Technological Power Components

Technological Weapon Power Components
Technological Weapon Power Components (Technology)

Prerequisites: Technologist. Ability to cast spells.

You can use technological weapons as a special focus to empower spells. You can draw or stow technological weapons as part of casting a spell that uses them as a focus.

Example Technological Weapon Power Components
A spell with a (B) indicates that the weapon is used as a focus and a number of charges are consumed equal number listed.

A spell with a (M) indicates that the object is used as a material component. The following number, if any, indicates how many objects/doses used or fraction thereof. A substance with a fraction used can only be used as a material component.

Discorp pistol

 * Burning hands (1-B): Change the damage type to disintegration.
 * Spontaneous immolation (1-B): Instead of catching the target on fire, the target must immediately make reflex saving throws until one succeeds. Each saving throw after the first is made with a cumulative +2 bonus. The target takes 1d6 disintegration damage for each failed saving throw.
 * Aqueous orb (1-B): The orb deals 2d4 disintegration damage instead of 2d6 nonlethal bludgeoning.
 * Rusting grasp (1-B): This touch attacks are resolved as ranged touch attacks with a range of 20ft. This spell ignores hardness.
 * Insubstantial Curse (1-B): The target takes a -2 penalty on their fortitude save. You must be within 10ft of the target.

Arc Pistol

 * Any spell that deals electricity damage (1-B): Add the Piercing Spell metamagic to the spell
 * Shocking grasp (1-B): Before rolling for damage, you may choose to split the damage between the touched target and another within close range. If you do, you must succeed at a ranged touch attack or else the original target takes the full damage.
 * Mirror image (1-B): Each time an image is destroyed, the attacker takes 1d8 electricity damage (Reflex negates)
 * Sheet lightning (1-B): Increase the damage by 2 for each target in the spell's area.
 * Aggressive thundercloud [greater or normal] (1-B): As a swift action, you may have electricity arc out and strike a target within 30ft. You cannot use this option on a turn in which the spell is moved or has dealt damage.
 * Hold Monster (1-B): The target takes 1d6 + your primary casting modifier each round they are paralyzed by this spell.

Plasma Pistol
nb: Plasma damage is effectively fire or electricity damage, whichever deals more damage each target


 * Any spell that does electricity or fire damage (1-B): increase the damage by 1d6 the first time it deals damage to each target or increase the DC by 1
 * Flare burst (1-B): Also deals 1d8 plasma damage on a failed save.
 * Pyrotechnics (F): You may target easily flammable substances instead of an active fire. You deal 1d8 plasma damage to the substance. If no fire is created, the spell is wasted.
 * Lightning bolt (1-B): Deals plasma damage
 * Firefall (F): You may target easily flammable substances instead of an active fire. You deal 1d8 plasma damage to the substance. If no fire is created, the spell is wasted. You may use sources of electricity or creatures with the air subtype instead.

Laser Pistol

 * Any ray spell (1-B): Add the Reach Spell metamagic to the spell.
 * Touch of combustion (1-B): Change the range to Long. The spell does 2d6 damage.
 * Scorching ray (1-B): Fire an additional ray. Each ray gains a -2 to hit.
 * Firestream (1-B): You can concentration on this spell as a swift action.
 * Flaming sphere, greater (1-B): You may move the sphere 30ft as a swift action. If you do, saving throws against it are made with a +2 bonus.

Stun Gun

 * Any spell that deals non-lethal damage (1-B): Increase the damage die by 1 size. 1 damage per level becomes 1d4 damage per level.
 * Ear-piercing scream (1-B): Add 2d6 to the sonic damage. All damage is nonlethal
 * Admonishing ray (1-B): Each successful ray attack trips the target (reflex negates). Additional rays targeting the same creature increase the DC by 2 each instead of additional attempts.
 * Web (B): The web pulses with energy. Targets within the area take 1d8 points of nonlethal damage immediately and at the beginning of each of your turns (No save)
 * Thunderstomp, greater (1-B): Each target takes 1d8 nonlethal sonic damage if they fall prone.
 * Shout (1-B): The target is also stunned for 1 round on a failed save. The damage to creatures is nonlethal.
 * Mind Fog (1-B): Targets that fail their saving throw also take a -4 on fortitude saves against stunning effects.

Zero Pistol

 * Any cold spell that deals damage (1-B): Add the Rime Spell metamagic to the spell
 * Snowball (F): Changes the critical profile to 19-20/x2
 * Frigid touch (1-B): This may be cast at close range. The target takes 2 points of bleed damage, doubled on a critical hit.
 * Ice Spears (1-B): The area is always treated as covered in ice. The targets also take +1 damage per dice.
 * Ice Storm (1-B): The hailstones are replaced with needle-sharp ice. The spell does piercing instead of bludgeoning. Creatures that move through the area take 1d4 piercing damage for each affected square they enter. Damage reduction applies once to the total each round.

Technological Substances Power Components
Technological Substance Power Components (Technology)

Prerequisites: Technologist. Ability to cast spells.

You can use pharmaceuticals and technological items as a special component to empower spells. You can draw or stow these technological items as part of casting a spell that uses them as a focus or component.

Hemochem

 * Any spell that heals at least 1 hp (M): the target is also affected by the hemochem

Hype

 * Cause Fear (F): Grants the target a +10 enhancement bonus on movement speeds on a failed save for the duration of the frightened condition.
 * Command (F): Grants the target a +10 enhancement bonus on movement speeds on a failed save for the duration of the spell.
 * Scare (F): Grants the target a +10 enhancement bonus on movement speeds on a failed save for the duration of the frightened condition.
 * Rage (F): Grants the target a +10 enhancement bonus to the target's movement speed. The target also takes a -4 penalty on all intelligence, wisdom, and charisma skills.
 * Haste (M 1/5): increases the enhancement speed bonus provided by haste by 10ft

Soothe

 * Hypnotism (M 1/4): Maximize the duration (8 rounds)
 * Suggestion (M 1/2): The saving throw for any suggestion made that would cause the target pain, but not mortal danger, is made with a -2 penalty.
 * Hypnotic Pattern (M 1/2): Maximize the number of HD affected (8 + Caster level)
 * Waves of Blood (F): Instead of making the ground slippery, the blood hardens into scar tissue. Affected subjects are entangled and anchored (reflex negates).

Nanite Canister

 * Any conjuration (creation) (M): Double the duration, as nanites reinforce the magical form. Uses 1 charge per spell level
 * Any transmutation (M): Double the duration, as nanites reinforce the magical change. Uses 1 charge per spell level
 * Any illusion (shadow) (M): Increases the effect to targets who save by +20%. Uses 1 charge per 2 spell levels, rounded up.

Strange fluid
When a target is affected by the strange fluids, the dose of fluids are consumed.


 * Any spell (F): Modify the caster level for this spell by 1d6-3. If this puts the caster level below the minimum necessary to cast the spell, the slot is expended with no effect and you are exposed to the strange fluid.
 * Any single target spell (F): The target rolls their DC three times and uses the median value. If they roll two 20s, you are affected by the fluids. If they roll two 1s, they are affected by the fluids. If the target would otherwise roll multiple times, ignore this focus effect.

Vive

 * Any spell that heals at least 1 hit point (M): Removes the exhausted and fatigue conditions, and removes all ability score penalties on one target.

Technological Grenade Power Components
Technological Grenade Power Components (Technology)

Prerequisites: Technologist. Ability to cast spells.

You can combine the effects of grenades and spells. You can draw a grenade as part of casting a spell that uses it.

Any burst spell with a range of at least close (M): The area of the spell is reduced to either 20ft radius or the radius of the spell, whichever is lower. The range is reduced to close. Creatures and objects in the burst are affected by the grenade as well as the spell. A successful saving throw against the spell also halves the grenade damage and negates the other effects of the grenade. If the spell does not have a saving throw, the targets makes a reflex save at the spell's DC.