Basch
2015-04-22, 02:52 PM
So after numerous google searches and nothing coming up for a 5e Phantasy Star setting, I've decided to see if I can make a decent one myself. Being that there are so many differences between the older genesis games and more recent installments, I've decided to start with the PSO/PSU setting and go from there. I've finished 4 races so far, and would love some feedback on them. I know the fluff isn't ready at all, I'm focusing more on the mechanics first.
The setting will use the spell point system, referred to as Technic Points, or TP. Light, medium, and heavy armors are referred to as Line-shields, Frames, and Armors, respectively. Shields I will likely divide into 2 types. Barriers will provide little to no boost to AC but will often provide some sort of elemental or Status defense. Shields on the other hand will focus more on your physical protection.
The Races
You'll notice 2 separate Attribute layouts for each race, reflecting what were gender-based increases present in the game. In the interest of gender equality and such I figure that every character can choose one or the other.
Humans: Their strength, lifespan, and other characteristics are largely the same as that of humans in Earth, and their abilities are well-balanced
+1 Con, and +1 to any 2 stats (cannot be used on the same stat twice)
+1Wis, and +1 to any 2 stats (cannot be used on the same stat twice)
1 bonus skill proficiency
can use line-shields and frames regardless of class
Newmans: are a race evolved from humans. They were created for research purposes, but eventually became a race of their own. They are generally smarter than any other race and excel more at casting Tech's rather than melee or ranged combat. However there are still a few that would prefer to fight on the front line.
+2 Int, +1 Dex and Wis
+2 Int, +1 Str and Dex
Technic Affinity: On a short rest you regain 10% of your maximum TP rounded down (minimum of 1). If you do not have TP you cannot gain the benefit of this ability.
Cannot use ranged weapons (except for handguns) or Armors
CASTs: are created and therefore cannot use Technics. They can, however, repair themselves quite easily and use traps to hinder their foes. In recent years, android has been considered an offensive term to the CASTs and has been replaced by humanoid.
+2 Str, +1 Dex and Int
+2 Str, +1 Con and Int
Nanobots: On a short rest, when you use Hit Dice to recover your health you regain an extra 1d4 health for each Hit Die spent.
Acute Scanning: Your artificial vision gives you better eye-sight than most. You have darkvision out to 60 feet.
Technological Affinity: The CASTs natural aptitude for electronics gives you proficiency in Electronics. In addition, traps set by you have their damage die increased to d8.
CASTs cannot gain TP above 0 for any reason. If your class normally grants TP, you do not gain it, but you may still use the other features of your class.
Beasts: A race genetically engineered to survive in the harsh climates and working conditions of the mines on Moatoob. They are said to have strong senses of family and loyalty and can be distrustful of other races. On average, their physical abilities are significantly greater than other races, and they born with the ability to nanoblast, a technique by which they transform into a larger, more physically powerful form.
+2 Str and Con
+2 Str, +1 Con and Wis
Nanoblast: Roll 1d6, you gain a bonus to your Str, Con, or Dex equal to the number rolled, as well as advantage on ability checks for the corresponding stat. The bonus can take your stat above it's normal limit (normally 20). This effect lasts for a number of rounds equal to your constitution modifier (minumum of 1). The number of rounds this effect lasts is calculated prior to gaining the bonus. You also grows fearsome claws, granting you a claw attack with each hand. This does 1d8+ your Str or Dex modifier, whichever is higher. If used to dual-wield, your natural skill with your claws allows you to add your modifier to both attacks. However, you may not wield any manufactured weapons such as sabers, handguns, or photon whips while this ability is active. This ability recharges upon completing a long rest.
Equipment
Name
Damage
Properties
Striking Weapons
Saber
1d6 pierce/slash
Versatile (1d8)
Dagger
1d4 piercing or slashing
Finesse, Thrown (20/60)
Claw
1d6 slashing
Finesse
Knuckles
1d6 Bludgeoning
Whip
1d4 Slash
Finesse, Reach
Slicer
1d4 slashing
Finesse, Special
2-Handed
Sword
2d6 Slashing
Heavy
Spear
1d12 Piercing
Finesse, Reach
Axe
1d12 Slashing
Heavy
Double Saber
1d8 Slashing
Finesse, Special
Ranged Weapons
Handgun
1d4 piercing
Ranged (30/120)
Crossbow
1d6 piercing
Loading, Ranged (30/120)
Mechgun
2d4 piercing
Loading, Ranged (20/60)
2-Handed
Rifle
1d8 Piercing
Ranged (150/600)
Shotgun
1d4 Piercing
Loading, Ranged (20/60), Special
Grenade Launcher
1d10 Bludgeoning and Piercing
Heavy, Loading, Ranged (30/120), Special
Laser Cannon
1d8 Lightning
Heavy, Loading, Ranged (30/120), Special
Technic
Wand
1d6 Bludgeoning
Technic Focus
Two-Handed
Rod
1d8 Bludgeoning
Technic Focus, Special
Longbow
1d8 Piercing
Loading, Ranged (150/600), Special
Weapons are divided into 3 main categories: Striking, Ranged, and Technic. Striking weapons are powerful and focus on melee and short range combat. Ranged weapons often have less attack power, which is made up for with the distance they can cover or the area they affect. Technic weapons, are unique in that they can only be used by characters with the ability to use Technics as a class feature.
These categories can be further broken down into 1-handed or 2-handed weapons. When using a 2-handed weapon or 2 1-handed weapons you may not equip Barriers or Shields.
Striking weapons will always use your Strength modifier in determining damage, but many of them can also use your Dexterity instead. Ranged weapons, unless otherwise noted, will only use your Dexterity. Ranged weapons with the loaded quality will not require ammo, but the time must still be taken to recharge the weapon between shots.
Some weapons are aligned to one of the 6 technic types. Weapons deal an extra 1d4 damage to creatures that are vulnerable to that damage type, or are aligned with the opposing element. This damage is not doubled if the enemy is both vulnerable and aligned with the opposing element. The weapon alignment is visible when the weapon is activated and is determined by the color of the blade on striking weapons, or the glow from the chamber of ranged weapons. Fire weapons glow red, ice glows blue, lightning glows yellow, earth glows orange, light glows white, and dark glows dark purple.
Many weapons have the Special trait. These are unique to each weapon and are described below:
Double Saber- This weapon is a short rod with a photon blade projected from each end. This weapon requires 2 hands to wield, and you may make attacks as if you were dual-wielding. The double saber allows you to add your Strength or Dexterity modifier to your attacks, even if you do not have the Two-Weapon Fighting Style.
Slicer- This Striking weapon attacks by firing photon blades when swung. These blades will home in and strike up to 3 enemies within a 90 degree cone in front of you, including airborne enemies. They strike the nearest target first, moving to hit the next closest target to you, and so forth. If 2 enemies are of an equal distance for any of these jumps you may choose which one is targeted. This weapon cannot hit the same enemy twice with the same blade. You make 1 attack roll and use the result for each contest against the enemies' AC. When calculating damage roll separately for each target. This weapon can't be wielded with another weapon equipped.
Shotgun- This Ranged weapon fires a spread of photonic rounds in a 90 degree cone in front of you. This weapon targets up to 4 enemies in front of you. You make 1 attack roll and use the result for each contest against the enemies' AC. When calculating damage roll separately for each target. If used to attack an adjacent target it instead does 4d4 +Dex damage to that target and does not affect other enemies.
Grenade Launcher- This Ranged weapon launches a small photonic grenade at an enemy within range. Against a Large or larger enemies pick a 5 foot section of the monster. If the attack hits it does Bludgeoning or Piercing Damage, which ever is more effective. On a successful attack roll your damage against your target as normal. In addition, every target within 5 feet on the explosion takes half as much damage, rounded down.
Laser Cannon- This massive cannon unleashes blasts of energy that travel through foes, possibly hitting those behind. When firing this weapon, choose a straight line to fire it in. The laser hits up to 3 creatures in that line, starting with the closest one. You make 1 attack roll and use the result for each contest against the enemies' AC. When calculating damage roll separately for each target. The beam will continue until it reaches it's maximum range, strikes 3 creatures, or hits an object of medium size or larger that it doesn't destroy. Friendly and neutral targets are not exempt from the laser's path. The beam then dissipates.
Longbow- This weapon is most often used by those with some mastery of Technics. As the bow is drawn it creates an arrow from photonic energy. If you have TP you may spend 1 point as you draw the bow and change the type of damage it will do. You may turn the damage into fire, cold, lightning, thunder, or acid. If you choose, you may spend 2 points instead of 1 and change the damage into radiant or necrotic.
Rod- A weapon favored by those making heavy use of Technics. If you spend more than the minimum amount of TP on the casting of a technic, you regain 1 TP at the end of your turn.
Armor Name
Armor Class
Strength
Stealth
Line Shields
Carline
11+Dex Modifier
Disadv.
Megaline
11+Dex Modifier
Hardline
12+Dex Modifier
Frames
Frame
12+Dex Modifier (max 2)
Soul Frame
13+Dex Modifier (max 2)
Hyper Frame
14+Dex Modifier (max 2)
Disadv.
Shock Frame
14+Dex Modifier (max 2)
Dragon Frame
15+Dex Modifier (max 2)
Disadv.
Armors
Armor
14
Disadv.
Cross Armor
16
Str 13
Disadv.
Grand Armor
17
Str 15
Disadv.
General Armor
18
Str 15
Disadv.
Shields
Barrier
Special
Shield
+2
Armors are divided into 3 categories. Line Shields are photonic energy patterns that are generated and can cover the fabric of most regular clothing. They provide little physical protection, but leave the wearer physically unhindered. Some less effective Line Shields have a glow that has occasionally drawn unwanted attention to Guardians, resulting in minor complications.
Frames are sturdier, combining the theories behind Line Shields with materials more useful for protection. Some of the stronger Frames can cause some minor difficulties with more precise or subtle movements, but many believe the trade-off to be worth it.
Armors provide fantastic protection against enemy assaults. They are made from some of the strongest alloys available. However their weight makes them unreliable for missions requiring stealth, and they take a noticeable amount of strength to wear with any effectiveness.
In addition to Armors there are also 2 types of Shields. They are Shields and Barriers. Shields are the heavier of the 2, normally made from rigid alloys combined with the repulsive force of photonic energy overlaying the shield itself. They both require a free hand to equip.
Barriers are much lighter. The physical unit is attached to the arm, and the barrier activates when the user is attacked, throwing a specifically tuned protective field over the bearer. Most of them provide little to no protection against more mundane threats. However they have proven effective at deflecting more unusual assaults such as fire, lightning, or acid.
Special note on Barriers: Only very powerful Barriers increase your AC. A standard Barrier will grant resistance to 1 type of elemental damage such as Fire, Lightning, or Cold. The type of resistance cannot be changed. More advanced Barriers will often resist more than 1 damage type. This only grants resistance to attacks made against you. It does not protect against cold/hot weather and the like.
Setting Specific Abilities
Photon Arts are powerful abilities unique to each type of weapon. There are 3 categories of Photon Arts; Striking, Bullet, and Technic. They can turn the tide of battle when used well. However, they demand strength from both you and your weapon to perform, making them risky to use repeatedly. You must equip the weapon(s) specified by the individual photon art to make use of it. Striking and Bullet Photon Arts may each be used 1/short rest without consequence. Each use beyond the first creates a cumulative 10% chance of your weapon breaking. Roll for this after declaring the attack, but before you make your attack roll. The chance of breaking decreases by 20% after finishing a short rest, and resets entirely on completion of a long rest. If your weapon breaks you do not make an attack roll, and your weapon is unusable until it is repaired. In addition, if your weapon breaks you gain 1 level of exhaustion. You may only make use of Photon Arts that you know. When you have the opportunity learn a Photon Art, if you select one that you already know you gain an additional use of that particular Art before you risk damaging your weapon. For instance, if you already know the Photon Art "Over End," if you choose to learn it again you may perform it twice each short rest without the chance of weapon breakage.
Technic Photon Arts work slightly differently. Whenever you make use of a Technic, it requires points from your pool of TP. Technics carry no inherent risk of breaking your weapon, but may not be used if you have insufficient TP remaining. To activate a Technic, you must have a weapon or item with the "Technic Focus" quality. Many technics may be increased in power by spending additional TP.
Technics are Phantasy Star's general equivalent of magic. However, it stems more from technological advacement and one's intellect than a spiritual connection. That's not to say magic itself may not exsist in the universe, but it is so rare that the last people to see it died millenia ago.
Most people who make use of technics are referred to as Forces. By manipulating photons, most often with the usage of a Rod or Wand, it's possible to unleash a variety of effects such as blasts of fire, increasing an ally's strength, or paralyzing your foes. They were designed for battle, as evidenced by their focus on attack and defense rather than more everyday purposes. If you were to classify them into spell schools they would be predominately Evocation, with Alteration and Abjuration making a tie for second. For this reason they tend to be separated a bit differently than traditional spells.
There are two types of technics, attack technics and support technics, which are then separated by base element and the type of area the technic will effect. The base elements are Foie (fire), Barta (ice), Zonde (lightning), Diga (earth), Megid (darkness), and Grants (light). Many, but not all, foes are aligned to one of these elements, and will take more punishment from the opposing element. Fire and ice oppose each other, as do earth and lightning, along with darkness and light.
Most attack technics affect an area specified by their prefix. No prefix indicates the technic is base level, normally just that element gathered together and hurled forward. Ra technics (i.e. Rafoie) affect a small area within range with a burst of that element's power. Gi technics (Gizonde) affect the area around you while leaving you unharmed. Dam technics (like Dambarta) affect a cone directly in front of you. Nos technics (such as Nosdiga) fire one or more homing projectiles at your foes.
To use a Technic you must learn it first. You must also have a weapon or item with the Technic Focus quality equipped, and you must also spend a minimum amount of TP (listed in the description for the individual Technic). Most Technics can be increased in power by spending additional TP. The maximum amount of TP you can spend on an individual Technic is limited by your Class and Level. Technics are otherwise resolved in the same fashion as spells.
Photon Bolt
Casting Time: 1 action
Range: 60 feet
Duration: Instantaneous
You 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).
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.
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.
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
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.
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.
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.
edit: Technic List added
The setting will use the spell point system, referred to as Technic Points, or TP. Light, medium, and heavy armors are referred to as Line-shields, Frames, and Armors, respectively. Shields I will likely divide into 2 types. Barriers will provide little to no boost to AC but will often provide some sort of elemental or Status defense. Shields on the other hand will focus more on your physical protection.
The Races
You'll notice 2 separate Attribute layouts for each race, reflecting what were gender-based increases present in the game. In the interest of gender equality and such I figure that every character can choose one or the other.
Humans: Their strength, lifespan, and other characteristics are largely the same as that of humans in Earth, and their abilities are well-balanced
+1 Con, and +1 to any 2 stats (cannot be used on the same stat twice)
+1Wis, and +1 to any 2 stats (cannot be used on the same stat twice)
1 bonus skill proficiency
can use line-shields and frames regardless of class
Newmans: are a race evolved from humans. They were created for research purposes, but eventually became a race of their own. They are generally smarter than any other race and excel more at casting Tech's rather than melee or ranged combat. However there are still a few that would prefer to fight on the front line.
+2 Int, +1 Dex and Wis
+2 Int, +1 Str and Dex
Technic Affinity: On a short rest you regain 10% of your maximum TP rounded down (minimum of 1). If you do not have TP you cannot gain the benefit of this ability.
Cannot use ranged weapons (except for handguns) or Armors
CASTs: are created and therefore cannot use Technics. They can, however, repair themselves quite easily and use traps to hinder their foes. In recent years, android has been considered an offensive term to the CASTs and has been replaced by humanoid.
+2 Str, +1 Dex and Int
+2 Str, +1 Con and Int
Nanobots: On a short rest, when you use Hit Dice to recover your health you regain an extra 1d4 health for each Hit Die spent.
Acute Scanning: Your artificial vision gives you better eye-sight than most. You have darkvision out to 60 feet.
Technological Affinity: The CASTs natural aptitude for electronics gives you proficiency in Electronics. In addition, traps set by you have their damage die increased to d8.
CASTs cannot gain TP above 0 for any reason. If your class normally grants TP, you do not gain it, but you may still use the other features of your class.
Beasts: A race genetically engineered to survive in the harsh climates and working conditions of the mines on Moatoob. They are said to have strong senses of family and loyalty and can be distrustful of other races. On average, their physical abilities are significantly greater than other races, and they born with the ability to nanoblast, a technique by which they transform into a larger, more physically powerful form.
+2 Str and Con
+2 Str, +1 Con and Wis
Nanoblast: Roll 1d6, you gain a bonus to your Str, Con, or Dex equal to the number rolled, as well as advantage on ability checks for the corresponding stat. The bonus can take your stat above it's normal limit (normally 20). This effect lasts for a number of rounds equal to your constitution modifier (minumum of 1). The number of rounds this effect lasts is calculated prior to gaining the bonus. You also grows fearsome claws, granting you a claw attack with each hand. This does 1d8+ your Str or Dex modifier, whichever is higher. If used to dual-wield, your natural skill with your claws allows you to add your modifier to both attacks. However, you may not wield any manufactured weapons such as sabers, handguns, or photon whips while this ability is active. This ability recharges upon completing a long rest.
Equipment
Name
Damage
Properties
Striking Weapons
Saber
1d6 pierce/slash
Versatile (1d8)
Dagger
1d4 piercing or slashing
Finesse, Thrown (20/60)
Claw
1d6 slashing
Finesse
Knuckles
1d6 Bludgeoning
Whip
1d4 Slash
Finesse, Reach
Slicer
1d4 slashing
Finesse, Special
2-Handed
Sword
2d6 Slashing
Heavy
Spear
1d12 Piercing
Finesse, Reach
Axe
1d12 Slashing
Heavy
Double Saber
1d8 Slashing
Finesse, Special
Ranged Weapons
Handgun
1d4 piercing
Ranged (30/120)
Crossbow
1d6 piercing
Loading, Ranged (30/120)
Mechgun
2d4 piercing
Loading, Ranged (20/60)
2-Handed
Rifle
1d8 Piercing
Ranged (150/600)
Shotgun
1d4 Piercing
Loading, Ranged (20/60), Special
Grenade Launcher
1d10 Bludgeoning and Piercing
Heavy, Loading, Ranged (30/120), Special
Laser Cannon
1d8 Lightning
Heavy, Loading, Ranged (30/120), Special
Technic
Wand
1d6 Bludgeoning
Technic Focus
Two-Handed
Rod
1d8 Bludgeoning
Technic Focus, Special
Longbow
1d8 Piercing
Loading, Ranged (150/600), Special
Weapons are divided into 3 main categories: Striking, Ranged, and Technic. Striking weapons are powerful and focus on melee and short range combat. Ranged weapons often have less attack power, which is made up for with the distance they can cover or the area they affect. Technic weapons, are unique in that they can only be used by characters with the ability to use Technics as a class feature.
These categories can be further broken down into 1-handed or 2-handed weapons. When using a 2-handed weapon or 2 1-handed weapons you may not equip Barriers or Shields.
Striking weapons will always use your Strength modifier in determining damage, but many of them can also use your Dexterity instead. Ranged weapons, unless otherwise noted, will only use your Dexterity. Ranged weapons with the loaded quality will not require ammo, but the time must still be taken to recharge the weapon between shots.
Some weapons are aligned to one of the 6 technic types. Weapons deal an extra 1d4 damage to creatures that are vulnerable to that damage type, or are aligned with the opposing element. This damage is not doubled if the enemy is both vulnerable and aligned with the opposing element. The weapon alignment is visible when the weapon is activated and is determined by the color of the blade on striking weapons, or the glow from the chamber of ranged weapons. Fire weapons glow red, ice glows blue, lightning glows yellow, earth glows orange, light glows white, and dark glows dark purple.
Many weapons have the Special trait. These are unique to each weapon and are described below:
Double Saber- This weapon is a short rod with a photon blade projected from each end. This weapon requires 2 hands to wield, and you may make attacks as if you were dual-wielding. The double saber allows you to add your Strength or Dexterity modifier to your attacks, even if you do not have the Two-Weapon Fighting Style.
Slicer- This Striking weapon attacks by firing photon blades when swung. These blades will home in and strike up to 3 enemies within a 90 degree cone in front of you, including airborne enemies. They strike the nearest target first, moving to hit the next closest target to you, and so forth. If 2 enemies are of an equal distance for any of these jumps you may choose which one is targeted. This weapon cannot hit the same enemy twice with the same blade. You make 1 attack roll and use the result for each contest against the enemies' AC. When calculating damage roll separately for each target. This weapon can't be wielded with another weapon equipped.
Shotgun- This Ranged weapon fires a spread of photonic rounds in a 90 degree cone in front of you. This weapon targets up to 4 enemies in front of you. You make 1 attack roll and use the result for each contest against the enemies' AC. When calculating damage roll separately for each target. If used to attack an adjacent target it instead does 4d4 +Dex damage to that target and does not affect other enemies.
Grenade Launcher- This Ranged weapon launches a small photonic grenade at an enemy within range. Against a Large or larger enemies pick a 5 foot section of the monster. If the attack hits it does Bludgeoning or Piercing Damage, which ever is more effective. On a successful attack roll your damage against your target as normal. In addition, every target within 5 feet on the explosion takes half as much damage, rounded down.
Laser Cannon- This massive cannon unleashes blasts of energy that travel through foes, possibly hitting those behind. When firing this weapon, choose a straight line to fire it in. The laser hits up to 3 creatures in that line, starting with the closest one. You make 1 attack roll and use the result for each contest against the enemies' AC. When calculating damage roll separately for each target. The beam will continue until it reaches it's maximum range, strikes 3 creatures, or hits an object of medium size or larger that it doesn't destroy. Friendly and neutral targets are not exempt from the laser's path. The beam then dissipates.
Longbow- This weapon is most often used by those with some mastery of Technics. As the bow is drawn it creates an arrow from photonic energy. If you have TP you may spend 1 point as you draw the bow and change the type of damage it will do. You may turn the damage into fire, cold, lightning, thunder, or acid. If you choose, you may spend 2 points instead of 1 and change the damage into radiant or necrotic.
Rod- A weapon favored by those making heavy use of Technics. If you spend more than the minimum amount of TP on the casting of a technic, you regain 1 TP at the end of your turn.
Armor Name
Armor Class
Strength
Stealth
Line Shields
Carline
11+Dex Modifier
Disadv.
Megaline
11+Dex Modifier
Hardline
12+Dex Modifier
Frames
Frame
12+Dex Modifier (max 2)
Soul Frame
13+Dex Modifier (max 2)
Hyper Frame
14+Dex Modifier (max 2)
Disadv.
Shock Frame
14+Dex Modifier (max 2)
Dragon Frame
15+Dex Modifier (max 2)
Disadv.
Armors
Armor
14
Disadv.
Cross Armor
16
Str 13
Disadv.
Grand Armor
17
Str 15
Disadv.
General Armor
18
Str 15
Disadv.
Shields
Barrier
Special
Shield
+2
Armors are divided into 3 categories. Line Shields are photonic energy patterns that are generated and can cover the fabric of most regular clothing. They provide little physical protection, but leave the wearer physically unhindered. Some less effective Line Shields have a glow that has occasionally drawn unwanted attention to Guardians, resulting in minor complications.
Frames are sturdier, combining the theories behind Line Shields with materials more useful for protection. Some of the stronger Frames can cause some minor difficulties with more precise or subtle movements, but many believe the trade-off to be worth it.
Armors provide fantastic protection against enemy assaults. They are made from some of the strongest alloys available. However their weight makes them unreliable for missions requiring stealth, and they take a noticeable amount of strength to wear with any effectiveness.
In addition to Armors there are also 2 types of Shields. They are Shields and Barriers. Shields are the heavier of the 2, normally made from rigid alloys combined with the repulsive force of photonic energy overlaying the shield itself. They both require a free hand to equip.
Barriers are much lighter. The physical unit is attached to the arm, and the barrier activates when the user is attacked, throwing a specifically tuned protective field over the bearer. Most of them provide little to no protection against more mundane threats. However they have proven effective at deflecting more unusual assaults such as fire, lightning, or acid.
Special note on Barriers: Only very powerful Barriers increase your AC. A standard Barrier will grant resistance to 1 type of elemental damage such as Fire, Lightning, or Cold. The type of resistance cannot be changed. More advanced Barriers will often resist more than 1 damage type. This only grants resistance to attacks made against you. It does not protect against cold/hot weather and the like.
Setting Specific Abilities
Photon Arts are powerful abilities unique to each type of weapon. There are 3 categories of Photon Arts; Striking, Bullet, and Technic. They can turn the tide of battle when used well. However, they demand strength from both you and your weapon to perform, making them risky to use repeatedly. You must equip the weapon(s) specified by the individual photon art to make use of it. Striking and Bullet Photon Arts may each be used 1/short rest without consequence. Each use beyond the first creates a cumulative 10% chance of your weapon breaking. Roll for this after declaring the attack, but before you make your attack roll. The chance of breaking decreases by 20% after finishing a short rest, and resets entirely on completion of a long rest. If your weapon breaks you do not make an attack roll, and your weapon is unusable until it is repaired. In addition, if your weapon breaks you gain 1 level of exhaustion. You may only make use of Photon Arts that you know. When you have the opportunity learn a Photon Art, if you select one that you already know you gain an additional use of that particular Art before you risk damaging your weapon. For instance, if you already know the Photon Art "Over End," if you choose to learn it again you may perform it twice each short rest without the chance of weapon breakage.
Technic Photon Arts work slightly differently. Whenever you make use of a Technic, it requires points from your pool of TP. Technics carry no inherent risk of breaking your weapon, but may not be used if you have insufficient TP remaining. To activate a Technic, you must have a weapon or item with the "Technic Focus" quality. Many technics may be increased in power by spending additional TP.
Technics are Phantasy Star's general equivalent of magic. However, it stems more from technological advacement and one's intellect than a spiritual connection. That's not to say magic itself may not exsist in the universe, but it is so rare that the last people to see it died millenia ago.
Most people who make use of technics are referred to as Forces. By manipulating photons, most often with the usage of a Rod or Wand, it's possible to unleash a variety of effects such as blasts of fire, increasing an ally's strength, or paralyzing your foes. They were designed for battle, as evidenced by their focus on attack and defense rather than more everyday purposes. If you were to classify them into spell schools they would be predominately Evocation, with Alteration and Abjuration making a tie for second. For this reason they tend to be separated a bit differently than traditional spells.
There are two types of technics, attack technics and support technics, which are then separated by base element and the type of area the technic will effect. The base elements are Foie (fire), Barta (ice), Zonde (lightning), Diga (earth), Megid (darkness), and Grants (light). Many, but not all, foes are aligned to one of these elements, and will take more punishment from the opposing element. Fire and ice oppose each other, as do earth and lightning, along with darkness and light.
Most attack technics affect an area specified by their prefix. No prefix indicates the technic is base level, normally just that element gathered together and hurled forward. Ra technics (i.e. Rafoie) affect a small area within range with a burst of that element's power. Gi technics (Gizonde) affect the area around you while leaving you unharmed. Dam technics (like Dambarta) affect a cone directly in front of you. Nos technics (such as Nosdiga) fire one or more homing projectiles at your foes.
To use a Technic you must learn it first. You must also have a weapon or item with the Technic Focus quality equipped, and you must also spend a minimum amount of TP (listed in the description for the individual Technic). Most Technics can be increased in power by spending additional TP. The maximum amount of TP you can spend on an individual Technic is limited by your Class and Level. Technics are otherwise resolved in the same fashion as spells.
Photon Bolt
Casting Time: 1 action
Range: 60 feet
Duration: Instantaneous
You 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).
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.
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.
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
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.
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.
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.
edit: Technic List added