Biotics

biotics.jpg

New skill

Use Biotics (cha)
Requires the Biotic Potential feat
Activate Biotic power (trained only): You make a Use Biotics check to use a Biotic power. This use of the skill requires no action.
Move Light Object (trained only): As a move action, you can use biotics to telekinetically lift and move a relatively light object within your line of sight. A successful DC 10 Use Biotics check allows you to move an object weighing up to 5 kg a distance of 6 squares in any direction. As a standard action, you can use the object as a projectile weapon, but the DC increases to 15. If your Use Biotics check beats the target’s Reflex Defense, the object hits and deals 1d6 points of kinetic damage.
Recharge barriers (trained only): As two swift actions, you can recharge your barriers equal to your Use Biotics check.
Special: You can’t make Use Biotics checks unless you have the Biotic Potential feat. Use Biotics is a class skill for any character with the Biotic Potential feat.
You can take 10 on a Use Biotics check, but you can’t take 20.

New Feats

Biotic Potential (feat)
Your body has the potential to use biotics.
Prerequisite: Cannot be a droid
Benefit: You can make Use Biotics checks, and Use Biotics is considered a class skill for you. In addition, whenever you gain a new talent, you have the option of selecting a Biotic talent instead. You must meet the prerequisites of the Biotic talent to select it.
Normal: You can’t make Use Biotics checks or select Biotic talents unless you have the Biotic Potential feat.
Special: If you pick this feat at level 1, you may choose Use Biotics as one of your class’s trained skills.

Biotic Training (feat)
Prerequisites: Biotic Potential, trained in the Use Biotics skill.
Benefit: You add to your Biotic power suite a number of Biotic powers equal to 1 + your Wisdom modifier (minimum 1). You cannot add the same power more than once.
Special: You can take this feat more than once. Each time you take this feat, you add to your Biotic power suite a number of new Biotic powers equal to 1 + your Wisdom modifier.
If your Wisdom modifier permanently increases, you retroactively add any new Biotic powers you would have gained from the new score.

Extra Readied Power (feat)
Prerequisites: trained in the Use Biotics skill
Benefit: You may ready an additional biotic power from your powers known list. This does not count towards the powers you have on your omni-tool.

Readying powers

Biotic powers are readied into the biotic’s omni-tool (see Tech, omni-tool). You cannot ready the same power twice. Readying powers takes 5 minutes of focusing energies and modifying the omni-tool’s properties.

biotcs_with_asari.jpg

Using powers

Using a biotic power requires an action that does not provoke an attack of opportunity. You can use any power you have readied once, and it is then considered depleted until you recharge your powers. Recharging powers can be done in a variety of ways.

  • You can use two swift actions to recharge your powers. You may not use biotic powers during the same turn you recharge your powers this way.
  • After combat you recharge all your powers automatically.
  • If you roll a natural 20 on a Use Biotics check to activate a biotic power, you regain all spent biotic powers at the end of your turn.
  • You can spend an Action Point as a reaction and immediately regain all spent biotic powers.
  • Some unique abilities and talents allow you to regain spent biotic powers in other ways.

A biotic character can have only a single active effect per power. If the character uses the same power again, the previous effect ends.

Biotic damage, shields and fast healing

Most biotic powers deal biotic damage. This damage type is a new type introduced in MESE. Biotic damage deals less damage to targets with active shields, but deals extra damage to targets with active barriers, and ignores the barrier’s BS.
Many additional effects that biotic powers have do not work until the enemy’s shields or barriers are broken. Shields and barriers cannot be restored automatically while affected by biotic powers, though they can be manually recharged.
A target affected by ongoing damage or a biotic effect cannot benefit from fast healing.

Keywords

Since there is no Dark Side in the Mass Effect, all [dark side] and [light side] keywords are removed from powers, and using the powers does not increase dark side points. Two new keywords are introduced in the conversion, [detonator] and [primer]. They are explained under Biotic Explosions below.
Powers marked with [mind-affecting] are only available to the Ardat Yakshi, bearers of a rare genetic mutation that appears in pureblood Asari.

biotic_explosion.jpg

Biotic explosions

Some biotic powers can be used to set up or detonate powerful biotic explosions. Creating a biotic explosion requires two phases. First, a persistent effect, such as Pull or Warp’s lingering effect, must be applied to an enemy. This sets up, or primes, the biotic explosion. While the effect is in duration, if the enemy is hit by a detonating power, the biotic explosion is detonated. Once detonated, the detonating biotic compares the result of his Use Biotics check of the power that he used to detonate the explosion to the Reflex defenses of the target and all adjacent enemies. The biotic explosion deals 1d6 biotic damage per 2 levels of the detonating character’s heroic level, dealing half damage if the result misses.
After being detonated, the priming effect the detonated target had, whether tech or biotic, ends. If the explosion was created by an area of effect power, the power ends completely. If the target has more than one effect active, the newest priming effect is detonated and ends.
Powers that can be used to detonate are marked with a [detonator] keyword. Powers that can be used to prime explosions are marked with a [primer] keyword. A character must have the talents Biotic Primer and Biotic Detonator to prime and detonate biotic explosions. A character without the Self Reliant Detonation talent cannot detonate his own biotic explosions, and will require someone else to assist him. Biotic powers can detonate tech explosions with the Synergy Detonator talent, but tech modules can never detonate biotic explosions.
Certain powers can be upgraded with talents to become sources or detonators. When that happens, the power in question gains the [detonator] or [primer] keyword for that power.

List of Biotic Powers

Annihilation Field [primer] [detonator]
You create an unstable mass effect field around yourself, ripping foes apart who venture too close.
Time: Standard action. Target: 1-square radius emanating from you.
Make a Use Biotics check. Each enemy who starts their turn or moves within 1 square of you takes 3d6 biotic damage. The duration of the effect is based on your Use Biotics result.
DC 20: Lasts 3 rounds.
DC 25: Lasts 4 rounds.
DC 30: Lasts 5 rounds.
Enemies who have taken damage from Annihilation Field are primed for biotic explosions for 1 round.
Special: You can spend an Action point to increase the radius of Annihilation Field’s damaging effect by 1 square.
While Annihilation Field is active, you do not take any damage from biotic explosions you have primed.
You can detonate Annihilation Field as a standard action that deals 4d8 damage to all enemies within 2 squares of you. This ends the effect and can detonate biotic explosions.

Barrier
You create a powerful barrier, shielding you from incoming attacks and recharging your barriers.
Time: Swift action. Target: You.
Make a Use Biotics check. Use the result to recharge your barriers immediately.
Special: You can spend an Action point to activate Barrier as a Reaction.

Biotic Charge [detonator]
You accelerate your body with mass effect fields and slam yourself into an enemy.
Time: Move action. Target: One enemy within 20 squares and in line of sight.
Make a Use Biotics check. You move in a straight line to the target, slamming into them with great force. You deal damage to the target based on your Use Biotics check.
DC 15: 2d6 biotic damage
DC 20: 4d6 biotic damage
DC 25: 6d6 biotic damage.
Using Biotic Charge recharges your barriers for half the amount of your Use Biotics result.
Special: You can spend an Action point to deal damage to one additional enemy adjacent to the target.

dash.jpg

Biotic Dash [detonator]
You accelerate your body, moving through enemies while attacking them.
Time: Standard action. Target: An unoccupied square within 6 squares and line of sight.
Make a Use Biotics check. You vanish from your original position and move in a straight line to the target square without provoking attacks of opportunity. You can move through squares occupied by enemies. You may make a single melee attack against each enemy whose square you moved through. You gain a bonus to your melee attack based on your Use Biotics result.
DC 15: +1 biotic bonus to attack rolls and +1d6 biotic damage.
DC 20: +1 biotic bonus to attack rolls and +2d6 biotic damage.
DC 25: +2 biotic bonus to attack rolls and +3d6 biotic damage.
DC 30: +2 biotic bonus to attack rolls and +4d6 biotic damage.
Special: You can spend an action point not to expend the use of Biotic Dash.

Biotic Focus
You focus your biotic energy into your body, increasing your strength and speed.
Time: Swift action Target: You
Make a Use Biotics check. You gain an amount of damage reduction and movement speed based on your Use Biotics result.
DC 15: speed +2, +1d6 melee damage.
DC 20: speed +3, +1d6 melee damage.
DC 25: speed +4, +2d6 melee damage.
DC 30: speed +5, +2d6 melee damage.
The effects last for 3 rounds.
Special: You can spend an Action point to gain DR 10/- for the duration of the effect.

Biotic Orbs
You create a set of mass effect orbs that orbit around you.
Time: Two swift actions. Target: You
Make a Use Biotics check. You create a number of biotic orbs that revolve around you based on your Use Biotics result.
DC 15: 1 orb.
DC 20: 2 orbs.
DC 25: 3 orbs.
DC 30: 4 orbs.
For every orb, you gain +1 biotic bonus to your Fortitude and Will defenses. The orbs last for 5 rounds. If you use Biotic Orbs while you still have active orbs, the old orbs are lost.
As a swift action, you can launch an orb at your enemy. Treat it as a ranged attack that deals 2d12 biotic damage with an increment of 6 squares per range category, and is modified by your Wisdom instead of Dexterity. The orb dissipates after the attack.
Special: You can spend an Action point to increase the amount of orbs by 1.

Biotic Protector
You deploy a massive biotic barrier to shield you and your allies.
Time: Full-round action Target: A 3×3 square centered on you.
Make a Use Biotics check. You create a spherical barrier around you, blocking all projectiles entering it. The barrier has a Barrier Strength of one and a half times your Use Biotics result (so a result of 20 would yield a 30 BS shield), and a Barrier Rating of one-half your heroic level. Any projectile entering or going through the area of effect deals its damage first to the barrier.
You can sustain the power by using a full-round action during your turn. When you do so, you replenish the power’s barrier to its original value.
Special: You can spend an action point to deal 4d6 biotic damage to all enemies within the area of effect when you first use Biotic Protector. Multiple instances of Biotic Protector in the same area do not stack.

Biotic Slash [telekinetic] [detonator]
You charge your biotics into a sword-like form, slashing enemies in a wide swath.
Time: Standard action Target: A 3-square cone.
Make a Use Biotics check. Make one roll and compare the result to the targets’ Reflex defense. If the attack hits, the targets takes 6d8 biotic damage and half on a miss. Biotic Slash ignores partial and total cover.
Special: You can spend an action point to move each target -1 step down the condition track on a hit.

Biotic Sphere
You create a mass effect sphere to protect the area.
Time: Full round action. Target: 3×3 square.
Make a Use Biotics check. You create a stationary mass effect sphere around your area, covering a 3×3 square (centered around your location). The sphere grants a damage reduction of 10/- to everyone in the area, and lasts for an amount of rounds based on the result of the Use Biotics check. You cannot have more than one sphere at a time.
DC 15: Lasts 2 rounds.
DC 20: Lasts 3 rounds.
DC 25: Lasts 4 rounds.
DC 30: Lasts 5 rounds.
Special: You can spend an Action point to increase the DR by 5 or the duration of the sphere by 3 rounds. Multiple instances of Biotic Sphere over the same area do not stack.

Biotic Storm
You create a storm that draws upon biotic energy, focusing its unstable power on a certain area.
Time: Standard action. Target: One designated area within 12 squares of you and within line of sight.
Make a Use Biotics check. The result of the check determines the result, if any.
DC 20: You create a biotic storm that covers a 3×3 square area. At least one square within that area must be within the given range of this power. All squares within the biotic storm are filled with an unstable mass effect field that provides concealment and deals 2d6 points of biotic damage to any creature that enters the biotic storm or beings its turn within the area. The storm also imposes a – 5 penalty on Perception checks to listen, as the storm howls loudly. The biotic storm lasts until the end of your next turn. This is an area effect.
DC 25: As DC 20, except the biotic storm covers a 4×4 area.
DC 30: As DC 20, except the biotic storm covers a 5×5 area.
DC 35: As DC 20, except the biotic storm covers a 6×6 area.
Special: You can spend an Action Point to increase the damage dealt by the unstable mass effect field by 2d6.
You can maintain the biotic storm from round to round, extending the normal duration. Maintaining the biotic storm power is a standard action, and you must make a new Use Biotics check each round. IF you take damage while maintaining a biotic storm, you must succeed on a Use Biotics check (DC = 15 + damage taken) to continue maintaining the power.

blast.jpg
Blast [telekinetic] [detonator]
You use biotics to create a ball of compressed air and debris that you can hurl at enemy targets.
Time: Standard action Target: One target within 12 squares and within line of sight.
Make a Use Biotics check. Compare the result of your Use Biotics check to the Reflex Defense of the target; if you exceed the target;s Reflex Defense, you deal kinetic damage with the blast. The result of the Use Biotics check determines the effect, if any.
DC 15: The blast deals 2d6 points of damage to the target.
DC 20: As DC 15, except you deal 3d6 points of damage.
DC 25: As DC 15, except you deal 4d6 points of damage.
DC 30: As DC 15, except you deal 5d6 points of damage.
Special: You can spend an Action point to add one-half your heroic level as a damage bonus on blast just as you would a normal weapon.

Dark Channel [primer]
You create a persistent biotic cloud that moves around, damaging enemies.
Time: Full round action. Target: One creature within 8 squares.
Make a Use Biotics check. You create a persistent cloud of biotic energy that rips enemies apart. The enemy targeted with the power during the end of your turn take 3d6 biotic damage. The cloud’s duration is based on your Use Biotics result.
DC 20: 4 rounds
DC 25: 6 rounds
DC 30: 8 rounds
If the enemy dies while Dark Channel is active, the power’s effect moves to the closest nearby enemy within 5 squares. If there are no enemies in range, the effect ends.
Special: You can spend an Action point to increase the damage of Dark Channel to 4d6 per round. If Dark Channel is detonated in a Biotic Explosion and the target dies, the effect moves to the next enemy normally instead of ending.

Dark Sphere [primer] [detonator]
You create a slow-moving sphere of dark energy that tears anything it touches apart.
Time: One standard and move action Target: Every enemy in a moving 2×2 square
Make a Use Biotics check. You create a 2×2 square sphere adjacent to you and move the square 2 squares in one direction. Compare your Use Biotics result with the Reflex defense of targets within the sphere. If the attack hits, the target takes 4d8 biotic damage, and half on a miss. At the start of your next turn, move the sphere an additional 2 squares in the same direction and compare the original check to the defenses of any new targets. A target may be damaged more than once by Dark Sphere, but only once per round. During the beginning of your third round, the sphere disappears.
At any point of the sphere’s movement, you can detonate it as a swift action, dealing 6d6 damage to all targets in a 3×3 square originating from one square of the sphere. If you do so, you cannot use another biotic ability in the same round.
Special: You can spend an Action point to increase the size of both the sphere and the detonation by 1.
The sphere’s detonation effect can detonate biotic explosions. The there’s continuous effect primes biotic explosions.

Detonate [telekinetic] [detonator]
You can perceive points of weakness within ab object and use biotics to telekinetically press on those points, shattering the object.
Time: Standard action Target: One unattended object within 12 squares of you and in your line of sight.
Make a Use Biotics check. The result of the check determines the effect, if any.
DC 20: The object takes 4d6 points of kinetic damage.
DC 25: The object takes 6d6 points of damage.
DC 30: The target takes 8d6 points of damage.
DC 35: The target takes 10d6 points of damage.
Special: You can spend an Action Point when you activate this power to increase the damage dealt by 2d6.
Detonate can only detonate Biotic Explosions if the unattended object targeted is affected by a priming Biotic Power.

Disarm [telekinetic]
You disarm an opponent by using biotics to pull the weapon from his grasp.
Time: Standard action Target: One creature within 6 squares and within line of sight.
Make a Use Biotics check. Use this check in place of your attack roll when attempting to disarm the target (see Disarm, page 152). If your disarm attack succeeds, you may choose to let the item drop to the ground in the target’s fighting space or have the item fly into your hand (in which case you must have a free hand to catch it).
Special: Feats that improve disarm attacks (such as Improved Disarm) do not apply to Disarm.
You can spend an Action Point to damage or destroy the target weapon instead. If your disarm attack succeeds, the weapon takes damage equal to your Use Biotics check result. You must declare that you are using this option before making your disarm attack.
Shielded enemies cannot be disarmed.

Dominate [mind-affecting]
You attack the mind of an enemy, forcing them to do your bidding.
Time: Full round action. Target: One organic enemy within 6 squares and in line of sight.
Make a Use Biotics check. If the check exceeds the target’s Will defense, the target turns friendly for 1 round. The target will obey your commands without hesitation, and in combat will defend you and your allies with its life. After the effect ends, the target will realize it has been controlled. For every 5 points by which you exceed the target’s Will defense, extend the power’s duration by 1 round.
Special: You can spend an Action point to increase the duration of Dominate by 3 rounds.

Fear [mind-affecting]
You summon your biotic powers to instill fear in your enemies.
Time: Swift action. Target: One organic creature within 12 squares and within line of sight.
Make a Use Biotics check.The result of the check determines the effect, if any.
Compare the result to the target’s Will Defense. If the check result equals or exceeds the target;s Will Defense, the target is affected as determined by the results of your Use Biotics check. This is a fear effect.
DC 15: The target can take only one standard action on the next turn.
DC 20: The target can take only one move action on the next turn.
DC 25: The target can take only one swift action on the next turn.
DC 30: The target can take no actions on its next turn.
Special: When you successfully use this power on an opponent, you can spend an Action Point to impose a – 2 penalty to all of the opponent’s Defenses until the beginning of your next turn.

Flare
You expend all your energy to unleash a huge flare that explodes with biotic power.
Time: Full-round action Target: 2×2 square within 12 squares and in line of sight.
Make a Use Biotics check. Make one roll and compare the result to the targets’ Reflex defense. If the attack hits, the target takes 8d8 biotic damage and moves -1 step down the condition track. You move -1 step down the condition track; this cannot be prevented by any means.
Special: You can spend an action point to move the targets an additional -1 step down the condition track.

Fold Space [telekinetic]
You can use biotics to bend space, transporting an object almost instantaneously from one place to another.
Time: Full-round action Target: One held or unattended object within 6 squares and line of sight or one vehicle you occupy.
Make a Use Biotics check. The result of the check determines the maximum size of the object you can trasnport and the distance you can transport it.
DC 20: You can move a Medium or smaller object up to 6 squares.
DC 25: You can move a Large or smaller object up to 12 squares.
DC 30: You can move a Huge or smaller object up to 18 squares.
DC 35: You can move a Gargantuan or smaller object up to 24 squares.
DC 40: You can move a Colossal or smaller object up to 30 squares.
Special: If the object you are transporting contains other objects or creatures (such as a shuttle or starship), everything contained within the object is transported as well.
You can spend an Action Point to increase the maximum size of the object you can move by two categories, up to Colossal (cruiser) in size, or double the distance the object is transported.

Grip [primer] [telekinetic]
You use biotics to choke or crush your enemy.
Time: Standard action. Targets: One creature within 12 squares or within line of sight.
Make a Use Biotics check. The result of the check determines the effect, if any:
DC 15: The target takes 2d6 points of kinetic damage. If your Use Biotics check equals or exceeds the target’s Fortitude Defense, the target can take only a single swift action on his next turn.
DC 20: As DC 15, except the target takes 4d6 points of damage.
DC 25: As DC 15, except target takes 6d6 points of damage.
Special: You may maintain your concentration on the targeted creature to continue damaging it from round to round. Maintaining the Grip is a standard action, and you must make a new Use Biotics check each round.
You can spend an Action Point to deal an additional 2d6 points of damage with your Grip.
Shielded enemies cannot be gripped.

Inertia [telekinetic]
You can use biotics to shift your body’s inertia, allowing you to perform impossible stunts.
Time: Move action. Target: You.
Make a Use Biotics check. The result of the check determines the result, if any.
DC 20: You move up to half your speed along a wall as though it were the ground, ignoring the normal effects of gravity for the duration of this movement. If you are not on the ground when you end this movement, you fall to the ground.
DC 25: As DC 15, except you can move at your speed + 2 squares along the wall.
DC 30: As DC 15, except you can move at your speed + 4 squares along the wall.
Special: You can spend an Action Point to increase the speed you move along the wall by + 2 squares.

Lash [detonator] [primer] [telekinetic]
You create a mass effect whip, catching an enemy and pulling them towards you.
Time: Standard action. Target: One enemy within 12 squares and in line of sight.
Make a Use Biotics check. If the check exceeds the target’s Reflex defense, the target takes 5d6 biotic damage. The target also makes a Strength check. If you win, the target is pulled 3 squares towards you plus an additional square for every 5 points by which you exceed the target’s check and is knocked prone. If you pull the target into a larger object, the target takes 1d6 kinetic damage.
The target adds its size modifier to its Fortitude defense: Colossal, +20; Gargantuan, +15; Huge, +10; Large, +5; Medium, +0; Small, -5; Tiny, -10; Diminutive, -15; Fine, -20.
Special: Shielded targets cannot be pulled. You can spend an Action point to deal an additional 2d6 damage during the start of the target’s next turn. This primes a Biotic Explosion between that lasts until the beginning of the target’s next turn.

levitate.jpg
Levitate [telekinetic]
You can float up or down without anything or anyone to assist you.
Time: Move action. Target: You
Make a Use Biotics check.The result of the check determines the effect, if any.
DC 15: You gain a fly speed of 2 squares but can only move vertically. You may move up to your fly speed as part of this action, and if you end this movement adjacent to a horizontal surface, you can move 1 square onto that surface as a free action. At the start of your next turn, if you are not standing or holding onto a solid surface, you fall to the ground.
DC 20: As DC 15, except the fly speed increases to 4 squares.
DC 25: As DC 15, except the fly speed increases to 6 squares.
Special: You can spend an Action Point as a reaction to activate this power when falling. You can reduce your fall distance by a number of squares equal to the fly speed provided by this power. If you reduce your fall distance to 0 squares, you land safely on your feet.
You can maintain levitate from round to round, extending the normal duration. Maintaining the levitate power is a move action, and whenever you maintain this power you can move vertically up to your fly speed. If you take damage while maintaining memory walk, you must succeed on a Use Biotics check (DC = 15 + damage taken) to continue maintaining the power. If you fail this Use Biotics check, you immediately fall.

Memory Walk [mind-affecting]
You torment an enemy by causing it to relive its most horrible memories.
Time: Standard action. Targets: One organic creature with an intelligence of 3 or higher within 6 squares of you and within line of sight.
Make a Use Biotics check. The result of the check determines the effect, if any:
DC 20: Compare the result to the target’s Will Defense. If the skill check equals or exceeds the target’s Will Defense, the target takes 2d6 and loses its swift action on its next turn.
DC 25: As DC 20, except the target loses its move action on its next turn.
DC 30: As DC 20, except the target loses its standard action on its next turn.
DC 35: As DC 20, except the target loses its standard action and its swift action on its next turn.
Special: You can spend an Action Point to increase the damage by 2d6.
You can maintain memory walk from round to round, extending the normal duration. Maintaining the memory walk power is a standard action, and you must make a new Use Biotics check each round. If you take damage while maintaining memory walk, you must succeed on a Use Biotics check (DC = 15 + damage taken) to continue maintaining the power.

Mind Shard [mind-affecting]
You use biotics to splinter the mind of an opponent, wracking it with pain.
Time: Standard action. Targets: One organic creature within 12 squares of you and within line of sight.
Make a Use Biotics check. The result of the check determines the effect, if any:
DC 15: Compare the result to the target’s Will Defense. If the skill check equals or exceeds the target’s Will Defense, the target takes 2d8 points of damage and moves -1 step down the condition track. Furthermore, the target cannot improve its condition until the end of your next turn (although other creatures may use abilities to improve its condition).
DC 20: As DC 15, except the damage increases to 3d8.
DC 25: As DC 15, except the damage increases to 4d8.
DC 30: As DC 15, except the damage increases to 5d8.
Special: You can spend an Action point to increase the damage by 2d8.

Mind Trick [mind-affecting]
You use biotics to alter a target’s perceptions or plant a suggestion in its mind.
Time: Standard action. Targets: One organic creature with intelligence 3 or higher in line of sight and within 12 squares of you.
Make a Use Biotics check. If you equal or exceed the target’s Will Defense, you may choose one of the following effects:
-You create a fleeting hallucination that distracts the target and enables you to use the Stealth skill even if the target is aware of you.
-You perform a feint so that the next attack you make against the target ignores its Dexterity bonus to Reflex Defense (if any) .
-You make an otherwise unpalatable suggestion seem completely reasonable to the target. You must be able to communicate with the target, and the suggestion can’t obviously threaten the target’s life. The target won’t realize later that what he did is unacceptable.
-You fill the target with terror, causing it to flee from you at top speed for 1 minute. The affected creature stops fleeing if it is wounded. The effect is negated if the target’s level is equal to or higher than your character level. This is a fear effect.
Special: If you are making a suggestion, you may spend an Action Point to improve the target’s attitude by one step, plus one additional step for every 5 points by which your Use Biotics check exceeds the target’s Will Defense.

Morichro [mind-affecting]
You slow the vital functions of a target. causing her to slip into a deep sleep or even die.
Time: Standard action. Target: One organic creature you have grabbed or grappled.
Make a Use Biotics check. Compare the result to the target’s Fortitude Defense. If you succeed, the target moves -1 step down the condition track. Each round you maintain this power, if your Use Biotics check exceeds the target’s Fortitude Defense, the target moves another step down the condition track. If you move a target to the bottom of the condition track with this power, you can choose to kill the target or place it into a coma even if it is unwilling (see page 28) . Additionally, if you use this power on an already unconscious target, you can consider the target willing for the purposes of placing them in a coma.
Special: You can maintain the morichro power from round to round, extending the normal duration. Maintaining this power is a standard action, and you must make a new Use Biotics check each round. If you take damage while maintaining morichro, you must succeed on a Use Biotics check (DC; 15 + damage taken) to maintain the power. If the target escapes your grab or the grab ends for any reason, you cannot maintain this power on your next turn.

human_biotics.jpg

Move Object [telekinetic]
You telekinetically move a target up to 6 squares in any direction using biotics.
Time: Standard action Target: One character or object within 12 squares and within line of sight.
Make a Use Biotics check. The result of the check determines the maximum size of the target you can lift (see below). If the target is a creature that resists your attempt, your Use Biotics check must also exceed the target’s Fortitude Defense. You can hurl the target at (or drop it on) another target in range if your Use Biotics check exceeds the second target’s Reflex Defense. Both targets take kinetic damage determined by your Use Biotics check result.
DC 15: Move object up to Medium size (deals 2d6 points of damage)
DC 20: Move object up to Large size (deals 4d6 points of damage)
DC 25: Move object up to Huge size (deals 6d6 points of damage)
DC 30: Move object up to Gargantuan size (deals 8d6 points of damage)
DC 35: Move object up to Colossal size (deals 10d6 points of damage)
Special: You can maintain move object from round to round, extending the normal duration. Maintaining the move object power is a standard action, and you must make a new Use Biotics check each round. If you take damage while maintaining move object, you must succeed on a Use Biotics check (DC = 15 + damage taken) to continue maintaining the power.
If you use move object against a hovering or flying target (such as a speeder or starship), the target can oppose your Use Biotics check with a grapple check as a reaction. If the target wins the opposed check, you are unable to move the target.
You may spend an Action Point to increase the maximum size of the object by one category and deal an additional 2d6 points of damage (maximum size Colossal [frigate]. 12d6 damage).
Shielded targets cannot be moved.

Negate [telekinetic]
You spontaneously negate a single attack that deals any type of physical attack. This power cannot be used against biotic or tech powers.
Time: Reaction. Target: One attack against you that deals damage.
Make a Use Biotics check. If the result of the check equals or exceeds the damage dealt by the attack, it is negated and you take no damage. If your check result is less than the amount of damage dealt, you fail to negate the attack and take damage as normal.
Special: You must be aware of the attack (and not flat-footed) to negate it. If you are successful, you can spend an Action Point to regain hit points equal to the damage of the negated attack, up to a maximum of your full normal hit points.

Nova [detonator]
You unleash the energy of your barrier into the ground, creating a massive shockwave.
Time: Move action. Target: All adjacent enemies.
Make a Use Biotics check. Compare the Reflex defenses of the enemies adjacent to you. If the check exceeds their Reflex, they take 2d6 biotic damage and move 1 step down the condition track. If the check is lower, they take half damage. In addition, Nova deals bonus damage to all targets based on your barrier or shield rating. Using Nova depletes your barrier or shield completely.
To calculate the bonus damage, Nova deals Xd6 bonus damage, where X is the amount of shields you currently have divided by 10 and rounded down. So 0-9 shields give no bonus damage, 10-19 give 1d6 bonus damage, 20-29 give 2d6, etc.
Special: You can spend an Action point to deal an additional 4d6 damage and move the targets an additional step down the condition track.

Obscure [mind-affecting]
You use biotics to cloud an enemy’s mind, making it harder for the enemy to see its target.
Time: Reaction. Target: One enemy in 12 squares and within line of sight that just made an attack roll.
Make a Use Biotics check. Compare the result to the target’s Will Defense. If the check result equals or exceeds the target’s Will Defense, the target takes a – 5 penalty on the attack roll. If the target misses with the attack, you can choose to make the target reroll the attack against another creature adjacent to it; this attack is also at a -5 penalty.
Special: You may spend an Action Point when you activate this power to apply the penalty to all of the target’s attack rolls made until the start of its next turn.

pull.jpg
Pull [primer] [telekinetic]
You create a mass-lowering field around an enemy, making them levitate in the air.
Time: Standard action. Target: One enemy in 12 squares and in line of sight.
Make a Use Biotics check. Compare the result to both the target’s Reflex and Fortitude defenses. If the attack hits the target is pulled into the air and considered flat-footed, any may make only a single swift action during their turn. The target is lifted 10 feet into the air and remains there for 2 rounds, after which the target falls to the ground, taking falling damage as appropriate.
The target adds its size modifier to its Fortitude defense: Colossal, +20; Gargantuan, +15; Huge, +10; Large, +5; Medium, +0; Small, -5; Tiny, -10; Diminutive, -15; Fine, -20.
Special: Shielded enemies cannot be pulled. You can spend an Action point to either reduce the target’s size modifier by 5.

Pulse
You call upon your biotic might to cause power to arc out from your body, striking adjacent enemies.
Time: Standard action. Target: All enemies adjacent to you.
Make a Use Biotics check. Compare the result the each target’s Reflex Defense. If the attack hits, the target takes 3d6 points of biotic damage and moves – 1 step along the condition track. If the attack misses, the target takes half damage and does not move along the condition track.
Special: You can spend an Action Point when you activate this power to increase the damage dealt by 2d6.
You can maintain pulse from round to round, provided you haven’t moved since activating the power, extending the normal duration. Maintaining the pulse power is a standard action, and you must make a new Use Biotics check each round. When you maintain the power, compare the results of your new Use Biotics check to the Reflex Defense of each target in range (as described above). If you take damage while maintaining pulse, you must succeed on a Use Biotics check (DC = 15 + damage taken) to continue maintaining the power.

Reave [detonator] [primer]
You create a mass effect field surrounding an enemy to attack their nervous systems.
Time: Standard action. Target: One target within 12 squares and within line of sight.
Make a Use Biotics check. The result of the check determines the effect, if any. Compare the result to the target’s Fortitude Defense. If the check result equals or exceeds the target’s Fortitude Defense, the target is affected.
DC 15: The target takes 2d6 biotic damage, and half that amount again at the start of its turn. If your Use Biotics check exceeds the target’s Fortitude Defense by 5 or more, the target takes half that damage again in the following round.
DC 20: As DC 15, except the target takes 3d6 points of damage.
DC 25: As DC 15, except the target takes 4d6 points of damage.
DC 30: As DC 15, except the target takes 5d6 points of damage.
Special: You can spend an Action point when you successfully damage a target by usinmg this power to have all creatures adjacent to the target take half this damage if the Use Biotics check also exceeds their Fortitude Defense. These secondary targets do not take additional damage in the following round.
In addition, the caster gains DR 10 for the duration of the power.

Rebuke
You harmlessly absorb or deflect one biotic power used against you, perhaps even turning it against its creator.
Time: Reaction. Target: One biotic power directed at you.
Make a Use Biotics check. If your result equals or exceeds the check result of the power directed at you, you harmlessly redirect it and suffer no ill effects. If you result exceeds the check result of the power directed at you by 5 or more, you may choose to turn the biotic power against its creator, who suffers the effect based on the creator’s original Use Biotics check.
Special: If you successfully reflect a Force power back at its originator, the originator may attempt to rebuke the power as well, expending the use of the rebuke power and using your rebuke Use Biotics check as its target DC. If he reflects it back again, both you and the originator are affected by the biotic power. You can spend an Action Point as a reaction to suffer no ill effects from a biotic power that has been rebuked twice-once by you and once by the power’s originator.

Repulse
You use biotics to clear an area around yourself.
Time: Standard action Target: All adjacent targets.
Make a Use Biotics check. The targets make Strength checks, adding their base attack bonus. If you beat a target’s Strength check, you push it back 1 square plus 1 additional square for every 5 points by which you exceeded the target’s check result. If you push the target into a larger object, the target takes 1d6 points of kinetic damage.
The target adds its size modifier to its Strength check: Colossal, + 20; Gargantuan, + 15; Huge, + 10; Large, + 5; Medium, + 0; Small, – 5; Tiny, -10; Diminutive, – 15; Fine, – 20. In addition, it gets a + 5 stability bonus if it has more than two legs or is otherwise exceptionally stable.
Special: You can spend an Action Point to apply a -5 penalty to the target’s Strength check to resist your repulse. Additionally, after spending an Action point, if you successfully push the target into a larger object, you deal an extra 2d6 points of damage from the extreme force of the thrust.

Resist Biotics
You use biotics to protect yourself from an enemy’s biotic powers.
Time: Standard action. Targets: You.
Make a Use Biotics check. The result of the check determines the effect, if any.
DC 15: You gain +1 to the Defense of the score of your choice against biotic powers used against you until the beginning of your next turn.
DC 20: As DC 20, except the Defense bonus increases to + 2.
DC 25: As DC 20, except the Defense bonus increases to + 5.
Special: You can spend an Action Point to apply the bonus provided by this power to any two Defense scores of your choice.
You can maintain resist biotics from round to round, extending the normal duration. Maintaining the resist biotics power is a swift action. If you suffer damage while maintaining resist biotics, you must succeed on a Use Biotics check (DC = 15 + damage taken) to continue maintaining the power. You may have multiple instances of resist biotics active at once, but maintaining each one requires a swift action each round, and each one must be activated by a separate use of resist biotics.

Shockwave [detonator] [telekinetic]
You send out a rippling wave in front of you to send your enemies flying.
Time: Standard action. Target: 6 square line.
Make a Use Biotics check. Compare the check to the Reflex defenses of every opponent in the area of effect. If the attack hits, the enemies take 6d6 biotic damage. If not, they take half damage.
Special: Shielded enemies treat the damage taken as normal when determining threshold damage. You can spend an Action point to extend the line of effect by 4 squares.

singularity.jpg

Singularity [primer]
You rip a warp in the space-time continuum, creating a gravity well akin to a black hole.
Time: Full-round action. Target: One 3×3 area.
Make a Use Biotics check. Compare the result to the Fortitude defenses of all enemies inside the area. If the attack hits, the target is affected by Pull for the duration of the Singularity. The Singularity lasts for 3 rounds and can hold only a certain amount of enemies at a time, based on the result of the Use Biotics check.
DC 20: 1 targets.
DC 25: 2 targets.
DC 30: 3 targets.
If a target dies while being affected by Singularity, another target may be affected. Use the original result to determine the effect.
The target adds its size modifier to its Fortitude defense: Colossal, + 20; Gargantuan, + 15; Huge, + 10; Large, + 5; Medium, + 0; Small, – 5; Tiny, – 10; Diminutive, – 15; Fine, – 20.
Special: Shielded enemies cannot be pulled. You can spend an Action point to increase the size of the area to 4×4 squares.

Slam [detonator] [telekinetic]
You throw an enemy into the air, then slam them down with great force.
Time: Standard action. Target: One enemy in 12 squares and within line of sight.
Make a Use Biotics check. If the result is higher than the Fortitude defense of the target, the target flies directly upwards into the air before being slammed down into the ground and knocked prone. The target takes 6d6 kinetic damage and moves 1 step down the condition track. The target does not take any additional falling damage.
The target adds its size modifier to its Fortitude defense: Colossal, + 20; Gargantuan, + 15; Huge, + 10; Large, + 5; Medium, + 0; Small, – 5; Tiny, – 10; Diminutive, – 15; Fine, – 20.
Special: Shielded enemies do not move down the condition track unless the damage from the ability breaks the shield. You can spend an Action point to increase the damage by 2d6 and move the target an additional step down the condition track.

Slow [primer] [telekinetic]
Biotics enables you to slow your targets as if they are encumbered by an extremely heavy load, making it difficult for them to move.
Time: Standard action. Target: One creature or droid in 12 squares and within line of sight.
Make a Use Biotics check. If your result equals or exceeds your target’s Fortitude Defense, they take the following effects as determined by your check result.
DC 15: Target’s speed is reduced by 1 square until the beginning of your next turn. The target is also encumbered, as though carrying a heavy load, taking a – 10 penalty on Acrobatics, Climb, Endurance, Initiative, Jump, Stealth, and Swim checks.
DC 20: As DC 15, except speed is reduced by 2 squares.
DC 25: As DC 15, except speed is reduced by 3 squares.
DC 30: As DC 15, except speed is reduced by 4 squares.
The target adds its size modifier to its Fortitude defense: Colossal, + 20; Gargantuan, + 15; Huge, + 10; Large, + 5; Medium, + 0; Small, – 5; Tiny, – 10; Diminutive, – 15; Fine, – 20.
Special: You can spend an Action Point to impose a -5 penalty to your target’s Fortitude Defense against the use of this power.
Shielded enemies cannot be slowed.

Smash [detonator] [telekinetic]
You pound one or more creatures with biotics.
Time: Standard action. Targets: All targets within a 6-square cone and within line of sight.
Make a Use Biotics check. Make one roll and compare the result to each target’s Fortitude Defense. If the result equals or exceeds a target’s Fortitude Defense, it takes 4d6 points of biotic damage and is knocked prone. If the result is less than a target’s Fortitude Defense, it takes half damage and is not knocked prone. This is an area effect.
Special: When you use this power, you can spend an Action point to deal an additional 2d6 points of damage to targets in the area.

Stagger [detonator] [telekinetic]
You use biotics to lash out at a nearby enemy, causing it to stumble.
Time: Swift action. Targets: One enemy adjacent to you.
Make a Use Biotics check. Compare the result to the target’s Fortitude Defense. If the check result equals or exceeds the target’s Fortitude Defense, the target takes 2d6 points of kinetic damage and is pushed one square away from you. This movement does not provoke attacks of opportunity.
Special: You can spend an Action Point when you activate this power to affect all enemies adjacent to you, in which case compare your Use Biotics check result to each target’s Fortitude Defense.

Stasis [telekinetic]
You create a solid mass effect field around an opponent, halting their movements.
Time: Standard action. Target: One enemy within 12 squares and in line of sight.
Make a Use Biotics check. If the result is higher than the target’s Will defense, the target is temporarily considered helpless. The target is aware of its surroundings, but can take only purely mental actions. The target also gains a DR of 15 for the duration of the Stasis. The duration is determined by the caster’s Use Biotics check.
DC 15: Lasts 1 rounds.
DC 20: Lasts 2 rounds.
DC 25: Lasts 3 rounds.
DC 30: Lasts 4 rounds.
The target adds its size modifier to its Will defense: Colossal, + 25; Gargantuan, + 20; Huge, + 15; Large, + 10; Medium, + 0; Small, – 5; Tiny, – 10; Diminutive, – 15; Fine, – 20.
Special: You can spend an Action point to extend the effect of Stasis to an additional target adjacent to the target.

Surge [telekinetic]
Biotics enable you to jump great heights and distances as well as move quickly.
Time: Swift action. Targets: You.
Make a Use Biotics check. The result of the check determines the effect, if any:
DC 10: You gain a + 10 biotic bonus on Jump checks and your speed increases by 2 squares until the start of your next turn. The biotic bonus on Jump checks includes the adjustment for increased speed.
DC 15: As DC 10 except: + 20 biotic bonus on Jump checks, speed increases by 4 squares.
DC 20: As DC 10 except: + 30 biotic bonus on Jump checks, speed increases by 6 squares.
Special: You can spend an Action Point to increase the power’s biotic bonus on Jump checks by 10 and increase your speed by an additional 2 squares.
Using the surge power counts as a running start for determining a Jump DC.

Thought Bomb [mind-affecting]
You use biotics to radiate out harmful waves of telepathy, damaging the minds of nearby foes.
Time: Standard action. Target: All organic enemies within 2 squares of you.
Make a Use Biotics check. Compare the result of the skill check to each target’s Will Defense. If the result equals or exceeds the target’s Will Defense, the target takes 2d6 points of damage and loses its swift action on its next turn. This is an area effect.
Special: You can spend an Action Point to increase the damage dealt by this power by 2d6.

Throw [detonator] [telekinetic]
You use biotics to push a target away from you.
Time: Standard action. Targets : One object or character within 12 squares and within line of sight.
Make a Use biotics check. The target makes a Strength check. If you beat the target’s Strength check, you push it back 1 square plus an additional square for every 5 points by which you exceed the target’s check result. If you push the target into a larger object, the target takes 1d6 points of kinetic damage. The target adds its size modifier to its Strength check: Colossal, + 20; Gargantuan, + 15; Huge, + 10; Large, + 5; Medium, + 0; Small, – 5; Tiny, – 10; Diminutive, – 15; Fine, – 20. In addition, it gets a + 5 stability bonus if it has more than two legs or is otherwise exceptionally stable.
Special: You can spend an Action point to apply a – 5 penalty to the target’s Strength check to resist your Throw. Additionally, if you successfully push the target into a larger object, you deal an additional 2d6 points of damage from the extreme force of the thrust.
Shielded enemies cannot be thrown.

warp.jpg
Warp [detonator] [primer]
You create a rapidly shifting mass effect field to tear your opponent apart.
Time: Standard action. Target: One enemy in 12 squares and in line of sight.
Make a Use Biotics check. If the result of the check is higher than the target’s Reflex defense, the target takes 6d6 biotic damage, and its DR is reduced based on the result of the check until the end of the user’s next turn.
DC 15: DR is reduced by 5.
DC 25: DR is reduced by 10.
DC 35: DR is reduced by 15.
Special: Shielded enemies do not have their DR reduced. You can spend an Action point to increase the initial damage by 2d6 and move the target 1 step down the condition track.

Whirlwind [telekinetic] [primer]
You call upon biotic force to surround an enemy in a swirling vortex of energy. The whirlwind lifts them about a half meter off of the ground, spinning them in the air and buffeting them with biotic energy.
Time: Standard action. Target: One creature or droid within 12 squares and within line of sight.
Make a Use Biotics check. The result of the check determines the effect, if any.
Compare the result to the target’s Fortitude Defense. if the check result equals or exceeds the target’s Fortitude Defense, the target is captured within the whirlwind and immobilized until the beginning of your next turn. Any attack rolls or skill checks the target attempts while within the whirlwind are at a – 5 penalty. The target falls prone when the effect ends. The target also sustains damage at the end of your turn as determined by the results of your Use Biotics check.
DC 15: The target takes 1d6 points of biotic damage.
DC 20: The target takes 2d6 points of biotic damage.
DC 25: The target takes 3d6 points of biotic damage.
DC 30: The target takes 4d6 points of biotic damage.
The target adds its size modifier to its Strength check: Colossal, + 20; Gargantuan, + 15; Huge, + 10; Large, + 5; Medium, + 0; Small, – 5; Tiny, – 10; Diminutive, – 15; Fine, – 20.
Special: You can spend an Action Point to increase the penalty to the target’s attack rolls and skill checks from – 5 to – 10.
You can maintain whirlwind from round to round, extending the normal duration. Maintaining the whirlwind power is a move action, and you must make a new Use Biotics check each round. If you take damage while maintaining a whirlwind, you must succeed on a Use Biotics check (DC = 15 + damage taken) to continue maintaining the power. If a target within a whirlwind is attacked or otherwise damaged or moved down the condition track by you or one of your allies, the effects of the whirlwind end immediately.

Wound
You cause spasms in the lungs of your target, painfully injuring them.
Time: Standard action. Targets: One creature within 6 squares and within line of sight.
Make a Use Biotics check. Make one roll and compare the result to the target’s Fortitude Defense. If the result equals or exceeds the target’s Fortitude Defense, it takes 4d6 points of damage. The target adds its size modifier to its Strength check: Colossal, + 20; Gargantuan, + 15; Huge, + 10; Large, + 5; Medium, + 0; Small, – 5; Tiny, – 10; Diminutive, – 15; Fine, – 20.
Special: If the target moves 1 or more steps down the condition track, the condition becomes persistent until the target is treated with a DC 20 Treat Injury check to perform surgery.
You can spend an Action Point to increase the damage by 2d6.

Biotic Talents

Most Force talents in the Star Wars Saga Edition rulebooks translate into the Mass Effect universe very easily. However, some talents require editing to fit the different universe.

As a general rule, the Sense, Dark Side, Light Side, Guardian Spirit talent trees are unavailable in Mass Effect Saga Edition. Furthermore, any effects that could be considered mind-affecting now belong to a special Ardat Yakshi talent tree, which is only available to the Ardat Yakshi. Consult your GM before picking talents that you believe might fit from the list of generally unavailable trees, as there is no full list of all available or unavailable talents (yet).

asari_biotics.jpg

New Biotic Talents:
Power mastery: Choose a single biotic power. Once per encounter, you may recharge that power as a swift action.
This talent can be taken multiple times, and can either be used to increase the amount of times you can recharge a power, or choose another power to recharge as a swift action.
Biotic Explosions: You can prime Biotic Explosions for allies and detonate Biotic Explosions setup by allies.
Self reliant detonator: You can detonate Biotic Explosions you set up yourself.
Prerequisites: Biotic Explosions
Synergy detonator: You can detonate tech explosions with biotic powers.
Prerequisites: Biotic detonator

Biotic Techniques and Secrets

Biotic tecniques and secrets are both directly convertable from all Star Wars Sage Edition rulebooks, assuming the powers they affect still exist.

Area Lash
When you use the Lash power, you can change the time it takes to activate it to a full-round action and spend an Action point to target all creatures in a 3×3-square within range.

Detonating Orbs
Your orb attacks with the Biotic Orbs power can detonate biotic explosions, though the explosion deals 2d6 less damage than normal.

Double Dash
When you use the Biotic Dash power, you can change the time it takes to activate it to a full-round action and spend an action point to use it a second time as a free action after the first one is resolved.

Double Pull
When you use the Pull power, you can choose to target two separate targets within 6 squares of each other with a -5 penalty to your Use Biotics result.

Draining Field
When you use the Annihilation Field power, all damage the power deals to shields and barriers recharges your shields or barriers by half that amount.

Enlarged Slash
When you use the Biotic Slash power, you can change the time it takes to activate it to a full-round action. If you do so, increase the size of the power’s effect by 1.

Explosive Flare
When you use the Flare power, you can spend an Action point to deal explosive and biotic damage, and you increase the size of the effect by 1 square.

Impeding Channel
when you use the Dark Channel power, the target enemy is also slowed, reducing its movement speed by 2 squares (up to a minimum of 1).

Improved Stasis
When you use the Stasis power, the target enemy does not gain temporary DR for the duration of the effect.

Incapacitating Slam
When you use the Slam power, if the target moves down the condition track it is unable to take actions during the next round and is considered flat-footed for that round.

Lifting Shockwave
When you use the Shockwave power, unshielded targets damaged by the power are affected by the Pull power for one round if your Use Biotics result exceeds their Fortitude defense. The target adds its size modifier to its Fortitude defense: Colossal, + 20; Gargantuan, + 15; Huge, + 10; Large, + 5; Medium, + 0; Small, – 5; Tiny, – 10; Diminutive, – 15; Fine, – 20.

Lingering Protector
When you use the Biotic Protector power, all allies within the barrier gain its Barrier Strength for 2 rounds after the effect ends, whether they move away from the barrier or because the barrier ends. This Barrier Strength stacks with shields and other barriers.

nova.jpg
Nova Conservation
When you use the Nova power, you may choose to use only half your current barriers to fuel the attack. However, doing so halves the bonus damage dealt.

Nova Recharge
Once per encounter when you use the Nova power, you may recharge a single depleted Biotic power as a free action.

Piercing Warp
When you use the Warp power, it deals normal damage to shielded enemies, and 50% more damage to target’s with barriers. This bonus damage does not carry through to the target’s hit points.

Reactionary Dark Sphere
When you use the Dark Sphere power, you can detonate the sphere as a reaction. If you do so, you must use an Action point when detonating the power.

Rejuvenating Focus
When you use the Biotic Focus power, you can change the time it takes to activate the power to a move action. If you do so, you replenish 10 shields or barriers at the beginning of your turn for the duration of the effect.

Replenishing Charge
When you use the Biotic Charge power, you recharge your barriers for the full amount of your Use Biotics result instead of half.

Singularity Detonation
When a Singularity effect you have created ends, it explodes in a burst of biotic energy, dealing 4d6 damage to each enemy in the area, dealing half damage if the original Use Biotics result is less than the target’s Reflex defense. This effect does not stack with a Biotic Explosion, and happens only if the Singularity ends on its own.

Vitalizing Reave
When you use the Reave power, you can spend an Action point to regain hit points for half the damage you deal with Reave. This healing comes from each opponent damaged and each turn it deals damage.

Warping Sphere
When you use the Biotic Sphere power, enemies which start their turn inside or enter your Biotic Sphere take 2d6 biotic damage. The Biotic Sphere can be used to prime Biotic Explosions.

Back

Biotics

Mass Effect: Ghosts Ziggler