Archives of Nethys

Pathfinder RPG (1st Edition) Starfinder RPG Pathfinder RPG (2nd Edition)

All Spells | Rituals
Mystic | Precog | Technomancer | Witchwarper


Inject Nanobots

Source Starfinder Core Rulebook pg. 361
Classes Technomancer 2
School necromancy
Casting Time 1 standard action
Range touch
Targets one living creature or construct
Duration instantaneous and 1 round/level; see text
Saving Throw Fortitude partial and Will partial, see text; Spell Resistance yes

Description

You concentrate key particles in your blood into tiny biological nanobots that you can inject into a foe with a touch, disrupting and damaging its natural processes. Make a melee attack against the target’s EAC; if you hit, the nanobots deal 4d8 damage and swarm through the target’s biological or mechanical systems, causing the creature to be confused, as per confusion, for 1 round per your caster level. If the target succeeds at a Fortitude save, it takes only half damage and negates the confusion effect. A confused target can attempt a Will saving throw at the beginning of its turn each round to end the confusion effect.

Casting this spell doesn’t provoke attacks of opportunity.