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Blade Barrier
LEVEL
6th
CASTING TIME
1 Action
RANGE/AREA
90 ft
COMPONENTS
V, S
DURATION
Concentration 10 Minutes
SCHOOL
Altercation
ATTACK/SAVE
DEX Save
DAMAGE/EFFECT
Slashing
You create a vertical wall of whirling, razor-sharp blades made of Hardlight. The wall appears within range and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain.
When a creature enters the wall's area for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw. On a failed save, the creature takes 6d10 slashing damage. On a successful save, the creature takes half as much damage.
Ordinator
Chain Lightning
LEVEL
6th
CASTING TIME
1 Action
RANGE/AREA
150 ft
COMPONENTS
V, S, M *
DURATION
Instantaneous
SCHOOL
Altercation
ATTACK/SAVE
DEX Save
DAMAGE/EFFECT
Lightning
You overcharge some of your tech creating a surge of electricity that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.
A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th.
Source Coder / Techwizard / Mechanist
.Exe End(Circle of Death)
LEVEL
6th
CASTING TIME
1 Action
RANGE/AREA
150 ft (60 ft )
COMPONENTS
V, S, M *
DURATION
Instantaneous
SCHOOL
Biochemistry
ATTACK/SAVE
CON Save
DAMAGE/EFFECT
Necrotic
you send out a signal targeting a point point within range that spreads out to all software within a60-foot-radius sphere. Each creature in that area must make a Constitution saving throw. A target takes 8d6 Entropic damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.
Streamer / Techwizard
Contingency
LEVEL
6th
CASTING TIME
10 Minutes
RANGE/AREA
Self
COMPONENTS
V, S, M *
DURATION
10 Days
SCHOOL
Altercation
ATTACK/SAVE
None
DAMAGE/EFFECT
Utility
Choose a spell of 5th level or lower that you can cast, that has a casting time of 1 action, and that can target you. You cast that spell--called the contingent spell--as part of casting contingency, expending spell slots for both, but the contingent spell doesn't come into effect. Instead, it takes effect when a certain circumstance occurs. You describe that circumstance when you cast the two spells. For example, a contingency cast with water breathing might stipulate that water breathing comes into effect when you are engulfed in water or a similar liquid.
The contingent spell takes effect immediately after the circumstance is met for the first time, whether or not you want it to, and then contingency ends.
The contingent spell takes effect only on you, even if it can normally target others. You can use only one contingency spell at a time.
If you cast this spell again, the effect of another contingency spell on you ends. Also, contingency ends on you if its material component is ever not on your person.
Techwizard
Deconstruct (Disintegrate)
LEVEL
6th
CASTING TIME
1 Action
RANGE/AREA
60 ft
COMPONENTS
V, S, M *
DURATION
Instantaneous
SCHOOL
Manipulation
ATTACK/SAVE
DEX Save
DAMAGE/EFFECT
Force
a mass of nanobots spring forth from your finger moving quickly towards a designated target. The target can be a creature, an object, or a creation of magical force, such as the wall created by wall of force.
A creature targeted by this spell must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 Kinetic damage. The target is disintegrated if this damage leaves it with 0 hit points.
A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell.
This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot- cube portion of it. A magic item is unaffected by this spell.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th.
Source Coder/Techwizard
Optic Surge(Eyebite)
LEVEL
6th
CASTING TIME
1 Action
RANGE/AREA
Self
COMPONENTS
V, S
DURATION
Concentration 1 Minute
SCHOOL
Biochemistry
ATTACK/SAVE
WIS Save
DAMAGE/EFFECT
Unconscious (...)
One creature of your choice within 60 feet of you that you can see you must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns until the spell ends, you can use your action to target another creature but can't target a creature again if it has succeeded on a saving throw against this casting of eyebite.
Asleep. The target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake.
Panicked. The target is frightened of you. On each of its turns, the frightened creature must take the Dash action and move away from you by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 feet away from you where it can no longer see you, this effect ends.
Sickened. The target has disadvantage on attack rolls and ability checks. At the end of each of its turns, it can make another Wisdom saving throw. If it succeeds, the effect ends.
Influencer/Source Coder/Streamer/Techwizard
Trip Advisor(find the path)
LEVEL
6th
CASTING TIME
1 Minute
RANGE/AREA
Self
COMPONENTS
V, S, M *
DURATION
Concentration 1 Day
SCHOOL
Observation
ATTACK/SAVE
None
DAMAGE/EFFECT
Detection
This spell allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with, a destination that moves (such as a mobile fortress), or a destination that isn't specific (such as "a whore house"), the spell fails.
For the duration, you know how far it is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination.
Influencer/Shut-In/Ordinator
Hardlock (Flesh to Stone)
LEVEL
6th
CASTING TIME
1 Action
RANGE/AREA
60 ft
COMPONENTS
V, S, M *
DURATION
Concentration 1 Minute
SCHOOL
Manipulation
ATTACK/SAVE
CON Save
DAMAGE/EFFECT
Petrified
You attempt to convert the target into rock, the creature must make a Constitution saving throw. On a failed save, it is restrained as its flesh begins to harden. On a successful save, the creature isn't affected.
A creature restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for the duration. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind.
If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state.
If you maintain your concentration on this spell for the entire possible duration, the creature is turned to stone until the effect is removed.
Streamer/Techwizard
Flash Freeze Canister (Freezing Sphere)
LEVEL
6th
CASTING TIME
1 Action
RANGE/AREA
300 ft (60 ft )
COMPONENTS
V, S, M *
DURATION
Instantaneous
SCHOOL
Altercation
ATTACK/SAVE
CON Save
DAMAGE/EFFECT
Cold
You toss a specially made canister that reduces the arease tempreture to below 0 in an instant freezing everything in a 10 foot radius. Each creature within the area must make a Constitution saving throw. On a failed save, a creature takes 10d6 cold damage. On a successful save, it takes half as much damage.
If the canister strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make a Strength check against your spell save DC to break free.
You can refrain from firing the canister after completing the spell, if you wish. A small canister about the size of a Quarter, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the canister (to a range of 40 feet) It shatters on impact, with the same effect as the normal casting of the spell. You can also set the canister down without shattering it. After 1 minute, if the canister hasn't already shattered, it explodes.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.
Techwizard
Barrier(globe of invulnerability)
LEVEL
6th
CASTING TIME
1 Action
RANGE/AREA
Self (10 ft )
COMPONENTS
V, S, M *
DURATION
Concentration 1 Minute
SCHOOL
Protection
ATTACK/SAVE
None
DAMAGE/EFFECT
Negation (...)
An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration.
Any spell of 5th level or lower cast from outside the barrier can't affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells.
Source Coder/Techwizard
Virus shot(Harm)
LEVEL
6th
CASTING TIME
1 Action
RANGE/AREA
60 ft
COMPONENTS
V, S
DURATION
Instantaneous
SCHOOL
Biochemistry
ATTACK/SAVE
CON Save
DAMAGE/EFFECT
Entropic
You unleash a virulent disease on a creature that you can see within range. The target must make a Constitution saving throw. On a failed save, it takes 14d6 Entropic damage, or half as much damage on a successful save. The damage can't reduce the target's hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the entropic damage it took. Any effect that removes a disease allows a creature's hit point maximum to return to normal before that time passes.
Ordinator
Booster Shot (Heal)
LEVEL
6th
CASTING TIME
1 Action
RANGE/AREA
60 ft
COMPONENTS
V, S
DURATION
Instantaneous
SCHOOL
Altercation
ATTACK/SAVE
None
DAMAGE/EFFECT
Blinded (...)
Choose a creature that you can see within range. you hit them with a small shot of nanobots, causing it to regain 70 hit points. This reboots their system ending blindness, deafness, and any diseases affecting the target. This spell has no effect on constructs or undead.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th.
Shut-In/Ordinator
HelloFeast(Hero's Feast)
LEVEL
6th
CASTING TIME
10 Minutes
RANGE/AREA
30 ft
COMPONENTS
V, S, M *
DURATION
Instantaneous
SCHOOL
Manifestation
ATTACK/SAVE
None
DAMAGE/EFFECT
Buff (...)
you call in a delivery, including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don't set in until this hour is over. Up to twelve creatures can partake of the feast.
A creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison, becomes immune to poison and being frightened, and makes all Wisdom saving throws with advantage. Its hit point maximum also increases by 2d10, and it gains the same number of hit points. These benefits last for 24 hours.
Shut-In/Ordinator
Mass Suggestion
LEVEL
6th
CASTING TIME
1 Action
RANGE/AREA
60 ft
COMPONENTS
V, M *
DURATION
24 Hours
SCHOOL
Conception
ATTACK/SAVE
WIS Save
DAMAGE/EFFECT
Control (...)
You suggest a course of activity (limited to a sentence or two) and magically influence up to twelve creatures of your choice that you can see within range and that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the spell.
Each target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.
You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn't met before the spell ends, the activity isn't performed.
If you or any of your companions damage a creature affected by this spell, the spell ends for that creature.
At Higher Levels. When you cast this spell using a 7th-level spell slot, the duration is 10 days. When you use an 8th-level spell slot, the duration is 30 days. When you use a 9th-level spell slot, the duration is a year and a day.
Influencer/ Source Coder/Streamer/Techwizard
Excavate(Move Earth)
LEVEL
6th
CASTING TIME
1 Action
RANGE/AREA
120 ft
COMPONENTS
V, S, M *
DURATION
Concentration 2 Hours
SCHOOL
Manipulation
ATTACK/SAVE
None
DAMAGE/EFFECT
Control
Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. So, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square's elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete.
At the end of every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect.
Because the terrain's transformation occurs slowly, creatures in the area can't usually be trapped or injured by the ground's movement.
This spell can't manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse.
Similarly, this spell doesn't directly affect plant growth. The moved earth carries any plants along with it.
Source Coder/Techwizard
Rave (Otto's Irresistible Dance)
LEVEL
6th
CASTING TIME
1 Action
RANGE/AREA
30 ft
COMPONENTS
V
DURATION
Concentration 1 Minute
SCHOOL
Conception
ATTACK/SAVE
WIS Save
DAMAGE/EFFECT
Control (...)
Choose one creature that you can see within range. The target begins a comic dance in place: shuffling, tapping its feet, and capering for the duration. Creatures that can't be charmed are immune to this spell.
A dancing creature must use all its movement to dance without leaving its space and has disadvantage on Dexterity saving throws and attack rolls. While the target is affected by this spell, other creatures have advantage on attack rolls against it. As an action, a dancing creature makes a Wisdom saving throw to regain control of itself. On a successful save, the spell ends.
Influencer/Techwizard
Holographic Design (Programmed Illusion)
LEVEL
6th
CASTING TIME
1 Action
RANGE/AREA
120 ft (30 ft *)
COMPONENTS
V, S, M *
DURATION
Until Dispelled
SCHOOL
Deception
ATTACK/SAVE
None
DAMAGE/EFFECT
Control
You create a Projection of an object, a creature, or some other visible phenomenon within range that activates when a specific condition occurs. The projection is imperceptible until then. It must be no larger than a 30-foot cube, and you decide when you cast the spell how the projection behaves and what sounds it makes. This scripted performance can last up to 5 minutes.
When the condition you specify occurs, the projection springs into existence and performs in the manner you described. Once the projection finishes performing, it disappears and remains dormant for 10 minutes. After this time, the projection can be activated again.
The triggering condition can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the area. For example, you could create a projection of yourself to appear and warn off others who attempt to open a trapped door, or you could set the illusion to trigger only when a creature says the correct word or phrase.
Physical interaction with the image reveals it to be a projection, because things can pass through it. A creature that uses its action to examine the image can determine that it is a projection with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the projection for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.
Influencer/Techwizard
Neon Stream(Sunbeam)
LEVEL
6th
CASTING TIME
1 Action
RANGE/AREA
Self (60 ft )
COMPONENTS
V, S, M *
DURATION
Concentration 1 Minute
SCHOOL
Altercation
ATTACK/SAVE
CON Save
DAMAGE/EFFECT
Neon
A beam of brilliant lights flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 neon damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw.
You can create a new line of radiance as your action on any turn until the spell ends.
For the duration, a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This light is sunlight.
Code Sourcer/Tech Wizard
All Seeing Eye(true Seeing)
LEVEL
6th
CASTING TIME
1 Action
RANGE/AREA
Touch
COMPONENTS
V, S, M *
DURATION
1 Hour
SCHOOL
Observation
ATTACK/SAVE
None
DAMAGE/EFFECT
Detection
The target gains true sight, able to see things others can't.
Influencer/Code Sourcer/Streamer/Techwizard
Iceberg (Wall of Ice)
LEVEL
6th
CASTING TIME
1 Action
RANGE/AREA
120 ft
COMPONENTS
V, S, M *
DURATION
Concentration 10 Minutes
SCHOOL
Altercation
ATTACK/SAVE
DEX Save
DAMAGE/EFFECT
Cold (...)
You create a wall of ice on a solid surface within range. 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-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration.
If the wall cuts through a creature's space when it appears, the creature within its area is pushed to one side of the wall and must make a Dexterity saving throw. On a failed save, the creature takes 10d6 cold damage, or half as much damage on a successful save.
The wall is an object that can be damaged and thus breached. It has AC 12 and 30 hit points per 10-foot section, and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 hit points destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a Constitution saving throw. That creature takes 5d6 cold damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage the wall deals when it appears increases by 2d6, and the damage from passing through the sheet of frigid air increases by 1d6, for each slot level above 6th.
TechWizard
Wall of Thorns
LEVEL
6th
CASTING TIME
1 Action
RANGE/AREA
120 ft
COMPONENTS
V, S, M *
DURATION
Concentration 10 Minutes
SCHOOL
Manifestation
ATTACK/SAVE
DEX Save
DAMAGE/EFFECT
Piercing (...)
You create a wall of hardlight thorns, tough, pliable, tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight.
When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 7d8 piercing damage, or half as much damage on a successful save.
A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters the wall on a turn or ends its turn there, the creature must make a Dexterity saving throw. It takes 7d8 slashing damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, both types of damage increase by 1d8 for each slot level above 6th.
AI Hotel
LEVEL
6th
CASTING TIME
1 Minute
RANGE/AREA
1 mile
COMPONENTS
V, S, M *
DURATION
Instantaneous/24 hours
SCHOOL
Manipulation
ATTACK/SAVE
None
DAMAGE/EFFECT
Utility
When in need of a place to stay or a quick bit of R&R simply place a payment down on open area with nothing else occupying it
$$2500 will create a simple 1 bedroom and bathroom suite with all the amenities one might find at a roadside motel, food not included but provided for additional cost.
$$10000 will create a cozy cottage occupying 50 square feet offering several rooms and amities as well as a single large buffet
$$50000 will create a lavish hotel occupying 100 square feet offering several rooms, amities and specialized facilities with automated services such as food and tailoring
$$100000 will create a Decadent hotel occupying 250 square feet offering several rooms, amities and specialized facilities and several servants and any other service you might find, additionally any meal provided by the hotel is treated as a HelloFeast(heroes feast)
Nothing can be taken out of the space created and only those with permission from the caster are allowed to enter.
Available For:Influencer Shut-In Techwizard
BATTLE_MODE.EXE (Tenser's transformation)
Level: 6
Casting time: 1 Action
Range: Self
Components: V, S, M
Duration: Concentration, up to 10 minutes
You endow yourself with endurance and martial prowess fueled by a high powered program. Until the program ends, you can't use any other tech due to the file size and power needed to run the program, and you gain the following benefits:
- You gain 50 temporary hit points. If any of these remain when the spell ends, they are lost.
- You have advantage on attack rolls that you make with weapons.
- When you hit a target with a weapon attack, that target takes an extra 2d12 kinetic damage.
- You have proficiency with all armor, shields, and weapons
- You have proficiency in Strength and Constitution saving throws.
- You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks.
Immediately after the program ends, you must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion due to overclocking your implants and tech.
Available for: Tech Wizard
Singularity Fissure (Gravity Fissure)
LEVEL
6th
CASTING TIME
1 action
RANGE/AREA
Self (100-foot line)
COMPONENTS
V, S,
DURATION
Instantaneous
SCHOOL
Altercation (Singularity theory)
ATTACK/SAVE
Con save
DAMAGE/EFFECT
Damage, Utility
You manifest a ravine of singularity energy in a line originating from you that is 100 feet long and 5 feet wide. Each creature in that line must make a Constitution saving throw, taking 8d8 kinetic damage on a failed save, or half as much damage on a successful one.
Each creature within 10 feet of the line but not in it must succeed on a Constitution saving throw or take 8d8 kinetic damage and be pulled toward the line until the creature is in its area.
At Higher Levels. When you cast this tech using a tech slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.
Classes:
Techwizard.