushes creatures away.
Prying Eyes: 1d4 + 1/level floating eyes scout for you. Fox’s Cunning, Mass: As fox’s cunning, affects 1
Rapid Repair: Automaton/Construct gains fast subject/ level.
healing 5. Geas/Quest: As lesser geas, but affects any creature.
Seeming: Changes appearance of 1 person per 2 Getaway: Teleports you and select creatures to
levels. predetermined location.
Sending: Delivers short message anywhere, instantly. Globe of Invulnerability: As lesser globe of
Soothe Automaton/Construct: Reduce the berserk invulnerability, plus 4th-level spell effects.
chance of a construct. Heroism, Greater: Gives +4 bonus on attack rolls,
Spell Absorption: Counterspell a 3rd-level or lower- saves, skill checks; immunity to fear; temporary hp.
level spell to regain some spellcasting power. Leashed Shackles: Target is restricted to a specific
Telekinesis: Moves object, attacks creature, or hurls location.
object or creature. Legend LoreMF: Lets you learn tales about a person,
Telepathic Bond: Link lets allies communicate. place, or thing.
Teleport: Instantly transports you as far as 100 miles Mislead: Turns you invisible and creates illusory
per level. double.
Transmute Mud to Rock: Transforms two 10-ft. Move Earth: Digs trenches and builds hills.
cubes per level. Owl’s Wisdom, Mass: As owl’s wisdom, affects 1
Transmute Rock to Mud: Transforms two 10-ft. subject/level.
cubes per level. Programmed ImageM: As major image, but triggered
Treasure StitchingM: Objects on cloth become
15
NANO CLASS
by event. 8TH-LEVEL NANO SPELLS
RepulsionF: Creatures can’t approach you. Antipathy: Object or location affected by spell repels
Suggestion, Mass: As suggestion, affects 1 subject/ certain creatures.
level. BindingM: Utilizes an array of techniques to imprison
True SeeingM: Lets you see all things as they really a creature.
are. Call Automaton/ConstructM: Summon your construct
Veil: Changes appearance of a group of creatures. to you.
Wall of IronM: 30 hp/four levels; can topple onto foes. Clenched Fist: Large hand provides cover, pushes, or
attacks your foes.
7TH-LEVEL NANO SPELLS Demand: As sending, plus you can send suggestion.
Arcane Sight, Greater: As arcane sight, but also Dimensional Lock: Teleportation and interplanar
reveals magic effects on creatures and objects. travel blocked for 1 day/level.
Control Construct: Take control of a construct. Discern Location: Reveals exact location of creature
Ethereal Jaunt: You become ethereal for 1 round/ or object.
level. Earthquake: Intense tremor shakes 80-ft. radius.
Expend: Wastes creatures’ limited use magical ability. Giant Form II: Turns you into a Huge giant.
Fly, Mass: One creature/level gains ability to fly. Iron Body: Your body becomes living iron.
ForcecageM: Cube or cage of force imprisons all Mind Blank: Subject is protected from mental/
inside. emotional magic and scrying.
Giant Form I: Turns you into a Large giant. Moment of Prescience: You gain +1/level insight
Grasping Hand: Hand provides cover, pushes, or bonus on single attack roll, check, or save.
grapples. Polymorph Any Object: Changes a subject into
Hold Person, Mass: As hold person, but all within 30 anything else.
ft. Power Word Stun: Stuns creature with 150 hp or less.
Insanity: Subject suffers continuous confusion. Protection from SpellsMF: Confers +8 resistance
Invisibility, Mass: As invisibility, but affects all in bonus.
range. Prying Eyes, Greater: As prying eyes, but eyes have
Mage’s Magnificent MansionF: Door leads to true seeing.
extradimensional mansion. Screen: Illusion hides area from vision and scrying.
Mage’s SwordF: Floating magic blade strikes Telekinetic Sphere: As resilient sphere, but you move
opponents. the sphere telekinetically.
Phase Door: Creates an invisible passage through a Temporal StasisM: Puts subject into suspended
barrier. animation.
Polymorph, Greater: Gives one willing subject a Trap the SoulM: Imprisons subject within gem.
new, more powerful form.
Rampart: Creates 5-ft.-thick earthen barrier. 9TH-LEVEL NANO SPELLS
Reverse Gravity: Objects and creatures fall upward. Clashing Rocks: 20d6 damage to target creature.
Scouring Winds: Winds block vision and deal 3d6 Crushing Hand: Large hand provides cover, pushes,
damage per round. or crushes your foes.
Scrying, Greater: As scrying, but faster and longer. Dominate Monster: As dominate person, but any
Sequester: Subject is invisible to sight and scrying; creature.
renders creature comatose. Foresight: “Sixth sense” warns of impending danger.
Spell TurningM: Reflect 1d4+6 spell levels back at Freedom: Releases creature from imprisonment.
caster. Hold Monster, Mass: As hold monster, but all within
Statue: Subject can become a statue at will. 30 ft.
Teleport, Greater: As teleport, but no range limit and Implosion: Inflict 10 damage/level to one creature/
no off-target arrival. round.
Teleport Object: As teleport, but affects a touched Imprisonment: Entombs subject beneath the earth.
object. Mage’s Disjunction: Dispels magic, disenchants
VisionM: As legend lore, but quicker. magic items.
Mage’s Excellent Enclosure: You make an

16
NANO CLASS
impenetrable barrier of force that negates all magic
within it.
Overwhelming Presence: Creatures bow before you
as if you were divine.
Power Word Kill: Kills one creature with 100 hp or
less.
RefugeM: Alters item to transport its possessor to your
abode.
Ride the Lightning: Transform into electricity.
Time Stop: You act freely for 1d4+1 rounds.
Wall of SuppressionM: Creates wall that disables
magic.
Winds of Vengeance: Gives you the ability to fly and
attack with wind.
Wooden Phalanx: Creates 1d4+2 temporary wood
golems to fight for you.
World Wave: Earth moves you across distances.

17
NANO CLASS

18
NANO CLASS

19

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