Alter Center Mass

1st level • debuff
Action
30m
Concentration, up to 1 minute

Up to three creatures of your choice that you can see within range must make Constitution saving throws as you generate minor mass effect fields that alter their center mass. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target two additional creature for each slot level above 1st.

Disorient: Creatures that fail the saving throw become disoriented. Until the end of your next turn, attacks made against the creature has advantage and the creature can't take reactions.

--OR--

Debilitate: Creatures that fail the saving throw can barely move. Until the end of your next turn, the creature's speed becomes 0 and it automatically fails Dexterity saving throws.

Backlash

2nd level • protection
Reaction, which you take when you are hit by an attack
Self
Concentration, up to 1 minute

Generate a frontal biotic aegis barrier with 15 hit points. If a creature you can see hits you with an attack while the aegis is active, including the triggering attack, split the damage equally between yourself and the aegis. If the attack is a ranged weapon attack from a non-heavy weapon, the portion of the damage that would be dealt to you is dealt to the attacking creature instead.

If the damage is an odd number, you may choose where the extra 1 damage is dealt.

If damage that would be dealt to the aegis is greater than its remaining hit points, deal any remaining damage to yourself.

When the aegis drops to 0 hit points the spell ends.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the aegis's hit points increase by 10 for each slot level above the 2nd.

Durable: Increase the aegis's hit points to 30.

--OR--

Counter strike: If you cast Backlash as a reaction against a melee attack, gain an attack of opportunity against the attacking creature.

Barrier Detonation

Cantrip • control
Bonus Action
Self (2m
sphere
)
Instant

Expend all of your remaining barrier ticks to create a negative mass effect field in a 2m sphere originating from you. Each Medium or smaller creature or object within the sphere must succeed on Dexterity saving throw or becomes lifted. If you expend at least 4 barrier ticks, Large targets must make the saving throw.

Increase the range of the sphere by 2m at 5th level (4m), 11th level (6m), and 17th level (8m).

Shaped Lift: You may choose the shape of the detonation

--OR--

Heavy Lift: Large and smaller creatures and objects are affected.

Biotic Punch

Cantrip • damage (bludgeoning) • buff
Action
Touch
Instant

Increase the mass of your fist and strike at a target. Make a melee spell attack on a target creature or object within range. On a hit, deal 1d8 bludgeoning damage. If you have an active barrier, gain 2 barrier ticks and reset the duration of your barrier to 1 minute.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), 17th level (4d8)

Efficient Punch: On a hit, gain 3 barrier ticks.

--OR--

Siphoning Strike: On a hit, instead of gaining barrier ticks, gain 10 shield points.

Biotic Slash

1st level • damage (fore) • buff
Bonus Action
Self
Concentration, up to 1 minute

The next time you hit a creature with a melee weapon attack during the spell's duration, increase the density of the weapon dealing an extra 2d8 force damage to the target. This damage detonates primers.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the extra damage dealt by the attack increases by 2d8 for each slot above the 1st.

Improved Damage: Increase the damage die to 2d12

--OR--

Destined Hit: Gain a +5 bonus to your next melee weapon attack roll

Biotic Sphere

4th level • warding
Action
Self (6m
sphere
)
Concentration, up to 1 minute

A shimmering barrier with 100 hit points extends out from you in a 6m sphere and moves with you, remaining centered on you and hedging out hostile creatures. If a hostile creature is within the sphere when you cast this spell, it is pushed outside of the sphere's radius.

Any attack against a creature or targeted at a location within the sphere automatically hits the barrier instead. The barrier automatically fails any saving throws.

The barrier dissipates when it has 0 hit points. If an attack would deal more damage than the remaining hit points of the barrier, it soaks all of the damage and then dissipates.

At Higher Levels: When you cast this spell using a spell slot of 5th level, the barrier's health increases by 50 hit points.

Infuse Ammo: Friendly creatures inside the sphere add 1d6 force damage to all ranged weapon attacks against creatures outside of the sphere. This damage can detonate primed targets.

--OR--

Armored: The sphere has resistance to bludgeoning, piercing, slashing, and thunder damage, but only has 75 hit points.

Biotic Wall

3rd level • control
Action
20m
Concentration, up to 10 minutes

With an immense positive charge, create an invisible mass effect field that acts like a wall at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 4m, or you can shape a flat surface made up of ten 2m by 2m panels. Each panel must be contiguous with another panel. In any form, the wall is 1 cm thick. It lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side).

Nothing can physically pass through the wall. It is immune to all damage.

Lifting Wall: If a creature comes within 2m of the wall, you can use your reaction to make a pocket of negatively charged space near the creature's location. It must pass a Strength saving throw or become lifted until the end of your next turn.

--OR--

Shifting Wall: As a bonus action, you can either move the wall up to 6m in any direction, rotate the wall up to 180 degrees, or reshape the wall within the parameters listed above.

Catapult

1st level • damage (bludgeoning)
Action
20m (30m
line
)

Choose one object weighing 1 to 10 kilos (about 2 to 20 lbs.) within range that isn't being worn or carried. The object flies in a straight line up to 30m in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the creature and stops moving. When the object strikes something, the object and what it strikes each take 3d10 bludgeoning damage.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 kilos (10lbs), and the damage increases by 2d10, for each slot level above 1st.

Salvo: When you cast Salvo, you may target a number of objects equal to or less than your spellcasting modifier. The combined weight of the objects cannot exceed the maximum weight limit of the spell (10 kilos at 1st level, 12 kilos at 2nd level, etc).

--OR--

Counterstrike: You may cast catapult as a reaction when you see a creature within 30m of you casting a spell or making a weapon attack. If the object would strike a creature casting a spell, the creature automatically fails its Dexterity saving throw and must succeed on a Constitution saving throw or the spell fails and has no effect (DC 10 or half the damage done by catapult, whichever is higher). If object would strike a creature making a weapon attack, you impose disadvantage on the attack roll whether or not the creature fails its Dexterity saving throw.

Cryo Beam

xth level • damage (cold)
Action
Self (6m
cube
)
Instant
cold

You spend tech points to blast a stream of liquid hydrogen from your omni-tool. Each creature in a 6m cube becomes {primed-cold} until the end of its next turn and must make a Constitution saving throw. A creature takes Xd8 cold damage on a failed save, or half as much damage on a successful one where X is the number of tech points spent. If the target is {unprotected}, it must pass a Strength saving throw or becomes {frozen} until the end of its next turn.

Brittle Freeze: Creatures that fail the Constitution saving throw suffer a -1 AC penalty

--OR--

Frozen Ground: Cryo beam leaves a patch of ice on the ground that lasts for 1 min. Each creature that moves into or out of the patch must pass a Dexterity saving throw. On a failed save, slips and falls [Prone], ending its movement.

Cryo Blast

xth level • damage (cold) • debuff
Action
20m
Instant
cold

You spend tech points to fire a mass of super cooled, subatomic particles at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target becomes {primed-cold} until the end of its next turn and takes Xd8 cold damage, where X is the number of tech points spent, and the target's movement is reduced by half. If the target is {unprotected}, it must pass a Strength saving throw or becomes {frozen} until the end of its next turn.

Ice Lance: Transform the attack into a deadly lance. The attack can no longer freeze or slow the target, but you add 1d6 piercing damage for each tech point spent.

--OR--

Frigid Air: The blast snap freezes the air around the target in a 2m radius. Each creature that enters the frozen space for the first time on a turn or ends its turn there must pass a Constitution saving throw or take 2d4 cold damage.

Defense Matrix

xth level • buff
Action
Self
1 minute

Spend X tech points to reinforce your armor with special Foucault currents. You gain resistance to your choice of X damage types.

Shield: Deploy the matrix as a stationary shield. Up to 2 creatures of medium size can stand behind the shield, gaining the resistance benefit when attacked by creatures from the other side of the shield.

--OR--

Improved Defense: Gain a +2 bonus to your AC while Defense Matrix is active.

Disrupt Biotics

5th level • control
Reaction
20m

Spend 5 tech points to attempt to interrupt a creature in the process of casting a biotic spell. Make an ability check using your tech ability. The DC equals 10 + the spell's level (0 for cantrips). On a success, the creature's spell fails and has no effect. Each additional tech point spent reduces the DC by 1.

Lockdown: If you succeed on your ability check, you overload the target's biotic implant and it cannot cast biotic spells until the end of its next turn.

--OR--

Psychic Strain: If succeed on the ability check, the target takes Xd6 psychic damage, where X is the level of the spell. Targets take 1d4 psychic damage for cantrips.

Energy Drain

xth level • damage (lightning)
Action
20m
Instant

You spend tech points to cycle your Omni-tool, sapping electromagnetic energy from a creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes Xd4 lightning damage, where X is the amount of tech points you spent. Additionally, if you are wearing armor, gain shield points equal to half of the damage done.

Improved Damage: Increase the damage die type to d6.

--OR--

Improved Regen: If you are wearing armor, gain shield points equal to your damage roll.

First Aid

xth level • heal
Action
Touch
Instant

Spend X tech points to inject a friendly creature with nanobots that reduce pain and heal internal injuries. The creature gains hit points equal to Xd8 + your spellcasting ability modifier

Adaptive: The healed creature gains resistance to the last damage type it suffered. This effect lasts for 1 minute.

--OR--

Improved Healing: Increase the healing die type to d12

Flamethrower

xth level • damage (fire)
Action
Self (8m
cone
)
Instant
fire

You spend tech points to overload your omni-tool's acetylene torch, spewing flames in front of you. Each creature within an 8m cone is {primed-fire} until the end of its next turn and must make a Dexterity saving throw. A creature takes Xd10 fire damage on a failed save or half as much damage on a successful one where X is the number of tech points spent.

Concentrated Burn: Increase the damage to d12 and the distance to 12m, but the area-of-effect is now a line instead of a cone.

--OR--

Exhaust: The flames leave behind a thick smoke for 1 turn. Creatures have disadvantage while making ranged weapon attacks against you until the start of your next turn.

Fly

2nd level • movement
Action
Self
Concentration, up to 10 minutes

Create a negative mass effect field around yourself allowing you to move freely through the air. During the duration of this spell, you gain a flying speed of 20m. When the spell ends if you are still aloft, you fall to the ground.

Speed: You may cast Fly as a bonus action. Increase the fly speed to 30m

--OR--

Extended Cast: The duration of fly becomes 30 minutes.

Guidance

1st level • buff
Action
10m
10 minutes

Spend 1 tech point to tap into the VI of a willing creature. Once within the next 10 minutes, the target can roll a d6 and add the number rolled to one ability check, saving throw, or attack roll of its choice. It can roll the die before or after making the roll. You may only have Guidance on one target at a time.

Multi Tap: Guidance can be active on up to 3 different targets.

--OR--

Improved Tap: Increase the die type to d10

Incinerate

xth level • damage (fire)
Acton
20m
Instant
fire

You spend tech points to hurl a high-explosive, plasma round at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target is {primed-fire} and takes Xd10 fire damage, where X is the number of tech points you spent. A flammable object hit by this spell ignites if it isn't being worn or carried.

Frozen Combo: Deal double damage to frozen targets.

--OR--

Radial Blast: On a miss, the target creature takes half the damage.

Lance

1st level • damage (force)
Action
50m
Instant

Release a lance of energy at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes force damage equal to 3d8 + your biotic modifier.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d8 for each slot level above the 1st.

Anti-shield: Lance deals an additional 2d4 lightning damage. This damage increases by 2d4 for each spell slot level above the first.

--OR--

Improved Damage: Increase the damage die type to d12.

Lash

2nd level • damage (force) • control
Action
20m
Concentration, up to 1 minute
force

Make a ranged spell attack on a target you can see within range. On a hit, the target takes 4d8 force damage and becomes grappled. While grappled the creature is primed (force). To escape the grapple, the creature must succeed on a contested Strength (Athletics) check against your Constitution. This spell also ends if the creature is hit with a detonating attack or if you move more than 20m away from the target.

At Higher Levels: When you cast this spell using a spell slot of 3rd or higher, the damage increases by 2d8 for each slot level above the 2nd.

Improved Grapple: The grappled creature has disadvantage when trying to escape.

--OR--

Improved Damage: Increase the damage die type to d12.

Lift

Cantrip • control
Action
40m
Concentration, up to 10 minutes

You can manipulate light objects with a series of mass effect fields. When you cast this cantrip, you can try to move an object that weighs up to 10 kgs (~20 pounds). If the object isn't being worn or carried, you automatically move it up to 10 meters in any direction, but not beyond the range of this spell.

If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature's Strength check. If you succeed, you pull the object away from that creature and can move it up to 10 meters in any direction but not beyond the range of this spell.

Magician: You can exert fine motor control over the object, such as manipulating a simple tool or removing an object from a container.

--OR--

Improved Lift: You can manipulate an object that weighs up to 25 kgs (~55 pounds).

Overload

xth level • damage (lightning)
Action
20m
Instant
lightning

You spend tech points to unleash an electrostatic discharge at a creature or object within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 6m of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. A target becomes {primed-lightning} until the end of its next turn and must make a Dexterity saving throw. The target takes Xd4 lightning damage on a failed save, or half as much on a successful one where X is the number of tech points you spent.

Extended Leap: Overload can leap to targets within 10m.

--OR--

Heavy Overload: Increase the damage die type to d6

Phase Disruptor

Cantrip • damage (force)
Action
40m
Instant

You focus the energy of your barrier into a high-powered beam at a target creature or object within range. Remove 1 barrier tick and make a ranged spell attack on that target. On a hit, the creature takes 3d4 force damage.

You may use additional barrier ticks to create more than one beam at higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

Improved Damage: Increase the damage die type to d6.

--OR--

Cripple: Creature's hit by Phase Disruptor have disadvantage on their next attack roll.

Pull

1st level • control
Action
30m
Concentration, up to 10 minutes
force

Make a ranged spell attack on a Medium or smaller creature or object within range. On a success, you create a mass effect field around the target and it becomes lifted 2m in the air. While you maintain this spell, as a bonus action, you can move the target up to 4m in any direction. If you move the target further than 30m away from you, the spell ends and the target falls to the ground.

Heavy Pull: You may target a Large or smaller creature or object.

--OR--

Grip: While maintaining this spell, you may use your bonus action to increase pressure around the target, dealing 2d6 bludgeoning damage.

Salvo

xth level • damage (fire)
Action
20m
Instant

You spend tech points to create glowing darts of plasma equal to the number of tech points spent. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4+1 fire damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several.

Exploding Salvo: Each dart deals an additional 1d4 thunder damage.

--OR--

Blinding Salvo: The darts explode in a bright flash of light. Targets no longer take damage but must make a Constitution saving throw. On a failed save, a target is blinded until the end of your next turn.

Shockwave

1st level • damage (force)
Action
Self (10m
line
)
Instant

Create a cascading shockwave in a 2m wide by 10m long line originating from you. Each creature caught in the line must make a Dexterity saving throw. On a failed save, a creature takes 3d6 force damage and is knocked prone. On a successful save, a creature takes half as much damage.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d6 for each slot level above the 1st.

Controlled Shockwave: The shockwave travels 16m. You may change the direct of the line every 4m.

--OR--

Improved Damage: Increase damage die type to d10

Slam

Cantrip • damage (bludgeoning)
Action
30m
Instant

Target a lifted creature or object and slam it to the ground dealing 2d8 bludgeoning damage and knocking it prone. The target is no longer lifted.

The number of targets increases by 1 when you reach 5th level (2), 11th level (3) and 17th level (4)

Stun: If the target is a creature, it must pass a Constitution saving throw or becomes stunned until the end of your next turn.

--OR--

Reaction: When a creature or object you can see becomes lifted, you may cast Slam on it as a reaction.

Stasis

2nd level • control • debuff
Action
30m
Concentration, up to 1 minute
force

Lock a target in a high-gravity mass effect field. Choose a creature you can see within range. The creature must make a Strength saving throw. On a failed save, the creature is paralyzed, primed (force), and has resistance to all damage for the duration of the spell. At the end of each of its turns, the target can make another Strength saving throw. On a success, the spell ends. A detonating attack immediately ends the spell.

Shatter: When stasis ends via a successful saving throw or detonating attack, the target takes 2d8 force damage for each round of combat it was in stasis.

--OR--

Deep Stasis: The creature has disadvantage on its saving throws to escape Stasis.

Submission Net

2nd level • control
Action
20m (4m
cylinder
)
1 minute

Spend 2 tech points to shoot a swarm of miniature pylons to a target location within 20m. Each creature within a 4m cylinder of the target location must make a Dexterity saving throw. Any creature that fails the saving throw is trapped in an electrified net, becomming {restrained} and cannot cast Tech spells. Until the spell ends, the area is considered difficult terrain. A creature that enters the cylinder for the first time on its turn or end its turn there must also make the Dexterity saving throw. A creature restrained by submission net may use its action to make a Strength (Athletics) check against your spell save DC to escape the net. On each attempt, the creature takes 1d6 lightning damage as it struggles against the net. On a success, the creature is no longer restrained.

Electrified Net: If you have a submission net deployed, you can use your bonus action to spend XTP, sending electric currents through one net. Each creature within the net takes Xd6 lightning damage.

--OR--

Anti-Tech: If a creature you can see begins to cast a Tech spell, you can use your reaction to cast submission net.

Target Painting

2nd level • debuff
Action
30m (8m
cube
)
1 round

Spend 2 tech points to paint an 8m cube within range. Until the end of your next turn, any creature in the area when the spell is cast is highlighted on all friendly creatures HUDs if it fails a Dexterity saving throw. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.

Heavy Weapon Sync: Information about the painted targets sync with heavy weapon systems. Any creature that would make a saving throw to avoid heavy weapon damage has disadvantage on the saving throw.

--OR--

Lasting Scan: You may cast Target Painting for 4 tech points, increase the duration of the effect to 2 rounds of combat.

Throw

Cantrip • damage (force)
Action
40m
Instant

Make a ranged spell attack on a target you can see within range. On a hit, the target takes force damage equal to 1d8 force damage. If the target is Medium or smaller, it is pushed backwards 10m.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), 17th level (4d8)

Radial Blast: On a hit, the damage is dealt to each creature within a 2m radius of the target.

--OR--

Improved Damage: Increase the damage die type to d12

Unity

xth level • heal
Action
Touch
Instant

You spend X tech points and tap into the medical interface of a fallen comrade. You revive a friendly creature that has gone unconscious or died within the last minute. That creature returns to consciousness or life with hit points equal to Xd4 + your proficiency bonus.

Unrestricted: There is no limit to the amount of TP you may spend on this ability.

--OR--

Quick: You can use Unity as a reaction to the creature falling unconscious or dying.

Vortex

3rd level • damage (force)
Action
Self (10m
cone
)
Instant

You intertwine negative and positive mass effect fields to create a swirling vortex. Creatures within a 10m cone must make a Strength saving throw. On a failed save a creature takes 6d10 force damage, or half as much damage on a successful one.

Creatures that fail the saving throw are thrown 1d6 + 2m away from you and become prone.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, increase the damage by 2d10 for each slot level above the 3rd.

Radial: You may cast the vortex in a 6m radius sphere centered on you instead.

--OR--

Damage: Increase the damage to d12

Warp

2nd level • damage (necrotic)
Action
40m
Instant
necrotic

Make a ranged spell attack on an organic creature you can see within range. On a hit, you generate a rapidly shifting mass effect field inside the target dealing necrotic damage equal to 3d10 + your spellcasting ability modifier. In addition, the target is primed (necrotic) until the end of its next turn. This damage bypasses shields.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d10 for each slot level above the 2nd.

Internal Bleeding: The shifting causes internal bleeding. At the start of each of your turns, the target suffers 1d6 damage from blood loss, bypassing its shields. This effect ends if the creature uses medi-gel or if it or another creature passes a DC 10 Wisdom (Medicine) check to stabilize the bleeding.

--OR--

Disorient: A target hit by warp must pass a Constitution saving throw. On a failed save, the force of warp is so intense the target is stunned until the end of its next turn.