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Primary system flush (Greater Restoration)
LEVEL
5th
CASTING TIME
1 action
RANGE/AREA
Touch
COMPONENTS
V, S, M*.
DURATION
Instantaneous
SCHOOL
Protection
ATTACK/SAVE
None
DAMAGE/EFFECT
Healing
You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target:
-> One effect that charmed or petrified the target
-> One curse, including the target's attunement to a cursed technical item
-> Any reduction to one of the target's ability scores
-> One effect reducing the target's hit point maximum
Material: Medical nanobots worth at least $$10,000, which the tech consumes.
Classes:
Influencer/Ordinator/Shut-In.
Teleportation Strike (Steel Wind Strike)
Casting Time: 1 action
Range: 30 feet
Components: S, M (a melee weapon)
Duration: Instantaneous
You push your short range teleported to its limits to strike like the wind. Choose up to five creatures you can see within range. Make a melee tech attack against each target. On a hit, a target takes 6d10 Kinetic damage.
You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.
Classes: Tech-Wizard, Auditor
Gravity Marker(Animate Objects)
5th-level Manipulation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 minute
You take control of objects around you. Choose up to ten objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can't animate any object larger than Huge. Each target animates and becomes a creature under your control until the Tech ends or until reduced to 0 hit points.
As a bonus action, you can mentally command any creature you made with this Tech if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
Animated Object Statistics
Size HP AC Attack Ability Scores
Tiny 20 18 +8 to hit, 1d4 + 4 damage Str: 4, Dex: 18
Small 25 16 +6 to hit, 1d8 + 2 damage Str: 6, Dex: 14
Medium 40 13 +5 to hit, 2d6 + 1 damage Str: 10, Dex: 12
Large 50 10 +6 to hit, 2d10 + 2 damage Str: 14, Dex: 10
Huge 80 10 +8 to hit, 2d12 + 4 damage Str: 18, Dex: 6
An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if the objects lack legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.
If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The DM might rule that a specific object inflicts slashing or piercing damage based on its form.
At Higher Levels. If you cast this Tech using a Tech slot of 6th level or higher, you can animate two additional objects for each slot level above 5th.
Tech Lists. mechanist, influencer, Source Coder, TechWizard
Absolute Terror Field(Antilife Shell)
5th-level Protection
Casting Time: 1 action
Range: Self (10-foot radius)
Components: V, S
Duration: Concentration, up to 1 hour
A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs.
The barrier lasts for the duration. The barrier prevents an affected creature from passing or reaching through. An affected creature can cast techs or make attacks with ranged or reach weapons through the barrier.
If you move so that an affected creature is forced to pass through the barrier, the Tech ends.
Tech Lists. Shut-in
Memory Translation(Awaken)
Source: Player's Handbook
5th-level Manipulation
Casting Time: 8 hours
Range: Touch
Components: V, S, M ( $100,000 worth of circuitry, which the Tech consumes)
Duration: Instantaneous
Select an creature or object/location with 3 or less intelligence,
If it is a creature for the next 30 days it has 10 intelligence, is charmed by you and is able to speak any language you can.
If its a object or location you are able to see events related to or based around that object for the next 30 days or any time in the prior 30 days.
Tech Lists. influencer, Shut-in
Banishing Smite
5th-level Protection
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
The next time you hit a creature with a weapon attack before this Tech ends, your weapon crackles with force, and the attack deals an extra 5d10 Kinetic damage to the target. Additionally, if this attack reduces the target to 50 hit points of fewer, you banish it. If the target is program based they are sent back to the net, if the target isnt you convert it into an engram for the duration of this tech.
Tech Lists. enforcer
Big Whacking' Hand(Bigby's Hand)
5th-level Altercation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M
Duration: Concentration, up to 1 minute
You create a Large hand of hardlight in an unoccupied space that you can see within range. The hand lasts for the techs duration, and it moves at your command, mimicking the movements of your own hand.
The hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the Tech ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn't fill its space.
When you cast the Tech and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects with it.
Clenched Fist. The hand strikes one creature or object within 5 feet of it. Make a melee Tech attack for the hand using your game statistics. On a hit, the target takes 4d8 force damage.
Forceful Hand. The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand's Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your techcasting ability modifier. The hand moves with the target to remain within 5 feet of it.
Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand's Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6 + your techcasting ability modifier.
Interposing Hand. The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can't move through the hand's space if its Strength score is less than or equal to the hand's Strength score. If its Strength score is higher than the hand's Strength score, the target can move toward you through the hand's space, but that space is difficult terrain for the target.
At Higher Levels. When you cast this Tech using a Tech slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th.
Tech Lists. mechanist, Source Coder, TechWizard
Protection Field(Circle of Power)
5th-level Protection
Casting Time: 1 action
Range: Self (30-foot radius)
Components: V
Duration: Concentration, up to 10 minutes
Energy radiates from you, distorting and diffusing electricity within 30 feet of you. Until the Tech ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving throws against tech and tech effects
Additionally, when an affected creature succeeds on a saving throw made against a tech or tech effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throws.
Tech Lists. enforcer
Cloudkill
5th-level Manifestation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 10 minutes
You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the tech. Its area is heavily obscured.
When a creature enters the tech's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.
The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.
At Higher Levels. When you cast this Tech using a Tech slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
Tech Lists. Source Coder, TechWizard
Environmental Diagnostic(Commune with City)
5th-level Observation (ritual)
Casting Time: 1 minute
Range: Self
Components: V, S
Duration: Instantaneous
You briefly become one with the city and gain knowledge of the surrounding area. Aboveground, this Tech gives you knowledge of the area within 1 mile of you. In sewers and other underground settings, you gain knowledge of the area within 600 feet of you.
You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:
Terrain and bodies of water
Prevalent buildings, plants, animals, or intelligent creatures
Powerful (CR 1 or higher) Programs, Hacked and surges
Influences from other planes of existence
Electrical currents, wireless signals, and active transit lines and tracks
For example, you could determine the location of powerful undead in the area, the location of major sources of electrical power or interference, and the location of any nearby parks.
Tech Lists. Source Coder, Streamer, TechWizard
Nitrogen Blast(Cone of Cold)
5th-level Altercation
Casting Time: 1 action
Range: Self (60-foot cone)
Components: V, S, M (a small crystal or glass cone)
Duration: Instantaneous
A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one. A creature killed by this Tech becomes a frozen statue until it thaws.
At Higher Levels. When you cast this Tech using a Tech slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
Tech Lists. Shut-in, Source Coder, TechWizard
Bombardment(Conjure Volley)
5th-level Manifestation
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (one piece of ammunition or one thrown weapon)
Duration: Instantaneous
You fire a piece of normal ammunition from a ranged weapon or throw a normal weapon into the air and choose a point within range. Hundreds of duplicates of the ammunition or weapon fall in a volley from above and then disappear. Each creature in a 40-foot-radius, 20-foot-high cylinder centered on that point must make a Dexterity saving throw. A creature takes 8d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the ammunition or weapon.
Tech Lists. Auditor
Contagion
5th-level Biochemistry
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 7 days
Your touch inflicts disease. Make a melee Tech attack against a creature within your reach. On a hit, the target is poisoned.
At the end of each of the poisoned target's turns, the target must make a Constitution saving throw. If the target succeeds on three of these saves, it is no longer poisoned, and the Tech ends. If the target fails three of these saves, the target is no longer poisoned, but choose one of the diseases below. The target is subjected to the chosen disease for the tech's duration.
Since this Tech induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease's effects apply to it.
Blinding Sickness. Pain grips the creature's mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded.
Filth Fever. A raging fever sweeps through the creature's body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength.
Flesh Rot. The creature's flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.
Mindfire. The creature's mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion Tech during combat.
Seizure. The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity.
Slimy Doom. The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.
Tech Lists. ordinator, Shut-in
Air Control(Control Winds)
5th-level Manipulation
Casting Time: 1 action
Range: 300 feet
Components: V, S
Duration: Concentration, up to 1 hour
You take control of the air in a 100-foot cube that you can see within range. Choose one of the following effects when you cast the tech. The effect lasts for the tech's duration, unless you use your action on a later turn to switch to a different effect. You can also use your action to temporarily halt the effect or to restart one you've halted.
Gusts. A wind picks up within the cube, continually blowing in a horizontal direction that you choose. You choose the intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that pass through it or that are made against targets within the cube have disadvantage on their attack rolls. If the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved.
Downdraft. You cause a sustained blast of strong wind to blow downward from the top of the cube. Ranged weapon attacks that pass through the cube or that are made against targets within it have disadvantage on their attack rolls. A creature must make a Strength saving throw if it flies into the cube for the first time on a turn or starts its turn there flying. On a failed save, the creature is knocked prone.
Updraft. You cause a sustained updraft within the cube, rising upward from the cube's bottom edge. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 10 feet higher than normal.
Tech Lists. Shut-in, Source Coder, TechWizard
Creation
5th-level Manipulation
Casting Time: 1 minute
Range: 30 feet
Components: V, S, M (a tiny piece of matter of the same type of the item you plan to create)
Duration: Special
You convert pure matter into a nonliving object of vegetable matter within range: soft goods, rope, wood, or something similar. You can also use this Tech to create mineral objects such as stone, crystal, or metal. The object created must be no larger than a 5-foot cube, and the object must be of a form and material that you have seen before.
The duration depends on the object's material. If the object is composed of multiple materials, use the shortest duration.
Material Duration
Vegetable matter 1 day
Stone, crystal 12 hours
Precious metals 1 hour
Gems 10 minutes
Adamantine, Mithral 1 minute
Using any material created by this Tech as another tech's material component causes that Tech to fail.
At Higher Levels. When you cast this Tech using a Tech slot of 6th level or higher, the cube increases by 5 feet for each slot level above 5th.
Tech Lists. mechanist, Source Coder, TechWizard
Spot Light(Dawn)
5th-level Altercation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a sunburst pendant worth at least 100 gp)
Duration: Concentration, up to 1 minute
The light of dawn shines down on a location you specify within range. Until the Tech ends, a 30-foot-radius.40-foot-high cylinder of bright light glimmers there. This light is sunlight. When the cylinder appears, each creature in it must make a Constitution saving throw, taking 4d10 Neon damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw whenever it ends its turn in the cylinder. If you're within 60 feet of the cylinder, you can move it up to 60 feet as a bonus action on your turn.
Tech Lists. ordinator, TechWizard
Destructive Wave
5th-level Altercation
Casting Time: 1 action
Range: Self (30-foot radius)
Components: V
Duration: Instantaneous
You strike the ground, creating a burst of energy that ripples outward from you. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw or take 5d6 thunder damage, as well as 5d6 Neon or Entropic damage (your choice), and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn't knocked prone.
Tech Lists. enforcer
Dominate Person
5th-level Conception
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
You attempt to beguile a humanoid 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 target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to 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 using a 6th-level Tech slot, the duration is concentration, up to 10 minutes. When you use a 7th-level Tech slot, the duration is concentration, up to 1 hour. When you use a Tech slot of 8th level or higher, the duration is concentration, up to 8 hours.
Tech Lists. influencer, Source Coder, TechWizard
Disrupt Entity(dispel evil and good)
Level: 5th
Casting Time: 1 Action
Range/Area: Self
Components: V, S, M (hard water or magnetically charged iron dust)
Duration: Concentration (1 Minute)
School: Protection
Attack/Save: CHA Save
A powerful quantum disruptor field surrounds and protects you from A.I., spam, hacked, surges, and viruses. For the duration, creatures of those types have disadvantage on attack rolls against you.
You can end the tech early by discharging its remaining energy to utilise either of the following special functions.
Neural Reset. As your action, you touch a creature you can reach that is charmed, frightened, or inhabited by an A.I., spam, hacked, surge, or virus. The creature you touch is no longer charmed, frightened, or inhabited by such creatures.
Dispersal. As your action, make a melee Tech attack against an A.I., spam, hacked, surge, or virus you can reach. On a hit, you disperse the entity's digital consciousness, forcing it to reform in the digital realm. The creature must succeed on a Charisma saving throw or be digitized and vanish from the physical world. Unintelligent creatures who fail this save (such as husks and chassis) are simply destroyed.
Flutter Step(Far Step)
5th-level Manifestation
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the Tech ends, you can use a bonus action to teleport in this way again.
Tech Lists. Source Coder, Streamer, TechWizard
Hellfire Strike(Flame Strike)
5th-level Altercation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (pinch of sulfur)
Duration: Instantaneous
A vertical column of fire roars down from the heavens in a location you specify. Each creature in a 10-foot radius, 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 Neon damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this Tech using a Tech slot of 6th level or higher, the fire damage or the Neon damage (your choice) increases by 1d6 for each slot level above 5th.
Tech Lists. ordinator
Transfusion Leash(Enervation)
5th-level Biochemistry
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
A tendril of inky darkness reaches out from you, touching a creature you can see within range to drain life from it. The target must make a Dexterity saving throw. On a successful save, the target takes 2d8 Entropic damage, and the Tech ends. On a failed save, the target takes 4d8 Entropic damage, and until the Tech ends, you can use your action on each of your turns to automatically deal 4d8 Entropic damage to the target. The Tech ends if you use your action to do anything else, if the target is ever outside the tech's range, or if the target has total cover from you. Whenever the Tech deals damage to a target, you regain hit points equal to half the amount of Entropic damage the target takes.
At Higher Levels. When you cast this Tech using a Tech slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
Tech Lists. Source Coder, Streamer, TechWizard
Lock Down Target(Hold Monster)
5th-level Conception
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a small, straight piece of iron)
Duration: Concentration, up to 1 minute
Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This Tech has no effect on undead. 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 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.
Tech Lists. influencer, Source Coder, Streamer, TechWizard
(Holy Weapon) Neon Weapon
5th-level Altercation
Casting Time: 1 bonus action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 hour
Until the Tech ends, the weapon emits bright light in a 30 - foot radius and dim light for an additional 30 feet. In addition, weapon attacks made with it deal an extra 2d8 Neon damage on a hit. If the weapon isn't already a technical weapon, it becomes one for the duration. As a bonus action on your turn, you can dismiss this Tech and cause the weapon to emit a burst of radiance. Each creature of your choice that you can see within 30 feet of the weapon must make a Constitution saving throw. On a failed save, a creature takes 4d8 Neon damage, and it is blinded for 1 minute. On a successful save, a creature takes half as much damage and isn't blinded. At the end of each of its turns, a blinded creature can make a Constitution saving throw, ending the effect on itself on a success.
Tech Lists. ordinator, enforcer
Immolation
5th-level Altercation
Casting Time: 1 action
Range: 90 feet
Components: V
Duration: Concentration, up to 1 minute
Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 7d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the tech's duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 3d6 fire damage on a failed save, and the Tech ends on a successful one. These technical flames can't be extinguished easily or by most conventional means
If damage from this Tech reduces a target to 0 hit points, the target is turned to ash.
Tech Lists. Source Coder, TechWizard
Hardlight Storm(Insect Plague)
5th-level Manifestation
Casting Time: 1 action
Range: 300 feet
Components: V, S, M
Duration: Concentration, up to 10 minutes
Sharp hard light constructs fill a 20-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration, and its area is lightly obscured. The sphere's area is difficult terrain.
When the area appears, each creature in it must make a Constitution saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the tech's area for the first time on a turn or ends its turn there.
At Higher Levels. When you cast this Tech using a Tech slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.
Tech Lists. ordinator, Shut-in, Source Coder
Maelstrom
5th-level Altercation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (paper or leaf in the shape of a funnel)
Duration: Concentration, up to 1 minute
A mass of 5-foot-deep water appears and swirls in a 30-foot radius centered on a point you can see within range. The point must be on ground or in a body of water. Until the Tech ends, that area is difficult terrain, and any creature that starts its turn there must succeed on a Strength saving throw or take 6d6 bludgeoning damage and be pulled 10 feet toward the center.
Tech Lists. Shut-in
Medical Nanite Burst(Mass Cure Wounds)
5th-level Altercation
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your tech ability modifier. This Tech has no effect on undead or constructs.
At Higher Levels. When you cast this Tech using a Tech slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th.
Tech Lists. influencer, ordinator, Shut-in
Holographic Decoy (Mislead)
5th-level Deception
Casting Time: 1 action
Range: Self
Components: S
Duration: Concentration, up to 1 hour
You become invisible at the same time that an holographic double of you appears where you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a tech.
You can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose.
You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.
Tech Lists. influencer, Streamer, TechWizard
Modify Memory
5th-level Conception
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute
You attempt to reshape another creature's memories. One creature that you can see must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another tech, this Tech ends, and none of the target's memories are modified.
While this charm lasts, you can affect the target's memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event, Its mind fills in any gaps in the details of your description. If the Tech ends before you have finished describing the modified memories, the creature's memory isn't altered. Otherwise, the modified memories take hold when the Tech ends.
A modified memory doesn't necessarily affect how a creature behaves, particularly if the memory contradicts the creature's natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature in a significant manner.
The memory can only be returned through the use of advanced tech.
At Higher Levels. If using a techslot of 6th level or higher, you can alter the target's memories of an event that took place up to 7 days ago 6th, 30 days ago 7th l, 1 year ago 8th, or any time in the creature's past 9th.
Tech Lists. influencer, Streamer, TechWizard
Temporary Tunnel(Passwall)
5th-level Manipulation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a pinch of sesame seeds)
Duration: 1 hour
A passage appears at a point of your choice that you can see on a wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor) within range, and lasts for the duration. You choose the opening's dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it.
When the opening disappears, any creatures or objects still in the passage created by the Tech are safely ejected to an unoccupied space nearest to the surface on which you cast the tech.
Tech Lists. TechWizard
Hardlight Second Skin(Seeming)
5th-level Deception
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 8 hours
This tech allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, illusory appearance. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this tech.
The Tech disguises physical appearances as well as clothing, armor, weapons, and equipment. You can make each creature seem 1 foot shorter or taller and appear thin, fat, or in-between. You can't change a target's body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the Deception is up to you. The Tech lasts for the duration, unless you use your action to dismiss it sooner.
The changes wrought by this Tech fail to hold up to physical inspections. For example, if you use this Tech to add a hat to a creature's outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel the creature's head and hair. If you use this Tech to appear thinner then you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
A creature can use its action to inspect a target and make an Intelligence (Investigation) check against your Tech save DC. If it succeeds, it becomes aware that the target is disguised.
Tech Lists. influencer, Source Coder, TechWizard
Shutdown
5th-level Manipulation (technomagic)
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 minute
This Tech shuts down all electronic devices within range that are not wielded by or under the direct control of a creature. If an electronic device within range is used by a creature, that creature must succeed on a Constitution saving throw to prevent the device from being shut down. While the Tech remains active, no electronic device within range can be started or restarted.
Tech Lists. Source Coder, Streamer, TechWizard
Skill Empowerment
5th-level Manipulation
asting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 hour
You touch one willing creature and give it expertise in one skill of your choice; until the Tech ends, You must choose a skill in which the target is proficient and that isn't already benefiting from an effect, such as Expertise, that doubles its proficiency bonus.
Tech Lists. influencer, Source Coder, TechWizard, mechanist
Full Auto(Swift Quiver)
5th-level Manipulation
Casting Time: 1 bonus action
Range: Touch
Components: V, S, M (a magazine, clip, arrow or other type of non tech ammunition)
Duration: Concentration, up to 1 minute
Until the tech ends you have unlimited ammo of one similar to the type used to when and are able to use your bonus action to make 2 additional attacks each turn.
Tech Lists. Auditor
Synaptic Static
5th-level Conception
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can't be affected by this tech. A target takes 8d6 Software damage on a failed save, or half as much damage on a successful one.
After a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.
Tech Lists. influencer, Source Coder, Streamer, TechWizard
Zero G Lifting(Telekinesis)
5th-level Manipulation
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 10 minutes
You gain the ability to move or manipulate creatures or objects by thought. When you cast the tech, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the tech.
Creature.
You can try to move a Huge or smaller creature. Make an ability check with your techcasting ability contested by the creature's Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this tech. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.
On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.
Object.
You can try to move an object that weighs up to 1,000 pounds. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this tech.
If the object is worn or carried by a creature, you must make an ability check with your techcasting ability contested by that creature's Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this tech.
You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.
Tech Lists. Source Coder, TechWizard
Mass Engram Conversion(Teleportation Circle)
5th-level Manifestation
Casting Time: 1 minute
Range: 10 feet
Components: V, M (5,000 punch card set to a destination that is consumed)
Duration: 1 round
Once activated every creature within 10 feet of you is converted into an engram and sent to either one of the webs or an area with 10 feet of open space near an access point you know of.
Tech Lists. influencer, Source Coder, Streamer, TechWizard
Foundation(Transmute Rock)
5th-level Manipulation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (clay and water)
Duration: Instantaneous
You choose an area of stone or mud that you can see that fits within a 40-foot cube and that is within range, and choose one of the following effects.
Convert Rock to Mud.
Each foot that a creature moves through the mud costs 4 feet of movement, and any creature on the ground when you cast the Tech must make a Strength saving throw. A creature must also make this save the first time it enters the area on a turn or ends its turn there. On a failed save, a creature sinks into the mud and is restrained, though it can use an action to end the restrained condition on itself by pulling itself free of the mud.
If you cast the Tech on a ceiling, the mud falls. Any creature under the mud when it falls must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one.
Convert Mud to Rock.
mud or quicksand in the area no more than 10 feet deep transforms into soft stone for the tech's duration. Any creature in the mud when it transforms must make a Dexterity saving throw. On a failed save, a creature becomes restrained by the rock. The restrained creature can use an action to try to break free by succeeding on a Strength check (DC 20) or by dealing 25 damage to the rock around it. On a successful save, a creature is shunted safely to the surface to an unoccupied space.
Tech Lists. Shut-in, TechWizard, mechanist
Back Door Hack (Geas)
LEVEL
5th
CASTING TIME
1 Minute
RANGE/AREA
60 ft
COMPONENTS
V
DURATION
30 Days
SCHOOL
Conception
ATTACK/SAVE
WIS Save
DAMAGE/EFFECT
Charmed
You place a back door command hack on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become hacked (charmed) by you for the duration. While the creature is hacked by you, it takes 5d10 software damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can't understand you is unaffected by the hack.
You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the hack ends.
You can end the hack early by using an action to dismiss it. A Purge Malware, Primary system flush, or Absolute Source Code Manipulation also ends it.
At Higher Levels. When you cast this Tech using a tech slot of 7th or 8th level, the duration is 1 year. When you cast this hack using a tech slot of 9th level, the hack lasts until it is ended by one of the techs mentioned above.
Available for: Clause of the Bodyguard, Influencer, Shut-in, Ordinator, Enforcer, Tech-Wizard
Negative Soundwave emitter (Negative energy flood)
Casting Time: 1 minute
Range: Special
Components: V S M (A handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird)
School: Deception
Duration: 8 hours
You send waves of negative energy at one creature you can see within range. Unless the target is undead, it must make a Constitution saving throw, taking 5d12 entropic damage on a failed save, or half as much damage on a successful one. A target killed by this damage rises up as a husk at the start of your next turn. The husk pursues whatever creature it can see that is closest to it. Statistics for the husk are in the Monster Manual. If you target an undead with this tech, the target doesn't make a saving throw. Instead, roll 5d12. The target gains half the total as temporary hit points
Available for: Tech-Wizard, Streamer
SLEEPYTIME_MALWARE.EXE (Dream)
Casting Time: 1 minute
Range: Special
Components: V S M (A handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird)
School: Deception
Duration: 8 hours
This tech shapes a creature's dreams. Choose a creature known to you as the target of this tech. The target must be on the same plane of existence as you. Creatures that don't sleep, such as elves, can't be contacted by this tech. You, or a willing creature you touch, enters a trance state, Acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can't take Actions or move.
If the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the Duration of the tech. The messenger can also shape the Environment of the dream, creating landscapes, Objects, and other images. The messenger can emerge from the trance at any time, Ending the Effect of the tech early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the tech, the messenger knows it, and can either end the trance (and the tech) or wait for the target to fall asleep, at which point the messenger appears in the target's dreams.
You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a Message of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal Monstrosity spawn a Nightmare that lasts the Duration of the target's sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 hack damage.
If you have a body part, lock of hair, clipping from a nail, or similar portion of the target's body, the target makes its saving throw with disadvantage
Available for: Influencer, Shut-In, Streamer, Tech-Wizard
Stasis Shove (Temporal Shunt)
LEVEL
5th
CASTING TIME
1 reaction, taken when a creature you see makes an attack roll or starts to cast a tech
RANGE/AREA
120 Feet
COMPONENTS
V, S,
DURATION
1 Round
SCHOOL
Manipulation (Stasis theory)
ATTACK/SAVE
Wis save
DAMAGE/EFFECT
Utility
You target the triggering creature, which must succeed on a Wisdom saving throw or vanish, being thrown to another point in time and causing the attack to miss or the tech to be wasted. At the start of its next turn, the target reappears where it was or in the closest unoccupied space. The target doesn't remember you casting the tech or being affected by it.
At Higher Levels. When you cast this tech using a tech slot of 6th level or higher, you can target one additional creature for each slot level above 5th. All targets must be within 30 feet of each other.
Classes:
Techwizard.
[Reincarnate] Engram Roulette
5th-level Manipulation
Casting Time: 1 hour
Range: Touch
Components: V, S, M ($$10,000 which the tech consumes)
Duration: Instantaneous
You remove the engram stack from a dead humanoid. Provided that the creature has been dead no longer than 10 days, the tech orders a new body for it and then implants the stack. If the target's stack is unavailable or destroyed, the tech fails.
The tech orders whatever body is currently available, which possibly causes the creature's race and sex to change. The DM rolls a d100 and consults the following table to determine what form the creature takes when restored to life, or the DM chooses a form. On an even roll, the character is the same sex as they were before; on an odd roll, they are a different sex.
Roulette Table
d100 Race
01-30 Human
31-40 Elf
41-50 Nayaling
51-60 Wukong
61-80 Remake
81-90 Gobbo
91-00 Jerboan
The creature recalls its former life and experiences. It retains the capabilities it had in its original form, except it exchanges its original race for the new one and changes its racial traits accordingly.
Tech Lists. Shut-In.
[Legend Lore] Darkweb Aggregator
5th-level Observation
Casting Time: 10 minutes
Range: Self
Components: V, S, M (licensing and access fees of $$25,000, which the tech consumes, and a DarkWeb access terminal worth at least $$20,000)
Duration: Instantaneous
Name or describe a person, place, or object. The spends 10 minutes aggregating every piece of relevant information about that topic and outputs a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn't of significant importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is.
The information you learn is accurate but might be offered up as fragmentary data that must be assembled to make sense. For example, if you have a mysterious Old World relic on hand, the tech might yield a biography of its maker, news stories about its first use with a vague description of its activation, and stories from prior owners who each only accessed a portion of its power. The DM may call for an Intelligence (Investigation) check to make sense of the information gathered by this tech.
Tech Lists. Influencer, Ordinator, Techwizard
[Hallow] Safeguard
5th-level Altercation
Casting Time: 24 hours
Range: Touch
Components: V, S, M (defensive software and infrastructure worth $$100,000, which the tech consumes)
Duration: Until disrupted
You spend 24 hours turning an area into a sanctuary defended by subroutines from your personal A.I. The area can have a radius up to 60 feet, and the tech fails if the radius includes an area already under the effect of a safeguard tech. The affected area is subject to the following effects.
First, A.I. (other than the one in your head), hacked, surges, spam, and viruses can't enter the area, nor can such creatures charm, frighten, or inhabit creatures within it. Any creature charmed, frightened, or inhabited by such a creature is no longer charmed, frightened, or inhabited upon entering the area. You can exclude one or more of those types of creatures from this effect.
Second, you can bind an extra effect to the area. Choose the effect from the following list, or choose an effect offered by the DM. Some of these effects apply to creatures in the area; you can designate whether the effect applies to all creatures, creatures that are part of a specific faction, or creatures of a specific sort, such as gobbos or nayalings. When a creature that would be affected enters the tech's area for the first time on a turn or starts its turn there, it can make a Charisma saving throw. On a success, the creature ignores the extra effect until it leaves the area.
Courage. Affected creatures can't be frightened while in the area.
Darkness. Darkness fills the area. Normal light, as well as tech-generated light created by techs of a lower level than the slot you used to cast this tech, can't illuminate the area.
Daylight. Bright light fills the area. Tech-generated darkness created by techs of a lower level than the slot you used to cast this tech can't extinguish the light. Creatures that recharge from sunlight or UV light (such as gobbos and remakes) can rest comfortably in this area.
Energy Protection. Affected creatures in the area have resistance to one damage type of your choice, except for bludgeoning, piercing, or slashing.
Energy Vulnerability. Affected creatures in the area have vulnerability to one damage type of your choice, except for bludgeoning, piercing, or slashing.
Everlasting Rest. Dead bodies interred in the area can't be turned into hacked.
Faraday Cage. Affected creatures can't move or travel using teleportation or any form of digitization.
Fear. Affected creatures are frightened while in the area.
Silence. No sound can emanate from within the area, and no sound can reach into it.
Translator. Affected creatures can communicate with any other creature in the area, even if they don't share a common language.
Tech List. Ordinator.
[Tree Stride] Power Walk
5th-level Manifestation
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
You gain the ability to digitize yourself, enter a power box, transformer, or wireless junction, and move from inside it to inside another similar node of the same kind within 500 feet.
Both objects must be currently receiving power. You must use 5 feet of movement to enter a node. You instantly know the location of all other nodes of the same kind within 500 feet and, as part of the move used to enter the node, can either pass into one of those node or step out of the node you're in. You appear in a spot of your choice within 5 feet of the destination node, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the node you entered.
You can use this transportation ability once per round for the duration. You must end each turn outside a node.
Tech Lists. Auditor, Shut-In.
[Scrying] Panopticon
5th-level Observation
Casting Time: 10 minutes
Range: Self
Components: V, S, M (a surveillance drone worth at least $$100,000)
Duration: Concentration, up to 10 minutes
You can see and hear a particular creature you choose. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this tech, it can fail the saving throw voluntarily if it wants to be observed.
Knowledge Save Modifier
Secondhand (you have heard of the target) +5
Firsthand (you have met the target) +0
Familiar (you know the target well) -5
Connection Save Modifier
Likeness or picture -2
Possession or garment -4
DNA fragment or memory engram copy -10
On a successful save, the target isn't affected, and you can't use this tech against it again for 24 hours.
On a failed save, the tech creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist.
Instead of targeting a creature, you can choose a location you have seen before as the target of this tech. When you do, the sensor appears at that location and doesn't move.
Tech Lists. Influencer, Ordinator, Shut-In, Streamer, Techwizard.
Wall Of Force
5th level Altercation
Casting Time: 1 action
Range: 120 feet
Components: V S M (A digitalized drone swarm)
Duration: Up to 10 minutes
Classes: TECHWIZARD
An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side).
Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by dispel techs. A disintegrate Tech destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.
Cloudkill
5th level Manifestation
Casting Time: 1 action
Range: 120 feet
Components: V S
Duration: Up to 10 minutes
Classes: Source Coder, TECHWIZARD
You create a 20-foot-radius Sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the Duration or until strong wind disperses the fog, ending the Tech. Its area is heavily obscured. When a creature enters the Tech's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe. The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.
At Higher Levels: When you cast this Tech using a Tech slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
(Telepathic Bond) Neuronic Telepathy
5th level Observation
Casting Time: 1 action
Range: 30 feet
Components: V S M (second-hand neural chips)
Duration: 1 hour
Classes: Techwizard
You forge a telepathic link among up to eight willing creatures of your choice within range, linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren't affected by this tech.
Until the tech ends, the targets can communicate telepathically through the link. The communication is possible over any distance, though it can't extend to other planes of existence.
Wall of Stone
5th-level Altercation
Casting Time: 1 action
Range: 120 feet
Components: V, S,
Duration: Concentration, up to 10 minutes
A wall of solid stone is fabricated by your nanomachines at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least one other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.
If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.
The wall can have any shape you desire, though it can't occupy the same space as a creature or object. The wall doesn't need to be vertical or resting on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus you can use this Tech to bridge a chasm or create a ramp.
If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenelations, battlements, and so on.
The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the DM's discretion.
If you maintain your concentration on this Tech for its whole duration, the wall becomes permanent and can't be dispelled. Otherwise, the wall disappears when the Tech ends.
Tech Lists. Mechanist, Shut-In, Source Coder, TechWizard
Raise Dead
5th-level Biochemistry
Casting Time: 1 hour
Range: Touch
Components: V, S, M (A Dulco-Defibrillator worth $$50,000, which the Tech consumes)
Duration: Instantaneous
You infuse a dead creature you touch with a flood of nanomachines, returning it to life, provided that it has been dead no longer than 10 days. The creature returns to life with 1 hit point.
This Tech also neutralises any poison and cures nontechnical diseases that affected the creature at the time it died. This Tech doesn't, however, remove technical diseases or similar effects; if these aren't first removed prior to casting the tech, they take effect when the creature returns to life. The Tech can't return a Hacked creature to life.
This tech closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival - its head, for instance - the Tech automatically fails.
Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.
Tech Lists. Influencer, Ordinator, Enforcer
(Planar Binding) Digital Binding
5th-level Protection
Casting Time: 1 hour
Range: 60 feet
Components: V, S, M (a Digitization Engram at least $$100,000, which the Tech consumes)
Duration: 24 hours
With this Tech, you attempt to bind a celestial, an AI, a Spam, or a Virus to your service. The creature must be within range for the entire casting of the Tech. (Typically, the creature is first summoned into the center of an inverted Tech Circle in order to keep it trapped while this Tech is cast.) At the completion of the casting, the target must make a Charisma saving throw. On a failed save, it is bound to serve you for the duration. If the creature was summoned or created by another Tech, that Tech's duration is extended to match the duration of this Tech.
A bound creature must follow your instructions to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. The creature obeys the letter of your instructions, but if the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the Tech ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane of existence, it returns to the place where you bound it and remains there until the Tech ends.
At Higher Levels. When you cast this Tech using a Tech slot of a higher level, the duration increases to 10 days with a 6th-level slot, 30 days with a 7th-level slot, 180 days with an 8th-level slot, or 1 year and 1 day with a 9th-level Tech slot.
Tech Lists. Influencer, Ordinator, Shut-In, Streamer, Techwizard