(Level 1) A creature of your choice that you can see within range regains hit points equal to 1d4 + your techcasting ability modifier. This power has no effect on droids or constructs.
Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.
(At-will) As part of the action used to cast this power, you must make a ranged weapon attack against one creature within your weapon’s range, otherwise the power fails. On a hit, the target suffers the attack’s normal effects, and it becomes ignited (your techcasting ability modifier).
This power’s damage increases when you reach higher levels. At 5th level, the ranged attack deals an extra 1d6 fire damage to the target, and the ignited damage increases to 1d4 + your tech casting ability modifier. Both damage rolls increase by 1d6 and 1d4, respectively, at 11th level and 17th level.
(At-will) As part of the action used to cast this power, you must make a ranged weapon attack against one creature within your weapon’s range, otherwise the power fails. On a hit, the target suffers the attack’s normal effects, and a dim barrier surrounds it. The first time it would deal damage before the start of your next turn, that damage is reduced by 1d6.
This power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
(At-will) As part of the action used to cast this power, you must make a melee weapon attack against one creature within your reach, otherwise the power fails. On a hit, the target suffers the attack’s normal effects, and you can teleport to an unoccupied space of your choice within 10 feet of you. If you teleport to a space within 5 feet of the target, the target cannot take reactions until the end of its next turn.
This power’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d6 energy damage to the target. This extra energy damage increases to 2d6 at 11th level and 3d6 at 17th level.