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Tech Casting

Regardless of how many powers a caster knows or prepares, he or she can cast only a limited number of powers before resting. Each casting class’s description includes a table showing how many tech points a character can use at each character level. At-will powers always cost 0 points, while casting a power at any other level costs the power level + 1 points, as shown in the Power Level Point Cost table below. Finishing a short or long rest restores any expended tech points.

 

Casting in Armor

Because of the mental focus and precise gestures required for tech-casting, you must be proficient with the armor you are wearing to cast a power. You are otherwise too distracted and physically hampered by your armor for tech-casting.

 

Casting a Power at Higher Level

When a caster casts a power using at a higher level than the power's normal level, the power assumes the higher level for that casting. Many powers have more powerful effects when cast at a higher level, as indicated in the Overcharge Tech sections of the power's description

 

At-Will Powers

An at-will power is one that can be cast without expending force or tech points. Repeated practice has the power in the caster’s mind. An at-will power's level is 0.

Power Level

0

1

2

3

4

Point Cost

0

2

3

4

5

Power Level

5

6

7

8

9

Point Cost

6

7

8

9

10

Acid Splash

Assess the Situation

Cryogenic Burst

Electrical Burst

Electroshock

Encrypted Message

Ion Blast

Jet of Flame

Light

Mending

Minor

Image

Mobile Lights

Poison Spray

Rime Strike

Storming Shot

Temporary Boost

Vortex Dart

Ward

Absorb Energy

Alarm

Analyze

Cryogenic Blast

Detect Enhancement

Element of Surprise

Energy Shield

Expeditious Retreat

Flame Sweep

Gleaming Outline

Hunter's Mark

Ionic Bond

Image

Hydran Pack

Oil Slick

Overload

Repair Droid

Spot the Weakness

Stack the Deck

Tactical Barrier

Target Lock

Toxin Scan

Tracer Bolt

Tracker Droid Interface

Tranquilizer

Acid Dart

Coordination

Cryogenic Volley

Darkvision

Detect Invisibility Detect Traps

Electromesh

Hold Droid

Implant Message

Infiltrate

Lock

Mirror Image

Overheat

Paralyze Humanoid

Pyrotechnics

Release

Scorching Ray

Shared Shielding

Shatter

Smuggle

Toxin Purge

Translocate

Cryogenic Suspension

Debilitating Gas

Diminish Tech

Enhance Weapon

Explosion

Flaming Shots

Greater Image

Greater Light

Invisibility to Cameras

Hydran Cloud

Protection from Energy

Sabotage Charges

Sending

Slow-release Medpac

Tactical Advantage

Tech Override

Ballistic Shield

Cloaking Screen

Corrosive Sphere

Cryogenic Storm

Elemental Bane

Freedom of Movement

Hydran Reserve

Salvo

Sensor Probe

Synchronicity

5TH LEVEL

Charge

Power Cell

Cryogenic Spray

Group Image

Immolate

Mass Repair Droid

Mislead

Paralyze Creature

Greater Translocate

Shutdown

Toxic Cloud

6TH LEVEL

Carbonite

Contingency

Disperse Energy

Disintegrate

Find the Path

Firestorm

Guards and Wards

Kolto Infusion

Programmed Illusion

Scrambling Shield

7TH LEVEL

Cage

Delayed Explosion

Greater Sabotage Charges

Project Image

Supercharge Gas

Tactical Superiority

8TH LEVEL

Antipathy/Sympathy

Energizing Aura

Incendiary Cloud

Scrambling Field

Stun

9TH LEVEL

Greater Explosion

Greater Salvo

Invulnerability

Kolto Waves

Preparedness

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