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Casters who know Token Spell may do all effects listed in the CRB for this magic. But with the GM's permission, they may use also Tokens from this list.They may learn at most one of these per level. Unless they take a feat called Token Mastery, then they may have 2 at each level, plus get one more equal to stat bonus (ie INT for technomancer) So a token master 4th level techno with 18 INT would know 12 of these variants, plus anything listed in the CRB or SRD...
Marbles:
can create two handfuls of real marbles which when thrown cause any walking or running over them to make a Dex check or
suffer damage from falling, Also this spell can be modified to make Caltrops, However they have a normal duration compared to the permanant duration of the marbles. The caltrops only do 1 damage and last one round per level.
Balance: This Token gives the target more control over his equilibrium so that he/she may for example cast spells while on board a dune-buggy without being braced, or it may help in a single Dex feat giving the target a +1 bonus to any dex check for 1 round. For Steadness in a Unsteady environment it lasts for 1 rnd/level. The target when falling always lands on its feet.
Coin: Conjures one silver piece that lasts for half round/lvl then disappears. if bitten it disappears. DC to detect fakery is caster normal. (10 + lvl+ stat)
Sharpen: Can be used to sharpen objects so that they can be used as a slashing weapon. Examples a coin can be sharpened so that it can be used to inflict 1 point of damage or slice a string of a purse. A thumb nail can be sharpened to do the same along to cut roped binding the caster. The Somatic component is simply to touch the item to be sharpened with one's index finger and to make a hissing noise. Damage is at most 1.
Boom: This Token causes a firecracker to appear in the PC's hand and can be thrown up to 10 feet away, it causes a loud bang wherever it hit's and usually is used to scare or distract.
Spark: can ignite any flammable material such as paper or oil, if used to catch a persons clothes on fire,then it does after a save vs.
spells and then it only causes damage on the second round.Range 1 yard
Conjure Water: can create enough water to satisfy any person for a ½ day, or in the Desert for ¼ day.
Palm/Place: can cause objects to appear in the casters hand, or cause objects in the wizards hand to be teleported into a desired place (such as a purse or backpack)each case calls for a save vs spells. Also this Token will not affect magical items. Useful in retrieving spell components from backpack. This spell will only affect items that the caster knows are there, such as a credit card that a shopkeeper just put
in his pocket. Also the spells range is 10 feet or less. Also useful for retrieving ones pistol after it has been fumbled.
Snatch: Related to the Palm/Place, this Token takes items out of another's hand and places them in the casters, Useful with spell components or small weapons such as knives. Caster must make ranged attack roll and target saves vs Reflex is also allowed for this spell.
Unravel/Stitch: This Token will unravel a seam of any item of clothing such as a purse or shirt causing it to fall apart, Stitch does the opposite but a seam must be present.
Chill/Warm: will cause something or someone to become cold or warm.(usually which causes the person to shiver or sweat) Normally has no combat effects, but possibly psychological. Cannot effect creatures with appropriate elemental DR or similar. Could cause minor effects on elements of opposite flavor (such as chill on fire, but that's the GM's call)
Glowing Eyes:
Causes the target's eyes to glow, the color is choosen by the caster; but if cast before Hypnotism or similar it adds 1 to the DC for victim if he/she looks at the person's eyes.
Open/Close: can cause door handles to turn and open slowly/or doors to close. If used on chests the lid must be light in order to lift. The
Unlock/Lock: causes simple mechanical locks such as those found on Everyday items like suitcases or diaries to unlock. This spell will not lift bolted doors; nor will it usually work on complex mechanical locks made by pro locksmiths. If used on such it's chances of opening complex mechanical locks on a D100 are {Stat Mod + 3% + 2%/Level} (5-10 at first level, etc)
Also it can be attempted per lock per day as many times as the caster has Stat mod, so at least once. If attempted on complex electronic locks, it has a one percent chance to open it, with a 50% chance to set off alarms. If attempted on technomagical, computerized, or hybrid-magic locking systems, normally it always fails but also has a 75% chance to set off alerts, alarms, countermeasures, shock grid, etc.
Mana Meal: Creates 1 small loaf of special bread which is enough food to feed the target for 1 day, however it is not good enough to help the PC to regain HP's lost to malnutrition, but it's enough to Prevent loss of HP's to malnutrition.
Striking Suitcase: This spell creates a 3 bulk heavy suitcase which weighs about 25 lbs. to appear over the victim's head, although it causes no
lethal damage it can cause the individual to fall over in confusion or pain (DEX check to remain standing), If the target is casting a spell then the suitcase impacts just after the spell is cast. A s reflex saving throw is possible, with +2 if the person is expecting something to happen. The suitcase will be full of old socks, out of print magazines, crumbled crackers, rusty keychain, half a bar of soap, dried up lip gloss, and other truly useless crud.
Skittery Card Trick: This Token will conjure a Playing Card of any color, style or shape, if playing a game of cards it can also alter a playing card to match a description, The verbal component is to whistle a song like "The Gambler" and the somatic is to tap the card to be altered. The chance of being caught is usual Bluff or spell-related DC or other way determined by the DM.
Skittery Rubber Ball: Conjures a 1 bulk blue and orange Ball with a white Stripe through the Middle, If thrown the Range increment is 10. If batted with a Club or rifle the Ranges become 20. This Token can be used in offensive manner. Tossing it is a move action, batting it is a full action. Caster, Tosser, or Batter makes an attack roll, and the Ball may do 1 point of non-lethal damage , but target gets a reflex save to dodge. This spell is often useful against enemy spellcasters.
Skittery Ball o'Static : This Token conjures a ball of static in one of the caster's Hands, it can be thrown at a target using the casters attack roll, The target if hit feels a static shock(no damage) and it causes the targets hair to stand up on end for 1 turn and static cling to plague their clothes for the rest of the day. This gets bad if the target comes in contact with a lot of people. Of course the Target gets a fortitude save throw. Range 15 feet. GM decides if this has minor effects on electronics, usually not if expensive or hardened. Normally this spell has zero effects on creatures with any form of electrical resistance or electrical damage reduction.
Conjure Sunglasses: Creates a pair of Sunglasses for the target, with these Sunglasses they receives a +1 bonus to any light or Blinding attacks of 3rd level or less. The sunglasses only last until the next rainy Day. The GM may allow them to help Prevent/reduce Snowblindness or SunStroke.
Conjure Blindfold: This spell conjures a Blindfold that appears on the target ; it also gives the target a +1 to his Blind-fighting skills. Very useful when taking on Invisible or Gaze powered Creatures. Lasts until taken off. If cast on an enemy, they get a reflex saving to get it off quickly.
DRAIN: This Token is the most powerful
of all Tokens. With it a Magician can Drain Magical Items in order
to cast spells already in the wizards spellbook. A +1 dagger could
power a 1st level spell, A cloak of Elvenkind could power a 2nd
level spell, a Wand of Lightening could power a 3rd level spell. A
save throw vs. Distergration is allowed or else the item is
destroyed. A charged item however does not need this but instead is
drained of 1d12 charges. This Token also has a great effect on the
wizard also if he fails a System Shock then he passes out for 1d20
rounds. Also if the item Distengrates he also takes 1d20 hp of
damage.
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