Level 8 Techs

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Microwave Emitter(Abi-Dalzim's Horrid Wilting)

LEVEL

8th

CASTING TIME

1 Action

RANGE/AREA

150 ft (30 ft )

COMPONENTS

V, S, M *

DURATION

Instantaneous

SCHOOL

Biochemistry

ATTACK/SAVE

CON Save

DAMAGE/EFFECT

Entropic

You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren't affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 12d8 Entropic damage on a failed save, or half as much damage on a successful one.

Available For: Source Coder Techwizard

Hardlight Beast Armor(Animal Shapes)

LEVEL

8th

CASTING TIME

1 Action

RANGE/AREA

30 ft

COMPONENTS

V, S

DURATION

Concentration 24 Hours

SCHOOL

Manipulation

ATTACK/SAVE

None

DAMAGE/EFFECT

Shapechanging

Your tech turns others into beasts. Choose any number of willing creatures that you can see within range. You transform each target into the form of a Large or smaller beast with a challenge rating of 4 or lower. On subsequent turns, you can use your action to transform affected creatures into new forms.

The transformation lasts for the duration for each target, or until the target drops to 0 hit points or dies. You can choose a different form for each target. A target's game statistics are replaced by the statistics of the chosen beast, though the target retains its alignment and Intelligence, Wisdom, and Charisma scores. The target assumes the hit points of its new form, and when it reverts to its normal form, it returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can't speak or cast spells.

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

Available For: Shut in

EMP Field (Antimagic Field) Concentration

LEVEL

8th

CASTING TIME

1 Action

RANGE/AREA

Self (10 ft )

COMPONENTS

V, S, M *

DURATION

Concentration 1 Hour

SCHOOL

Protection

ATTACK/SAVE

None

DAMAGE/EFFECT

Control (...)

A 10-foot-radius invisible electromagnetic sphere surrounds you. Within the sphere, techs can't be cast, summoned creatures disappear, and even tech items become mundane. Until the Tech ends, the sphere moves with you, centered on you.

Spells and other technical effects, except those created by an artefact or a deity, are suppressed in the sphere and can't protrude into it. A slot expended to cast a suppressed Tech is consumed. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration.


Available For: Ordinator Techwizard


Tinder(Antipathy/Sympathy)

LEVEL

8th

CASTING TIME

1 Hour

RANGE/AREA

60 ft (200 ft )

COMPONENTS

V, S, M *

DURATION

10 Days

SCHOOL

Conception

ATTACK/SAVE

WIS Save

DAMAGE/EFFECT

Frightened

This Tech attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura's effect.

you either cause the creature to want to say more then 60 feet away from the target or to stay with in 60 feet of the target, they can make a wisdom saving throw to attempt to break this effect otherwise they spend their entire turn trying to do one or the other

If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below.

Ending the Effect. If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as technical. In addition, a creature affected by the Tech is allowed another Wisdom saving throw every 24 hours while the Tech persists.

A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again.

Available For: Shut in Techwizard

Clone

8th-level Biochemistry

Casting Time: 1 hour

Range: Touch

Components: V, S, M (an engrammatic carbon uplink crystal (a Diamond) worth at least $$100,000 and at least 1 cubic inch of genetic material, or the engramic kernel data if they are nonorganic, of the creature that is to be cloned, which the spell consumes, and a vessel worth at least $$200,000 that has a sealable lid and is large enough to hold a Medium creature, such as a cloning vat, nanobot-hive, mutated plant bulb buried in the ground, or crystal container filled with a nanobot solution)

Duration: Instantaneous

This tech grows an inert duplicate of a living creature as a safeguard against death. This clone forms inside a sealed vessel and grows to full size and maturity after 120 days; you can also choose to have the clone be a younger version of the same creature. It remains inert and endures indefinitely, as long as its vessel remains undisturbed.

At any time after the clone matures, if the original creature dies, its consciousness transfers to the clone.. The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the original's equipment. The original creature's physical remains, if they still exist, become inert and can't thereafter be restored to life, since the creature's soul is elsewhere.

Available For: Techwizard

Control Weather

LEVEL

8th

CASTING TIME

10 Minutes

RANGE/AREA

Self (5 miles )

COMPONENTS

V, S, M *

DURATION

Concentration 8 Hours

SCHOOL

Manipulation

ATTACK/SAVE

None

DAMAGE/EFFECT

Control (...)

You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this Tech. Moving to a place where you don't have a clear path to the sky ends the Tech early.

When you cast the spell, you change the current weather conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 x 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the Tech ends, the weather gradually returns to normal.

When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.

Dominate (Dominate Monster)

LEVEL

8th

CASTING TIME

1 Action

RANGE/AREA

60 ft

COMPONENTS

V, S

DURATION

Concentration 1 Hour

SCHOOL

Conception

ATTACK/SAVE

WIS Save

DAMAGE/EFFECT

Charmed

You attempt to beguile a creature 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 creature 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 Techends.

At Higher Levels. When you cast this Tech with a 9th-level Tech slot, the duration is concentration, up to 8 hours.

Available For: Influencer Source Coder Streamer Techwizard

Earthquake

Concentration

LEVEL

8th

CASTING TIME

1 Action

RANGE/AREA

500 ft

COMPONENTS

V, S, M *

DURATION

Concentration 1 Minute

SCHOOL

Altercation

ATTACK/SAVE

DEX Save

DAMAGE/EFFECT

Bludgeoning

You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point and shakes creatures and structures in contact with the ground in that area.

The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature's concentration is broken.

When you cast this Tech and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone.

This Tech can have additional effects depending on the terrain in the area, as determined by the GM.

Fissures. Fissures open throughout the spell's area at the start of your next turn after you cast the Tech. A total of 1d6 such fissures open in locations chosen by the GM. Each is 1d10 x 10 feet deep, 10 feet wide, and extends from one edge of the spell's area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure's edge as it opens.

A fissure that opens beneath a structure causes it to automatically collapse (see below).

Available For: Ordinator Shut in Source Coder

Feeblemind

LEVEL

8th

CASTING TIME

1 Action

RANGE/AREA

150 ft

COMPONENTS

V, S, M *

DURATION

Instantaneous

SCHOOL

Conception

ATTACK/SAVE

INT Save

DAMAGE/EFFECT

Conception

You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality. The target takes 4d6 Software damage and must make an Intelligence saving throw.

On a failed save, the creature's Intelligence and Charisma scores become 1. The creature can't cast spells, activate tech items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them.

At the end of every 30 days, the creature can repeat its saving throw against this Tech. If it succeeds on its saving throw, the Tech ends.

The Tech can also be ended by greater restoration, heal, or wish.

Available For: Influencer Shut in Streamer Techwizard

Spotlight(Holy Aura)

Concentration

LEVEL

8th

CASTING TIME

1 Action

RANGE/AREA

Self (30 ft )

COMPONENTS

V, S, M *

DURATION

Concentration 1 Minute

SCHOOL

Protection

ATTACK/SAVE

CON Save

DAMAGE/EFFECT

Blinded

Divine light washes out from you and coalesces in a soft radiance in a 30-foot radius around you. Creatures of your choice in that radius when you cast this Tech shed dim light in a 5-foot radius and have advantage on all saving throws, and other creatures have disadvantage on attack rolls against them until the Tec hends. In addition, when a fiend or an undead hits an affected creature with a melee attack, the aura flashes with brilliant light. The attacker must succeed on a Constitution saving throw or be blinded until the Tech ends.

* - (a tiny reliquary worth at least $$100,000 containing a sacred relic, such as a scrap of cloth from a saint's robe or a piece of parchment from a religious text)

Available For: Ordinator

Dragon Projection(Illusory Dragon)

Concentration

LEVEL

8th

CASTING TIME

1 Action

RANGE/AREA

120 ft

COMPONENTS

S

DURATION

Concentration 1 Minute

SCHOOL

advertisement

ATTACK/SAVE

WIS Save

DAMAGE/EFFECT

Acid (...)

you create a Huge neon dragon in an unoccupied space that you can see within range. The advertisement lasts for the spell's duration and occupies its space, as if it were a creature.

When the advertisement appears, any of your enemies that can see it must succeed on a Wisdom saving throw or become frightened of it for 1 minute. If a frightened creature ends its turn in a location where it doesn't have line of sight to the advertisement, it can repeat the saving throw, ending the effect on itself on a success.

As a bonus action on your turn, you can move the advertisement up to 60 feet. At any point during its movement, you can cause it to exhale a blast of energy in a 60-foot cone originating from its space. When you create the dragon, choose a damage type: acid, cold, fire, lightning, Entropic, or poison. Each creature in the cone must make an Intelligence saving throw, taking 7d6 damage of the chosen damage type on a failed save, or half as much damage on a successful one.

The advertisement is tangible because of the shadow stuff used to create it, but attacks miss it automatically, it succeeds on all saving throws, and it is immune to all damage and conditions. A creature that uses an action to examine the dragon can determine that it is an advertisement by succeeding on an Intelligence (Investigation) check against your Tech save DC. If a creature discerns the advertisement for what it is, the creature can see through it and has advantage on saving throws against its breath.

Available For: Techwizard

Volcanic Blast(Incendiary Cloud)

Concentration

LEVEL

8th

CASTING TIME

1 Action

RANGE/AREA

150 ft (20 ft )

COMPONENTS

V, S

DURATION

Concentration 1 Minute

SCHOOL

Travel

ATTACK/SAVE

DEX Save

DAMAGE/EFFECT

Fire

A swirling cloud of smoke shot through with white-hot embers appears in a 20-foot-radius sphere centered on a point within range. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

When the cloud appears, each creature in it must make a Dexterity saving throw. A creature takes 10d8 fire 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 spell's area for the first time on a turn or ends its turn there.

The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns.

Available For: Source Coder Techwizard

Haywire Smoke(Maddening Darkness)

Concentration

LEVEL

8th

CASTING TIME

1 Action

RANGE/AREA

150 ft (60 ft )

COMPONENTS

V, M *

DURATION

Concentration 10 Minutes

SCHOOL

Altercation

ATTACK/SAVE

WIS Save

DAMAGE/EFFECT

Conception

technical darkness spreads from a point you choose within range to fill a 60-foot-radius sphere until the Techends. The darkness spreads around corners. A creature with darkvision can't see through this darkness. Nontechnical light, as well as light created by spells of 8th level or lower, can't illuminate the area.

Shrieks, gibbering, and mad laughter can be heard within the sphere. Whenever a creature starts its turn in the sphere, it must make a Wisdom saving throw, taking 8d8 Software damage on a failed save, or half as much damage on a successful one.

Available For: Streamer Techwizard

Offline(Mind Blank)

LEVEL

8th

CASTING TIME

1 Action

RANGE/AREA

Touch

COMPONENTS

V, S

DURATION

24 Hours

SCHOOL

Protection

ATTACK/SAVE

None

DAMAGE/EFFECT

Buff

Until the Tech ends, one willing creature you touch is immune to Software damage, any effect that would sense its emotions or read its thoughts, Observation techs, and the charmed condition. The Tech even foils wish techs and techs or effects of similar power used to affect the target's mind or to gain information about the target.


Available For: Influencer Techwizard

Pause(Power Word Stun)

LEVEL

8th

CASTING TIME

1 Action

RANGE/AREA

60 ft

COMPONENTS

V

DURATION

Instantaneous

SCHOOL

Conception

ATTACK/SAVE

None

DAMAGE/EFFECT

Stunned

You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 hit points or fewer, it is stunned. Otherwise, the Tech has no effect.

The stunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends.


Available For: Influencer Source Coder Streamer Techwizard

Hammer of Dawn(Sunburst)

LEVEL

8th

CASTING TIME

1 Action

RANGE/AREA

150 ft (60 ft )

COMPONENTS

V, S, M *

DURATION

Instantaneous

SCHOOL

Altercation

ATTACK/SAVE

CON Save

DAMAGE/EFFECT

Neon

Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d6 Neon damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn't blinded by this Tech. Undead and oozes have disadvantage on this saving throw.

A creature blinded by this Tech makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.

This Tech dispels any darkness in its area that was created by a Tech.


Available For: Shut in Source Coder Techwizard

Tsunami

Concentration

LEVEL

8th

CASTING TIME

1 Minute

RANGE/AREA

Sight

COMPONENTS

V, S

DURATION

Concentration 6 Rounds

SCHOOL

Travel

ATTACK/SAVE

STR Save

DAMAGE/EFFECT

Bludgeoning

A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration.

When the wall appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 6d10 bludgeoning damage, or half as much damage on a successful save.

At the start of each of your turns after the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or take 5d10 bludgeoning damage. A creature can take this damage only once per round. At the end of the turn, the wall's height is reduced by 50 feet, and the damage creatures take from the Tech on subsequent rounds is reduced by 1d10. When the wall reaches 0 feet in height, the Tech ends.

A creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature must make a successful Strength (Athletics) check against your Tech save DC in order to move at all. If it fails the check, it can't move. A creature that moves out of the area falls to the ground.

Available For: Shut in

December 22, 2021


Dark Star

LEVEL

8th

CASTING TIME

1 action

RANGE/AREA

150 feet

COMPONENTS

V, S, M*.

DURATION

Concentration, up to 1 minute

SCHOOL

Altercation (Singularity theory)

ATTACK/SAVE

Con save

DAMAGE/EFFECT

Utility

This tech creates a sphere centered on a point you choose within range. The sphere can have a radius of up to 40 feet. The area within this sphere is filled with technical darkness and crushing gravitational force.

For the duration, the tech's area is difficult terrain. A creature with darkvision can't see through the technical darkness, and nontechnical light can't illuminate it. No sound can be created within or pass through the area. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a tech that includes a verbal component is impossible there.

Any creature that enters the tech's area for the first time on a turn or starts its turn there must make a Constitution saving throw. The creature takes 8d10 kinetic damage on a failed save or half as much damage on a successful save. A creature reduced to 0 hit points by this damage is disintegrated. A disintegrated creature and everything it is wearing and carrying, except high end items, are reduced to a pile of fine gray dust.

Materials: Osmium ball bearing.

Classes:

Techwizard.

Magnetic blast (Reality Break)

LEVEL

8th

CASTING TIME

1 action

RANGE/AREA

150 feet

COMPONENTS

V, S.

DURATION

Concentration, up to 1 minute

SCHOOL

Manipulation (Stasis theory)

ATTACK/SAVE

Wis save

DAMAGE/EFFECT

Utility

You shatter the barriers between realities and timelines, thrusting a creature into turmoil and madness. The target must succeed on a Wisdom saving throw, or it can't take reactions until the tech ends. The affected target must also roll a d10 at the start of each of its turns; the number rolled determines what happens to the target as shown on the Reality Break Effects table.

At the end of each of its turns, the affected target can repeat the Wisdom saving throw, ending the tech on itself on a success

Magnetic blast Effects

d10 Effect

1-3 The target takes 6d12 software damage, and it is

stunned until the end of the turn

4-5 The target must make a Constitution saving throw,

taking 4d12 kinetic damage on a failed save, or half

as much damage on a successful save. If the target

fails their save the tech also disable's all there

augments until the end of their next turn.

6-9 The target is surrounded by kinetic energy and is

flung along with everything it is wearing and

carrying, up to 30 feet to an unoccupied space of your

choice that you can see. The target also takes 10d12

kinetic damage and is knocked prone.

10 Combine the effect of a roll of 1-3 and a roll of 4-5.


Classes:

Techwizard.

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