Spoiler: Technic List

Show

Spoiler: Foie Technics (fire) Show Foie Technics

Attack

Foie

TP required: 2 or more

Casting Time: 1 action

Range: 80 feet

Duration: Instantaneous

You hurl a ball of fire at a creature or object within range. Make a ranged spell attack roll. On a hit, the target takes 2d12 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.

For each additional TP spent the damage increases by 1d12. For every 2 extra TP spent the range increases by 20 feet.





Rafoie

TP required: 5 or more

Casting Time: 1 action

Range: 100 feet

Duration: Instantaneous

You cause the air in a 10-foot radius sphere within range to instantly combust. Each creature inside the sphere must make a Dexterity save. A target takes 6d6 fire damage on a failed save, or half as much on a successful one. The flames spread around corners and ignite flammable objects that are not being worn or carried.

For each additional TP spent the damage increases by 1d6. For every 3 additional TP spent the range is increased by 20 feet and the radius of effect increases by 5 feet.





Damfoie

TP required: 3 or more

Casting Time: 1 action

Range: Self (20-foot cone)

Duration: Instantaneous

A blast of fire erupts from your Technic Focus in a direction you choose. All creatures within the effect must make a Dexterity save. A target takes 2d10 damage damage on a failed save, or half as much on a successful one. The flames ignite flammable objects that are not being worn or carried.

For each additional TP spent the damage increases by 1d10. For every 3 additional TP spent the size of the cone is increased by 5 feet.





Gifoie

TP required: 6 or more

Casting Time: 1 action

Range: Self

Duration: Instantaneous

A burst of flame radiates from you, overwhelming all adjacent creatures. Affected creatures must make a Dexterity save. On a failed save, the creature takes 4d6 fire damage, catches on fire, and is knocked 5 feet away from you. On a successful save, the target does not take damage or ignite, but is still pushed away. A burning creature makes a Constitution save at the beginning of each of it's turns. On a failure the creature takes 1d6 fire damage, on a success the flames are extinguished. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames, the technic ends on that target.

For each additional TP spent the initial damage increases by 1d6. If you spend at least 10 TP this spell pushes the target 10 feet away instead of 5.



Support

Shifta

TP required: 3 or more

Casting Time: 1 action

Range: 30 feet

Duration: Concentration, up to 10 minutes

You imbue a creature with the strength of fire, increasing their physical prowess. The target does an extra 1d6 damage with each melee or ranged physical attack.

For every 4 additional TP spent, the damage increases by 1d6.



Jellen

TP required: 4 or more

Casting Time: 1 action

Range: 60 feet

Duration: 1 minute

You cause a target creatures muscles and joints to burn with fatigue. The target must make a Strength save. On a failed save the target receives disadvantage on the first melee or ranged physical attack it makes each turn. On a successful save the target resists the effects of the technic and the effect ends for that creature. The target may reattempt the save once at the beginning of each of its turns.

For every 3 additional TP you spend you may affect 1 additional creature within range.

Spoiler: Barta Technics (ice) Show Barta Technics

Attack



Barta

TP required: 3 or more

Casting Time: 1 action

Range: Self (20-foot line)

Duration: Instantaneous

You conjure a blast of ice that rushes forward. All affected creatures must make a Constitution save. On a failed save the target takes 4d8 cold damage and has it's movement speed halved until the end of it's next turn. On a successful save, the creature takes half as much damage and it's movement speed is unchanged.

For each additional TP spent the damage increases by 1d8. For every 3 additional TP spent the line's length is increased by 5 feet.



Rabarta

TP required: 6 or more

Casting Time: 1 action

Range: 100 feet

Duration: Instantaneous

You cause a 10-foot radius sphere within range to suffer a severe and violent temperature drop. All affected creatures must make a Constitution save. On a failed save, the target takes 7d6 damage, or half as much on a successful save. In addition, the terrain becomes coated with a thick layer of ice. Any creature that enters the area, or when a creature starts it's turn in the area, must make a DC 10 Acrobatics check or fall prone. The ice persists for a number of rounds equal to your casting modifier.

For each additional TP spent the damage increases by 1d6. For every 3 additional TP spent radius of effect increases by 5 feet.



Dambarta

TP required: 4 or more

Casting Time: 1 action

Range: Self (20-foot cone)

Duration: Instantaneous

Your Technic Focus emits a hail of ice and cold in a direction of your choosing. All affected targets must make a Reflex save. On a failed save, the target takes 3d6 cold damage and 2d6 piercing damage. On a successful save the target takes half as much damage.

For each additional TP spent the cold damage increases by 1d6. For every 3 additional TP spent the size of the cone is increased by 5 feet.



Gibarta

TP required: 7 or more

Casting Time: 1 action

Range: Self

Duration: Instantaneous

You erupt in a burst of ice and sleet. All adjacent creatures must make a Constitution save. On a failed save, the target takes 8d8 cold damage and is frozen solid. On a success, the target takes half as much damage and is not frozen. A frozen target suffers the same effects as a petrified target. At the start of each of it's turns, or when it takes damage, the target makes a Strength saving throw to break free of the ice. If this saving throw is the result of being attacked, the target has advantage on the save.

For every additional TP spent, the damage increases by 1d8.



Support



Deband

TP required: 3 or more

Casting Time: 1 action

Range: 30 feet

Duration: Concentration, up to 10 minutes

You boost the resilience of your allies with a fine layer of protective photons. Choose one creature within range. The target gains resistance to Bludgeoning, Piercing, and Slashing damage.

For every 2 extra TP spent you may target one additional creature.



Zalure

TP required: 4 or more

Casting Time: 1 action

Range: 60 feet

Duration: Concentration, up to 1 minute

You cause a layer of photons to gather on the target, which cause your weapons to be drawn to them and your strikes more likely to land. The target must make a Wisdom save. On a failed save, all physical ranged and melee attacks have advantage against the target.

Every 3 additional TP spent allows you to target 1 additional creature within range.





Spoiler: Zonde Technics (lightning) Show Zonde Technics



Attack



Zonde

TP required: 3 or more

Casting Time: 1 action

Range: Self (20-foot line)

Duration: Instantaneous

You send a forth a small bolt of lightning that pierces through creatures. Make 1 attack roll, the result is used for each affected enemy's AC contest. You have advantage on the roll against any foe that has a predominately metal surface (such as androids, creatures wearing metal armors or frames, etc.) CASTs are considered to be non-metallic in regards to this spell, unless already in metal armor. The target takes 3d10 lightning damage on a successful hit. Any creatures hit must make Constitution save or be incapacitated until the end of it's next turn. Creatures resistant or immune to lightning damage automatically succeed on this save.

Every additional TP spent increases the damage done by 1d10. Every 3 additional TP spent increases the size of the line by 5 feet.



Razonde

TP required: 6 or more

Casting Time: 1 action

Range: 100 feet

Duration: Instantaneous

You cause a bolt of lightning to strike a target from above, this bolt then chains to all creatures within 10 feet of the original target. All affected targets must make a Dexterity save. On a failed save, the target takes 7d6 lightning damage and can't take reactions until the end of it's next turn. On a succesful save, the target takes half as much damage and maintains it's ability to take reactions. Metallic creatures (as described in the Zonde technic) have disadvantage on the save.

For each additional TP spent the damage increases by 1d6. For every 3 additional TP spent radius of effect increases by 5 feet.



Gizonde

TP required: 7 or more

Casting Time: 1 action

Range: Self

Duration: Instantaneous, up to 1 minute

An orb of lightning appears above you and fires bolts at any adjacent targets of your choice. All affected targets must make a Dexterity save. On a failed save the target takes 7d6 lightning damage and is paralyzed for one minute. On a success the target takes half as much damage and is not paralyzed. Metallic creatures (as described in the Zonde technic) have disadvantage on the save. A paralyzed target makes a Wisdom save at the beginning of each of it's turns. On a success the condition ends for that creature. If touched by another creature, the paralyzed target's body sends out a jolt of electricty, dealing 2d6 lightning damage to the creature that touched it, and curing the paralyzed condition.

For every additional TP spent the damage dealt by you increases by 1d6, as does the damage dealt by touching a paralyzed target.



Noszonde

TP required: 10 or more

Casting Time: 1 action

Range: 60 feet

Duration: Concentration, up to 1 minute

You create a 5 foot diameter sphere of lightning in an unoccupied space within range that lasts for the duration. The sphere sheds a 20-foot radius of bright light and dim light for an additional 20 feet. You can move the sphere up to 30 feet as a bonus action on your turn. Any creature that ends it's turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 10d8 damage on a failed save and half as much on a success. Metallic creatures (as described in the Zonde technic) have disadvantage on the save. You may ram the sphere into a creature, forcing a Reflex save against the orb's damage. If the orb leaves your range, the technic ends.

If you maintain concentration on the sphere, starting on your next turn or anytime thereafter you may cause it to detonate as an action. The sphere must still exist to do this. Upon detonation all targets within 5 feet of the sphere must make a Dexterity saving throw. On a failed save the target takes 12d6 lightning damage, or half as much on a success. Metallic creatures (as described in the Zonde technic) have disadvantage on the save.

If struck by an attack technic from the Diga family, both the caster of this technic, and the caster of the Diga technic, make contesting Concentration checks. The loser's technic dissipates harmlessly.

For every additional TP spent the damage of the sphere increases by 1d6 upon detonation, or 1d8 when coming into contact with a creature or when a creature ends it's turn adjacent to it. In addition, in the event of a contested Concentration check against a Diga technic, you gain a +1 bonus to your result.

Support



Zodial

TP required: 3 or more

Casting Time: 1 action

Range: 30 feet

Duration: Concentration, up to 10 minutes

You boost a target creature's speed and reflexes. The target's base movement speed increases by 10 feet, and the target has advantage on Dexterity saving throws.

For every 2 additional TP spent you may target 1 additional creature within range.



Zoldeel

TP required: 4 or more

Casting Time: 1 action

Range: 60 feet

Duration: Concentration, up to 1 minute

You cause a creature within range to slow down. The target's base movement speed decreases by 10 feet, and the target had disadvantage on Dexterity saving throws.

For every 3 additional TP spent you may target 1 additional creature



Spoiler: Diga Technics (ground) Show Diga Technics

Attack



Diga

TP required: 2 or more

Casting Time: 1 action

Range: 80 feet

Duration: Instantaneous

You conjure a solid mass (rock, metal, and the like) and launch it forward at a creature within range. Make a ranged spell attack roll. On a hit the target takes 2d10 bludgeoning damage and must make a Wisdom save. On a failed save, the target is silenced until the end of it's next turn.

For every additional TP spent the target takes an additional 1d10 damage.



Radiga

TP required: 5 or more

Casting Time: 1 action

Range: 100 feet

Duration: Instantaneous

You cause a 10-foot radius section of a surface within range to quake and erupt. This may target a wall and/or ceiling if you choose. Affected targets must make a Dexterity save. On a failed save the target takes 6d6 bludgeoning damage and is knocked prone. If the target is knocked prone while climbing they fall from the wall or ceiling. In addition, the surface becomes difficult terrain. This technic does not harm airborne creatures.

For each additional TP spent the damage increases by 1d6. For every 3 additional TP spent the range is increased by 20 feet and the radius of effect increases by 5 feet.



Damdiga

TP required: 3 or more

Casting Time: 1 action

Range: Self (20-foot cone)

Duration: Instantaneous, see description

You spew a poisonous gas from your Technic focus that quickly dissipates. All affected targets must make a Constitution save. On a failed save, the target takes 2d8 poison damage and is poisoned for 1 hour. On a successful save the target takes half as much damage.

For each additional TP spent the damage increases by 1d8. For every 3 additional TP spent the size of the cone is increased by 5 feet.



Gidiga

TP required: 6 or more

Casting Time: 1 action

Range: Self

Duration: Instantaneous, see description

You cause the ground around you quake and crumble. All creatures adjacent to you must make a Dexterity save. On a failed save the target takes 4d6 damage and is knocked prone. If the target is Medium or smaller it is also restrained by the debris. On a successful save the target takes half as much damage. As an action a restrained target may make a Strength saving throw to free itself. Adjacent creature may also use it's action to free a restrained target without needing to make a Strength save.

For each additional TP spent the initial damage increases by 1d6. If you spend at least 10 TP this spell will also restrain Large targets.



Nosdiga

TP required: 7 or more

Casting Time: 1 action

Range: 80 feet

Duration: Concentration, up to 1 minute

You create a medium size serpent from stone under your control. You can command it with your action. The serpent will defend itself from hostile creatures, but will not seek out foes without your instructions. The serpent has physical stats equal to a Giant Poisonous Snake (MM 327) with the following exceptions.

 It shares your AC and proficiency bonus

 It has a number of Hit Dice equal to your Casting modifier

 It can only perceive what you could, and only out to 30 feet.

 It uses your casting modifier when attacking or grappling instead of it's dexterity, and deals 1d8+ modifier damage

For every 3 additional TP spent you create 1 additional snake up to a maximum of 3 total snakes. You may command them all with a single action.



Support



Dizas

TP required: 5 or more

Casting Time: 1 action

Range: 30 feet

Duration: Concentration, up to 10 minutes

You shield a creature with a protective screen of photons, which absorb half of the damage dealt by the next 3 non-technic attacks that hit you. If you have resistance to the damage from another source you only take 1/4 of normal damage.

For every 2 additional TP spent the barrier will endure 1 extra hit.



Spoiler: Grants Technics (light) Show

Grants Technics

Attack



Grants

TP required: 7 or more

Casting Time: 1 action

Range: 100 feet

Duration: Instantaneous, see description

You strike a creature within range with countless arrows of light. Make a ranged spell attack. On a hit, you deal 8d10 radiant damage, and force the target to make a Constitution save, or be blinded for 1 minute.

For each additional TP spent you deal an extra 1d10 damage.



Regrant

TP required: 4 or more

Casting Time: 1 action

Range: Self

Duration: Instantaneous

You unleash a brilliant light that tears through your foes. All creatures that you choose within 20 feet of you must make a Wisdom saving throw. On a failed save the target takes 4d12 radiant damage. On a success, the target takes half as much damage. You take 10% of the total damage you deal (rounded down to a minimum of 1). This reflective damage cannot be reduced by resistances or immunities, but can be absorbed by temporary hit points.

For each additional TP spent you deal an extra 1d12 damage.



Support



Resta

TP required: 3 or more

Casting Time: 1 action

Range: Self

Duration: Instantaneous

You use the power of photons to encourage wounds to heal and cells to multiply. You heal yourself for 3d10 points of damage. You may instead to heal all creatures of your choice within 30 feet (including yourself) but each target is only healed for 3d6.

Each additional TP spent increases the healing by 1d10 if used to heal you alone, or 1d6 if used to heal those within range.



Giresta

TP required: 5 or more

Casting Time: 1 action

Range: 30 feet

Duration: 1 minute

You stabilize any creature of your choice within range that is making Death saving throws. The creature is also healed for 3 points of damage at the beginning of its turn for 1 minute.

For each additional TP spent the target heals for an extra point of health every round. For every 3 additional points spent you may affect 1 more creature.



Reverser

TP required: 3 or more

Casting Time: 1 action

Range: Touch

Duration: Instantaneous, see description

You cure the target of any poison in their system, and grant them resistance to poison damage as well as advantage on all saving throws against poisonous effects.

If you spend 6 or more TP you gain the same benefits versus disease, and at 9 TP you also remove lingering technic effects.



Retier

TP required: 3 or more

Casting Time: 1 action

Range: 30 feet

Duration: Concentration, up to 10 minutes

You sharpen the mind of a creature within range. The target deals 1 extra die of damage with Technic attacks.

For every 2 additional TP you may target 1 additional creature.



Rentis

TP required: 4

Casting Time: 1 action

Range: Self

Duration: Concentration, up to 10 minutes

You create a faint sphere of photons with a radius of 10 feet centered on you. Any creature inside the sphere has resistance to damage from technics cast from outside the sphere. If the creature is vulnerable to that particular damage type, they instead take normal damage.



Ryuker

TP required: 7 or more

Casting Time: 1 action

Range: Self

Duration: Instantaneous

You attune your technic focus to your current location. For the next 24 hours you may teleport yourself and 3 other creatures within 10 feet of you back the attuned spot if it is within 50 miles. Once you teleport back you are no longer attuned to that spot. While attuned your maximum TP is temporarily reduced by the amount you spent to cast the technic. For instance, if you have a normal maximum of 107 TP and take a long rest while attuned, you will only have 100 TP at the conclusion of your rest.

For every 2 additional TP spent you may take 1 more creature with you.

Spoiler: Megid Technics (darkness) Show Megid Technics

Attack



Megid

TP required: 7 or more

Casting Time: 1 action

Range: 50 feet

Duration: Instantaneous

You conjure an orb of dark energy and send it hurtling toward a creature within range. Make a ranged spell attack roll. On a hit, the target takes 8d10 Necrotic damage and must make a Wisdom save or fall unconscious. The unconscious target makes a Wisdom save at the beginning of each turn to regain consciousness. The target automatically regains consciousness if it takes damage.

For each additional TP spent you deal an extra 1d10 damage.



Ramegid

TP required: 5 or more

Casting Time: 1 action

Range: 80 feet

Duration: Concentration, up to 1 minute

You use dark energy to create a powerful gravity well, centered on a point within range, that makes a cylinder 20 feet high with a 10-foot radius. Any affected creature must make a Strength save. On a failed save the target takes 3d6 necrotic and 3d6 bludgeoning damage, and is knocked prone. On a successful save, the target takes half as much damage. Airborne creatures are pulled to the ground on a failed save and take falling damage as normal. Any creature that enters this field must make a Strength saving throw, as well. Even on a successful save a creature with flight cannot gain altitude, though it can maintain it's current elevation.

For each additional TP spent you increase the necrotic damage dealt by 1d6.







Dammegid

TP required: 4 or more

Casting Time: 1 action

Range: Self (15-foot cone)

Duration: Instantaneous, see description

A cone of thick, heavy, black gas billows from your technic focus in a direction of your choice. Any affected targets must make a Constitution save. On a failed save the target takes 2d6 necrotic and 2d6 acid damage. In addition, on a failed save the target becomes infected by the gas with a virus. Infected targets take 1d4 necrotic or acid damage (whichever is most harmful) at the end of their turn. The target is entitled to a Constitution save at the beginning of its turn to overcome the virus. The virus is considered a disease for the purposes of recovery.

Every extra TP spent adds 1d6 necrotic damage.



Nosmegid

TP required: 10 or more

Casting Time: 1 action

Range: 60 feet

Duration: Concentration, up to 1 minute

You create a 5 foot diameter sphere of darkness in an unoccupied space within range that lasts for the duration. The sphere absorbs all light in a 20-foot radius and there is only dim light for an additional 20 feet. The caster may see through this darkness as if it were not there. You can move the sphere up to 30 feet as a bonus action on your turn. Any creature that ends it's turn within 5 feet of the sphere must make a Constitution saving throw. The creature takes 10d8 Necrotic damage on a failed save and half as much on a success. You may ram the sphere into a creature, forcing a Constitution save against the orb's damage. If the orb leaves your range, the technic ends.

If you maintain concentration on the sphere, starting on your next turn or anytime thereafter you may cause it to detonate as an action. The sphere must still exist to do this. Upon detonation all targets within 5 feet of the sphere must make a Constitution saving throw. On a failed save the target takes 10d6 necrotic damage, or half as much on a success. In addition, any target that fails it's save has it's movement speed reduced to 0 until the end of it's next turn. The target has disadvantage on this save if you have less than half of your maximum HP remaining.

If struck by an attack technic from the Grants family, both the caster of this technic, and the caster of the Grants technic, make contesting Concentration checks. The loser's technic dissipates harmlessly.

For every additional TP spent the damage of the sphere increases by 1d6 upon detonation, or 1d8 when coming into contact with a creature or when a creature ends it's turn adjacent to it. In addition, in the event of a contested Concentration check against a Grants technic, you gain a +1 bonus to your result.



Megiverse

TP required: 4 or more

Casting Time: 1 action

Range: Self

Duration: Instantaneous

You emit a fearsome darkness that sucks the life from those around you. All creatures within 20 feet of you must make a Constitution saving throw. On a failed save the target takes 4d6 necrotic damage. On a success, the target takes half as much damage. You gain half of the total damage done back in health.

For each additional TP spent you deal an extra 1d6 damage.



Support



Megistar

TP required: 5

Casting Time: 1 action

Range: Self

Duration: Concentration, up to 1 hour

You give up some of your own life force to boost your abilities. By sacrificing 1/3 of your maximum health (rounded up) you gain advantage on all saving throws, but only on 1 per round. You may choose not to use it on the your first save of the round, if you wish.

Photon BoltCasting Time: 1 actionRange: 60 feetDuration: InstantaneousYou fire a bolt of Photonic energy at a target within range. Make an attack roll. On a hit the bolt does 1d8 damage. The damage may be the same type as any base-level technic you know.This Technic's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).