Level 9 Techs

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Mass Booster Shot (Mass Heal)

LEVEL

9th

CASTING TIME

1 Action

RANGE/AREA

60 ft

COMPONENTS

V, S

DURATION

Instantaneous

SCHOOL

Altercation

ATTACK/SAVE

None

DAMAGE/EFFECT

Healing

Choose among any number of creatures that you can see within range. you hit them with a small shot of nanobots. You restore up to 700 hit points, divided as you choose among them. This reboots their system ending blindness, deafness, and any diseases affecting the target. This tech has no effect on constructs or undead.

Classes:

Ordinator.

Destruction Malware (Power Word Kill)

LEVEL

9th

CASTING TIME

1 Action

RANGE/AREA

60 ft

COMPONENTS

V

DURATION

Instantaneous

SCHOOL

Conception

ATTACK/SAVE

None

DAMAGE/EFFECT

Instant kill

You send out a piece of destructive malware to one creature you can see within range. If the creature you choose has 100 hit points or fewer, it dies. Otherwise, the tech has no effect.

Classes:

Influencer/Source Coder/Streamer/Techwizard.

Satellite barrage(Meteor Swarm)

LEVEL

9th

CASTING TIME

1 Action

RANGE/AREA

1 mile

COMPONENTS

V, S.

DURATION

Instantaneous

SCHOOL

Altercation

ATTACK/SAVE

DEX save

DAMAGE/EFFECT


You pull down four satellites from orbit and have them plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius sphere centered on each point you choose must make a dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one satellite is affected only once.

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

Classes:

Source Coder/Techwizard.

Quantum computing (Foresight)

LEVEL

9th

CASTING TIME

1 Action

RANGE/AREA

Touch

COMPONENTS

V, S.

DURATION

8 Hours

SCHOOL

Observation

ATTACK/SAVE

None

DAMAGE/EFFECT

Utility

You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target can't be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration.

This tech immediately ends if you use it again before its duration ends.

Classes:

Influencer/Shut in/Techwizard.

Redefine (Shapechange)

LEVEL

9th

CASTING TIME

1 Action

RANGE/AREA

Self

COMPONENTS

V, S, M*.

DURATION

Concentration, up to 1 hour

SCHOOL

Manipulation

ATTACK/SAVE

None

DAMAGE/EFFECT

Utility

You assume the form of a different creature for the duration. The new form can be of any creature with a challenge rating equal to your level or lower. The creature can't be a Machine or an Hacked, and you must have seen the sort of creature at least once. You Redefine yourself into an average example of that creature, one without any class levels or the Techcasting trait.

Your game statistics are replaced by the statistics of the chosen creature, though you retain your alignment and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus listed in its statistics is higher than yours, use the creature's bonus in place of yours. You can't use any legendary actions or lair actions of the new form.

You assume the hit points and Hit Dice of the new form. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.

You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can't use any special senses you have (for example, darkvision) unless your new form also has that sense. You can only speak if the creature can normally speak.

When you redefine yourself, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions as normal. The DM determines whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change shape or size to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge into your new form. Equipment that merges has no effect in that state.

During this tech's duration, you can use your action to redefine into a different form following the same restrictions and rules for the original form, with one exception: if your new form has more hit points than your current one, your hit points remain at their current value.

Material: A phone that is currently displaying the creature you are turning into, which you must hold before you use the tech.

Classes:

Shut in/Techwizard.

- (edited)

November 27, 2021

True Reformat (True polymorph)

LEVEL

9th

CASTING TIME

1 hour

RANGE/AREA

Touch

COMPONENTS

V, S, M*.

DURATION

Instantaneous

SCHOOL

Biochemistry

ATTACK/SAVE

None

DAMAGE/EFFECT

Utility

Choose one creature or nontechnical object that you can see within range. You transform the creature into a different creature, the creature into an object, or the object into a creature (the object must be neither worn nor carried by another creature). The transformation lasts for the duration, or until the target drops to 0 hit points or dies. If you concentrate on this tech for the full duration, the transformation becomes permanent.

Shapechangers aren't affected by this tech. An unwilling creature can make a wisdom saving throw, and if it succeeds, it isn't affected by this tech.

Creature into Creature.+ If you turn a creature into another kind of creature, the new form can be any kind you choose whose challenge rating is equal to or less than the target's (or its level, if the target doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the new form. It retains its alignment and personality.

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

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

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

Object into Creature. You can turn an object into any kind of creature, as long as the creature's size is no larger than the object's size and the creature's challenge rating is 9 or lower. The creature is friendly to you and your companions. It acts on each of your turns. You decide what action it takes and how it moves. The DM has the creature's statistics and resolves all of its actions and movement.

If the tech becomes permanent, you no longer control the creature. It might remain friendly to you, depending on how you have treated it.

Creature into Object. If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form. The creature's statistics become those of the object, and the creature has no memory of time spent in this form, after the tech ends and it returns to its normal form.

Material: A spare engram

Classes:

Influencer/Streamer/Techwizard.



Absolute Resurgence (True Resurrection)

LEVEL

9th

CASTING TIME

1 hour

RANGE/AREA

Touch

COMPONENTS

V, S, M*.

DURATION

Instantaneous

SCHOOL

Biochemistry

ATTACK/SAVE

None

DAMAGE/EFFECT

Utility

You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature's soul is free and willing, the creature is restored to life with all its hit points.

This tech closes all wounds, neutralises any poison, cures all diseases, and lifts any curses affecting the creature when it died. The tech replaces damaged or missing organs and limbs. If the creature was hacked, it is restored to its non-hacked form.

The tech can even provide a new body if the original no longer exists, in which case you must speak the creature's name. The creature then appears in an unoccupied space you choose within 10 feet of you.

Material: All the body parts needed to full resemble the targeted creature.

Classes:

Ordinator/Shut-In.


Weird

LEVEL

9th

CASTING TIME

1 action

RANGE/AREA

120 Feet

COMPONENTS

V, S.

DURATION

Concentration, up to 1 minute

SCHOOL

Deception

ATTACK/SAVE

None

DAMAGE/EFFECT

Utility

Drawing on the deepest fears of a group of creatures, you create projected creatures in their minds, visible only to them. Each creature in a 30-foot-radius sphere centered on a point of your choice within range must make a wisdom saving throw. On a failed save, a creature becomes frightened for the duration. The projection calls on the creature's deepest fears, manifesting its worst nightmares as an implacable threat. At the end of each of the frightened creature's turns, it must succeed on a wisdom saving throw or take 4d10 software damage. On a successful save, the tech ends for that creature.

Classes:

Techwizard.


Neon Hard Light Wall (Prismatic Wall)

LEVEL

9th

CASTING TIME

1 action

RANGE/AREA

60 Feet

COMPONENTS

V, S.

DURATION

10 Minutes

SCHOOL

Protection

ATTACK/SAVE

Multiple save's

DAMAGE/EFFECT

Offencive utility

A shimmering, multicolored plan of neon hard light forms a vertical opaque wall - up to 90 feet long, 30 feet high, and 1 inch thick - centered on a point you can see within range. Alternatively, you can shape the wall into a sphere up to 30 feet in diameter centered on a point you choose within range. The wall remains in place for the duration. If you position the wall so that it passes through a space occupied by a creature, the tech fails, and your action and the tech slot are wasted.

The wall sheds bright light out to a range of 100 feet and dim light for an additional 100 feet. You and creatures you designate at the time you cast the tech can pass through and remain near the wall without harm. If another creature that can see the wall moves to within 20 feet of it or starts its turn there, the creature must succeed on a constitution saving throw or become blinded for 1 minute.

The wall consists of seven layers, each with a different color. When a creature attempts to reach into or pass through the wall, it does so one layer at a time through all the wall's layers. As it passes or reaches through each layer, the creature must make a dexterity saving throw or be affected by that layer's properties as described below.

The wall can be destroyed, also one layer at a time, in order from red to violet, by means specific to each layer. Once a layer is destroyed, it remains so for the duration of the tech.

1. Red. The creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. While this layer is in place, non-technical ranged attacks can't pass through the wall. The layer can be destroyed by dealing at least 25 cold damage to it.

2. Orange. The creature takes 10d6 acid damage on a failed save, or half as much damage on a successful one. While this layer is in place, technical ranged attacks can't pass through the wall. The layer is destroyed by a strong wind.

3. Yellow. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 60 Kinetic damage to it.

4. Green. The creature takes 10d6 poison damage on a failed save, or half as much damage on a successful one. A {{passwall}} tech, or another tech of equal or greater level that can open a {{portal}} on a solid surface, destroys this layer.

5. Blue. The creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 25 fire damage to it.

6. Indigo. On a failed save, the creature 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 permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive; keep track of both until the creature collects three of a kind.

While this layer is in place, techs can't be cast through the wall. The layer is destroyed by bright light shed by a Neon Show tech or a similar tech of equal or higher level.

7. Violet. On a failed save, the creature 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 {{teleported}} to another place in the world of the DM's choosing and is no longer blinded. This layer is destroyed by a Localised EMP tech or a similar tech of equal or higher level that can end techs and technical effects.

Classes:

Shut-In/Techwizard.

Absolute Source Code Manipulation [A.S.C.M] (Wish)

LEVEL

9th

CASTING TIME

1 action

RANGE/AREA

Self

COMPONENTS

V, S.

DURATION

Instantaneous

SCHOOL

Manifestation

ATTACK/SAVE

None

DAMAGE/EFFECT

Utility

A.S.C.M is the mightiest tech a mortal creature can cast. By simply speaking aloud or typing on your keyboard, you can alter the very foundations of reality in accord with your desires.

The basic use of this tech is to duplicate any other tech of 8th level or lower. You don't need to meet any requirements in that tech,including costly components. The tech simply takes effect.

Alternatively, you can create one of the following effects of your choice:

-> You create one object of up to $$2500000 in value that isn't a High End item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space you can see on the ground.

-> You allow up to twenty creatures that you can see to regain all hit points, and you end all effects on them described in the Auxiliary system flush tech.

->You grant up to ten creatures that you can see resistance to a damage type you choose.

->You grant up to ten creatures you can see immunity to a single tech or other technical effect for 8 hours.

->You undo a single recent event by forcing a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a A.S.C.M tech could undo an opponent's successful save, a foe's critical hit, or a friend's failed save. You can force the reroll to be made with advantage or disadvantage, and you can choose whether to use the reroll or the original roll.

You might be able to achieve something beyond the scope of the above examples. State your A.S.C.M to the GM as precisely as possible. The GM has great latitude in ruling what occurs in such an instance; the greater the A.S.C.M, the greater the likelihood that something goes wrong. This tech might simply fail, the effect you desire might only be partly achieved, or you might suffer some unforeseen consequence as a result of how you worded the A.S.C.M. For example, manipulating that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, manipulating the code to get a legendary High End item or artifact might instantly transport you to the presence of the item's current owner.

The stress of casting this tech to produce any effect other than duplicating another tech weakens you. After enduring that stress, each time you cast a tech until you finish a long rest, you take 1d10 entropic damage per level of that tech. This damage can't be reduced or prevented in any way. In addition, your Strength drops to 3, if it isn't 3 or lower already, for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast A.S.C.M ever again if you suffer this stress.

Classes:

Source-coder/Techwizard.

Imprisonment

LEVEL

9th

CASTING TIME

1 minute

RANGE/AREA

30 feet

COMPONENTS

V, S, M*.

DURATION

Untill dispelled

SCHOOL

Protection

ATTACK/SAVE

Wisdom save

DAMAGE/EFFECT

Utility

You create a technical restraint to hold a creature that you can see within range. The target must succeed on a wisdom saving throw or be bound by the tech; if it succeeds, it is immune to this tech if you cast it again. While affected by this tech, the creature doesn't need to breathe, eat, or drink, and it doesn't age. Smart Vision tech can't locate or perceive the target.

When you cast the tech, you choose one of the following forms of imprisonment.

Burial. in one of the underground datacenters, The target is entombed far beneath the earth in one of the underground datacenters, in a sphere of kinetic energy that is just large enough to contain the target. Nothing can pass through the sphere, nor can any creature teleport to get into or out of it.

The special component for this version of the tech is a piece of server hardware.

Tethering. Heavy ethernet cables, firmly rooted in the ground, hold the target in place. The target is restrained until the tech ends, and it can't move or be moved by any means until then.

The special component for this version of the tech is a piece of ethernet cable.

Slumber. The target falls asleep and can't be awoken.

The special component for this version of the tech is a very boring book.

Ending the tech. During the casting of the tech, in any of its versions, you can specify a condition that will cause the tech to end and release the target. The condition can be as specific or as elaborate as you choose, but the DM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature's name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or hit points.

A Localised EMP tech can end the tech only if it is cast as a 9th-level tech, targeting either the prison or the special component used to create it.

You can use a particular special component to create only one prison at a time. If you cast the tech again using the same component, the target of the first casting is immediately freed from its binding.

Material: A phone that is displaying a picture of the target, and a special component that varies according to the version of the tech you choose.

Classes:

Source-coder/Techwizard.

Electricity Storm (Storm Of Vengeance)

LEVEL

9th

CASTING TIME

1 action

RANGE/AREA

Sight

COMPONENTS

V, S.

DURATION

Concentration, up to 1 minute

SCHOOL

Protection

ATTACK/SAVE

Multiple save's

DAMAGE/EFFECT

Damage

A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet. Lightning flashes in the area, thunder booms, and strong winds roar. Each creature under the cloud (no more than 5,000 feet beneath the cloud) when it appears must make a constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 5 minutes.

Each round you maintain concentration on this tech, the storm produces additional effects on your turn.

Round 2. Acidic rain falls from the cloud. Each creature and object under the cloud takes 1d6 acid damage.

Round 3. You call six bolts of lightning from the cloud to strike six creatures or objects of your choice beneath the cloud. A given creature or object can't be struck by more than one bolt. A struck creature must make a dexterity saving throw. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.

Round 4. Hailstones rain down from the cloud. Each creature under the cloud takes 2d6 bludgeoning damage.

Round 5-10. Gusts and freezing rain assail the area under the cloud. The area becomes difficult terrain and is heavily obscured. Each creature there takes 1d6 cold damage. Ranged weapon attacks in the area are impossible. The wind and rain count as a severe distraction for the purposes of maintaining concentration on techs. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area, whether mundane or technical.

Classes:

Shut-in.

[Astral Projection] Group Sense-Tank Projection

9th-level Biochemistry

Casting Time: 1 hour

Range: 10 feet

Components: V, S, M (for each creature you affect with this tech, you must provide a neural uplink array worth $$100,000, as well as contact gel worth $$10,000--the contact gel is consumed)

Duration: Special

You and up to eight willing creatures within range project your consciousness into the local digital space. The material body you leave behind is unconscious and in a state of suspended animation; it doesn't need food or air and doesn't age.

Your digital projection replicates your game statistics and possessions, but looks however you wish it to look as decided at the time of the tech's casting.

Your digital consciousness can freely travel through the virtual plane and can pass into local VR instances and digital realms freely. Your digital consciousness is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it. The tech ends for you and tech companions when you use your action to dismiss it. When the tech ends, the affected creature's consciousness returns to its physical body, and it awakens.

The tech might also end early for you or one of your companions. A successful localized EMP tech used against a digital form or physical body ends the tech for that creature. If a creature's original body or its digital form drops to 0 hit points, the tech ends for that creature. If you are returned to your body prematurely, your companions remain in their digital forms.

Tech Lists. Ordinator, Streamer, Techwizard

Time Ravage

LEVEL

9th

CASTING TIME

1 action

RANGE/AREA

90 feet

COMPONENTS

V, S, M*.

DURATION

Instantaneous

SCHOOL

Biochemistry (Stasis theory)

ATTACK/SAVE

Con save

DAMAGE/EFFECT

Utility

You target a creature you can see within range, putting its physical form through the devastation of rapid ageing. The target must make a Constitution saving throw, taking 10d12 entropic damage on a failed save, or half as much damage on a successful one. If the save fails, the target also ages to the point where it has only 30 days left before it dies of old age. In this aged state, the target has disadvantage on attack rolls, ability checks, and saving throws, and its walking speed is halved. Only the Absolute source code manipulation tech or the Primary system flush tech cast with a 9th-level tech slot can end these effects and restore the target to its previous age.

Material: A watch that is worth at least worth $$500000 which the tech consumes.

Classes:

Techwizard.

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