Level 2 Techs

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Holo-Images (mirror image)

2nd level

CASTING TIME 1 Action

RANGE/AREA Self

COMPONENTS V, S

DURATION 1 Minute

SCHOOL Deception

ATTACK/SAVE None

DAMAGE/EFFECT Deception (...)

Three holographic duplicates of yourself appear in your space. Until the holograms expire, the holograms move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the holograms Each time a creature targets you with an attack during the hologram's duration, roll a d20 to determine whether the attack instead targets one of your holograms. If you have three holographic duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher. A hologram's AC equals 10 + your Dexterity modifier. If an attack hits a hologram, the hologram is destroyed. A hologram can be destroyed only by an attack that hits it. It ignores all other damage and effects. The hologram ends when all three holographic duplicates are destroyed. A creature is unaffected by this if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with upgraded optics tech .

Flash/sonic Grenade (Blindness/Deafness)

LEVEL 2nd

CASTING TIME 1 Action

RANGE/AREA 30 ft

COMPONENTS V

DURATION 1 Minute

SCHOOL Biochemistry

ATTACK/SAVE CON Save

DAMAGE/EFFECT Blinded (...)

Pull the pin and make sure the bad guys don't blink! You can blind or deafen a foe. Choose one foe that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the grenade's effects end. At Higher Levels. When you cast this Tech using a Tech slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Neon strike (Branding Smite) Level: 2nd

Casting Time: 1 Bonus Action

Range/Area: Self

Components: V

Duration: Concentration, up to 1 Minute

School: Altercation

Attack/Save: None

Damage/Effect: Neon

The next time you hit a creature with a weapon attack before this tech ends, the weapon applies a glowing isotope as you strike. The attack deals an extra 2d6 neon damage to the target, which becomes visible if it is cloaked, and the target sheds dim light in a 5-foot radius and can't become cloaked until the tech ends. At Higher Levels. When you use this tech using a tech slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd. Classes: Enforcer, The VPN, Field Mechanic

Sympathetic Dispersal Field (Warding Wind)

Casting Time 1 Action

Range/Area Self (10 ft )
Components V
Duration
Concentration 10 Minutes
School Altercation
Attack/Save None
Damage/Effect Deafened
A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell's duration.
The wind has the following effects:

Available For: Influencer, Shut-In, Source Coder, Techwizard

Sonic Blast [Gust of Wind]

Altercation [Evocation]

Level: 2nd

Casting time: 1 action

Range: Self (60-foot line)

Components: V S M (All-purpose Battery)

Duration: Concentration, Up to 1 minute

Classes: Shut-In, Source Coder, Techwizard A line of Strong Force 60 feet long and 10 feet wide blasts from you in a direction you choose for the tech's Duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line. Any creature in the line must spend 2 feet of Movement for every 1 foot it moves when moving closer to you. The force disperses gas or vapor, breaks glass, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. As a Bonus Action on each of your turns before the tech ends, you can change the direction in which the line blasts from you.


Digitized Dash (Misty Step)

LEVEL 2nd

CASTING TIME 1 Bonus Action

RANGE/AREA Self

COMPONENTS V

DURATION Instantaneous

SCHOOL Manifestation ATTACK/SAVE None DAMAGE/EFFECT Teleportation This device is perfect for those that need to get somewhere without the hassle of walking there. The device can digitize and send you any direction as long as that direction is within a 30 ft range from you. Get to the fridge while sitting on the couch, make a quick escape from some thugs, or make an entrance in style!

Classes: Tech-Wizard, Streamer, Source-Coder, Circle of land, Clause of the Ancestors, Clause of the Avenger,

(Acid Arrow) Acid Shot

LEVEL 2nd

CASTING TIME 1 Action

RANGE/AREA 90 ft

COMPONENTS V, S, M *

DURATION Instantaneous

SCHOOL Altercation

ATTACK/SAVE Ranged

DAMAGE/EFFECT Acid (...)

A shimmering green bullet streaks toward a target within range and bursts in a spray of acid. Make a ranged Tech attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the bullet splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn. At Higher Levels. When you cast this Tech using a Tech slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd.

* - (an acid dropper bottle and a hollow bullet)

Classes: TECHWIZARD THE BIOME COMPLEX (SWAMP) ALCHEMIST

Aid

LEVEL 2nd

CASTING TIME 1 Action

RANGE/AREA 30 ft

COMPONENTS V, S, M *

DURATION 8 Hours

SCHOOL Protection

ATTACK/SAVE None

DAMAGE/EFFECT Buff

Your Tech bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration. At Higher Levels. When you cast this Tech using a Tech slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd.

* - (a wifi hotspot dongle)

Classes: ORDINATOR ENFORCER MECHANIST PEACEBRINGER SYNERGY

(Alter Self) Temporary Surgery

LEVEL 2nd

CASTING TIME 1 Action

RANGE/AREA Self

COMPONENTS V, S

DURATION Concentration 1 Hour

SCHOOL Manipulation

ATTACK/SAVE None

DAMAGE/EFFECT Shapechanging

You assume a different form. When you cast the Tech, choose one of the following options, the effects of which last for the duration of the Tech. While the Tech lasts, you can end one option as an action to gain the benefits of a different one.

Aquatic Adaptation. You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.

Change Appearance. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this Tech to become quadrupedal, for instance. At any time for the duration of the Tech, you can use your action to change your appearance in this way again.

Natural Weapons. You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is technical and you have a +1 bonus to the attack and damage rolls you make using it.

Classes: SOURCE CODER TECHWIZARD MECHANIST

(Animal Messenger) Animal Text

LEVEL 2nd

CASTING TIME 1 Action Ritual

RANGE/AREA 30 ft

COMPONENTS V, S, M *

DURATION 24 Hours

SCHOOL Conception

ATTACK/SAVE None

DAMAGE/EFFECT Communication (...)

By means of this Tech, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a spider monkey, a parrot, or a lemur. You specify a location, which you must have visited, and a recipient who matches a general description, such as "a man or woman dressed in the uniform of the corporate police" or "a purple-haired Gobbo in a speedo." You also affix a message of up to twenty-five words to a collar around their neck. The target beast travels for the duration of the Tech toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals. When the messenger arrives, it delivers your message to the creature that you described, giving the collar to the receiver. The messenger delivers only to a creature matching the description you gave. If the messenger doesn't reach its destination before the Tech ends, the message is lost, and the beast makes its way back to where you cast this Tech. At Higher Levels. If you cast this Tech using a Tech slot of 3rd level or higher, the duration of the Tech increases by 48 hours for each slot level above 2nd.

* - (a crunch bar)

Classes: BARD SHUT-IN RANGER

(Arcane Lock) Hacked Lock

LEVEL 2nd

CASTING TIME 1 Action

RANGE/AREA Touch

COMPONENTS V, S, M *

DURATION Until DeTeched

SCHOOL Protection

ATTACK/SAVE None

DAMAGE/EFFECT Utility (...)

You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this Tech can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this Tech for 1 minute. Otherwise, it is impassable until it is broken or the Tech is diTeched or suppressed. Casting knock on the object suppresses arcane lock for 10 minutes. While affected by this Tech, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.

* - (lockhacking software $$2500, which the Tech consumes)

Classes: TECHWIZARD MECHANIST

(Arcanist's Magic Aura) Cheeky Holographic Shell

LEVEL 2nd

CASTING TIME 1 Action

RANGE/AREA Touch

COMPONENTS V, S, M *

DURATION 24 Hours

SCHOOL Deception

ATTACK/SAVE None

DAMAGE/EFFECT Deception

You project a hologram on a creature or an object you touch so that Observation Techs reveal false information about it. The target can be a willing creature or an object that isn't being carried or worn by another creature. When you cast the Tech, choose one or both of the following effects. The effect lasts for the duration. If you cast this Tech on the same creature or object every day for 30 days, placing the same effect on it each time, the Deception lasts until it is diTeched. False Aura. You change the way the target appears to Techs and technological effects, such as detect tech, that detect holographic auras. You can make a nontechnical object appear technical, a technical object appear nontechnical, or change the object's technical aura so that it appears to belong to a specific school of technic that you choose. When you use this effect on an object, you can make the false tech apparent to any creature that handles the item. Mask. You change the way the target appears to Techs and technical effects that detect creature types, such as an ENFORCER's Techno-Sense or the trigger of a symbol Tech. You choose a creature type and other Techs and technical effects treat the target as if it were a creature of that type or of that alignment.

* - (a tiny remote projector)

Classes: TECHWIZARD TECHIE SYNERGY

(Barkskin) Ceramiron Skin

LEVEL 2nd

CASTING TIME 1 Action

RANGE/AREA Touch

COMPONENTS V, S, M *

DURATION Concentration 1 Hour

SCHOOL Manipulation

ATTACK/SAVE None

DAMAGE/EFFECT Buff (...)

You touch a willing creature. Until the Tech ends, the target's skin has a smooth, porcelain-like appearance, and the target's AC can't be less than 16, regardless of what kind of armor it is wearing.

* - (a handful of ceramic dust)

Classes: SHUT-IN AUDITOR WASTELANDER SYNERGY BIOME COMPLEX (FOREST)

(Blindness/Deafness) Flash/Sonic Grenade

LEVEL 2nd

CASTING TIME 1 Action

RANGE/AREA 30 ft

COMPONENTS V

DURATION 1 Minute

SCHOOL Biochemistry

ATTACK/SAVE CON

Save DAMAGE/EFFECT Blinded (...)

Pull the pin and make sure the bad guys don't blink! You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the Tech ends. At Higher Levels. When you cast this Tech using a Tech slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Classes: BARD ORDINATOR SOURCE CODER TECHWIZARD, GRIM SYNERGY,THE HACKER COMPLEX, GACHA GAME, SURVIVALIST, GOTH TOPIC

(Blur) Phase Shift

LEVEL 2nd

CASTING TIME 1 Action

RANGE/AREA Self

COMPONENTS V

DURATION Concentration 1 Minute

SCHOOL Deception

ATTACK/SAVE None

DAMAGE/EFFECT Deception (...)

Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.

Classes: SOURCE CODER TECHWIZARD MECHANIST, BIOME COMPLEX (DESERT), E-SPORTS TEAM, VPN CORP

(Neon Smite)

LEVEL 2nd

CASTING TIME 1 Bonus Action

RANGE/AREA Self

COMPONENTS V

DURATION Concentration 1 Minute

SCHOOL Altercation

ATTACK/SAVE None

DAMAGE/EFFECT Neon

The next time you hit a creature with a weapon attack before this Tech ends, the weapon gleams with neon brilliance as you strike. The attack deals an extra 2d6 Neon damage to the target, which becomes visible if it is invisible, and the target sheds dim light in a 5-foot radius and can't become invisible until the Tech ends. At Higher Levels. When you cast this Tech using a Tech slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd. Classes: ENFORCER, E-SPORTS TEAM, BATTLE SMITH

(Calm Emotions) Chill the Fuck Out

LEVEL 2nd

CASTING TIME 1 Action

RANGE/AREA 60 ft (20 ft )

COMPONENTS V, S

DURATION Concentration 1 Minute

SCHOOL Conception

ATTACK/SAVE CHA Save

DAMAGE/EFFECT Charmed (...)

You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects. You can suppress any effect causing a target to be charmed or frightened. When this Tech ends, any suppressed effect resumes, provided that its duration has not expired in the meantime. Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a Tech or if it witnesses any of its friends being harmed. When the Tech ends, the creature becomes hostile again, unless the DM rules otherwise.

Classes: INFLUENCER, ORDINATOR, CLAUSE OF THE PEACEKEEPER, WELLNESS BRAND

(Continual Flame) Holographic Flame

LEVEL 2nd

CASTING TIME 1 Action

RANGE/AREA Touch

COMPONENTS V, S, M *

DURATION Until DeTeched

SCHOOL Altercation

ATTACK/SAVE None

DAMAGE/EFFECT Creation

A holographic flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched.

* - (a micro-projector worth $$5000, which the Tech consumes)

Classes: ORDINATOR TECHWIZARD MECHANIST

(Darkness) Darkness

LEVEL 2nd

CASTING TIME 1 Action

RANGE/AREA 60 ft (15 ft )

COMPONENTS V, M *

DURATION Concentration 10 Minutes

SCHOOL Altercation

ATTACK/SAVE None

DAMAGE/EFFECT Control

A dark cloud of nanobots spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nontechnical light can't illuminate it. If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. If any of this Tech's area overlaps with an area of light created by a Tech of 2nd level or lower, the Tech that created the light is dispelled.

* - (a vial of self-replicating nanobots) Classes: SOURCE CODER, STREAMER, TECHWIZARD, BIOME COMPLEX (SWAMP), VOIDED CLAUSE

Darkvision

LEVEL 2nd

CASTING TIME 1 Action

RANGE/AREA Touch

COMPONENTS V, S, M *

DURATION 8 Hours

SCHOOL Manipulation

ATTACK/SAVE None

DAMAGE/EFFECT Buff

You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.

* - (a flashlight)

Classes: SHUT-IN RANGER SOURCE CODER TECHWIZARD MECHANIST

(Detect Thoughts) Mind Hack

LEVEL 2nd

CASTING TIME 1 Action

RANGE/AREA Self

COMPONENTS V, S, M *

DURATION Concentration 1 Minute

SCHOOL Observation

ATTACK/SAVE WIS Save

DAMAGE/EFFECT Detection (...)

For the duration, you can read the thoughts of certain creatures. When you cast the Tech and as your action on each turn until the Tech ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected. You initially learn the surface thoughts of the creature--what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the Tech ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the Tech ends. Questions verbally directed at the target creature naturally shape the course of its thoughts, so this Tech is particularly effective as part of an interrogation. Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range.

* - (a synaptic virus implant)

Classes: INFLUENCER, SOURCE CODER, TECHWIZARD, TELECOM PROVIDER

Enhance Ability

LEVEL 2nd

CASTING TIME 1 Action

RANGE/AREA Touch

COMPONENTS V, S, M *

DURATION Concentration 1 Hour

SCHOOL Manipulation

ATTACK/SAVE None

DAMAGE/EFFECT Buff

You touch a creature and bestow upon it a technical enhancement. Choose one of the following effects; the target gains that effect until the Tech ends. Bolstered Bod. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the Tech ends. Athlete's Arms. The target has advantage on Strength checks, and his or her carrying capacity doubles. Dancer's Dexterity. The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated. Streamer's Smile. The target has advantage on Charisma checks. Know-it-All's Noggin. The target has advantage on Intelligence checks. Wiseman's Wisdom. The target has advantage on Wisdom checks. At Higher Levels. When you cast this Tech using a Tech slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

* - (a pirated software crack)

Classes: INFLUENCER, ORDINATOR, SHUT-IN, SOURCE CODER, MECHANIST, CLAUSE OF THE ICON

(Enlarge/Reduce) Digital Resizing

LEVEL 2nd

CASTING TIME 1 Action

RANGE/AREA 30 ft

COMPONENTS V, S, M *

DURATION Concentration 1 Minute

SCHOOL Manipulation

ATTACK/SAVE CON Save

DAMAGE/EFFECT Buff

You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the Tech has no effect. If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once. Enlarge. The target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category-- from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the Tech ends, the target also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attacks with them deal 1d4 extra damage. Reduce. The target's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category--from Medium to Small, for example. Until the Tech ends, the target also has disadvantage on Strength checks and Strength saving throws. The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal 1d4 less damage (this can't reduce the damage below 1).

* - (a resizing engram)

Classes: SOURCE CODER TECHWIZARD MECHANIST

(Enthrall) Charming Words

LEVEL 2nd

CASTING TIME 1 Action

RANGE/AREA 60 ft

COMPONENTS V, S

DURATION 1 Minute

SCHOOL Conception

ATTACK/SAVE WIS Save

DAMAGE/EFFECT Control

You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can't be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the Tech ends or until the target can no longer hear you. The Tech ends if you are incapacitated or can no longer speak.

Classes: INFLUENCER STREAMER

Find Traps

LEVEL 2nd

CASTING TIME 1 Action

RANGE/AREA 120 ft

COMPONENTS V, S

DURATION Instantaneous

SCHOOL Observation

ATTACK/SAVE None

DAMAGE/EFFECT Detection

You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this Tech, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the Tech would sense an area affected by the alarm Tech, a hologlyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole. This Tech merely reveals that a trap is present. You don't learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.

Classes: ORDINATOR SHUT-IN AUDITOR

(Flame Blade) Hardlight Burning Blade

LEVEL 2nd

CASTING TIME 1 Bonus Action

RANGE/AREA Self

COMPONENTS V, S, M *

DURATION Concentration 10 Minutes

SCHOOL Altercation

ATTACK/SAVE Melee

DAMAGE/EFFECT Fire

You project a fiery hardlight blade in your free hand. The blade is similar in size and shape to a machete, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action. You can use your action to make a melee Tech attack with the fiery blade. On a hit, the target takes 3d6 fire damage. The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet. At Higher Levels. When you cast this Tech using a Tech slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd.

* - (an old lighter)

Classes: SHUT-IN

(Flaming Sphere) Burning Ball

LEVEL 2nd

CASTING TIME 1 Action

RANGE/AREA 60 ft (5 ft )

COMPONENTS V, S, M *

DURATION Concentration 1 Minute

SCHOOL Manifestation

ATTACK/SAVE DEX Save

DAMAGE/EFFECT Fire

A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. At Higher Levels. When you cast this Tech using a Tech slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. * - (a lighter, a basketball, and a hoverdrone)

Classes: SHUT-IN TECHWIZARD, PROMETHEAN SYNERGY, PYRO COMPLEX, CHARITY FOUNDATION, ALCHEMIST

(Gentle Repose) Death Stasis

LEVEL 2nd

CASTING TIME 1 Action Ritual

RANGE/AREA Touch

COMPONENTS V, S, M *

DURATION 10 Days

SCHOOL Biochemistry

ATTACK/SAVE None

DAMAGE/EFFECT Warding

You touch a corpse or other remains. For the duration, the target is protected from decay and can't become undead. The Tech also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this Tech don't count against the time limit of Techs such as raise dead.

* - (a stasis field microgenerator)

Classes: ORDINATOR, TECHWIZARD, GRAVE DOMAIN, HACKER COMPLEX

(Gust of Wind) Sonic Blast

LEVEL 2nd

CASTING TIME 1 Action

RANGE/AREA Self

COMPONENTS V, S, M *

DURATION Concentration 1 Minute

SCHOOL Altercation

ATTACK/SAVE STR Save

DAMAGE/EFFECT Control

A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the Tech's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. As a bonus action on each of your turns before the Tech ends, you can change the direction in which the line blasts from you.

* - (a bladeless fan augment)

Classes: SHUT-IN, SOURCE CODER, TECHWIZARD, STORMRIDER SYNERGY, VPN CORP, HENTAIHUB

Heat Metal

LEVEL 2nd

CASTING TIME 1 Action

RANGE/AREA 60 ft

COMPONENTS V, S, M *

DURATION Concentration 1 Minute

SCHOOL Manipulation

ATTACK/SAVE None

DAMAGE/EFFECT Fire

Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the Tech. Until the Tech ends, you can use a bonus action on each of your subsequent turns to cause this damage again. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn. At Higher Levels. When you cast this Tech using a Tech slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

* - (a lighter)

Classes: INFLUENCER, SHUT-IN, MECHANIST, INDUSTRIALIST SYNERGY

(Hold Person) Stun Shot

LEVEL 2nd

CASTING TIME 1 Action

RANGE/AREA 60 ft

COMPONENTS V, S, M *

DURATION Concentration 1 Minute

SCHOOL Conception

ATTACK/SAVE WIS

Save DAMAGE/EFFECT Paralyzed

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the Tech ends on the target. At Higher Levels. When you cast this Tech using a Tech slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

* - (tech-scrambling software)

Classes: INFLUENCER, ORDINATOR, SHUT-IN, SOURCE CODER, STREAMER, TECHWIZARD, ORDER SYNERGY, BIOME COMPLEX (ARCTIC), CLAUSE OF THE AVENGER, CLAUSE OF THE TYRANT, CLAUSE OF THE PEACEKEEPER

(Invisibility) Cloak Engage

LEVEL 2nd

CASTING TIME 1 Action

RANGE/AREA Touch

COMPONENTS V, S, M *

DURATION Concentration 1 Hour

SCHOOL Deception

ATTACK/SAVE None

DAMAGE/EFFECT Invisible

A creature you touch becomes invisible until the Tech ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The Tech ends for a target that attacks or casts a Tech. At Higher Levels. When you cast this Tech using a Tech slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

* - (a vial of mirrored nanobots)

Classes: INFLUENCER, SOURCE CODER, STREAMER, TECHWIZARD, MECHANIST, BIOME COMPLEX (GRASSLAND)

(Knock) Unlock

LEVEL 2nd

CASTING TIME 1 Action

RANGE/AREA 60 ft

COMPONENTS V

DURATION Instantaneous

SCHOOL Manipulation

ATTACK/SAVE None

DAMAGE/EFFECT Utility

Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or technical means that prevents access. A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked. If you choose a target that is held shut with a hacked lock, that Tech is suppressed for 10 minutes, during which time the target can be opened and shut normally. When you cast the Tech, a loud knock, audible from as far away as 300 feet, emanates from the target object.

Classes: INFLUENCER, SOURCE CODER, TECHWIZARD

(Lesser Restoration) Auxiliary System Flush

LEVEL 2nd

CASTING TIME 1 Action

RANGE/AREA Touch

COMPONENTS V, S

DURATION Instantaneous

SCHOOL Protection

ATTACK/SAVE None

DAMAGE/EFFECT Healing

You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

Classes: INFLUENCER, ORDINATOR, SHUT-IN, ENFORCER, RANGER, MECHANIST, LIFEGIVER SYNERGY, CLAUSE OF THE LOYAL, CHARITY FOUNDATION

(Levitate) Booster Bots

LEVEL 2nd

CASTING TIME 1 Action

RANGE/AREA 60 ft

COMPONENTS V, S, M *

DURATION Concentration 10 Minutes

SCHOOL Manipulation

ATTACK/SAVE: CON Save

DAMAGE/EFFECT Movement

One creature or loose object of your choice that you can see within range rises vertically, carried by tiny jet engines, up to 20 feet, and remains suspended there for the duration. The Tech can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected. The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the Tech's range. When the Tech ends, the target floats gently to the ground if it is still aloft.

* - (a 6-pack of micro-jets)

Classes: SOURCE CODER, TECHWIZARD, MECHANIST

(Locate Animals or Plants) Organic Sensor

LEVEL 2nd

CASTING TIME 1 Action Ritual

RANGE/AREA Self

COMPONENTS V, S, M *

DURATION Instantaneous

SCHOOL Observation

ATTACK/SAVE None

DAMAGE/EFFECT Detection

Describe or name a specific kind of beast or plant. Feeding its biometric data into your scanner, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.

* - (a biometric datachip)

Classes: INFLUENCER, SHUT-IN, AUDITOR

(Locate Object) Object Sensor

LEVEL 2nd

CASTING TIME 1 Action

RANGE/AREA Self

COMPONENTS V, S, M *

DURATION Concentration 10 Minutes

SCHOOL Observation

ATTACK/SAVE None

DAMAGE/EFFECT Detection

Describe or name an object that is familiar to you. Your scanner pings you of its location as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement. The Tech can locate a specific object known to you, as long as you have seen it up close--within 30 feet--at least once. Alternatively, the Tech can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon. This Tech can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.

* - (a machine learning algorithm)

Classes: INFLUENCER, ORDINATOR, SHUT-IN, ENFORCER, RANGER, TECHWIZARD

(Magic Mouth) Voicemail

LEVEL 2nd

CASTING TIME 1 Minute Ritual

RANGE/AREA 30 ft

COMPONENTS V, S, M *

DURATION Until DiTeched

SCHOOL Deception

ATTACK/SAVE None

DAMAGE/EFFECT Communication

You leave a voice message within an object in range, a message that is replayed when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the Tech to deliver your message. When that circumstance occurs, an answering machine is constructed on the object and recites the message in your voice and at the same volume you spoke. When you cast this Tech, you can have the Tech end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs. The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the answering machine to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.

* - (an answering machine worth $$1000, which the Tech consumes)

Classes: INFLUENCER TECHWIZARD MECHANIST

(Magic Weapon) Buffed Weapon

LEVEL 2nd

CASTING TIME 1 Bonus Action

RANGE/AREA Touch

COMPONENTS V, S

DURATION Concentration 1 Hour

SCHOOL Manipulation

ATTACK/SAVE None

DAMAGE/EFFECT Bludgeoning (...)

You touch a nontechnical weapon. Until the Tech ends, that weapon becomes a high-end weapon with a +1 bonus to attack rolls and damage rolls. At Higher Levels. When you cast this Tech using a Tech slot of 4th level or higher, the bonus increases to +2. When you use a Tech slot of 6th level or higher, the bonus increases to +3.

Classes: ENFORCER, TECHWIZARD, MECHANIST, WARMONGER SYNERGY, TECHIE SYNERGY, INDUSTRIALIST SYNERGY, CLAUSE OF THE ICON

(Mirror Image) Holographic Duplicates

LEVEL 2nd

CASTING TIME 1 Action

RANGE/AREA Self

COMPONENTS V, S

DURATION 1 Minute

SCHOOL Deception

ATTACK/SAVE None

DAMAGE/EFFECT Deception (...)

Three holographic duplicates of yourself appear in your space. Until the Tech ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the holographic duplicates. Each time a creature targets you with an attack during the Tech's duration, roll a d20 to determine whether the attack instead targets one of your duplicates. If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher. A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The Tech ends when all three duplicates are destroyed. A creature is unaffected by this Tech if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive Deceptions as false, as with truesight.

Classes: SOURCE CODER, STREAMER, TECHWIZARD, TRICKSTER SYNERGY, BIOME COMPLEX (COAST), ARMORER

(Misty Step) Digital Dash

LEVEL 2nd

CASTING TIME 1 Bonus Action

RANGE/AREA Self

COMPONENTS V

DURATION Instantaneous

SCHOOL Manifestation

ATTACK/SAVE None

DAMAGE/EFFECT Teleportation

Briefly digitizing your body, you teleport up to 30 feet to an unoccupied space that you can see.

Classes: SOURCE CODER, STREAMER, TECHWIZARD, BIOME COMPLEX (COAST,) CLAUSE OF THE ANCESTORS, CLAUSE OF THE AVENGER

(Moonbeam) Satellite Laser

LEVEL 2nd

CASTING TIME 1 Action

RANGE/AREA 120 ft (5 ft *)

COMPONENTS V, S, M *

DURATION Concentration 1 Minute

SCHOOL Altercation

ATTACK/SAVE CON Save

DAMAGE/EFFECT Neon

A red beam of pure energy shines down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Until the Tech ends, dim light fills the cylinder. When a creature enters the Tech's area for the first time on a turn or starts its turn there, it is engulfed in flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 Neon damage on a failed save, or half as much damage on a successful one. A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can't assume a different form until it leaves the Tech's light. On each of your turns after you cast this Tech, you can use an action to move the beam up to 60 feet in any direction. At Higher Levels. When you cast this Tech using a Tech slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.

* - (the access codes to a corporate satellite)

Classes: SHUT-IN, SHADOWDANCER SYNERGY, CLAUSE OF THE ANCESTORS, CLAUSE OF THE PROTECTOR

(Pass without Trace) Nanofog

LEVEL 2nd

CASTING TIME 1 Action

RANGE/AREA Self

COMPONENTS V, S, M *

DURATION Concentration 1 Hour

SCHOOL Protection

ATTACK/SAVE None

DAMAGE/EFFECT Buff (...)

A veil of cloaking nanofog radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by technical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.

* - (a vial of nanofog microdrones)

Classes: SHUT-IN, AUDITOR, TRICKSTER SYNERGY, BIOME COMPLEX (GRASSLAND)

(Prayer of Healing) Medicinal Drones

LEVEL 2nd

CASTING TIME 10 Minutes

RANGE/AREA 30 ft

COMPONENTS V

DURATION Instantaneous

SCHOOL Altercation

ATTACK/SAVE None

DAMAGE/EFFECT Healing

Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your Techcasting ability modifier. This Tech has no effect on undead or constructs. At Higher Levels. When you cast this Tech using a Tech slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.

Classes: ORDINATOR

(Protection from Poison) Suck out The Venom

LEVEL 2nd

CASTING TIME 1 Action

RANGE/AREA Touch

COMPONENTS V, S

DURATION 1 Hour

SCHOOL Protection

ATTACK/SAVE None

DAMAGE/EFFECT Buff (...)

You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random. For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.

Classes: ORDINATOR SHUT-IN ENFORCER AUDITOR MECHANIST

(Ray of Enfeeblement) Viral Ray

LEVEL 2nd

CASTING TIME 1 Action

RANGE/AREA 60 ft

COMPONENTS V, S

DURATION Concentration 1 Minute

SCHOOL Biochemistry

ATTACK/SAVE CON Save

DAMAGE/EFFECT Debuff

A black stream of viral software springs from your finger toward a creature within range. Make a ranged Tech attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the Tech ends. At the end of each of the target's turns, it can make a Constitution saving throw against the Tech. On a success, the Tech ends.

Classes: STREAMER, TECHWIZARD, GRIM SYNERGY, GUARANTOR SYNERGY

Scorching Ray

LEVEL 2nd

CASTING TIME 1 Action

RANGE/AREA 120 ft

COMPONENTS V, S

DURATION Instantaneous

SCHOOL Altercation

ATTACK/SAVE Ranged

DAMAGE/EFFECT Fire

You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a ranged Tech attack for each ray. On a hit, the target takes 2d6 fire damage. At Higher Levels. When you cast this Tech using a Tech slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.

Classes: SOURCE CODER, TECHWIZARD, PROMETHEAN SYNERGY, PYRO COMPLEX, GACHA GAME, VPN CORP, ENGINEER

(See Invisibility) Thermal Vision

LEVEL 2nd

CASTING TIME 1 Action

RANGE/AREA Self

COMPONENTS V, S, M *

DURATION 1 Hour

SCHOOL Observation

ATTACK/SAVE None

DAMAGE/EFFECT Detection

For the duration, you see invisible creatures and objects as if they were visible.

* - (an augmented eyeball)

Classes: INFLUENCER, SOURCE CODER, TECHWIZARD, MECHANIST, SHADOWDANCER SYNERGY, CLAUSE OF THE PROTECTOR

(Shatter) Eardrum Blowout

LEVEL 2nd

CASTING TIME 1 Action

RANGE/AREA 60 ft (10 ft )

COMPONENTS V, S, M *

DURATION Instantaneous

SCHOOL Altercation

ATTACK/SAVE CON Save

DAMAGE/EFFECT Thunder

A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A nontechnical object that isn't being worn or carried also takes the damage if it's in the Tech's area. At Higher Levels. When you cast this Tech using a Tech slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

* - (a sound file of a lightning crack)

Classes: INFLUENCER, SOURCE CODER, STREAMER, TECHWIZARD, STORMRIDER SYNERGY, ENGINEER, ARMORER

Silence

LEVEL 2nd

CASTING TIME 1 Action Ritual

RANGE/AREA 120 ft (20 ft )

COMPONENTS V, S

DURATION Concentration 10 Minutes

SCHOOL Deception

ATTACK/SAVE None

DAMAGE/EFFECT: Control For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a Tech that includes a verbal component is impossible there.

Classes: INFLUENCER, ORDINATOR, AUDITOR, BIOME COMPLEX (DESERT), SURVIVALIST, HENTAIHUB

Spider Climb

LEVEL 2nd

CASTING TIME 1 Action

RANGE/AREA Touch

COMPONENTS V, S, M *

DURATION Concentration 1 Hour

SCHOOL Manipulation

ATTACK/SAVE None

DAMAGE/EFFECT Buff (...)

Until the Tech ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.

* - (a bottle of glue)

Classes: SOURCE CODER, STREAMER, TECHWIZARD, MECHANIST, BIOME COMPLEX (FOREST), (MOUNTAIN), (UNDERCITY)

(Spike Growth) Hardlight Spikes

LEVEL 2nd

CASTING TIME 1 Action

RANGE/AREA 150 ft (20 ft )

COMPONENTS V, S, M *

DURATION Concentration 10 Minutes

SCHOOL Manipulation

ATTACK/SAVE None

DAMAGE/EFFECT Control (...)

The ground in a 20-foot radius centered on a point within range twists and sprouts hardlight spikes. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels. The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the Tech is cast must make a Wisdom (Perception) check against your Tech save DC to recognize the terrain as hazardous before entering it.

* - (a broken hardlight projector)

Classes: SHUT-IN, AUDITOR, WASTELANDER SYNERGY, BIOME COMPLEX (ARCTIC) (MOUNTAIN), VPN CORP

(Spiritual Weapon) Hardlight Weapon

LEVEL 2nd

CASTING TIME 1 Bonus Action

RANGE/AREA 60 ft

COMPONENTS V, S

DURATION 1 Minute

SCHOOL Altercation

ATTACK/SAVE Melee

DAMAGE/EFFECT Kinetic

You create a floating hardlight weapon within range that lasts for the duration or until you cast this Tech again. When you cast the Tech, you can make a melee Tech attack against a creature within 5 feet of the weapon. On a hit, the target takes Kinetic damage equal to 1d8 + your Techcasting ability modifier. As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. The weapon can take whatever form you choose. At Higher Levels. When you cast this Tech using a Tech slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above 2nd.

Classes: ORDINATOR, LIFEGIVER SYNERGY, WARMONGER SYNERGY, CLAUSE OF THE TYRANT

Suggestion

LEVEL 2nd

CASTING TIME 1 Action

RANGE/AREA 30 ft

COMPONENTS V, M *

DURATION Concentration 8 Hours

SCHOOL Conception

ATTACK/SAVE WIS Save

DAMAGE/EFFECT Control (...)

You suggest a course of activity (limited to a sentence or two) and technically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the Tech. The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the Tech ends when the subject finishes what it was asked to do. You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the Tech expires, the activity isn't performed. If you or any of your companions damage the target, the Tech ends.

* - (a toothbrush)

Classes: INFLUENCER, SOURCE CODER, STREAMER, TECHWIZARD, ARCHIVIST SYNERGY

(Warding Bond) Encouraging Wink

LEVEL 2nd

CASTING TIME 1 Action

RANGE/AREA Touch

COMPONENTS V, S, M *

DURATION 1 Hour

SCHOOL Protection

ATTACK/SAVE None

DAMAGE/EFFECT Buff (...)

This Tech wards a willing creature you touch and creates an emotional connection between you and the target until the Tech ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage. The Tech ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the Tech is cast again on either of the connected creatures. You can also dismiss the Tech as an action.

* - (a pair of JO crystal friendship bracelets worth at least $$5000 each, which you and the target must wear for the duration)

Classes: ORDINATOR, PEACEBRINGER SYNERGY, CLAUSE OF THE BODYGUARD, FIELD MECHANIC

(Web) Mechanical Webslinger

LEVEL 2nd

CASTING TIME 1 Action

RANGE/AREA 60 ft (20 ft )

COMPONENTS V, S, M *

DURATION Concentration 1 Hour

SCHOOL Manifestation

ATTACK/SAVE DEX Save

DAMAGE/EFFECT Restrained

You launch a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area. If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the Tech ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet. Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. A creature restrained by the webs can use its action to make a Strength check against your Tech save DC. If it succeeds, it is no longer restrained. The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.

* - (a comic book from the Old World)

Classes: SOURCE CODER, TECHWIZARD, MECHANIST, BIOME COMPLEX (UNDERCITY)

(Zone of Truth) Lie-Detecting Field

LEVEL 2nd

CASTING TIME 1 Action

RANGE/AREA 60 ft (15 ft )

COMPONENTS V, S

DURATION 10 Minutes

SCHOOL Conception

ATTACK/SAVE CHA Save

DAMAGE/EFFECT Control

You create a technical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the Tech ends, a creature that enters the Tech's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw. An affected creature is aware of the Tech and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.

Classes: INFLUENCER, ORDINATOR, ENFORCER, ORDER SYNERGY, CLAUSE OF THE LOYAL, CLAUSE OF THE BODYGUARD

(Augury) Magic 8-Ball

LEVEL 2nd

CASTING TIME 1 Minute Ritual

RANGE/AREA Self

COMPONENTS V, S, M *

DURATION Instantaneous

SCHOOL Divination

ATTACK/SAVE None

DAMAGE/EFFECT Foreknowledge

By shaking a Magic 8-Ball you receive a vague omen about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens: Outlook Positive, for good results Very Doubtful, for bad results Better Not Tell You, for both good and bad results Ask Again Later, for results that aren't especially good or bad The tech doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional Techs or the loss or gain of a companion. If you cast the tech two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.

* - (a Magic 8-Ball worth $$2500)

Immovable Object

LEVEL 2nd

CASTING TIME 1 action

RANGE/AREA Touch

COMPONENTS V, S, M*.

DURATION 1 Round

SCHOOL Manipulation (Singularity theory)

ATTACK/SAVE Strength

DAMAGE/EFFECT Utility

You touch an object that weighs no more than 10 pounds and cause it to become magically fixed in place. You and the creatures you designate when you cast this tech can move the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this tech for 1 minute. If the object is fixed in the air, it can hold up to 4,000 pounds of weight. More weight causes the object to fall. Otherwise, a creature can use an action to make a Strength check against your Tech save DC. On a success, the creature can move the object up to 10 feet. Materials. Iron dust worth at least $$2500, which the tech consumes. At Higher Levels. If you cast this tech using a tech slot of 4th or 5th level, the DC to move the object increases by 5, it can carry up to 8,000 pounds of weight, and the duration increases to 24 hours. If you cast this tech using a tech slot of 6th level or higher, the DC to move the object increases by 10, it can carry up to 20,000 pounds of weight, and the effect is permanent until dispelled.

Classes: Techwizard

Pocket watch (Wristpocket)

LEVEL 2nd

CASTING TIME 1 action

RANGE/AREA Self

COMPONENTS S.

DURATION Concentration, up to 1 hour

SCHOOL Manifestation(Quantum theory)

ATTACK/SAVE None

DAMAGE/EFFECT Utility

You flick your wrist, causing one object in your hand to vanish. The object, which only you can be holding and can weigh no more than 5 pounds, is transported to the net, where it remains for the duration. Until the tech ends, you can use your action to summon the object to your free hand, and you can use your action to return the object to the net. An object still in the net when the tech ends appears in your space, at your feet.

Classes: Techwizard. -

Fortune's Favor

LEVEL 2nd

CASTING TIME 1 action

RANGE/AREA 60 Feet

COMPONENTS V, S, M*.

DURATION 1 Round

SCHOOL Observation (Quantum theory)

ATTACK/SAVE None

DAMAGE/EFFECT Utility

You impart latent luck to yourself or one willing creature you can see within range. When the chosen creature makes an attack roll, an ability check, or a saving throw before the tech ends, it can dismiss this tech on itself to roll an additional d20 and choose which of the d20s to use. Alternatively, when an attack roll is made against the chosen creature, it can dismiss this tech on itself to roll a d20 and choose which of the d20s to use, the one it rolled or the one the attacker rolled. If the original d20 roll has advantage or disadvantage, the creature rolls the additional d20 after advantage or disadvantage has been applied to the original roll. At Higher Levels. When you cast this tech using a tech slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Classes: Techwizard. -


[Phantasmal Force] Implanted Meme

2nd-level Deception

Casting Time: 1 action

Range: 60 feet

Components: V, S, M (holographic projector peripheral)

Duration: Concentration, up to 1 minute

You craft a meme that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a false object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This tech has no effect on hacked or machines. The thought-form includes sound, temperature, and other stimuli, also evident only to the creature. The target can use its action to examine the meme with an Intelligence (Investigation) check against your tech save DC. If the check succeeds, the target realizes that the meme is an illusion, and the tech ends. While a target is affected by the tech, the target treats the meme as if it were real. The target rationalizes any illogical outcomes from interacting with the meme. For example, a target attempting to walk across a fake bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall; it was pushed, it slipped, or a strong wind might have knocked it off. An affected target is so convinced of the meme's reality that it can even take damage from the illusion. A meme created to appear as a creature can attack the target. Similarly, a meme created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the meme can deal 1d6 software damage to the target if it is in the meme's area or within 5 feet of the meme, provided that the image is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.

Classes: Influencer, Source Coder, Techwizard


[Crown of Madness] Psychosis Protocol

2nd-level Memetics

Casting Time: 1 action

Range: 120 feet

Components: V, S

Duration: Concentration, up to 1 minute

One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way, a a horrific grin twists its face, and madness glows in its eyes. The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach. On your subsequent turns, you must use your action to maintain control over the target, or the Tech ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the tech ends.

Classes. Influencer, Source Coder, Streamer, Techwizard.

Medical Drone(Healing Spirit)

2nd-level conjuration

Casting Time: 1 bonus action

Range: 60 feet

Components: V, S Duration: Concentration, up to 1 minute You deploy a drone equipped with medical equipment that can provide first aid. The intangible drone appears in a space that is a 5-foot cube you can see within range. you decide what it looks like. Until the tech ends, whenever you or a creature you can see moves into the drones space for the first time on a turn or starts its turn there, you can cause the drone to restore 1d6 hit points to that creature (no action required). The drone can't repair constructs or be hacked. As a bonus action on your turn, you can move the drone up to 30 feet to a space you can see. The drone can heal a number of times equal to 1 + your Techcasting ability modifier (minimum of twice). After healing that number of times, the drone disappears. At Higher Levels. When you cast this Tech using a Tech slot of 3rd level or higher, the healing increases 1d6 for each slot level above 2nd.

Tech Lists. Shut-in, Auditor

Digistruct vehicle (Find Steed)

LEVEL 2nd

CASTING TIME 10 Minutes

RANGE/AREA 30 ft

COMPONENTS V, S

DURATION Instantaneous

SCHOOL Conjuration

ATTACK/SAVE None

DAMAGE/EFFECT Summoning

You summon a vehicle that assumes the form of an unusually intelligent, strong, and loyal smart vehicle, creating a long-lasting cyber bond with it. Appearing in an unoccupied space within range, the vehicle takes on a form that you choose: a bike, motorcycle, scooter, or an ATV. (Your GM might allow other vehicles to be summoned as a mount.) The vehicle has the statistics of the chosen form. Additionally, if your vehicle has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak. Your vehicle serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your vehicle, you can make any tech you cast that targets only you also target your vehicle. When the vehicle drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your vehicle at any time as an action, causing it to disappear. In either case, casting this tech again digistructs the same vehicle, restored to its hit point maximum. While your vehicle is within 1 mile of you, you can communicate with each other telepathically. You can't have more than one vehicle bonded by this Tech at a time. As an action, you can release the vehicle from its bond at any time, causing it to disappear -

Tech list: Enforcer

(Rope Trick) Private Server

2nd Level Manipulation

Casting Time: 1 action

Range: Touch

Components: V S M (a digitizer engram)

Duration: 1 hour

Classes: Techwizard

You create a digital portal to a private server of the Dark Web for up to eight Medium or smaller creatures. Creatures that aren't permitted by you cannot see or enter the portal. Attacks and Techs can't enter or exit the portal, or damage it in any way, but those inside the private server can see out of the portal as if it were a 6-foot-by-4-foot window. Anything left inside the private server falls out when the tech ends.


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