Level 4 Techs

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Front Page

(Arcane Eye) Camera Drone

LEVEL

4th

CASTING TIME

1 Action

RANGE/AREA

30 ft

COMPONENTS

V, S, M *

DURATION

Concentration 1 Hour

SCHOOL

Observation

ATTACK/SAVE

None

DAMAGE/EFFECT

Detection

You create an invisible, nanotech camera drone within range that hovers in the air for the duration.

You mentally receive visual information from the camera drone, which has normal vision and darkvision out to 30 feet. The eye can look in every direction.

As an action, you can move the camera drone up to 30 feet in any direction. There is no limit to how far away from you the camera drone can move, but it can't enter another plane of existence. A solid barrier blocks the eye's movement, but the camera drone can pass through an opening as small as 1 inch in diameter.

* - (a loose phone camera)

Classes:

Techwizard

Mechanist

ARCHIVIST SYNERGY

TECHIE SYNERGY

(Black Tentacles) Ferrofluid Tentacles

LEVEL

4th

CASTING TIME

1 Action

RANGE/AREA

90 ft (20 ft )

COMPONENTS

V, S, M *

DURATION

Concentration 1 Minute

SCHOOL

Manifestation

ATTACK/SAVE

DEX Save

DAMAGE/EFFECT

Bludgeoning

Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in the area into difficult terrain.

When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by the tentacles until the tech ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 3d6 bludgeoning damage.

A creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your tech save DC. On a success, it frees itself.

* - (a vial of ferrofluid)

Classes:

Techwizard

TELECOM PROVIDER

(Blight) Organic Dissolution

LEVEL

4th

CASTING TIME

1 Action

RANGE/AREA

30 ft

COMPONENTS

V, S

DURATION

Instantaneous

SCHOOL

Biochemistry

ATTACK/SAVE

CON Save

DAMAGE/EFFECT

Entropic

Entropic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 entropic damage on a failed save, or half as much damage on a successful one. This tech has no effect on chromed or constructs.

If you target a plant creature or a technological plant, it makes the saving throw with disadvantage, and the tech deals maximum damage to it.

If you target a non-technological plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw; it simply withers and dies.

At Higher Levels. When you cast this tech using a tech slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

VIEW DETAILS PAGE

Tags:

DAMAGE

Classes:

Shut-In

Source Coder

Streamer

Techwizard

GRIM SYNERGY

GUARANTOR SYNERGY

HOME OF THE SENSE-TANKER (DESERT)

HOME OF THE HACKER

VOIDED CLAUSE

ALCHEMIST

Compulsion

LEVEL

4th

CASTING TIME

1 Action

RANGE/AREA

30 ft

COMPONENTS

V, S

DURATION

Concentration 1 Minute

SCHOOL

Conception

ATTACK/SAVE

WIS Save

DAMAGE/EFFECT

Control

Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can't be charmed. On a failed save, a target is affected by this tech. Until the tech ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you.

Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way, it can make another Wisdom saving throw to try to end the effect.

A target isn't compelled to move into an obviously deadly hazard, such as a fire or pit, but it will provoke opportunity attacks to move in the designated direction.

VIEW DETAILS PAGE

Tags:

CONTROL

Classes:

Influencer

ORDER DOMAIN

CLAUSE OF THE ICON

Confusion

LEVEL

4th

CASTING TIME

1 Action

RANGE/AREA

90 ft (10 ft )

COMPONENTS

V, S, M *

DURATION

Concentration 1 Minute

SCHOOL

Conception

ATTACK/SAVE

WIS Save

DAMAGE/EFFECT

Control

This tech assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this tech or be affected by it.

An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.

d10 Behavior

1 The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.

2-6 The creature doesn't move or take actions this turn.

7-8 The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.

9-10 The creature can act and move normally.

At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.

At Higher Levels. When you cast this tech using a tech slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th.

* - (three nut shells)

Classes:

Influencer

Shut-In

Source Coder

Techwizard

ARCHIVIST SYNERGY

HOME OF THE HACKER

VOIDED CLAUSE

(Summon Elemental) Summon Surge

LEVEL

4th

CASTING TIME

1 Minute

RANGE/AREA

90 ft

COMPONENTS

V, S

DURATION

Concentration 1 Hour

SCHOOL

Manifestation

ATTACK/SAVE

None

DAMAGE/EFFECT

Summoning

You create hardlight Surges that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears:

One Surge of challenge rating 2 or lower

Two Surges of challenge rating 1 or lower

Four Surges of challenge rating 1/2 or lower

Eight Surges of challenge rating 1/4 or lower.

A Surge summoned by this tech disappears when it drops to 0 hit points or when the tech ends.

The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

The GM has the creatures' statistics.

At Higher Levels. When you cast this tech using certain higher-level tech slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.


Sample Elementals

CR Monster

1/4 Steam Surgelet

1/2 Dust Surgra, Ice Surgra, Magma Surgra,

2 Azer Surgga, Gargoyle Surgga

Classes:

Shut-In

Techwizard

(Summon Fey Creatures) Summon Spam UNFINISHED - MAKE MORE MONSTERS

LEVEL

4th

CASTING TIME

1 Action

RANGE/AREA

60 ft

COMPONENTS

V, S, M *

DURATION

Concentration 1 Hour

SCHOOL

Manifestation

ATTACK/SAVE

None

DAMAGE/EFFECT

Summoning

You summon hardlight fey creatures that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:

One fey creature of challenge rating 2 or lower

Two fey creatures of challenge rating 1 or lower

Four fey creatures of challenge rating 1/2 or lower

Eight fey creatures of challenge rating 1/4 or lower

A summoned creature disappears when it drops to 0 hit points or when the tech ends.

The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

The GM has the creatures' statistics. You can see some sample creatures below.

At Higher Levels. When you cast this tech using certain higher-level tech slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.


Sample Creatures

CR Creature

1/4 Hardlight Pupper, Chibi Avatar

1/2 Training Dummy

1 Dryad

2 Sea Hag

* - (one holly berry per creature summoned)

Classes:

Shut-In

Auditor


Control Water

LEVEL

4th

CASTING TIME

1 Action

RANGE/AREA

300 ft

COMPONENTS

V, S, M *

DURATION

Concentration 10 Minutes

SCHOOL

Manipulation

ATTACK/SAVE

STR Save

DAMAGE/EFFECT

Bludgeoning

Until the tech ends, you use nanotech swarmbots to control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this tech. As an action on your turn, you can repeat the same effect or choose a different one.

Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land.

If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing.

The water level remains elevated until the tech ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.

Part Water. You cause water in the area to move apart and create a trench. The trench extends across the tech's area, and the separated water forms a wall to either side. The trench remains until the tech ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.

Redirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the tech's area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the tech ends or you choose a different effect.

Whirlpool. This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your tech save DC.

When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the tech ends. On a successful save, the creature takes half damage, and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so.

The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage; this damage occurs each round it remains in the vortex.

* - (a vial of nanotech swarmbots)

Classes:

Ordinator

Shut-In

Techwizard

STORMRIDER SYNERGY

HOME OF THE SENSE-TANKER (COAST)

VPN CORP

HENTAIHUB

(Death Ward) SAPI Plate

LEVEL

4th

CASTING TIME

1 Action

RANGE/AREA

Touch

COMPONENTS

V, S

DURATION

8 Hours

SCHOOL

Protection

ATTACK/SAVE

None

DAMAGE/EFFECT

Buff (...)

You touch a creature, giving them a single-use SAPI plate, and grant it a measure of protection from death.

The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the tech ends.

If the tech is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the tech ends.

Classes:

Ordinator

Enforcer

LIFEGIVER SYNERGY

GRIM SYNERGY

GUARANTOR SYNERGY

SURVIVALIST

GOTH TOPIC

BIOCHEMIST


(Dimension Door)Quick Blink

LEVEL

4th

CASTING TIME

1 Action

RANGE/AREA

500 ft

COMPONENTS

V

DURATION

Instantaneous

SCHOOL

Manifestation

ATTACK/SAVE

None

DAMAGE/EFFECT

Teleportation

You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45- degree angle, 300 feet."

You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this tech.

If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the tech fails to teleport you.


Classes:

Influencer

Source Coder

Streamer

Techwizard

TRICKSTER SYNERGY

CLAUSE OF THE AVENGER

(Divination) Contact the Weirdos

LEVEL

4th

CASTING TIME

1 Action Ritual

RANGE/AREA

Self

COMPONENTS

V, S, M *

DURATION

Instantaneous

SCHOOL

Observation

ATTACK/SAVE

None

DAMAGE/EFFECT

Foreknowledge

Your tech and an offering put you in contact with an A.I deity or an A.I deity's caretakers . You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The GM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen.

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 finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The GM makes this roll in secret.

* - (a hacked PDA and a one-use USB dongle)

Classes:

ORDINATOR

HOME OF THE SENSE-TANKER (FOREST)

HOME OF THE SENSE-TANKER (GRASSLAND)

Dominate Beast

LEVEL

4th

CASTING TIME

1 Action

RANGE/AREA

60 ft

COMPONENTS

V, S

DURATION

Concentration 1 Minute

SCHOOL

Conception

ATTACK/SAVE

WIS Save

DAMAGE/EFFECT

Charmed

You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

While the beast is charmed, you can issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

Each time the target takes damage, it makes a new Wisdom saving throw against the tech. If the saving throw succeeds, the tech ends.

At Higher Levels. When you cast this tech with a 5th-level tech slot, the duration is concentration, up to 10 minutes. When you use a 6th-level tech slot, the duration is concentration, up to 1 hour. When you use a tech slot of 7th level or higher, the duration is concentration, up to 8 hours.

Classes:

SHUT-IN

SOURCE CODER

WASTELANDER SYNERGY

CLAUSE OF THE TYRANT

WELLNESS BRAND

TELECOM PROVIDER

Fabricate

LEVEL

4th

CASTING TIME

10 Minutes

RANGE/AREA

120 ft ()

COMPONENTS

V, S

DURATION

Instantaneous

SCHOOL

Manipulation

ATTACK/SAVE

None

DAMAGE/EFFECT

Creation

You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and underwear from flax or wool.

Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of objects made by the tech is commensurate with the quality of the raw materials.

Creatures or tech items can't be created or transmuted by this tech. You also can't use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan's tools used to craft such objects.

Classes:

TECHWIZARD

MECHANIST

INDUSTRIALIST SYNERGY

(Faithful Hound) Micro-swarm

LEVEL

4th

CASTING TIME

1 Action

RANGE/AREA

30 ft

COMPONENTS

V, S, M *

DURATION

8 Hours

SCHOOL

Manifestation

ATTACK/SAVE

Melee

DAMAGE/EFFECT

Piercing

You release a cloud of microscopic combat drones in an unoccupied space that you can see within range, where it remains for the duration, until you dismiss it as an action, or until you move more than 100 feet away from it.

The drone swarm is invisible to all creatures except you and can't be harmed. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this tech, the drone swarm starts blaring an alarm. The swarm sees invisible creatures. It ignores Projections.

At the start of each of your turns, the swarm attempts to attack one creature within 5 feet of it that is hostile to you. The hound's attack bonus is equal to your techcasting ability modifier + your proficiency bonus. On a hit, it deals 4d8 piercing damage.

* - (a vial of micro-swarm drones)

Classes:

TECHWIZARD

(Fire Shield) Burning Swarmshield

LEVEL

4th

CASTING TIME

1 Action

RANGE/AREA

Self

COMPONENTS

V, S, M *

DURATION

10 Minutes

SCHOOL

Altercation

ATTACK/SAVE

None

DAMAGE/EFFECT

Fire (...)

Burning swarmdrones wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the tech early by using an action to dismiss it.

The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage.

In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield, or 2d8 cold damage from a cold shield.

* - (a lighter)

Classes:

TECHWIZARD

HOME OF THE COZY

GACHA GAME

VPN CORP

FIELD MECHANIC

ARMORER

(Freedom of Movement) Feet-Fitted Repulsors

LEVEL

4th

CASTING TIME

1 Action

RANGE/AREA

Touch

COMPONENTS

V, S, M *

DURATION

1 Hour

SCHOOL

Protection

ATTACK/SAVE

None

DAMAGE/EFFECT

Buff (...)

You touch a willing creature. For the duration, the target's movement is unaffected by difficult terrain, and techs and other technical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained.

The target can also spend 5 feet of movement to automatically escape from nontechnical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target's movement or attacks.

* - (a pair of magnets)

Classes:

INFLUENCER

ORDINATOR

SHUT-IN

AUDITOR

MECHANIST

WARMONGER SYNERGY

HOME OF THE SENSE-TANKER (ARCTIC)

HOME OF THE SENSE-TANKER (COAST)

HOME OF THE SENSE-TANKER (FOREST)

HOME OF THE SENSE-TANKER (GRASSLAND)

HOME OF THE SENSE-TANKER (SWAMP)

CLAUSE OF THE LOYAL

CLAUSE OF THE ICON


(Giant Insect) Hardlight Bugs

LEVEL

4th

CASTING TIME

1 Action

RANGE/AREA

30 ft

COMPONENTS

V, S

DURATION

Concentration 10 Minutes

SCHOOL

Manipulation

ATTACK/SAVE

None

DAMAGE/EFFECT

Summoning

You use the biometric data of up to ten centipedes, three spiders, five wasps, or one scorpion within range to create giant hardlight versions of their digital forms for the duration. A centipede becomes a giant centipede, a spider becomes a giant spider, a wasp becomes a giant wasp, and a scorpion becomes a giant scorpion.

Each creature obeys your verbal commands, and in combat, they act on your turn each round. The GM has the statistics for these creatures and resolves their actions and movement.

A creature remains in its giant size for the duration, until it drops to 0 hit points, or until you use an action to dismiss the effect on it.

The GM might allow you to choose different targets. For example, if you use a bee, its giant version might have the same statistics as a giant wasp.


Classes:

SHUT-IN

(Greater Invisibility) Greater Cloaking

LEVEL

4th

CASTING TIME

1 Action

RANGE/AREA

Touch

COMPONENTS

V, S

DURATION

Concentration 1 Minute

SCHOOL

Deception

ATTACK/SAVE

None

DAMAGE/EFFECT

Invisible

You or 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.


Classes:

INFLUENCER

SOURCE CODER

TECHWIZARD

SHADOWDANCER SYNERGY

HOME OF THE SENSE-TANKER (UNDERDARK)

WELLNESS BRAND

VPN CORP

GOTH TOPIC

ARMORER


(Guardian of Faith) Hardlight Guardian

LEVEL

4th

CASTING TIME

1 Action

RANGE/AREA

30 ft

COMPONENTS

V

DURATION

8 Hours

SCHOOL

Manifestation

ATTACK/SAVE

DEX Save

DAMAGE/EFFECT

Neon

A Large hardlight guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your A.I deity, if you have one.

Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 neon damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.

Classes:

ORDINATOR

LIFEGIVER SYNERGY

PROMETHEAN SYNERGY

CLAUSE OF THE LOYAL

OATH OF THE CROWN

CHARITY FOUNDATION


(Hallucinatory Terrain) Digitally Projected Terrain

LEVEL

4th

CASTING TIME

10 Minutes

RANGE/AREA

300 ft (150 ft )

COMPONENTS

V, S, M *

DURATION

24 Hours

SCHOOL

Deception

ATTACK/SAVE

None

DAMAGE/EFFECT

Control

You make digital terrain in a 150-foot cube in range look, sound, and smell like some other sort of digital terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren't changed in appearance.

The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the Projection. If the difference isn't obvious by touch, a creature carefully examining the Projection can attempt an Intelligence (Investigation) check against your tech save DC to disbelieve it. A creature who discerns the Projection for what it is, sees it as a vague image superimposed on the terrain.

* - (a spare battery for your hardlight projector)

Classes:

INFLUENCER

SHUT-IN

STREAMER

TECHWIZARD

HOME OF THE SENSE-TANKER (DESERT)


(Ice Storm) Super-Cooled Disposable Drones

LEVEL

4th

CASTING TIME

1 Action

RANGE/AREA

300 ft (20 ft *)

COMPONENTS

V, S, M *

DURATION

Instantaneous

SCHOOL

Altercation

ATTACK/SAVE

DEX Save

DAMAGE/EFFECT

Bludgeoning (...)

A hail of frozen drone parts pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.

The frozen drone parts turn the storm's area of effect into difficult terrain until the end of your next turn.

At Higher Levels. When you cast this tech using a tech slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.

* - (a coolant container)

Classes:

SHUT-IN

SOURCE CODER

TECHWIZARD

STORMRIDER SYNERGY

HOME OF THE SENSE-TANKER (ARCTIC)

CLAUSE OF THE ANCESTORS

ENGINEER

(Locate Creature) Biometric SatNav

LEVEL

4th

CASTING TIME

1 Action

RANGE/AREA

Self

COMPONENTS

V, S, M *

DURATION

Concentration 1 Hour

SCHOOL

Observation

ATTACK/SAVE

None

DAMAGE/EFFECT

Detection

Describe or name a creature that is familiar to you. You are directed toward the creature's location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.

The tech can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a hot dog), so long as you have seen such a creature up close--within 30 feet--at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph tech, this tech doesn't locate the creature.

This tech can't locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.

* - (a hacked micro-GPS)

Classes:

Influencer

Ordinator

Shut-In

Enforcer

Auditor

Techwizard

(Phantasmal Killer) Neurosynaptic Scrambler

LEVEL

4th

CASTING TIME

1 Action

RANGE/AREA

120 ft

COMPONENTS

V, S

DURATION

Concentration 1 Minute

SCHOOL

Deception

ATTACK/SAVE

WIS Save

DAMAGE/EFFECT

Psychic

You hack the neurosynaptic data of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom saving throw. On a failed save, the target becomes frightened for the duration. At the end of each of the target's turns before the tech ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the tech ends.

At Higher Levels. When you cast this tech using a tech slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.


Classes:

TECHWIZARD

THE HEXBLADE

VPN CORP

(Polymorph) Reformat

LEVEL

4th

CASTING TIME

1 Action

RANGE/AREA

60 ft

COMPONENTS

V, S, M *

DURATION

Concentration 1 Hour

SCHOOL

Manipulation

ATTACK/SAVE

WIS Save

DAMAGE/EFFECT

Control (...)

This tech digitizes and reformats a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The tech has no effect on a shapechanger or a creature with 0 hit points.

The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level, if it doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.

The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious.

The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast techs, or take any other action that requires hands or speech.

The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.

* - (a spare engram)

Classes:

INFLUENCER

SHUT-IN

SOURCE CODER

TECHWIZARD

TRICKSTER SYNERGY

(Private Sanctum) Secure Zone

LEVEL

4th

CASTING TIME

10 Minutes

RANGE/AREA

120 ft (*)

COMPONENTS

V, S, M *

DURATION

24 Hours

SCHOOL

Protection

ATTACK/SAVE

None

DAMAGE/EFFECT

Control

You make an area within range technologically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The tech lasts for the duration or until you use an action to dismiss it.

When you cast the tech, you decide what sort of security the tech provides, choosing any or all of the following properties:

Sound can't pass through the barrier at the edge of the shrouded area.

The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it.

Sensors created by Observation techs can't appear inside the protected area or pass through the barrier at its perimeter.

Creatures in the area can't be targeted by Observation techs.

Nothing can teleport into or out of the warded area.

Engrammatic travel is blocked within the warded area.

Casting this tech on the same spot every day for a year makes this effect permanent.

At Higher Levels. When you cast this tech using a tech slot of 5th level or higher, you can increase the size of the cube by 100 feet for each slot level beyond 4th. Thus you could protect a cube that can be up to 200 feet on one side by using a tech slot of 5th level.

* - (a swarm of microdrones, powdered glass, and a vial of security micro-beacons)

Classes:

TECHWIZARD

(Resilient Sphere) Grey Goo Enclosure

LEVEL

4th

CASTING TIME

1 Action

RANGE/AREA

30 ft (*)

COMPONENTS

V, S, M *

DURATION

Concentration 1 Minute

SCHOOL

Altercation

ATTACK/SAVE

DEX Save

DAMAGE/EFFECT

Control (...)

A sphere of self-replicating nanobots encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration.

Nothing--not physical objects, energy, or other tech effects--can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can't be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it.

The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere's walls and thus roll the sphere at up to half the creature's speed. Similarly, the globe can be picked up and moved by other creatures.

A disintegrate tech targeting the globe destroys it without harming anything inside it.

* - (a glass ball containing self-replicating nanobots)

Classes:

TECHWIZARD

CLAUSE OF THE PEACEKEEPER

(Secret Chest) Engrammatic Stash

LEVEL

4th

CASTING TIME

1 Action

RANGE/AREA

Touch

COMPONENTS

V, S, M *

DURATION

Instantaneous

SCHOOL

Manifestation

ATTACK/SAVE

None

DAMAGE/EFFECT

Utility

You digitize a stash, and all its contents, on the Dark Web. You must touch the stash and the miniature replica that serves as a material component for the tech. The stash can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet).

While the Stash remains on the Dark Web, you can use an action and touch the replica to recall the Stash. It appears in an unoccupied space on the ground within 5 feet of you. You can send the Stash back to the Dark Web by using an action and touching both the Stash and the replica.

After 60 days, there is a cumulative 5 percent chance per day that the tech's effect ends. This effect ends if you cast this tech again, if the smaller replica Stash is destroyed, or if you choose to end the tech as an action. If the tech ends and the larger Stash is on the Dark Web, it is irretrievably lost.

* - (a lockbox, 3 feet by 2 feet by 2 feet, constructed from rare materials worth at least $$500,000, and a Tiny replica made from the same materials worth at least $$5000)

Classes:

TECHWIZARD

TECHIE SYNERGY

(Stone Shape) Stone Reconstitute

LEVEL

4th

CASTING TIME

1 Action

RANGE/AREA

Touch

COMPONENTS

V, S, M *

DURATION

Instantaneous

SCHOOL

Manipulation

ATTACK/SAVE

None

DAMAGE/EFFECT

Control

You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and digitally reconstitute it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, figurine, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn't possible.

* - (a silicate engram)

Classes:

ordinator

SHUT-IN

TECHWIZARD

MECHANIST

HOME OF THE SENSE-TANKER (MOUNTAIN)

HOME OF THE SENSE-TANKER (UNDERDARK)

VPN CORP

(Stoneskin) Ablative Armour

LEVEL

4th

CASTING TIME

1 Action

RANGE/AREA

Touch

COMPONENTS

V, S, M *

DURATION

Concentration 1 Hour

SCHOOL

Protection

ATTACK/SAVE

None

DAMAGE/EFFECT

Buff

This tech gifts a willing creature you touch a skin of ceramic ablative armour. Until the tech ends, the target has resistance to nontechal bludgeoning, piercing, and slashing damage.

* - (ceramic scales worth $$10000, which the tech consumes)

Classes:

SHUT-IN

AUDITOR

SOURCE CODER

TECHWIZARD

MECHANIST

WARMONGER SYNERGY

HOME OF THE SENSE-TANKER (MOUNTAIN)

CLAUSE OF THE ANCESTORS

CLAUSE OF THE TYRANT

CLAUSE OF THE PEACEKEEPER


Wall of Fire

LEVEL

4th

CASTING TIME

1 Action

RANGE/AREA

120 ft

COMPONENTS

V, S, M *

DURATION

Concentration 1 Minute

SCHOOL

Altercation

ATTACK/SAVE

DEX Save

DAMAGE/EFFECT

Fire

You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.

When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.

One side of the wall, selected by you when you cast this tech, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.

At Higher Levels. When you cast this tech using a tech slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

* - (a lighter and a can of gasoline)

Classes:

SHUT-IN

SOURCE CODER

TECHWIZARD

PROMETHEAN SYNERGY

INDUSTRIALIST SYNERGY

GACHA GAME

CHARITY FOUNDATION

ENGINEER



Diagnostic Nanite Swarm (Aura of Purity)

4th-level Protection

Casting Time: 1 action

Range: Self, 30ft Sphere

Components: V

Duration: 10 minutes (Concentration)

Diagnostic nanites swirl around you in a 30-foot radius. Until the tech ends, the swarm moves with you, centered on you. Each nonhostile creature in the swarm (including you) can't become diseased, has resistance to poison damage, and has advantage on saving throws against effects that cause any of the following conditions: blinded, charmed, deafened, frightened, paralyzed, poisoned, and stunned.

Tech Lists. Enforcer, Ordinator, Field Mechanic


Singularity Sinkhole (Gravity Sinkhole)

LEVEL

4th

CASTING TIME

1 action

RANGE/AREA

120 Feet

COMPONENTS

V, S.

DURATION

Instantaneous

SCHOOL

Altercation (Singularity theory)

ATTACK/SAVE

Con save

DAMAGE/EFFECT

Damage, utility

A 20-foot-radius sphere of crushing kinetic energy forms at a point you can see within range and tugs at the creatures there. Each creature in the sphere must make a Constitution saving throw. On a failed save, the creature takes 5d10 kinetic damage, and is pulled in a straight line toward the center of the sphere, ending in an unoccupied space as close to the center as possible (even if that space is in the air). On a successful save, the creature takes half as much damage and isn't pulled.

At Higher Levels. When you cast this tech using a tech slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.

Classes:

Techwizard.


[Banishment] Defragment

4th-level Protection

Casting Time: 1 action

Range: 60 feet

Components: V, S, M (an item distasteful to the target)

Duration: Concentration, up to 1 minute

You attempt to disrupt one creature that you can see within range, sending it to the digital realm. The target must succeed on a Charisma saving throw or be defragmented.

If the target is native to the physical world, you send the target to a harmless digital enclosure. While there, the target is incapacitated. The target remains there until the tech ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

If the target is native to the digital realm (such as an A.I, spam, or virus), the target is defragmented with a faint popping noise, its physical body dispersed and its consciousness returned to its native server. If the tech ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.

At Higher Levels. When you cast this Tech using a tech slot of 5th level or higher, you can target one additional creature for each slot level above 4th.

Tech Lists. Enforcer, Ordinator, Source Coder, Streamer, Techwizard.


(Staggering Smite) Hacking Smite

4th-level evocation

Casting Time: 1 bonus action

Range: Self

Components: V

Duration: Concentration, up to 1 minute

The next time you hit a creature with a melee weapon attack during this tech's duration, your weapon pierces both body and mind, and the attack deals an extra 4d6 software damage to the target. The target must make a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls and ability checks, and can't take reactions until the end of its next turn.

Tech Lists. Enforcer


Aura of Life

4th-level abjuration

Casting Time: 1 action

Range: Self (30-foot radius)

Components: V

Duration: Concentration, up to 10 minutes

Life-preserving microdrones swarm around you in an aura with a 30-foot radius. Until the tech ends, the aura moves with you, centered on you. Each non-hostile creature in the aura (including you) has resistance to entropic damage, and its hit point maximum can't be reduced. In addition, a non-hostile, living creature regains 1 hit point when it starts its turn in the aura with 0 hit points.

Tech Lists. Ordinator, Enforcer


Grasping Vine

4th-level Manifestation

Casting Time: 1 bonus action

Range: 30 feet

Components: V, S

Duration: Concentration, up to 1 minute

You create a hardlight vine that sprouts from the ground in an unoccupied space of your choice that you can see within range. When you cast this Tech, you can direct the vine to lash out at a creature within 30 feet of it that you can see. That creature must succeed on a Dexterity saving throw or be pulled 20 feet directly toward the vine.

Until the Tech ends, you can direct the vine to lash out at the same creature or another one as a bonus action on each of your turns.

Tech Lists. Shut-In, Auditor