Alter Center Mass
1st level • debuffAction |
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.
Backlash
2nd level • protectionReaction, 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.
Barrier Detonation
Cantrip • controlBonus Action |
Self
(2m |
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).
Biotic Punch
Cantrip • damage (bludgeoning) • buffAction |
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)
Biotic Slash
1st level • damage (fore) • buffBonus 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.
Biotic Sphere
4th level • wardingAction |
Self
(6m |
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.
Biotic Wall
3rd level • controlAction |
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.
Catapult
1st level • damage (bludgeoning)Action |
20m
(30m |
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.
Cryo Beam
xth level • damage (cold)Action |
Self
(6m |
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.
Cryo Blast
xth level • damage (cold) • debuffAction |
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.
Defense Matrix
xth level • buffAction |
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.
Disrupt Biotics
5th level • controlReaction |
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.
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.
First Aid
xth level • healAction |
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
Flamethrower
xth level • damage (fire)Action |
Self
(8m |
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.
Fly
2nd level • movementAction |
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.
Guidance
1st level • buffAction |
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.
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.
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.
Lash
2nd level • damage (force) • controlAction |
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.
Lift
Cantrip • controlAction |
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.
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.
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.
Pull
1st level • controlAction |
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.
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.
Shockwave
1st level • damage (force)Action |
Self
(10m |
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.
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)
Stasis
2nd level • control • debuffAction |
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.
Submission Net
2nd level • controlAction |
20m
(4m |
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.
Target Painting
2nd level • debuffAction |
30m
(8m |
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.
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)
Unity
xth level • healAction |
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.
Vortex
3rd level • damage (force)Action |
Self
(10m |
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.
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.