

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
Charge
Power Cell
Cryogenic Spray
Group Image
Immolate
Mass Repair Droid
Mislead
Paralyze Creature
Greater Translocate
Shutdown
Toxic Cloud
Carbonite
Contingency
Disperse Energy
Disintegrate
Find the Path
Firestorm
Guards and Wards
Kolto Infusion
Programmed Illusion
Scrambling Shield
Cage
Delayed Explosion
Greater Sabotage Charges
Project Image
Supercharge Gas
Tactical Superiority
Antipathy/Sympathy
Energizing Aura
Incendiary Cloud
Scrambling Field
Stun
Greater Explosion
Greater Salvo
Invulnerability
Kolto Waves
Preparedness