Level 7 Techs

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(Conjure Celestial) Reconstitute A.I

LEVEL

7th

CASTING TIME

1 Minute

RANGE/AREA

90 ft

COMPONENTS

V, S

DURATION

Concentration 1 Hour

SCHOOL

Manifestation

ATTACK/SAVE

None

DAMAGE/EFFECT

Summoning

You manifest an A.I of challenge rating 4 or lower, which appears in an unoccupied space that you can see within range. The A.I disappears when it drops to 0 hit points or when the tech ends.

The A.I is friendly to you and your companions for the duration. Roll initiative for the A.I, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the A.I, it defends itself from hostile creatures but otherwise takes no actions.

The GM has the A.I's statistics. (Sample: Pegasus)

At Higher Levels. When you cast this tech using a 9th-level tech slot, you summon a A.I of challenge rating 5 or lower.

Classes:

ORDINATOR

(Delayed Blast Fireball) Remote Triggered C4

LEVEL

7th

CASTING TIME

1 Action

RANGE/AREA

150 ft (20 ft )

COMPONENTS

V, S, M *

DURATION

Concentration 1 Minute

SCHOOL

Altercation

ATTACK/SAVE

DEX Save

DAMAGE/EFFECT

Fire (...)

You throw a satchel of remotely triggered C4 explosives at a chosen point within range. When the tech ends, either because your concentration is broken or because you decide to end it, the C4 bursts into an explosion of flame that spreads around corners. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one.

The tech's base damage is 12d6. If at the end of your turn the bead has not yet detonated, the damage increases by 1d6.

If the C4 is touched before the interval has expired, the creature touching it must make a Dexterity saving throw. On a failed save, the tech ends immediately, causing the C4 to explode. On a successful save, the creature can throw the C4 up to 40 feet. When it strikes a creature or a solid object, the tech ends, and the C4 explodes.

The fire damages objects in the area and ignites flammable objects that aren't being worn or carried.

At Higher Levels. When you cast this tech using a tech slot of 8th level or higher, the base damage increases by 1d6 for each slot level above 7th.

* - (a cheap polymer satchel and a nugget of plastic explosives)

Classes:

SOURCE CODER

TECHWIZARD


(Divine Word) Neuosynaptic Password

LEVEL

7th

CASTING TIME

1 Bonus Action

RANGE/AREA

30 ft

COMPONENTS

V

DURATION

Instantaneous

SCHOOL

Altercation

ATTACK/SAVE

CHA Save

DAMAGE/EFFECT

Deafened (...)

You utter a secret password, a secret phrase that allows you to edit the neurosynaptic values present in all life. Choose any number of creatures you can see within range. Each creature that can hear you must make a Charisma saving throw. On a failed save, a creature suffers an effect based on its current hit points:

50 hit points or fewer: deafened for 1 minute

40 hit points or fewer: deafened and blinded for 10 minutes

30 hit points or fewer: blinded, deafened, and stunned for 1 hour

20 hit points or fewer: killed instantly

Regardless of its current hit points, a A.I, a Surge, a Spam, or a Virus that fails its save is forced back to the Dark Web and can't return to physical space for 24 hours by any means short of a wish tech.


Classes:

ORDINATOR


(Etherealness) Tactical Digitalization

LEVEL

7th

CASTING TIME

1 Action

RANGE/AREA

Self

COMPONENTS

V, S

DURATION

8 Hours

SCHOOL

Manipulation

ATTACK/SAVE

None

DAMAGE/EFFECT

Buff (...)

You encode yourself into a digital engram, using the Dark Web to traverse the real world. You remain in the Dark Web for the duration or until you use your action to dismiss the tech. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the real world, but everything there looks gray, and you can't see anything more than 60 feet away.

While on the Dark Web, you can only affect and be affected by other creatures on that plane. Creatures that aren't on the Dark Web can't perceive you and can't interact with you, unless a special ability or tech has given them the ability to do so.

You ignore all objects and effects that aren't on the Dark Web, allowing you to move through objects you perceive on the plane you originated from.

When the tech ends, you immediately return to the real world in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.

This tech has no effect if you cast it while you are on the Dark Web or the Corpo Net.

At Higher Levels. When you cast this tech using a tech slot of 8th level or higher, you can target up to three willing creatures (including you) for each slot level above 7th. The creatures must be within 10 feet of you when you cast the tech.

Classes:

INFLUENCER

ORDINATOR

SOURCE CODER

STREAMER

TECHWIZARD


(Finger of Death) Biomechanical Seize

LEVEL

7th

CASTING TIME

1 Action

RANGE/AREA

60 ft

COMPONENTS

V, S

DURATION

Instantaneous

SCHOOL

Biochemistry

ATTACK/SAVE

CON Save

DAMAGE/EFFECT

Necrotic

You send biomechanical disruptions coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one.

A humanoid killed by this tech rises at the start of your next turn as a tech husk that is permanently under your command, following your verbal orders to the best of its ability.

Classes:

SOURCE CODER

STREAMER

TECHWIZARD

(Fire Storm) Gasoline Ballet

LEVEL

7th

CASTING TIME

1 Action

RANGE/AREA

150 ft

COMPONENTS

V, S

DURATION

Instantaneous

SCHOOL

Altercation

ATTACK/SAVE

DEX Save

DAMAGE/EFFECT

Fire

A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a Dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a successful one.

The fire damages objects in the area and ignites flammable objects that aren't being worn or carried.

Classes:

ORDINATOR

SHUT-IN

SOURCE CODER


(Forcecage) Digital Seizure

LEVEL

7th

CASTING TIME

1 Action

RANGE/AREA

100 ft (*)

COMPONENTS

V, S, M *

DURATION

1 Hour

SCHOOL

Altercation

ATTACK/SAVE

CHA Save

DAMAGE/EFFECT

Control (...)

An immobile, invisible, cube-shaped prison composed of engrammatic code springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose.

A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart.

A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any techs cast into or out from the area.

When you cast the tech, any creature that is completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area.

A creature inside the cage can't leave it by nontechal means. If the creature tries to use blinking to leave the cage, it must first make a Charisma saving throw. On a success, the creature can use that tech to exit the cage. On a failure, the creature can't exit the cage and wastes the use of the tech or effect. The cage also extends into the Dark Web, blocking engrammatic travel.

This tech can't be dispelled by dispel tech.

* - (an engram chip $$150,000)

Classes:

INFLUENCER

STREAMER

TECHWIZARD

(Mordenkainen's Sword) Engrammatic Katana

LEVEL

7th

CASTING TIME

1 Action

RANGE/AREA

60 ft

COMPONENTS

V, S, M *

DURATION

Concentration 1 Minute

SCHOOL

Altercation

ATTACK/SAVE

Melee

DAMAGE/EFFECT

Force

You create a katana-shaped engram of pure code that hovers within range. It lasts for the duration.

When the katana appears, you make a melee tech attack against a target of your choice within 5 feet of the katana. On a hit, the target takes 3d10 force damage. Until the tech ends, you can use a bonus action on each of your turns to move the katana up to 20 feet to a spot you can see and repeat this attack against the same target or a different one.

* - (a miniature platinum katana with a grip and pommel of copper and zinc, worth $$25000)

Classes:

INFLUENCER

TECHWIZARD


(Plane Shift) 'Net Shift

LEVEL

7th

CASTING TIME

1 Action

RANGE/AREA

Touch

COMPONENTS

V, S, M *

DURATION

Instantaneous

SCHOOL

Manifestation

ATTACK/SAVE

CHA Save

DAMAGE/EFFECT

Banishment (...)

You and up to eight willing creatures who link hands in a circle are digitized and transported to the Corpo Net or The Dark Web. You can specify a target destination in general terms, such as the Infinitesimal Boardroom on the Corpo Net or the Horizon-Wide Orgy on the Dark Web, and you appear in or near that destination. If you are trying to reach the City of Depravity, for example, you might arrive in its Avatar Alley, before its Gate of Obscenity, or looking at the city from across the Sea of Writhing, at the GM's discretion.

Alternatively, if you know the code sequence of a Blink circle on another plane of existence, this tech can take you to that circle. If the Blink circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.

You can use this tech to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee tech attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.

* - (a mass-engrammatic drone worth $$25,000, attuned to the Corpo Net or Dark Web)

Classes:

ORDINATOR

SHUT-IN

SOURCE CODER

STREAMER

TECHWIZARD


(Prismatic Spray) Rainbow Light Show

LEVEL

7th

CASTING TIME

1 Action

RANGE/AREA

Self (60 ft )

COMPONENTS

V, S

DURATION

Instantaneous

SCHOOL

Altercation

ATTACK/SAVE

DEX Save

DAMAGE/EFFECT

Fire (...)

Eight multicolored rays of light flash from your hand-mounted augment. Each ray is a different color and has a different power and purpose. Each creature in a 60-foot cone must make a Dexterity saving throw. For each target, roll a d8 to determine which color ray affects it.

1. Red. The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one.

2. Orange. The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one.

3. Yellow. The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.

4. Green. The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one.

5. Blue. The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one.

6. Indigo. On a failed save, the target is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the tech ends. If it fails its save three times, it is permanently encased in scrap drones and is subjected to the petrified condition. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind.

7. Violet. On a failed save, the target is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is digitized and transported to a place in the Corpo Net or the Dark Web of the GM's choosing and is no longer blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home.)

8. Special. The target is struck by two rays. Roll twice more, rerolling any 8.

Classes:

SOURCE CODER

TECHWIZARD


(Project Image) Holographic Projection

LEVEL

7th

CASTING TIME

1 Action

RANGE/AREA

500 miles

COMPONENTS

V, S, M *

DURATION

Concentration 1 Day

SCHOOL

Deception

ATTACK/SAVE

None

DAMAGE/EFFECT

Control

You create a holographic copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The hologram looks and sounds like you but is intangible. If the hologram takes any damage, it disappears, and the tech ends.

You can use your action to move this hologram up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.

You can see through its eyes and hear through its ears as if you were in its space. On your turn 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.

Physical interaction with the image reveals it to be a hologram, because things can pass through it. A creature that uses its action to examine the image can determine that it is a hologram with a successful Intelligence (Investigation) check against your tech save DC. If a creature discerns the hologram for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.

* - (a 3D profile picture of yourself worth $$500)

Classes:

INFLUENCER

TECHWIZARD


(Regenerate) Stem-Cell Inject

LEVEL

7th

CASTING TIME

1 Minute

RANGE/AREA

Touch

COMPONENTS

V, S, M *

DURATION

1 Hour

SCHOOL

Manipulation

ATTACK/SAVE

None

DAMAGE/EFFECT

Healing

You inject a creature with hyperactive stem cells to overcharge its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the tech, the target regains 1 hit point at the start of each of its turns (10 hit points each minute).

The target's severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the tech instantaneously causes the limb to knit to the stump.

* - (a stem cell injector)

Classes:

INFLUENCER

ORDINATOR

SHUT-IN



(Resurrection) Remake Creation

LEVEL

7th

CASTING TIME

1 Hour

RANGE/AREA

Touch

COMPONENTS

V, S, M *

DURATION

Instantaneous

SCHOOL

Biochemistry

ATTACK/SAVE

None

DAMAGE/EFFECT

Healing

You gather the biometric data of a dead humanoid that has been dead for no more than a century and search for their social media profile to replicate their consciousness in a personality engram. If its replicated personality desires to live again, the target inhabits a prepared Remake body of your choice.

This tech neutralizes any poisons and cures normal diseases afflicting the humanoid when it died. It doesn't, however, remove technological diseases, viruses, and the like; if such effects aren't removed prior to casting the tech, they afflict the target on its return to life.

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.

Casting this tech to restore life to a creature that has been dead for one year or longer taxes you greatly. Until you finish a long rest, you can't cast techs again, and you have disadvantage on all attack rolls, ability checks, and saving throws.

* - (A personality engram and an uninhabited Remake body worth at least $$100,000, which the tech consumes)

Classes:

INFLUENCER

ORDINATOR

(Reverse Gravity)

LEVEL

7th

CASTING TIME

1 Action

RANGE/AREA

100 ft (50 ft *)

COMPONENTS

V, S, M *

DURATION

Concentration 1 Minute

SCHOOL

Manipulation

ATTACK/SAVE

DEX Save

DAMAGE/EFFECT

Control

This tech reverses gravity in a 50-foot-radius, 100- foot high cylinder centered on a point within range. All creatures and objects that aren't somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this tech. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall.

If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration.

At the end of the duration, affected objects and creatures fall back down.

* - (a vial of antimagnetic nanobots)

Classes:

SHUT-IN

SOURCE CODER

TECHWIZARD

(Sequester) Cryo-Cloak

LEVEL

7th

CASTING TIME

1 Action

RANGE/AREA

Touch

COMPONENTS

V, S, M *

DURATION

Until Dispelled

SCHOOL

Manipulation

ATTACK/SAVE

None

DAMAGE/EFFECT

Deception

By means of this tech, a willing creature or an object can be cloaked, safe from detection for the duration. When you cast the tech and touch the target, it becomes invisible and can't be targeted by Observation techs or perceived through camera drones created by Observation techs.

If the target is a creature, it falls into a state of cryogenic stasis. Time ceases to flow for it, and it doesn't grow older.

You can set a condition for the tech to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include "after 1,000 years" or "when the Firewhirl Kaiju awakens." This tech also ends if the target takes any damage.

* - (a large swarm of cryogenically capable mirror drones worth $$500,000, which the tech consumes)

Classes:

TECHWIZARD

(Simulacrum) Replicant

LEVEL

7th

CASTING TIME

12 Hours

RANGE/AREA

Touch

COMPONENTS

V, S, M *

DURATION

Until Dispelled

SCHOOL

Deception

ATTACK/SAVE

None

DAMAGE/EFFECT

Deception (...)

You construct a hardlight duplicate of one beast or humanoid that is within range for the entire casting time of the tech. The duplicate is a hardlight construct, and it can take actions and otherwise be affected as a normal creature. It appears to be the same as the original, but it has half the creature's hit point maximum and is formed without any equipment. Otherwise, the hardlight duplicate uses all the statistics of the creature it duplicates, except that it is a machine.

The replicant is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The replicant lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended tech slots.

If the replicant is damaged, you can repair it in a mechanic's workshop, using spare parts and software worth $$10,000 per hit point it regains. The simulacrum lasts until it drops to 0 hit points, at which point it breaks down irreversibly.

If you cast this tech again, any duplicate you created with this tech is instantly destroyed.

* - (a hardlight projector drone large enough to make a life-size copy of the duplicated creature worth $$15,000,000 and the biometric data of the creature)

Classes:

TECHWIZARD


(Symbol) Viral Glyph

LEVEL

7th

CASTING TIME

1 Minute

RANGE/AREA

Touch (60 ft )

COMPONENTS

V, S, M *

DURATION

Until Dispelled or Triggered

SCHOOL

Protection

ATTACK/SAVE

None

DAMAGE/EFFECT

ENTROPIC

When you cast this tech, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this tech, the glyph is broken, and the tech ends without being triggered.

The glyph is nearly invisible, requiring an Intelligence (Investigation) check against your tech save DC to find it.

You decide what triggers the glyph when you cast the tech. For glyphs inscribed on a surface, the most typical triggers include touching or stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most common triggers are opening the object, approaching within a certain distance of it, or seeing or reading the glyph.

You can further refine the trigger so the tech is activated only under certain circumstances or according to a creature's physical characteristics (such as height or weight), or physical kind (for example, the trigger could be set to affect surges or datafiends). You can also specify creatures that don't trigger the glyph, such as those who say a certain password.

When you inscribe the glyph, choose one of the options below for its effect. Once triggered, the glyph glows, filling a 60-foot-radius sphere with dim light for 10 minutes, after which time the tech ends. Each creature in the sphere when the glyph activates is targeted by its effect, as is a creature that enters the sphere for the first time on a turn or ends its turn there.

Death. Each target must make a Constitution saving throw, taking 10d10 ENTROPIC damage on a failed save, or half as much damage on a successful save.

Discord. Each target must make a Constitution saving throw. On a failed save, a target bickers and argues with other creatures for 1 minute. During this time, it is incapable of meaningful communication and has disadvantage on attack rolls and ability checks.

Fear. Each target must make a Wisdom saving throw and becomes frightened for 1 minute on a failed save. While frightened, the target drops whatever it is holding and must move at least 30 feet away from the glyph on each of its turns, if able.

Hopelessness. Each target must make a Charisma saving throw. On a failed save, the target is overwhelmed with despair for 1 minute. During this time, it can't attack or target any creature with harmful abilities, techs, or other scienceal effects.

Insanity. Each target must make an Intelligence saving throw. On a failed save, the target is driven insane for 1 minute. An insane creature can't take actions, can't understand what other creatures say, can't read, and speaks only in gibberish. The GM controls its movement, which is erratic.

Pain. Each target must make a Constitution saving throw and becomes incapacitated with excruciating pain for 1 minute on a failed save.

Sleep. Each target must make a Wisdom saving throw and falls unconscious for 10 minutes on a failed save. A creature awakens if it takes damage or if someone uses an action to shake or slap it awake.

Stunning. Each target must make a Wisdom saving throw and becomes stunned for 1 minute on a failed save.

* - (A proximity virus program worth $$100,000, which the tech consumes)

Classes:

INFLUENCER

ORDINATOR

TECHWIZARD



(Teleport) Mass Blink

LEVEL

7th

CASTING TIME

1 Action

RANGE/AREA

10 ft

COMPONENTS

V

DURATION

Instantaneous

SCHOOL

Manifestation

ATTACK/SAVE

None

DAMAGE/EFFECT

Blinkation

This tech instantly digitizes and transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can't be held or carried by an unwilling creature.

The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The GM rolls d100 and consults the table.




Familiarity. "Permanent circle" means a permanent Blink circle whose geocache sequence you know. "Associated object" means that you possess an object taken from the desired destination within the last six months, such as a book from a TECHWIZARD's library, bed linen from a royal suite, or a chunk of marble from a lich's secret tomb.

"Very familiar" is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the tech. "Seen casually" is someplace you have seen more than once but with which you aren't very familiar. "Viewed once" is a place you have seen once, possibly using science. "Description" is a place whose location and appearance you know through someone else's description, perhaps from a map.

"False destination" is a place that doesn't exist. Perhaps you tried to discern an enemy's home base but instead viewed a holographic projection, or you are attempting to Blink to a familiar location that no longer exists.

On Target. You and your group (or the target object) appear where you want to.

Off Target. You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is 1d10 x 1d10 percent of the distance that was to be travelled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 miles. The GM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were Blinking to a coastal city and wound up 18 miles out at sea, you could be in trouble.

Similar Area. You and your group (or the target object) wind up in a different area that's visually or thematically similar to the target area. If you are heading for your home laboratory, for example, you might wind up in another TECHWIZARD's laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the tech has no range limit, you could conceivably wind up anywhere on the plane.

Mishap. The tech's unpredictable science results in a difficult journey. Each Blinking creature (or the target object) takes 3d10 KINETIC damage, and the GM rerolls on the table to see where you wind up (multiple mi

Familiarity

Mishap

Similar Area

Off Target

On Target

Permanent Circle

-

-

-

01-100

Associated Object

-

-

-

01-100

Very Familiar

01-05

06-13

14-24

25-100

Seen Casually

01-33

34-43

44-53

54-100

Viewed Once

01-43

44-53

54-73

74-100

Description

01-43

44-53

54-73

74-100

False Destination

01-50

51-100

-

-

Link personal data (Tether Essence)

LEVEL

7th

CASTING TIME

1 action

RANGE/AREA

60 feet

COMPONENTS

V, S, M*.

DURATION

Concentration, up to 1 hour

SCHOOL

Biochemistry (Quantum theory)

ATTACK/SAVE

Con save

DAMAGE/EFFECT

Utility

Two creatures you can see within range must make a Constitution saving throw, with disadvantage if they are within 30 feet of each other. Either creature can willingly fail the save. If either save succeeds, the tech has no effect. If both saves fail, the creatures are technically linked for the duration, regardless of the distance between them. When damage is dealt to one of them, the same damage is dealt to the other one. If hit points are restored to one of them, the same number of hit points are restored to the other one. If either of the tethered creatures is reduced to 0 hit points, the tech ends on both. If the Tech ends on one creature, it ends on both.

Materials: a spool of Newtonium metal cord worth at least $$25000, which the Tech consumes.

Classes:

Techwizard.

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