Path of the Tinker Arcana

*"Any sufficiently defined form of magic is indistinguishable from technology."*

**Requirements:** Mending (Universalist Arcana), Base Course Set

**Path Completion Bonus**: +1 Spirit

## Core Abilities

**Detect Technology**

**Cost**: 400 XP

**Expedited for:** Magic, Alertness, Craft

**MP Cost**: [ 0 / 1 / 2 ]

**Casting DL**: [ 10 / 14 / 18 ]

**Activation:** 3 Actions

**Range**: [ 1 / 6 / 30 ] meters

You attempt to discern nearby technology. **Detect Technology** can be maintained using 3 Actions. After 1 Round, you identify all technology within Range. After 2 Rounds, you identify whether each technology is mundane or unusual. After 3 Rounds, you identify whether its complexity is simple, standard, or complex After 1 minute, if the technology is from a specific Tinker Design, you identify it as such. After 2 minutes, you can determine the function of the technology if your Spellpower meets or exceeds the technology's DL (or DC). After 3 minutes, if this spell was twice-cast, you determine whether the technology is harmful, helpful, both, or neither.

**Shape Metal**

**Cost**: 400 XP

**Expedited for:** Magic

**MP Cost**: [ 1 / 2 / 3 ]

**Casting DL**: [ 10 / 14 / 18 ]

**Activation:** 2 Actions

**Range**: [ 1 / 6 / 30 ] meters

You bend a metal bar, disable a gun barrel, or perform a similar metal-bending trick. Larger or more sturdy metals are tougher to bend: before attempting to use this spell, you may ask the GM what the DL would be to bend a given metal; your Spellpower must meet or exceed the given DL to succeed. Based on your casting strength, this spell's Spellpower is adjusted by [ -4 / 0 / +4 ].

**Conjure Metal**

**Cost**: 400 XP

**Expedited for:** Magic

**MP Cost**: [ 1 / 2 / 3 ]

**Casting DL**: [ 10 / 14 / 18 ]

**Activation:** 2 Actions

**Range**: 6 meters

*"Yeah I once bought a hunk o' somethin' from one of them engineerin' mages. It exploded my stove when they left town. Won't make that mistake twice." - Tillywig the Junk Peddler*

You create a hunk of cheap metal weighing [ 1 / 3 / 6 ] Bulk that lasts [ until the end of the Encounter / until the next Rest / permanently ]. This metal counts as Junk of equivalent Bulk for the purpose of a Blacksmith. Conjured metal cannot be sold.

**Fizzle**

**Cost**: 400 XP

**Expedited for:** Magic

**MP Cost**: [ 1 / 2 / 3 ]

**Casting DL**: [ 10 / 14 / 18 ]

**Activation:** 2 Actions

**Range**: [ 6 / 12 / 30 ] meters

You attempt to temporarily disable some technology. If your Spellpower exceeds the technology's DL (or DC), it loses [ one / some / all ] functionality until the end of the Encounter. The GM chooses which functions are disabled. If it only has one function, this function is disabled [ until the end of the Encounter / until the next Rest / permanently]. **Fizzle** is considered a debuff and does not stack.

**Restore**

**Cost**: 400 XP

**Expedited for:** Magic

**MP Cost**: [ 2 / 3 / 4 ]

**Casting DL**: [ 11 / 15 / 20 ]

**Activation:** 2 Actions

**Range**: 30 meters

You heal a nearby technological construct for [ 3d6 / 6d6 / 12d6 ] + SPI HP.

**See Design**

**Cost**: 400 XP

**Expedited for:** Magic

**MP Cost**: [ 1 / 2 / 3 ]

**Casting DL**: [ 11 / 15 / 20 ]

**Activation:** 1 Action

**Range**: 12 meters

You gain insight into the design of a technological construct, gaining [+1 / +3 / +6 ] Spellpower, [ +10 / +20 / +40 ] Accuracy, and [ + 2 / +4 / +8 ] on all damage rolls against this construct during a Tactical Scene. If there is more information of particular note about the construct, you learn up to [ 1 / 2 / 4 ] points of interest.

**Rig to Blow**

**Prerequisite**: **See Design**

**Cost**: 500 XP

**Expedited for:** Magic

**MP Cost**: [ 2 / 4 / 6 ]

**Casting DL**: [ 11 / 15 / 20 ]

**Activation:** 2 Actions

**Range**: Touch

You equip an adjacent construct with a bomb. If the construct is an ally, you choose the time at which it explodes, between immediately and the end of the construct's life. If the construct is not an ally, you may set a timer between immediately and one minute (4 Rounds). To use this spell on a construct which is not an ally, your Spellpower must exceed the DC of the construct. When the bomb explodes, it deals [ 2d6 / 4d6 / 8d6 ] + SPI damage in a [ 1 / 2 / 3 ] meter radius, and double damage to the construct itself. The bomb may be defused prior to exploding by spending 2 Actions to make an appropriate check exceeding your Spellpower.

**Expand the Mind**

**Cost**: 400 XP

**Expedited for:** Magic

**MP Cost**: [ 2 / 4 / 6 ]

**Casting DL**: [ 11 / 15 / 20 ]

**Activation:** 2 Actions

**Range**: Touch

You open the mind of yourself or an adjacent ally tinker. The target gains the buff *Mind Expanded*: your Bluespace increases by [ 4 / 8 / 16 ] until the next Rest.

**Overload**

**Prerequisite**: **Rig to Blow**

**Cost**: 600 XP

**Expedited for:** Magic

**MP Cost**: [ 3 / 6 / 9 ]

**Casting DL**: [ 12 / 16 / 22 ]

**Activation:** 2 Actions

**Range**: [ 1 / 6 / 18 ] meters

You supercharge a construct within Range. If your Spellpower exceeds the DC of the construct, you may choose [ 1 / 2 / 3 ] of the following effects; you may pick the same effect multiple times for stacking effects. If your Spellpower does not exceed the DC of the construct, roll 1d3 to pick one of the effects at random to apply. Once **Overload** has been cast on a target, it may not be **Overloaded** again this Encounter.

**Shatter**: The construct explodes as if it had **Rig to Blow** [ half-cast / normally cast / twice-cast ] on it with a timer of "immediate."

**Frenzy**: The construct gains [ +2 / +4 / +8 ] Strength, Dexterity, and Speed, but the time until it breaks down is reduced to at most [ 4 / 2 / 1 ] Rounds.

**Charged**: The construct adds [ 1d6 / 2d6 / 4d6 ] damage to its attacks, but takes the same amount of damage whenever it attacks.

**Override**

**Prerequisite**: **Overload**

**Cost**: 700 XP

**Expedited for:** Magic

**MP Cost**: [ 4 / 8 / 12 ]

**Casting DL**: [ 13 / 17 / 24 ]

**Activation:** 2 Actions

**Range**: 12 meters

You forcibly bring one technological construct up to Level [ 3 / 9 / 18 ] under your control. The construct may resist this manipulation with a successful Technology check versus your Spellpower. While the creature is under your control, they are visibly mind-controlled, typically in the form of lights or electricity colored to your preferred magical tone. Until the end of the Encounter, you may use a Free Action to command your mind-controlled target to take actions. The target must follow all commands exactly as you intended (to the extent that they are capable), even if it means their death. While your target is mind-controlled, you know everything that they know and can perceive what they perceive.