Destiny's Device (Optional)
Spell-Like
Level4

Source

Drift Crashers: Nightmare Scenario pg. 45

Select one melee weapon or small arm with which you’re proficient to become your sacred weapon. This weapon is imbued with magic, granting you the ability to cast a 1st- or 2nd-level spell of your choice as a spell-like ability once per day while you wield it. At 12th level, you gain the ability to cast a 3rd- or 4th-level spell of your choice as a spell-like ability once per day while you wield your sacred weapon. Once selected, the spell can’t be changed. The save DC of the spell is equal to 10 + the spell’s level + your key ability score modifier, and your caster level is equal to your character level. In addition, you’re always proficient with starknives and gain Weapon Focus (Starknife) as a bonus feat.

Options

Drawing upon the Dimension of Time, you speed your steps until your every movement is a blur of motion. While you move up to your speed, charge, run, or step, you have concealment against attackers.

Source

Galactic Magic pg. 67

You call forth the corrosive atmosphere of a gas giant to damage your opponents. A creature that starts its turn in the area takes @[2d6 acid damage][roll 2d6 as damage for 'Acidic Mist']. The corrosive mist does not obscure vision.

Source

Near Space pg. 154

Dwarves created adamantine shot to turn common ammunition into deadly projectiles with siege and mining potential. You transmute one longarm round or similar missile, such as an arrow, into a magical projectile that performs as adamantine alloy ammunition, then you launch it. The round splits into three; attempt an @[attack][roll 1d20 + character.attack.ranged as attack for 'Adamantine Shot'] against a target’s KAC for each projectile. On a success, a shot deals piercing damage based on the slot you used to cast the spell and has the knockdown critical hit effect. Each shot also has the breach weapon special property (Armory 27), but you use your key ability score in place of Strength and add triple the spell-slot level you used to the roll instead of item level.

1st: When you cast adamantine shot as a 1st-level spell, each projectile deals @[1d8 piercing damage][roll 1d8 as damage for 'Adamantine Shot'].

2nd: When you cast adamantine shot as a 2nd-level spell, each projectile deals @[2d8 piercing damage][roll 2d8 as damage for 'Adamantine Shot'].

3rd: When you cast adamantine shot as a 3rd-level spell, each projectile deals @[3d8 piercing damage][roll 3d8 as damage for 'Adamantine Shot'].

4th: When you cast adamantine shot as a 4th-level spell, each projectile deals @[5d8 piercing damage][roll 5d8 as damage for 'Adamantine Shot'].

5th: When you cast adamantine shot as a 5th-level spell, each projectile deals @[7d8 piercing damage][roll 7d8 as damage for 'Adamantine Shot'].

6th: When you cast adamantine shot as a 6th-level spell, each projectile deals @[9d8 piercing damage][roll 9d8 as damage for 'Adamantine Shot'].

Attacking the same target twice incurs a –4 penalty to the attack rolls. Attacking the same target three times incurs a –6 penalty to the attack rolls.

Source

Galactic Magic pg. 67

Dwarves created adamantine shot to turn common ammunition into deadly projectiles with siege and mining potential. You transmute one longarm round or similar missile, such as an arrow, into a magical projectile that performs as adamantine alloy ammunition, then you launch it. The round splits into three; attempt an @[attack][roll 1d20 + character.attack.ranged as attack for 'Adamantine Shot'] against a target’s KAC for each projectile. On a success, a shot deals piercing damage based on the slot you used to cast the spell and has the knockdown critical hit effect. Each shot also has the breach weapon special property (Armory 27), but you use your key ability score in place of Strength and add triple the spell-slot level you used to the roll instead of item level.

1st: When you cast adamantine shot as a 1st-level spell, each projectile deals @[1d8 piercing damage][roll 1d8 as damage for 'Adamantine Shot'].

2nd: When you cast adamantine shot as a 2nd-level spell, each projectile deals @[2d8 piercing damage][roll 2d8 as damage for 'Adamantine Shot'].

3rd: When you cast adamantine shot as a 3rd-level spell, each projectile deals @[3d8 piercing damage][roll 3d8 as damage for 'Adamantine Shot'].

4th: When you cast adamantine shot as a 4th-level spell, each projectile deals @[5d8 piercing damage][roll 5d8 as damage for 'Adamantine Shot'].

5th: When you cast adamantine shot as a 5th-level spell, each projectile deals @[7d8 piercing damage][roll 7d8 as damage for 'Adamantine Shot'].

6th: When you cast adamantine shot as a 6th-level spell, each projectile deals @[9d8 piercing damage][roll 9d8 as damage for 'Adamantine Shot'].

Attacking the same target twice incurs a –4 penalty to the attack rolls. Attacking the same target three times incurs a –6 penalty to the attack rolls.

Source

Galactic Magic pg. 67

You alter the chemical composition of your vital fluids to become a glue-like substance when exposed to air. For the duration of the spell, a melee weapon that deals piercing or slashing damage to you is stuck fast unless the wielder succeeds at a Reflex saving throw. A creature can attempt to pry off a stuck weapon as a standard action with a successful Strength check (DC = 10 + half your spellcaster level + your key ability modifier). Strong alcohol or a mixture like basic universal solvent (Starfinder Armory 125) dissolves the adhesive. The glue also breaks down 5 rounds after you die, or when the spell’s duration ends. This glue has no effect while you’re underwater or in an environment that lacks air.

You do a cosmic search of the Akashic Record for information about a topic. Your tier 0 or better computer (such as a comm unit) instantly compiles snippets and selections from various media relevant to the subject. The information remains for 2 minutes, during which you explore it. Once you’re finished, you can attempt one skill check to recall knowledge on the topic with a +4 divine bonus, and you can do so untrained if the DC is 20 or lower. On a failed skill check, the GM can select some small insight into the topic that you retain. All the information you downloaded from this spell then disappears back to the Akashic Record. Using this spell doesn’t prevent you from doing further research using a downloaded data set or library chip, but perusing this magical download can’t be done concurrently with such study.

You communicate with the Akashic Record of one of your classmates or former instructors, asking them to assist you in a task.

1st: When you cast Akashic tutor as a 1st-level spell, your Akashic tutor has a total skill modifier equal to your level + 2.

2nd: When you cast Akashic tutor as a 2nd-level spell, your Akashic tutor has a total skill modifier equal to your level + 4.

3rd: When you cast Akashic tutor as a 3rd-level spell, your Akashic tutor has a total skill modifier equal to your level + 6.

You communicate with the Akashic Record of one of your classmates or former instructors, asking them to assist you in a task.

1st: When you cast Akashic tutor as a 1st-level spell, your Akashic tutor has a total skill modifier equal to your level + 2.

2nd: When you cast Akashic tutor as a 2nd-level spell, your Akashic tutor has a total skill modifier equal to your level + 4.

3rd: When you cast Akashic tutor as a 3rd-level spell, your Akashic tutor has a total skill modifier equal to your level + 6.

You conjure a toxic algae bloom composed of particles that are sufficiently tiny to bypass standard environmental protections. Creatures that breathe (whether water or air) that start their turn in or enter the area must attempt a Fortitude save or become sickened for 1d4+1 rounds.

If the entire area of this spell is underwater, its duration increases to 1 minute per level.

You cause a corpse to change to suit a narrative you choose. This spell can hide or create clues about how the corpse ended up in its current state, from closing wounds to evaporating chemicals in the cadaver’s system. However, the changes cannot be major, such as removing or restoring a limb, or stripping flesh from the skeleton. The spell is also unable to change the corpse’s identity.

Anyone who examines the corpse can attempt a Perception check (DC = 10 + your caster level) to notice that the corpse’s condition (or lack thereof) seems manipulated, but success doesn’t allow the observer to determine what the corpse looked like before this spell was cast. Closely examining the corpse with a successful Medicine check (DC = 15 + your caster level) not only reveals what a successful Perception check does, but also reveals what the corpse looked like before this spell was cast.

You tap into the multiverse and find a reality with a forgotten object similar to the target of this spell, swapping that item with the target item. For the duration of the spell, you can select one weapon fusion or armor upgrade on the target item to replace with a weapon fusion or armor upgrade from the Core Rulebook. A fusion selected this way must be the same level of the original or lower. An upgrade selected this way must be the same type (hybrid, magical, or technological) as the original, be of the same level or lower. and occupy the same number of slots or fewer. At the end of the spell’s duration, the original item returns as it was when swapped, including its number of remaining charges, if any.

Source

Near Space pg. 155

Your body briefly shifts into an amorphous form, enabling you to circumvent certain attacks and squeeze through tight spaces. You do not take double damage from critical hits, but critical hit effects apply against you normally. You gain a +4 circumstance bonus to your KAC against the grapple and reposition combat maneuvers. You can move through an area as small as one-quarter of your space without squeezing, or one-eighth your space when squeezing.

To benefit from this spell, you must have the shapechanger subtype or be benefiting from a polymorph effect. You can cast this spell as a reaction when you are attacked by a grapple or reposition maneuver or hit by a critical hit, but when you do, you can’t take a standard action on your next turn.

You conjure and attach a cable to an immobile object. When the spell ends, the cable returns to where it was summoned from. The cable has hardness 8, 8 Hit Points, and a length equal to the spell’s range. The cable can be pried free with an Athletics check equal to the spell’s DC. If the cable becomes unanchored or destroyed, the spell ends.

Source

Galactic Magic pg. 68

You temporarily transform part or all of your body into water, gaining unique abilities.

1st: When you cast aqueous form as a 1st-level spell, you gain a swim speed of 30 feet for 1 round, and changing direction while swimming doesn’t cost additional movement.

2nd: When you cast aqueous form as a 2nd-level spell, you’re affected as per the 1st-level version. Also for 1 round, you reduce the amount of bludgeoning, slashing, and fire damage you take by an amount equal to half your caster level (this reduction doesn’t stack with DR or resistances you might already have), and you gain vulnerability to electricity.

3rd: When you cast aqueous form as a 3rd-level spell, you’re affected as per the 2nd-level version except the spell lasts 1 minute per caster level. In addition, you gain a +4 circumstance bonus to AC against combat maneuvers while you’re completely submerged in water.

4th: When you cast aqueous form as a 4th-level spell, you’re affected as per the 3rd-level version except the spell lasts 10 minutes per caster level, and you gain concealment while you’re completely submerged in water.

5th: When you cast aqueous form as a 5th-level spell, you’re affected as per the 4th-level version except the spell lasts for 1 hour per caster level. You can cast the 5th-level version of aqueous form as a purely defensive reaction when you’re about to take damage, but when you do so, you can’t take a standard action on your next turn.

You temporarily transform part or all of your body into water, gaining unique abilities.

1st: When you cast aqueous form as a 1st-level spell, you gain a swim speed of 30 feet for 1 round, and changing direction while swimming doesn’t cost additional movement.

2nd: When you cast aqueous form as a 2nd-level spell, you’re affected as per the 1st-level version. Also for 1 round, you reduce the amount of bludgeoning, slashing, and fire damage you take by an amount equal to half your caster level (this reduction doesn’t stack with DR or resistances you might already have), and you gain vulnerability to electricity.

3rd: When you cast aqueous form as a 3rd-level spell, you’re affected as per the 2nd-level version except the spell lasts 1 minute per caster level. In addition, you gain a +4 circumstance bonus to AC against combat maneuvers while you’re completely submerged in water.

4th: When you cast aqueous form as a 4th-level spell, you’re affected as per the 3rd-level version except the spell lasts 10 minutes per caster level, and you gain concealment while you’re completely submerged in water.

5th: When you cast aqueous form as a 5th-level spell, you’re affected as per the 4th-level version except the spell lasts for 1 hour per caster level. You can cast the 5th-level version of aqueous form as a purely defensive reaction when you’re about to take damage, but when you do so, you can’t take a standard action on your next turn.

You create a burst of pressurized boiling water. This deals @[3d8 slashing and fire damage][roll 3d8 as damage for 'Artificial Geyser'] and applies the burn condition for @[1d6][roll d6 as damage for 'Artificial Geyser, Burn'] to each creature in the area. A successful Reflex save halves this damage and negates the burn condition.

Source

Interstellar Species pg. 115

You release a howl of primal rage, echoing the pain of Dreamers awoken by injury. Creatures in the area that fail their saves are shaken for 2d4 rounds. Dreamers are immune to this spell. Barathus can cast this spell as a reaction when reduced to 0 Hit Points. In this case, the spell’s DC is increased by 2.

Casting augury can tell you whether a particular action will bring good or bad results for you in the immediate future. Casting this spell takes intense personal Focus and requires you to spend 1 Resolve Point.

The chance for successfully receiving a meaningful reply is 75%; this roll is made secretly by the GM. A question may be so straightforward that a successful result is automatic, or it may be so vague as to have no chance of success. If the augury succeeds, you get one of four results.

  • Weal (if the action will probably bring good results).
  • Woe (for bad results).
  • Weal and woe (for both).
  • Nothing (for actions that have neither especially good nor especially bad results).

If the augury isn’t successful, you get the "nothing" result. A spellcaster who gets the "nothing" result has no way to tell whether it was the consequence of a failed or successful augury.

The augury can see only about 30 minutes into the future, so anything that might happen beyond that time frame does not affect the result. Thus, the result might not take into account the long-term consequences of a contemplated action. Multiple castings of augury by the same creature about the same topic use the same die result as the first casting.

Source

Core Rulebook pg. 340

You manifest an invisible and intangible sensor that hovers one foot above your head. The sensor records anything it can see and hear in a 30-foot radius with no special senses. When the spell ends, the sensor transforms into a data drive, safely appearing in one of your free hands on a nearby surface if you lack a free hand. This data drive has light bulk, hardness 5, 10 Hit Points, and a break DC of 20, and it can be hacked or modified as though it were a computer whose tier equals the spell’s level. A creature that holds and concentrates on the data drive as a full action can review the recording, processing one minute of content each round. A creature can also connect the data drive to a computer and transfer its contents, creating a specific secure data module on that computer. The data drive exists indefinitely, disappearing only once destroyed or once you cast this spell again.

When cast as a higher-level spell, auto-cam ’s senses improves and its duration increases.

2nd: The duration increases to 10 minutes/level, and the sensor has low-light vision.

3rd: The duration increases to 1 hour/ level, and the sensor has low-light vision and darkvision with a range of 30 feet.

Source

Starfinder Enhanced pg. 119

You manifest an invisible and intangible sensor that hovers one foot above your head. The sensor records anything it can see and hear in a 30-foot radius with no special senses. When the spell ends, the sensor transforms into a data drive, safely appearing in one of your free hands on a nearby surface if you lack a free hand. This data drive has light bulk, hardness 5, 10 Hit Points, and a break DC of 20, and it can be hacked or modified as though it were a computer whose tier equals the spell’s level. A creature that holds and concentrates on the data drive as a full action can review the recording, processing one minute of content each round. A creature can also connect the data drive to a computer and transfer its contents, creating a specific secure data module on that computer. The data drive exists indefinitely, disappearing only once destroyed or once you cast this spell again.

When cast as a higher-level spell, auto-cam ’s senses improves and its duration increases.

2nd: The duration increases to 10 minutes/level, and the sensor has low-light vision.

3rd: The duration increases to 1 hour/ level, and the sensor has low-light vision and darkvision with a range of 30 feet.

Source

Starfinder Enhanced pg. 119

You change a target’s shape to that of a smaller, weaker creature.

1st: The target shrinks slightly (though it retains its size category) and gains a few cosmetic bestial features of an animal you choose. The target takes a –1 penalty to AC, attack rolls, melee damage rolls, Reflex saving throws, and Strength and Dexterity-based ability checks and skill checks. Lesser remove condition and similar spells can end this effect.

2nd: As per the 1st-level version, but the target takes a –2 penalty and must attempt an additional saving throw each round until it fails or the spell’s duration ends. If the target fails this second saving throw, its appearance becomes more bestial and the penalty increases to –3. Break enchantment, remove affliction, or remove condition can end the spell’s effect.

3rd: As per the 2nd-level version, but you can make the target one size category smaller (its equipment resizes to remain functional, though it may lose reach with its new size; see Size on page 143). The target must attempt a saving throw every round, with the penalty to AC, attack rolls, melee damage rolls, Reflex saving throws, and Strength- and Dexterity-based ability checks and skill checks worsening by 1 each time the target fails one of these saving throws, to a maximum penalty of –4. If the target succeeds at this saving throw after the penalty has reached its maximum, it is no longer required to attempt saving throws. If the target fails this saving throw after the penalty has reached its maximum, you can change the duration to permanent (D). If an object leaves the creature’s possession for 1 round or more, it reverts to normal.

4th: As per the 3rd-level version, but the penalty begins at –3, and the target must attempt a saving throw every round, with the penalty worsening by 1 each time the target fails one of these saving throws (to a maximum penalty of –5). If the target succeeds at this saving throw after the penalty has reached its maximum, it is no longer required to attempt saving throws. If the target fails this saving throw after the penalty has reached its maximum, you can change the duration to permanent (D). If an object leaves the creature’s possession for 1 round or more, it reverts to normal.

5th: As per the 4th-level version, except if the target fails its saving throw after the penalty has reached –5, instead of making the duration permanent (D), for the remainder of the duration you can turn the target into a Small animal or similar beast that has EAC 10 and KAC 12, can’t make attacks or cast spells or spell-like abilities, and can’t use extraordinary or supernatural abilities. The target retains its Intelligence, Wisdom, and Charisma scores in animal form, but it can’t speak or use any abilities of its normal form. Equipment the target is wearing is absorbed into this form, and the target still benefits from any environmental protections on its armor, but the target drops gear it’s holding or carrying but not wearing.

6th: As per the 5th-level version, except if the target fails its saving throw after the penalty has reached –5, you can both make the duration permanent (D) and turn the target into a Small animal or similar beast.

Source

Alien Archive 2 pg. 147

You change a target’s shape to that of a smaller, weaker creature.

1st: The target shrinks slightly (though it retains its size category) and gains a few cosmetic bestial features of an animal you choose. The target takes a –1 penalty to AC, attack rolls, melee damage rolls, Reflex saving throws, and Strength and Dexterity-based ability checks and skill checks. Lesser remove condition and similar spells can end this effect.

2nd: As per the 1st-level version, but the target takes a –2 penalty and must attempt an additional saving throw each round until it fails or the spell’s duration ends. If the target fails this second saving throw, its appearance becomes more bestial and the penalty increases to –3. Break enchantment, remove affliction, or remove condition can end the spell’s effect.

3rd: As per the 2nd-level version, but you can make the target one size category smaller (its equipment resizes to remain functional, though it may lose reach with its new size; see Size on page 143). The target must attempt a saving throw every round, with the penalty to AC, attack rolls, melee damage rolls, Reflex saving throws, and Strength- and Dexterity-based ability checks and skill checks worsening by 1 each time the target fails one of these saving throws, to a maximum penalty of –4. If the target succeeds at this saving throw after the penalty has reached its maximum, it is no longer required to attempt saving throws. If the target fails this saving throw after the penalty has reached its maximum, you can change the duration to permanent (D). If an object leaves the creature’s possession for 1 round or more, it reverts to normal.

4th: As per the 3rd-level version, but the penalty begins at –3, and the target must attempt a saving throw every round, with the penalty worsening by 1 each time the target fails one of these saving throws (to a maximum penalty of –5). If the target succeeds at this saving throw after the penalty has reached its maximum, it is no longer required to attempt saving throws. If the target fails this saving throw after the penalty has reached its maximum, you can change the duration to permanent (D). If an object leaves the creature’s possession for 1 round or more, it reverts to normal.

5th: As per the 4th-level version, except if the target fails its saving throw after the penalty has reached –5, instead of making the duration permanent (D), for the remainder of the duration you can turn the target into a Small animal or similar beast that has EAC 10 and KAC 12, can’t make attacks or cast spells or spell-like abilities, and can’t use extraordinary or supernatural abilities. The target retains its Intelligence, Wisdom, and Charisma scores in animal form, but it can’t speak or use any abilities of its normal form. Equipment the target is wearing is absorbed into this form, and the target still benefits from any environmental protections on its armor, but the target drops gear it’s holding or carrying but not wearing.

6th: As per the 5th-level version, except if the target fails its saving throw after the penalty has reached –5, you can both make the duration permanent (D) and turn the target into a Small animal or similar beast.

Source

Alien Archive 2 pg. 147

You form a temporary psychic link between two creatures that allows them to act almost as one. While this spell is active, the two targets each roll initiative in combat and use the higher die result between them before adding modifiers. This spells also grants each target a +2 enhancement bonus to initiative rolls. This spell ends if the targets are ever more than 200 feet apart or if either target is unconscious or helpless.

You hurl your voice to distract creatures with nonstop chatter, which doesn’t require a shared language to be annoying; targets must be able to hear to be affected by this spell, though. Creatures in the area who fail the saving throw are off-target and take a –4 penalty to Perception checks for the duration.

You transform the target’s brain, allowing them to see sounds, hear scents, and otherwise perceive sensory input using multiple sensory organs. Even unusual senses, such as a shirren’s vibration sense, are affected. For the duration of the spell, the target is immune to the blinded, dazzled, and deafened conditions and gains a +2 enhancement bonus to Perception checks.

You cause a 30-foot-diameter sphere of water or other liquid to fill with bioluminescent plankton, increasing the light level from dark to dim or from dim to normal. For the spell’s duration, you can take a standard action to move this area up to 30 feet in any direction. You can also take a standard action to condense the plankton into a tight, brightly glowing ball at the center of the sphere. If you do so, each creature that starts its turn in or enters the spell’s area must attempt a Will save or become fascinated until the beginning of its next turn. A creature that saves against this effect is immune to it for 24 hours. This spell has no effect above water.

As the elves of yore, you attune the target to the surrounding environment or foresee their needs there, altering their coloration and movement to better match the biome (Core Rulebook 396) within which you cast this spell. The target ignores nonmagical difficult terrain typical to that biome and gains a +2 insight bonus to Stealth checks there as well as Survival checks for the tasks endure severe weather, live off the land, and orienteering in that biome.

Source

Galactic Magic pg. 68

You energize the target’s natural healing. For 5 rounds, the target gains fast healing and electricity resistance based on the spell slot used to cast the spell. If the target is a plant, the spell instead lasts for @[1d6+4 rounds][roll 1d6 + 4 as duration.round for 'Biomechanical Symbiosis'], and the spell removes one condition affecting the target that could be ended with lesser remove condition. Casting this spell drains all charges from a fully charged battery, otherwise it fails.

2nd: The spell grants fast healing 2 and electricity resistance 5, and drains a standard battery.

4th: The spell grants fast healing 4 and electricity resistance 10, and drains a high-capacity battery. The spell can end one condition affecting a plant target as though it were remove condition.

6th: The spell grants fast healing 6 and electricity resistance 15, and drains an ultra-capacity battery. The spell can end one condition affecting a plant target as though it were greater remove condition.

Source

Interstellar Species pg. 111

You conjure a taclash made of organic, insectile nanites into your grasp. The created weapon functions as a standard taclash with the living weapon special property. You are considered to be proficient with this taclash, and you add 1-1/2 times your caster level to damage rolls with it in place of your Weapon Specialization bonus. In addition, the weapon has the nauseate critical hit effect.

The biotic taclash functions only for you, and once you create it, you can neither drop it nor be disarmed of it. As a move action, you can stow the biotic taclash, causing its component nanites to discorporate into individual nanobots that disperse over your body but remain while the spell lasts. During that time, you can cause the nanites to reincorporate to form the weapon again by taking another move action.

As a reaction when you strike a target with the biotic taclash, you can dismiss the spell to cause the weapon to discorporate into its component nanites, which then swarm over the target. The target must succeed at a Fortitude save or be nauseated for 1 round.

You rewind a living creature’s personal timeline to an earlier point in their life cycle, imbuing them with renewed vitality and restoring a number of Stamina Points. Blessing of youth ends the bleeding condition.

Blessing of youth restores a number of Stamina Points and applies bonuses to your target depending on the spell’s level.

1st: When you cast blessing of youth as a 1st-level spell, it restores @[1d8 Stamina Points][roll 1d8 as heal for 'Blessing Of Youth'] plus grants a +5-foot enhancement bonus to the target’s land speed for 1 round.

2nd: When you cast blessing of youth as a 2nd-level spell, it restores @[3d8 Stamina Points][roll 3d8 as heal for 'Blessing Of Youth'] plus grants a +5-foot enhancement bonus to the target’s land speed for 2 rounds.

3rd: When you cast blessing of youth as a 3rd-level spell, it restores @[5d8 Stamina Points][roll 5d8 as heal for 'Blessing Of Youth'] plus grants a +5-foot enhancement bonus to the target’s land speed for 3 rounds.

4th: When you cast blessing of youth as a 4th-level spell, it restores @[7d8 Stamina Points][roll 7d8 as heal for 'Blessing Of Youth'] plus grants a +10-foot enhancement bonus to the target’s land speed for 4 rounds.

5th: When you cast blessing of youth as a 5th-level spell, it restores @[9d8 Stamina Points][roll 9d8 as heal for 'Blessing Of Youth'] plus grants a +10-foot enhancement bonus to the target’s land speed for 5 rounds. Additionally, it heals 1 temporary ability damage to each of the target’s ability scores.

6th: When you cast blessing of youth as a 6th-level spell, it restores @[11d8 Stamina Points][roll 11d8 as heal for 'Blessing Of Youth'] plus grants a +10-foot enhancement bonus to the target’s land speed for 6 rounds. Additionally, it heals 2 temporary ability damage to each of the target’s ability scores.

Source

Galactic Magic pg. 68

You rewind a living creature’s personal timeline to an earlier point in their life cycle, imbuing them with renewed vitality and restoring a number of Stamina Points. Blessing of youth ends the bleeding condition.

Blessing of youth restores a number of Stamina Points and applies bonuses to your target depending on the spell’s level.

1st: When you cast blessing of youth as a 1st-level spell, it restores @[1d8 Stamina Points][roll 1d8 as heal for 'Blessing Of Youth'] plus grants a +5-foot enhancement bonus to the target’s land speed for 1 round.

2nd: When you cast blessing of youth as a 2nd-level spell, it restores @[3d8 Stamina Points][roll 3d8 as heal for 'Blessing Of Youth'] plus grants a +5-foot enhancement bonus to the target’s land speed for 2 rounds.

3rd: When you cast blessing of youth as a 3rd-level spell, it restores @[5d8 Stamina Points][roll 5d8 as heal for 'Blessing Of Youth'] plus grants a +5-foot enhancement bonus to the target’s land speed for 3 rounds.

4th: When you cast blessing of youth as a 4th-level spell, it restores @[7d8 Stamina Points][roll 7d8 as heal for 'Blessing Of Youth'] plus grants a +10-foot enhancement bonus to the target’s land speed for 4 rounds.

5th: When you cast blessing of youth as a 5th-level spell, it restores @[9d8 Stamina Points][roll 9d8 as heal for 'Blessing Of Youth'] plus grants a +10-foot enhancement bonus to the target’s land speed for 5 rounds. Additionally, it heals 1 temporary ability damage to each of the target’s ability scores.

6th: When you cast blessing of youth as a 6th-level spell, it restores @[11d8 Stamina Points][roll 11d8 as heal for 'Blessing Of Youth'] plus grants a +10-foot enhancement bonus to the target’s land speed for 6 rounds. Additionally, it heals 2 temporary ability damage to each of the target’s ability scores.

Source

Galactic Magic pg. 68

Upon casting this spell, choose a primary target and a secondary target, both within range. If the primary target fails or forfeits its saving throw, its appearance, scent, sounds, and mannerisms change to match those of the secondary target.

As long as the two targets are of the same size category, they are indistinguishable. As a consequence, if the targets are adjacent and a creature takes an action that would affect one of the targets (such as an attack, a targeted spell, or an area effect), that action has a 50% chance of affecting the other target instead. Any action that would affect both creatures affects them both normally.

This spell doesn’t deceive creatures under the effects of true seeing. Likewise, a creature that can’t perceive one of the targets isn’t fooled by this spell (even if the spell fooled that creature earlier), and its attacks, targeted spells, and other actions affect targets as normal.

You lend some of your magical power to an ally as they cast a spell with a casting time of 1 round or less. Choose one of the following effects that modify the ally’s spell:

  • Increase the spell’s saving throw DCs to resist its effects by 1 (maximum DC = 10 + 1/2 your caster level + your spellcasting ability score modifier)
  • Increase the spell’s duration by 50%
  • Increase the spell’s range by 50%; increase the affected area of a spell’s burst or spread by 5 feet
  • Enable the spellcaster to reroll up to one of the spell’s damage dice per level of the triggering spell and use the higher result.

These modifications do not stack with other effects that modify the triggering spell’s save DCs, duration, or range.

You can only modify spells of a certain spell level, based on the spell level of bolster spell.

1st: You can modify 1st- and 2nd-level spells.

2nd: You can modify spells of 4th level and lower.

3rd: You can modify spells of 6th level and lower.

Source

Starfinder Enhanced pg. 119

You lend some of your magical power to an ally as they cast a spell with a casting time of 1 round or less. Choose one of the following effects that modify the ally’s spell:

  • Increase the spell’s saving throw DCs to resist its effects by 1 (maximum DC = 10 + 1/2 your caster level + your spellcasting ability score modifier)
  • Increase the spell’s duration by 50%
  • Increase the spell’s range by 50%; increase the affected area of a spell’s burst or spread by 5 feet
  • Enable the spellcaster to reroll up to one of the spell’s damage dice per level of the triggering spell and use the higher result.

These modifications do not stack with other effects that modify the triggering spell’s save DCs, duration, or range.

You can only modify spells of a certain spell level, based on the spell level of bolster spell.

1st: You can modify 1st- and 2nd-level spells.

2nd: You can modify spells of 4th level and lower.

3rd: You can modify spells of 6th level and lower.

Source

Starfinder Enhanced pg. 119

You broadcast a short telepathic message of up to 25 words to all creatures in the area. The message repeats each round for the duration. A technomancer casting this spell also broadcasts the message to all computers or constructs with the technological subtype that are designed to receive messages.

You can spend additional time casting this spell to increase its area. If you do, for each additional full action spent to cast this spell, the emanation’s radius increases by 100 ft., to a maximum of 1,000 ft.

Source

Galactic Magic pg. 69

You get a sense of the best way to interact with the target to encourage positive regard toward you. You gain a +2 circumstance bonus to Charisma checks, Charisma-based skill checks, and Sense Motive checks you attempt when interacting with the target. In addition, when you fail a Charisma check or Charisma-based skill check when interacting with the target, you can reroll the check as a reaction. However, if you attempt the reroll, the target receives a new saving throw against the spell. Taking hostile action against the target automatically ends the spell.

Bypass password allows the caster to access a computer, control panel, or other similar digital device protected by a password. When you complete the casting of this spell, attempt a @[caster-level check][roll d20 + character.caster.level as casterLevel for 'Bypass Password'] (1d20 + your caster level) with a +10 bonus against the DC of the computer password. If successful, bypass password gives access through three password-protected security measures. Bypass password only works on technological or hybrid devices.

Source

Galactic Magic pg. 69

You transform your outer layer into solid rock, amplifying your offense and defense. You gain a special unarmed strike that deals lethal damage, doesn’t count as archaic, and threatens squares. You also add 1-1/2 × your character level to damage dealt with this attack (instead of the normal Weapon Specialization damage). You also gain DR 2/—. Finally, you gain a +2 circumstance bonus to your AC against bull rush, reposition, and trip combat maneuvers.

Your mouth expands to twice its normal size,and fills with rows of razor-sharp teeth, giving you a bite attack. This attack is treated as an attack with a basic melee weapon with the operative special quality for purposes of proficiency and Weapon Specialization and for other abilities that function with basic melee operative weapons. You can make this attack without using any limbs and when pinned.

The attack deals 1d4 piercing damage. At 7th level, the damage increases to 2d4. At 10th level, it increases to 2d8. At 14th level, it increases to 3d8. At 16th level, it increases to 4d8. At 18th level, it increases to 5d8. At 20th level, it increases to 10d8.

You fling magical nanites that convert water vapor around your target into deadly acid. Make a @[ranged attack][roll d20 + character.attack.ranged as attack for 'Caustic Conversion'] roll against your target’s EAC. If you hit, the target takes @[4d4 acid damage][roll 4d4 as damage for 'Caustic Conversion'] and it takes 5 additional acid damage at the end of its turn each round for the spell’s duration.

Source

Core Rulebook pg. 342

You tear a thin fissure in reality, releasing a blaze of caustic energy. The fissure must be oriented on a horizontal surface that can fit its length, which depends on the level of the spell; the fissure runs through the center of the affected squares. The height of the blaze of caustic energy released from the fissure and the damage it deals to creatures who pass through it or end their turn in one of the fissure’s squares (no save) also depend on the level of the spell.

If you evoke the fissure so that it appears where creatures are, each creature takes damage as if passing through the blaze and must immediately attempt a Reflex saving throw. On a failure, the creature falls prone.

1st: When you cast caustic fissure as a 1st-level spell, the fissure is 10 feet long. The blaze of caustic energy rises to a height of 10 feet above the fissure and deals @[2d4 acid damage][roll 2d4 as damage for 'Caustic Fissure'].

2nd: When you cast caustic fissure as a 2nd-level spell, the fissure is 20 feet long. The blaze of caustic energy rises to a height of 10 feet above the fissure and deals @[4d4 acid damage][roll 4d4 as damage for 'Caustic Fissure'].

3rd: When you cast caustic fissure as a 3rd-level spell, the fissure is 30 feet long. The blaze of caustic energy rises to a height of 20 feet above the fissure and deals @[6d4 acid damage][roll 6d4 as damage for 'Caustic Fissure'].

4th: When you cast caustic fissure as a 4th-level spell, the fissure is 40 feet long. The blaze of caustic energy rises to a height of 25 feet above the fissure and deals @[6d6 acid damage][roll 6d6 as damage for 'Caustic Fissure'].

5th: When you cast caustic fissure as a 5th-level spell, the fissure is 60 feet long. The blaze of caustic energy rises to a height of 30 feet above the fissure and deals @[8d6 acid damage][roll 8d6 as damage for 'Caustic Fissure'].

6th: When you cast caustic fissure as a 6th-level spell, the fissure is 80 feet long. The blaze of caustic energy rises to a height of 40 feet above the fissure and deals @[10d6 acid damage][roll 10d6 as damage for 'Caustic Fissure'].

You tear a thin fissure in reality, releasing a blaze of caustic energy. The fissure must be oriented on a horizontal surface that can fit its length, which depends on the level of the spell; the fissure runs through the center of the affected squares. The height of the blaze of caustic energy released from the fissure and the damage it deals to creatures who pass through it or end their turn in one of the fissure’s squares (no save) also depend on the level of the spell.

If you evoke the fissure so that it appears where creatures are, each creature takes damage as if passing through the blaze and must immediately attempt a Reflex saving throw. On a failure, the creature falls prone.

1st: When you cast caustic fissure as a 1st-level spell, the fissure is 10 feet long. The blaze of caustic energy rises to a height of 10 feet above the fissure and deals @[2d4 acid damage][roll 2d4 as damage for 'Caustic Fissure'].

2nd: When you cast caustic fissure as a 2nd-level spell, the fissure is 20 feet long. The blaze of caustic energy rises to a height of 10 feet above the fissure and deals @[4d4 acid damage][roll 4d4 as damage for 'Caustic Fissure'].

3rd: When you cast caustic fissure as a 3rd-level spell, the fissure is 30 feet long. The blaze of caustic energy rises to a height of 20 feet above the fissure and deals @[6d4 acid damage][roll 6d4 as damage for 'Caustic Fissure'].

4th: When you cast caustic fissure as a 4th-level spell, the fissure is 40 feet long. The blaze of caustic energy rises to a height of 25 feet above the fissure and deals @[6d6 acid damage][roll 6d6 as damage for 'Caustic Fissure'].

5th: When you cast caustic fissure as a 5th-level spell, the fissure is 60 feet long. The blaze of caustic energy rises to a height of 30 feet above the fissure and deals @[8d6 acid damage][roll 8d6 as damage for 'Caustic Fissure'].

6th: When you cast caustic fissure as a 6th-level spell, the fissure is 80 feet long. The blaze of caustic energy rises to a height of 40 feet above the fissure and deals @[10d6 acid damage][roll 10d6 as damage for 'Caustic Fissure'].

You cause a rapid change of pressure in liquid to form vapor-filled cavities, causing damaging localized shock waves.

The target is surrounded by a series of quickly forming and dissipating rings that rotate around it. These rings are harmless to the target, but each creature adjacent to the target (in any direction, including diagonally and above or below) must attempt a Reflex saving throw or take 4d10 sonic damage. A successful save halves this damage.

This spell can be cast on a target that isn’t entirely submerged in water, but adjacent creatures that aren’t at least partially submerged are unaffected by the spell.

You alter the target’s emotions and perceptions concerning a particular creature or topic, which can be as specific as “Vindaskayo Swarmripper, the current High Despot of the Veskarium” or as general as “technology.” The target’s attitude toward the chosen topic improves or worsens (your choice); the number of steps the target’s attitude changes is determined by the spell’s level (below). For example, you could use a 1st-level change attitude to improve the attitude of a target that’s normally indifferent toward AbadarCorp to make it friendly instead.

This spell doesn’t enable the target to be controlled as if it were an automaton, nor does it influence the target’s behavior in any way beyond its attitude. The target can discriminate between general creatures, topics, and individuals based on its experiences; for example, a vesk influenced by this spell to have a better attitude toward humans might begin with a friendly attitude toward all humans they meet, but if an individual human gravely insulted the target’s honor, their attitude can (and likely would) adjust to unfriendly or hostile toward that individual—and if the target was attacked by humans, the vesk would fight back.

  • 1st: The spell adjusts the target’s attitude by one step.
  • 2nd: The spell adjusts the target’s attitude by two steps.
  • 3rd: The spell adjusts the target’s attitude by three steps.
  • 4th: The spell adjusts the target’s attitude by four steps.

You alter the target’s emotions and perceptions concerning a particular creature or topic, which can be as specific as “Vindaskayo Swarmripper, the current High Despot of the Veskarium” or as general as “technology.” The target’s attitude toward the chosen topic improves or worsens (your choice); the number of steps the target’s attitude changes is determined by the spell’s level (below). For example, you could use a 1st-level change attitude to improve the attitude of a target that’s normally indifferent toward AbadarCorp to make it friendly instead.

This spell doesn’t enable the target to be controlled as if it were an automaton, nor does it influence the target’s behavior in any way beyond its attitude. The target can discriminate between general creatures, topics, and individuals based on its experiences; for example, a vesk influenced by this spell to have a better attitude toward humans might begin with a friendly attitude toward all humans they meet, but if an individual human gravely insulted the target’s honor, their attitude can (and likely would) adjust to unfriendly or hostile toward that individual—and if the target was attacked by humans, the vesk would fight back.

  • 1st: The spell adjusts the target’s attitude by one step.
  • 2nd: The spell adjusts the target’s attitude by two steps.
  • 3rd: The spell adjusts the target’s attitude by three steps.
  • 4th: The spell adjusts the target’s attitude by four steps.

You accelerate time for the target, making them experience the concentrated effects of a Triaxian season. This spell imbues a target with vulnerability (as the universal creature rule) to cold or fire (chosen when cast); if the target has resistance to that type of damage, it instead reduces a target’s resistance to cold or fire damage by 5. If the target is immune, it’s instead treated as though it had fire or cold resistance 10 for the duration of the spell. A successful Will save reduces the duration to one round.

Source

Interstellar Species pg. 115

This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target’s attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus to its saving throw.

The spell does not enable you to control the charmed creature as if it were an automaton. It is unlikely to attempt to harm you, but it is also unlikely to attack any of its true friends or allies. You can try to give the target suggestions, but you must succeed at an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. (Retries of this check are not allowed.) An affected creature never obeys suicidal or obviously harmful suggestions. Any act by you or your apparent allies that threatens the charmed creature breaks the spell. You must speak the creature’s language to communicate your suggestions, or else be good at pantomiming.

Source

Core Rulebook pg. 342

You create a faint, multicolored aurora around the target, providing resistance against energy attacks. The aurora consists of 3 colorful wisps, plus one additional wisp for every 4 caster levels you have, and each wisp protects against a specific damage type determined by its color. You choose one wisp’s color, and you determine the others randomly by rolling 1d6 for each, using the table below. If you roll a 6, you choose that wisp’s color from among the five options. You can have multiple wisps of the same color.

@[d6][roll d6 as chance for 'Chromatic Safeguard'] Color Damage
1 Blue Cold
2 Green Acid
3 Purple Sonic
4 Red Fire
5 Yellow Electricity
6 Any one

When the target takes damage from one of the damage types associated with their wisps, they can destroy that wisp without spending an action to reduce the damage they take of that type by 1d6+4. The spell ends if all of the wisps are destroyed in this way.

Source

Starfinder Enhanced pg. 120

You create and hurl a sphere of temporal distortion at a foe, disrupting their body and slowing their movements. Make a @[ranged attack][roll d20 + character.attack.ranged + ((character.keyAbility.modifier - character.dexterity.modifier) max 0) as attack for 'Chronosphere'] roll against the target’s EAC, but you can add your key ability score modifier instead of your Dexterity modifier to the attack roll if it is higher. This sphere has the staggered critical hit effect. A creature hit by the sphere takes penalties to AC, Reflex saves, and speed that last until the end of your next turn, and the target can negate these penalties (but not the damage) with a successful Fortitude save.

1st: When you cast chronosphere as a 1st-level spell and hit the target, the sphere deals @[1d12 force damage][roll 1d12 as damage for 'Chronosphere'], and the target takes a –5-foot penalty to speed.

2nd: When you cast chronosphere as a 2nd-level spell and hit the target, the sphere deals @[2d12 force damage][roll 2d12 as damage for 'Chronosphere'], and the target takes a –5-foot penalty to speed and a –1 penalty to Reflex saving throws.

3rd: When you cast chronosphere as a 3rd-level spell and hit the target, the sphere deals @[4d12 force damage][roll 4d12 as damage for 'Chronosphere'], and the target takes a –5-foot penalty to speed, a –1 penalty to AC, and a –1 penalty to Reflex saving throws.

4th: When you cast chronosphere as a 4th-level spell and hit the target, the sphere deals @[6d12 force damage][roll 6d12 as damage for 'Chronosphere'], and the target takes a –10-foot penalty to speed, a –1 penalty to AC, and a –1 penalty to Reflex saving throws.

5th: When you cast chronosphere as a 5th-level spell and hit the target, the sphere deals @[9d12 force damage][roll 9d12 as damage for 'Chronosphere'], and the target takes a –10-foot penalty to speed, a –1 penalty to AC, and a –1 penalty to Reflex saving throws.

6th: When you cast chronosphere as a 6th-level spell and hit the target, the sphere deals @[12d12 force damage][roll 12d12 as damage for 'Chronosphere'], and the target takes a –10-foot penalty to speed, a –2 penalty to AC, and a –2 penalty to Reflex saving throws.

Source

Starfinder Enhanced pg. 120

You create and hurl a sphere of temporal distortion at a foe, disrupting their body and slowing their movements. Make a @[ranged attack][roll d20 + character.attack.ranged + ((character.keyAbility.modifier - character.dexterity.modifier) max 0) as attack for 'Chronosphere'] roll against the target’s EAC, but you can add your key ability score modifier instead of your Dexterity modifier to the attack roll if it is higher. This sphere has the staggered critical hit effect. A creature hit by the sphere takes penalties to AC, Reflex saves, and speed that last until the end of your next turn, and the target can negate these penalties (but not the damage) with a successful Fortitude save.

1st: When you cast chronosphere as a 1st-level spell and hit the target, the sphere deals @[1d12 force damage][roll 1d12 as damage for 'Chronosphere'], and the target takes a –5-foot penalty to speed.

2nd: When you cast chronosphere as a 2nd-level spell and hit the target, the sphere deals @[2d12 force damage][roll 2d12 as damage for 'Chronosphere'], and the target takes a –5-foot penalty to speed and a –1 penalty to Reflex saving throws.

3rd: When you cast chronosphere as a 3rd-level spell and hit the target, the sphere deals @[4d12 force damage][roll 4d12 as damage for 'Chronosphere'], and the target takes a –5-foot penalty to speed, a –1 penalty to AC, and a –1 penalty to Reflex saving throws.

4th: When you cast chronosphere as a 4th-level spell and hit the target, the sphere deals @[6d12 force damage][roll 6d12 as damage for 'Chronosphere'], and the target takes a –10-foot penalty to speed, a –1 penalty to AC, and a –1 penalty to Reflex saving throws.

5th: When you cast chronosphere as a 5th-level spell and hit the target, the sphere deals @[9d12 force damage][roll 9d12 as damage for 'Chronosphere'], and the target takes a –10-foot penalty to speed, a –1 penalty to AC, and a –1 penalty to Reflex saving throws.

6th: When you cast chronosphere as a 6th-level spell and hit the target, the sphere deals @[12d12 force damage][roll 12d12 as damage for 'Chronosphere'], and the target takes a –10-foot penalty to speed, a –2 penalty to AC, and a –2 penalty to Reflex saving throws.

Source

Starfinder Enhanced pg. 120

You give the target one of the following commands, which it obeys to the best of its ability at its earliest opportunity. If the target can’t carry out your command on its next turn, the spell automatically fails.

Approach: The target moves toward you as quickly and directly as possible for 1 round, taking no other actions and triggering reactions (such as attacks of opportunity) for this movement as normal.

Drop: The target drops whatever it is holding. It can’t pick up any dropped item until its next turn.

Fall: The target falls to the ground and remains prone for 1 round. It can otherwise act normally.

Flee: The target moves away from you as quickly and directly as possible for 1 round, taking no other actions and provoking reactions (such as attacks of opportunity) for this movement as normal.

Halt: The target is dazed for 1 round.

Source

Core Rulebook pg. 343

Hobgoblins created this spell to signify rallying points and provide commanders with better ability to organize troops. The target creature seems more imposing, granting the creature a +2 morale bonus to Charisma-based checks made to motivate troops and all Intimidate checks. A symbol of leadership, such as the seal of an organization or a deity’s holy symbol, illuminates above the target. This symbol increases the light in a 10-foot radius by one step, up to normal. The light imposes a –20 penalty to Stealth checks and prevents the target from benefiting from concealment from darkness, invisibility, and similar effects. The target gains a +1 morale bonus to saving throws against fear and being charmed, as do allies while they remain within the symbol’s light.

Source

Galactic Magic pg. 70

This spell allows you a degree of control over an undead creature. If the target is intelligent, it perceives your words and actions favorably (treat its attitude as friendly). It will not attack you while the spell lasts. You can give the target suggestions, but you must succeed at an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. (Retries are not allowed.) An intelligent commanded undead never obeys suicidal or obviously harmful suggestions, but it might be convinced that something very dangerous is worth doing.

An unintelligent undead creature gets no saving throw against this spell. When you control a mindless being, you can communicate only basic commands, such as "Come here," "Go there," "Fight," "Stand still," and so on. Unintelligent undead won’t resist suicidal or obviously harmful orders.

Any act by you or your apparent allies that threatens the commanded undead (regardless of its Intelligence) breaks the spell. You command the undead creature by voice and it understands you, no matter what language you speak.

Source

Core Rulebook pg. 343

This spell arises from ghorans’ tradition of imbuing their group projects and celebrations of togetherness with magic. Targets gain a +1 morale bonus to saving throws against fear effects while they’re observing at least one other target of the same casting of this spell. Also, when a target successfully aids another target of the same casting of this spell, or provides such a creature covering or harrying fire, the bonus from successfully doing so is +3 instead of +2.

Source

Galactic Magic pg. 71

As the lashuntas who created this spell, you forge a telepathic link with a pet, mount, or other creature, provided the creature has an Intelligence modifier and that modifier is –2 or lower, and the creature is of the aberration, animal, dragon, magical beast, or plant type. Any creature that you have as a creature companion (Alien Archive 3 138) can instead be the target of this spell. You can communicate telepathically through the bond, regardless of language. No special power or influence is established because of the bond. Once the bond is formed, it works over any distance provided you and the target are on the same plane. If the creature has an intelligence modifier of –3 or higher, they can communicate simple thoughts through the bond to you. Otherwise, the creature can communicate feelings through this bond but not words or complex concepts. If the target is your creature companion, it doesn’t need to see or hear you to receive your commands, and you receive a +2 morale bonus to Survival checks to control or ride the creature.

Source

Galactic Magic pg. 71

You fill the target’s mind with self-doubt, pernicious ruminations, and crushing inadequacy. The target gains the shaken condition for the spell’s duration, though this condition is not a fear effect and cannot be removed by effects that specifically negate fear effects. Whenever the target misses with an attack or fails an ability check or skill check, the penalties caused by the shaken condition increase by 1 (maximum –4). Whenever the target hits and damages a significant foe with an attack or succeeds at an ability check or skill check to perform a non-trivial action, they reduce the shaken condition’s penalty by 1 (minimum –1).

Source

Starfinder Enhanced pg. 120

This spell grants you a +2 insight bonus to Culture checks you attempt during the duration. The insight you gain might help you greet someone properly, know whether physical contact (a handshake, for example) is appropriate, or how to eat without making a mess or insulting your host. In addition, when you attempt Diplomacy checks to change attitudes during the duration, you can lower the DC by 5. This spell does not replace careful study of a culture, nor does it give insight beyond events that occur during the duration.

You can understand the spoken or signed words of creatures or read otherwise incomprehensible written or tactile messages. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it. You can’t use this spell to read magic writing or encoded messages (though it does reveal if a message is magic or encoded), but you can use it to read raw computer code or foreign programming languages, allowing you to understand enough to attempt Computers checks on those materials without penalties.

Source

Core Rulebook pg. 340

This spell compresses the body of the target, reducing their size by one category (to a minimum of Small) for the purposes of squeezing and of the number of squares it occupies. The target’s speed is reduced by 5 feet, and it can’t run or charge while compressed. This spell doesn’t confer bonuses, inflict penalties, or trigger effects that would otherwise result from changing a creature’s size.

Rather than shaping your magical power into a specific spell, you exude raw magic as a destructive aura. When you cast this spell, magical energy fills a 5-foot-radius emanation centered on you, dealing damage to creatures and objects that enter the area or begin their turn in the area (Reflex half); a creature or object doesn’t take this damage more than once per round, even if it enters the area multiple times during its turn. Each round that you concentrate on this spell, you can increase the emanation’s radius by 5 feet, to a maximum radius determined by the spell’s level.

When you cast conduit of destruction, you choose which type of damage it deals based on your spellcasting class, after which you cannot change the damage type or types for the duration of the spell. Conduit of destruction deals piercing, sonic, or both piercing and sonic damage as a mystic spell; bludgeoning, cold, or both bludgeoning and cold damage as a precog spell; electricity, fire, or both electricity and fire damage as a technomancer spell; or acid, slashing, or both acid and slashing damage as a witchwarper spell.

When you take damage that would cause you to lose concentration, you can attempt a DC 15 ability check using your spellcasting ability score. If you succeed, you maintain concentration despite taking damage. If you would lose concentration of this spell due to taking damage, the spell ends in an explosive burst of uncontrolled magic, dealing damage to all creatures and objects in a burst centered on you with a radius equal to your emanation’s current radius (Reflex half). Casting this spell doesn’t provoke attacks of opportunity. The ongoing damage dealt by this spell’s emanation and the damage dealt by the explosion when you lose concentration are identical. They and the spell’s maximum radius vary based on the spell’s level.

2nd: When cast as a 2nd-level spell, conduit of destruction deals @[2d4 damage][roll 2d4 as damage for 'Conduit of Destruction'] and has a maximum radius of 20 feet.

3rd: When cast as a 3rd-level spell, conduit of destruction deals @[3d6 damage][roll 3d6 as damage for 'Conduit of Destruction'] and has a maximum radius of 20 feet.

4th: When cast as a 4th-level spell, conduit of destruction deals @[5d6 damage][roll 5d6 as damage for 'Conduit of Destruction'] and has a maximum radius of 30 feet.

5th: When cast as a 5th-level spell, conduit of destruction deals @[7d6 damage][roll 7d6 as damage for 'Conduit of Destruction']. Its starting radius is 10 feet, the radius increases by 10 feet each time you concentrate on the spell, and it has a maximum radius of 60 feet.

6th: When cast as a 6th-level spell, conduit of destruction deals @[10d6 damage][roll 10d6 as damage for 'Conduit of Destruction']. Its starting radius is 10 feet, the radius increases by 10 feet each time you concentrate on the spell, and it has a maximum radius of 100 feet.

Source

Starfinder Enhanced pg. 121

You alter the movement of air in an area around you. Wind created by this spell imposes a penalty to Perception checks equal to the penalty the wind imposes on non-energy ranged weapon attacks (see Table 11–6: Wind Effects on page 400 of the Core Rulebook). At the GM’s discretion, outdoor wind conditions are generally light wind, while indoor wind conditions are generally no wind; these conditions can vary by environment. This spell can’t create wind in an area that has no atmosphere.

1st: When you cast control winds as a 1st-level spell, you can lower or raise the wind speed in the area by one level (for example, from strong wind to either moderate or severe wind), to a minimum of no wind and a maximum of severe wind.

2nd: When you cast control winds as a 2nd-level spell, you can lower or raise the wind speed in the area by up to two levels, to a minimum of no wind and a maximum of severe wind.

3rd: When you cast control winds as a 3rd-level spell, you can lower or raise the wind speed in the area by up to three levels, to a minimum of no wind and a maximum of severe wind.
When you dismiss the spell or it otherwise ends, you can create a blast of severe wind in an instantaneous line-shaped burst that originates from the area’s point of origin and has a length equal to the area’s radius. Creatures that enter the area or start their turn there must attempt a Fortitude saving throw to avoid effects based on their size: Tiny and smaller creatures are knocked prone and pushed 1d4 × 10 feet along the wind’s path, up to the end of the wind’s range, and the creature takes @[1d4 bludgeoning damage][roll 1d4 as damage for 'Control Winds'] per 10 feet. Small creatures are knocked prone. Medium and smaller creatures moving against the wind move at half speed. In addition, flying creatures in the area must attempt an Acrobatics check to fly in dangerous wind conditions (Core Rulebook 135). This gust can also do whatever a gust of severe wind might be expected to do, such as put out small flames, fan large flames, blow away vapors, and so on.

4th: When you cast control winds as a 4th-level spell, it functions as the 3rd-level version, but you can raise the wind speed up to a maximum of windstorm. In addition, when you cast the spell, you can exclude up to 2 squares per level from the spell’s effects; these squares must be contiguous. If you create a blast of wind when you dismiss the spell or it otherwise ends, the blast is windstorm level. Creatures are treated as one size category smaller when determining the effects of the blast on them.

You alter the movement of air in an area around you. Wind created by this spell imposes a penalty to Perception checks equal to the penalty the wind imposes on non-energy ranged weapon attacks (see Table 11–6: Wind Effects on page 400 of the Core Rulebook). At the GM’s discretion, outdoor wind conditions are generally light wind, while indoor wind conditions are generally no wind; these conditions can vary by environment. This spell can’t create wind in an area that has no atmosphere.

1st: When you cast control winds as a 1st-level spell, you can lower or raise the wind speed in the area by one level (for example, from strong wind to either moderate or severe wind), to a minimum of no wind and a maximum of severe wind.

2nd: When you cast control winds as a 2nd-level spell, you can lower or raise the wind speed in the area by up to two levels, to a minimum of no wind and a maximum of severe wind.

3rd: When you cast control winds as a 3rd-level spell, you can lower or raise the wind speed in the area by up to three levels, to a minimum of no wind and a maximum of severe wind.
When you dismiss the spell or it otherwise ends, you can create a blast of severe wind in an instantaneous line-shaped burst that originates from the area’s point of origin and has a length equal to the area’s radius. Creatures that enter the area or start their turn there must attempt a Fortitude saving throw to avoid effects based on their size: Tiny and smaller creatures are knocked prone and pushed 1d4 × 10 feet along the wind’s path, up to the end of the wind’s range, and the creature takes @[1d4 bludgeoning damage][roll 1d4 as damage for 'Control Winds'] per 10 feet. Small creatures are knocked prone. Medium and smaller creatures moving against the wind move at half speed. In addition, flying creatures in the area must attempt an Acrobatics check to fly in dangerous wind conditions (Core Rulebook 135). This gust can also do whatever a gust of severe wind might be expected to do, such as put out small flames, fan large flames, blow away vapors, and so on.

4th: When you cast control winds as a 4th-level spell, it functions as the 3rd-level version, but you can raise the wind speed up to a maximum of windstorm. In addition, when you cast the spell, you can exclude up to 2 squares per level from the spell’s effects; these squares must be contiguous. If you create a blast of wind when you dismiss the spell or it otherwise ends, the blast is windstorm level. Creatures are treated as one size category smaller when determining the effects of the blast on them.

You create a specific type of ammunition, such as arrows or a battery, and conjure it in hand or a place within range. You can create ammunition with an item level of 1 or 2, and you create a number of charges or pieces of ammunition as if you had purchased the ammunition (for example, 20 arrows or a battery with 20 charges). If you use this spell to create a battery, the battery can be used for any function a battery performs. This spell cannot create ammunition made from special materials or with any special quality, and it cannot create grenades, rockets, missiles, or the like. The ammunition disappears when the duration ends.

You force unstable magic into the ground, causing jagged crystals to erupt in the area. Creatures in the area and in contact with the ground when the spell first takes effect take @[2d8 piercing damage][roll 2d8 as damage for 'Crystal Eruption']. The crystals remain for the spell’s duration, making the affected area difficult terrain that deals @[1d4 piercing damage][roll 1d4 as damage for 'Crystal Eruption'] to a creature any time they move into an affected square on foot.

Source

Interstellar Species pg. 123

You siphon magical energy from a spell, casting dampen spell as a reaction when you observe the triggering spell being cast within range. This spell has no effect on magic items but can affect spells they cast. The spell slot you use to cast dampen spell determines the options you have for dampening the targeted spell. To have any effect, you must attempt a @[dispel check][roll d20 + character.caster.level as casterLevel for 'Dampen Spell'] (1d20 + your caster level) with a DC equal to 11 + the spell’s caster level. If you successfully dampen a spell, the caster can cease casting, losing the action used for casting rather than the spell slot. This spell has no effect on artifacts or deities.

1st: If you cast dampen spell using a 1st-level slot, choose one of the following effects.

Contract: Halve the spell’s range. If the targeted spell can no longer reach its target, the caster can choose a new target within the new range and continue casting.

Exclude: An area or multitarget spell excludes one target of your choice.

Mistarget: Make the spell go off-target as if it’s a thrown weapon that missed its grid intersection (Core Rulebook 245).

Shorten: If the spell’s duration is measured in rounds or minutes, halve that duration (round down, minimum 0 or 5 rounds for 1 minute rounded down). You can’t shorten a spell that has a duration measured in longer increments.

2nd: If you cast dampen spell using a 2nd-level slot, choose one of the following effects.

Reduce: Halve the area or number of targets the spell can affect.

Shorten: If the spell’s duration is measured in hours, halve that duration (round down, minimum 30 minutes for 1 hour rounded down). You can’t shorten a spell that has a duration measured in longer increments.

Weaken: Halve the spell’s damage or healing done.

Source

Galactic Magic pg. 71

You siphon magical energy from a spell, casting dampen spell as a reaction when you observe the triggering spell being cast within range. This spell has no effect on magic items but can affect spells they cast. The spell slot you use to cast dampen spell determines the options you have for dampening the targeted spell. To have any effect, you must attempt a @[dispel check][roll d20 + character.caster.level as casterLevel for 'Dampen Spell'] (1d20 + your caster level) with a DC equal to 11 + the spell’s caster level. If you successfully dampen a spell, the caster can cease casting, losing the action used for casting rather than the spell slot. This spell has no effect on artifacts or deities.

1st: If you cast dampen spell using a 1st-level slot, choose one of the following effects.

Contract: Halve the spell’s range. If the targeted spell can no longer reach its target, the caster can choose a new target within the new range and continue casting.

Exclude: An area or multitarget spell excludes one target of your choice.

Mistarget: Make the spell go off-target as if it’s a thrown weapon that missed its grid intersection (Core Rulebook 245).

Shorten: If the spell’s duration is measured in rounds or minutes, halve that duration (round down, minimum 0 or 5 rounds for 1 minute rounded down). You can’t shorten a spell that has a duration measured in longer increments.

2nd: If you cast dampen spell using a 2nd-level slot, choose one of the following effects.

Reduce: Halve the area or number of targets the spell can affect.

Shorten: If the spell’s duration is measured in hours, halve that duration (round down, minimum 30 minutes for 1 hour rounded down). You can’t shorten a spell that has a duration measured in longer increments.

Weaken: Halve the spell’s damage or healing done.

Source

Galactic Magic pg. 71

The target becomes encased in a field that dampens sounds and vibrations. For the duration of the spell, the target has total concealment against creatures whose only sense is blindsense (sound) or blindsense (vibration) and can attempt Stealth checks to hide from creatures whose only sense is blindsight (sound) or blindsight (vibration) with a +10 circumstance bonus to their checks. All sounds the target makes intentionally are muffled, increasing the DC of Perception checks to hear them by 5.

Source

Near Space pg. 155

The target gains the ability to see 60 feet even in total darkness. Darkvision is black and white only but otherwise like normal sight.

Source

Core Rulebook pg. 347

You launch an opponent’s mind forward in time, forcing them to experience a day’s events in a moment. The target takes @[4d8 damage][roll 4d8 as damage for 'Day’s Weariness'] and becomes fatigued for the duration, or they become exhausted for the duration if already fatigued. The target can attempt a Will saving throw to halve the damage dealt by this spell and negate the fatigued condition.

Source

Galactic Magic pg. 72

You accelerate a living opponent’s personal timeline to the end of their natural life cycle, unleashing the ravages of time in a devastating surge. The target can attempt a Fortitude saving throw to halve the damage and ignore the ability damage dealt by this spell. Ability damage dealt by this spell wears off after 1 minute. A creature can take ability damage from this spell only once every 24 hours.

1st: When you cast death’s door as a 1st-level spell, it deals @[1d10 damage][roll 1d10 as damage for 'Death’s Door'] plus 2 Strength damage to the target.

2nd: When you cast death’s door as a 2nd-level spell, it deals @[2d10 damage][roll 2d10 as damage for 'Death’s Door'] plus 2 Strength and 2 Dexterity damage to the target.

3rd: When you cast death’s door as a 3rd-level spell, it deals @[4d10 damage][roll 4d10 as damage for 'Death’s Door'] plus 4 Strength and 2 Dexterity damage to the target.

4th: When you cast death’s door as a 4th-level spell, it deals @[6d10 damage][roll 6d10 as damage for 'Death’s Door'] plus 4 Strength and 4 Dexterity damage to the target.

5th: When you cast death’s door as a 5th-level spell, it deals @[8d10 damage][roll 8d10 as damage for 'Death’s Door'] plus 6 Strength and 4 Dexterity damage to the target.

6th: When you cast death’s door as a 6th-level spell, it deals @[10d10 damage][roll 10d10 as damage for 'Death’s Door'] plus 6 Strength and 6 Dexterity damage to the target.

Source

Galactic Magic pg. 72

You accelerate a living opponent’s personal timeline to the end of their natural life cycle, unleashing the ravages of time in a devastating surge. The target can attempt a Fortitude saving throw to halve the damage and ignore the ability damage dealt by this spell. Ability damage dealt by this spell wears off after 1 minute. A creature can take ability damage from this spell only once every 24 hours.

1st: When you cast death’s door as a 1st-level spell, it deals @[1d10 damage][roll 1d10 as damage for 'Death’s Door'] plus 2 Strength damage to the target.

2nd: When you cast death’s door as a 2nd-level spell, it deals @[2d10 damage][roll 2d10 as damage for 'Death’s Door'] plus 2 Strength and 2 Dexterity damage to the target.

3rd: When you cast death’s door as a 3rd-level spell, it deals @[4d10 damage][roll 4d10 as damage for 'Death’s Door'] plus 4 Strength and 2 Dexterity damage to the target.

4th: When you cast death’s door as a 4th-level spell, it deals @[6d10 damage][roll 6d10 as damage for 'Death’s Door'] plus 4 Strength and 4 Dexterity damage to the target.

5th: When you cast death’s door as a 5th-level spell, it deals @[8d10 damage][roll 8d10 as damage for 'Death’s Door'] plus 6 Strength and 4 Dexterity damage to the target.

6th: When you cast death’s door as a 6th-level spell, it deals @[10d10 damage][roll 10d10 as damage for 'Death’s Door'] plus 6 Strength and 6 Dexterity damage to the target.

Source

Galactic Magic pg. 72

You dilate time and space around a creature, creating a set of confusing afterimages that make it difficult to pinpoint their exact movements. When you can cast the spell, you can attempt to feint one creature within 30 feet of the target using either your Bluff skill modifier or a bonus equal to your caster level plus your spellcasting ability score modifier, whichever is higher. If you succeed, the target gains the benefits of the successful feint rather than you. For the duration of the spell, the target can feint as a move action, and they can use either their Bluff modifier or a bonus equal to your caster level plus your spellcasting ability score modifier to resolve the feint, whichever is higher.

Source

Starfinder Enhanced pg. 122

The target becomes infused with the resilience of a defrex and sprouts bristling spines. It gains DR/— equal to half your caster level (rounded up), and any creature adjacent to the target that hits it with a melee attack takes piercing damage equal to half your caster level (rounded up).

Source

Near Space pg. 155

You strip the target creature of key knowledge. Choose one skill; for the duration of the spell, the target takes a –4 penalty to the chosen skill. If you choose Culture, this also strips the target of up to 4 languages, determined randomly. This spell cannot leave the target without any language or capacity to speak; they retain at least the ability to speak Common or the language of their home world.

You convert your pain and emotional distress into a sharp, forceful reverberation that fractures another creature’s body. The target can attempt a Fortitude saving throw to halve the damage dealt by the spell and negate any additional effects.

When you take damage from a spell or attack, you can cast this spell as a reaction, but only to target the creature that performed the triggering spell or attack. If the triggering effect was a critical hit or reduced your Hit Points to 10 or fewer (but not 0), you roll d8s instead of d6s to calculate your destructive rebuke’s damage. Casting this spell as a reaction doesn’t provoke attacks of opportunity.

1st: When you cast destructive rebuke as a 1st-level spell, it deals @[1d6 damage][roll 1d6 as damage for 'Destructive Rebuke'] with the force descriptor, and the target is flat-footed until the end of your next turn.

2nd: When you cast destructive rebuke as a 2nd-level spell, it deals @[2d6 damage][roll 2d6 as damage for 'Destructive Rebuke'] with the force descriptor, and the target is flat-footed until the end of your next turn.

3rd: When you cast destructive rebuke as a 3rd-level spell, it deals @[4d6 damage][roll 4d6 as damage for 'Destructive Rebuke'] with the force descriptor, and the target is flat-footed until the end of your next turn.

4th: When you cast destructive rebuke as a 4th-level spell, it deals @[6d6 damage][roll 6d6 as damage for 'Destructive Rebuke'] with the force descriptor, and the target is sickened for 1 round.

5th: When you cast destructive rebuke as a 5th-level spell, it deals @[9d6 damage][roll 9d6 as damage for 'Destructive Rebuke'] with the force descriptor, and the target is sickened and flat‐footed for 1 round.

6th: When you cast destructive rebuke as a 6th-level spell, it deals @[13d6 damage][roll 13d6 as damage for 'Destructive Rebuke'] with the force descriptor, and the target is knocked prone and becomes sickened and flat-footed for 1 round.

Source

Drift Crisis pg. 135

You convert your pain and emotional distress into a sharp, forceful reverberation that fractures another creature’s body. The target can attempt a Fortitude saving throw to halve the damage dealt by the spell and negate any additional effects.

When you take damage from a spell or attack, you can cast this spell as a reaction, but only to target the creature that performed the triggering spell or attack. If the triggering effect was a critical hit or reduced your Hit Points to 10 or fewer (but not 0), you roll d8s instead of d6s to calculate your destructive rebuke’s damage. Casting this spell as a reaction doesn’t provoke attacks of opportunity.

1st: When you cast destructive rebuke as a 1st-level spell, it deals @[1d6 damage][roll 1d6 as damage for 'Destructive Rebuke'] with the force descriptor, and the target is flat-footed until the end of your next turn.

2nd: When you cast destructive rebuke as a 2nd-level spell, it deals @[2d6 damage][roll 2d6 as damage for 'Destructive Rebuke'] with the force descriptor, and the target is flat-footed until the end of your next turn.

3rd: When you cast destructive rebuke as a 3rd-level spell, it deals @[4d6 damage][roll 4d6 as damage for 'Destructive Rebuke'] with the force descriptor, and the target is flat-footed until the end of your next turn.

4th: When you cast destructive rebuke as a 4th-level spell, it deals @[6d6 damage][roll 6d6 as damage for 'Destructive Rebuke'] with the force descriptor, and the target is sickened for 1 round.

5th: When you cast destructive rebuke as a 5th-level spell, it deals @[9d6 damage][roll 9d6 as damage for 'Destructive Rebuke'] with the force descriptor, and the target is sickened and flat‐footed for 1 round.

6th: When you cast destructive rebuke as a 6th-level spell, it deals @[13d6 damage][roll 13d6 as damage for 'Destructive Rebuke'] with the force descriptor, and the target is knocked prone and becomes sickened and flat-footed for 1 round.

Source

Drift Crisis pg. 135

You detect the presence of augmentations installed within creatures you can see within the area, which appear to you as glowing outlines around the systems in which the augmentations are installed. The spell allows you to determine the type of augmentation, such as biotech, cybernetic, magitech, or necrotech, and its item level, but it does not reveal the function of the augmentation. This spell does not reveal hidden or invisible creatures.

Source

Armory pg. 148

You detect radiation in the surrounding area, and you can determine the specific intensity of the radiation of one area or object within the spell’s area each round without taking an action (see Radiation on page 403 for more details). The spell can penetrate barriers, but 3 feet of dirt or wood, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or any force field blocks it.

Source

Core Rulebook pg. 348

You detect all technological items (even hybrid items) with charges or that replenish charges in the area, including batteries, power cells, and generators (as well as such items that are on creatures you can see, even if the creatures have hidden those items on themselves). You can’t determine if there are technological items in areas you can’t see, nor can you detect technological traps in this way. The information this spell provides allows you to differentiate between charged items and items that replenish charges, but it does not provide any further information nor does it tell you, for example, how many charges an item currently has or how many maximum charges it can hold. This spell can penetrate barriers, but 3 feet of dirt or wood, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or any force field blocks it.

Source

Core Rulebook pg. 349

You detect the surface thoughts of intelligent creatures around you. The amount of information revealed depends on how long you study a particular area or target.

1st Round: You detect the presence or absence of thoughts from conscious creatures that have Intelligence scores of at least 1 (or an Intelligence modifier of –5) or higher.

2nd Round: You detect the number of thinking minds and the Intelligence score (or modifier) of each. If the highest Intelligence score is 26 (or a modifier of +8) or higher and at least 10 points higher than your own Intelligence score (or 5 points higher than your own Intelligence modifier), you are stunned for 1 round and the spell ends. This spell doesn’t let you determine the location of the thinking minds if you can’t see the creatures whose thoughts you are detecting.

3rd Round: You can read the surface thoughts of any mind in the area. A target who succeeds at its Will save prevents you from reading its thoughts, and you must cast detect thoughts again to have another chance. Creatures of animal intelligence (an Intelligence score of 1 or 2 or an Intelligence modifier of –4 or lower) have simple, instinctual thoughts.

Each round, you can turn to detect thoughts in a new area. The spell can penetrate barriers, but 3 feet of dirt or wood, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or any force field blocks it.

Source

Core Rulebook pg. 349

When you take damage from an effect, you can create a defensive conduit between yourself and one technological object, non-archaic armor, or non‑archaic weapon you’re carrying or wearing that’s 3 Bulk or less. The chosen object takes damage equal to 1d6 times your caster level, ignoring the object’s hardness. You reduce the damage you take from the triggering attack by half this result, though you can’t reduce the damage by more than 3 times the item’s level.

Source

Alien Archive 4 pg. 37

You flood targets’ minds with a magical effect similar to a computer virus that duplicates every sensation of lifting, carrying, and being burdened. Targets become encumbered, or they become overburdened if already encumbered.

Source

Pact Worlds pg. 205

You make yourself—and any clothing, armor, weapons, and equipment on you—look different. You can seem up to 1 foot shorter or taller, thin, fat, or in between. You can’t change your creature type (although you can appear as another subtype). Otherwise, the extent of the apparent change is up to you. You could merely add or obscure a minor feature, or you could look like an entirely different person or gender.

The spell does not provide the abilities or mannerisms of the chosen form nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment. If you use this spell to create a disguise, you gain a +10 circumstance bonus to the Disguise check (since it counts as altering your form). A creature that interacts with you directly can attempt a Will saving throw to recognize your appearance as an illusion.

Source

Core Rulebook pg. 350

You harness the vibrations in your body and a body you strike. Attempt a @[melee attack][roll d20 + character.attack.melee as attack for 'Dissonance Strike'] against the target’s EAC. If your attack hits, the target takes @[4d4 sonic damage][roll 4d4 as damage for 'Dissonance Strike'] (critical deafen; DC equals your spell save DC) and can’t take reactions for 1 round.

Casting this spell doesn’t provoke attacks of opportunity.

Source

Galactic Magic pg. 72

You distract a creature with a sudden illusory noise or image. This functions as a feint action except that you can use your Mysticism skill in place of Bluff, and you can apply the benefits of the Improved Feint and Greater Feint feats if you have them.

Source

Galactic Magic pg. 72

Drawing on the magic of the kasathan Pillar of the Homeworld or similar homey memories, you overwhelm the target with pleasant visions and thoughts of their home, whatever that means to them. If the target fails the saving throw, they become fascinated for the duration. If the target saves, they’re fascinated for 1 round instead.

Source

Galactic Magic pg. 73

In the darkened halls of the Eclipse Academy, only the most ruthless students survive. By touching the target (usually requiring a @[melee attack][roll d20 + character.attack.melee + ((character.keyAbility.modifier - character.strength.modifier) max 0) as attack for 'Eclipse Touch'] roll against the target’s EAC, but you can add your key ability score modifier instead of your Strength modifier if it is higher), you inflict bludgeoning damage that has the force descriptor to your opponent. Casting this spell does not provoke an attack of opportunity.

The spell deals force damage and has additional effects on a critical hit, depending on the spell’s level. Staggered and wound effects allow a saving throw.

1st: @[3d6 B][roll 3d6 as damage for 'Eclipse Touch']; critical staggered
2nd: @[4d6 B][roll 4d6 as damage for 'Eclipse Touch']; critical staggered
3rd: @[6d8 B][roll 6d8 as damage for 'Eclipse Touch']; critical staggered
4th: @[8d8 B][roll 8d8 as damage for 'Eclipse Touch']; critical wound
5th: @[11d10 B][roll 11d10 as damage for 'Eclipse Touch']; critical wound
6th: @[16d10 B][roll 16d10 as damage for 'Eclipse Touch']; critical wound

In the darkened halls of the Eclipse Academy, only the most ruthless students survive. By touching the target (usually requiring a @[melee attack][roll d20 + character.attack.melee + ((character.keyAbility.modifier - character.strength.modifier) max 0) as attack for 'Eclipse Touch'] roll against the target’s EAC, but you can add your key ability score modifier instead of your Strength modifier if it is higher), you inflict bludgeoning damage that has the force descriptor to your opponent. Casting this spell does not provoke an attack of opportunity.

The spell deals force damage and has additional effects on a critical hit, depending on the spell’s level. Staggered and wound effects allow a saving throw.

1st: @[3d6 B][roll 3d6 as damage for 'Eclipse Touch']; critical staggered
2nd: @[4d6 B][roll 4d6 as damage for 'Eclipse Touch']; critical staggered
3rd: @[6d8 B][roll 6d8 as damage for 'Eclipse Touch']; critical staggered
4th: @[8d8 B][roll 8d8 as damage for 'Eclipse Touch']; critical wound
5th: @[11d10 B][roll 11d10 as damage for 'Eclipse Touch']; critical wound
6th: @[16d10 B][roll 16d10 as damage for 'Eclipse Touch']; critical wound

You fling psychic material, called ectoplasm, at the target, making a @[ranged attack][roll d20 + character.attack.ranged as attack for 'Ectoplasmic Barrage'] against its KAC and dealing bludgeoning damage. Each projectile in the barrage has the knockdown critical hit effect. In addition, ectoplasm extends to the Ethereal Plane, so it affects ethereal and incorporeal creatures.

1st: When you cast ectoplasmic barrage as a 1st-level spell, each projectile deals @[2d6 damage][roll 2d6 as damage for 'Ectoplasmic Barrage'] on a hit.

2nd: When you cast ectoplasmic barrage as a 2nd-level spell, each projectile deals @[4d6 damage][roll 4d6 as damage for 'Ectoplasmic Barrage'] on a hit.

3rd: When you cast ectoplasmic barrage as a 3rd-level spell, each projectile deals @[7d6 damage][roll 7d6 as damage for 'Ectoplasmic Barrage'] on a hit.

4th: When you cast ectoplasmic barrage as a 4th-level spell, each projectile deals @[10d6 damage][roll 10d6 as damage for 'Ectoplasmic Barrage'] on a hit.

5th: When you cast ectoplasmic barrage as a 5th-level spell, each projectile deals @[13d6 damage][roll 13d6 as damage for 'Ectoplasmic Barrage'] on a hit. A struck target is also entangled for 1 round.

6th: When you cast ectoplasmic barrage as a 6th-level spell, each projectile deals @[15d6 damage][roll 15d6 as damage for 'Ectoplasmic Barrage'] on a hit. A struck target is also entangled for 1d4 rounds.

You fling psychic material, called ectoplasm, at the target, making a @[ranged attack][roll d20 + character.attack.ranged as attack for 'Ectoplasmic Barrage'] against its KAC and dealing bludgeoning damage. Each projectile in the barrage has the knockdown critical hit effect. In addition, ectoplasm extends to the Ethereal Plane, so it affects ethereal and incorporeal creatures.

1st: When you cast ectoplasmic barrage as a 1st-level spell, each projectile deals @[2d6 damage][roll 2d6 as damage for 'Ectoplasmic Barrage'] on a hit.

2nd: When you cast ectoplasmic barrage as a 2nd-level spell, each projectile deals @[4d6 damage][roll 4d6 as damage for 'Ectoplasmic Barrage'] on a hit.

3rd: When you cast ectoplasmic barrage as a 3rd-level spell, each projectile deals @[7d6 damage][roll 7d6 as damage for 'Ectoplasmic Barrage'] on a hit.

4th: When you cast ectoplasmic barrage as a 4th-level spell, each projectile deals @[10d6 damage][roll 10d6 as damage for 'Ectoplasmic Barrage'] on a hit.

5th: When you cast ectoplasmic barrage as a 5th-level spell, each projectile deals @[13d6 damage][roll 13d6 as damage for 'Ectoplasmic Barrage'] on a hit. A struck target is also entangled for 1 round.

6th: When you cast ectoplasmic barrage as a 6th-level spell, each projectile deals @[15d6 damage][roll 15d6 as damage for 'Ectoplasmic Barrage'] on a hit. A struck target is also entangled for 1d4 rounds.

You launch a writhing tendril of ectoplasm to snare a creature. Make a @[ranged attack][roll d20 + character.attack.ranged as attack for 'Ectoplasmic Snare'] roll against your target’s EAC. If you hit, the target can attempt a Reflex save. On a successful save, the target is entangled for the duration. If the target fails, it is grappled and takes @[2d6 bludgeoning damage][roll 2d6 as damage for 'Ectoplasmic Snare'] each round it remains so. If the target escapes the grapple, it remains entangled for the duration. While the target remains grappled, you can move it up to 15 feet each time you concentrate on the spell. If the distance between you and the target ever exceeds the spell’s range, the snare disappears. This spell affects ethereal and incorporeal creatures.

You can cast edit code as a reaction when a target creature within range attempts an ability check, attack roll, saving throw, or skill check. You manipulate the creature’s code in such a way that causes it to roll twice and take the worse result. Casting this spell requires a great deal of energy, so you must spend 1 Resolve Point.

You overwhelm your opponent’s ego, diminishing its sense of self, hope, and confidence. The target takes a –2 penalty to Intelligence-, Wisdom-, and Charisma-based checks; its spell save DCs; and its Will saving throws. In addition, the target is staggered for the duration. A successful initial Will save reduces the duration to 1 round.

A favorite among SENOT students, this spell lets you create a charming electrical light show that can mimic fireworks, skywrite a message or logo, or depict anything—from birds and butterflies to a colorful dragon or starship. Once per round as a move action, including on the round you cast this spell, you can target a 5-foot-square within range and launch a spark in that direction. The spark takes a zigzag path from you to that square, missing all creatures and objects in its path, and detonating in the target square with a loud noise and a colorful burst of electricity and light. Creatures in the target square take @[1d6 electricity damage][roll 1d6 as damage for 'Electric Light Show'] and are dazzled for 1 round (a successful Reflex save reduces damage by half and negates the dazzled condition). If you attack in the same round as you launch a spark, that attack has a –4 penalty.

When you cast this spell, you create a temporary quantity of silver in a cloud of charged nanoparticles, which you then direct to coat nearby melee or projectile weapons. The target weapons must deal bludgeoning, piercing, or slashing damage or the spell has no effect. For the spell’s duration, the metal plating on the weapons grants them the ability to overcome DR/silver and bypass DR/magic for the spell’s duration.

If your caster level is 8th or higher, you can have weapons affected by this spell bypass DR/adamantine rather than DR/ silver. Weapons affected by this version of the spell are not considered adamantine for any other purpose (such as the ability to bypass hardness). If your caster level is 16th or higher, you can instead have affected weapons bypass DR that is bypassed by any other one metal with which you are familiar (either from having succeeded at a skill check to identify the weaknesses of a creature with DR, or from a successful Physical Science skill check to identify some other metal when you encountered it). Such weapons do not gain any other benefit from being made of the selected material.

Source

Armory pg. 157

For the duration of this spell, you leave behind a trail of faintly burning embers in any square that you move through. These embers have no effect except for providing dim light in those squares. The embers disappear at the start of your next turn. As a reaction to another creature moving into a square of embers, you can ignite that square, causing flames to leap up and burn that creature. The affected creature takes @[5d6 points of fire damage][roll 5d6 as damage for 'Emberstep'] (Reflex half), and gains the burning condition for @[1d4 points of fire damage][roll 1d4 as damage for 'Emberstep'] on a failed Reflex save. In addition, that square no longer contains embers.

You wrap the target in the cold of the Negative Energy Plane, numbing its body. The target might lose feeling in its extremities or even be temporarily frozen in place. The target takes half damage on a successful save.

1st: When you cast embrace the void as a 1st-level spell, it deals @[2d6 cold damage][roll 2d6 as damage for 'Embrace Of The Void'].

2nd: When you cast embrace the void as a 2nd-level spell, it deals @[4d6 cold damage][roll 4d6 as damage for 'Embrace Of The Void'].

3rd: When you cast embrace the void as a 3rd-level spell, it deals @[7d6 cold damage][roll 7d6 as damage for 'Embrace Of The Void']. On a failed save, the target is also off-target for 1 round.

4th: When you cast embrace the void as a 4th-level spell, it deals @[10d6 cold damage][roll 10d6 as damage for 'Embrace Of The Void']. On a failed save, the target is also off-target for @[1d4 rounds][roll 1d4 as duration.round for 'Embrace Of The Void'].

5th: When you cast embrace the void as a 5th-level spell, it deals @[15d6 cold damage][roll 15d6 as damage for 'Embrace Of The Void']. On a failed save, the target is also staggered for 1 round and off-target for @[1d6 rounds][roll 1d6 as duration.round for 'Embrace Of The Void'].

6th: When you cast embrace the void as a 6th-level spell, it deals @[17d6 cold damage][roll 17d6 as damage for 'Embrace Of The Void']. On a failed save, the target is also paralyzed for 1 round and off-target for @[1d6 rounds][roll 1d6 as duration.round for 'Embrace Of The Void'] after that.

You wrap the target in the cold of the Negative Energy Plane, numbing its body. The target might lose feeling in its extremities or even be temporarily frozen in place. The target takes half damage on a successful save.

1st: When you cast embrace the void as a 1st-level spell, it deals @[2d6 cold damage][roll 2d6 as damage for 'Embrace Of The Void'].

2nd: When you cast embrace the void as a 2nd-level spell, it deals @[4d6 cold damage][roll 4d6 as damage for 'Embrace Of The Void'].

3rd: When you cast embrace the void as a 3rd-level spell, it deals @[7d6 cold damage][roll 7d6 as damage for 'Embrace Of The Void']. On a failed save, the target is also off-target for 1 round.

4th: When you cast embrace the void as a 4th-level spell, it deals @[10d6 cold damage][roll 10d6 as damage for 'Embrace Of The Void']. On a failed save, the target is also off-target for @[1d4 rounds][roll 1d4 as duration.round for 'Embrace Of The Void'].

5th: When you cast embrace the void as a 5th-level spell, it deals @[15d6 cold damage][roll 15d6 as damage for 'Embrace Of The Void']. On a failed save, the target is also staggered for 1 round and off-target for @[1d6 rounds][roll 1d6 as duration.round for 'Embrace Of The Void'].

6th: When you cast embrace the void as a 6th-level spell, it deals @[17d6 cold damage][roll 17d6 as damage for 'Embrace Of The Void']. On a failed save, the target is also paralyzed for 1 round and off-target for @[1d6 rounds][roll 1d6 as duration.round for 'Embrace Of The Void'] after that.

With this spell, common among shirren mystics, you transmit your emotions into the surrounding area, allowing you to empathically communicate with others. You gain a +2 insight bonus to ability or skill checks other than Bluff made to communicate with any creature, whether you share a language or not, and all creatures gain a +4 insight bonus to Sense Motive checks made to read your body language, emotions, or motives. If you have limited telepathy, creatures within 30 feet of you sense and comprehend your emotions clearly. A creature that has telepathy or limited telepathy and is within 30 feet can understand your emotions clearly.

Source

Galactic Magic pg. 73

When the target uses aid another, covering fire, or harrying fire, and succeeds at their attack roll or skill check, they can forgo granting their ally the usual benefit of that action to instead grant the following benefits, determined by the action they used. Any effect that increases the bonuses provided by these actions doesn’t apply when using this spell. The target can provide these benefits only to allies with whom they can communicate in person.

Aid Another: Instead of gaining a bonus to a skill check, the ally can roll the check twice and use the higher result.

Covering Fire: Instead of granting a bonus to the ally’s AC, the next opponent to attack the chosen ally must roll the attack twice and use the lower result.

Harrying Fire: Instead of gaining a bonus to an attack roll, the next ally to attack the chosen opponent can roll the attack twice and use the higher result.

Source

Galactic Magic pg. 73

You cast this spell during the duration of an ongoing environmental effect you’ve created using your infinite worlds class feature, refining your grasp on the overlapping realities around you. When you do so, this spell extends those effects for its duration. If you have used infinite worlds to create multiple effects, you can use this spell to extend any number of them.

Erase removes writings of either magical or mundane nature from any written storage, including paper, computers, or similar devices. You remove up to 1,500 words worth of text (for computer files, this could be a 1,500-word data file or 1,500 words of computer code). With this spell, you can remove magic runes and glyphs created by spells of 3rd-level and lower.

Nonmagical writing in a book or manual is automatically erased if you touch it and no one else is holding it. Magical writing and computer programs must be touched (either directly or by touching the physical drive that holds the file) to be erased, and you must also succeed at a @[caster level check][roll d20 + character.caster.level as casterLevel for 'Erase'] (1d20 + caster level) with a DC equal to 11 + the caster level for the magical writing or the item level of the computer’s drive. Computers generally keep backups on a round-by-round basis, and when you erase code from a computer, it takes 1 round for the computer to access its backups. If you erase a file that stores continuous data (like a camera feed), the computer won’t be able to recover the missing round. A natural 1 is always a failure on this check. If you fail to erase writing that is part of a trap (magical or otherwise), you set off that trap.

Source

Core Rulebook pg. 353

You magically amplify or add to a target’s senses.

1st: When you cast extra sense as a 1st-level spell, the target gains blindsense (vibration) out to a range of 30 feet. The blindsense can be based on scent or sound rather than vibration. If the creature has an existing sense that’s tied to the blindsense—such as touch (vibration), smell (scent), or hearing (sound)—and it’s suppressed, the blindsense is suppressed for the same duration. This spell lasts 1 hour/level.

2nd: When you cast extra sense as a 2nd-level spell, the target can emit a piercing sound and, by listening to the echoes, gain blindsight (sound) with a range of 20 feet and blindsense (sound) with a range of 40 feet for 1 round. The sound emitted is audible to others in the 40-foot area, and the target emits the sound as if it were part of combat banter (Core Rulebook 249). The target can decide not to emit the sound but doesn’t gain the benefits this spell grants until they do so. This spell lasts 10 minutes/level.

3rd: When you cast extra sense as a 3rd-level spell, it functions as the 1st-level version, except the range of the blindsense extends to 60 feet, the target gains blindsight (of the same type as the blindsense) with a range of 30 feet, and the spell lasts 10 minutes/level.

You magically amplify or add to a target’s senses.

1st: When you cast extra sense as a 1st-level spell, the target gains blindsense (vibration) out to a range of 30 feet. The blindsense can be based on scent or sound rather than vibration. If the creature has an existing sense that’s tied to the blindsense—such as touch (vibration), smell (scent), or hearing (sound)—and it’s suppressed, the blindsense is suppressed for the same duration. This spell lasts 1 hour/level.

2nd: When you cast extra sense as a 2nd-level spell, the target can emit a piercing sound and, by listening to the echoes, gain blindsight (sound) with a range of 20 feet and blindsense (sound) with a range of 40 feet for 1 round. The sound emitted is audible to others in the 40-foot area, and the target emits the sound as if it were part of combat banter (Core Rulebook 249). The target can decide not to emit the sound but doesn’t gain the benefits this spell grants until they do so. This spell lasts 10 minutes/level.

3rd: When you cast extra sense as a 3rd-level spell, it functions as the 1st-level version, except the range of the blindsense extends to 60 feet, the target gains blindsight (of the same type as the blindsense) with a range of 30 feet, and the spell lasts 10 minutes/level.

With a single mental nudge, you can unlock one or more targets’ deepest nightmares. A target that succeeds at its Will saving throw against this spell is shaken for 1 round.

1st: When you cast fear as a 1st-level spell, it affects one living creature of CR 4 or lower at close range (25 feet + 5 feet/2 levels). The target must succeed at a Will saving throw or be frightened for @[1d4 rounds][roll 1d4 as duration.round for 'Fear'].

2nd: When you cast fear as a 2nd-level spell, it affects one living creature of CR 4 or lower per 3 caster levels at medium range (100 feet + 10 feet/level), no two of which can be more than 30 feet apart. Each target must succeed at a Will saving throw or be frightened for 1 minute.

3rd: When you cast fear as 3rd-level spell, it affects all living creatures of CR 8 or lower in 30-foot cone-shaped burst. Each target must succeed at a Will save or become panicked for 1 minute. If cornered, a panicked creature begins cowering.

4th: When you cast fear as 4th-level spell, it affects all living creatures in 30-foot cone-shaped burst regardless of CR. Each target must succeed at a Will save or become panicked for 1 minute. If cornered, a panicked creature begins cowering.

Source

Core Rulebook pg. 354

With a single mental nudge, you can unlock one or more targets’ deepest nightmares. A target that succeeds at its Will saving throw against this spell is shaken for 1 round.

1st: When you cast fear as a 1st-level spell, it affects one living creature of CR 4 or lower at close range (25 feet + 5 feet/2 levels). The target must succeed at a Will saving throw or be frightened for @[1d4 rounds][roll 1d4 as duration.round for 'Fear'].

2nd: When you cast fear as a 2nd-level spell, it affects one living creature of CR 4 or lower per 3 caster levels at medium range (100 feet + 10 feet/level), no two of which can be more than 30 feet apart. Each target must succeed at a Will saving throw or be frightened for 1 minute.

3rd: When you cast fear as 3rd-level spell, it affects all living creatures of CR 8 or lower in 30-foot cone-shaped burst. Each target must succeed at a Will save or become panicked for 1 minute. If cornered, a panicked creature begins cowering.

4th: When you cast fear as 4th-level spell, it affects all living creatures in 30-foot cone-shaped burst regardless of CR. Each target must succeed at a Will save or become panicked for 1 minute. If cornered, a panicked creature begins cowering.

Source

Core Rulebook pg. 354

You wrap the target in a fearsome aura. When the target fails an Intimidate check or fails a saving throw against a fear effect, they can dismiss this spell as a reaction. When they do so, they can reroll the Intimidate check or saving throw and use the better result. If the creature fails both checks when using Intimidation to bully a creature, the bullied creature’s attitude toward the target doesn’t change, even if the checks failed by 5 or more.

Source

Starfinder Enhanced pg. 123

You tinker with the particles of magic surrounding one or more targets to either allow them to slow a fall, gently rise or descend, or fly short or vast distances.

1st: When you cast flight as a 1st-level spell, you can target one Medium or smaller falling object or creature per level at close range (25 feet + 5 feet/2 levels). The targets must all be within 20 feet of each other. A Large creature or object counts as two Medium creatures or objects, a Huge creature or object counts as four Medium creatures or objects, and so on. The affected targets instantly fall slower, at a rate of just 60 feet per round (equivalent to the end of a fall from a few feet). The targets take no damage upon landing while the spell is in effect. This spell doesn’t affect charging or flying creatures.

For each target, this casting of the spell lasts until that target lands or 1 round per caster level (whichever happens first).

The 1st-level version of this spell can be cast as a reaction, but when you do so, you can’t take a standard action on your next round.

2nd: When you cast flight as a 2nd-level spell, you can target yourself or one willing or unconscious creature or unattended object (total weight up to 100 pounds or 10 bulk per level) at close range. The spell allows you to move the target up or down as you wish. Each round as a move action, you can mentally direct the target up or down as much as 20 feet. You can’t move the target horizontally. A levitating creature that attacks with a melee or ranged weapon finds itself increasingly unstable; the first attack takes a –1 penalty to attack rolls, the second a –2 penalty, and so on, to a maximum of –5. A full round spent stabilizing allows the creature to begin again at –1.

This casting of the spell lasts 1 minute per caster level and is dismissible.

3rd: When you cast flight as a 3rd-level spell, you can target one willing or unconscious touched creature and give it the power of flight. The target can fly at a speed of 60 feet with average maneuverability. Flying while under this spell’s effects takes no more concentration than walking, so the target can attack or cast spells normally. The target can charge but not run, and it can’t carry aloft more weight than its normal bulk limit. The target gains a bonus to Acrobatics checks to fly equal to half your caster level. If this spell expires or is dispelled while the target is aloft, the target floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 damage per 10 feet fallen.

The spell lasts for 1 minute per caster level.

4th: When you cast flight as a 4th-level spell, you can target one willing or unconscious touched creature and affect it as per the 3rd-level version of the spell, except the target’s fly speed is increased by 10 feet and the spell lasts for 10 minutes per caster level.

5th: When you cast flight as a 5th-level spell, you can target yourself and be affected as per the 4th-level version of the spell, except the spell lasts for 1 hour per caster level. When you use this flight speed for long-distance movement, you can hustle without taking nonlethal damage (a forced march still requires Constitution checks). You can cover 140 miles in an 8-hour period of flight (or 80 miles at a speed of 50 feet).

6th: When you cast flight as a 6th-level spell, you can target multiple willing or unconscious creatures at close range (25 feet + 5 feet/2 levels) and affect them as per the 3rd-level version of the spell. You can target one creature per caster level, all of which must be within 30 feet of each other. This casting of the spell lasts 10 minutes per caster level.

Source

Core Rulebook pg. 355

You tinker with the particles of magic surrounding one or more targets to either allow them to slow a fall, gently rise or descend, or fly short or vast distances.

1st: When you cast flight as a 1st-level spell, you can target one Medium or smaller falling object or creature per level at close range (25 feet + 5 feet/2 levels). The targets must all be within 20 feet of each other. A Large creature or object counts as two Medium creatures or objects, a Huge creature or object counts as four Medium creatures or objects, and so on. The affected targets instantly fall slower, at a rate of just 60 feet per round (equivalent to the end of a fall from a few feet). The targets take no damage upon landing while the spell is in effect. This spell doesn’t affect charging or flying creatures.

For each target, this casting of the spell lasts until that target lands or 1 round per caster level (whichever happens first).

The 1st-level version of this spell can be cast as a reaction, but when you do so, you can’t take a standard action on your next round.

2nd: When you cast flight as a 2nd-level spell, you can target yourself or one willing or unconscious creature or unattended object (total weight up to 100 pounds or 10 bulk per level) at close range. The spell allows you to move the target up or down as you wish. Each round as a move action, you can mentally direct the target up or down as much as 20 feet. You can’t move the target horizontally. A levitating creature that attacks with a melee or ranged weapon finds itself increasingly unstable; the first attack takes a –1 penalty to attack rolls, the second a –2 penalty, and so on, to a maximum of –5. A full round spent stabilizing allows the creature to begin again at –1.

This casting of the spell lasts 1 minute per caster level and is dismissible.

3rd: When you cast flight as a 3rd-level spell, you can target one willing or unconscious touched creature and give it the power of flight. The target can fly at a speed of 60 feet with average maneuverability. Flying while under this spell’s effects takes no more concentration than walking, so the target can attack or cast spells normally. The target can charge but not run, and it can’t carry aloft more weight than its normal bulk limit. The target gains a bonus to Acrobatics checks to fly equal to half your caster level. If this spell expires or is dispelled while the target is aloft, the target floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 damage per 10 feet fallen.

The spell lasts for 1 minute per caster level.

4th: When you cast flight as a 4th-level spell, you can target one willing or unconscious touched creature and affect it as per the 3rd-level version of the spell, except the target’s fly speed is increased by 10 feet and the spell lasts for 10 minutes per caster level.

5th: When you cast flight as a 5th-level spell, you can target yourself and be affected as per the 4th-level version of the spell, except the spell lasts for 1 hour per caster level. When you use this flight speed for long-distance movement, you can hustle without taking nonlethal damage (a forced march still requires Constitution checks). You can cover 140 miles in an 8-hour period of flight (or 80 miles at a speed of 50 feet).

6th: When you cast flight as a 6th-level spell, you can target multiple willing or unconscious creatures at close range (25 feet + 5 feet/2 levels) and affect them as per the 3rd-level version of the spell. You can target one creature per caster level, all of which must be within 30 feet of each other. This casting of the spell lasts 10 minutes per caster level.

Source

Core Rulebook pg. 355

Lashuntas experimented with this magic based on their species’ dimorphism. With this spell, you reignite the epigenetic processes that shaped the target and alter them, applying different environmental pressures to temporarily awaken dormant potential in the genetic code. Choose one ability score. You grant the target a +2 enhancement bonus to ability checks with that ability score and skill checks based on that score. While the spell lasts, you can use a standard action to change the affected ability score, provided the target is within range.

Source

Galactic Magic pg. 74

When you cast flux density, choose rise or sink. If you choose rise, each target ascends 10 feet per round, or if you choose sink, each target sinks 10 feet per round; this movement doesn’t provoke attacks of opportunity. In addition, each creature must attempt a Fortitude save each round it’s moved by this spell; a failure causes the creature to gain the flat-footed condition and to take a –2 penalty to attack rolls until the beginning of its next turn.

A bank of fog billows out from the point you designate. The fog obscures all sight, including darkvision, beyond 5 feet. Adjacent creatures are granted concealment against one another (attacks have a 20% miss chance). Otherwise, this fog provides total concealment (50% miss chance, and attackers can’t use sight to locate targets).

A Moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round.

This spell doesn’t function underwater or in a vacuum.

Source

Core Rulebook pg. 356

You gather mystical energy and blast it outward in a mighty wave originating from your fingertips, damaging and potentially knocking back your enemies. This spell deals @[2d6 force damage][roll 2d6 as damage for 'Force Blast'] to each creature in the area unless it succeeds at a Reflex saving throw for half damage.

Additionally, the force from this spell effectively attempts to bull rush all creatures in the area. Attempt a single @[bull rush combat maneuver][roll 1d20 + character.caster.level + character.keyAbility.modifier as attack for 'Force Blast'], using your caster level + your key ability score modifier as your attack bonus. Compare the result to each target’s KAC + 8. If you’re successful, that creature is knocked back 5 feet, plus 5 additional feet for every 5 by which your attack exceeds the creature’s KAC + 8. If there is an obstacle in the way, the creature stops at the obstacle instead.

Source

Core Rulebook pg. 356

Orcs and half-orcs learned long ago to channel rage, despair, or a sense of injustice or oppression into a soul-shaking shriek. The shriek deals sonic damage to creatures and objects based on the spell slot used to cast the spell. If you cast this spell when you have fewer than half your Hit Points remaining, use d8s rather than d6s as damage dice.

1st: When you cast furious shriek as a 1st-level spell, it deals @[2d6 sonic damage][roll 2d6 as damage for 'Furious Shriek'].

2nd: When you cast furious shriek as a 2nd-level spell, it deals @[4d6 sonic damage][roll 4d6 as damage for 'Furious Shriek'].

3rd: When you cast furious shriek as a 3rd-level spell, it deals @[7d6 sonic damage][roll 7d6 as damage for 'Furious Shriek'].

4th: When you cast furious shriek as a 4th-level spell, it deals @[10d6 sonic damage][roll 10d6 as damage for 'Furious Shriek'].

5th: When you cast furious shriek as a 5th-level spell, it deals @[13d6 sonic damage][roll 13d6 as damage for 'Furious Shriek']. Creatures that fail their saving throw are shaken for 1 round.

6th: When you cast furious shriek as a 6th-level spell, it deals @[16d6 sonic damage][roll 16d6 as damage for 'Furious Shriek']. Creatures that fail their saving throw are staggered for 1 round and shaken for 1d4 rounds.

Source

Galactic Magic pg. 75

Orcs and half-orcs learned long ago to channel rage, despair, or a sense of injustice or oppression into a soul-shaking shriek. The shriek deals sonic damage to creatures and objects based on the spell slot used to cast the spell. If you cast this spell when you have fewer than half your Hit Points remaining, use d8s rather than d6s as damage dice.

1st: When you cast furious shriek as a 1st-level spell, it deals @[2d6 sonic damage][roll 2d6 as damage for 'Furious Shriek'].

2nd: When you cast furious shriek as a 2nd-level spell, it deals @[4d6 sonic damage][roll 4d6 as damage for 'Furious Shriek'].

3rd: When you cast furious shriek as a 3rd-level spell, it deals @[7d6 sonic damage][roll 7d6 as damage for 'Furious Shriek'].

4th: When you cast furious shriek as a 4th-level spell, it deals @[10d6 sonic damage][roll 10d6 as damage for 'Furious Shriek'].

5th: When you cast furious shriek as a 5th-level spell, it deals @[13d6 sonic damage][roll 13d6 as damage for 'Furious Shriek']. Creatures that fail their saving throw are shaken for 1 round.

6th: When you cast furious shriek as a 6th-level spell, it deals @[16d6 sonic damage][roll 16d6 as damage for 'Furious Shriek']. Creatures that fail their saving throw are staggered for 1 round and shaken for 1d4 rounds.

Source

Galactic Magic pg. 75

You draw forth the energy of the Shadow Plane and form it into a floating mote of gloom. The mote creates dim light in a 5-foot radius. It also lowers the light level within 20 feet of it by one step, down to dim. As a move action, you can move the mote up to 60 feet in any direction. The mote winks out if the distance between you and it exceeds the spell’s range. You can have only one gloom mote spell active at a time. If you cast this spell while another gloom mote of yours is still in effect, the previous casting is dispelled.

You cover a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must succeed at a Reflex save or fall prone. A creature can walk within or through the area of grease at half normal speed with a successful DC 10 Acrobatics check. Failure means the creature can’t move that round and must then succeed at a Reflex save or fall prone, while failure by 5 or more means it falls prone (see the Acrobatics skill for details). A creature that doesn’t move on its turn doesn’t need to attempt this check and isn’t considered flat-footed. The spell can also be used to create a greasy coating on an item. Unattended material objects are always affected by this spell. If you attempt to affect an object in a creature’s possession, the creature can attempt a Reflex save to negate the effect. If the creature fails the initial saving throw, it immediately drops the item and must attempt a new save each round it attempts to pick up, hold, or use the item. A creature wearing greased armor or clothing gains a +5 circumstance bonus to Acrobatics checks to escape a grapple and a +2 circumstance bonus to its AC against grapple combat maneuvers.

Source

Core Rulebook pg. 357

You cause the water in gyre’s area of effect to form a twisting whirlpool that drags creatures in and down. Each creature that enters or starts its turn in the spell’s area must attempt a Reflex save. A creature that fails its save is pulled a total of 15 feet: first, it’s pulled toward the gyre’s center; then once its space is adjacent to the gyre’s center, it’s pulled downward. A creature that succeeds at its save is pulled only 5 feet. Movement caused by gyre doesn’t provoke attacks of opportunity, and any portion of this spell’s area that isn’t in water has no effect.

If the target fails its saving throw, you form a link between their mind and a computer you touch at the time of casting, allowing you to hack their brain as if it were a computer to examine or manipulate memories and implant suggestions. Each round this spell is active and you are within range of the target, you can take a standard action to attempt a Computers check to hack their brain and gain certain information, depending on the level of the spell. For the purposes of this spell, a living mind has a tier equal to one-half the target’s level or CR (minimum 1) and has an alarm countermeasure that immediately alerts the target creature if you fail a Computers check, allowing them an immediate additional Will saving throw to end the spell.

2nd: When you cast hack wetware as a 2nd-level spell, you can hack the target’s mind to gain general access to their thoughts, fears, and desires. If you are successful, you gain access to one of the following: the target’s current surface thoughts, the target’s most pressing current fear, or the target’s most pressing current desire. On following rounds, you can attempt additional Computers checks to learn other pieces of information.

3rd: When you cast hack wetware as a 3rd-level spell, it functions like the 2nd-level casting of the spell, but you can also hack the target’s mind to gain deeper access to their secrets and memories. Such information is partitioned behind a mental firewall, which increases the DC to access it by 2 or the target’s Wisdom modifier, whichever is greater. If you are successful, you gain access to a single piece of secret information the target knows (such as a passcode or the location of a hidden panel) or a specific memory (which can be no longer than 1 minute); a memory shows exactly what the target experienced from their perspective, so it might lack context. You can save the information or memory to your computer to retrieve later.

4th: When you cast hack wetware as a 4th-level spell, it functions like the 3rd-level casting of the spell, but you can also hack the target’s mind to send it false sensory data. If you are successful, you can determine the sights, sounds, and smells the brain receives, creating an illusion only the target can perceive, similar to a 4th-level holographic projection spell. The target can attempt a new saving throw when it interacts with these impressions to recognize them as false, but this doesn’t immediately end the effect. The impressions last for as long as the spell does, but you must attempt additional Computers checks to alter them in subsequent rounds.

5th: When you cast hack wetware as a 5th-level spell, it functions like the 4th-level casting of the spell, but you can also hack the target’s mind to implant a subconscious command that can be activated at a later time. If you are successful, you can state a course of activity similar to that of a suggestion spell and a trigger, such as a static image or a code phrase. This ends the hack wetware spell, but the subconscious command remains in the target’s brain for a number of days equal to your technomancer level. The next time the target perceives the trigger, it performs the suggested course of action as best it can if it fails another Will saving throw. For every 5 your Computers check exceeded the DC, the target takes a cumulative –2 penalty to this saving throw. The command can be triggered only once.

You create 4 small glowing spheres that orbit your head for the duration of the spell, emitting normal light in a 10-foot radius. As a swift action, you can launch one of the spheres, making a ranged attack targeting KAC with a range of 60 feet. If you hit, the sphere deals @[1d8 bludgeoning damage][roll 1d8 as damage for 'Hardlight Spheres'] and then bursts in a bright flash that dazzles the target and any creatures within 10 feet of the target for 1 round; each creature can negate the dazzled effect with a successful Reflex saving throw. The sphere is destroyed whether you hit or miss. You can launch all of the spell’s remaining spheres as a full attack, taking a –3 penalty to each attack roll rather than the normal –4 penalty.

You can only have one hardlight spheres spell active at a time. Casting it a second time ends the first spell.

Source

Starfinder Enhanced pg. 123

You divert a malevolent spirit from the River of Souls to haunt your opponent’s armor. This spell must target a suit of light, heavy, or powered armor. The armor becomes cumbersome, reducing the wearer’s speed by 10 feet and AC by 1. It also rattles, hisses, and screeches, imposing a –4 penalty on Stealth checks.

You divert a malevolent spirit from the River of Souls to temporarily haunt and interfere with an opponent’s weapons. The spirit writhes and rattles around in the target’s manufactured weapons, imposing a –1 penalty on the target’s attack rolls with weapons other than natural weapons. The weapons on a target’s body continue to be haunted while the spell lasts, even if the original target dies. Anyone who picks up the haunted weapons during this time must attempt to save against this spell at a –1 penalty or be affected by it.

First developed by resourceful skittermander technomancers, you or a targeted creature sprout two vestigial hands that can hold and manipulate objects. While this spell is active, the target gains a +2 circumstance bonus to Engineering and Sleight of Hand checks. Each round, this spell grants the target one additional move action that can be used to manipulate objects, such as to activate an item, draw a weapon, or reload a weapon. This spell doesn’t allow the target to attempt additional attacks.

Source

Galactic Magic pg. 76

When you cast this spell, a small arm or one-handed melee weapon with the operative special property in your hand melds with your flesh, accompanied by a disgusting sucking sound. The weapon can be no greater than light bulk, and it disappears completely inside your arm. Thereafter for the duration of the spell, you can extend and retract the weapon as a move action.

While extended, the weapon remains partially melded with your hand and arm. While the weapon is retracted, its shape adjusts to fit inside your arm, and you retain the use of your hand. Spotting the weapon on casual inspection is impossible, but anyone frisking you can attempt a Perception check to notice the weapon hidden inside your arm. The DC of this Perception check is equal to 15 + 1/2 your caster level + your key ability score modifier.

If you cast this spell again while a casting is in effect, you can hide another weapon inside another arm, to a maximum of one weapon per arm you have. You can extend and retract all weapons hidden this way as part of the same action. If you’re disarmed of a melded weapon, this spell immediately ends for that weapon.

The target becomes paralyzed and freezes in place. It is aware and breathes normally but can’t take any physical actions, even speech. A held creature can’t cast spells. Each round on its turn, the target can spend a full action to attempt a new saving throw to end the effect. This does not provoke attacks of opportunity. A winged creature that is paralyzed can’t flap its wings and falls. A swimmer can’t swim and may drown.

Source

Core Rulebook pg. 359

This spell magically holds shut a door, gate, shutter, or window of any standard material (metal, plastic, stone, wood, and so on), or it reinforces an electronic lock. The magic affects the portal just as if it were securely closed and normally locked. A knock spell or a successful dispel magic spell can negate a hold portal spell.

Add 5 to the normal DC for forcing open a portal or hacking an electronic lock affected by this spell.

Source

Core Rulebook pg. 359

You weave nearby photons into illusory holograms that can take almost any form you can imagine. These holograms are usually effective against cameras, robots, and living creatures.

1st: When you cast holographic image as a 1st-level spell, it produces a purely visual hologram at long range (400 feet + 40 feet/level). The image has no sound, smell, texture, or temperature. The image can’t extend beyond four 10-foot cubes plus one 10-foot cube per caster level. The image lasts for as long as you concentrate. You can move the image within the limits of the size of the effect.

2nd: When you cast holographic image as a 2nd-level spell, it produces a hologram as per the 1st-level version of the spell, except the hologram can include minor sounds, but not understandable speech. The image lasts for as long as you concentrate plus 2 additional rounds.

3rd: When you cast holographic image as a 3rd-level spell, it produces a hologram as per the 1st-level version of the spell, except the hologram can include sound, smell, and thermal illusions (but not speech). The image disappears when it is struck by an opponent, unless you cause the hologram to react appropriately. The image lasts for as long as you concentrate plus 3 additional rounds.

4th: When you cast holographic image as a 4th-level spell, it produces a hologram as per the 3rd-level version of the spell, except the hologram follows a script determined by you. It follows that script for 1 minute per level without you having to concentrate on it. The hologram can include intelligible speech, if you wish.

5th: When you cast holographic image as a 5th-level spell, it produces a hologram as per the 4th-level version of the spell, except the size of the hologram can’t extend beyond a 20-foot cube plus one 10-foot cube per caster level.

You can choose to make the hologram permanent at the time of casting. By concentrating, you can move the image within the limits of the range, but it is static while you are not concentrating.

Alternatively, you can have the hologram activate when a specific condition (which you set at the time of casting) occurs. The event that triggers the hologram can be as general or as specific and detailed as desired, but it must be based on an audible, olfactory, tactile, or visual trigger. The trigger can’t be based on some quality not normally obvious to the senses, such as alignment. The spell lasts until it is triggered, and then the hologram lasts for 1 round per caster level.

6th: When you cast holographic image as a 6th-level spell, it creates a quasi-real, illusory version of yourself at medium range (100 feet + 10 feet/level). This hologram looks, sounds, and smells like you, but it is intangible. The hologram mimics your actions (including speech) unless you use a move action to direct it to act differently. You can see through its eyes and hear through its ears as if you were standing where it is, and during your turn you can switch from using its senses to using your own, or back again, as a move action. While you are using its senses, your body is considered blinded and deafened.

If you desire, any spell you cast with a range of touch or greater can originate from the hologram instead of from you. The hologram can’t cast spells on itself except for illusion spells. Spells cast in this manner affect other targets normally, despite originating from the hologram.

An object isn’t deceived by illusions (treat as if it had succeeded at its Will saving throw). The hologram remains for 1 round per level, and you must maintain line of effect to the hologram at all times. If your line of effect is obstructed, the spell ends. If you use dimension door, plane shift, teleport, or a similar spell that breaks your line of effect, even momentarily, the spell ends. This casting of the spell is a shadow effect.

Source

Core Rulebook pg. 360

You weave nearby photons into illusory holograms that can take almost any form you can imagine. These holograms are usually effective against cameras, robots, and living creatures.

1st: When you cast holographic image as a 1st-level spell, it produces a purely visual hologram at long range (400 feet + 40 feet/level). The image has no sound, smell, texture, or temperature. The image can’t extend beyond four 10-foot cubes plus one 10-foot cube per caster level. The image lasts for as long as you concentrate. You can move the image within the limits of the size of the effect.

2nd: When you cast holographic image as a 2nd-level spell, it produces a hologram as per the 1st-level version of the spell, except the hologram can include minor sounds, but not understandable speech. The image lasts for as long as you concentrate plus 2 additional rounds.

3rd: When you cast holographic image as a 3rd-level spell, it produces a hologram as per the 1st-level version of the spell, except the hologram can include sound, smell, and thermal illusions (but not speech). The image disappears when it is struck by an opponent, unless you cause the hologram to react appropriately. The image lasts for as long as you concentrate plus 3 additional rounds.

4th: When you cast holographic image as a 4th-level spell, it produces a hologram as per the 3rd-level version of the spell, except the hologram follows a script determined by you. It follows that script for 1 minute per level without you having to concentrate on it. The hologram can include intelligible speech, if you wish.

5th: When you cast holographic image as a 5th-level spell, it produces a hologram as per the 4th-level version of the spell, except the size of the hologram can’t extend beyond a 20-foot cube plus one 10-foot cube per caster level.

You can choose to make the hologram permanent at the time of casting. By concentrating, you can move the image within the limits of the range, but it is static while you are not concentrating.

Alternatively, you can have the hologram activate when a specific condition (which you set at the time of casting) occurs. The event that triggers the hologram can be as general or as specific and detailed as desired, but it must be based on an audible, olfactory, tactile, or visual trigger. The trigger can’t be based on some quality not normally obvious to the senses, such as alignment. The spell lasts until it is triggered, and then the hologram lasts for 1 round per caster level.

6th: When you cast holographic image as a 6th-level spell, it creates a quasi-real, illusory version of yourself at medium range (100 feet + 10 feet/level). This hologram looks, sounds, and smells like you, but it is intangible. The hologram mimics your actions (including speech) unless you use a move action to direct it to act differently. You can see through its eyes and hear through its ears as if you were standing where it is, and during your turn you can switch from using its senses to using your own, or back again, as a move action. While you are using its senses, your body is considered blinded and deafened.

If you desire, any spell you cast with a range of touch or greater can originate from the hologram instead of from you. The hologram can’t cast spells on itself except for illusion spells. Spells cast in this manner affect other targets normally, despite originating from the hologram.

An object isn’t deceived by illusions (treat as if it had succeeded at its Will saving throw). The hologram remains for 1 round per level, and you must maintain line of effect to the hologram at all times. If your line of effect is obstructed, the spell ends. If you use dimension door, plane shift, teleport, or a similar spell that breaks your line of effect, even momentarily, the spell ends. This casting of the spell is a shadow effect.

Source

Core Rulebook pg. 360

You create a thin, circular plane of force 3 feet in diameter and able to hover up to 3 feet above the ground. When you cast this spell, you can give the disk general instructions, such as “Take me across this field of lava,” or “Take the rescued shirren back to town.” You can tell the disk to go to any location you are familiar with, and it follows these instructions without error, even traveling beyond the spell’s range. If you give the disk no instructions, it follows 5 feet behind you. The disk can carry up to 20 bulk for each caster level you have, has a fly speed of 60 feet (no higher than 3 feet), and can move beyond the spell’s range. It moves at your command or the command of a creature you designate, as a move action, and it raises and lowers itself on similar command, so getting on or off the disk can be done as part of the move action to move into the disk’s space. As a standard action, you can give the disk new general instructions.

If the spell ends before the disk completes its task, the disk completes as much as it can before disappearing. When the disk disappears, whatever it was carrying falls to the surface beneath it.

You create a spinning disk made of pure, shimmering force and hurl it at one opponent within range, potentially striking other nearby enemies as the disk ricochets. Choose the initial target, and make a @[ranged attack][roll d20 + character.attack.ranged as attack for 'Hurl Forcedisk'] against its EAC. If the attack hits, the disk deals @[3d6 force damage][roll 3d6 as damage for 'Hurl Forcedisk']. The disk then ricochets to hit up to four more creatures of your choice, each no more than 15 feet from the last target. Make a ranged attack against each successive target’s EAC in turn; the disk deals @[2d6 force damage][roll 2d6 as damage for 'Hurl Forcedisk'] to each secondary target struck (this damage is rolled separately for each target). The disk continues to ricochet in this way until it has attempted to strike five creatures, or until there are no more valid targets, or until you voluntarily end the spell. A creature can take damage only once from a single casting of this spell.

The forcedisk is subject to spell resistance, so you must attempt a caster level check (1d20 + your caster level) against each target with spell resistance before determining whether the target might take damage. If you fail this check, the spell ends.

The exact shape of the forcedisk is superficially changeable; as part of casting this spell, a spellcaster can decide to make it shaped differently from a traditional disk. For example, using this spell to create a starknife made of force is popular among Desna’s followers. The spell still deals the amount of damage described above regardless of the disk’s shape.

Source

Core Rulebook pg. 360

This spell allows you to attempt to identify the function of a magic item (with Mysticism) or technological device (with Engineering) each round. You gain a +10 insight bonus to skill checks to identify the properties and command words or passwords of items targeted when using this spell. This spell does not allow you to identify artifacts.

Source

Core Rulebook pg. 361

This spell causes targets to see an illusory star pattern, naturally occurring space phenomena, or another general skyscape you choose the details of during casting. The spell’s effects grant a +3 circumstance bonus to Bluff checks or related skill checks to convince the targets of something related to the false skyscape, such as their location on a planet according to the stars.

You subtly rearrange the internal circuitry of a computer system or module, programming it to convey a certain dataset when accessed (either normally or if it is hacked). You can implant up to one piece of data per caster level. A piece of data consists of a simple fact, such as a creature or object’s location or physical description, a creature or object’s tangible or intangible value, or another simple statement. When an affected computer system or module is accessed, this implanted data is the first data the accessing individual gains, regardless of what data the individual is actually looking for, though the accessing individual can access the system or module’s actual information if it looks beyond the implanted data. The implanted data vanishes from the system or module once the accessing individual has reviewed it. If this spell’s duration ends before an individual accesses the implanted data, the implanted data vanishes.

The implanted data can be made permanent with a special ritual, which takes 1 hour and requires materials worth 5,000 credits. Once it’s made permanent, the implanted data temporarily vanishes after it is accessed, but it returns 1 hour later.

Source

Core Rulebook pg. 361

You cause all targets of this spell to lose proficiency with one class of weapons of your choice (basic or advanced melee weapons, small arms, longarms, heavy weapons, grenades, or natural weapons) and suffer the normal penalties for attacks made with weapons they are not proficient with.

Source

Armory pg. 157

You make a @[melee attack][roll d20 + character.attack.melee as attack for 'Inflame'] against a single target’s EAC. If you hit, the target must succeed at a Fortitude save or it is sickened and develops painful blisters and boils that last for the spell’s duration. If the target takes bludgeoning, piercing, or slashing damage while inflamed, the boils burst, dealing @[4d6 acid damage][roll 4d6 as damage for 'Inflame'] to the target and all adjacent creatures; adjacent creatures can halve this damage with a successful Reflex save. Once the boils burst, the spell ends and the sickened effect continues until the end of the target’s next turn.

Source

Alien Archive 4 pg. 19

You telepathically rack the target’s mind and body with agonizing pain that imposes a –2 penalty to ability checks, attack rolls, and skill checks. A target that succeeds at a Will saving throw reduces the duration to 1 round.

Source

Core Rulebook pg. 361

You concentrate key particles in your blood into tiny biological nanobots that you can inject into a foe with a touch, disrupting and damaging its natural processes. Make a @[melee attack][roll d20 + character.attack.melee as attack for 'Inject Nanobots'] against the target’s EAC; if you hit, the nanobots deal @[4d8 damage][roll 4d8 as damage for 'Inject Nanobots'] and swarm through the target’s biological or mechanical systems, causing the creature to be confused, as per confusion, for 1 round per your caster level. If the target succeeds at a Fortitude save, it takes only half damage and negates the confusion effect. A confused target can attempt a Will saving throw at the beginning of its turn each round to end the confusion effect.

Casting this spell doesn’t provoke attacks of opportunity.

Source

Core Rulebook pg. 361

You conjure bits of technology infused with magic to create one functional, temporary cybernetic augmentation with a level equal to or lower than your caster level. You decide which cybernetic augmentation to create when you cast this spell. The target must have the chosen system available for augmentation. If the target’s chosen system already has its maximum number of augmentations, this spell has no effect. The augmentation appears without harm and functions for the spell’s duration, dissipating harmlessly into nothing when the spell ends.

The creature or object touched becomes invisible (see page 264). If the target is a creature, any gear it is carrying vanishes as well. If you cast the spell on someone else, neither you nor your allies can see the target unless you can normally see invisible things or you employ magic to do so.

The spell ends if the target attacks any creature. For purposes of this spell, an attack includes any spell or harmful effect targeting a foe or whose area or effect includes a foe. Actions directed at unattended objects don’t break the spell. Spells that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon security forces and have them attack, start a trash compactor with foes inside, remotely trigger traps, and so forth.

Source

Core Rulebook pg. 362

The target and its gear cannot be detected by cameras, motion detectors, technological armor upgrades such as infrared sensors, biotech and cybernetic eyes or ears, or other technological devices, and it is invisible to constructs with the technological subtype. The target is missing from technological images captured while the spell lasts, security cameras do not display the target, microphones pick up no sounds the target makes, and the target cannot trigger technological traps. This spell creates disadvantages for the target, as well. Talking on a comm unit is impossible while subjected to this spell, and automatic doors do not open for the target.

Items dropped, put down, or thrown by the target become visible to technology. Items picked up disappear if tucked into clothing or a bag carried by the target. Light remains visible to technology, but a source of light might be invisible. If any part of an item the target carries extends more than 10 feet from the target, that part becomes visible to technology. This spell ends under the same circumstances as an invisibility spell.

You touch a target with a device you’re holding that uses electricity, requiring a @[melee attack][roll 1d20 + character.attack.melee as attack for 'Jolting Surge'] against the target’s EAC. Alternatively, you can instead touch an electrical device a target is wearing (or a target that is an electrical device, such as a robot) with your hand, gaining a +2 bonus to your attack roll. Either way, if your attack hits, the electrical device surges out of control, dealing @[4d6 electricity damage][roll 4d6 as damage for 'Jolting Surge'] to your target.

Casting this spell doesn’t provoke attacks of opportunity.

Source

Core Rulebook pg. 363

You turn a pile of technological junk into a suit of light armor, or use it to upgrade a suit of light armor to heavy armor. You must target inert, nonworking electronic equipment of at least 1 bulk. Valid targets include a large broken computer system, nonworking or unconnected computer or robot parts, a destroyed robot or another such trashed mechanical system, or any related electronic components or combination of the above, as long as the junk is found in sufficient quantity.

You can cause the armor to be created on yourself or an adjacent willing or unconscious ally. Light or heavy armor you create requires proficiency to use without penalties as normal. If you use this spell to create light armor, the armor has an EAC bonus equal to your caster level, a KAC bonus equal to your caster level + 2, and a maximum Dex bonus equal to 1 + one quarter your caster level. Using junk armor to temporarily turn light armor into heavy armor increases the armor’s EAC bonus by 1 and its KAC bonus by 2, reduces its maximum Dexterity bonus by 3, and worsens its armor check penalty by 2. Any armor created by the junk armor spell provides environmental protections for the spell’s duration.

Source

Pact Worlds pg. 205

You transform a pile of technological junk into three grenades. You must target inert, nonworking electronic equipment of at least 1 bulk. Valid targets include a broken computer system, nonworking or unconnected computer or robot parts, a destroyed robot or another such trashed mechanical system, or any combination of related electronic components from the above, as long as the junk is found in sufficient quantity.

You’re automatically proficient with these grenades, and these grenades function only for you. Each grenade’s damage and explode radius varies by the spell’s level. If the spell lets you choose between multiple damage types, you can choose for grenades to deal different damage types (for a grenade that deals energy damage, choose acid, cold, electricity, or fire). As a full action, you can change the damage and damage type of a junk grenade you’re holding into a different type allowed by the spell. Creatures affected by a junk grenade can attempt a Reflex saving throw using your spell’s saving throw DC to take half damage.

When you cast this spell as a 2nd-level or higher spell, rather than creating 3 grenades, you can choose to create 5 grenades using the next lowest spell level (such as 5 grenades that deal 2d6 piercing damage when casting this as a 3rd-level spell).

1st: Each junk grenade deals @[1d6 piercing damage][roll 1d6 as damage for 'Junk Grenade'] and has an explode radius of 10 feet.

2nd: Each junk grenade deals @[2d6 piercing damage][roll 2d6 as damage for 'Junk Grenade'] and has an explode radius of 10 feet.

3rd: Each junk grenade deals either 4d6 piercing damage or @[4d4 energy damage][roll 4d4 as damage for 'Junk Grenade'] and has an explode radius of 10 feet.

4th: Each junk grenade deals either 6d6 piercing damage or @[6d4 energy damage][roll 6d4 as damage for 'Junk Grenade'] and has an explode radius of 15 feet.

5th: Each junk grenade deals either 8d6 piercing damage or @[8d4 energy damage][roll 8d4 as damage for 'Junk Grenade'] and has an explode radius of 15 feet.

6th: Each junk grenade deals either 11d6 piercing damage or @[11d4 energy damage][roll 11d4 as damage for 'Junk Grenade'] and has an explode radius of 15 feet.

Source

Ports of Call pg. 83

You transform a pile of technological junk into three grenades. You must target inert, nonworking electronic equipment of at least 1 bulk. Valid targets include a broken computer system, nonworking or unconnected computer or robot parts, a destroyed robot or another such trashed mechanical system, or any combination of related electronic components from the above, as long as the junk is found in sufficient quantity.

You’re automatically proficient with these grenades, and these grenades function only for you. Each grenade’s damage and explode radius varies by the spell’s level. If the spell lets you choose between multiple damage types, you can choose for grenades to deal different damage types (for a grenade that deals energy damage, choose acid, cold, electricity, or fire). As a full action, you can change the damage and damage type of a junk grenade you’re holding into a different type allowed by the spell. Creatures affected by a junk grenade can attempt a Reflex saving throw using your spell’s saving throw DC to take half damage.

When you cast this spell as a 2nd-level or higher spell, rather than creating 3 grenades, you can choose to create 5 grenades using the next lowest spell level (such as 5 grenades that deal 2d6 piercing damage when casting this as a 3rd-level spell).

1st: Each junk grenade deals @[1d6 piercing damage][roll 1d6 as damage for 'Junk Grenade'] and has an explode radius of 10 feet.

2nd: Each junk grenade deals @[2d6 piercing damage][roll 2d6 as damage for 'Junk Grenade'] and has an explode radius of 10 feet.

3rd: Each junk grenade deals either 4d6 piercing damage or @[4d4 energy damage][roll 4d4 as damage for 'Junk Grenade'] and has an explode radius of 10 feet.

4th: Each junk grenade deals either 6d6 piercing damage or @[6d4 energy damage][roll 6d4 as damage for 'Junk Grenade'] and has an explode radius of 15 feet.

5th: Each junk grenade deals either 8d6 piercing damage or @[8d4 energy damage][roll 8d4 as damage for 'Junk Grenade'] and has an explode radius of 15 feet.

6th: Each junk grenade deals either 11d6 piercing damage or @[11d4 energy damage][roll 11d4 as damage for 'Junk Grenade'] and has an explode radius of 15 feet.

Source

Ports of Call pg. 83

You summon sharp fragments of technological junk that fly toward your target and deal @[3d6 piercing and slashing damage][roll 3d6 as damage for 'Junk Shards']. The spell leaves behind 1 bulk of junked electronic equipment in the target creature’s space that is suitable for targeting with spells such as battle junkbot, handy junkbot, healing junkbot, junk armor, junk restraints, or junksword. The junked electronics have no resale value and cannot be repaired into any functioning item. A creature trained in Engineering or Physical Science can reveal the useless nature of the junk by directly examining it.

Source

Near Space pg. 156

You turn a pile of technological junk into a one-handed melee weapon that you can wield against your foes. You must target inert, nonworking electronic equipment of at least 1 bulk. Valid targets include a large broken computer system, nonworking or unconnected computer or robot parts, a destroyed robot or another such trashed mechanical system, or any related electronic components or combination of the above, as long as the junk is found in sufficient quantity.

You are automatically proficient with this melee weapon, and you add 1-1/2 times your caster level to damage rolls with it (in place of a Weapon Specialization bonus). A junksword functions only for its creator, and once created it cannot leave your hand. Should you wish to sheathe it, the junksword obliges by collapsing into a wreath of junk that surrounds your hand like a glove.

You can grant your junksword additional abilities based on the spell’s level. You can change one modification to your junksword as a move action, or you can completely reconfigure all of its modifications as a full action.

1st: Your junksword deals 1d4 bludgeoning and slashing damage and has the analog weapon special property. In addition, you can grant your junksword up to two of the following special properties: block, disarm, nonlethal, reach, or trip.

2nd: Your junksword deals 1d8 bludgeoning and slashing damage and has the analog weapon special property. In addition, you can grant your junksword up to three of the special properties from the 1st-level list.

3rd: Your junksword has either the analog or powered (capacity 30, usage 2) weapon special property (your choice). It deals 2d4 bludgeoning and slashing damage if it’s an analog weapon, or 2d4 electricity damage if it’s a powered weapon. In addition, you can grant your junksword up to three of the special properties from the 1st-level list, plus the staggered critical effect. If you select the powered option, your junksword’s battery is integrated and cannot be removed, recharged, replaced, or used to power other devices.

4th: This functions as the 3rd-level junksword, but it deals 2d8 bludgeoning and slashing damage if it’s an analog weapon or 3d4 damage if it’s a powered weapon, and it gains the stunned critical effect (rather than staggered).

5th: This functions as the 3rd-level casting of junksword, but the junksword deals 3d10 bludgeoning and slashing damage if it’s an analog weapon or 3d6 electricity damage if it’s a powered weapon, and it gains the stunned critical effect (rather than staggered).

6th: This functions as the 3rd-level casting of junksword, but the junksword deals 6d6 bludgeoning and slashing damage if it’s an analog weapon or 3d8 electricity damage if it’s a powered weapon, and it gains the stunned critical effect (rather than staggered). Additionally, you can grant the junksword one of the following weapon fusions: dispelling, entangling, ghost killer, merciful, or spellthrower.

Source

Pact Worlds pg. 205

You turn a pile of technological junk into a one-handed melee weapon that you can wield against your foes. You must target inert, nonworking electronic equipment of at least 1 bulk. Valid targets include a large broken computer system, nonworking or unconnected computer or robot parts, a destroyed robot or another such trashed mechanical system, or any related electronic components or combination of the above, as long as the junk is found in sufficient quantity.

You are automatically proficient with this melee weapon, and you add 1-1/2 times your caster level to damage rolls with it (in place of a Weapon Specialization bonus). A junksword functions only for its creator, and once created it cannot leave your hand. Should you wish to sheathe it, the junksword obliges by collapsing into a wreath of junk that surrounds your hand like a glove.

You can grant your junksword additional abilities based on the spell’s level. You can change one modification to your junksword as a move action, or you can completely reconfigure all of its modifications as a full action.

1st: Your junksword deals 1d4 bludgeoning and slashing damage and has the analog weapon special property. In addition, you can grant your junksword up to two of the following special properties: block, disarm, nonlethal, reach, or trip.

2nd: Your junksword deals 1d8 bludgeoning and slashing damage and has the analog weapon special property. In addition, you can grant your junksword up to three of the special properties from the 1st-level list.

3rd: Your junksword has either the analog or powered (capacity 30, usage 2) weapon special property (your choice). It deals 2d4 bludgeoning and slashing damage if it’s an analog weapon, or 2d4 electricity damage if it’s a powered weapon. In addition, you can grant your junksword up to three of the special properties from the 1st-level list, plus the staggered critical effect. If you select the powered option, your junksword’s battery is integrated and cannot be removed, recharged, replaced, or used to power other devices.

4th: This functions as the 3rd-level junksword, but it deals 2d8 bludgeoning and slashing damage if it’s an analog weapon or 3d4 damage if it’s a powered weapon, and it gains the stunned critical effect (rather than staggered).

5th: This functions as the 3rd-level casting of junksword, but the junksword deals 3d10 bludgeoning and slashing damage if it’s an analog weapon or 3d6 electricity damage if it’s a powered weapon, and it gains the stunned critical effect (rather than staggered).

6th: This functions as the 3rd-level casting of junksword, but the junksword deals 6d6 bludgeoning and slashing damage if it’s an analog weapon or 3d8 electricity damage if it’s a powered weapon, and it gains the stunned critical effect (rather than staggered). Additionally, you can grant the junksword one of the following weapon fusions: dispelling, entangling, ghost killer, merciful, or spellthrower.

Source

Pact Worlds pg. 205

You can use magic to temporarily fix an object. This spell doesn’t restore Hit Points to an object; instead, it temporarily negates the broken condition, allowing the object to function normally. During the spell’s duration, the object’s hardness is also doubled. If parts of the object are missing, the magic temporarily substitutes for these parts.Jury-rig can temporarily fix destroyed magic items and items with charges, but these items have the exact same number of charges as when they were destroyed. Charges spent while under the effects of jury-rig are consumed as normal. Single-use consumable items (such as serums and grenades) can’t be fixed with jury-rig.

The target gains a +2 insight bonus to Perception checks and gains low-light vision. Targets that have low-light vision double the distance they can see under the effects of this spell.

Source

Core Rulebook pg. 363

Knock opens barred, computer-sealed, locked, or stuck doors, as well as those subject to hold portal or security seal. When you complete the casting of this spell, attempt a caster level check (1d20 + your caster level) against the DC of the lock or computer seal with a +10 bonus. If successful, knock opens up to two means of closure. This spell opens secret doors (but doesn’t identify secret doors you haven’t found) as well as locked or trick-opening containers, starship doors, and similar secured entryways. It also loosens chains, shackles, or welds (provided they serve to hold something shut). If used to open a door closed with security seal, the spell doesn’t remove the seal but simply suspends its functioning for 10 minutes. In all other cases, the door does not relock itself or become stuck again on its own. Knock does not raise barred gates or similar impediments (such as a force field barrier) or open any door or container larger than the spell’s area, nor does it affect ropes, webs, and the like.

Source

Core Rulebook pg. 363

You learn the general location of one creature on the same planetary body as you, up to the size of a large planet, such as a gas giant. You must be able to identify the creature clearly from personal knowledge of who they are. If you and the creature you identify are not on the same planet-sized body, the spell fails. You can input the coordinates into any computer attached to an infosphere on the same planet to find general directions. If you use the Piloting skill’s navigation task to reach the coordinates, these directions make your familiarity seldom visited (DC 15) even if the area would normally be unfamiliar.

This spell creates a net of dangerous lasers between two solid points. The net can appear only if there are appropriate anchoring surfaces at both ends of the beams, such as two walls, a wall and a ceiling, or the like. Otherwise, the spell fails.

Creatures that move through the laser net must succeed at a Reflex saving throw or take @[1d6+1 fire damage][roll 1d6 + 1 as damage for 'Laser Net'] per 5 feet of laser net they move through. Creatures that move no more than 5 feet in the laser net receive a +2 circumstance bonus to this saving throw, but creatures that move through more than 15 feet of the laser net in a single turn take a –2 penalty to the saving throw.

You can cast last gasp as a reaction when a creature within range would die from suffocation. They instead begin attempting Constitution checks as though they had just run out of air (including resetting the DC of such checks to 10).

You remove any one of the following conditions affecting the target: shaken, sickened, or staggered. If the condition is the result of a disease or another ongoing effect, this spell removes the condition but does not cure the disease or ongoing effect, and the target can regain the condition from that effect as normal, potentially immediately. Lesser remove condition also doesn’t cure or remove other damage or conditions the target is suffering from any source, even the same source that caused the removed condition. Since this spell’s duration is instantaneous, it does not prevent the target from gaining the condition again.

Casting this spell doesn’t provoke attacks of opportunity.

Source

Core Rulebook pg. 373

Lesser restoration dispels any magical effects reducing one of the target’s ability scores, or it @[heals 1d4 temporary ability damage][roll 1d4 as heal for 'Lesser Restoration'] to one of the target’s ability scores. It also eliminates any fatigue suffered by the creature or improves an exhausted condition to fatigued, but it doesn’t remove any underlying source of fatigue or exhaustion. It also doesn’t heal permanent ability drain. A target that has benefited from the removal of fatigue or the reduction of exhaustion from lesser restoration can’t benefit from either effect again for 24 hours.

Source

Core Rulebook pg. 374

You surround the target creatures with a constant and movable 1-inch shell of tolerable living conditions customized for each creature. This shell enables the targets to breathe freely in a variety of atmospheric conditions (including in corrosive, thick, thin, and toxic atmospheres), as well as underwater or in a vacuum. It also makes the targets immune to harmful gases and vapors, including inhaled diseases and poisons as well as spells with a harmful gaseous effect. In addition, the shell protects targets (and their equipment) from extreme temperatures (between –50° and 140° F) without having to attempt Fortitude saving throws, as well as extreme pressures.

Life bubble doesn’t provide protection from energy damage, negative or positive energy (such as found on the Negative and Positive Energy Planes), or radiation; it also doesn’t provide the ability to see in conditions of poor visibility (such as in smoke or fog) or the ability to move or act normally in conditions that impede movement (such as underwater).

Source

Core Rulebook pg. 363

You siphon part of your lifeforce into an unseen reservoir. When you cast this spell, roll @[2d8][roll 2d8 as damage for 'Lifeforce Reservior'] and reduce your current and maximum Hit Point totals by the result. As a reaction or swift action, you can channel the reserved lifeforce into a dying creature within 30 feet of you, restoring @[4d8][roll 4d8 as heal for 'Lifeforce Reservoir'] of the target’s Hit Points. If you use this effect or it expires, restore your maximum Hit Point total to their prior value.

Source

Starfinder Enhanced pg. 123

You create a holographic lifting frame around the target to subtly reinforce the target’s musculature and posture. For the duration, the target’s Strength modifier is +5 for carrying capacity and destroying objects using Strength.

This spell was created by formian myrmarchs to prevent workers from getting lost when sent far afield. When you cast this spell, you designate a specific building as your hive. Your hive must be a familiar structure (or starship) that you can picture clearly in your mind. You can have only one hive at a time, and designating a new hive immediately replaces any previous hive. As a full action when you’re away from your hive, you can mentally focus on your hive to determine the direction and distance to your hive. If you aren’t on the same plane or planetary body as your hive, this spell fails.

Source

Galactic Magic pg. 76

You infuse one computer system or module with protective energy, inuring it against attempts to access it.

As long as this spell is in effect, the first time a creature unsuccessfully attempts to access, destroy, or manipulate the affected computer system or module (using the Computers skill or otherwise), it takes @[6d6 damage][roll 6d6 as damage for 'Logic Bomb'] (either cold, electricity, or fire damage; you choose when casting the spell, and the spell gains the appropriate descriptor). The creature can attempt a Fortitude saving throw for half damage, and spell resistance applies. This damage is in addition to any negative effects the creature suffers due to the system’s other countermeasures.

Source

Core Rulebook pg. 340

You conjure a shining beacon that flies across the battlefield, latching onto a target in range. The beacon illuminates the target with normal light. This makes it impossible for the target to gain concealment from, or hide in, areas of dim light or darkness.

A creature within reach of the beacon can attempt to remove the beacon as a standard action by succeeding at a Strength check against the spell’s DC. If the beacon is removed, it immediately vanishes.

You launch magical projectiles from your fingertips. Attempt a @[ranged attack][roll d20 + character.attack.ranged + ((character.spellcastingAbility.modifier - character.dexterity.modifier) max 0) as attack for 'Chronosphere'] against each target’s EAC, substituting your key spellcasting ability modifier for your Dexterity if it’s higher. On a success, each arrow deals piercing damage based on the slot you used to cast it.

1st: When cast as a 1st-level spell, each projectile deals @[1d6 piercing damage][roll 1d6 as damage for 'Magic Arrow'].

2nd: When cast as a 2nd-level spell, each projectile deals @[2d6 piercing damage][roll 2d6 as damage for 'Magic Arrow'].

3rd: When cast as a 3rd-level spell, each projectile deals @[3d6 piercing damage][roll 3d6 as damage for 'Magic Arrow'].

4th: When cast as a 4th-level spell, each projectile deals @[5d6 piercing damage][roll 5d6 as damage for 'Magic Arrow'].

5th: When cast as a 5th-level spell, each projectile deals @[7d6 piercing damage][roll 7d6 as damage for 'Magic Arrow'].

6th: When cast as a 6th-level spell, each projectile deals @[9d6 piercing damage][roll 9d6 as damage for 'Magic Arrow'].

You launch magical projectiles from your fingertips. Attempt a @[ranged attack][roll d20 + character.attack.ranged + ((character.spellcastingAbility.modifier - character.dexterity.modifier) max 0) as attack for 'Chronosphere'] against each target’s EAC, substituting your key spellcasting ability modifier for your Dexterity if it’s higher. On a success, each arrow deals piercing damage based on the slot you used to cast it.

1st: When cast as a 1st-level spell, each projectile deals @[1d6 piercing damage][roll 1d6 as damage for 'Magic Arrow'].

2nd: When cast as a 2nd-level spell, each projectile deals @[2d6 piercing damage][roll 2d6 as damage for 'Magic Arrow'].

3rd: When cast as a 3rd-level spell, each projectile deals @[3d6 piercing damage][roll 3d6 as damage for 'Magic Arrow'].

4th: When cast as a 4th-level spell, each projectile deals @[5d6 piercing damage][roll 5d6 as damage for 'Magic Arrow'].

5th: When cast as a 5th-level spell, each projectile deals @[7d6 piercing damage][roll 7d6 as damage for 'Magic Arrow'].

6th: When cast as a 6th-level spell, each projectile deals @[9d6 piercing damage][roll 9d6 as damage for 'Magic Arrow'].

You fire two missiles of magical energy that strike targets unerringly (the creatures must still be valid targets) and deal @[1d4+1 force damage][roll 1d4 + 1 as damage for 'Magic Missile'] each. You can’t target specific parts of a creature, and objects are not damaged by the spell.

You can target a single creature or several creatures, but each missile can strike only one creature. You must designate targets before you attempt to overcome spell resistance or roll damage.

You can cast this spell as a full action. If you do, you fire three missiles instead of two.

Source

Core Rulebook pg. 364

While this spell lasts, nearly invisible tendrils of energy surround you. As part of casting this spell or as a move action once per round, you can direct the energy to do one of the following.

  • Attempt a dirty trick combat maneuver as a melee attack against an adjacent creature. When attempting this melee attack, you can use your key ability score modifier in place of your Strength modifier.
  • Direct bothersome and distressing sensations against an adjacent creature. That creature must succeed at a Will save (DC = 12 + your key ability score modifier) or become flat-footed until the beginning of your next turn.
  • Grant you concealment until the start of your next turn.

This spell functions as mending, except it restores @[5d6 Hit Points][roll 5d6 as heal for 'Make Whole'] when cast on an object or construct creature. Make whole can fix destroyed magic items, and it restores the magic properties of the item if your technomancer level is at least twice the item’s level. Items with charges (such as batteries) and single-use items (such as potions and grenades) can’t be repaired in this way. When you cast make whole on a construct, the spell bypasses any immunity to magic as if the spell did not allow spell resistance.

Source

Core Rulebook pg. 364

You can briefly align your will to the circuitry or structure of an unattended technological weapon or a technological item with a usage entry, provided the target has an item level equal to or lower than your caster level + 3. The target can even have the broken condition. When you do so, you can cause the item to act as if you activated it without moving it from its space. If the target is a weapon, you can cause it to fire or activate for the rest of your turn. Then, you can make one attack against a creature in range using your ranged attack bonus plus your Intelligence modifier or your melee attack bonus plus your Intelligence modifier, whichever is applicable for the weapon you activate. If the target is a technological item with a usage entry, the item activates for the time listed in that usage entry. This spell provides any charges or ammunition used by your activation.

You create @[2d4][roll 2d4 as custom for 'Megavitamin'] powerful vitamins. One of these supplements meets its eater’s food needs for 24 hours and causes the eater to regain 1 Hit Point. A creature can regain no more than 8 Hit Points from any megavitamin spell in a 24-hour period.

You inspire a moment of confusion that causes a creature to forget what occurred over the last round if it fails its saving throw. If you have failed a skill check against that target since the beginning of your last turn, you can attempt that check again without a penalty (if you have the appropriate number of actions remaining), or simply avoid the normal consequences of that failed skill check. If the target was in the middle of a task that requires longer than a single round to accomplish, it must begin again. If you target a creature casting a spell with a casting time of 1 round or longer, they must attempt a second Will save to continue casting the spell or the spell fails.

A creature you have injured in the last hour gains a +4 circumstance bonus to its Will saving throw.

You channel your mental mastery as magic that directly reinforces your body, allowing you to perform brief physical feats as acts of willpower. You gain one of the following three benefits of your choice.

Smart Strength: You apply your Intelligence modifier in place of your Strength modifier for melee or thrown weapon attack rolls, melee damage rolls, ability checks, and skill checks.

Insightful Agility: You apply your Wisdom modifier in place of your Dexterity modifier for attack rolls, Reflex saving throws, initiative checks, and calculating your Armor Class. Your armor’s maximum Dex bonus instead limits how much of your Wisdom modifier you can apply to AC.

Confident Endurance: You apply your Charisma modifier in place of your Constitution modifier for Fortitude saving throws. You gain temporary Hit Points equal to your Charisma modifier × half your caster level.

When you perform a full action, you can cast this spell as part of that action (and apply the spell’s effects to that action) rather than casting it as a swift action.

You create an anti-telepathic field around yourself. A creature within the area attempting to communicate or gain information using telepathy or limited telepathy, or attempting to cast the spells detect thoughts, mind link, mind probe, telepathic bond, telepathic message, or telepathy—or abilities that work as those spells, such as the mindlink and telepathic bond mystic class features—must succeed at a caster level check (DC = 15 + your caster level). On a failure, the effect targeting you fails.

You merge your consciousness with one touched creature, sharing your strengths and compensating for each other's weaknesses. For the duration of the spell, the targets can communicate by telepathy to a range of 30 feet; if either has telepathy from another source, they may both use that range instead. As long as the targets are within this telepathy range, they share the higher of their two saving throw modifiers against mind-affecting effects and have a +2 enhancement bonus against fear effects.

You pull latent technological energy from the air to form a cloud of fist-sized hindering microbots that fill an area you designate. The microbots begin in a 10-foot-square area when you create them, and you can create the cloud so that it shares the space of other creatures. If no creatures are within the cloud’s area, the microbots pursue and harass the nearest creature that is hostile to you as best they can each round. Although the microbots generally know which creatures are your enemies, you have no control over their targets or direction of travel. If there are multiple valid targets the microbots can harass, the cloud will split into a maximum of four 5-foot-square segments and pursue different targets.

The cloud (and any segments thereof) has a fly speed of 20 feet. Each round on your turn, the microbot cloud grants harrying fire (see page 247) against the foes in its spaces. In addition, the cloud grants covering fire (see page 246) to anyone attacked by foes in its spaces. The microbots constantly repair themselves and the cloud generates new microbots every few seconds, so any attack against them is essentially ineffective.

Source

Core Rulebook pg. 340

With a touch, you cause a surge of power to flow through the target’s slow-twitch muscle fiber (or its equivalent physiology if it has no muscle fibers), increasing the amount of bulk the creature can carry by 3.

Source

Pact Worlds pg. 206

You link your mind to that of a touched creature to swiftly communicate a large amount of complex information in an instant. You decide what the target learns, limited to any amount of information that otherwise could be communicated in 10 minutes. This information comes in a series of visual images and emotional sensations, and it isn’t language dependent.

Source

Core Rulebook pg. 365

You divine the most vulnerable portion of your opponent’s mind and overload it with a glut of psychic information. The target can attempt a Will saving throw to halve the damage dealt by this spell. This spell has no effect on creatures without an Intelligence score.

1st: When you cast mind thrust as a 1st-level spell, it deals @[2d10 damage][roll 2d10 as damage for 'Mystic Cure'] to the target.

2nd: When you cast mind thrust as a 2nd-level spell, it deals @[4d10 damage][roll 4d10 as damage for 'Mystic Cure'] to the target.

3rd: When you cast mind thrust as a 3rd-level spell, it deals @[7d10 damage][roll 7d10 as damage for 'Mystic Cure'] to the target.

4th: When you cast mind thrust as a 4th-level spell, it deals @[10d10 damage][roll 10d10 as damage for 'Mystic Cure'] to the target and the target is fatigued for 1 round if it fails its saving throw.

5th: When you cast mind thrust as a 5th-level spell, it deals @[15d10 damage][roll 15d10 as damage for 'Mystic Cure'] to the target. The target is exhausted for 1 round if it fails its save and it is fatigued for 1 round if it succeeds at its saving throw.

6th: When you cast mind thrust as a 6th-level spell, it deals @[17d10 damage][roll 17d10 as damage for 'Mystic Cure'] to the target. The target is exhausted and stunned for 1 round if it fails its save, and it is fatigued for 1 round if it succeeds at its saving throw.

Source

Core Rulebook pg. 365

You divine the most vulnerable portion of your opponent’s mind and overload it with a glut of psychic information. The target can attempt a Will saving throw to halve the damage dealt by this spell. This spell has no effect on creatures without an Intelligence score.

1st: When you cast mind thrust as a 1st-level spell, it deals @[2d10 damage][roll 2d10 as damage for 'Mystic Cure'] to the target.

2nd: When you cast mind thrust as a 2nd-level spell, it deals @[4d10 damage][roll 4d10 as damage for 'Mystic Cure'] to the target.

3rd: When you cast mind thrust as a 3rd-level spell, it deals @[7d10 damage][roll 7d10 as damage for 'Mystic Cure'] to the target.

4th: When you cast mind thrust as a 4th-level spell, it deals @[10d10 damage][roll 10d10 as damage for 'Mystic Cure'] to the target and the target is fatigued for 1 round if it fails its saving throw.

5th: When you cast mind thrust as a 5th-level spell, it deals @[15d10 damage][roll 15d10 as damage for 'Mystic Cure'] to the target. The target is exhausted for 1 round if it fails its save and it is fatigued for 1 round if it succeeds at its saving throw.

6th: When you cast mind thrust as a 6th-level spell, it deals @[17d10 damage][roll 17d10 as damage for 'Mystic Cure'] to the target. The target is exhausted and stunned for 1 round if it fails its save, and it is fatigued for 1 round if it succeeds at its saving throw.

Source

Core Rulebook pg. 365

You conjure a miniature messenger robot that appears in your space. The robot is a Tiny construct with the technological subtype. Its KAC and EAC are each equal to 10 + your caster level, it uses your saving throw modifiers, it has the evasion ability of a 2nd-level operative, and it has a number of Hit Points equal to your caster level. It has a 30-foot land speed, a 30-foot fly speed with average maneuverability, and a Perception bonus equal to your caster level.

Until given instructions, the robot remains in your space, either following you or perching on you. As a move action, you can command the robot to deliver a message or deliver an object to a place or creature of your choice. Once commanded, and each round thereafter, the robot performs two move actions to travel toward the intended target. The robot seeks the recipient based on your simple instructions and its own senses, and if it can’t find the recipient, it tries to return before the end of the spell’s duration to report its failure.

Upon arriving, it plays back the message audibly (though you can choose for the robot to communicate via displayed text or sign language) or presents the object (which the recipient can take from the robot with a free hand without spending an action). The robot then lingers for 1 round, either recording a response of 10 words or less or accepting an item from the recipient, after which the robot travels back toward you and delivers that message or item. A message must be 10 words or less, though for every additional move action you spend instructing the robot, you can increase the message length by 3 words or by a number of words equal to your Intelligence modifier, whichever is greater. The robot can carry only an item of light bulk or negligible bulk.

1st: The robot travels a maximum distance from you equal to 100 feet plus 10 feet per caster level. Once it returns to you, the spell ends.

2nd: The robot travels a maximum distance from you equal to 1,000 feet plus 100 feet per caster level. The spell doesn’t automatically end when the robot returns to you; you can command the robot to make a number of deliveries equal to 1 + 1 for every 4 caster levels you have before the spell ends.

Source

Ports of Call pg. 83

You conjure a miniature messenger robot that appears in your space. The robot is a Tiny construct with the technological subtype. Its KAC and EAC are each equal to 10 + your caster level, it uses your saving throw modifiers, it has the evasion ability of a 2nd-level operative, and it has a number of Hit Points equal to your caster level. It has a 30-foot land speed, a 30-foot fly speed with average maneuverability, and a Perception bonus equal to your caster level.

Until given instructions, the robot remains in your space, either following you or perching on you. As a move action, you can command the robot to deliver a message or deliver an object to a place or creature of your choice. Once commanded, and each round thereafter, the robot performs two move actions to travel toward the intended target. The robot seeks the recipient based on your simple instructions and its own senses, and if it can’t find the recipient, it tries to return before the end of the spell’s duration to report its failure.

Upon arriving, it plays back the message audibly (though you can choose for the robot to communicate via displayed text or sign language) or presents the object (which the recipient can take from the robot with a free hand without spending an action). The robot then lingers for 1 round, either recording a response of 10 words or less or accepting an item from the recipient, after which the robot travels back toward you and delivers that message or item. A message must be 10 words or less, though for every additional move action you spend instructing the robot, you can increase the message length by 3 words or by a number of words equal to your Intelligence modifier, whichever is greater. The robot can carry only an item of light bulk or negligible bulk.

1st: The robot travels a maximum distance from you equal to 100 feet plus 10 feet per caster level. Once it returns to you, the spell ends.

2nd: The robot travels a maximum distance from you equal to 1,000 feet plus 100 feet per caster level. The spell doesn’t automatically end when the robot returns to you; you can command the robot to make a number of deliveries equal to 1 + 1 for every 4 caster levels you have before the spell ends.

Source

Ports of Call pg. 83

This spell creates a number of illusory doubles of you that inhabit your square. These doubles make it difficult for enemies to precisely locate and attack you.

When you cast mirror image, it creates @[1d4 figment images][roll 1d4 as custom for 'Mirror Image']. These images remain in your space and move with you, mimicking your movements, sounds, and actions exactly. Whenever you are attacked or are the target of a spell that requires an attack roll, there is a possibility that the attack targets one of your images instead. If the attack hits, roll randomly to see whether the selected target is real or a figment. If it is a figment, the figment is destroyed. If the attack misses by 5 or less, one of your figments is destroyed by the near miss, and an attack that misses you due to a miss chance also destroys an image. Area spells and effects that don’t require an attack roll affect you normally and don’t destroy any of your figments. Spells with a range of touch are harmlessly discharged if used to destroy a figment.

An attacker must be able to see the figments to be fooled. If you are invisible or the attacker is blind, the spell has no effect. Blindsense doesn’t help distinguish the figments from the real you, but blindsight is sufficient to do so.

Source

Core Rulebook pg. 366

At dire risk from certain sonic frequencies, a conclave of quorlu mystics devised the modulate frequency spell, which enables you to change the frequencies of the sounds emitted by the target object or creature. For the duration of the spell, the sounds emitted by the target object or creature can be manipulated along the full sound spectrum, including extremely high and low frequencies that can’t be sensed by some species. The modulate frequency spell can distort the voice of a targeted creature, imposing a –5 penalty to checks attempted to identify the target’s voice, and such identification can succeed only by relying on speech patterns, distinguishing phrases, and other idiosyncrasies of the target’s speech rather than the sound of their voice itself. Voice commands uttered by the target creature can thus be made indecipherable to constructs and electronic devices.

Source

Galactic Magic pg. 77

With a touch, you heal and invigorate your target, restoring a number of Hit Points. If the target regains all of its Hit Points as a result of this healing, you can apply the remaining healing to yourself, as long as you are a living creature. On the other hand, if this isn’t enough to restore all the target’s Hit Points, you can transfer any number of your own Hit Points to the target, healing the target that amount. You can’t transfer more Hit Points than you have or more Hit Points than the target is missing.

Mystic cure restores a number of Hit Points to your target depending on the spell’s level.

1st: @[1d8 + your Wisdom modifier][roll 1d8 + character.wisdom.modifier as heal for 'Mystic Cure']

2nd: @[3d8 + your Wisdom modifier][roll 3d8 + character.wisdom.modifier as heal for 'Mystic Cure']

3rd: @[5d8 + your Wisdom modifier][roll 5d8 + character.wisdom.modifier as heal for 'Mystic Cure']

4th: @[7d8 + your Wisdom modifier][roll 7d8 + character.wisdom.modifier as heal for 'Mystic Cure']

5th: @[9d8 + your Wisdom modifier][roll 9d8 + character.wisdom.modifier as heal for 'Mystic Cure']

6th: @[11d8 + your Wisdom modifier][roll 11d8 + character.wisdom.modifier as heal for 'Mystic Cure']

In addition, unlike most healing, when you cast mystic cure as a spell of 4th-level or higher, you have two options to enhance its effects. The first option is to restore an extra 5d8 Hit Points with a 4th-level mystic cure spell, an extra @[7d8 Hit Points][roll 7d8 as heal for 'Mystic Cure'] with a 5th-level mystic cure spell, or an extra @[9d8 Hit Points][roll 9d8 as heal for 'Mystic Cure'] with a 6th-level mystic cure spell. The second option is to bring a target that died within 2 rounds back to life. In addition to healing such a creature, the spell returns the target to life, and the target takes a temporary negative level for 24 hours. This spell can’t resuscitate creatures slain by death effects, creatures turned into undead, or creatures whose bodies were destroyed, significantly mutilated, disintegrated, and so on.

Casting this spell doesn’t provoke attacks of opportunity.

Source

Core Rulebook pg. 367

With a touch, you heal and invigorate your target, restoring a number of Hit Points. If the target regains all of its Hit Points as a result of this healing, you can apply the remaining healing to yourself, as long as you are a living creature. On the other hand, if this isn’t enough to restore all the target’s Hit Points, you can transfer any number of your own Hit Points to the target, healing the target that amount. You can’t transfer more Hit Points than you have or more Hit Points than the target is missing.

Mystic cure restores a number of Hit Points to your target depending on the spell’s level.

1st: @[1d8 + your Wisdom modifier][roll 1d8 + character.wisdom.modifier as heal for 'Mystic Cure']

2nd: @[3d8 + your Wisdom modifier][roll 3d8 + character.wisdom.modifier as heal for 'Mystic Cure']

3rd: @[5d8 + your Wisdom modifier][roll 5d8 + character.wisdom.modifier as heal for 'Mystic Cure']

4th: @[7d8 + your Wisdom modifier][roll 7d8 + character.wisdom.modifier as heal for 'Mystic Cure']

5th: @[9d8 + your Wisdom modifier][roll 9d8 + character.wisdom.modifier as heal for 'Mystic Cure']

6th: @[11d8 + your Wisdom modifier][roll 11d8 + character.wisdom.modifier as heal for 'Mystic Cure']

In addition, unlike most healing, when you cast mystic cure as a spell of 4th-level or higher, you have two options to enhance its effects. The first option is to restore an extra 5d8 Hit Points with a 4th-level mystic cure spell, an extra @[7d8 Hit Points][roll 7d8 as heal for 'Mystic Cure'] with a 5th-level mystic cure spell, or an extra @[9d8 Hit Points][roll 9d8 as heal for 'Mystic Cure'] with a 6th-level mystic cure spell. The second option is to bring a target that died within 2 rounds back to life. In addition to healing such a creature, the spell returns the target to life, and the target takes a temporary negative level for 24 hours. This spell can’t resuscitate creatures slain by death effects, creatures turned into undead, or creatures whose bodies were destroyed, significantly mutilated, disintegrated, and so on.

Casting this spell doesn’t provoke attacks of opportunity.

Source

Core Rulebook pg. 367

With a touch, you replenish the negative energies that animate your target, restoring a number of Hit Points. If the target regains all of its Hit Points as a result of this healing, you can apply the remaining healing to yourself, as long as you are an undead creature.

Necromantic revitalization restores a number of Hit Points to your target depending on the spell’s level.

1st: @[1d8 + your Intelligence modifier][roll 1d8 + character.intelligence.modifier as heal for 'Necromantic Revitalization']

2nd: @[3d8 + your Intelligence modifier][roll 3d8 + character.intelligence.modifier as heal for 'Necromantic Revitalization']

3rd: @[5d8 + your Intelligence modifier][roll 5d8 + character.intelligence.modifier as heal for 'Necromantic Revitalization']

4th: @[7d8 + your Intelligence modifier][roll 7d8 + character.intelligence.modifier as heal for 'Necromantic Revitalization']

5th: @[9d8 + your Intelligence modifier][roll 9d8 + character.intelligence.modifier as heal for 'Necromantic Revitalization']

6th: @[11d8 + your Intelligence modifier][roll 11d8 + character.intelligence.modifier as heal for 'Necromantic Revitalization']

In addition, unlike with most healing, when you cast necromantic revitalization as a spell of 4th level or higher, you have two options to enhance its effects. The first option is to restore an extra 5d8 Hit Points with a 4th-level necromantic revitalization spell, an extra @[7d8 Hit Points][roll 7d8 as heal for 'Necromantic Revitalization'] with a 5th-level necromantic revitalization spell, or an extra @[9d8 Hit Points][roll 9d8 as heal for 'Necromantic Revitalization'] with a 6th-level necromantic revitalization spell. The second option is to restore a target that was destroyed within the past 2 rounds, bringing it back to its undead state with the number of Hit Points that would otherwise be restored by this spell. This spell can’t reanimate creatures that were destroyed by effects that specifically target or have a special effect against the undead (such as wall of fire) or creatures whose bodies were significantly mutilated, disintegrated, or otherwise obliterated. It also cannot restore an undead creature whose existence is tied to an object (such as a necrovite’s electroencephalon) if that object has been destroyed.

Casting this spell doesn’t provoke attacks of opportunity.

Source

Pact Worlds pg. 206

With a touch, you replenish the negative energies that animate your target, restoring a number of Hit Points. If the target regains all of its Hit Points as a result of this healing, you can apply the remaining healing to yourself, as long as you are an undead creature.

Necromantic revitalization restores a number of Hit Points to your target depending on the spell’s level.

1st: @[1d8 + your Intelligence modifier][roll 1d8 + character.intelligence.modifier as heal for 'Necromantic Revitalization']

2nd: @[3d8 + your Intelligence modifier][roll 3d8 + character.intelligence.modifier as heal for 'Necromantic Revitalization']

3rd: @[5d8 + your Intelligence modifier][roll 5d8 + character.intelligence.modifier as heal for 'Necromantic Revitalization']

4th: @[7d8 + your Intelligence modifier][roll 7d8 + character.intelligence.modifier as heal for 'Necromantic Revitalization']

5th: @[9d8 + your Intelligence modifier][roll 9d8 + character.intelligence.modifier as heal for 'Necromantic Revitalization']

6th: @[11d8 + your Intelligence modifier][roll 11d8 + character.intelligence.modifier as heal for 'Necromantic Revitalization']

In addition, unlike with most healing, when you cast necromantic revitalization as a spell of 4th level or higher, you have two options to enhance its effects. The first option is to restore an extra 5d8 Hit Points with a 4th-level necromantic revitalization spell, an extra @[7d8 Hit Points][roll 7d8 as heal for 'Necromantic Revitalization'] with a 5th-level necromantic revitalization spell, or an extra @[9d8 Hit Points][roll 9d8 as heal for 'Necromantic Revitalization'] with a 6th-level necromantic revitalization spell. The second option is to restore a target that was destroyed within the past 2 rounds, bringing it back to its undead state with the number of Hit Points that would otherwise be restored by this spell. This spell can’t reanimate creatures that were destroyed by effects that specifically target or have a special effect against the undead (such as wall of fire) or creatures whose bodies were significantly mutilated, disintegrated, or otherwise obliterated. It also cannot restore an undead creature whose existence is tied to an object (such as a necrovite’s electroencephalon) if that object has been destroyed.

Casting this spell doesn’t provoke attacks of opportunity.

Source

Pact Worlds pg. 206

You instill in the target an overwhelming obsession for new experiences. Whenever the affected creature attacks with the same weapon, casts the same spell, performs the same skill task, or takes the same full action 2 turns in a row, they become sickened until the end of their next turn. A target that’s sickened by this spell while already under the sickened effect due to this spell also becomes staggered until the end of their next turn.

You expend 1 Resolve Point to render a vehicle or technological device immune to corrosive atmospheres, water, heat, radiation, and other natural environmental dangers. If the target regains Hit Points while affected, its Hit Points are restored to their maximum.

Initially developed by impatient bantrid students, this spell has grown in popularity among those that want to consume a lot of information quickly. You touch one object and concentrate on a single data set contained within the object, such as a story, email, file, video, or website. You understand the gist of the data set and can quickly locate the most relevant pages or sections to your search. If the data set is written in a language you don’t know, or you attempt to gain information from a computer you don’t have access to, this spell automatically fails.

Source

Galactic Magic pg. 79

You collect the heat generated by nearby bodies and devices and vent it outward in a thermal wave, dealing @[2d8 fire damage][roll 2d8 as damage for 'Overheat'] to creatures and objects in the area.

Source

Core Rulebook pg. 367

You pluck details from alternate-reality versions of targets to weave parallel forms, making the targets appear and act differently. You affect the targets as if they were each under a disguise self spell, deciding the details when you cast this spell. In addition, parallel form provides the mannerisms of the chosen form, and the tactile and audible properties of the target’s equipment can seem different, although all the target’s gear must appear to be of the same sort (for example, a melee weapon can appear to be only another sort of melee weapon). If you cast this spell to make the target appear to be a specific individual, the target gains a +4 circumstance bonus to Bluff checks to claim to be that individual. A creature that interacts with the target and succeeds at a Will saving throw recognizes the parallel form as an illusion.

The target treats all other creatures as enemies and only itself as an ally. It must attempt attacks of opportunity whenever any creature provokes them. In addition, the target is shaken while adjacent to more than one creature.

You form a subtle mental link between yourself and the targets, enabling the targets to analyze and learn from your future errors. When you fail an attack roll, ability check, skill check, or saving throw, you can discharge this spell without spending an action to instantly instruct the spell’s targets how they might succeed where you failed. For 1 minute, the next time each of the targets attempts a similar action, check, or saving throw that you failed, they gain a bonus to their roll; they add a +4 insight bonus to a skill check, and for any of the other rolls, they instead roll 1d4 and add the result as an insight bonus to their roll.

For this spell, a similar action, check, or saving throw includes performing exactly the same check or save, such as attempting an Engineering check, Reflex save, or ranged attack after you failed an Engineering check, Reflex save, or ranged attack. At the GM’s discretion, a target can instead apply this benefit to a different type of roll as the target attempts to overcome the same obstacle against which the caster failed, such as adding a bonus to their Strength check to break down a door after the caster fails to unlock it with an Engineering check.

Source

Starfinder Enhanced pg. 124

The target is able to recall memories with perfect clarity. If the target has been subjected to displace memory, modify memory, or a similar effect, this spell provides no recall of those lost memories. However, the target realizes its memories have been altered by such a spell or effect.

You alter gravity’s effects on you. You treat gravity as if it were your choice of 1 step higher or lower (for example, if you were in an area of low gravity, you could choose either standard gravity or zero-g). You can suppress or resume this affect as a reaction or swift action. While under the effects of this spell, you can also reduce the distance of any forced movement that would affect you by 5 feet (minimum 0 feet), and you ignore penalties from the off-kilter condition.

Source

Near Space pg. 156

You infuse the weapon with magic, allowing you to phase the weapon in and out of existence to partially bypass armor. For the duration of the spell, attacks made with the weapon target EAC, even if the weapon deals kinetic damage.

Source

Alien Archive 4 pg. 73

You change a willing target’s shape into a predetermined polymorphed form of your choice. When you select this spell as a spell known, you design four polymorphed forms for each spell level at which you can cast this spell. These forms should be premade, following the rules for spells with the polymorph descriptor (starting on page 141) and the restrictions for each spell level of this spell, and be as ready to use in play as all other aspects of a character are. Each time you gain a character level, you can change which forms you have available.

You choose which of these predetermined polymorph forms the target changes into each time you cast the spell.

1st: Casting polymorph as a 1st-level spell allows you to transform the target into one of the four 1st-level polymorphed forms you know. Your polymorphed forms must comply with the additional restrictions that follow. Unlike most polymorph effects, these forms are close enough to the target’s true form to make the target recognizable, and they cannot duplicate any other specific individual. Each form must be of the animal or humanoid type. You can target only creatures that are Small or Medium with this spell, and all your polymorphed forms must be Small or Medium.

  • CR: The maximum CR is 1.
  • Defenses: The form can grant DR 1/magic or resistance 2 to one energy type.
  • Movement: The form can grant a land speed of up to 30 feet or a swim speed of up to 20 feet.
  • Racial Traits: You cannot grant racial traits.
  • Senses: The form can grant low-light vision or tracking (scent), but not both.

2nd: Casting polymorph as a 2nd-level spell allows you to completely transform the target into one of the four 2nd-level polymorphed forms you know. Your polymorphed forms must comply with the additional restrictions that follow. Each form must be an animal, fey, humanoid, magical beast, or monstrous humanoid. All your polymorphed forms must be Small or Medium.

  • CR: The maximum CR is 3.
  • Defensive Abilities: The form can grant DR 2/magic or resistance 5 to one energy type.
  • Racial Traits: The form can grant only one racial trait to each polymorphed form, and you can’t grant racial traits that include spell-like abilities.
  • Senses: The form can grant one of the following options:_ blindsense (scent) out to 5 feet, darkvision out to 60 feet, lowlight vision, or tracking (scent).
  • Speed: The form can grant the target a maximum land speed of 40 feet, climb speed of 20 feet, or swim speed of 30 feet.

3rd: Casting polymorph as a 3rd-level spell allows you to completely transform the target into one of the four 3rd-level polymorphed forms you know. Your polymorphed forms must comply with the additional restrictions that follow. Each form must be an aberration, animal, fey, humanoid, magical beast, monstrous humanoid, or vermin. See the vermin benefits in the Type and Subtype section of the polymorph rules. All your polymorphed forms must be Small or Medium.

  • CR: The maximum CR is 6.
  • Defensive Abilities: The form can grant DR 3/magic, resistance 5 to two different energy types, or resistance 10 to one energy type.
  • Racial Traits: The form can grant up to two racial traits (which must be from the same race) to each polymorphed form, one of which can include spell-like abilities.
  • Senses: The form can grant one of the following options: blindsense (scent, sound, or vibration) out to 15 feet, darkvision out to 60 feet, low-light vision, or tracking (scent).
  • Speed: The form can grant the target a maximum land speed of 40 feet, a burrow speed of up to 20 feet, a climb speed of 20 feet, a fly speed of 20 feet (Ex) with clumsy maneuverability, or a swim speed of 30 feet.

4th: Casting polymorph as a 4th-level spell allows you to completely transform the target into one of the four 4th-level polymorphed forms you know. Your polymorphed forms must comply with the additional restrictions that follow. Each form must be an aberration, animal, fey, humanoid, magical beast, monstrous humanoid, or vermin. See the vermin benefits in the Type and Subtype section of the polymorph rules. All your polymorphed forms must be Small, Medium, or Large.

  • CR: The maximum CR is 9.
  • Defensive Abilities: The form can grant DR 5/magic, resistance 5 to three different energy types, resistance 10 to two different energy types, or resistance 15 to one energy type.
  • Racial Traits: The form can grant up to two racial traits to each polymorphed form; one can include spell-like abilities.
  • Senses: The form can grant one of the following options:_ blindsense (scent, sound, or vibration) out to 30 feet, blindsight (scent, sound, or vibration) out to 5 feet, darkvision out to 60 feet and low-light vision, or tracking (scent).
  • Speed: The form can grant the target a maximum land speed of 40 feet, a burrow speed of up to 30 feet, a climb speed of 30 feet, a fly speed of 30 feet (Ex) with clumsy maneuverability, or a swim speed of 40 feet.

5th: Casting polymorph as a 5th-level spell allows you to completely transform the target into one of the four 5th-level polymorphed forms you know. Your polymorphed forms must comply with the additional restrictions that follow. Each form must be an aberration, animal, construct (only if cast as a technomancer spell), elemental, fey, humanoid, magical beast, monstrous humanoid, plant (only if cast as a mystic spell), or vermin. See the construct, elemental, plant, and vermin benefits in the Type and Subtype section of the polymorph rules. All your polymorphed forms must be Tiny, Small, Medium, or Large.

  • CR: The maximum CR is 12.
  • Defensive Abilities: The form can grant DR 5/—, resistance 10 to three different energy types, resistance 15 to two different energy types, or resistance 20 to one energy type.
  • Racial Traits: The form can grant up to three racial traits to each polymorphed form; one can include spell-like abilities.
  • Senses: The form can grant one of the following options: blindsense (scent, sound, or vibration) out to 30 feet, blindsight (scent, sound, or vibration) out to 15 feet, darkvision out to 90 feet and low-light vision, or tracking (scent).
  • Speed: The form can grant the target a maximum land speed of 40 feet, a burrow speed of up to 40 feet, a climb speed of 40 feet, a fly speed of 40 feet (Ex) with average maneuverability, or a swim speed of 40 feet.

6th: Casting polymorph as a 6th-level spell allows you to completely transform the target into one of the four 6th-level polymorphed forms you know. Your polymorphed forms must comply with the additional restrictions that follow. Each form must be an aberration, animal, construct (only if cast as a technomancer spell), elemental, fey, humanoid, magical beast, monstrous humanoid, plant (only if cast as a mystic spell), undead, or vermin. See the construct, elemental, plant, undead, and vermin benefits in the Type and Subtype section of the polymorph rules. All your polymorphed forms must be Diminutive, Tiny, Small, Medium, Large, or Huge.

  • CR: The maximum CR is 15.
  • Defensive Abilities: The form can grant DR 5/—, resistance 10 to three different energy types, resistance 15 to two different energy types, resistance 20 to one energy type, or immunity to disease, poison, or radiation.
  • Racial Traits: The form can grant up to four racial traits to each polymorphed form; one can include spell-like abilities.
  • Senses: The form can grant one of the following options: blindsense (scent, sound, or vibration) out to 30 feet, blindsight (scent, sound, or vibration) out to 15 feet, darkvision out to 90 feet and low-light vision, or tracking (scent).
  • Speed: The form can grant the target a maximum land speed of 60 feet, a burrow speed of up to 60 feet, a climb speed of 60 feet, a fly speed of 60 feet (Ex) with perfect maneuverability, or a swim speed of 60 feet.

Source

Alien Archive 2 pg. 145

You change a willing target’s shape into a predetermined polymorphed form of your choice. When you select this spell as a spell known, you design four polymorphed forms for each spell level at which you can cast this spell. These forms should be premade, following the rules for spells with the polymorph descriptor (starting on page 141) and the restrictions for each spell level of this spell, and be as ready to use in play as all other aspects of a character are. Each time you gain a character level, you can change which forms you have available.

You choose which of these predetermined polymorph forms the target changes into each time you cast the spell.

1st: Casting polymorph as a 1st-level spell allows you to transform the target into one of the four 1st-level polymorphed forms you know. Your polymorphed forms must comply with the additional restrictions that follow. Unlike most polymorph effects, these forms are close enough to the target’s true form to make the target recognizable, and they cannot duplicate any other specific individual. Each form must be of the animal or humanoid type. You can target only creatures that are Small or Medium with this spell, and all your polymorphed forms must be Small or Medium.

  • CR: The maximum CR is 1.
  • Defenses: The form can grant DR 1/magic or resistance 2 to one energy type.
  • Movement: The form can grant a land speed of up to 30 feet or a swim speed of up to 20 feet.
  • Racial Traits: You cannot grant racial traits.
  • Senses: The form can grant low-light vision or tracking (scent), but not both.

2nd: Casting polymorph as a 2nd-level spell allows you to completely transform the target into one of the four 2nd-level polymorphed forms you know. Your polymorphed forms must comply with the additional restrictions that follow. Each form must be an animal, fey, humanoid, magical beast, or monstrous humanoid. All your polymorphed forms must be Small or Medium.

  • CR: The maximum CR is 3.
  • Defensive Abilities: The form can grant DR 2/magic or resistance 5 to one energy type.
  • Racial Traits: The form can grant only one racial trait to each polymorphed form, and you can’t grant racial traits that include spell-like abilities.
  • Senses: The form can grant one of the following options:_ blindsense (scent) out to 5 feet, darkvision out to 60 feet, lowlight vision, or tracking (scent).
  • Speed: The form can grant the target a maximum land speed of 40 feet, climb speed of 20 feet, or swim speed of 30 feet.

3rd: Casting polymorph as a 3rd-level spell allows you to completely transform the target into one of the four 3rd-level polymorphed forms you know. Your polymorphed forms must comply with the additional restrictions that follow. Each form must be an aberration, animal, fey, humanoid, magical beast, monstrous humanoid, or vermin. See the vermin benefits in the Type and Subtype section of the polymorph rules. All your polymorphed forms must be Small or Medium.

  • CR: The maximum CR is 6.
  • Defensive Abilities: The form can grant DR 3/magic, resistance 5 to two different energy types, or resistance 10 to one energy type.
  • Racial Traits: The form can grant up to two racial traits (which must be from the same race) to each polymorphed form, one of which can include spell-like abilities.
  • Senses: The form can grant one of the following options: blindsense (scent, sound, or vibration) out to 15 feet, darkvision out to 60 feet, low-light vision, or tracking (scent).
  • Speed: The form can grant the target a maximum land speed of 40 feet, a burrow speed of up to 20 feet, a climb speed of 20 feet, a fly speed of 20 feet (Ex) with clumsy maneuverability, or a swim speed of 30 feet.

4th: Casting polymorph as a 4th-level spell allows you to completely transform the target into one of the four 4th-level polymorphed forms you know. Your polymorphed forms must comply with the additional restrictions that follow. Each form must be an aberration, animal, fey, humanoid, magical beast, monstrous humanoid, or vermin. See the vermin benefits in the Type and Subtype section of the polymorph rules. All your polymorphed forms must be Small, Medium, or Large.

  • CR: The maximum CR is 9.
  • Defensive Abilities: The form can grant DR 5/magic, resistance 5 to three different energy types, resistance 10 to two different energy types, or resistance 15 to one energy type.
  • Racial Traits: The form can grant up to two racial traits to each polymorphed form; one can include spell-like abilities.
  • Senses: The form can grant one of the following options:_ blindsense (scent, sound, or vibration) out to 30 feet, blindsight (scent, sound, or vibration) out to 5 feet, darkvision out to 60 feet and low-light vision, or tracking (scent).
  • Speed: The form can grant the target a maximum land speed of 40 feet, a burrow speed of up to 30 feet, a climb speed of 30 feet, a fly speed of 30 feet (Ex) with clumsy maneuverability, or a swim speed of 40 feet.

5th: Casting polymorph as a 5th-level spell allows you to completely transform the target into one of the four 5th-level polymorphed forms you know. Your polymorphed forms must comply with the additional restrictions that follow. Each form must be an aberration, animal, construct (only if cast as a technomancer spell), elemental, fey, humanoid, magical beast, monstrous humanoid, plant (only if cast as a mystic spell), or vermin. See the construct, elemental, plant, and vermin benefits in the Type and Subtype section of the polymorph rules. All your polymorphed forms must be Tiny, Small, Medium, or Large.

  • CR: The maximum CR is 12.
  • Defensive Abilities: The form can grant DR 5/—, resistance 10 to three different energy types, resistance 15 to two different energy types, or resistance 20 to one energy type.
  • Racial Traits: The form can grant up to three racial traits to each polymorphed form; one can include spell-like abilities.
  • Senses: The form can grant one of the following options: blindsense (scent, sound, or vibration) out to 30 feet, blindsight (scent, sound, or vibration) out to 15 feet, darkvision out to 90 feet and low-light vision, or tracking (scent).
  • Speed: The form can grant the target a maximum land speed of 40 feet, a burrow speed of up to 40 feet, a climb speed of 40 feet, a fly speed of 40 feet (Ex) with average maneuverability, or a swim speed of 40 feet.

6th: Casting polymorph as a 6th-level spell allows you to completely transform the target into one of the four 6th-level polymorphed forms you know. Your polymorphed forms must comply with the additional restrictions that follow. Each form must be an aberration, animal, construct (only if cast as a technomancer spell), elemental, fey, humanoid, magical beast, monstrous humanoid, plant (only if cast as a mystic spell), undead, or vermin. See the construct, elemental, plant, undead, and vermin benefits in the Type and Subtype section of the polymorph rules. All your polymorphed forms must be Diminutive, Tiny, Small, Medium, Large, or Huge.

  • CR: The maximum CR is 15.
  • Defensive Abilities: The form can grant DR 5/—, resistance 10 to three different energy types, resistance 15 to two different energy types, resistance 20 to one energy type, or immunity to disease, poison, or radiation.
  • Racial Traits: The form can grant up to four racial traits to each polymorphed form; one can include spell-like abilities.
  • Senses: The form can grant one of the following options: blindsense (scent, sound, or vibration) out to 30 feet, blindsight (scent, sound, or vibration) out to 15 feet, darkvision out to 90 feet and low-light vision, or tracking (scent).
  • Speed: The form can grant the target a maximum land speed of 60 feet, a burrow speed of up to 60 feet, a climb speed of 60 feet, a fly speed of 60 feet (Ex) with perfect maneuverability, or a swim speed of 60 feet.

Source

Alien Archive 2 pg. 145

You reach into the target’s mind, extracting a sense of its immediate intentions. For the duration, you can warn a creature the target intends to attack, providing that creature with concealment against the attack. You convey this warning, verbally or telepathically (transcending language), as part of concentrating on this spell. You can continue to concentrate on this spell, and the effect continues if you do, even if the target leaves your line of sight.

For the duration of the spell, moving causes you to leave behind a faint illusory string in the spaces you move through; the string follows the path of your center of gravity, emits dim light to a range of 5 feet, and lasts until the end of the spell.

You increase the water pressure in pressurize’s area, dealing 2d10 bludgeoning damage to creatures that enter or start their turn in the area; this damage isn’t reduced as a result of being underwater. Succeeding at the saving throw reduces damage by half. A creature that fails its saving throw by 10 or more must immediately attempt a Constitution check to hold its breath as if it had run out of air; if it fails, it becomes unconscious but stable and continues to suffocate normally unless moved out of the area or the spell ends.

You shroud yourself with traces of negative energy, appearing to undead creatures as if you’re undead. You gain a +10 circumstance bonus to disguise yourself as an undead creature when dealing with other undead creatures.

Unintelligent undead must succeed at a Will save to take hostile actions against you. On a failure, they lose their attempted action, but once a creature succeeds on this Will save, it’s unaffected by your casting of this spell for the remainder of the spell’s duration.

You ward an area to alert you when creatures enter without your permission. When you cast proximity alert, select a password. Whenever a Small or larger corporeal creature of a CR lower than your caster level enters the spell’s area without speaking the password, proximity alert sends you a mental alert or an audible alarm (your choice). Either option automatically awakens you, and the audible alarm allows each creature in the area to attempt a DC 15 Perception check to wake up.

Source

Galactic Magic pg. 79

You draw insights from the target’s memories and emotions. This doesn’t provide you specific information, but it primes your mind to read the target’s mannerisms, feelings, and tells. For the duration of the spell, whenever you attempt a Sense Motive check against the target, you can roll the check twice and use the better result. As part of casting the spell, so long as the target does not negate the effects with a successful Will save, you immediately attempt a Sense Motive check to sense mental effects on the target without having to spend at least 1 minute interacting with them.

This spell lasts as long as you concentrate (maximum 1 minute/level), plus @[1d10][roll d10 as duration.round for 'Psychic Intuition'] additional rounds after you stop concentrating.

Source

Starfinder Enhanced pg. 125

You project a sonar-like blast of psychic energy that rebounds a moment later. Creatures in the spell’s area each attempt a Will save. Those who fail take the full damage, and until the end of your next turn, you can sense those creatures as though you had blindsense (thought) with a range equal to the spell’s range. Those who succeed take half damage and can’t be detected with the spell’s blindsense effect. During your next turn, you can repeat this spell’s effect once without spending an action; however, the cone instead must originate from one of the creatures you can sense with the spell’s blindsense effect (and doesn’t include that creature in the spell’s area). You’re immune to your own psychic sonar, and this spell has no effect on creatures without an Intelligence score.

1st: When you cast psychic sonar as a 1st-level spell, it deals @[1d8 damage][roll 1d8 as damage for 'Psychic Sonar'] in a 15-foot cone.

2nd: When you cast psychic sonar as a 2nd-level spell, it deals @[2d8 damage][roll 2d8 as damage for 'Psychic Sonar'] in a 15-foot cone.

3rd: When you cast psychic sonar as a 3rd-level spell, it deals @[3d8 damage][roll 3d8 as damage for 'Psychic Sonar'] in a 20-foot cone.

4th: When you cast psychic sonar as a 4th-level spell, it deals @[5d8 damage][roll 5d8 as damage for 'Psychic Sonar'] in a 30-foot cone.

5th: When you cast psychic sonar as a 5th-level spell, it deals @[5d10 damage][roll 5d10 as damage for 'Psychic Sonar'] in a 30-foot cone.

6th: When you cast psychic sonar as a 6th-level spell, it deals @[7d10 damage][roll 7d10 as damage for 'Psychic Sonar'] in a 60-foot cone.

You project a sonar-like blast of psychic energy that rebounds a moment later. Creatures in the spell’s area each attempt a Will save. Those who fail take the full damage, and until the end of your next turn, you can sense those creatures as though you had blindsense (thought) with a range equal to the spell’s range. Those who succeed take half damage and can’t be detected with the spell’s blindsense effect. During your next turn, you can repeat this spell’s effect once without spending an action; however, the cone instead must originate from one of the creatures you can sense with the spell’s blindsense effect (and doesn’t include that creature in the spell’s area). You’re immune to your own psychic sonar, and this spell has no effect on creatures without an Intelligence score.

1st: When you cast psychic sonar as a 1st-level spell, it deals @[1d8 damage][roll 1d8 as damage for 'Psychic Sonar'] in a 15-foot cone.

2nd: When you cast psychic sonar as a 2nd-level spell, it deals @[2d8 damage][roll 2d8 as damage for 'Psychic Sonar'] in a 15-foot cone.

3rd: When you cast psychic sonar as a 3rd-level spell, it deals @[3d8 damage][roll 3d8 as damage for 'Psychic Sonar'] in a 20-foot cone.

4th: When you cast psychic sonar as a 4th-level spell, it deals @[5d8 damage][roll 5d8 as damage for 'Psychic Sonar'] in a 30-foot cone.

5th: When you cast psychic sonar as a 5th-level spell, it deals @[5d10 damage][roll 5d10 as damage for 'Psychic Sonar'] in a 30-foot cone.

6th: When you cast psychic sonar as a 6th-level spell, it deals @[7d10 damage][roll 7d10 as damage for 'Psychic Sonar'] in a 60-foot cone.

You grasp onto a space-time filled with microscopic needles and use them to pierce into your reality. One creature takes @[1d4 piercing damage][roll 1d4 as damage for 'Puncture Veil'] and gains bleeding 1 for 3 rounds.

You can cast this spell as a full action. If you do, you have two options. You can target two creatures within 20 feet of each other with the effect described above, or target only one creature, who takes @[2d4 piercing damage][roll 2d4 as damage for 'Puncture Veil'] and gains bleeding 2 for 3 rounds.

This spell creates a circle of three fist-sized orbs of flame around the target creature. The orbs increase the light level by one step within a 10-foot-radius of the target. Anytime the target of the spell takes fire damage from an attack or spell, they can spend a reaction to have one of the orbs absorb the blow. That orb disappears and the amount of fire damage is reduced by 5. The orbs cannot be used to absorb fire damage that comes from a continuous or natural environmental effect, such as walking in lava or damage from the burning condition. The spell ends when all three orbs are expended in this manner.

Adjacent creatures who are unaware of your true form are flat-footed until the beginning of their next turn. You can cast this spell if you are attacked, or if you attack. If you have the shapechanger subtype or are benefiting from a polymorph effect, you revert to your true form.

You open an unstable tear in reality and leap into the unknown, emerging at another nearby but unpredictable point in this version of existence. When you cast this spell, you state the direction you wish to travel, the distance within range, and the specific square in which you’re trying to arrive. You can bring along objects, provided their weight doesn’t exceed your maximum load. You travel the correct direction and distance, but you have a @[50% chance][roll d100 as chance for 'Reality Leap'] to arrive elsewhere than your intended square. If you do, use the Missing with a Thrown Weapon diagram to determine the direction you deviate from the intended destination. You arrive @[1d6 squares][roll d6 as custom for 'Reality Leap'] away in that direction, although your deviation cannot cause you to exceed this spell’s range. If you arrive in a place already occupied by a solid object or body, you take @[1d6 damage][roll d6 as damage for 'Reality Leap'] and are shunted to the nearest open space with a suitable surface.

You restore up to 10 charges to a battery or 5 charges to a technological item capable of being charged by a battery. Since this spell takes your personal energy, you must spend 1 Resolve Point to cast it. If you recharge a battery, there is a @[20% chance][roll d100 as chance for 'Recharge'] the battery is destroyed by the attempt. If you restore more charges than the item can hold, the item must succeed at a Fortitude saving throw or take 1d6 electricity damage for each excess charge. This spell provides no knowledge of how many charges an item can safely hold, but you can choose to bestow fewer charges than the maximum allowed to reduce the risk; you must declare how many charges you are restoring before casting this spell.

Source

Core Rulebook pg. 372

You create a shimmering skin-like coating of mystical force that covers your body, allowing you to reflect damage you take back against your attacker. At any time during this spell’s duration, when you take damage from an attack made with a weapon by a foe within 100 feet, you can choose to dismiss the spell as a reaction. If you do, the armor crackles with energy as it disappears, arcing through the air to strike the attacking creature, which takes an amount of force damage equal to the damage dealt to you at the time this spell was dismissed (maximum 10). The target can attempt a Reflex save for half damage.

Source

Core Rulebook pg. 372

You urge the target creature’s natural systems to reassert themselves, causing its body to temporarily reject augmentations that have been installed in its systems. For the spell’s duration, the creature is sickened and can’t use any augmentations that require an action to activate. Creatures that don’t have augmentations are not affected by this spell.

Source

Armory pg. 148

A holographic duplicate of the target’s controls appears within your reach. If the target has no controls, the spell fails. As part of concentrating on this spell, you (and only you) can use these holocontrols to operate the target as if you were able to touch its actual controls. The spell ends if the target moves out of range.

You remove any one of the following conditions affecting the target: frightened, nauseated, paralyzed, shaken, sickened, or staggered. If the condition is the result of a disease or another ongoing effect, this spell removes the condition but does not cure the disease or ongoing effect, and the target can regain the condition from that effect as normal, potentially immediately. Lesser remove condition also doesn’t cure or remove other damage or conditions the target is suffering from any source, even the same source that caused the removed condition. Since this spell’s duration is instantaneous, it does not prevent the target from gaining the condition again.

Casting this spell doesn’t provoke attacks of opportunity.

Source

Core Rulebook pg. 373

You protect targets from radiation. They succeed at saving throws against low radiation and radiation sickness with a DC of 13 or lower. If the target has radiation sickness with a saving throw DC of 13 or lower, the sickness’s effects are suppressed for the duration. Against radiation and radiation sickness with higher save DCs, this spell instead grants targets a +2 circumstance bonus to the saving throws.

As a reaction after an ally uses a consumable item (such as a grenade or serum, but not ammunition), you can rewind time to the moment before the item’s use, creating a new copy of the item in its position before use. You immediately lose a combination of credits, UPBs, or both equal to the price of the item. You can’t cast this spell if you don’t have sufficient credits or UPBs to pay for the item.

Source

Galactic Magic pg. 80

You modify the wavelengths emitted by the target, transforming the device into a magical light source for the purpose of piercing supernatural darkness (such as that created by the create darkness universal creature rule). The device suppresses the invisibility of any creatures or objects in areas of normal light or bright light that it creates; this spell does not affect any dim light the device creates.

If the device illuminates a cone or line rather than a radius, a creature wielding the device can freely point it in a particular direction as part of performing other actions, such as making an attack or casting a spell. By using a move action to search their surroundings using Perception (Core Rulebook page 144) the wielder can briefly shine the light all around them, momentarily suppressing invisibility in all directions. At the end of the wielder’s turn, they choose which direction to continue shining the light until the beginning of their next turn.

Source

Starfinder Enhanced pg. 125

You briefly transform into a rocket of flame and blast forward, moving in a straight line and dealing @[5d6 fire damage][roll 5d6 as damage for 'Rocket Dash'] to all creatures and objects in the line, and then you reappear at the end of the line. This movement doesn’t provoke attacks of opportunity and allows you to move through enemy spaces.

Source

Redshift Rally pg. 59

With a touch, you apply a voracious acid to the target, causing their body to decay, rust, or crumble rapidly. This requires a successful @[melee attack][roll 1d20 + character.attack.melee as attack for 'Rotting Touch'] against the target’s EAC, and casting this spell doesn’t provoke attacks of opportunity. If your attack hits, you deal acid damage to the target and apply the corrode critical hit effect to the target for 3 rounds, even if your attack wasn’t a critical hit. The target can attempt a Fortitude save to negate the corrode effect, and they attempt Fortitude saves rather than Reflex saves when attempting to end the corrode effect prematurely; these Fortitude saves use the spell’s saving throw DC, not a DC based on the damage dealt by the corrode effect.

1st: When you cast rotting touch as a 1st-level spell, it deals @[1d8 acid damage][roll 1d8 as damage for 'Rotting Touch'] to the target and corrode (@[1d8][roll 1d8 as damage for 'Rotting Touch']).

2nd: When you cast rotting touch as a 2nd-level spell, it deals @[2d8 acid damage][roll 2d8 as damage for 'Rotting Touch'] to the target and corrode (@[2d8][roll 2d8 as damage for 'Rotting Touch']).

3rd: When you cast rotting touch as a 3rd-level spell, it deals @[3d8 acid damage][roll 3d8 as damage for 'Rotting Touch'] to the target and corrode (@[3d8][roll 3d8 as damage for 'Rotting Touch']).

4th: When you cast rotting touch as a 4th-level spell, it deals @[4d8 acid damage][roll 4d8 as damage for 'Rotting Touch'] to the target and corrode (@[4d8][roll 4d8 as damage for 'Rotting Touch']).

5th: When you cast rotting touch as a 5th-level spell, it deals @[5d8 acid damage][roll 5d8 as damage for 'Rotting Touch'] to the target and corrode (@[5d8][roll 5d8 as damage for 'Rotting Touch']).

6th: When you cast rotting touch as a 6th-level spell, it deals @[6d8 acid damage][roll 6d8 as damage for 'Rotting Touch'] to the target and corrode (@[6d8][roll 6d8 as damage for 'Rotting Touch']).

Source

Starfinder Enhanced pg. 126

With a touch, you apply a voracious acid to the target, causing their body to decay, rust, or crumble rapidly. This requires a successful @[melee attack][roll 1d20 + character.attack.melee as attack for 'Rotting Touch'] against the target’s EAC, and casting this spell doesn’t provoke attacks of opportunity. If your attack hits, you deal acid damage to the target and apply the corrode critical hit effect to the target for 3 rounds, even if your attack wasn’t a critical hit. The target can attempt a Fortitude save to negate the corrode effect, and they attempt Fortitude saves rather than Reflex saves when attempting to end the corrode effect prematurely; these Fortitude saves use the spell’s saving throw DC, not a DC based on the damage dealt by the corrode effect.

1st: When you cast rotting touch as a 1st-level spell, it deals @[1d8 acid damage][roll 1d8 as damage for 'Rotting Touch'] to the target and corrode (@[1d8][roll 1d8 as damage for 'Rotting Touch']).

2nd: When you cast rotting touch as a 2nd-level spell, it deals @[2d8 acid damage][roll 2d8 as damage for 'Rotting Touch'] to the target and corrode (@[2d8][roll 2d8 as damage for 'Rotting Touch']).

3rd: When you cast rotting touch as a 3rd-level spell, it deals @[3d8 acid damage][roll 3d8 as damage for 'Rotting Touch'] to the target and corrode (@[3d8][roll 3d8 as damage for 'Rotting Touch']).

4th: When you cast rotting touch as a 4th-level spell, it deals @[4d8 acid damage][roll 4d8 as damage for 'Rotting Touch'] to the target and corrode (@[4d8][roll 4d8 as damage for 'Rotting Touch']).

5th: When you cast rotting touch as a 5th-level spell, it deals @[5d8 acid damage][roll 5d8 as damage for 'Rotting Touch'] to the target and corrode (@[5d8][roll 5d8 as damage for 'Rotting Touch']).

6th: When you cast rotting touch as a 6th-level spell, it deals @[6d8 acid damage][roll 6d8 as damage for 'Rotting Touch'] to the target and corrode (@[6d8][roll 6d8 as damage for 'Rotting Touch']).

Source

Starfinder Enhanced pg. 126

You analyze the naturally occurring environment in the area, learning the state of the atmosphere, biomes, and gravity. You do not learn the location of or direction to these conditions, only their presence. However, after concentrating for a time, you can learn the following additional information.

1 Minute: Forecast the weather for the next 48 hours, including the direction it will come from.

5 Minutes: Learn which atmospheres, biomes, and gravity are in the area, if they vary, as well as the direction and distance to those elements.

10 Minutes: Learn if anything in the area presents an environmental hazard, including cold or heat dangers (at what temperature range), radiation (at what severity), smoke effects, and underwater conditions. You gain a general sense of where and how far away these dangers are.

In your time of need, you call upon a spirit of your school to help you. The spirit might manifest as a famous graduate of your school, your school’s mascot, your school’s symbol, or just the specter of a terrifying professor; regardless, the spirit’s ghostly appearance demoralizes your foes. Enemies who begin their turn within the effect or who enter it must succeed at a Will saving throw or be shaken for 1 minute. If a creature saves against your casting of this spell, it is immune to your casting of this spell for 24 hours.

A security seal spell magically locks a single door, container with a lid or latch, portal, or computer system. Casting this spell requires you to spend 1 Resolve Point. You can freely bypass your own security seal without affecting it. If the sealed object has a lock, the DC to open that lock increases by 5 while it remains attached to the object. If the object doesn’t have a lock, this spell creates one that can only be opened with a successful DC 20 Engineering check to disable devices. If the sealed object has computer security, the DC to bypass that security increases by 5. A door or object secured with this spell can be opened only by breaking in or with a successful dispel magic or knock spell. Add 5 to the normal DC to break open a door or portal affected by this spell. A knock spell removes the security seal automatically, counting as one means of closure.

Source

Core Rulebook pg. 376

You can see any invisible or ethereal objects or beings within your range of vision, as if they were normally visible. Such creatures are visible to you as translucent shapes, allowing you easily to discern the difference between visible and invisible or ethereal creatures.

The spell doesn’t reveal the method used to obtain invisibility, doesn’t reveal illusions or enable you to see through opaque objects, and doesn’t reveal creatures that are simply concealed, hiding, or otherwise hard to see.

Source

Core Rulebook pg. 376

You create a spiritual link between a weapon you touch and one target you can perceive with a precise sense at the time of casting. The next attack made with that weapon against that target (as long as it is within 1 minute) ignores cover and concealment. If the attack is a ranged attack, it does not need a line of effect as long as some route exists between the weapon and the target (regardless of how circuitous that route is). The attack is subject to the normal penalties from range increments.

Source

Pact Worlds pg. 207

You conjure haunting ghosts of a forgotten past into the area. When you cast the spell, you can direct the ghosts to harass one creature in the affected area, giving that creature the shaken condition for 1 round (Will negates); this is a fear effect. For the duration of the spell, the ghosts disparage, claw at, and swirl around creatures in the area, negating any miss chance against those creatures due to concealment (but not total concealment) and imposing a –5 penalty to Stealth checks attempted while in the area. This does not negate concealment altogether, and creatures in the area can still use any concealment to hide. As a move action, you can move the area up to 30 feet within the spell’s range.

Source

Starfinder Enhanced pg. 126

For 24 hours, the target can read, understand, and communicate to the best of its ability in up to three languages that you already know. This doesn’t change the physical nature of the creature (if it lacks a means of speech, it still can’t talk) or its attitude toward you. It does, however, allow intelligent creatures that normally have no language to understand and (if physically capable) communicate in the languages granted by this spell.

Source

Core Rulebook pg. 377

You allow the target to share a memory with you and up to five other creatures, all of whom must be willing and within 30 feet of the target when you cast this spell. You designate which memories the target shares when you cast this spell, although the target can guide you in this designation. The designated memory can be as specific as “the conversation you just had with the captain” or as vague as “your favorite childhood memory of being with your father.” For the duration, those sharing the memory experience it through the target’s senses as the target did. Anyone sharing the memory can cease participation at any time. If you end the effect for yourself, or the target ceases sharing, the spell ends. If the memory’s length exceeds the duration, it plays out while this spell lasts and then ends with the duration. This spell does not work on memories that have been magically altered or removed through spells such as displace memory or modify memory.

You must be a barathu to learn this spell. When you cast it, you activate your early stage adaptation while also extending it to your allies. You can’t have used early stage adaptation since the start of your last turn, and once you cast this spell, you can’t use it until the start of your next turn. When you choose the adaptation, it applies both to you and to all the spell’s targets.

This spell wards the target and creates a mystic connection between you and the target so that some of its wounds are transferred to you. Casting this spell requires you to spend 1 Resolve Point. The target takes only half damage from all wounds and attacks (including those dealt by special abilities) that deal Hit Point damage, and you take the amount of damage not taken by the target. Only Hit Point damage is transferred in this manner; the target’s Stamina Points are damaged as normal. If you still have Stamina Points, you take the damage to your Stamina Points before Hit Points, as with normal damage.

Forms of harm that do not involve Hit Points, such as charm effects, temporary ability damage, ability drain, permanent negative levels, and death effects, are not affected. When the spell ends, subsequent damage is no longer divided between the target and you, but damage already split is not reassigned to the target. If you and the target of the spell move out of range of each other, the spell ends.

Source

Core Rulebook pg. 377

You touch a willing creature and affect one of its energy damage attacks or weapons, changing the energy damage type of one of its attacks to one other type until the end of your next turn. Even if you don’t change the damage, the next affected attack that hits deals 2d6 additional damage if it targets only one target, or 1d6 additional damage if it affects an area or multiple targets.

You rapidly construct and launch a volatile projectile at a foe, damaging from the impact just before the projectile explodes. Attempt an @[attack][roll d20 + character.attack.ranged + ((character.keyAbility.modifier - character.dexterity.modifier) max 0) as attack for 'Shrapnel Shot'] against a target’s KAC; you can add your key ability score modifier to this attack roll instead of your Dexterity modifier if it’s higher. If you hit, the projectile deals piercing damage. Regardless of whether the attack roll succeeds or fails, the projectile explodes in a burst centered on a grid intersection that touches any square your target occupies. This explosion deals piercing damage to all creatures in the area, including the primary target (Reflex half). The damage dealt and the size of the burst are determined by the slot you used to cast the spell.

1st: The projectile deals @[1d10 piercing damage][roll 1d10 as damage for 'Shrapnel Shot'], explodes in a 10-foot-radius burst, and deals @[1d4 piercing damage][roll 1d4 as damage for 'Shrapnel Shot'] to all creatures in the burst area.

2nd: The projectile deals @[2d10 piercing damage][roll 2d10 as damage for 'Shrapnel Shot'], explodes in a 10-foot-radius burst, and deals 2d4 piercing damage to all creatures in the burst area.

3rd: The projectile deals @[4d10 piercing damage][roll 4d10 as damage for 'Shrapnel Shot'], explodes in a 15-foot-radius burst, and deals @[2d6 piercing damage][roll 2d6 as damage for 'Shrapnel Shot'] to all creatures in the burst area.

4th: The projectile deals @[6d10 piercing damage][roll 6d10 as damage for 'Shrapnel Shot'], explodes in a 20-foot-radius burst, and deals @[3d6 piercing damage][roll 3d6 as damage for 'Shrapnel Shot'] to all creatures in the burst area.

5th: The projectile deals @[8d10 piercing damage][roll 8d10 as damage for 'Shrapnel Shot'], explodes in a 20-foot-radius burst, and deals @[4d6 piercing damage][roll 4d6 as damage for 'Shrapnel Shot'] to all creatures in the burst area.

6th: The projectile deals @[10d10 piercing damage][roll 10d10 as damage for 'Shrapnel Shot'], explodes in a 30-foot-radius burst, and deals @[5d6 piercing damage][roll 5d6 as damage for 'Shrapnel Shot'] to all creatures in the burst area.

Source

Starfinder Enhanced pg. 126

You rapidly construct and launch a volatile projectile at a foe, damaging from the impact just before the projectile explodes. Attempt an @[attack][roll d20 + character.attack.ranged + ((character.keyAbility.modifier - character.dexterity.modifier) max 0) as attack for 'Shrapnel Shot'] against a target’s KAC; you can add your key ability score modifier to this attack roll instead of your Dexterity modifier if it’s higher. If you hit, the projectile deals piercing damage. Regardless of whether the attack roll succeeds or fails, the projectile explodes in a burst centered on a grid intersection that touches any square your target occupies. This explosion deals piercing damage to all creatures in the area, including the primary target (Reflex half). The damage dealt and the size of the burst are determined by the slot you used to cast the spell.

1st: The projectile deals @[1d10 piercing damage][roll 1d10 as damage for 'Shrapnel Shot'], explodes in a 10-foot-radius burst, and deals @[1d4 piercing damage][roll 1d4 as damage for 'Shrapnel Shot'] to all creatures in the burst area.

2nd: The projectile deals @[2d10 piercing damage][roll 2d10 as damage for 'Shrapnel Shot'], explodes in a 10-foot-radius burst, and deals 2d4 piercing damage to all creatures in the burst area.

3rd: The projectile deals @[4d10 piercing damage][roll 4d10 as damage for 'Shrapnel Shot'], explodes in a 15-foot-radius burst, and deals @[2d6 piercing damage][roll 2d6 as damage for 'Shrapnel Shot'] to all creatures in the burst area.

4th: The projectile deals @[6d10 piercing damage][roll 6d10 as damage for 'Shrapnel Shot'], explodes in a 20-foot-radius burst, and deals @[3d6 piercing damage][roll 3d6 as damage for 'Shrapnel Shot'] to all creatures in the burst area.

5th: The projectile deals @[8d10 piercing damage][roll 8d10 as damage for 'Shrapnel Shot'], explodes in a 20-foot-radius burst, and deals @[4d6 piercing damage][roll 4d6 as damage for 'Shrapnel Shot'] to all creatures in the burst area.

6th: The projectile deals @[10d10 piercing damage][roll 10d10 as damage for 'Shrapnel Shot'], explodes in a 30-foot-radius burst, and deals @[5d6 piercing damage][roll 5d6 as damage for 'Shrapnel Shot'] to all creatures in the burst area.

Source

Starfinder Enhanced pg. 126

You shrink the target item, transmuting it into a smaller version of itself. You can target an attended object only if the creature attending the object is willing, and you cannot target worn objects. While shrunken, the object takes up less space and bulk, but it can’t be used or worn. When the spell ends, the object returns to normal size, moving through any nearby opening it can to reach a space that can accommodate it, but it does not expand with any force and does no harm to containers too small for it. This spell can affect objects of a size and bulk limited by the spell’s level. Likewise, the spell’s level determines the target’s size after the spell takes effect. For this spell, vehicles and other objects without a specified weight count as an object with bulk equal to the number of squares of the object’s space squared.

1st: You can target an object up to 1 cubic foot in size and weighing up to 10 bulk. The target’s dimensions are reduced to a 6-inch cube, and its bulk is reduced to L.

2nd: As the 1st-level version, but you shrink an object up to 4 cubic feet in size weighing up to 40 bulk. If you target an object that’s 1 cubic foot or smaller and weighs no more than 10 bulk, its dimensions are further reduced to a 1-inch cube and its bulk is reduced to negligible.

3rd: As the 1st-level version, but you can shrink an object up to 7 cubic feet in size weighing up to 70 bulk. If you target an object that’s 4 cubic feet or smaller and weighs no more than 40 bulk, its dimensions are further reduced to a 1-inch cube and its bulk is reduced to negligible.

4th: As the 1st-level version, but you can shrink an object up to 10 cubic feet in size weighing up to 100 bulk. If you target an object that’s 7 cubic feet or smaller and weighs no more than 70 bulk, dimensions are further reduced to a 1-inch cube and its bulk is reduced to negligible.

5th: As the 1st-level version, but you can shrink an object up to 13 cubic feet in size weighing up to 130 bulk. If you target an object that’s 10 cubic feet or smaller and weighs no more than 10 bulk, its dimensions are further reduced to a 1-inch cube and its bulk is reduced to negligible.

6th: As the 1st-level version, but you can shrink an object up to 16 cubic feet in size weighing up to 160 bulk. If you target an object that’s 13 cubic feet or smaller and weighs no more than 130 bulk, its dimensions are further reduced to a 1-inch cube and its bulk is reduced to negligible.

You shrink the target item, transmuting it into a smaller version of itself. You can target an attended object only if the creature attending the object is willing, and you cannot target worn objects. While shrunken, the object takes up less space and bulk, but it can’t be used or worn. When the spell ends, the object returns to normal size, moving through any nearby opening it can to reach a space that can accommodate it, but it does not expand with any force and does no harm to containers too small for it. This spell can affect objects of a size and bulk limited by the spell’s level. Likewise, the spell’s level determines the target’s size after the spell takes effect. For this spell, vehicles and other objects without a specified weight count as an object with bulk equal to the number of squares of the object’s space squared.

1st: You can target an object up to 1 cubic foot in size and weighing up to 10 bulk. The target’s dimensions are reduced to a 6-inch cube, and its bulk is reduced to L.

2nd: As the 1st-level version, but you shrink an object up to 4 cubic feet in size weighing up to 40 bulk. If you target an object that’s 1 cubic foot or smaller and weighs no more than 10 bulk, its dimensions are further reduced to a 1-inch cube and its bulk is reduced to negligible.

3rd: As the 1st-level version, but you can shrink an object up to 7 cubic feet in size weighing up to 70 bulk. If you target an object that’s 4 cubic feet or smaller and weighs no more than 40 bulk, its dimensions are further reduced to a 1-inch cube and its bulk is reduced to negligible.

4th: As the 1st-level version, but you can shrink an object up to 10 cubic feet in size weighing up to 100 bulk. If you target an object that’s 7 cubic feet or smaller and weighs no more than 70 bulk, dimensions are further reduced to a 1-inch cube and its bulk is reduced to negligible.

5th: As the 1st-level version, but you can shrink an object up to 13 cubic feet in size weighing up to 130 bulk. If you target an object that’s 10 cubic feet or smaller and weighs no more than 10 bulk, its dimensions are further reduced to a 1-inch cube and its bulk is reduced to negligible.

6th: As the 1st-level version, but you can shrink an object up to 16 cubic feet in size weighing up to 160 bulk. If you target an object that’s 13 cubic feet or smaller and weighs no more than 130 bulk, its dimensions are further reduced to a 1-inch cube and its bulk is reduced to negligible.

You expose targets to churning entropy which turns parts of their body sickly and black. Each target takes @[2d6 damage][roll 2d6 as damage for 'Slice Reality']. A successful Fortitude save halves this damage.

You can focus on only one target rather than multiple. If you target only a single creature with this spell and it fails its save, the target is also staggered for a number of rounds equal to your caster level.

You call forth a chain from the Shadow Plane, causing it to burst out from the ground and attempt to hinder a target within the spell’s range. The chain attempts a @[trip combat maneuver][roll 1d20 + character.bab + 4 + character.keyAbility.modifier as attack for 'Slithering Chain'] against the target; its attack bonus is equal to your base attack bonus + your key ability score modifier + 4. If the chain successfully trips the target, that target must attempt a Will saving throw or become shaken for 1d4 rounds.

You can cast this spell as a full action. If you do, you summon two chains instead of one. Each chain attempts its combat maneuver separately and they must attack two different targets within the spell’s range.

You can recover from social blunders and cultural misinterpretations so quickly, as if they never happened. When you fail a Culture check to recall information, or a Diplomacy check to change attitude or gather information, you can cast this spell to reroll the failed check. You can’t cast this spell again until you take a 10-minute rest to recover Stamina Points.

Source

Galactic Magic pg. 82

Soul surge was innovated by Hanakan mystics concomitant with the attunement of their soulstones. With this spell, you draw forth a tiny bit of your essence to attack your opponent, losing a number of Hit Points equal to the number of damage dice you roll for your soul surge. Attempt a @[ranged attack][roll d20 + character.attack.ranged + ((character.keyAbility.modifier - character.dexterity.modifier) max 0) as attack for 'Soul Surge'] against a single target’s EAC, adding your key ability score modifier to the attack roll instead of your Dexterity modifier if it’s higher. Your soul surge does piercing damage that has the force descriptor, and the amount of damage it does depends on the level at which it’s cast.

1st: When you cast soul surge as a 1st-level spell, it deals @[3d8 damage][roll 3d8 as damage for 'Soul Surge'] to the target.

2nd: When you cast soul surge as a 2nd-level spell, it deals @[6d8 damage][roll 6d8 as damage for 'Soul Surge'] to the target.

3rd: When you cast soul surge as a 3rd-level spell, it deals @[10d8 damage][roll 10d8 as damage for 'Soul Surge'] to the target.

4th: When you cast soul surge as a 4th-level spell, it deals @[14d8 damage][roll 14d8 as damage for 'Soul Surge'] to the target.

5th: When you cast soul surge as a 5th-level spell, it deals @[21d8 damage][roll 21d8 as damage for 'Soul Surge'] to the target.

6th: When you cast soul surge as a 6th-level spell, it deals @[24d8 damage][roll 24d8 as damage for 'Soul Surge'] to the target.

Source

Galactic Magic pg. 82

Soul surge was innovated by Hanakan mystics concomitant with the attunement of their soulstones. With this spell, you draw forth a tiny bit of your essence to attack your opponent, losing a number of Hit Points equal to the number of damage dice you roll for your soul surge. Attempt a @[ranged attack][roll d20 + character.attack.ranged + ((character.keyAbility.modifier - character.dexterity.modifier) max 0) as attack for 'Soul Surge'] against a single target’s EAC, adding your key ability score modifier to the attack roll instead of your Dexterity modifier if it’s higher. Your soul surge does piercing damage that has the force descriptor, and the amount of damage it does depends on the level at which it’s cast.

1st: When you cast soul surge as a 1st-level spell, it deals @[3d8 damage][roll 3d8 as damage for 'Soul Surge'] to the target.

2nd: When you cast soul surge as a 2nd-level spell, it deals @[6d8 damage][roll 6d8 as damage for 'Soul Surge'] to the target.

3rd: When you cast soul surge as a 3rd-level spell, it deals @[10d8 damage][roll 10d8 as damage for 'Soul Surge'] to the target.

4th: When you cast soul surge as a 4th-level spell, it deals @[14d8 damage][roll 14d8 as damage for 'Soul Surge'] to the target.

5th: When you cast soul surge as a 5th-level spell, it deals @[21d8 damage][roll 21d8 as damage for 'Soul Surge'] to the target.

6th: When you cast soul surge as a 6th-level spell, it deals @[24d8 damage][roll 24d8 as damage for 'Soul Surge'] to the target.

Source

Galactic Magic pg. 82

When an ally within range is targeted by a non-harmless spell or spell-like ability, you can redirect the spell so it targets you instead. Spell redirection fails if you’re immune to the triggering spell’s effects. It can’t redirect spells that affect an area, though it can change one target of a spell that affects multiple targets. The spell’s caster can attempt a Will save to negate this effect. The maximum spell level spell redirection can affect depends on the spell level of spell redirection.

1st: You can redirect a spell whose level is 2nd or lower.

2nd: You can redirect a spell whose level is 3rd or lower.

3rd: You can redirect a spell whose level is 4th or lower.

4th: You can redirect a spell whose level is 5th or lower.

5th: You can redirect a spell whose level is 6th or lower.

Source

Interstellar Species pg. 131

When an ally within range is targeted by a non-harmless spell or spell-like ability, you can redirect the spell so it targets you instead. Spell redirection fails if you’re immune to the triggering spell’s effects. It can’t redirect spells that affect an area, though it can change one target of a spell that affects multiple targets. The spell’s caster can attempt a Will save to negate this effect. The maximum spell level spell redirection can affect depends on the spell level of spell redirection.

1st: You can redirect a spell whose level is 2nd or lower.

2nd: You can redirect a spell whose level is 3rd or lower.

3rd: You can redirect a spell whose level is 4th or lower.

4th: You can redirect a spell whose level is 5th or lower.

5th: You can redirect a spell whose level is 6th or lower.

Source

Interstellar Species pg. 131

The target can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. An affected creature with four limbs must have three limbs free (not holding equipment or being used to perform skills and so on) to climb in this manner. A creature with six limbs needs only four available. In general, other creatures must have 75% of their limbs available to benefit from this spell. The target gains a climb speed of 20 feet (and the +8 racial bonus to Athletics checks to climb granted by that climb speed); furthermore, it doesn’t need to attempt Athletics checks to climb to traverse a vertical or horizontal surface (even upside down). An affected creature climbing in this way is not flat-footed while climbing, and opponents get no special bonus to their attacks against it. The creature, however, can’t use the run action while climbing.

Source

Core Rulebook pg. 378

You divert a benevolent spirit from the River of Souls to temporarily inhabit a suit of armor. The spirit steadies the nerves and balance of the creature wearing the armor. If the target becomes flat-footed during the duration, it ignores the penalty to AC that condition imposes. Similarly, the off-kilter condition has no effect on the target while this spell is in effect.

You divert a benevolent spirit from the River of Souls to inhabit a computer. You can communicate with the spirit while you concentrate; the spirit is trained in Computers and can make @[Computers][roll d20 + 3 + character.caster.level + character.keyAbility.modifier as skill for 'Spirit-bound Computer'] checks you request with a total bonus equal to 3 + your caster level + your key ability score modifier.

Dwarves call on their ancestors to cast this spell of traditional sharing of burdens. This spell connects you and allies in the area on a spiritual level. Each target gains a +1 morale bonus to saving throws. You know when an affected ally is unconscious or dying, provided the creature is within 120 feet of you. Affected creatures can, as a standard action, spend Resolve Points on behalf of an affected ally within 30 feet to help that ally either stabilize or stay in the fight. Two different allies doing so can allow both to occur during the same round.

Source

Galactic Magic pg. 82

You draw a spirit into a comm unit or computer, allowing you to consult the spirit for information. As a swift action, you can ask the spirit a question; you can ask a question in this way a number of times equal to your key ability score modifier. The spirit attempts to recall knowledge with any of its available skills, then transmits a response to your question via the device at the start of your next turn. Questions asked of a spirit are wasted if they aren’t relevant to its field of expertise or aren’t achievable with skill checks to recall knowledge.

1st: When you cast spiritual consultation as a 1st-level spell, the spirit has a bonus of +6 in one skill of your choice.

2nd: When you cast spiritual consultation as a 2nd-level spell, the spirit has a bonus of +10 in one skill of your choice.

3rd: When you cast spiritual consultation as a 3rd-level spell, the spirit has a bonus of +14 in one skill of your choice.

4th: When you cast spiritual consultation as a 4th-level spell, the spirit has a bonus of +17 in two skills of your choice.

5th: When you cast spiritual consultation as a 5th-level spell, the spirit has a bonus of +20 in two skills of your choice, and the duration of the spell increases to 10 minutes/level.

6th: When you cast spiritual consultation as a 6th-level spell, the spirit has a bonus of +23 in two skills of your choice, the duration of the spell increases to 10 minutes/level, and the number of questions you can ask the spirit doubles.

Source

Tech Revolution pg. 27

You draw a spirit into a comm unit or computer, allowing you to consult the spirit for information. As a swift action, you can ask the spirit a question; you can ask a question in this way a number of times equal to your key ability score modifier. The spirit attempts to recall knowledge with any of its available skills, then transmits a response to your question via the device at the start of your next turn. Questions asked of a spirit are wasted if they aren’t relevant to its field of expertise or aren’t achievable with skill checks to recall knowledge.

1st: When you cast spiritual consultation as a 1st-level spell, the spirit has a bonus of +6 in one skill of your choice.

2nd: When you cast spiritual consultation as a 2nd-level spell, the spirit has a bonus of +10 in one skill of your choice.

3rd: When you cast spiritual consultation as a 3rd-level spell, the spirit has a bonus of +14 in one skill of your choice.

4th: When you cast spiritual consultation as a 4th-level spell, the spirit has a bonus of +17 in two skills of your choice.

5th: When you cast spiritual consultation as a 5th-level spell, the spirit has a bonus of +20 in two skills of your choice, and the duration of the spell increases to 10 minutes/level.

6th: When you cast spiritual consultation as a 6th-level spell, the spirit has a bonus of +23 in two skills of your choice, the duration of the spell increases to 10 minutes/level, and the number of questions you can ask the spirit doubles.

Source

Tech Revolution pg. 27

When you need to keep track of comrades who get separated, status allows you to mentally monitor their relative positions and general conditions. You are aware of the direction of and distance to the creatures and any conditions or states affecting them: confused, diseased, dying, nauseated, panicked, poisoned, staggered, stunned, unconscious, unharmed, wounded, wounded and out of Stamina points, and the like. Once the spell has been cast upon the targets, the distance between them and the caster does not affect the spell as long as they are on the same plane of existence. If a target leaves the plane (including via Drift travel) or dies, the spell ceases to function for that creature.

Source

Core Rulebook pg. 379

This spell summons an extraplanar creature (typically an elemental, magical beast native to another plane, or outsider, but also occasionally even extraplanar constructs). The summoned creature appears where you designate and acts immediately on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it to not attack, to attack particular enemies, or to perform other actions.

When you gain this spell as a spell known, select four creatures from the appropriate list in Table 8: Summon Creature for each level at which you can cast this spell. For example, for the 1st-level summon creature spell, you could choose Tiny air, earth, fire, and water elementals. Note that a particular alignment or class is sometimes required to choose certain creatures, as listed in Table 8. In place of a single selection, you can choose a creature from a lower-level summoning list; doing so allows you the option of summoning multiple such creatures at a time. Each time you gain a character level, you can change these selections.

You can gain summon creature a second time at the highest spell level you know, selecting four additional appropriate creatures at each level you can cast this spell.

You choose which of the selected creatures you summon each time you cast the spell.

1st: When you cast summon creature as a 1st-level spell, you summon one creature from your selection of creatures from the 1st-level summoning list.

2nd: When you cast summon creature as a 2nd-level spell, you summon one creature from your selection of creatures from the 2nd-level summoning list. If the chosen creature is from a lower-level summoning list, you summon three such creatures instead.

3rd: When you cast summon creature as a 3rd-level spell, you summon one creature from your selection of creatures from the 3rd-level summoning list. If the chosen creature is from a lower-level summoning list, you summon three such creatures instead.

4th: When you cast summon creature as a 4th-level spell, you summon one creature from your selection of creatures from the 4th-level summoning list. If the chosen creature is from a lower-level summoning list, you summon three such creatures instead.

5th: When you cast summon creature as a 5th-level spell, you summon one creature from your selection of creatures from the 5th-level summoning list. If the chosen creature is from a lower-level summoning list, you summon three such creatures instead.

6th: When you cast summon creature as a 6th-level spell, you summon one creature from your selection of creatures from the 6th-level summoning list. If the chosen creature is from a lower-level summoning list, you summon three such creatures instead.

A summoned creature can’t use teleportation or planar travel abilities or magical divination abilities. Creatures can’t be summoned into an environment that can’t support them (such as summoning a breathing creature into a vacuum). Creatures summoned using this spell can’t use spells or spell-like abilities that duplicate spells that require expending Resolve Points or expensive materials to cast (such as raise dead).

Source

Alien Archive pg. 144

This spell summons an extraplanar creature (typically an elemental, magical beast native to another plane, or outsider, but also occasionally even extraplanar constructs). The summoned creature appears where you designate and acts immediately on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it to not attack, to attack particular enemies, or to perform other actions.

When you gain this spell as a spell known, select four creatures from the appropriate list in Table 8: Summon Creature for each level at which you can cast this spell. For example, for the 1st-level summon creature spell, you could choose Tiny air, earth, fire, and water elementals. Note that a particular alignment or class is sometimes required to choose certain creatures, as listed in Table 8. In place of a single selection, you can choose a creature from a lower-level summoning list; doing so allows you the option of summoning multiple such creatures at a time. Each time you gain a character level, you can change these selections.

You can gain summon creature a second time at the highest spell level you know, selecting four additional appropriate creatures at each level you can cast this spell.

You choose which of the selected creatures you summon each time you cast the spell.

1st: When you cast summon creature as a 1st-level spell, you summon one creature from your selection of creatures from the 1st-level summoning list.

2nd: When you cast summon creature as a 2nd-level spell, you summon one creature from your selection of creatures from the 2nd-level summoning list. If the chosen creature is from a lower-level summoning list, you summon three such creatures instead.

3rd: When you cast summon creature as a 3rd-level spell, you summon one creature from your selection of creatures from the 3rd-level summoning list. If the chosen creature is from a lower-level summoning list, you summon three such creatures instead.

4th: When you cast summon creature as a 4th-level spell, you summon one creature from your selection of creatures from the 4th-level summoning list. If the chosen creature is from a lower-level summoning list, you summon three such creatures instead.

5th: When you cast summon creature as a 5th-level spell, you summon one creature from your selection of creatures from the 5th-level summoning list. If the chosen creature is from a lower-level summoning list, you summon three such creatures instead.

6th: When you cast summon creature as a 6th-level spell, you summon one creature from your selection of creatures from the 6th-level summoning list. If the chosen creature is from a lower-level summoning list, you summon three such creatures instead.

A summoned creature can’t use teleportation or planar travel abilities or magical divination abilities. Creatures can’t be summoned into an environment that can’t support them (such as summoning a breathing creature into a vacuum). Creatures summoned using this spell can’t use spells or spell-like abilities that duplicate spells that require expending Resolve Points or expensive materials to cast (such as raise dead).

Source

Alien Archive pg. 144

You supercharge the target armor. The armor’s hardness doubles; the armor sheds light in a 20-foot radius, increasing the light level 1 step to a maximum of normal light; and the creature wearing the armor gains temporary Hit Points equal to 5 + your caster level as long as it wears the armor.

Source

Near Space pg. 157

You supercharge the target weapon. If the weapon’s next attack hits (provided it is made before the end of the next round), the attack deals @[4d6 additional damage][roll 4d6 as damage for 'Supercharge Weapon'] if the weapon is a single target attack or @[2d6 additional damage][roll 2d6 as damage for 'Supercharge Weapon'] if the weapon attacks all creatures in an area. This bonus damage is of the same type as the weapon’s normal damage.

Source

Core Rulebook pg. 379

You gently coax the surrounding terrain into a defensive dome capable of protecting you from harmful environments. This simple shelter has a single entrance, no doors, and occupies a 10-ft. cube. For the duration of the spell, the shelter provides environmental protections as if it were armor, using your caster level as the item level of the armor.

You sift through the threads of this timeline and rearrange them to your liking. After you and at least one other ally roll initiative to begin combat, you can cast this spell to switch places in initiative order with an ally or other willing creature, acting on one another’s original initiative counts for the duration of the combat. Casting this spell does not require an action.

Source

Galactic Magic pg. 84

You magically enhance one or more targets’ physiologies to allow them to swim through liquids with increasing levels of ease and grace.

1st: When you cast swim as a 1st-level spell, you can target one Medium or smaller creature per caster level at close range (25 feet + 5 feet/2 levels) that’s partially or fully submerged in water or another liquid. The targets must all be within 20 feet of each other. A Large creature or object counts as two Medium creatures, a Huge creature or object counts as four Medium creatures, and so on. The affected targets gain a +8 bonus to their Athletics checks to swim. For each target, this casting of the spell lasts 1 round per caster level or until that target leaves the water (whichever happens first). The 1st-level version of this spell can be cast as a reaction, but when you do so, you can’t take a standard action on your next turn.

2nd: When you cast swim as a 2nd-level spell, you can target one willing or unconscious touched creature and give it a swim speed of 40 feet, and the spell lasts until the creature leaves the water or for 1 minute per caster level (whichever happens first).

3rd: When you cast swim as a 3rd-level spell, you can target one willing or unconscious touched creature and affect it as per the 2nd-level version of the spell, except the target gains a swim speed of 60 feet and the spell lasts for 10 minutes per caster level.

4th: When you cast swim as a 4th-level spell, you can target multiple willing or unconscious creatures at close range (25 feet + 5 feet/2 levels) and affect them as per the 3rd-level version of the spell. You can target one creature per caster level, all of which must be within 30 feet of each other.

You magically enhance one or more targets’ physiologies to allow them to swim through liquids with increasing levels of ease and grace.

1st: When you cast swim as a 1st-level spell, you can target one Medium or smaller creature per caster level at close range (25 feet + 5 feet/2 levels) that’s partially or fully submerged in water or another liquid. The targets must all be within 20 feet of each other. A Large creature or object counts as two Medium creatures, a Huge creature or object counts as four Medium creatures, and so on. The affected targets gain a +8 bonus to their Athletics checks to swim. For each target, this casting of the spell lasts 1 round per caster level or until that target leaves the water (whichever happens first). The 1st-level version of this spell can be cast as a reaction, but when you do so, you can’t take a standard action on your next turn.

2nd: When you cast swim as a 2nd-level spell, you can target one willing or unconscious touched creature and give it a swim speed of 40 feet, and the spell lasts until the creature leaves the water or for 1 minute per caster level (whichever happens first).

3rd: When you cast swim as a 3rd-level spell, you can target one willing or unconscious touched creature and affect it as per the 2nd-level version of the spell, except the target gains a swim speed of 60 feet and the spell lasts for 10 minutes per caster level.

4th: When you cast swim as a 4th-level spell, you can target multiple willing or unconscious creatures at close range (25 feet + 5 feet/2 levels) and affect them as per the 3rd-level version of the spell. You can target one creature per caster level, all of which must be within 30 feet of each other.

You create the sensation of a massive earthquake for a short period of time, causing affected creatures to become unsteady on their feet.

1st: When you cast tectonic shift as a 1st-level spell, you can target a creature within close range (25 feet + 5 feet/2 levels). The target must succeed at a Will saving throw or be shaken for 1 round.

2nd: When you cast tectonic shift as a 2nd-level spell, you can target a creature within medium range (100 feet + 10 feet/level). The target must succeed at a Will saving throw or be shaken for @[1d4 rounds][roll 1d4 as duration.round for 'Tectonic Shift']. A creature that fails the save by 5 or more is knocked prone.

3rd: When you cast tectonic shift as 3rd-level spell, you can target up to 5 creatures within medium range (100 feet + 10 feet/level). Each target must succeed at a Will saving throw or be shaken for @[1d4 rounds][roll 1d4 as duration.round for 'Tectonic Shift']. Creatures that fail the save by 5 or more are stunned for 1 round and knocked prone.

You create the sensation of a massive earthquake for a short period of time, causing affected creatures to become unsteady on their feet.

1st: When you cast tectonic shift as a 1st-level spell, you can target a creature within close range (25 feet + 5 feet/2 levels). The target must succeed at a Will saving throw or be shaken for 1 round.

2nd: When you cast tectonic shift as a 2nd-level spell, you can target a creature within medium range (100 feet + 10 feet/level). The target must succeed at a Will saving throw or be shaken for @[1d4 rounds][roll 1d4 as duration.round for 'Tectonic Shift']. A creature that fails the save by 5 or more is knocked prone.

3rd: When you cast tectonic shift as 3rd-level spell, you can target up to 5 creatures within medium range (100 feet + 10 feet/level). Each target must succeed at a Will saving throw or be shaken for @[1d4 rounds][roll 1d4 as duration.round for 'Tectonic Shift']. Creatures that fail the save by 5 or more are stunned for 1 round and knocked prone.

You cause a ripple in time that affects all creatures in the area. At the start of each creature’s turn, there’s a 50% chance the creature is affected by a haste spell until the end of its turn; otherwise, it’s affected by a slow spell until the end of its turn.

You project a wave of temporal disruption that batters and disorients all creatures in the area, dealing @[3d6 bludgeoning damage][roll 3d6 as damage for 'Temporal Wave'] and staggering affected creatures for 1 round. Creatures in the area can attempt a Fortitude saving throw, reducing the damage by half and negating the staggered condition on a success.

You can cast this spell as a full action. If you do, the spell’s range increases to 40 feet, and the spell deals @[3d8 bludgeoning damage][roll 3d8 as damage for 'Temporal Wave'] instead of 3d6.

Source

Starfinder Enhanced pg. 128

You overload a target’s mind with so much psychic stimuli that it ripples to another target, triggering the initial spell as well as overloading the new target with residual psychic overload. This spell deals @[2d8 damage][roll 2d8 as damage for 'Thought Ripple'] to the target, plus @[2d8 damage][roll 2d8 as damage for 'Thought Ripple'] for each prior target that already took damage from this casting of the spell. You choose the order in which targets are affected. Each secondary target of this spell takes a –1 penalty to their Will Save for each opposing alignment of the primary target (so if the primary target was lawful evil, a secondary chaotic evil target takes a –1 penalty, and a secondary chaotic good target takes a –2 penalty). If this spell damages four targets, it incites a thought storm that causes each target to become confused (as per the confusion spell) for 1 round on a failed save.

Source

Ports of Call pg. 123

You immerse a creature in a time loop of your creation. The target sees and reacts to events that no longer coincide with the current timeline, becoming confused for 1 round and entangled for the duration. If the target succeeds at a Will saving throw to ignore the time loop, they’re instead off-target for the duration.

Source

Galactic Magic pg. 84

By drawing on the latent energy that surrounds everything, you trigger a series of magical explosions, dealing fire damage to creatures in areas that you designate when casting the spell. The amount of damage and the size of the explosions depend on the spell’s level.

Overlapping areas of Trifold Explosion do not do additional damage and creatures in overlapping areas of the spell’s effect are only affected by the spell once.

2nd: When you cast trifold explosion as a 2nd-level spell, it deals @[3d6 fire damage][roll 3d6 as damage for 'Trifold Explosion'] in three 5-ft.-radius bursts.

3rd: When you cast trifold explosion as a 3rd-level spell, it deals @[5d6 fire damage][roll 5d6 as damage for 'Trifold Explosion'] in three 5-ft.-radius bursts.

4th: When you cast trifold explosion as a 4th-level spell, it deals @[7d6 fire damage][roll 7d6 as damage for 'Trifold Explosion'] in three 10-ft.-radius bursts.

5th: When you cast trifold explosion as a 5th-level spell, it deals @[8d6 fire damage][roll 8d6 as damage for 'Trifold Explosion'] in three 10-ft.-radius bursts.

6th: When you cast trifold explosion as a 6th-level spell, it deals @[10d6 fire damage][roll 10d6 as damage for 'Trifold Explosion'] in three 10-ft.-radius bursts.

You fire three spiraling beams of glowing energy at a target that intertwine midflight into a single tripartite ray. Make a @[ranged attack][roll d20 + character.attack.ranged as attack for 'Tripartite Beam'] roll against your target’s EAC. If you hit, the target takes @[1d6 acid damage][roll 1d6 as damage for 'Tripartite Beam'], @[1d6 electricity damage][roll 1d6 as damage for 'Tripartite Beam'], and @[1d6 fire damage][roll 1d6 as damage for 'Tripartite Beam']. On a critical hit, they’re additionally dazzled for 3 rounds.

Mimicking the luck of halflings, you presciently react or tug on the strands of fate, casting this spell just after a d20 roll you attempt for a saving throw or an enemy attempts for an attack against you. The triggering roll must be rerolled, unless it’s an attack roll made by an enemy who saves or whose spell resistance you fail to overcome.

Source

Galactic Magic pg. 85

Embri cast this spell to shame other embri who break decorum, and precogs manifest this spell by revealing a creature’s true future appearance. If the target fails the saving throw, nonmagical disguises or face coverings fall away harmlessly, revealing the creature’s face or otherwise showing its real identity. A shapechanger must revert to its true form. A creature can’t successfully disguise itself, change its shape, or use a magic item to alter its appearance again for 10 minutes. During this time, the creature can’t be the target of another’s attempt at a nonmagical disguise, but it can be the target of another’s disguising magic.

If, when you cast this spell, the effect disguising a creature is magical (other than a shapechanger’s capabilities), you must attempt a caster level check (1d20 + your caster level). The DC equals 11 + the level, item level, or CR of the effect’s creator. If you succeed, the magic is dispelled and can’t be renewed for 10 minutes. This spell has no effect on artifacts or deities.

Source

Galactic Magic pg. 85

The spell conjures an invisible, mindless, shapeless force that performs simple tasks at your command (a move action). It can run and fetch things, open unstuck doors, and hold chairs, as well as clean and mend. The servant can perform only one activity at a time, but it repeats the same activity over and over again if told to do so as long as you remain within range. It has an effective Strength score of 2 (so it can lift up to 20 pounds or 2 bulk or drag up to 100 pounds or 10 bulk). It can trigger traps and such, but it can’t exert enough force to activate certain pressure plates and other devices. It can’t perform any task that requires a skill check with a DC higher than 10 or that requires a check using a skill that can’t be used untrained. This servant can’t fly, climb, or swim (though it can walk on water). Its land speed is 15 feet. The servant can’t attack in any way; it is never allowed to make attack rolls. It can’t be killed, but it dissipates if it takes 6 or more damage from area attacks; it gets no saving throws against attacks.

Source

Core Rulebook pg. 383

You transform the target, rapidly updating its components and mechanisms to modern design standards for the spell’s duration. If the target has the archaic weapon special property, it temporarily loses that property. If the target’s item level is lower than your caster level, the target’s hardness temporarily increases by 3, and it gains 5 temporary Hit Points that disappear when the spell ends. If the target is a suit of armor, it immediately gains and activates its environment protections.

Source

Starfinder Enhanced pg. 129

This spell temporarily empowers the abilities of a summoned creature. When you cast this spell, choose one of the following benefits. This upgrade lasts for the spell’s duration or until the summoned creature is dismissed or returns to its native plane. A summoned creature can only benefit from one of these upgrades at a time; casting this spell a second time on a summoned creature immediately ends the first casting’s benefits.

  • The summoned creature’s maximum Hit Points increases by 10%.
  • The Armor Class of the summoned creature increases by 2.
  • The summoned creature gains a +1 bonus to all attack rolls.
  • One of the summoned creature’s attacks deals an additional die of damage of the same size.
  • When the summoned creature makes a full attack, it can also take a separate move action to move. The movement can occur before, after, or between the attacks from the full attack. All movement must occur at the same time. (This benefit doesn’t stack with the benefits of haste.)

You touch a weapon that deals bludgeoning, piercing, or slashing damage and imbue it with poison. The next five attacks made using the weapon are poisoned. Each creature damaged by these attacks must succeed at a Fortitude save or be sickened for @[2d4 rounds][roll 2d4 as duration.round for 'Venomous Weapon'].

Tapping into the life-giving energy of your home world, you emit a blast of rapidly growing roots, branches, vines, and thorns that puncture creatures in a line, dealing @[3d6 piercing damage][roll 3d6 as damage for 'Verdant Blast'] to all creatures and objects in the area.

You turn data into plant matter that either instantly explodes outward or lurks within a device.

Instant Growth: You immediately incite growth from the targeted device. A creature can negate the effect on an object it holds with a successful Will save or with spell resistance. For both this and the dormant growth effect (see below), the plant matter explodes from the targeted device, filling all squares within a 20-foot-radius spread. Each creature in the area must attempt a Reflex save. On a failure, it takes @[5d6 slashing damage][roll 5d6 as damage for 'Verdant Code'] and is entangled; on a successful save, it takes half damage, isn’t entangled, and is shunted to the nearest empty space available. A creature can escape the entangled effect with a successful Acrobatics or Athletics check as a standard action, using the spell save DC as the skill check DC. A square of plant matter has hardness 8 and 15 Hit Points. The growth also covers the device, preventing non-remote access until the plant matter is destroyed or disintegrates at the end of the spell’s duration. Dormant Growth: You implant verdant code into an computer system or module you have root access to. The next time the device is accessed, plant matter explodes from the device (see above). A device can hold only one instance of verdant code at a time, and new instances erase the previous instance. If this spell’s duration ends before the implanted code is accessed, the code vanishes. This code can be made permanent, as implant data.

Source

Near Space pg. 129

You turn the target into a robot that can guard you. This spell works like handy junkbot insofar as targeting parameters and your inability to target the same equipment after the spell ends. The junkbot you create is Tiny and appears in your space.

A vigilant junkbot can take no actions. Instead, you instruct the junkbot to perform its melee protocol or ranged protocol. You can change the protocol telepathically as a move action. In its melee protocol, the junkbot attaches to you, granting you a +1 bonus to KAC for every 4 technomancer levels you have. In its ranged protocol, the vigilant junkbot hovers at strategic angles to cover you, granting you concealment against ranged attacks. Additionally, when you take damage from an attack that matches the protocol (melee or ranged), the junkbot takes the first 3 damage. Any additional damage passes to you.

Enemies can target the junkbot instead of you. Its KAC and EAC are each 10 + your caster level, and it has Hit Points equal to one-quarter of your own (but no Stamina Points). The junkbot uses your saving throw bonuses, and it is a construct with the magical and technological subtypes.

You grant one or more targets the ability to survive in vacuum. Affected targets gain the void adaptation universal creature rule and sprout wings of pure energy that grant a supernatural fly speed of 60 feet (average maneuverability) that functions only in vacuum.

Source

Drift Crisis pg. 123

You summon an erupting volcano that unleashes molten rock over an area, dealing fire and bludgeoning damage. The eruption leaves molten rocks, thick ash, and smoke, making the entire area of effect difficult terrain for the duration of the spell.

1st: When you cast volcanic wrath as a 1st-level spell, it deals @[2d6 damage][roll 2d6 as damage for 'Volcanic Wrath'] in a 10-ft-radius, 20 ft. high burst.

2nd: When you cast volcanic wrath as a 2nd-level spell, it deals @[4d6 damage][roll 4d6 as damage for 'Volcanic Wrath'] in a 10-ft-radius, 20 ft. high cylinder.

3rd: When you cast volcanic wrath as a 3rd-level spell, it deals @[7d6 damage][roll 7d6 as damage for 'Volcanic Wrath'] in a 20-ft-radius, 40 ft. high cylinder.

4th: When you cast volcanic wrath as a 4th-level spell, it deals @[10d6 damage][roll 10d6 as damage for 'Volcanic Wrath'] in a 20-ft-radius, 40 ft. high cylinder.

5th: When you cast volcanic wrath as a 5th-level spell, it deals @[15d6 damage][roll 15d6 as damage for 'Volcanic Wrath'] in a 30-ft-radius, 60 ft. high cylinder.

6th: When you cast volcanic wrath as a 6th-level spell, it deals @[17d6 damage][roll 17d6 as damage for 'Volcanic Wrath'] in a 30-ft-radius, 60 ft. high cylinder.

Source

Interstellar Species pg. 115

You summon an erupting volcano that unleashes molten rock over an area, dealing fire and bludgeoning damage. The eruption leaves molten rocks, thick ash, and smoke, making the entire area of effect difficult terrain for the duration of the spell.

1st: When you cast volcanic wrath as a 1st-level spell, it deals @[2d6 damage][roll 2d6 as damage for 'Volcanic Wrath'] in a 10-ft-radius, 20 ft. high burst.

2nd: When you cast volcanic wrath as a 2nd-level spell, it deals @[4d6 damage][roll 4d6 as damage for 'Volcanic Wrath'] in a 10-ft-radius, 20 ft. high cylinder.

3rd: When you cast volcanic wrath as a 3rd-level spell, it deals @[7d6 damage][roll 7d6 as damage for 'Volcanic Wrath'] in a 20-ft-radius, 40 ft. high cylinder.

4th: When you cast volcanic wrath as a 4th-level spell, it deals @[10d6 damage][roll 10d6 as damage for 'Volcanic Wrath'] in a 20-ft-radius, 40 ft. high cylinder.

5th: When you cast volcanic wrath as a 5th-level spell, it deals @[15d6 damage][roll 15d6 as damage for 'Volcanic Wrath'] in a 30-ft-radius, 60 ft. high cylinder.

6th: When you cast volcanic wrath as a 6th-level spell, it deals @[17d6 damage][roll 17d6 as damage for 'Volcanic Wrath'] in a 30-ft-radius, 60 ft. high cylinder.

Source

Interstellar Species pg. 115

A billowing wall of dense mist forms in a vertical plane, provided the wall is neither underwater nor in a vacuum. In those cases, the spell fails. Creatures and objects on one side of the wall have concealment (20% miss chance) from creatures on the opposite side of the wall. A moderate wind (11+ mph) disperses this fog in 2 rounds; a strong wind (21+ mph) disperses the fog in 1 round, although the wall returns if you’re still concentrating on it and the wind ends.

Source

Galactic Magic pg. 86

This spell functions as wall of fog, except you can select one side of the wall to give off searing steam. Creatures within 5 feet of this side of the wall take @[2d4 fire damage][roll 2d4 as damage for 'Wall of Steam'], and those beyond 5 feet but within 10 feet take @[1d4 fire damage][roll 1d4 as damage for 'Wall of Steam']. The wall deals this damage when it appears and on your turn each subsequent round. In addition, the wall deals @[3d4 fire damage][roll 3d4 as damage for 'Wall of Steam'] to any creature passing through it. If you conjure the wall so that it appears where creatures are, each creature takes damage as if passing through the wall.

The steam can be dispersed as a wall of fog can. Also, if any 5-foot length of wall takes 10 or more cold damage in 1 round, that length crystallizes and melts away, disappearing.

Wall Of Fog
A billowing wall of dense mist forms in a vertical plane, provided the wall is neither underwater nor in a vacuum. In those cases, the spell fails. Creatures and objects on one side of the wall have concealment (20% miss chance) from creatures on the opposite side of the wall. A moderate wind (11+ mph) disperses this fog in 2 rounds; a strong wind (21+ mph) disperses the fog in 1 round, although the wall returns if you’re still concentrating on it and the wind ends.

Source

Galactic Magic pg. 86

You create a faint vertical field that warps time and space. The wall is insubstantial, remains in place once created, and doesn’t need to anchor to a surface. Creatures and objects on one side of the wall have concealment (20% miss chance) from creatures on the opposite side of the wall; however, this concealment is caused by how the wall distorts light, sound, and other stimuli, such that abilities like blindsight do not negate the effect. The wall tangles the personal timestream of anyone that moves through it, causing one of the randomly determined effects below. A creature can attempt a Fortitude save against most of the effects, with a success negating detrimental effects or enhancing beneficial effects. Once a creature has passed through the wall, they are not subject to additional effects from moving through the wall additional times, whether they succeeded at the saving throw or not.

@[d10][roll d10 as chance for 'Wall of Warped Time'] Time Distortion
1–2 No effect.
3–4 Gains the effects of haste until the end of their next turn. The duration increases by @[1d4 rounds][roll 1d4 as duration.round for 'Wall of Warped Time'] with a successful Fortitude save.
5–6 Gains the effects of slow for @[1d4 rounds][roll 1d4 as duration.round for 'Wall of Warped Time'] (Fortitude negates).
7–8 Gains the nauseated condition for @[1d4 rounds][roll 1d4 as duration.round for 'Wall of Warped Time'] (Fortitude negates).
9–10 Paralyzed for @[1d4 rounds][roll 1d4 as duration.round for 'Wall of Warped Time'] immediately after passing through the wall (Fortitude negates). At the end of each of its turns, the creature can attempt a new Fort save, ending the effect if it succeeds.

Source

Starfinder Enhanced pg. 129

You draw forth otherworldly energy to create a small, spherical, floating wisp that can distract your enemies in combat. This wisp can move 60 feet per round in any direction, and you can direct it as a move action on your turn. If the wisp occupies the same space as an enemy, the wisp provides your choice of either harrying fire or covering fire (see pages 246–247) against the enemy each round on your turn, and it follows that enemy within range automatically unless you direct it to change targets. The wisp is made of pure light and energy and can’t be damaged in combat, though it can be dispelled as normal. In addition to the function described above, the wisp sheds light in a 20-foot radius in a color of your choice (chosen when you cast the spell).

Source

Core Rulebook pg. 385

Creatures within the emanation area can’t speak any deliberate and intentional lies. Each potentially affected creature can attempt a Will saving throw to avoid the effect when the spell is cast or when that creature first enters the emanation area. Affected creatures are aware of this enchantment, and they can therefore avoid answering questions to which they would normally respond with a lie, or they can be evasive as long as they remain within the boundaries of the truth. Creatures who leave the area are free to speak as they choose.

Source

Core Rulebook pg. 385

You coat the area in conjured acid, which quickly pools on the ground. Creatures and objects in the area when the spell is cast take @[6d6 acid damage][roll 6d6 as damage for 'Acid Puddle']. For the duration of the spell, creatures that enter or start their turn in the area take @[2d6 acid damage][roll 2d6 as damage for 'Acid Puddle'].

Source

Galactic Magic pg. 67

Dwarves created adamantine shot to turn common ammunition into deadly projectiles with siege and mining potential. You transmute one longarm round or similar missile, such as an arrow, into a magical projectile that performs as adamantine alloy ammunition, then you launch it. The round splits into three; attempt an @[attack][roll 1d20 + character.attack.ranged as attack for 'Adamantine Shot'] against a target’s KAC for each projectile. On a success, a shot deals piercing damage based on the slot you used to cast the spell and has the knockdown critical hit effect. Each shot also has the breach weapon special property (Armory 27), but you use your key ability score in place of Strength and add triple the spell-slot level you used to the roll instead of item level.

1st: When you cast adamantine shot as a 1st-level spell, each projectile deals @[1d8 piercing damage][roll 1d8 as damage for 'Adamantine Shot'].

2nd: When you cast adamantine shot as a 2nd-level spell, each projectile deals @[2d8 piercing damage][roll 2d8 as damage for 'Adamantine Shot'].

3rd: When you cast adamantine shot as a 3rd-level spell, each projectile deals @[3d8 piercing damage][roll 3d8 as damage for 'Adamantine Shot'].

4th: When you cast adamantine shot as a 4th-level spell, each projectile deals @[5d8 piercing damage][roll 5d8 as damage for 'Adamantine Shot'].

5th: When you cast adamantine shot as a 5th-level spell, each projectile deals @[7d8 piercing damage][roll 7d8 as damage for 'Adamantine Shot'].

6th: When you cast adamantine shot as a 6th-level spell, each projectile deals @[9d8 piercing damage][roll 9d8 as damage for 'Adamantine Shot'].

Attacking the same target twice incurs a –4 penalty to the attack rolls. Attacking the same target three times incurs a –6 penalty to the attack rolls.

Source

Galactic Magic pg. 67

Dwarves created adamantine shot to turn common ammunition into deadly projectiles with siege and mining potential. You transmute one longarm round or similar missile, such as an arrow, into a magical projectile that performs as adamantine alloy ammunition, then you launch it. The round splits into three; attempt an @[attack][roll 1d20 + character.attack.ranged as attack for 'Adamantine Shot'] against a target’s KAC for each projectile. On a success, a shot deals piercing damage based on the slot you used to cast the spell and has the knockdown critical hit effect. Each shot also has the breach weapon special property (Armory 27), but you use your key ability score in place of Strength and add triple the spell-slot level you used to the roll instead of item level.

1st: When you cast adamantine shot as a 1st-level spell, each projectile deals @[1d8 piercing damage][roll 1d8 as damage for 'Adamantine Shot'].

2nd: When you cast adamantine shot as a 2nd-level spell, each projectile deals @[2d8 piercing damage][roll 2d8 as damage for 'Adamantine Shot'].

3rd: When you cast adamantine shot as a 3rd-level spell, each projectile deals @[3d8 piercing damage][roll 3d8 as damage for 'Adamantine Shot'].

4th: When you cast adamantine shot as a 4th-level spell, each projectile deals @[5d8 piercing damage][roll 5d8 as damage for 'Adamantine Shot'].

5th: When you cast adamantine shot as a 5th-level spell, each projectile deals @[7d8 piercing damage][roll 7d8 as damage for 'Adamantine Shot'].

6th: When you cast adamantine shot as a 6th-level spell, each projectile deals @[9d8 piercing damage][roll 9d8 as damage for 'Adamantine Shot'].

Attacking the same target twice incurs a –4 penalty to the attack rolls. Attacking the same target three times incurs a –6 penalty to the attack rolls.

Source

Galactic Magic pg. 67

You communicate with the Akashic Record of one of your classmates or former instructors, asking them to assist you in a task.

1st: When you cast Akashic tutor as a 1st-level spell, your Akashic tutor has a total skill modifier equal to your level + 2.

2nd: When you cast Akashic tutor as a 2nd-level spell, your Akashic tutor has a total skill modifier equal to your level + 4.

3rd: When you cast Akashic tutor as a 3rd-level spell, your Akashic tutor has a total skill modifier equal to your level + 6.

This spell turns corpses into undead creatures that obey your spoken commands. The undead can be made to follow you, or they can be made to remain in place and attack any creature (or a specific kind of creature) entering the area. They remain animated until they are destroyed. A destroyed undead can’t be animated again.

You can create one or more undead creatures with a total CR of no more than half your caster level. You can only create one type of undead with each casting of this spell. Creating undead requires special materials worth 1,000 credits × the total CR of the undead created; these materials are consumed as part of casting the spell.

The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only a number of undead whose total CR is no greater than your caster level. If you exceed this number, all the newly created creatures fall under your control and any excess undead from previous castings become uncontrolled. You choose which creatures are released. Once released, such undead have no particular feelings of loyalty to you, and in time they may grow in power beyond the undead you can create.

The corpses you use must be as intact as the typical undead of the type you choose to create. For example, a skeleton can be created only from a mostly intact corpse (that has bones) or skeleton. A zombie can be created only from a creature with a physical anatomy.

Source

Core Rulebook pg. 340

You permeate radiation with mitigations from other realities, dissipating radiation effects in the spell’s area; the radiation level you affect depends on your caster level, as shown on the table below. Once radiation has been dissipated, the environment in the area has no harmful effects from radiation, although this spell does not remove ongoing radiation-creating effects.

An antiradiation spell counters an irradiate spell, as long as your caster level is greater than the caster level of the creature or effect that created the irradiate effect

Caster Level Radiation Level
6th or lower Low
7th-9th Medium
10th-16th High
17th or higher Severe

You temporarily transform part or all of your body into water, gaining unique abilities.

1st: When you cast aqueous form as a 1st-level spell, you gain a swim speed of 30 feet for 1 round, and changing direction while swimming doesn’t cost additional movement.

2nd: When you cast aqueous form as a 2nd-level spell, you’re affected as per the 1st-level version. Also for 1 round, you reduce the amount of bludgeoning, slashing, and fire damage you take by an amount equal to half your caster level (this reduction doesn’t stack with DR or resistances you might already have), and you gain vulnerability to electricity.

3rd: When you cast aqueous form as a 3rd-level spell, you’re affected as per the 2nd-level version except the spell lasts 1 minute per caster level. In addition, you gain a +4 circumstance bonus to AC against combat maneuvers while you’re completely submerged in water.

4th: When you cast aqueous form as a 4th-level spell, you’re affected as per the 3rd-level version except the spell lasts 10 minutes per caster level, and you gain concealment while you’re completely submerged in water.

5th: When you cast aqueous form as a 5th-level spell, you’re affected as per the 4th-level version except the spell lasts for 1 hour per caster level. You can cast the 5th-level version of aqueous form as a purely defensive reaction when you’re about to take damage, but when you do so, you can’t take a standard action on your next turn.

You temporarily transform part or all of your body into water, gaining unique abilities.

1st: When you cast aqueous form as a 1st-level spell, you gain a swim speed of 30 feet for 1 round, and changing direction while swimming doesn’t cost additional movement.

2nd: When you cast aqueous form as a 2nd-level spell, you’re affected as per the 1st-level version. Also for 1 round, you reduce the amount of bludgeoning, slashing, and fire damage you take by an amount equal to half your caster level (this reduction doesn’t stack with DR or resistances you might already have), and you gain vulnerability to electricity.

3rd: When you cast aqueous form as a 3rd-level spell, you’re affected as per the 2nd-level version except the spell lasts 1 minute per caster level. In addition, you gain a +4 circumstance bonus to AC against combat maneuvers while you’re completely submerged in water.

4th: When you cast aqueous form as a 4th-level spell, you’re affected as per the 3rd-level version except the spell lasts 10 minutes per caster level, and you gain concealment while you’re completely submerged in water.

5th: When you cast aqueous form as a 5th-level spell, you’re affected as per the 4th-level version except the spell lasts for 1 hour per caster level. You can cast the 5th-level version of aqueous form as a purely defensive reaction when you’re about to take damage, but when you do so, you can’t take a standard action on your next turn.

You create an invisible magical sensor that sends you visual information. The sensor appears at any point within line of sight, but it can then travel beyond your line of sight without hindrance. An arcane eye travels at 30 feet per round (300 feet per minute) if viewing an area ahead as a humanoid would (primarily looking at the floor) or 10 feet per round (100 feet per minute) if examining the ceiling and walls as well as the floor ahead. The arcane eye sees exactly as you would see if you were there.

The arcane eye can travel in any direction as long as the spell lasts. Solid barriers block its passage, but it can pass through a hole or space as small as 1 inch in diameter. The arcane eye can’t enter another plane of existence, even through hyperspace travel or a magical gate or similar magical portal.

You must concentrate to use an arcane eye. If you do not concentrate, the sensor is inert until you concentrate again.

Source

Core Rulebook pg. 340

This spell allows you to see magic sources within 120 feet of you. The effect is similar to that of a detect magic spell, but arcane sight does not require concentration and discerns information more quickly.

You know the location and caster level of all magic sources within your sight. If the magic sources are in line of sight, you can attempt a DC 28 Mysticism check (one check per source) to determine the school of magic involved in each source.

If you concentrate on a specific creature within 120 feet of you as a standard action, you can determine whether it has any spellcasting or spell-like abilities and the caster level of the most powerful spell or spell-like ability the creature currently has available for use.

You can attempt a Mysticism skill check to identify the properties of magic or hybrid items (but not artifacts), as if you were using identify.

Source

Core Rulebook pg. 340

You magically remove data from the target computer or module. You can remove an amount of data equal to what can be stored on a specific secure data module. You can end the spell with a swift action, restoring the missing data. Each day, when you regain your spell slots, you can expend a 3rd-level spell slot to keep the data hidden for another day. If you choose not to, the data returns.

You cause an electrical device in your possession to surge in power and unleash a line of electricity from the massive oversurge. This deals @[10d6 electricity damage][roll 10d6 as damage for 'Arcing Surge'] to all creatures and objects in the area.

Source

Core Rulebook pg. 340

You manifest an invisible and intangible sensor that hovers one foot above your head. The sensor records anything it can see and hear in a 30-foot radius with no special senses. When the spell ends, the sensor transforms into a data drive, safely appearing in one of your free hands on a nearby surface if you lack a free hand. This data drive has light bulk, hardness 5, 10 Hit Points, and a break DC of 20, and it can be hacked or modified as though it were a computer whose tier equals the spell’s level. A creature that holds and concentrates on the data drive as a full action can review the recording, processing one minute of content each round. A creature can also connect the data drive to a computer and transfer its contents, creating a specific secure data module on that computer. The data drive exists indefinitely, disappearing only once destroyed or once you cast this spell again.

When cast as a higher-level spell, auto-cam ’s senses improves and its duration increases.

2nd: The duration increases to 10 minutes/level, and the sensor has low-light vision.

3rd: The duration increases to 1 hour/ level, and the sensor has low-light vision and darkvision with a range of 30 feet.

Source

Starfinder Enhanced pg. 119

You install an AI into a vehicle that can control the vehicle in place of an actual pilot. During the spell’s duration, you can engage or disengage the autopilot AI as a swift action. You can input a destination into the autopilot AI as a move action, and the autopilot AI attempts to reach that location if doing so is possible.

The vehicle is considered controlled when the autopilot AI is engaged. The autopilot AI’s actions are dictated by the GM, and the autopilot AI can take any of the actions to pilot a vehicle that an actual pilot can. The autopilot AI has a Piloting modifier of +14.

Source

Galactic Magic pg. 68

You infuse a computer with a spark of advanced technology, granting it an artificial personality. For this spell to take effect, you must have access to the computer, through either hacking it and bypassing any countermeasures it has or having unsecured access, but you don’t need root access. Further, if the target computer’s tier is equal to half your caster level or higher, you must expend credits equal to 5% of its base price while you cast this spell or the spell has no effect. This spell has no effect on computers that already have an artificial personality upgrade.

You decide the details of the computer’s personality when you cast this spell, including its name, mannerisms, and sense of humor. The artificial personality recognizes you as its creator unless you remove that detail from its memory while casting. You can designate yourself and up to four other creatures as authorized users of the personality. This spell configures the personality with cunning and charm, granting it a bonus to Bluff, Diplomacy, Intimidate, and Sense Motive checks equal to 3 × its tier.

You change a target’s shape to that of a smaller, weaker creature.

1st: The target shrinks slightly (though it retains its size category) and gains a few cosmetic bestial features of an animal you choose. The target takes a –1 penalty to AC, attack rolls, melee damage rolls, Reflex saving throws, and Strength and Dexterity-based ability checks and skill checks. Lesser remove condition and similar spells can end this effect.

2nd: As per the 1st-level version, but the target takes a –2 penalty and must attempt an additional saving throw each round until it fails or the spell’s duration ends. If the target fails this second saving throw, its appearance becomes more bestial and the penalty increases to –3. Break enchantment, remove affliction, or remove condition can end the spell’s effect.

3rd: As per the 2nd-level version, but you can make the target one size category smaller (its equipment resizes to remain functional, though it may lose reach with its new size; see Size on page 143). The target must attempt a saving throw every round, with the penalty to AC, attack rolls, melee damage rolls, Reflex saving throws, and Strength- and Dexterity-based ability checks and skill checks worsening by 1 each time the target fails one of these saving throws, to a maximum penalty of –4. If the target succeeds at this saving throw after the penalty has reached its maximum, it is no longer required to attempt saving throws. If the target fails this saving throw after the penalty has reached its maximum, you can change the duration to permanent (D). If an object leaves the creature’s possession for 1 round or more, it reverts to normal.

4th: As per the 3rd-level version, but the penalty begins at –3, and the target must attempt a saving throw every round, with the penalty worsening by 1 each time the target fails one of these saving throws (to a maximum penalty of –5). If the target succeeds at this saving throw after the penalty has reached its maximum, it is no longer required to attempt saving throws. If the target fails this saving throw after the penalty has reached its maximum, you can change the duration to permanent (D). If an object leaves the creature’s possession for 1 round or more, it reverts to normal.

5th: As per the 4th-level version, except if the target fails its saving throw after the penalty has reached –5, instead of making the duration permanent (D), for the remainder of the duration you can turn the target into a Small animal or similar beast that has EAC 10 and KAC 12, can’t make attacks or cast spells or spell-like abilities, and can’t use extraordinary or supernatural abilities. The target retains its Intelligence, Wisdom, and Charisma scores in animal form, but it can’t speak or use any abilities of its normal form. Equipment the target is wearing is absorbed into this form, and the target still benefits from any environmental protections on its armor, but the target drops gear it’s holding or carrying but not wearing.

6th: As per the 5th-level version, except if the target fails its saving throw after the penalty has reached –5, you can both make the duration permanent (D) and turn the target into a Small animal or similar beast.

Source

Alien Archive 2 pg. 147

You change a target’s shape to that of a smaller, weaker creature.

1st: The target shrinks slightly (though it retains its size category) and gains a few cosmetic bestial features of an animal you choose. The target takes a –1 penalty to AC, attack rolls, melee damage rolls, Reflex saving throws, and Strength and Dexterity-based ability checks and skill checks. Lesser remove condition and similar spells can end this effect.

2nd: As per the 1st-level version, but the target takes a –2 penalty and must attempt an additional saving throw each round until it fails or the spell’s duration ends. If the target fails this second saving throw, its appearance becomes more bestial and the penalty increases to –3. Break enchantment, remove affliction, or remove condition can end the spell’s effect.

3rd: As per the 2nd-level version, but you can make the target one size category smaller (its equipment resizes to remain functional, though it may lose reach with its new size; see Size on page 143). The target must attempt a saving throw every round, with the penalty to AC, attack rolls, melee damage rolls, Reflex saving throws, and Strength- and Dexterity-based ability checks and skill checks worsening by 1 each time the target fails one of these saving throws, to a maximum penalty of –4. If the target succeeds at this saving throw after the penalty has reached its maximum, it is no longer required to attempt saving throws. If the target fails this saving throw after the penalty has reached its maximum, you can change the duration to permanent (D). If an object leaves the creature’s possession for 1 round or more, it reverts to normal.

4th: As per the 3rd-level version, but the penalty begins at –3, and the target must attempt a saving throw every round, with the penalty worsening by 1 each time the target fails one of these saving throws (to a maximum penalty of –5). If the target succeeds at this saving throw after the penalty has reached its maximum, it is no longer required to attempt saving throws. If the target fails this saving throw after the penalty has reached its maximum, you can change the duration to permanent (D). If an object leaves the creature’s possession for 1 round or more, it reverts to normal.

5th: As per the 4th-level version, except if the target fails its saving throw after the penalty has reached –5, instead of making the duration permanent (D), for the remainder of the duration you can turn the target into a Small animal or similar beast that has EAC 10 and KAC 12, can’t make attacks or cast spells or spell-like abilities, and can’t use extraordinary or supernatural abilities. The target retains its Intelligence, Wisdom, and Charisma scores in animal form, but it can’t speak or use any abilities of its normal form. Equipment the target is wearing is absorbed into this form, and the target still benefits from any environmental protections on its armor, but the target drops gear it’s holding or carrying but not wearing.

6th: As per the 5th-level version, except if the target fails its saving throw after the penalty has reached –5, you can both make the duration permanent (D) and turn the target into a Small animal or similar beast.

Source

Alien Archive 2 pg. 147

This spell functions as baleful polymorph, except as noted in this description. Each target must take the same form.

4th: This spell causes all targets to suffer the effects of the 1st-level version of baleful polymorph.

5th: This spell causes all targets to suffer the effects of the 2nd-level version of baleful polymorph.

6th: This spell causes all targets to suffer the effects of the 3rd-level version of baleful polymorph.

Source

Alien Archive 2 pg. 148

You overstimulate the senses of the affected creature, causing its senses to interfere with another. While a creature is under the effects of this spell, sensory input is processed by the wrong senses, such that noise triggers bursts of colors, smells create sounds, and so on. The affected creature moves at half speed, has a 20% miss chance on all attacks, has the flat-footed condition, and takes a –4 penalty on skill checks and Reflex saving throws.

Effects that negate or reduce the miss chance from concealment don’t affect the miss chance effect from baleful synesthesia.

Employed to great effect by the pahtra defenders of independent Pulonis, this spell weaponizes music to devastate foes. You compose a deadly song that unleashes dissonant chords in a cone-shaped burst in front of you, dealing @[8d6 sonic damage][roll 8d6 as damage for 'Battle Sonata'] to all creatures and objects in the area. A creature who fails its Will save against your battle sonata is also staggered for 1 round.

Source

Galactic Magic pg. 68

You place a terrible Curse on the target, stealing either its overall competency or its ability to think and act on its feet. Choose one of the following.

  • The target takes a –4 penalty to ability checks, attack rolls, saving throws, and skill checks.
  • Each turn, the target has a 50% chance to act normally; otherwise, it takes no action.

You can also invent your own Curse (see Afflictions for a few ideas), but it should be no more powerful than those described above. The Curse bestowed by this spell cannot be dispelled, but it can be removed with a break enchantment, miracle, remove affliction, or wish spell.

Casting this spell doesn’t provoke attacks of opportunity. Bestow Curse counters remove affliction.

Source

Core Rulebook pg. 340

You energize the target’s natural healing. For 5 rounds, the target gains fast healing and electricity resistance based on the spell slot used to cast the spell. If the target is a plant, the spell instead lasts for @[1d6+4 rounds][roll 1d6 + 4 as duration.round for 'Biomechanical Symbiosis'], and the spell removes one condition affecting the target that could be ended with lesser remove condition. Casting this spell drains all charges from a fully charged battery, otherwise it fails.

2nd: The spell grants fast healing 2 and electricity resistance 5, and drains a standard battery.

4th: The spell grants fast healing 4 and electricity resistance 10, and drains a high-capacity battery. The spell can end one condition affecting a plant target as though it were remove condition.

6th: The spell grants fast healing 6 and electricity resistance 15, and drains an ultra-capacity battery. The spell can end one condition affecting a plant target as though it were greater remove condition.

Source

Interstellar Species pg. 111

You conjure forth a mantle of organic, insectile nanites that encircle you. The density of the swarm provides you with partial concealment (20% miss chance) against ranged attacks. Any creature that makes a successful melee attack against you takes @[2d6 piercing damage][roll 2d6 as damage for 'Biotic Shroud'], although you can allow anyone to touch you without them taking damage, for instance to deliver a beneficial touch spell. As a move action, you cause the nanites to cling tightly to you, granting you a fly speed of 20 feet with clumsy maneuverability as an extraordinary ability. When using the shroud to fly, you have no concealment due to it, and it cannot harm creatures that successfully attack you in melee. You can return the nanites to their protective configuration as a move action

This spell functions as lesser biotic taclash, except that the created weapon is considered to be a magic weapon, deals 4d4 slashing damage, and functions as a level 10 item. In addition, when you dismiss the spell as a reaction when striking a target, that target must succeed at a Fortitude save or take the weapon's damage again and become nauseated for 1d3+1 rounds.

You conjure a blast door up to 5 feet thick that blocks a hallway no more than 20 feet wide and 20 feet high. If the door would not completely block the targeted hallway, you can’t cast this spell. Any creature in the spaces where the door appears is harmlessly shunted to a side of the door you choose. The door’s statistics are those of a starship interior wall. It is airtight, and it protects against vacuum and radiation. When the spell ends, the door vanishes without a trace. The door can be opened as a move action.

You rewind a living creature’s personal timeline to an earlier point in their life cycle, imbuing them with renewed vitality and restoring a number of Stamina Points. Blessing of youth ends the bleeding condition.

Blessing of youth restores a number of Stamina Points and applies bonuses to your target depending on the spell’s level.

1st: When you cast blessing of youth as a 1st-level spell, it restores @[1d8 Stamina Points][roll 1d8 as heal for 'Blessing Of Youth'] plus grants a +5-foot enhancement bonus to the target’s land speed for 1 round.

2nd: When you cast blessing of youth as a 2nd-level spell, it restores @[3d8 Stamina Points][roll 3d8 as heal for 'Blessing Of Youth'] plus grants a +5-foot enhancement bonus to the target’s land speed for 2 rounds.

3rd: When you cast blessing of youth as a 3rd-level spell, it restores @[5d8 Stamina Points][roll 5d8 as heal for 'Blessing Of Youth'] plus grants a +5-foot enhancement bonus to the target’s land speed for 3 rounds.

4th: When you cast blessing of youth as a 4th-level spell, it restores @[7d8 Stamina Points][roll 7d8 as heal for 'Blessing Of Youth'] plus grants a +10-foot enhancement bonus to the target’s land speed for 4 rounds.

5th: When you cast blessing of youth as a 5th-level spell, it restores @[9d8 Stamina Points][roll 9d8 as heal for 'Blessing Of Youth'] plus grants a +10-foot enhancement bonus to the target’s land speed for 5 rounds. Additionally, it heals 1 temporary ability damage to each of the target’s ability scores.

6th: When you cast blessing of youth as a 6th-level spell, it restores @[11d8 Stamina Points][roll 11d8 as heal for 'Blessing Of Youth'] plus grants a +10-foot enhancement bonus to the target’s land speed for 6 rounds. Additionally, it heals 2 temporary ability damage to each of the target’s ability scores.

Source

Galactic Magic pg. 68

You rewind a living creature’s personal timeline to an earlier point in their life cycle, imbuing them with renewed vitality and restoring a number of Stamina Points. Blessing of youth ends the bleeding condition.

Blessing of youth restores a number of Stamina Points and applies bonuses to your target depending on the spell’s level.

1st: When you cast blessing of youth as a 1st-level spell, it restores @[1d8 Stamina Points][roll 1d8 as heal for 'Blessing Of Youth'] plus grants a +5-foot enhancement bonus to the target’s land speed for 1 round.

2nd: When you cast blessing of youth as a 2nd-level spell, it restores @[3d8 Stamina Points][roll 3d8 as heal for 'Blessing Of Youth'] plus grants a +5-foot enhancement bonus to the target’s land speed for 2 rounds.

3rd: When you cast blessing of youth as a 3rd-level spell, it restores @[5d8 Stamina Points][roll 5d8 as heal for 'Blessing Of Youth'] plus grants a +5-foot enhancement bonus to the target’s land speed for 3 rounds.

4th: When you cast blessing of youth as a 4th-level spell, it restores @[7d8 Stamina Points][roll 7d8 as heal for 'Blessing Of Youth'] plus grants a +10-foot enhancement bonus to the target’s land speed for 4 rounds.

5th: When you cast blessing of youth as a 5th-level spell, it restores @[9d8 Stamina Points][roll 9d8 as heal for 'Blessing Of Youth'] plus grants a +10-foot enhancement bonus to the target’s land speed for 5 rounds. Additionally, it heals 1 temporary ability damage to each of the target’s ability scores.

6th: When you cast blessing of youth as a 6th-level spell, it restores @[11d8 Stamina Points][roll 11d8 as heal for 'Blessing Of Youth'] plus grants a +10-foot enhancement bonus to the target’s land speed for 6 rounds. Additionally, it heals 2 temporary ability damage to each of the target’s ability scores.

Source

Galactic Magic pg. 68

You lend some of your magical power to an ally as they cast a spell with a casting time of 1 round or less. Choose one of the following effects that modify the ally’s spell:

  • Increase the spell’s saving throw DCs to resist its effects by 1 (maximum DC = 10 + 1/2 your caster level + your spellcasting ability score modifier)
  • Increase the spell’s duration by 50%
  • Increase the spell’s range by 50%; increase the affected area of a spell’s burst or spread by 5 feet
  • Enable the spellcaster to reroll up to one of the spell’s damage dice per level of the triggering spell and use the higher result.

These modifications do not stack with other effects that modify the triggering spell’s save DCs, duration, or range.

You can only modify spells of a certain spell level, based on the spell level of bolster spell.

1st: You can modify 1st- and 2nd-level spells.

2nd: You can modify spells of 4th level and lower.

3rd: You can modify spells of 6th level and lower.

Source

Starfinder Enhanced pg. 119

You touch a willing creature with at least one manifestation from corruption and expend 2 Resolve Points. If you do so, you temporarily gain any stains and gifts that corruption grants to the target, and the target retains them. If a gift you gain has limited uses, you can use the gift only by expending 1 Resolve Point for each use.

You conjure forth a cloud of smoke and burning embers that billows out from the point you designate. The cloud obscures all sight, including darkvision beyond 5 feet. The area counts as a smoke hazard, except a creature within the cloud has total concealment (50% miss chance, and the attacker can’t use sight to locate the target) against their attackers. In addition, the embers within the cloud deal @[2d6 points of fire damage][roll 2d6 as damage for 'Burning Ash Cloud'] to creatures ending their turns within the cloud.

A moderate wind (11+ mph) disperses the cloud in 4 rounds; a strong wing (21+ mph) or stronger disperses the cloud in 1 round. This spell doesn’t function underwater or in a vacuum.

Developed by ikeshti brood-minders and congregants who moved beyond the threat of becoming a rivener, this spell is a celebration of the mental fortitude that one needs to resist one's urges and to shrug off outside influence. You gain a +2 morale bonus to saving throws against all spells and effects with the mind-affecting descriptor. If you would fail a saving throw against a mind-affecting spell or effect while under the effects of calm the storm, you can reroll the failed saving throw as a reaction. If you do, calm the storm ends.

Source

Galactic Magic pg. 69

You conjure a pack of Tiny whimsical cats that scamper and perch within 30 feet of you wherever you move. These adorable felines are only semi-real and are immune to damage. The cats appear with their own inclinations and don’t meaningfully heed your other instructions: roll 1d6 five times on the table below to determine these inclinations. This can result in multiple inclinations of the same type. As a move action, you can expend one of these inclinations and issue a command to the cats as a move action (for mischief or spite inclinations) or a reaction (for affection), causing the cats to perform the associated action once. Once you’ve expended all of the inclinations, the cats disappear.

@[d6][roll d6 as chance for 'Capricious Cats'] Inclination
1-2 Affection: Cats purr, nuzzle, and perch atop one creature in the emanation. The creature can reroll a saving throw they just failed against a fear, mind-affecting, or pain effect and use the second result.
3-4 Mischief: Cats crowd, distract, and cling to one creature in the emanation, successfully providing your choice of covering fire or harrying fire.
5-6 Spite: Cats claw and bite one creature in the emanation. Make a @[melee attack][roll d20 + character.caster.level + character.keyAbility.modifier as attack for 'Capricious Cats, Spite'] against KAC, for which you can use your caster level in place of your base attack bonus and your spellcasting ability modifier in place of your Strength modifier. The attack deals @[4d6 slashing damage][roll 4d6 as damage for 'Capricious Cats, Spite'].

Source

Ports of Call pg. 123

You tear a thin fissure in reality, releasing a blaze of caustic energy. The fissure must be oriented on a horizontal surface that can fit its length, which depends on the level of the spell; the fissure runs through the center of the affected squares. The height of the blaze of caustic energy released from the fissure and the damage it deals to creatures who pass through it or end their turn in one of the fissure’s squares (no save) also depend on the level of the spell.

If you evoke the fissure so that it appears where creatures are, each creature takes damage as if passing through the blaze and must immediately attempt a Reflex saving throw. On a failure, the creature falls prone.

1st: When you cast caustic fissure as a 1st-level spell, the fissure is 10 feet long. The blaze of caustic energy rises to a height of 10 feet above the fissure and deals @[2d4 acid damage][roll 2d4 as damage for 'Caustic Fissure'].

2nd: When you cast caustic fissure as a 2nd-level spell, the fissure is 20 feet long. The blaze of caustic energy rises to a height of 10 feet above the fissure and deals @[4d4 acid damage][roll 4d4 as damage for 'Caustic Fissure'].

3rd: When you cast caustic fissure as a 3rd-level spell, the fissure is 30 feet long. The blaze of caustic energy rises to a height of 20 feet above the fissure and deals @[6d4 acid damage][roll 6d4 as damage for 'Caustic Fissure'].

4th: When you cast caustic fissure as a 4th-level spell, the fissure is 40 feet long. The blaze of caustic energy rises to a height of 25 feet above the fissure and deals @[6d6 acid damage][roll 6d6 as damage for 'Caustic Fissure'].

5th: When you cast caustic fissure as a 5th-level spell, the fissure is 60 feet long. The blaze of caustic energy rises to a height of 30 feet above the fissure and deals @[8d6 acid damage][roll 8d6 as damage for 'Caustic Fissure'].

6th: When you cast caustic fissure as a 6th-level spell, the fissure is 80 feet long. The blaze of caustic energy rises to a height of 40 feet above the fissure and deals @[10d6 acid damage][roll 10d6 as damage for 'Caustic Fissure'].

You tear a thin fissure in reality, releasing a blaze of caustic energy. The fissure must be oriented on a horizontal surface that can fit its length, which depends on the level of the spell; the fissure runs through the center of the affected squares. The height of the blaze of caustic energy released from the fissure and the damage it deals to creatures who pass through it or end their turn in one of the fissure’s squares (no save) also depend on the level of the spell.

If you evoke the fissure so that it appears where creatures are, each creature takes damage as if passing through the blaze and must immediately attempt a Reflex saving throw. On a failure, the creature falls prone.

1st: When you cast caustic fissure as a 1st-level spell, the fissure is 10 feet long. The blaze of caustic energy rises to a height of 10 feet above the fissure and deals @[2d4 acid damage][roll 2d4 as damage for 'Caustic Fissure'].

2nd: When you cast caustic fissure as a 2nd-level spell, the fissure is 20 feet long. The blaze of caustic energy rises to a height of 10 feet above the fissure and deals @[4d4 acid damage][roll 4d4 as damage for 'Caustic Fissure'].

3rd: When you cast caustic fissure as a 3rd-level spell, the fissure is 30 feet long. The blaze of caustic energy rises to a height of 20 feet above the fissure and deals @[6d4 acid damage][roll 6d4 as damage for 'Caustic Fissure'].

4th: When you cast caustic fissure as a 4th-level spell, the fissure is 40 feet long. The blaze of caustic energy rises to a height of 25 feet above the fissure and deals @[6d6 acid damage][roll 6d6 as damage for 'Caustic Fissure'].

5th: When you cast caustic fissure as a 5th-level spell, the fissure is 60 feet long. The blaze of caustic energy rises to a height of 30 feet above the fissure and deals @[8d6 acid damage][roll 8d6 as damage for 'Caustic Fissure'].

6th: When you cast caustic fissure as a 6th-level spell, the fissure is 80 feet long. The blaze of caustic energy rises to a height of 40 feet above the fissure and deals @[10d6 acid damage][roll 10d6 as damage for 'Caustic Fissure'].

You alter the target’s emotions and perceptions concerning a particular creature or topic, which can be as specific as “Vindaskayo Swarmripper, the current High Despot of the Veskarium” or as general as “technology.” The target’s attitude toward the chosen topic improves or worsens (your choice); the number of steps the target’s attitude changes is determined by the spell’s level (below). For example, you could use a 1st-level change attitude to improve the attitude of a target that’s normally indifferent toward AbadarCorp to make it friendly instead.

This spell doesn’t enable the target to be controlled as if it were an automaton, nor does it influence the target’s behavior in any way beyond its attitude. The target can discriminate between general creatures, topics, and individuals based on its experiences; for example, a vesk influenced by this spell to have a better attitude toward humans might begin with a friendly attitude toward all humans they meet, but if an individual human gravely insulted the target’s honor, their attitude can (and likely would) adjust to unfriendly or hostile toward that individual—and if the target was attacked by humans, the vesk would fight back.

  • 1st: The spell adjusts the target’s attitude by one step.
  • 2nd: The spell adjusts the target’s attitude by two steps.
  • 3rd: The spell adjusts the target’s attitude by three steps.
  • 4th: The spell adjusts the target’s attitude by four steps.

You alter the target’s emotions and perceptions concerning a particular creature or topic, which can be as specific as “Vindaskayo Swarmripper, the current High Despot of the Veskarium” or as general as “technology.” The target’s attitude toward the chosen topic improves or worsens (your choice); the number of steps the target’s attitude changes is determined by the spell’s level (below). For example, you could use a 1st-level change attitude to improve the attitude of a target that’s normally indifferent toward AbadarCorp to make it friendly instead.

This spell doesn’t enable the target to be controlled as if it were an automaton, nor does it influence the target’s behavior in any way beyond its attitude. The target can discriminate between general creatures, topics, and individuals based on its experiences; for example, a vesk influenced by this spell to have a better attitude toward humans might begin with a friendly attitude toward all humans they meet, but if an individual human gravely insulted the target’s honor, their attitude can (and likely would) adjust to unfriendly or hostile toward that individual—and if the target was attacked by humans, the vesk would fight back.

  • 1st: The spell adjusts the target’s attitude by one step.
  • 2nd: The spell adjusts the target’s attitude by two steps.
  • 3rd: The spell adjusts the target’s attitude by three steps.
  • 4th: The spell adjusts the target’s attitude by four steps.

This spell functions like change of seasons except it causes vulnerability to fire or cold even if the target has resistance and reduces immunity to fire or cold resistance 5.

Change of Seasons
You accelerate time for the target, making them experience the concentrated effects of a Triaxian season. This spell imbues a target with vulnerability (as the universal creature rule) to cold or fire (chosen when cast); if the target has resistance to that type of damage, it instead reduces a target’s resistance to cold or fire damage by 5. If the target is immune, it’s instead treated as though it had fire or cold resistance 10 for the duration of the spell. A successful Will save reduces the duration to one round.

Source

Interstellar Species pg. 115

This spell functions like charm person, except the effect is not restricted by creature type.

Charm Person
This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target’s attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus to its saving throw.

The spell does not enable you to control the charmed creature as if it were an automaton. It is unlikely to attempt to harm you, but it is also unlikely to attack any of its true friends or allies. You can try to give the target suggestions, but you must succeed at an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. (Retries of this check are not allowed.) An affected creature never obeys suicidal or obviously harmful suggestions. Any act by you or your apparent allies that threatens the charmed creature breaks the spell. You must speak the creature’s language to communicate your suggestions, or else be good at pantomiming.

Source

Core Rulebook pg. 342

This spell functions as chromatic safeguard, but each wisp reduces the damage dealt by 1d10+10.

Chromatic Safeguard
You create a faint, multicolored aurora around the target, providing resistance against energy attacks. The aurora consists of 3 colorful wisps, plus one additional wisp for every 4 caster levels you have, and each wisp protects against a specific damage type determined by its color. You choose one wisp’s color, and you determine the others randomly by rolling 1d6 for each, using the table below. If you roll a 6, you choose that wisp’s color from among the five options. You can have multiple wisps of the same color.

@[d6][roll d6 as chance for 'Chromatic Safeguard'] Color Damage
1 Blue Cold
2 Green Acid
3 Purple Sonic
4 Red Fire
5 Yellow Electricity
6 Any one

When the target takes damage from one of the damage types associated with their wisps, they can destroy that wisp without spending an action to reduce the damage they take of that type by 1d6+4. The spell ends if all of the wisps are destroyed in this way.

Source

Starfinder Enhanced pg. 120

You create and hurl a sphere of temporal distortion at a foe, disrupting their body and slowing their movements. Make a @[ranged attack][roll d20 + character.attack.ranged + ((character.keyAbility.modifier - character.dexterity.modifier) max 0) as attack for 'Chronosphere'] roll against the target’s EAC, but you can add your key ability score modifier instead of your Dexterity modifier to the attack roll if it is higher. This sphere has the staggered critical hit effect. A creature hit by the sphere takes penalties to AC, Reflex saves, and speed that last until the end of your next turn, and the target can negate these penalties (but not the damage) with a successful Fortitude save.

1st: When you cast chronosphere as a 1st-level spell and hit the target, the sphere deals @[1d12 force damage][roll 1d12 as damage for 'Chronosphere'], and the target takes a –5-foot penalty to speed.

2nd: When you cast chronosphere as a 2nd-level spell and hit the target, the sphere deals @[2d12 force damage][roll 2d12 as damage for 'Chronosphere'], and the target takes a –5-foot penalty to speed and a –1 penalty to Reflex saving throws.

3rd: When you cast chronosphere as a 3rd-level spell and hit the target, the sphere deals @[4d12 force damage][roll 4d12 as damage for 'Chronosphere'], and the target takes a –5-foot penalty to speed, a –1 penalty to AC, and a –1 penalty to Reflex saving throws.

4th: When you cast chronosphere as a 4th-level spell and hit the target, the sphere deals @[6d12 force damage][roll 6d12 as damage for 'Chronosphere'], and the target takes a –10-foot penalty to speed, a –1 penalty to AC, and a –1 penalty to Reflex saving throws.

5th: When you cast chronosphere as a 5th-level spell and hit the target, the sphere deals @[9d12 force damage][roll 9d12 as damage for 'Chronosphere'], and the target takes a –10-foot penalty to speed, a –1 penalty to AC, and a –1 penalty to Reflex saving throws.

6th: When you cast chronosphere as a 6th-level spell and hit the target, the sphere deals @[12d12 force damage][roll 12d12 as damage for 'Chronosphere'], and the target takes a –10-foot penalty to speed, a –2 penalty to AC, and a –2 penalty to Reflex saving throws.

Source

Starfinder Enhanced pg. 120

You create and hurl a sphere of temporal distortion at a foe, disrupting their body and slowing their movements. Make a @[ranged attack][roll d20 + character.attack.ranged + ((character.keyAbility.modifier - character.dexterity.modifier) max 0) as attack for 'Chronosphere'] roll against the target’s EAC, but you can add your key ability score modifier instead of your Dexterity modifier to the attack roll if it is higher. This sphere has the staggered critical hit effect. A creature hit by the sphere takes penalties to AC, Reflex saves, and speed that last until the end of your next turn, and the target can negate these penalties (but not the damage) with a successful Fortitude save.

1st: When you cast chronosphere as a 1st-level spell and hit the target, the sphere deals @[1d12 force damage][roll 1d12 as damage for 'Chronosphere'], and the target takes a –5-foot penalty to speed.

2nd: When you cast chronosphere as a 2nd-level spell and hit the target, the sphere deals @[2d12 force damage][roll 2d12 as damage for 'Chronosphere'], and the target takes a –5-foot penalty to speed and a –1 penalty to Reflex saving throws.

3rd: When you cast chronosphere as a 3rd-level spell and hit the target, the sphere deals @[4d12 force damage][roll 4d12 as damage for 'Chronosphere'], and the target takes a –5-foot penalty to speed, a –1 penalty to AC, and a –1 penalty to Reflex saving throws.

4th: When you cast chronosphere as a 4th-level spell and hit the target, the sphere deals @[6d12 force damage][roll 6d12 as damage for 'Chronosphere'], and the target takes a –10-foot penalty to speed, a –1 penalty to AC, and a –1 penalty to Reflex saving throws.

5th: When you cast chronosphere as a 5th-level spell and hit the target, the sphere deals @[9d12 force damage][roll 9d12 as damage for 'Chronosphere'], and the target takes a –10-foot penalty to speed, a –1 penalty to AC, and a –1 penalty to Reflex saving throws.

6th: When you cast chronosphere as a 6th-level spell and hit the target, the sphere deals @[12d12 force damage][roll 12d12 as damage for 'Chronosphere'], and the target takes a –10-foot penalty to speed, a –2 penalty to AC, and a –2 penalty to Reflex saving throws.

Source

Starfinder Enhanced pg. 120

You create an invisible magical sensor at a specific location that enables you to hear or see (your choice) almost as if you were there. You don’t need line of sight or line of effect to create this sensor in a specific spot within range, but the locale must be either a place that’s familiar to you or an obvious location, such as inside a cave whose entrance you can see.

The sensor doesn’t move, but you can rotate it in all directions to view the area as desired. This spell functions only on the plane of existence you are currently occupying.

Source

Core Rulebook pg. 342

Rather than shaping your magical power into a specific spell, you exude raw magic as a destructive aura. When you cast this spell, magical energy fills a 5-foot-radius emanation centered on you, dealing damage to creatures and objects that enter the area or begin their turn in the area (Reflex half); a creature or object doesn’t take this damage more than once per round, even if it enters the area multiple times during its turn. Each round that you concentrate on this spell, you can increase the emanation’s radius by 5 feet, to a maximum radius determined by the spell’s level.

When you cast conduit of destruction, you choose which type of damage it deals based on your spellcasting class, after which you cannot change the damage type or types for the duration of the spell. Conduit of destruction deals piercing, sonic, or both piercing and sonic damage as a mystic spell; bludgeoning, cold, or both bludgeoning and cold damage as a precog spell; electricity, fire, or both electricity and fire damage as a technomancer spell; or acid, slashing, or both acid and slashing damage as a witchwarper spell.

When you take damage that would cause you to lose concentration, you can attempt a DC 15 ability check using your spellcasting ability score. If you succeed, you maintain concentration despite taking damage. If you would lose concentration of this spell due to taking damage, the spell ends in an explosive burst of uncontrolled magic, dealing damage to all creatures and objects in a burst centered on you with a radius equal to your emanation’s current radius (Reflex half). Casting this spell doesn’t provoke attacks of opportunity. The ongoing damage dealt by this spell’s emanation and the damage dealt by the explosion when you lose concentration are identical. They and the spell’s maximum radius vary based on the spell’s level.

2nd: When cast as a 2nd-level spell, conduit of destruction deals @[2d4 damage][roll 2d4 as damage for 'Conduit of Destruction'] and has a maximum radius of 20 feet.

3rd: When cast as a 3rd-level spell, conduit of destruction deals @[3d6 damage][roll 3d6 as damage for 'Conduit of Destruction'] and has a maximum radius of 20 feet.

4th: When cast as a 4th-level spell, conduit of destruction deals @[5d6 damage][roll 5d6 as damage for 'Conduit of Destruction'] and has a maximum radius of 30 feet.

5th: When cast as a 5th-level spell, conduit of destruction deals @[7d6 damage][roll 7d6 as damage for 'Conduit of Destruction']. Its starting radius is 10 feet, the radius increases by 10 feet each time you concentrate on the spell, and it has a maximum radius of 60 feet.

6th: When cast as a 6th-level spell, conduit of destruction deals @[10d6 damage][roll 10d6 as damage for 'Conduit of Destruction']. Its starting radius is 10 feet, the radius increases by 10 feet each time you concentrate on the spell, and it has a maximum radius of 100 feet.

Source

Starfinder Enhanced pg. 121

Rather than shaping your magical power into a specific spell, you exude raw magic as a destructive aura. When you cast this spell, magical energy fills a 5-foot-radius emanation centered on you, dealing damage to creatures and objects that enter the area or begin their turn in the area (Reflex half); a creature or object doesn’t take this damage more than once per round, even if it enters the area multiple times during its turn. Each round that you concentrate on this spell, you can increase the emanation’s radius by 5 feet, to a maximum radius determined by the spell’s level.

When you cast conduit of destruction, you choose which type of damage it deals based on your spellcasting class, after which you cannot change the damage type or types for the duration of the spell. Conduit of destruction deals piercing, sonic, or both piercing and sonic damage as a mystic spell; bludgeoning, cold, or both bludgeoning and cold damage as a precog spell; electricity, fire, or both electricity and fire damage as a technomancer spell; or acid, slashing, or both acid and slashing damage as a witchwarper spell.

When you take damage that would cause you to lose concentration, you can attempt a DC 15 ability check using your spellcasting ability score. If you succeed, you maintain concentration despite taking damage. If you would lose concentration of this spell due to taking damage, the spell ends in an explosive burst of uncontrolled magic, dealing damage to all creatures and objects in a burst centered on you with a radius equal to your emanation’s current radius (Reflex half). Casting this spell doesn’t provoke attacks of opportunity. The ongoing damage dealt by this spell’s emanation and the damage dealt by the explosion when you lose concentration are identical. They and the spell’s maximum radius vary based on the spell’s level.

2nd: When cast as a 2nd-level spell, conduit of destruction deals @[2d4 damage][roll 2d4 as damage for 'Conduit of Destruction'] and has a maximum radius of 20 feet.

3rd: When cast as a 3rd-level spell, conduit of destruction deals @[3d6 damage][roll 3d6 as damage for 'Conduit of Destruction'] and has a maximum radius of 20 feet.

4th: When cast as a 4th-level spell, conduit of destruction deals @[5d6 damage][roll 5d6 as damage for 'Conduit of Destruction'] and has a maximum radius of 30 feet.

5th: When cast as a 5th-level spell, conduit of destruction deals @[7d6 damage][roll 7d6 as damage for 'Conduit of Destruction']. Its starting radius is 10 feet, the radius increases by 10 feet each time you concentrate on the spell, and it has a maximum radius of 60 feet.

6th: When cast as a 6th-level spell, conduit of destruction deals @[10d6 damage][roll 10d6 as damage for 'Conduit of Destruction']. Its starting radius is 10 feet, the radius increases by 10 feet each time you concentrate on the spell, and it has a maximum radius of 100 feet.

Source

Starfinder Enhanced pg. 121

This spell causes confusion in all creatures in the area, making them unable to determine their actions. Any confused creature that is attacked automatically attacks or attempts to attack its attackers on its next turn, as long as it is still confused at the start of its next turn. Note that a confused creature will not make attacks of opportunity against any foe that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked). For confused creatures that have not been attacked, roll on the following table at the start of each affected creature’s turn each round to see what it does in that round.

@[D%][roll d100 as chance for 'Confusion'] Behaviour
1-25 Act Normally
26-50 Do nothing but babble incoherently
51-75 Deal @[1d8 + Str modifier damage][roll 1d8 + character.strength.modifier as damage for 'Confusion'] to self with item in hand
76-100 Attack nearest creature

A confused creature that can’t carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused target.

Source

Core Rulebook pg. 344

You can alter the atmosphere within the spell’s area to cause it to become more like the atmosphere of another planet. You can alter one aspect of the atmosphere—its corrosiveness, density, or toxicity. The possible effects of each of these changes are detailed below.

Corrosiveness: You can make the atmosphere corrosive. Each creature and object in the area when you cast the spell must succeed at a Fortitude save or take @[5d6 acid damage][roll 5d6 as damage for 'Control Atmosphere']. Creatures and objects that remain in the area take @[3d6 additional acid damage][roll 3d6 as damage for 'Control Atmosphere'] every 10 minutes (Fortitude half).

Alternatively, you can make a normally corrosive atmosphere noncorrosive. In this case, the atmosphere within the spell’s area deals no acid damage for the duration of the spell.

Density: You can make the atmosphere in the area one step thinner (going from severely thick to thick, thick to normal, normal to thin, or thin to severely thin) or thicker (going from severely thin to thin, thin to normal, normal to thick, or thick to severely thick). The spell cannot make an atmosphere thicker than severely thick or thinner than severely thin.

In addition to the normal long-term effects of being in an atmosphere thinner or thicker than a creature is acclimated to, each creature in the area of the spell when it is cast must succeed at a Fortitude save or suffer the immediate effects described below. This is true even for creatures with environmental protection from equipment (such as armor), as the air within the armor is affected on a failed saving throw. Creatures that do not need to breathe are not affected by changes in atmospheric density.

If the air is thicker than a creature is acclimated to, on a failed saving throw, that creature becomes sickened. For every step beyond the first that the air is thicker than the target’s acclimation, it takes a –1 penalty to its save against this effect. If the air is thinner than a creature is acclimated to, on a failed saving throw, it is fatigued. For every step beyond the first that the air is thinner than the target’s acclimation, it takes a –1 penalty to its saving throw against this effect. The effect ends if the creature moves out of the area, and it is not required to attempt a new saving throw upon reentering the area (instead it is subject only to the normal dangers of thicker or thinner air).

Toxicity: You can make the atmosphere toxic. Each creature in the area of the spell when it is cast must succeed at a Fortitude save or suffer the immediate effects described below. Creatures with environmental protection from equipment already active (such as armor) are not exposed to the toxic atmosphere. A creature that fails its save contracts bubonic plague (no save) and immediately moves to the weakened state. Creatures that enter the area of toxic atmosphere later are exposed to inhaled bubonic plague and follow the normal disease rules for contracting the disease and progressing on the physical disease track. The disease is nonmagical, and those infected are still infected when the spell’s duration ends.

Alternatively, you can make a normally toxic atmosphere nontoxic. In this case, the atmosphere within the spell’s area does not expose those who breathe it to any toxic disease for the duration of the spell.

Source

Pact Worlds pg. 204

You alter the movement of air in an area around you. Wind created by this spell imposes a penalty to Perception checks equal to the penalty the wind imposes on non-energy ranged weapon attacks (see Table 11–6: Wind Effects on page 400 of the Core Rulebook). At the GM’s discretion, outdoor wind conditions are generally light wind, while indoor wind conditions are generally no wind; these conditions can vary by environment. This spell can’t create wind in an area that has no atmosphere.

1st: When you cast control winds as a 1st-level spell, you can lower or raise the wind speed in the area by one level (for example, from strong wind to either moderate or severe wind), to a minimum of no wind and a maximum of severe wind.

2nd: When you cast control winds as a 2nd-level spell, you can lower or raise the wind speed in the area by up to two levels, to a minimum of no wind and a maximum of severe wind.

3rd: When you cast control winds as a 3rd-level spell, you can lower or raise the wind speed in the area by up to three levels, to a minimum of no wind and a maximum of severe wind.
When you dismiss the spell or it otherwise ends, you can create a blast of severe wind in an instantaneous line-shaped burst that originates from the area’s point of origin and has a length equal to the area’s radius. Creatures that enter the area or start their turn there must attempt a Fortitude saving throw to avoid effects based on their size: Tiny and smaller creatures are knocked prone and pushed 1d4 × 10 feet along the wind’s path, up to the end of the wind’s range, and the creature takes @[1d4 bludgeoning damage][roll 1d4 as damage for 'Control Winds'] per 10 feet. Small creatures are knocked prone. Medium and smaller creatures moving against the wind move at half speed. In addition, flying creatures in the area must attempt an Acrobatics check to fly in dangerous wind conditions (Core Rulebook 135). This gust can also do whatever a gust of severe wind might be expected to do, such as put out small flames, fan large flames, blow away vapors, and so on.

4th: When you cast control winds as a 4th-level spell, it functions as the 3rd-level version, but you can raise the wind speed up to a maximum of windstorm. In addition, when you cast the spell, you can exclude up to 2 squares per level from the spell’s effects; these squares must be contiguous. If you create a blast of wind when you dismiss the spell or it otherwise ends, the blast is windstorm level. Creatures are treated as one size category smaller when determining the effects of the blast on them.

You alter the movement of air in an area around you. Wind created by this spell imposes a penalty to Perception checks equal to the penalty the wind imposes on non-energy ranged weapon attacks (see Table 11–6: Wind Effects on page 400 of the Core Rulebook). At the GM’s discretion, outdoor wind conditions are generally light wind, while indoor wind conditions are generally no wind; these conditions can vary by environment. This spell can’t create wind in an area that has no atmosphere.

1st: When you cast control winds as a 1st-level spell, you can lower or raise the wind speed in the area by one level (for example, from strong wind to either moderate or severe wind), to a minimum of no wind and a maximum of severe wind.

2nd: When you cast control winds as a 2nd-level spell, you can lower or raise the wind speed in the area by up to two levels, to a minimum of no wind and a maximum of severe wind.

3rd: When you cast control winds as a 3rd-level spell, you can lower or raise the wind speed in the area by up to three levels, to a minimum of no wind and a maximum of severe wind.
When you dismiss the spell or it otherwise ends, you can create a blast of severe wind in an instantaneous line-shaped burst that originates from the area’s point of origin and has a length equal to the area’s radius. Creatures that enter the area or start their turn there must attempt a Fortitude saving throw to avoid effects based on their size: Tiny and smaller creatures are knocked prone and pushed 1d4 × 10 feet along the wind’s path, up to the end of the wind’s range, and the creature takes @[1d4 bludgeoning damage][roll 1d4 as damage for 'Control Winds'] per 10 feet. Small creatures are knocked prone. Medium and smaller creatures moving against the wind move at half speed. In addition, flying creatures in the area must attempt an Acrobatics check to fly in dangerous wind conditions (Core Rulebook 135). This gust can also do whatever a gust of severe wind might be expected to do, such as put out small flames, fan large flames, blow away vapors, and so on.

4th: When you cast control winds as a 4th-level spell, it functions as the 3rd-level version, but you can raise the wind speed up to a maximum of windstorm. In addition, when you cast the spell, you can exclude up to 2 squares per level from the spell’s effects; these squares must be contiguous. If you create a blast of wind when you dismiss the spell or it otherwise ends, the blast is windstorm level. Creatures are treated as one size category smaller when determining the effects of the blast on them.

You cause the energy cells of a technological item to corrode, causing it to unreliably hold a charge. Whenever a creature uses the target item in a way that would use a charge, there’s a 20% chance the item doesn’t function (as if the item is out of charges), and any action normally required to use the item is lost.

A 5-foot cloud of acid-resistant nanites continually converts nearby water vapor into deadly acid. You can create the cloud in the same square as a creature and move it up to 30 feet in any direction as a move action on your turn. If the cloud enters (or is created in) a square containing a creature, it can’t move any farther that round and deals @[4d6 acid damage][roll 4d6 as damage for 'Corrosive Haze'] to that creature (Reflex negates). The acidic cloud also corrodes any unattended objects along its path, dealing them @[4d8 acid damage][roll 4d8 as damage for 'Corrosive Haze'].

If you don’t move the cloud, it remains where it is; if it shares its square with any creature at the beginning of your turn, that creature must succeed at a Reflex save or take @[4d8 acid damage][roll 4d8 as damage for 'Corrosive Haze']. Any creature that takes damage from the cloud takes 10 additional acid damage at the end of its next turn.

Source

Core Rulebook pg. 346

You pull dormant mystical energy from the land and objects around you and use it to create a swirling eddy that batters your foes and can hinder their movement. The eddy deals @[4d6 bludgeoning damage][roll 4d6 as damage for 'Cosmic Eddy'] to each creature in the area. Additionally, creatures in the area are knocked prone and are reduced to half speed while the spell is in effect. A creature that succeeds at a Reflex save takes only half damage and is not knocked prone, but it is still reduced to half speed. Flying creatures within the eddy’s area must attempt an Acrobatics check to fly (DC equals the spell’s save DC) each round. Failure means the creature cannot move for that round.

The spell deals damage and knocks creatures prone only once. However, if a creature leaves the spell’s area and then returns, it is subject to the damage and other effects described above again (and can attempt another Reflex saving throw). Similarly, if a creature is not in this spell’s area when it is first cast but later moves into it, it is subject to the damage and other effects described above.

Small, unattended items (no more than light bulk) are also thrown around in the eddy’s area. At the end of the spell’s duration, such items land in a randomly determined space within the spell’s area.

Source

Core Rulebook pg. 346

You create a nonmagical, nontechnological, unattended object of nonliving matter. The volume of the item created can’t exceed 1 cubic foot (or 1 bulk) per caster level. You must succeed at an appropriate Engineering or Profession check to make a complex item, and you can’t create a consumable item. 4th: When you cast creation as a 4th-level spell, it creates an object made out of vegetable matter (such as wood) that has an item level no greater than one-third your caster level. The duration is 1 hour per caster level. 5th: When you cast creation as a 5th-level spell, it creates an object made out of vegetable matter or material of a mineral nature: crystal, metal, stone, or the like. The object can’t have an item level greater than half your caster level. The duration depends on the hardness and rarity of the created object, as indicated on the following table.

Hardness and Rarity Examples Duration
Vegetable matter 2 hours/level
Stone, crystal, base metals 1 hour/level
Precious metals 20 minutes/level
Gems 10 minutes/level
Rare metals* 1 round/level

* Includes adamantine, alchemical silver, mithral, and skymetal alloys. You can’t use a 5th-level creation spell to create a cold iron item.

Source

Core Rulebook pg. 347

You create three electrified crystal proximity mines under the ground within range. Each mine must be within 30 feet of at least one of the other mines. Each mine occupies one 5-foot square and remains for the duration or until triggered. When a creature enters a space adjacent to a mine, that mine immediately explodes, dealing @[2d8 piercing damage][roll 2d8 as damage for 'Crystal Mine'] and @[2d8 electricity damage][roll 2d8 as damage for 'Crystal Mine'] to creatures in a 10-foot-radius burst centered on the mine. A creature can spot and disable a crystal mine as a trap with successful Perception and Engineering checks respectfully (DC = 15 + your caster level + your key ability score modifier).

Source

Interstellar Species pg. 123

You summon a concentrated cloud of Daegoxian spores, which renders living creatures docile and agreeable. Any creature that enters the cloud or begins its turn within the cloud must succeed at a Will save or be fascinated for 1d4 rounds. A creature that succeeds at this save is immune to the effects of Daegoxian spore cloud for 24 hours.

Source

Near Space pg. 155

When you cast this spell, attempt a Computers or Mysticism check; you gain access to the data in the computer or any of its secure data modules with a DC to hack equal to or less than the result of your check. You cannot add to, alter, or delete this data, but you remember it perfectly for 2d4 minutes, after which it fades from your mind. The computer does not register your spell as an attempt to access the computer, regardless of the success or failure of your skill check.

You infuse the target with necromantic energy, physically altering their form into an amalgam of life and undeath.

For the duration of the spell, the target becomes immune to the following effects (unless such an effect specifies it works against undead creatures): bleed, death effects, disease, energy drain, exhaustion, fatigue, negative levels, nonlethal damage, and poison. This immunity does not apply to such effects currently affecting the creature. The creature also gains a +4 enhancement bonus to saving throws against the following effects: mind-affecting, paralysis, and stunning effects; ability damage; ability drain; and any effect that requires a Fortitude saving throw (unless the effect works on objects or is harmless).

For effects that target creatures by type, the target creature counts as both its own type and undead (whichever type allows an ability to affect them for abilities that affect only one type, and whichever is worse for abilities that affect both types).

When the spell ends, the above effects end and the target gains the exhausted condition.

Source

Near Space pg. 155

The target gains a +4 morale bonus to saving throws against all spells and effects with the death descriptor. The target can attempt a save to negate such effects even if one is not normally allowed. The target can’t gain negative levels and is immune to any negative energy effects. This spell does not remove negative levels the target has already gained, but it does remove the penalties from negative levels for the duration of its effect.

Death ward does not protect against other sorts of attacks, even if those attacks might be lethal.

Source

Core Rulebook pg. 340

You accelerate a living opponent’s personal timeline to the end of their natural life cycle, unleashing the ravages of time in a devastating surge. The target can attempt a Fortitude saving throw to halve the damage and ignore the ability damage dealt by this spell. Ability damage dealt by this spell wears off after 1 minute. A creature can take ability damage from this spell only once every 24 hours.

1st: When you cast death’s door as a 1st-level spell, it deals @[1d10 damage][roll 1d10 as damage for 'Death’s Door'] plus 2 Strength damage to the target.

2nd: When you cast death’s door as a 2nd-level spell, it deals @[2d10 damage][roll 2d10 as damage for 'Death’s Door'] plus 2 Strength and 2 Dexterity damage to the target.

3rd: When you cast death’s door as a 3rd-level spell, it deals @[4d10 damage][roll 4d10 as damage for 'Death’s Door'] plus 4 Strength and 2 Dexterity damage to the target.

4th: When you cast death’s door as a 4th-level spell, it deals @[6d10 damage][roll 6d10 as damage for 'Death’s Door'] plus 4 Strength and 4 Dexterity damage to the target.

5th: When you cast death’s door as a 5th-level spell, it deals @[8d10 damage][roll 8d10 as damage for 'Death’s Door'] plus 6 Strength and 4 Dexterity damage to the target.

6th: When you cast death’s door as a 6th-level spell, it deals @[10d10 damage][roll 10d10 as damage for 'Death’s Door'] plus 6 Strength and 6 Dexterity damage to the target.

Source

Galactic Magic pg. 72

You accelerate a living opponent’s personal timeline to the end of their natural life cycle, unleashing the ravages of time in a devastating surge. The target can attempt a Fortitude saving throw to halve the damage and ignore the ability damage dealt by this spell. Ability damage dealt by this spell wears off after 1 minute. A creature can take ability damage from this spell only once every 24 hours.

1st: When you cast death’s door as a 1st-level spell, it deals @[1d10 damage][roll 1d10 as damage for 'Death’s Door'] plus 2 Strength damage to the target.

2nd: When you cast death’s door as a 2nd-level spell, it deals @[2d10 damage][roll 2d10 as damage for 'Death’s Door'] plus 2 Strength and 2 Dexterity damage to the target.

3rd: When you cast death’s door as a 3rd-level spell, it deals @[4d10 damage][roll 4d10 as damage for 'Death’s Door'] plus 4 Strength and 2 Dexterity damage to the target.

4th: When you cast death’s door as a 4th-level spell, it deals @[6d10 damage][roll 6d10 as damage for 'Death’s Door'] plus 4 Strength and 4 Dexterity damage to the target.

5th: When you cast death’s door as a 5th-level spell, it deals @[8d10 damage][roll 8d10 as damage for 'Death’s Door'] plus 6 Strength and 4 Dexterity damage to the target.

6th: When you cast death’s door as a 6th-level spell, it deals @[10d10 damage][roll 10d10 as damage for 'Death’s Door'] plus 6 Strength and 6 Dexterity damage to the target.

Source

Galactic Magic pg. 72

This spell causes living creatures in the area to fall into a magical sleep, gaining the asleep condition (except normal noise doesn’t wake up the sleeping creatures). Creatures with the lowest CR are affected first. Among creatures of equal CR, those who are closest to the spell’s point of origin are affected first. Deep slumber doesn’t affect unconscious creatures, constructs, or undead creatures.

Source

Core Rulebook pg. 348

You rapidly age a computer system, module, or construct, introducing errors, overloading systems, and degrading its software. If you cast this spell on a computer, the computer becomes unreliable and difficult to use. A creature cannot operate the computer unless they succeed at a Computers check (DC = 10 + 1-1/2 × your caster level). If they succeed, they can use the computer for up to 24 hours, though the amount of time required to access or use the computer is doubled (for this purpose, a move action becomes a standard action and a standard action becomes a full action). Alternatively, you can cast this spell on a computer whose modules you can access to destroy one of the modules as though you had root access. The module can attempt to resist this spell using its computer’s saving throw modifier.

If you cast this spell on a construct, you deal @[8d12 acid damage][roll 8d12 as damage for 'Degrade Programming'] to the construct (Fortitude half). On a failed save, if the construct has the technological subtype, the construct is additionally staggered for 1 minute.

Source

Starfinder Enhanced pg. 122

Waves of inciting programming ebb from your touch, reprogramming a construct to have murderous intentions toward your enemies. This spell must target a construct that is not already programmed or tasked with harming you. The target construct must have a CR lower than or equal to your level. If the target construct is under the control of another creature, the controlling creature can attempt a Will saving throw (DC = the spell’s DC) to negate this spell’s effect.

While this spell is in effect, the construct is under your control. On your turn starting when you cast this spell, you must direct it to attack a target; the construct then pursues and attacks this target as best it can. You can change which target the construct attacks as part of your concentration to continue this spell’s duration (a standard action). When you stop concentrating or when the spell’s duration otherwise ends, the construct immediately stops following your commands to attack.

Source

Core Rulebook pg. 348

You convert your pain and emotional distress into a sharp, forceful reverberation that fractures another creature’s body. The target can attempt a Fortitude saving throw to halve the damage dealt by the spell and negate any additional effects.

When you take damage from a spell or attack, you can cast this spell as a reaction, but only to target the creature that performed the triggering spell or attack. If the triggering effect was a critical hit or reduced your Hit Points to 10 or fewer (but not 0), you roll d8s instead of d6s to calculate your destructive rebuke’s damage. Casting this spell as a reaction doesn’t provoke attacks of opportunity.

1st: When you cast destructive rebuke as a 1st-level spell, it deals @[1d6 damage][roll 1d6 as damage for 'Destructive Rebuke'] with the force descriptor, and the target is flat-footed until the end of your next turn.

2nd: When you cast destructive rebuke as a 2nd-level spell, it deals @[2d6 damage][roll 2d6 as damage for 'Destructive Rebuke'] with the force descriptor, and the target is flat-footed until the end of your next turn.

3rd: When you cast destructive rebuke as a 3rd-level spell, it deals @[4d6 damage][roll 4d6 as damage for 'Destructive Rebuke'] with the force descriptor, and the target is flat-footed until the end of your next turn.

4th: When you cast destructive rebuke as a 4th-level spell, it deals @[6d6 damage][roll 6d6 as damage for 'Destructive Rebuke'] with the force descriptor, and the target is sickened for 1 round.

5th: When you cast destructive rebuke as a 5th-level spell, it deals @[9d6 damage][roll 9d6 as damage for 'Destructive Rebuke'] with the force descriptor, and the target is sickened and flat‐footed for 1 round.

6th: When you cast destructive rebuke as a 6th-level spell, it deals @[13d6 damage][roll 13d6 as damage for 'Destructive Rebuke'] with the force descriptor, and the target is knocked prone and becomes sickened and flat-footed for 1 round.

Source

Drift Crisis pg. 135

You convert your pain and emotional distress into a sharp, forceful reverberation that fractures another creature’s body. The target can attempt a Fortitude saving throw to halve the damage dealt by the spell and negate any additional effects.

When you take damage from a spell or attack, you can cast this spell as a reaction, but only to target the creature that performed the triggering spell or attack. If the triggering effect was a critical hit or reduced your Hit Points to 10 or fewer (but not 0), you roll d8s instead of d6s to calculate your destructive rebuke’s damage. Casting this spell as a reaction doesn’t provoke attacks of opportunity.

1st: When you cast destructive rebuke as a 1st-level spell, it deals @[1d6 damage][roll 1d6 as damage for 'Destructive Rebuke'] with the force descriptor, and the target is flat-footed until the end of your next turn.

2nd: When you cast destructive rebuke as a 2nd-level spell, it deals @[2d6 damage][roll 2d6 as damage for 'Destructive Rebuke'] with the force descriptor, and the target is flat-footed until the end of your next turn.

3rd: When you cast destructive rebuke as a 3rd-level spell, it deals @[4d6 damage][roll 4d6 as damage for 'Destructive Rebuke'] with the force descriptor, and the target is flat-footed until the end of your next turn.

4th: When you cast destructive rebuke as a 4th-level spell, it deals @[6d6 damage][roll 6d6 as damage for 'Destructive Rebuke'] with the force descriptor, and the target is sickened for 1 round.

5th: When you cast destructive rebuke as a 5th-level spell, it deals @[9d6 damage][roll 9d6 as damage for 'Destructive Rebuke'] with the force descriptor, and the target is sickened and flat‐footed for 1 round.

6th: When you cast destructive rebuke as a 6th-level spell, it deals @[13d6 damage][roll 13d6 as damage for 'Destructive Rebuke'] with the force descriptor, and the target is knocked prone and becomes sickened and flat-footed for 1 round.

Source

Drift Crisis pg. 135

You gain the ability to step into a piece of electronic equipment currently connected to a communication or information network (such as a comm unit or a computer connected to an infosphere), converting yourself into digital information and traveling along the network. Once uploaded onto a network, you teleport out from any device within 3,000 feet of the device that you entered; if no such device is in range, you emerge from the same device you entered. You are instantly aware of all unsecured devices connected to the same network as the one you entered, and you can attempt a Computers check (DC = 15 + 1-1/2 × the item’s level) to detect other devices (this does not require an action); a single check renders you aware of all devices whose DC to detect you exceeded. If the item is a computer, your Computers check result must also exceed the DC required to successfully hack it. This movement acts as the teleport spell, except there is no chance of missing your destination.

When attempting to enter or exit a computer with one or more countermeasures, you automatically trigger any countermeasures that are not successfully disabled. When you emerge from a computer, you can attempt one Computers check, with the result compared to the DC of each countermeasure in place on that computer (this does not require an action); you suffer the effects of all countermeasures with a DC higher than the result of your check. Some countermeasures triggered in this manner are exceptionally dangerous, as noted below.

Feedback: The digital virus uploaded into your data causes you to become exposed to the mindfire disease, but the disease has a save DC of 15 + half the item level of the destination device.

Firewall: You arrive at the destination prone, and you remain flat-footed and off-target for 1 minute.

Wipe: Your recent memories are scrambled, with minor elements removed, causing you to be confused for a number of rounds equal to half the item level of the destination device (minimum 1 round).

Source

Pact Worlds pg. 205

You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired—whether by simply visualizing the area or by stating its direction. You can bring along objects as long as their weight doesn’t exceed your maximum load. You can also bring up to four additional willing or unconscious Medium or smaller creatures (carrying gear or objects up to their maximum load) or their equivalent. A Large creature counts as two Medium creatures, and a Huge creature counts as two Large creatures. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. After using this spell, you can’t take any other actions until your next turn (and each creature traveling with you can’t take any other actions until its next turn).

If you arrive in a place that is already occupied by a solid body, you and each creature traveling with you each take 1d6 damage and are shunted to a random open space on a suitable surface within 100 feet of the intended location. If there is no free space within 100 feet, you and each creature traveling with you take 2d6 additional damage and are shunted to a free space within 1,000 feet. If there is no free space within 1,000 feet, you and each creature traveling with you take 4d6 additional damage and the spell simply fails.

Source

Core Rulebook pg. 349

You fire a ray at the target, making a @[ranged attack][roll d20 + character.attack.ranged as attack for 'Dimensional Anchor'] against its EAC. On a hit, the target is covered in a shimmering field that prevents planar travel. The target can’t be affected by any effect that causes the target to move extradimensionally or to another plane, such as teleportation, summoning, plane shifting, astral travel, ethereal travel, and so on. An affected starship can’t enter or emerge from Drift travel.

Source

Alien Archive 3 pg. 53

You instantly transfer yourself from your current location to a spot within range that’s occupied by another creature, otherwise functioning as per dimension door. You take @[1d6 bludgeoning damage][roll 1d6 as damage for 'Dimensional Crash'], and the other creature takes @[3d6 bludgeoning damage][roll 3d6 as damage for 'Dimensional Crash'] (Reflex half). Attempt a @[bull rush combat maneuver][roll 1d20 + 2 + character.caster.level + character.keyAbility.modifier as attack for 'Dimensional Crash'] against the other creature, using your caster level + your key ability score modifier + 2 as your attack bonus. Compare the result to the target’s KAC + 8, as normal. For every 5 feet the creature travels this way, it takes an additional 1d6 bludgeoning damage. If your bull rush combat maneuver fails, you immediately move to the nearest available space; this movement doesn’t provoke an attack of opportunity.

Source

Drift Crisis pg. 139

Each round, you concentrate on one target within range. You know if the target deliberately and knowingly speaks a lie by discerning disturbances in its aura caused by lying. The spell does not reveal the truth or uncover unintentional inaccuracies, and it doesn’t necessarily reveal evasions. Each round, you can concentrate on a different target.

Source

Core Rulebook pg. 349

You can dissipate the charges from one technological object, temporarily depower one electrically powered technological object that does not use charges, or severely hinder a construct with the technological subtype. If the spell targets an object with charges, the object loses all of its remaining charges. If the object is powered by electrical means other than charges, its functions are suppressed for 1d4 rounds. If the spell targets a creature not of the technological subtype, it affects a random charged or electrically powered item in that creature’s possession. If the target is a construct with the technological subtype, it is staggered and cannot use any energy-based attacks for 1d4 rounds. A construct with the technological subtype that is affected by this spell can attempt a Fortitude saving throw at the end of each round to shrug off the effect.

Source

Core Rulebook pg. 350

The spell instantly forces one or more extraplanar creatures off your current plane, whisking them away instantly—usually to the creature’s home plane, but there is a 20% chance of sending the target to a random plane other than its own. You can improve the spell’s chance of success by presenting one object or substance that the target fears, hates, or otherwise opposes; you gain a +1 circumstance bonus to your caster level check to overcome the target’s spell resistance (if any), and the save DC of the spell increases by 2. At the GM’s discretion, certain rare items might work twice as well, providing a +2 circumstance bonus to the caster level check to overcome spell resistance and increasing the spell’s save DC by 4. 4th: When you cast dismissal as a 4th-level spell, it affects one extraplanar creature. 5th: When you cast dismissal as a 5th-level spell, it affects a number of extraplanar creatures whose total CR can’t exceed your level + 2, no two of which can be more than 30 feet apart.

Source

Core Rulebook pg. 350

You can use dispel magic to end one ongoing spell that has been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, or to counter another spellcaster’s spell. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can’t be defeated by dispel magic. Dispel magic can dispel (but not counter) spell-like abilities just as it does spells. The effect of a spell with an instantaneous duration can’t be dispelled.

You choose to use dispel magic in one of two ways: as a targeted dispel or as a counter.

Targeted Dispel: One creature, object, or spell is the target of the dispel magic spell. You can also use a targeted dispel to specifically end one spell affecting the target or one spell affecting an area (such as zone of truth). You must name the specific spell effect to be targeted in this way or otherwise uniquely identify it (such as "that burning wall" or "the spell that’s giving him those duplicates"). Attempt a @[dispel check][roll d20 + character.caster.level as casterLevel for 'Dispel Magic'] (1d20 + your caster level) with a DC equal to 11 + the spell’s caster level. If you succeed, the spell ends. If you don’t specify a spell and there is more than one possible spell on the target, your targeted dispel attempts to dispel a spell at random.

If you target a force, an object, or a creature that is the effect of an ongoing spell (such as unseen servant), you attempt a dispel check to end the spell that conjured the object or creature.

If the object that you target is a magic item, you attempt a dispel check against the item level (DC = 11 + the item level). If you succeed, all the item’s magical properties are suppressed for 1d4 rounds, after which the item recovers its magical properties. A suppressed item becomes nonmagical for the duration of the effect. A magic item’s nonmagical physical properties are unchanged: a suppressed holy laser pistol is still a laser pistol. Artifacts and deities are unaffected by mortal magic such as this.

You can choose to automatically succeed at your dispel check against any spell you have cast.

Counter: You can use the energy of dispel magic to disrupt the casting of other spells. First, select an opponent and take the ready action (see page 249) to cast dispel magic when that target casts a spell. This is considered a purely defensive action. When that readied action is triggered, you cast dispel magic and must attempt a dispel check (1d20 + your caster level) to counter the other spellcaster’s spell. The DC is equal to 11 + the other spellcaster’s caster level. If the check is successful and the target is in range, the spell fails and has no result.

Source

Core Rulebook pg. 351

You move one of your memories into the target object. You can select up to 5 minutes of continuous memory, or you can select every memory associated with one person, place, or object you name when you cast this spell. If you select continuous memory, you lose those memories, and if you try to recall them, you remember a blank gap instead of any details. If you select a person, place, or object, you remember events related to that thing, but not the presence or details of the thing you named. For example, if after a visit to Castrovel with your sister you use this spell to forget Castrovel, you remember traveling with your sister, but you forget where you went. Alternatively, if you used this spell to forget your sister, you remember going to Castrovel with someone, but not who was with you.

Anyone touching the object into which you placed your memories can recall those memories by speaking a command word that you designate at the time of casting. Alternatively, you can designate no command word so that no one can recall the memories when touching the object. If the object is destroyed, the memories placed within return to you.

The target of this spell appears to be about 2 feet away from its true location. The creature benefits from a 50% miss chance as if it had total concealment. Unlike actual total concealment, displacement doesn’t prevent enemies from targeting the creature normally. True seeing reveals the target’s true location and negates the miss chance. If a creature with blindsense can also see the displaced creature, the visual and blindsense information combined are enough for the creature with blindsense to attack the displaced creature without a miss chance, unlike normal for blindsense.

Source

Core Rulebook pg. 352

Similar to augury but more powerful, a divination spell can provide you with a useful piece of advice in reply to a question concerning a specific goal, event, or activity that is to occur within 1 week. Casting this spell requires you to expend 1 Resolve Point. The advice granted by the spell can be as simple as a short phrase, or it might take the form of a cryptic rhyme or omen. If you don’t act on the information, the conditions may change so that the information is no longer useful. The chance for a correct divination is 75%. If the die roll fails, you know the spell failed, unless specific magic yielding false information is at work.

As with augury, multiple castings of divination about the same topic by the same caster use the same die result as the first divination spell and yield the same answer each time.

Source

Core Rulebook pg. 352

You take on a terrifying aura that evokes a specific god, an aspect of divinity, a mystic concept, or another mighty force. For the duration, you are immune to fear effects, and you gain frightful presence as a supernatural ability with a range of 30 feet and a Will save DC equal to the spell’s DC.

You glimpse a narrow range of possibilities related to a starship’s next Drift journey initiated within the next 24 hours. When you cast this spell, choose one of the following distances: travel in-system, travel to Absalom station, travel to Near Space, or travel to the Vast. Make a DC 20 @[caster level check][roll d20 + character.caster.level as casterLevel for 'Drift Prediction'] (1d20 + your caster level). If you succeed, make any necessary random rolls related to the Drift journey you predicted, such as the duration and the chance of a random encounter in the Drift. If the starship initiates Drift travel of the distance you predicted before the spell’s duration expires, apply those rolls to the journey. This spell doesn’t allow you to anticipate any extra time the starship might spend on its journey, such as if it stops to explore or engage in starship combat, and you can’t anticipate whether the ship will complete its journey or stop for some reason, such as to exit the Drift early, or because it was destroyed.

Casting this spell requires access to a computer or similar device, which displays the information gained. Additionally, casting this spell places considerable strain on you, requiring you to spend 1 Resolve Point.

Source

Drift Crisis pg. 122

You instantly copy all data stored on a single computer or secure data module onto another device in your possession with adequate storage capacity. If the data is protected by countermeasures, these countermeasures are copied along with the data. If the data is encrypted, the data remains encrypted until it has been successfully decrypted with an appropriate skill check. When the spell ends, the duplicated data is erased.

Source

Galactic Magic pg. 73

In the darkened halls of the Eclipse Academy, only the most ruthless students survive. By touching the target (usually requiring a @[melee attack][roll d20 + character.attack.melee + ((character.keyAbility.modifier - character.strength.modifier) max 0) as attack for 'Eclipse Touch'] roll against the target’s EAC, but you can add your key ability score modifier instead of your Strength modifier if it is higher), you inflict bludgeoning damage that has the force descriptor to your opponent. Casting this spell does not provoke an attack of opportunity.

The spell deals force damage and has additional effects on a critical hit, depending on the spell’s level. Staggered and wound effects allow a saving throw.

1st: @[3d6 B][roll 3d6 as damage for 'Eclipse Touch']; critical staggered
2nd: @[4d6 B][roll 4d6 as damage for 'Eclipse Touch']; critical staggered
3rd: @[6d8 B][roll 6d8 as damage for 'Eclipse Touch']; critical staggered
4th: @[8d8 B][roll 8d8 as damage for 'Eclipse Touch']; critical wound
5th: @[11d10 B][roll 11d10 as damage for 'Eclipse Touch']; critical wound
6th: @[16d10 B][roll 16d10 as damage for 'Eclipse Touch']; critical wound

In the darkened halls of the Eclipse Academy, only the most ruthless students survive. By touching the target (usually requiring a @[melee attack][roll d20 + character.attack.melee + ((character.keyAbility.modifier - character.strength.modifier) max 0) as attack for 'Eclipse Touch'] roll against the target’s EAC, but you can add your key ability score modifier instead of your Strength modifier if it is higher), you inflict bludgeoning damage that has the force descriptor to your opponent. Casting this spell does not provoke an attack of opportunity.

The spell deals force damage and has additional effects on a critical hit, depending on the spell’s level. Staggered and wound effects allow a saving throw.

1st: @[3d6 B][roll 3d6 as damage for 'Eclipse Touch']; critical staggered
2nd: @[4d6 B][roll 4d6 as damage for 'Eclipse Touch']; critical staggered
3rd: @[6d8 B][roll 6d8 as damage for 'Eclipse Touch']; critical staggered
4th: @[8d8 B][roll 8d8 as damage for 'Eclipse Touch']; critical wound
5th: @[11d10 B][roll 11d10 as damage for 'Eclipse Touch']; critical wound
6th: @[16d10 B][roll 16d10 as damage for 'Eclipse Touch']; critical wound

You fling psychic material, called ectoplasm, at the target, making a @[ranged attack][roll d20 + character.attack.ranged as attack for 'Ectoplasmic Barrage'] against its KAC and dealing bludgeoning damage. Each projectile in the barrage has the knockdown critical hit effect. In addition, ectoplasm extends to the Ethereal Plane, so it affects ethereal and incorporeal creatures.

1st: When you cast ectoplasmic barrage as a 1st-level spell, each projectile deals @[2d6 damage][roll 2d6 as damage for 'Ectoplasmic Barrage'] on a hit.

2nd: When you cast ectoplasmic barrage as a 2nd-level spell, each projectile deals @[4d6 damage][roll 4d6 as damage for 'Ectoplasmic Barrage'] on a hit.

3rd: When you cast ectoplasmic barrage as a 3rd-level spell, each projectile deals @[7d6 damage][roll 7d6 as damage for 'Ectoplasmic Barrage'] on a hit.

4th: When you cast ectoplasmic barrage as a 4th-level spell, each projectile deals @[10d6 damage][roll 10d6 as damage for 'Ectoplasmic Barrage'] on a hit.

5th: When you cast ectoplasmic barrage as a 5th-level spell, each projectile deals @[13d6 damage][roll 13d6 as damage for 'Ectoplasmic Barrage'] on a hit. A struck target is also entangled for 1 round.

6th: When you cast ectoplasmic barrage as a 6th-level spell, each projectile deals @[15d6 damage][roll 15d6 as damage for 'Ectoplasmic Barrage'] on a hit. A struck target is also entangled for 1d4 rounds.

You fling psychic material, called ectoplasm, at the target, making a @[ranged attack][roll d20 + character.attack.ranged as attack for 'Ectoplasmic Barrage'] against its KAC and dealing bludgeoning damage. Each projectile in the barrage has the knockdown critical hit effect. In addition, ectoplasm extends to the Ethereal Plane, so it affects ethereal and incorporeal creatures.

1st: When you cast ectoplasmic barrage as a 1st-level spell, each projectile deals @[2d6 damage][roll 2d6 as damage for 'Ectoplasmic Barrage'] on a hit.

2nd: When you cast ectoplasmic barrage as a 2nd-level spell, each projectile deals @[4d6 damage][roll 4d6 as damage for 'Ectoplasmic Barrage'] on a hit.

3rd: When you cast ectoplasmic barrage as a 3rd-level spell, each projectile deals @[7d6 damage][roll 7d6 as damage for 'Ectoplasmic Barrage'] on a hit.

4th: When you cast ectoplasmic barrage as a 4th-level spell, each projectile deals @[10d6 damage][roll 10d6 as damage for 'Ectoplasmic Barrage'] on a hit.

5th: When you cast ectoplasmic barrage as a 5th-level spell, each projectile deals @[13d6 damage][roll 13d6 as damage for 'Ectoplasmic Barrage'] on a hit. A struck target is also entangled for 1 round.

6th: When you cast ectoplasmic barrage as a 6th-level spell, each projectile deals @[15d6 damage][roll 15d6 as damage for 'Ectoplasmic Barrage'] on a hit. A struck target is also entangled for 1d4 rounds.

Swirling psychic matter, known as ectoplasm, erupts from a point you choose. Those in the area take @[6d6 bludgeoning damage][roll 6d6 as damage for 'Ectoplasmic Eruption']. Those who fail the Reflex saving throw are entangled for the spell’s duration. The ectoplasm extends to the Ethereal Plane, so it affects ethereal and incorporeal creatures and objects. Such a creature entangled in the eruption is forced to partially materialize, so it cannot enter or pass through solid objects, takes half damage from nonmagical kinetic attacks, and takes full damage from magic and energy weapons, spells, spell-like effects, and supernatural effects. It reacts as a material creature to non-damaging spells.

You tap into the power of two elemental planes, mix their energy together, and then release it around you in a powerful explosion, dealing @[8d8 damage][roll 8d8 as damage for 'Elemental Convergence']. Select two of the following damage types when you cast this spell: acid, cold, electricity, fire. The damage dealt by this spell is of both types (half one and half the other). For 1 hour, the area is difficult terrain.

Source

Galactic Magic pg. 73

You wrap the target in the cold of the Negative Energy Plane, numbing its body. The target might lose feeling in its extremities or even be temporarily frozen in place. The target takes half damage on a successful save.

1st: When you cast embrace the void as a 1st-level spell, it deals @[2d6 cold damage][roll 2d6 as damage for 'Embrace Of The Void'].

2nd: When you cast embrace the void as a 2nd-level spell, it deals @[4d6 cold damage][roll 4d6 as damage for 'Embrace Of The Void'].

3rd: When you cast embrace the void as a 3rd-level spell, it deals @[7d6 cold damage][roll 7d6 as damage for 'Embrace Of The Void']. On a failed save, the target is also off-target for 1 round.

4th: When you cast embrace the void as a 4th-level spell, it deals @[10d6 cold damage][roll 10d6 as damage for 'Embrace Of The Void']. On a failed save, the target is also off-target for @[1d4 rounds][roll 1d4 as duration.round for 'Embrace Of The Void'].

5th: When you cast embrace the void as a 5th-level spell, it deals @[15d6 cold damage][roll 15d6 as damage for 'Embrace Of The Void']. On a failed save, the target is also staggered for 1 round and off-target for @[1d6 rounds][roll 1d6 as duration.round for 'Embrace Of The Void'].

6th: When you cast embrace the void as a 6th-level spell, it deals @[17d6 cold damage][roll 17d6 as damage for 'Embrace Of The Void']. On a failed save, the target is also paralyzed for 1 round and off-target for @[1d6 rounds][roll 1d6 as duration.round for 'Embrace Of The Void'] after that.

You wrap the target in the cold of the Negative Energy Plane, numbing its body. The target might lose feeling in its extremities or even be temporarily frozen in place. The target takes half damage on a successful save.

1st: When you cast embrace the void as a 1st-level spell, it deals @[2d6 cold damage][roll 2d6 as damage for 'Embrace Of The Void'].

2nd: When you cast embrace the void as a 2nd-level spell, it deals @[4d6 cold damage][roll 4d6 as damage for 'Embrace Of The Void'].

3rd: When you cast embrace the void as a 3rd-level spell, it deals @[7d6 cold damage][roll 7d6 as damage for 'Embrace Of The Void']. On a failed save, the target is also off-target for 1 round.

4th: When you cast embrace the void as a 4th-level spell, it deals @[10d6 cold damage][roll 10d6 as damage for 'Embrace Of The Void']. On a failed save, the target is also off-target for @[1d4 rounds][roll 1d4 as duration.round for 'Embrace Of The Void'].

5th: When you cast embrace the void as a 5th-level spell, it deals @[15d6 cold damage][roll 15d6 as damage for 'Embrace Of The Void']. On a failed save, the target is also staggered for 1 round and off-target for @[1d6 rounds][roll 1d6 as duration.round for 'Embrace Of The Void'].

6th: When you cast embrace the void as a 6th-level spell, it deals @[17d6 cold damage][roll 17d6 as damage for 'Embrace Of The Void']. On a failed save, the target is also paralyzed for 1 round and off-target for @[1d6 rounds][roll 1d6 as duration.round for 'Embrace Of The Void'] after that.

You shoot a black ray at a target, making a @[ranged attack][roll d20 + character.attack.ranged as attack for 'Enervation'] against the target’s EAC. If you hit, the target gains 2 temporary negative levels. Negative levels stack. If the target survives, it recovers from negative levels after a number of hours equal to your caster level (maximum 15 hours). An undead creature struck by the ray gains 10 temporary Hit Points for 1 hour.

Source

Core Rulebook pg. 340

Any unattended, manufactured (built from component parts, including metal, wood, plastic, glass, and so on) item you touch crumbles into dust, rust, and decay. If the item is so large that it can’t fit within a 3-foot radius, a 3-foot-radius volume of the material is destroyed. This is an instantaneous effect.

You can employ entropic grasp in combat by making a @[melee attack][roll d20 + character.attack.melee as attack for 'Entropic Grasp'] against your opponent’s EAC. If you hit, you instantaneously reduce a manufactured armor’s KAC and EAC bonus by 3 (to a minimum of a +0 bonus). Damaged armor can be repaired using the Engineering skill; with a successful check, the armor’s armor bonuses are restored to their original values. Against a manufactured creature (generally constructs, but not undead), this attack instead deals @[6d12 damage][roll 6d12 as damage for 'Entropic Grasp'].

Weapons and equipment in use by an opponent are more difficult to affect with this spell. You attempt a sunder combat maneuver against the item. If successful, you deal @[6d6 damage][roll 6d6 as damage for 'Entropic Grasp'] to the weapon or item.

Used in combat, this spell lasts 1 round per level, and you can make one melee attack each round on future rounds as a standard action. The target can attempt a save to negate each melee attack, but success does not end the spell.

Casting this spell doesn’t provoke attacks of opportunity.

Source

Core Rulebook pg. 353

You harden ethereal matter into interplanar blades that are invisible to those who cannot see into the Ethereal Plane. Movement through an area of etheric shards is halved, even for incorporeal creatures, and creatures entering a 5-foot cube filled with etheric shards take 1d8 slashing damage and must succeed at a Reflex saving throw or gain the bleeding 1 condition. The damage from this bleeding stacks with itself and other sources of bleeding. A creature that remains motionless within the area takes no damage, but such a creature is flat-footed unless it moves enough to defend itself, which forces it to take damage and attempt a saving throw.

Etheric shards are a magical trap. A creature trained in Mysticism and within 30 feet of the area can attempt a DC 35 Perception check to sense the shards. The shards cannot be disabled, but they can be dispelled.

You magically transform a used battery into a powerful explosive device, propelling it in a straight line to a grid intersection within range, at which point it detonates, dealing @[9d6 fire damage][roll 9d6 as damage for 'Explosive Blast'] to all creatures and objects in the area. If you send the battery through a narrow opening, you must make a @[ranged attack][roll d20 + character.attack.ranged as attack for 'Explosive Blast'] (usually against an Armor Class of 10 for a narrow opening or an Armor Class of 15 for an extremely narrow opening) to avoid hitting the side and detonating it prematurely.

Source

Core Rulebook pg. 340

You magically amplify or add to a target’s senses.

1st: When you cast extra sense as a 1st-level spell, the target gains blindsense (vibration) out to a range of 30 feet. The blindsense can be based on scent or sound rather than vibration. If the creature has an existing sense that’s tied to the blindsense—such as touch (vibration), smell (scent), or hearing (sound)—and it’s suppressed, the blindsense is suppressed for the same duration. This spell lasts 1 hour/level.

2nd: When you cast extra sense as a 2nd-level spell, the target can emit a piercing sound and, by listening to the echoes, gain blindsight (sound) with a range of 20 feet and blindsense (sound) with a range of 40 feet for 1 round. The sound emitted is audible to others in the 40-foot area, and the target emits the sound as if it were part of combat banter (Core Rulebook 249). The target can decide not to emit the sound but doesn’t gain the benefits this spell grants until they do so. This spell lasts 10 minutes/level.

3rd: When you cast extra sense as a 3rd-level spell, it functions as the 1st-level version, except the range of the blindsense extends to 60 feet, the target gains blindsight (of the same type as the blindsense) with a range of 30 feet, and the spell lasts 10 minutes/level.

With a single mental nudge, you can unlock one or more targets’ deepest nightmares. A target that succeeds at its Will saving throw against this spell is shaken for 1 round.

1st: When you cast fear as a 1st-level spell, it affects one living creature of CR 4 or lower at close range (25 feet + 5 feet/2 levels). The target must succeed at a Will saving throw or be frightened for @[1d4 rounds][roll 1d4 as duration.round for 'Fear'].

2nd: When you cast fear as a 2nd-level spell, it affects one living creature of CR 4 or lower per 3 caster levels at medium range (100 feet + 10 feet/level), no two of which can be more than 30 feet apart. Each target must succeed at a Will saving throw or be frightened for 1 minute.

3rd: When you cast fear as 3rd-level spell, it affects all living creatures of CR 8 or lower in 30-foot cone-shaped burst. Each target must succeed at a Will save or become panicked for 1 minute. If cornered, a panicked creature begins cowering.

4th: When you cast fear as 4th-level spell, it affects all living creatures in 30-foot cone-shaped burst regardless of CR. Each target must succeed at a Will save or become panicked for 1 minute. If cornered, a panicked creature begins cowering.

Source

Core Rulebook pg. 354

With a single mental nudge, you can unlock one or more targets’ deepest nightmares. A target that succeeds at its Will saving throw against this spell is shaken for 1 round.

1st: When you cast fear as a 1st-level spell, it affects one living creature of CR 4 or lower at close range (25 feet + 5 feet/2 levels). The target must succeed at a Will saving throw or be frightened for @[1d4 rounds][roll 1d4 as duration.round for 'Fear'].

2nd: When you cast fear as a 2nd-level spell, it affects one living creature of CR 4 or lower per 3 caster levels at medium range (100 feet + 10 feet/level), no two of which can be more than 30 feet apart. Each target must succeed at a Will saving throw or be frightened for 1 minute.

3rd: When you cast fear as 3rd-level spell, it affects all living creatures of CR 8 or lower in 30-foot cone-shaped burst. Each target must succeed at a Will save or become panicked for 1 minute. If cornered, a panicked creature begins cowering.

4th: When you cast fear as 4th-level spell, it affects all living creatures in 30-foot cone-shaped burst regardless of CR. Each target must succeed at a Will save or become panicked for 1 minute. If cornered, a panicked creature begins cowering.

Source

Core Rulebook pg. 354

This spell was created and used to win a Nerundel Halls prank challenge a few years ago. You summon a 10-foot-by-10-foot swarm of mischievous fey creatures armed with various tiny weapons who fly around chaotically. The swarm understands and obeys your commands, and has the statistics of a predator swarm with the exceptions noted below.

The swarm has the fey type (instead of animal) and an Intelligence modifier of +0. Each round, the swarm deals @[1d6 nonlethal slashing damage][roll d6 as damage for 'Fey Prankster'] to creatures in its squares. If the swarm damages a target, it grants the benefit of harrying fire to the next creature that attacks that target. A swarm of fey pranksters does not have the usual distraction ability of a predator swarm; instead, all creatures sharing spaces with a swarm of fey pranksters must attempt a saving throw against a fey prank. The exact nature of the prank, and the required saving throw, is determined randomly:

@[d6][roll d6 as chance for 'Fey Pranksters'] Prank Saving Throw Effect
1–2 Earworm Will Target is deafened for 1 minute.
3–4 Pie in the Face Reflex Target is blinded for 1 minute, but can remove this condition with a full action.
5–6 Tickle Attack Fortitude Target drops held item, chosen randomly.

Creatures who save against a fey prank are immune to fey pranks for 1 day. If the swarm is killed, all fey prank effects end.

You cause water in the spell’s area to instantly boil, dealing @[7d8 fire damage][roll 7d8 as damage for 'Flash Boil'] to creatures that fail a Reflex save. Creatures that save take half damage. This spell has no effect in vacuum, deals half damage in normal and thin atmosphere, and deals full damage in thick atmosphere and underwater.

You tinker with the particles of magic surrounding one or more targets to either allow them to slow a fall, gently rise or descend, or fly short or vast distances.

1st: When you cast flight as a 1st-level spell, you can target one Medium or smaller falling object or creature per level at close range (25 feet + 5 feet/2 levels). The targets must all be within 20 feet of each other. A Large creature or object counts as two Medium creatures or objects, a Huge creature or object counts as four Medium creatures or objects, and so on. The affected targets instantly fall slower, at a rate of just 60 feet per round (equivalent to the end of a fall from a few feet). The targets take no damage upon landing while the spell is in effect. This spell doesn’t affect charging or flying creatures.

For each target, this casting of the spell lasts until that target lands or 1 round per caster level (whichever happens first).

The 1st-level version of this spell can be cast as a reaction, but when you do so, you can’t take a standard action on your next round.

2nd: When you cast flight as a 2nd-level spell, you can target yourself or one willing or unconscious creature or unattended object (total weight up to 100 pounds or 10 bulk per level) at close range. The spell allows you to move the target up or down as you wish. Each round as a move action, you can mentally direct the target up or down as much as 20 feet. You can’t move the target horizontally. A levitating creature that attacks with a melee or ranged weapon finds itself increasingly unstable; the first attack takes a –1 penalty to attack rolls, the second a –2 penalty, and so on, to a maximum of –5. A full round spent stabilizing allows the creature to begin again at –1.

This casting of the spell lasts 1 minute per caster level and is dismissible.

3rd: When you cast flight as a 3rd-level spell, you can target one willing or unconscious touched creature and give it the power of flight. The target can fly at a speed of 60 feet with average maneuverability. Flying while under this spell’s effects takes no more concentration than walking, so the target can attack or cast spells normally. The target can charge but not run, and it can’t carry aloft more weight than its normal bulk limit. The target gains a bonus to Acrobatics checks to fly equal to half your caster level. If this spell expires or is dispelled while the target is aloft, the target floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 damage per 10 feet fallen.

The spell lasts for 1 minute per caster level.

4th: When you cast flight as a 4th-level spell, you can target one willing or unconscious touched creature and affect it as per the 3rd-level version of the spell, except the target’s fly speed is increased by 10 feet and the spell lasts for 10 minutes per caster level.

5th: When you cast flight as a 5th-level spell, you can target yourself and be affected as per the 4th-level version of the spell, except the spell lasts for 1 hour per caster level. When you use this flight speed for long-distance movement, you can hustle without taking nonlethal damage (a forced march still requires Constitution checks). You can cover 140 miles in an 8-hour period of flight (or 80 miles at a speed of 50 feet).

6th: When you cast flight as a 6th-level spell, you can target multiple willing or unconscious creatures at close range (25 feet + 5 feet/2 levels) and affect them as per the 3rd-level version of the spell. You can target one creature per caster level, all of which must be within 30 feet of each other. This casting of the spell lasts 10 minutes per caster level.

Source

Core Rulebook pg. 355

You tinker with the particles of magic surrounding one or more targets to either allow them to slow a fall, gently rise or descend, or fly short or vast distances.

1st: When you cast flight as a 1st-level spell, you can target one Medium or smaller falling object or creature per level at close range (25 feet + 5 feet/2 levels). The targets must all be within 20 feet of each other. A Large creature or object counts as two Medium creatures or objects, a Huge creature or object counts as four Medium creatures or objects, and so on. The affected targets instantly fall slower, at a rate of just 60 feet per round (equivalent to the end of a fall from a few feet). The targets take no damage upon landing while the spell is in effect. This spell doesn’t affect charging or flying creatures.

For each target, this casting of the spell lasts until that target lands or 1 round per caster level (whichever happens first).

The 1st-level version of this spell can be cast as a reaction, but when you do so, you can’t take a standard action on your next round.

2nd: When you cast flight as a 2nd-level spell, you can target yourself or one willing or unconscious creature or unattended object (total weight up to 100 pounds or 10 bulk per level) at close range. The spell allows you to move the target up or down as you wish. Each round as a move action, you can mentally direct the target up or down as much as 20 feet. You can’t move the target horizontally. A levitating creature that attacks with a melee or ranged weapon finds itself increasingly unstable; the first attack takes a –1 penalty to attack rolls, the second a –2 penalty, and so on, to a maximum of –5. A full round spent stabilizing allows the creature to begin again at –1.

This casting of the spell lasts 1 minute per caster level and is dismissible.

3rd: When you cast flight as a 3rd-level spell, you can target one willing or unconscious touched creature and give it the power of flight. The target can fly at a speed of 60 feet with average maneuverability. Flying while under this spell’s effects takes no more concentration than walking, so the target can attack or cast spells normally. The target can charge but not run, and it can’t carry aloft more weight than its normal bulk limit. The target gains a bonus to Acrobatics checks to fly equal to half your caster level. If this spell expires or is dispelled while the target is aloft, the target floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 damage per 10 feet fallen.

The spell lasts for 1 minute per caster level.

4th: When you cast flight as a 4th-level spell, you can target one willing or unconscious touched creature and affect it as per the 3rd-level version of the spell, except the target’s fly speed is increased by 10 feet and the spell lasts for 10 minutes per caster level.

5th: When you cast flight as a 5th-level spell, you can target yourself and be affected as per the 4th-level version of the spell, except the spell lasts for 1 hour per caster level. When you use this flight speed for long-distance movement, you can hustle without taking nonlethal damage (a forced march still requires Constitution checks). You can cover 140 miles in an 8-hour period of flight (or 80 miles at a speed of 50 feet).

6th: When you cast flight as a 6th-level spell, you can target multiple willing or unconscious creatures at close range (25 feet + 5 feet/2 levels) and affect them as per the 3rd-level version of the spell. You can target one creature per caster level, all of which must be within 30 feet of each other. This casting of the spell lasts 10 minutes per caster level.

Source

Core Rulebook pg. 355

Drawing upon the ever-shifting chaos of the Maelstrom, you free the target from the shackles of their form. Each round at the start of their turn, the target must select one of the following benefits they gain for that round. They can’t select the same benefit on two consecutive rounds.

Additional Arms: The target grows two additional arms, enabling them to wield and hold an additional two hands’ worth of equipment. While these additional arms increase the number of items they can carry, it doesn’t increase the number of attacks they can make during combat.

Additional Legs: The target grows two additional legs, granting them a +10-foot status bonus to their speed.

Amorphous: The target loses their form, becoming amorphous. They’re immune to the entangled and grappled conditions, and they don’t take double damage from critical hits.

Damage Reduction: The target’s skin hardens, becomes rubbery, or grows scales, granting them DR 5/— that protects against bludgeoning, piercing, and slashing damage. This damage reduction doesn’t stack with any damage reduction the target already has.

Energy Resistance: The target adapts to a hazardous environment, gaining resistance 5 to one of the following damage types of their choice: acid, cold, electricity, fire, sonic. This energy resistance doesn’t stack with any damage resistance the target already has.

Shrink: The target shrinks by one size category (to a minimum of Tiny).

Stretch: The target’s arms elongate, increasing their reach by 5 feet.

Multiple castings of fluidity of form don’t stack. Fluidity of form counters and negates physical stability

Source

Galactic Magic pg. 74

You fling a willing ally across the battlefield, moving them 30 feet in a straight line from its original position to an unoccupied square in range. The target provokes attacks of opportunity for this movement, as normal, but is unaffected by difficult terrain since it remains airborne for the movement. The target has a –2 penalty to its AC during this movement and until the start of its next turn. If the target ends this movement adjacent to an enemy, the target can attack that enemy with a melee attack as a reaction. The target takes a –2 penalty to this attack roll.

Source

Redshift Rally pg. 59

Orcs and half-orcs learned long ago to channel rage, despair, or a sense of injustice or oppression into a soul-shaking shriek. The shriek deals sonic damage to creatures and objects based on the spell slot used to cast the spell. If you cast this spell when you have fewer than half your Hit Points remaining, use d8s rather than d6s as damage dice.

1st: When you cast furious shriek as a 1st-level spell, it deals @[2d6 sonic damage][roll 2d6 as damage for 'Furious Shriek'].

2nd: When you cast furious shriek as a 2nd-level spell, it deals @[4d6 sonic damage][roll 4d6 as damage for 'Furious Shriek'].

3rd: When you cast furious shriek as a 3rd-level spell, it deals @[7d6 sonic damage][roll 7d6 as damage for 'Furious Shriek'].

4th: When you cast furious shriek as a 4th-level spell, it deals @[10d6 sonic damage][roll 10d6 as damage for 'Furious Shriek'].

5th: When you cast furious shriek as a 5th-level spell, it deals @[13d6 sonic damage][roll 13d6 as damage for 'Furious Shriek']. Creatures that fail their saving throw are shaken for 1 round.

6th: When you cast furious shriek as a 6th-level spell, it deals @[16d6 sonic damage][roll 16d6 as damage for 'Furious Shriek']. Creatures that fail their saving throw are staggered for 1 round and shaken for 1d4 rounds.

Source

Galactic Magic pg. 75

Orcs and half-orcs learned long ago to channel rage, despair, or a sense of injustice or oppression into a soul-shaking shriek. The shriek deals sonic damage to creatures and objects based on the spell slot used to cast the spell. If you cast this spell when you have fewer than half your Hit Points remaining, use d8s rather than d6s as damage dice.

1st: When you cast furious shriek as a 1st-level spell, it deals @[2d6 sonic damage][roll 2d6 as damage for 'Furious Shriek'].

2nd: When you cast furious shriek as a 2nd-level spell, it deals @[4d6 sonic damage][roll 4d6 as damage for 'Furious Shriek'].

3rd: When you cast furious shriek as a 3rd-level spell, it deals @[7d6 sonic damage][roll 7d6 as damage for 'Furious Shriek'].

4th: When you cast furious shriek as a 4th-level spell, it deals @[10d6 sonic damage][roll 10d6 as damage for 'Furious Shriek'].

5th: When you cast furious shriek as a 5th-level spell, it deals @[13d6 sonic damage][roll 13d6 as damage for 'Furious Shriek']. Creatures that fail their saving throw are shaken for 1 round.

6th: When you cast furious shriek as a 6th-level spell, it deals @[16d6 sonic damage][roll 16d6 as damage for 'Furious Shriek']. Creatures that fail their saving throw are staggered for 1 round and shaken for 1d4 rounds.

Source

Galactic Magic pg. 75

You entrap a creature in a cage of thorny brambles that erupts from the ground around them. The target must attempt a Reflex save. On a successful save, the target takes @[2d6 piercing damage][roll 2d6 as damage for 'Grasping Brambles'] as it escapes the brambles and the spell ends. On a failed save, the target is grappled and takes @[6d6 piercing damage][roll 6d6 as damage for 'Grasping Brambles'] each round it remains so. The target can use the escape task of the Acrobatics skill to escape the grapple as normal, or it can attempt the grapple combat maneuver even if you aren’t within reach; if the target succeeds at the grapple combat maneuver, it escapes the grapple effect but doesn’t grapple you in return. If the target escapes the grapple, the spell ends. The DC to escape grasping brambles is the caster’s spell DC.

By manipulating electromagnetic forces acting on your target, you change its movements. Attempt a @[melee attack][roll d20 + character.attack.melee as attack for 'Gravity Tether'] against EAC. If you attempt a full attack, you can target two creatures. On a hit, your target takes @[5d8 electricity damage][roll 5d8 as damage for 'Gravity Tether'] and must attempt a Reflex save. On a failure, the target treats any square it moves farther from you as difficult terrain for the duration. A successful save ends the spell on the target.

As a standard action, you can attempt an @[attack][roll d20 + character.attack.melee + character.keyAbility.modifier as attack for 'Gravity Tether'] against an affected target within 60 feet, adding your key ability modifier to the attack roll. You can attack two affected targets if you take a full action to do so. If you hit the target’s KAC + 8, you pull it 5 feet closer to you plus 5 feet for every 5 by which the result exceeds a target’s KAC + 8. If you attack and hit two targets, you can instead move them closer to each other. Moving the target into a barrier, creature, dangerous space, or obstacle causes the target to stop before entering that space.

Casting this spell doesn’t provoke attacks of opportunity.

Source

Galactic Magic pg. 75

You alter the gravity in an area, making a central point of high gravity that pulls creatures toward it. Each creature in the area when the spell takes effect is knocked prone unless it succeeds at a Reflex saving throw. Any creature that starts its turn in the area must succeed at a Reflex saving throw or be drawn 15 feet closer to the center of the area. This movement provokes attacks of opportunity. Creatures adjacent to the spell’s origin point take a –2 penalty to the save to avoid being pulled.

You channel visions of a grim future into your target’s mind. Attempt a @[melee attack][roll d20 + character.attack.melee + ((character.keyAbility.modifier - character.strength.modifier) max 0) as attack for 'Grim Insight'] against the target’s EAC, adding the higher of your key ability modifier or your Strength modifier to the attack roll. On a hit, the target takes @[6d10 damage][roll 6d10 as damage for 'Grim Insight'] and must attempt a Will saving throw. A target that fails is shaken for the duration. One who succeeds is shaken for only 1 round, and then the spell ends.

Casting this spell doesn’t provoke attacks of opportunity.

Source

Galactic Magic pg. 75

The target’s body forms an exoskeleton, and its appendages such as hands and feet become broad and pointed like spades. Armor that covers any of these appendages functions normally and molds to fit the appendages’ new shape. The target gains DR 5/ bludgeoning and a burrow speed equal to its land speed. This spell grants no ability to breathe while buried, so a breathing creature without environmental protections might be at risk of suffocation.

If the target fails its saving throw, you form a link between their mind and a computer you touch at the time of casting, allowing you to hack their brain as if it were a computer to examine or manipulate memories and implant suggestions. Each round this spell is active and you are within range of the target, you can take a standard action to attempt a Computers check to hack their brain and gain certain information, depending on the level of the spell. For the purposes of this spell, a living mind has a tier equal to one-half the target’s level or CR (minimum 1) and has an alarm countermeasure that immediately alerts the target creature if you fail a Computers check, allowing them an immediate additional Will saving throw to end the spell.

2nd: When you cast hack wetware as a 2nd-level spell, you can hack the target’s mind to gain general access to their thoughts, fears, and desires. If you are successful, you gain access to one of the following: the target’s current surface thoughts, the target’s most pressing current fear, or the target’s most pressing current desire. On following rounds, you can attempt additional Computers checks to learn other pieces of information.

3rd: When you cast hack wetware as a 3rd-level spell, it functions like the 2nd-level casting of the spell, but you can also hack the target’s mind to gain deeper access to their secrets and memories. Such information is partitioned behind a mental firewall, which increases the DC to access it by 2 or the target’s Wisdom modifier, whichever is greater. If you are successful, you gain access to a single piece of secret information the target knows (such as a passcode or the location of a hidden panel) or a specific memory (which can be no longer than 1 minute); a memory shows exactly what the target experienced from their perspective, so it might lack context. You can save the information or memory to your computer to retrieve later.

4th: When you cast hack wetware as a 4th-level spell, it functions like the 3rd-level casting of the spell, but you can also hack the target’s mind to send it false sensory data. If you are successful, you can determine the sights, sounds, and smells the brain receives, creating an illusion only the target can perceive, similar to a 4th-level holographic projection spell. The target can attempt a new saving throw when it interacts with these impressions to recognize them as false, but this doesn’t immediately end the effect. The impressions last for as long as the spell does, but you must attempt additional Computers checks to alter them in subsequent rounds.

5th: When you cast hack wetware as a 5th-level spell, it functions like the 4th-level casting of the spell, but you can also hack the target’s mind to implant a subconscious command that can be activated at a later time. If you are successful, you can state a course of activity similar to that of a suggestion spell and a trigger, such as a static image or a code phrase. This ends the hack wetware spell, but the subconscious command remains in the target’s brain for a number of days equal to your technomancer level. The next time the target perceives the trigger, it performs the suggested course of action as best it can if it fails another Will saving throw. For every 5 your Computers check exceeded the DC, the target takes a cumulative –2 penalty to this saving throw. The command can be triggered only once.

If the target fails its saving throw, you form a link between their mind and a computer you touch at the time of casting, allowing you to hack their brain as if it were a computer to examine or manipulate memories and implant suggestions. Each round this spell is active and you are within range of the target, you can take a standard action to attempt a Computers check to hack their brain and gain certain information, depending on the level of the spell. For the purposes of this spell, a living mind has a tier equal to one-half the target’s level or CR (minimum 1) and has an alarm countermeasure that immediately alerts the target creature if you fail a Computers check, allowing them an immediate additional Will saving throw to end the spell.

2nd: When you cast hack wetware as a 2nd-level spell, you can hack the target’s mind to gain general access to their thoughts, fears, and desires. If you are successful, you gain access to one of the following: the target’s current surface thoughts, the target’s most pressing current fear, or the target’s most pressing current desire. On following rounds, you can attempt additional Computers checks to learn other pieces of information.

3rd: When you cast hack wetware as a 3rd-level spell, it functions like the 2nd-level casting of the spell, but you can also hack the target’s mind to gain deeper access to their secrets and memories. Such information is partitioned behind a mental firewall, which increases the DC to access it by 2 or the target’s Wisdom modifier, whichever is greater. If you are successful, you gain access to a single piece of secret information the target knows (such as a passcode or the location of a hidden panel) or a specific memory (which can be no longer than 1 minute); a memory shows exactly what the target experienced from their perspective, so it might lack context. You can save the information or memory to your computer to retrieve later.

4th: When you cast hack wetware as a 4th-level spell, it functions like the 3rd-level casting of the spell, but you can also hack the target’s mind to send it false sensory data. If you are successful, you can determine the sights, sounds, and smells the brain receives, creating an illusion only the target can perceive, similar to a 4th-level holographic projection spell. The target can attempt a new saving throw when it interacts with these impressions to recognize them as false, but this doesn’t immediately end the effect. The impressions last for as long as the spell does, but you must attempt additional Computers checks to alter them in subsequent rounds.

5th: When you cast hack wetware as a 5th-level spell, it functions like the 4th-level casting of the spell, but you can also hack the target’s mind to implant a subconscious command that can be activated at a later time. If you are successful, you can state a course of activity similar to that of a suggestion spell and a trigger, such as a static image or a code phrase. This ends the hack wetware spell, but the subconscious command remains in the target’s brain for a number of days equal to your technomancer level. The next time the target perceives the trigger, it performs the suggested course of action as best it can if it fails another Will saving throw. For every 5 your Computers check exceeded the DC, the target takes a cumulative –2 penalty to this saving throw. The command can be triggered only once.

You turn a pile of technological junk into a robot that can accomplish helpful tasks. You must target inert, nonworking electronic equipment of at least 1 bulk. Valid targets include a large broken computer system, nonworking or unconnected computer or robot parts, a destroyed robot or another such trashed mechanical system, or any related electronic components or combination of the above as long as the junk is found in a large enough quantity.

While casting this spell, you use your magic and technological know-how to rearrange the junked parts and infuse them with energy and helpful programming. A handy junkbot is Small, its KAC and EAC are each equal to 10 + your caster level, and it has a number of Hit Points equal to one-quarter of your own (but no Stamina Points). It has a land speed of 30 feet and a fly speed of 15 feet with average maneuverability. It can accomplish all tasks described in the @[Computers][roll d20 + 3 + character.caster.level as skill for 'Handy Junkbot Computers'], @[Engineering][roll d20 + 3 + character.caster.level as skill for 'Handy Junkbot Engineering'], @[Piloting][roll d20 + 3 + character.caster.level as skill for 'Handy Junkbot Piloting'], and @[Sleight of Hand][roll d20 + 3 + character.caster.level as skill for 'Handy Junkbot Sleight of Hand'] skills, is considered trained in those skills, and has a total skill bonus in each equal to 3 + your caster level. The junkbot is treated as if it is using a hacker’s kit when using the Computers skill and an Engineering kit when using the Engineering skill. A handy junkbot can never attack. The junkbot uses your saving throw bonuses if it is the target of a spell or another targeted effect. For purposes of spells and effects that target the junkbot, it is treated as a construct with the technological and magical subtypes.

You can give new basic commands to your handy junkbot telepathically on your turn as a move action, and the junkbot can take actions as if it were a normal creature. You are aware when the junkbot has succeeded at or failed a skill check, as well as when it has been attacked or destroyed, but you can perceive nothing else through this basic telepathic link.

When the handy junkbot is destroyed or this spell ends, the electronic equipment you used to create it falls apart into refuse, its circuitry fried beyond anything recognizable. You can’t use this refuse as a target to create another junkbot.

Source

Core Rulebook pg. 357

Born of necessity to contend with violent storms on the world of Shimrinsara in the Vast, harness lightning enables you to collect energy from major electrical discharges that occur within the area of the spell. The spell’s area grants cover against ranged attacks and area effects that would deal only electricity damage. The bonus to saving throws due to this cover applies to any save against a critical hit effect from a weapon that deals only electricity damage. The first time the spell’s area grants cover against an attack or effect this way, collected electrical attacks bend toward you and form a surging sphere of pure energy that lasts until the end of the spell. You can take a standard action to discharge this sphere at a target within 100 feet, dealing 8d8 electricity damage.

Source

Galactic Magic pg. 75

The targeted creatures move and act more quickly than normal. This extra speed has several effects.

When making a full attack, a hasted creature can also take a separate move action in order to move. The movement can occur before, after, or between the attacks from the full attack.All movement must occur at the same time.

All of the hasted creature’s Modes of movement (including base, burrow, climb, fly, and swim speeds) increase by 30 feet, to a maximum of twice the target’s normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature’s jumping distance as normal for increased speed. Multiple haste effects don’t stack. Haste counters and negates slow.

Source

Core Rulebook pg. 358

You pull alternate forms from horrifying realities and drape them upon the target, causing the target to exhibit almost any type of body horror imaginable. Your allies can tell this effect results from your layering of alternate realities onto this one and are unaffected. Against others, the target gains a +10 insight bonus to Intimidate checks. If the target successfully uses Intimidate to demoralize a foe, the foe is frightened instead of shaken. This bonus and change in condition are fear and mind-affecting effects.

You turn a pile of technological junk into a robot that can perform basic healing tasks.

You must target inert, nonworking electronic equipment of at least 1 bulk. Valid targets include a large broken computer system, nonworking or unconnected computer or robot parts, a destroyed robot or another such trashed mechanical system, or any related electronic components or combination of the above as long as the junk is found in a large enough quantity. While casting this spell, you use your magic and technological know-how to rearrange the junked parts and infuse them with energy and medical skills.

A healing junkbot is Small, its KAC and EAC are each equal to 10 + your caster level, and it has a number of Hit Points equal to one-quarter of your own (but no Stamina Points). It has a land speed of 30 feet and a fly speed of 15 feet with average maneuverability. It is considered trained in the Medicine skill and can perform first aid, treat deadly wounds, and treat drugs or poison as if it had a medkit (though it can’t provide long-term care or treat disease). The junkbot has a total skill bonus for @[Medicine][roll d20 + 3 + character.caster.level as skill for 'Healing Junkbot'] checks equal to 3 + your caster level.

A healing junkbot can drag or fly one unconscious creature at a time to any spot you designate. It can drag or fly a Small, Medium, or Large creature at half speed. It can drag or fly smaller creatures at normal speed, but it can’t move creatures bigger than Large. A healing junkbot can never attack. The junkbot uses your saving throw bonuses if it is the target of a spell or another targeted effect. For purposes of spells and effects that target it, the junkbot is treated as a construct with the technological and magical subtypes.

You can give new basic commands to your healing junkbot telepathically on your turn as a move action, and the junkbot can take actions as if it were a normal creature. You are aware when the bot has succeeded at or failed a skill check, as well as when it has been attacked or destroyed, but you can perceive nothing else through this basic telepathic link.

When the healing junkbot is destroyed or this spell ends, the electronic equipment you used to create it falls apart into refuse, its components and circuitry fried beyond anything recognizable. You can’t use this refuse as a target to create another junkbot.

Source

Core Rulebook pg. 358

This spell functions as helping hands, except as noted.

Helping Hands
First developed by resourceful skittermander technomancers, you or a targeted creature sprout two vestigial hands that can hold and manipulate objects. While this spell is active, the target gains a +2 circumstance bonus to Engineering and Sleight of Hand checks. Each round, this spell grants the target one additional move action that can be used to manipulate objects, such as to activate an item, draw a weapon, or reload a weapon. This spell doesn’t allow the target to attempt additional attacks.

Source

Galactic Magic pg. 76

The target becomes paralyzed and freezes in place. It is aware and breathes normally but can’t take any physical actions, even speech. A held creature can’t cast spells. Each round on its turn, the target can spend a full action to attempt a new saving throw to end the effect. This does not provoke attacks of opportunity. A winged creature that is paralyzed can’t flap its wings and falls. A swimmer can’t swim and may drown.

Source

Core Rulebook pg. 359

You reach into the target’s mind, extract a specific memory, and project that memory into a small hologram that plays in front of you and is visible to all creatures who can see it. The hologram memory can be no longer than 1 minute; if the extracted memory is longer than this, the hologram simply ends. The hologram includes audio as well as visual components, but it does not contain haptic, olfactory, or other components. The hologram typically plays a memory that takes place in a single scene, though it can cut to multiple scenes, if they are accurate to the memory and its length allows. The hologram plays the memory exactly as the target experienced it and from the target’s perspective, so it often lacks context. The target creature must remain quiet and still while the hologram plays or the spell and hologram end.

This spell can target any living, unconscious, or deceased sentient creature with an Intelligence score of 3 or higher (or a modifier of –4 or higher). If the target is deceased, it cannot have been dead for longer than 1 week, or this spell fails; once a corpse has been subjected to hologram memory by any caster, any subsequent attempts to cast hologram memory on that corpse fail.

If the target is unwilling to share this memory (or if it would be unable to share the memory, in the case of an unconscious or deceased target), it can attempt a Will saving throw with a +4 bonus to negate this spell and its effects.

Source

Core Rulebook pg. 359

You weave nearby photons into illusory holograms that can take almost any form you can imagine. These holograms are usually effective against cameras, robots, and living creatures.

1st: When you cast holographic image as a 1st-level spell, it produces a purely visual hologram at long range (400 feet + 40 feet/level). The image has no sound, smell, texture, or temperature. The image can’t extend beyond four 10-foot cubes plus one 10-foot cube per caster level. The image lasts for as long as you concentrate. You can move the image within the limits of the size of the effect.

2nd: When you cast holographic image as a 2nd-level spell, it produces a hologram as per the 1st-level version of the spell, except the hologram can include minor sounds, but not understandable speech. The image lasts for as long as you concentrate plus 2 additional rounds.

3rd: When you cast holographic image as a 3rd-level spell, it produces a hologram as per the 1st-level version of the spell, except the hologram can include sound, smell, and thermal illusions (but not speech). The image disappears when it is struck by an opponent, unless you cause the hologram to react appropriately. The image lasts for as long as you concentrate plus 3 additional rounds.

4th: When you cast holographic image as a 4th-level spell, it produces a hologram as per the 3rd-level version of the spell, except the hologram follows a script determined by you. It follows that script for 1 minute per level without you having to concentrate on it. The hologram can include intelligible speech, if you wish.

5th: When you cast holographic image as a 5th-level spell, it produces a hologram as per the 4th-level version of the spell, except the size of the hologram can’t extend beyond a 20-foot cube plus one 10-foot cube per caster level.

You can choose to make the hologram permanent at the time of casting. By concentrating, you can move the image within the limits of the range, but it is static while you are not concentrating.

Alternatively, you can have the hologram activate when a specific condition (which you set at the time of casting) occurs. The event that triggers the hologram can be as general or as specific and detailed as desired, but it must be based on an audible, olfactory, tactile, or visual trigger. The trigger can’t be based on some quality not normally obvious to the senses, such as alignment. The spell lasts until it is triggered, and then the hologram lasts for 1 round per caster level.

6th: When you cast holographic image as a 6th-level spell, it creates a quasi-real, illusory version of yourself at medium range (100 feet + 10 feet/level). This hologram looks, sounds, and smells like you, but it is intangible. The hologram mimics your actions (including speech) unless you use a move action to direct it to act differently. You can see through its eyes and hear through its ears as if you were standing where it is, and during your turn you can switch from using its senses to using your own, or back again, as a move action. While you are using its senses, your body is considered blinded and deafened.

If you desire, any spell you cast with a range of touch or greater can originate from the hologram instead of from you. The hologram can’t cast spells on itself except for illusion spells. Spells cast in this manner affect other targets normally, despite originating from the hologram.

An object isn’t deceived by illusions (treat as if it had succeeded at its Will saving throw). The hologram remains for 1 round per level, and you must maintain line of effect to the hologram at all times. If your line of effect is obstructed, the spell ends. If you use dimension door, plane shift, teleport, or a similar spell that breaks your line of effect, even momentarily, the spell ends. This casting of the spell is a shadow effect.

Source

Core Rulebook pg. 360

You weave nearby photons into illusory holograms that can take almost any form you can imagine. These holograms are usually effective against cameras, robots, and living creatures.

1st: When you cast holographic image as a 1st-level spell, it produces a purely visual hologram at long range (400 feet + 40 feet/level). The image has no sound, smell, texture, or temperature. The image can’t extend beyond four 10-foot cubes plus one 10-foot cube per caster level. The image lasts for as long as you concentrate. You can move the image within the limits of the size of the effect.

2nd: When you cast holographic image as a 2nd-level spell, it produces a hologram as per the 1st-level version of the spell, except the hologram can include minor sounds, but not understandable speech. The image lasts for as long as you concentrate plus 2 additional rounds.

3rd: When you cast holographic image as a 3rd-level spell, it produces a hologram as per the 1st-level version of the spell, except the hologram can include sound, smell, and thermal illusions (but not speech). The image disappears when it is struck by an opponent, unless you cause the hologram to react appropriately. The image lasts for as long as you concentrate plus 3 additional rounds.

4th: When you cast holographic image as a 4th-level spell, it produces a hologram as per the 3rd-level version of the spell, except the hologram follows a script determined by you. It follows that script for 1 minute per level without you having to concentrate on it. The hologram can include intelligible speech, if you wish.

5th: When you cast holographic image as a 5th-level spell, it produces a hologram as per the 4th-level version of the spell, except the size of the hologram can’t extend beyond a 20-foot cube plus one 10-foot cube per caster level.

You can choose to make the hologram permanent at the time of casting. By concentrating, you can move the image within the limits of the range, but it is static while you are not concentrating.

Alternatively, you can have the hologram activate when a specific condition (which you set at the time of casting) occurs. The event that triggers the hologram can be as general or as specific and detailed as desired, but it must be based on an audible, olfactory, tactile, or visual trigger. The trigger can’t be based on some quality not normally obvious to the senses, such as alignment. The spell lasts until it is triggered, and then the hologram lasts for 1 round per caster level.

6th: When you cast holographic image as a 6th-level spell, it creates a quasi-real, illusory version of yourself at medium range (100 feet + 10 feet/level). This hologram looks, sounds, and smells like you, but it is intangible. The hologram mimics your actions (including speech) unless you use a move action to direct it to act differently. You can see through its eyes and hear through its ears as if you were standing where it is, and during your turn you can switch from using its senses to using your own, or back again, as a move action. While you are using its senses, your body is considered blinded and deafened.

If you desire, any spell you cast with a range of touch or greater can originate from the hologram instead of from you. The hologram can’t cast spells on itself except for illusion spells. Spells cast in this manner affect other targets normally, despite originating from the hologram.

An object isn’t deceived by illusions (treat as if it had succeeded at its Will saving throw). The hologram remains for 1 round per level, and you must maintain line of effect to the hologram at all times. If your line of effect is obstructed, the spell ends. If you use dimension door, plane shift, teleport, or a similar spell that breaks your line of effect, even momentarily, the spell ends. This casting of the spell is a shadow effect.

Source

Core Rulebook pg. 360

You cause the ambient atmosphere or water to flash freeze, creating a jagged icicle that deals @[5d6 cold][roll 5d6 as damage for 'Ice Bolt'] and @[5d6 piercing][roll 5d6 as damage for 'Ice Bolt'] to each creature in its area. When cast underwater, this spell deals an additional @[2d6 cold damage][roll 2d6 as damage for 'Ice Bolt'].

By invading targets with your psychic presence, you isolate parts of their minds, preventing them from functioning in a coherent manner. Targets who fail their save are confused for the duration. Each round, a target rolls twice to determine their behavior due to the confused condition, and you choose which result applies.

This spell causes all creatures in the area to perceive all other creatures as copies of someone they have a strong impression of, whether a friend, enemy, or even themselves. At the start of each of each affected creature’s turn, that creature chooses to treat all other creatures it can perceive as allies or enemies. The creature must attempt attacks of opportunity whenever any enemy provokes them and can’t target allies (or squares containing allies) with harmful effects. Any affected creature that’s attacked immediately treats all other creatures as enemies. Any affected creature targeted with a beneficial effect immediately treats all other creatures as friends. An affected creature can spend a move action to attempt a Will Save to end the effect.

Source

Ports of Call pg. 123

You alter the target’s internal chemistry, causing their body to reject its composition. The target takes @[3d8 damage][roll 3d8 as damage for 'Infect Blood'] each round, but can attempt a Fortitude save for half damage, and has the sickened condition for the duration.

You overwhelm your target’s programming, installing a dangerous self-replicating programming virus. This works like a physical or mental disease (your choice), except it ignores the target’s immunity to diseases. The programming virus has a frequency of 1 hour and requires two consecutive saving throws to cure. Detect affliction can reveal the existence of this virus in a construct (the virus is considered a disease for purposes of that spell). Additionally, remove affliction can remove this virus.

Source

Core Rulebook pg. 361

When you or a creature within range is subjected to a mind‑affecting effect while this spell is active, you disrupt it with the power of pure logic. Mind-affecting effects deal only half damage—including ability score damage—to creatures in the area, before any reduction due to successful saves or other effects. When a creature within the area succeeds at a saving throw against an emotion or fear effect, they are not affected by that effect, even if that effect would have a partial effect on a successful saving throw. Ongoing emotion and fear effects are also suppressed for creatures within the area.

This spell floods the area of effect with dangerous radiation. The strength of the radiation you create depends on your caster level, as detailed below. The central irradiated area is always a 10-foot-radius spread that expands normally per the rules for radiation areas of effect (see page 403). Creatures within the area are exposed to the radiation only once; the radiation does not linger in the area. The saving throw to resist the radiation effects is set by the spell rather than the standard save DC for radiation.

Caster Level Radiation Level
6th or lower Low
7th–9th Medium
10th–16th High
17th or higher Severe

Source

Core Rulebook pg. 362

You turn a pile of technological junk into a barricade that provides cover. You must target inert, nonworking electronic equipment of at least 1 bulk.

The junk you target stacks and reinforces itself to form a low wall along one edge of your square. The barricade grants cover against attacks with a line of effect that pass through it. The barricade has hardness and Hit Points as a piece of equipment with an item level equal to your caster level.

You can target 1 additional bulk of inert electronic equipment for every 4 caster levels you have beyond 4th, extending the barricade across an equal number of adjacent squares. Alternatively, for each additional bulk you can target, you can increase the bonuses to AC and Reflex saves provided by one square of the barricade by 1 (to a maximum of improved cover—+8 bonus to AC and +4 bonus to Reflex saves).

Source

Junker's Delight pg. 58

You energize a small pile of junk (such as material to create a handy junkbot) or junk device created by one of your technomancer spells (such as handy junkbot or junksword). If you target a junk object you’re holding, you can throw it as part of the standard action to cast this spell, with a range increment of 10 feet. The junk explodes, destroying the junk (or junk device) and dealing @[6d6 slashing damage][roll 6d6 as damage for 'Junk Bomb'] to all creatures in a 10-foot‐radius burst. If you targeted a junk device created by one of your technomancer spells, increase the damage dealt by each of this spell’s damage dice by an amount equal to that spell’s level (such as 6d6+18 slashing damage if you targeted a handy junkbot created by a 3rd-level spell).

You can use this spell against a junk device created by another creature, though the device’s creator can negate the spell entirely with a successful Will save.

Source

Starfinder Enhanced pg. 123

You transform a pile of technological junk into three grenades. You must target inert, nonworking electronic equipment of at least 1 bulk. Valid targets include a broken computer system, nonworking or unconnected computer or robot parts, a destroyed robot or another such trashed mechanical system, or any combination of related electronic components from the above, as long as the junk is found in sufficient quantity.

You’re automatically proficient with these grenades, and these grenades function only for you. Each grenade’s damage and explode radius varies by the spell’s level. If the spell lets you choose between multiple damage types, you can choose for grenades to deal different damage types (for a grenade that deals energy damage, choose acid, cold, electricity, or fire). As a full action, you can change the damage and damage type of a junk grenade you’re holding into a different type allowed by the spell. Creatures affected by a junk grenade can attempt a Reflex saving throw using your spell’s saving throw DC to take half damage.

When you cast this spell as a 2nd-level or higher spell, rather than creating 3 grenades, you can choose to create 5 grenades using the next lowest spell level (such as 5 grenades that deal 2d6 piercing damage when casting this as a 3rd-level spell).

1st: Each junk grenade deals @[1d6 piercing damage][roll 1d6 as damage for 'Junk Grenade'] and has an explode radius of 10 feet.

2nd: Each junk grenade deals @[2d6 piercing damage][roll 2d6 as damage for 'Junk Grenade'] and has an explode radius of 10 feet.

3rd: Each junk grenade deals either 4d6 piercing damage or @[4d4 energy damage][roll 4d4 as damage for 'Junk Grenade'] and has an explode radius of 10 feet.

4th: Each junk grenade deals either 6d6 piercing damage or @[6d4 energy damage][roll 6d4 as damage for 'Junk Grenade'] and has an explode radius of 15 feet.

5th: Each junk grenade deals either 8d6 piercing damage or @[8d4 energy damage][roll 8d4 as damage for 'Junk Grenade'] and has an explode radius of 15 feet.

6th: Each junk grenade deals either 11d6 piercing damage or @[11d4 energy damage][roll 11d4 as damage for 'Junk Grenade'] and has an explode radius of 15 feet.

Source

Ports of Call pg. 83

You transform a pile of technological junk into three grenades. You must target inert, nonworking electronic equipment of at least 1 bulk. Valid targets include a broken computer system, nonworking or unconnected computer or robot parts, a destroyed robot or another such trashed mechanical system, or any combination of related electronic components from the above, as long as the junk is found in sufficient quantity.

You’re automatically proficient with these grenades, and these grenades function only for you. Each grenade’s damage and explode radius varies by the spell’s level. If the spell lets you choose between multiple damage types, you can choose for grenades to deal different damage types (for a grenade that deals energy damage, choose acid, cold, electricity, or fire). As a full action, you can change the damage and damage type of a junk grenade you’re holding into a different type allowed by the spell. Creatures affected by a junk grenade can attempt a Reflex saving throw using your spell’s saving throw DC to take half damage.

When you cast this spell as a 2nd-level or higher spell, rather than creating 3 grenades, you can choose to create 5 grenades using the next lowest spell level (such as 5 grenades that deal 2d6 piercing damage when casting this as a 3rd-level spell).

1st: Each junk grenade deals @[1d6 piercing damage][roll 1d6 as damage for 'Junk Grenade'] and has an explode radius of 10 feet.

2nd: Each junk grenade deals @[2d6 piercing damage][roll 2d6 as damage for 'Junk Grenade'] and has an explode radius of 10 feet.

3rd: Each junk grenade deals either 4d6 piercing damage or @[4d4 energy damage][roll 4d4 as damage for 'Junk Grenade'] and has an explode radius of 10 feet.

4th: Each junk grenade deals either 6d6 piercing damage or @[6d4 energy damage][roll 6d4 as damage for 'Junk Grenade'] and has an explode radius of 15 feet.

5th: Each junk grenade deals either 8d6 piercing damage or @[8d4 energy damage][roll 8d4 as damage for 'Junk Grenade'] and has an explode radius of 15 feet.

6th: Each junk grenade deals either 11d6 piercing damage or @[11d4 energy damage][roll 11d4 as damage for 'Junk Grenade'] and has an explode radius of 15 feet.

Source

Ports of Call pg. 83

You turn a pile of technological junk into fetters and shackles that restrain a creature within range. You must target inert, nonworking electronic equipment of at least 1 bulk. Valid targets include a large broken computer system, nonworking or unconnected computer or robot parts, a destroyed robot or another such trashed mechanical system, or any related electronic components or combination of the above, as long as the junk is found in sufficient quantity.

While casting this spell, you use your magic and technological know-how to rearrange the junked parts and infuse them with energy powerful enough to restrain a Large or smaller creature. The junk flies toward the creature and attaches itself to the creature’s limbs or otherwise ensnares it, causing it to gain the entangled condition for the duration of the spell or until it ends the condition by succeeding at an Acrobatics check to escape as a move action. The DC of this check is equal to 15 + 1-1/2 × your caster level.

If the targeted creature succeeds at a Reflex save, the junk lands adjacent to them harmlessly.

Source

Near Space pg. 156

You turn a pile of technological junk into a one-handed melee weapon that you can wield against your foes. You must target inert, nonworking electronic equipment of at least 1 bulk. Valid targets include a large broken computer system, nonworking or unconnected computer or robot parts, a destroyed robot or another such trashed mechanical system, or any related electronic components or combination of the above, as long as the junk is found in sufficient quantity.

You are automatically proficient with this melee weapon, and you add 1-1/2 times your caster level to damage rolls with it (in place of a Weapon Specialization bonus). A junksword functions only for its creator, and once created it cannot leave your hand. Should you wish to sheathe it, the junksword obliges by collapsing into a wreath of junk that surrounds your hand like a glove.

You can grant your junksword additional abilities based on the spell’s level. You can change one modification to your junksword as a move action, or you can completely reconfigure all of its modifications as a full action.

1st: Your junksword deals 1d4 bludgeoning and slashing damage and has the analog weapon special property. In addition, you can grant your junksword up to two of the following special properties: block, disarm, nonlethal, reach, or trip.

2nd: Your junksword deals 1d8 bludgeoning and slashing damage and has the analog weapon special property. In addition, you can grant your junksword up to three of the special properties from the 1st-level list.

3rd: Your junksword has either the analog or powered (capacity 30, usage 2) weapon special property (your choice). It deals 2d4 bludgeoning and slashing damage if it’s an analog weapon, or 2d4 electricity damage if it’s a powered weapon. In addition, you can grant your junksword up to three of the special properties from the 1st-level list, plus the staggered critical effect. If you select the powered option, your junksword’s battery is integrated and cannot be removed, recharged, replaced, or used to power other devices.

4th: This functions as the 3rd-level junksword, but it deals 2d8 bludgeoning and slashing damage if it’s an analog weapon or 3d4 damage if it’s a powered weapon, and it gains the stunned critical effect (rather than staggered).

5th: This functions as the 3rd-level casting of junksword, but the junksword deals 3d10 bludgeoning and slashing damage if it’s an analog weapon or 3d6 electricity damage if it’s a powered weapon, and it gains the stunned critical effect (rather than staggered).

6th: This functions as the 3rd-level casting of junksword, but the junksword deals 6d6 bludgeoning and slashing damage if it’s an analog weapon or 3d8 electricity damage if it’s a powered weapon, and it gains the stunned critical effect (rather than staggered). Additionally, you can grant the junksword one of the following weapon fusions: dispelling, entangling, ghost killer, merciful, or spellthrower.

Source

Pact Worlds pg. 205

You turn a pile of technological junk into a one-handed melee weapon that you can wield against your foes. You must target inert, nonworking electronic equipment of at least 1 bulk. Valid targets include a large broken computer system, nonworking or unconnected computer or robot parts, a destroyed robot or another such trashed mechanical system, or any related electronic components or combination of the above, as long as the junk is found in sufficient quantity.

You are automatically proficient with this melee weapon, and you add 1-1/2 times your caster level to damage rolls with it (in place of a Weapon Specialization bonus). A junksword functions only for its creator, and once created it cannot leave your hand. Should you wish to sheathe it, the junksword obliges by collapsing into a wreath of junk that surrounds your hand like a glove.

You can grant your junksword additional abilities based on the spell’s level. You can change one modification to your junksword as a move action, or you can completely reconfigure all of its modifications as a full action.

1st: Your junksword deals 1d4 bludgeoning and slashing damage and has the analog weapon special property. In addition, you can grant your junksword up to two of the following special properties: block, disarm, nonlethal, reach, or trip.

2nd: Your junksword deals 1d8 bludgeoning and slashing damage and has the analog weapon special property. In addition, you can grant your junksword up to three of the special properties from the 1st-level list.

3rd: Your junksword has either the analog or powered (capacity 30, usage 2) weapon special property (your choice). It deals 2d4 bludgeoning and slashing damage if it’s an analog weapon, or 2d4 electricity damage if it’s a powered weapon. In addition, you can grant your junksword up to three of the special properties from the 1st-level list, plus the staggered critical effect. If you select the powered option, your junksword’s battery is integrated and cannot be removed, recharged, replaced, or used to power other devices.

4th: This functions as the 3rd-level junksword, but it deals 2d8 bludgeoning and slashing damage if it’s an analog weapon or 3d4 damage if it’s a powered weapon, and it gains the stunned critical effect (rather than staggered).

5th: This functions as the 3rd-level casting of junksword, but the junksword deals 3d10 bludgeoning and slashing damage if it’s an analog weapon or 3d6 electricity damage if it’s a powered weapon, and it gains the stunned critical effect (rather than staggered).

6th: This functions as the 3rd-level casting of junksword, but the junksword deals 6d6 bludgeoning and slashing damage if it’s an analog weapon or 3d8 electricity damage if it’s a powered weapon, and it gains the stunned critical effect (rather than staggered). Additionally, you can grant the junksword one of the following weapon fusions: dispelling, entangling, ghost killer, merciful, or spellthrower.

Source

Pact Worlds pg. 205

Lesser resistant armor grants the target (and its gear) protection from your choice of either kinetic damage or energy damage. If you choose kinetic damage, the target and her gear gain DR 5/— that protects against bludgeoning, piercing, and slashing damage. If you choose energy damage, pick any two of acid, cold, electricity, fire, and sonic damage. The target and her gear gain energy resistance 5 that protects against the chosen types of energy. This damage reduction or energy resistance doesn’t stack with any damage reduction or energy resistance the target already has, and multiple castings of this spell don’t stack.

Source

Core Rulebook pg. 374

You launch magical projectiles from your fingertips. Attempt a @[ranged attack][roll d20 + character.attack.ranged + ((character.spellcastingAbility.modifier - character.dexterity.modifier) max 0) as attack for 'Chronosphere'] against each target’s EAC, substituting your key spellcasting ability modifier for your Dexterity if it’s higher. On a success, each arrow deals piercing damage based on the slot you used to cast it.

1st: When cast as a 1st-level spell, each projectile deals @[1d6 piercing damage][roll 1d6 as damage for 'Magic Arrow'].

2nd: When cast as a 2nd-level spell, each projectile deals @[2d6 piercing damage][roll 2d6 as damage for 'Magic Arrow'].

3rd: When cast as a 3rd-level spell, each projectile deals @[3d6 piercing damage][roll 3d6 as damage for 'Magic Arrow'].

4th: When cast as a 4th-level spell, each projectile deals @[5d6 piercing damage][roll 5d6 as damage for 'Magic Arrow'].

5th: When cast as a 5th-level spell, each projectile deals @[7d6 piercing damage][roll 7d6 as damage for 'Magic Arrow'].

6th: When cast as a 6th-level spell, each projectile deals @[9d6 piercing damage][roll 9d6 as damage for 'Magic Arrow'].

You launch magical projectiles from your fingertips. Attempt a @[ranged attack][roll d20 + character.attack.ranged + ((character.spellcastingAbility.modifier - character.dexterity.modifier) max 0) as attack for 'Chronosphere'] against each target’s EAC, substituting your key spellcasting ability modifier for your Dexterity if it’s higher. On a success, each arrow deals piercing damage based on the slot you used to cast it.

1st: When cast as a 1st-level spell, each projectile deals @[1d6 piercing damage][roll 1d6 as damage for 'Magic Arrow'].

2nd: When cast as a 2nd-level spell, each projectile deals @[2d6 piercing damage][roll 2d6 as damage for 'Magic Arrow'].

3rd: When cast as a 3rd-level spell, each projectile deals @[3d6 piercing damage][roll 3d6 as damage for 'Magic Arrow'].

4th: When cast as a 4th-level spell, each projectile deals @[5d6 piercing damage][roll 5d6 as damage for 'Magic Arrow'].

5th: When cast as a 5th-level spell, each projectile deals @[7d6 piercing damage][roll 7d6 as damage for 'Magic Arrow'].

6th: When cast as a 6th-level spell, each projectile deals @[9d6 piercing damage][roll 9d6 as damage for 'Magic Arrow'].

You place a seal on a creature, possibly preventing it from casting spells (including from magic items), using spell-like abilities, and using supernatural abilities that affect anything other than it. This seal has no effect on non-spell capabilities of magic items, spells already ongoing, abilities that affect only the targeted creature (such as the supernatural ability to fly), spells with a range of personal (except when that magic is then used on another), or any spells with which the creature targets only itself. While this spell lasts, the first time during any round that the targeted creature uses a restricted ability or attempts to affect a target other than itself with such magic, attempt a @[dispel check][roll d20 + character.caster.level as casterLevel for 'Magic Seal'] (11 + your caster level). This check requires neither your awareness nor presence, nor any action on your part. The DC equals 11 + the creature’s caster level, or the creature’s level or CR for supernatural abilities. If you succeed, the affected magic has no effect. The action the targeted creature used in the attempt is lost. This spell has no effect on artifacts or deities.

Source

Galactic Magic pg. 76

You copy one memory you have and cause it to crystallize into a small prism of negligible bulk. The memory can’t exceed 10 minutes in length, and the spell doesn’t work on memories that have been removed (such as with displace memory) or that you know have been magically altered (such as with modify memory). For the spell’s duration, any creature touching the crystal can observe the memory as if with share memory, though they witness 1 minute of memory per round spent reviewing the crystal’s contents.

Source

Interstellar Species pg. 123

You cause targets of this spell to lose access to their procedural memory, preventing them from using any feat, extraordinary ability, spell, spell-like ability, or supernatural ability that requires an action of any kind. Each round at the end a target’s turn, that target can attempt another Will save to end this effect.

Source

Pact Worlds pg. 206

This spell functions as mental muscle, except as noted above. Casting this spell takes intense focus and requires you to spend 1 Resolve Point.

Mental Muscle
You channel your mental mastery as magic that directly reinforces your body, allowing you to perform brief physical feats as acts of willpower. You gain one of the following three benefits of your choice.

Smart Strength: You apply your Intelligence modifier in place of your Strength modifier for melee or thrown weapon attack rolls, melee damage rolls, ability checks, and skill checks.

Insightful Agility: You apply your Wisdom modifier in place of your Dexterity modifier for attack rolls, Reflex saving throws, initiative checks, and calculating your Armor Class. Your armor’s maximum Dex bonus instead limits how much of your Wisdom modifier you can apply to AC.

Confident Endurance: You apply your Charisma modifier in place of your Constitution modifier for Fortitude saving throws. You gain temporary Hit Points equal to your Charisma modifier × half your caster level.

When you perform a full action, you can cast this spell as part of that action (and apply the spell’s effects to that action) rather than casting it as a swift action.

You compare two similar items and know if they are identical to one another or not. The spell can indicate an identical match, a categorical match, or no match. For instance, blood samples are identical if they are from the same creature. They are categorical if they are from the same species. No match exists if the blood samples are from different species or if one sample is stage blood.

Alternatively, you can compare dissimilar items and know if they have a potential relationship. For instance, you can compare a creature’s tooth against a bite mark and know whether that creature could have caused the bite mark. This spell is fallible. An identical match can result from comparing items that are duplicates of one another. For instance, a knife might have an identical match with a stab wound if an identical knife was used to inflict the wound. Identical twins might have identical blood or tissues.

You turn the atmosphere in your immediate area into a hazy, green miasma that does not flow like normal air. It instead remains in its area for the duration and penetrates armor environmental protections. Creatures within the miasma have concealment against attackers. A creature that breathes in the miasma must attempt a Fortitude saving throw. On a failure, the creature is nauseated while it remains in the area and is sickened for a number of rounds equal to your caster level once it leaves the area. If the creature succeeds at its saving throw, it is instead sickened while in the spell’s area and unaffected after leaving that area. If a creature leaves the spell’s area but reenters it, the creature must attempt a new saving throw.

You gain access to the target’s memories and knowledge, and you can pry the information you want from them involuntarily.

You can attempt to learn the answer to one question of your choice per round; after each question, the target can attempt a Will saving throw to end the spell. If it fails, the creature can attempt a Bluff check with a DC equal to 11 + your Sense Motive modifier. If it fails its Bluff check, you gain the answer you desire. If it succeeds at its check, you gain no information. If it succeeds by 5 or more, it answers however it chooses and you believe that wrong answer to be the truth. Your questions are purely telepathic inquiries, and the answers to those questions are imparted directly into your mind. You and the target don’t need to speak the same language, though less intelligent creatures may yield up only appropriate sensory images in answer to your questions.

Source

Core Rulebook pg. 365

You divine the most vulnerable portion of your opponent’s mind and overload it with a glut of psychic information. The target can attempt a Will saving throw to halve the damage dealt by this spell. This spell has no effect on creatures without an Intelligence score.

1st: When you cast mind thrust as a 1st-level spell, it deals @[2d10 damage][roll 2d10 as damage for 'Mystic Cure'] to the target.

2nd: When you cast mind thrust as a 2nd-level spell, it deals @[4d10 damage][roll 4d10 as damage for 'Mystic Cure'] to the target.

3rd: When you cast mind thrust as a 3rd-level spell, it deals @[7d10 damage][roll 7d10 as damage for 'Mystic Cure'] to the target.

4th: When you cast mind thrust as a 4th-level spell, it deals @[10d10 damage][roll 10d10 as damage for 'Mystic Cure'] to the target and the target is fatigued for 1 round if it fails its saving throw.

5th: When you cast mind thrust as a 5th-level spell, it deals @[15d10 damage][roll 15d10 as damage for 'Mystic Cure'] to the target. The target is exhausted for 1 round if it fails its save and it is fatigued for 1 round if it succeeds at its saving throw.

6th: When you cast mind thrust as a 6th-level spell, it deals @[17d10 damage][roll 17d10 as damage for 'Mystic Cure'] to the target. The target is exhausted and stunned for 1 round if it fails its save, and it is fatigued for 1 round if it succeeds at its saving throw.

Source

Core Rulebook pg. 365

You divine the most vulnerable portion of your opponent’s mind and overload it with a glut of psychic information. The target can attempt a Will saving throw to halve the damage dealt by this spell. This spell has no effect on creatures without an Intelligence score.

1st: When you cast mind thrust as a 1st-level spell, it deals @[2d10 damage][roll 2d10 as damage for 'Mystic Cure'] to the target.

2nd: When you cast mind thrust as a 2nd-level spell, it deals @[4d10 damage][roll 4d10 as damage for 'Mystic Cure'] to the target.

3rd: When you cast mind thrust as a 3rd-level spell, it deals @[7d10 damage][roll 7d10 as damage for 'Mystic Cure'] to the target.

4th: When you cast mind thrust as a 4th-level spell, it deals @[10d10 damage][roll 10d10 as damage for 'Mystic Cure'] to the target and the target is fatigued for 1 round if it fails its saving throw.

5th: When you cast mind thrust as a 5th-level spell, it deals @[15d10 damage][roll 15d10 as damage for 'Mystic Cure'] to the target. The target is exhausted for 1 round if it fails its save and it is fatigued for 1 round if it succeeds at its saving throw.

6th: When you cast mind thrust as a 6th-level spell, it deals @[17d10 damage][roll 17d10 as damage for 'Mystic Cure'] to the target. The target is exhausted and stunned for 1 round if it fails its save, and it is fatigued for 1 round if it succeeds at its saving throw.

Source

Core Rulebook pg. 365

You split your mind, retaining your normal consciousness but gaining two other personas. These personas are nearly identical to your original personality, but each emphasize a different aspect of your personality. Your divided personas are aware of and can psychically communicate with one another, allowing them to coordinate their efforts and assist each other. At any point during the spell’s duration, you can focus a persona on assisting with a task, granting you one of the following abilities. A persona granting one of these abilities doesn’t take an action, but it causes that persona to merge with your normal consciousness, disappearing. When the two additional personas are reintegrated, the spell ends.

  • When you fail a saving throw against a mind-affecting effect, you can compartmentalize it within one persona. If you do so, you are unaffected.
    -When you fail an Intelligence-, Wisdom-, or Charisma-based skill check, you can reroll it.
    -When you fail a caster level check, you can reroll it.

You peer across the multiverse at the possible outcomes for this timeline, watching fate branch outward. When an ally within range fails an attack roll, skill check, saving throw, or ability check, you can spend 1 Resolve Point to attempt to shift their reality to one where they succeed instead. That ally can immediately reroll the failed check. A creature can’t benefit from this spell again until they take a 10-minute rest to recover Stamina Points.

Source

Near Space pg. 156

With a touch, you heal and invigorate your target, restoring a number of Hit Points. If the target regains all of its Hit Points as a result of this healing, you can apply the remaining healing to yourself, as long as you are a living creature. On the other hand, if this isn’t enough to restore all the target’s Hit Points, you can transfer any number of your own Hit Points to the target, healing the target that amount. You can’t transfer more Hit Points than you have or more Hit Points than the target is missing.

Mystic cure restores a number of Hit Points to your target depending on the spell’s level.

1st: @[1d8 + your Wisdom modifier][roll 1d8 + character.wisdom.modifier as heal for 'Mystic Cure']

2nd: @[3d8 + your Wisdom modifier][roll 3d8 + character.wisdom.modifier as heal for 'Mystic Cure']

3rd: @[5d8 + your Wisdom modifier][roll 5d8 + character.wisdom.modifier as heal for 'Mystic Cure']

4th: @[7d8 + your Wisdom modifier][roll 7d8 + character.wisdom.modifier as heal for 'Mystic Cure']

5th: @[9d8 + your Wisdom modifier][roll 9d8 + character.wisdom.modifier as heal for 'Mystic Cure']

6th: @[11d8 + your Wisdom modifier][roll 11d8 + character.wisdom.modifier as heal for 'Mystic Cure']

In addition, unlike most healing, when you cast mystic cure as a spell of 4th-level or higher, you have two options to enhance its effects. The first option is to restore an extra 5d8 Hit Points with a 4th-level mystic cure spell, an extra @[7d8 Hit Points][roll 7d8 as heal for 'Mystic Cure'] with a 5th-level mystic cure spell, or an extra @[9d8 Hit Points][roll 9d8 as heal for 'Mystic Cure'] with a 6th-level mystic cure spell. The second option is to bring a target that died within 2 rounds back to life. In addition to healing such a creature, the spell returns the target to life, and the target takes a temporary negative level for 24 hours. This spell can’t resuscitate creatures slain by death effects, creatures turned into undead, or creatures whose bodies were destroyed, significantly mutilated, disintegrated, and so on.

Casting this spell doesn’t provoke attacks of opportunity.

Source

Core Rulebook pg. 367

With a touch, you heal and invigorate your target, restoring a number of Hit Points. If the target regains all of its Hit Points as a result of this healing, you can apply the remaining healing to yourself, as long as you are a living creature. On the other hand, if this isn’t enough to restore all the target’s Hit Points, you can transfer any number of your own Hit Points to the target, healing the target that amount. You can’t transfer more Hit Points than you have or more Hit Points than the target is missing.

Mystic cure restores a number of Hit Points to your target depending on the spell’s level.

1st: @[1d8 + your Wisdom modifier][roll 1d8 + character.wisdom.modifier as heal for 'Mystic Cure']

2nd: @[3d8 + your Wisdom modifier][roll 3d8 + character.wisdom.modifier as heal for 'Mystic Cure']

3rd: @[5d8 + your Wisdom modifier][roll 5d8 + character.wisdom.modifier as heal for 'Mystic Cure']

4th: @[7d8 + your Wisdom modifier][roll 7d8 + character.wisdom.modifier as heal for 'Mystic Cure']

5th: @[9d8 + your Wisdom modifier][roll 9d8 + character.wisdom.modifier as heal for 'Mystic Cure']

6th: @[11d8 + your Wisdom modifier][roll 11d8 + character.wisdom.modifier as heal for 'Mystic Cure']

In addition, unlike most healing, when you cast mystic cure as a spell of 4th-level or higher, you have two options to enhance its effects. The first option is to restore an extra 5d8 Hit Points with a 4th-level mystic cure spell, an extra @[7d8 Hit Points][roll 7d8 as heal for 'Mystic Cure'] with a 5th-level mystic cure spell, or an extra @[9d8 Hit Points][roll 9d8 as heal for 'Mystic Cure'] with a 6th-level mystic cure spell. The second option is to bring a target that died within 2 rounds back to life. In addition to healing such a creature, the spell returns the target to life, and the target takes a temporary negative level for 24 hours. This spell can’t resuscitate creatures slain by death effects, creatures turned into undead, or creatures whose bodies were destroyed, significantly mutilated, disintegrated, and so on.

Casting this spell doesn’t provoke attacks of opportunity.

Source

Core Rulebook pg. 367

You grant the target a barrier that deflects magic and absorbs supernatural damage. While it lasts, the barrier grants the target a +2 morale bonus to saving throws against spells, spell-like abilities, and supernatural abilities. While protected, the target takes half damage from these sources as well as half damage from the attacks of summoned creatures. If the target succeeds at a save against a spell that normally has a partial effect on a successful save, the spell instead has no effect on the target.

This barrier also grants the target 45 temporary Hit Points. These temporary Hit Points deplete when the target takes damage from a spell, spell-like ability, supernatural ability, or a summoned creature. Any other damage is applied to Stamina and Hit Points as normal. When the barrier’s temporary Hit Points drop to 0, the spell is discharged.

Source

Galactic Magic pg. 78

The target and its gear are transformed into a cloud of nanites that fills a 5-foot cube. This cloud of nanites cannot attack or cast spells, but it has construct immunities and all-around vision; can’t be entangled, flanked, flat-footed, off-kilter, off-target, pinned, prone, or staggered; and has immunity to critical hits. It takes only half damage from any effect that targets only one creature. Automatic fire must hit the target as if it were three targets to deal it damage. In addition, the target loses its land speed and gains a fly speed of 20 feet (perfect maneuverability). It can move through openings 1 inch wide without squeezing, and it can squeeze to move through microscopic openings.

With a touch, you replenish the negative energies that animate your target, restoring a number of Hit Points. If the target regains all of its Hit Points as a result of this healing, you can apply the remaining healing to yourself, as long as you are an undead creature.

Necromantic revitalization restores a number of Hit Points to your target depending on the spell’s level.

1st: @[1d8 + your Intelligence modifier][roll 1d8 + character.intelligence.modifier as heal for 'Necromantic Revitalization']

2nd: @[3d8 + your Intelligence modifier][roll 3d8 + character.intelligence.modifier as heal for 'Necromantic Revitalization']

3rd: @[5d8 + your Intelligence modifier][roll 5d8 + character.intelligence.modifier as heal for 'Necromantic Revitalization']

4th: @[7d8 + your Intelligence modifier][roll 7d8 + character.intelligence.modifier as heal for 'Necromantic Revitalization']

5th: @[9d8 + your Intelligence modifier][roll 9d8 + character.intelligence.modifier as heal for 'Necromantic Revitalization']

6th: @[11d8 + your Intelligence modifier][roll 11d8 + character.intelligence.modifier as heal for 'Necromantic Revitalization']

In addition, unlike with most healing, when you cast necromantic revitalization as a spell of 4th level or higher, you have two options to enhance its effects. The first option is to restore an extra 5d8 Hit Points with a 4th-level necromantic revitalization spell, an extra @[7d8 Hit Points][roll 7d8 as heal for 'Necromantic Revitalization'] with a 5th-level necromantic revitalization spell, or an extra @[9d8 Hit Points][roll 9d8 as heal for 'Necromantic Revitalization'] with a 6th-level necromantic revitalization spell. The second option is to restore a target that was destroyed within the past 2 rounds, bringing it back to its undead state with the number of Hit Points that would otherwise be restored by this spell. This spell can’t reanimate creatures that were destroyed by effects that specifically target or have a special effect against the undead (such as wall of fire) or creatures whose bodies were significantly mutilated, disintegrated, or otherwise obliterated. It also cannot restore an undead creature whose existence is tied to an object (such as a necrovite’s electroencephalon) if that object has been destroyed.

Casting this spell doesn’t provoke attacks of opportunity.

Source

Pact Worlds pg. 206

With a touch, you replenish the negative energies that animate your target, restoring a number of Hit Points. If the target regains all of its Hit Points as a result of this healing, you can apply the remaining healing to yourself, as long as you are an undead creature.

Necromantic revitalization restores a number of Hit Points to your target depending on the spell’s level.

1st: @[1d8 + your Intelligence modifier][roll 1d8 + character.intelligence.modifier as heal for 'Necromantic Revitalization']

2nd: @[3d8 + your Intelligence modifier][roll 3d8 + character.intelligence.modifier as heal for 'Necromantic Revitalization']

3rd: @[5d8 + your Intelligence modifier][roll 5d8 + character.intelligence.modifier as heal for 'Necromantic Revitalization']

4th: @[7d8 + your Intelligence modifier][roll 7d8 + character.intelligence.modifier as heal for 'Necromantic Revitalization']

5th: @[9d8 + your Intelligence modifier][roll 9d8 + character.intelligence.modifier as heal for 'Necromantic Revitalization']

6th: @[11d8 + your Intelligence modifier][roll 11d8 + character.intelligence.modifier as heal for 'Necromantic Revitalization']

In addition, unlike with most healing, when you cast necromantic revitalization as a spell of 4th level or higher, you have two options to enhance its effects. The first option is to restore an extra 5d8 Hit Points with a 4th-level necromantic revitalization spell, an extra @[7d8 Hit Points][roll 7d8 as heal for 'Necromantic Revitalization'] with a 5th-level necromantic revitalization spell, or an extra @[9d8 Hit Points][roll 9d8 as heal for 'Necromantic Revitalization'] with a 6th-level necromantic revitalization spell. The second option is to restore a target that was destroyed within the past 2 rounds, bringing it back to its undead state with the number of Hit Points that would otherwise be restored by this spell. This spell can’t reanimate creatures that were destroyed by effects that specifically target or have a special effect against the undead (such as wall of fire) or creatures whose bodies were significantly mutilated, disintegrated, or otherwise obliterated. It also cannot restore an undead creature whose existence is tied to an object (such as a necrovite’s electroencephalon) if that object has been destroyed.

Casting this spell doesn’t provoke attacks of opportunity.

Source

Pact Worlds pg. 206

You interpose your will between the casting of a spell and the magical energies powering that spell, preventing it from manifesting in this reality. As a reaction when you observe a spell that’s 3rd level or lower and being cast within range, you can cast this spell. If you do, you can attempt a @[dispel check][roll d20 + character.caster.level as casterLevel for 'Negate Spell'] (1d20 + your caster level). The DC equals 11 + the other spellcaster’s caster level. If you succeed, the spell fails and has no effect. This spell has no effect on artifacts or deities.

Source

Galactic Magic pg. 78

You precisely identify a target, such as by name or via a material connection like a personal possession or lock of its hair. The spell fails without expending a spell slot if the target isn’t asleep or in a resting state similar to sleep. If you’ve never met the target in person and lack a material connection to the target, the target gains a +5 bonus to the saving throw. If the spell works, the target remains resting for 1 minute, then has a nightmare, rouses, and becomes frightened for @[2d6 rounds][roll 2d6 as duration.round for 'Nightmare']. The target can’t willingly reenter the affected resting state for 1 hour. To do so after this time has elapsed, the target must succeed at the saving throw again. If this save fails, the target can try again once per hour thereafter. After 24 hours have passed, this restless state ends.

The warded creature or object becomes difficult to detect by divination spells such as clairaudience/clairvoyance and spells with the word "detect" in their names. Nondetection also prevents location by magic items such as crystal balls and technological items such as cameras and surveillance systems. Casting this spell places significant stress on you, and requires you to spend 1 Resolve Point.

If a magic divination is attempted against the warded creature or item, the caster of the divination must succeed at a caster level check (1d20 + caster level) against a DC equal to 11 + your caster level. If surveillance is attempted with remote cameras or sensors, the viewer must succeed at a Perception check against a DC equal to 11 + your caster level to see the target. If you cast nondetection on yourself or on an item currently in your possession, the DC for each these checks is equal to 15 + your caster level. If cast on a creature, nondetection wards the creature’s gear as well as the creature itself.

Nondetection protects the target only from discovery by items and remote sensors, not by creatures. A camera mounted to a wall and monitored from a security booth is subject to nondetection, but a camera in a creature (including constructs) is not.

Source

Core Rulebook pg. 367

You focus on your surroundings, from the ground beneath your feet to the skies high above, gaining supernatural insight about your place on the planet. You gain a +10 bonus to Survival checks to determine precisely where you are and how far you’ve traveled, to live off the land, and to predict weather. If you aren’t on a planet when you cast this spell, orient automatically fails.

Source

Galactic Magic pg. 78

By touching the target (usually requiring a @[melee attack][roll d20 + character.attack.melee + ((character.keyAbility.modifier - character.strength.modifier) max 0) as attack for 'Overload Systems'] roll against the target’s EAC, but you can add your key ability score modifier instead of your Strength modifier if it is higher), you flood the target’s body with random jolts of electricity or other interference. On a failed Fortitude save, the target is overwhelmed and potentially unable to perform tasks as normal. While this spell is in effect, whenever the target takes any action or reaction, there is a 50% chance that the target simply takes no action instead. Roll this chance separately for each action the target would take. For example, if the target wishes to move and attack during its turn, it would roll d% twice to determine whether it could take those actionsonce before each action it wishes to take. Each attack of a full attack action counts as separate action.

This spell is effective against living and unliving creatures, and casting it doesn’t provoke attacks of opportunity.

Source

Core Rulebook pg. 368

You siphon some of the healing energy that would otherwise affect the target. Whenever the target regains Hit Points, they instead regain only half as many Hit Points (rounded up), and you gain the other half (rounded down). If this would increase your Hit Point total above its maximum, any excess Hit Points you would gain from this spell instead restore an equal number of Stamina Points; any Hit Points you would regain from this spell while you are uninjured are lost. Parasitic lifelink can transfer a maximum number of Hit Points equal to 3 × your caster level, after which the spell ends immediately.

Source

Starfinder Enhanced pg. 123

You conjure a 5-foot storm of leaves and flower petals from another world, magically honing their edges to be sharp as razors. You create the storm in a square within range and can take a move action to move it up to 30 feet in any direction. If the storm enters (or is created in) a square containing a creature, the petal storm can’t move any farther that round and deals @[3d6 slashing damage][roll 3d6 as damage for 'Petal Storm'] to that creature (Reflex negates). If you don’t move the storm, it remains where it is.

Any creature that shares its space with the storm has concealment (attacks have a 20% miss chance).

You create an illusion of a complex maze that creatures in the area perceive. The maze matches the terrain and decor of the area it’s cast in. Those within it perceive walls, doors, barriers, twists, turns, and constant, confusing obstructions. The maze prevents creatures from perceiving any creature farther than 10 feet away from them, and makes it impossible for them to move except by taking guarded steps. If an affected creature is in a complex, mazelike area when this spell is cast, they can’t attempt a saving throw against it until they have some reason to believe they aren’t in a normal maze (normally requiring interacting with the maze in some way, such as trying to map it out or use sensors to find a way through it). Creatures that succeed at a Will save against the spell realize the maze is illusory but are still bombarded with false sensory data as they deal with the fake turns and twists around them. These targets choose at the beginning of their turn to be flat-footed or off-target, but they don’t suffer any other effects of the spell.

At the end of each turn, characters affected by this spell can attempt a new Will save; if successful, they’re immune to this spell for 24 hours.

Nuars are immune to the effects of this spell.

You conjure a motorcycle out of raw magic. This phantom cycle is only partially real, with a shadowy finish, dark trim, and tires of ghostly mist. Only you can pilot this cycle, although anyone can be a passenger. For every caster level you have above 6th, your phantom cycle gains a 5-foot increase in speed, a 50-foot increase to its full speed, and a 5-mph increase to its overland movement.

Drawing upon the order and stability of the lawful outer planes, you stabilize a creature’s form with a touch. The target gains a +2 circumstance bonus against transmutation spells and effects. Physical stability counters baleful polymorph and polymorph, and it counters and negates fluidity of form. If you cast physical stability on a creature already under the effects of a transmutation effect, you can try to dispel one transmutation effect affecting the target. If you do, attempt a @[dispel check][roll d20 + character.caster.level as casterLevel for 'Phsyical Stability'] (1d20 + caster level) with a DC equal to 11 + the caster level of the transmutation effect to end the effect.

Source

Galactic Magic pg. 79

You focus your mind on time and space around you, gaining supernatural insight about your physical place in the universe. You gain a +10 bonus to Piloting checks to navigate and astrogate, and you can plot a course in half the normal time.

Casting this spell attempts a dangerous act: to lure a creature from another plane to a specifically prepared trap, created by the spell within its range. The called creature is held in the trap until it agrees to perform one service in return for its freedom or breaks free. The kind of creature to be bound must be known and stated. If you wish to call a specific individual, you must use that individual’s proper name in casting the spell. The CR of the outsider you can call with planar binding depends on the spell’s level.

4th: One outsider of CR 4 or lower
5th: One outsider of CR 7 or lower
6th: One outsider of CR 10 or lower

The target creature can attempt a Will saving throw. If the creature succeeds at the saving throw, it resists the spell. If it fails, the creature is immediately drawn to the trap (spell resistance does not keep it from being called). The creature can escape from the trap by successfully using its spell resistance (meaning you fail a caster level check against its spell resistance), by dimensional travel, or with a successful Charisma check (DC = 15 + half your caster level + your Charisma modifier). It can try each method once per day, and a natural 20 on this check always succeeds (and a natural 1 on your caster level check always fails). If it breaks loose, it can flee or attack you. A planar barrier spell cast in the area prevents the creature from escaping via dimensional travel.

If the creature does not break free of the trap, you can keep it bound for as long as you dare. You can attempt to convince the creature to perform a task for you in exchange for release and perhaps some sort of reward. The creature decides which terms it is willing to accept, and it must willingly agree to the terms; magical compulsion isn’t sufficient. This continues until the creature promises to serve, until it breaks free, or until you decide to get rid of it by means of some other spell. It never agrees to unreasonable commands.

Once the requested service has been completed, the creature need only to inform you to be instantly sent back to its home plane. The creature might later seek revenge against you for having imprisoned it. If you assign some open-ended task that the creature can’t complete through its own actions, the spell remains in effect for 10 days and the creature gains an immediate chance to break free. A defined task that will take longer than 10 days usually counts as unreasonable. Note that a clever recipient can subvert some instructions.

When you use this spell to call a creature with the air, chaotic, earth, evil, fire, good, lawful, or water subtype, the spell gains that descriptor.

Source

Core Rulebook pg. 369

You open and step through an extraplanar detour that teleports you to any unoccupied space within the spell’s range, as per dimension door. Choose one of the following damage types: acid, bludgeoning, cold, electricity, or fire. Your brief jaunt through another plane doesn’t harm you, but it does infuse your weapons with that plane’s matter or energy, causing your weapon attacks to deal additional damage of the chosen type for the spell’s duration. If you cast this spell as a standard action, the spell’s range is 5 feet per caster level, and your weapons deal an additional @[3d8 damage][roll 3d8 as damage for 'Planar Phase'] with your first successful attack, @[2d8][roll 2d8 as damage for 'Planar Phase'] with the second successful attack, and @[1d8][roll 1d8 as damage for 'Planar Phase'] with the third successful attack. If you cast this spell as a move action, the spell’s range is 5 feet per 3 caster levels, and your weapons deal an additional @[3d4 damage][roll 3d4 as damage for 'Planar Phase'] with your first successful attack, @[2d4][roll 2d4 as damage for 'Planar Phase'] with the second successful attack, and @[1d4][roll 1d4 as damage for 'Planar Phase'] with the third successful attack. If your attack would damage multiple creatures, you deal the additional damage to one creature of your choice.

Source

Drift Crisis pg. 139

You transform a weapon or suit of armor into an antique version of itself, giving it the analog and archaic properties. Any technological or hybrid armor upgrades cease to function for the duration of the spell. Entirely magical enhancements, such as weapon fusions, continue to function normally. Weapons that normally deal energy damage deal bludgeoning and piercing damage instead, lose any critical hit effects, and target KAC. Other weapon special properties, such as boost and bright, might also cease to function for the duration of the spell, at the GM’s discretion.

This spell has no effect on natural weapons and weapons entirely of magical or supernatural origins, such as a solarian’s solar weapon.

A character wielding or wearing the target can attempt a Fortitude saving throw at the end of its turn each round to end the effect.

Source

Near Space pg. 156

You superimpose the surface of a dying star onto the battlefield, forming a field of roiling plasma. If a creature begins its turn in the area, or the first time a creature enters the area on its turn, it takes @[3d6 fire damage][roll 3d6 as damage for 'Plasma Field'] and @[3d6 electricity damage][roll 3d6 as damage for 'Plasma Field']. The area is bright light. It sheds normal light out to a range of 30 feet, and dim light for another 30 feet.

You conjure a volatile string of plasma and lash the target. Attempt a @[melee attack][roll d20 + character.attack.melee as attack for 'Plasma Snare'] against the target’s EAC. If you hit, the target takes @[3d6 electricity and fire damage][roll 3d6 as damage for 'Plasma Snare'] (critical knockdown) and is entangled (escape DC equals the spell’s save DC + 4). Each time the target fails to escape, it takes @[2d6 electricity and fire damage][roll 2d6 as damage for 'Plasma Snare']. If the target escapes, the plasma snare drops to the ground in that space—if the target ends its turn there, the target takes @[1d6 electricity and fire damage][roll 1d6 as damage for 'Plasma Snare'].

If a turn ends with the plasma snare holding no creature entangled, the spell ends. As a reaction to the end of a turn (before the snare disappears) or the target escaping, provided you’re within 30 feet of the snare, you can detonate the plasma snare, discharging the spell. If you do, the plasma explodes in a 10-foot radius. Creatures in the area take @[4d6 electricity and fire damage][roll 4d6 as damage for 'Plasma Snare'] and gain the burning (@[1d6][roll 1d6 as damage for 'Plasma Snare, Burn']) condition. Those who succeed at a Reflex saving throw take half as much damage and don’t gain the burning condition. If the target is still entangled when the plasma detonates, the target takes a –6 penalty to this saving throw.

Casting this spell doesn’t provoke attacks of opportunity.

Source

Galactic Magic pg. 79

The affected area becomes a vacuum (Starfinder Core Rulebook 294). Creatures take @[3d6 bludgeoning damage][roll 3d6 as damage for 'Pocket Vacuum'] from decompression (unless they were already in vacuum) and @[1d6 bludgeoning damage][roll 1d6 as damage for 'Pocket Vacuum'] per round, and they begin suffocating.

Source

Drift Crisis pg. 123

You generate an arctic storm of harsh winds and battering hail and snow. Creatures that enter or start their turn in the area during the first round of the spell take @[3d6 cold damage][roll 3d6 as damage for 'Polar Vortex Harsh Winds'] plus @[6d6 bludgeoning damage][roll 6d6 as damage for 'Polar Vortex Battering Hail'] and are affected by freezing, hurricane-strength winds. For the duration of the spell, creatures flying in the area must succeed at an Acrobatics check to fly in dangerous wind conditions, and terrain within the spell’s area is covered with ice and snow, causing it to become difficult terrain.

Source

Near Space pg. 156

You change a willing target’s shape into a predetermined polymorphed form of your choice. When you select this spell as a spell known, you design four polymorphed forms for each spell level at which you can cast this spell. These forms should be premade, following the rules for spells with the polymorph descriptor (starting on page 141) and the restrictions for each spell level of this spell, and be as ready to use in play as all other aspects of a character are. Each time you gain a character level, you can change which forms you have available.

You choose which of these predetermined polymorph forms the target changes into each time you cast the spell.

1st: Casting polymorph as a 1st-level spell allows you to transform the target into one of the four 1st-level polymorphed forms you know. Your polymorphed forms must comply with the additional restrictions that follow. Unlike most polymorph effects, these forms are close enough to the target’s true form to make the target recognizable, and they cannot duplicate any other specific individual. Each form must be of the animal or humanoid type. You can target only creatures that are Small or Medium with this spell, and all your polymorphed forms must be Small or Medium.

  • CR: The maximum CR is 1.
  • Defenses: The form can grant DR 1/magic or resistance 2 to one energy type.
  • Movement: The form can grant a land speed of up to 30 feet or a swim speed of up to 20 feet.
  • Racial Traits: You cannot grant racial traits.
  • Senses: The form can grant low-light vision or tracking (scent), but not both.

2nd: Casting polymorph as a 2nd-level spell allows you to completely transform the target into one of the four 2nd-level polymorphed forms you know. Your polymorphed forms must comply with the additional restrictions that follow. Each form must be an animal, fey, humanoid, magical beast, or monstrous humanoid. All your polymorphed forms must be Small or Medium.

  • CR: The maximum CR is 3.
  • Defensive Abilities: The form can grant DR 2/magic or resistance 5 to one energy type.
  • Racial Traits: The form can grant only one racial trait to each polymorphed form, and you can’t grant racial traits that include spell-like abilities.
  • Senses: The form can grant one of the following options:_ blindsense (scent) out to 5 feet, darkvision out to 60 feet, lowlight vision, or tracking (scent).
  • Speed: The form can grant the target a maximum land speed of 40 feet, climb speed of 20 feet, or swim speed of 30 feet.

3rd: Casting polymorph as a 3rd-level spell allows you to completely transform the target into one of the four 3rd-level polymorphed forms you know. Your polymorphed forms must comply with the additional restrictions that follow. Each form must be an aberration, animal, fey, humanoid, magical beast, monstrous humanoid, or vermin. See the vermin benefits in the Type and Subtype section of the polymorph rules. All your polymorphed forms must be Small or Medium.

  • CR: The maximum CR is 6.
  • Defensive Abilities: The form can grant DR 3/magic, resistance 5 to two different energy types, or resistance 10 to one energy type.
  • Racial Traits: The form can grant up to two racial traits (which must be from the same race) to each polymorphed form, one of which can include spell-like abilities.
  • Senses: The form can grant one of the following options: blindsense (scent, sound, or vibration) out to 15 feet, darkvision out to 60 feet, low-light vision, or tracking (scent).
  • Speed: The form can grant the target a maximum land speed of 40 feet, a burrow speed of up to 20 feet, a climb speed of 20 feet, a fly speed of 20 feet (Ex) with clumsy maneuverability, or a swim speed of 30 feet.

4th: Casting polymorph as a 4th-level spell allows you to completely transform the target into one of the four 4th-level polymorphed forms you know. Your polymorphed forms must comply with the additional restrictions that follow. Each form must be an aberration, animal, fey, humanoid, magical beast, monstrous humanoid, or vermin. See the vermin benefits in the Type and Subtype section of the polymorph rules. All your polymorphed forms must be Small, Medium, or Large.

  • CR: The maximum CR is 9.
  • Defensive Abilities: The form can grant DR 5/magic, resistance 5 to three different energy types, resistance 10 to two different energy types, or resistance 15 to one energy type.
  • Racial Traits: The form can grant up to two racial traits to each polymorphed form; one can include spell-like abilities.
  • Senses: The form can grant one of the following options:_ blindsense (scent, sound, or vibration) out to 30 feet, blindsight (scent, sound, or vibration) out to 5 feet, darkvision out to 60 feet and low-light vision, or tracking (scent).
  • Speed: The form can grant the target a maximum land speed of 40 feet, a burrow speed of up to 30 feet, a climb speed of 30 feet, a fly speed of 30 feet (Ex) with clumsy maneuverability, or a swim speed of 40 feet.

5th: Casting polymorph as a 5th-level spell allows you to completely transform the target into one of the four 5th-level polymorphed forms you know. Your polymorphed forms must comply with the additional restrictions that follow. Each form must be an aberration, animal, construct (only if cast as a technomancer spell), elemental, fey, humanoid, magical beast, monstrous humanoid, plant (only if cast as a mystic spell), or vermin. See the construct, elemental, plant, and vermin benefits in the Type and Subtype section of the polymorph rules. All your polymorphed forms must be Tiny, Small, Medium, or Large.

  • CR: The maximum CR is 12.
  • Defensive Abilities: The form can grant DR 5/—, resistance 10 to three different energy types, resistance 15 to two different energy types, or resistance 20 to one energy type.
  • Racial Traits: The form can grant up to three racial traits to each polymorphed form; one can include spell-like abilities.
  • Senses: The form can grant one of the following options: blindsense (scent, sound, or vibration) out to 30 feet, blindsight (scent, sound, or vibration) out to 15 feet, darkvision out to 90 feet and low-light vision, or tracking (scent).
  • Speed: The form can grant the target a maximum land speed of 40 feet, a burrow speed of up to 40 feet, a climb speed of 40 feet, a fly speed of 40 feet (Ex) with average maneuverability, or a swim speed of 40 feet.

6th: Casting polymorph as a 6th-level spell allows you to completely transform the target into one of the four 6th-level polymorphed forms you know. Your polymorphed forms must comply with the additional restrictions that follow. Each form must be an aberration, animal, construct (only if cast as a technomancer spell), elemental, fey, humanoid, magical beast, monstrous humanoid, plant (only if cast as a mystic spell), undead, or vermin. See the construct, elemental, plant, undead, and vermin benefits in the Type and Subtype section of the polymorph rules. All your polymorphed forms must be Diminutive, Tiny, Small, Medium, Large, or Huge.

  • CR: The maximum CR is 15.
  • Defensive Abilities: The form can grant DR 5/—, resistance 10 to three different energy types, resistance 15 to two different energy types, resistance 20 to one energy type, or immunity to disease, poison, or radiation.
  • Racial Traits: The form can grant up to four racial traits to each polymorphed form; one can include spell-like abilities.
  • Senses: The form can grant one of the following options: blindsense (scent, sound, or vibration) out to 30 feet, blindsight (scent, sound, or vibration) out to 15 feet, darkvision out to 90 feet and low-light vision, or tracking (scent).
  • Speed: The form can grant the target a maximum land speed of 60 feet, a burrow speed of up to 60 feet, a climb speed of 60 feet, a fly speed of 60 feet (Ex) with perfect maneuverability, or a swim speed of 60 feet.

Source

Alien Archive 2 pg. 145

You change a willing target’s shape into a predetermined polymorphed form of your choice. When you select this spell as a spell known, you design four polymorphed forms for each spell level at which you can cast this spell. These forms should be premade, following the rules for spells with the polymorph descriptor (starting on page 141) and the restrictions for each spell level of this spell, and be as ready to use in play as all other aspects of a character are. Each time you gain a character level, you can change which forms you have available.

You choose which of these predetermined polymorph forms the target changes into each time you cast the spell.

1st: Casting polymorph as a 1st-level spell allows you to transform the target into one of the four 1st-level polymorphed forms you know. Your polymorphed forms must comply with the additional restrictions that follow. Unlike most polymorph effects, these forms are close enough to the target’s true form to make the target recognizable, and they cannot duplicate any other specific individual. Each form must be of the animal or humanoid type. You can target only creatures that are Small or Medium with this spell, and all your polymorphed forms must be Small or Medium.

  • CR: The maximum CR is 1.
  • Defenses: The form can grant DR 1/magic or resistance 2 to one energy type.
  • Movement: The form can grant a land speed of up to 30 feet or a swim speed of up to 20 feet.
  • Racial Traits: You cannot grant racial traits.
  • Senses: The form can grant low-light vision or tracking (scent), but not both.

2nd: Casting polymorph as a 2nd-level spell allows you to completely transform the target into one of the four 2nd-level polymorphed forms you know. Your polymorphed forms must comply with the additional restrictions that follow. Each form must be an animal, fey, humanoid, magical beast, or monstrous humanoid. All your polymorphed forms must be Small or Medium.

  • CR: The maximum CR is 3.
  • Defensive Abilities: The form can grant DR 2/magic or resistance 5 to one energy type.
  • Racial Traits: The form can grant only one racial trait to each polymorphed form, and you can’t grant racial traits that include spell-like abilities.
  • Senses: The form can grant one of the following options:_ blindsense (scent) out to 5 feet, darkvision out to 60 feet, lowlight vision, or tracking (scent).
  • Speed: The form can grant the target a maximum land speed of 40 feet, climb speed of 20 feet, or swim speed of 30 feet.

3rd: Casting polymorph as a 3rd-level spell allows you to completely transform the target into one of the four 3rd-level polymorphed forms you know. Your polymorphed forms must comply with the additional restrictions that follow. Each form must be an aberration, animal, fey, humanoid, magical beast, monstrous humanoid, or vermin. See the vermin benefits in the Type and Subtype section of the polymorph rules. All your polymorphed forms must be Small or Medium.

  • CR: The maximum CR is 6.
  • Defensive Abilities: The form can grant DR 3/magic, resistance 5 to two different energy types, or resistance 10 to one energy type.
  • Racial Traits: The form can grant up to two racial traits (which must be from the same race) to each polymorphed form, one of which can include spell-like abilities.
  • Senses: The form can grant one of the following options: blindsense (scent, sound, or vibration) out to 15 feet, darkvision out to 60 feet, low-light vision, or tracking (scent).
  • Speed: The form can grant the target a maximum land speed of 40 feet, a burrow speed of up to 20 feet, a climb speed of 20 feet, a fly speed of 20 feet (Ex) with clumsy maneuverability, or a swim speed of 30 feet.

4th: Casting polymorph as a 4th-level spell allows you to completely transform the target into one of the four 4th-level polymorphed forms you know. Your polymorphed forms must comply with the additional restrictions that follow. Each form must be an aberration, animal, fey, humanoid, magical beast, monstrous humanoid, or vermin. See the vermin benefits in the Type and Subtype section of the polymorph rules. All your polymorphed forms must be Small, Medium, or Large.

  • CR: The maximum CR is 9.
  • Defensive Abilities: The form can grant DR 5/magic, resistance 5 to three different energy types, resistance 10 to two different energy types, or resistance 15 to one energy type.
  • Racial Traits: The form can grant up to two racial traits to each polymorphed form; one can include spell-like abilities.
  • Senses: The form can grant one of the following options:_ blindsense (scent, sound, or vibration) out to 30 feet, blindsight (scent, sound, or vibration) out to 5 feet, darkvision out to 60 feet and low-light vision, or tracking (scent).
  • Speed: The form can grant the target a maximum land speed of 40 feet, a burrow speed of up to 30 feet, a climb speed of 30 feet, a fly speed of 30 feet (Ex) with clumsy maneuverability, or a swim speed of 40 feet.

5th: Casting polymorph as a 5th-level spell allows you to completely transform the target into one of the four 5th-level polymorphed forms you know. Your polymorphed forms must comply with the additional restrictions that follow. Each form must be an aberration, animal, construct (only if cast as a technomancer spell), elemental, fey, humanoid, magical beast, monstrous humanoid, plant (only if cast as a mystic spell), or vermin. See the construct, elemental, plant, and vermin benefits in the Type and Subtype section of the polymorph rules. All your polymorphed forms must be Tiny, Small, Medium, or Large.

  • CR: The maximum CR is 12.
  • Defensive Abilities: The form can grant DR 5/—, resistance 10 to three different energy types, resistance 15 to two different energy types, or resistance 20 to one energy type.
  • Racial Traits: The form can grant up to three racial traits to each polymorphed form; one can include spell-like abilities.
  • Senses: The form can grant one of the following options: blindsense (scent, sound, or vibration) out to 30 feet, blindsight (scent, sound, or vibration) out to 15 feet, darkvision out to 90 feet and low-light vision, or tracking (scent).
  • Speed: The form can grant the target a maximum land speed of 40 feet, a burrow speed of up to 40 feet, a climb speed of 40 feet, a fly speed of 40 feet (Ex) with average maneuverability, or a swim speed of 40 feet.

6th: Casting polymorph as a 6th-level spell allows you to completely transform the target into one of the four 6th-level polymorphed forms you know. Your polymorphed forms must comply with the additional restrictions that follow. Each form must be an aberration, animal, construct (only if cast as a technomancer spell), elemental, fey, humanoid, magical beast, monstrous humanoid, plant (only if cast as a mystic spell), undead, or vermin. See the construct, elemental, plant, undead, and vermin benefits in the Type and Subtype section of the polymorph rules. All your polymorphed forms must be Diminutive, Tiny, Small, Medium, Large, or Huge.

  • CR: The maximum CR is 15.
  • Defensive Abilities: The form can grant DR 5/—, resistance 10 to three different energy types, resistance 15 to two different energy types, resistance 20 to one energy type, or immunity to disease, poison, or radiation.
  • Racial Traits: The form can grant up to four racial traits to each polymorphed form; one can include spell-like abilities.
  • Senses: The form can grant one of the following options: blindsense (scent, sound, or vibration) out to 30 feet, blindsight (scent, sound, or vibration) out to 15 feet, darkvision out to 90 feet and low-light vision, or tracking (scent).
  • Speed: The form can grant the target a maximum land speed of 60 feet, a burrow speed of up to 60 feet, a climb speed of 60 feet, a fly speed of 60 feet (Ex) with perfect maneuverability, or a swim speed of 60 feet.

Source

Alien Archive 2 pg. 145

This spell functions as polymorph, except as noted in this description. Each target must take the same form.

4th: This spell can transform the targets as per the 1st-level version of polymorph.

5th: This spell can transform the targets as per the 2nd-level version of polymorph.

6th: This spell can transform the targets as per the 3rd-level version of polymorph.

Source

Alien Archive 2 pg. 146

You peer into the future of multiple realities, collating and perceiving actions the target is likely to take. When that target takes an action during the duration, as a reaction you can execute one of the following effects. These effects are resolved after the target declares an intended action but before that action is resolved. The target can attempt a Reflex save to negate your reaction’s effect. If the effect successfully interrupts the target’s action, that action is still expended unless otherwise noted. Once a target has been successfully affected three times by one casting of this spell, the spell ends. You can attempt each effect only once per casting.

  • Trip the target. A target tripped after it declares its intent to cast a spell does not lose that spell slot.
  • Hinder the target’s ranged weapon, imposing a –4 penalty on its next ranged attack roll or a –2 penalty to multiple ranged attack rolls during a full attack.
  • Wrench the target’s weapon-wielding appendage, imposing a –4 penalty on its next melee attack roll or a –2 penalty on multiple melee attack rolls during a full attack.
  • Short out an item—whether magic, hybrid, or technological—wasting the target’s declared action to activate that item.
  • Jam a weapon or weapon-like object in place as the target attempts to draw or sheathe it, thwarting that attempt.
  • Cause the target to fumble with ammunition, wasting its declared action to reload a weapon.
  • Unleash a blast of force from eddying realities, causing the foe to waste its declared action to stand up from prone.

You harmlessly render a willing or unconscious living creature inert, placing it in stasis where it does not need to eat, breathe, or sleep. The creature cannot attack, use any abilities, or move while affected by preserve specimen, nor does the creature age or change in any way. It is not aware of its surroundings and does not experience any sensation or passage of time. If the creature was affected by any diseases, poisons, or other afflictions or conditions before you cast preserve specimen, they cease to progress for the duration of the spell, but the creature retains them. Their progression resumes once the spell ends. Any attack against a creature affected by preserve specimen, or any spell or effect that would cause the specimen to take damage or attempt a saving throw, immediately ends this spell.

You open your mind to read the underlying probability of the universe. At any point during the duration of this spell, you can discharge it to reroll any one of your d20 rolls (attack roll, saving throw, skill check, etc.). This takes no action, but you must choose to do it before you learn the results of the first roll. You must take the result of the second roll, even if it is worse.

Source

Core Rulebook pg. 369

You magically propel yourself through the air to a space within range. Select an empty space within close range (25 feet plus 5 feet per two levels). You’re catapulted into the air and land in that space without harm. Your movement provokes attacks of opportunity only for the space you launch from and the space you land in. If you attempt to bring another creature along with you, this spell fails.

Source

Redshift Rally pg. 59

This spell functions as the handy junkbot spell, but instead creates a stealthy drone that can investigate and spy, transmitting what it sees back to you. A prowling junkbot is Tiny, its EAC and KAC are each equal to 12 + your caster level, and it has a number of Hit Points equal to one tenth of your own (but no Stamina Points). It has a land speed and a climb speed of 30 feet. It can accomplish all tasks described in the @[Computers][roll d20 + 3 + character.caster.level as skill for 'Prowling Junkbot Computers'], @[Perception][roll d20 + 3 + character.caster.level as skill for 'Prowling Junkbot Perception'], @[Sleight of Hand][roll d20 + 3 + character.caster.level as skill for 'Prowling Junkbot Sleight of Hand'], and @[Stealth][roll d20 + 3 + character.caster.level as skill for 'Prowling Junkbot Stealth'] skills, as well as the disable device task of @[Engineering][roll d20 + 3 + character.caster.level as skill for 'Prowling Junkbot Engineering'], is considered trained in those skills, and has a total skill bonus in each equal to 3 + your caster level. A prowling junkbot is treated as if it were using a hacker’s kit when using the Computers skill and an engineering kit when using the Engineering skill. A prowling junkbot has low-light vision and darkvision with a range of 60 feet, and it telepathically transmits everything it sees and hears to you or a computer terminal you touch as part of the original casting of the spell. Images and sound transmitted to a terminal can be recorded.

You project a sonar-like blast of psychic energy that rebounds a moment later. Creatures in the spell’s area each attempt a Will save. Those who fail take the full damage, and until the end of your next turn, you can sense those creatures as though you had blindsense (thought) with a range equal to the spell’s range. Those who succeed take half damage and can’t be detected with the spell’s blindsense effect. During your next turn, you can repeat this spell’s effect once without spending an action; however, the cone instead must originate from one of the creatures you can sense with the spell’s blindsense effect (and doesn’t include that creature in the spell’s area). You’re immune to your own psychic sonar, and this spell has no effect on creatures without an Intelligence score.

1st: When you cast psychic sonar as a 1st-level spell, it deals @[1d8 damage][roll 1d8 as damage for 'Psychic Sonar'] in a 15-foot cone.

2nd: When you cast psychic sonar as a 2nd-level spell, it deals @[2d8 damage][roll 2d8 as damage for 'Psychic Sonar'] in a 15-foot cone.

3rd: When you cast psychic sonar as a 3rd-level spell, it deals @[3d8 damage][roll 3d8 as damage for 'Psychic Sonar'] in a 20-foot cone.

4th: When you cast psychic sonar as a 4th-level spell, it deals @[5d8 damage][roll 5d8 as damage for 'Psychic Sonar'] in a 30-foot cone.

5th: When you cast psychic sonar as a 5th-level spell, it deals @[5d10 damage][roll 5d10 as damage for 'Psychic Sonar'] in a 30-foot cone.

6th: When you cast psychic sonar as a 6th-level spell, it deals @[7d10 damage][roll 7d10 as damage for 'Psychic Sonar'] in a 60-foot cone.

You project a sonar-like blast of psychic energy that rebounds a moment later. Creatures in the spell’s area each attempt a Will save. Those who fail take the full damage, and until the end of your next turn, you can sense those creatures as though you had blindsense (thought) with a range equal to the spell’s range. Those who succeed take half damage and can’t be detected with the spell’s blindsense effect. During your next turn, you can repeat this spell’s effect once without spending an action; however, the cone instead must originate from one of the creatures you can sense with the spell’s blindsense effect (and doesn’t include that creature in the spell’s area). You’re immune to your own psychic sonar, and this spell has no effect on creatures without an Intelligence score.

1st: When you cast psychic sonar as a 1st-level spell, it deals @[1d8 damage][roll 1d8 as damage for 'Psychic Sonar'] in a 15-foot cone.

2nd: When you cast psychic sonar as a 2nd-level spell, it deals @[2d8 damage][roll 2d8 as damage for 'Psychic Sonar'] in a 15-foot cone.

3rd: When you cast psychic sonar as a 3rd-level spell, it deals @[3d8 damage][roll 3d8 as damage for 'Psychic Sonar'] in a 20-foot cone.

4th: When you cast psychic sonar as a 4th-level spell, it deals @[5d8 damage][roll 5d8 as damage for 'Psychic Sonar'] in a 30-foot cone.

5th: When you cast psychic sonar as a 5th-level spell, it deals @[5d10 damage][roll 5d10 as damage for 'Psychic Sonar'] in a 30-foot cone.

6th: When you cast psychic sonar as a 6th-level spell, it deals @[7d10 damage][roll 7d10 as damage for 'Psychic Sonar'] in a 60-foot cone.

You manipulate the mystical energy around a creature’s throat into a viselike grip, potentially choking the life out of your victim.

Each round you concentrate on this spell, it deals @[3d8 bludgeoning damage][roll 3d8 as damage for 'Psychokinetic Strangulation'] and immobilizes the target. A creature immobilized in this way cannot move and must hold its breath (see page 404). The creature can still attack with any of its weapons (except any bite attacks), cast spells, and so on. Each round the spell affects the target, the target can attempt a Fortitude saving throw to halve the damage and avoid being immobilized.

Source

Core Rulebook pg. 370

Rhapsodic aegis, a spell devised by the battle musicians of ancient Pulonis, allows its caster to compose sonic energy into a protective barrier. Casting this spell grants you and each ally within range sonic resistance 5 and 10 temporary Hit Points. If lost, these temporary Hit Points can’t be restored, and they don’t stack with any other source of temporary Hit Points.

Source

Galactic Magic pg. 81

You create an enervating ray of magic. You must make a @[ranged attack][roll d20 + character.attack.ranged as attack for 'Ray of Exhaustion'] against your opponent’s EAC. On a hit, the target is immediately exhausted for the spell’s duration. A creature that succeeds at a Fortitude saving throw is only fatigued, unless it is already fatigued, in which case it instead becomes exhausted despite the saving throw.

This spell has no effect on a creature that is already exhausted. Unlike normal exhaustion or fatigue, the effect ends as soon as the spell’s duration expires.

Source

Core Rulebook pg. 371

While casting this spell, you must focus on a semi-controlled flame (such as one produced by a lighter or a weapon with the flaming weapon fusion), centering your mind and analyzing the blaze’s movements for subtle patterns that describe the underlying fundamentals of the universe. Once during the spell’s duration, you can center yourself as a standard action (this is a purely mental action) to remember your time spent scrutinizing the flame, choosing one of the benefits below. When the chosen effect ends, so does the spell.

Mental Clarity: At some point during the next 10 minutes, you can reroll one skill check with a +4 circumstance bonus.
Physical Clarity: You gain a +4 circumstance bonus to EAC and KAC until the end of your next turn.
Spiritual Clarity: You can immediately attempt a new saving throw against any mind-affecting effect currently affecting you.

This spell turns a destroyed construct into a creature that obeys your spoken commands. As a standard action, you can instruct a reanimated construct to either follow you or attack any creature (or type of creature) within 100 feet. This spell otherwise functions like animate dead, and constructs you reanimate with this spell count against the total amount of undead you can control with that spell (and vice versa).

The reanimated construct is similar to a fully functional version of that creature with the following changes. It has only half of its original Hit Points; any technological gear functions without batteries but technological weapons that require a charge deal only half damage; and it does not regain any uses of consumable items or weapons, such as grenades, or daily-use abilities. The reanimated construct is treated as both magical and technological for all effects (whichever type allows an ability to affect them for abilities that affect only one type, and whichever is worse for abilities that affect both types).

The target construct must be mostly intact; creatures that have self-destructed, been disintegrated, been used as the target of a spell with “junk” in its name, and the like are not valid targets for this spell.

Source

Near Space pg. 157

This spell attacks the target creature’s programming, erasing important subroutines that allow the creature function. It’s banned on several tech-heavy worlds like Aballon.

If the target fails the initial saving throw, then for the duration of the spell, there’s a 50% chance the target is staggered for 1 round at the start of its turn. During any round the target isn’t staggered due to this spell, it takes 8d6 damage as a result of missing code; the target can attempt a Fortitude save to halve this damage.

When you cast this spell, you bring back a dead creature in another body, provided that its death occurred no more than 1 week before the casting of the spell and the target’s soul is free and willing to return. If the target’s soul is not willing to return, the spell fails; therefore, a target that wants to return receives no saving throw. Casting this spell requires a special monument worth at least 1,000 credits to serve as a beacon for the departed creature’s soul. This object is consumed when you cast the spell.

Since the dead creature is returning in a new body, all physical ills and afflictions are removed. The condition of the creature’s remains is not a factor. So long as some small portion of the creature’s body still exists, it can be reincarnated, but the portion receiving the spell must have been part of the creature’s body at the time of death. The magic of the spell creates an entirely new young adult body for the soul to inhabit from the natural elements at hand. This process takes 1 hour to complete. When the body is ready, the target is reincarnated.

A reincarnated creature recalls the majority of its former life and form. It retains any class features, feats, and skill ranks it formerly had. Its class, base attack bonus, base save bonuses, and Hit Points are unchanged. The creature should recalculate its ability scores from scratch as a member of its new race (remembering to include any ability score increases from leveling up). The target of the spell gains 2 permanent negative levels when it is reincarnated. If the target is 1st level, it takes 2 Constitution drain instead (if the Constitution drain would reduce its Constitution to 0 or less, the creature cannot be reincarnated). The target creature can decide whether its new body retains any of the implants it had in its former body. A spellcasting creature has a 50% chance of losing any given unused spell slot as if it had been used to cast a spell.

For a humanoid creature, the new incarnation is determined using the table on the facing page. For nonhumanoid creatures, a similar table of creatures of the same type should be created.

Elementals, outsiders, and undead creatures can’t be reincarnated. Any creature that can’t benefit from the mystic cure spell cannot be reincarnated. The spell can bring back a creature that has died of old age.

The reincarnated creature gains all abilities associated with its new form, including any forms of movement and speeds, natural attacks, extraordinary abilities, and the like, but it does not automatically speak the language of the new form it takes.

| @[D%][roll d100 as chance for 'Reincarnate'] | Incarnation | | 1–6 | Android | | 7–14 | Dwarf | | 15–22 | Elf | | 23–30 | Gnome | | 31–34 | Half-elf | | 35–38 | Half-orc | | 39–46 | Halfling | | 47–55 | Human | | 56–64 | Lashunta | | 65–73 | Kasatha | | 74–81 | Shirren | | 82–90 | Vesk | | 91–99 | Ysoki | | 100 | Other (GM’s choice) |

A miracle or wish spell can restore a reincarnated creature to its original form.

Source

Core Rulebook pg. 372

Formulated in conjunction with shimmerstone-induced meditation, kothama favor the use of this spell to contemplate the past. Through an intense meditative trance, you peer into the past and experience a glimpse of historical events that occurred surrounding a specific event, object, person, or place. Casting this spell requires you to expend 1 Resolve Point, and you must declare the focus of your remembrance when you cast the spell. The information granted by this spell can be as simple as a series of images in your mind, or it might take the form of a cryptic message. The chance for a correct remembrance is 75% for events that occurred within the past 50 years, 60% for events that occurred between 51 and 150 years ago, and 45% for events that occurred between 151 years ago and the Gap. Attempts to glean information from during the Gap or earlier automatically fail. If the die roll fails, you know the spell failed, unless specific magic yielding false information is at work.

Unlike divination, multiple castings of remembrance about the same topic by the same caster use the same die result as the first remembrance spell but yield different pieces of information each time.

Source

Galactic Magic pg. 80

You transfer a sliver of your consciousness into a vehicle, enabling you to take actions to pilot it remotely. During the spell’s duration, you can pilot the vehicle as if you were in it, except you can use your Mysticism skill to pilot the vehicle in place of Piloting. As long as you remotely pilot the vehicle, the vehicle is considered controlled. This spell ends if you lose sight of the vehicle.

Uncontrolled and unsecured vehicles are automatically affected by this spell. If you attempt to affect a controlled vehicle, the pilot can attempt a Piloting check with a DC equal to 11 + your caster level to negate the effect. Each round a creature within the vehicle attempts to pilot or take control of the vehicle, they must attempt a Piloting check opposed by your Mysticism check. On a success, they take control of the vehicle, otherwise, you retain control.

Source

Galactic Magic pg. 80

You remove impurities from a creature or object, potentially neutralizing the curses, diseases, infestations, poisons, and other harmful conditions affecting it. If the target is a creature, you must attempt a caster level check (1d20 + your caster level) for each curse, disease, infestation, and poison affecting it (DC = 4 + the DC of the affliction). Success means that affliction is removed. Additionally, if the target is blind or deaf due to an affliction or damage, remove affliction restores vision and hearing unless the appropriate organ has been entirely removed from the creature’s body.

A creature that is cured with remove affliction takes no additional effects from the curses, diseases, infestations, or poisons removed, and any temporary effects are ended, but the spell does not reverse instantaneous effects, such as Hit Point damage, temporary ability damage, or effects that don’t go away on their own (such as poison states). This spell cannot remove the curse from a cursed item, though a successful caster level check enables the creature afflicted with any such cursed item to remove the curse and get rid of it. Since the spell’s duration is instantaneous, it does not prevent the target from suffering from the same curse, disease, infestation, or poison after a new exposure at a later date.

You can instead cast this spell to neutralize the poison in a poisonous creature or object for 10 minutes per level. If you cast it on a creature, the creature can attempt a Will saving throw to negate the effect.

Remove affliction counters bestow curse.

Source

Core Rulebook pg. 373

You remove all ongoing effects of radiation from a single target if you succeed at a caster level check (DC = the DC associated with the radiation effect). The target is cured of both the radiation’s poison effects and the radiation sickness disease, moving the target to the healthy state on both tracks. When cast on an area, a single casting of remove radioactivity removes radiation from a 20-foot-radius area around the point you touch. This spell has no power to negate naturally radioactive materials, and as long as such materials remain in an area, the radiation that was removed may return.

Source

Core Rulebook pg. 374

As you cast this spell, choose a creature type; optionally, you can also choose a subtype. You modify a comm unit, causing it to broadcast an electrical signal that creatures of the chosen type find unbearable. If you also selected a subtype, the signal distresses only creatures that have both type and subtype. The signal affects a 20- foot emanation if you targeted a personal comm unit, 40 feet if you targeted a system-wide comm unit, and 100 feet if you targeted an unlimited comm unit. When a creature of the chosen type (and subtype, if appropriate) enters or begins its turn in the area, they become sickened while they remain in the area and for 1d4 rounds after leaving (Fortitude negates). If a creature successfully saves against the sickened effect, they become immune to it for 1 minute.

Any creature sickened by this spell must attempt a Will save at the beginning of each of its subsequent turns that it begins in the area. If it fails, must spend at least one move action attempting to leave the area before the end of its turn, and once it leaves the area, it cannot willingly reenter the area until it’s no longer sickened. Although these effects are compulsions, they attack creatures’ anatomy, programming, or brain chemistry directly, ignoring the protections granted by the construct immunities and undead immunities universal creature rules.

This spell lasts for 10 minutes per caster level, but it quickly degrades if the comm unit is moved, reducing the remaining duration to 1 round per level.

Source

Starfinder Enhanced pg. 125

A 10-foot-diameter globe of shimmering force encloses the target creature. The sphere contains the target for the spell’s duration. The sphere functions in the same way as a wall of force, except it can be negated by dispel magic. A target inside the sphere can breathe normally. The sphere can’t be physically moved either by creatures outside it or by the struggles of those within.

Source

Core Rulebook pg. 374

Resistant armor grants the target (and its gear) protection from your choice of either kinetic damage or energy damage. If you choose kinetic damage, the target and her gear gain DR 10/— that protects against bludgeoning, piercing, and slashing damage. If you choose energy damage, pick any three of acid, cold, electricity, fire, and sonic damage. The target and her gear gain energy resistance 10 that protects against the chosen types of energy. This damage reduction or energy resistance doesn’t stack with any damage reduction or energy resistance the target already has, and multiple castings of this spell don’t stack. DR 10/ or energy resistance 10 that protects against three energy types.

Source

Core Rulebook pg. 374

This spell functions as lesser restoration, except it also removes temporary negative levels or 1 permanent negative level. You must spend 5 Resolve Points when casting this spell to remove a permanent negative level. This spell can’t be used to remove more than 1 permanent negative level from a target in a 1-week period. Restoration heals all temporary ability damage, and it restores all points permanently drained from a single ability score (your choice if more than one is drained). It also eliminates any fatigue or exhaustion suffered by the target, but it doesn’t remove any underlying source of fatigue or exhaustion. A target that has benefited from the removal of fatigue or exhaustion from this spell can’t benefit from either effect again for 24 hours.

Source

Core Rulebook pg. 374

Like rewriting the code that makes up a computer program, you manipulate the target’s DNA to painfully rewire that target’s biological functions to mimic the cold and rigid processes of a robot. The target must succeed at a Will saving throw, or all of its movement speeds are halved and it takes @[3d6 slashing damage][roll 3d6 as damage for 'Rewire Flesh'] per round on its turn as its internal organs shift and transform to become more like the inner components of a robot. Each round, the target can attempt a Fortitude saving throw to halve the damage this spell causes.

While this spell is in effect, the target’s body becomes visibly more robotic; its voice is tinny and halting, its movements are jerky, and its face is unmoving and emotionless. The target has the flat-footed condition, and it takes a –2 penalty to all Sense Motive checks as well as to all Charisma-based and Dexterity-based skill and ability checks.

Source

Core Rulebook pg. 375

You briefly become a miniature River Between, coursing across the landscape in an instant. When you cast this spell, you transform into a stream of water and can move up to 120 feet with a supernatural fly speed (perfect maneuverability). This movement can pass through (but can’t end in) enemy spaces and doesn’t provoke attacks of opportunity. The transformation ends at the end of your movement. Creatures and objects whose space you pass through take @[5d8 bludgeoning damage][roll 5d8 as damage for 'Ride The Wave']. A creature or object takes this damage only once even if you pass through its space multiple times.

Source

Drift Crisis pg. 123

With a touch, you apply a voracious acid to the target, causing their body to decay, rust, or crumble rapidly. This requires a successful @[melee attack][roll 1d20 + character.attack.melee as attack for 'Rotting Touch'] against the target’s EAC, and casting this spell doesn’t provoke attacks of opportunity. If your attack hits, you deal acid damage to the target and apply the corrode critical hit effect to the target for 3 rounds, even if your attack wasn’t a critical hit. The target can attempt a Fortitude save to negate the corrode effect, and they attempt Fortitude saves rather than Reflex saves when attempting to end the corrode effect prematurely; these Fortitude saves use the spell’s saving throw DC, not a DC based on the damage dealt by the corrode effect.

1st: When you cast rotting touch as a 1st-level spell, it deals @[1d8 acid damage][roll 1d8 as damage for 'Rotting Touch'] to the target and corrode (@[1d8][roll 1d8 as damage for 'Rotting Touch']).

2nd: When you cast rotting touch as a 2nd-level spell, it deals @[2d8 acid damage][roll 2d8 as damage for 'Rotting Touch'] to the target and corrode (@[2d8][roll 2d8 as damage for 'Rotting Touch']).

3rd: When you cast rotting touch as a 3rd-level spell, it deals @[3d8 acid damage][roll 3d8 as damage for 'Rotting Touch'] to the target and corrode (@[3d8][roll 3d8 as damage for 'Rotting Touch']).

4th: When you cast rotting touch as a 4th-level spell, it deals @[4d8 acid damage][roll 4d8 as damage for 'Rotting Touch'] to the target and corrode (@[4d8][roll 4d8 as damage for 'Rotting Touch']).

5th: When you cast rotting touch as a 5th-level spell, it deals @[5d8 acid damage][roll 5d8 as damage for 'Rotting Touch'] to the target and corrode (@[5d8][roll 5d8 as damage for 'Rotting Touch']).

6th: When you cast rotting touch as a 6th-level spell, it deals @[6d8 acid damage][roll 6d8 as damage for 'Rotting Touch'] to the target and corrode (@[6d8][roll 6d8 as damage for 'Rotting Touch']).

Source

Starfinder Enhanced pg. 126

With a touch, you apply a voracious acid to the target, causing their body to decay, rust, or crumble rapidly. This requires a successful @[melee attack][roll 1d20 + character.attack.melee as attack for 'Rotting Touch'] against the target’s EAC, and casting this spell doesn’t provoke attacks of opportunity. If your attack hits, you deal acid damage to the target and apply the corrode critical hit effect to the target for 3 rounds, even if your attack wasn’t a critical hit. The target can attempt a Fortitude save to negate the corrode effect, and they attempt Fortitude saves rather than Reflex saves when attempting to end the corrode effect prematurely; these Fortitude saves use the spell’s saving throw DC, not a DC based on the damage dealt by the corrode effect.

1st: When you cast rotting touch as a 1st-level spell, it deals @[1d8 acid damage][roll 1d8 as damage for 'Rotting Touch'] to the target and corrode (@[1d8][roll 1d8 as damage for 'Rotting Touch']).

2nd: When you cast rotting touch as a 2nd-level spell, it deals @[2d8 acid damage][roll 2d8 as damage for 'Rotting Touch'] to the target and corrode (@[2d8][roll 2d8 as damage for 'Rotting Touch']).

3rd: When you cast rotting touch as a 3rd-level spell, it deals @[3d8 acid damage][roll 3d8 as damage for 'Rotting Touch'] to the target and corrode (@[3d8][roll 3d8 as damage for 'Rotting Touch']).

4th: When you cast rotting touch as a 4th-level spell, it deals @[4d8 acid damage][roll 4d8 as damage for 'Rotting Touch'] to the target and corrode (@[4d8][roll 4d8 as damage for 'Rotting Touch']).

5th: When you cast rotting touch as a 5th-level spell, it deals @[5d8 acid damage][roll 5d8 as damage for 'Rotting Touch'] to the target and corrode (@[5d8][roll 5d8 as damage for 'Rotting Touch']).

6th: When you cast rotting touch as a 6th-level spell, it deals @[6d8 acid damage][roll 6d8 as damage for 'Rotting Touch'] to the target and corrode (@[6d8][roll 6d8 as damage for 'Rotting Touch']).

Source

Starfinder Enhanced pg. 126

You banish a storage container—such as a backpack, chest, or trunk—to a random location on the Ethereal Plane. The container must be no larger than 1 cubic foot per caster level, can have contents of up to 1 bulk per 2 caster levels, and can contain no sentient creatures. You can return the container to your space with a move action; this ends the spell. Every day, when you regain your spell slots, you can choose to expend a 4th-level spell slot to keep the targeted container on the Ethereal Plane for another day. If you choose not to do so, the container is lost on the Ethereal Plane and you can no longer recall it with this spell, though you can search for it in other ways. Time passes normally for the container and its contents.

Upon casting this spell, you turn invisible, as invisibility, and you choose a second target. That creature can still see you as though you weren’t invisible, and you can attack that creature without ending the invisibility effect. If you attack any other creature, this spell ends. If you cast this spell multiple times, you can attack any of the affected creatures without ending this spell.

Using a complicated digital program encoded on a magical subroutine, the target’s digital footprint attempts to match information stored in local security databases. When attempting to bypass automated technological security (such as biometric scanners or facial recognition programs), the target gains a +10 circumstance bonus to any related skill checks (usually Computers or Disguise) attempted for the duration of the spell. This doesn’t alter the target’s physical appearance, so it doesn’t fool sapient beings.

Your body forms a connection to the Shadow Plane, allowing you to teleport through it, rather than the Astral Plane, with ease. While this spell is active, as a move action, you can teleport to any area of dim light or darkness you can see within range. If you leave a threatened space, you have concealment (20% miss chance) against any foe that makes an attack of opportunity against you.

Copaxis understand personal gravity adaptation well, and they and others have learned to share this adaptation. For the duration, you radiate a field of altered gravity. You and creatures and objects in the area treat gravity as if it were your choice of one step higher or lower, although a creature that succeeds at the saving throw is unaffected until it leaves the area and reenters. Then, the creature must repeat the saving throw. If you fail to overcome a creature’s spell resistance, that creature is unaffected by the same casting of this spell. You can suppress or resume this affect as a reaction or swift action. While under the effects of this spell, a creature affected by forced movement can reduce the distance it moves by 5 feet (minimum 0 feet). Affected creatures ignore penalties from the off-kilter condition.

Source

Galactic Magic pg. 81

The target gains a +3 insight bonus to Perception checks and blindsight (hearing or scent as determined by the caster) for the duration of the spell. If the target already has blindsight for the sense chosen, the range of their blindsight is instead doubled for the duration of the spell.

Source

Galactic Magic pg. 81

Waves of shifting shadows obscure the appearance of creatures caught within the emanation, making it harder to tell friends from foes.

This spell doesn’t cause affected creatures to risk accidentally attacking their allies, but it does require them to concentrate harder to keep track of their allies and foes. While this spell is in effect, every creature in the area can treat any other creature in the area as an allied threatening creature for the purpose of flanking. Additionally, creatures in the area can’t attempt attacks of opportunity. These shadows don’t hinder precision-based attacks or create areas of dim light. Creatures with blindsight or blindsense, or those under the effect of true seeing, are not affected by this spell.

You rapidly construct and launch a volatile projectile at a foe, damaging from the impact just before the projectile explodes. Attempt an @[attack][roll d20 + character.attack.ranged + ((character.keyAbility.modifier - character.dexterity.modifier) max 0) as attack for 'Shrapnel Shot'] against a target’s KAC; you can add your key ability score modifier to this attack roll instead of your Dexterity modifier if it’s higher. If you hit, the projectile deals piercing damage. Regardless of whether the attack roll succeeds or fails, the projectile explodes in a burst centered on a grid intersection that touches any square your target occupies. This explosion deals piercing damage to all creatures in the area, including the primary target (Reflex half). The damage dealt and the size of the burst are determined by the slot you used to cast the spell.

1st: The projectile deals @[1d10 piercing damage][roll 1d10 as damage for 'Shrapnel Shot'], explodes in a 10-foot-radius burst, and deals @[1d4 piercing damage][roll 1d4 as damage for 'Shrapnel Shot'] to all creatures in the burst area.

2nd: The projectile deals @[2d10 piercing damage][roll 2d10 as damage for 'Shrapnel Shot'], explodes in a 10-foot-radius burst, and deals 2d4 piercing damage to all creatures in the burst area.

3rd: The projectile deals @[4d10 piercing damage][roll 4d10 as damage for 'Shrapnel Shot'], explodes in a 15-foot-radius burst, and deals @[2d6 piercing damage][roll 2d6 as damage for 'Shrapnel Shot'] to all creatures in the burst area.

4th: The projectile deals @[6d10 piercing damage][roll 6d10 as damage for 'Shrapnel Shot'], explodes in a 20-foot-radius burst, and deals @[3d6 piercing damage][roll 3d6 as damage for 'Shrapnel Shot'] to all creatures in the burst area.

5th: The projectile deals @[8d10 piercing damage][roll 8d10 as damage for 'Shrapnel Shot'], explodes in a 20-foot-radius burst, and deals @[4d6 piercing damage][roll 4d6 as damage for 'Shrapnel Shot'] to all creatures in the burst area.

6th: The projectile deals @[10d10 piercing damage][roll 10d10 as damage for 'Shrapnel Shot'], explodes in a 30-foot-radius burst, and deals @[5d6 piercing damage][roll 5d6 as damage for 'Shrapnel Shot'] to all creatures in the burst area.

Source

Starfinder Enhanced pg. 126

You rapidly construct and launch a volatile projectile at a foe, damaging from the impact just before the projectile explodes. Attempt an @[attack][roll d20 + character.attack.ranged + ((character.keyAbility.modifier - character.dexterity.modifier) max 0) as attack for 'Shrapnel Shot'] against a target’s KAC; you can add your key ability score modifier to this attack roll instead of your Dexterity modifier if it’s higher. If you hit, the projectile deals piercing damage. Regardless of whether the attack roll succeeds or fails, the projectile explodes in a burst centered on a grid intersection that touches any square your target occupies. This explosion deals piercing damage to all creatures in the area, including the primary target (Reflex half). The damage dealt and the size of the burst are determined by the slot you used to cast the spell.

1st: The projectile deals @[1d10 piercing damage][roll 1d10 as damage for 'Shrapnel Shot'], explodes in a 10-foot-radius burst, and deals @[1d4 piercing damage][roll 1d4 as damage for 'Shrapnel Shot'] to all creatures in the burst area.

2nd: The projectile deals @[2d10 piercing damage][roll 2d10 as damage for 'Shrapnel Shot'], explodes in a 10-foot-radius burst, and deals 2d4 piercing damage to all creatures in the burst area.

3rd: The projectile deals @[4d10 piercing damage][roll 4d10 as damage for 'Shrapnel Shot'], explodes in a 15-foot-radius burst, and deals @[2d6 piercing damage][roll 2d6 as damage for 'Shrapnel Shot'] to all creatures in the burst area.

4th: The projectile deals @[6d10 piercing damage][roll 6d10 as damage for 'Shrapnel Shot'], explodes in a 20-foot-radius burst, and deals @[3d6 piercing damage][roll 3d6 as damage for 'Shrapnel Shot'] to all creatures in the burst area.

5th: The projectile deals @[8d10 piercing damage][roll 8d10 as damage for 'Shrapnel Shot'], explodes in a 20-foot-radius burst, and deals @[4d6 piercing damage][roll 4d6 as damage for 'Shrapnel Shot'] to all creatures in the burst area.

6th: The projectile deals @[10d10 piercing damage][roll 10d10 as damage for 'Shrapnel Shot'], explodes in a 30-foot-radius burst, and deals @[5d6 piercing damage][roll 5d6 as damage for 'Shrapnel Shot'] to all creatures in the burst area.

Source

Starfinder Enhanced pg. 126

You shrink the target item, transmuting it into a smaller version of itself. You can target an attended object only if the creature attending the object is willing, and you cannot target worn objects. While shrunken, the object takes up less space and bulk, but it can’t be used or worn. When the spell ends, the object returns to normal size, moving through any nearby opening it can to reach a space that can accommodate it, but it does not expand with any force and does no harm to containers too small for it. This spell can affect objects of a size and bulk limited by the spell’s level. Likewise, the spell’s level determines the target’s size after the spell takes effect. For this spell, vehicles and other objects without a specified weight count as an object with bulk equal to the number of squares of the object’s space squared.

1st: You can target an object up to 1 cubic foot in size and weighing up to 10 bulk. The target’s dimensions are reduced to a 6-inch cube, and its bulk is reduced to L.

2nd: As the 1st-level version, but you shrink an object up to 4 cubic feet in size weighing up to 40 bulk. If you target an object that’s 1 cubic foot or smaller and weighs no more than 10 bulk, its dimensions are further reduced to a 1-inch cube and its bulk is reduced to negligible.

3rd: As the 1st-level version, but you can shrink an object up to 7 cubic feet in size weighing up to 70 bulk. If you target an object that’s 4 cubic feet or smaller and weighs no more than 40 bulk, its dimensions are further reduced to a 1-inch cube and its bulk is reduced to negligible.

4th: As the 1st-level version, but you can shrink an object up to 10 cubic feet in size weighing up to 100 bulk. If you target an object that’s 7 cubic feet or smaller and weighs no more than 70 bulk, dimensions are further reduced to a 1-inch cube and its bulk is reduced to negligible.

5th: As the 1st-level version, but you can shrink an object up to 13 cubic feet in size weighing up to 130 bulk. If you target an object that’s 10 cubic feet or smaller and weighs no more than 10 bulk, its dimensions are further reduced to a 1-inch cube and its bulk is reduced to negligible.

6th: As the 1st-level version, but you can shrink an object up to 16 cubic feet in size weighing up to 160 bulk. If you target an object that’s 13 cubic feet or smaller and weighs no more than 130 bulk, its dimensions are further reduced to a 1-inch cube and its bulk is reduced to negligible.

You shrink the target item, transmuting it into a smaller version of itself. You can target an attended object only if the creature attending the object is willing, and you cannot target worn objects. While shrunken, the object takes up less space and bulk, but it can’t be used or worn. When the spell ends, the object returns to normal size, moving through any nearby opening it can to reach a space that can accommodate it, but it does not expand with any force and does no harm to containers too small for it. This spell can affect objects of a size and bulk limited by the spell’s level. Likewise, the spell’s level determines the target’s size after the spell takes effect. For this spell, vehicles and other objects without a specified weight count as an object with bulk equal to the number of squares of the object’s space squared.

1st: You can target an object up to 1 cubic foot in size and weighing up to 10 bulk. The target’s dimensions are reduced to a 6-inch cube, and its bulk is reduced to L.

2nd: As the 1st-level version, but you shrink an object up to 4 cubic feet in size weighing up to 40 bulk. If you target an object that’s 1 cubic foot or smaller and weighs no more than 10 bulk, its dimensions are further reduced to a 1-inch cube and its bulk is reduced to negligible.

3rd: As the 1st-level version, but you can shrink an object up to 7 cubic feet in size weighing up to 70 bulk. If you target an object that’s 4 cubic feet or smaller and weighs no more than 40 bulk, its dimensions are further reduced to a 1-inch cube and its bulk is reduced to negligible.

4th: As the 1st-level version, but you can shrink an object up to 10 cubic feet in size weighing up to 100 bulk. If you target an object that’s 7 cubic feet or smaller and weighs no more than 70 bulk, dimensions are further reduced to a 1-inch cube and its bulk is reduced to negligible.

5th: As the 1st-level version, but you can shrink an object up to 13 cubic feet in size weighing up to 130 bulk. If you target an object that’s 10 cubic feet or smaller and weighs no more than 10 bulk, its dimensions are further reduced to a 1-inch cube and its bulk is reduced to negligible.

6th: As the 1st-level version, but you can shrink an object up to 16 cubic feet in size weighing up to 160 bulk. If you target an object that’s 13 cubic feet or smaller and weighs no more than 130 bulk, its dimensions are further reduced to a 1-inch cube and its bulk is reduced to negligible.

You conjure a massive spectral shipwreck that drops into the designated area then vanishes. In atmosphere, this spell deals @[6d10 bludgeoning damage][roll 6d10 as damage for 'Sinking Ship'] (Reflex half) to creatures in the area. Underwater, this spell deals half damage as normal, but it also pushes creatures who fail the saving throw 20 feet straight down. If a creature in the area can’t move the full 20 feet (because of the seafloor or an obstacle), it takes full damage as it gets crushed between the ship and the obstacle.

You tear open two temporary rifts, one beneath you and one 10 feet in the air above your intended destination within range. You fall into the rift beneath you and out the exit rift, landing without harm as the rifts close. As you land, you release a shockwave of energy, dealing bludgeoning damage in a burst (Reflex for half damage) and making all spaces in the area difficult terrain until the beginning of your next turn; this damage has the force descriptor. Creatures not in contact with the ground aren’t damaged. If you attempt to bring another creature along with you, this spell fails.

3rd: You deal @[5d6 bludgeoning damage][roll 5d6 as damage for 'Slip Through Space'] in a 5-foot-radius burst.

4th: You deal @[7d6 bludgeoning damage][roll 7d6 as damage for 'Slip Through Space'] in a 5-foot-radius burst.

5th: You deal @[5d8 bludgeoning damage][roll 5d8 as damage for 'Slip Through Space'] in a 10-foot-radius burst.

6th: You deal @[6d8 bludgeoning damage][roll 6d8 as damage for 'Slip Through Space'] in a 15-foot-radius burst.

Source

Redshift Rally pg. 59

You tear open two temporary rifts, one beneath you and one 10 feet in the air above your intended destination within range. You fall into the rift beneath you and out the exit rift, landing without harm as the rifts close. As you land, you release a shockwave of energy, dealing bludgeoning damage in a burst (Reflex for half damage) and making all spaces in the area difficult terrain until the beginning of your next turn; this damage has the force descriptor. Creatures not in contact with the ground aren’t damaged. If you attempt to bring another creature along with you, this spell fails.

3rd: You deal @[5d6 bludgeoning damage][roll 5d6 as damage for 'Slip Through Space'] in a 5-foot-radius burst.

4th: You deal @[7d6 bludgeoning damage][roll 7d6 as damage for 'Slip Through Space'] in a 5-foot-radius burst.

5th: You deal @[5d8 bludgeoning damage][roll 5d8 as damage for 'Slip Through Space'] in a 10-foot-radius burst.

6th: You deal @[6d8 bludgeoning damage][roll 6d8 as damage for 'Slip Through Space'] in a 15-foot-radius burst.

Source

Redshift Rally pg. 59

An affected creature moves and attacks at a drastically slowed rate. Creatures affected by this spell are staggered (see page 277) and can take only a single move action or standard action each turn, but not both, and it can’t take full actions. A slowed creature moves at half its normal speed (round down to the next 5-foot increment). Multiple slow effects don’t stack. Slow counters and negates haste.

Source

Core Rulebook pg. 377

You create a noxious cloud similar to fog cloud that is harmful to living creatures. Smog bank obscures sight just as fog cloud does. Living creatures without environmental protections that are in the area when the spell is cast or who enter the area must attempt a Fortitude save or be sickened for as long as they remain in the cloud and for 1d4+1 rounds thereafter.

Developed by kalo explorers as a deterrent when dealing with aquatic predators, you scream at your opponents, sending your voice rippling through air and water currents. All targets in the cone take @[6d12 damage][roll 6d12 as damage for 'Sonic Scream']. If you cast this spell while submerged in liquid, the damage increases by 1d12, and creatures that fail their saving throw are nauseated for 1 round.

Source

Galactic Magic pg. 82

Waves of calming programming ebb from your touch, potentially stabilizing a construct’s harmful intentions toward you and your allies. The target construct must have a CR lower than your level; if it does, the construct is convinced that you and your allies pose no threat. It can’t take violent actions against you or your allies, and it can’t do anything that would otherwise harm or threaten you (though it continues to carry out orders to take actions that do not harm or threaten you). Any aggressive action or damage dealt by you or your allies to a construct soothed in this way or its allies immediately ends this spell’s effects (and could cause the construct to attack you, if it was doing so previously).

If an affected construct is under the control of a spellcaster or another creature, the controlling creature can spend a full action to remove soothing protocol, as long as it can either touch the construct or give it an order.

Source

Core Rulebook pg. 377

You engulf an area in a comet-like spiral of energy, untethering the souls or animating vital essence from undead in the area. Each undead creature in the area takes @[10d8 damage][roll 10d8 as damage for 'Soul Reap'] and is staggered for 1 round. A creature that succeeds at a Will saving throw takes half damage and ignores the staggered effect. Mindless undead receive no saving throw. This spell has no effect on creatures that are not undead.

Source

Alien Archive 4 pg. 73

Soul surge was innovated by Hanakan mystics concomitant with the attunement of their soulstones. With this spell, you draw forth a tiny bit of your essence to attack your opponent, losing a number of Hit Points equal to the number of damage dice you roll for your soul surge. Attempt a @[ranged attack][roll d20 + character.attack.ranged + ((character.keyAbility.modifier - character.dexterity.modifier) max 0) as attack for 'Soul Surge'] against a single target’s EAC, adding your key ability score modifier to the attack roll instead of your Dexterity modifier if it’s higher. Your soul surge does piercing damage that has the force descriptor, and the amount of damage it does depends on the level at which it’s cast.

1st: When you cast soul surge as a 1st-level spell, it deals @[3d8 damage][roll 3d8 as damage for 'Soul Surge'] to the target.

2nd: When you cast soul surge as a 2nd-level spell, it deals @[6d8 damage][roll 6d8 as damage for 'Soul Surge'] to the target.

3rd: When you cast soul surge as a 3rd-level spell, it deals @[10d8 damage][roll 10d8 as damage for 'Soul Surge'] to the target.

4th: When you cast soul surge as a 4th-level spell, it deals @[14d8 damage][roll 14d8 as damage for 'Soul Surge'] to the target.

5th: When you cast soul surge as a 5th-level spell, it deals @[21d8 damage][roll 21d8 as damage for 'Soul Surge'] to the target.

6th: When you cast soul surge as a 6th-level spell, it deals @[24d8 damage][roll 24d8 as damage for 'Soul Surge'] to the target.

Source

Galactic Magic pg. 82

Soul surge was innovated by Hanakan mystics concomitant with the attunement of their soulstones. With this spell, you draw forth a tiny bit of your essence to attack your opponent, losing a number of Hit Points equal to the number of damage dice you roll for your soul surge. Attempt a @[ranged attack][roll d20 + character.attack.ranged + ((character.keyAbility.modifier - character.dexterity.modifier) max 0) as attack for 'Soul Surge'] against a single target’s EAC, adding your key ability score modifier to the attack roll instead of your Dexterity modifier if it’s higher. Your soul surge does piercing damage that has the force descriptor, and the amount of damage it does depends on the level at which it’s cast.

1st: When you cast soul surge as a 1st-level spell, it deals @[3d8 damage][roll 3d8 as damage for 'Soul Surge'] to the target.

2nd: When you cast soul surge as a 2nd-level spell, it deals @[6d8 damage][roll 6d8 as damage for 'Soul Surge'] to the target.

3rd: When you cast soul surge as a 3rd-level spell, it deals @[10d8 damage][roll 10d8 as damage for 'Soul Surge'] to the target.

4th: When you cast soul surge as a 4th-level spell, it deals @[14d8 damage][roll 14d8 as damage for 'Soul Surge'] to the target.

5th: When you cast soul surge as a 5th-level spell, it deals @[21d8 damage][roll 21d8 as damage for 'Soul Surge'] to the target.

6th: When you cast soul surge as a 6th-level spell, it deals @[24d8 damage][roll 24d8 as damage for 'Soul Surge'] to the target.

Source

Galactic Magic pg. 82

You grant the semblance of life to a corpse, allowing it to answer questions. You can ask up to six questions. The corpse’s knowledge is limited to what it knew during life, including the languages it spoke. Answers are brief, cryptic, or repetitive, especially if the creature would have opposed you in life.

If the dead creature was friendly or helpful toward you in life, the spell works automatically. Otherwise, the corpse can attempt a Will saving throw to resist the spell as if it were alive. On a successful save, the corpse can refuse to answer your questions or attempt to deceive you using its Bluff skill. The target can speak only about what it knew in life. It can’t answer any questions that pertain to events that occurred after its death.

If the corpse has been subjected to speak with dead within the past week, this spell fails. You can cast this spell on a corpse that has been deceased for any amount of time, but the body must be mostly intact to be able to respond. A damaged corpse might be able to give partial answers or partially correct answers, but it must have at least a mouth in order to speak at all. This spell does not affect a corpse that has been turned into an undead creature.

Source

Core Rulebook pg. 378

When an ally within range is targeted by a non-harmless spell or spell-like ability, you can redirect the spell so it targets you instead. Spell redirection fails if you’re immune to the triggering spell’s effects. It can’t redirect spells that affect an area, though it can change one target of a spell that affects multiple targets. The spell’s caster can attempt a Will save to negate this effect. The maximum spell level spell redirection can affect depends on the spell level of spell redirection.

1st: You can redirect a spell whose level is 2nd or lower.

2nd: You can redirect a spell whose level is 3rd or lower.

3rd: You can redirect a spell whose level is 4th or lower.

4th: You can redirect a spell whose level is 5th or lower.

5th: You can redirect a spell whose level is 6th or lower.

Source

Interstellar Species pg. 131

When an ally within range is targeted by a non-harmless spell or spell-like ability, you can redirect the spell so it targets you instead. Spell redirection fails if you’re immune to the triggering spell’s effects. It can’t redirect spells that affect an area, though it can change one target of a spell that affects multiple targets. The spell’s caster can attempt a Will save to negate this effect. The maximum spell level spell redirection can affect depends on the spell level of spell redirection.

1st: You can redirect a spell whose level is 2nd or lower.

2nd: You can redirect a spell whose level is 3rd or lower.

3rd: You can redirect a spell whose level is 4th or lower.

4th: You can redirect a spell whose level is 5th or lower.

5th: You can redirect a spell whose level is 6th or lower.

Source

Interstellar Species pg. 131

You draw a spirit into a comm unit or computer, allowing you to consult the spirit for information. As a swift action, you can ask the spirit a question; you can ask a question in this way a number of times equal to your key ability score modifier. The spirit attempts to recall knowledge with any of its available skills, then transmits a response to your question via the device at the start of your next turn. Questions asked of a spirit are wasted if they aren’t relevant to its field of expertise or aren’t achievable with skill checks to recall knowledge.

1st: When you cast spiritual consultation as a 1st-level spell, the spirit has a bonus of +6 in one skill of your choice.

2nd: When you cast spiritual consultation as a 2nd-level spell, the spirit has a bonus of +10 in one skill of your choice.

3rd: When you cast spiritual consultation as a 3rd-level spell, the spirit has a bonus of +14 in one skill of your choice.

4th: When you cast spiritual consultation as a 4th-level spell, the spirit has a bonus of +17 in two skills of your choice.

5th: When you cast spiritual consultation as a 5th-level spell, the spirit has a bonus of +20 in two skills of your choice, and the duration of the spell increases to 10 minutes/level.

6th: When you cast spiritual consultation as a 6th-level spell, the spirit has a bonus of +23 in two skills of your choice, the duration of the spell increases to 10 minutes/level, and the number of questions you can ask the spirit doubles.

Source

Tech Revolution pg. 27

You draw a spirit into a comm unit or computer, allowing you to consult the spirit for information. As a swift action, you can ask the spirit a question; you can ask a question in this way a number of times equal to your key ability score modifier. The spirit attempts to recall knowledge with any of its available skills, then transmits a response to your question via the device at the start of your next turn. Questions asked of a spirit are wasted if they aren’t relevant to its field of expertise or aren’t achievable with skill checks to recall knowledge.

1st: When you cast spiritual consultation as a 1st-level spell, the spirit has a bonus of +6 in one skill of your choice.

2nd: When you cast spiritual consultation as a 2nd-level spell, the spirit has a bonus of +10 in one skill of your choice.

3rd: When you cast spiritual consultation as a 3rd-level spell, the spirit has a bonus of +14 in one skill of your choice.

4th: When you cast spiritual consultation as a 4th-level spell, the spirit has a bonus of +17 in two skills of your choice.

5th: When you cast spiritual consultation as a 5th-level spell, the spirit has a bonus of +20 in two skills of your choice, and the duration of the spell increases to 10 minutes/level.

6th: When you cast spiritual consultation as a 6th-level spell, the spirit has a bonus of +23 in two skills of your choice, the duration of the spell increases to 10 minutes/level, and the number of questions you can ask the spirit doubles.

Source

Tech Revolution pg. 27

Drawing upon your own magical essence, you create a Tiny magical spirit to assist you. The spirit takes any appearance you desire, and is imbued with a fragment of your intelligence and personality, including the ability to speak any languages you know. The spirit hovers near you, sharing your space. It cannot be harmed, though it can be dispelled. Casting this spell requires intense focus and requires you to spend 1 Resolve Point. The spirit owes you three favors, after which the spell ends, and the spirit vanishes. You can redeem one favor from the spirit per round on your turn without spending an action. If you are unable to take actions normally at the start of your turn and redeeming a favor could help you act normally (such as with the rescue and rouse options below), the spirit redeems a favor and performs that task at the start of your turn without waiting for your instructions. Typical favors include the following, though at the GM’s discretion, the spirit might be able to perform different tasks of equivalent power.

Distract: The spirit draws the attention of a creature within 30 feet of you, giving it the flat-footed condition against your attacks until the end of your next turn.

Encourage: The spirit provides moral support, and you regain @[3d10 Stamina Points][roll 3d10 as heal for 'Spiritual Minion'].

Fetch: The spirit grabs an unattended object of 1 bulk or less within 30 feet of you and places it in your hands. Protect: The spirit deflects incoming attacks, granting you DR 5/— and resistance 5 against all energy types until the beginning of your next turn.

Rescue: If you are dying at the start of your turn, the spirit stabilizes you as though they had succeeded at a Medicine check to provide first aid. If you spend a Resolve Point to stay in the fight before the end of your next turn, you regain @[3d10 Hit Points][roll 3d10 as heal for 'Spiritual Minion'] rather than 1 Hit Point.

Rouse: The spirit pesters you to help you shake off certain conditions. If you are asleep or fascinated, the spirit automatically ends that condition so long as shaking or threatening you would normally end that condition. If you have failed a saving throw against an effect that makes you confused, dazed, frightened, panicked, shaken, or stunned, the spirit’s efforts allow you to attempt a new saving throw against the effect; if you succeed, you suppress those conditions until the start of your next turn.

Source

Starfinder Enhanced pg. 127

You conjure a sparkling bridge made of quintessence from the Astral Plane. The bridge is 10 feet wide and connects one point you touch to another point within close range. Both sides must be anchored to a solid object like a ledge or wall, and the bridge can slope at no greater than a 45-degree angle. The bridge is watertight and supports creatures and vehicles, though it’s somewhat fragile, with hardness equal to your caster level and Hit Points equal to 3 × your caster level. The spell ends if you move more than 100 feet from the bridge.

Source

Ports of Call pg. 123

You surround yourself with an intangible crystalline sphere that grants you electricity resistance 10 for the spell’s duration. As a reaction when you resist electricity damage or cast another spell with the electricity descriptor, you can dismiss the spell to shatter the sphere, releasing its energy; creatures adjacent to you take @[2d12 electricity damage][roll 2d12 as damage for 'Storm-Deflecting Sphere'].

Source

Interstellar Species pg. 123

You influence the actions of the target creature by suggesting a course of activity (limited to a sentence or two). The suggestion must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do some obviously harmful act automatically negates the effect of the spell.

The suggested course of activity can continue for the entire duration of the spell. If the suggested activity can be completed in a shorter time, the spell ends when the target finishes what it was asked to do. You can instead specify conditions that will trigger a special activity during the duration. If the condition is not met before the spell’s duration expires, the activity is not performed.

A very reasonable suggestion imparts a penalty (such as –1 or –2) to the target’s saving throw.

Source

Core Rulebook pg. 379

This spell summons an extraplanar creature (typically an elemental, magical beast native to another plane, or outsider, but also occasionally even extraplanar constructs). The summoned creature appears where you designate and acts immediately on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it to not attack, to attack particular enemies, or to perform other actions.

When you gain this spell as a spell known, select four creatures from the appropriate list in Table 8: Summon Creature for each level at which you can cast this spell. For example, for the 1st-level summon creature spell, you could choose Tiny air, earth, fire, and water elementals. Note that a particular alignment or class is sometimes required to choose certain creatures, as listed in Table 8. In place of a single selection, you can choose a creature from a lower-level summoning list; doing so allows you the option of summoning multiple such creatures at a time. Each time you gain a character level, you can change these selections.

You can gain summon creature a second time at the highest spell level you know, selecting four additional appropriate creatures at each level you can cast this spell.

You choose which of the selected creatures you summon each time you cast the spell.

1st: When you cast summon creature as a 1st-level spell, you summon one creature from your selection of creatures from the 1st-level summoning list.

2nd: When you cast summon creature as a 2nd-level spell, you summon one creature from your selection of creatures from the 2nd-level summoning list. If the chosen creature is from a lower-level summoning list, you summon three such creatures instead.

3rd: When you cast summon creature as a 3rd-level spell, you summon one creature from your selection of creatures from the 3rd-level summoning list. If the chosen creature is from a lower-level summoning list, you summon three such creatures instead.

4th: When you cast summon creature as a 4th-level spell, you summon one creature from your selection of creatures from the 4th-level summoning list. If the chosen creature is from a lower-level summoning list, you summon three such creatures instead.

5th: When you cast summon creature as a 5th-level spell, you summon one creature from your selection of creatures from the 5th-level summoning list. If the chosen creature is from a lower-level summoning list, you summon three such creatures instead.

6th: When you cast summon creature as a 6th-level spell, you summon one creature from your selection of creatures from the 6th-level summoning list. If the chosen creature is from a lower-level summoning list, you summon three such creatures instead.

A summoned creature can’t use teleportation or planar travel abilities or magical divination abilities. Creatures can’t be summoned into an environment that can’t support them (such as summoning a breathing creature into a vacuum). Creatures summoned using this spell can’t use spells or spell-like abilities that duplicate spells that require expending Resolve Points or expensive materials to cast (such as raise dead).

Source

Alien Archive pg. 144

This spell summons an extraplanar creature (typically an elemental, magical beast native to another plane, or outsider, but also occasionally even extraplanar constructs). The summoned creature appears where you designate and acts immediately on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it to not attack, to attack particular enemies, or to perform other actions.

When you gain this spell as a spell known, select four creatures from the appropriate list in Table 8: Summon Creature for each level at which you can cast this spell. For example, for the 1st-level summon creature spell, you could choose Tiny air, earth, fire, and water elementals. Note that a particular alignment or class is sometimes required to choose certain creatures, as listed in Table 8. In place of a single selection, you can choose a creature from a lower-level summoning list; doing so allows you the option of summoning multiple such creatures at a time. Each time you gain a character level, you can change these selections.

You can gain summon creature a second time at the highest spell level you know, selecting four additional appropriate creatures at each level you can cast this spell.

You choose which of the selected creatures you summon each time you cast the spell.

1st: When you cast summon creature as a 1st-level spell, you summon one creature from your selection of creatures from the 1st-level summoning list.

2nd: When you cast summon creature as a 2nd-level spell, you summon one creature from your selection of creatures from the 2nd-level summoning list. If the chosen creature is from a lower-level summoning list, you summon three such creatures instead.

3rd: When you cast summon creature as a 3rd-level spell, you summon one creature from your selection of creatures from the 3rd-level summoning list. If the chosen creature is from a lower-level summoning list, you summon three such creatures instead.

4th: When you cast summon creature as a 4th-level spell, you summon one creature from your selection of creatures from the 4th-level summoning list. If the chosen creature is from a lower-level summoning list, you summon three such creatures instead.

5th: When you cast summon creature as a 5th-level spell, you summon one creature from your selection of creatures from the 5th-level summoning list. If the chosen creature is from a lower-level summoning list, you summon three such creatures instead.

6th: When you cast summon creature as a 6th-level spell, you summon one creature from your selection of creatures from the 6th-level summoning list. If the chosen creature is from a lower-level summoning list, you summon three such creatures instead.

A summoned creature can’t use teleportation or planar travel abilities or magical divination abilities. Creatures can’t be summoned into an environment that can’t support them (such as summoning a breathing creature into a vacuum). Creatures summoned using this spell can’t use spells or spell-like abilities that duplicate spells that require expending Resolve Points or expensive materials to cast (such as raise dead).

Source

Alien Archive pg. 144

You create a field of dampening magic, which radiates from a creature or an object and moves with that target. If you target a point, the effect is stationary. Any spell cast into or from this area is subjected to all the effects of a 2nd-level version of dampen spell.

Source

Galactic Magic pg. 83

As a move action while this spell is active, you can physically meld with a solid, physical surface you’re in direct contact with and emerge from another solid surface within 30 feet to which you have line of sight from the point you entered. Any surface you enter or emerge from must be made of physical material (not a force field) and be at least your approximate size (such as a 5-foot-square surface if you are Medium). You can emerge from a surface that wouldn’t otherwise support you (such as emerging from a ceiling), but this spell doesn’t prevent you from falling after you emerge unless you have some other means of remaining on the surface. This spell also does not enable you to emerge from a different side of the surface you enter, such as merging with a wall and appearing on the wall’s other side.

Each time you meld with and emerge from surfaces, this spell’s remaining duration decreases by 1 round. If you end your turn and are not in direct contact with a solid surface, this spell ends.

Source

Starfinder Enhanced pg. 127

You magically enhance one or more targets’ physiologies to allow them to swim through liquids with increasing levels of ease and grace.

1st: When you cast swim as a 1st-level spell, you can target one Medium or smaller creature per caster level at close range (25 feet + 5 feet/2 levels) that’s partially or fully submerged in water or another liquid. The targets must all be within 20 feet of each other. A Large creature or object counts as two Medium creatures, a Huge creature or object counts as four Medium creatures, and so on. The affected targets gain a +8 bonus to their Athletics checks to swim. For each target, this casting of the spell lasts 1 round per caster level or until that target leaves the water (whichever happens first). The 1st-level version of this spell can be cast as a reaction, but when you do so, you can’t take a standard action on your next turn.

2nd: When you cast swim as a 2nd-level spell, you can target one willing or unconscious touched creature and give it a swim speed of 40 feet, and the spell lasts until the creature leaves the water or for 1 minute per caster level (whichever happens first).

3rd: When you cast swim as a 3rd-level spell, you can target one willing or unconscious touched creature and affect it as per the 2nd-level version of the spell, except the target gains a swim speed of 60 feet and the spell lasts for 10 minutes per caster level.

4th: When you cast swim as a 4th-level spell, you can target multiple willing or unconscious creatures at close range (25 feet + 5 feet/2 levels) and affect them as per the 3rd-level version of the spell. You can target one creature per caster level, all of which must be within 30 feet of each other.

You magically enhance one or more targets’ physiologies to allow them to swim through liquids with increasing levels of ease and grace.

1st: When you cast swim as a 1st-level spell, you can target one Medium or smaller creature per caster level at close range (25 feet + 5 feet/2 levels) that’s partially or fully submerged in water or another liquid. The targets must all be within 20 feet of each other. A Large creature or object counts as two Medium creatures, a Huge creature or object counts as four Medium creatures, and so on. The affected targets gain a +8 bonus to their Athletics checks to swim. For each target, this casting of the spell lasts 1 round per caster level or until that target leaves the water (whichever happens first). The 1st-level version of this spell can be cast as a reaction, but when you do so, you can’t take a standard action on your next turn.

2nd: When you cast swim as a 2nd-level spell, you can target one willing or unconscious touched creature and give it a swim speed of 40 feet, and the spell lasts until the creature leaves the water or for 1 minute per caster level (whichever happens first).

3rd: When you cast swim as a 3rd-level spell, you can target one willing or unconscious touched creature and affect it as per the 2nd-level version of the spell, except the target gains a swim speed of 60 feet and the spell lasts for 10 minutes per caster level.

4th: When you cast swim as a 4th-level spell, you can target multiple willing or unconscious creatures at close range (25 feet + 5 feet/2 levels) and affect them as per the 3rd-level version of the spell. You can target one creature per caster level, all of which must be within 30 feet of each other.

You create the sensation of a massive earthquake for a short period of time, causing affected creatures to become unsteady on their feet.

1st: When you cast tectonic shift as a 1st-level spell, you can target a creature within close range (25 feet + 5 feet/2 levels). The target must succeed at a Will saving throw or be shaken for 1 round.

2nd: When you cast tectonic shift as a 2nd-level spell, you can target a creature within medium range (100 feet + 10 feet/level). The target must succeed at a Will saving throw or be shaken for @[1d4 rounds][roll 1d4 as duration.round for 'Tectonic Shift']. A creature that fails the save by 5 or more is knocked prone.

3rd: When you cast tectonic shift as 3rd-level spell, you can target up to 5 creatures within medium range (100 feet + 10 feet/level). Each target must succeed at a Will saving throw or be shaken for @[1d4 rounds][roll 1d4 as duration.round for 'Tectonic Shift']. Creatures that fail the save by 5 or more are stunned for 1 round and knocked prone.

You forge a telepathic bond between yourself and a number of willing creatures, each of which must have an Intelligence score of 3 or higher (or a modifier of –4 or higher). Each creature included in the link is linked to all the others. The creatures can communicate telepathically through the bond regardless of language. No special power or influence is established as a result of the bond. Once the bond is formed, it works over any distance (although not from one plane to another).

If desired, you can leave yourself out of the telepathic bond forged. This decision must be made at the time of casting.

Source

Core Rulebook pg. 381

You create an imperceptible beacon marking your exact point in time and space at that instant. At the end of your next turn, you teleport to that exact spot without spending an action, so long as you are still on the same plane of existence. If you are subject to any other teleportation effect before this spell ends, the spell immediately teleports you back to your beacon and ends.

Source

Starfinder Enhanced pg. 128

You rewind time to a moment of missed opportunity and unleash the damage from a failed attack onto the original target of the attack. As a reaction after an ally’s attack with a weapon misses an enemy, you redirect the missed attack’s damage onto that enemy. Temporal bullets deals damage of the same amount and type the ally’s attack would have dealt, up to a maximum of 40 damage.

Source

Galactic Magic pg. 84

You create a magical lure at the center of the affected area, which creatures in the area perceive as either a wondrous temptation or an imminent threat that must be deactivated. When a creature enters the area or begins their turn in the area, they must succeed at a Will saving throw or be compelled to approach the lure for 1 round. The creature isn’t compelled to move recklessly, and they typically move in a way that avoids obvious threats and hazards. If an affected creature is grappled, entangled, or otherwise unable to move toward the lure, they must use at least a move action or standard action to attempt to break free or create conditions that would help them access the lure; if this action doesn’t allow them to keep moving toward the lure, the creature can act normally for the remainder of their turn.

If an affected creature ends their movement within reach of the lure, they interact with the lure, which deals @[5d6 fire damage][roll 5d6 as damage for 'Tempting Fate'] to them (Reflex half). Once a creature takes damage from the lure or succeeds at a Will save against this spell, they become immune to the spell for the remainder of its duration.

You can cast this spell as a full action. If you do, you choose the type of damage the lure deals, selecting one of the following: acid, cold, electricity, slashing, or sonic.

Source

Starfinder Enhanced pg. 128

You conjure a magical 10-foot-square vehicle in an unoccupied space within range. For the spell’s duration, you can take a move action to slam the vehicle into a creature within 30 feet of the vehicle’s current location, moving it to an empty space adjacent to the target and dealing 6d10 bludgeoning damage (Reflex negates).

If you don’t move the vehicle, it remains where it is and doesn’t deal any damage to any creatures, even if a creature is adjacent to the vehicle. The vehicle can’t hold any occupants or be damaged.

Source

Redshift Rally pg. 60

You overload a target’s mind with so much psychic stimuli that it ripples to another target, triggering the initial spell as well as overloading the new target with residual psychic overload. This spell deals @[2d8 damage][roll 2d8 as damage for 'Thought Ripple'] to the target, plus @[2d8 damage][roll 2d8 as damage for 'Thought Ripple'] for each prior target that already took damage from this casting of the spell. You choose the order in which targets are affected. Each secondary target of this spell takes a –1 penalty to their Will Save for each opposing alignment of the primary target (so if the primary target was lawful evil, a secondary chaotic evil target takes a –1 penalty, and a secondary chaotic good target takes a –2 penalty). If this spell damages four targets, it incites a thought storm that causes each target to become confused (as per the confusion spell) for 1 round on a failed save.

Source

Ports of Call pg. 123

You overload a target’s mind with so much psychic stimuli that it ripples to another target, triggering the initial spell as well as overloading the new target with residual psychic overload. This spell deals @[2d8 damage][roll 2d8 as damage for 'Thought Ripple'] to the target, plus @[2d8 damage][roll 2d8 as damage for 'Thought Ripple'] for each prior target that already took damage from this casting of the spell. You choose the order in which targets are affected. Each secondary target of this spell takes a –1 penalty to their Will Save for each opposing alignment of the primary target (so if the primary target was lawful evil, a secondary chaotic evil target takes a –1 penalty, and a secondary chaotic good target takes a –2 penalty). If this spell damages four targets, it incites a thought storm that causes each target to become confused (as per the confusion spell) for 1 round on a failed save.

Source

Ports of Call pg. 123

You create three time bombs (each an explosive about the size of a datapad) that each instantly adhere to a floor, wall, or similar surface. Each time bomb appears at a grid intersection of your choice within the spell’s range, but each must be at least 15 feet away from each other. As you create each time bomb, you also set a countdown timer for it, ranging from 2 to 10 rounds, choosing a different number of rounds for each explosive. At the end of each of your turns, reduce the number of rounds remaining for each time bomb’s countdown timer. If a countdown timer reaches 0, that time bomb explodes, dealing @[6d8 fire and piercing][roll 6d8 as damage for 'Time Bombs'] damage to creatures in a 10-foot-radius burst (Reflex half). As a swift action, you can trigger a time bomb before its countdown timer reaches 0, but its damage dealt is reduced by half.

A time bomb can be disabled using Engineering or Mysticism as a standard action, and its disable DC equals 10 plus 1-1/2 × your caster level. A time bomb has hardness 10 and a number of Hit Points equal to 5 + your caster level. If reduced to 0 Hit Points, a time bomb is destroyed harmlessly.

Source

Starfinder Enhanced pg. 128

You distort time in the area, forcing it to pass slowly. This area is difficult terrain. Creatures in the area when the spell is cast, or who enter the area, are staggered for as long as they remain in the area. A creature that succeeds at a Fortitude saving throw negates the staggered condition and instead has all their speeds reduced by 10 feet for as long as they remain in the area. Creatures use the result of their initial saving throw against this spell, no matter how many times they leave and reenter the area.

Source

Galactic Magic pg. 84

This spell functions as time loop, except as noted above.

Time Loop
You immerse a creature in a time loop of your creation. The target sees and reacts to events that no longer coincide with the current timeline, becoming confused for 1 round and entangled for the duration. If the target succeeds at a Will saving throw to ignore the time loop, they’re instead off-target for the duration.

Source

Galactic Magic pg. 84

You refract latent energy from the Dimension of Time into your current plane in the form of a massive blade. This deals @[10d6 slashing damage][roll 10d6 as damage for 'Time’s Edge'] to all creatures and objects in the area.

Source

Galactic Magic pg. 84

This spell grants the creature touched the ability to speak and understand the spoken or signed language of any intelligent creature, whether it is a racial tongue or a regional dialect. The target can speak only one language at a time, although it may be able to understand several languages. Tongues does not enable the target to speak with creatures who don’t speak. The target can make itself understood as far as its voice carries.

Source

Core Rulebook pg. 383

You place a unique magical mark, which is about 1 square inch in size, on a creature or object. The mark is invisible, but detect magic and similar effects can reveal its presence. Unattended objects are always affected by this spell. If you attempt to affect a creature or an object in a creature’s possession, the creature can attempt a Reflex save to negate the effect.

Once the tracking mark is in place, you can follow the tracking mark by succeeding at a DC 20 Mysticism check. You’re able to detect the tracking mark up to 1,000 feet away, and you must be on the same plane as the tracking mark to follow it.

Source

Galactic Magic pg. 84

You create an extradimensional space in the passenger area of a vehicle or Tiny starship, allowing it to carry one additional Medium creature per caster level. This spell must be cast on a vehicle able to carry more than one passenger, or the spell fails. The extradimensional space appears in the vehicle’s seating area or the starship’s bridge or passenger section, and it looks like a thin, glowing gap in reality. Creatures that step through this gap are shunted into the extradimensional space, which appears to be and functions as another compartment in the vehicle. A creature can exit the extradimensional space as part of a move action to move through the gap in reality, though a creature cannot exit the extradimensional space unless room to accommodate it exists in the normal seating area.

Creatures that are encumbered or overburdened cannot enter the extradimensional space. If a creature is larger than Medium, each size category counts as one additional creature for determining the capacity of the extradimensional space.

Creatures within the extradimensional space can’t interact with anything outside the vehicle, nor can creatures outside the vehicle perceive or interact with occupants and contents of the space. If the vehicle is destroyed or the extradimensional space is dispelled, the extradimensional space collapses. Anything within the extradimensional space when the vehicle or starship is destroyed, the space is dispelled, or this spell ends are shunted to the nearest open spaces outside the target.

You transfer crucial seconds from yourself to nearby creatures. Each ally in the area gains an additional move action on their next turn to take a guarded step, move up to their speed, or draw or sheathe a weapon. The ally can use their extra move action in between their other actions, even using it before or after a full action. An ally affected by this spell cannot gain additional actions from other spells and effects during their turn, such as from haste or the hurry envoy improvisation. Once a creature gains an additional action from this spell, they become immune to further uses of transfer time for 1 hour.

You can cast this spell as a full action, modifying the spell in one of the following ways. First, you can grant one of the affected allies an additional standard action instead of a move action, in which case they are not limited to taking a guarded step, moving, or drawing or sheathing a weapon. Second, you can increase the spell’s range to 30 feet. Third, you can choose to change the spell’s area of effect to a 60-foot line or a 20-foot burst centered on you.

Source

Starfinder Enhanced pg. 129

By drawing on the latent energy that surrounds everything, you trigger a series of magical explosions, dealing fire damage to creatures in areas that you designate when casting the spell. The amount of damage and the size of the explosions depend on the spell’s level.

Overlapping areas of Trifold Explosion do not do additional damage and creatures in overlapping areas of the spell’s effect are only affected by the spell once.

2nd: When you cast trifold explosion as a 2nd-level spell, it deals @[3d6 fire damage][roll 3d6 as damage for 'Trifold Explosion'] in three 5-ft.-radius bursts.

3rd: When you cast trifold explosion as a 3rd-level spell, it deals @[5d6 fire damage][roll 5d6 as damage for 'Trifold Explosion'] in three 5-ft.-radius bursts.

4th: When you cast trifold explosion as a 4th-level spell, it deals @[7d6 fire damage][roll 7d6 as damage for 'Trifold Explosion'] in three 10-ft.-radius bursts.

5th: When you cast trifold explosion as a 5th-level spell, it deals @[8d6 fire damage][roll 8d6 as damage for 'Trifold Explosion'] in three 10-ft.-radius bursts.

6th: When you cast trifold explosion as a 6th-level spell, it deals @[10d6 fire damage][roll 10d6 as damage for 'Trifold Explosion'] in three 10-ft.-radius bursts.

By drawing on the latent energy that surrounds everything, you trigger a series of magical explosions, dealing fire damage to creatures in areas that you designate when casting the spell. The amount of damage and the size of the explosions depend on the spell’s level.

Overlapping areas of Trifold Explosion do not do additional damage and creatures in overlapping areas of the spell’s effect are only affected by the spell once.

2nd: When you cast trifold explosion as a 2nd-level spell, it deals @[3d6 fire damage][roll 3d6 as damage for 'Trifold Explosion'] in three 5-ft.-radius bursts.

3rd: When you cast trifold explosion as a 3rd-level spell, it deals @[5d6 fire damage][roll 5d6 as damage for 'Trifold Explosion'] in three 5-ft.-radius bursts.

4th: When you cast trifold explosion as a 4th-level spell, it deals @[7d6 fire damage][roll 7d6 as damage for 'Trifold Explosion'] in three 10-ft.-radius bursts.

5th: When you cast trifold explosion as a 5th-level spell, it deals @[8d6 fire damage][roll 8d6 as damage for 'Trifold Explosion'] in three 10-ft.-radius bursts.

6th: When you cast trifold explosion as a 6th-level spell, it deals @[10d6 fire damage][roll 10d6 as damage for 'Trifold Explosion'] in three 10-ft.-radius bursts.

This spell functions like tripartite beam, except as noted above. In addition, it deals @[3d6 acid damage][roll 3d6 as damage for 'Tripartite Beam, Greater'], @[3d6 electricity damage][roll 3d6 as damage for 'Tripartite Beam, Greater'], and @[3d6 fire damage][roll 3d6 as damage for 'Tripartite Beam, Greater'], rather than the damage listed in tripartite beam. On a critical hit, the target is blinded for 3 rounds, rather than dazzled.

Tripartite Beam
You fire three spiraling beams of glowing energy at a target that intertwine midflight into a single tripartite ray. Make a @[ranged attack][roll d20 + character.attack.ranged as attack for 'Tripartite Beam, Greater'] roll against your target’s EAC. If you hit, the target takes 1d6 acid damage, 1d6 electricity damage, and 1d6 fire damage. On a critical hit, they’re additionally dazzled for 3 rounds.

You summon a vision of a writhing mass of shadowy tendrils to assault creatures within 10 feet of the ground in the area. This area is difficult terrain. The first time a creature enters the area (including when the effect appears) on its turn, and each round the creature remains there, the creature takes 4d6 bludgeoning damage and becomes entangled. If the tendrils are in dim light or darkness, the DC of the Will save increases by 2. A creature that succeeds at a Will saving throw halves the damage it takes and avoids becoming entangled. The same casting of this spell can’t render such a creature entangled again. By succeeding at subsequent saves, such a creature reduces damage it takes from the same casting of the spell to one-quarter normal.

You form the crater of an active volcano at a target location, immediately exposing all creatures in the area to lava (Core Rulebook 403), dealing @[2d6 fire damage][roll 2d6 as damage for 'Uncanny Eruption'] immediately, and continuing to expose creatures who begin their turn in the area, who take the appropriate fire damage at the beginning of their turn. Damage from the lava continues for @[1d3 rounds][roll d3 as duration.round for 'Uncanny Eruption'] after a creature leaves the area, but this additional damage is only @[1d6 fire damage][roll 1d6 as damage for 'Uncanny Eruption'] per round.

In addition, every @[1d4 rounds][roll d4 as duration.round for 'Uncanny Eruption'], creatures in or within 30 feet of the crater must succeed at a Reflex save or take an additional @[5d6 fire damage][roll 5d6 as damage for 'Uncanny Eruption'] as the crater periodically erupts.

You partially untether an ally from the flow of time, enabling them to perform minor tasks with remarkable speed. The target can immediately perform one of the following actions without spending an action: provide covering fire; crawl; draw or sheathe a weapon or item; provide harrying fire; move their speed; stand up; or take a guarded step. For the spell’s duration, the target can perform any of those actions as a swift action.

Source

Starfinder Enhanced pg. 129

This spell functions as upgrade summon, except that you can apply two of the listed benefits to the target summoned creature.

Upgrade Summon
This spell temporarily empowers the abilities of a summoned creature. When you cast this spell, choose one of the following benefits. This upgrade lasts for the spell’s duration or until the summoned creature is dismissed or returns to its native plane. A summoned creature can only benefit from one of these upgrades at a time; casting this spell a second time on a summoned creature immediately ends the first casting’s benefits.

  • The summoned creature’s maximum Hit Points increases by 10%.
  • The Armor Class of the summoned creature increases by 2.
  • The summoned creature gains a +1 bonus to all attack rolls.
  • One of the summoned creature’s attacks deals an additional die of damage of the same size.
  • When the summoned creature makes a full attack, it can also take a separate move action to move. The movement can occur before, after, or between the attacks from the full attack. All movement must occur at the same time. (This benefit doesn’t stack with the benefits of haste.)

You override the will of another spellcaster, taking control of their spell. As a reaction when you observe a spell being cast within range, you can cast this spell. If you do, you can attempt a @[dispel check][roll 1d20 + character.caster.level as casterLevel for 'Usurp Spell'] (1d20 + your caster level). The DC equals 11 + the other spellcaster’s caster level + 2 per level of the spell above 4th. If you succeed, you determine the spell’s parameters as if you had cast it. This spell has no effect on artifacts or deities.

Source

Galactic Magic pg. 85

You can cast this spell only immediately after a creature in range dies. On its next turn in the initiative order, the corpse stands up (if applicable; this does not require a move action), can take a single move action to move up to its speed, and makes a single attack using the weapons and bonuses it had when alive (though it can’t use class features, spell-like abilities, or spells). You can choose the target of the affected creature’s attack or allow the target corpse to select a target entirely at random. If the target of this spell was friendly or helpful toward you in life, the spell works automatically; otherwise, the corpse can attempt a Will saving throw to negate this spell, as if the creature were still alive.

After making its attack, the creature that you have targeted with viral destruction falls and is dead as normal. However, if this attack kills the affected creature’s target or if it knocks it unconscious, that target must succeed at a Will saving throw (using the spell’s DC) or be subject to viral destruction and make a single attack on its next turn before returning to its normal dead or unconscious state. If the secondary target of viral destruction is merely unconscious and becomes conscious again before its next action, that creature is freed from the viral destruction effect and the spell ends. Each attack caused by this spell can transfer the viral destruction effect to its target if that target is knocked unconscious or killed by the attack, until the spell has affected a number of creatures equal to your mystic level.

Reaching to worlds beyond, you siphon your foe’s life force as a shared offering to some extraplanar entity. Attempt a @[melee attack][roll d20 + character.attack.melee + ((character.keyAbility.modifier - character.strength.modifier) max 0) as attack for 'Void Grasp'] against the target’s EAC, adding the higher of your key ability modifier or your Strength modifier to the attack roll. On a hit, the target takes @[8d8 damage][roll 8d8 as damage for 'Void Grasp'] and must attempt a Fortitude saving throw. A target that fails is sickened for the duration. One who succeeds is sickened for only 1 round, and then the spell ends. In either case, you gain temporary Hit Points equal to half the damage you dealt.

Casting this spell doesn’t provoke attacks of opportunity.

Source

Galactic Magic pg. 86

The target’s mind is flooded with elder mysteries from the dark between the stars, galaxies, and dimensions. The target must attempt a Will save; on a failure, it begins whispering incoherently and moves half its speed in a random direction. On its turn, it does nothing except whisper incoherently and move half its speed in a random direction. When it moves, the target takes the safest route and doesn’t enter hazardous terrain. If the target is attacked, the spell ends immediately.

Creatures that begin their turn within 5 feet of the target and can hear it whispering must succeed at a Will saving throw or become confused for 1 round. A creature that succeeds at this save is immune to the whispers until the spell ends.

You summon an erupting volcano that unleashes molten rock over an area, dealing fire and bludgeoning damage. The eruption leaves molten rocks, thick ash, and smoke, making the entire area of effect difficult terrain for the duration of the spell.

1st: When you cast volcanic wrath as a 1st-level spell, it deals @[2d6 damage][roll 2d6 as damage for 'Volcanic Wrath'] in a 10-ft-radius, 20 ft. high burst.

2nd: When you cast volcanic wrath as a 2nd-level spell, it deals @[4d6 damage][roll 4d6 as damage for 'Volcanic Wrath'] in a 10-ft-radius, 20 ft. high cylinder.

3rd: When you cast volcanic wrath as a 3rd-level spell, it deals @[7d6 damage][roll 7d6 as damage for 'Volcanic Wrath'] in a 20-ft-radius, 40 ft. high cylinder.

4th: When you cast volcanic wrath as a 4th-level spell, it deals @[10d6 damage][roll 10d6 as damage for 'Volcanic Wrath'] in a 20-ft-radius, 40 ft. high cylinder.

5th: When you cast volcanic wrath as a 5th-level spell, it deals @[15d6 damage][roll 15d6 as damage for 'Volcanic Wrath'] in a 30-ft-radius, 60 ft. high cylinder.

6th: When you cast volcanic wrath as a 6th-level spell, it deals @[17d6 damage][roll 17d6 as damage for 'Volcanic Wrath'] in a 30-ft-radius, 60 ft. high cylinder.

Source

Interstellar Species pg. 115

You summon an erupting volcano that unleashes molten rock over an area, dealing fire and bludgeoning damage. The eruption leaves molten rocks, thick ash, and smoke, making the entire area of effect difficult terrain for the duration of the spell.

1st: When you cast volcanic wrath as a 1st-level spell, it deals @[2d6 damage][roll 2d6 as damage for 'Volcanic Wrath'] in a 10-ft-radius, 20 ft. high burst.

2nd: When you cast volcanic wrath as a 2nd-level spell, it deals @[4d6 damage][roll 4d6 as damage for 'Volcanic Wrath'] in a 10-ft-radius, 20 ft. high cylinder.

3rd: When you cast volcanic wrath as a 3rd-level spell, it deals @[7d6 damage][roll 7d6 as damage for 'Volcanic Wrath'] in a 20-ft-radius, 40 ft. high cylinder.

4th: When you cast volcanic wrath as a 4th-level spell, it deals @[10d6 damage][roll 10d6 as damage for 'Volcanic Wrath'] in a 20-ft-radius, 40 ft. high cylinder.

5th: When you cast volcanic wrath as a 5th-level spell, it deals @[15d6 damage][roll 15d6 as damage for 'Volcanic Wrath'] in a 30-ft-radius, 60 ft. high cylinder.

6th: When you cast volcanic wrath as a 6th-level spell, it deals @[17d6 damage][roll 17d6 as damage for 'Volcanic Wrath'] in a 30-ft-radius, 60 ft. high cylinder.

Source

Interstellar Species pg. 115

You cause a massive sheet of flowing air to appear. When you cast wall of air, choose whether the air flows upward or downward. This spell has different effects depending on the environment in which it is cast (below). You can place a wall of air so that it’s in multiple environments at once; in this case, it affects each environment separately. This spell can’t be cast in a vacuum.

In Atmosphere: The wall’s area is treated as a windstorm, which requires flying creatures to attempt Acrobatics checks to fly through it and imparts a –4 penalty on ranged attacks that deal kinetic damage. Attacks with archaic ranged weapons made through or within the wall of air automatically miss. Small or smaller creatures starting their turn in the wall’s area must succeed at a Reflex save or be knocked prone.

In Water: The wall of air creates a massive sheet of bubbles that provides concealment. A creature that moves through the wall of air must succeed at an Athletics check to swim in stormy conditions with the DC increased by your caster level; on a failure, it’s moved 10 feet in the direction you chose for the wall’s air to flow. In addition, any creature within a wall of air while underwater can breathe air as if in a normal atmosphere. This wall doesn’t adversely affect water-breathing creatures.

An earthen barrier springs into existence, anchored to surrounding solid surfaces or, at least, supported by a firm foundation. The stress of casting this spell requires you to spend 1 Resolve Point. The wall fails to manifest in any area already occupied by a creature or object, or where it’s likely to fall or collapse. However, the wall can fit into any space of surrounding nonliving material if its area is sufficient to do so.

A typical wall of earth is 1 foot thick, but you can double the thickness by halving the area, or vice versa. You can crudely shape the wall in almost any way you desire, provided the shape you choose has enough support. Each 5-foot section of the wall has hardness 0 and 5 Hit Points per inch of thickness. A section of wall is breached if reduced to 0 Hit Points. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 20.

Source

Galactic Magic pg. 86

An immobile blazing curtain of opaque, shimmering, violet fire springs into existence. One side of the wall, selected by you, sends forth waves of heat, dealing @[2d6 fire damage][roll 2d6 as damage for 'Wall of Fire'] to creatures within 10 feet and @[1d6 fire damage][roll 1d6 as damage for 'Wall of Fire'] to those beyond 10 feet but within 20 feet. The wall deals this damage when it appears and on your turn each subsequent round. In addition, the wall deals @[5d6 fire damage][roll 5d6 as damage for 'Wall of Fire'] to any creature passing through it. The wall deals double damage to undead creatures.

If you evoke the wall so that it appears where creatures are, each creature takes damage as if passing through the wall. If any 5-foot length of wall takes 20 or more cold damage in 1 round, that length goes away.

Source

Core Rulebook pg. 384

An icy barrier, your choice of a plane or hemisphere, springs into existence. A plane can be oriented in any fashion, provided it’s anchored. If vertical, the wall needs only a solid foundation; a horizontal or slanting wall must be anchored on two opposite sides. A hemisphere must have a solid foundation. Either form can fit into any space of surrounding nonliving material if it has sufficient area to do so. An ice wall fails to manifest in any area already occupied by a creature or object or where it will likely fall or collapse. The hemisphere version fails to manifest if it can’t entirely contain a creature or object occupying the same space. Each 10-foot section of ice has 0 hardness and 3 hit points per inch of thickness. Fire deals full damage to a wall of ice. A section of wall is breached if reduced to 0 Hit Points. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 20.

For the duration, even when the ice has been broken through, a sheet of frigid air remains. Any creature passing through such a breach takes 4d4 cold damage.

Once the duration elapses, the ice might remain if environmental conditions prevent it from melting. However, no magic maintains the ice, and a creature passing through a breach in the wall takes no cold damage.

Source

Galactic Magic pg. 86

You cause a flat, vertical stone wall to spring into existence. The stress of casting this spell requires you to spend 1 Resolve Point. The wall can fit into any space of surrounding nonliving material if its area is sufficient to do so. The wall can’t be conjured so that it occupies the same space as a creature or another object. It must always be a flat plane, though you can shape its edges to fit the available space.

A wall of stone is 4 inches thick. You can double the wall’s area by halving its thickness. Each 5-foot square of the wall has hardness 10 and 15 Hit Points per inch of thickness. A section of wall that is reduced to 0 Hit Points is breached. The DC of the Strength check for a creature to break through the wall with a single attack is 25. The wall is firmly anchored to its surroundings, and it doesn’t easily tip over; it can’t be summoned into any area where it is likely to fall or collapse.

Like any stone wall, this wall is subject to perforation and other natural phenomena, though it doesn’t rust or corrode under typical circumstances. The metal created by this spell is not suitable for use in the creation of other objects and can’t be sold.

You blast your target with the ripples of myriad realities, causing it to transform in unpredictable ways that are typically temporary. If the target fails its initial saving throw, roll on the Warpwave Effect table and apply the resulting condition, critical hit effect, or spell effect to the target. If the target is immune to this selected effect, roll a second time and apply the second effect instead (if it’s also immune to the second effect, it’s unaffected by the spell).

The effects’ durations vary. Those effects marked with a superscript 1 are instantaneous, whereas those marked with a superscript 2 are effects for which the target can attempt a new saving throw at the end of each of its turns to end the effect early. For effects marked with a superscript 3, each minute an affected creature can attempt a new saving throw to end that effect early. Unannotated effects follow their normal rules for duration. Except for baleful polymorph, a warpwave’s effects cannot be dispelled, but they can be removed by break enchantment, remove affliction, and any effect that specifically removes the imposed condition.

@[D12][roll d12 as chance for 'Warpwave'] Warpwave Effect
1 Severe wound¹ (caster chooses the wound)
2 Paralyzed²
3 Wound¹
4 Baleful polymorph (3rd level)
5 Bleeding, Burning, or Corrode 3d6
6 Nauseated²
7 Blinded²
8 Staggered²
9 Shaken³
10 Sickened³
11 Off-target³
12 Dazzled³

Source

Alien Archive 4 pg. 73

You drain the moisture and vitality from your surroundings. Living creatures and organic objects in the area take @[6d12 damage][roll 6d12 as damage for 'Wither']. Creatures with the plant type or water subtype take a –2 penalty on their saving throw against this spell.

Rather than affect the area around you, you can choose to affect only a single target in the spell’s range. If you do so, you absorb a fraction of the target’s vitality, regaining a number of Hit Points equal to half the damage dealt by the spell.

Source

Starfinder Enhanced pg. 129

You alter the magical forces in the area near you into an unpredictable field of eldritch entropy, potentially causing a number of effects both positive and negatives for those who find themselves in the area.

When you cast this spell, and each time you start your turn during the duration of the spell, roll d% on the following table. Each time there’s a new effect, you can attempt a Will saving throw. If you succeed, you can choose the targets affected by the warped magic. Otherwise, the effect affects all creatures (and sometimes objects) in the area, including you, as described. If the effect is a spell, the spell’s normal parameters (including saves to avoid its effects) apply, except for duration.

Each effect lasts only until you roll again, or for the duration specified in the effect, whichever is shorter (except on a result of 100; in which case you use the spell’s normal duration).

Subject to the GM’s discretion, in a low-magic area, you might have to subtract 10 from your d% rolls for this spell; in a highmagic area, you might have to add 10 instead.

@[d%][roll d100 as chance for 'Wonder Warp'] Effect
1 All magic ceases working, including for you, even if you succeed at the spell’s Will save. Unless you expend a 2nd- level spell slot at the start of your next turn, this spell ends.
2–5 Decrease the area, damage, duration, and range of spells and spell-like abilities used by half. If you failed the spell’s Will save, that includes the duration of this spell.
6–10 No effect.
11–14 Creatures are affected by the lesser confusion spell.
15–18 Creatures become vulnerable to one energy type; roll a @[d10][roll d10 as chance for 'Wonder Warp'] to determine which: on a 1–2, use acid; on a 3–4, use cold; on a 5–6, use electricity; on a 7–8, use fire; on a 9–10, use sonic. If you succeed at the spell’s Will save, you can choose the type for each target instead.
19–22 A Medium aeon arrives, as if summoned by a 3rd-level summon creature (Alien Archive 144 ) spell, and it’s hostile to you. Its turn occurs just after yours. If you succeed at the spell’s Will save, the aeon remains when the spell’s effect changes.
23–26 Dreamlike realities appear, customized to each creature; each creature who fails a Will save becomes fascinated.
27–30 Creatures must attempt a Fortitude save; on a failure, a random technological item they have ceases to function. A technological construct that fails is instead staggered.
31–34 You can read the surface thoughts of creatures in the area as if they were affected by the third round of the detect thoughts spell.
35–38 The area becomes zero gravity (Core Rulebook 402).
39–42 Creatures are affected by a 1st-level baleful polymorph (Alien Archive 2 147) spell.
43–46 Creatures are affected by the grease spell.
47–50 Each creature is affected by the force blast spell; you can attempt the additional bull rush combat maneuver granted by the spell.
51–54 Countless Diminutive creatures appear flying in the air and scrambling on the ground, making the area difficult terrain. To move at more than half speed in the area, a creature must succeed at a DC 15 Acrobatics check.
55–58 Chaotic illusions render creatures dazzled.
59–62 Creatures and objects become invisible.
63–66 Each creature switches positions with another randomly determined creature (no save). No creature arrives in a place immediately hazardous to it, instead appearing in the closest safe space.
67–70 Creatures gain a fly speed of 30 feet with average maneuverability. If a creature is airborne when the effect ends, it falls.
71–74 A random Medium creature arrives, as if summoned by a 3rd-level summon creature (Alien Archive 144 ) spell. If you succeed at wonder warp’s Will save, the creature acts as if you summoned it. Otherwise, it’s hostile to everyone.
75–78 Creatures gain resistance 5 to one energy type; roll a @[d10][roll d10 as chance for 'Wonder Warp'] to determine which: on a 1–2, use acid; on a 3–4, use cold; on a 5–6, use electricity; on a 7–8, use fire; on a 9–10, use sonic. If you succeed at the spell’s Will save, you can choose the type for each target instead.
79–82 Each creature regains @[2d4][roll 2d4 as heal for 'Wonder Warp'] Hit Points or Stamina Points (creature’s choice).
83–86 You cast magic missile without expending a spell slot. If you take (and have taken) no other actions this turn, you can fire a third missile.
87–90 You create one effect of the prescience (Character Operations Manual 139 ) spell.
91–95 Increase the area, damage, duration, and range of spells and spell-like abilities used by 50%. That doesn’t include the duration of this spell.
96–99 Roll two effects, treating 1 and 96–100 as no effect. Each effect affects only targets of your choice.
100 You can cast any 1st- or 2nd-level spell you know without expending a spell slot. You must abide by the spell’s normal parameters, and it lasts for its normal duration.

You confer upon the target sense through (vision) with a range of 60 feet. This ability is blocked by materials one-fifth as dense as those that block normal sense through (2 feet of wood or plastic, 1 foot of stone, 2 inches of common metal, or 1 inch of lead or any starmetal), and it limits the target to black-and-white vision while in use. The target doesn’t gain the benefit of any other special visual senses (such as lowlight vision) while using x-ray vision, and the target can’t attempt sight-based Perception checks beyond 60 feet.

Source

Galactic Magic pg. 87


Dragonscript

ID

9ba52f7160ea8ffd3ee549af

Effects

Level 4

append 'family.starknife' to character.proficiency.weapon; if {(character.level - character.bab) >= 3} then bonus 2 to character.attack.family.starknife as focus else bonus 1 to character.attack.family.starknife as focus;
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